12 ms·
The most satisfying checkbox
- badkarma1963 4y agoHolding it down longer would be satisfying
- jaytaylor 4y agoTangentially related: https://news.ycombinator.com/item?id=28489791 https://news.ycombinator.com/item?id=28489791 - Checkboxland https://news.ycombinator.com/item?id=28826018 https://news.ycombinator.com/item?id=28826018 - I keep making things out of checkboxes
- bombcar 4y agoThe animations on things like this can be cute and fun the first time, but man they can get annoying if they're constant and can't be skipped. Hearthstone is an example of this; there's tons of cute animations for the various cards, but they can take way too long. Hiding "no animations" for power users under accessibility is a great way to go.
- jaywalk 4y agoYes. I don't want to have to hold down a button just to check a box if it's something I need to do with any kind of regularity. Just give me a damn checkbox. If it's something big and rare, this cutesy stuff is fine.
- yunwal 4y agoI think the point of the app is that this is something big and rare. You're developing a daily habit, so you're pressing this once a day, which is pretty rare in the scheme of digital interactions.
- butwhywhyoh 4y agoMultiple times a day sure sounds like the opposite of the definition of "rare"
- numinoid 4y agoAgreed, for best user experience animations are generally capped at 500ms. Dealing with something like this checkbox where you interact with it more than once would kill the novelty real quick.
- bombela 4y agoYes please. Let me turn that off. It is now becoming harder and harder to turn all those time wasting animations everywhere Android for example has clearly a bunch of bugs where some stupid slow animations cannot be tured off. Yes even with turning off animations in accessibility and via the developper options. On iOS, it doesn't seem to be possible to turn any of them off. You can merely "reduce motion". But it still wastes up to second in the worst case. What about gtk3 or 4. Now there is some crap animation everywhere in gtk applications and I don't know how to turn that off. Computers are so fast. Most software is already bad enough that it manages to slow down our beautiful hardware. Let's not make it even slower with animations. Sure have optional animations if that helps newcomers understand better the flow of your application. But make it optional please. Pretty please?
- _manifold 4y ago> Android for example has clearly a bunch of bugs where some stupid slow animations cannot be tured off. Yes even with turning off animations in accessibility and via the developper options. I recently found out about Android's animation disable feature and holy hell it made my phone feel so much more snappy and responsive to input. But as you mentioned there are too many bugs - one of the more annoying ones is that loading wheels (which I would prefer to keep because you have to wait anyway) are not animated. I'm tempted to use it anyway. Hopefully in the future Android will add some sort of categorization/prioritization for animations so things can be tweaked more. I may be in the minority here but I am kind of annoyed with how "juicing" the interface/experience seems to be kind of bleeding over into general applications from the game development scene. It does make sense for games and some apps but in general I don't need animations and tweens attached to every button on my phone.
- Shared404 4y ago> one of the more annoying ones is that loading wheels (which I would prefer to keep because you have to wait anyway) are not animated. Pretty sure this is due to the fact that being able to disable animations is usually done as an accessibility concern - for people who are motion sensitive it could be problematic to have loading bars etc. I agree that the categorization of animations could be helpful. Or at least being able to limit it by app.
- icyfox 4y agoDepends on how frequently you're interacting with this widget. The annoyance of animations comes from the integral of all time you have to spend watching them; if they're in the critical path of a workflow that you do multiple times a day they get very annoying very quickly. I've only glanced at this app, but the goal seems to be forming a habit of doing things once a day. If you're only interacting once every 24 hours, I'd take a 1second animation with some charm over a static checkbox.
- triyambakam 4y agoIs it restricted to just one habit though?
- icyfox 4y agoNo - but how many habits are you trying to form at one time?
- My100thaccount 4y agoJust checked my habit tracking app, and it's a dozen, 10 of which I haven't given up on yet.
- soneca 4y agoOnce a day for a few things that you are tracking (and really want to improve) doesn't seem to fall into my "constant" definition. Hearthstone would have dozens (hundreds?) of those animations on every single game you play. Here, it's three or four times a day? For things that you really feel satisfied to accomplish? I liked the end result a lot. The whole animation seems very appropriate in this case to me. The rant that I see in your comment (and every other comment here by the time I am writing this) seems very out of place. Everyone is complaining about things that are not what this designer did.
- viraptor 4y agoI'm doing online shopping once a week. At some point they added a 3 second animation of "boost" in points to some products. I see it once a week and I hate it with passion. It slows down what I'm trying to do, even if I achieve something I maybe even could care about... but I hate the interference so much I refuse to check what the "boosting" is even about. The point is - it doesn't matter how infrequent it is. If you don't allow disabling it, it's going to piss someone off.
- hexo 4y agoIf a service uses any amount of animation, then i'm instantly searching for an alternative. Excessive animation like this and i'm lost customer right away. > Here, it's three or four times a day? Hell no. I'm not 6.
- mrtksn 4y agoActually I think they can stay fun indefinitely if they are fidgetable and to be fidgetable you can make those animations rendering and acting differently according to the user input. Back in the day, the lock screen of the iPhones hand a physics based bounciness. When you slide the lock screen from the top it would slightly bounce at the bottom and if you accelerate the lock screen it would bounce more. I fidgeted with that all the time, I was sad when they removed that. UIs become so boring, I hope and expect to get some skeuomorphism back. Our current devices are so capable that this time the skeuomorphic designs can be much more convincing.
- Vanclief 4y agoTotally agree, I even think that adding all this is not making the product better but actually worse. I agree that making actions feel more rewarding is great, so adding some sound and maybe a bit of more design to the check box is great. One of the things I enjoy the most about my mechanical keyboard is the click that each keystroke makes. But going all the way to create a 3D animation, that now takes seconds to go from unchecked to checked actually feels like making a daily process more time consuming and annoying. (Or maybe I am just not human enough)
- jstummbillig 4y agoJust a matter of degree, which becomes obvious when you imagine the extreme: HS without any animations would be very unfun. So the answer is somewhere in between and the optimal UX might only be achieved by adjusting for individual players, for example depending on their speed or for how they have played the game.
