Animated transitions are popular in many visual applications but they can be difficult to follow, especially when many objects
move at the same time. One informal design guideline for creating effective animated transitions has long been the use of slow-in/slow-out pacing, but no empirical data exist to support this practice. We remedy this by studying object tracking performance under different conditions of temporal distortion, i.e., constant speed transitions, slow-in/slow-out, fast-in/fast-out, and an adaptive technique that slows down the visually complex parts of the animation. Slow-in/slow-out outperformed other techniques, but we saw technique differences depending on the type of visual transition.
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Temporal Distortion for Animated Transitions
1. Temporal Distortion for Animated Transitions Pierre Dragicevic Anastasia Bezerianos WaqasJaved NiklasElmqvist Jean-Daniel Fekete INRIA ÉcoleCentrale Paris Purdue University
29. User Study Distractor Profile 1 2 3 1 2 3 time time time DistProf > 1 DistProf < 1 DistProf ~ 1
30.
31.
32.
33. Summary of Results Slow In/Slow Out is better in all regards Adaptive speed performs best when complexity found at endpoints… …where it basically reduces to SI/SO Constant speed better for all other profiles Above all, do no harm…
34. Explaining the Results Twoconflictingprinciples for pacing: Frames atendpoints Frames atcomplex segments SI/SO based on #1 Consistent with folklore… …but requires an explanation!
35. Explanation v1.0 Gradual start and stop aid predictability Detecting start Predicting stop Agrees with common sense… …but why is predictability important?
38. Eye Movement 101 (cont’d) Smooth pursuit open-loop closed-loop Smooth pursuit has two stages Open-loop: initial, ballistic stage Closed-loop: synchronized stage Pacing should support both Avoid target loss in open-loop Avoid target overshooting in closed-loop
39. Eye Movement 101 (cont’d) 100ms indefinite 100ms 100ms open-loop latency slowing eye closed-loop motion stopped Timing also important 100ms – open-loop stage 100ms – detecting target stopped (latency) 100ms – slowing down eye to zero = 30% of our animations is visuomotor response! Guiding principle: minimize velocity delta
41. Conclusions Our work confirms animation folklore Use Slow In/Slow Out for animations But not for the reason quoted by animators “The Illusion of Life” SI/SO has best predictability of all schemes Detect movement in open-loop smooth pursuit Minimizes risk of losing target Predict ending in closed-loop smooth pursuit Minimizes risk of overshooting target
42. Design Implications If you are using animation…. …and you are considering different pacings use SLOW IN/SLOW OUT Otherwise, do no harm: constant speed
43. Questions? Pierre Dragicevic INRIA Anastasia BezerianosEcoleCentrale Paris WaqasJaved Purdue University Niklas Elmqvist Purdue University Jean-Daniel Fekete INRIA E-mail: dragice@lri.fr, elm@purdue.edu