Service spec

Interactive Experiences

Motion that explains, or no motion

Weight budget agreed before build

Interactive work earns its weight by making something understandable that a paragraph could not. If it is decorating a page while the page loads, it is a cost.

The problem Why this track exists

Interactive heroes usually arrive at the end of a project, get scoped against nothing, and land as a few hundred kilobytes of animation that delays the headline. Meanwhile the thing the product actually does (the mechanism, the before and after, the part that is hard to describe) is still a paragraph of text nobody finishes.

For launches, investor narratives, and product demos.

How it is built

Three decisions that shape it

Tied to one message

We agree the single sentence the interaction has to make land before any of it is built. If we cannot write that sentence, the piece does not get made. That test kills roughly half the ideas at the start, which is the cheapest place to kill them.

Budgeted like everything else

Shader, texture, and library weight is set against the page budget up front, and the interaction is built to fit it. Nothing gets added after launch on the basis that the site 'feels fast enough'. We measure the load metrics before and after and print both.

Fallbacks are the real design

Reduced-motion, no-WebGL, low-power, and slow-connection paths are designed as first-class versions rather than a blank space where the canvas was. The static path has to communicate the same sentence, which is a useful constraint: if it cannot, the interaction was carrying meaning it never explained.

When to skip this track

Not the right track if the goal is for the site to feel premium. That is a typography, spacing, and copy problem, and it is cheaper to fix there.

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