- joebob42 4y agoHearthstone is such a catastrophe on this. There are multiple fun strategies that are literally rendered unviable because the animations slow you down too much and it's not possible to execute them well within the turn timer (for e.g. infinite pirates or brann in battlegrounds). It's infuriating.
- Narretz 4y agoMight this be intentional to nerf some strategies? Or is this only an issue in the multiplayer mode timer?
- unethical_ban 4y agoThere was a game called Battle Chess 3000 or something, on Windows 95. It had aliens and robots who would kill each other in funny ways when pieces were taken. The moves sometimes took 20 seconds or more to show. Fortunately, the developers included a "skip animations" option to move things along.
- endemic 4y agoAs a web developer, https://developer.mozilla.org/en-US/docs/Web/CSS/@media/prefers-reduced-motion https://developer.mozilla.org/en-US/docs/Web/CSS/@media/pref... is pretty cool, but discoverability is a problem I think.
- My100thaccount 4y agoThey do that to keep you playing longer. I wonder if OP would describe the loot opening dance in games like hearthstone and Overwatch as rewarding game feel, rather than an intentional time sink. Remember, for a user centric app, the goal is for the user to use it AS LITTLE AS POSSIBLE. Not because it is frustrating to use but because it is efficient and you respect their time. Optimising for stickiness is user hostile.
- barrysteve 4y agoStarcraft did it better, everything responds 'instantly' or very quickly and persist clicking is rewarded with fun animations and pop culture voice lines. Hearthstone could take all your inputs first and queue up animations second.
- Narretz 4y agoSlay the Spire, a deck building rogue like has very sparse animations and a "fast mode" which I enabled almost immediately. Then again, it's not a multiplayer game and has no loot, which may have influenced the decision in Hearthstone.
- Pulcinella 4y agoFor that, we use a helpful little tool called Lofelt. You can import a sound file and it’ll generate a custom haptic pattern to match it. With a little cleanup and an AHAP file for Xcode, we were ready to go. It seems Lofelt is shutting down. I’m surprised Apple hasn’t released some kind of “Haptic Studio” app as a part of Xcode’s tools.
- notriddle 4y agoI'm a little surprised that this uses a long-press instead of having the user draw a checkbox with their finger. It seems like the natural way to handle a simple shape like this one that came into popularity because of how easy it is to draw. Was this idea considered? If so, why wasn't it done this way?
- allenu 4y agoI'm guessing they went for the long-pressing because it's an incredibly easy action to take. The hit region is massive, so you just place your thumb on the screen and hold. Having to draw a checkbox with your finger requires you to hold the phone and then flick a checkmark shape with your thumb (a difficult task), or else use your other hand to draw. If you're right-handed, you're probably holding the phone in your right hand to begin with, so now you have to switch hands to hold it in your left and draw with your dominant, right hand.
- StevenWaterman 4y agoThey explicitly call out that the hit box is actually the entire screen - which explains the need for anti-accidental-press guards
- IshKebab 4y agoThis is a perfect HN Poe's law. Well done.
- karaterobot 4y agoProduct Manager: "We don't have metrics telling us users would pay for a more satisfying checkbox." Engineer: "This would take one week to build. Recommend using native toggle control." Other designers: "Wow, I love it! But, this isn't consistent with our design system." Project manager: "I see you've been working on this checkbox animation the entire sprint, what's up?" Users: [ignores painstakingly crafted checkbox presentation entirely]
- notjustanymike 4y agoEngagement: Inexplicably goes up 32%
- ravenstine 4y agoPOINTY HAIRED BOSS: Excellent! Outstanding! I think I deserve a raise this quarter.
- ntoskrnl 4y agoTurns out one customer's two-year-old got ahold of his phone and spent 3 hours toggling that checkbox. ... but we can't argue with DATA!
- bluescrn 4y ago> "We don't have metrics telling us users would pay for a more satisfying checkbox." This can become a real problem in game development these days, especially in the mobile/F2P world. A focus on analytics can lead to ignoring something that should be obvious but can't be backed up by data - e.g. 'the weapons don't feel fun'
- deleted 4y ago[deleted]
- FrankTheDank 4y agoVery rarely is there a single checkbox on a screen by itself with no other inputs or info. This seems unusable in most situations where I would be using checkboxes. Also didn't show the reverse at all. Checkboxes are uncheckable too which will require more animations. Doesn't seem like just reversing these animations would work well.
- soneca 4y agoPlease read the article. The designer explains the use case. It is not a template to use anywhere. It is designed specifically for a habit-tracking app. It doesn't matter at all if it is unusable in most situations where you would be using checkboxes.
- slingnow 4y agoAre you saying the designer didn't design the case where you can uncheck the checkbox because "reasons"? Why wouldn't you be able to undo your action in a habit-tracking app, specifically?
- soneca 4y agoYou chose to nitpick a possible implication of my comment with ”Are you saying…”. That’s silly. So let me actually say something about that point so we can have a conversation on stuff that I said, not about your imagination. I believe it makes no sense to design an animation to uncheck a checkbox in a habit-tracking app. The only occasion when this will be used is when a user accidentally marks something as done (with a long-press, which makes it even more unlikely). It is definitely important to allow that. But there is no reason at all for that action to also have an animation. There is nothing to celebrate in that fixing action. I think it would be even ok to hide that action of unchecking behind a “Edit”, so it doesn’t add noise by showing something that will not be considered to be used 99,9% of the times.
- Kerrick 4y agoYou can unmark the habit as completed, but you don't interact with "the big checkbox" to do that. Shortly after you interact with the satisfying checkbox described in the article, it disappears to show you a visual representation of a mountain that you're building and climbing by doing your habit. To mark a completed day as incomplete, you enter a different UI that has a calendar-style view, and tap on the completed day.
- colpabar 4y agofyi - there is no checkbox to click on the page, so prepare to be disappointed.
- triyambakam 4y agoAnd I found it disappointing how far down into the article I had to scroll just to see the result.
