v5.0.0 to v5.0.0

1 added, 76 removed. Audit A to A.

---
name: 12-principles-of-animation
- description: Use when Application of Disney's 12 Principles of Animation (Squash & Stretch, Anticipation, Staging, Follow Through, Slow In & Slow Out, Arc, Secondary Action, Timing, Exaggeration, Solid Drawing, Appeal) to modern web UI motion.
+ description: "Use when Application of Disney's 12 Principles of Animation (Squash & Stretch, Anticipation, Staging, Follow Through, Slow In & Slow Out, Arc, Secondary Action, Timing, Exaggeration, Solid Drawing, Appeal) to modern web UI motion."
version: 5.0.0
last-updated: 2026-09-13
skills:
- motion-engineering
- 60fps-animation
- accessible-animation
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# 12 Principles of Animation โ€” Web UI Motion Theory
- ## Mandatory Pre-Flight Context Inspection
-
- Before generating, refactoring, or reviewing code in the `12-principles-of-animation` domain, inspect these 5 critical parameters:
-
- 1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
- 2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
- 3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
- 4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
- 5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
-
- ## Activation Boundaries
-
- - **Activate when:** Use when Application of Disney's 12 Principles of Animation (Squash & Stretch, Anticipation, Staging, Follow Through, Slow In & Slow Out, Arc, Secondary Action, Timing, Exaggeration, Solid Drawing, Appeal) to modern web UI motion.
- - **DO NOT activate when:** The task falls outside the `12-principles-of-animation` domain or is managed by a different dedicated specialist.
-
- ## ๐Ÿ” Multi-Pass Execution Protocol
-
- Execute all non-trivial tasks through this 7-pass cognitive loop:
-
- | Pass | Phase | Core Action |
- | :--------- | :--------------- | :------------------------------------------------------------------------------------------- |
- | **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. |
- | **Pass 2** | **Plan** | Decompose the task into smallest logical steps; map dependencies and required tool calls. |
- | **Pass 3** | **Execute** | Implement the solution with production-grade craft, zero placeholders, and strict typing. |
- | **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. |
- | **Pass 5** | **Attack** | Perform an adversarial review searching for edge-case failures, race conditions, and traps. |
- | **Pass 6** | **Improve** | Eliminate discovered friction, optimize performance, and harden error boundaries. |
- | **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. |
-
---
## ๐Ÿ› ๏ธ Technical Architecture & Reference Recipes
---
---
## The 6 Essential Web Principles
### 1. Squash & Stretch (Scale Elasticity)
- Compress elements slightly on impact (e.g. button press down `scale(0.97)`), then stretch slightly on release (`scale(1.02)` -> `scale(1)`).
- **Rule**: Preserve overall volume. If height decreases by 5%, width must expand by 5%.
### 2. Anticipation (Pre-Motion Cue)
- Before a major movement (e.g. modal sliding up), perform a micro-backwards movement (e.g. shift down `2px` for `40ms`) to prepare the user's eye.
### 3. Staging (Focus & Spatial Hierarchy)
- Direct user attention to one primary animation at a time. Never animate competing layout elements across different regions simultaneously.
### 4. Slow In & Slow Out (Easing Curves)
- Objects in nature start slow, accelerate, and decelerate gradually. Use strong ease-out curves (`cubic-bezier(0.16, 1, 0.3, 1)`) for UI entrances.
### 5. Arcs (Natural Curvilinear Trajectories)
- Human arms and physical objects move in curved arcs rather than mechanical straight lines. When moving elements across 2D space, use parabolic bezier curves or `offset-path`.
### 6. Follow Through & Overlapping Action
- Secondary elements (e.g. badge text inside a sliding card) lag slightly behind the main container (stagger delay 30ms - 50ms), creating organic physical realism.
-
- ---
-
- ## ๐Ÿšจ Edge-Case & Failure Mode Matrix
-
- | Scenario | Risk | Mitigation Strategy |
- | :------------------------------------- | :--------------------------------------------------- | :------------------------------------------------------------------------------ |
- | **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
- | **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
- | **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
- | **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
- | **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
-
- ---
-
- ## ๐Ÿค– LLM-Specific Traps Table
-
- | Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
- | :----------------------- | :-------------------------------------------------------------------- | :------------------------------------------------------------------ |
- | **The Instant Pop Trap** | Conditionally unmounting elements without animated interpolation | Use AnimatePresence or coordinate morphs with continuous geometry |
- | **Layout Thrashing** | Animating width, height, top, or left inside animation loops | Animate composite-only transform (translate3d, scale) and opacity |
- | **Sluggish Duration** | Setting micro-interaction transitions to 600ms+ causing interface lag | Cap interactive feedback at 160msโ€“240ms with snappy ease-out curves |
-
- ---
-
- ## ๐Ÿ›๏ธ Tribunal Verification & Guardrails
-
- **Active Reviewers:** `frontend-reviewer` ยท `motion-reviewer` ยท `ui-ux-auditor`
- **Slash Command:** `/review` or `/tribunal-full`
-
- ### โœ… Pre-Flight Self-Audit Checklist
-
- ```
- โœ… Does animation maintain 60fps/120fps using transform and opacity?
- โœ… Is optical mass conserved across state interpolations without volume collapse?
- โœ… Is duration capped within micro-interaction budgets (160msโ€“280ms)?
- โœ… Is prefers-reduced-motion respected with graceful instant fallbacks?
- โœ… Did I prevent layout thrashing and continuous geometry mutations?
- ```
-
- ### ๐Ÿ›‘ Verification-Before-Completion (VBC) Protocol
-
- **CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
-
- - โŒ **Forbidden:** Declaring a task complete because the output "looks correct."
- - โœ… **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.