9.4 KiB
cursor-ui-demo — Cursor-Driven UI Demo
intent: A visible custom cursor drives a real (reconstructed) app UI through clicks / hovers / drags so the screen changes state shot-to-shot, while the camera chases each interaction — the product surface is the subject and the cursor is the actor.
roles served
- ProductIntro (from
product-intro-cursor-ui-demo/ #14 Product_Intro_02, #15 Product_Intro_2, #17 Product_Intro_04): first look at the product surface — the cursor sweeps/hovers to _introduce the app and reveal what it is, landing on a hovered hero element or freshly-popped result. Light, exploratory; backdrop steps colors as it goes. - KeyFeature (from
key-feature-cursor-ui-demo/ #23 Key_Feature_2, #24 Key_Feature_03, #27 Key_Feature_06): one specific multi-step workflow demonstrated _end-to-end (edit / configure / select across 2–4 discrete beats), each beat a real edit the UI responds to live, landing locked on the primary action button or the produced result. - Key_Feature (from
workflow-approve-press): an agency / confirmation workflow framed by a cockpit of 3D-tilted flanks — a step list ticks pending → active → complete (a snap state machine, CSS responding to[data-state]), and a flank button takes the PRESS as the payoff (its color flips to success, a checkmark stamps). The click is the climax, not a passing gesture.
duration: 4.0–9.3s (union of Key_Feature 4.0–7.3s and Product_Intro 6.1–9.3s)
shot structure (a [product UI surface] — fixed app window, dashboard/editor, parallax [content card] stack, or a [container object/icon] — centered over [bg color/gradient], shown [flat] or [3D-isometric]; a custom [brand-colored cursor with icon] is the protagonist and the camera servos to whatever it touches; UI responds live and in sync with each cursor action. Two role-tuned tempos fold in — Product_Intro sweeps to introduce, Key_Feature performs a workflow.)
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Scene 1 (0.0–~Xs) — surface establishes + first touch. The
[product UI surface]arrives centered over[bg color/gradient]— either it is simply present (fixed window / dashboard / editor), a 3D-parallax stack of[content cards], or a[container object/icon]that FLIES IN with a 3D tumble and settles. The custom[cursor]enters. The cursor performs the FIRST action on[cursor target 1]and the UI responds live in the same beat. Camera holds or begins a slow push-in toward the acted-on region.- Variant — Product_Intro: low-commitment first touch — cursor HOVERS/sweeps a control or SWEEP-HIGHLIGHTS a field to
[accent color], OR the[container]fans open. An optional label/title fades/morphs onto the surface. The point is to show the surface exists and is touchable. - Variant — Key_Feature: a concrete edit — cursor DRAGS a scrollbar / TYPES into a field / DRAGS a handle, and the UI responds materially (
[scroll]/ value climbs / region resizes). If the surface opened in[3D-isometric], it may snap perspective-FLAT here to read the workflow.
- Variant — Product_Intro: low-commitment first touch — cursor HOVERS/sweeps a control or SWEEP-HIGHLIGHTS a field to
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Scene 2 (~Xs–~Ys) — camera chases to the next interaction (the engine). The camera MOVES to the next target — push-in + pan / whip-pan / pan-down to
[cursor target k]— and the cursor performs action k as the UI updates live. Each beat is a discrete interaction connected by a fast camera move; the surface's inner content SWAPS per interaction.- Variant — Product_Intro: navigation is exploratory — a slow camera pan + depth-of-field FOCUS-PULL across a parallax
[content card]stack, or the[container]fanning into[N option/content cards]that SPRING to position. As content swaps, the supporting backdrop STEPS its color ([bg step 1]→ step 2 → …). Typically one or two such moves. - Variant — Key_Feature: repeat for
[2–4 beats total], each a distinct operation the UI answers — counter COUNTS UP,[pill/swatch]SELECTS, a modal SLIDES UP and TYPES — connected by whip-pans / progressive zoom. The workflow visibly advances toward a result.
- Variant — Product_Intro: navigation is exploratory — a slow camera pan + depth-of-field FOCUS-PULL across a parallax
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Scene 3 (~Ys–end) — payoff state, camera settles, HOLD. The cursor lands on its final target and the screen reaches the payoff state; the camera comes to rest (static) and holds.
- Variant — Product_Intro: the cursor HOVERS the hero element — a
[content card]SCALES UP on hover, a node gets an[Available]-style pill, or a[result card]POPS/springs in — the "here's the product" payoff. Settles static, holds. - Variant — Key_Feature: locked close-up on the OUTCOME — cursor lands on the
[primary action button: Export / Save / Reimburse]and a[hover backdrop / highlight]SPRING-pops in (the climax is the action button / produced result). Holds.