- babypuncher 4y agoI found the result itself disappointing as well. It's way too big and flashy for such a simple and common interaction. The checkbox shouldn't be any bigger than the "boring" version, and any animation simple and last no more than 0.2 seconds. I really don't like the sound effect used here. If your UI elements are going to make noise when interacted with, I prefer something far more brief and tactile.
- Kerrick 4y agoIt's exactly the right amount of big and flashy for a once-a-day interaction that's supposed to motivate and reward you to do a difficult IRL thing, just so you can come check the checkbox and release a bit of happy reward chemicals in your brain.
- babypuncher 4y agoI can see that. It could be useful for something like a daily diet or exercise tracker. I still don't care for the specific sound presented here, but for this use case I'm not opposed to something this long and flashy. watchOS has really satisfying sounds and animations that trigger when you fill your fitness rings and meet goals.
- ARandumGuy 4y agoExactly this. Context is everything. This checkbox would be terrible for most use cases of the checkbox, but seems like it would work well in this example. That being said, I think the approach could be really useful for a lot of interfaces. UX design often overlooks the little details that happen when a user interacts with something. A little extra zing can go a long way.
- TheDudeMan 4y agoThanks, I hate it.
- slingnow 4y agoThis article was one of the most unsatisfying things to read in a while. There's so much misdirection and fluffing up of simple concepts that by the end I just want it to be over.
- allenu 4y agoI really liked the creativity of the idea, but I agree with you. I had to skim through the article since it's just marketing and repeats the same thing over and over again. Even the video at the end was just a rehash of everything you had just read and seen. (I don't blame them for writing it this way, though, as it likely improves SEO.)
- bityard 4y agoWell that certainly sums up my impression of most application/desktop UIs I've come across in the last few years.
- korijn 4y agoThis feels like a showcase of the author's technical prowess with some graphic software, more than anything else.
- jhhh 4y agoUI designers design to impress other designers.
- ChrisMarshallNY 4y agoI've learned to design UX that "gets out of the way." I have written some pretty cool UI elements that I've ended up, not using. Here's an example; It's a cool "popup prize-wheel spinner" for iOS, and I have tried using it a few times, but we always decide that it's too intrusive: https://github.com/RiftValleySoftware/RVS_Spinner https://github.com/RiftValleySoftware/RVS_Spinner I generally end up taking "The Road Most Traveled By": https://littlegreenviper.com/miscellany/the-road-most-traveled-by/ https://littlegreenviper.com/miscellany/the-road-most-travel...
- ozim 4y agoI think “Things are cliché for a reason.” is really important quote there.
- al_borland 4y ago>I generally end up taking "The Road Most Traveled By": https://littlegreenviper.com/miscellany/the-road-most-travel https://littlegreenviper.com/miscellany/the-road-most-travel... https://en.wikipedia.org/wiki/Desire_path https://en.wikipedia.org/wiki/Desire_path
- ChrisMarshallNY 4y agoHey! That’s cool! Thanks!
- pcthrowaway 4y agoYou may also enjoy https://www.reddit.com/r/desirepath https://www.reddit.com/r/desirepath
- outsomnia 4y agoRight... I read a quote somewhere a few years ago by an architect: "anything that is not necessary, you will end up hating".
- wgx 4y agoThe biggest disappointment is that the “unchecked” state to trigger the checkbox is a low-contrast circle with tiny “READ” text inside it. Poor discoverability, poor accessibility, very un-satisfying. This person is clearly a talented designer and animator, but this is a bad piece of UI and would deliver a bad UX.
- Kerrick 4y agoAs a user of this app, I disagree. During app onboarding, you _create_ the unchecked checkbox by typing the name yourself. And usually you're only building a single habit at a time, so you already know what the text will be before you reopen the app to mark the habit as done. This article doesn't describe a good checkbox to place in a list of preferences in just any old app. It describes a _destination_ checkbox, to be checked once per day, that is supposed to gamify habit-building and make tracking that habit's progress _add_ to the experience, rather than feel like an additional chore.
- someweirdperson 4y agoA checkbox is a thing to toggle off/on to select a state. As I understand your description of the app it toggles itself off and the user toggles it on. That's not a checkbox but a button. If the user can toggle it off that's more like an undo-operation, still not a checkbox. Of course in the sense of "checked as done for the day" it is a "check"box. But it is a little unexpected without contex when reading about a "checkbox".
- deleted 4y ago[deleted]
- astrange 4y agoIf the app implements VoiceOver and other accessibility options then it's fine to look like whatever you want without them.
- wly_cdgr 4y agoGross. This is such a vulgar take on game feel
- ProfessorLayton 4y agoOnly somewhat related to the article, but It's amazing to me how much audio + animation adds to the user experience for games, and even some apps. Not a checkmark at all, but the way games like Smash Bros Ultimate makes pressing around menus sound totally exciting and satisfying. The sound, the lightning/sparks, and how it all rumbles slightly on press. Yes I know Smash has some UX issues, but overall the craftsmanship for simple things is amazing. Someone had to design and prototype that, similar to the author of this article. I'm not sure this particular example is great tbh, but I am sure there's a lot of "pointless" exploration needs to happen before landing on something great.
- bspammer 4y agoAs long as we're talking about the switch, I love the design of the actual switch OS. It's so minimalist and snappy, everything feels clicky and does what I expect. There's nothing extra added in just for the sake of it.
- jsmeaton 4y agoHolding down B to exit menus in SSBU is awful! But I actually like the interaction of entering menus that uses the same pattern. I think it’s because I don’t mind the anticipation of moving forward, but hate the drag of not being allowed to go back.
- pindab0ter 4y agoWhat do you mean "Not being allowed to go back"? You hold 'B' and it plays a sound and vibrates the controller to reinforce that something is happening. It's allowing you to go back while also preventing you from going back (and losing all your configuration) accidentally.
- jsmeaton 4y agoMight have missed a word there. When I want to go back 3 screens it’s a drag having to wait each time.
