1. DesigninMotion
T he new frontier of Interaction design
Antonio De Pasquale
Senior Interaction Designer at frog
@myinteraction
交互设计新前沿
动效设计
译者
LO PM
freenow8@gmail.com
2. My name is Antonio De Pasquale
I'm a Senior Interaction Designer at frog Milan
Alittleabout me
I'm specialized in digital interfaces & user experience
I'm passionate about the "aesthetics" of movement
I'm from Sicily and I love the sea.
@myinteraction
6. A wide picture of
User Experience Design
Communication
Interaction&IA
Motion
DesigninMotion.Thenewfrontierof interactiondesign
交互设计新前沿
一张大图说明
用户体验设计 &
工业自动化动效设计
7. Interaction
DesigninMotion.Thenewfrontierof interactiondesign
Communication
Interaction »Communication»Motion
Objects that don’t move don’t interact. An interaction is some sort of communication, and communication is
about movement: our vocal cords vibrating as we speak, our hands and arms writing or typing as we send
email or instant messages, sound and data moving between two entities. -
Dan Saffer - The element of Interaction Design
Motion
交互
交互设计新前沿
沟通
动效
交互 >> 沟通 >> 动效
对象本来不动的、没有交互行为的。一种交互行为是一种沟通,并配以动静结合。如,我们说话,伴随声带的振动;发送邮件或即时消
息,伴随手与胳膊的书写或键入,声音与数据在两者之间流转。
Dan Saffer——交互设计的原理 (Kicker Studio的创始人和负责人之一)
8. Without motion,
therecanbenointeraction.
You press a key, and an email window closes.
There is motion on your screen.
Dan Saffer - The element of Interaction Design
没有动效,
称不上交互。
当你按下一个键、关闭一个电子邮件窗口,
都有动效设计应用在屏幕之上。
Dan Saffer - 交互设计的原理 (Kicker Studio的创始人和负责人之一)
11. I was giving thedemo to someonea littlewhile ago,and I finished the
demo and I said what do you think? They said, ‘You had meatscrolling.’
Motion Design & Digital artifacts
STEVE JOBS, 2007 (on the iPhone iner2al scroll feature)
动效设计 & 数位产品
以前我给人演示(iphone) demo,演示完后问他们,你感觉如何?他们说「一划,你就懂我了」. ——乔布斯,2007懂我
12. Introduction MotionDesign & Digital artifacts
Thebeginning
Games used motion for the first time to visualize the
effect of a specific interaction in the digital space
DesigninMotion.Thenewfrontierof interactiondesign
开篇
游戏通常利用数位空间,通过一些特定的交互,产生动态视觉效果。
介绍:交互设计与数位产品
13. Web1.0:Java&Gif
At the beginning of the Web, few technologies allowed motion
in web pages but mostly just for eye-candy
Introduction MotionDesign & Digital artifacts
Applet JavaAnimatedGif
DesigninMotion.Thenewfrontierof interactiondesign
介绍:交互设计与数位产品
在互联网初期,一些技术可以使网页动起来,
但这些都是华而不实的。
动画图片GIF Java小应用
14. TheGoldenAgeof Flash
From a simple animation tool, Flash changed the way
designers experience with motion & interaction
2Advacend, 2000
Screen transition, Loading screen
http://v2.2a-archive.com/flashindex.htm
TheVoid, 1998
Animated menu, interactive objects
http://www.thevoid.co.uk/index.html
DesigninMotion.Thenewfrontierof interactiondesign
LeoBurnet, 2006
3d navigation, motion detection
http://v2.2a-archive.com/flashindex.htm
Introduction MotionDesign & Digital artifacts
介绍:交互设计与数位产品
通过简单的动画工具,Flash改变设计师动效设计体验。
Flash黄金时代
15. Introduction MotionDesign & Digital artifacts
LeoBurnet, 2006
3d navigation, motion detection
http://v2.2a-archive.com/flashindex.htm
DesigninMotion.Thenewfrontierof interactiondesign
介绍:交互设计与数位产品
16. TheAppWorld
With the explosion of mobile apps, motion started to became
a core part of the interaction models
Introduction Transitional interfaces
Revealing hidden controls Top-down bouncing menuCard 3d parallax
3D视觉差选项卡撕页式显示隐藏控件 下拉式悬浮菜单
介绍:转场界面
伴随手机应用爆增,动效开始成为交互模型的核心部分之一。
18. DesigninMotion.Thenewfrontierof interactiondesign
Gesture&Motion
Gesture recognition became a common pattern on console and motion interactions were the right answer
to show a new kind of affordance. Physical Motion patterns became virtual interactions.
