[HN Gopher] The Most Satisfying Checkbox
       ___________________________________________________________________
        
       The Most Satisfying Checkbox
        
       Author : feross
       Score  : 339 points
       Date   : 2022-06-17 17:01 UTC (5 hours ago)
        
 (HTM) web link (www.andy.works)
 (TXT) w3m dump (www.andy.works)
        
       | Pulcinella wrote:
       | _For that, we use a helpful little tool called Lofelt. You can
       | import a sound file and it'll generate a custom haptic pattern to
       | match it. With a little cleanup and an AHAP file for Xcode, we
       | were ready to go._
       | 
       | It seems Lofelt is shutting down. I'm surprised Apple hasn't
       | released some kind of "Haptic Studio" app as a part of Xcode's
       | tools.
        
       | bryans wrote:
       | Let's say you have a todo app with a million users checking an
       | average of five boxes per day. Currently, you have a simple color
       | shift animation which lasts 200ms and _doesn 't_ prevent the user
       | from interacting with other elements. Then a designer suggests a
       | fancy animation popover which takes 3s and blocks interaction,
       | because they read some article about gamification and how it'll
       | increase user engagement.
       | 
       | Disregarding that your app is about providing a specific function
       | and user engagement metrics are meaningless, you implement the
       | fancy animation. Your users are now collectively spending
       | 1,400,000 hours per year waiting for an animation to finish.
       | 
       | Please don't be that person. Your users' time is more valuable
       | than your desire for UI whimsy.
        
       | wizofaus wrote:
       | I certainly wouldn't want every checkbox like that, but at least
       | it might be the start of a rebellion against the idea that
       | interfaces should be as "flat" as possible with no real
       | indication or feedback as to which controls are interactive. Even
       | the "add comment" button on HN barely looks clickable, and
       | certainly not something that will publish this comment somewhere
       | that makes it readable by 1000s...
        
       | rkagerer wrote:
       | I like the simple one better.
        
       | ntoskrnl wrote:
       | This reminds me of the "Juice It or Lose It" talk.
       | https://www.youtube.com/watch?v=Fy0aCDmgnxg
       | 
       | I'm not sure I'd ever do any of this to a normal checkbox, but
       | it's an essential skill in game development.
        
       | wgx wrote:
       | The biggest disappointment is that the "unchecked" state to
       | trigger the checkbox is a low-contrast circle with tiny "READ"
       | text inside it. Poor discoverability, poor accessibility, very
       | un-satisfying.
       | 
       | This person is clearly a talented designer and animator, but this
       | is a bad piece of UI and would deliver a bad UX.
        
         | [deleted]
        
         | Kerrick wrote:
         | As a user of this app, I disagree. During app onboarding, you
         | _create_ the unchecked checkbox by typing the name yourself.
         | And usually you're only building a single habit at a time, so
         | you already know what the text will be before you reopen the
         | app to mark the habit as done.
         | 
         | This article doesn't describe a good checkbox to place in a
         | list of preferences in just any old app. It describes a
         | _destination_ checkbox, to be checked once per day, that is
         | supposed to gamify habit-building and make tracking that
         | habit's progress _add_ to the experience, rather than feel like
         | an additional chore.
        
           | someweirdperson wrote:
           | A checkbox is a thing to toggle off/on to select a state.
           | 
           | As I understand your description of the app it toggles itself
           | off and the user toggles it on. That's not a checkbox but a
           | button. If the user can toggle it off that's more like an
           | undo-operation, still not a checkbox.
           | 
           | Of course in the sense of "checked as done for the day" it is
           | a "check"box. But it is a little unexpected without contex
           | when reading about a "checkbox".
        
       | kwhitefoot wrote:
       | Well, viewing that was a waste of time. Where is the example of
       | this wonderful life changing object?
        
       | [deleted]
        
       | muhammadusman wrote:
       | I like it a lot, apart from getting my habit checked off, I like
       | the feeling that it gives me when I hold down and complete my
       | habit for the day
        
       | layer8 wrote:
       | For increased satisfaction they should throw confetti or show
       | fireworks like the YouTube upvote button does.
       | 
       | (Please don't do this in OS controls and productivity apps. ;))
        
       | ww520 wrote:
       | The most satisfying checkbox is - don't make me think.
        
       | EVa5I7bHFq9mnYK wrote:
       | I'm sorry ... but where is the checkbox?
        
       | bitwize wrote:
       | I know! Let's make it EVEN MORE satisfying, perhaps some confetti
       | and cheering Alegria people!
       | 
       | The most satisfying checkbox for me has at most four frames of
       | animation: checked, unchecked, clicked on and will toggle upon
       | release, and (optionally) grayed out. It should respond
       | immediately to mouse/finger presses/releases.
       | 
       | Even in game controls, unless charging (e.g. Guile's Sonic Boom)
       | or intentional control jank (the whip in Castlevania) are part of
       | the game's mechanics, the character should respond immediately
       | and unceremoniously to inputs. Save the "juice" for the after
       | effect (e.g., when a punch or shot connects). Mario's feet leave
       | the ground the frame after the jump button is pressed. This makes
       | the player's actions feel directly analogous to the characters,
       | like the player _is_ the character.
       | 
       | Even the Castlevania whip follows this rule in a sense. Belmont
       | winds up as soon as the button is pressed but it takes a few
       | frames for the whip to crack. If you were holding a whip in your
       | hand, there would be a split-second delay between your swing and
       | when the whip cracks. So the Castlevania whip controls loosely
       | simulate your actions if you were using a real whip.
        
