The animated mobile NUI Lessons from DisneyJoannes Vandermeulen and Kristel Van Ael of Namahn Mobile Monday 17/10/2011
What are the principlesof animation?How can animation enhance the user experience?
Context Project request from Atos Worldline use of the full potential of the new 16 bit colour display to create a user-friendly and appealing interface. Field studies, concept and task flows done by Namahn in 2002 and still standing Focus on colour, typography, iconography and… animation
Why animation? Animations provide a natural flow Focusing the user’s attention on the action Ordering the information (hierarchy) Helping the user to stay oriented Lively and engaging, more appealing
In its most basic form,character animationis about storytellingGeorge Maestri
Arrival and departure In real live objects do not appear or disappear suddenly Three variations: objects fly in from off-screen, objects grow from a point to their full size objects dissolve onto the screen. Objects exit in the opposite way that they entered
Slow in / Slow out Slow-in is a gradual acceleration into a motion from a key position Slow-out is the gradual deceleration out of the motion to a key position In either case this principle refers to the simple fact that objects in the real world do not suddenly start or stop moving
Follow through Objects in the real world do not come to sudden stops, all of the object coming to a standstill at once Example: objects coming to a stop will wiggle at the end of their motion, as if reacting to a small spring at the end of their travel Combine with overlapping action
Overlapping action Overlapping action is the animation principle that captures how parts of an object move at different rates. Capturing the nature of the movement as well as the slight variations in timing and speed of these parts makes objects seem more natural. An action should never be brought to a complete stop before starting another action.
Anticipation Anticipation is a technique to alert the viewer to an upcoming action so it is not missed. Exaggerating in order to give the audience a cue about the main action to follow Examples: Contrary movement just before move Retracting slightly before expanding A character looking off screen in the where an important action is about to happen
Exaggeration By increasing the salience of certain aspects of the world, the animator gives the audience footholds from which to better interpret the nature of the character, action, or situation Paradoxically, only by exaggeration do cartoons achieve more realism.
Project team Art Director: Kristel Van Ael Assistant Art Director: Bram Boot Production manager: Alain Schiffeleers Illustrator: Kurt Cornelis Animation advice: Eric Goossens Animator: Raf Schoenmaekers Producer: Inge De Cock Technical support: Luc Vanoostenryck, Mark Vanophalvens, Wouter Verlinden, Jan Verstrepen
References The illusion of Life: Disney animation by Ollie Johnston (Author), Frank Thomas Disney Editions, 1995 The Nuts and Bolts of Animation by Ed J. Cheetham, Country Music Television – MTV Networks Computer Graphics May 2001, Volume 35, pg 48-52 Animation: From Cartoons to the User Interface by Bay-Wei Chang and David Ungar UIST: User Interface Software and Technology, 1993