fluid-tactile-motion
Universal spring motion physics, tactile micro-interactions, and optimistic UI architecture standard (Apple iOS, Linear, LinkedIn level).
Skill by hemanth17r
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: spreadsheets, design, backend
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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/fluid-tactile-motion
What's inside
- Skill name
fluid-tactile-motion- Description
- Universal spring motion physics, tactile micro-interactions, and optimistic UI architecture standard (Apple iOS, Linear, LinkedIn level). Codifies physics-based spring curves, physical tap feedback, hardware-accelerated transitions, and non-blocking state synchronization for ANY web or mobile application. Trigger when implementing animations, modals, bottom sheets, page transitions, button clicks, press highlights, active states, tap feedback, drag gestures, or optimistic server mutations.
- License
- MIT
- Instructions
- 180 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Universal Fluid & Tactile Motion Engineering Standard
## 1. The Core Philosophy: Physical Realism & Instant Feedback
Interfaces feel slow and cheap when they either:
1. **Use Linear CSS Easing (`transition: all 0.3s ease`)**: In the real physical world, mass and inertia prevent instant linear stops. Human eyes expect **spring physics** with natural momentum, deceleration, and settling.
2. **Block on Network Latency (The Spinner Trap)**: Forcing a user to wait 500ms–2000ms for a database roundtrip before showing a state change feels sluggish and heavy.
Big-Tech interfaces feel "butter-smooth" because:
- Every touch target physically compresses and springs back.
- State changes update **optimistically in < 16ms** (1 frame) while synchronization occurs silently in the background.
- Motion runs on the **GPU compositor thread** with zero layout thrashing.
---
## 2. Spring Physics Tokens (Framer Motion / Physics Engines)
Never use stiff, arbitrary duration curves. Standardize on these 4 battle-tested spring physics curves:
```ts
import { Transition, Variants } from 'framer-motion';
// 1. Snappy (Buttons, Toggles, Small Icons, Tabs)
export const springSnappy: Transition = {
type: 'spring',
stiffness: 420,
damping: 30,
};
// 2. Jelly / Bouncy (Active selection pills, Celebration badges, XP counters)
export const springJelly: Transition = {
type: 'spring',
stiffness: 350,
damping: 22,
mass: 0.8,
};
// 3. Dialog / Modal (Center popups, Alert dialogs)
export const springModal: Transition = {
type: 'spring',
stiffness: 340,
damping: 28,
mass: 0.9,
};
// 4. Sheet / Drawer (Mobile bottom sheets, Navigation drawers)
export const springSheet: Transition = {
type: 'spring',
stiffness: 300,
damping: 32,
mass: 0.95,
};
```
---
## 3. Tactile Tap Micro-Interactions
Every interactive element must provide tactile visual compression to confirm human input:
```ts
export const tapScale = {
button: {
whileTap: { scale: 0.96 },
transition: springSnappy,
},
icon: {
whileTap: { scale: 0.88 },
transition: springSnappy,
},
card: {
whileHover: { scale: 1.01 },
whileTap: { scale: 0.98 },
transition: springSnappy,
},
pill: {
whileTap: { scale: 0.95 },
transition: springSnappy,
},
};
```
* **Tailwind Pure CSS Fallback**: When not using Framer Motion, implement:
```css
.active-scale {
transition: transform 0.15s cubic-bezier(0.34, 1.56, 0.64, 1);
}
.active-scale:active {
transform: scale(0.97);
}
```
---
## 4. The Optimistic UI Architecture (Instant Response Loop)
Do not block user interactions behind network roundtrips. Decouple the visual interface from backend operations:
```
User Action (Tap Button)
│
├───> [PHASE 1: < 16ms] Immediate Local State Mutation (UI updates, closes, or transitions instantly)
│
└───> [PHASE 2: Background Async] Send Network Mutation to Database / API
│
├── Succeeded ──> Silent pass. User is already in their desired state.
│
└── Failed ──────> Revert local state + Present informative non-blocking recovery toast.
```
### Golden Implementation Pattern:
```ts
const handleAction = async (itemId: string) => {
// 1. Snapshot previous state for rollback
const previousState = [...items];
// 2. Mutate state optimistically in memory (<16ms)
setItems(prev => prev.filter(item => item.id !== itemId));From hemanth17r/ahr-workflow, MIT.
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Signals
- Stars
- 22
- Forks
- 4
- Open issues
- 0
- Last commit (this folder)
- Oct 19, 2026 (9 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/hemanth17r/ahr-workflow
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
Same skill elsewhere
Copies of this SKILL.md published by others; search shows only one of them.
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Cite this page
fluid-tactile-motion skill. Agent Mart. https://agentmart.dev/skills/hemanth17r-fluid-tactile-motion (last updated 2026-10-24)