BRAND INDEX
WCNWCNTIMING & EASING MAP
04 · MOTION → B
MOTION & SOUND
Timing & easing · B
The feel of time.
Six topics — duration, easing, asymmetry, choreography, springs and performance. The numbers that decide whether motion feels crisp or sluggish. Tap any card to open its spec.
DURATION
EASING
SPRING
60fpsPERF
67%
TIMING COVERAGE
3 shipped
2 in progress
1 planned
04B01 Duration scale DONE
Duration is the first decision in any animation, and guessing it is why motion feels off. WCN fixes a small scale of durations mapped to the size of the change, so timing is chosen, not invented.
TAP120 ms QUICK200 ms STANDARD320 ms AMBIENT640 ms+
120
200
320
640
B01.1 · THE SCALE
Four named steps.
Tap (120 ms) for instant feedback, quick (200) for small UI, standard (320) for most transitions, ambient (640+) for large or background motion. Pick the step, never a raw number.
TAP120 ms · feedback
QUICK200 ms · small UI
STANDARD320 ms · most
AMBIENT640 ms+ · large
B01.2 · SIZE MAPS TIME
Bigger, slower.
Duration scales with how far and how large the moving element is. A small toggle is near-instant; a full-screen sheet takes the long step. The mapping keeps the whole UI coherent.
SMALLShort step
LARGELong step
DISTANCEAdds time
COHERENTOne mapping
B01.3 · PERCEPTION
Under 100, over 500.
Below ~100 ms feels instant; above ~500 ms starts to feel slow. The scale lives in the responsive middle — fast enough to feel snappy, slow enough to be followed.
<100 msInstant
>500 msSluggish
SWEET120–320
GOALSnappy + legible
B01.4 · TOKENS
Named in code.
Durations ship as tokens — duration-tap, duration-standard — shared by design and engineering. Retiming the system is a one-line change, not a hunt through stylesheets.
NAMEDduration-*
SHAREDDesign + eng
RETIMEOne line
RAW MSNever inline
DON'T
×
Don't type raw ms — Pick a scale step.
×
Don't time everything the same — Size maps to duration.
×
Don't exceed 500 ms for UI — It starts to drag.
×
Don't hardcode durations — Use the tokens.
“Guessing the duration is why most motion feels slightly wrong.”
04B02 Easing curves DONE
Easing is the curve that describes how speed changes over a motion — and it matters more than duration to how something feels. WCN standardises on a small set of curves with clear jobs.
STANDARDcubic-bezier(.2,.7,.2,1) ENTERDecelerate EXITAccelerate DEFAULTNever ease-in-out
B02.1 · THE STANDARD CURVE
One curve, most motion.
The house curve — cubic-bezier(.2,.7,.2,1) — starts briskly and settles softly. It suits the large majority of transitions, so most motion uses it and feels instantly familiar.
CURVE.2,.7,.2,1
FEELBrisk → soft
USEMost motion
RESULTFamiliar
B02.2 · ENTER
Ease in.
Elements entering the screen decelerate — fast at first, gently arriving. The eye catches them early and follows them to rest, so arrivals feel welcomed rather than abrupt.
ENTERDecelerate
STARTFast
ENDGentle
FEELSWelcomed
B02.3 · EXIT
Ease out.
Elements leaving accelerate away — slow to commit, then quickly gone. The user's attention is released cleanly instead of being held by a lingering exit.
EXITAccelerate
STARTSlow
ENDFast · gone
RELEASESAttention
B02.4 · NO SYMMETRIC EASE
Avoid the default.
The browser default ease-in-out is symmetric and lifeless — slow, fast, slow. WCN avoids it; asymmetric curves that start or end with energy feel far more alive.
AVOIDease-in-out
WHYSymmetric · flat
PREFERAsymmetric
ENERGYStart or end
DON'T
×
Don't use linear — Always ease.
×
Don't default to ease-in-out — It feels lifeless.
×
Don't decelerate exits — Exits accelerate away.
×
Don't invent curves per element — Use the standard set.
“The easing curve does more for feel than the duration ever will.”
04B03 Asymmetry WIP
Entrances and exits are not mirror images. WCN exits move faster than entrances, because getting out of the way quickly respects the user — while arrivals can take a beat to be noticed.
ENTERFull duration EXIT~70% of it RATIOTokened WHYRespect the user
B03.1 · THE PRINCIPLE
Exits are quicker.
An entrance can afford to be noticed; an exit should clear fast so the user gets to what's next. Exits run at roughly 70% of the matching entrance duration.
ENTERBe noticed
EXITClear fast
RATIOExit ≈ 0.7 enter
NEXTUnblocked
B03.2 · OUT OF THE WAY
Don’t make them wait.
When a user dismisses something, they've already moved on mentally. A slow exit makes them wait for a decision they've made. Fast exits keep the interface feeling responsive.
DISMISSUser moved on
SLOW EXITFeels laggy
FASTResponsive
RULENever block
B03.3 · THE RATIO
A single ratio.
The in/out ratio is one token applied system-wide, so the asymmetry is consistent. Change it once and every entrance/exit pair updates in proportion.
TOKENIn/out ratio
VALUE≈ 0.7
SCOPESystem-wide
CHANGEOne place
B03.4 · EXCEPTIONS
When in equals out.
Reversible gestures — a drawer the user drags open and closed — keep symmetric timing so the motion tracks the finger. Asymmetry is for system-driven enter/exit, not direct manipulation.
GESTURESymmetric
TRACKSThe finger
ASYMSystem-driven
DIRECT1:1 with input
DON'T
×
Don't mirror enter and exit — Exits run faster.
×
Don't slow-fade dismissals — Clear them quickly.
×
Don't hardcode the ratio — Use the one token.
×
Don't asym a drag gesture — Gestures track the finger.
