Imported from zakariaf/Odova (
.claude/skills/motion-and-haptics/SKILL.md). Install upstream withnpx skills add zakariaf/Odova --skill motion-and-haptics. Copyright stays with the author.
Motion and haptics
What fires, when, exactly once, and how it degrades. Feedback is the layer users feel rather than read — an app whose taps land, whose errors are felt, and whose success is acknowledged reads as finished; the same app with default Material feedback reads as a prototype.
Scope boundary. Motion tokens — duration roles, curve slots, the no-raw-values gate, and
resolveMotion collapsing to Duration.zero under reduced motion — are owned by
design-system-structure. Painter/ticker mechanics are owned by custom-canvas-and-gestures.
Which surface a message uses — loading, empty, error, snackbar, banner, dialog, Undo, and
screen-reader announcements — is owned by ui-states-and-feedback. This skill owns the sensory
layer those decisions ride on: which moments exist, what each one commits to, how haptics are
mapped and fired, and what survives when the animation does not.
Non-negotiable rules
-
Every committing interaction is acknowledged in the same frame it happens. Finger-down shows a press state immediately; the commit's own feedback follows on commit. WHY: a control that waits for an async result before showing anything is indistinguishable from a control that did not register the tap, and the user taps again.
-
Motion decorates state; it is never the state. The end state must be identical, correct, and reachable with all animations disabled. A selection that only exists while its animation runs, or a value that is only legible mid-transition, is a bug that reduced-motion users hit every time.
-
Name your moments and design each one deliberately. Every app has a small catalog — press acknowledgment, rejected input, the commit payoff, success, progress or streak increment, and the signature screen transition. Each moment declares five things: its trigger, what changes, which duration role and curve it spends, its haptic slot, and its reduced-motion fallback. A moment left unspecified is not "minimal" — it is the framework default, chosen by nobody. See
references/moment-catalog.md. -
Every animation declares its reduced-motion behaviour at design time. "It is small, nobody will mind" is not a fallback. The mechanism (
resolveMotion→Duration.zero) belongs todesign-system-structure; the decision — cross-fade to the end state, appear already-complete, omit the flourish entirely — is made per moment, here, and written down. Feature code never re-reads the platform flag per animation. -
Haptics are a map, not scattered calls. A
HapticThemeextension maps each event to at most oneHapticFeedbackverb: selection ≤selectionClick, commit ≤lightImpact/mediumImpact, rejection ≤lightImpact, success ≤mediumImpact, andheavyImpactreserved for a genuine milestone. Anullslot is a declared silence, not an omission. WHY: haptics added ad hoc at call sites always drift upward in intensity until the app buzzes. -
Fire one haptic per committed event, on the commit frame. Never inside an animation callback, never per frame, never once per input in a coalesced gesture — a drag emits at most an engage and a commit. WHY: a haptic per frame is a vibration, and a haptic per coalesced input turns a fast gesture into a rattle.
-
heavyImpactis never the error sound. Escalating intensity for failure punishes the user for a mistake the UI could have prevented. Rejection is acknowledged, not amplified. -
One in-app toggle gates every haptic, celebrations included. Platforms have their own coarse system-haptics setting; an app that fires haptics needs its own switch too, and it must be a single central gate rather than a flag each call site remembers to check.
-
Every animation is interruptible. A tap during a transition or celebration resolves it to its end state immediately. Never block input for the duration of a flourish, and never make the user wait out a success. WHY: the second time a user sees a celebration they want to be past it.
-
Celebrations have a budget. Bounded element count, bounded time to the next interactive state, originating from the point of action rather than the screen edges, played once, never looped. Failure states get acknowledgment with no shaming motion. WHY: an unbounded celebration is a load screen the user did not ask for.
-
Every repeating or ambient animation declares a stop condition. It stops when its route is not current, when the app is backgrounded, and under reduced motion. A
repeat()with no stop condition is a battery bug that no test will catch and no reviewer will see. -
Feedback is redundant across channels. Haptics and sound survive reduced motion precisely because they are the remaining channels — so a state change may never be carried by motion alone. (Color-alone is owned by
accessibility-as-code; this is the motion-alone half of the same rule.) -
Sound, if any, is the third channel and never the first. Respect the platform's silent behaviour, keep it short, never require it to understand what happened, and gate it behind the same kind of central toggle as haptics.
-
Transitions follow reading direction; a fixed content surface does not re-mirror. A horizontal push flips under RTL because navigation is directional; a canvas, board, chart, or media surface whose own layout is direction-neutral stays as it is. Direction geometry is owned by
i18n-rtl-l10n.
The moment declaration
Write each moment down before implementing it. The table is the specification — an implementation that cannot fill a column has not finished designing that moment.
| Moment | Trigger | What changes | Duration role | Haptic | Reduced-motion fallback |
|---|---|---|---|---|---|
| Press | pointer down | press transform | shortest | selectionClick |
instant state, no transform |
| Reject | invalid input | bounded shake + message | short, interruptible | lightImpact |
message only, no shake |
| Commit | state committed | the transformation itself | medium | lightImpact |
end state appears instantly |
| Success | task complete | acknowledgment + result | long, skippable | mediumImpact |
result appears already complete |
| Increment | counter advances | one emphasis pulse | short | selectionClick or silence |
new value, no pulse |
| Transition | route change | the signature transition | medium | none | cross-fade or none |
Durations here are roles, not numbers — the numbers are tokens owned by design-system-structure.
