
Ios Animation Design
- 54 installs
- 74 repo stars
- Updated July 21, 2026
- existential-birds/beagle
Helps with design & ui/ux tasks.
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ios-animation-design is a Claude Code skill for design & ui/ux. It helps solo builders move faster with AI-assisted development.
- ios-animation-design
- Design & UI/UX
- AI-coding skill
Ios Animation Design by the numbers
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| Installs | 54 |
|---|---|
| repo stars | ★ 74 |
| Last updated | July 21, 2026 |
| Repository | existential-birds/beagle ↗ |
What it does
Helps with design & ui/ux tasks.
Files
iOS Animation Design
Plan animations that feel intentional, not decorative. Apple's HIG is clear: "Don't add motion for the sake of adding motion. Gratuitous or excessive animation can distract people and may make them feel disconnected or physically uncomfortable." Every animation must serve a purpose — guide attention, communicate state changes, reinforce spatial relationships, or provide feedback.
Before adding any custom animation, ask: does the system already handle this? Many system components include motion automatically — Liquid Glass (iOS 26) responds to touch with greater emphasis and produces more subdued effects for trackpad interaction. Standard controls, navigation transitions, and sheets already animate. Custom motion should fill gaps the system doesn't cover, not replace what it already does well.
Design Process
Gates (sequenced)
Advance only after each pass condition is met in the working artifact (chat or doc). Do not rationalize compliance without evidence.
1. Gate — Context captured — Pass when there are written answers for: what triggers the motion, its purpose, where it lives in the app, how often it runs, minimum iOS version, and primary input methods (or explicit N/A where not applicable). Pass when you have stated whether system-provided motion already covers this or which gap custom animation fills. 2. Gate — Options differ meaningfully — Pass when there are 2–3 approaches and each differs in at least two of: named API/technique, motion character, complexity band, or iOS floor — not minor timing tweaks of the same idea. 3. Gate — Spec is implementation-ready — Pass when the compiled spec includes concrete entries for Trigger, Interruption (cancel/reverse/queue), Reduce Motion fallback, Haptics (or explicit none with rationale), and Recommended API.
Step 1: Understand the Animation Context
Before proposing options, gather context about what needs to animate and why:
- What triggers it? User action (tap, swipe, drag), state change (data loaded, error), or lifecycle event (appear, disappear)?
- What's the purpose? Feedback, spatial orientation, content transition, delight, or status communication?
- Where in the app? Navigation flow, in-screen state change, overlay/modal, or background ambient?
- How frequent? Once per session (onboarding), every interaction (tab switch), or continuous (progress indicator)? Apple's HIG warns: "In apps, generally avoid adding motion to UI interactions that occur frequently. The system already provides subtle animations for interactions with standard interface elements."
- Deployment target? Which iOS version floor determines available APIs.
- Input methods? Touch, trackpad, keyboard, VoiceOver? iOS 26's Liquid Glass adapts motion intensity based on input — direct touch gets more emphasis, indirect input is more subdued. Custom animations should follow the same principle.
Step 2: Present 2-3 Animation Approaches
For each animation need, present 2-3 distinct approaches. Each option should feel meaningfully different — not minor variations of the same idea. Structure each option as:
### Option [N]: [Name]
**Approach**: [1-2 sentences describing the motion design]
**Technique**: [Which Apple API — SwiftUI animation, KeyframeAnimator, matchedGeometryEffect, etc.]
**Character**: [How it feels — snappy, playful, elegant, subtle, dramatic]
**Complexity**: [Low / Medium / High — implementation and maintenance cost]
**iOS floor**: [Minimum iOS version required]Then provide a Recommendation with rationale tied to the gathered context. The recommendation should consider:
- API availability relative to the deployment target
- Complexity budget — simpler is better unless the animation is a signature moment
- Whether the system already handles it — prefer system-provided motion over custom implementations
- Consistency with existing app motion language
- Cancellability — can users interrupt or skip it? ("Don't make people wait for an animation to complete before they can do anything" — Apple HIG)
- Accessibility (can it gracefully degrade with Reduce Motion?)
- Multimodal feedback — animation alone shouldn't be the only signal. "Supplement visual feedback by also using alternatives like haptics and audio" (Apple HIG)
Step 3: Compile the Animation Spec
Once the user selects an approach (or confirms the recommendation), produce a structured spec. This spec is the contract between design and implementation — it should contain everything needed to write the code without ambiguity.