       | alexfringes wrote:
       | As a user of this app and long-time admirer of the developer
       | behind it (co-creator of the fantastic Paper drawing app for
       | iPad), maybe it would help the conversation if I illustrate my
       | daily encounter with this UI.
       | 
       | I've been trying to limit the days on which I eat unhealthy foods
       | to Fridays and Saturdays (yay, it's Friday!). I'm good at
       | sticking to plans like that without help from an app, but when I
       | gave "Habits" a quick spin, I admired its mission to provide a
       | playful, game-like alternative in the sea of habit tracking apps.
       | 
       | Once a day (except Fri & Sat) it sends me a notification. Tapping
       | it launches the app straight to that "checkbox". While the
       | description in the post may make it seem like this is too long of
       | an interaction, I promise you that it really isn't, and that the
       | haptics and animation are indeed a satisfying experience. So
       | satisfying in fact that I stuck with the app even though I'm
       | certain I'd follow through on my challenge without it.
       | 
       | (That certainty, btw, comes from how I personally have set up
       | habits like this for over a decade, with help from a mental trick
       | somewhat adjacent to a mind palace/loci[1] to track and reward
       | follow-through. I bring this up because I have often thought that
       | it might be possible to bring the power of these rewarding mental
       | models to a broader audience via an app. And to some extent
       | that's what Habit accomplishes via its unique approach. The
       | haptics and emotional resonance of the "checkbox" are a little
       | Pavlovian mental & sensory reward for completing one's goal. And
       | they lead the user to a playful/gamified representation of their
       | progress through their habit, in the form of a small, abstract 3D
       | scene that gradually builds as you continue sticking to your
       | goal. If I'm in a rush, I ignore that scene. But I always enjoy
       | tapping the notification and checking off the day's
       | accomplishment.)
       | 
       | As a designer, I could _maybe_ quibble over details of the
       | interaction or visual style (which is customizable btw via a
       | season of themes -- another unique component) but as a a user I'm
       | simply excited to have this app as part of my routine, thankful
       | that someone is daring a different approach to app design, and
       | curious to see if there will be more apps that might introduce a
       | wider audience to the mental hacks I've found useful for a long
       | time.
       | 
       | If you've read this far, I'd encourage you to check out some of
       | the other posts on Andy.works, incl. a great retrospective on
       | Paper's creation[2], as well as background on the developer's
       | philosophy behind the "Not Boring" suite of apps[3]. Lastly,
       | here's the App Store link if you want to give the interaction a
       | try (I promise I have no affiliation):
       | https://apps.apple.com/us/app/not-boring-habits/id1593891243
       | 
       | [1] https://en.wikipedia.org/wiki/Method_of_loci [2]
       | https://www.andy.works/words/paper-at-10 [3]
       | https://www.andy.works/words/here-we-go
        
       | sam0x17 wrote:
       | Bit of what in music we would call a drop denial --- was really
       | hoping to be able to click such a "satisfying" checkbox by the
       | end of the article
        
       | herunan wrote:
       | I find satisfying things that would be close to real life in a
       | raw way. So for instance, a button that looks, feels and sounds
       | like a button. For a todo list, I'd love to be able to cross it
       | out and see, feel, and hear that.
        
       | Findecanor wrote:
       | Most widget sets/libraries implement the principle that it should
       | be possible to cancel an action that you have started but not
       | completed. For their checkboxes, this would be pressing on the
       | box but dragging the finger/pointer _away_ from the checkbox and
       | release elsewhere.
       | 
       | With this "checkbox" 1) filling the entire screen, 2) activating
       | on long press instead of displaying pressed state and activating
       | on release, this is not possible.
       | 
       | Also, a checkbox does not close the window/screen you are in. It
       | may enable display/ungraying other widgets, but a checkbox itself
       | does not navigate away: that is done by a secondary widget. Also,
       | you could always uncheck a checkbox. Therefore, you could argue
       | that this widget isn't actually a "checkbox" at all but just a
       | widget that displays an image of one. It could just as well show
       | a thumbs up or the text "Well done" to mean the same thing.
        
         | Pulcinella wrote:
         | Have you used it? The long press is progressive, not binary.
         | I.e to cancel just lift your finger and the animation cancels.
         | The animation consists of filling the circle for a couple of
         | seconds so you have plenty of time to just lift your finger.
        
       | btbuildem wrote:
       | Wow, the author managed to take away any effect the "super" check
       | box may have had by completely deconstructing it over the course
       | the article, teasing and selling it endlessly (even in the final
       | video).
       | 
       | TL;DR: Put the checkbox front and center at the top of the page,
       | directly the "amazing" effect with no foreplay.
        
       | TheDudeMan wrote:
       | Thanks, I hate it.
        
       | notriddle wrote:
       | I'm a little surprised that this uses a long-press instead of
       | having the user draw a checkbox with their finger. It seems like
       | the natural way to handle a simple shape like this one that came
       | into popularity because of how easy it is to draw.
       | 
       | Was this idea considered? If so, why wasn't it done this way?
        
         | IshKebab wrote:
         | This is a perfect HN Poe's law. Well done.
        
         | allenu wrote:
         | I'm guessing they went for the long-pressing because it's an
         | incredibly easy action to take. The hit region is massive, so
         | you just place your thumb on the screen and hold.
         | 
         | Having to draw a checkbox with your finger requires you to hold
         | the phone and then flick a checkmark shape with your thumb (a
         | difficult task), or else use your other hand to draw. If you're
         | right-handed, you're probably holding the phone in your right
         | hand to begin with, so now you have to switch hands to hold it
         | in your left and draw with your dominant, right hand.
        
           | StevenWaterman wrote:
           | They explicitly call out that the hit box is actually the
           | entire screen - which explains the need for anti-accidental-
           | press guards
        
       | Aardwolf wrote:
       | For me the most satisfying needs immediate response, and
       | unfortunately the "charge up" animation does not do that
        
       | zerop wrote:
       | Have the memories of that Green color checkbox from Symantec and
       | Norton Software which used to come after scanning.. Remember the
       | tag line - "Relax, you are Safe".. What an (aweful) era..
        
       | karaterobot wrote:
       | Product Manager: "We don't have metrics telling us users would
       | pay for a more satisfying checkbox."
       | 
       | Engineer: "This would take one week to build. Recommend using
       | native toggle control."
       | 
       | Other designers: "Wow, I love it! But, this isn't consistent with
       | our design system."
       | 
       | Project manager: "I see you've been working on this checkbox
       | animation the entire sprint, what's up?"
       | 
       | Users: [ignores painstakingly crafted checkbox presentation
       | entirely]
        
         | bluescrn wrote:
         | > "We don't have metrics telling us users would pay for a more
         | satisfying checkbox."
         | 
         | This can become a real problem in game development these days,
         | especially in the mobile/F2P world.
         | 
         | A focus on analytics can lead to ignoring something that should
         | be obvious but can't be backed up by data - e.g. 'the weapons
         | don't _feel_ fun '
        
         | [deleted]
        
         | notjustanymike wrote:
         | Engagement: Inexplicably goes up 32%
        
           | ntoskrnl wrote:
           | Turns out one customer's two-year-old got ahold of his phone
           | and spent 3 hours toggling that checkbox.
           | 
           | ... but we can't argue with DATA!
        
           | ravenstine wrote:
           | POINTY HAIRED BOSS: Excellent! Outstanding! I think I deserve
           | a raise this quarter.
        
       | spandrew wrote:
       | It's pretty cool! As experiments I really love andy.works' work.
       | I appreciate what he's trying to accomplish. And I think he's on
       | to something with the idea. But the execution is always a little
       | off to me.
       | 
       | I just _don 't find this checkbox all that satisfying_. Why? The
       | thing I find satisfying about checkboxes is the same as any
       | switch - the click. On/off. It's snappy. I don't think about it.
       | Click... click... click click!
       | 
       | So this grandiose check animation is taking something inherently
       | snappy and prolonging it to its own defeat. Even the sound effect
       | is like an ethereal chime or something, rather than a snap. The
       | scale is super big for the actual space of the phone. The
       | animation too long. I also don't like the angle of the 3D
       | checkmark itself. It's not really oblique, not really at any sort
       | of satisfying geometric angle? I can live with that though.
       | 
       | Anyway really cool work. Wish it were more satisfying.
        
