I really wanted to cover a broad scope when researching microinteractions as whilst they seem simple I know there is a lot of depth beneath the surface. With this in mind I felt there was bound to be some issues with accessibility that could occur.
I managed to find three solid articles all about accessibility and motion.
All three articles are essentially making the same point from slightly different angles, motion and animation aren't inherently inaccessible, but they become a problem when they're used without intention. Whether it's flashing content triggering vestibular disorders, animations firing while someone's reading, or motion being the sole carrier of important information, the issue is almost always the same: the animation was added for aesthetics rather than purpose.
The practical guidance across all three is pretty consistent too. Respecting the prefers reduced motion media query is the baseline. Beyond that it's about timing, frequency and making sure nothing communicates exclusively through movement. The IBM piece was probably the most useful for framing the human side of it, it's a good reminder that these aren't edge cases, people acquire motion sensitivity all the time.
The Educational Voice article was worth noting for a slightly different reason. It flagged the European Accessibility Act tightening requirements around animation, which gives the whole conversation a bit more urgency. It's no longer just good practice, for a lot of studios it's becoming a legal requirement.
Accessibility Animation: Designing Motion for Inclusion
Accessibility in design - Motion
Accessible motion: Why it’s essential and how to do it right.
With a good understanding of microinteractions established it is now time to move on to creating a brand/space in which my microinteractions will exist.