“Arrive when you’re noticed; leave before you’re in the way.”
04B04 Choreography WIP
When a group of elements animates, the order and spacing of their entrances is choreography. WCN staggers reveals on a fixed interval so a list feels led in, not dumped on screen.
STAGGER60 ms interval DIRECTIONReading order CAPMax count THENAnimate as group
B04.1 · STAGGER
A beat between.
Items in a group enter one after another with about 60 ms between them. The small offset turns a wall of elements into a sequence the eye can follow from first to last.
INTERVAL≈ 60 ms
EFFECTSequence
EYEFollows
NOTAll at once
B04.2 · DIRECTION
Follow the reading.
Stagger flows in reading order — top to bottom, leading edge first — so the choreography reinforces how the content is meant to be read rather than fighting it.
FLOWReading order
STARTLeading edge
REINFORCESReading path
NEVERRandom order
B04.3 · THE CAP
Stop staggering.
Beyond a handful of items the cumulative delay gets tedious, so stagger caps — the first several lead in, the rest arrive together. Nobody waits for the fortieth row to animate.
CAP~6 items
RESTArrive together
WHYAvoid long waits
FEELSBrisk
B04.4 · GROUPING
Sections, not items.
On a complex page, whole sections are choreographed rather than every element — section one settles, then section two. Choreography works at the scale the user actually perceives.
SCALESections
NOTEvery element
ORDERSection by section
PERCEIVEDReal groups
DON'T
×
Don't reveal all at once — Stagger by ~60 ms.
×
Don't stagger against reading — Follow reading order.
×
Don't stagger long lists — Cap it, then group.
×
Don't choreograph every node — Work at section scale.
“Choreography leads the eye; it never makes it wait.”
04B05 Springs PLANNED
Springs trade fixed durations for physics — stiffness and damping that produce a natural settle. Used on the right gestures they feel alive; used everywhere they feel chaotic. WCN draws the line.
USEGestures · drag NOTRoutine UI TOKENSStiffness · damping OVERSHOOTCapped
B05.1 · SPRING VS CURVE
When to spring.
Springs suit motion that responds to velocity — a flung card, a dragged sheet — where a fixed curve would feel disconnected from the gesture. For everything else, the bezier curves win.
SPRINGVelocity-driven
CURVEEverything else
FLUNGSpring
ROUTINEBezier
B05.2 · STIFFNESS & DAMPING
Two dials.
A WCN spring is described by stiffness (how hard it pulls) and damping (how fast it settles), captured as named presets. Designers pick a preset, not raw physics constants.
STIFFNESSPull strength
DAMPINGSettle speed
PRESETSNamed
RAWAvoided
B05.3 · OVERSHOOT
A small bounce.
Springs can overshoot and bounce back; WCN keeps that overshoot tight. A hint of bounce feels responsive — a visible wobble feels like a toy, and erodes the brand's composure.
OVERSHOOTTight
HINTResponsive
WOBBLEToy-like
BRANDComposed
B05.4 · PERFORMANCE
Settle, don’t churn.
A spring must come to rest and stop computing — a never-settling spring burns frames forever. Presets are tuned to settle quickly and animate only transform and opacity.
SETTLEQuickly · fully
STOPComputing
ANIMATETransform · opacity
BURNNever idle
DON'T
×
Don't spring routine UI — Use curves for most motion.
×
Don't expose raw constants — Pick a named preset.
×
Don't over-bounce — A wobble reads as a toy.
×
Don't leave springs churning — They must settle.
“A spring should feel alive, never like a toy.”
04B06 Performance DONE
A janky animation is worse than none — it makes the whole product feel cheap. WCN holds a 60fps floor and animates only the properties the browser can move cheaply.
FLOOR60 fps ANIMATETransform · opacity AVOIDLayout · paint BUDGETPer frame
60fpsTRANSFORM · OPACITY
B06.1 · THE 60FPS FLOOR
Sixty frames.
Motion targets a steady 60fps — about 16 ms per frame. A transition that drops frames stutters, and a stutter reads as broken. If it can't hit the floor, it gets simplified or removed.
TARGET60 fps
BUDGET~16 ms/frame
DROPReads as broken
ELSESimplify · cut
B06.2 · CHEAP PROPERTIES
Transform & opacity.
Only transform and opacity animate smoothly, because the browser can move them on the GPU without recalculating layout. These two carry the vast majority of WCN motion.
TRANSFORMGPU · cheap
OPACITYGPU · cheap
CARRYMost motion
WHYNo layout recalc
B06.3 · EXPENSIVE PROPERTIES
Not width, not top.
Animating width, height, top or left forces the browser to re-layout every frame — the classic cause of jank. WCN moves with transforms instead; the visual result is identical, the cost is not.
AVOIDwidth · height
AVOIDtop · left
CAUSERe-layout
INSTEADtransform
B06.4 · RESPECT THE DEVICE
Lighter on weaker hardware.
On low-power devices, or when reduced-motion is set, heavy motion scales back. The product stays smooth on a budget phone, not just a flagship — performance is part of inclusion.
LOW-POWERScale back
REDUCEDHonoured
SMOOTHBudget phones
PART OFInclusion
DON'T
×
Don't animate width / height — Use transform: scale.
×
Don't animate top / left — Use transform: translate.
×
Don't ship below 60fps — Simplify until it's smooth.
×
Don't ignore weak devices — Scale motion to the hardware.
“A janky animation makes the whole product feel cheap — 60fps or cut it.”
Mostly shipped
The numbers behind the feel.
Duration, easing and performance are locked; asymmetry and choreography are drafting; springs are scoped. These tokens make motion reproducible across the product.
WCN Timing & Easing Map · 6 topics · B01–B06
04 · MOTION · B · v1.0