Introduction Transitional interfaces
介绍:转场界面
手势识别变成了一种控制与动作交互的常见模式,这是对功能可感知的一种诠释。它意味着物理动作形式会变成虚拟的交互。
手势与动作
22. Animation principles
Animation can explain whatever themind of man can conceive.
This facility makes it themostversatileand explicit means of
communication yetdevised for quick mass appreciation.
WALT DISNEY COMPANY
动画原理
动画可以展现人类所能想到的一切。这是极具价值的沟通方式,能让沟通变得精彩而明确。 ——沃特迪斯尼公司
24. Disneyanimationprinciples
Disney's Twelve Basic Principles of Animation is a set of rules that defines a realistic
impression of a motion with the basic laws of physics.
DesigninMotion.Thenewfrontierof interactiondesign * Panop Koonwat - https://vimeo.com/65815545
Motioninteractionfoundations Animation princples
交互设计新前沿
迪斯尼动画原理:动画12大原则
迪斯尼十二动画基本原则,是一套定义了遵循基本物理定律的写实印画。
26. DisneyAnimationPrinciples
12 principles
Squash and stretch
Anticipation
Staging
Straight ahead / pose-to-pose
Follow through / overlapping action
Slow in and out
Arcs
Secondary action
Timing
Exaggeration
Solid Drawing
Appeal
Motioninteractionfoundations
DesigninMotion.Thenewfrontierof interactiondesign
Animation princples
迪斯尼动画原理:动画12大原则
压缩与伸展
预备动作
演出布局
连续运动与姿态对应
跟随与重叠动作
慢进慢出
弧形运动
第二动作
时间节奏
夸张性
扎实的描绘
吸引力
27. DesigninMotion.Thenewfrontierof interactiondesign
the purpose of this principle is to give a sense
of weight and flexibility to drawn objects.
Squash&stretch
Motioninteractionfoundations Animation principles
Rigid vs Soft
Abstract vs Organic
Fade in/out vs Moving blocks
Brand experience
压缩与伸展
物体受到力的挤压,产生拉长或者压扁的变形状况,再加上夸张的表
现方式,使得物体本身看起来有弹性、有质量、富有生命力,因此较
容易产生戏剧性。
压缩与伸展目的,让所绘制的物体看起来有质感、有弹性。
硬质与软质
抽象与实物
抽象与实物
品牌体验
28. Squash&stretch
Page turn to reveal menu
http://capptivate.co/?s=circa
Flipping pages
http://www.macitynet.it/flipboard-web-magazine/
External menu navigation
http://capptivate.co/2013/11/23/airbnb/
Motioninteractionfoundations Animation principles
压缩与伸展
仿真翻页
翻页
外置导航菜单
29. DesigninMotion.Thenewfrontierof interactiondesign
Increase affordance Anticipate
hidden interactions Tutorial &
help
Explain new pattern
Anticipation is used to prepare the audience for an action,
and to make the action appear more realistic.
Anticipation
Motioninteractionfoundations Animation principles
预备动作
预备动作为观众铺垫的一下动作,使角色出场更真实
动画角色的动作,必须让馆长能够产生“预期性”,透过肢体动作的表演,或者分镜构图的
安排,让观众与之角色的下一步动作,也就是让观众更能融入剧情中。
31. DesigninMotion.Thenewfrontierof interactiondesign
The purpose of staging is to direct the audience's attention,
and make it clear what is of greatest importance in a scene
Staging
Motioninteractionfoundations Animation principles
Focus on action trigger
Display active object in the interface
React to user activity
演出布局
戏剧是经由编剧和导演设计安排出来的,动画更是如此,因为动画的所有动作安排与构图,都是需要靠动画师的手创造出来,所以在动画中的构图、运镜、
动作、走位都需要仔细的设计安排,避免在同一时间又过多琐碎的动作与变化。最重要的还是精心设计好每一个镜头与动作,经过设计之后,不仅可让动
画整体更好,也可以省去许多不必要的成本浪费。
演出布局目的引导观众注意,使观众清楚当前的场景,什么是值得注意的。
33. DesigninMotion.Thenewfrontierof interactiondesign
"Straight ahead action" means drawing out a scene frame by frame from beginning to end, while
"pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later.
