The Mobile Frontier Blog

A Guide for Designing Mobile Experiences

Posts written by Rachel Hinman

  • Animation Principle Six: Slow In and Out

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    EaseInEaseOut.jpg

    Whether it’s a car peeling out from dead
    stop, or a sprinter, bursting out of the blocks and making tracks in a race,
    objects need time to accelerate and slowdown. The sixth animation principle,
    Slow in and Out, deals with the spacing required to accurately depict the
    inherit law of inertia that governs all objects and people.
    Objects in the world need time to accelerate and slow down. A
    strategy for accurately depicting this type of motion when creating an
    animation is to include more frames of the object near the beginning and end of
    a movement, and fewer in the middle. This principle goes for characters moving
    between two extreme poses, such as sitting down and standing up, but also for
    inanimate, moving objects, such as a bouncing ball.

    (Caption: A strategy for accurately
    depicting the laws of inertia that govern most objects is to include more
    frames of the object near the beginning and end of a movement, and fewer frames
    in the middle.)

    While the experiences we create for mobile UX often live in another
    world – the world behind the glass of our mobile device – allowing some of the
    laws of physics to exist in that world makes those experiences more relatable
    to users. Whether it’s a subtle timing difference in how a list view of data
    scrolls, or the transition between two applications, the principle of slow in
    and out (more frames at the beginning and end of a movement) will help your
    animations feel more natural and intuitive.

     

    slow_in_out.jpg

    (Caption: The
    principle of slow in and out is applied to the scrolling lists of many mobile
    UIs. There are more frames at the beginning and end of the movement. This
    effect makes the UI appear as if it is governed by the laws of inertia.)

     

    chicklets.jpg

    (Caption: There
    are more frames at the beginning and end of the scrolling transition of the
    home screen of the iPhone, making the application icons movement feel more
    natural and intuitive.)

     

     

     

    Animation Principle Five: Follow Through and Overlapping Action

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    dogs.jpg

    Imagine a big dog with giant jowls – like a Boxer or a Bulldog – shaking his head side to side.
    The dynamic movement of the flabby skin on his face as he shakes his head to
    and fro is an example of the fifth animation principle: follow through and overlapping
    action
    .
    While
    anticipation is the preparation of an action, follow through deals with the end of an action. Actions rarely
    come to a sudden and complete stop, but are generally carried past their
    endpoint.
    Follow through captures how parts of an
    object continue to move even after other parts of that object have stopped
    moving.

    (Caption: Follow through captures how parts of an object (like
    the dog’s jowls) continue to move even after other parts of that object (like
    the dog’s head) have stopped moving.)

    Now imagine that very same dog walking down a sidewalk
    with his owner. The dog’s entire body is moving, but different parts of his
    body are moving at different rates. The timing of his legs is different than
    the timing of the movement of his tail, or head. 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. Overlapping maintains a continual flow between whole phrases of
    actions.

    A user interface is a collection of small elements that
    work together to form a system. Just as parts of a dog’s body move at different
    rates, the movement of elements within a UI should move with different yet
    appropriate timing. While UI elements of a mobile experience should work
    together to form a whole, the principles of follow through and overlapping
    action can help define and communicate the nature of the relationships between UI elements. Follow through and
    overlapping action are subtle principles that can help express how elements of
    a UI interrelate to each other with the use of movement.

    Mobile UX Follow Through and Overlapping Action Examples:

    follow_through_windows.jpg

     


    (Caption: The
    transition animation to and from the dynamic tiles experience on the Windows
    Mobile 7 employs the principle of overlapping action. The tiles do not travel
    as one unit, but rather each tile moves at a different rate.)

    Animation Principle Four: Straight Ahead and Pose to Pose

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    straight_ahead.jpg

    Straight ahead and pose to pose are animation
    techniques that refer directly to the animation drawing process. In order to
    capture fast, dynamic action with unusual movement, animators will use the
    straight ahead technique and draw every
    single frame of an animation. The
    pose
    to pose
    drawing technique employs the use of keyframes (the important frames of a sequence) and inbetweens (the intermediate frames that
    express movement between the keyframes).

    (Caption:
    The first illustration depicts the straight ahead drawing technique in which
    every single frame of an animation is rendered. The second illustration
    represents the keyframes that will be used in a pose to pose animation.)

    The vast majority of animations and transitions used
    in mobile experiences employ the pose-to-pose animation technique. Pose to pose
    will usually suffice for transitions that are not overly complex and can be
    described easily. If you’d like to
    incorporate unusual or dynamic movement in your experience that can’t be
    achieved using pose to pose, you’ll likely need to incorporate the straight
    ahead drawing technique in order in order capture the motion you are
    envisioning.

    examples.jpg


    (Caption 1.0: Popular games like Plants and Zombies for the iPad employs the use of pose to pose
    animation techniques.)


