BRAND INDEX
WCNWCNMOTION PRINCIPLES MAP
04 · MOTION → A
MOTION & SOUND
Motion principles · A
Why WCN moves.
Six principles beneath every animation — purpose, physics, hierarchy, continuity, restraint and access. Motion is an argument, not decoration. Tap any card to open its spec.
FEEDBACK
PHYSICS
HIERARCHY
ACCESS
83%
PRINCIPLES COVERAGE
4 shipped
2 in progress
0 planned
04A01 Purpose DONE
The first principle is the hardest: every animation must earn its place by answering a question the user is already asking. Motion with no purpose is noise, and noise gets cut.
ASKSWhat changed? ASKSWhere am I? ASKSWhat’s next? TESTRemove & re-test
A01.1 · WHAT CHANGED
Answer the last action.
When something happens, motion shows the result so it never goes unnoticed — a saved row settles, a deleted item collapses. The animation closes the loop the user opened.
SHOWSResult of action
EXAMPLESSave · delete · move
CLOSESThe feedback loop
NEVERSilent change
A01.2 · ORIENTATION
Keep the user located.
Motion carries the geography of the interface — a panel slides from the edge it lives on, a back gesture reverses the forward one. Movement tells you where you are in the space.
CARRIESSpatial model
PANELFrom its edge
BACKReverses forward
RESULTNever lost
A01.3 · ANTICIPATION
Point to what follows.
Motion can direct attention before the user has to look for it — a pulse on the next step, a nudge toward the primary action. It guides the eye one beat ahead.
GUIDESThe eye
AHEADOne beat
MARKSNext step
SUBTLEA nudge
A01.4 · THE REMOVE TEST
Cut it and check.
The discipline is simple: remove the motion and see if anything is lost. If the interface works exactly as well without it, the motion was decoration — and it stays cut.
DORemove it
ASKAnything lost?
NOStays cut
YESEarned its place
DON'T
×
Don't animate for delight alone — Delight is a bonus, not a reason.
×
Don't move what didn't change — Motion marks real events.
×
Don't loop idle elements — Idle motion is noise.
×
Don't keep what survives removal — If nothing's lost, cut it.
“If you can’t name what a motion proves, delete it.”
04A02 Physics & weight DONE
WCN motion obeys a believable physics — things ease, carry momentum, and follow natural arcs. Objects that move like they have weight feel real; objects that teleport feel broken.
EASINGAlways LINEARNever ARCSNatural paths MOMENTUMMass implied
A02.1 · EASING
Nothing moves linearly.
Real things accelerate and settle; nothing in the physical world moves at constant speed. Every WCN transition eases, so motion reads as physical rather than mechanical.
STARTAccelerate
ENDSettle
LINEARFeels robotic
DEFAULTEased
A02.2 · WEIGHT
Big things move slower.
A full-screen sheet takes longer to move than a small toast — mass maps to duration. Consistent weight makes the interface feel like a coherent physical space.
LARGESlower
SMALLQuicker
MAPSMass → duration
COHERENTOne physics
A02.3 · ARCS
Curved paths.
Objects that change both position and direction travel on a gentle arc, not a straight diagonal. Arc motion is how nature moves and how the eye expects to be led.
PATHGentle arc
NOTStraight diagonal
WHENX + Y change
FEELSNatural
A02.4 · FOLLOW-THROUGH
A little overshoot.
A small overshoot and settle gives motion life — but it is a budget, not a free-for-all. Used on the focal action only; everywhere else, motion comes cleanly to rest.
OVERSHOOTSmall
SETTLEBack to rest
BUDGETFocal only
ELSEClean stop
DON'T
×
Don't use linear easing — Nothing real moves linearly.
×
Don't teleport elements — Move them through space.
×
Don't ignore mass — Big and small move differently.
×
Don't over-bounce — Overshoot is a budget.
“Motion that obeys physics feels real; motion that doesn’t feels broken.”
04A03 Hierarchy WIP
When everything animates at once, the eye has nowhere to land. WCN motion has a hierarchy — one focal movement leads, everything else stays quiet or still.
FOCALOne at a time AMBIENTRecedes BUDGETPer screen COMPETENever
A03.1 · ONE FOCAL
A single lead.
Each interaction has one motion the user should follow — the row that saved, the panel that opened. That motion leads; competing animation is silenced so the lead reads clearly.
LEADOne motion
FOLLOWSThe user
OTHERSSilenced
CLEARReads instantly
A03.2 · PRIMARY VS AMBIENT
Lead and background.
Primary motion responds to the user; ambient motion (a subtle loading shimmer) sits behind. Ambient never competes with primary — it lowers its volume when something leads.
PRIMARYUser-driven
AMBIENTBackground
RULEAmbient yields
VOLUMELowers on lead
A03.3 · MOTION BUDGET
A ceiling per screen.
Each screen has a motion budget — a cap on how much moves at once. When a new animation is added, an old one usually has to give way. Restraint is enforced, not hoped for.
CAPPer screen
ADDSomething yields
ENFORCEDNot hoped
RESULTCalm screens
A03.4 · NO COMPETITION
Never two at once.
Two equally-weighted motions playing together cancel each other out — the eye flicks between them and reads neither. If two things must move, one leads and the other defers.
TWO EQUALCancel out
EYEFlicks · reads none
FIXOne leads
OTHERDefers
DON'T
×
Don't animate everything — One focal motion leads.
×
Don't let ambient compete — It yields to primary.
×
Don't exceed the budget — Cap motion per screen.