Straightaheadandposetopose
Motioninteractionfoundations
Directions
Content position
Explaining IA
Reinforcing actions
Helps exploration
Animation principles
连续运动与姿态对应
“连续运动”意味着从开始到结束,逐帧绘制出每个场景,“姿态对应”涉及到从绘制一些关键帧开始,然后填补时间间隔。
连续动作和姿态对应是两种动作动画的技巧,连续动作是将动作从第一张开始,依照顺序画到最后一张,通常是制作较简易的动态。
姿势对应,将动作拆解成一些重要的定格动作。补上中间的间补动画后,产生动态的效果,通常适用于较复杂的动作。
35. DesigninMotion.Thenewfrontierof interactiondesign
"Follow through" means that separate parts of a body will continue moving after the character has stopped.
"Overlapping action" is the tendency for parts of the body to move at different rates.
Followthroughandoverlappingaction
Motioninteractionfoundations Animation principles
Explain UI pattern
Show active areas / functions
Natural transitions
Set time to the experience
跟随与重叠动作
跟随动作,是将物体的各部位拆解,持续运动,直到角色动作停止。重叠动作,是将一栋中物体的各部位拆解,将其动作的时间错开。
跟随动作,是将物体的各部位拆解,通常是没有骨架的部位较容易产生
跟随的动作,例如动物的尾巴,头发,衣服的末梢等等。
重叠动作,是将一栋中物体的各部位拆解,将其动作的时间错开,产生
分离重叠的时间差与夸张的变形,增加动画戏剧性与表现力,达到更容
易吸引观众的目的,也强化了动画的趣味。
转场自然
显示有效区域/功能
交代UI样式
设置时间体验
37. DesigninMotion.Thenewfrontierof interactiondesign
The "easing" principle deals with the spacing required to accurately depict
the inherent law of inertia that governs all objects and people.
SlowinSlowout
Motioninteractionfoundations Animation principles
Trigger for invisible interactions
Change of status
Revealing new information
Showing extra controls
Start/End of a transition state
慢进慢出
一般动作在开始与结束时速度较慢,中间过程速度较快一些,因为一般动作
并非等速度运动,这时正常的物理现象。静止的物体开始移动时由慢而快,
而将要停止时的物体则会由快变慢,若以等速度方式开始或者结束动作,则
会产生一种唐突的感觉。
“easing”原则:在空间上处理,所有支配的对象和人物,必须遵循惯性定律。
39. DesigninMotion.Thenewfrontierof interactiondesign
The principle simulates natural action that tends to follow an arched trajectory,
and animation should adhere to this principle by following implied "arcs" for greater realism.
Arcs
Motioninteractionfoundations Animation principles
Showing directions
Explain possible interactions
Show loading and time
Anticipate behaviours
弧形运动
动画中的动作,基本上除了机械的动作之外,几乎所有的动线都是以抛物线的方式进行,
所以在绘制动线时,非机械式的物体,移动时不要完全以直线的方式运行,而机械式的物
体,则使用较僵硬的直线运动,这样可以较容易的区别机械与非机械物体的属性,也可强
化这两种完全不同的物体的个性。
它原则上模拟自然的一种趋向于弧形轨迹的行动,动画应当遵循这一原则,其次它意味着更写实。
41. DesigninMotion.Thenewfrontierof interactiondesign
This important principle about secondary motion behaviours is that they emphasize,
rather than take attention away from, the main action.
Secondaryactions
Motioninteractionfoundations Animation principles
Showing status change
Switch content focus
Reinforcing transition
Keep focus on device status
第二动作
依附在主要动作之下的细微动作,虽然是属于比较微小的动作,但实
际上却有画龙点睛的效果。第二动作并非不重要的动作,而是强化主
要动作的关键,不仅可以使角色更生动真实,更可让角色感觉有生命。
有关第二第二动作行为准则,主要在于强调,而不是抢主要动作的注意力。
43. DesigninMotion.Thenewfrontierof interactiondesign
Timing is fundamental to define the physical characteristics of an object, such as weight, size and scale.
It can also make objects appear to abide by the laws of physics.