         | luuio wrote:
         | I share exactly your sentiment. The snappy on/off is what makes
         | the checkbox satisfying for me. The "ding" whenever you check
         | an item off the list in Wunderlist comes to mind.
        
           | spandrew wrote:
           | Yea excellent example. Much more satisfying!
        
       | wly_cdgr wrote:
       | Gross. This is such a vulgar take on game feel
        
       | 88840-8855 wrote:
       | Frankly, I like it. It is different than what you usually see and
       | it gives a feeling. I wished software was more exciting for the
       | end user. Today it is just consistent, super easy to approach,
       | standardized, flat and cold.
        
       | groby_b wrote:
       | That is an absolutely horrifying interaction.
       | 
       | To re-quote a popular thing from the 90's: "If I wanted your app
       | to make a sound, I'd rub my finger on the screen".
       | 
       | Yes, there are ways to make interactions feel more satisfying.
       | They are _subtle_. This one is the equivalent of 144pt Comic Sans
       | Titles animated in rainbow colors. Just, please don 't.
        
       | FrankTheDank wrote:
       | Very rarely is there a single checkbox on a screen by itself with
       | no other inputs or info. This seems unusable in most situations
       | where I would be using checkboxes. Also didn't show the reverse
       | at all. Checkboxes are uncheckable too which will require more
       | animations. Doesn't seem like just reversing these animations
       | would work well.
        
         | soneca wrote:
         | Please read the article. The designer explains the use case. It
         | is not a template to use anywhere. It is designed specifically
         | for a habit-tracking app. It doesn't matter at all if it is
         | unusable in most situations where you would be using
         | checkboxes.
        
           | slingnow wrote:
           | Are you saying the designer didn't design the case where you
           | can uncheck the checkbox because "reasons"? Why wouldn't you
           | be able to undo your action in a habit-tracking app,
           | specifically?
        
             | soneca wrote:
             | You chose to nitpick a possible implication of my comment
             | with _"Are you saying..."_. That's silly. So let me
             | actually say something about that point so we can have a
             | conversation on stuff that I said, not about your
             | imagination.
             | 
             | I believe it makes no sense to design an animation to
             | uncheck a checkbox in a habit-tracking app. The only
             | occasion when this will be used is when a user accidentally
             | marks something as done (with a long-press, which makes it
             | even more unlikely). It is definitely important to allow
             | that. But there is no reason at all for that action to also
             | have an animation. There is nothing to celebrate in that
             | fixing action.
             | 
             | I think it would be even ok to hide that action of
             | unchecking behind a "Edit", so it doesn't add noise by
             | showing something that will not be considered to be used
             | 99,9% of the times.
        
             | Kerrick wrote:
             | You can unmark the habit as completed, but you don't
             | interact with "the big checkbox" to do that. Shortly after
             | you interact with the satisfying checkbox described in the
             | article, it disappears to show you a visual representation
             | of a mountain that you're building and climbing by doing
             | your habit. To mark a completed day as incomplete, you
             | enter a different UI that has a calendar-style view, and
             | tap on the completed day.
        
       | duxup wrote:
       | I'm kinda disappointed I can't try it...
        
       | potatosalad1 wrote:
       | Only tangentially related, but some months back Amazon added an
       | animation to make their user icon wave at you on page load and it
       | makes me grimace every time. Given that I use Amazon begrudgingly
       | while hating the company and what it stands for it feels like
       | it's mocking me.
        
       | joebob42 wrote:
       | I'm kind of surprised by all the negative responses. This is
       | obviously a bad idea for a normal ui, but for the use case of "my
       | app is literally just a checkbox and I want it to feel like an
       | event to check it" this seems cool. And that use case really does
       | feel appropriate for a habit tracker app.
        
         | [deleted]
        
         | heystefan wrote:
         | * Michael Scott "Thank you!" GIF *
        
       | ffhhj wrote:
       | BigCo version on top of this:
       | 
       | * A/B testing of animations
       | 
       | * Realtime analytics and heatmap for when and where the user
       | clicks
       | 
       | * Captcha to defeat click-bots
       | 
       | * Updates for new animations, later on it's also customizable
       | 
       | * Ad in the middle of the animation
       | 
       | * Emotional input from the user
        
       | ProfessorLayton wrote:
       | Only somewhat related to the article, but It's amazing to me how
       | much audio + animation adds to the user experience for games, and
       | even some apps.
       | 
       | Not a checkmark at all, but the way games like Smash Bros
       | Ultimate makes pressing around menus sound totally exciting and
       | satisfying. The sound, the lightning/sparks, and how it all
       | rumbles slightly on press. Yes I know Smash has some UX issues,
       | but overall the craftsmanship for simple things is amazing.
       | 
       | Someone had to design and prototype that, similar to the author
       | of this article. I'm not sure this particular example is great
       | tbh, but I am sure there's a lot of "pointless" exploration needs
       | to happen before landing on something great.
        
         | bspammer wrote:
         | As long as we're talking about the switch, I love the design of
         | the actual switch OS. It's so minimalist and snappy, everything
         | feels clicky and does what I expect. There's nothing extra
         | added in just for the sake of it.
        
       | art3m wrote:
       | I love Japanese interfaces for this, their work with sound and
       | animations may look weird and outdated, but it's so good to use
       | them
        
       | recroad wrote:
       | This post is everything that's wrong with UX. Somewhere along the
       | way they forgot about simplicity of implementation, mental
       | models, repeat user experience, and most of all, stopped
       | listening to what the user wanted and instead designed things in
       | an ivory tower for award shows.
        
         | eurasiantiger wrote:
         | Aren't those points exactly what the post and the award-winning
         | app is about? Certainly the users' needs are why this exists,
         | and while not exactly simple to implement, implementation
         | serves design serves user needs.
        
           | recroad wrote:
           | I don't think they are. They pay lip service to it but I
           | don't see any data, experiments or even hypotheses.
           | 
           | What data did they use to determine that users needed this?
           | 
           | How are they verifying that what they built is better than
           | investing nothing into this?
           | 
           | I am personally far more interested in those kinds of UX
           | questions than a shiny checkbox.
        
       | slingnow wrote:
       | This article was one of the most unsatisfying things to read in a
       | while. There's so much misdirection and fluffing up of simple
       | concepts that by the end I just want it to be over.
        
         | bityard wrote:
         | Well that certainly sums up my impression of most
         | application/desktop UIs I've come across in the last few years.
        
