Problem
Aural had a strong visual direction, but the product still needed rules for how screens, feedback, sound cues, and animated moments should behave together.
Aural already had a visual language for sound. My work was to define how that language should move across product surfaces, from tiny feedback states to expressive audio moments.

Aural had a strong visual direction, but the product still needed rules for how screens, feedback, sound cues, and animated moments should behave together.
I translated the idea of sound into motion principles, then shaped those principles into timings, easing, triggers, staging rules, and reusable animation patterns.
The system gave designers and engineers a common language for motion: what should move, why it should move, how fast it should move, and when it should stay still.
Why motion needed its own system
Aural was built around the idea that sound is not only heard. It creates response, rhythm, tension, release, memory, and emotion. A static visual system could set the tone, but it could not deliver the full experience alone.
The missing layer was motion. When a user taps play, unlocks an episode, sees a reward, changes a setting, or moves through the player, the product gives visual feedback and sound feedback at the same time. Those two feedback systems needed to feel like they belonged together.
User interaction creates two kinds of response:
The animation system became the bridge between the visual theme and the product's audio identity.
Approach
The first step was not choosing easing curves. It was understanding what sound could become visually: frequency bars, echoes, vibration, radial bursts, spectrograms, and waves. Each element suggested a different kind of motion.
From there I separated interaction motion from motion graphics. Interaction motion had to make the product usable. Motion graphics could carry brand feeling, but only when they did not interrupt the task.
Good for playback, listening state, voice input, or audio settings.
Vertical rhythm with changing height, low amplitude by default, stronger when audio is active.
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.
Good for quick warnings, wrong actions, or tactile feedback.
Short horizontal or scale movement. Keep it tiny so it does not feel broken.
Good for play, unlock, premium success, and reward moments.
Lines or particles expand from one source, then fade before they become decorative noise.
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
Every animation needs a job: explain a change, confirm an action, guide attention, or connect two states.
Motion should follow the direction and weight of the interface. It should help the next state feel expected.
Transitions should connect states without hard jumps, especially in listening and player surfaces.
Touch feedback should feel immediate. If the user taps, the product should acknowledge it fast.
Movement should use curves, easing, and small variations so it feels less mechanical.
Motion should not block usage. Reduced-motion alternatives must preserve meaning without unnecessary movement.
Similar actions should move in similar ways, so the product does not feel like multiple systems stitched together.
Motion should carry information: hierarchy, status, progress, focus, or relationship between elements.
Core feelings
These three words helped the team judge motion without getting stuck in taste debates. If an animation felt robotic, passive, or disconnected from sound, it was not Aural.
Used for transitions that should feel alive and connected, not rigid. This meant curved paths, smooth starts and stops, subtle elasticity, and blending between states.
Used when the product needed momentum: play actions, unlock moments, streaks, rewards, or any surface where the product should feel active.
Used when many elements move together. The goal was coordination: one movement leads, others support, and the whole screen feels composed.
Motion tokens
The system needed enough structure for engineering, but not so much that every designer had to think in animation graphs. I defined a small token scale around the job of the motion, not around arbitrary duration names.
Tap response, pressed state, icon feedback, control acknowledgement.
80-120ms
cubic-bezier(0.2, 0, 0, 1)Small state changes, toggles, compact controls, quick opacity or scale shifts.
120-180ms
cubic-bezier(0.2, 0, 0, 1)Cards, bottom controls, labels, artwork shifts, player UI changes.
180-260ms
cubic-bezier(0.16, 1, 0.3, 1)Sheets, full-screen overlays, onboarding steps, player to detail transitions.
260-420ms
cubic-bezier(0.16, 1, 0.3, 1)Unlock, reward, success, premium upgrade, or sound-led branded moments.
500-900ms
staged, with leading and trailing elementsReusable patterns
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.
Every high-frequency action needs a response. Play, pause, like, save, follow, unlock, and pay should answer the user immediately.
Do not move everything at once. Lead with the element that changed, then bring supporting information after a short delay.
Use motion to show relation: where an item came from, where it went, what changed, and what is now available.
Do and do not
Handoff
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.
Motion 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.



What is still missing
The direction is clear enough to guide product work, but a motion system becomes stronger when teams can compare real clips, inspect specs, and test the same behavior on Android, iOS, and web.
The system still needs a small library of shipped clips: play/pause, unlock, reward, paywall, error, empty state, and loading. Specs are useful, but teams copy examples faster.
The next pass should document exact recipes for common Aural components: player controls, bottom sheets, onboarding steps, premium moments, carousels, and toast feedback.
The motion spec template helped handoff, but the next step is platform-level code tokens so timing and easing values are not manually recreated in every implementation.
A checklist should be added to design review and QA: frame drops, reduced motion, text readability during movement, sound sync, delay, and whether the motion still makes sense without sound.