UX: Enhancing Experiences with Animation
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UX: Enhancing Experiences with Animation

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I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, ...

I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.

Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.

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UX: Enhancing Experiences with Animation Presentation Transcript

  • 1. Enhancing Experiences With Animation A lecture by Alfredo Aponte, UX Director @NorthKingdom
  • 2. Let’s Clarify.
  • 3. We will not be talking aboutthese kind of Animations.
  • 4. Sorry :- (
  • 5. We will be talking about...
  • 6. Behavior
  • 7. Visual Feedback
  • 8. Transitions
  • 9. Affordance
  • 10. Good Stuff ;- )
  • 11. But First... Why?
  • 12. COMPUTERS
  • 13. Interaction Design started from two separate directions. We need to remember and understand that this comes from... two separate directions.
  • 14. Screen Graphics on Displays
  • 15. Input Devices
  • 16. ...with a good mixture of innovation!
  • 17. Result, screens and input devices become one.Which easily allows technology to begin to t into our everyday lives.
  • 18. Let’s Begin!
  • 19. The Nest Learning ThermostatWhen we design a computer-based system or device, we’re designing not just what it looks like but how it behaves.
  • 20. The Camper Weather AppWhat is unique here... Apps (Digital Products) can easily be added to any of these type of devices.
  • 21. Animation is so much a part of a product’s personality. because when we are designing the product, we aredesigning not just what it looks like but how it behaves.
  • 22. Let’s use acting as an example. Actors are trained to capture theessence of their character in order to make you believe in them.
  • 23. Additionally, the behavior needs to respect its audience. We need to de ne what is appropriate, and who’s attention do we want.
  • 24. Yet we need to remember what is natural. Everyday things can be personal andvisual feedback helps the user understand what is happening or even working.
  • 25. “Interaction Design should be concerned with the issuesof beauty as our environments of experience becomerapidly shaped by digital, networked, multifunctionalartifacts that influence our lifestyle and perceptions”– Uday GajendarAs designers today, we are in the unique position to improve aspects of everyday life, including visual, emotional, and experiential.
  • 26. Talk to Me!
  • 27. What is the value of time? Where is the sweet spot? 1 to 2 seconds? The answer is that time needs to be relative to its context.
  • 28. A well designed system has reassuring feedback.For example, we need to know what we have done when we have done it.
  • 29. First levels of interface began with text edit... then we began asking ourselves how do we point, select, drag, etc.
  • 30. Here are examples of how the GUI evolved with Lisa.
  • 31. Here is an example of where we are today with graphic displays.
  • 32. Over time... interfaces began spreading into other products besides 70computer screens and they took on similar interface characteristics.
  • 33. With gestures, we are designing the quality of how we and it interacts.
  • 34. N9 DemoIn this case, the system doesn’t necessary need to tell the user what it is doing. The user needs to know what is going on.
  • 35. Web BrowsingExample of realistic impressions of motion with the basic laws of physics.
  • 36. Moving on to a different example of gesture interaction with motion sensors.
  • 37. People create mental models about certain objects and task, which is why this is important for us to build familiarity for the future.
  • 38. As technology advances... we are now redesigning everything.
  • 39. Take me there.
  • 40. Start-up screens and background animations are examples of establishing the tone and setting the tempo.
  • 41. The CosmopolitanAn indirect example: People’s behavior can be greatly affected by factors that they aren’t even aware of... The Cosmopolitan
  • 42. Transitions are creating fluid experiences.
  • 43. Ro.me – Overall Flow Planning for all transitions, controls, chapters, and interactions isimportant in order to create a continuos stream without instructions.
  • 44. Ro.meIt’s very important that we grab the user’s attention and hold it.
  • 45. Twitter is an example of how gesture interactions begin to in uencelittle details in display graphics in order to increase the experience.
  • 46. Simple is another example that uses visual animation as a seamless ow to strengthen the products story.
  • 47. In this case, every transition is meaningful... there is apurpose with each one because it helps structure the sections.
  • 48. As you have seen, every little detail and animation isextremely valuable in the product’s holistic experience.
  • 49. Relationships
  • 50. Siri Ad Spot As more products become personal... people are increasinglybecoming attached. Partly because it allows people to be social, emotional, and seek attention.
  • 51. People perceive and pursue pleasurebecause evolution actually programedit in our behavior. Which is essential for survival.
  • 52. The Future of Self Service Banking
  • 53. The Kinect Effect
  • 54. “All aspects of a design must support the intendedpersonality structure”– Donald Norman
  • 55. Thank you.
  • 56. Credits (slide #)3. Toy Story (Pixar) 35. Safari (iOS)12. NASA Mission Control 37. Kinect14. Ro.me 38. Kinectimals15. Cyborg R.A.T.7 41. Sony PS3 Start-Up19. Nest 42. Cosmopolitan Hotel20. Camper Weather App 45. Ro.me22. The Shining .gif 46. Twitter23. Social Network .gif 47. Simple24. Blade Runner .gif 48. iPod Nano27. Nooka 49. Nizo30. Apple Lisa 51. Siri32. Sony Google TV 53. BBVO + IDEO33. Astronaut App (iOS) 54. Kinect Effect34. Nokia N9ReferencesBill Buxton, “Sketching User Experience”Bill Moggridge, “Designing Interactions”Donald Norman, “Emotional Design”Tom Kelley, “The Art of Innovation”