BRAND INDEX
WCNWCNMICRO-INTERACTIONS MAP
04 · MOTION → D
MOTION & SOUND
Micro-interactions · D
The small replies.
Six topics — pointer, inputs, loading, drag, feedback and state. The tiny responses that make an interface feel alive and accountable. Tap any card to open its spec.
POINTER
TOGGLE
LOADING
FEEDBACK
58%
MICRO COVERAGE
2 shipped
3 in progress
1 planned
04D01 Pointer DONE
Pointer micro-interactions are the smallest conversation in the interface — hover, press, release. They cost almost nothing and make controls feel physical and responsive to the touch.
HOVERLift + shadow PRESSDepress RELEASESpring back DURATION120 ms
D01.1 · HOVER
A small lift.
On hover, interactive elements rise a couple of pixels and gain a soft shadow — a quiet "this is live". The change is small enough to feel natural, clear enough to confirm interactivity.
MOVERise 2–4 px
SHADOWSoftens in
SAYSInteractive
SUBTLEAlways
D01.2 · PRESS
Push down.
On press, the element depresses — settling back down, sometimes with a faint inner shadow. It mirrors pressing a physical button, and confirms the input landed before anything else happens.
MOVEDepress
MIRRORSPhysical button
CONFIRMSInput landed
INSTANT< 100 ms
D01.3 · RELEASE
Spring back.
On release, the element springs back to rest with a touch of ease. The return completes the gesture — pressing and releasing feel like one connected motion, not two states.
MOVEBack to rest
EASESlight spring
COMPLETESThe gesture
ONEConnected motion
D01.4 · TOUCH & ACCESS
Works without a cursor.
Touch has no hover, so press and active states carry the feedback there. Focus states mirror hover for keyboard users — the reply is never tied to a mouse alone.
TOUCHPress state
KEYBOARDFocus = hover
NO HOVERStill feedback
NEVERMouse-only
DON'T
×
Don't lift dramatically — A couple of pixels.
×
Don't skip the press state — Confirm the input.
×
Don't hard-snap back — Release with ease.
×
Don't rely on hover — Touch and keyboard too.
“Hover, press, release — the smallest conversation, and the most felt.”
04D02 Inputs WIP
Inputs are where users do the real work, and small motions make that work feel reliable — a focus ring that appears, a toggle that slides, a field that confirms or corrects in place.
FOCUSRing fades in TOGGLEKnob slides VALIDInline feedback ERRORShake · once
D02.1 · FOCUS
A ring, clearly.
Focusing a field fades in a clear focus ring in vermilion or ink. It's never removed for aesthetics — keyboard users depend on it, and the gentle fade makes it feel intentional rather than abrupt.
RINGFades in
COLOURVermilion / ink
KEYBOARDDepends on it
REMOVENever
D02.2 · TOGGLES & SWITCHES
The knob slides.
A switch animates its knob across and its track colour with it, so the state change is unmistakable. The motion is the feedback — you see the switch flip, you don't just find it flipped.
KNOBSlides across
TRACKColour shifts
SEEThe flip
DURATIONQuick · 200 ms
D02.3 · VALIDATION
Confirm in place.
Valid input gets a quiet inline check; the feedback appears beside the field, not in an alert elsewhere. Validation animates in gently so it informs without alarming.
VALIDInline check
WHEREBeside field
NOTDistant alert
TONEInforms
D02.4 · ERRORS
A single shake.
An error may shake the field once — a short, horizontal nudge — then hold the message. One shake signals "look here"; a repeating shake would nag. The message stays until fixed.
SHAKEOnce · horizontal
SIGNALSLook here
MESSAGEHolds
NEVERRepeats
DON'T
×
Don't remove focus rings — Keyboard users need them.
×
Don't instant-flip toggles — Slide the knob.
×
Don't alert far away — Validate beside the field.
×
Don't shake repeatedly — One shake, then hold.
“Good input motion makes the work feel reliable, never alarming.”
04D03 Loading DONE
Loading is unavoidable; anxiety about it is not. WCN uses skeletons that preview structure, determinate bars where progress is known, and a single restrained spinner only as a last resort.
DEFAULTSkeleton KNOWNProgress bar SPINNERLast resort JUMPNone
D03.1 · SKELETONS
Preview the shape.
While content loads, a skeleton of its layout shows — grey blocks where text and images will land. It sets expectations and prevents the jump that happens when content pops in late.
SHOWSLayout shape
BLOCKSWhere content lands
PREVENTSLayout jump
SHIMMERSubtle
D03.2 · DETERMINATE
Show how far.
When the duration or amount is known — an upload, a multi-step process — a determinate bar shows real progress. A bar that reflects truth is far calmer than an endless spinner.
BARReal progress
USEKnown amount
TRUTHReflects it
CALMERThan spinner
D03.3 · SPINNERS
Only when nothing else fits.
A single, restrained spinner is the last resort — for short, unknowable waits where no skeleton or bar makes sense. One spinner style, used sparingly, never three spinning at once.
USELast resort
WHENShort · unknowable
ONEStyle
NEVERSeveral at once
D03.4 · PERCEIVED SPEED
Feel faster.
Showing partial content as it arrives, and responding to taps instantly even before data lands, makes waits feel shorter than they are. Perceived speed is designed, not just measured.
PARTIALShow early
TAPInstant ack
FEELSShorter
DESIGNEDNot just measured
DON'T
×
Don't spin by default — Skeleton first.
×
Don't fake progress — Determinate means real.
×
Don't pop content in — Reserve space with a skeleton.
×
Don't stack spinners — One, sparingly.
