Cinematography in User Experience Design
kanze.co
kanze.co
The way these have been implemented for blog posts is more of a single use situation. That is, you are likely only going to hit this article once and never again.
The small moment you create at the top of your content - whether it be a banner image, video or animation - is pretty non intrusive to the experience imo.
Yes, exactly. This explains the state of the modern web.
It also reminds me about retail operations increasingly trying to make shopping an "experience", to lure consumers back from online shopping.
1. They are non-blocking of both the loading phase and the content area. You can scroll right past them if you don't want to look because they are inline content elements. They are essentially "animated heros".
2. They load fast, actually less then the total size of some full screen hero images because it's a WebGL scene.
3. They are short and quaint - you might spend the same amount of time observing some small details in a hero image or banner.
4. They downscale to mobile without a quality loss.
I think like any other element in design, it's how it's executed... If back in the early 2000's flash was integrated in a less obtrusive way it might have been a better experience.
Good UX is doing things the user expects when the user wants, and not presuming it is okay to take their attention when you see fit (ahem, popups).
It's almost always a compromise to a websites usability to include autoplaying video (or video alikes). It may even improve conversions, but it's definitely a UX compromise, not an improvement.
No one scrolls through a website and thinks "I sure hope I get interuppted on my way to the action I am trying to complete" even when that action is content discovery.
I did like some of the articles ideas though. I think the role of cinematography is overplayed a little bit, some of the suggestions are just good UX decisions.
For people who work with computers all day, being online is more perfunctory, and the pleasure of seeing something fun/different rarely outweighs the annoyance of the interruption or of having to figure out an unconventional UI. But that's not everyone.
I think every user expects some sort of introductory section at the top of a content area, whether it's just a title and preface or a banner/hero image to set the mood or peak interest.
Also let's not lose sight of the true purpose of the article - it's about a variety of techniques that may have nothing to do with animations and more about storytelling and scene composition of information to lead users into call to actions :)
It had a profound effect on me, and I still despise that ethos every time I see it.
https://www.youtube.com/watch?v=CR7ejkmf8Y4
The unique feature of cinema is the cut. While the web has "page transitions", they're used a lot less frequently, if at all. But maybe someone works on a project that involves a lot of page transitions and can steal something from George Miller.
That's a gamble. The user might be there for dates and times, not "thrill-seeker cinematography".
The problem with trying to "help the user fall in love with the phone through playful interaction" is that such playful interaction on a website is never good as the "opening shot" or landing page.
Advanced interactive components should be items to invite users to, or left for users to discover. Optional elements of the site, not forced on every person who visits.
The benefit in allowing users to discover the playful interactive element, is exactly that... they discovered it. They weren't tied to a chair, their glazzies clamped open and forced to view your presentation.
Edit - and just a quick suggestion to the designer of this page: https://kanze.co/projects/earn
While there's some nice visuals on the site, you're breaking typography 101 on this page. A line of text should never extend from one side of a wide screen monitor to the other. Most desktop monitors are wide, and reading a sentence that wide is uncomfortable.
This is one of the many reasons I hate the "mobile first" ideology. No device should be "first", if anything, if you need such a catch phrase to bind your designers together in principle, then it should be "accessibility first" or "readability first" and go from there.