I agree that some of the examples the author provided are instances of bad animation. But I don't agree with the premise of the article.
Computer graphics is all about exploiting features of the human visual system. We perceive things differently when they're moving vs. when they're standing still. It's very possible that a "wrong" frame in isolation is the best looking one in a real-time context. We can also pick apart screenshots but these don't capture everything about how the user perceives a display in real-world lighting conditions.
I would draw an analogy to film. A fast tracking shot might look bad on individual frames because of motion blur. A wide-angle shot might make some objects look "wrong" because of optical distortion. But these are still the right choice if they have the intended artistic effect in the theater.
I like this comment. The idea that animations should be able to be picked apart frame by frame and always be coherent doesn't make much sense, because the user will never actually do that.
I do like the point the article makes about using ui fidelity as a proxy for software quality, and agree that they pointed out some bad animations. But, I think you hit the nail on the head .. frame by frame coherence isn't the best yardstick for measuring animation "goodness".
I think you are taking it a step too far. First of all, unlike film, we are not recording reality in any way, every pixel that appears on screen is there because we put it there. I'd argue a closer parallel is a cartoon. And something like cartoon inbetweening is not an example of imperfect frames. These are in fact, perfect and even carefully crafted frames.
It's one thing if the frame halfway through an animation looks a bit "funny", but is still completely logically correct. It is another if the intermediate state of the animation legitimately doesn't make any sense and is just the result of not really caring about what actually goes on during the animation. In that case I'd almost rather just not have the animation at all, or just have a simpler one.
The final "zoom animation from Preview app" also illustrates the inverse. Every frame looks perfect in isolation, just like the author wants. It's only when you see it in motion that you notice the issue.
What do you think the premise of the article is? The article is pretty narrowly speaking of "app" UI and your comment is a "well actually" that some videos intentionally introduce noise or temporary discomfort for an emotional or artistic effect. On the same basis, comments like yours would defend screen shake if it was added to desktop and mobile apps on every user input.
The premise of the article is that every frame of an animation should look good if captured and analyzed statically, in isolation. There's no reason provided for this other than "it feels right." I'm saying that this ignores how the human visual system works and how we perceive displays in real-world lighting conditions. I used film as an analogy to illustrate the point.
The idea that I would defend screen shake is a complete straw man. How do you get from my comment to that conclusion?
I'm sure a UI that had none of these imperfect frames would feel better, but now I really want someone to edit each of these clips to show what it would actually look like.
At the same time, why does everything need motion? My understanding is that motion should be used if an action subtly changes the UI in a region that's different from where the action was triggered (e.g. toasts)
I think many of these transitions are unnecessary and would feel just as good if they snapped immediately with instantaneous reflow.
Games are entertainment products, not tools. It's acceptable for a game UI to draw attention to itself for artistic effect, but I don't want to have to put up with this when I'm trying to get work done. Instant state transitions become imperceptible as you learn how they work. An instant UI effectively functions as part of your body, just like hand tools do. Animations make this impossible.
Compare an ordinary pencil (no animations, movement is directly tied to your hand) to a pencil with a pompom on a spring attached to the end. Which is most fun for brief use? Which would you rather write a whole page of text with?
Animations are highly effective tools for conveying state information.
Consider a toolbar with a mix of enabled and disabled buttons. Hover effects (which I would consider animations) convey that something is clickable, and on-click effects confirm an action. These effects convey meaningful information to both beginner users and power users of any software, and are in no way inconvenient to either group.
I generally agree animations tend to get in the way when you want to get shit done, but the idea that animations are only applicable as artistic effects rings untrue to me.
Hover effects are a terrible way of indicating if something is clickable, because you have to mouse over them instead of just looking at them. This problem was already solved a long time ago by rendering inactive elements in gray. I'm not sure which GUI did this first, but the Apple Lisa (1983, first mass-market personal computer with a GUI) definitely did it.
I think this is key to understand the motivation behind pretty and animated UIs. In games it has a different motivation compared to UIs that you use as a tool. If you compare old software to new software, a lot of tab switching and hotkey magic is simply not there anymore. Blender has a notoriously difficult UI but once you get the hang of it, you become very efficient. I think the current way of creating UIs caters to people making decisions of whether to purchase the software but that don't actually use the software in the end.
