Comments on Communicating Animation

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  1. I hope you’ll also consider those of us for whom animation can make our eyes queasy. In my case, large-percentage animation, such as full-page smooth scrolling, makes my eyes feel ill. The effect is persistent, lasting up to perhaps 30 minutes after leaving the website. I suspect my eyes are trying to keep refocusing on something that can’t be focused on until it stops. I wind up closing my eyes or leaving the site. But sometimes it’s for work and I can’t leave the site.

    Even small animation is too distracting for me if I’m trying to do something else.

    If you’re going to add animation, there needs to be a good reason besides looking cool and there needs to be an easy way to shut it off that doesn’t involve installing an add-on to my browser.

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  2. Liveliness is key segment of delightful and helpful item outline. Salesforce, Google, and IBM all element movement plan in their outline frameworks, and there’s each reason you ought to, as well. Whenever creators and designers concur upon requirements, they can make UI parts speedier and present a bound together, cleaned look and feel clients appreciate. Imparting liveliness is about distinguishing examples and defining limits and conduct desires. This implies: making custom easings that strengthen marking and material science choreographing adaptable planning values making a vocabulary of reusable parts consolidating those segments into one of a kind yet all inclusive activity designs. Whether your undertaking is huge or little, in the event that it has a style guide, you will need to incorporate movement outline. In this discussion, you will figure out how to convey movement to heel.
    “Vue 8 Residence"

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  3. Great article which exposes the breadth of the subject and the need for a basic understanding of the terminology on both sides of the developer / design divide line. It the becomes much easier to pass the relevant specifications around.

    One thing I missed, and relates in part to Charles’ point, is the function of animation, which, like all good design, should either be subordinated to the function or task; or, an element in itself. Google’s Material Design guidelines are an excellent primer for the first (the triumph of realism as aesthetic).

    But animation can sometimes stand for itself: we can largely consume, enjoy and learn from it with a minimum of interaction on our part. Mix the two up and you’re going to annoy, frustrate and possibly even disorientate your users.

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  4. @Rachel Nabors: Thank you for the reference to that article. It’s a great explanation of my issue.

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  5. Cute animation! Love it

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  6. To my mind many animated infos are too fancy to foster real learning (and long time recall). Their main limitations are:

    1. To many details are moving simultaneously.
    2. Too fast (doesn’t give the brain time to “glue”.)
    3. Using wrong object for explanations

    Many animations seems to be created by a creative mind that is concerned about how to show the audience what he/she are able to create.

    As Instructional Message Design such “aids” are of limited use.

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  7. It’s always difficult to find the best compromise between the “perfect animation” and the most relevant one. On stage de pilotage we only use small animations on specific events.

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  8. Great! Really this article is very usefull to all who intrested in Communicating Animation.Thanks for sharing it.

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  9. Sorry, commenting is closed on this article.