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Posted by jakelazaroff 9/5/2025

Purposeful animations(emilkowal.ski)
544 points | 133 comments
danielvaughn 7 days ago|
Every time I see animation discussed by designers, they're thinking about it in terms of polish and "delight", and then balancing those things with perceptual latency. It's not entirely incorrect, but a couple of minor nits:

1. Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.

2. It's more useful to think about state when deciding when to animate. Could the user have trouble perceiving the change in state that just occurred? If so, then use an animation to help them visualize what happened. I believe this is the primary reason to use an animation - all others are vanity.

cosmic_cheese 7 days ago||
> Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.

If (and that’s a big if) animation is used in moderation only when it actually communicates something and isn’t an active impedence (as demonstrated in the linked post), I think it has a significant effect for users. It’s just not the effect that many might expect.

Meaningful, unintrusive animations are one of the myriad puzzle pieces that come together to form a positive impression. They’re a sizeable chunk of that last 20% that separates “good” and “excellent” in users’ minds. They’re not strictly necessary, but between two equally good competitors they’ll help one pull ahead of the other, because users come away with a stronger impression of “solidness”. It’s not unlike how people tend to consider heft and resistance to flexing as markers of higher quality in physical products.

The problem is that since a decade or so ago, UI design as a whole has veered heavily in the direction of vibes, slideshow wow factor, and “branding value” (I felt a pang of nausea just writing that) and away from the volumes of well-researched best practices, and regard for good use of animation has been lost along with it. We’re well overdue for a correction that pushes UI design back in the direction of practical usability and away from Dribbble appeal.

tobr 7 days ago|||
> users come away with a stronger impression of “solidness”

This really is what UI polish of any kind is all about. You feel like you can trust it more, it feels more robust and reliable. Animation and gestures are a part of this, but it’s only the last mile after everything already feels robust.

Before you make it more glitzy you have to make it less glitchy.

puilp0502 7 days ago|||
> Before you make it more glitzy you have to make it less glitchy.

I am copying this so that I can use it later when the marketing comes in and suggests we devote more dev time to yet another landing page renewal when we are at capacity just handling Bug tickets

cosmic_cheese 7 days ago|||
That I can agree with. Applying polish to glitchy software is like putting a high end leather interior and soundproofing in a car that only starts 85% of the time and occaisionally opens its rear hatch while on the road for no apparent reason.
floating-io 7 days ago|||
Or, more simply: "lipstick on a pig".
TeMPOraL 7 days ago|||
> occaisionally opens its rear hatch while on the road for no apparent reason.

That is how "our army of well trained monkeys" can get in to fix the "oops. something went wrong" problem.

#include <rant_about_paternizing_users.h>

luqtas 7 days ago|||
> communicates something and isn’t an active impedence (as demonstrated in the linked post)

woah! you are starting from the point an individual preference is any metric to gneral public preferences and understanding... there's not a SINGLE study cited on the blog!

xg15 7 days ago|||
Fully agreeing with this. I was also surprised that the appearance change of a button on mousedown is considered an animation here. ("Another purposeful animation is this subtle scale down effect when pressing a button.")

Isn't this just very basic optical feedback to indicate that a component is clickable at all and that the click was registered?

dfxm12 7 days ago|||
It fits both the dictionary and colloquial definitions of animation. If there is any domain specific jargon, surely that applies too. I can't understand why this wouldn't be considered an animation...
addaon 7 days ago||
I can see either side of it, but in my mind animation (in this context) means the generation and timed display of synthetic tween states to smooth the transition between the display of actual states. The mouse-down case is (in this context) an immediate change from the up- to down- states, without additional frames in between, so is not an animation by this particular domain-specific definition.
trogdc 7 days ago|||
The example on the site does have tween frames: `transition-duration: .15s`
QRY 7 days ago|||
That makes sense. I think of it like visual movement, a difference in position over time. Even a single step represents a change in position, even if the time increment is very small. The transition is the animation, the duration would be 2 frames: up, and down.

In a nutshell: put two different frames in sequence, and you have an animation.

layer8 7 days ago||
But the up and down really consists of two user actions, pressing the mouse button, and releasing it again. See drag-and-drop for example, where that distinction is important. It’s even important for simple buttons: You can generally abort a button press by moving the mouse pointer outside the button area before releasing the mouse button again. In that case, the button action isn’t triggered. The pressed-down state visualizes that the action will be triggered when you release the mouse button while still in the button area.

