https://www.youtube.com/watch?v=gttSJA-kDmQ&feature=emb_logo Tags: Video design product Principles talk by apple human interface designer about how they made new IOS 10 gestures with iPhone X and what principles they followed to make it frictionless

  • initially tools were very abstracted from the thing you were doing (keyboards)
    • counterpoint: once you understand the symbolic gestures, you get a lot faster though than what you could normally do with traditional/familiar mechanisms (ex: handwriting vs. typing)
      • but you can also speak (speech to text). Is there always a natural medium that is fluid such that you don’t need symbolic interfaces?
  • feeling matters even when you cant point out what’s wrong with it
    • coda problems
    • even when FPS/performance is fine, it can “feel” off and that matters
  • tools should feel like an extension of your mind
    • interfaces that extend our minds
    • we are fluid and tools need to cater to that
    • need to be performant and responsive, speed of interface must match speed of thought
      • Look for delays
      • everything needs to respond instantly
    • need to be able to instantly respond to redirection (Frictionless integration of ideas)
      • we context switch a lot and tool has to switch with us
      • allow for the in between states (peeking and partial look)
      • linear interfaces forces you to think because gesture happens after your decision
      • fluid interfaces gesture happens in parallel with thought
      • one gesture does multiple things
      • helps with discovery because you can discover new ones yourself
      • allows you to layer gestures at the speed of thought
        • can interrupt in the middle of action (close app while launching, start interacting with it while it is launching)
        • always feels alive
    • maintain spatial consistency throughout movement
      • object persistence is how our memory works (object comes back from where it left)
    • hint in direction of gesture
    • interactions feel lightweight but amplified to be playful and satisfiable
    • softly indicate boundaries and soft transitions
      • hand off on smooth curves
    • concerned when too much change between frames
      • blurring and stretching as techniques to preserve motion by encoding more info visuall
  • Designing with dynamic motion
    • seamless scrolling
    • giving power to designer to specify the interaction but supports super smooth
    • elastic motion
      • pulls back
    • reward momentum with overshoot
  • Responding to interaction
    • designing a tap
      • can cancel if swipe off
      • should highlight/respond instantly
    • designing a swipe
  • Fluidity as a medium
    • have to teach because not immediately obvious
      • can do it with visual cues, know immediately how to use it when you see it
      • lots of visual affordances
      • floating elements to indicate interactable
    • keep discrete animation and gesture aligned
      • when you discretely specify it show gesture anyways
    • explain how to use
      • use sparingly but use it for gesture that is always used (swipe up on iphone)
    • fun and playfulness
    • prototyping helps you think by exploring