Maybe you dislike them, but that does not make for a fact.
Instant transitions are something I strongly prefer and use in practice. There's no question, I don't want my operating system slowing itself down to a factor (literally) of 1000x, pointlessly fading and jiggling and sliding and bouncing and wiggling. And, as this article points out, animations in operating systems often make a visually illegible mess in the meanwhile.
Animations might be a good idea in theory, but it doesn't seem like anyone has figured out how to do them right.
No they are not used everywhere. Some games with good UI use animations everywhere that an animation is appropriate. But plenty of good UI exist without animations. The point above is that no animation is better than an inappropriate animation.
You're thinking of smear frames. Squash and stretch are animation techniques that are perfectly coherent. Smear frames as well contribute to an overall coherent animation. They're a counterpoint to the general idea put forward in this article, but it's also rarely ever relevant to this type of animation.
Games are games, work is work.
I disabled every animated transitions in my desktop UI. Elements appear instantly at full size in the place they rest and disappear instantly.
Reasons:
1) I'm doing that thousands of times per week, I know what's going to happen
2) It's my desktop, there is no one else who might be puzzled by a non standard behavior
3) It's faster.
By the way, it is a GNOME desktop on Debian 13.
Oops, I lied. I was about to click on Reply and I realized that the bottom panel (which on a standard GNOME is at the top) is on autohide with a short transition. Maybe because it's the only transition that I activate with the mouse pointer: I hit the bottom of the screen and while it's traveling the last pixels the bar starts sliding in. It's very fast.
Games are for fun. Wasting time in a game is fine, that's what it is for. (edit: not saying that pejoratively)
Other applications are to do things. They should do the thing and get out of the way as fast as possible. Animation-induced delays are fundamentally contradictory with that; they waste the user's time instead of doing the thing.
I think the default "product manager wants to build flashy animation" fundamentally contradicts that, but I also don't think it's fair to apply that criticism across all animations.
Good and useful animations communicate something, they're not there just to be there or to make it "pretty", which is most designers use them. But they can actually communicate intent, action, immediacy and other important things, if they're used sparingly in the right situations, without actually getting in the way.
Probably the most basic animation most of us PC users see every day is the very basic animation of a text cursor blinking on/off in text fields, like the one I write it right now. It's super basic, but communicates that the computer is waiting for you, it's alive and you can enter things. If it was static, you get the impression something is stuck instead, or couldn't tell exactly where the cursor is at a glance. But it blinks, and that tells us stuff.
The cursor animation is actually a great one because it does not add any latency. By comparison, when animations are not disabled on my Pixel 6 it takes almost one second to switch application instead of maybe 100ms (double tapping the app swap button to get to the previous app running).
God yeah smartphones are the worst, Apple (& co) particularly. My iPhone 12 Mini could feel so much faster if I could just disable all the annoying animations that just make everything feel slower instead of being helpful. Setting animation speed to 0x is probably the feature from Android I miss the most.
> At the same time, why does everything need motion?
They don't. Most things don't. This kind of nonsense keeps an extra half-dozen people employed, and gives license to a half-dozen other people to smugly proclaim $BRAND's design language is superior to alternatives.
In most of the cases shown, it would probably feel better if the animations weren't there. I clicked the button, show me the thing. Don't do a dance and then show me the thing, just show it!
Outside of dedicated notification areas, a GUI should only change state in response to user action. Because the user requested the state change, they naturally know how it changed. This means any animation is a redundant waste of time.
The notification area doesn't need animations either, because a GUI is only appropriate for displaying non-urgent notifications. If something really needs urgent attention, you need alarms and flashing lights, not an animated "toast".
"Back-in-the-days" you'd click and stuff would instantly happen, and I don't remember anything being more difficult to visually interpret.
On my Kubuntu desktop if I disable all animations (the whole compositor) I don't feel there is an increased cognitive load of rescaning things - but maybe it's my preexisting memory of the UIs and certain baked in UI expectations. Maybe this animated stuff helps people that are computer illiterate? (software made for the lowest common denominator)
This isn't true generally. I am personally far more comfortable with disabling smooth scroll. It has more to do with your mind's expectations. Which can vary between people. Some people expect smooth and others don't. Motion itself isn't necessary.