Firing a haptic exactly once
// The event map lives in the theme; call sites name an event, never an intensity.
@immutable
class HapticTheme extends ThemeExtension<HapticTheme> {
const HapticTheme({this.select, this.commit, this.reject, this.success});
/// A null slot is a DECLARED silence — the design said no haptic here.
final Future<void> Function()? select;
final Future<void> Function()? commit;
final Future<void> Function()? reject;
final Future<void> Function()? success;
// copyWith / lerp omitted — see design-system-structure for the ThemeExtension contract.
}
// One central gate; no call site remembers to check the setting.
void fire(WidgetRef ref, Future<void> Function()? slot) {
if (!ref.read(hapticsEnabledProvider)) return;
slot?.call();
}
// At the commit — once, on the frame the state actually changed (rules 6, 8).
void onCommit(BuildContext context, WidgetRef ref, EditIntent intent) {
ref.read(itemsProvider.notifier).apply(intent); // state first
fire(ref, Theme.of(context).extension<HapticTheme>()!.commit);
}
Never call HapticFeedback.* from an AnimationController listener, an onEnd callback, or a
per-item loop — those are the three places a single event becomes a burst.
Anti-patterns
- A control with no press state — every "did that register?" double-tap starts here.
- State that only exists while an animation runs — turn animations off and the app must still be correct and legible.
- An animation with no designed reduced-motion behaviour, or feature code re-reading the platform flag per animation.
HapticFeedback.mediumImpact()sprinkled at call sites — map events to slots once; ad-hoc haptics only ever escalate.- A haptic in an animation listener, an
onEnd, or per item in a coalesced gesture — one per committed event, on the commit frame. heavyImpactfor an error — acknowledge failure, do not punish it.- An un-skippable celebration, or blocked input during a flourish — a tap resolves it instantly.
- A looping celebration, edge-spawned particles, or an unbounded element count — budget it.
- A "sad" failure animation — the user already knows.
repeat()with no stop condition — it must stop off-route, backgrounded, and under reduced motion.- Sound as the only signal, or sound that ignores the platform's silent behaviour.
- A mirrored content surface under RTL — navigation direction flips, a direction-neutral canvas does not.
Definition of done
- Every committing interaction acknowledges within the same frame.
- Every moment touched has a filled-in declaration row: trigger, change, duration role, haptic slot, reduced-motion fallback.
- The end state is identical and reachable with animations disabled; nothing is motion-only.
- Haptics come from the
HapticThememap, are at or below the intensity ceiling for their event, fire once per committed event on the commit frame, and are gated by one central toggle. -
nullhaptic slots are deliberate silences, recorded as such. - Every animation is interruptible; a tap resolves it to its end state; input is never blocked.
- Celebrations are bounded, originate from the point of action, play once, and never loop.
- Every repeating animation has an explicit stop condition for off-route, backgrounded, and reduced motion.
- Sound (if any) is redundant, short, silent-mode-aware, and centrally gated.
- Transitions respect reading direction; direction-neutral content surfaces are not re-mirrored.
Related skills
- See
design-system-structurefor the motion tokens, curve slots, and theresolveMotionhelper this skill spends — including the three animations Material mounts by default. - See
custom-canvas-and-gesturesfor driving canvas animation from anAnimationControllerasrepaint:and forRepaintBoundaryplacement. - See
ui-states-and-feedbackfor the state a moment is feedback about — loading/empty/error rendering, the snackbar/banner/dialog ladder, Undo, andSemanticsService.announce. - See
accessibility-as-codefor the color-alone rule this skill's motion-alone rule mirrors, and for reading platform accessibility flags. - See
flutter-performancefor disposal, boundary budgeting, and profile-mode measurement of anything that feels heavy. - See
i18n-rtl-l10nfor directional geometry under RTL. - See
design-review-workflowfor the end-of-build pass where every declared moment is verified on video with reduced motion on and off.
References
- Flutter API —
HapticFeedback: https://api.flutter.dev/flutter/services/HapticFeedback-class.html - Flutter API —
SystemSound: https://api.flutter.dev/flutter/services/SystemSound-class.html - Flutter API —
MediaQueryData.disableAnimations: https://api.flutter.dev/flutter/widgets/MediaQueryData/disableAnimations.html - Flutter — animations overview: https://docs.flutter.dev/ui/animations
- Material 3 — motion: https://m3.material.io/styles/motion/overview
- Apple HIG — playing haptics: https://developer.apple.com/design/human-interface-guidelines/playing-haptics
- WCAG 2.2 — Animation from Interactions (2.3.3): https://www.w3.org/WAI/WCAG22/Understanding/animation-from-interactions.html