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/interaction-polish

Elevate the feel, polish, and 'juice' of UI interactions and animations, in the craft tradition of Emil Kowalski (sonner, vaul) and Josh Comeau. Apply it WHENEVER the user wants an interface to feel better, smoother, more polished, responsive, satisfying, delightful, or 'alive';

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agent-skills
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$ npx -y skills add Flagrare/agent-skills --skill interaction-polish --agent claude-code

SKILL.md

interaction-polish.SKILL.md
name: interaction-polish
description: "Elevate the feel, polish, and 'juice' of UI interactions and animations, in the craft tradition of Emil Kowalski (sonner, vaul) and Josh Comeau. Apply it WHENEVER the user wants an interface to feel better, smoother, more polished, responsive, satisfying, delightful, or 'alive'; when they say an interaction feels stiff, janky, dead, cheap, flat, or off; when they mention adding animation, motion, micro-interactions, springs, transitions, easing, or hover/press effects; or when they ask to 'add juice', 'make it feel good', 'make it satisfying', or 'polish' a button, modal, toast, drawer, toggle, menu, list, or page transition. Works on existing components (improves them in place) or a described interaction (builds it), CSS-first and adapting to the project's stack, with accessibility (prefers-reduced-motion) and performance (compositor-only) built in, and the taste to know when NOT to animate. Trigger phrases: 'make this feel nicer', 'add some juice', 'this feels stiff', 'this feels janky', 'polish this interaction', 'make it satisfying', 'improve the animation', 'it feels cheap', 'make it more delightful', 'give it some life'."

Interaction Polish: the craft of feel

The goal is not "add animations." It is to make an interaction feel **considered**, responsive, alive, and effortless, the way Emil Kowalski's (sonner, vaul) and Josh Comeau's work feels. Often that means adding one small, well-tuned piece of feedback. Sometimes it means *removing* animation that's getting in the way. This skill is the taste to tell the difference, plus the concrete technique to execute it well.

> "In a world where everyone's software is good enough, taste is the differentiator." (Emil Kowalski)

The one idea: feedback, not decoration

Game designers have a word for this: **juice**. The same action can feel *dead* or *alive* purely from the feedback layered on top, without changing what the action does or slowing the user down. A button that instantly swaps state feels dead; the same button with a 120ms scale-and-spring-back feels alive. In the anatomy of a micro-interaction (Trigger → Rules → **Feedback** → Loops), juice lives in the *feedback* layer.

So the operating principle is: **add the smallest feedback that confirms the action, and add flourish only at genuine moments** (a success, a completion, a first-time delight). Decoration that doesn't answer *"did my action register / what changed / where did it go?"* is noise.

First, do no harm

The fastest way to make UX *worse* is to over-animate. Internalize these before touching anything. Most are about restraint, and they're what separate this skill from cargo-cult "add a fade everywhere":

  • **Never make the user wait.** If interaction pauses while motion plays, you've made the app

*slower*. Don't block input on an animation; keep anything on the user's path well under 300ms; prefer non-blocking feedback that the user can interrupt or tap through.

  • **Frequency-gate every animation.** The more often a user triggers an action, the less it

should animate. Emil's rule: **100+ times/day (keyboard shortcuts, command palette, core nav) → no animation at all**; motion there reads as lag. Tens/day (hovers, list nav) → tiny and fast or none. Occasional (modals, toasts) → standard. Rare/first-time → room for delight. Raycast feeling instant is the goal, not a flourish.

  • **Every animation needs a job.** Spatial continuity, state change, feedback, explanation, or

softening a jarring jump. If the only reason is "it looks cool" and the user sees it often, don't.

  • **Accessibility and performance are not optional.** Ship the `prefers-reduced-motion` path

and compositor-only properties *by default*, not as an afterthought. See `references/accessibility-performance.md`.

  • **Delight is rare by nature.** A boop, a particle burst, a celebration works *because* it's

uncommon. The litmus test: *would this still be charming on the 50th encounter?* If no, make it rarer, quieter, or motion-free.

Called by `/flagrare:ui-review`

When the arguments start with `called by /flagrare:ui-review, diagnose only`, the caller owns the browser session, the report and the fixes. Run steps 1 and 2 of the workflow (read each interaction and its frequency, decide what should and shouldn't animate) for every interaction in the inventory the arguments pass, with three changes:

  • **Judge from the inventory, the screenshots and the source.** The walk already captured hover, pressed, loading and the reduced-motion states; check those shots instead of guessing. If a state is missing, say which one, so the caller captures it in its own tab.
  • **Skip steps 3 to 5 (apply).** Edit nothing. The caller applies fixes after its merged report is on disk, following this skill's rules.
  • **Return, per interaction:** its frequency band, what it does now, and the 1-3 changes that move the feel the most (removing motion counts), each with the principle behind it.

Workflow

1. **Read the interaction and its frequency.** What is it (button, toggle, modal, drawer, toast, tabs, list, reveal, page transition)? How often will a real user hit it? What does it do *now*? an instant snap? a `transition: all`? a slow sluggish fade? The frequency decides how much (or whether) to animate; the current state tells you the highest-leverage fix.

2. **Decide what should animate, and what shouldn't.** Sometimes the best change is to *remove* a gratuitous animation or a layout-thrashing one. Pick the 1-3 changes that will move the feel the most rather than touching everything.

3. **Apply, CSS-first, in the project's idiom.** Default to CSS transitions/animations; they run off the main thread and stay smooth under load. Reach for a spring / JS motion library only when the motion is *dynamic, interruptible, or gesture-driven* (drag, momentum, physical "alive" elements). Match whatever the codebase already uses (vanilla CSS, Tailwind, Framer Mot

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Questions about interaction-polish.

Which coding agents can use interaction-polish?
interaction-polish installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.