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micro-interactions · dylantarre — Claude Code skill for animating small UI details

A skill that tells your coding agent how to animate buttons, toggles, checkboxes, loading indicators and notification badges.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add dylantarre/animation-principles --skill micro-interactions -a claude-code
Open on GitHub

What micro-interactions does

The skill maps Disney's 12 animation principles onto small interface feedback moments. It ships a quick-reference table pairing each principle with an implementation, a breakdown of every principle, and ready CSS patterns for button states, a toggle switch and a checkbox. Your agent pulls timings and curves from there: 100–300ms for most interactions, ease-out for responsiveness, spring for toggles.

There is a timing reference covering hover, click, toggle, checkbox, focus ring, tooltip show and hide, badge update and form error. The best-practices list is blunt: every interactive element needs feedback, disabled states get no animation and reduced opacity, and functionality must not depend on animation.

One rule stands out — respect prefers-reduced-motion. If your project ignores it, this is a reason to check. The skill also suggests starting values like scaleY: 0.95 on press or a 3–5px error shake, framed as advice rather than hard limits.

What it helps with

  • pick a duration and easing curve for a button press
  • build a toggle with a springy overshoot
  • draw a checkmark stroke inside a checkbox
  • show a form error without a jarring jump
  • make an icon react to its parent state change

Example prompts for the agent

  • animate the button states: hover, active, disabled
  • build a toggle switch with a spring transition and slight overshoot
  • add a checkmark draw animation and respect prefers-reduced-motion

How to install micro-interactions

1Skills CLI (Vercel)

npx skills add dylantarre/animation-principles --skill micro-interactions -a claude-code

2Manually: put the files in place

~/.claude/skills/micro-interactions/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/micro-interactions/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about micro-interactions

How do I install micro-interactions in Claude?

Run npx skills add dylantarre/animation-principles --skill micro-interactions -a claude-code. The skill file then lives at ~/.claude/skills/micro-interactions/SKILL.md.

What does micro-interactions do?

It guides your agent through small UI feedback: button states, toggles, form validation, loading indicators, notification badges. It contains animation principles, CSS patterns and a timing table.

Does the skill cover accessibility?

Yes. The best practices include respecting prefers-reduced-motion and testing the interface with animation turned off.

Source text

SKILL.md · MIT
---
name: micro-interactions
description: Use when designing small UI feedback moments like button states, toggles, form validation, loading indicators, or notification badges.
---

# Micro-interaction Animation

Apply Disney's 12 animation principles to small UI feedback moments and interface details.

## Quick Reference

| Principle | Micro-interaction Implementation |
|-----------|--------------------------------|
| Squash & Stretch | Button press compression, toggle bounce |
| Anticipation | Hover state hints, pre-click feedback |
| Staging | Focus attention on active element |
| Straight Ahead / Pose to Pose | Progress vs state changes |
| Follow Through / Overlapping | Ripple effects, settling motion |
| Slow In / Slow Out | Snappy but smooth transitions |
| Arc | Toggle switches, circular menus |
| Secondary Action | Icons respond to parent state |
| Timing | 100-300ms for most interactions |
| Exaggeration | Clear but not distracting |
| Solid Drawing | Consistent transform behavior |
| Appeal | Delightful, purposeful feedback |

## Principle Applications

**Squash & Stretch**: Buttons compress slightly on press (scaleY: 0.95). Toggle thumbs squash when hitting bounds. Notification badges bounce on update. Keep subtle—this is UI, not cartoon.

**Anticipation**: Hover states prepare for click. Buttons lift/grow slightly before press animation. Draggable items elevate on grab start. Loading spinners wind up before spinning.

**Staging**: Active form field clearly distinguished. Error states demand attention. Success confirmations are unmistakable. One interaction feedback at a time.

**Straight Ahead vs Pose to Pose**: Progress indicators animate continuously (straight ahead). Checkboxes snap between states (pose to pose). Combine: loading indicator ends with state-change snap.

**Follow Through & Overlapping**: Ripple effects expand past tap point. Toggle switches overshoot then settle. Checkmarks draw with slight delay after box fills. Menu items stagger in.

**Slow In / Slow Out**: Quick ease-out for responsive feel. 100ms with ease-out feels instant. Avoid linear—looks broken. Snappy entrance, gentle settling.

**Arc**: Toggle switches travel in slight arc. Circular action buttons expand radially. Dropdown carets rotate smoothly. Menu items can follow curved path.

**Secondary Action**: Icon changes color as button state changes. Badge count updates with parent notification. Helper text appears as input focuses. Shadow responds to elevation.

**Timing**: Immediate feedback: 50-100ms. Standard transitions: 100-200ms. Complex micro-interactions: 200-300ms. Anything longer feels sluggish for small UI.

**Exaggeration**: Enough to notice, not enough to distract. Error shakes: 3-5px, not 20px. Success scales: 1.05-1.1, not 1.5. Subtle but unmistakable.

**Solid Drawing**: Transform origin matters—buttons scale from center, tooltips from pointer. Consistent behavior across similar elements. Maintain visual integrity during animation.

**Appeal**: Micro-interactions add personality without overwhelming. Users should feel the interface is responsive and alive. Small delights build into overall experience quality.

## Component Patterns

### Button States
```css
.button {
    transition: transform 100ms ease-out,
                box-shadow 100ms ease-out;
}
.button:hover {
    transform: translateY(-1px);
    box-shadow: 0 2px 8px rgba(0,0,0,0.15);
}
.button:active {
    transform: translateY(0) scale(0.98);
    box-shadow: 0 1px 2px rgba(0,0,0,0.1);
}
```

### Toggle Switch
```css
.toggle-thumb {
    transition: transform 200ms cubic-bezier(0.34, 1.56, 0.64, 1);
}
.toggle-thumb.active {
    transform: translateX(20px);
}
```

### Checkbox
```css
.checkmark {
    stroke-dasharray: 20;
    stroke-dashoffset: 20;
    transition: stroke-dashoffset 200ms ease-out 50ms;
}
.checkbox:checked + .checkmark {
    stroke-dashoffset: 0;
}
```

## Timing Reference

| Interaction | Duration | Easing |
|-------------|----------|--------|
| Hover | 100ms | ease-out |
| Click/tap | 100ms | ease-out |
| Toggle | 150-200ms | spring/elastic |
| Checkbox | 150ms | ease-out |
| Focus ring | 100ms | ease-out |
| Tooltip show | 150ms | ease-out |
| Tooltip hide | 100ms | ease-in |
| Badge update | 200ms | elastic |
| Form error | 200ms | ease-out |

## Best Practices

1. Every interactive element needs feedback
2. Disabled states: no animation, reduced opacity
3. Group related feedback together
4. Don't animate on every change—filter unnecessary updates
5. Test without animation—functionality shouldn't depend on it
6. Respect `prefers-reduced-motion`

© dylantarre · MIT · dylantarre/animation-principles

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