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Last active August 29, 2015 14:24
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Animations, interactions, and why we'd use 'em

Animations, interactions, and why we'd use 'em

  • good animations you see, great animations you don’t
  • the best ones work at the subconscious level where you don’t even realize what happened, it just makes the UX better and more predictable/stable
  • they can provide guidance of what to do / where to click (think animated down arrow)
  • they can inform users of something happening to the UI (think form submit)
  • they can provide unexpected delight in the UI (think mailchimp’s email schedule animation, our checkmark growing when a purchase is made, or loving an item in Closets)
  • they can give our system a more polished, native-like feel (think toggling an iOS yes/no slider)
  • they can reduce confusion when a large change happens — instead of just hiding / showing content, animating it can help to add clarity in a UI and help reduce FUD for users

and what can interactions do for us?

  • it helps give them user context as to what they are about to do (:hover), what they are doing (:focus), and what they have just done (:active)
  • it's not 2005, so let's not only design for :hover states with buttons, but more so for :active and :focus

Disney’s principles of animation:

  • Communicate status and providing feedback
  • Enhance the sense of direct manipulation
  • Help people visualize the results of their actions

Material Design

  • The motion of a UI element should always feel authentic

Never animate because we can. Only animate because it provides useful context and clarity to a UI.

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