    (Caption 2.0: Games with more complex
    movement, like the ones found in the iPad game Fruit Ninja, use straight ahead animation techniques to capture
    dynamic motion.)

     

    Animation Principle Three: Staging

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    god_bad_staging.jpg

    People keen on selling property often “stage”
    a home, meaning they arrange each room in such a way that its purpose is
    completely clear. The principle of staging in animation is similar – good
    staging makes the central idea of an animation completely clear to the viewer.
    In the world of mobile user experience, the principle of staging is most
    relevant when considering the transitions between screens and interactions. Interactions
    that are well staged combine light, color, composition, and motion to direct
    the user’s eye to exactly where it needs to be as they interact with an
    experience. Well-staged mobile experiences have a sense of flow and ease,
    whereas poorly staged ones feel disjointed.

    (Caption: The well-staged illustration
    makes the central idea – two characters engaged in conversation – completely
    clear. The poorly staged illustration leaves the dynamic between the two
    characters open for interpretation, making the central idea unclear.)

    Staging is a subtle yet important
    consideration when applying animation and motion to mobile experiences. A key
    challenge for natural user interfaces is that they lack a strong conceptual
    anchor. As a result, users new to NUIs often feel anchorless as they navigate
    touchscreen experiences. If good, strong staging is applied to the animation
    and transitions of your experience, users will likely feel more grounded in the
    experience.


    Mobile UX Staging Examples

    staging_example.jpg

    (Caption:
    Good staging used in the iPad version of Keynote allows users to see exactly
    where the file they are currently working on lives in the application’s file
    structure. This subtle use of staging allows the user to feel grounded in the
    experience.)

     

    Animation Principle Two: Anticipation

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    bowling_2.jpg

    When an illustrator depicts a moving object or
    character, there are three distinct phases that should be considered to make the
    object’s movement seem realistic:
    • the preparation for the
    action
    • the action itself
    • the results of the movement

    Caption: The crouching pose of a
    bowler, winding up before swinging a bowling ball, is an example of type of pose the principle of anticipation should capture.

    Whether it’s a baseball batter winding up before a swing, or the recoil
    of a spring before it’s sprung, anticipation
    is the animation principle used to address the preparation of an object for
    movement.  Anticipation is about
    orchestrating components of a scene – be it the lighting, composition, or even
    manipulating the shape and form of an object or character – in order to give
    the viewer insight into what is about to happen. 

    Similar to its application in animated film and cartoons, when applied to
    the realm of mobile UX, anticipation is all about giving the user insight into
    what is about to happen next. For example, it’s a principle that can be applied
    to the visual treatment of the interface as a user opens up an application. It
    can also be applied to transitions between experiences. Because gesture
    languages are relatively new for users, the principle of anticipation can also
    be used to provide affordances for gestural UIs. Anticipation gives insight into
    the speed and direction with which objects within a UI can move as well and the
    gestural possibilities of those objects.

    anticipation_eamples.jpg

    (Caption 1: The aperture animation
    found on the camera application of many smart phones prepares the user for the
    action of taking a photograph.)

    (Caption 2: The window shade animation
    on the homescreen of the Windows Phone 7 employs the principle of anticipation
    by giving users a peak into the phone’s dynamic tile UI.)

    (Caption 3: The way in which the cards of the Palm Pre’s user interface
    move acts as an affordance for users, giving them insight into gestural
    language of the UI.)

     

    Animation Principle One: Squash and Stretch

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    squash_stretch.jpg

    People and objects inherently have a sense of mass. When an
    object moves, the character of the movement often indicates the rigidity of the
    object. Manmade, real world objects such as bookshelves or a wooden chair are
    rigid and have little flexibility. Soft surfaces, like clothing, and organic
    objects, like the leaves of a plant, have less rigidity and a higher level of
    flexibility. Squash and stretch is the animation principle used to accurately
    express the rigidity of an object.

    (Caption:
    Organic and soft surface objects, such as a balloon filled with water have some
    level of flexibility in their shape. Squash and Stretch is the animation
    principle that helps depict this character in animation.)

    This principle should be used to help communicate the feeling
    you want your mobile experience to evoke as users engage with it. Is your
    mobile experience a world of solid planes, rigid surfaces and sharp, exact
    movement? Or is it a world that’s more organic, with softer, pliable surfaces
    with easy, graceful movement? Squash and stretch is the principle that can help
    you express your decision through movement.