         | allenu wrote:
         | I really liked the creativity of the idea, but I agree with
         | you. I had to skim through the article since it's just
         | marketing and repeats the same thing over and over again. Even
         | the video at the end was just a rehash of everything you had
         | just read and seen. (I don't blame them for writing it this
         | way, though, as it likely improves SEO.)
        
       | Wowfunhappy wrote:
       | I'm a sucker for good little microinteractions. The author's
       | checkbox may not be one of those, as it seems a bit overdone, but
       | I'd have to try it to be sure. It's easy to go too far.
       | 
       | But, some other examples that I love:
       | 
       | * https://www.joshwcomeau.com/animation/3d-button The red "push
       | me" button is great, but also check out the sun/moon icon near
       | the top right!
       | 
       | * https://www.jam3.com/#contact The hover states on the buttons.
       | 
       | * https://citymapper.com The top-left hamburger icon.
       | 
       | (I also happen to be quite proud of the hover states on my own
       | site: https://jonathanalland.com/)
       | 
       | Making this type of stuff is definitely what I miss most about
       | working in web design.
        
         | hetspookjee wrote:
         | What a great list. Please share more if you have any! Just
         | started since recently with tailwind and there's an entire
         | world opening up.
        
           | Wowfunhappy wrote:
           | One more I initially resisted sharing because I worked on it:
           | https://2019-annual-report.fnih.org/ The hover states on
           | "Understanding", "Breakthroughs", "Solutions".
           | 
           | There's no framework involved by the way, it's just some CSS
           | transforms. :)
        
         | agumonkey wrote:
         | very reminiscent of 2future flash designer
        
         | easrng wrote:
         | Try https://shapeshifter.design/, it's good for making icons
         | morph like dark/light and hamburger/close.
        
         | CTmystery wrote:
         | To each their own. I find the hover states on the jam3 site
         | unintuitive, like the clickable area is moving out from under
         | me, forcing me to track it before perfoming the actual click.
         | Reminds me of a flash ad where the target moves as your mouse
         | gets closer.
        
           | bavila wrote:
           | The way the button text moves on hover is also distracting
           | and annoying.
        
           | secondcoming wrote:
           | And they won't let you into their page unless your device is
           | in portrait mode
        
           | rr888 wrote:
           | hover sucks for touchscreens
        
         | nomilk wrote:
         | Paul Graham's essay on design says good design is slightly
         | humorous. I find the red button slightly funny, yet have no
         | idea why.
        
           | Wowfunhappy wrote:
           | The citymapper hamburger icon definitely has a humorous
           | element too!
           | 
           | I'm not sure I agree with the quote though. It so happens
           | that the websites I linked all had an element of playfulness,
           | but I don't think that's required.
           | 
           | Here's a site I worked on. Check out the hover animation for
           | the four tiles underneath "Our Innovative and Customer-Driven
           | Businesses": https://web.archive.org/web/20190610202159if_/ht
           | tp://2018ar....
           | 
           | IMO, there's nothing playful or "humorous" about this
           | animation. I would describe it instead as "elegant"--it gives
           | the site an extra level of sophistication.
           | 
           | Another (very small) example might be the "Apply Now" button
           | on https://www.airforce.com/
        
           | latchkey wrote:
           | > _Paul Graham 's essay on design_
           | 
           | http://www.paulgraham.com/design.html
           | 
           | http://www.paulgraham.com/desres.html
        
             | nomilk wrote:
             | See also: _Taste for Makers_ :
             | http://www.paulgraham.com/taste.html (under section 'Good
             | design is often slightly funny')
        
           | talos2110 wrote:
           | It's because the animation timing and easing, methinks.
           | 
           | Look here for basics https://youtu.be/c7HXLl8YREM
        
         | layer8 wrote:
         | > https://www.joshwcomeau.com/animation/3d-button
         | 
         | The springy release animation on that one would drive me crazy.
        
         | countmora wrote:
         | The tile animation on your website is also really well done!
        
         | qbit42 wrote:
         | The sun/moon button is unreasonably satisfying!
        
           | asadlionpk wrote:
           | Is it due to the sound it makes?
        
             | frosted-flakes wrote:
             | The sound is unreasonably irritating. Basic actions like
             | clicking should not play sounds out of my speakers.
        
             | Wowfunhappy wrote:
             | The sound is a huge piece, but it wouldn't be as good
             | without the visuals, they go together!
        
         | lostlogin wrote:
         | > https://citymapper.com/
         | 
         | That is a neat button.
         | 
         | Some combination of taps on the green one next to it (might be
         | a double tap on the green) and taps on the hamburger break the
         | hamburger in iOS. I guess that the price for having a fun
         | button.
        
         | autoexec wrote:
         | It's really great that unlike Jam3, your site and the first
         | example still work perfectly fine without javascript enabled!
         | It's amazing how many people will spend a lot of time on little
         | details and animations while neglecting to make sure the site
         | degrades gracefully and is still useful without a bunch of
         | remotely hosted JS.
        
           | Wowfunhappy wrote:
           | I actually spent a significant amount of time making my site
           | work without Javascript. My noscript.css is only ten lines,
           | but it adds an extra pathway into the code. I've broken
           | several times while making other changes, and it took a while
           | to fix. It's easy to make motherfuckingwebsite.com work
           | without Javascript, but start adding fanciness and it becomes
           | difficult quickly.
           | 
           | I do it anyway because it's my personal site, and so I set
           | out with certain rules for myself. In addition to working
           | without Javascript in modern browsers, my site also supports
           | IE 11 and Safari 6 (when Javascript is enabled). There is no
           | build system, and all the code is handwritten (with a handful
           | of _very_ tiny third-party libraries like Waypoints).
           | 
           | Philosophically, I believe this is the right way to make a
           | website. Realistically, I would never do any of it on a
           | professional project. No one ever actually sees it.
           | 
           | (I'd like to make a distinction between support for
           | unusually-configured software and support for weak hardware.
           | I think it's broadly unethical to ignore performance because
           | you're lucky enough to afford a fast computer. Manufacturing
           | chips is bad for the planet, and the new ones might as well
           | be no faster than the old ones if the code is going to be
           | slower.)
        
         | deergomoo wrote:
         | The red button shows how important depth is for UI controls.
         | There would never be any doubt that it's an interactive
         | element.
         | 
         | I wish the flat design trend we're only now starting to drag
         | ourselves out of only extended to materials. I've no problem
         | with getting rid of the OS X Aqua/Windows Aero-style gloss that
         | was everywhere and starting to look dated, but we lost a _ton_
         | of usability by making interactive elements indistinguishable
         | from labels.
        
