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ANIMATIONS
1
 Animations are not just bling!
 Those that are will often end up being a nuisance
 Why animations
 They are very good at feedback
 Teasing - They can draw attention to important elements
 They can be assisting – Guiding while the user moves along
 Explaining – Before the user starts to use a UI
 A part of giving a full experience
 Of course they do add some bling
Animations
 Especially important on small mobile devices
 When using touch gestures animations are naturally next
 Apple has already set the bar with iPhone, iPad and even the
early iPods. Also an important part of the Win phones Metro style
 Now everyone is doing it – Without, it seems something is missing
 Support in css, so now web apps can also easily have nice
animations.
Why now
 Because Luke W sais so:
 Embracing constraints (rather than fighting them) will ultimately
get you to better designs.
 80% of the screen space from the desktop is missing
 Think “one eyeball, one thumb”
Why important for mobile?
 Embrace constraints - 80% of screen space is
missing
 The screen size is small, so large parts of the screen (if not all)
will change often
 Animations and transitions become the glue that hold together
the interactions across screens.
 Assisting animations can show the user the relation between
elements of the screen
Why important for mobile?
 Think “one eyeball, one thumb”
 In noisy surrounding there is a need for good feedback that can be
recognized without thinking
Why important for mobile?
1. Press a cover and cover flips (pop op)
2. Close cover – It rotates back into place
3. Press a link
 Cover rotates back into place
 Then a transition, Screen moves to the left. Topbar stays put
4. Back, the previous screen come back from the left
(Spatial memory)
5. ”Tell a friend” – new mail apears from bottom
6. Link to new program – Transition, the whole screen
(with topbar) disapears into the back on the left side
7. 4 fingers to go back to iTunes, feedback-bounce showing
that your gesture is understood, but has no effect
 Why is iTunes not placed to the left? This is the way it disapered?
Example: iTunes on iPad
iTunes on ipad
 Gnfgnfgnfgn
Seond level
» Third level
Disney knew all along
Slow in slow out - acceleration and
deceleration
 By mimicking the physical world and the laws of
physics, people can understand without thinking
 Rune Nørager calls this the Human Wetware or human Bios
 Always uphold this “contract” and the user will
have an anticipation of how the next elements
and screens in the UI can be interacted with.
Always mimic the physical world
 Smashing magazine: The Guide To CSS
Animation: Principles and Examples
http://coding.smashingmagazine.com/2011/09/14/the-guide-to-css-animation-
principles-and-examples/
 Wikipedia - 12 basic principles of animation
 http://en.wikipedia.org/wiki/12_basic_principles_of_animation
Quick guide to the priciples
 Assisting animation showing
relation between elements
 Scrolling the overview
 Drag up – the old total will move up,
new total appearing from bottom
 Drag down – the old total will move
down, new total appearing from top
Mjølner Bank – Showing relation
 Win phone 7:
http://www.youtube.com/watch?v=EUeNCzRhhDE&feature=player_embedded
1. Teasers
2. Follow through (one the 12 Disney principles)
3. Everything that can be pushed moves to the background
4. New “panorama screens” lets you se some of the content to the
left as it opens. Both a teaser and gives orientation
5. When the “w” is pressed in the phonebook, the persons under
“v” moves up – Again orientation – where am I, what’s around
me
Another exable
 Rearranges articles and images, when flipping
your tablet
 The animation helps you to stay oriented
 And it looks good
Flip board
 Animations, interaction design, gestures and
metaphors should be aligned
 All should uphold the same metal model
Last remarks
Mjølner Informatics A/S
Finlandsgade 10
DK-8200 Aarhus N
Tlf.: +45 70 27 43 43
CVR: 1257 8970
info@mjolner.dk
www.mjolner.dk
@knorskov
kno@mjolner.dk

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Animations in User interfaces

  • 2.  Animations are not just bling!  Those that are will often end up being a nuisance  Why animations  They are very good at feedback  Teasing - They can draw attention to important elements  They can be assisting – Guiding while the user moves along  Explaining – Before the user starts to use a UI  A part of giving a full experience  Of course they do add some bling Animations
  • 3.  Especially important on small mobile devices  When using touch gestures animations are naturally next  Apple has already set the bar with iPhone, iPad and even the early iPods. Also an important part of the Win phones Metro style  Now everyone is doing it – Without, it seems something is missing  Support in css, so now web apps can also easily have nice animations. Why now
  • 4.  Because Luke W sais so:  Embracing constraints (rather than fighting them) will ultimately get you to better designs.  80% of the screen space from the desktop is missing  Think “one eyeball, one thumb” Why important for mobile?
  • 5.  Embrace constraints - 80% of screen space is missing  The screen size is small, so large parts of the screen (if not all) will change often  Animations and transitions become the glue that hold together the interactions across screens.  Assisting animations can show the user the relation between elements of the screen Why important for mobile?
  • 6.  Think “one eyeball, one thumb”  In noisy surrounding there is a need for good feedback that can be recognized without thinking Why important for mobile?
  • 7. 1. Press a cover and cover flips (pop op) 2. Close cover – It rotates back into place 3. Press a link  Cover rotates back into place  Then a transition, Screen moves to the left. Topbar stays put 4. Back, the previous screen come back from the left (Spatial memory) 5. ”Tell a friend” – new mail apears from bottom 6. Link to new program – Transition, the whole screen (with topbar) disapears into the back on the left side 7. 4 fingers to go back to iTunes, feedback-bounce showing that your gesture is understood, but has no effect  Why is iTunes not placed to the left? This is the way it disapered? Example: iTunes on iPad
  • 9.  Gnfgnfgnfgn Seond level » Third level Disney knew all along
  • 10. Slow in slow out - acceleration and deceleration
  • 11.  By mimicking the physical world and the laws of physics, people can understand without thinking  Rune Nørager calls this the Human Wetware or human Bios  Always uphold this “contract” and the user will have an anticipation of how the next elements and screens in the UI can be interacted with. Always mimic the physical world
  • 12.  Smashing magazine: The Guide To CSS Animation: Principles and Examples http://coding.smashingmagazine.com/2011/09/14/the-guide-to-css-animation- principles-and-examples/  Wikipedia - 12 basic principles of animation  http://en.wikipedia.org/wiki/12_basic_principles_of_animation Quick guide to the priciples
  • 13.  Assisting animation showing relation between elements  Scrolling the overview  Drag up – the old total will move up, new total appearing from bottom  Drag down – the old total will move down, new total appearing from top Mjølner Bank – Showing relation
  • 14.  Win phone 7: http://www.youtube.com/watch?v=EUeNCzRhhDE&feature=player_embedded 1. Teasers 2. Follow through (one the 12 Disney principles) 3. Everything that can be pushed moves to the background 4. New “panorama screens” lets you se some of the content to the left as it opens. Both a teaser and gives orientation 5. When the “w” is pressed in the phonebook, the persons under “v” moves up – Again orientation – where am I, what’s around me Another exable
  • 15.  Rearranges articles and images, when flipping your tablet  The animation helps you to stay oriented  And it looks good Flip board
  • 16.  Animations, interaction design, gestures and metaphors should be aligned  All should uphold the same metal model Last remarks
  • 17. Mjølner Informatics A/S Finlandsgade 10 DK-8200 Aarhus N Tlf.: +45 70 27 43 43 CVR: 1257 8970 info@mjolner.dk www.mjolner.dk @knorskov kno@mjolner.dk

Editor's Notes

  1. Squash and stretch – The ball hitting the wall, Win phone scroll to far