5 ms·
> I also find the ripple effect[1] when pressing things to be infuriating. Just do the action I've asked, don't do this animation and delay the action by half a
by bhauer 8y ago
> I also find the ripple effect[1] when pressing things to be infuriating. Just do the action I've asked, don't do this animation and delay the action by half a second. Again, this is somewhat irrational, but it still bothers me.
It is not irrational to want your device and the software you use on it to be as high-performance as possible. In my opinion, unless we're talking about a game, software should always avoid wasting the user's time, no matter how briefly. Of course, if an animation is playing while something else is happening, that is acceptable. But in many cases, applications wait for the animations to complete (because it's "only" 300 milliseconds) before proceeding with the requested action. Disrespecting the user's time is disrespecting the user, full stop.
- themarkn 8y agoFor me I'm ok with this in certain situations. If the time taken increases the clarity about what is going on or what has just happened (in the case of the ripple effect confirming a button was clicked or tapped), I don't find it disrespectful. I'm more irritated by flashes of loaders or messages that disappears before we can evaluate whether they are relevant. Different strokes, I guess.
- Benjamin_Dobell 8y agoI agree, like most things, it's contextual. Making a user wait for a ripple effect every button press is ridiculous. Mind you, that most certainly isn't part of the Material Design spec. However, if I've performed a destructive action, that is perhaps only reversible temporarily, then I absolutely don't mind being briefly interrupted to see a "trash" animation.
- reaperducer 8y agoYes, and no. While nobody likes excessive animation, it is very important to let the user know their input was received. It's why the cursor changes on mouseover. It's how you know if the app is crashed, or merely processing something you requested. I've seen a million times in UX testing where ordinary people go click... wait... click click click click click because they didn't receive any feedback to an action. At one time this was one of Apple's UI priorities — feedback. Unfortunately, Apple has gotten away from a lot of its core UI values without a strong personality to enforce them. >full stop In the real world, nothing is ever "full stop." You should purge that phrase from your lexicon.
- WorldMaker 8y ago> In the real world, nothing is ever "full stop." You should purge that phrase from your lexicon. Not to get further off topic, but: Huh? "Full stop" just means "end of message". It's an amusing leftover from telegraph technologies that people sometimes use for emphasis, but it doesn't have a literal meaning more than just "end of message".
- reaperducer 8y agoIn this context, I took "full stop" to mean "end of discussion." As if to dismiss all dissenting opinions and stifle further discussion. As for the telegraph use, I'm aware of that. I have a background in amateur radio and in college a crusty old engineer taught me morse code to communicate over the maintenance department's secret building-to-building campus telegraph network.
- kickopotomus 8y agoIt is interesting how the phrase's meaning has transformed. Nowadays people generally use it to add emphasis such that the previous statement is an absolute truth with no valid argument to the contrary.
- bhauer 8y agoYep, it's a bit of verbal color to add emphasis to a statement. Much like declaring things that are actually quite ordinary and did not fill you with awe but are otherwise positive as "awesome."
- jrochkind1 8y agoend of statement. nothing more to be said. no exceptions or reasonable argument to the contrary.
- benatkin 8y agoIt's the same as ending a statement with "period." As in, "We connect people. Period." said by a Facebook exec to justify their use of dark patterns. It's for emphasis.
- lawrenceong 8y agoCannot agree more. one of the default settings I used to set my windows computers on is "adjust for best performance". that used to really remove all sorts of nonsensical animations. I would suggest UI designers include this option in their apps. the first 2 times the menu bar progressively shows its items may look cute, but after 500 times it's really an annoyance. Another pet peeve I have is when web pages shows very little content because: 1. the fonts are too big 2. there are too many sidebar (top/bottom/etc) items 3. the graphics or icons take too much room i have some ideas about optimization but will reserve that rant for another time.
- j45 8y agoMinimizing UI pageantry is critical when growing through the 1st to 1000th use of an interface. I'm not here to work for my device, it's here to work for me. Interface feedback on making a selection is possible in many ways.
- manigandham 8y agoYes, this is why the iPhone keeps getting hardware that's double the speed but the actual UX has remains the same. My iPhone 8 still takes me just as frustratingly long to navigate apps as it did on my iPhone 4, because there's no way to skip the useless animations and effects.