    Mobile UX Squash and Stretch Examples

    squash_stretch_2.1.jpg

    (Caption: Screen transitions in Flipboard use the
    principle of squash and stretch to express the surfaces inside the
    world of the application are rigid and “board-like”. In contrast, the screen
    transitions in Apple’s iBook use the principle of squash and stretch to echo
    the flexible and organic movement of turning the pages of an analog book.)

     

    12 Days of Animation Principles

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    illusion_of_life.jpg

    I recently finished the first draft of Chapter 5  –
    Animation and Motion: A New Design Material. It struck me as important subject
    to cover in the book since motion is becoming an important design component in
    all the major mobile platforms, yet most designers don’t have a lot of
    experience working with it.

    The backbone of the chapter explores the Twelve Basic Principles of
    Animation
    from the
    bible on animation –
    The Illusion of Life: Disney Animation.

    I’ve
    learned a lot writing this chapter so I thought it would be fun content to
    share here. So, for the next 12 days, I’ll be posting a principle a day along
    with mobile examples. I’d be thrilled if you provide feedback, share any mobile
    examples you’ve seen of the principles in action, or share your experiences
    applying animation to your own mobile design work.

    Good Mobile Experiences Unfold & Progressively Reveal their Nature

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    Shrinky Dinks are a children’s toy/activity kit consisting of large flexible sheets which, when heated in an oven, shrink to small hard plates without altering their color or shape. Most sets are pre-printed with outline images of popular children’s characters.
    Shrinky Dinks are a children’s toy/activity kit consisting of large flexible sheets which, when heated in an oven, shrink to small hard plates without altering their color or shape. Most sets are pre-printed with outline images of popular children’s characters.

    Growing up, my sister and I were big fans of Shrinky Dink Kits. I fondly remember the many hours we spent meticulously adding color to outlined images of our favorite cartoon characters printed on the weird, slightly slippery Shrinky Dink plastic paper. While the activity itself was akin to coloring in coloring books, the final product was infinitely cooler. A standard kitchen oven was all that was needed to unlock the magical powers of Shrinky Dinks. Bake the colored paper characters in a hot oven like a batch of cookies and they’d magically turn in to tiny versions of themselves.

    Shrinky Dinks and Mobile UX
    Shrinky Dinks come to mind when I think of the often-cited screen real estate disparity between mobile devices and personal computers; mobile experiences have substantially less screen real estate to work with than their PC counterparts. A common yet unwise method for dealing with less screen real estate is to employ a Shrinky Dink strategy – to simply shrink a PC experience, load it onto a mobile device and call it a mobile experience. While my fondness for Shrinky Dinks clearly runs deep, miniaturizing a PC experience for a mobile device is a bad idea. It’s a surface solution to a structural problem. Successful PC and mobile experiences are built on fundamentally different conceptual models and leverage different psychological functions of the user. Understanding these differences will help you create better experiences for both contexts.

    PC Design Patterns: Anchors, Stacking, and Recognition
    All PC experiences have a conceptual anchor – the desktop – from which users can navigate. Similar to a Jenga tower or a stack of papers, PC experiences have a conceptual “bottom” and “top” that’s anchored to the desktop. Like stacks of paper placed on a table, the desktop metaphor enables multiple cascading application windows to be open at once. These open windows can be shifted and shuffled (reinforced by functions like “bring to front” or “send to back”.) This sense of a static anchor coupled with the ability to layer and cascade application windows enables users to traverse between applications with ease and multi-task.

    Similar to a Jenga tower, PC experiences have a conceptual “bottom” and “top”, making it easy to stack cascading application windows in a layered fashion.
    Similar to a Jenga tower, PC experiences have a conceptual “bottom” and “top”,
    making it easy to stack cascading application windows in a layered fashion.

    Similar to a Jenga tower, PC experiences have a conceptual “bottom” and “top”, making it easy to stack cascading application windows in a layered fashion.

    GUIs focus on the psychological function of recognition. Users can see all their options and designers give minimal visual differentiation to the interface elements. GUIs rely on a user's sense of sight - WYSIWYG (What you see is what you get).
    GUIs focus on the psychological function of recognition. Users can see all their options and designers give minimal visual differentiation to the interface elements. GUIs rely on a user’s sense of sight – WYSIWYG (What you see is what you get).

    Users of desktop experiences interact with graphical user interfaces (aka GUIs). Graphical user interfaces are built on the psychological function of recognition. Users click on a menu item, the interface provides a list of actions, the user recognizes the appropriate action and clicks on it. GUIs reliance on recognition gave rise to the term WYSIWYG (What you see is what you get). Users can see all their options and minimal visual differentiation between interface elements is commonly used.