Animation Spec Format
# Animation Spec: [Name]
## Overview
[1-2 sentences: what this animation does and why it exists]
## Trigger
- **Event**: [What initiates the animation — tap, state change, appear, gesture, etc.]
- **Direction**: [Forward / Reverse / Bidirectional]
## Motion Design
### Properties
| Property | From | To | Curve | Duration |
|----------|------|----|-------|----------|
| opacity | 0 | 1 | .easeOut | 0.25s |
| scale | 0.8 | 1.0 | .spring(duration: 0.5, bounce: 0.3) | — |
| offset.y | 20 | 0 | .spring(duration: 0.5, bounce: 0.3) | — |
### Timing
- **Total duration**: [end-to-end time]
- **Stagger**: [if multiple elements, delay between each]
- **Interruption**: [What happens if triggered again mid-animation — cancel, reverse, queue]
### Gesture Binding (if interactive)
- **Gesture type**: [drag, long press, rotation, magnification]
- **Progress mapping**: [How gesture progress maps to animation progress]
- **Threshold**: [When the animation commits vs. cancels]
- **Velocity handling**: [How release velocity affects completion]
## Accessibility & Multimodal Feedback
- **Reduce Motion**: [What happens — crossfade, instant, simplified version]
- **VoiceOver**: [Any announcement needed for the state change]
- **Haptics**: [Which sensoryFeedback type pairs with this animation — .impact, .selection, .success, etc.]
- **Audio**: [Optional sound cue if the state change is important enough]
- **Dynamic Type**: [Does layout shift affect the animation?]
## Implementation Notes
- **Recommended API**: [SwiftUI withAnimation, KeyframeAnimator, PhaseAnimator, matchedGeometryEffect, UIViewPropertyAnimator, etc.]
- **State model**: [What @State/@Binding drives this animation]
- **Extractable component**: [Yes/No — should this be a reusable ViewModifier or View?]Animation Categories
When designing, think in terms of these categories. Each has different expectations for timing, easing, and purpose.
Navigation & Scene Transitions
Screen-to-screen movement. Users expect spatial consistency — where did I come from, where am I going? These should feel fast and confident.
- Push/pop with hero elements (
matchedGeometryEffect,navigationTransition(.zoom)) - Full-screen covers and sheets (custom
Transitionprotocol) - Tab switches (crossfade, slide, or matched geometry)
- Onboarding flows (page-based with progressive reveal)
Timing: 0.3–0.5s. Easing: spring-based (.snappy or .smooth). Interruption: must handle back-gesture gracefully.
Micro-Interactions
Small, immediate feedback for user actions. Apple's HIG emphasizes brevity: "When animated feedback is brief and precise, it tends to feel lightweight and unobtrusive, and it can often convey information more effectively than prominent animation." These should be near-instant and never block interaction. For frequent interactions, strongly consider whether the system's built-in animation is sufficient before adding custom motion.
- Button press states (scale + haptic)
- Toggle/switch animations
- Like/favorite/bookmark responses
- Pull-to-refresh indicators
- Text field focus transitions
- Swipe action reveals
Timing: 0.1–0.3s. Easing: .snappy or .spring(duration: 0.2, bounce: 0.4). Always pair with sensoryFeedback — haptics reinforce the visual feedback and communicate to users who can't see the animation.
Content Transitions
When data changes within a view — numbers updating, content swapping, list reordering.
- Numeric text transitions (
.contentTransition(.numericText)) - Image crossfades
- List item insertion/removal
- Skeleton-to-content reveal
- Error/empty/loaded state switches
Timing: 0.2–0.35s. Easing: .smooth or .easeInOut. Use animation(_:value:) tied to the changing data.
Gesture-Driven Animations
Interactive animations where the user directly controls progress. These need to feel physically connected to the finger — no lag, no disconnection.
- Card dismiss (swipe to remove)
- Drawer/sheet drag
- Pinch-to-zoom
- Rotation interactions
- Scroll-linked parallax (
scrollTransition)
Spring-based completion is essential. Track velocity on release. Use UIViewPropertyAnimator for UIKit or GestureState + spring for SwiftUI.
