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Velocity-Matched UI Sting

Feedback that keeps up with the flick that triggered it.

Turns your AI into a UI motion designer — designs a short animated sting that confirms an action, with its duration, easing, and travel distance matched to the velocity of the gesture that triggered it, so fast flicks get fast feedback and slow drags get gentle feedback.

Velocity-Matched UI Sting preview
Best for
Product designers, front-end developers, and motion designers adding gesture-driven feedback to apps
Time needed
~45 min
Level
Intermediate

Install it in 3 steps

No sign-up. No CLI tools. Pick your AI, copy one line, paste it over.

Pro — all 471 skills

Prefer doing it yourself? Buy the skill ($4.99), download the ZIP from your checkout confirmation, unzip it into the directory shown above, restart your AI session — same result. Already bought it? Your AI assistant can download it for you.

What’s inside

One SKILL.md (the playbook) + one starter template. A preview:

Velocity-Matched UI Sting

When to use

  • A button, card, or list item needs a brief animated confirmation — a checkmark pop, a card settle, a badge burst — and the same fixed animation feels sluggish after a fast flick or jumpy after a slow drag
  • A swipe, drag, or fling triggers a state change (archive, delete, send, like) and the follow-through animation should feel like it continues the gesture instead of restarting from zero
  • A gesture-driven interface (carousel, pull-to-refresh, drag-to-reorder) needs feedback that preserves the user's sense of momentum rather than snapping to a canned tween
  • A product team wants one reusable sting pattern — same shape, same character — that adapts its timing to how the user actually moved, instead of shipping a dozen one-off animations
  • Motion feels "off" in user testing but nobody can say why: the animation timing ignores how fast the user was moving when it started

Workflow

  1. Name the trigger and the sting (input: the interaction → output: a trigger-to-sting pairing)
    Pick one gesture and one sting. The gesture is the input: tap, swipe, fling, drag-and-release, pull-to-refresh, or drag-to-reorder. The sting is the output: the brief animated flourish that confirms the result — a checkmark drawing in, a card settling into place, a badge bursting, a row sliding away. One gesture, one sting, one result. If the same gesture can produce two different results (swipe left archives, swipe right snoozes), each result gets its own sting so the user can tell them apart at a glance. Write the pairing down before touching any timing: "fling-to-archive → row slides out + checkmark pops."
  2. Measure the gesture velocity (input: the trigger gesture → output: a velocity reading in points or pixels per second)
    Capture how fast the user was moving at the moment the gesture completed: the release velocity of a fling, the average velocity over the last stretch of a drag, or zero for a tap (a tap has no velocity, so it gets the baseline timing). Record the realistic range for this gesture — a slow deliberate drag might be 100–300 px/s, a fast fling 1,500–3,000 px/s — by testing with real hands, not by guessing. Clamp the range: anything below the floor reads as the floor, anything above the ceiling reads as the ceiling, so an accidental super-fling never produces a 10-millisecond flash or a two-second crawl. The velocity reading is the single input that drives every timing decision downstream.

Template preview

Velocity-Matched UI Sting — Spec Template

One gesture, one sting, one result. Fill this in before any animation is built.

Pairing

Gesture: {tap / swipe / fling / drag-and-release / pull-to-refresh / drag-to-reorder} Sting: {checkmark pop / card settle / badge burst / row slide-out} Result: {archive / delete / send / like / reorder / refresh}

Pairing sentence: "{gesture} → {sting} → {result}"

Velocity range

How velocity is measured: {release velocity / average over last stretch / baseline for taps} Floor: {X px/s} — anything slower reads as this Ceiling: {X px/s} — anything faster reads as this Measured with: {real hands on device, notes}

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