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The animated GUI Lessons from Disney Kristel Van Ael and Joannes Vandermeulen of Namahn at SIGCHI.be Fall Conference on New Communities 19/10/2009

The animated GUI: lessons from Disney

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The animated GUI: lessons from Disney - Presentation Transcript 1. The animated GUI Lessons from Disney Kristel Van Ael and Joannes Vandermeulen of Namahn at SIGCHI.be Fall Conference on New Communities 19/10/2009 2. What are the principles of animation? How can animation enhance the user experience? 3. Context Assignment from Atos Worldline: use the full potential of a new 16-bit colour display to create a user-friendly and appealing interface for a new XENTA point-of-sales terminal. Basic interface concept and flows designed by Namahn in 2003, and still standing Now focus on colour, typography, iconography and … animation 4. Why animate? Provide a natural flow Focus attention on the action Provide a sense of bearing Engage and appeal NOT: disrupt or hold back 5. The illusion of motion 6. Frame rate The human eye perceives motion at about 24 fps (frames per second) 20 fps is enough for simple feedback 25 fps is accepted as very decent +30 fps for games 7. Motion blur In the real world, an object leaves an impression of its path in our visual system – a smear. 8. Motion blur A rule of thumb: if an object moves more than half its size between any two frames, motion blur must be added. 9. Instant response Visual response to user actions needs to be without delay 0,1 second is about the limit for having the user feel that the system is reacting instantaneously More complex action may take at most 1,5 seconds 10. 8 Design principles Solid drawing Squash and stretch Arrival and departure Ease-in, ease-out Arcs Follow-through Anticipation Exaggeration 11. “Does your animation have weight, depth and balance?” 12. Solid drawing 13. Solid drawing The creation of objects so they appear to have the potential for movement 14. Solid drawing Avoid static symmetry and twin movements 15. Squash and stretch 16. Squash and stretch defining the rigidity and mass of an object by distorting its shape during an action 17. Squash and stretch Pin dropping in Google Maps on iPhone 18. Arrival and departure 19. Arrival and departure In real live, objects do not appear (enter) or disappear (exit) suddenly Three variations: objects fly in from off-screen, objects grow from a point to their full size objects dissolve onto the screen. Objects exit in the opposite way that they entered 20. Arrival and departure Visibility curve 21. Ease-in, ease-out 22. Ease-in, ease-out Ease-in is a gradual acceleration into a motion from a key position Ease-out is the gradual deceleration out of the motion to a key position In either case this principle refers to the simple fact that objects in the real world do not suddenly start or stop moving 23. Dan Bluth 24. Ease-in, ease-out 25. Ease-in, ease-out 26. Arcs 27. Arcs The movement of most natural motion will be described by a slightly circular path or arc of some kind. 28. Follow-through 29. Follow-through Objects in the real world do not come to sudden stops, all of the object coming to a standstill at once Example: objects coming to a stop will wiggle at the end of their motion, as if reacting to a small spring at the end of their travel Combine with overlapping motion 30. Anticipation 31. Anticipation Anticipation is a technique to alert the viewer to an upcoming action so it is not missed. Exaggerating in order to give the audience a cue about the main action to follow Examples: Contrary movement just before move Retracting slightly before expanding A character looking off screen in the direction where an important action is about to happen 32. Anticipation 33. Exaggeration 34. Exaggeration By increasing the salience of certain aspects of the world, the animator gives the audience footholds from which to better interpret the nature of the character, action, or situation Paradoxically, only by exaggeration do cartoons achieve more realism. 35. Credits Producer: Inge De Cock Production Manager: A

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Page 1: The animated GUI: lessons from Disney

The animated GUI

Lessons from Disney

Kristel Van Ael and Joannes Vandermeulen of Namahn at SIGCHI.be Fall Conference on New Communities 19/10/2009

Page 2: The animated GUI: lessons from Disney

What are the principles of animation?How can animation enhance the user experience?

Page 3: The animated GUI: lessons from Disney

Assignment from Atos Worldline: use the full potential of a new 16-bit colour display to create a user-friendly and appealing interface for a new XENTA point-of-sales terminal.

Basic interface concept and flows designed by Namahn in 2003, and still standing

Now focus on colour, typography, iconography and … animation

Context

Page 4: The animated GUI: lessons from Disney
Page 5: The animated GUI: lessons from Disney
Page 6: The animated GUI: lessons from Disney

Provide a natural flow

Focus attention on the action

Provide a sense of bearing

Engage and appeal

NOT: disrupt or hold back

Why animate?

Page 7: The animated GUI: lessons from Disney

The illusion of motion

Page 8: The animated GUI: lessons from Disney

The human eye perceives motion at about 24 fps (frames per second)

20 fps is enough for simple feedback

25 fps is accepted as very decent

+30 fps for games

Frame rate

Page 9: The animated GUI: lessons from Disney

In the real world, an object leaves an impression of its path in our visual system – a smear.

Motion blur

Page 10: The animated GUI: lessons from Disney

A rule of thumb: if an object moves more than half its size between any two frames, motion blur must be added.