Loading & Progress
Communicate waiting and progress. Should feel alive without being distracting.
- Skeleton screens (shimmer with gradient mask)
- Indeterminate spinners (SF Symbol
.symbolEffect(.pulse)) - Determinate progress (animated bar/ring)
- Content placeholder pulse (
PhaseAnimator)
Keep looping animations lightweight — they run continuously and must not drain battery or cause hitches.
Ambient & Decorative
Background motion that establishes mood. Use sparingly — these are the easiest to overdo.
- Animated gradients (
MeshGradientwith timer-driven point shifts) - Floating particle effects
- Subtle parallax on device tilt
- Background blur transitions
Always disable or simplify with Reduce Motion. These are the first to cut for performance.
Principles
1. Purpose over polish — If you can't articulate why something animates, it shouldn't. Apple's HIG: "Don't add motion for the sake of adding motion." 2. System first — Many system components already include motion (Liquid Glass, navigation transitions, sheets, SF Symbol effects). Check whether the system handles it before designing custom motion. Custom animation should fill gaps, not duplicate the system. 3. Brevity over spectacle — "Aim for brevity and precision in feedback animations" (Apple HIG). Brief animations convey information more effectively than prominent ones. A succinct response tied to the action beats an elaborate sequence. 4. Springs over curves — Spring animations feel physical. Use duration + bounce parameters, not bezier curves, unless you have a specific reason. 5. Reduce Motion is not optional — Every animation spec must include a Reduce Motion fallback. Apple's HIG: "Make motion optional. Not everyone can or wants to experience the motion in your app." This also means never using animation as the only way to communicate important information. 6. Multimodal feedback — Supplement animation with haptics (.sensoryFeedback) and audio where appropriate. Animation alone shouldn't carry critical state changes. 7. Cancellation is a right — "Don't make people wait for an animation to complete before they can do anything, especially if they have to experience the animation more than once" (Apple HIG). Every animation must be interruptible. 8. Realistic spatial feedback — Motion should follow the user's gesture and expectations. If someone slides a view down, they expect to dismiss it by sliding down, not sideways. Feedback that defies spatial logic disorients people. 9. Speed earns trust — Animations under 0.3s feel responsive. Over 0.5s feels sluggish unless it's a signature moment. When in doubt, go faster. 10. Consistency compounds — Use the same spring parameters across similar interactions. A consistent motion language makes the whole app feel cohesive. Define a small set of timing presets and reuse them.
Animation Pattern Library
Navigation Patterns
Hero Element Transition
Element from source screen flies to its position in destination screen. Creates spatial continuity between list and detail views.
When to use: Tapping a card/cell to open detail. Photo grids. Product listings. API: matchedGeometryEffect (iOS 14+), .navigationTransition(.zoom) (iOS 18+) Timing: 0.35–0.5s spring (duration: 0.45, bounce: 0.15) Reduce Motion: Crossfade (0.2s)
Shared Axis Transition
Views slide along a shared spatial axis — horizontal for peer navigation, vertical for parent-child hierarchy.
When to use: Tab switches, onboarding steps, wizard flows. API: Custom Transition with offset + opacity Timing: 0.3s .snappy Reduce Motion: Crossfade
Full-Screen Cover with Zoom
Source element zooms to fill the screen. Built-in to iOS 18+ navigation.
When to use: Image viewers, media playback, detail views from grids. API: .navigationTransition(.zoom(sourceID:in:)) + .matchedTransitionSource Timing: System-managed spring Reduce Motion: System handles automatically
Micro-Interaction Patterns
Press Scale
Button scales down slightly on press, returns with bounce on release. Pairs with haptic.
Spec:
- Press: scale 0.95, opacity 0.8, duration 0.1s
- Release: scale 1.0, opacity 1.0, spring(duration: 0.3, bounce: 0.4)
- Haptic:
.sensoryFeedback(.impact(flexibility: .soft))
Toggle State
Binary state switch with smooth property interpolation.
Spec:
- Properties: background color, icon rotation/swap, track position
- Duration: 0.2s
.snappy - Content swap:
.contentTransition(.symbolEffect(.replace))
Like/Favorite Burst
Celebratory response to a positive action. Should feel rewarding without being slow.