Animation is when more than one consecutive step happens on it’s own. I’d argue that even tooltips appearing and disappearing after a timeout doesn’t constitute an animation, because the disappearance isn’t immediately consecutive with the appearance, and (maybe more importantly) the intervening state of the tooltip being shown is meaningful to the user as a distinct state.

madeofpalk 7 days ago|||
Why would it not be an animation?

It’s a pretty basic animation.

robenkleene 7 days ago|||
> Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.

Appreciating delight (for it's own sake) in software design I'd consider a core trait of (old-school?) Apple fans. E.g., lamenting the decline of whimsy in the post-Jobs era.

I don't know of a canonical piece that summarizes this idea, but it's referenced a bit in this short piece https://daringfireball.net/linked/2024/12/05/festivitas

I think there's truth to it being relatively niche, appreciating delight that is, but it's certainly not confined just to designers. E.g., like I'm saying here, a core trait of Apple fans is appreciating these kinds of details.

danielvaughn 7 days ago||
I should've been more specific. I was moreso referring to the trend of designers claiming they're adding delight, where in reality they're just muddying the experience with visual effects that might be striking, but lack any depth or improvement to the core experience.

I absolutely do believe that software can be delightful. Linear comes to mind as an example - there are lots of little nuances to their interactions and it just feels so good to use.

dolebirchwood 7 days ago|||
The other problem I encounter is designers working in B2B, but designing like they're working in B2C.

For B2B (especially enterprise B2B), your software is just a tool your customers' employees need for their day jobs. Fancy animations, multi-colored gradients (because gradients mean "AI" now, right), and other gaudy crap does not make it easier for anyone to do their job. It's just noise -- constantly distracting users who are just trying to navigate through dense, text-heavy dashboards.

If you want to design "pretty" and "delightful" experiences, then it doesn't make much sense to join a company that revolves around CRM/ERP workflows. Work for a company whose value is directly tied to users' warm and fuzzy feelings.

lukan 7 days ago||
Also most consumers don't want to admire fancy animations. If they want to switch channels on their TV, they want the channels to switch now, not wait for a fancy animation to entertain them in the meantime.
tikhonj 7 days ago|||
Delight sounds similar to what game designers call "juice" and, done well, it really does make a game feel delightful beyond its pure gameplay.

I've had the same feeling with more utilitarian interfaces, but it's pretty rare. I don't know why. I expect it's partly because we have different expectations for programs than we do for games, partly because the context and the interactions are pretty different, and partly because most organizations do not have the will or the ability to make interfaces that satisfying. (After all, it's the worst sort of thing for most organizations: something that requires taste, time and experience and cannot be managed, measured or executed by committee.)

xnx 7 days ago|||
> 1. Delight is overblown, in my opinion

I might delight in seeing an animation the first three times, after that I want it off. Don't add extra latency to my process.

athenot 7 days ago||
The author made that point, in considering frequency of use as a criteria for whether to use an animation or not.
layer8 7 days ago||
Frequency often depends on individual use case, though. In an actual application, there are few elements where you can safely exclude the possibility that someone will use the element frequently.
CuriouslyC 7 days ago|||
I can tell you from experience that impressive hero banners and animations that get the user's attention reduce bounce rate. That might not matter if you're established and you get customers via product market fit and word of mouth, but for small shops trying to land early customers it's crucial.
layer8 7 days ago|||
It makes a significant difference if you’re talking about a web page that’s more like a product brochure, or if you are talking about an application the user wants to get a task done with. The latter shouldn’t have “impressive hero banners”, and “animations that get the user's attention” only when the user needs to be made aware of an important application event.
moron4hire 7 days ago|||
The assumptions buried here are that bounce rate is accurately measurable and that reduced bounce rate correlates to increased sales.
account42 5 days ago||
The buried assumption is also that increasing sales at all costs leads to increased profits long term.
tomxor 7 days ago|||
> Could the user have trouble perceiving the change in state that just occurred? If so, then use an animation to help them visualize what happened

I think this is the only justified use of animation in UI, however I wasn't satisfied with the dilemma of increasing perceived transition while increasing perceived UI latency.

I found it's possible to get the best of both for event triggered state changes i.e clicking on stuff, by sticking to ease-out based transitions, where the start of the transition is instant and the end decelerates.

This makes it feel just as snappy as no animation, while still helping to communicate a transition, because we are more sensitive to the latency of the start of the transition when it's an event - since we are anticipating a reaction, which is satisfied as soon as it starts to react.

thewebguyd 7 days ago|||
> Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.