- art3m 4y agoI love Japanese interfaces for this, their work with sound and animations may look weird and outdated, but it’s so good to use them
- Wowfunhappy 4y agoI'm a sucker for good little microinteractions. The author's checkbox may not be one of those, as it seems a bit overdone, but I'd have to try it to be sure. It's easy to go too far. But, some other examples that I love: • https://www.joshwcomeau.com/animation/3d-button https://www.joshwcomeau.com/animation/3d-button The red "push me" button is great, but also check out the sun/moon icon near the top right! • https://www.jam3.com/#contact https://www.jam3.com/#contact The hover states on the buttons. • https://citymapper.com https://citymapper.com The top-left hamburger icon. (I also happen to be quite proud of the hover states on my own site: https://jonathanalland.com/ https://jonathanalland.com/) Making this type of stuff is definitely what I miss most about working in web design.
- Doxin 4y agoYou might be interested in checking out the playdate[0]. It's a handheld game console that's absolutely chock full of these sorts of things and it's absolutely delightful. For example to unlock it you need to press the unlock button twice. If you press it once one eye opens, if you press it twice both eyes open and the thing unlocks. If you press once and wait a bit a thought bubble pops up telling you you need to press it twice.
- qbit42 4y agoThe sun/moon button is unreasonably satisfying!
- asadlionpk 4y agoIs it due to the sound it makes?
- Wowfunhappy 4y agoThe sound is a huge piece, but it wouldn't be as good without the visuals, they go together!
- frosted-flakes 4y agoThe sound is unreasonably irritating. Basic actions like clicking should not play sounds out of my speakers.
- ur-whale 4y agoI get the idea, and I tend to agree with it, but I believe that in this particular case, he pushed things too far: the resulting checkbox is borderline baroque. Minimalism can sometimes also be very satisfying. I'd toss the 3D and the explosion-like fx.
- AdamH12113 4y ago[EDIT: I failed at skimming and completely missed the context that this design is for a habit tracker app, where making a checkbox the center of attention is a good idea. The comment seems popular, so I'm leaving it intact below. Pretend I was talking about your least-favorite UI instead.] I feel bad saying this since the author is very excited and clearly put a lot of work into the "satisfying" checkbox. But... This is why we can't have nice software UIs. The process here seems to be to take a simple, utilitarian UI element -- a means to an end -- and turn it into the center of attention: 1. Make it big. 2. Make it flashy. 3. Make it slow. 4. Make it loud. 5. Make it literally vibrate. These are not the characteristics of a satisfying tool; they are the characteristics of a toy for toddlers. On a deeper level, this is the sort of thinking that comes from looking at the interface instead of past it. That is an understandable perspective for a designer, but indulging in that perspective results in interfaces that just get in the way. It's also a very artificial approach. A "satisfying ka-thunk", in particular, it satisfying in part because it's the sounds of a weighty metal mechanism operating smoothly. "Weighty", "metal", and "smoothly" are all things we associate with high quality. Aping some superficial indicators of high quality is usually not very satisfying on its own.
- bitexploder 4y agoDesign is often solutions looking for problems (that probably don’t exist). But it is very humanistic to overly design things and give them character.
- wmeredith 4y agoI had the exact same reaction. This needs to be about 3 times faster in order for me to not to be annoyed by it, and that's why gamifying things that aren't games is usually obnoxious. If this is an interface for an actual game, meant to entertain, fine. If this was in some productivity software, it would annoy me at first, and then really piss me off after the 10th time I saw it or had to get past it to do what I want. It reminds of Apple's Siri and its grating cuteness in failure modes. Or of the Wordpress login box that gives me a cute shaking animation if the input is wrong.
- tracyhenry 4y ago> this is not the characteristics of a satisfying tool You should take it into context: it's used inside a habit app, where seeing checkmarks is center to the UX. You might not be a user but I can tell you seeing checkmarks is crucial to keep the users engaged, and so making the checkmarks the center of attention can be very helpful. I personally really liked it. Learning apps (Duolingo, Coursera) should all adopt this approach (or at least allow users to opt into it).
- throwaway81523 4y agoIt's more about what the checkbox does, than how it looks: https://i.imgur.com/2bEWKNS.png https://i.imgur.com/2bEWKNS.png
- al_borland 4y agoThat dialog box gives horrible advice.
- muhammadusman 4y agoI like it a lot, apart from getting my habit checked off, I like the feeling that it gives me when I hold down and complete my habit for the day
- Aardwolf 4y agoFor me the most satisfying needs immediate response, and unfortunately the "charge up" animation does not do that
- 88840-8855 4y agoFrankly, I like it. It is different than what you usually see and it gives a feeling. I wished software was more exciting for the end user. Today it is just consistent, super easy to approach, standardized, flat and cold.
- ffhhj 4y agoBigCo version on top of this: * A/B testing of animations * Realtime analytics and heatmap for when and where the user clicks * Captcha to defeat click-bots * Updates for new animations, later on it's also customizable * Ad in the middle of the animation * Emotional input from the user
- molbioguy 4y agoAre there different "best practices" for games? This breaks almost every guideline for effective UI elements that I've been exposed to. Really don't like it.
- danschumann 4y agoIn theory... the most satisfying checkbox would take your inner most desire, that you've been trying for the longest time... and when you check the box, it completes the desire. Visually it doesn't matter as much as the function. Like checking something off your bucket list is more satisfying than checking something off the grocery list. I don't know if the visual component is as important as what is actually functionally done. "beware the pleasures of the eyes" As I get older, I am more and more skeptical of people trying to influence my emotions.
- quickthrower2 4y agoThe most satisfying is the checkbox on the site that says “opt in to your UBI”. Happy for it to be the default browser input checkbox with Times New Roman text.
- danschumann 4y agoI will agree that the change of not having a automatic stream of income, to having a stream of income, is quite a successful, satisfying feeling. I've not yet done enough simulations and calculations on whether or not UBI or what else is best. At least UBI would be more efficiently spent gov dollars than any other program. Every dollar the government spends is probably about as 10% as effective as just giving the money directly to people, but then it creates jobs, culture, etc. Like I said, I dunno what the perfect mix would be, will do some simulations one day to design the perfect societal/governance policies.. or maybe AI will beat me to it. Optimizing for happiness while reducing unhappiness, without scapegoating... what were we talking about? kinda went on a rant there.
