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A product feels human long before anyone can say why. It is in the half-second a button waits before it answers, in the way an error explains itself instead of scolding, in the space a form leaves for a name that does not fit the field. None of that shows up in a feature list, and all of it decides whether the thing feels made by people or shipped by a machine.
Motion, timing, spacing and warmth are the four places a product either meets someone or talks past them. Motion tells you where a thing came from. Timing tells you whether you are being hurried. Spacing tells you what belongs together. Warmth — the words, mostly — tells you whether anyone expected you to be here at all.
Get those four right and the interface stops being a wall to get through. People describe it as easy, or quick, or nice, and none of those words point at anything they could name.

Animation earns its place when it answers a question the reader was about to ask. Where did this panel come from? What just changed? Did that actually save?
Motion that fails does the opposite: it starts somewhere the object was not, takes long enough to notice, and arrives with a bounce that means nothing.
People forgive slowness far more readily than they forgive being left in the dark. What they will not forgive is being told a thing is done when it is not.
The most human part of most products is its copy, and it is usually the last thing anyone looks at. An empty state that says what to do next, an error that takes the blame, a confirmation that sounds like a person — these cost nothing and change everything.
“We could not reach the server. Your draft is saved.”
Not “Error 500: request failed”, which tells the reader only that something they cannot see went wrong in a way they cannot fix.
Feeling human is not a layer applied at the end. It is the accumulated result of a hundred small decisions about pace, distance and tone — each of them cheap on its own, and together the difference between a product people use and one they trust.