The only time I have to "rescan" is if I input a scroll and anticipate a scroll and it doesn't scroll. It has nothing to do with motion. In fact, in that case, I "rescan" even though the page hasn't changed, but because it doesn't match my expectation that it would change.
I don't think I would have to rescan the entire page to figure out where things were afterwards. Everything's shifted to the right, just like when I open my browser bookmarks.
>Motion is critical for reorientation after transition.
The only case I can think of where this is true is on scroll, and that barely counts as animation. Anything else is an irritating waste of time.
The absolute worst offence is animating page content on scroll. Great job making me wait on pointless nonsense while scanning your website for the bit I'm looking for. People who do this should be sent to reeducation camps. Both for the animation, and for disregarding 'prefers-reduced-motion'.
I'd rather have an imperfect frame now than a perfect frame later. Latency should be the top priority for any UI, because when latency is low enough it feels like a part of your own body, which minimizes cognitive load. Animation is especially bad for this, because animations add hundreds of milliseconds of latency.
- No partially loaded content.
- No relayout while content loads.
Holding those as hard rules leads to delay or rejection. Instead, while I agree it's better to have everything up front, gracefully handling cases when we don't is important, and some degree of responsiveness, even with partially loaded content, often makes for a better experience for the user than a delay.
Just be up front about it and find ways to keep continuity of relationship and smoothness. Diffeomorphic mappings are your friend...
Would be nice if there were some _positive_ examples to go along with all of the negative ones. All I’m really getting from this is that I should avoid animations, which I don’t think is what the author is actually trying to say.
> All I’m really getting from this is that I should avoid animations
Wouldn't be the worst takeaway from the article. You should avoid animation for animation's sake in general. Imagine if we animated letters flying up from your phone's keyboard into the text field as you type them for example.
I think it's not uncommon for good animations to cheat a bit while in motion, rather than look perfect on every frame. Like how cartoons can use smear frames that look bizarre when paused at the wrong time but when viewed as part of a larger animation help sell the motion visually.
Yeah the difference is that the blur frames are deliberate and purposeful for the overall effect. The animations showcased here are accidental jank that reveal a clobbered together unpolished app.
I don't think this analogy works because the blur frames look good in motion, and the frames in the blog post look terrible in motion. The animation in the first example is so bad that the first time I watched it I thought there was going to be three buttons at the top at the end, and it was weird and disorienting to realize there was only two.
The game Overwatch is a pretty great contemporary example of this [1]. It has some excellent fluid animations, which look really weird if you freeze frame them.
> The rule of thumb is: If I take a screenshot of your app at any moment, it must make sense
After reading this blog post, I think the rule of thumb should be "If I take a screenshot of your app at any moment (except during animations), it must make sense". I don’t think making sense during an animation should really be a goal, as long as it makes sense before and after.
Well, this is the exact opposite of his point. Of course it should make sense when not animating! That is given. The entire crux of his point is that it should also make during an animation.
In an ideal world, it is hard to argue with. Yes, sure it should make sense. But also, please don't spend precious cycles on this unless all the other bugs are fixed, and this animation consistency is truly the most important remaining issue to address.
It's like you read until that point, but then didn't read the justification for why it makes sense to care about frames during the animation, the author does outline a bunch of reasons why it should make sense during the entire thing.
Maybe I've just spent too many years as a pixel-perfect chasing frontend developer, but things can look very janky if they jump out of place during animations, compared to where they are before/after.
But the author tried to show exactly that, if screenshots during animation don't look sensible, it points to animation as a whole not making sense - it being either messy, overlapping, or confusing - and, in general, eroding the user's trust.
I first heard something similar taking motion design classes in art school: every frame should look good. Transitions and animations that have bad in-betweens look bad overall
This resonated with me, but I would have loved to see some positive examples as well. The tone did not read as a rant, but as someone that doesn't know too much about good UI construction, I did not feel like I walked away any closer to understanding what a North Star should be.
Feels like UI elements have a lot of abstractions that are not perfect for motions.