Timing
Motioninteractionfoundations Animation principles
Start/End of a process
Object activation
Accepted interactions
Interaction speed
时间节奏
动画的灵魂就是物体与角色的运动,而控制运动的关键就是动作的节奏与重量感。
动作的节奏就是速度的快慢,过快或者过慢都回让该动作看起来不自然,而不同
的角色也会有不用的节奏,因为动作的节奏会影响到角色的个性,也会影响到动
作自然与否。
另一个控制运动的关键就是指量感,因为所有的物体都是有质量的,而节奏可以
表现物体的质量,这和一般人对自然界的认知有关。
时间节奏对定义一个对象物理特征很有必要,如重量、大小与规模。它同样可以将对象按照一定规律出现。
45. DesigninMotion.Thenewfrontierof interactiondesign
The classical definition of exaggeration, employed by Disney, was to remain true to reality,
just presenting it in a wilder, more extreme form.
Exageration
Motioninteractionfoundations Animation principles
Reinforcing interaction
Action trigger
Signature experience
夸张性
夸张典型的定义,来自迪斯尼,保留真实前提,通过带一点撒泼、更极端形式,合理地展现事物。
动画基本上就是夸张的表演方式,透过角色的表演,强化剧情起伏的情绪,让观众更容易融入剧情并且乐在其中。
夸张不是只把动作幅度扩大而已,而是巧妙且适当地将剧情所需要的情绪释放出来。在设计动作与脚本时,如何运用动画本身容易表现苦熬张德
优势去安排剧情的段落,动画师在诠释角色时对夸张程度的拿捏,都是动画精彩与否的关键。
47. DesigninMotion.Thenewfrontierof interactiondesign
The principle of solid drawing means taking into account forms in
three-dimensional space, giving them volume and weight.
Soliddrawing
Motioninteractionfoundations Animation principles
Space extension
Good for Mobile
Extra space for info
3d as an additional info layer
扎实的描绘
动画的制作,视觉表现占了很大一部分,而视觉表现则需要非常扎实的
绘画训练以及对美感的敏锐度,不论是制作传统动画或者是电脑动画都
一样,动画师都需要有扎实的绘画基础训练,才能将动画中所需要的画
面完整的表现出来。
扎实描绘原则意味着,考虑到在三维空间的形式,赋予它们体积与质量。
49. DesigninMotion.Thenewfrontierof interactiondesign
The appeal of an animated character is similar to the charisma of a live actor.
The important thing is that the viewer feels the character is real and interesting.
Appeal
Motioninteractionfoundations Animation principles
Personality Emotional
experience Signature
experience
吸引力
动画角色的吸引力是类似于现场演员的魅力。重要的是,观众能感觉这个角色真实与有趣。
吸引力是任何一种艺术都必要具备的条件,动画是和电影一样,包含了许多
不同的艺术类型在其中,不管是音乐、画面或者剧情,都必须相互搭配,才
能交织整体感最好的动画作品。
动画通常最吸引人的地方,就是充满想象力的画面的表现方式。动画几乎所
有都是经由动画师与导演的手“创造”出来的,对画面表现的“自由度”极
高,所以动画总是给人一种充满想象的感觉,也是动画最吸引人的地方。
51. Motioninteractionfoundations Motiontaxonomy
Fromamotionbehaviourstaxonomy
Different ways to organize motion patterns help designers in understanding when and which
patterns are useful for a specific action or to achieve a specific goal.
Extension
Orientation
Feedforward
Feedback
Highlight
Awaking
Johannes Tonollo,Meaningful Transitions - http://www.ui-transitions.com
Nature
Context
Temporal
Metaphor of physical
physical
Symbolic
Abstract
In-context
No-context
Discrete
Continuous
Userdefined Motion GesturesforMobileInteraction- J.Ruiez,Y.Li,E.Lank
Action Scope
从一个动作行为分类
不同的方式组织动效形式,可帮助设计师理解,在什么时候、采用哪种形式,对于实现特定效果或特定动作有一定的帮助。
动作 作用域
扩展
定向
正反馈
反馈
强调
唤醒
自然
上下文
临时的
物理修饰
物理特性
符号
抽象
上下文关联
无关联
离散
连续
53. Motioninteractionfoundations Motiontaxonomy
Passiveinteraction
The system is waiting for the user input; it's elaborating an autonomus process or it's triggering
the user for activation / feedback on the system status.