Spec:
- Icon: scale 1.0 → 1.3 → 1.0, with
.symbolEffect(.bounce) - Optional: particle burst using overlay +
PhaseAnimator - Haptic:
.sensoryFeedback(.success) - Duration: 0.4s total
Pull to Refresh
Overscroll triggers refresh indicator. Progress maps to pull distance.
Spec:
- Threshold: 80pt pull
- Indicator: rotation tied to scroll offset, then continuous spin on release
- Completion: scale down + fade (0.2s)
Content Transition Patterns
Number Counter
Animated number changes — scores, prices, quantities.
API: .contentTransition(.numericText(countsDown:)) Timing: System-managed Reduce Motion: Instant update (system handles)
Skeleton to Content
Placeholder shimmer replaced by actual content on load.
Spec:
- Skeleton: gradient mask sweep using
PhaseAnimatorwith 2 phases (offset -1.0, +1.0) - Reveal: opacity 0→1, offset.y 8→0, spring 0.35s
- Stagger: 0.05s between items
List Reorder
Items slide to new positions when sort changes.
API: withAnimation(.spring()) { items.sort(...) } with ForEach + stable IDs Timing: 0.35s .smooth Reduce Motion: Instant reorder
State Switch (Empty/Error/Loaded)
Full-view content swap between states.
Spec:
- Outgoing: opacity 1→0, scale 1.0→0.95 (0.15s)
- Incoming: opacity 0→1, scale 1.05→1.0, offset.y 10→0 (spring 0.35s)
- Custom
Transitionrecommended for reuse
Gesture-Driven Patterns
Card Swipe Dismiss
Drag card horizontally past threshold to dismiss, or snap back.
Spec:
- Track: offset follows finger with 1:1 mapping
- Rotation: slight tilt proportional to horizontal offset (±5°)
- Threshold: 150pt or velocity > 500pt/s
- Commit: fly off-screen in drag direction, spring completion
- Cancel: spring back to origin (duration: 0.5, bounce: 0.2)
- Opacity: fade as distance increases (1.0 at center, 0.5 at threshold)
Bottom Sheet Drag
Pull sheet between detents with rubber-banding at limits.
Spec:
- Detents: collapsed (100pt), half (50%), full (90%)
- Between detents: 1:1 finger tracking
- Past limits: rubber-band (0.3:1 ratio)
- Release: snap to nearest detent using spring(duration: 0.4, bounce: 0.15)
- Velocity: release velocity determines target detent
Pinch to Zoom
Scale content interactively with gesture, settle to discrete zoom levels on release.
Spec:
- Track: scale follows
MagnificationGesturevalue - Min/max: 1.0x–5.0x, rubber-band beyond
- Release: spring to nearest integer zoom (or back to 1.0 if below threshold)
- Double-tap: toggle between 1.0x and 2.0x (spring 0.35s)
Ambient & Loading Patterns
Mesh Gradient Background
Slowly shifting color field for visual atmosphere.
API: MeshGradient (iOS 18+) with timer-driven point interpolation Spec:
- Grid: 3×3 minimum
- Animation: shift 2–3 control points by small random offsets
- Cycle: 3–5s per shift, continuous
- Reduce Motion: static gradient (no animation)
Pulsing Activity Indicator
Subtle pulse for ongoing background activity.
API: .symbolEffect(.pulse) on SF Symbol or PhaseAnimator for custom Spec:
- Opacity: 0.4 ↔ 1.0
- Scale: 0.95 ↔ 1.0
- Cycle: 1.5s per pulse
- Reduce Motion: static icon at full opacity
Shimmer Loading
Gradient sweep across placeholder shapes.
Spec:
- Gradient: 3-stop (background → highlight → background)
- Sweep: linear move from leading to trailing, 1.2s cycle
- Angle: 15° for visual interest
- Reduce Motion: static gray placeholders (no sweep)
Timing & Easing Guidelines
Duration Ranges by Purpose
| Category | Range | Default | Notes |
|---|---|---|---|
| Micro-interaction | 0.1–0.25s | 0.15s | Button press, toggle, icon swap |
| Content transition | 0.2–0.35s | 0.25s | Data change, state switch |
| Navigation transition | 0.3–0.5s | 0.4s | Push/pop, modal present |
| Hero animation | 0.35–0.55s | 0.45s | Matched geometry, zoom |
| Elaborate choreography | 0.5–0.8s | 0.6s | Onboarding reveal, celebration |
| Looping/ambient | 1.0–5.0s | 2.0s | Shimmer, pulse, gradient shift |
Animations over 0.5s should be rare and intentional. If an animation feels slow, it probably is.
