Cohort

Sprint 03 of 05

Motion Sprint

Bad motion is a timing problem, not a creativity problem. In two days you’ll build your own set of durations and curves, then use it to animate a section and take one component through six states.

Waitlist

10 of 150 seats remaining

0 of 150 seats taken150 seats left

2 Days (Weekend)

Duration

Starts

₹2,500

+ GST

Investment

Cohort

Sprint 03 of 05

Motion Sprint

Bad motion is a timing problem, not a creativity problem. In two days you’ll build your own set of durations and curves, then use it to animate a section and take one component through six states.

Waitlist

10 of 150 seats remaining

0 of 150 seats taken150 seats left

2 Days (Weekend)

Duration

Starts

₹2,500

+ GST

Investment

Cohort

Sprint 03 of 05

Motion Sprint

Bad motion is a timing problem, not a creativity problem. In two days you’ll build your own set of durations and curves, then use it to animate a section and take one component through six states.

Waitlist

10 of 150 seats remaining

0 of 150 seats taken150 seats left

2 Days (Weekend)

Duration

Starts

₹2,500

+ GST

Investment

  • Timing Is Arithmetic

  • •

  • Duration, Easing, Distance

  • •

  • Springs and Curves

  • •

  • A Motion Token Set

  • •

  • Six States, One Component

  • •

  • Stagger, With a Cap

  • •

  • Reduced Motion by Design

  • •

  • Shared Element Transitions

  • •

  • Motion You Can Record

  • •

  • Timing Is Arithmetic

  • •

  • Duration, Easing, Distance

  • •

Is this curriculum for you?

Do you also think like this?

If any of these feels familiar, you’re exactly who this curriculum is built for.

BEGINNER

“I put ease-in-out on everything and hope.”

You’ll learn what each curve is for, why linear feels dead, and how long a move should take for how far it travels.

1–3 YEARS

“My prototype moves. Something is off and I can’t say what.”

You’ll vote on eight durations before seeing the numbers, then see why the room was right for reasons it couldn’t name.

3–5 YEARS

“Each transition looks fine alone. Together they don’t feel like one product.”

You’ll take one component through six states as a designed sequence, each with a named duration and curve.

5+ YEARS

“Our product’s motion is a pile of one-offs.”

You’ll derive signature curves and durations from brand attributes and write them as named tokens a team can build from.

Is this curriculum for you?

Do you also think like this?

If any of these feels familiar, you’re exactly who this curriculum is built for.

BEGINNER

“I put ease-in-out on everything and hope.”

You’ll learn what each curve is for, why linear feels dead, and how long a move should take for how far it travels.

1–3 YEARS

“My prototype moves. Something is off and I can’t say what.”

You’ll vote on eight durations before seeing the numbers, then see why the room was right for reasons it couldn’t name.

3–5 YEARS

“Each transition looks fine alone. Together they don’t feel like one product.”

You’ll take one component through six states as a designed sequence, each with a named duration and curve.

5+ YEARS

“Our product’s motion is a pile of one-offs.”

You’ll derive signature curves and durations from brand attributes and write them as named tokens a team can build from.

Is this curriculum for you?

Do you also think like this?

If any of these feels familiar, you’re exactly who this curriculum is built for.

BEGINNER

“I put ease-in-out on everything and hope.”

You’ll learn what each curve is for, why linear feels dead, and how long a move should take for how far it travels.

1–3 YEARS

“My prototype moves. Something is off and I can’t say what.”

You’ll vote on eight durations before seeing the numbers, then see why the room was right for reasons it couldn’t name.

3–5 YEARS

“Each transition looks fine alone. Together they don’t feel like one product.”

You’ll take one component through six states as a designed sequence, each with a named duration and curve.

5+ YEARS

“Our product’s motion is a pile of one-offs.”

You’ll derive signature curves and durations from brand attributes and write them as named tokens a team can build from.

Why your motion isn’t working

Why does it move,
and still feel wrong?

Four habits keep motion from feeling designed.

01

You nudge until you get tired

Without a duration scale, every transition is a fresh guess. You tweak until the guessing stops, and no one else can repeat it.

02

Motion is the last thing you add

Loading, latency and reduced motion get squeezed in at the end. Users notice a delay, doubt it, then leave. That happens at numbers you can look up.

03

Your motion has no vocabulary

Snappy, smooth, playful. A curve with a name, a number and a job can be reviewed, reused and built. The adjective can’t.

04

You judge motion from still frames

A frame can’t show timing, so the flaw stays hidden. Here everything is a screen recording, and v1 next to v2 makes the fix visible.

Why your motion isn’t working

Why does it move,
and still feel wrong?

Four habits keep motion from feeling designed.

01

You nudge until you get tired

Without a duration scale, every transition is a fresh guess. You tweak until the guessing stops, and no one else can repeat it.

02

Motion is the last thing you add

Loading, latency and reduced motion get squeezed in at the end. Users notice a delay, doubt it, then leave. That happens at numbers you can look up.

