4 ms·
The virtual buttons are controlled by physical buttons. My mouse button already "animates" because it physically moves when I click it (and it's optical, so no
by mrob 3y ago
The virtual buttons are controlled by physical buttons. My mouse button already "animates" because it physically moves when I click it (and it's optical, so no contact bounce). I don't need another animation playing after the physical movement finishes. That's just annoying time wasting.
- bmicraft 3y agoHow is it wasting time? It's not like you have to wait for the animation to complete
- itishappy 3y agoIt's non-blocking. If those milliseconds are critical, you can be doing other stuff.
- mrob 3y agoControlling a computer at maximum speed inevitably means occasional fumbled inputs. If I don't detect these, my mental state will desynchronize from the computer's state, resulting in confusion and potential data loss. Therefore I can't look away from the checkbox until I confirm it changed state. Any animation slows down this confirmation, so it wastes my time.
- itishappy 3y agoProfessional StarCraft players take about 200ms per action, which is about the reaction time of the human visual system. If you set your time constant to that (1/e in 200ms, which would be an extremely sluggish UI) then your UI elements will have moved by 15% in 33ms. A more reasonable response (1/e in 50ms) will have moved by 50% in 33ms. My personal favorite curve is just "move 50% per frame." I'd love to see what your day looks like if you've optimized it to require professional Counter Strike reflexes to activate toggles.
- mrob 3y agoThat 200ms is the natural human delay. A "reasonable" 50ms animation is in addition to that, so it's equivalent to making the user 25% slower. It's similar to moderate alcohol intoxication. I personally use 72Hz keyboard autorepeat, which requires both low latency and predictable latency to use effectively.
- roywiggins 3y agoI think the animations are more satisfying on touchscreens, where you don't have a mouse.
- dahart 3y agoThis in insightful, IMO. When attaching animation to action, if the animation doesn’t match the action, then there’s a disconnect that can be frustrating or annoying, even when the delay is a small fraction of a second. Physical light switches feel “instantaneous” because there is no added delay perceivable beyond how fast my fingers go. It does seem like some designers are sometimes so proud of their animations they run them too slowly. I do value designs that animate so quickly and smoothly that you don’t notice them until you look for it, and I feel like the article does lean in that direction. The map scrolling one feels pretty good, for example.