×
Don't run two equal motions — The eye reads neither.
“If everything moves, nothing leads.”
04A04 Continuity WIP
The interface is a place, and motion is what makes that place feel coherent. Elements come from where they live, layers keep their depth, and nothing pops into existence from nowhere.
ORIGINMotion from source DEPTHZ-layers hold MORPHShared element POPNever
A04.1 · ORIGIN-AWARE
Come from somewhere.
A menu opens from the button that triggered it; a detail expands from the card it belongs to. Motion that starts at its origin keeps the user's mental map of the space intact.
MENUFrom its button
DETAILFrom its card
KEEPSMental map
NEVERFrom nowhere
A04.2 · Z-DEPTH
Layers stay layered.
Overlays sit above, content below; shadows and scale signal which is which. Motion respects this stack so the interface reads as layered space, not flat shuffling rectangles.
OVERLAYAbove
CONTENTBelow
SIGNALShadow · scale
STACKRespected
A04.3 · SHARED ELEMENT
The same thing, moved.
When an item appears in two places — a thumbnail then a full view — it morphs between them rather than cross-fading. The user sees one object move, not two objects swap.
MORPHBetween views
NOTCross-fade
SEESOne object
USEThumb → detail
A04.4 · NO POP
Nothing blinks in.
Elements never appear or vanish instantly — they enter and leave through motion, however brief. A pop breaks continuity and makes the interface feel glitchy rather than physical.
ENTERThrough motion
LEAVEThrough motion
POPBreaks continuity
EVENWhen brief
DON'T
×
Don't open from nowhere — Animate from the origin.
×
Don't flatten the stack — Respect z-depth.
×
Don't cross-fade the same item — Morph it instead.
×
Don't pop elements in — Enter and leave with motion.
“The interface is a place — motion is what keeps it one.”
04A05 Restraint DONE
The most sophisticated motion system knows when not to move. WCN treats animation as seasoning — present where it helps, absent everywhere else, and never autoplaying over someone trying to read.
DEFAULTCalm MOTIONWhere it helps AUTOPLAYNot while reading RULESubtract
A05.1 · CALM DEFAULT
Still, until needed.
A screen at rest is genuinely at rest — no drifting gradients, no breathing buttons. Motion appears in response to the user and then returns the interface to calm.
RESTTruly still
NOIdle drift
APPEARSOn interaction
RETURNSTo calm
A05.2 · SEASONING
A little, goes far.
Motion is salt, not the dish. A single well-timed transition does more than a screen full of movement. The instinct is always to use less than feels exciting.
ROLESalt
ONEBeats many
INSTINCTUse less
EXCITINGUsually too much
A05.3 · NO AUTOPLAY
Don’t move over reading.
Nothing loops or autoplays beside text someone is reading — it pulls the eye and fights comprehension. Motion waits for attention rather than stealing it.
LOOPNot near text
STEALSAttention
WAITSFor focus
RESPECTSThe reader
A05.4 · SUBTRACT
Until it breaks.
The design method is subtraction: remove motion until the interface stops working, then add back the one piece you missed. What remains is the motion that truly earns its keep.
METHODSubtract
UNTILIt breaks
ADD BACKOne piece
REMAINSEssential only
DON'T
×
Don't idle-animate — A resting screen rests.
×
Don't over-season — One transition beats ten.
×
Don't autoplay by text — It fights reading.
×
Don't add for flair — Subtract until essential.
“The best motion system knows exactly when to hold still.”
04A06 Accessibility DONE
Animation can exclude — it can nauseate, distract or seize. WCN motion honours reduced-motion preferences, avoids dangerous patterns, and never makes movement the only way to understand something.
REDUCEDHonoured FLASHNever VESTIBULARSafe SIGNALNever motion-only
A06.1 · REDUCED MOTION
Honour the setting.
When a user asks their system for reduced motion, WCN listens — transitions become instant or cross-fade, parallax stops. The interface still works fully; it just stops moving.
DETECTprefers-reduced-motion
SWAPTo instant / fade
STOPParallax
WORKSFully
A06.2 · SEIZURE-SAFE
Never flash.
Nothing flashes more than three times a second — the threshold for photosensitive seizures. Strobing, rapid flicker and high-contrast pulsing are simply not in the vocabulary.
LIMIT< 3 flashes/sec
NOStrobe · flicker
RISKSeizure
RULEHard limit
A06.3 · VESTIBULAR-SAFE
No motion sickness.
Large parallax, spinning and zooming whole screens can trigger vertigo and nausea. WCN keeps big movements gentle and gives reduced-motion users a still alternative.
AVOIDBig parallax
AVOIDScreen spin / zoom
GENTLELarge moves
ALTStill version
A06.4 · REDUNDANT SIGNALS
Motion plus something.
Motion never carries meaning alone — a state change also shows in colour, text or icon. If the animation is missed or disabled, the information is still fully there.
NEVERMotion alone
ALSOColour · text
MISSEDStill clear
DISABLEDStill works
DON'T
×
Don't ignore reduced-motion — Honour the preference.
×
Don't flash or strobe — Under three per second.
×
Don't spin whole screens — It triggers vertigo.
×
Don't signal by motion alone — Pair with colour or text.
“Motion that excludes anyone has failed, however beautiful.”
Foundation set
The laws beneath the motion.
Purpose, physics, hierarchy, continuity, restraint and accessibility are the six tests every animation must pass. Define them once; apply them everywhere.
WCN Motion Principles Map · 6 principles · A01–A06
04 · MOTION · A · v1.0