BRAND INDEX
WCNWCNTRANSITIONS MAP
04 · MOTION → C
MOTION & SOUND
Transitions · C
Moving between states.
Six topics — entry, routing, lists, overlays, morphs and continuity. How one screen becomes the next without a jump-cut. Tap any card to open its spec.
ENTRY
ROUTE
OVERLAY
MORPH
58%
TRANSITIONS COVERAGE
2 shipped
3 in progress
1 planned
04C01 Entry DONE
The first motion a user sees on any view is content entering. WCN reveals it calmly — a short fade-up as elements scroll into view, choreographed so a page assembles rather than flickers.
MOTIONFade + rise DISTANCEShort · tokened TRIGGEROn scroll into view ORDERReading order
C01.1 · FADE-UP
Rise a little.
Elements enter with a small upward translate and a fade — a short, eased move of a token distance. The rise suggests content settling into place from just below.
MOVETranslate up
FADE0 → 1
DISTANCE~24 px token
EASEDecelerate
C01.2 · ON SCROLL
Reveal as you reach it.
Sections reveal as they scroll into view, once. The effect rewards scrolling without hijacking it — no pinning, no scroll-jacking, just content arriving as you reach it.
TRIGGERIn view
ONCENo replay
NOScroll-jack
NOPinning
C01.3 · CHOREOGRAPHY
Assemble, don’t flicker.
Within a section, elements stagger in reading order so the view assembles top-to-bottom. The page composes itself; it never flickers in all at once.
STAGGERReading order
ASSEMBLETop-down
NOTAll at once
INTERVAL~60 ms
C01.4 · RESTRAINT
Once is enough.
Entry animation plays once and never loops as the user scrolls back and forth. With reduced-motion set, content simply appears — the page is fully usable without any entrance at all.
PLAYOnce
BACKNo replay
REDUCEDInstant
USABLEWithout motion
DON'T
×
Don't scroll-jack — Reveal, never hijack.
×
Don't replay on scroll-back — Entry plays once.
×
Don't rise from far away — A short token distance.
×
Don't require the animation — Content appears without it.
“A page should assemble as you reach it, never flicker in your face.”
04C02 Routing WIP
Moving between routes is where motion most often breaks — a white flash, a jump to the top, a lost sense of place. WCN route transitions keep persistent chrome still and carry direction.
CHROMENav persists DIRECTIONForward / back FLASHNone SCROLLRestored
C02.1 · PERSISTENT CHROME
Nav stays put.
Navigation, headers and persistent panels don't re-render between routes — only the content area transitions. Keeping the frame still makes the app feel like one place, not a slideshow.
STAYSNav · header
TRANSITIONSContent only
FEELSOne place
NOTFull reload
C02.2 · DIRECTION
Forward and back.
Going deeper slides content in from the trailing edge; going back reverses it. The direction of motion matches the direction of navigation, so the user always knows which way they moved.
FORWARDIn from trailing
BACKReverses
MATCHNav direction
KNOWSWhich way
C02.3 · NO FLASH
Never a white blink.
The outgoing view holds until the incoming one is ready, so there is never a flash of empty background. Transitions cover loading rather than exposing it.
HOLDUntil ready
NOWhite flash
COVERLoading
SMOOTHCrossover
C02.4 · SCROLL RESTORE
Back to where you were.
Returning to a previous route restores its scroll position, so the user lands where they left rather than at the top. Continuity of place includes continuity of position.
BACKRestores scroll
LANDWhere you left
NOTJump to top
PLACEPreserved
DON'T
×
Don't re-render the chrome — Persist nav and headers.
×
Don't flash white — Hold until the next is ready.
×
Don't jump to top on back — Restore scroll position.
×
Don't move without direction — Match the nav direction.
“Routing should feel like moving through one place, not flipping slides.”
04C03 Lists & grids WIP
Lists and grids are where data changes most — items added, filtered, sorted, reordered. WCN animates those changes so the user can track what moved instead of re-scanning a reshuffled set.
REVEALStaggered FILTERAnimated REORDERItems glide CAPStagger limit
C03.1 · REVEAL
Staggered in.
When a list first loads, items stagger in on the 60 ms interval in reading order. The stagger caps after a handful so long lists never crawl in one row at a time.
STAGGER60 ms
ORDERReading
CAP~6 items
RESTTogether
C03.2 · FILTER & SORT
Show what moved.
When a filter or sort changes the set, remaining items glide to their new positions while removed items fade out. The user sees the transformation, not a sudden new arrangement.
STAYGlide to place
REMOVEDFade out
ADDEDFade in
SEESThe change
C03.3 · REORDER
Items slide.
Drag-reorder and programmatic moves animate the affected rows sliding past each other. The moved item stays under the cursor; its neighbours make room with a smooth shift.
MOVEDTracks cursor
NEIGHBOURSShift
MAKERoom
SMOOTHNo jump
C03.4 · RESTRAINT
Quick, then done.
List motion is brief — these transitions happen often, so they must be fast and never block interaction. A list the user is actively working should feel instant, with motion only smoothing the edges.
FASTFrequent → quick
BLOCKNever
INSTANTFeels so
SMOOTHEdges only
DON'T
×
Don't hard-cut filters — Glide items to place.
×
Don't stagger huge lists — Cap then group.
×
Don't block on animation — Keep lists interactive.
×
Don't reshuffle instantly — Show what moved.
“Animate the change so the user tracks it — never make them re-scan.”
