Compare an ordinary pencil (no animations, movement is directly tied to your hand) to a pencil with a pompom on a spring attached to the end. Which is most fun for brief use? Which would you rather write a whole page of text with?
Consider a toolbar with a mix of enabled and disabled buttons. Hover effects (which I would consider animations) convey that something is clickable, and on-click effects confirm an action. These effects convey meaningful information to both beginner users and power users of any software, and are in no way inconvenient to either group.
I generally agree animations tend to get in the way when you want to get shit done, but the idea that animations are only applicable as artistic effects rings untrue to me.
One of the ways to achieve this is to not actually transition between states, but simply animate the "end bounce" of an introduced element, as if it was eased into position. So not actually slid from the left, for example, but rebounding the last few pixels from an imaginary slide. Our eyes just draw their conclusions to inform us of a movement, and in exchange the component is readable and usable immediately.
[1] ~100ms represents optimal reflex time in recent research. [2] Anything that requires user attention to interact after the component appears is very comfortable with a 150ms transition. One important note is that for components you can navigate across (i.e. one key shortcut invokes a modal state, another key runs a command in that modal), experienced users will "type" consecutive shortcuts in one go, and you must have the second behaviour responsive from frame 1.
[2] Some athletes seem to train down to ~80ms on very specific reflexes, which recently lead to race-start controversies when block timers disqualify sub-100ms reactions for runners.
For unpredictable inputs. Intervals between a human own actions or discrepancies in delays between successive external events can be effected or perceived with significantly greater precision, especially for people with e.g. music training, especially for percussionists. I’d bet on somewhere between one and two orders of magnitude more precision, that is single-digit milliseconds, at higher skill levels. (Chopin’s Fantaisie-Impromptu is among the easier rhythm-based parlour tricks and already requires staying below ~30ms of error. Alternatively, a single frame at 60fps is 17ms, and speedrunners can hit single frames of a game pretty reliably.)
That's precisely why a GUI should not be animated. No matter how I operate it, the action I use already has its own animation, e.g. my finger moving on the mouse. If I add another animation in the GUI itself that's double animation. It's equivalent to pressing a button and triggering a servo to automatically press that same button.
Alternatively nothing in reality is animated and everything instantaneously snaps between states.
Instant transitions are something I strongly prefer and use in practice. There's no question, I don't want my operating system slowing itself down to a factor (literally) of 1000x, pointlessly fading and jiggling and sliding and bouncing and wiggling. And, as this article points out, animations in operating systems often make a visually illegible mess in the meanwhile.
Animations might be a good idea in theory, but it doesn't seem like anyone has figured out how to do them right.
It also doesn't matter whether it's true if the majority or not- "Instant transitions are only good in theory" is not a true statement. Instant transitions are good in practice for many people and that has been true for decades.
Your experiences are not universal.
Probably because I had run into some apps with bugs when animations are disabled, and making them run twice as fast as normal is more compatible and reduce the annoyance enough that I forget its enabled. Apps that animate at normal speed in defiance of my settings get deleted.
But I also set windows not to show window content while moving or resizing, because I find that to be annoying too.
Reducing duration or eliminating animation is one of the first settings I do on a new install.
Maybe software programs got faster with our faster CPUs but all the animations just made everything feel slow.
(I use accessibility -> reduce motion, personally. less flaky than the dev options, though also less reliable)
AOSP is not the only operating system that allows you to disable animations, even if its implementation is not the best. And yes, I still use 0x on my Android, because it's still that much better than having animations enabled.
Though it does kinda often make inertial scroll/pan very bad feeling, as it jumps ahead of where you released, to where it will settle. "Reduce motion" is dramatically better there, which is a big part of why I use it.
Much MUCH more problematic is that Android (on a Pixel) has had a badly broken "recent apps" view for years now, when you have both a third party launcher and reduce motion enabled. It frequently (literally most of the time) gets stuck in its animations and won't scroll anywhere except to leap to the start or end of the list.
It's not a litmus test, you are simply wrong in the way you dismiss other people.
Some of us like it at 0x, even when some apps are janky. Further, plenty of us here use desktop operating systems. Android is not the only way to get on the internet.
Both Windows (at least as of 10 and before) and most Linux distros allow you to disable animations too, and it works fine. Desktop operating systems ~15+ years ago lacked these animations entirely.
Short, well-done animations make for better UIs.
This is the neglected key point. None of the examples were short or well-done.
For a professional tool, animations are anathema. They interfere with muscle memory.
Someone who uses a program continuously can be clicking or typing before a dialog box or button is even in the right position.
My wife drives me MAD with this. She has already clicked the cancel button on a popup before I can even read the first word in the dialog box. This is fine when she is working as the dialog box is just a dumbass notification from some idiot UI designer. This is NOT fine when she has asked me to help debug a problem. I have to force her hand off the mouse so that I can read the damn error message before she clicks it away.
Kinetic scrolling on touchscreens can stay, but only because my finger doesn't have a no-friction scroll wheel.
Would you rather the game have the coolest load screen in the universe or no load screens at all?
Squash and stretch is a whole art style that relies on unrealistic frames.
Other applications are to do things. They should do the thing and get out of the way as fast as possible. Animation-induced delays are fundamentally contradictory with that; they waste the user's time instead of doing the thing.
Good and useful animations communicate something, they're not there just to be there or to make it "pretty", which is most designers use them. But they can actually communicate intent, action, immediacy and other important things, if they're used sparingly in the right situations, without actually getting in the way.
Probably the most basic animation most of us PC users see every day is the very basic animation of a text cursor blinking on/off in text fields, like the one I write it right now. It's super basic, but communicates that the computer is waiting for you, it's alive and you can enter things. If it was static, you get the impression something is stuck instead, or couldn't tell exactly where the cursor is at a glance. But it blinks, and that tells us stuff.
I do still like progress indicators when you might be waiting on a longer task (and when it actually indicates liveness, which too often it doesn't :( ).
Games I can sometimes appreciate the new user benefits and affecting the pace can sometimes have an artistic intent or relaxation effect that tools should not normally have. I have stopped playing games for excessive animations and will usually quickly (but not always immediately) disable anything that can be disabled. It is so common that I distinctly recall the free game Strange Adventures in Infinite Space intentially doing the opposite to great effect (it has been a bit but I think it was not only instant transitions but on mouse click instead of release).
But then be against bad animations, not all.
A bounce-back animation is bad design. Bouncing is distracting and annoying. My scroll area should not bounce unless I deliberately order it to bounce. GTK has a somewhat better solution, where it shows a animated shrinking translucent chord of a circle (or some similar shape) at the end of the scroll area. This could be considered a dedicated notification area, but it's not a good one because it overlaps whatever else is in the scroll area. Ideally, the "invalid scroll" notification should be shown in the scrollbar.
Reasons:
1) I'm doing that thousands of times per week, I know what's going to happen
2) It's my desktop, there is no one else who might be puzzled by a non standard behavior
3) It's faster.
By the way, it is a GNOME desktop on Debian 13.
Oops, I lied. I was about to click on Reply and I realized that the bottom panel (which on a standard GNOME is at the top) is on autohide with a short transition. Maybe because it's the only transition that I activate with the mouse pointer: I hit the bottom of the screen and while it's traveling the last pixels the bar starts sliding in. It's very fast.