I disagree with this, as much as I want it to be true. Just ask an Apple/iPhone user to use an Android phone for a week and then ask them how the experience was, they'll tell you something felt off or janky about it, and a lot of it comes down to really well designed animations on iOS for everything you interact with.

Regular consumers may not use the word delight to describe the user experience, but they do notice it when faced with what is (to them) an inferior experience.

makeitdouble 7 days ago|||
Except "Reduce Motion" is one of the most well-known and praised setting, it has been passed on as a tip to increase the overall snappiness for as long as the setting existed.

To the point people regularly ask for a stronger setting to straight disable animations and not just reduce them.

_kidlike 7 days ago||
I used to be a huge fan of disabled animations on Linux, but unfortunately many websites end up being completely unusable. Somehow the animations affect functionality. Probably the developers never test their software with disabled animations.

So now I just have the setting to be super fast, but not disabled. Works perfectly well.

gf000 7 days ago|||
Especially when I press the volume button, and it shows up rotated 90 degrees at a different side of the screen, or the litany of other iOS bugs..

This experience has stopped being the case for quite some time now. Sure, a 60 USD low-end device is no ground for proper comparison with a 1000 dollar one, but androids in a similar category absolutely have similar animations and "niceties". I have actually recently moved from iOS to Android, and I do prefer the latter's visual UX. I will even go as far and say that there are less UI bugs.

(As for "smoothness", sure, apple's SoC game is far above any android manufacturer's, which helps a lot)

moralestapia 7 days ago|||
>1. Delight is overblown, in my opinion. I think most of the people truly delighted by fancy animation are just other designers.

If you go in and read TFA you'll see that's one of the main points being made.

meagher 7 days ago|||
> Delight is overblown, in my opinion

Nerdsnipe perpetuated by other engineers/designers admiring it on Twitter. Nothing wrong with that, just shouldn’t pretend that most users care.

esafak 7 days ago||
Most users don't know better. That doesn't mean you shouldn't aim higher.
dccoolgai 7 days ago|||
Those designers aren't good at their job. What you're describing is a failed artist. There are a lot of these that call themselves designers.
mholt 7 days ago||
Apple could learn a thing or two from this. Too often I'm waiting for their silly animations to finish. Just a moment ago I swiped to scroll the view to the bottom, then immediately tapped the button when it came into view, but I had to tap it multiple times until the bouncing stopped.

That's just one example because it just happened, but this happens ALL the time. I know Apple can do better. My Android phone felt so much more responsive (the 120hz screen helped, I'm sure), simply because the animations were snappier.

Other examples that come to mind real quick:

- Swiping up to switch apps. That one is awfully slow. (Actually, most gesture-based activities are painfully slow!)

- Dismissing notifications (esp. on Mac)

- Opening the drawer thing

- Revealing the dock

- Sometimes I see animations stacked upon each other. One animation has to fully complete, then another one, THEN I can finally use my computer again.

It's ironic that I have to go to Accessibility settings and disable these things to make my device accessible.

gcau 7 days ago||
Whenever my apple wallet connects to my phone, It plays a totally useless animation that feels like it takes forever, and covers the entire screen. In that time, you cant see or do anything on the phone. So annoying, and for no reason. Just give me a little haptic when it connects.
ninkendo 6 days ago|||
This enrages me so fucking much.

When does my wallet slide slightly from the magnetic center and then back into place most often? When I’m getting it out of my pocket.

When am I trying to just use my goddamn phone the most? When I get it out of my pocket.

So, it ends up being that ~50% of the time I need to use my phone, I have to wait for that goddamn 3 second animation first.

If some engineer introduced a 3 second regression in the time for Face ID to unlock your phone 50% of the time, it would be noticed and fixed immediately. But call that 3 second regression a “surprise and delight animation” and suddenly Apple designers love it and force it on you.