- Variant — Product_Intro: the cursor HOVERS the hero element — a
motion vocabulary: cursor-driven click / hover / sweep-highlight / drag / type; per-interaction live UI response (scroll, value climb, region resize, content swap); camera push-in + pan / whip-pan / pan-down servoing to each target; coordinate zoom onto the acted region; press-and-ripple on a clicked control; button press-compress; screen-state swap shot-to-shot; card fan-out to corners (spring); 3D container fly-in & tumble-settle; perspective-flatten (3D→2D snap); paginated/stepped backdrop color advance; depth-of-field focus-pull across a parallax card stack; counter count-up; pill/swatch select; modal slide-up + typing; label/title morph between states; UI-keyword highlight glow; terminal hover-scale or result-card pop-in; spring hover-backdrop on the final action button.
rule mapping
- viewport follows the cursor / camera servos to whatever it touches (primary) →
camera-cursor-tracking - cursor moves to a target, presses, emits a ripple (the click itself — primary interaction primitive) →
cursor-click-ripple - screen-state swap shot-to-shot (surface inner content changes between beats) →
scale-swap-transition - camera push-in + pan / whip-pan / pan-down to the next target →
viewport-change(pan/zoom across the UI) - sequencing the chase into discrete interaction beats →
multi-phase-camera - zoom onto the specific acted-on UI region →
coordinate-target-zoom - cursor icon/state changing with context (e.g. pointer↔grab over a draggable handle) →
context-sensitive-cursor - which content appears per beat / step-by-step UI state progression / per-interaction swaps →
dynamic-content-sequencing - sweep-highlight a field, highlight a UI keyword to
[accent color]→asr-keyword-glow(keyword glow on the touched element) - clicked button compresses on press, springs back on release →
press-release-spring - cursor + button compress together on a heavier press →
physics-press-reaction - panel/card morphs between two states (e.g. card → expanded card, surface state A → B) →
card-morph-anchor - terminal hover-scale,
[result card]pop-in, spring hover-backdrop on the final action button →spring-pop-entrance - card fan-out to corners / option cards springing to position →
split-tilt-cards(fan/spread into tilted positions) +spring-pop-entrance(the spring settle) - 3D-parallax content-card stack as the surface; UI shown 3D-isometric →
3d-page-scroll(UI as a tilted scrolling/parallax card) - node gets an
[Available]-style pill / tracked badge appears on an element →ai-tracking-box - counter / value count-up as the UI responds →
counting-dynamic-scale - a result bar / number FILLS as the workflow's outcome →
stat-bars-and-fills - a live
[video]screen-capture clip used as the surface → technique: video compositing - perspective-flatten (3D-isometric → flat 2D snap) and the 3D-isometric tilt itself → technique: CSS-3D (no dedicated rule; the tilt/flatten transform is a CSS-3D primitive)
- camera settles static on the payoff and HOLDS → (settle phase of
spring-pop-entranceon the payoff element; the static hold itself needs no rule) - 3D container/object fly-in & tumble-settle →
depth-scatter-assemble(free-tumbling 3D object/container entrance that flies in and tumble-settles;orbit-3d-entryonly orbits a flat element into place) - depth-of-field focus-pull across the parallax card stack →
depth-of-field-blur(rack-focus / DoF blur transition between near and far cards;3d-page-scrollsupplies the tilted parallax stack andviewport-changethe pan) - paginated/stepped backdrop color advance synced to interactions (
[bg step 1]→step 2→…) →discrete-text-sequence(discrete state stepping, here applied to a background-color state rather than text) - modal slide-up + in-modal typing as one combined beat →
card-morph-anchor/scale-swap-transition(the panel slide-in) +discrete-text-sequence(the in-modal typed text)
camera modifier: The defining motion is the camera CHASE — the viewport follows the cursor from target to target via camera-cursor-tracking (primary), realized as concrete push-in + pan / whip-pan / pan-down moves under viewport-change, sequenced into discrete interaction beats by multi-phase-camera, with each beat's destination targeted via coordinate-target-zoom (zoom to the acted-on region). Product_Intro biases toward a slow, exploratory pan + focus-pull that sweeps the surface; Key_Feature biases toward snappier whip-pans / progressive zoom that march through the workflow and lock static on the action button. This camera-servo-to-cursor is what separates the blueprint from hands-off camera scrolls (dataviz-scroll-reveal) and static device/window tours.