         | bbx wrote:
         | You might enjoy my sun/moon icon then :-) https://jgthms.com/
        
           | Wowfunhappy wrote:
           | I don't know why, but I wish this rotated clockwise for both
           | sun - moon and moon - sun. The fact that it's a wheel, but
           | switches direction, is deeply unsatisfying to me for some
           | reason.
        
             | elil17 wrote:
             | Yes, I agree. That would give it the sense of time as
             | opposed to having it just feel like a toggle.
        
             | allenu wrote:
             | I agree. It might be because having it go clockwise would
             | make the sun appear to be setting? I do agree with the
             | other point about having the wheel just go in one direction
             | as well.
        
             | bbx wrote:
             | I never thought about that. Let me fix it.
        
         | alpaca128 wrote:
         | Wow, the hover states in the second link are incredible. They
         | feel "just right".
         | 
         | > I also happen to be quite proud of the hover states on my own
         | site
         | 
         | Those are nice as well, though I'm not sure why the button
         | animation is so delayed. It felt like I missed the button with
         | the cursor until it suddenly started wiggling.
        
           | Wowfunhappy wrote:
           | This might be something I need to rethink--the entire card is
           | a link, not just the tiny button. I don't expect most users
           | to hover for long enough to see the wiggle; it's meant to
           | say: "alright, you've been thinking about this for a while
           | now, come on and click already."
        
         | bombcar wrote:
         | The hamburglar icon is a perfect example - the whimsey happens
         | _after_ the action is performed (arguably the menu should
         | appear immediately instead of pop out, but it 's pretty quick)
         | instead of delaying the action until the animation completes.
        
           | chrismorgan wrote:
           | It's pretty slow. The movement in isn't _too_ slow (though
           | it'd be better faster), but I find the little bounce at the
           | end to be slow and disconcerting (that's not the way a
           | physical spring would go). I'd be inclined to almost double
           | the speed, halve the bounce and speed it up even more.
           | 
           | More interesting is something exposed in the dev tools. I
           | managed to die.
        
             | Wowfunhappy wrote:
             | Yeah, I think that bounce at the end could use a bit of
             | tightening up. I would have made it quicker but with less
             | horizontal movement, so it feels more elastic.
        
           | jolmg wrote:
           | > arguably the menu should appear immediately
           | 
           | I like that the rotation makes it seem like a rack and pinion
           | mechanism, moving the menu in and out.
           | 
           | https://en.wikipedia.org/wiki/Rack_and_pinion
           | 
           | The double bounce at the end seems like a needless delay,
           | though. Access to the menu would be quicker without it.
        
             | [deleted]
        
           | layer8 wrote:
           | The animation is highly distracting. It draws the attention
           | to the button instead of to the menu the user now wants to
           | use. The animation creates a "wow" effect on first use, but
           | that's exactly the kind of visual affordance you _don't_ want
           | on a UI element for routine use.
        
             | Wowfunhappy wrote:
             | IMO, it works because the button moves much less than the
             | menu itself, which is a large block of color that slides
             | out. My eye is drawn to the larger visual change.
        
       | droptablemain wrote:
       | Not everything must be gamified and "improved."
       | 
       | There's nothing wrong with the humble checkbox. It is simple,
       | utilitarian, and easy to understand.
       | 
       | The "most satisfying checkbox" which you have crafted (that which
       | I am still unsure is satire or earnest) is convoluted, needlessly
       | complex, and a visual disaster.
        
         | xbkingx wrote:
         | What? You don't want to watch the full box set of Star Trek TNG
         | between when you push a button and the animation ends? That
         | ruins my plans of designing a scrollbar that plays 45 random
         | tracks from you music library between lines scrolled.
         | 
         | OTOH, it IS very satisfying to realize you don't really need to
         | do whatever requires those interactions in the first place.
        
       | ur-whale wrote:
       | I get the idea, and I tend to agree with it, but I believe that
       | in this particular case, he pushed things too far: the resulting
       | checkbox is borderline baroque.
       | 
       | Minimalism can sometimes also be very satisfying.
       | 
       | I'd toss the 3D and the explosion-like fx.
        
       | phailhaus wrote:
       | I think this is great. I'm going to take this in the spirit of
       | the post and assume this is all for funsies and to be silly. But
       | I think there are a couple of things missing from making this
       | Most Satisfying:
       | 
       | * The sounds is not satisfying enough! It's too..."wahhhhhh" and
       | not enough "ker-chunk!" like the writeup described. I think I get
       | what he's going for, but it's not quite there. I want the same
       | feeling I get when I flip a nice heavy switch. Some heft, some
       | weight, some judder as it _slams_ into place. I 'm thinking of
       | the feeling in the game Fez when you turn a wheel.
       | 
       | * The pattern of "hold and release to activate" is hard to get
       | right and I still haven't seen it done well. Your animation
       | _must_ be nonlinear, because people are going to just tap. That
       | 's so little time that it's not enough to see anything happen.
       | That initial animation has to pop out really fast and then slow
       | down, to indicate to the user that they needed to hold it for a
       | little bit longer for it to activate.
        
         | slingnow wrote:
         | You interpreted an achingly long post desperately justifying
         | the need for this checkbox as being done "for funsies"?
        
           | phailhaus wrote:
           | Yes. It's the best kind of post, where you go deep into a
           | rabbit hole of a silly question like "what is the most
           | satisfying checkbox?"
        
         | eurasiantiger wrote:
         | The "ker-chunk" reminded me of Diablo III's character UIs, but
         | the sound itself is nowhere near.
        
       | jaytaylor wrote:
       | Tangentially related:
       | 
       | https://news.ycombinator.com/item?id=28489791 - Checkboxland
       | 
       | https://news.ycombinator.com/item?id=28826018 - I keep making
       | things out of checkboxes
        
       | korijn wrote:
       | This feels like a showcase of the author's technical prowess with
       | some graphic software, more than anything else.
        
       | molbioguy wrote:
       | Are there different "best practices" for games? This breaks
       | almost every guideline for effective UI elements that I've been
       | exposed to. Really don't like it.
        
       | ChrisMarshallNY wrote:
       | I've learned to design UX that "gets out of the way." I have
       | written some pretty cool UI elements that I've ended up, not
       | using.
       | 
       | Here's an example; It's a cool "popup prize-wheel spinner" for
       | iOS, and I have tried using it a few times, but we always decide
       | that it's too intrusive:
       | https://github.com/RiftValleySoftware/RVS_Spinner
       | 
       | I generally end up taking "The Road Most Traveled By":
       | https://littlegreenviper.com/miscellany/the-road-most-travel...
        
         | ozim wrote:
         | I think "Things are cliche for a reason." is really important
         | quote there.
        