- ntoskrnl 4y agoThis reminds me of the "Juice It or Lose It" talk. https://www.youtube.com/watch?v=Fy0aCDmgnxg https://www.youtube.com/watch?v=Fy0aCDmgnxg I'm not sure I'd ever do any of this to a normal checkbox, but it's an essential skill in game development.
- ww520 4y agoThe most satisfying checkbox is - don't make me think.
- droptablemain 4y agoNot everything must be gamified and "improved." There's nothing wrong with the humble checkbox. It is simple, utilitarian, and easy to understand. The "most satisfying checkbox" which you have crafted (that which I am still unsure is satire or earnest) is convoluted, needlessly complex, and a visual disaster.
- xbkingx 4y agoWhat? You don't want to watch the full box set of Star Trek TNG between when you push a button and the animation ends? That ruins my plans of designing a scrollbar that plays 45 random tracks from you music library between lines scrolled. OTOH, it IS very satisfying to realize you don't really need to do whatever requires those interactions in the first place.
- jrm4 4y agoI had to scroll WAY too far down to see this comment. If this really is your thing, then by all means do your art. But for so many people paying attention to this as if it were important, please consider that it really really may not be.
- layer8 4y agoFor increased satisfaction they should throw confetti or show fireworks like the YouTube upvote button does. (Please don’t do this in OS controls and productivity apps. ;))
- Findecanor 4y agoMost widget sets/libraries implement the principle that it should be possible to cancel an action that you have started but not completed. For their checkboxes, this would be pressing on the box but dragging the finger/pointer away from the checkbox and release elsewhere. With this "checkbox" 1) filling the entire screen, 2) activating on long press instead of displaying pressed state and activating on release, this is not possible. Also, a checkbox does not close the window/screen you are in. It may enable display/ungraying other widgets, but a checkbox itself does not navigate away: that is done by a secondary widget. Also, you could always uncheck a checkbox. Therefore, you could argue that this widget isn't actually a "checkbox" at all but just a widget that displays an image of one. It could just as well show a thumbs up or the text "Well done" to mean the same thing.
- Pulcinella 4y agoHave you used it? The long press is progressive, not binary. I.e to cancel just lift your finger and the animation cancels. The animation consists of filling the circle for a couple of seconds so you have plenty of time to just lift your finger.
- phailhaus 4y agoI think this is great. I'm going to take this in the spirit of the post and assume this is all for funsies and to be silly. But I think there are a couple of things missing from making this Most Satisfying: * The sounds is not satisfying enough! It's too..."wahhhhhh" and not enough "ker-chunk!" like the writeup described. I think I get what he's going for, but it's not quite there. I want the same feeling I get when I flip a nice heavy switch. Some heft, some weight, some judder as it slams into place. I'm thinking of the feeling in the game Fez when you turn a wheel. * The pattern of "hold and release to activate" is hard to get right and I still haven't seen it done well. Your animation must be nonlinear, because people are going to just tap. That's so little time that it's not enough to see anything happen. That initial animation has to pop out really fast and then slow down, to indicate to the user that they needed to hold it for a little bit longer for it to activate.
- slingnow 4y agoYou interpreted an achingly long post desperately justifying the need for this checkbox as being done "for funsies"?
- phailhaus 4y agoYes. It's the best kind of post, where you go deep into a rabbit hole of a silly question like "what is the most satisfying checkbox?"
- eurasiantiger 4y agoThe ”ker-chunk” reminded me of Diablo III’s character UIs, but the sound itself is nowhere near.
- yaysyu 4y agoRe your second point. It's discoverable enough because the next thing after tapping that most people try is dragging. And any dragging across any part of the screen activates the animation for the length of the drag. It's plenty discoverable because they've made the whole screen control the animation
- patrulek 4y agoI would never want to interact with this checkbox, it feels too sluggish. But i wouldnt mind if it was non-interactive in-game action status, like level accomplished or something.
- bryans 4y agoLet's say you have a todo app with a million users checking an average of five boxes per day. Currently, you have a simple color shift animation which lasts 200ms and doesn't prevent the user from interacting with other elements. Then a designer suggests a fancy animation popover which takes 3s and blocks interaction, because they read some article about gamification and how it'll increase user engagement. Disregarding that your app is about providing a specific function and user engagement metrics are meaningless, you implement the fancy animation. Your users are now collectively spending 1,400,000 hours per year waiting for an animation to finish. Please don't be that person. Your users' time is more valuable than your desire for UI whimsy.
- asallen 4y agoIt feels silly to have to type this out, but it's OKAY to have fun sometimes. There's more to life than optimizing every second until you reach the grave.
- bryans 4y agoThere's objectively nothing fun about waiting for something which you have no control over and doesn't benefit your life in any conceivable way. You will never find a single human on their deathbed fondly reminiscing about all the checkbox animations they watched. There's more to life than whimsical UI animations.
- EVa5I7bHFq9mnYK 4y agoI'm sorry ... but where is the checkbox?
- sam0x17 4y agoBit of what in music we would call a drop denial --- was really hoping to be able to click such a "satisfying" checkbox by the end of the article
- btbuildem 4y agoWow, the author managed to take away any effect the "super" check box may have had by completely deconstructing it over the course the article, teasing and selling it endlessly (even in the final video). TL;DR: Put the checkbox front and center at the top of the page, directly the "amazing" effect with no foreplay.
- zerop 4y agoHave the memories of that Green color checkbox from Symantec and Norton Software which used to come after scanning.. Remember the tag line - "Relax, you are Safe".. What an (aweful) era..
- joebob42 4y agoI'm kind of surprised by all the negative responses. This is obviously a bad idea for a normal ui, but for the use case of "my app is literally just a checkbox and I want it to feel like an event to check it" this seems cool. And that use case really does feel appropriate for a habit tracker app.
