Phase 6Days 29-34

Motion, Gestures, Performance & Accessibility

Reanimated, Gesture Handler, frame budgets, lists, memory, screen readers, and inclusive interaction

Phase Goal

Create responsive native-feeling motion without sacrificing correctness, battery, or accessibility.

Progress

Day 29: Animation Mental Model & Reanimated

Day 30: Gestures & Interruptible Interaction

Day 31: Performance Measurement & Rendering

Day 32: High-Scale Lists & Media Performance

Day 33: Accessibility Beyond Labels

Day 34: Mini Project — Choreography Cue Composer

Capstone
Choreography Cue Composer

Build a rehearsal tool for a dance leader arranging hundreds of lighting and movement cues. Drag and pinch interactions may accelerate editing, but every decision must also be possible with labelled controls, switch access, keyboard input where available, and reduced motion.

  • Interruptible reorder and duration gestures with deterministic snap and undo behavior
  • Virtualized cue list, stable selectors, image discipline, and reduced-motion presentation
  • Release-mode frame, render, startup, and memory traces plus VoiceOver/TalkBack task parity
  • Transfer: support locked cues that gestures must skip while button controls explain why

Phase Complete!

After this phase, you'll be able to:

  • Frames, JS thread, UI thread, and worklets
  • Shared values, animated styles, timing, spring, and interpolation
  • Entry, exit, layout, and reduced-motion behavior
  • Animation as state communication rather than decoration
  • Gesture state, recognition, composition, and conflicts
  • Pan, tap, long press, pinch, and velocity
  • Gesture-driven animation and snap decisions
  • Cancellation, accessibility alternatives, and platform expectations

You can apply Phase 6 skills in a tested mobile project on Android and iOS.