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mobile-touch
Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
Use when implementing reduced motion alternatives, vestibular-safe animations, WCAG compliance, or designing for users with motion sensitivity.
Use when creating commercial animations, advertising motion, brand identity animation, logo reveals, or marketing video content.
Use when animating charts, graphs, dashboards, data transitions, or any information visualization work.
Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.
Use when designing small UI feedback moments like button states, toggles, form validation, loading indicators, or notification badges.
| name | mobile-touch |
| description | Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations. |
Apply Disney's 12 animation principles to mobile gestures, haptics, and native app motion.
| Principle | Mobile Implementation |
|---|---|
| Squash & Stretch | Rubber-banding, bounce on scroll limits |
| Anticipation | Peek before reveal, long-press preview |
| Staging | Sheet presentations, focus states |
| Straight Ahead / Pose to Pose | Gesture-driven vs preset transitions |
| Follow Through / Overlapping | Momentum scrolling, trailing elements |
| Slow In / Slow Out | iOS spring animations, Material easing |
| Arc | Swipe-to-dismiss curves, card throws |
| Secondary Action | Haptic pulse with visual feedback |
| Timing | Touch response <100ms, transitions 250-350ms |
| Exaggeration | Bounce amplitude, haptic intensity |
| Solid Drawing | Respect safe areas, consistent anchors |
| Appeal | 60fps minimum, gesture continuity |
Squash & Stretch: Implement rubber-band effect at scroll boundaries. Pull-to-refresh should stretch content naturally. Buttons compress on touch.
Anticipation: Long-press shows preview before full action. Drag threshold provides visual hint before item lifts. Swipe shows edge of destination content.
Staging: Use sheet presentations to maintain context. Dim and scale background during modal focus. Hero transitions connect views meaningfully.
Straight Ahead vs Pose to Pose: Gesture-following animations (drag, pinch) are straight ahead—driven by touch input. System transitions (push, present) are pose to pose—predefined keyframes.
Follow Through & Overlapping: Content continues moving after finger lifts (momentum). Navigation bar elements animate slightly after main content. Lists items settle with stagger.
Slow In / Slow Out: iOS uses spring physics—configure mass, stiffness, damping. Android Material uses standard easing: FastOutSlowIn. Never use linear for user-initiated motion.
Arc: Thrown cards follow parabolic arcs. Swipe-to-dismiss curves based on velocity vector. FAB expand/collapse follows natural arc path.
Secondary Action: Pair haptic feedback with visual response. Button ripple accompanies press. Success checkmark triggers light haptic.
Timing: Touch acknowledgment: <100ms. Quick actions: 150-250ms. View transitions: 250-350ms. Complex animations: 350-500ms. Haptic should sync precisely with visual.
Exaggeration: Pull-to-refresh stretches beyond natural—makes feedback clear. Error shake is pronounced. Success animations celebrate appropriately.
Solid Drawing: Respect device safe areas during animation. Maintain consistent transform origins. Account for notch/dynamic island in motion paths.
Appeal: Minimum 60fps, target 120fps on ProMotion displays. Gesture-driven animation must feel connected to finger. Interruptible animations essential.
// Spring animation with follow-through
UIView.animate(withDuration: 0.5,
delay: 0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.5,
options: .curveEaseOut)
// Haptic pairing
let feedback = UIImpactFeedbackGenerator(style: .medium)
feedback.impactOccurred()
// Material spring animation
SpringAnimation(view, DynamicAnimation.TRANSLATION_Y)
.setSpring(SpringForce()
.setStiffness(SpringForce.STIFFNESS_MEDIUM)
.setDampingRatio(SpringForce.DAMPING_RATIO_MEDIUM_BOUNCY))
.start()
| Action | iOS | Android |
|---|---|---|
| Selection | .selection | EFFECT_TICK |
| Success | .success | EFFECT_CLICK |
| Warning | .warning | EFFECT_DOUBLE_CLICK |
| Error | .error | EFFECT_HEAVY_CLICK |
Haptics are secondary action—always pair with visual confirmation.