THE SCIENCE

The open standard for explainer-video quality.

We read the published research on how people learn from video and turned the findings that survived scrutiny into numeric rules our generator must obey. Here is the whole spec, citations and all, with the things we could not verify clearly marked. It is public because a standard you cannot inspect is not a standard.

Get StartedRead the eleven laws
11 laws · 18 numeric targets · 3 eval layers
HOW TO READ THIS

Every rule wears its evidence grade.

Anyone can claim to be built on science. We grade every claim so you can tell a verified effect from a working assumption. The honesty is the credibility.

VERIFIED

Survived adversarial verification against a primary source.

DERIVED

An arithmetic consequence of a verified rule.

HEURISTIC

Practitioner canon or Mayer-principle extrapolation, not verified this round.

PRODUCT

A product decision, not a research claim.

PIPELINE

A measured property of our own pipeline.

PART ONE

The eleven design laws.

What the science actually says, with effect sizes and a link to the primary source for each.

L1VERIFIEDηp² = 0.13–0.17

Progressive reveal is mandatory, and the biggest lever we control.

Content built up stroke by stroke measurably beats showing completed scenes. Retention ηp²=0.13 to 0.17, transfer ηp²=0.10 to 0.16, replicated across two experiments with identical narration.

In Animations:Never cut to a completed diagram. Every element draws on. This is not aesthetic, it is the retention mechanism.
L2VERIFIEDp = 0.033

The visible hand is optional. The drawing is not.

Hand-drawing vs hand-pushing vs no-hand changed intrinsic motivation (p=0.033) but produced no difference in learning outcomes.

In Animations:We skip rendering a hand and lose nothing measurable. The draw-on itself is what matters.
L3VERIFIEDd = 0.27 / 0.34

Signaling buys retention and transfer by lowering cognitive load.

Meta-analysis, 32 studies, N≈3,597: cueing gives retention d=0.27, transfer d=0.34, load d=−0.11. The magnitude of the load reduction predicts the learning gain (β=−0.70 retention, −0.60 transfer).

In Animations:Arrows, color pops, and label reveals are cues, not decoration. Every cue points at what the narration is saying right now.
L4VERIFIEDsmall to medium

Segment, and leave processing gaps.

A segmenting meta-analysis found significant retention and transfer gains, small to medium. Part of the benefit comes from the processing time boundaries create.

In Animations:Scenes are segments. After a scene’s last reveal, the narration holds silent for at least 0.7 seconds before the cut.
L5VERIFIED6.9M sessions

The six-minute cliff is real.

Across 6.9 million edX sessions, engagement sits near 1.0 under 6 minutes, drops to about 0.55 at 9 to 12 minutes, and falls to roughly 0.2 past 12 minutes. Independently echoed in a 2026 replication.

In Animations:Default output is 6:00 hard. Longer asks become a chaptered series of videos, never one long video.
L6VERIFIED0.72 vs 0.52

Khan-style drawing beats slides at every length.

About 0.72 vs 0.52 normalized engagement at 3 to 6 minutes, attributed to hand-drawn motion plus an extemporaneous, spoken delivery.

In Animations:The format is validated. Narration should sound spoken, not read. Contractions are allowed, direct address is encouraged.
L7VERIFIEDηp² = 0.12–0.20

Narrative and progressive reveal must be paired.

A narrative script improved transfer (ηp²=0.12 to 0.20) but not retention on its own. Paired WITH progressive drawing, narrative beat informative for retention (p=0.021). Over STATIC visuals, an informative script won instead (η²=0.21 to 0.24).

In Animations:Our scripts use story grammar, an actor with a goal, an obstacle, and a resolution, precisely because we always render progressively. Never narrative voiceover over a static frame.
L8VERIFIEDEvidence-graded

No seductive details.

Interesting-but-extraneous content does not improve learning.

In Animations:Every visual element must be referenced by the narration. Unreferenced decoration is a failure, not flair.
L9VERIFIEDEvidence-graded

End with generation, not just a summary.

Prompts that make the learner summarize or explain improve learning. This is the generative activity principle.

In Animations:Every video ends with a retrieval beat: a question appears, the video pauses for 1.5 to 2 seconds, then a one-line recap.
L10VERIFIEDEvidence-graded

Event boundaries reset attention.