Automatic reaction
System activation
Navigation model
Space explanation
ActivePassive
Time
Space
被动交互
系统正等待用户输入,它通过系统状态,阐述了一个自发的过程或触发用户激活/反馈。
时间
主动被动
空间
自动化反馈系统被激活
导航模型空间被释放
54. Motioninteractionfoundations Motiontaxonomy
Activeinteractions
The system is reacting to the user input (direct & indirect actions); reporting feedback on the human action
or feedforward for the next interaction; revealing extra space and enabling UI manipulation
System feedback
Userfeedforward
Augmented UI
Object control
Passive Active
Time
Space
主动交互
系统对用户输入作出反应(直接和间距行为),对人的行为进行报告与反馈,或者对下一个交互的正反馈,展示额外空间和授权UI操作。
时间
主动被动
空间
系统对用户正反馈
增强UI元件控制
55. Motioninteractionfoundations Motiontaxonomy
Natureofactions
Howtochoosetherightpattern?
it's impossible to set a general rule, but designers should use motion according to the context
of interaction and consistently with the nature of actions across the overall service
Passive
Time
Space
Active
Context of interaction
DesigninMotion.Thenewfrontierof interactiondesign
Automatic reaction
System activation
Navigation model
Space explanation
System feedback
Userfeedforward
Augmented UI
Object control
如何选择合适的方式
设定一个普通规则不大可能,但设计师应该根据交互上下文关联和行为自然贯彻整体服务的一贯性原则应用动效。
时间
主动被动
空间
行
为
自
然
交互的上下文关联
自动化反馈系统被激活
导航模型空间被释放
系统对用户正反馈
增强UI元件控制
56. Motioninteractionfoundations Motiontaxonomy
Natureofactions
Request userattention
Triggeruseraction
Confirm useraction
Usermanipulatethe interface
Flipboard
Clear
DesignamemorableSignatureExperience
Motion behaviours can increase and extend usability but in many cases a pervasive, but coordinate, use of
them can give a signature brand experience to the service, improving UX and product memorability.
Context of interaction
DesigninMotion.Thenewfrontierof interactiondesign
用户行为确认
行
为
自
然
交互的上下文关联
用户行为请求
用户行为触发 用户操作界面
设计一个难忘的签名经验
动作行为可增加和扩展可用性,许多情况下无处不在。同理,使用它们提供一个品牌体验签名服务,提高用户体验和产品可记忆性。
58. The right tool
Givemea lever and
I can movetheworld.
ARCHIMEDE DI SIRACUSA
合适的工具
给我一个支点,我可以撬动地球。
阿基米德
59. Makeit Real&Shining
User Experience encompasses all aspects of the end-user's interaction.
Sketching the UX it's all about emotional storytelling and prototyping
the user interaction in a realistic way
Motioninteractionfoundations What is the right tool?
使它更逼真和绚丽
用户体验包括与与最终用户交互所有方面。UX设计都是源自原型情感故事和用户交互仿真原型。
60. Concept & sketch
Motion prototype
Interactive prototype
Explain motion
DesigninMotion.Thenewfrontierof interactiondesign
Ourtools
How we can visualize motion behaviours
and choose the right tool?
Motioninteractionfoundations What is the right tool?
我们的工具
概念与草稿
动效原型
交互原型
动效输出
我们如何体现动效行为与选择合适工具?
61. Highfidelity
Developement
LowFIdelity
Conceptevaluation
Themotiondesignertoolkit
There is no such thing as high or low fidelity,
only appropriate fidelity that allows you to achieve the goals you've set
for doing a prototype
Hand Sketch
A: er Effects
Brief / Paper protoKeynote
Adobe Edge
Css framework
Frame.js
Motioninteractionfoundations What is the right tool?
Quarz composer
VVVV
Interac2ve
documenta2on
Mo2on
to code
Product
Storytelling
Concept & sketch Motionprototype ExplainmotionInteractiveprototype
DesigninMotion.Thenewfrontierof interactiondesign
动效设计师工具包
高或低保真度都无关紧要,只要适合自己的保真度,能帮助你达到所设定的目标的原型。
动效原型概念与草稿 交互原型 动效输出
高保真开发低保真概念预设
手绘草稿
主调 剧本
62. Concept&sketch
Motioninteractionfoundations What is the right tool?
Protosketch
https://protosketch.uistencils.com/
Paper sketch & prototye
DesigninMotion.Thenewfrontierof interactiondesign
Low fidelity / Low interaction
64. Concept&sketch
Motioninteractionfoundations What is the right tool?
