Back to Projects
Contact Me
A product motion workspace: an After Effects composition flanked by the Figma and After Effects logos, with product avatars.
Figma for product motion & prototyping  ·  After Effects for high-fidelity exploration  ·  one continuous craft from concept to spec
Discipline
Motion & interaction design for digital products
How I work
Figma for product behaviour, After Effects for exploration
What I hand over
Motion engineers can build — triggers, states, tokens, specs

Philosophy

Motion is interaction design — not a finishing coat

Motion that's added after the interface is "done" can only decorate it. Motion designed with the interaction can carry meaning: it becomes the connective tissue between states, the thing that makes a change legible instead of abrupt.

The job of motion

Good motion answers the questions a static screen leaves open — so the interface feels understood, not just seen.

What a moment of motion should answer

  • What changed? — the eye is drawn to the thing that actually updated.
  • Why did it change? — the movement ties the change to the action that caused it.
  • Where did it come from, and where did it go? — spatial origin and exit keep the mental model intact.
  • What should I look at next? — motion sequences attention instead of competing for it.

If I can remove the animation and the interaction stops making sense, the motion was doing real work. If nothing is lost, it was decoration.

— My test for whether motion belongs

The Approach

Six decisions before a single keyframe

Motion starts as a series of decisions, not animations. By the time I open a tool, I already know what the movement has to communicate. The keyframes are just the last step.

01
Understand

What is actually changing on screen, and what triggered it? Motion begins by naming the change precisely.

02
Define the intent

What should the user understand in this moment — confirmation, location, progress, consequence? Intent sets everything downstream.

03
Establish hierarchy

What earns motion and what stays still. Deciding what doesn't move is half the work.

04
Choreograph

How elements move in relation to each other — order, overlap, and timing — so a change reads as one event, not many.

05
Prototype & refine

Interaction concepts get tested fast in Figma; when a moment needs higher fidelity, I explore it in After Effects.

06
Translate

Turn the intent into something buildable — triggers, states, timing, easing, edge cases — the product can honour.

The same thinking, as an end-to-end pipeline

01

Problem

What's unclear or abrupt in the current interaction.

02

Intent

The single thing this motion must communicate.

03

Storyboard

Key states sketched before anything animates.

04

Prototype

Behaviour tested in Figma against real content.

05

Explore

After Effects for choreography beyond product limits.

06

Ship

Specs, tokens and states handed to engineering.

Toolcraft

Figma and After Effects do different jobs

The question is never "which tool" — it's which question I'm answering. One tool lives inside the product's reality; the other lets me explore past it. Tools support the design thinking. They aren't the design thinking.

FigmaAfter Effects
RoleProduct-true interaction & prototypingHigh-fidelity motion exploration
Best forMicro-interactions, transitions, component behaviour, testing conceptsComplex choreography, motion graphics, storytelling, presentation assets
FidelityReal components, real constraintsAnything I can imagine, unconstrained
SpeedFast iteration, shareable in secondsSlower, higher polish, deeper control
Hands to engineers asA live behaviour they can inspectA reference for feel, then translated to spec
The working rhythm

I prototype in Figma to prove an interaction works, and reach for After Effects to find the feeling before bringing it back into product reality.

Principles

The rules I hold motion to

A short, opinionated set. Every one of them can be used to cut an animation, not just add one.

01

Intent

Every movement has a reason a user could name. No reason, no motion.

02

Continuity

Elements come from somewhere and go somewhere. Motion preserves spatial relationships between states.

03

Hierarchy

Not everything needs to move. What moves, and when, sets the order people read the change.

04

Timing & easing

Duration reflects distance and complexity; easing makes movement feel intentional rather than mechanical.

05

Feedback

The interface acknowledges meaningful actions immediately, so the system never feels silent.

06

Restraint

The strongest animation is sometimes no animation. Motion that repeats without adding meaning becomes noise.

Motion System

One system, not a pile of animations

At product scale, motion has to be consistent, teachable and cheap to reuse. I treat it as a system of shared values — the same way we treat colour, type and spacing — so a hundred interactions feel like they came from one hand.

PropertyExample tokenWhat it governs
Durationmotion.fast 120msHow long a change takes; scaled to the distance travelled.
Easingease.standardThe acceleration curve — the difference between "mechanical" and "considered".
Distancemotion.travel.smHow far something moves; large moves get more time, not more speed.
Directionenter.from-bottomWhere elements enter from and exit to, tied to spatial model.
Scale & opacityemphasis.popAttention and depth without moving layout around.
Choreographystagger.list 40msThe offset between related elements so a group reads as one gesture.
Why a system, not one-offs

Tokens make motion consistent across teams, fast to apply, and simple to hand to engineering — and they let the whole product change its feel by editing values, not files.

A motion system is the difference between "this screen has a nice animation" and "this product moves like it was designed by one person."

— Why I design the system before the moment

Across the Experience

Where motion earns its place

Motion isn't spread evenly across a product. It shows up where a static screen leaves a gap — and each place has a problem it exists to solve, not an animation waiting to be made.

Navigation
Keeps people oriented. Direction of travel shows how sections relate and which way is "back".
Page transitions
Preserve continuity. The new view feels connected to the old one instead of replacing it out of nowhere.
Micro-interactions
Confirm the small stuff. Toggles, likes and saves acknowledge an action the instant it happens.
Loading
Improve perceived speed. Skeletons and progressive reveals make a wait feel shorter and intentional.
Empty states
Turn nothing into a next step. Motion points to the first action instead of a dead end.
Success & error
Make outcomes unmistakable. A resolved or blocked state is felt, not just read.
Onboarding
Sequence attention. Motion introduces one idea at a time instead of everything at once.
Modals & overlays
Establish depth. Where a layer came from tells people how to dismiss it.
Drag & drop / gestures
Make the interface feel physical. Motion follows the finger so direct manipulation feels real.
Data visualisation
Explain change over time. Animated transitions show how values moved, not just where they landed.