With every hack you work around the layout engine that gives you this simplicity of defining layouts.
Some libraries allow you to define keyframes for the motions in between, but it still isn't perfect, especially if you look at the youtube sample where one element overlaps the other and the animation would take up too much time or look odd if this wasn't the case.
Even if you perfect all of this, would you really want to spend more processing power and script weight on these aspects?
I feel like most UIs have severe latency issues out of the box, anything that doesn't address the elephant in the room adds insult to injury.
I feel like OP brought up a good problem to solve, with no solution. I dream of the days where posts like these end with "5 ways to better execute on this today".
Instead, we get a zooming in/out raccoon (making fun of the reader, IMO) for recognizing this problem via the OP author.
Maybe it's just a really hard problem to solve across all devices & latencies... Perhaps more time needs spent on "problem solving" vs "problem description".
The expectations set for what turns out to be an article without solutions are also raised by the title the author chose. Show us these mythical perfect frames?
The title reminds me of The Simpsons, watch an episode and pause it. Unlike live action, every frame of The Simpsons is art. It is almost unbearable to internalize the sheer volume of purposely constructed images that The Simpsons is sending at you. Gluttonous in scale.
These aren’t bugs in the traditional sense. They built the animation system to work like this, and replaced the old system that didn’t produce these psychedelic transition states.
There’s a similar principle of congruence in information visualization, stated in Animated Transitions in Statistical Data Graphics by Heer & Robertson as: “Maintain valid data graphics during transitions. To ensure viewers’
mental models are congruent with the semantics of the data, we
suggest that, as much as possible, intermediate interpolation states
remain valid data graphics.” https://idl.uw.edu/papers/animated-transitions
Animation should convey meaning, not achieve pixel-perfect morphs between states.
When iOS first launched, some of the brilliance was in how UI elements transformed into one another—a title in the title bar becoming a "back" button on the left, for instance. There were no intricate morphs, just a simple cross-dissolve between two elements shown briefly at the same time. It read as meaningful without being literal.
The Crop/Adjust example doesn't hold up here, because the two modes don't share a focus. The crop animation is deliberately different: it emphasizes the cropping controls at the edges of the image that you might otherwise miss, prepping you visually for the task and tying the controls into the image workspace. Adjust mode has no direct controls on the image itself, so the transition out should differ. The mismatch is the point, not a flaw.
For most UI, you don't need pixel-perfect morphs between small elements. The real job of animation and behavior is to convey meaning and context. Make your transitions pixel-perfect and most people would never notice the difference.
An app with no animations at all is going to feel terrible. You can test this out yourself, if you have an Android you can set animation speed to 0x in the developer settings. It is jarring to see instant changes and it actually takes your brain a second to process what happened, and that process is probably slower than having the animation in the first place.
I have mine at 0.5x and that feels sufficient, still fast but I can see apps opening and closing etc.
I'm a happy user of android with animations turned off. It's the only mean to make it somewhat "snappy". IMHO lag is always worse than lack of fancy transient state in input -> UI change context.
Not for me, I always turn off animations. It feels fine for me, and I can operate the phone a lot quicker without having to wait for animations to complete.
I don't turn them off entirely, I kind of enjoy the feeling of momentum animated elements can provide, but I definitely do go in and speed them up massively. I find that when a phone is feeling unresponsive or sluggish, it's usually because I'm moving two steps ahead of the animation and it has to catch up. Feels like tripping on your own feet.
After using Android for like a decade, I eventually succumbed and got a iPhone 12 Mini (back when it was new). I still miss the ability of turning off animations as I could do on Android, and I'm 110% my current phone would feel 200% faster if I could just turn off every damn animation that just exists to exists. I'd much rather have a second to process if that's needed (which I don't think it is), than being slowed down by one second every time an app changes the page, everything feels like molasses when you navigate around.
I think a lot of these are because Apple has built animations into their products as first-class citizens, but that means that they need to somehow figure out how to compose them well. (Which obviously is a rather difficult problem to solve!) In my experience, you end up spending a lot more time trying to get all of the animations to work well together than you do on creating the actual UI, and that time is just not worth it if your start and end states are beautiful and intuitive. There's also the cross-UI-framework tax that has come up since Apple has allowed mixing SwiftUI and (App|UI)Kit, and animations are part of that.