       | danschumann wrote:
       | In theory... the most satisfying checkbox would take your inner
       | most desire, that you've been trying for the longest time... and
       | when you check the box, it completes the desire. Visually it
       | doesn't matter as much as the function. Like checking something
       | off your bucket list is more satisfying than checking something
       | off the grocery list. I don't know if the visual component is as
       | important as what is actually functionally done. "beware the
       | pleasures of the eyes" As I get older, I am more and more
       | skeptical of people trying to influence my emotions.
        
       | colpabar wrote:
       | fyi - there is no checkbox to click on the page, so prepare to be
       | disappointed.
        
         | 1270018080 wrote:
         | They know enough about checkboxes to know this would torture
         | the reader.
        
         | triyambakam wrote:
         | And I found it disappointing how far down into the article I
         | had to scroll just to see the result.
        
           | babypuncher wrote:
           | I found the result itself disappointing as well. It's way too
           | big and flashy for such a simple and common interaction.
           | 
           | The checkbox shouldn't be any bigger than the "boring"
           | version, and any animation simple and last no more than 0.2
           | seconds. I really don't like the sound effect used here. If
           | your UI elements are going to make noise when interacted
           | with, I prefer something far more brief and tactile.
        
             | Kerrick wrote:
             | It's exactly the right amount of big and flashy for a once-
             | a-day interaction that's supposed to motivate and reward
             | you to do a difficult IRL thing, just so you can come check
             | the checkbox and release a bit of happy reward chemicals in
             | your brain.
        
               | ARandumGuy wrote:
               | Exactly this. Context is everything. This checkbox would
               | be terrible for most use cases of the checkbox, but seems
               | like it would work well in this example.
               | 
               | That being said, I think the approach could be really
               | useful for a lot of interfaces. UX design often overlooks
               | the little details that happen when a user interacts with
               | something. A little extra zing can go a long way.
        
               | babypuncher wrote:
               | I can see that. It could be useful for something like a
               | daily diet or exercise tracker. I still don't care for
               | the specific sound presented here, but for this use case
               | I'm not opposed to something this long and flashy.
               | 
               | watchOS has really satisfying sounds and animations that
               | trigger when you fill your fitness rings and meet goals.
        
         | modeless wrote:
         | Seriously, without an actual implementation this is the least
         | satisfying checkbox I've ever wanted to check.
        
           | Kerrick wrote:
           | There is actual implementation in the app
           | (https://apps.apple.com/us/app/not-boring-
           | habits/id1593891243). And there is a video of it in the
           | linked blog post.
        
             | wizofaus wrote:
             | Yeah but there's nothing _satisfying_ about watching a
             | video when the satisfaction is supposed to come from the
             | actual interaction. I assume though it is only available in
             | a mobile app. Would be good if there was a website you
             | could easily create interactive simulations from apps (e.g.
             | it would somehow replicate what the app showed and what
             | sounds it made in response to mouse interactions on a web
             | page - seems technically feasible with some sort of smart
             | recording facility).
        
         | [deleted]
        
         | nocman wrote:
         | And after wasting enough time to find out what it actually
         | looks like, it left me with this opinion: The "Simple Checkbox"
         | they started with is 10,000 times better - although it seems
         | silly to me to have one checkbox be the only thing on the
         | screen (usually they occur on the left of items in a list).
        
       | djtriptych wrote:
       | yeah honestly as someone who approves/denies features from time
       | to time...
       | 
       | I love the mission statement, but this would be rejected 100% for
       | the slow animation. Just absolutely no.
       | 
       | UX is hard! you can put a TON of well-intentioned work into a
       | feature and miss the mark completely. That might even be the
       | norm.
       | 
       | Wonder if he's read older authors like Jef Raskin and Jakob
       | Neilsen. Even Tufte. This feels like a reversion to the Flash
       | era.
       | 
       | That said, as a portfolio piece, I'd lean towards a hire. The
       | willingness to question basic assumptions (or default UI) is
       | really nice to see
        
       | AdamH12113 wrote:
       | [EDIT: I failed at skimming and completely missed the context
       | that this design is for a habit tracker app, where making a
       | checkbox the center of attention _is_ a good idea. The comment
       | seems popular, so I 'm leaving it intact below. Pretend I was
       | talking about your least-favorite UI instead.]
       | 
       | I feel bad saying this since the author is very excited and
       | clearly put a lot of work into the "satisfying" checkbox. But...
       | 
       | This is why we can't have nice software UIs.
       | 
       | The process here seems to be to take a simple, utilitarian UI
       | element -- a means to an end -- and turn it into the center of
       | attention:
       | 
       | 1. Make it big.
       | 
       | 2. Make it flashy.
       | 
       | 3. Make it slow.
       | 
       | 4. Make it loud.
       | 
       | 5. Make it literally vibrate.
       | 
       | These are not the characteristics of a satisfying tool; they are
       | the characteristics of a toy for toddlers. On a deeper level,
       | this is the sort of thinking that comes from looking _at_ the
       | interface instead of _past_ it. That is an understandable
       | perspective for a designer, but indulging in that perspective
       | results in interfaces that just get in the way.
       | 
       | It's also a very artificial approach. A "satisfying ka-thunk", in
       | particular, it satisfying in part because it's the sounds of a
       | weighty metal mechanism operating smoothly. "Weighty", "metal",
       | and "smoothly" are all things we associate with high quality.
       | Aping some superficial indicators of high quality is usually not
       | very satisfying on its own.
        
         | flipgimble wrote:
         | I don't think you get the point of this app or the check box.
         | This is for an app that is meant to foster habits and the
         | checkbox animation is an infrequent reward for completing a
         | habit forming task. Secondarily the goal was also to win over
         | the Apple user demographic and win a design award.
         | 
         | You're thinking of user interface in an app that you have some
         | intrinsic motivation to use, and the UI in that case is just a
         | means to an end.
        
           | arbirk wrote:
           | The title should have been "Most satisfying checkmark". I was
           | expecting an UI element too.
        
           | AdamH12113 wrote:
           | It seems I skimmed poorly and got everything but the
           | important part of the background. I went from the article
           | title to "(Not Boring) suite of everyday apps" to "Designing
           | for Feel" and somehow missed "habit tracker app" and "habit"
           | being mentioned multiple times. This kind of design does make
           | much more sense in that context. Thank you for the
           | correction.
           | 
           | (All I can offer in my defense is that about half the article
           | sure _sounds_ like it could have been a design doc for making
           | bad modern UIs, but that 's the fault of other UI designers,
           | not this article or author.)
        
         | [deleted]
        
         | bitexploder wrote:
         | Design is often solutions looking for problems (that probably
         | don't exist). But it is very humanistic to overly design things
         | and give them character.
        
