12 Principles for Motion in UX Design
There is 12 Principle to create usability in your projects using motion, and these can be merged collaboratively a myriad of innovative ways.
These are broken into 3 parts
- Defining the topic of ui animation
- Realtime and non-realtime interaction
- Four ways of motion to support usability
Define the Topic of UI Animation
UI animation is basically explained by the designers as something that creates the User Experience more playful, but this doesn’t add that much value UI animation is often treated like stepchild of UX, but it will help you to engage user on your app or website and animation should be smooth so that user can easily understand this.
Realtime and Non-realtime Interaction
When user directly interacts with the interface that called realtime interaction exp: Swipe effect, Press and hold, in other words you can say it Direct manipulation in which the user is interacting with objects directly and immediately. The behavior of the interface is reflecting as the user use it.
When the user indirectly interacts with the interface that called non-realtime interaction means the object behavior will post interactive exp: tap effect. Non-realtime interactions reflecting only after input from the user and have the effect of keeping locking the user out of the user experience until the transition completes.
Four ways of motion to support usability
These are the four main points of the behavior of how user Experience supports usability
Continuity explains both the user flow and the consistency of the user experience
Expectation divided into two areas: How user thinks what an object is and how it will going to behave, on the other hands this is for designers: They should minimize the gap between what the user expects
In User Experience Narrative results in a temporal way, also this can be the thought of as the series of discreet moments and events that connect together throughout the user experience.
Relationship refers to the temporal, spatial, and hierarchal presentations between interface and objects that guide user to understanding interface and decision making.