Creating Usability with Motion: The UX in Motion Manifesto
medium.com
medium.com
It was fascinating. The Disney Principles of animation went beyond 'looks good', and existed to solve real problems – like helping the audience follow the action.
1: https://medium.freecodecamp.com/the-principles-of-ux-choreog...
http://www.cs.uml.edu/~grinstei/91.510/Papers/p45-chang.pdf
(Animation: From Cartoons to the User Interface)
Also adding complex animations require pretty high budget. Create fancy counter takes 1 hour, make it with animation - couple of days of testing and adjusting timings.
They can be useful for hiding transitions for things that are slow. However instead of engineering an animation stack, make the backend faster....
cough linkedin, salesforce, workday cough
As an extreme example of UI animation, here's Persona 5: https://youtu.be/XniK5Q5amoA?t=2m44s
>for most people animations are not smooth
I don't know about most, but it's definitely true that there are processing limits inherent to user's hardware that make certain animations run very clunky, thereby turning a perfectly good animation into an 'intrusive animation'. Because we often have no control over the user's hardware we have 2 options, stay conservative and optimize things that improve the UX for everyone or ignore the possibility that certain users will have a bad experience and push forward with such animations.
Unfortunately, many product owners tend to build for only the 'happy path' scenario and choose the latter.
OSX is considered to have good animation flow, but its still too slow. Any animation that is inserted between fast moving actions is an obstacle.
then you consider that animation is CPU/GPU heavy, so will chug on anything less that tiptop hardware.
Unless there is a definite need, it really should be used sparingly
Scrolling is useful. Every other kind of animation is painful to serious users.
If anything, UI changes should blink for a second to show that they happened. This (and every other notification+delay) is a boon to novice users who don't yet know 'where to look' to get feedback about their change.
All delays are annoying to experts who just want to get to the next screen and don't need a supercomputer in their pocket to send emails & read proquest.
It's common in desktop OSes to let the user change things like the speed at which the mouse pointer moves or how fast a double-click is, with "experienced" users usually opting for faster settings and newer users starting with the slower speeds. Makes sense to do it for animations as well.
The key is knowing how much and how little to apply. We're in a new age for UI animation, so there's much to figure out.
On the day I need a twitching paperclip at the bottom of my screen I won't be setting my time machine to 'future'.
UI animations are like unskippable cutscenes in video games.
Or the OS level could have that. Ahhhhh. Zen.