Design reference index · 23/27
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Try 379 interactive reference cards
View Transition Snapshot
An image representation capturing a view state for a transition between old and new states.
Gesture-driven Transition
A transition whose position is determined by the user's drag or swipe progress.
Interruptible Transition
A transition that can accept new input and smoothly change its target while running.
Reversible Transition
A transition that can reverse direction in response to cancellation or opposite input.
Hover Animation
A visual response triggered when a pointer is over an element.
Press Feedback
Immediate size, color, shadow, or similar feedback acknowledging a button press.
Focus Transition
A visual change when keyboard focus moves or becomes active.
Pulse Animation
A periodic increase and decrease in scale, brightness, or opacity.
Attention Shake
A short shake, often side to side, intended to draw attention.
Wiggle Animation
A repeated small rotation or wobble.
Progress Interpolation
Interpolating progress-value changes so the visual indicator moves smoothly.
Success Check Animation
A checkmark drawn or transformed to communicate successful completion.
Like Burst
Small elements bursting outward from a heart or similar icon when selected.
Number Ticker
A value change animated by rolling digits or numeric interpolation.
Animated Toggle
A control showing on/off changes through thumb movement and color transitions.
Notification Arrival Motion
Motion showing where a new notification has arrived and what changed.
Scroll Scrubbing
Moving an animation timeline forward or backward according to scroll position.
Scroll Reveal
Revealing content as its region enters view during scrolling.
Sticky Pinning
Keeping an element fixed during a scroll interval while surrounding content or animation progresses.
Scroll Timeline
Using a scroll container's progress as an animation timeline.
View Timeline
Using an element's passage into and through a scroll area as an animation-progress axis.
Inertial Scrolling
Scrolling that continues after input ends while velocity gradually decreases.
Overscroll Effect
Feedback such as resistance or stretching when input moves beyond a content boundary.
Rubber Banding
Elastic behavior that increases resistance beyond a boundary and returns on release.
Drag Elasticity
Resistance or deformation applied when dragging outside an allowed region.
Snap-back
Returning an invalid or canceled drag to its original position.
Snap Point
A specified position at which moving content should settle.
Velocity-based Animation
Using input velocity to influence subsequent displacement, inertia, or transitions.
Drag-to-dismiss
A pattern that closes or removes a card or panel when a drag crosses a threshold.
Pull-to-refresh Motion
Motion connecting pull distance, threshold crossing, and refresh status visually.
Cursor-follow Effect
An effect in which an object follows or responds to pointer position or movement.
Motion Choreography
Organizing the start order, paths, and emphasis of motion across multiple elements.
Sequence
A composition connecting animations in a defined order.
Parallel Animation
Running animations of multiple properties or elements at the same time.
Animation Timeline
A structure arranging animation segments and events along a time axis.
Secondary Motion
Supporting movement that reinforces a primary action.
Motion Hierarchy
Varying motion scale, intensity, and order according to importance.
Spatial Continuity
Maintaining understandable spatial relationships between objects before and after a transition.
Temporal Continuity
Continuity that prevents movement from abruptly stopping or awkwardly restarting.
Motion Arc
The curved path followed by a movement.
Animation Loop
A sequence connecting its end to its start for repeated playback.
Ping-pong Loop
Playback alternating between forward and reverse directions.
Seamless Loop
A loop whose repeat boundary has no conspicuous value or velocity discontinuity.
Motion Token
A named, reusable motion value or rule for duration, easing, springs, or delay.
Motion Preference
A setting allowing users to choose whether and how much motion is used.
Static Fallback
A nonanimated state that communicates the same meaning.
Essential Animation
Motion whose removal would prevent essential information or functionality from being conveyed.
Pause / Stop Control
A control allowing users to stop automatically playing content.
Flashing Content
A presentation with repeated strong luminance changes in a short interval.
Frame Pacing
The consistency of time intervals between displayed frames.
Jank
Visible stuttering in scrolling or animation caused by delayed frames or related problems.
Compositor Animation
Animation that can be handled in compositing while minimizing layout and paint work.
Layout Thrashing
Repeated unnecessary synchronous layout calculation caused by alternating layout reads and writes.
Animation State Machine
A structure determining animation behavior through states and transition conditions.
Animation Retargeting (UI)
Smoothly redirecting an ongoing animation from its current state toward a new target value.
Animation Cancellation
Canceling playback and cleaning up the associated resources and state.
Exit Lifecycle
Retaining an element until its exit animation finishes, then removing it.
Background Throttling
Reducing animation or timer activity when a page is not visible.
Motion Specification
An implementation specification recording triggers, properties, timing, easing, interruption, and reduced-motion alternatives.
Motion Regression Test
Testing that transitions, timing, and final states remain correct after a change.
Frame-by-frame Animation
Animation in which individual poses or scenes are drawn or specified frame by frame.
Sprite Animation
Representing movement by changing 2D image frames.
Skeletal Animation
Moving a mesh or image parts through transformations of a skeleton.
Skin Weight
The proportion of influence a bone has over a vertex's deformation.
Pole Target
An auxiliary target specifying the direction in which an IK joint should bend.
In-place Animation
Playing a motion such as walking without forward displacement of the root.
Animation Retargeting
Transferring motion from one skeleton to fit another.
Procedural Animation
Generating movement through rules, physics, or situational calculations.
Vertex Animation
Animation directly changing vertex positions rather than using bones.
Vertex Animation Texture
Storing frame-by-frame vertex changes in textures for playback.
Smear Frame
An intermediate frame using stretched or overlapping forms to represent fast movement.
Animation Smear
An effect emphasizing motion trajectory or speed through brief deformation or afterimages.
Animation Clip
A reusable animation asset containing a defined segment of movement.
Blend Tree
A structure blending motions according to parameters such as speed and direction.
Blend Space
Blending nearby motions according to a position in parameter space.
Additive Animation
Composing motion by adding changes to an underlying pose.
Animation Layer
A layer separating animations by body part or purpose before composition.
Animation Mask
A selection specifying which bones or regions an animation affects.
Animation Event / Notify
A signal triggering sound, effects, or logic at a specified playback time.
Normalized Time
A proportional playback position independent of a clip's absolute duration.