vocab.design

motion

Duration

also called transition duration (css), animation duration (css)

How long a transition takes from start to finish, measured separately from the shape of its easing.

A duration is the one number in an animation everyone can agree on: the time from the first frame to the last. It says nothing about where the element is on the way, which is easing’s job, and nothing about when the movement begins, which belongs to the delay. The three are independent, and reading a CSS shorthand as though they were not is the usual slip: transition: transform 200ms 400ms is a fifth of a second of movement that starts four tenths of a second late, not a six hundred millisecond move.

The working scale is short. Interface motion lives roughly between 100 and 500 milliseconds, and the published sets tier it by the size of the thing that moves: small controls at the fast end, where a checkbox filling or a chip selecting takes somewhere near 100 to 150 milliseconds; everyday surfaces in the middle, where a menu or a popover opens in 200 to 300; and full-screen or long-travel entrances at the slow end, 400 to 500 and occasionally past it. Distance and size choose the tier, not taste. A large surface crossing the screen at a small control’s duration reads as a snap, and a small control borrowing a large surface’s duration reads as a stall. Below about 100 milliseconds nothing reads as motion at all, which is exactly right for a state flip and wrong for anything the eye is meant to follow, and past a second the reader has stopped watching the animation and started waiting for the product.

Not every animation carries one. A spring is specified by mass, stiffness and damping, approaches its target asymptotically, and formally never arrives, so there is no duration written on it to quote in a review. The figure to use there is its perceptual duration, measured to the last movement a person could actually see. Once a family of these numbers has been settled, they belong in the system rather than at four hundred call sites, which is what a motion token is for: the whole product gets retuned by editing one scale.

Two cautions worth carrying into a review. Duration is usually not the reason a motion feels wrong, so reach for the curve first: an animation that feels sluggish is more often ease-in-out where it should have been ease-out. And a duration has to survive being taken away. Under prefers-reduced-motion the honest treatment is to cut the times rather than delete the change, which means the resting state has to be correct on its own, with the element at its settled position and nothing in the layout depending on the movement having happened.

Which word?

If you wantsay
how long a motion lasts, not its shapeduration
motion should start after something else, not with itdelay
a spring must be compared with a durationperceptual duration
the shape of a motion over its duration, not its lengtheasing
motion should react to how it was interrupted, not a timerspring animation

Related

See also: Motion token · Tween

Implementations

Specimens illustrate the concept; for production use, start here.

materialEasing and duration
carbonMotion duration

Sources