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build-accessible-motion-systems

Design and implement a reusable motion system with purposeful tokens, choreography, interruption, cleanup, and reduced-motion behavior.

Skill by TimothyMeadows

IndexedMIT★ 4
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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

Design and implement a reusable motion system with purposeful tokens, choreography, interruption, cleanup, and reduced-motion behavior. Use when a product needs entrance, navigation, feedback, scroll, hover, focus, or state-transition animation that remains accessible and performant.

Use cases: design

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/build-accessible-motion-systems

What's inside

Skill name
build-accessible-motion-systems
Description
Design and implement a reusable motion system with purposeful tokens, choreography, interruption, cleanup, and reduced-motion behavior. Use when a product needs entrance, navigation, feedback, scroll, hover, focus, or state-transition animation that remains accessible and performant.
License
MIT
Instructions
30 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • openai.yaml · agents/

SKILL.md (first lines)

# Build Accessible Motion Systems

## When to use

- Adding a consistent motion language to a game interface, site, or application.
- Replacing scattered animation values with governed tokens.
- Reviewing motion for accessibility, lifecycle, or performance defects.

## Workflow

1. Define the user purpose for each motion category: orientation, hierarchy, continuity, feedback, or emphasis.
2. Create bounded duration, easing, distance, delay, and stagger tokens.
3. Implement a small primitive set before composing sequences.
4. Specify interruption, reversal, repeated activation, focus, visibility, and route-change behavior.
5. Provide reduced-motion behavior that preserves state comprehension without decorative movement.
6. Measure animation cost and dispose timers, observers, listeners, frames, and rendering resources.
7. For games, resolve compatible UI/animation feature skills through `resolve-skill.sh`. Assign simulation or presentation clock ownership, bounded overlap, cancellation handles, and scene/pause/focus behavior. Reduced motion must retain truthful state, focus, and essential cues even when camera shake or transition movement is removed.

## Output

- A motion token table and primitive inventory.
- Choreography rules with responsive and reduced-motion behavior.
- Implementation, cleanup, performance, and test acceptance criteria.

## Guardrails

- For browser interfaces, prefer transform or opacity when they express the result without repeated layout work. Verify the selected engine's own layout and rendering costs for native UI.
- Do not make essential content depend on an animation completing.
- Do not add continuous movement without a user benefit and pause strategy.
- Do not equate reduced motion with reduced haptic intensity: expose the relevant preferences separately and use `build-gameplay-runtime` for actual tactile output.

From TimothyMeadows/OpenCaw, MIT.

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Signals

Stars
4
Forks
3
Open issues
2
Last commit (this folder)
Jul 25, 2026 (3 months ago)
Last release
Aug 11, 2026 (2 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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build-accessible-motion-systems skill. Agent Mart. https://agentmart.dev/skills/timothymeadows-build-accessible-motion-systems (last updated 2026-10-24)