- heystefan 4y ago* Michael Scott "Thank you!" GIF *
- deleted 4y ago[deleted]
- djtriptych 4y agoyeah honestly as someone who approves/denies features from time to time... I love the mission statement, but this would be rejected 100% for the slow animation. Just absolutely no. UX is hard! you can put a TON of well-intentioned work into a feature and miss the mark completely. That might even be the norm. Wonder if he's read older authors like Jef Raskin and Jakob Neilsen. Even Tufte. This feels like a reversion to the Flash era. That said, as a portfolio piece, I'd lean towards a hire. The willingness to question basic assumptions (or default UI) is really nice to see
- astrange 4y agoMost of the replies here are the people who need to read Jef Raskin - they're convinced it's "faster" to not have animations, like people think it's "faster" to type emacs key combos instead of using a mouse, when it turns out it's not faster and people are just poor at counting subjective time.
- suction 4y agoAh, you mean the "dark mode is more professional" crowd?
- potatosalad1 4y agoOnly tangentially related, but some months back Amazon added an animation to make their user icon wave at you on page load and it makes me grimace every time. Given that I use Amazon begrudgingly while hating the company and what it stands for it feels like it's mocking me.
- asallen 4y agoNot at all related, and I fully agree that animation sucked.
- bitwize 4y agoI know! Let's make it EVEN MORE satisfying, perhaps some confetti and cheering Alegria people! The most satisfying checkbox for me has at most four frames of animation: checked, unchecked, clicked on and will toggle upon release, and (optionally) grayed out. It should respond immediately to mouse/finger presses/releases. Even in game controls, unless charging (e.g. Guile's Sonic Boom) or intentional control jank (the whip in Castlevania) are part of the game's mechanics, the character should respond immediately and unceremoniously to inputs. Save the "juice" for the after effect (e.g., when a punch or shot connects). Mario's feet leave the ground the frame after the jump button is pressed. This makes the player's actions feel directly analogous to the characters, like the player is the character. Even the Castlevania whip follows this rule in a sense. Belmont winds up as soon as the button is pressed but it takes a few frames for the whip to crack. If you were holding a whip in your hand, there would be a split-second delay between your swing and when the whip cracks. So the Castlevania whip controls loosely simulate your actions if you were using a real whip.
- groby_b 4y agoThat is an absolutely horrifying interaction. To re-quote a popular thing from the 90's: "If I wanted your app to make a sound, I'd rub my finger on the screen". Yes, there are ways to make interactions feel more satisfying. They are subtle. This one is the equivalent of 144pt Comic Sans Titles animated in rainbow colors. Just, please don't.
- duxup 4y agoI’m kinda disappointed I can’t try it…
- vxa_victor 4y agoI think you can download the app here, https://apps.apple.com/my/app/not-boring-habits/id1593891243 https://apps.apple.com/my/app/not-boring-habits/id1593891243
- recroad 4y agoThis post is everything that’s wrong with UX. Somewhere along the way they forgot about simplicity of implementation, mental models, repeat user experience, and most of all, stopped listening to what the user wanted and instead designed things in an ivory tower for award shows.
- eurasiantiger 4y agoAren’t those points exactly what the post and the award-winning app is about? Certainly the users’ needs are why this exists, and while not exactly simple to implement, implementation serves design serves user needs.
- recroad 4y agoI don’t think they are. They pay lip service to it but I don’t see any data, experiments or even hypotheses. What data did they use to determine that users needed this? How are they verifying that what they built is better than investing nothing into this? I am personally far more interested in those kinds of UX questions than a shiny checkbox.
- astrange 4y agoBeing data-driven is how you get Google's UIs where every color is A/B tested and yet nobody likes the results. Nobody is actually qualified enough to use statistics this way, and nobody who has good taste enough to make the decisions when you don't get good data back is going to put up with the A/B test in the first place.
- lbriner 4y agoAn A/B test with two bad options will just lead to the least worst option but OP correctly points out that to design a new way of doing a checkbox etc. with no problem to solve is a dangerous exercise in vanity. In some cases these unecessary changes get put upon users potentially ruining muscle memory, overload people with sensory disorders and not achieving much more than a simple checkbox. I don't necessarily think we should never try for something better but it should be based on data. It should also recognise the physical metaphor that these controls were based on for a reason. Ask a question on a paper form and a checkbox is simple for cognitive load. That's why I get annoyed at these flat designs where buttons don't look like buttons and tabs don't look like tabs so you end up having to explore to use something that would be 100 times easier in a paper form. Using hover for feedback is perverse both because it requires you interact with controls to work out whether you can interact with them and secondly that it doesn't work instinctively (or at all) on touch devices.
- spandrew 4y agoIt's pretty cool! As experiments I really love andy.works' work. I appreciate what he's trying to accomplish. And I think he's on to something with the idea. But the execution is always a little off to me. I just don't find this checkbox all that satisfying. Why? The thing I find satisfying about checkboxes is the same as any switch – the click. On/off. It's snappy. I don't think about it. Click... click... click click! So this grandiose check animation is taking something inherently snappy and prolonging it to its own defeat. Even the sound effect is like an ethereal chime or something, rather than a snap. The scale is super big for the actual space of the phone. The animation too long. I also don't like the angle of the 3D checkmark itself. It's not really oblique, not really at any sort of satisfying geometric angle? I can live with that though. Anyway really cool work. Wish it were more satisfying.
- luuio 4y agoI share exactly your sentiment. The snappy on/off is what makes the checkbox satisfying for me. The "ding" whenever you check an item off the list in Wunderlist comes to mind.
- spandrew 4y agoYea excellent example. Much more satisfying!
- smusamashah 4y agoMicrosoft Todo does a nice "ding" when an item is checked and that item disappears. I find that very satisfying.
- MyNameIsFred 4y agoMS ToDo was hewn from the corpse of Wunderlist. It's the same "ding".
- mulmen 4y agoThe most satisfying checkbox is one that visibly registers my input in less than 100ms and never forgets.
- asallen 4y agoNah, that's "most efficient" checkbox.