GuinansEyebrows 7 days ago|||
same when attaching a locked phone to a magsafe charger. it seems like a small thing but i actually interact with my locked phone enough for that to get on my nerves. i'd prefer the haptic feedback but i would even settle for being able to swipe it away - nope. not an option.
void-pointer 7 days ago|||
You don’t have to wait for the iOS navigation animations to finish, they’re designed to be fully interruptible.
benhurmarcel 7 days ago||
Not all of them. For example if you open a conversation in messages it slides left, and you have to wait before you can scroll. When you cancel a route in Maps it zooms back on your position and you have to wait before you can move the map again (and it’s really slow).
wilkystyle 7 days ago|||
An extremely infuriating one that repeatedly gets me because I forget about it: the AM/PM wheel when setting an iOS alarm. If I set an alarm the night before and the last thing I do is flick the wheel to AM, but then hit save before the animation has finished it's very subtle and slight easing/bouncing animation, the setting remains at its original value (PM because I'm creating the alarm at night) and thus the alarm does not go off in the morning when I expected it to.
crazygringo 6 days ago||
You're right, that one drives me nuts. Any slide wheel doesn't change its underlying value until it stops animating, even if it's 99% of the way there. You navigate away from the screen thinking the new value is set, but it's not.

That one falls into the category of UX felony as far as I'm concerned. It's not just delay or confusion, but actively misrepresenting a value.

taminka 7 days ago|||
the macos switching between spaces/desktops is INFURIATING, because until the animation fully finishes, all the clicks/keys are registered on the last space, and the animation takes a while...

apple have completely lost the plot, and organisations of that size are incapable of producing good user experience w/o a de facto dictatorship person who has an idea what here doing (a la steve jobs)

this is worsened by the the fact that even on hn people have no idea what's they're doing in terms of design most of the time, because they fail to realise that the average person isn't like a fan of their product lol, they just see it as a utility that needs to perform a bare minimum of functions reliably, with a consistent ui, like thats literally it...

every time you want to change something, ask yourself, if I show this to my grandma, and unless her reaction is "omg yes this is a million times better, pls do that" DO NOT CHANGE ANYTHING

evulhotdog 7 days ago||
I’ve tried to find a way to reduce or eliminate those workspace switching animations and have not found a solution. I will say that using a hotkey to access it makes it go the fastest compared to swiping, but that’s about it. There are more extreme solutions like Flashspace but it’s not the greatest.
mackeye 7 days ago|||
it got on my nerves to the point i switched to https://github.com/nikitabobko/AeroSpace, lol. things like smooth scroll help you follow your place in the text (its something i cant live without, even in a tui editor). a fullscreen workspace switch should not need that.
zzo38computer 7 days ago|||
> things like smooth scroll help you follow your place in the text

I dislike smooth scroll (and many other UI animations), but there are other things that might help, such as:

- Xaw scroll bars; click to scroll so that the clicked position is now at the top of the screen.

- Line numbers.

- Marker for bottom and top of previous scroll position, if what was previously on the screen is still visible.

hexo 7 days ago|||
smooth scrolling text is one of worst mistakes in UX
sleet_spotter 6 days ago|||
FYI there is a long-standing bug with ProMotion and switching spaces. Their length is tied to refresh rate somehow. Switching to static 60hz makes them faster (but what an annoying choice to have to make!)
bze12 7 days ago|||
iOS default animation speed is 350 ms, at least for SwiftUI. This has always felt a bit too slow. And recent system animation changes felt gratuitous to me (opening the action bar on iMessage for example).

OTOH this article is basically downstream of Apple’s interface design philosophy.

troupo 7 days ago||
Ironically enough their HIGs used to tell you not to overuse animations, and to keep them short.
prisenco 7 days ago||
Personally I would even speed up these animations. 300ms is too high. I prefer animations that are almost imperceptible. You might even only notice them if you take them away.

Anything longer than that I consider too slow.

chrismorgan 7 days ago||
I used to go for 250ms, now I go for 200ms. I find that about the sweet spot for UI transitions where it helps you to understand what’s changing and how and why. And if it doesn’t meet those criteria, don’t transition it.

200ms is also nice and short to write in CSS, .2s. I contemplated shorter, but I found that by 150ms a transition can start to feel like it’s a mistake, a brief rendering glitch, especially if the first few frames of the animation are dropped, as can be common (.2s is already down to only ~10 intermediate frames). It’s too short to get the benefits of an animating transition, but too long to be or look or feel instant.

cousin_it 7 days ago|||
I think if the animation "helps you understand what's changing and why", sometimes that's a sign that the change could be redesigned - moved to a different part of the screen, for example - so that it becomes clearer without needing to be animated.