03

Your motion has no vocabulary

Snappy, smooth, playful. A curve with a name, a number and a job can be reviewed, reused and built. The adjective can’t.

04

You judge motion from still frames

A frame can’t show timing, so the flaw stays hidden. Here everything is a screen recording, and v1 next to v2 makes the fix visible.

Why your motion isn’t working

Why does it move,
and still feel wrong?

Four habits keep motion from feeling designed.

01

You nudge until you get tired

Without a duration scale, every transition is a fresh guess. You tweak until the guessing stops, and no one else can repeat it.

02

Motion is the last thing you add

Loading, latency and reduced motion get squeezed in at the end. Users notice a delay, doubt it, then leave. That happens at numbers you can look up.

03

Your motion has no vocabulary

Snappy, smooth, playful. A curve with a name, a number and a job can be reviewed, reused and built. The adjective can’t.

04

You judge motion from still frames

A frame can’t show timing, so the flaw stays hidden. Here everything is a screen recording, and v1 next to v2 makes the fix visible.

What do you actually get?

You finally get to
design how it moves.

Four changes you’ll notice the next time you animate anything.

You set timing with a reason

You choose durations and curves from purpose and distance, not by nudging until it feels right.

You give your motion a vocabulary

Your curves and durations have names and jobs, so a team can review them and build them.

You design every state, not just two

Loading, feedback and change of state become part of the design from the start, not a late patch.

You show the fix, not just describe it

You record your work, compare versions and point to exactly what got better.

What do you actually get?

You finally get to
design how it moves.

Four changes you’ll notice the next time you animate anything.

You set timing with a reason

You choose durations and curves from purpose and distance, not by nudging until it feels right.

You give your motion a vocabulary

Your curves and durations have names and jobs, so a team can review them and build them.

You design every state, not just two

Loading, feedback and change of state become part of the design from the start, not a late patch.

You show the fix, not just describe it

You record your work, compare versions and point to exactly what got better.

What do you actually get?

You finally get to
design how it moves.

Four changes you’ll notice the next time you animate anything.

You set timing with a reason

You choose durations and curves from purpose and distance, not by nudging until it feels right.

You give your motion a vocabulary

Your curves and durations have names and jobs, so a team can review them and build them.

You design every state, not just two

Loading, feedback and change of state become part of the design from the start, not a late patch.

You show the fix, not just describe it

You record your work, compare versions and point to exactly what got better.

What will you do?

Two days.
Three hours each.

Saturday is timing, which is arithmetic. Sunday is choreography, which is where amateurs get found out.

Day 01 · Saturday

Timing, as arithmetic

Duration, easing and distance.

  • Learn what motion is for: continuity, feedback, attention, expression, in that order

  • Set duration as a scale, and see how distance changes it

  • Use ease-out for entrances and ease-in for exits, and see why linear feels dead

  • Choose between spring physics and bezier curves

  • Vote on eight durations and six curves before the numbers go up

  • Write your motion token set, with reduced motion designed in from the start

Output: A motion token set and a wrong-on-purpose animation you can explain.

Day 02 · Sunday

Choreography and identity

Stagger, states and shared elements.

  • Keep spatial continuity: where things come from and where they go

  • Use shared-element transitions, the motion that carries the most meaning

  • Set stagger and find the cap, where it starts to feel slow

  • Take one component through six states as a designed sequence

  • Handle loading and feedback delay, and where users notice, doubt and abandon

  • Build one motion-driven section against your own token set, score it, then submit v2

Output: A motion-driven section and a six-state component, as recordings.

What will you do?

Two days.
Three hours each.

Saturday is timing, which is arithmetic. Sunday is choreography, which is where amateurs get found out.

Day 01 · Saturday

Timing, as arithmetic

Duration, easing and distance.

  • Learn what motion is for: continuity, feedback, attention, expression, in that order

  • Set duration as a scale, and see how distance changes it

  • Use ease-out for entrances and ease-in for exits, and see why linear feels dead

  • Choose between spring physics and bezier curves

  • Vote on eight durations and six curves before the numbers go up

  • Write your motion token set, with reduced motion designed in from the start

Output: A motion token set and a wrong-on-purpose animation you can explain.

Day 02 · Sunday

Choreography and identity

Stagger, states and shared elements.

  • Keep spatial continuity: where things come from and where they go

  • Use shared-element transitions, the motion that carries the most meaning

  • Set stagger and find the cap, where it starts to feel slow

  • Take one component through six states as a designed sequence

  • Handle loading and feedback delay, and where users notice, doubt and abandon

  • Build one motion-driven section against your own token set, score it, then submit v2

Output: A motion-driven section and a six-state component, as recordings.

What will you do?

Two days.
Three hours each.

Saturday is timing, which is arithmetic. Sunday is choreography, which is where amateurs get found out.

Day 01 · Saturday

Timing, as arithmetic

Duration, easing and distance.