    Unfolding, “Topping In” to Information, and Intuition
    In contrast, mobile experiences – especially those with touch screens and natural user interfaces – can feel anchorless by comparison. Instead of cascading windows stacked on top of each other, open mobile applications take up the entire screen. Lacking the screen real estate to present all the interface options at once, mobile UIs intelligently truncate and compartmentalize information into bite-size portions that users can navigate in a way that feels intuitive. If PC experiences are anchored, mobile experiences are about movement and unfolding.

    Instead of possessing a strong conceptual anchor, mobile experiences unfold and progressively reveal their nature. While PC experiences present all the content and functionality at once, great mobile experiences allow users to “top in” to information, and reveal more content and complexity as the user engages with the application or experiences.

    The natural user interfaces (aka NUIs) found on most modern mobile devices are built on the psychological function of intuition. Instead of recognizing an action from a list, users must be able to
    sense from the presentation of the interface what is possible. Instead of “what you see is what you get” NUIs are about “what you do is what you get.” Users see their way through GUI experiences, and sense their way through NUI ones. Unlike GUI interfaces with minimal differentiation between interface elements, NUI interfaces typically have fewer options and there is more visual differentiation and hierarchy between the
    interface elements.

    Unlike GUIs, Natural user interfaces don't have a strong conceptual anchor, which can make users feel anchorless. In order to adapt to limited screen real estate, designers must allow users to "top in" to content, progressively revealing more information as the user engages with the experience.
    Unlike GUIs, Natural user interfaces don’t have a strong conceptual anchor, which can make users feel anchorless. In order to adapt to limited screen real estate, designers must allow users to “top in” to content, progressively revealing more information as the user engages with the experience.

    Patterns are emerging with regard to the way in which mobile experiences unfold. The following examples are some patterns I’ve been tracking.

    Mobile experiences that employ the nesting doll pattern are all about funneling users to detailed content. This pattern allows users to toggle easily between an overview screen displaying many pieces of content, to a detail-level view of a specific piece of content. It’s a pattern has a strong sense of forward/ back movement.

    Nested Doll Examples: iPhone Email App, BravoTV App, Netflix App

    The iPhone's email application employs the nested doll pattern. The user is gradually funneled to a detailed view of an individual email.
    The iPhone’s email application employs the nested doll pattern. The user is
    gradually funneled to a detailed view of an individual email.

    Mobile experiences with a hub and spoke pattern have a strong central anchor point from which users can navigate. Similar to the model of an airport hub, users can bypass the hub and navigate to other “spokes” of the system. However, users interacting with hub and spoke experience often traverse through the hub of the application several times while engaging with the experience. This pattern works best when applied to experiences with large quantities of content or to experiences with a several disparate types of functionality.

    Hub and Spoke Examples: Flipboard App, Facebook App, FourSquare App

    Flipboard employs the hub and spoke unfolding pattern. The "contents" page is the hub, with the various content sources creating the spokes of the experience.
    Flipboard employs the hub and spoke unfolding pattern. The “contents” page
    is the hub, with the various content sources creating the spokes of the experience.

    Just like a bento box from a Japanese restaurant, this pattern carves up the surface area of a mobile device’s screen into small compartments, each portion contributing to the overall experience. This pattern is a good way to express sets of information that are strongly related to each other and is more commonly used on tablets than smartphone experiences.

    The Kayak application for the iPad uses the bento box pattern. Small pieces of tightly related information are displayed on the screen at one time, allowing the user to see the interrelationships of information easily.
    The Kayak application for the iPad uses the bento box pattern. Small pieces of tightly related information are displayed on the screen at one time, allowing the user to see the interrelationships of information easily.

    Similar to the optical refractor used in an optometrist’s office, the filtered view pattern allows users navigate the same data set using different views. It’s a pattern that’s especially well suited for navigating large sets of similar digital media such as music, photos, video, or movies.

    Filtered View Examples: iPod on the iPad or iPhone, CoolIris App, Calendar Apps on most smartphones and tablets

    Similar to the optical refractor at an optometrist's office, which offers a patient multiple views of an eye chart, the filtered view pattern provides users multiple views of the same data. The iPod application for the iPad employs the filtered view pattern and allows users to navigate the same set of content using different views.
    Similar to the optical refractor at an optometrist’s office, which offers a patient multiple views of an eye chart, the filtered view pattern provides users multiple views of the same data. The iPod application for the iPad employs the filtered view pattern and allows users to navigate the same set of content using different views.

    What mobile “unfolding” patterns have you been noticing?

    Mobile Prototyping Essentials

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    Last week I presented the following talk on Mobile Prototyping at Web Directions Unplugged in Seattle. It was a great opportunity to share content from my latest chapter of The Mobile Frontier on prototyping. Thanks to John Allsopp, Maxine Sherrin, and Brian Fling for including me in such an inspiring event.


    View more presentations from Rachel Hinman