danielvaughn
5 days ago
Every time I see animation discussed by designers, they're thinking about it in terms of polish and "delight", and then balancing those things with perceptual latency. It's not entirely incorrect, but a couple of minor nits:
1. Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.
2. It's more useful to think about state when deciding when to animate. Could the user have trouble perceiving the change in state that just occurred? If so, then use an animation to help them visualize what happened. I believe this is the primary reason to use an animation - all others are vanity.
cosmic_cheese
5 days ago
> Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.
If (and that’s a big if) animation is used in moderation only when it actually communicates something and isn’t an active impedence (as demonstrated in the linked post), I think it has a significant effect for users. It’s just not the effect that many might expect.
Meaningful, unintrusive animations are one of the myriad puzzle pieces that come together to form a positive impression. They’re a sizeable chunk of that last 20% that separates “good” and “excellent” in users’ minds. They’re not strictly necessary, but between two equally good competitors they’ll help one pull ahead of the other, because users come away with a stronger impression of “solidness”. It’s not unlike how people tend to consider heft and resistance to flexing as markers of higher quality in physical products.
The problem is that since a decade or so ago, UI design as a whole has veered heavily in the direction of vibes, slideshow wow factor, and “branding value” (I felt a pang of nausea just writing that) and away from the volumes of well-researched best practices, and regard for good use of animation has been lost along with it. We’re well overdue for a correction that pushes UI design back in the direction of practical usability and away from Dribbble appeal.
tobr
5 days ago
> users come away with a stronger impression of “solidness”
This really is what UI polish of any kind is all about. You feel like you can trust it more, it feels more robust and reliable. Animation and gestures are a part of this, but it’s only the last mile after everything already feels robust.
Before you make it more glitzy you have to make it less glitchy.
puilp0502
5 days ago
> Before you make it more glitzy you have to make it less glitchy.
I am copying this so that I can use it later when the marketing comes in and suggests we devote more dev time to yet another landing page renewal when we are at capacity just handling Bug tickets
cosmic_cheese
5 days ago
That I can agree with. Applying polish to glitchy software is like putting a high end leather interior and soundproofing in a car that only starts 85% of the time and occaisionally opens its rear hatch while on the road for no apparent reason.
floating-io
5 days ago
Or, more simply: "lipstick on a pig".
TeMPOraL
5 days ago
> occaisionally opens its rear hatch while on the road for no apparent reason.
That is how "our army of well trained monkeys" can get in to fix the "oops. something went wrong" problem.
#include <rant_about_paternizing_users.h>
luqtas
5 days ago
> communicates something and isn’t an active impedence (as demonstrated in the linked post)
woah! you are starting from the point an individual preference is any metric to gneral public preferences and understanding... there's not a SINGLE study cited on the blog!
xg15
5 days ago
Fully agreeing with this. I was also surprised that the appearance change of a button on mousedown is considered an animation here. ("Another purposeful animation is this subtle scale down effect when pressing a button.")
Isn't this just very basic optical feedback to indicate that a component is clickable at all and that the click was registered?
dfxm12
5 days ago
It fits both the dictionary and colloquial definitions of animation. If there is any domain specific jargon, surely that applies too. I can't understand why this wouldn't be considered an animation...
addaon
5 days ago
I can see either side of it, but in my mind animation (in this context) means the generation and timed display of synthetic tween states to smooth the transition between the display of actual states. The mouse-down case is (in this context) an immediate change from the up- to down- states, without additional frames in between, so is not an animation by this particular domain-specific definition.
trogdc
5 days ago
The example on the site does have tween frames: `transition-duration: .15s`
QRY
5 days ago
That makes sense. I think of it like visual movement, a difference in position over time. Even a single step represents a change in position, even if the time increment is very small. The transition is the animation, the duration would be 2 frames: up, and down.
In a nutshell: put two different frames in sequence, and you have an animation.
layer8
5 days ago
But the up and down really consists of two user actions, pressing the mouse button, and releasing it again. See drag-and-drop for example, where that distinction is important. It’s even important for simple buttons: You can generally abort a button press by moving the mouse pointer outside the button area before releasing the mouse button again. In that case, the button action isn’t triggered. The pressed-down state visualizes that the action will be triggered when you release the mouse button while still in the button area.
Animation is when more than one consecutive step happens on it’s own. I’d argue that even tooltips appearing and disappearing after a timeout doesn’t constitute an animation, because the disappearance isn’t immediately consecutive with the appearance, and (maybe more importantly) the intervening state of the tooltip being shown is meaningful to the user as a distinct state.
madeofpalk
5 days ago
Why would it not be an animation?
It’s a pretty basic animation.
robenkleene
5 days ago
> Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.
Appreciating delight (for it's own sake) in software design I'd consider a core trait of (old-school?) Apple fans. E.g., lamenting the decline of whimsy in the post-Jobs era.
I don't know of a canonical piece that summarizes this idea, but it's referenced a bit in this short piece https://daringfireball.net/linked/2024/12/05/festivitas
I think there's truth to it being relatively niche, appreciating delight that is, but it's certainly not confined just to designers. E.g., like I'm saying here, a core trait of Apple fans is appreciating these kinds of details.
danielvaughn
5 days ago
I should've been more specific. I was moreso referring to the trend of designers claiming they're adding delight, where in reality they're just muddying the experience with visual effects that might be striking, but lack any depth or improvement to the core experience.