More visual and narrative change points mean less mind-wandering.

In Animations:Scene changes are attention resets. Place them at idea boundaries, never mid-idea.
L11VERIFIEDr = 0.23 (n.s.)

Do not optimize for view-count aesthetics.

Explaining quality does not correlate with views once channel size is controlled (r=0.23, not significant). Only likes, relevant comments, and interactions correlate.

In Animations:We grade learning design, not virality signals.
PART TWO

The numbers the pipeline must hit.

The laws above become concrete targets. This is the contract the generator is checked against on every render.

6:00
hard ceiling on total length
12–30s
per scene, one idea each
3–7
elements visible per scene
±500ms
reveal-to-word sync window
0.7s
silence after the final reveal
140–160
narration words per minute
ParameterTargetGrade
Total video length6:00 hard ceiling; 1:00 to 3:00 sweet spot per conceptVERIFIED
Length granularity30-second incrementsPRODUCT
Scene duration12 to 30 seconds, one idea per sceneVERIFIED
Elements per scene3 to 7 visible at scene end, heading includedHEURISTIC
Reveal cadencea new element every 2 to 5 seconds; no two reveals closer than 1.2sDERIVED
Reveal-to-word syncelement appears within ±500ms of its trigger wordDERIVED
Word-sync coverageat least 95% of elements carry a reveal word that resolvesPIPELINE
Post-scene gapat least 0.7s of narration silence after the final reveal, before the cutVERIFIED
Reveal styleoutline draw-on (0.3 to 0.5s), then a staggered fill wash; arrows tip to tailVERIFIED
Visible handnoneVERIFIED
Labelsthree words or fewer, all-caps keyword; never a sentence that mirrors narrationHEURISTIC
Narration pace140 to 160 words per minute, spoken register, contractions allowedHEURISTIC
Script structurehook within 10s, concrete analogy, mechanism, real-world anchor, retrieval beat, recapVERIFIED
Narrative grammaractor, goal, obstacle, resolution, whenever the domain allowsVERIFIED
Analogyat least one concrete analogy before the first abstract termHEURISTIC
Extraneous visualszero elements unreferenced by narrationVERIFIED
Endingretrieval question, a pause of at least 1.5s, then a one-line recapVERIFIED
Scene transitionshard cut at an idea boundary only, never mid-ideaVERIFIED

Every row is an assertion in the engine, not a guideline. A render that misses one is sent back before it becomes a video.

PART THREE

The three-layer eval harness.

A rule is only real if you can test it. Every video runs through three layers before it is allowed to ship.

LAYER A

Mechanical

Plain JavaScript assertions on the scene graph and the word timings. Zero cost, safe to run in CI. Total duration under the ceiling, every scene in its duration band, 3 to 7 elements per scene, every element carries a reveal word that lands within ±500ms of the spoken word, a final scene with a question and a recap, and no element unreferenced by narration. Pass or fail, no model calls.

LAYER B

Semantic

A model-as-judge pass, scored 1 to 5, sampled and run on release, never in CI. One idea per scene, icon fidelity, whether the analogy actually maps to the mechanism, hook quality, a seductive-detail scan, and faithfulness to the source document. Any dimension below 3 fails the release gate.

LAYER C

Output verification

Checks on the rendered file itself. A contact sheet confirms no overlapping elements and legible labels, a frame burst confirms the outline-then-fill reveal is actually present, and the audio is loudness-normalized with no clipped sentences at the cuts.

ENFORCEMENT

How Animations enforces this.

The spec is only worth anything if a video that breaks it cannot ship. Layer A runs at generation time, on the scene graph, before we spend a cent on voice or rendering. A graph that fails the mechanical checks is sent back to be regenerated with the exact failures fed into the prompt. A graph that keeps failing never becomes a video.

Every check in the list above maps to a real assertion in our engine: the total-duration ceiling, the per-scene duration band, the element count, the reveal-word resolution rate, the post-scene silence, the label rules, and the question-plus-recap ending. Arrows are checked too, so a pointer never crosses an element it is not connected to. The same code runs in the worker’s regeneration gate and in continuous integration, so a change to the generator that would regress quality blocks itself.

THE POINT OF ALL THIS

Built to be remembered.

Type it, and a narrated whiteboard explainer draws itself. Every scene stays editable.

Get Started