move your users - oracle · 25 straight ahead vs. pose to pose > drawing each frame separately...
TRANSCRIPT
Move Your UsersAnimation Principles for Great User Experiences
Chet HaaseAdobe Systems
Romain GuyGoogle
Move Your UsersAnimation Principles for Great User Experiences
Chet HaaseAdobe Systems
Romain GuyGoogleAnimation Rules
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Agenda> Introduction> The Twelve Rules of Cartoon Animation> Animation Rules for Better UI Design
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Introduction> The Twelve Rules
From The Illusion of Life by Thomas & Johnston History, analysis of Disney animation
techniques Rules for creating better cartoons
Also,Timing for Animation by Whitaker & Halas
Great examples of different timing techniques for cartoon animation
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Why Cartoons?> This was the original 'animation' medium> Experts studied life, cartoons, animation, and
audience reaction for years What can we learn and apply?
> Plus: Someone asked us at Devoxx and this is our answer
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Cartoons != GUIs> Exaggeration for effect> Not attempting realism> Focus on fun and humor
> On the other hand, cartoons are approachable> … like our GUIs should be
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The Twelve Rules
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Squash & Stretch
Time
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Anticipation> Short actions just before the main ones
Ahhhh….!
Choooooo!
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Staging> Clearly communicating what is happening to the
audience poses, camera views, lighting, focus, …
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Straight Ahead vs. Pose to Pose> Drawing each frame separately and uniquely,
versus drawing the main poses of interest and then in-betweening the rest
Keyframes
In-betweens
Pose to Pose Straight Ahead
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Follow Through and Overlapping Action> Realistic body physics: we are not rigid bodies.
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Slow In and Out> Non-linear timing for more interesting and realistic
movement
Time
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Arcs> Non-Linear motion for more life-like movement
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Secondary Action> Actions which emphasize or complement the main
action
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Timing> Careful timing of actions for realism, impact, and
effect
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Exaggeration> Making actions more lively, more obvious, more
entertaining
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Solid Drawing> Have to be able to draw well before you can
animate well
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Appeal> Believable, appealing characters that the audience
can enjoy
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Computer Animation> Everything is in-betweens
Animate properties between different values> Fast refresh rates (60+ frames/sec)> GUIs not usually hand-drawn> Animation frameworks can help:
Timing Framework: timingframework.dev.java.net Scenario: scenario.dev.java.net Trident: www.pushing-pixels.org Others…
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The Twelve Rules … for GUIS
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Squash & Stretch> Lifelike objects deform in reaction to gravity and
collision> GUI objects that change shape can become more
fun, more interactive
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Anticipation> Short actions just before the main ones> Give hints to the user about what will or may
happen
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Staging> Clearly communicating what is happening to the
audience> Emphasize the important elements> Avoid too much noise
including too much animation
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Straight Ahead vs. Pose to Pose> Drawing each frame separately and uniquely,
versus drawing the main poses of interest and then in-betweening the rest
> Computer animation is generally pose-to-pose You can get more "straight ahead" behavior by
having more steps in a multi-step animation path Or randomized animations, such as particle effects
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Follow Through and Overlapping Action> Realistic body physics: we are not rigid bodies.> Give your GUI elements some life when user
interacts with them
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Slow In and Out> Non-linear timing for more interesting and realistic
movement> Very important for good computer animations
linear movement looks too stilted and awkward Acceleration and deceleration are your friends
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Arcs> Non-Linear motion for more life-like movement> Non-linear motion for GUI objects can help breathe
life into static UIs
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Secondary Action> Actions which emphasize or complement the main
action> Subtle animations that help the user understand
the main point
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Timing> Careful timing of actions for realism, impact, and
effect> Timing is critical overall for computer animation> Make those animations quick and purposeful
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Exaggeration> Making actions more lively, more obvious, more
entertaining> Useful for transitions or highlighting states, actions
Bring the user with you by exaggerating changes in state
> But not too much…
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Solid Drawing> Have to be able to draw well before you can
animate well> UI design skills are still important
Whizzy animations can't make up for bad UIs> Color choices, look & feel consistency and
effectiveness, …
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Appeal> Believable, appealing characters that the audience
can enjoy> Related to 'Solid Drawing'
Still need good UI design> Also, don't overdo those animations
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Proposed Rules for GUI Animation> Timed: Fast, realistic, appropriate> Designed: Use animations for good, not evil> Smooth: Don't make your users hate animations> Transitioning: Bring the users along> Realistic: Motion, timing, interactions> Anticipatory: Hint what may happen> Simple: Help the user, don't confuse them
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Prototyping Animations> Like good GUIs, prototype before coding
Flash Authoring After Effects (etc.)
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For More Information> Read these:
The Illusion of Life Timing for Animation
> Romain's Blog: www.curious-creature.org> Chet's Blog: graphics-geek.blogspot.com> Filthy Rich Clients: filthyrichclients.org
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Romain GuyChet Haase