I absolutely do believe that software can be delightful. Linear comes to mind as an example - there are lots of little nuances to their interactions and it just feels so good to use.
dolebirchwood
5 days ago
The other problem I encounter is designers working in B2B, but designing like they're working in B2C.
For B2B (especially enterprise B2B), your software is just a tool your customers' employees need for their day jobs. Fancy animations, multi-colored gradients (because gradients mean "AI" now, right), and other gaudy crap does not make it easier for anyone to do their job. It's just noise -- constantly distracting users who are just trying to navigate through dense, text-heavy dashboards.
If you want to design "pretty" and "delightful" experiences, then it doesn't make much sense to join a company that revolves around CRM/ERP workflows. Work for a company whose value is directly tied to users' warm and fuzzy feelings.
lukan
5 days ago
Also most consumers don't want to admire fancy animations. If they want to switch channels on their TV, they want the channels to switch now, not wait for a fancy animation to entertain them in the meantime.
tikhonj
5 days ago
Delight sounds similar to what game designers call "juice" and, done well, it really does make a game feel delightful beyond its pure gameplay.
I've had the same feeling with more utilitarian interfaces, but it's pretty rare. I don't know why. I expect it's partly because we have different expectations for programs than we do for games, partly because the context and the interactions are pretty different, and partly because most organizations do not have the will or the ability to make interfaces that satisfying. (After all, it's the worst sort of thing for most organizations: something that requires taste, time and experience and cannot be managed, measured or executed by committee.)
xnx
5 days ago
> 1. Delight is overblown, in my opinion
I might delight in seeing an animation the first three times, after that I want it off. Don't add extra latency to my process.
athenot
5 days ago
The author made that point, in considering frequency of use as a criteria for whether to use an animation or not.
layer8
5 days ago
Frequency often depends on individual use case, though. In an actual application, there are few elements where you can safely exclude the possibility that someone will use the element frequently.
CuriouslyC
5 days ago
I can tell you from experience that impressive hero banners and animations that get the user's attention reduce bounce rate. That might not matter if you're established and you get customers via product market fit and word of mouth, but for small shops trying to land early customers it's crucial.
layer8
5 days ago
It makes a significant difference if you’re talking about a web page that’s more like a product brochure, or if you are talking about an application the user wants to get a task done with. The latter shouldn’t have “impressive hero banners”, and “animations that get the user's attention” only when the user needs to be made aware of an important application event.
moron4hire
5 days ago
The assumptions buried here are that bounce rate is accurately measurable and that reduced bounce rate correlates to increased sales.
account42
2 days ago
The buried assumption is also that increasing sales at all costs leads to increased profits long term.
tomxor
5 days ago
> Could the user have trouble perceiving the change in state that just occurred? If so, then use an animation to help them visualize what happened
I think this is the only justified use of animation in UI, however I wasn't satisfied with the dilemma of increasing perceived transition while increasing perceived UI latency.
I found it's possible to get the best of both for event triggered state changes i.e clicking on stuff, by sticking to ease-out based transitions, where the start of the transition is instant and the end decelerates.
This makes it feel just as snappy as no animation, while still helping to communicate a transition, because we are more sensitive to the latency of the start of the transition when it's an event - since we are anticipating a reaction, which is satisfied as soon as it starts to react.
thewebguyd
5 days ago
> Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.
I disagree with this, as much as I want it to be true. Just ask an Apple/iPhone user to use an Android phone for a week and then ask them how the experience was, they'll tell you something felt off or janky about it, and a lot of it comes down to really well designed animations on iOS for everything you interact with.
Regular consumers may not use the word delight to describe the user experience, but they do notice it when faced with what is (to them) an inferior experience.
makeitdouble
5 days ago
Except "Reduce Motion" is one of the most well-known and praised setting, it has been passed on as a tip to increase the overall snappiness for as long as the setting existed.
To the point people regularly ask for a stronger setting to straight disable animations and not just reduce them.
_kidlike
4 days ago
I used to be a huge fan of disabled animations on Linux, but unfortunately many websites end up being completely unusable. Somehow the animations affect functionality. Probably the developers never test their software with disabled animations.
So now I just have the setting to be super fast, but not disabled. Works perfectly well.
gf000
4 days ago
Especially when I press the volume button, and it shows up rotated 90 degrees at a different side of the screen, or the litany of other iOS bugs..
This experience has stopped being the case for quite some time now. Sure, a 60 USD low-end device is no ground for proper comparison with a 1000 dollar one, but androids in a similar category absolutely have similar animations and "niceties". I have actually recently moved from iOS to Android, and I do prefer the latter's visual UX. I will even go as far and say that there are less UI bugs.
(As for "smoothness", sure, apple's SoC game is far above any android manufacturer's, which helps a lot)
moralestapia
5 days ago
>1. Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.
If you go in and read TFA you'll see that's one of the main points being made.
meagher
5 days ago
> Delight is overblown, in my opinion
Nerdsnipe perpetuated by other engineers/designers admiring it on Twitter. Nothing wrong with that, just shouldn’t pretend that most users care.
esafak
5 days ago
Most users don't know better. That doesn't mean you shouldn't aim higher.
dccoolgai
5 days ago
Those designers aren't good at their job. What you're describing is a failed artist. There are a lot of these that call themselves designers.