Staggered Animation
Offsetting the start of sibling animations so a group reveals in sequence.
Staggered animation offsets each item in a set by a small increasing delay, so a list or grid arrives in sequence rather than all at once. It communicates that the items are a group, gives the eye an order to follow, and makes a large reveal feel deliberate instead of abrupt.
The parameters worth controlling are the per-item delay (typically tens of milliseconds — large enough to read as sequence, small enough not to feel slow), the direction, and the total: a stagger over forty items becomes a wait. Capping the cumulative delay, or staggering groups rather than individuals, keeps it usable at scale.
Architecturally, stagger belongs to the container, not the item. The parent knows the order and the count; children that each compute their own delay cannot stay coherent when the set changes. This is the same argument that makes an inherited animation configuration workable: the container orchestrates, and children remain ignorant of animation entirely.
Two testing notes. Automated accessibility checks that run immediately after an interaction will read mid-fade text as a contrast failure, so a staggered entrance needs to be settled before the sweep — see Color Contrast. And under Reduced Motion the sequence should collapse to the end state rather than merely running faster.
See also3
Hand-picked in the note itself — the neighbours worth reading next.
Motion Design
Using movement to communicate change, continuity, and hierarchy rather than to decorate.
Design & Interface12 connections
Easing
The curve mapping elapsed time to progress, and the main reason motion feels right or wrong.
Design & Interface7 connections
Component Story
An isolated rendered instance of a component, usable as documentation, a workbench, and a test.
Testing & Verification15 connections
Related3
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from4
Notes elsewhere in the wiki that reach for this one.
- Color ContrastDesign & Interface
The measured luminance difference between foreground and background, and the accessibility floor it must clear.
- EasingDesign & Interface
The curve mapping elapsed time to progress, and the main reason motion feels right or wrong.
- Motion DesignDesign & Interface
Using movement to communicate change, continuity, and hierarchy rather than to decorate.
- Reduced MotionDesign & Interface
An operating-system preference signalling that animation should be minimised, for real medical reasons.