Disney's 12 Principles — UI Adapted
1. Squash and Stretch
- Squash: scale ~[1.2, 0.8]; Stretch: ~[0.85, 1.15]
- Impact: 2-4 frames (30-65ms); Recovery: 4-8 frames (65-130ms)
- Preserve volume: width +20% → height decreases proportionally
- Skip for premium/luxury brands
2. Anticipation
- Small motion opposite to main direction before action
- Duration: 100-200ms, magnitude: 10-20% of main action
- Button: scale down 3% before expanding; Card: shift 5-10px away first
- Skip for micro-feedback (<150ms)
3. Staging
- Dim non-hero elements to 40-60% opacity; optional 2-4px blur
- Hero enters 100-200ms after supporting elements
- One primary action per timing beat
4. Straight Ahead vs. Pose to Pose
| Approach |
Feel |
Best For |
| Straight Ahead |
Fluid, spontaneous |
Particles, ambient, generative art |
| Pose to Pose |
Planned, controlled |
UI transitions, state changes |
5. Follow Through and Overlapping Action
- Child delay: 50-150ms behind parent
- Trailing elements: offset stop times by 100-200ms
- Use spring easing for trailing parts (lower stiffness = more trailing)
6. Slow In and Slow Out
| Context |
Easing |
Why |
| Entrance |
ease-out |
Arrives smoothly |
| Exit |
ease-in |
Departs quickly |
| On-screen |
ease-in-out |
Smooth journey |
| Ambient loop |
sine ease-in-out |
Seamless |
NEVER linear for spatial movement. Linear only for: rotation, progress bars, timers.
7. Arcs
- Add 10-20px perpendicular offset at path midpoint
- Subtle (5px) for corporate, pronounced (20px+) for playful
- Mechanical UIs can use straight paths intentionally
8. Secondary Action
- Amplitude: 30-50% of primary; timing: 50-100ms after primary
- Different easing than primary
- Examples: card enters → shadow grows; button presses → ripple expands
9. Timing
| Weight/Mood |
Duration |
| Heavy (modals, pages) |
400-800ms |
| Light (tooltips, toggles) |
100-250ms |
| Sad/serious |
600ms+ |
| Happy/light |
200-400ms |
| Urgent |
100-200ms |
Enter-exit asymmetry: entrances 30-50% longer than exits.
10. Exaggeration
| Personality |
Exaggeration |
| Playful |
15-25% |
| Energetic |
20-30% |
| Corporate |
0-5% |
| Premium |
0% |
- Scale overshoot: 10-30% beyond target; rotation: ±5-15°
11. Solid Drawing
- Maintain consistent proportions across keyframes
- Use scale + rotation together for depth
- Shadow behavior matches implied light source
12. Appeal
- Smooth curves over sharp angles; satisfying timing
- Personality consistency across all elements
- Appeal killers: jerky motion, inconsistent timing, abrupt stops, uniform animation
Combining Principles
| Recipe |
Principles Used |
| Button press |
Anticipation + Squash/Stretch + Follow-Through + Secondary + Timing |
| Card entrance |
Anticipation + Arcs + Slow In/Out + Follow-Through + Staging |
| Success celebration |
Exaggeration + Secondary + Timing + Squash/Stretch + Appeal |
| Error shake |
Timing + Slow In/Out + Staging (no exaggeration) |
| Loading spinner |
Timing + Slow In/Out + Appeal |