Brief / InVision App
http://giveabrief.com/ - http://www.invisionapp.com
Brief / In Vision
DesigninMotion.Thenewfrontierof interactiondesign
Medium fidelity / Medium interaction
65. Motioninteractionfoundations What is the right tool?
AE: UI Animation Design
http://goo.gl/PPEO7s
After Effects
DesigninMotion.Thenewfrontierof interactiondesign
High fidelity / Low interaction
Motionprototype
67. Motioninteractionfoundations What is the right tool?
Cyclops / Framer JS
Cyclops & Framer Js
Motionprototype
High fidelity / Medium interaction https://github.com/Instrument/cyclops http://www.framerjs.com/index.html
DesigninMotion.Thenewfrontierof interactiondesign
68. Motioninteractionfoundations What is the right tool?
Quarz composer / VVVV
Origami / VVVV
High fidelity / High interaction http://vimeo.com/85578380 - https://github.com/PrototypingInterfaces/
DesigninMotion.Thenewfrontierof interactiondesign
Motionprototype
70. Motioninteractionfoundations What is the right tool?
Explainmotion
Concept Storytelling
DesigninMotion.Thenewfrontierof interactiondesign
High fidelity / Low interaction
Beacon, Frog NY
http://www.frogdesign.com/work/reinventing-the-payphone.html
71. What isthe besttool?
Agile methodology needs a different design workflow
Motioninteractionfoundations What is the right tool?
Research Concept
Wireframe Visual
Develop
Usertest
PrototypeSketch
Review
DesigninMotion.Thenewfrontierof interactiondesign
72. Thereisnoperfecttool
Therighttoolistheonethat helpsyou
communicateyourconcept
We need to explain complex problems & big project in a simple way and test
if they're clear and meaningful to people.
Motioninteractionfoundations What is the right tool?
Functional prototypeConcept experience
DesigninMotion.Thenewfrontierof interactiondesign
Hand Sketch Keynote Brief / Paper proto A:er effect Adobe edge Mo2on to code Css framework Quarz composer Interac2ve Product
Frame.js VVVV documenta2on Storytelling
73. Motioninteractionfoundations What is the right tool?
Research
DesigninMotion.Thenewfrontierof interactiondesign
Concept
Wireframe Visual
Develop
Usertest
PrototypeSketch
Review
How canwedelivermotionbehaviours?
From concept design to market ready solution
74. a Designer
Coding and testing in real time a
design solution, to highlight
technology or UX/Interaction related
problems on the go.
Understanding from the beginning
the complexity of motion dynamics
a developer
It is always a good feeling not to be
the last step in the production/design
process, and this will lead to better
products. As soon as you have a clear
motion vision, you can also
understanding the development effort.
What is the right tool?Motioninteractionfoundations
Designwith code
Understanding the platform constrains
to evaluate better the real effort to produce motion
78. Design & CodeDesign principles Motion resource Motion patterns
Emo2on and Mo2on: Games as