04C04 Overlays DONE
Modals, drawers, popovers and tooltips live above the content, and motion is how the user understands that stacking. WCN brings them in from where they belong, over a backdrop that sets them apart.
MODALScale + fade in DRAWERSlide from edge POPOVERFrom origin BACKDROPDim behind
C04.1 · MODALS
Rise to the front.
A modal scales up slightly and fades in over a dimmed backdrop, centring attention. It feels like it rises to the front of the space rather than appearing flatly on top.
ENTERScale + fade
BACKDROPDim
CENTREAttention
EXITFaster reverse
C04.2 · DRAWERS
Slide from the edge.
Drawers enter from the edge they're anchored to — right, left or bottom — so their motion declares where they live. They push nothing; they overlay, with the page dimmed behind.
FROMAnchored edge
DECLARESWhere it lives
OVERLAYNot push
BEHINDDimmed
C04.3 · POPOVERS
From their trigger.
Popovers and tooltips scale out from the control that opened them, keeping the connection visible. They're quick and light — small overlays don't need the weight of a modal.
ORIGINThe trigger
CONNECTEDVisibly
QUICKLight
NOBackdrop
C04.4 · BACKDROP
Dim, don’t black.
The backdrop fades to a partial dim, not full black, so context stays visible behind the overlay. Tapping it dismisses; the dim is the affordance that says "this is temporary".
DIMPartial
CONTEXTStays visible
TAPDismiss
SAYSTemporary
DON'T
×
Don't pop modals flatly — Scale and fade them in.
×
Don't slide drawers from nowhere — From their anchored edge.
×
Don't detach popovers — Grow them from the trigger.
×
Don't black out the page — Partial dim keeps context.
“Motion is how the user knows what is on top of what.”
04C05 Morphs PLANNED
The most advanced transition is the morph — an element that transforms into its next form rather than being replaced. Done well it is the clearest motion in the system; done casually it is the most expensive.
SHAREDElement morphs EXPANDFrom origin THUMB→ detail USESparingly
C05.1 · SHARED ELEMENT
The same object.
When an element exists in two views — a thumbnail and a full image, a card and a detail — it morphs between them. The user perceives one continuous object, not a swap of two.
MORPHBetween views
PERCEIVESOne object
NOTCross-fade
LINKPosition + size
C05.2 · EXPAND
Grow from where tapped.
A detail view can expand from the exact element that opened it, growing to fill the screen. Closing reverses it back into the same spot, preserving a perfect sense of origin.
GROWFrom tap point
FILLThe screen
CLOSEBack to spot
ORIGINPreserved
C05.3 · WHEN TO USE
For the hero move.
Morphs are reserved for the one or two most important transitions in a flow — opening a key item, not every list tap. Overused, they slow everything and lose their impact.
RESERVEHero transitions
NOTEvery tap
IMPACTFrom rarity
COUNT1–2 per flow
C05.4 · COST
Expensive, so careful.
Morphs require matching elements across views and careful performance work to stay at 60fps. They're built deliberately, tested on real devices, and dropped to a simple fade if they can't stay smooth.
NEEDSMatched elements
PERFTested on device
FLOOR60 fps
FALLBACKSimple fade
DON'T
×
Don't morph everything — Reserve for hero moves.
×
Don't cross-fade a shared item — Morph the one object.
×
Don't skip device testing — Morphs are expensive.
×
Don't ship a janky morph — Fall back to a fade.
“A morph is the clearest motion you can make — and the easiest to overspend.”
04C06 Continuity WIP
Continuity is the thread that ties all transitions together — the promise that the user never loses their place. It's less a single technique than the discipline of making every change feel connected.
CUTSNone jarring SCROLLRestored SPATIALConsistent STATEPreserved
C06.1 · NO HARD CUTS
Bridge every change.
No state change happens as an instant cut — there is always a brief connecting motion, however small. The cut is the one transition WCN never uses, because it loses the user's place.
CUTAvoided
BRIDGEBrief motion
HOWEVERSmall
LOSESPlace
C06.2 · SPATIAL MODEL
A stable geography.
The interface has a consistent geography — back is left, deeper is right, overlays are up. Every transition obeys it, so the user builds an accurate map and never feels disoriented.
BACKLeft
DEEPERRight
OVERLAYUp
MAPAccurate
C06.3 · STATE PRESERVED
Pick up where you left.
Scroll positions, form input, expanded sections — state survives a transition wherever possible. Returning to a view feels like returning to a place you left, not rebuilding it from scratch.
SCROLLRestored
INPUTKept
EXPANDEDRemembered
RETURNNot rebuild
C06.4 · THE THREAD
One continuous experience.
Continuity is the sum of every other transition rule working together. When it holds, the product feels like a single continuous surface the user moves around — calm, oriented, and trustworthy.
SUMAll rules
FEELSOne surface
CALMOriented
BUILDSTrust
DON'T
×
Don't hard-cut states — Bridge every change.
×
Don't break the geography — Back is always back.
×
Don't drop state — Preserve scroll and input.
×
Don't rebuild on return — Restore, don't reset.
“Continuity is the promise that you never lose your place.”
In progress
No screen should jump-cut.
Entry and overlays are shipped; routing, lists and continuity are drafting; morphs are scoped. Transitions carry the user’s sense of place from one state to the next.
WCN Transitions Map · 6 topics · C01–C06
04 · MOTION · C · v1.0