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The animated mobile NUI
               Lessons from Disney

Joannes Vandermeulen and Kristel Van Ael of Namahn
                                  Mobile Monday 17/10/2011
What are the principles
of animation?
How can animation enhance the user experience?
Context
 Project request from Atos Worldline
  use of the full potential of the new 16 bit colour display to
  create a user-friendly and appealing interface.

 Field studies, concept and task flows done by
 Namahn in 2002 and still standing

 Focus on colour, typography, iconography
 and… animation
Why animation?
 Animations provide a natural flow

 Focusing the user’s attention on the action

 Ordering the information (hierarchy)

 Helping the user to stay oriented

 Lively and engaging, more appealing
In its most basic form,
character animation
is about storytelling
George Maestri
The illusion of motion
Motion blur
 In the real world, an object leaves an
 impression of its path in our visual system
 – a smear.
Motion blur
 A rule of thumb: if an object moves more
 than half its size between any two frames,
 motion blur must be added.
10 Design principles
 Solid drawing
 Staging
 Squash & stretch
 Arrival and departure
 Slow in / Slow out
 Arcs
 Follow through
 Overlapping
 Anticipation
 Exaggeration
Does your
animation have
weight, depth and
balance?
Solid drawing
Solid drawing
 The creation of objects so they appear to have
 the potential for movement
Solid drawing
 Giving your animation weight, depth, and
 balance gives it life
Solid drawing
 Avoid static symmetry and twin movements
Solid drawing
 Avoid static symmetry and twin movements
Staging
Staging
 Making the central idea of an animation
 completely clear to the viewer.
Squash and stretch
Squash and stretch
 Defining the rigidity and mass of an object by
 distorting its shape during an action
Squash and stretch
 Flipboard vs. Apple iBook
Squash and stretch
 Pin dropping in Google Maps on iPhone
Arrival and departure
Arrival and departure
 In real live objects do not appear or
 disappear suddenly

 Three variations:
  objects fly in from off-screen,
  objects grow from a point to their full size
  objects dissolve onto the screen.

 Objects exit in the opposite way that they
 entered
Arrival and departure
 Visibility curve
Slow in / Slow out
   Ease in / Ease out
Slow in / Slow out
 Slow-in is a gradual acceleration into a
 motion from a key position

 Slow-out is the gradual deceleration out of
 the motion to a key position

 In either case this principle refers to the
 simple fact that objects in the real world do
 not suddenly start or stop moving
Slow in / Slow out
Slow in / Slow out
Slow in / Slow out
 The principle of slow in and out is applied to
 the scrolling lists of many mobile UIs.
Arcs
Arcs
 The movement of most natural motion will
 be described by a slightly circular path or arc
 of some kind.
Arcs
 Arcs applied on the interface of the Nokia
 Maemo
Arcs
 Arcs applied on the interface elements of the
 Android mobile
Follow through
Follow through
 Objects in the real world do not come to
 sudden stops, all of the object coming to a
 standstill at once

 Example: objects coming to a stop will wiggle
 at the end of their motion, as if reacting to a
 small spring at the end of their travel

 Combine with overlapping action
Overlapping action
Overlapping action
 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.
Anticipation
Anticipation
 Anticipation is a technique to alert the
 viewer to an upcoming action so it is not
 missed. Exaggerating in order to give the
 audience a cue about the main action to
 follow

 Examples:
  Contrary movement just before move
  Retracting slightly before expanding
  A character looking off screen in the where an important
  action is about to happen
Anticipation
Exaggeration
Exaggeration
 By increasing the salience of certain aspects
 of the world, the animator gives the
 audience footholds from which to better
 interpret the nature of the character, action,
 or situation

 Paradoxically, only by exaggeration do
 cartoons achieve more realism.
Project team
 Art Director: Kristel Van Ael

 Assistant Art Director: Bram Boot

 Production manager: Alain Schiffeleers

 Illustrator: Kurt Cornelis

 Animation advice: Eric Goossens

 Animator: Raf Schoenmaekers

 Producer: Inge De Cock

 Technical support: Luc Vanoostenryck, Mark Vanophalvens,
 Wouter Verlinden, Jan Verstrepen
References
 The illusion of Life: Disney animation
 by Ollie Johnston (Author), Frank Thomas
 Disney Editions, 1995

 The Nuts and Bolts of Animation
 by Ed J. Cheetham, Country Music Television – MTV Networks
 Computer Graphics May 2001, Volume 35, pg 48-52

 Animation: From Cartoons to the User Interface
 by Bay-Wei Chang and David Ungar
 UIST: User Interface Software and Technology, 1993

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The animated mobile NUI: lessons from Disney