Great article, the worst offender is compact tab mode in the current Safari. The animations they implemented make that unusable, sometimes it’ll move tabs away from where the tab was when clicking, the animation always look clunky and the entire experience feels utterly untested. Doesn’t just look poor, but violates quite a lot of HIG rules Apple recommends for third party devs. Maybe something to focus on in a part two of this article.
On a personal level, if thing works - I say, cool, lets focus on something else now.
But I have worked with people who are similar to the author and we will get into the conversation:
- they: wait, but the bundle size is 2.4Mb, it can be improved a lot
- me: by how much? and we have 10k users/day and we have cache policy setup
- they: we can reduce it to 1Mb, imagine saving 10k*1.4Mb every day
- me: yeah, but its not costing us much, if you focus on making it perfect your salary will cost us 2 years of outbound traffic cost.
- they: no, but its not perfect
I admire those people, because they're valuable asset in some companies (e.g. Google scale, saving 1.4Mb for 1 Billion people every day is a lot), but my mind doesn't even want to think about what's perfect.
How do I get there? What are the resources I can read and learn from to look at things to make them perfect?
The issue with “premature optimization is bad” is that some see it as a permission to not optimize at all. Hence you eventually end up with a system where everything is bad.
—
Although for some of us being obsessive-compulsive weirdos this is the only way of life: an itch that keeps on physically scratching until resolved.
“Be guided by beauty. I really mean that. Pretty much everything I’ve done has had an aesthetic component, at least to me. Now you might think ‘well, building a company that’s trading bonds, what’s so aesthetic about that?’ But, what’s aesthetic about it is doing it right. Getting the right kind of people, and approaching the problem, and doing it right […] it’s a beautiful thing to do something right.”
Absolutely, but on the other hand businesses operate with lots of broken windows as well, and they are fine with it.
Dilemma I am having is, on one side, business needs my best judgement for today and short term, because this is how most businesses survive, on the other hand, on a personal level I feel like I am stuck making non-perfect decisions, hence I can't even think about perfect world, because I am not training that part of my brain.
Starting from a literal bandwidth costs perspective definitely won't get you there. I'd start by trying to feel personally annoyed by things like that. Then maybe try to feel more annoyed, since you know it'll touch every customer forever.
In that bandwidth case I'd be annoyed by the waste which kind of pervades software already, and it'd feel great to know at least we countered it a little bit.
It would have been compelling to describe / show what it should have looked like. Because the only alternative for some of these would just be sharp jumps instead of any animation - animating simultaneous appearance and transition of information will inherently result in frames that look imperfect.
Positive examples are all other animations that do work well, or are just animated in After Effects, for which there are plenty of examples online already, like on Twitter.
Bah, each time someone say this they "forgot" that one side effect of 'every frame is perfect' is that it can increase latency..
Perfection or latency? That should be the user's choice not the developer's..
Computer graphics is all about exploiting features of the human visual system. We perceive things differently when they're moving vs. when they're standing still. It's very possible that a "wrong" frame in isolation is the best looking one in a real-time context. We can also pick apart screenshots but these don't capture everything about how the user perceives a display in real-world lighting conditions.
I would draw an analogy to film. A fast tracking shot might look bad on individual frames because of motion blur. A wide-angle shot might make some objects look "wrong" because of optical distortion. But these are still the right choice if they have the intended artistic effect in the theater.
I do like the point the article makes about using ui fidelity as a proxy for software quality, and agree that they pointed out some bad animations. But, I think you hit the nail on the head .. frame by frame coherence isn't the best yardstick for measuring animation "goodness".
It's one thing if the frame halfway through an animation looks a bit "funny", but is still completely logically correct. It is another if the intermediate state of the animation legitimately doesn't make any sense and is just the result of not really caring about what actually goes on during the animation. In that case I'd almost rather just not have the animation at all, or just have a simpler one.
The idea that I would defend screen shake is a complete straw man. How do you get from my comment to that conclusion?
