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motion lab

01 Taste: timing & easing

How long things take, and how they speed up and slow down. Everything else builds on this.

Floor
01 of 09
Demos
Easing playground, The 12 principles

Timing is how long

Every move has a duration, and the right one depends on how far the thing travels and how big it is. Small interface feedback lands in 100 to 200 ms. Panels and page elements take 200 to 400 ms. Anything slower starts to feel like waiting.

In video, think in frames instead of milliseconds. At 30 frames per second, half a second is 15 frames, and a one-frame difference is visible. The holds between moves matter as much as the moves: give the eye time to read what just arrived.

Easing is how it moves

Nothing in the real world starts or stops instantly, so motion with constant speed looks mechanical. An easing curve maps time to progress. Where the curve is steep, the object moves fast; where it is flat, it barely moves.

Use ease-out for things entering (they arrive fast and settle), ease-in for things leaving, and ease-in-out for things moving from one place on screen to another. Keep linear for loaders, spinners and anything that should feel continuous.

Easing playground

Drag the two red handles to shape the curve. The horizontal axis is time, the vertical axis is progress. Watch the box, then read the code it produces.

01time →

cubic-bezier(0.16, 1, 0.3, 1)

Arrow keys move a focused handle. Shift moves faster.

Your curveLinear, for comparison

Ease out: starts fast, ends slow. Things entering the screen. Fast start, gentle landing.

Presets
600 ms · 18 frames @30
Animate
.box {
  transition: transform 600ms cubic-bezier(0.16, 1, 0.3, 1);
}

.box.is-open {
  transform: translateX(240px);
}

The 12 principles

In The Illusion of Life (1981), Disney animators Ollie Johnston and Frank Thomas wrote down the rules that make drawings feel alive. They are not only for characters. They are why a card that squashes slightly on landing feels physical, and why a modal that anticipates before it closes feels intentional.

Each tile below runs the same scene twice: with the principle and without it. Turn the grid to “Without” and watch how quickly the life drains out.

The 12 principles, with and without

Twelve small loops, one per principle. Flip the whole grid, or a single tile, to see what each principle adds. Slow it down to study the spacing.

Show every tile
Speed
  1. 01 Squash & stretch

    Objects deform with speed and impact, so they feel soft and heavy instead of rigid.

  2. 02 Anticipation

    A small move the opposite way first, so the audience knows something is about to happen.

  3. 03 Staging

    Show one idea at a time. Everything else holds still so the eye knows where to look.

  4. 04 Pose to pose

    Plan the key poses first, then fill the frames between them. The alternative, straight ahead, improvises frame by frame and drifts.

  5. 05 Follow through

    Loose parts keep moving after the body stops, and settle at their own pace. Overlapping action stops everything feeling glued together.

  6. 06 Slow in & slow out

    Real things accelerate and decelerate. The dots show equal slices of time: they bunch up at the ends when easing is on.

  7. 07 Arcs

    Natural motion follows curved paths. Interpolating in a straight line makes a swing look mechanical, and here even stretches the string.

  8. 08 Secondary action

    Smaller motions that support the main one: the flag and the shadow make the hop read as alive, without stealing focus.

  9. 09 Timing

    The number of frames an action takes tells us how heavy it is. The big ball lands and stays; the small one keeps bouncing.

  10. 10 Exaggeration

    Push the pose or timing past realism to make the idea read. A little more than feels safe, less than cartoon.

  11. 11 Solid drawing

    Treat shapes as volumes in space. A turning cube stays a cube; a flat card that just narrows reads as paper.

  12. 12 Appeal

    A clear, pleasing design with a bit of life: smooth timing, a breath, a blink. Stiff, stepped motion reads as broken.

Rules of thumb

  • Enter with ease-out, exit with ease-in, and make exits about a third faster than entrances.
  • Bigger and farther means longer, but rarely past 500 ms in an interface.
  • Overshoot is seasoning. One element per screen, at most.
  • Stagger related items by 30 to 60 ms so they read as a group, not a queue.
  • When something feels off, slow it to quarter speed. The problem is usually in the first or last frames.