- deleted 4y ago[deleted]
- mulmen 4y agoI meant what I said. I don't enjoy having my time wasted. Efficiency is satisfying.
- pindab0ter 4y agoThat's why people only watch trailers instead of sitting through an entire movie.
- mulmen 4y agoIt’s a checkbox. We already distilled the complexity. It’s beautiful for the simplicity. A checkbox with an “experience” is the tacky chromed out Harley cruiser next to the essential cafe racer that is… well, a check box. Less is more.
- pindab0ter 4y agoTrue. Except for in this specific case, where the checkbox is in the centre of attention instead of it's usually supporting role. Other than that I completely agree!
- dwaltrip 4y agoFor the general use case, of course. There's a good argument to be made for a special checkbox / button that you press infrequently as a reward for completing an activity for a habit you are building.
- wizofaus 4y agoI certainly wouldn't want every checkbox like that, but at least it might be the start of a rebellion against the idea that interfaces should be as "flat" as possible with no real indication or feedback as to which controls are interactive. Even the "add comment" button on HN barely looks clickable, and certainly not something that will publish this comment somewhere that makes it readable by 1000s...
- deleted 4y ago[deleted]
- alexfringes 4y agoAs a user of this app and long-time admirer of the developer behind it (co-creator of the fantastic Paper drawing app for iPad), maybe it would help the conversation if I illustrate my daily encounter with this UI. I’ve been trying to limit the days on which I eat unhealthy foods to Fridays and Saturdays (yay, it’s Friday!). I’m good at sticking to plans like that without help from an app, but when I gave “Habits” a quick spin, I admired its mission to provide a playful, game-like alternative in the sea of habit tracking apps. Once a day (except Fri & Sat) it sends me a notification. Tapping it launches the app straight to that “checkbox”. While the description in the post may make it seem like this is too long of an interaction, I promise you that it really isn’t, and that the haptics and animation are indeed a satisfying experience. So satisfying in fact that I stuck with the app even though I’m certain I’d follow through on my challenge without it. (That certainty, btw, comes from how I personally have set up habits like this for over a decade, with help from a mental trick somewhat adjacent to a mind palace/loci[1] to track and reward follow-through. I bring this up because I have often thought that it might be possible to bring the power of these rewarding mental models to a broader audience via an app. And to some extent that’s what Habit accomplishes via its unique approach. The haptics and emotional resonance of the “checkbox” are a little Pavlovian mental & sensory reward for completing one’s goal. And they lead the user to a playful/gamified representation of their progress through their habit, in the form of a small, abstract 3D scene that gradually builds as you continue sticking to your goal. If I’m in a rush, I ignore that scene. But I always enjoy tapping the notification and checking off the day’s accomplishment.) As a designer, I could maybe quibble over details of the interaction or visual style (which is customizable btw via a season of themes — another unique component) but as a a user I’m simply excited to have this app as part of my routine, thankful that someone is daring a different approach to app design, and curious to see if there will be more apps that might introduce a wider audience to the mental hacks I’ve found useful for a long time. If you’ve read this far, I’d encourage you to check out some of the other posts on Andy.works, incl. a great retrospective on Paper’s creation[2], as well as background on the developer’s philosophy behind the “Not Boring” suite of apps[3]. Lastly, here’s the App Store link if you want to give the interaction a try (I promise I have no affiliation): https://apps.apple.com/us/app/not-boring-habits/id1593891243 https://apps.apple.com/us/app/not-boring-habits/id1593891243 [1] https://en.wikipedia.org/wiki/Method_of_loci https://en.wikipedia.org/wiki/Method_of_loci [2] https://www.andy.works/words/paper-at-10 https://www.andy.works/words/paper-at-10 [3] https://www.andy.works/words/here-we-go https://www.andy.works/words/here-we-go
- herunan 4y agoI find satisfying things that would be close to real life in a raw way. So for instance, a button that looks, feels and sounds like a button. For a todo list, I’d love to be able to cross it out and see, feel, and hear that.
- sohdas 4y agoI think people are criticizing this checkbox in a vacuum. This is a mobile app that I personally use to track a small number of habits a day, it's not like I'm filling out a form on a PC. Within the context, it's definitely an appropriate design
- rkagerer 4y agoI like the simple one better.
- kwhitefoot 4y agoWell, viewing that was a waste of time. Where is the example of this wonderful life changing object?
- asallen 4y agoAndy here! Thank you for reading my article. We had a lot of fun creating this checkbox. Was it necessary? Of course not. We wanted to push the idea of "feel" in product interactions. For some, it's too far. Others not far enough. Regardless, I love reading all of the comments here because it does what we aim to do which is to bring ideas like "feel" to the forefront and talk more critically about the apps, services, and ui patterns that shape our daily experiences. We tend to fall into thinking about software in purely functional terms—speed and power—with metrics we can optimize. Yet software is also very personal. It shapes our daily experience as much or more than many of the physical products we use or the spaces we occupy. Great Design (of any kind) reaches beyond meeting functional needs and satisfies deeper needs that enrich our daily lives. If we can appreciate the bevel on a phone or the satisfying feel of a car accelerator, we ought to expect more the software we spend hours in every day.
- malshe 4y agoAmazing work! I’m not qualified to comment on the technology but this is very impressive.
- butwhywhyoh 4y agoThis kind of evangelizing sounds terrifying to me. I'm expecting more of these "whimsical" "fun" UI elements all done in the service of some poorly defined ideal of capital-D Design! The capital D is important. Please, just stay away from my car accelerator.
- pindab0ter 4y agoWhile I'm not a huge fan of this checkbox, it is very clearly delineated in it's purpose. It's not design for design's sake, it serves one very specific purpose: To reward the user by giving them a (hopefully) satisfying interaction. I don't see how you would think someone would try that with something as essential and utilitarian as a car accelerator.
- Zenbit_UX 4y agoGot all excited to try this and then found out it was iOS only... Any plans to bring it to android?