Motion blur

Page 11: The animated GUI: lessons from Disney
Page 12: The animated GUI: lessons from Disney
Page 13: The animated GUI: lessons from Disney
Page 14: The animated GUI: lessons from Disney

Visual response to user actions needs to be without delay

0,1 second is about the limit for having the user feel that the system is reacting instantaneously

More complex action may take at most 1,5 seconds

Instant response

Page 15: The animated GUI: lessons from Disney

8 Design principlesSolid drawing

Squash and stretch

Arrival and departure

Ease-in, ease-out

Arcs

Follow-through

Anticipation

Exaggeration

Page 16: The animated GUI: lessons from Disney

“Does your animation have weight, depth and balance?”

Page 17: The animated GUI: lessons from Disney

Solid drawing

Page 18: The animated GUI: lessons from Disney

Solid drawing

The creation of objects so they appear to have the potential for movement

Page 19: The animated GUI: lessons from Disney
Page 20: The animated GUI: lessons from Disney

Solid drawing

Avoid static symmetry and twin movements

Page 21: The animated GUI: lessons from Disney

Squash and stretch

Page 22: The animated GUI: lessons from Disney

Squash and stretch

defining the rigidity and mass of an object by distorting its shape during an action

Page 23: The animated GUI: lessons from Disney

Squash and stretch

Pin dropping in Google Maps on iPhone

Page 24: The animated GUI: lessons from Disney
Page 25: The animated GUI: lessons from Disney

Arrival and departure

Page 26: The animated GUI: lessons from Disney

Arrival and departure

In real live, objects do not appear (enter) or disappear (exit) suddenly

Three variations: objects fly in from off-screen,

objects grow from a point to their full size

objects dissolve onto the screen.

Objects exit in the opposite way that they entered

Page 27: The animated GUI: lessons from Disney
Page 28: The animated GUI: lessons from Disney

Arrival and departure

Visibility curve

Page 29: The animated GUI: lessons from Disney
Page 30: The animated GUI: lessons from Disney
Page 31: The animated GUI: lessons from Disney

Ease-in, ease-out

Page 32: The animated GUI: lessons from Disney

Ease-in, ease-out

Ease-in is a gradual acceleration into a motion from a key position

Ease-out is the gradual deceleration out of the motion to a key position

In either case this principle refers to the simple fact that objects in the real world do not suddenly start or stop moving

Page 33: The animated GUI: lessons from Disney

Dan Bluth

Page 34: The animated GUI: lessons from Disney

Ease-in, ease-out

Page 35: The animated GUI: lessons from Disney

Ease-in, ease-out

Page 36: The animated GUI: lessons from Disney
Page 37: The animated GUI: lessons from Disney

Arcs

Page 38: The animated GUI: lessons from Disney

Arcs

The movement of most natural motion will be described by a slightly circular path or arc of some kind.

Page 39: The animated GUI: lessons from Disney
Page 40: The animated GUI: lessons from Disney

Follow-through

Page 41: The animated GUI: lessons from Disney

Follow-through

Objects in the real world do not come to sudden stops, all of the object coming to a standstill at once

Example: objects coming to a stop will wiggle at the end of their motion, as if reacting to a small spring at the end of their travel

Combine with overlapping motion

Page 42: The animated GUI: lessons from Disney
Page 43: The animated GUI: lessons from Disney

Anticipation

Page 44: The animated GUI: lessons from Disney

Anticipation

Anticipation is a technique to alert the viewer to an upcoming action so it is not missed. Exaggerating in order to give the audience a cue about the main action to follow

Examples: Contrary movement just before move

Retracting slightly before expanding

A character looking off screen in the direction where an important action is about to happen

Page 45: The animated GUI: lessons from Disney

Anticipation

Page 46: The animated GUI: lessons from Disney
Page 47: The animated GUI: lessons from Disney
Page 48: The animated GUI: lessons from Disney

Exaggeration

Page 49: The animated GUI: lessons from Disney

Exaggeration

By increasing the salience of certain aspects of the world, the animator gives the audience footholds from which to better interpret the nature of the character, action, or situation

Paradoxically, only by exaggeration do cartoons achieve more realism.

Page 50: The animated GUI: lessons from Disney
Page 51: The animated GUI: lessons from Disney
Page 52: The animated GUI: lessons from Disney
Page 53: The animated GUI: lessons from Disney

CreditsProducer: Inge De Cock

Production Manager: Alain Schiffeleers

Art Director: Kristel Van Ael

Assistant Art Director: Bram Boot

Illustrator: Kurt Cornelis

Animation Consultant: Eric Goossens

Animator: Raf Schoenmaekers

Technical support: Luc Vanoostenryck, Mark Vanophalvens, Wouter Verlinden, Jan Verstrepen

Page 54: The animated GUI: lessons from Disney

ReferencesThe illusion of Life: Disney animationby Ollie Johnston (Author), Frank Thomas Disney Editions, 1995

The Nuts and Bolts of Animationby Ed J. Cheetham, Country Music Television – MTV NetworksComputer Graphics May 2001, Volume 35, pg 48-52

Animation: From Cartoons to the User Interface by Bay-Wei Chang and David UngarUIST: User Interface Software and Technology, 1993