Case studyPocket FMAural Design System

Defining the animation language for Aural.

Aural already had a visual language for sound. My work was to define how that language should behave in product: taps, transitions, rewards, player states, sound cues, and moments where motion had to explain what changed.

Abstract sound wave made of particles and frequency lines

Problem

Aural had a strong visual direction, but every product surface still needed a clear answer for movement: what reacts, what waits, what leads, and what stays still.

Move

I turned sound-led ideas into motion rules, reusable timings, easing curves, trigger logic, and small interaction patterns designers could apply in real screens.

Output

The system gave design and engineering a shared motion language: fast feedback for controls, softer transitions for surfaces, and expressive movement only when it helped.

Why motion needed its own system

The visual system defined the look. Motion had to define the behavior.

Aural was not only a static design system. It had audio cues, player actions, rewards, unlocks, settings, and feedback states. Those moments needed motion rules, otherwise every designer would solve movement differently.

The question was simple: when a user taps play, unlocks an episode, sees a reward, or moves through the player, what should the interface do? Motion had to make that answer consistent across the product.

The system split

User interaction creates two kinds of response:

Sound design
Visual design
Animation design

The animation system connected the visual theme with audio feedback, so the product did not feel like sound and UI were designed separately.

Approach

I started with sound behavior, then turned it into movement rules.

The first step was not choosing easing curves. It was mapping common sound ideas to useful interface movement: frequency bars, echoes, vibration, radial bursts, spectrograms, and waves. Each one suggested a different motion pattern.

From there I separated interaction motion from motion graphics. Interaction motion had to improve usability. Motion graphics could carry brand feeling, but only when they did not interrupt listening, paying, reading, or choosing.

Frequency bars

Good for playback, listening state, voice input, or audio settings.

Vertical rhythm with changing height, low amplitude by default, stronger when audio is active.

Echoes

Good for notifications, alerts, confirmation, and moments where sound leaves a trace.

Repeated fade and scale, each repeat lower in opacity and slower than the previous one.

Vibration

Good for quick warnings, wrong actions, or tactile feedback.

Short horizontal or scale movement. Keep it tiny so it does not feel broken.

Radial bursts

Good for play, unlock, premium success, and reward moments.

Lines or particles expand from one source, then fade before they become decorative noise.

Spectrograms

Good for atmospheric brand surfaces, audio identity, and background motion.

Layered gradients, particles, or noise fields that move slowly with the feeling of sound.

Core principles

The rules were simple, because the product had to scale.

Purposeful

Every animation needs a job: confirm, guide, explain, or connect.

Intuitive

Motion should follow the direction and weight of the interface. It should help the next state feel expected.

Seamless

Transitions should connect states without hard jumps, especially in listening and player surfaces.

Responsive

Touch feedback should feel immediate. If the user taps, the product should acknowledge it fast.

Natural

Movement should use curves, easing, and small variation so it does not feel mechanical.

Accessible

Motion should not block usage. Reduced-motion alternatives must preserve meaning without unnecessary movement.

Coherent

Similar actions should move in similar ways, so the product does not feel like multiple systems stitched together.

Informative

Motion should carry information: hierarchy, status, progress, focus, or relationship between elements.

Core feelings

Organic, energetic, and symphonic became the review language.

These three words made motion easier to review. Instead of saying “make it nicer,” we could ask whether the movement should feel soft, active, coordinated, or intentionally still.

Organic

Used for transitions that should feel connected instead of rigid. Good for artwork shifts, player surfaces, and state changes that need a soft hand.

Curved paths
Soft easing
Subtle elasticity
Seamless blending
Connected elements

Energetic

Used when the product needed momentum: play actions, unlocks, streaks, rewards, or surfaces where the product should feel active.

Speed
Rhythmic beats
Small vibration
Rebound
Dense movement

Symphonic

Used when many elements move together. One movement leads, the rest support it, so the screen feels coordinated instead of busy.

Layered movement
Synchrony
Dynamic unity
Crescendo and release
Sound sync

Motion tokens

Timings and easing made the system usable in daily product work.

The system needed enough structure for engineering, but not so much that every designer had to think in graphs. I defined a small token scale around the job of the motion: feedback, transition, surface change, or expressive moment.

TokenDurationEasing

Instant feedback

Tap response, pressed state, icon feedback, control acknowledgement.

