From aec3851020ab4d9d8c71b0f0e109d8c45239c980 Mon Sep 17 00:00:00 2001 From: aaronzr1 <58450638+aaronzr1@users.noreply.github.com> Date: Thu, 19 Feb 2026 15:54:14 -0500 Subject: [PATCH] fix minor typos --- content/12-principles-of-animation/index.mdx | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/content/12-principles-of-animation/index.mdx b/content/12-principles-of-animation/index.mdx index a98ac8f..f18e7e9 100644 --- a/content/12-principles-of-animation/index.mdx +++ b/content/12-principles-of-animation/index.mdx @@ -91,7 +91,7 @@ Why is this important? Because focusing on key poses helps you prioritize what m If something doesn't need to be animated, don't animate it (please). Not every key moment needs motion. Sometimes the best animation is none at all. -For example, consider context menus. Apple's context menus only animate on exit, never on entry. Opening happens instantly. They do this beecause context menus are used constantly, and that entrance animation would compound into irritation. +For example, consider context menus. Apple's context menus only animate on exit, never on entry. Opening happens instantly. They do this because context menus are used constantly, and that entrance animation would compound into irritation. ## Follow Through & Overlapping Action @@ -109,7 +109,7 @@ The above example makes use of springs to make the transitions feel more alive. They add that organic overshoot-and-settle that easing curves can't replicate. Apple's WWDC23 talk on springs is worth your time if you want to go deeper.[^4] -Knowning this, the maing danger is latency. Too much stagger and your interface feels slow, like it's thinking too hard, so save it for none critical elements. +Knowing this, the main danger is latency. Too much stagger and your interface feels slow, like it's thinking too hard, so save it for none critical elements. ## Slow In & Slow Out