  • 1. The animated mobile NUI Lessons from Disney Joannes Vandermeulen and Kristel Van Ael of Namahn Mobile Monday 17/10/2011
  • 2. What are the principles of animation? How can animation enhance the user experience?
  • 3. Context Project request from Atos Worldline use of the full potential of the new 16 bit colour display to create a user-friendly and appealing interface. Field studies, concept and task flows done by Namahn in 2002 and still standing Focus on colour, typography, iconography and… animation
  • 4.
  • 5. Why animation? Animations provide a natural flow Focusing the user’s attention on the action Ordering the information (hierarchy) Helping the user to stay oriented Lively and engaging, more appealing
  • 6. In its most basic form, character animation is about storytelling George Maestri
  • 7.
  • 8.
  • 10. Motion blur In the real world, an object leaves an impression of its path in our visual system – a smear.
  • 11. Motion blur A rule of thumb: if an object moves more than half its size between any two frames, motion blur must be added.
  • 12.
  • 13.
  • 14.
  • 15. 10 Design principles Solid drawing Staging Squash & stretch Arrival and departure Slow in / Slow out Arcs Follow through Overlapping Anticipation Exaggeration
  • 16. Does your animation have weight, depth and balance?
  • 18. Solid drawing The creation of objects so they appear to have the potential for movement
  • 19. Solid drawing Giving your animation weight, depth, and balance gives it life
  • 20. Solid drawing Avoid static symmetry and twin movements
  • 21. Solid drawing Avoid static symmetry and twin movements
  • 23. Staging Making the central idea of an animation completely clear to the viewer.
  • 24.
  • 25.
  • 27. Squash and stretch Defining the rigidity and mass of an object by distorting its shape during an action
  • 28.
  • 29. Squash and stretch Flipboard vs. Apple iBook
  • 30. Squash and stretch Pin dropping in Google Maps on iPhone
  • 32. Arrival and departure In real live objects do not appear or disappear suddenly Three variations: objects fly in from off-screen, objects grow from a point to their full size objects dissolve onto the screen. Objects exit in the opposite way that they entered
  • 33.
  • 34. Arrival and departure Visibility curve
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40. Slow in / Slow out Ease in / Ease out
  • 41. Slow in / Slow out Slow-in is a gradual acceleration into a motion from a key position Slow-out is the gradual deceleration out of the motion to a key position In either case this principle refers to the simple fact that objects in the real world do not suddenly start or stop moving
  • 42. Slow in / Slow out
  • 43. Slow in / Slow out
  • 44.
  • 45.
  • 46. Slow in / Slow out The principle of slow in and out is applied to the scrolling lists of many mobile UIs.
  • 47.
  • 48. Arcs
  • 49. Arcs The movement of most natural motion will be described by a slightly circular path or arc of some kind.
  • 50. Arcs Arcs applied on the interface of the Nokia Maemo
  • 51. Arcs Arcs applied on the interface elements of the Android mobile
  • 53. Follow through Objects in the real world do not come to sudden stops, all of the object coming to a standstill at once Example: objects coming to a stop will wiggle at the end of their motion, as if reacting to a small spring at the end of their travel Combine with overlapping action
  • 54.
  • 55.
  • 56.
  • 58. Overlapping action 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.
  • 59.
  • 60.
  • 62. Anticipation Anticipation is a technique to alert the viewer to an upcoming action so it is not missed. Exaggerating in order to give the audience a cue about the main action to follow Examples: Contrary movement just before move Retracting slightly before expanding A character looking off screen in the where an important action is about to happen
  • 64.
  • 65.
  • 66.
  • 68. Exaggeration By increasing the salience of certain aspects of the world, the animator gives the audience footholds from which to better interpret the nature of the character, action, or situation Paradoxically, only by exaggeration do cartoons achieve more realism.
  • 69.
  • 70.
  • 71.
  • 72.
  • 73. Project team Art Director: Kristel Van Ael Assistant Art Director: Bram Boot Production manager: Alain Schiffeleers Illustrator: Kurt Cornelis Animation advice: Eric Goossens Animator: Raf Schoenmaekers Producer: Inge De Cock Technical support: Luc Vanoostenryck, Mark Vanophalvens, Wouter Verlinden, Jan Verstrepen
  • 74. References The illusion of Life: Disney animation by Ollie Johnston (Author), Frank Thomas Disney Editions, 1995 The Nuts and Bolts of Animation by Ed J. Cheetham, Country Music Television – MTV Networks Computer Graphics May 2001, Volume 35, pg 48-52 Animation: From Cartoons to the User Interface by Bay-Wei Chang and David Ungar UIST: User Interface Software and Technology, 1993