Attention-Grabbing Animations
Apply Disney's 12 principles to focus-drawing motion.
Principle Application
Squash & Stretch: Pulsing scale draws attention. 1.0 → 1.1 → 1.0 cycle catches peripheral vision.
Anticipation: Brief pause before attention animation. Let it build then release.
Staging: Position attention elements where users will see them. Corner badges, inline highlights.
Straight Ahead vs Pose-to-Pose: Design attention states: rest, active/pulsing, acknowledged.
Follow Through & Overlapping: Badge pulses, then count updates. Stagger the attention signals.
Slow In/Slow Out: Ease in/out on pulses. Smooth oscillation is less jarring than sharp bounces.
Arcs: Shake animations follow arc patterns. Left-right with slight vertical oscillation.
Secondary Action: Pulse + glow + color shift for maximum attention (use sparingly).
Timing:
- Single attention grab: 300-500ms
- Repeating pulse: 2000-3000ms cycle
- Urgent pulse: 1000-1500ms cycle
- Decay: Stop after 3-5 cycles or 10 seconds
Exaggeration: This is where exaggeration shines. Scale to 1.2, bright colors, bold motion.
Solid Drawing: Attention elements must still feel part of the UI, not floating or detached.
Appeal: Attention should feel like helpful notification, not aggressive demand.
Timing Recommendations
Implementation Patterns
Attention Budget
Key Rules
- Maximum 1 attention animation visible at a time
- Auto-stop after 3-5 cycles (10 seconds max)
- Provide way to permanently dismiss
- Never use for non-essential content
prefers-reduced-motion: static indicator only, no animation- Urgent animations must have audio/haptic alternative for accessibility

