Slow 800 1200ms

dylantarre/animation-principles/skills/10-by-time-scale/slow-800-1200ms

by dylantarre83597134ba8fNo license99 starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 9 months ago

Use when building deliberate motion between 800-1200ms - dramatic reveals, loading sequences, storytelling moments where users should pause and absorb

Instructions onlyDesign & Creative
AI-generated overview

Guidance for designing deliberate 800–1200ms UI animations, with easing curves, keyframes and use cases.

What it does
This skill provides design guidance for slow, cinematic interface animations lasting 800–1200ms. It maps Disney animation principles onto UI motion, recommends CSS easing curves and frame timings, and gives a keyframe implementation pattern with staggered sequences. It also lists suitable moments and situations where slow motion should be avoided.
When to use it
Use it when planning dramatic reveals, launch or loading sequences, storytelling moments, achievement unlocks, tutorial or first-run experiences, or presentation section transitions. It is also useful for deciding when slow motion is inappropriate, such as navigation, repeated interactions or data-heavy interfaces.
Requirements
No tools, packages or credentials are needed; it is instructions only and ships no scripts.

Slow Animations (800-1200ms)

At 800-1200ms, animation approaches cinematic territory. This is deliberate, intentional motion for moments that matter. Users are expected to stop and watch.

Disney Principles at Slow Speed

Cinematic Application

Squash & Stretch: Pronounced and characterful - 25-35% deformation tells stories. Objects have weight and personality.

Anticipation: Full theatrical wind-up - 200-300ms preparation. The audience knows something is coming.

Staging: Scene composition - think in terms of camera and stage. Clear visual hierarchy with entrance order.

Straight Ahead/Pose to Pose: Pose to pose essential - 4-6 key poses for 1 second of motion.

Follow Through: Extended overlap - different elements settle at clearly different times, 200-300ms of settling.

Slow In/Slow Out: Dramatic curves - strong ease-in creates weight, strong ease-out creates impact.

Arcs: Sweeping curves - motion paths are clearly curved, visible trajectories.

Secondary Action: Complex layering - multiple levels of supporting action enhance primary motion.

Timing: 48-72 frames at 60fps. Near-film quality frame counts.

Exaggeration: Theatrical - push proportions and motion for emotional impact.

Solid Drawing: Full dimensional transforms - parallax, depth, 3D rotation.

Appeal: Emotional connection - slow motion creates intimacy with the interface.

Easing Recommendations

css
/* Dramatic, weighted motion */transition: all 1000ms cubic-bezier(0.16, 1, 0.3, 1);
/* Graceful entrance */transition: all 900ms cubic-bezier(0.22, 1, 0.36, 1);
/* Heavy, impactful landing */transition: transform 1100ms cubic-bezier(0.33, 1, 0.68, 1);
/* Elastic, memorable */transition: all 1000ms cubic-bezier(0.68, -0.6, 0.32, 1.6);

Best Use Cases

  • App launch sequences
  • Major feature reveals
  • Storytelling moments
  • Error recovery animations
  • Achievement unlocks
  • Tutorial sequences
  • First-run experiences
  • Section transitions in presentations
  • Loading state to content reveals

Implementation Pattern

css
@keyframes slowReveal {  0% {    opacity: 0;    transform: translateY(100px) scale(0.8);  }  60% {    opacity: 1;  }  100% {    transform: translateY(0) scale(1);  }}
.slow-reveal {  animation: slowReveal 1000ms cubic-bezier(0.16, 1, 0.3, 1) forwards;}
/* Staggered sequence */.sequence-item {  animation: slowReveal 900ms cubic-bezier(0.22, 1, 0.36, 1) forwards;}.sequence-item:nth-child(n) {  animation-delay: calc(var(--index) * 150ms);}

When NOT to Use

  • Navigation between views (too slow)
  • Repeated interactions (users get impatient)
  • High-frequency actions
  • Data-heavy interfaces
  • Productivity tools

Key Insight

Slow animations demand attention as payment. Only use when the moment is worth the user's time. These animations create memories, not just feedback.

Source and attribution

Source:dylantarre/animation-principlesinskills/10-by-time-scale/slow-800-1200msat commit8359713

License: No license

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