For example, if pressing a "Save" button makes a "Save successful" toast appear on top of the screen, it's tempting to animate it in, so that the user notices it. But it's better to replace the button text with "Saved" and gray it out, which achieves the same goal and feels great without any animation.

cosmic_cheese 7 days ago|||
In general I think toasts are a borderline antipattern, particularly those presented as a chance for the user to undo some action that they accidentally triggered (doubling the panic since now the undo has become a time bomb). Just don’t make the consequencial action so easy to trigger in the first place and where relevant (on iOS or desktop) support the standard undo stack.
const_cast 7 days ago||
Toasts on large displays are definitely an anti-pattern, they're just too far from where the action that triggered them actually happened.

On mobile it's a bit different, because often you don't have the space to put an "undo" button or status text right next to the thing you just did. So you put it at the bottom or something in a toast.

Still not good, but more justifiable.

Also iOS does not have reliable undo actions. Android does, but on iOS there isn't an equivalent. No back button. Well, maybe a back button but definitely not required and not enforced in any way.

cosmic_cheese 7 days ago||
Still iffy on mobile because the way the device is being held can’t be assumed. The area the toast appears is very easily hidden by a hovering thumb for instance, especially for people with larger hands.

Undo and back are conceptually similar but different. On iOS, consistently anywhere you can enter text you can give your phone a quick shake (similar to a person shaking their head “no”) and it’ll offer to undo the last edit. Many apps like Reminders use this for actions like item completion too. There’s a native undo stack you can use to leverage this as a third party dev. There’s also a gesture that can trigger this but I have yet to commit that to memory.

Android does not have an undo gesture. Some skins (like Samsung’s) implement something similar but it’s not consistent and it’s limited to text editing.

For going back, all apps built with native iOS UI toolkits have a swipe gesture that goes back to the previous screen. Cross platform apps built with other frameworks are notoriously bad about not implementing this, though. It’s true that there’s no cross-app back gesture, but swiping back and forth on the home bar is a rough approximation.

const_cast 7 days ago||
IME it's the exact opposite. That iOS undo action is more or less theoretical - the apps that support that are some of Apples... And that's it.

The android back action is universally supported. Its literally a button, still, to this day, persistent on your screen by the OS.

Also, the "swipe back" action on iOS is more or less fake. Its applied so inconsistently it might as well not exist.

In my head "back" and "undo" are usually the same thing. iOS has a good interface, but this is one glaring blind spot they missed to Android and browsers. It actually makes iOS quiet frustrating to use.

Also, barely related: but the "shaking your device is like shaking your head no" thing is the stupidest thing I've ever heard in my life. I'm sure Apple thinks its very intuitive and good design, but it's really, really not. That's one of the least discoverable things I've ever heard. Apple please don't do that.

cosmic_cheese 7 days ago||
Swipe to go back support is pretty wide if you select for iOS-first apps (I do). It’s glaring when I try to use it and it’s not there, so when that happens I’ll either go find an alternative or drop back to the web app (where Safari will definitely implement it).

My Android devices all have the gesture bar enabled because the old style button bar is an eyesore and easy to trigger accidentally (Android’s swiping from the right to go back is also too easy to trigger as a right-handed person, but that’s another story).

My metal model for the undo/back split actually follows desktop browsers. Cmd-Z isn’t going to undo navigation while Cmd-[ will, and so the two are separate and distinct.

MrJohz 7 days ago||||
With saving, I usually add a confirmation directly next to the save button, so the save button itself doesn't change state (people often like pressing save multiple times!). But even then, I find a little bit of animation that moves the "saved" text away from the button to indicate where it's come from can be really helpful for intuitively connecting the two interactions. The animation should be fast (100-150ms max, often as low as 75ms), and subtle (just a slight step to the side), but it gives the user more of a feeling about what's happening.
account42 5 days ago||
> With saving, I usually add a confirmation directly next to the save button, so the save button itself doesn't change state (people often like pressing save multiple times!).

There is no problem with the button changing states as long as it only happens after the current document state was successfully saved and becomes active again when you make changes to the document. That way the button doesn't represent the outcome of some action but the sate of the document - unsaved changes = button enabled, no unsaved changes = button disabled.

Larrikin 7 days ago|||
The toast doesn't block the user from saving again in quick succession
adzm 7 days ago||
First thing I do on any android phone is enable developer mode and double the speed of animations. Drives me crazy when I see one running them at normal speed!
Krssst 7 days ago||
There's an accessibility setting to disable animations altogether. It's paradise.
tyleo 7 days ago||
I feel like web design animations are more similar to PowerPoint than folks want to admit. What I mean by that is that quick cross-fades can be used 99% of the time to tidy the look of UI but you rarely need to do anything beyond that.
phkahler 7 days ago||
>> This animation explains how Product Intelligence (Linear’s feature) works. We could have used a static asset, but the animated version helps the user understand what this feature does, straight in the initial viewport of the page.