80-120ms

cubic-bezier(0.2, 0, 0, 1)

Micro transition

Small state changes, toggles, compact controls, quick opacity or scale shifts.

120-180ms

cubic-bezier(0.2, 0, 0, 1)

Component transition

Cards, bottom controls, labels, artwork shifts, player UI changes.

180-260ms

cubic-bezier(0.16, 1, 0.3, 1)

Surface transition

Sheets, full-screen overlays, onboarding steps, player to detail transitions.

260-420ms

cubic-bezier(0.16, 1, 0.3, 1)

Expressive moment

Unlock, reward, success, premium upgrade, or sound-led branded moments.

500-900ms

staged, with leading and trailing elements

Easing graph

Most product motion used a fast start and soft settle. The curve should feel responsive, then get out of the way.

Reusable patterns

The system separated product interactions from visual flourishes.

Anticipation

Give the user a tiny pre-move before a larger change. A sheet can compress slightly before opening, or artwork can settle before controls appear.

Reactive feedback

Every high-frequency action needs a response. Play, pause, like, save, follow, unlock, and pay should answer the user immediately.

Staging

Do not move everything at once. Lead with the element that changed, then bring supporting information after a short delay.

Informative motion

Use motion to show relation: where an item came from, where it went, what changed, and what is now available.

Do and do not

The system was also a filter for restraint.

Do

  • Use motion to explain hierarchy, causality, status, or progress.
  • Keep tap feedback under 120ms.
  • Use the same easing family for the same action type.
  • Stagger related elements by 30-60ms when a sequence needs clarity.
  • Sync branded motion to sound only when the sound is meaningful.
  • Provide reduced-motion alternatives for repeated or large movement.

Do not

  • Do not animate every surface just because the system allows it.
  • Do not use bounce on serious states like payment errors or cancellation.
  • Do not make loading, payment, or unlock states feel slower than they are.
  • Do not mix multiple easing styles in the same transition.
  • Do not let decorative sound visuals compete with the listening task.
  • Do not use motion to hide unclear information architecture.

Handoff

The guideline had to work after the presentation ended.

The final motion guideline was not just a moodboard. It documented what designers should decide before handoff: timing, easing, starting state, ending state, overlap between elements, delay, repetition, trigger, color transition, text animation, and sound interaction.

The practical test was simple: if another designer picked up a player state, a paywall, or a listening surface, they should know whether the motion should be organic, energetic, symphonic, or intentionally still.

Handoff checklist

Purpose
Trigger
Duration
Easing
Start and end state
Overlap
Delay
Repetition
Sound sync
Reduced motion

Motion spec template

Prototypes were not always enough, so I created a Figma spec template.

Prototype links are useful for feeling the animation, but they often fail at exact handoff. Developers still need to know the starting value, ending value, easing, delay, duration, anchor point, parent layer, blend mode, and how multiple properties overlap.

To make that handoff clearer, I created a motion design spec template in Figma. Designers could document the animation like a timeline, not just say "check the prototype." The template made motion review more concrete and gave engineering a source they could implement against.

Snackbar spec
Entry and exit states documented with position, scale, easing curves, timing, and overlap.
System banner spec
A larger component spec showing position changes, icon color transition, anchor point, and duration.
Tooltip spec
A compact interaction spec for entry and exit scale behavior, including overshoot and settle.

What the template captured

Component and state
Property being animated
Start and end values
Timeline position
Duration
Delay
Easing curve
Anchor point
Parent layer
Layer blending

Examples and next layer

Guidelines explain the rules. The Lottie library shows the rules in use.

This case study explains how the animation language was defined. The next useful view is the actual library: categorized Lottie files for rewards, unlocks, loaders, special events, and product moments where designers can inspect the behavior directly.

Lottie library

The motion rules become easier to use when designers can open real files, play them, pause them, and compare how the same language shows up in rewards, unlocks, loaders, and special moments.

Component-level recipes

The next useful layer is recipes for common components: player controls, bottom sheets, onboarding steps, premium moments, carousels, toast feedback, and empty states.

Engineering tokens

The spec template helped handoff. Platform-level motion tokens would make the timings and easing values easier to reuse without recreating them in every implementation.

Motion QA checklist

A short QA pass should cover frame drops, reduced motion, text readability during movement, sound sync, delay, and whether the motion still makes sense without sound.