“You can’t always be fast, but you can always feel considered.”
04D04 Drag PLANNED
Drag is the most physical interaction in an interface, so its motion must feel the most real — the dragged thing tracks the finger exactly, neighbours make room, and a clear target says "drop here".
LIFTShadow + scale TRACK1:1 with input TARGETSHighlight DROPSnap into place
D04.1 · LIFT
Pick it up.
On grab, the item lifts — a slight scale-up and a stronger shadow — so it visibly leaves the surface. The lift makes clear the thing is now attached to the cursor, not the page.
SCALESlight up
SHADOWStronger
SAYSLifted off
ATTACHEDTo cursor
D04.2 · TRACK
Follow the finger.
While dragging, the item follows the pointer one-to-one with no lag or easing — direct manipulation must feel direct. Any delay here breaks the illusion that you're holding it.
FOLLOW1:1
LAGNone
EASENone
DIRECTMust feel so
D04.3 · DROP TARGETS
Show where it lands.
Valid drop zones highlight as the item moves over them, and neighbours shift to open a gap at the insertion point. The user sees the outcome before releasing.
ZONESHighlight
NEIGHBOURSOpen a gap
PREVIEWThe result
BEFORERelease
D04.4 · DROP
Snap home.
On release, the item settles into its slot with a quick eased move; an invalid drop springs it back to where it came from. Either way, the resolution is immediate and unambiguous.
VALIDSettle into slot
INVALIDSpring back
QUICKEased
CLEARUnambiguous
DON'T
×
Don't ease the tracking — Drag is 1:1, no lag.
×
Don't hide drop targets — Highlight valid zones.
×
Don't leave a gap on pickup — Neighbours open at the target.
×
Don't drop without resolution — Snap home or spring back.
“Drag has to feel like holding the thing — any lag and the illusion breaks.”
04D05 Feedback WIP
Every action deserves an answer. WCN confirms success quietly and clearly — a check that draws on, a toast that slides in and out, a copied-state that flips for a moment — so the user never wonders whether something happened.
SUCCESSCheck draws on COPYFlip to confirmed TOASTSlide in / out TONEReassure
D05.1 · SUCCESS
A check, drawn.
A completed action shows a check that draws itself on — a brief stroke animation rather than an instant icon. The drawing reads as "just happened" and feels rewarding without being loud.
CHECKStroke draws on
READSJust happened
REWARDQuiet
DURATION200 ms
D05.2 · COPY-CONFIRMED
Flip, then back.
A copy button swaps its label to "Copied" with a quick crossfade, then reverts after a moment. The temporary flip confirms the invisible action of copying without needing a toast.
SWAPCopied
CROSSFADEQuick
REVERTSAfter ~2 s
NOToast needed
D05.3 · TOASTS
Slide in, slide out.
Toasts enter from an edge, hold long enough to read, and leave on their own. They stack gently, never cover the action that triggered them, and an important one waits for dismissal.
ENTERFrom edge
HOLDLong enough
LEAVEOn its own
IMPORTANTWaits
D05.4 · TONE
Reassure, don’t celebrate.
Feedback matches the weight of the action — a quiet check for routine success, more emphasis for a rare milestone. Confetti on every save is exhausting; restraint keeps real moments meaningful.
ROUTINEQuiet
MILESTONEMore emphasis
CONFETTIRare
RESTRAINTKeeps meaning
DON'T
×
Don't leave actions silent — Always confirm.
×
Don't confetti everything — Match the weight.
×
Don't cover the trigger — Toasts stay clear of it.
×
Don't auto-dismiss the critical — Important waits.
“Every action deserves an answer — usually a quiet one.”
04D06 State WIP
Interfaces are full of small state changes — enabled to disabled, a count ticking up, a selection made. Animating those transitions keeps the interface honest about what just changed and why.
ENABLEFade in / out COUNTTick up SELECTMark clearly BADGEPop in
D06.1 · ENABLED ↔ DISABLED
Fade between active.
When a control enables or disables, it crossfades its opacity and colour rather than switching instantly. The transition explains the change — the user sees a button become available as a condition is met.
FADEOpacity + colour
NOTInstant switch
EXPLAINSThe change
SEESBecomes available
D06.2 · COUNTS & BADGES
Tick, don’t teleport.
A changing number rolls or ticks to its new value, and a badge pops in with a small scale. The motion draws the eye to the thing that changed without a jarring jump in the layout.
NUMBERRolls / ticks
BADGEPops in
DRAWSThe eye
NOLayout jump
D06.3 · SELECTION
Mark the choice.
Selecting an item animates its selected state — a fill, a check, a border — so the choice is unmistakable. In a group, the previous selection releases as the new one takes hold.
SELECTEDFill · check
CLEARUnmistakable
GROUPPrevious releases
ONEActive at a time
D06.4 · CONSISTENCY
Same change, same motion.
A given state change always animates the same way across the product, so users learn what the motion means. Consistency turns these micro-transitions into a vocabulary rather than a set of one-offs.
SAMEChange = motion
LEARNThe meaning
VOCABNot one-offs
ACROSSThe product
DON'T
×
Don't hard-toggle enabled — Crossfade the change.
×
Don't teleport counts — Tick to the new value.
×
Don't leave selection flat — Mark it clearly.
×
Don't vary the motion — Same change, same animation.
“Animating a state change keeps the interface honest about what just happened.”
In progress
Every action gets a reply.
Pointer, loading and feedback are shipped; inputs, state are drafting; drag is scoped. Micro-interactions are how the interface says "I heard you".
WCN Micro-interactions Map · 6 topics · D01–D06
04 · MOTION · D · v1.0