At the same time, why does everything need motion? My understanding is that motion should be used if an action subtly changes the UI in a region that's different from where the action was triggered (e.g. toasts)
I think many of these transitions are unnecessary and would feel just as good if they snapped immediately with instantaneous reflow.
Compare an ordinary pencil (no animations, movement is directly tied to your hand) to a pencil with a pompom on a spring attached to the end. Which is most fun for brief use? Which would you rather write a whole page of text with?
Consider a toolbar with a mix of enabled and disabled buttons. Hover effects (which I would consider animations) convey that something is clickable, and on-click effects confirm an action. These effects convey meaningful information to both beginner users and power users of any software, and are in no way inconvenient to either group.
I generally agree animations tend to get in the way when you want to get shit done, but the idea that animations are only applicable as artistic effects rings untrue to me.
Instant transitions are something I strongly prefer and use in practice. There's no question, I don't want my operating system slowing itself down to a factor (literally) of 1000x, pointlessly fading and jiggling and sliding and bouncing and wiggling. And, as this article points out, animations in operating systems often make a visually illegible mess in the meanwhile.
Animations might be a good idea in theory, but it doesn't seem like anyone has figured out how to do them right.
Squash and stretch is a whole art style that relies on unrealistic frames.
Reasons:
1) I'm doing that thousands of times per week, I know what's going to happen
2) It's my desktop, there is no one else who might be puzzled by a non standard behavior
3) It's faster.
By the way, it is a GNOME desktop on Debian 13.
Oops, I lied. I was about to click on Reply and I realized that the bottom panel (which on a standard GNOME is at the top) is on autohide with a short transition. Maybe because it's the only transition that I activate with the mouse pointer: I hit the bottom of the screen and while it's traveling the last pixels the bar starts sliding in. It's very fast.
Other applications are to do things. They should do the thing and get out of the way as fast as possible. Animation-induced delays are fundamentally contradictory with that; they waste the user's time instead of doing the thing.
Good and useful animations communicate something, they're not there just to be there or to make it "pretty", which is most designers use them. But they can actually communicate intent, action, immediacy and other important things, if they're used sparingly in the right situations, without actually getting in the way.
Probably the most basic animation most of us PC users see every day is the very basic animation of a text cursor blinking on/off in text fields, like the one I write it right now. It's super basic, but communicates that the computer is waiting for you, it's alive and you can enter things. If it was static, you get the impression something is stuck instead, or couldn't tell exactly where the cursor is at a glance. But it blinks, and that tells us stuff.
They don't. Most things don't. This kind of nonsense keeps an extra half-dozen people employed, and gives license to a half-dozen other people to smugly proclaim $BRAND's design language is superior to alternatives.
In most of the cases shown, it would probably feel better if the animations weren't there. I clicked the button, show me the thing. Don't do a dance and then show me the thing, just show it!
Often with out it your brain has to rescan the entire page on each refresh.
The notification area doesn't need animations either, because a GUI is only appropriate for displaying non-urgent notifications. If something really needs urgent attention, you need alarms and flashing lights, not an animated "toast".
I think it should work this way vs “how it be”
"Back-in-the-days" you'd click and stuff would instantly happen, and I don't remember anything being more difficult to visually interpret.
On my Kubuntu desktop if I disable all animations (the whole compositor) I don't feel there is an increased cognitive load of rescaning things - but maybe it's my preexisting memory of the UIs and certain baked in UI expectations. Maybe this animated stuff helps people that are computer illiterate? (software made for the lowest common denominator)
The only time I have to "rescan" is if I input a scroll and anticipate a scroll and it doesn't scroll. It has nothing to do with motion. In fact, in that case, I "rescan" even though the page hasn't changed, but because it doesn't match my expectation that it would change.
https://tonsky.me/blog/every-frame-perfect/toolbar@2x.mp4, for example
I don't think I would have to rescan the entire page to figure out where things were afterwards. Everything's shifted to the right, just like when I open my browser bookmarks.
The only case I can think of where this is true is on scroll, and that barely counts as animation. Anything else is an irritating waste of time.
The absolute worst offence is animating page content on scroll. Great job making me wait on pointless nonsense while scanning your website for the bit I'm looking for. People who do this should be sent to reeducation camps. Both for the animation, and for disregarding 'prefers-reduced-motion'.