         | [deleted]
        
         | rootlocus wrote:
         | From the article:
         | 
         | > Jason Yuan has promoted the idea of "fidgetability" where,
         | similar to a key fob or lighter, digital actions can be
         | designed to feel satisfying.
         | 
         | I love fidgeting. I used to have a switch tumbler in my pocket
         | just to turn it off / on when I didn't have anything to do with
         | my hands. I think I would've enjoyed a checkbox that allowed
         | you to drag it slightly to check it instead of just tapping.
         | You can't add "fidgetability" with just flashy animations and
         | sfx. You need something to do with your thumb: turn it on and
         | off, feel the thing respond, turn it half way, try to keep it
         | there before it snaps into place, that kind of thing.
         | 
         | I read an article some time ago that argued phones are the
         | worst tools for our hands. While everything else is designed to
         | use the entire hand or at least a few fingers while providing
         | subtle feedback on every action that requires us to exercise
         | multiple muscles to control properly, the phone only requires
         | your thumb.
        
           | WanderPanda wrote:
           | Thats why I love the AirPods case. It is soo satisfying to
           | play around with the lid, even after two years of doing so
        
             | rootlocus wrote:
             | My airpods have been ran over by a car, and they've been
             | through a full laundry machine wash cycle and they still
             | work, but I don't play with the lid because I'm afraid I'l
             | break the hinge.
        
         | tracyhenry wrote:
         | > this is not the characteristics of a satisfying tool
         | 
         | You should take it into context: it's used inside a habit app,
         | where seeing checkmarks is center to the UX. You might not be a
         | user but I can tell you seeing checkmarks is crucial to keep
         | the users engaged, and so making the checkmarks the center of
         | attention can be very helpful. I personally really liked it.
         | Learning apps (Duolingo, Coursera) should all adopt this
         | approach (or at least allow users to opt into it).
        
           | Zababa wrote:
           | I use loop habit tracker, and the checkboxes are regular
           | checkboxes: https://loophabits.org/screenshots/1.png.
        
           | LocalPCGuy wrote:
           | Even in context, consider a user may want to check multiple
           | habits off at one time (I've done 3 things, now recording
           | those in the app), and stopping for each one to see this LONG
           | animation would be problematic for me. (caveat - I'm not
           | familiar enough with the app to know if it plays each time or
           | what.)
           | 
           | If it does play a lot, it'd be annoying enough that I'd be
           | looking for a new app or looking to see if there is an
           | accessibility setting to remove animations.
        
             | tracyhenry wrote:
             | That's why I said "opt into it". Plenty of video games also
             | put on animations by default and allow you to "opt out"
             | easily.
        
         | [deleted]
        
         | Minor49er wrote:
         | I came here looking to suggest a "ker-chunk", and am pleasantly
         | surprised that a "ka-thunk" has already been mentioned
        
         | hinkley wrote:
         | I have a couple of hobbies or whatever you like to call them
         | where it's a bit of a cliche that people mistake 'necessary and
         | dispensable' for indispensable. There are activities that you
         | need to have done, but as you grow you should not be doing them
         | all the time. Maybe once in a while, just to keep the myelin
         | warm, but not in public, unless you're mentoring someone at the
         | time.
         | 
         | Some days I look around and wonder how many activities in
         | software development are better off being embraced tightly and
         | then bid a fond farewell, and instead we cargo cult them.
         | 
         | Edit to add: Not unlike having a childhood. Without a proper
         | one you're a mess. But not letting it go makes you into a
         | bigger mess.
        
         | wmeredith wrote:
         | I had the exact same reaction. This needs to be about 3 times
         | faster in order for me to not to be annoyed by it, and that's
         | why gamifying things that aren't games is usually obnoxious. If
         | this is an interface for an actual game, meant to entertain,
         | fine. If this was in some productivity software, it would annoy
         | me at first, and then really piss me off after the 10th time I
         | saw it or had to get past it to do what I want.
         | 
         | It reminds of Apple's Siri and its grating cuteness in failure
         | modes. Or of the Wordpress login box that gives me a cute
         | shaking animation if the input is wrong.
        
       | mulmen wrote:
       | The most satisfying checkbox is one that visibly registers my
       | input in less than 100ms and never forgets.
        
       | sohdas wrote:
       | I think people are criticizing this checkbox in a vacuum. This is
       | a mobile app that I personally use to track a small number of
       | habits a day, it's not like I'm filling out a form on a PC.
       | Within the context, it's definitely an appropriate design
        
       | patrulek wrote:
       | I would never want to interact with this checkbox, it feels too
       | sluggish. But i wouldnt mind if it was non-interactive in-game
       | action status, like level accomplished or something.
        
       | bombcar wrote:
       | The animations on things like this can be cute and fun the first
       | time, but man they can get annoying if they're constant and can't
       | be skipped. Hearthstone is an example of this; there's tons of
       | cute animations for the various cards, but they can take way too
       | long.
       | 
       | Hiding "no animations" for power users under accessibility is a
       | great way to go.
        
         | barrysteve wrote:
         | Starcraft did it better, everything responds 'instantly' or
         | very quickly and persist clicking is rewarded with fun
         | animations and pop culture voice lines. Hearthstone could take
         | all your inputs first and queue up animations second.
        
         | soneca wrote:
         | Once a day for a few things that you are tracking (and really
         | want to improve) doesn't seem to fall into my "constant"
         | definition. Hearthstone would have dozens (hundreds?) of those
         | animations on every single game you play. Here, it's three or
         | four times a day? For things that you really feel satisfied to
         | accomplish?
         | 
         | I liked the end result a lot. The whole animation seems very
         | appropriate in this case to me. The rant that I see in your
         | comment (and every other comment here by the time I am writing
         | this) seems very out of place. Everyone is complaining about
         | things that are _not_ what this designer did.
        
         | jaywalk wrote:
         | Yes. I don't want to have to hold down a button just to check a
         | box if it's something I need to do with any kind of regularity.
         | Just give me a damn checkbox. If it's something big and rare,
         | this cutesy stuff is fine.
        
           | yunwal wrote:
           | I think the point of the app is that this is something big
           | and rare. You're developing a daily habit, so you're pressing
           | this once a day, which is pretty rare in the scheme of
           | digital interactions.
        
         | numinoid wrote:
         | Agreed, for best user experience animations are generally
         | capped at 500ms. Dealing with something like this checkbox
         | where you interact with it more than once would kill the
         | novelty real quick.
        
         | unethical_ban wrote:
         | There was a game called Battle Chess 3000 or something, on
         | Windows 95. It had aliens and robots who would kill each other
         | in funny ways when pieces were taken. The moves sometimes took
         | 20 seconds or more to show. Fortunately, the developers
         | included a "skip animations" option to move things along.
        
