Motion and haptics

SkillDev tools

Enforces designed interaction feedback instead of the framework default, every committing interaction acknowledged in the same frame, motion that decorates state but never IS the state (the end state is identical with animations off), a named catalog of moments each declaring its trigger, duration role, haptic slot and reduced-motion fallback at design time, haptics as a HapticTheme event-to-intensity map fired exactly once on the commit frame (never per animation frame, never per coalesced input, never heavyImpact for an error) behind one central toggle, every animation interruptible so a tap resolves it to its end state, a bounded celebration that plays once and never loops or blocks input, an explicit stop condition on every repeating animation (off-route, backgrounded, reduced motion), and feedback on more than one channel so haptics and sound survive reduced motion. Use when adding or tuning an animation, a success or error state, a haptic, a celebration, or a screen transition.

Available today. Use it from your connected AI after setup.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the Motion and haptics skill

What this skill tells your AI

The instructions your AI receives, as published by zakariaf/flutter-skills in skills/motion-and-haptics/SKILL.md and read by ahel’s review.

What fires, when, exactly once, and how it degrades. Feedback is the layer users feel rather than read — an app whose taps land, whose errors are felt, and whose success is acknowledged reads as finished; the same app with default Material feedback reads as a prototype.

Scope boundary. Motion tokens — duration roles, curve slots, the no-raw-values gate, and resolveMotion collapsing to Duration.zero under reduced motion — are owned by design-system-structure. Painter/ticker mechanics are owned by custom-canvas-and-gestures. Which surface a message uses — loading, empty, error, snackbar, banner, dialog, Undo, and screen-reader announcements — is owned by ui-states-and-feedback. This skill owns the sensory layer those decisions ride on: which moments exist, what each one commits to, how haptics are mapped and fired, and what survives when the animation does not.

Non-negotiable rules

  1. Every committing interaction is acknowledged in the same frame it happens. Finger-down shows a press state immediately; the commit's own feedback follows on commit. WHY: a control that waits for an async result before showing anything is indistinguishable from a control that did not register the tap, and the user taps again.

  2. Motion decorates state; it is never the state. The end state must be identical, correct, and reachable with all animations disabled. A selection that only exists while its animation runs, or a value that is only legible mid-transition, is a bug that reduced-motion users hit every time.

  3. Name your moments and design each one deliberately. Every app has a small catalog — press acknowledgment, rejected input, the commit payoff, success, progress or streak increment, and the signature screen transition. Each moment declares five things: its trigger, what changes, which duration role and curve it spends, its haptic slot, and its reduced-motion fallback. A moment left unspecified is not "minimal" — it is the framework default, chosen by nobody. See references/moment-catalog.md.

  4. Every animation declares its reduced-motion behaviour at design time. "It is small, nobody will mind" is not a fallback. The mechanism (resolveMotion → Duration.zero) belongs to design-system-structure; the decision — cross-fade to the end state, appear already-complete, omit the flourish entirely — is made per moment, here, and written down. Feature code never re-reads the platform flag per animation.

  5. Haptics are a map, not scattered calls. A HapticTheme extension maps each event to at most one HapticFeedback verb: selection ≤ selectionClick, commit ≤ lightImpact/mediumImpact, rejection ≤ lightImpact, success ≤ mediumImpact, and heavyImpact reserved for a genuine milestone. A null slot is a declared silence, not an omission. WHY: haptics added ad hoc at call sites always drift upward in intensity until the app buzzes.

  6. Fire one haptic per committed event, on the commit frame. Never inside an animation callback, never per frame, never once per input in a coalesced gesture — a drag emits at most an engage and a commit. WHY: a haptic per frame is a vibration, and a haptic per coalesced input turns a fast gesture into a rattle.

  7. heavyImpact is never the error sound. Escalating intensity for failure punishes the user for a mistake the UI could have prevented. Rejection is acknowledged, not amplified.

  8. One in-app toggle gates every haptic, celebrations included. Platforms have their own coarse system-haptics setting; an app that fires haptics needs its own switch too, and it must be a single central gate rather than a flag each call site remembers to check.

  9. Every animation is interruptible. A tap during a transition or celebration resolves it to its end state immediately. Never block input for the duration of a flourish, and never make the user wait out a success. WHY: the second time a user sees a celebration they want to be past it.

  10. Celebrations have a budget. Bounded element count, bounded time to the next interactive state, originating from the point of action rather than the screen edges, played once, never looped. Failure states get acknowledgment with no shaming motion. WHY: an unbounded celebration is a load screen the user did not ask for.

  11. Every repeating or ambient animation declares a stop condition. It stops when its route is not current, when the app is backgrounded, and under reduced motion. A repeat() with no stop condition is a battery bug that no test will catch and no reviewer will see.

  12. Feedback is redundant across channels. Haptics and sound survive reduced motion precisely because they are the remaining channels — so a state change may never be carried by motion alone. (Color-alone is owned by accessibility-as-code; this is the motion-alone half of the same rule.)

  13. Sound, if any, is the third channel and never the first. Respect the platform's silent behaviour, keep it short, never require it to understand what happened, and gate it behind the same kind of central toggle as haptics.