That might be the designers intent, but that's not what it does for me at all. First, the animation shown is on some weird 3D angle which is not part of any sane UI. Why is that? Not to convey anything about the actual experience of the app shown. That 3d look certainly does not "help the user understand what this feature does"

The fade-in of the animation seems to draw me in to that area of the page which I assume is the intent. The 3D perspective helps me understand that the text in that box is not part of the page I'm reading, but a view of something else - their product. But it doesn't really help me to understand the product.

w4rh4wk5 7 days ago||
My rule of thumb: if the user has to wait for the animation to play out, before they can continue, remove it.

And, always provide an accessibility option to turn off all animations.

pverheggen 7 days ago|
Worth noting, the prefers-reduced-motion media query is great for this:

https://developer.mozilla.org/en-US/docs/Web/CSS/@media/pref...

w4rh4wk5 7 days ago||
Interesting. Apparently browsers (at least Firefox) uses the OS' setting for this. I still have animations enabled in Windows 10 due to how windows are rendered when they are opened, but the content isn't painted yet.

However, there seems to be way to set this manually in Firefox. [1] Go to about:config and add `ui.prefersReducedMotion` set to `1`. Can be verified with https://animate.style

[1] https://stackoverflow.com/a/59709067

stack_framer 7 days ago||
Here's a subtle problem: An animation that looks "delightful" on the screens you have, might look pretty bad on a screen you don't have. For example, the author's animation for scaling a button looks fine on my M1 MacBook Pro, but jittery and sluggish on the crappy IBM ThinkVision monitor attached to my MacBook. See for yourself:

MacBook: https://drive.google.com/file/d/1UjJnxobPlBh_nv18Ych0XHwHEMw...

Crappy Monitor: https://drive.google.com/file/d/1jtwJKIFvteLOWD1Pzj1mTZjQwVX...

esafak 7 days ago|
Are you using your IBM at its native resolution?
Jaxan 7 days ago||
Does it matter? Some users will perceive it this way (or better or worse).
esafak 7 days ago||
It matters if you want to attribute the problem to the correct source.
outlore 7 days ago||
One thought about this section:

> To give you an example, a faster-spinning spinner makes the app seem to load faster, even though the load time is the same. This improves perceived performance.

Perhaps due to poor design by companies that abuse the fast loading spinner when, in fact, nothing is happening, I instinctively trusted the slower spinner more.

hatthew 7 days ago||
The only thing that I trust is loading bars that make nonlinear progress, clearly indicating that there's specific steps and/or measurable progress happening.
sprobertson 7 days ago||
my first instinct was "the slow one is struggling so it must be doing some heavy work"
eviks 6 days ago||
> But they can also do the opposite. They can make an interface feel unpredictable, slow, and annoying.

Indeed, just like the immediately following example, which slows down page scrolling, breaking predictability and consistency of one of the most frequently used and fundamental page operations

And its purpose is, of course, only fulfilled in the imagination of the designer

> This animation explains how Product Intelligence (Linear’s feature) works. We could have used a static asset, but the animated version helps the user understand what this feature does, straight in the initial viewport of the page.

It doesn't really do that: first, it's happening partially out of focus because I read top to bottom, so I'm still reading your title and leading paragraph, or did you want me to be distracted and skip the text? So I see the same thing on first focus: static image. And I can't rewind it to watch again since I missed it the first time.

Then it has a very weird angle which makes all the text harder to read, my guess is to help see the 3D nature of the animation when to show the arrival of the product as a separate overlay? So this would likely not exist in a static image and be an improvement.

xnx 7 days ago|
Android 16 just introduced a stupid animation when unlocking your phone. Rather than show you what you want to see as fast as possible, the designers decided you would have to sit through watching their fade in animation dozens of times a day.

Designers either don't use their own products, or have no taste (possibly both).

Krssst 7 days ago|
You can disable animations in Android in the accessibility settings. Not just make faster but completely disable. That's one of the reasons I'll never go to iOS. I can't stand losing time on pointless UI stuff. Wasting my time isn't delighting at all.
xnx 7 days ago||
Great tip. I had the "Remove animations" setting feature enabled. Hopefully it's just a temporary bug that this doesn't disable the lockscreen animation.
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