Post on 09-May-2015
description
The animated mobile NUI
Lessons from Disney
Mobile Monday 17/10/2011
Joannes Vandermeulen and Kristel Van Ael of Namahn
What are the principles of animation? How can animation enhance the user experience?
Project request from Atos Worldline use of the full potential of the new 16 bit colour display to create a user-friendly and appealing interface.
Field studies, concept and task flows done by Namahn in 2002 and still standing
Focus on colour, typography, iconography and… animation
Context
Animations provide a natural flow
Focusing the user’s attention on the action
Ordering the information (hierarchy)
Helping the user to stay oriented
Lively and engaging, more appealing
Why animation?
In its most basic form, character animation is about storytelling George Maestri
The illusion of motion
In the real world, an object leaves an impression of its path in our visual system – a smear.
Motion blur
A rule of thumb: if an object moves more than half its size between any two frames, motion blur must be added.
Motion blur
10 Design principles Solid drawing
Staging
Squash & stretch
Arrival and departure
Slow in / Slow out
Arcs
Follow through
Overlapping
Anticipation
Exaggeration
Does your animation have weight, depth and balance?
Solid drawing
Solid drawing
The creation of objects so they appear to have the potential for movement
Solid drawing
Giving your animation weight, depth, and balance gives it life
Solid drawing
Avoid static symmetry and twin movements
Solid drawing
Avoid static symmetry and twin movements
Staging
Staging
Making the central idea of an animation completely clear to the viewer.
Squash and stretch
Squash and stretch
Defining the rigidity and mass of an object by distorting its shape during an action
Squash and stretch
Flipboard vs. Apple iBook
Squash and stretch
Pin dropping in Google Maps on iPhone
Arrival and departure
Arrival and departure
In real live objects do not appear or disappear 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
Arrival and departure
Visibility curve
Slow in / Slow out Ease in / Ease out
Slow in / Slow out
Slow-in is a gradual acceleration into a motion from a key position
Slow-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
Slow in / Slow out
Slow in / Slow out
Slow in / Slow out
The principle of slow in and out is applied to the scrolling lists of many mobile UIs.
Arcs
Arcs
The movement of most natural motion will be described by a slightly circular path or arc of some kind.
Arcs
Arcs applied on the interface of the Nokia Maemo
Arcs
Arcs applied on the interface elements of the Android mobile
Follow through
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 action
Overlapping action
Overlapping action
Overlapping action is the animation principle that captures how parts of an object move at different rates.
Capturing the nature of the movement as well as the slight variations in timing and speed of these parts makes objects seem more natural. An action should never be brought to a complete stop before starting another action.
Anticipation
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 where an important action is about to happen
Anticipation
Exaggeration
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.
Project team Art Director: Kristel Van Ael
Assistant Art Director: Bram Boot
Production manager: Alain Schiffeleers
Illustrator: Kurt Cornelis
Animation advice: Eric Goossens
Animator: Raf Schoenmaekers
Producer: Inge De Cock
Technical support: Luc Vanoostenryck, Mark Vanophalvens, Wouter Verlinden, Jan Verstrepen
References The illusion of Life: Disney animation by Ollie Johnston (Author), Frank Thomas Disney Editions, 1995
The Nuts and Bolts of Animation by Ed J. Cheetham, Country Music Television – MTV Networks Computer Graphics May 2001, Volume 35, pg 48-52
Animation: From Cartoons to the User Interface by Bay-Wei Chang and David Ungar UIST: User Interface Software and Technology, 1993