Why motion design is now a required skill for designers
paulstamatiou.com
paulstamatiou.com
Google certainly promoted that notion - but it remains to be seen whether increasing the amount of motion of a user interface leads to better apps.
I found the post overall to be pretty superficial. There was only one paragraph spent on describing the function/purpose of "motion design" and it placed far more emphasis on it's more marketable aspects than on it's utility to "educate your users about how to interact with particular elements".
"Motion design" is just one UI tool and one that really didn't need to be pulled out and promoted in this way IMHO as it's always been an essential tool in great software when used properly. I think it would have been great if it wasn't an "implicit announcement" but explored in detail what good "motion design" entails. It's easy to get carried away with it, and introducing motion with appropriate intent can be what makes an otherwise good application into a great one, but let's not pretend it's magic dust that can turn cole to diamonds.
The examples in the page are utterly inessential and confusing - The back arrow rotating? Why did the arrow spin? Are there things in those directions? Can I move in those directions? No. It's clearly just because it can. It's not meaningful.
The Twitter box that spins, falls halfway, stops in mid-air then fades away when you click it? Saccharine. What is supposed to be happening? Is it "falling?" Why does it stop halfway? Why did it start rotating while it fell?
The vocabulary is all wrong.
A printer icon that gets bigger as it appears? Is it moving toward me? Is it inflatable?
A heart that fades away? Is love lost? What the hell is going on?
How can Google expect to be a design leader when they're luring people with vinegar?
I don't think these examples provide meaning - they merely grab attention as human vision has an irresistible response to movement.
And what's wrong with jump cuts? Do you suppose Hollywood and independent movie makers use them for a reason? How about human eyeballs, why do you suppose they dart around from object to object? And how about walls and doorways in architecture - why are rooms separate from one another?
This is clearly just an attempt to mimic Apple on a superficial layer.
I wasn't trying to dismiss it as a whole, but I did want to encourage the decisions to include it to be deliberate and thoughtful. That may have rubbed a few people the wrong way and I'm ok with that. I was hoping to start a reasonable dialog of where designers and developers should make an attempt to draw the line so that the end result doesn't become the equivalent of "now available in 3D!" so I really appreciate your response.
Spot on! So much onanastic talk on "flourish" and "delight", and so little concrete evidence on which of these expensive gimmicks, if any, effectively guide user atention and reduce confusion between screens, or the exact opposite.
Blame the dribbblization of design [1].
I'll give out one hint free: The reptilian (and hence retro-human) mind developed to perceive each room or space as a state apart from the others. We have a second level of cognition which ties nearby rooms together and therefore an innate ability to learn the layout of a building from each room. Consider the predominance of Zelda-style maps in the emotional memory of this generation. Consider the dog who seems to enter every room happy for the first time.
The webspace - in this case, that is to say hyperlinks and pages - ruptures this layout through jump-cutting between nearby spaces. A simple amendment to its construction would "match its impedance" to established mental abilities. And if you continue this metaphor, you'll see additional forms. The typical smartphones' home menus, such as Android, follow this to an extent, but really, it's only the beginning.
Getting distracted by matters such as properly interpolating frames and writing portable GPU code to do this is fun and profitable, but if you want epic design you have to step back and understand the sources of these ideas.
One of the key differences between design and engineering I learned is that people _only_ respond to what is right in front of them. (except some engineers). This is a radically different approach from e.g. "Release early, release often."
If you show people a seed and tell them it will be a plant, they'll say, "Yes, but if that seed were red, I might like it more."
These experiences taught me to keep my art and design demos under wraps until they were much, much closer to reality. It also taught me to keep my presentations congruent with no out-of-place elements. If you bill yourself as a chicken farmer and a moose walks into the frame, people won't know what you're talking about.
Incidentally, this is one of the reasons designs-as-presented often appear a bit oversimplistic. It's a form of communication which doesn't tolerant nuance and irony very well. Remember how poorly the Project ARA (modular smart phone) demos came out?
I wish you luck in your ventures, sir, but I'm seeing the human canon ball rushing to put his helmet on, on the way out of the barrel.
For god's sake, this. If a demo is full of "ignore that", "don't look at that", "yeah we're going to change that", the demo is a failure.
It's like that study that showed people get more annoyed at airlines for waiting for their bags so airlines started assigning baggage claims that were further away. Same time to get your bags but you were busy walking over most of the time and didn't get bored. :)
The same bug also happens with YouTube. If I open the YouTube page and start to type characters to the search box, I'll get missing characters. For example, if I type "skateboarding dog", the end result will be something like "skarding dog" etc.
Google+ offers animations that make the site more annoying to use, stuff moves and changes in size. Facebook, on the other hand, works really well. Their 'status update' input element does resize, but I can start typing instantly.
https://www.youtube.com/watch?v=Q8TXgCzxEnw&list=PLOU2XLYxms...
Unrelatd to UI, giving the air traveler a distant baggage claim might shift the travel annoyance from waiting to navigating the airport? That's kind of a dick move to make someone walk farther to baggage claim just so they don't notice the baggage time. They could have just put an estimated wait clock on the carousel and solved the problem that still exists at baggage claim.
"Building Interruptible and Responsive Interactions" (via https://developer.apple.com/videos/wwdc/2014)
I'm excited by the convergence of our industries. The existing talent in the motion industry will need some guidance - right now motion graphics often revolve around "concepts powered by wizz-bang-wow!", and will need to become much more intention-driven to have successful user experiences.
More and more motion companies are branching out in some form or another to the "digital" world - apps, digital content (pre-rolls, short-form video ads), etc. I think companies that can "realize" the priority of user interaction and implement that in their offerings will be in a great position as companies like apple/google/facebook look for their help.
Android is already not well known for highest quality experiences, and now they're layering animation which is going to be abused.
Given that there is basically no quality control or approval process for Android apps, there's going to be a lot of terrible apps with terrible animations.
Yay.
Prototyping in AfterEffects is a bit overkill though. Processing and Flash have been used for prototyping via tweening for more than 5 years now.
Which design process is this? Maybe at places at Google or agencies handling Fortune 500 companies, but the majority of jobs simply don't have the budget to experiment in any considered kind of process. Therefore, any animation is just a tacked on after thought.
Have you seen the web? The majority of it is completely shit because clients don't have the budget or balls for us to do interesting stuff.
The tooling these days is kind of lacking since Flash got killed though - you end up doing things twice, first design in AE, then coding it up.
Edge would be useful if Firefox OS ever picks up though.
At Apple I hear there used to be an in-house tool that takes AfterEffect raw output and convert it into full transformation matrices (which covers rotation, translation and scale, which in turn covers everything within an animation) that can be directly used by CoreAnimation.
I'm actually surprised AE still doesn't have a tool that can export full transformation matrices on a frame-by-frame basis.