  • Learn what motion is for: continuity, feedback, attention, expression, in that order

  • Set duration as a scale, and see how distance changes it

  • Use ease-out for entrances and ease-in for exits, and see why linear feels dead

  • Choose between spring physics and bezier curves

  • Vote on eight durations and six curves before the numbers go up

  • Write your motion token set, with reduced motion designed in from the start

Output: A motion token set and a wrong-on-purpose animation you can explain.

Day 02 · Sunday

Choreography and identity

Stagger, states and shared elements.

  • Keep spatial continuity: where things come from and where they go

  • Use shared-element transitions, the motion that carries the most meaning

  • Set stagger and find the cap, where it starts to feel slow

  • Take one component through six states as a designed sequence

  • Handle loading and feedback delay, and where users notice, doubt and abandon

  • Build one motion-driven section against your own token set, score it, then submit v2

Output: A motion-driven section and a six-state component, as recordings.

What you take home

Everything is yours
to reuse.

Starters and cards you’ll use on every product after this one.

Day 01 · Saturday

Your motion vocabulary

What you leave Saturday with.

  • Motion token set, as Figma variables and CSS

  • Four durations, four curves, enter/exit pairs

  • Wrong-on-purpose animation, explained

  • Curve vocabulary card, with numbers

  • Reduced-motion variant checklist

Day 02 · Sunday

Your motion, recorded

What you leave Sunday with.

  • Motion-driven section, v1 and v2 recordings

  • Six-state component, as a recording

  • Six-state checklist for any component

  • Recording and export guide

  • Where-Rive-starts sheet

  • Performance note: what stutters

What you take home

Everything is yours
to reuse.

Starters and cards you’ll use on every product after this one.

Day 01 · Saturday

Your motion vocabulary

What you leave Saturday with.

  • Motion token set, as Figma variables and CSS

  • Four durations, four curves, enter/exit pairs

  • Wrong-on-purpose animation, explained

  • Curve vocabulary card, with numbers

  • Reduced-motion variant checklist

Day 02 · Sunday

Your motion, recorded

What you leave Sunday with.

  • Motion-driven section, v1 and v2 recordings

  • Six-state component, as a recording

  • Six-state checklist for any component

  • Recording and export guide

  • Where-Rive-starts sheet

  • Performance note: what stutters

What you take home

Everything is yours
to reuse.

Starters and cards you’ll use on every product after this one.

Day 01 · Saturday

Your motion vocabulary

What you leave Saturday with.

  • Motion token set, as Figma variables and CSS

  • Four durations, four curves, enter/exit pairs

  • Wrong-on-purpose animation, explained

  • Curve vocabulary card, with numbers

  • Reduced-motion variant checklist

Day 02 · Sunday

Your motion, recorded

What you leave Sunday with.

  • Motion-driven section, v1 and v2 recordings

  • Six-state component, as a recording

  • Six-state checklist for any component

  • Recording and export guide

  • Where-Rive-starts sheet

  • Performance note: what stutters

Frequently Asked Questions

Is this for beginners or experienced designers?

Both. The timing vote works the same for everyone. Experienced designers get more from the token and identity work on Sunday.

Do I need to code?

No. The token starter comes as Figma variables and CSS, so you can hand it to a developer as it is.

What tools do I need?

Figma, and a screen recorder, because everything is submitted as a recording.

Does this overlap with Interface Anatomy?

A little. Interface Anatomy covers motion mechanics. This sprint is about timing judgment, choreography and identity.

How do I submit my work?

As a screen recording, never a frame. That way the fix is visible between v1 and v2.

What will I build?

A motion token set, one motion-driven section built against it, and one component taken through six states.

Frequently Asked Questions

Is this for beginners or experienced designers?

Both. The timing vote works the same for everyone. Experienced designers get more from the token and identity work on Sunday.

Do I need to code?

No. The token starter comes as Figma variables and CSS, so you can hand it to a developer as it is.

What tools do I need?

Figma, and a screen recorder, because everything is submitted as a recording.

Does this overlap with Interface Anatomy?

A little. Interface Anatomy covers motion mechanics. This sprint is about timing judgment, choreography and identity.

How do I submit my work?

As a screen recording, never a frame. That way the fix is visible between v1 and v2.

What will I build?

A motion token set, one motion-driven section built against it, and one component taken through six states.

Frequently Asked Questions

Is this for beginners or experienced designers?

Both. The timing vote works the same for everyone. Experienced designers get more from the token and identity work on Sunday.

Do I need to code?

No. The token starter comes as Figma variables and CSS, so you can hand it to a developer as it is.

What tools do I need?

Figma, and a screen recorder, because everything is submitted as a recording.

Does this overlap with Interface Anatomy?

A little. Interface Anatomy covers motion mechanics. This sprint is about timing judgment, choreography and identity.

How do I submit my work?

As a screen recording, never a frame. That way the fix is visible between v1 and v2.

What will I build?

A motion token set, one motion-driven section built against it, and one component taken through six states.