Spring Presets
When to Use Each
| Preset | Character | Best For |
|---|---|---|
.smooth | No bounce, critically damped | Most transitions, navigation, content changes |
.snappy | Quick with slight bounce | Micro-interactions, toggles, quick feedback |
.bouncy | Noticeable bounce | Celebratory moments, playful UI, attention-drawing |
.interactiveSpring | Very fast, no bounce | Gesture tracking, drag following |
Custom Spring Tuning
.spring(duration: D, bounce: B)duration: Time to settle. Shorter = snappier.bounce: 0.0 = no bounce (critically damped). 0.5 = very bouncy. Negative = overdamped.
| Feel | Duration | Bounce |
|---|---|---|
| Crisp and precise | 0.2–0.3 | 0.0–0.1 |
| Responsive with life | 0.3–0.4 | 0.15–0.25 |
| Playful and springy | 0.4–0.6 | 0.3–0.5 |
| Gentle and soft | 0.5–0.7 | 0.1–0.2 |
Stagger Timing
When animating multiple items sequentially (list appearance, grid reveal):
| Item Count | Stagger Delay | Total Spread |
|---|---|---|
| 3–5 items | 0.05–0.08s | 0.15–0.32s |
| 6–10 items | 0.03–0.05s | 0.15–0.45s |
| 10+ items | 0.02–0.03s | Cap at 0.5s total |
Rules:
- Cap total stagger spread at 0.5s — after that, later items feel delayed rather than choreographed
- Only stagger visible items. Items below the fold animate individually when they scroll into view.
- First item should start immediately (0s delay)
Easing Curves
Springs are preferred for almost everything in modern iOS. Use bezier curves only when you need precise timing control (synchronized with audio, video, or external events).
| Curve | Use Case |
|---|---|
.easeOut | Elements entering — fast start, gentle settle |
.easeIn | Elements leaving — slow start, accelerate away |
.easeInOut | Looping animations, symmetrical motion |
.linear | Progress indicators, synchronized timing |
Interruption Strategies
What happens when an animation is re-triggered before it completes:
| Strategy | Behavior | When to Use |
|---|---|---|
| Retarget | Redirect to new end value, preserving velocity | Default for springs — most interactions |
| Replace | Stop current, start new from current position | Discrete state changes |
| Queue | Wait for current to finish | Sequential choreography |
| Ignore | Let current animation complete | One-shot celebrations |
SwiftUI springs retarget by default — this is almost always what you want. For explicit control in KeyframeAnimator, use the trigger parameter.
Reduce Motion Timing
When accessibilityReduceMotion is enabled:
| Original | Reduce Motion Alternative |
|---|---|
| Spring with bounce | .easeOut(duration: 0.15) or .none |
| 0.3–0.5s transition | Crossfade 0.15–0.2s |
| Gesture-driven interactive | Keep interactive (user controls it), remove decorative completion |
| Looping animation | Static (no animation) |
| Staggered reveal | All items appear simultaneously with fade |
The goal is not to remove all animation — it's to remove vestibular-triggering motion (large movement, zoom, rotation, bouncing) while keeping simple opacity changes that communicate state.
Defining App-Wide Presets
Define a small set of named timing presets and reuse them everywhere. Consistency in timing makes the app feel polished.
enum AnimationPreset {
/// Micro-interactions: button press, toggle, icon swap
static let quick: Animation = .spring(duration: 0.2, bounce: 0.15)
/// Standard transitions: state changes, content swaps
static let standard: Animation = .spring(duration: 0.35, bounce: 0.1)
/// Navigation: push/pop, modal present/dismiss
static let navigation: Animation = .spring(duration: 0.45, bounce: 0.12)
/// Celebratory: like burst, achievement unlock
static let playful: Animation = .spring(duration: 0.5, bounce: 0.35)
/// Reduced alternative
static let reduced: Animation = .easeOut(duration: 0.15)
}Three to five presets is plenty. More than that and you lose consistency.