         | bombela wrote:
         | Yes please. Let me turn that off. It is now becoming harder and
         | harder to turn all those time wasting animations everywhere
         | 
         | Android for example has clearly a bunch of bugs where some
         | stupid slow animations cannot be tured off. Yes even with
         | turning off animations in accessibility and via the developper
         | options.
         | 
         | On iOS, it doesn't seem to be possible to turn any of them off.
         | You can merely "reduce motion". But it still wastes up to
         | second in the worst case.
         | 
         | What about gtk3 or 4. Now there is some crap animation
         | everywhere in gtk applications and I don't know how to turn
         | that off.
         | 
         | Computers are so fast. Most software is already bad enough that
         | it manages to slow down our beautiful hardware. Let's not make
         | it even slower with animations.
         | 
         | Sure have optional animations if that helps newcomers
         | understand better the flow of your application. But make it
         | optional please. Pretty please?
        
           | _manifold wrote:
           | > Android for example has clearly a bunch of bugs where some
           | stupid slow animations cannot be tured off. Yes even with
           | turning off animations in accessibility and via the
           | developper options.
           | 
           | I recently found out about Android's animation disable
           | feature and holy hell it made my phone feel so much more
           | snappy and responsive to input. But as you mentioned there
           | are too many bugs - one of the more annoying ones is that
           | loading wheels (which I would prefer to keep because you have
           | to wait anyway) are not animated. I'm tempted to use it
           | anyway. Hopefully in the future Android will add some sort of
           | categorization/prioritization for animations so things can be
           | tweaked more.
           | 
           | I may be in the minority here but I am kind of annoyed with
           | how "juicing" the interface/experience seems to be kind of
           | bleeding over into general applications from the game
           | development scene. It does make sense for games and some apps
           | but in general I don't need animations and tweens attached to
           | every button on my phone.
        
             | Shared404 wrote:
             | > one of the more annoying ones is that loading wheels
             | (which I would prefer to keep because you have to wait
             | anyway) are not animated.
             | 
             | Pretty sure this is due to the fact that being able to
             | disable animations is usually done as an accessibility
             | concern - for people who are motion sensitive it could be
             | problematic to have loading bars etc.
             | 
             | I agree that the categorization of animations could be
             | helpful. Or at least being able to limit it by app.
        
             | saratogacx wrote:
             | Here's a tactic I've taken with android phones for the last
             | 7 years and it's been a huge help.
             | 
             | Turn on developer options on the phone (you find the OS
             | build info in the settings and tap it something like 8
             | times).
             | 
             | Go into the new developer menu and go to the drawing
             | section.
             | 
             | Set the following 3 items to 0.5
             | 
             | Window animation scale, Transition animation scale,
             | animator duration scale
             | 
             | The end result is that all animations provided by the OS
             | are running at twice the speed and it feels snappy while
             | still allowing animations to do their job at hinting
             | information.
        
               | frob wrote:
               | It's like I have a new phone. Thank you so very much for
               | this tip.
        
           | somat wrote:
           | The key thing I think is you have to keep the user in
           | control.
           | 
           | I have the same rant about excessive animation in the user
           | interface, and on reflection it is not exactly the animation
           | that is the problem, sure, it is the exasperating factor, but
           | the underlying problem is that you have removed the users
           | control in favor of the animation, however, that being said,
           | keeping the user in control requires an interruptible
           | animation system, which requires more moving part and is
           | harder to get right... probably for the best to just leave
           | off the animation entirely.
        
         | joebob42 wrote:
         | Hearthstone is such a catastrophe on this. There are multiple
         | fun strategies that are literally rendered unviable because the
         | animations slow you down too much and it's not possible to
         | execute them well within the turn timer (for e.g. infinite
         | pirates or brann in battlegrounds).
         | 
         | It's infuriating.
        
         | jstummbillig wrote:
         | Just a matter of degree, which becomes obvious when you imagine
         | the extreme: HS without _any_ animations would be very unfun.
         | 
         | So the answer is somewhere in between and the optimal UX might
         | only be achieved by adjusting for individual players, for
         | example depending on their speed or for how they have played
         | the game.
        
         | icyfox wrote:
         | Depends on how frequently you're interacting with this widget.
         | The annoyance of animations comes from the integral of all time
         | you have to spend watching them; if they're in the critical
         | path of a workflow that you do multiple times a day they get
         | very annoying very quickly.
         | 
         | I've only glanced at this app, but the goal seems to be forming
         | a habit of doing things once a day. If you're only interacting
         | once every 24 hours, I'd take a 1second animation with some
         | charm over a static checkbox.
        
           | triyambakam wrote:
           | Is it restricted to just one habit though?
        
             | icyfox wrote:
             | No - but how many habits are you trying to form at one
             | time?
        
               | My100thaccount wrote:
               | Just checked my habit tracking app, and it's a dozen, 10
               | of which I haven't given up on yet.
        
         | mrtksn wrote:
         | Actually I think they can stay fun indefinitely if they are
         | fidgetable and to be fidgetable you can make those animations
         | rendering and acting differently according to the user input.
         | 
         | Back in the day, the lock screen of the iPhones hand a physics
         | based bounciness. When you slide the lock screen from the top
         | it would slightly bounce at the bottom and if you accelerate
         | the lock screen it would bounce more. I fidgeted with that all
         | the time, I was sad when they removed that.
         | 
         | UIs become so boring, I hope and expect to get some
         | skeuomorphism back. Our current devices are so capable that
         | this time the skeuomorphic designs can be much more convincing.
        
         | Vanclief wrote:
         | Totally agree, I even think that adding all this is not making
         | the product better but actually worse.
         | 
         | I agree that making actions feel more rewarding is great, so
         | adding some sound and maybe a bit of more design to the check
         | box is great. One of the things I enjoy the most about my
         | mechanical keyboard is the click that each keystroke makes.
         | 
         | But going all the way to create a 3D animation, that now takes
         | seconds to go from unchecked to checked actually feels like
         | making a daily process more time consuming and annoying.
         | 
         | (Or maybe I am just not human enough)
        
         | My100thaccount wrote:
         | They do that to keep you playing longer. I wonder if OP would
         | describe the loot opening dance in games like hearthstone and
         | Overwatch as rewarding game feel, rather than an intentional
         | time sink.
         | 
         | Remember, for a user centric app, the goal is for the user to
         | use it AS LITTLE AS POSSIBLE. Not because it is frustrating to
         | use but because it is efficient and you respect their time.
         | Optimising for stickiness is user hostile.
        
         | endemic wrote:
         | As a web developer, https://developer.mozilla.org/en-
         | US/docs/Web/CSS/@media/pref... is pretty cool, but
         | discoverability is a problem I think.
        
       | throwaway81523 wrote:
       | It's more about what the checkbox does, than how it looks:
       | 
       | https://i.imgur.com/2bEWKNS.png
        
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