Motion & interaction design — est. 2019

Motion is
the message

We design the three seconds a product is remembered for. Interfaces that move with intent, and never for decoration.

Scroll Ahmedabad · Working worldwide

Most interfaces move because a library made it easy. We move things because the eye needs to be told where to look, and in what order.

Selected work

Things
that move

Drag, scroll or throw it. Six projects.

01

Aurora

Brand system and launch film for a sleep technology company.

02

Northwind

Trading terminal. Density without noise, motion as hierarchy.

03

Tidal

Generative identity that responds to live ocean data.

04

Kepler

Satellite operations dashboard for a launch provider.

05

Cadence

Audio workstation. Every control animated to its own rhythm.

06

Prism

Colour tooling for design systems at scale.

Craft

01

Timing over easing

An animation is judged on when it starts and how long it lasts, far more than on the curve between. Most motion fails because it is simply too slow.

Motion carries hierarchy

What moves first is what matters most. Stagger is not decoration — it is the order you want the eye to read in, made visible.

Interruptible, always

If a user can reach a control mid-animation, the animation must yield. Motion that blocks input is motion that will be resented.

It has to hold at 60fps

Transform and opacity, nothing else, on a compositor layer that exists only while it is needed. Beautiful at 24fps is not beautiful.

Next

Tell us what
should move

hello@meridian.studio