Feedback has an emotional register, too

State changes aren't only informational — they set a tone. Motion is how a product's personality shows up in the moments that matter, without a word of copy.

Character thinking
Processing

Loading

Looping motion signals the system is working — never frozen — and sets expectations for the wait.

Character confused
Nothing yet

Empty state

A gentle entrance draws the eye to the one action that fills the space.

Character happy
Resolved

Success

A quick, decisive confirmation closes the loop and rewards completion.

Character disappointed
Something broke

Error

Motion carries weight without alarm — enough to notice, calm enough to recover.

Character alert
Are you sure?

Destructive confirm

A deliberate pause and settle asks for a second of attention before an irreversible action.

Character satisfied
Complete

Reward moment

A small celebration marks progress and makes finishing feel worth it.

Motion Lab — running live in this page

These aren't videos. Each is a small, self-contained interaction built in the browser to show the behaviour, not a picture of it. They pause automatically if your system prefers reduced motion.

Live
Feedback
Confirm without a page reload

The button morphs into its own confirmation. The colour, checkmark draw and settle make the result unmistakable. Click it.

Live
Choreography
A list that reads as one gesture

A short stagger sequences attention top-to-bottom, so a group of items arrives as a single event instead of a flash.

Live
Linear
Eased
Easing
Same distance, different feel

Both dots travel the same path in the same time. Easing is the entire difference between "mechanical" and "considered".

Live
Perceived responsiveness
Make a wait feel shorter

A structured shimmer shows the shape of what's loading, so the interface feels alive rather than stuck.

Shipped Work

Partner Rewards — two moments that earn motion

Partner Rewards is a tiered loyalty programme across Delivery Hero brands (Talabat, PedidosYa, Glovo). Vendors unlock benefits — priority support, analytics, exclusive tools — by hitting performance goals. Most of the experience is deliberately still. Motion is reserved for two emotional beats: when a partner discovers the programme for the first time, and when they level up. Both were designed and animated in After Effects, then handed to engineering with frame-accurate specs. Everything else in the product uses CSS transitions.

Partner Rewards · DH 2 animations · production shipped Built in After Effects
First Run Unleashing a new experience 8s

Shown once, on first open. All three tiers reveal before any performance data is shown — establishing what's possible before the ask is made. The stagger and confetti are the entire emotional payoff of joining.

Level Up Promoted to Advance 9s

Triggered on promotion. The badge lands with confetti, then the copy immediately points to the next tier — celebrating the win while keeping momentum toward the next one. Level names are tokenised, so one file covers all brands.

Built to Ship

The difference between a render and a product

A beautiful export proves an idea can look good. A product interaction has to survive real data, interruption, small screens and an engineer's timeline. I design for the second case from the start.

Looks great in After Effects

Impressive, not implementable

  • Timing tuned to one perfect take
  • Assumes it plays start-to-finish, uninterrupted
  • Ignores loading, empty and error realities
  • No reduced-motion fallback
  • Nothing an engineer can build from
Ready for engineering

A useful product interaction

  • Defined triggers and states
  • Interruptible and reversible
  • Tokenised timing and easing
  • Responsive, with edge cases covered
  • Reduced-motion path and a written spec
What I actually hand to engineering
save-button → confirmed
  trigger      onClick (also fires on Enter)
  duration     180ms
  easing       cubic-bezier(0.34, 1.56, 0.64, 1)
  sequence     label swap → checkmark draw (start +40ms) → settle
  states       idle · loading · success · error
  interrupt    re-click during anim → snap to target state
  reduced      no scale/draw; instant colour + label swap
  tokens       motion.fast · ease.emphasized
How I work with engineers

I design motion in the same language engineers build in — triggers, states, durations and tokens — so "the feel" stops being subjective and starts being spec.

[Insert a shipped before/after and any measured impact here — e.g. task-completion or error-recovery change. Not fabricated.]

Restraint & Access

Motion that respects the person using it

Motion can exclude people as easily as it can help them. Designing it responsibly is part of the craft, not an afterthought — and it's a strong signal of whether a designer thinks in systems or in showreels.

Non-negotiables

  • Honour reduced-motion. A calm, functional path for anyone with prefers-reduced-motion set — including this page.
  • Never the only signal. Meaning is carried by copy, colour and structure too — motion reinforces, it doesn't replace.
  • Mind vestibular safety. Avoid large parallax, spin and zoom that can trigger motion sensitivity.
  • Respect the budget. Motion runs on someone's battery and CPU; smoothness is a usability feature, not a luxury.
  • Works fully with animation off. If the product only makes sense when it's moving, the underlying design isn't finished.

Restraint is the most senior motion skill. Knowing when not to animate protects the moments where animation genuinely matters.

— On maturity in motion design

Positioning

A product designer who is fluent in motion

I don't animate screens after the fact. I design the interaction and the motion together, because the movement is often where the interaction becomes understandable. That means I can take a feature from problem to prototype to a motion spec an engineer can build — and know which parts to leave perfectly still.

If you want interfaces that feel clearer, more intuitive and more expressive because their motion was designed, not decorated — that's the work.

Farzam Anjum
Farzam Anjum
Product Designer · Motion & Interaction · Berlin