Inspira2on for Shaping the Future
of Interface
http://katherineinterface.com/
isbisterinteractions.pdf
Articles&Insights
The Basic of Mo2on Design
https://vimeo.com/7440725
Anima2on: from cartoons to the User
Interface
http://selflanguage.org/_static/published/
animation.pdf
Transi2onal interfaces
https://medium.com/design-ux/926eb80d64e3
Capp2vate: a mo2on design library
http://capptivate.co/
UI Anima2ons: a tumblr collec2on
of UI paTerns
http://ui-animations.tumblr.com/
The Guide to Css Anima2on and
principles
http://coding.smashingmagazine.com/2011/09/14/the-
guide-to-css-animation-principles-and-examples/
Animate.css
DesigninMotion.Thenewfrontierof interactiondesign
https://daneden.me/animate/
W3C CSS3 Anima2on
http://www.w3schools.com/css/css3_animations.asp
DesigninMotion.Thenewfrontierof interactiondesign Further reading
The Mo2on Fron2er
https://medium.com/design-ux/8802af8012eb
UI Anima2on and UX: A not so
secret friendship
http://alistapart.com/article/ui-animation-and-ux-
a-not-so-secret-friendship
UI Anima2ons: a tumblr collec2on
of UI paTerns
http://ui-animations.tumblr.com/
迪士尼动画的十二个原则:
1. Squash and Stretch压缩与伸展物体受到力的挤压,产生拉长或者压扁的变形状况,再加上夸张的表现方式,使得物体本身看起来有弹性、有质量、富有生命力,因此较容易产生戏剧性。2. Anticipation 预备动作动画角色的动作,必须让馆长能够产生“预期性”,透过肢体动作的表演,或者分镜构图的安排,让观众与之角色的下一步动作,也就是让观众更能融入剧情中。3. Staging演出布局戏剧是经由编剧和导演设计安排出来的,动画更是如此,因为动画的所有动作安排与构图,都是需要靠动画师的手创造出来,所以在动画中的构图、运镜、动作、走位都需要仔细的设计安排,避免在同一时间又过多琐碎的动作与变化。最重要的还是精心设计好每一个镜头与动作,经过设计之后,不仅可让动画整体更好,也可以省去许多不必要的成本浪费。4. Straight Ahead Action and Pose to Pose连续运动与姿态对应连续动作和姿态对应是两种动作动画的技巧,连续动作是将动作从第一张开始,依照顺序画到最后一张,通常是制作较简易的动态。姿势对应,将动作拆解成一些重要的定格动作。补上中间的间补动画后,产生动态的效果,通常适用于较复杂的动作。5. Follow Through and Overlapping Action跟随与重叠动作跟随动作,是将物体的各部位拆解,通常是没有骨架的部位较容易产生跟随的动作,例如动物的尾巴,头发,衣服的末梢等等。重叠动作,是将一栋中物体的各部位拆解,将其动作的时间错开,产生分离重叠的时间差与夸张的变形,增加动画戏剧性与表现力,达到更容易吸引观众的目的,也强化了动画的趣味。6. Slow In and Slow Out 慢进慢出一般动作在开始与结束时速度较慢,中间过程速度较快一些,因为一般动作并非等速度运动,这时正常的物理现象。静止的物体开始移动时由慢而快,而将要停止时的物体则会由快变慢,若以等速度方式开始或者结束动作,则会产生一种唐突的感觉。7. Arcs 弧形运动动画中的动作,基本上除了机械的动作之外,几乎所有的动线都是以抛物线的方式进行,所以在绘制动线时,非机械式的物体,移动时不要完全以直线的方式运行,而机械式的物体,则使用较僵硬的直线运动,这样可以较容易的区别机械与非机械物体的属性,也可强化这两种完全不同的物体的个性。8. Secondary Action 第二动作依附在主要动作之下的细微动作,虽然是属于比较微小的动作,但实际上却有画龙点睛的效果。第二动作并非不重要的动作,而是强化主要动作的关键,不仅可以使角色更生动真实,更可让角色感觉有生命。9. Timing and Weight 时间节奏与量感动画的灵魂就是物体与角色的运动,而控制运动的关键就是动作的节奏与重量感。动作的节奏就是速度的快慢,过快或者过慢都回让该动作看起来不自然,而不同的角色也会有不用的节奏,因为动作的节奏会影响到角色的个性,也会影响到动作自然与否。另一个控制运动的关键就是指量感,因为所有的物体都是有质量的,而节奏可以表现物体的质量,这和一般人对自然界的认知有关。10. Exaggeration 夸张性动画基本上就是夸张的表演方式,透过角色的表演,强化剧情起伏的情绪,让观众更容易融入剧情并且乐在其中。夸张不是只把动作幅度扩大而已,而是巧妙且适当地将剧情所需要的情绪释放出来。在设计动作与脚本时,如何运用动画本身容易表现苦熬张德优势去安排剧情的段落,动画师在诠释角色时对夸张程度的拿捏,都是动画精彩与否的关键。11. Solid Drawing 扎实的描绘动画的制作,视觉表现占了很大一部分,而视觉表现则需要非常扎实的绘画训练以及对美感的敏锐度,不论是制作传统动画或者是电脑动画都一样,动画师都需要有扎实的绘画基础训练,才能将动画中所需要的画面完整的表现出来。12. Appeale 吸引力吸引力是任何一种艺术都必要具备的条件,动画是和电影一样,包含了许多不同的艺术类型在其中,不管是音乐、画面或者剧情,都必须相互搭配,才能交织整体感最好的动画作品。动画通常最吸引人的地方,就是充满想象力的画面的表现方式。动画几乎所有都是经由动画师与导演的手“创造”出来的,对画面表现的“自由度”极高,所以动画总是给人一种充满想象的感觉,也是动画最吸引人的地方。