- wruza 4y agoI skimmed through the article too fast and accidentally landed on some rotating animation. Took me a couple of seconds to figure out it was a check mark. Not that obvious without a prior narrative huh, but at least falls in line with modern designs.
- deleted 4y ago[deleted]
- deleted 4y ago[deleted]
- make3 4y agosound doesn't hit the spot
- atleta 4y agoBesides being too much for me, I'm not sure it's a good thing. I'm not sure if making random (or all) actions in random apps 'satisfying' (or maybe rewarding and thus causing a dependency and a distraction at the same time) is a good thing. Despite the obvious good intentions of the post. Like the obsession around inbox zero, if it's still a thing. (I remember, my then-business-partner discovered it during the early days of our first startup. He freaked out that I had tens of thousands of unread emails. I saw inbox zero-ing as an unproductive obsession. Though we had very different roles, me working mostly on the technology.)
- viceroyalbean 4y agoAs someone with an inbox-zero obsession, I don't pretend to have any logical justification for it, I just really don't like seeing those unread markers. Same for any app that shows any kind of "look here" marker. For my personal email, inbox-zero generally means actually reading most emails I get, because I aggressively unsubscribe/mark spam/auto-delete emails I don't want to get. My work email gets a lot more emails I don't need to look at, so there is a lot of automatic filtering and "mark all as read". My main practical use-case is that I will leave emails unread intentionally if I can't deal with them at the moment. If I had thousands (or even dozens) of unread emails I'd have to track those separately.
- quickthrower2 4y agoI would hate it if gmail had these, and I had click 100 of them to clear up junk mails. That said this would be fun in a game.
- lightbendover 4y agoParody piece? I can't imagine anyone thinking this is good UX -- because it isn't.
- infogulch 4y agoTo really be perfect, you need to be able to stop holding the checkbox at any point before the 'pop' and the animation and sound transitions seamlessly back to neutral (and if pressed again while on the way to neutral it should transition smoothly into the beginning, etc).
- deepakkarki 4y agoReminds me of this famous "Juice it or lose it" conference talk - https://m.youtube.com/watch?v=Fy0aCDmgnxg https://m.youtube.com/watch?v=Fy0aCDmgnxg
- asgernielsen 4y agoIt would be more satisfying if the checkbox was embedded at the end of your article
- suction 4y agoI don't think they're able to implement it, actually.
- Too 4y agoI love the idea of “fidgetability”. iOS has a lot of it and execution is master class. Dragging down the shortcuts panel from the top or the application switcher from the bottom of the screen has so many effects going on at the same time. There is blur, size changes, movements, bouncing, all in perfect harmony with the motion of your finger but still with different velocity and hysteresis thresholds for opening vs closing to not make it feel like everything is rigidly attached to your finger. What’s best is there’s no added delay to action from the animations, as opposed to the checkbox from OP, it still looks and feels gorgeous, satisfying and unambiguous.
- dwaltrip 4y agoThe article is not talking about a regular checkbox that you would use on some web form. It's a special checkbox that you click infrequently, as a reward when you do something for a habit you are building. A lot of commenters seem to have overlooked this... C'mon people, use your brain. I don't think one can honestly give a harsh critique without trying it, in this case. It's a very specific use case. I haven't tried it myself, so I don't actually know if it is any good. But the vision they had when designing it does seem good for this use case. I'm a sucker for the feeling I get when I cross something off a list with pen and paper. I may actually download the app just to try it :)
- AtNightWeCode 4y agoThe reason UX in games uses animations is to give the illusion that something happens directly when it does not because of load times and so on. Animations in all other types of UX is just annoying.
- im3w1l 4y agoThe wackiness has a very 90's web feel to it. I could see it fitting into some apps where it's consistent with the overall design language but for a more normal app, I would go with a green check. It could maybe fade in, or "grow" either in line thickness, or from one end to the other. If the checkbox had a label, it could fade out. Over about 100ms. For the sound, the sound of a single knock on wood. Or maybe a bell or a rapid glissando.
- xcvdfsxcvzc 4y ago
- wheelerof4te 4y agoMight not be entirely related to the article, but I remember the feel of pushing the buttons on a SEGA joypad. You could actually feel the moment the strike connects or if your character has jumped. It felt different. Over time, you would know how to react based on that feeling. It was a genious design.
- langsoul-com 4y agoWasn't eve problem with these types of animations that they're good to start. But after 1000 times it's tiresome.
- lbriner 4y agoI had the same on Duolingo, getting unnecessary animations after getting a question correct was not only tiresome but very slow especially when you are on a time-limited bonus. Fortunately, they have accessibility mode which disables the animations so at least there was a way out!
- sgaduuw 4y agoSatisfying for whom though? The person who made it? That's fine. I'm not too fond of these over the top animations, to me they feel like time wasters on a micro scale.
- galgot 4y agoThis displays well in Safari 15... http://galgot.free.fr/bookfiles/Bouton/index.html http://galgot.free.fr/bookfiles/Bouton/index.html No idea what level of satisfaction it gives :)
- wffurr 4y agoIs there a working demo of the checkbox? I only found the video of it...
- LtdJorge 4y agoIf I had to play a videogame with buttons like this, I would grow tired of it after 50 clicks. It's too much.
- sycren 4y agoInside the habit tracker, I expect that you could also grow tired of the interaction played repeatably. Would it make a difference if the interaction was procedurally generated, offering an unexpected reward at your fingertips each day? Google Doodles <MEETS> Checkboxes
- thombat 4y ago> If we can add Feel to the humble checkbox, imagine what it could do for apps that aid in personal connections or creativity. For some that will be grand, for me, I'd much rather they kept unobtrusively discrete and let me get on with the creativity.
- keithalewis 4y agoHow many angels can dance on it?
- Sugimot0 4y agoAs an audiophile one of the most satisfying app sounds I've ever heard is busuu's 'completed a lesson' sound, the engineers really nailed that one. It's so gratifying to hear I almost consider it a reward, and I actively anticipate it once I finish a lesson.
- lifeplusplus 4y agoThis isn't a checkbox, it's an alert. And both serve very distinct roles.