# Motion

Source: https://developer.apple.com/design/human-interface-guidelines/motion
Skill: hig-foundations
Snapshot: 2025-02-02

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<!-- hig-doctor:attribution -->
> **Source**: Apple Inc. Canonical content at https://developer.apple.com/design/human-interface-guidelines/motion.
> This file is a structured index of that content, snapshot 2025-02-02.
> Apple HIG text and imagery are © Apple Inc.; this repository provides organization and cross-referencing for AI agent consumption only.

# Motion

## Best practices

**Add motion purposefully, supporting the experience without overshadowing it.**

**Make motion optional.**

## Providing feedback

**Strive for realistic feedback motion that follows people’s gestures and expectations.**

**Aim for brevity and precision in feedback animations.**

**In apps, generally avoid adding motion to UI interactions that occur frequently.**

**Let people cancel motion.**

**Consider using animated symbols where it makes sense.**

## Leveraging platform capabilities

**Make sure your game’s motion looks great by default on each platform you support.**

**Let people customize the visual experience of your game to optimize performance or battery life.**

## Platform considerations

### visionOS

**As much as possible, avoid displaying motion at the edges of a person’s field of view.**

**Help people remain comfortable when showing the movement of large virtual objects.**

**Consider using fades when you need to relocate an object.**

**In general, avoid letting people rotate a virtual world.**

**Consider giving people a stationary frame of reference.**

**Avoid showing objects that oscillate in a sustained way.**

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<!-- hig-doctor:canonical-footer -->
For the complete guidance, including worked examples and illustrations, see the canonical page: https://developer.apple.com/design/human-interface-guidelines/motion