  14. Transitions follow reading direction; a fixed content surface does not re-mirror. A horizontal push flips under RTL because navigation is directional; a canvas, board, chart, or media surface whose own layout is direction-neutral stays as it is. Direction geometry is owned by i18n-rtl-l10n.

The moment declaration

Write each moment down before implementing it. The table is the specification — an implementation that cannot fill a column has not finished designing that moment.

MomentTriggerWhat changesDuration roleHapticReduced-motion fallback
Presspointer downpress transformshortestselectionClickinstant state, no transform
Rejectinvalid inputbounded shake + messageshort, interruptiblelightImpactmessage only, no shake
Commitstate committedthe transformation itselfmediumlightImpactend state appears instantly
Successtask completeacknowledgment + resultlong, skippablemediumImpactresult appears already complete
Incrementcounter advancesone emphasis pulseshortselectionClick or silencenew value, no pulse
Transitionroute changethe signature transitionmediumnonecross-fade or none

Durations here are roles, not numbers — the numbers are tokens owned by design-system-structure.

Firing a haptic exactly once

// The event map lives in the theme; call sites name an event, never an intensity.
@immutable
class HapticTheme extends ThemeExtension<HapticTheme> {
  const HapticTheme({this.select, this.commit, this.reject, this.success});

  /// A null slot is a DECLARED silence — the design said no haptic here.
  final Future<void> Function()? select;
  final Future<void> Function()? commit;
  final Future<void> Function()? reject;
  final Future<void> Function()? success;
  // copyWith / lerp omitted — see design-system-structure for the ThemeExtension contract.
}

// One central gate; no call site remembers to check the setting.
void fire(WidgetRef ref, Future<void> Function()? slot) {
  if (!ref.read(hapticsEnabledProvider)) return;
  slot?.call();
}

// At the commit — once, on the frame the state actually changed (rules 6, 8).
void onCommit(BuildContext context, WidgetRef ref, EditIntent intent) {
  ref.read(itemsProvider.notifier).apply(intent);          // state first
  fire(ref, Theme.of(context).extension<HapticTheme>()!.commit);
}

Never call HapticFeedback.* from an AnimationController listener, an onEnd callback, or a per-item loop — those are the three places a single event becomes a burst.

Anti-patterns

  • A control with no press state — every "did that register?" double-tap starts here.
  • State that only exists while an animation runs — turn animations off and the app must still be correct and legible.
  • An animation with no designed reduced-motion behaviour, or feature code re-reading the platform flag per animation.
  • HapticFeedback.mediumImpact() sprinkled at call sites — map events to slots once; ad-hoc haptics only ever escalate.
  • A haptic in an animation listener, an onEnd, or per item in a coalesced gesture — one per committed event, on the commit frame.
  • heavyImpact for an error — acknowledge failure, do not punish it.
  • An un-skippable celebration, or blocked input during a flourish — a tap resolves it instantly.
  • A looping celebration, edge-spawned particles, or an unbounded element count — budget it.
  • A "sad" failure animation — the user already knows.
  • repeat() with no stop condition — it must stop off-route, backgrounded, and under reduced motion.
  • Sound as the only signal, or sound that ignores the platform's silent behaviour.
  • A mirrored content surface under RTL — navigation direction flips, a direction-neutral canvas does not.

Definition of done

  • Every committing interaction acknowledges within the same frame.
  • Every moment touched has a filled-in declaration row: trigger, change, duration role, haptic slot, reduced-motion fallback.
  • The end state is identical and reachable with animations disabled; nothing is motion-only.
  • Haptics come from the HapticTheme map, are at or below the intensity ceiling for their event, fire once per committed event on the commit frame, and are gated by one central toggle.
  • null haptic slots are deliberate silences, recorded as such.
  • Every animation is interruptible; a tap resolves it to its end state; input is never blocked.
  • Celebrations are bounded, originate from the point of action, play once, and never loop.
  • Every repeating animation has an explicit stop condition for off-route, backgrounded, and reduced motion.
  • Sound (if any) is redundant, short, silent-mode-aware, and centrally gated.
  • Transitions respect reading direction; direction-neutral content surfaces are not re-mirrored.

Related skills

  • See design-system-structure for the motion tokens, curve slots, and the resolveMotion helper this skill spends — including the three animations Material mounts by default.
  • See custom-canvas-and-gestures for driving canvas animation from an AnimationController as repaint: and for RepaintBoundary placement.
  • See ui-states-and-feedback for the state a moment is feedback about — loading/empty/error rendering, the snackbar/banner/dialog ladder, Undo, and SemanticsService.announce.
  • See accessibility-as-code for the color-alone rule this skill's motion-alone rule mirrors, and for reading platform accessibility flags.
  • See flutter-performance for disposal, boundary budgeting, and profile-mode measurement of anything that feels heavy.
  • See i18n-rtl-l10n for directional geometry under RTL.
  • See design-review-workflow for the end-of-build pass where every declared moment is verified on video with reduced motion on and off.

References

Signals

GitHub stars
36
Forks
10
Last commit
Sep 2026
Advanced
Item type
skill
Key
motion-and-haptics
Source
github.com/zakariaf/flutter-skills