- No partially loaded content. - No relayout while content loads.
Holding those as hard rules leads to delay or rejection. Instead, while I agree it's better to have everything up front, gracefully handling cases when we don't is important, and some degree of responsiveness, even with partially loaded content, often makes for a better experience for the user than a delay.
Just be up front about it and find ways to keep continuity of relationship and smoothness. Diffeomorphic mappings are your friend...
Wouldn't be the worst takeaway from the article. You should avoid animation for animation's sake in general. Imagine if we animated letters flying up from your phone's keyboard into the text field as you type them for example.
[1]: https://youtu.be/vIdeGmN__Pw?t=550
After reading this blog post, I think the rule of thumb should be "If I take a screenshot of your app at any moment (except during animations), it must make sense". I don’t think making sense during an animation should really be a goal, as long as it makes sense before and after.
In an ideal world, it is hard to argue with. Yes, sure it should make sense. But also, please don't spend precious cycles on this unless all the other bugs are fixed, and this animation consistency is truly the most important remaining issue to address.
Maybe I've just spent too many years as a pixel-perfect chasing frontend developer, but things can look very janky if they jump out of place during animations, compared to where they are before/after.
Instead, we get a zooming in/out raccoon (making fun of the reader, IMO) for recognizing this problem via the OP author.
Maybe it's just a really hard problem to solve across all devices & latencies... Perhaps more time needs spent on "problem solving" vs "problem description".
I just look at the largest tech companies in the world that with their unlimited finances cannot produce software that isn't glitchy like this.
When iOS first launched, some of the brilliance was in how UI elements transformed into one another—a title in the title bar becoming a "back" button on the left, for instance. There were no intricate morphs, just a simple cross-dissolve between two elements shown briefly at the same time. It read as meaningful without being literal.
The Crop/Adjust example doesn't hold up here, because the two modes don't share a focus. The crop animation is deliberately different: it emphasizes the cropping controls at the edges of the image that you might otherwise miss, prepping you visually for the task and tying the controls into the image workspace. Adjust mode has no direct controls on the image itself, so the transition out should differ. The mismatch is the point, not a flaw.
For most UI, you don't need pixel-perfect morphs between small elements. The real job of animation and behavior is to convey meaning and context. Make your transitions pixel-perfect and most people would never notice the difference.
I have mine at 0.5x and that feels sufficient, still fast but I can see apps opening and closing etc.
The problem with 0x is that it seems to only affect like 90% of the UI. Certain things still animate, and the cadence feels awful as a result.
At 0.5x the stuff that's mysteriously unaffected by the animation speed setting isn't as jarring.
I would use 0x if it worked properly.
On a personal level, if thing works - I say, cool, lets focus on something else now.
But I have worked with people who are similar to the author and we will get into the conversation:
I admire those people, because they're valuable asset in some companies (e.g. Google scale, saving 1.4Mb for 1 Billion people every day is a lot), but my mind doesn't even want to think about what's perfect.How do I get there? What are the resources I can read and learn from to look at things to make them perfect?
The issue with “premature optimization is bad” is that some see it as a permission to not optimize at all. Hence you eventually end up with a system where everything is bad.
—
Although for some of us being obsessive-compulsive weirdos this is the only way of life: an itch that keeps on physically scratching until resolved.
“Be guided by beauty. I really mean that. Pretty much everything I’ve done has had an aesthetic component, at least to me. Now you might think ‘well, building a company that’s trading bonds, what’s so aesthetic about that?’ But, what’s aesthetic about it is doing it right. Getting the right kind of people, and approaching the problem, and doing it right […] it’s a beautiful thing to do something right.”
Absolutely, but on the other hand businesses operate with lots of broken windows as well, and they are fine with it.
Dilemma I am having is, on one side, business needs my best judgement for today and short term, because this is how most businesses survive, on the other hand, on a personal level I feel like I am stuck making non-perfect decisions, hence I can't even think about perfect world, because I am not training that part of my brain.
In that bandwidth case I'd be annoyed by the waste which kind of pervades software already, and it'd feel great to know at least we countered it a little bit.