[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 ___________________________________________________________________ (page generated 2022-06-17 23:00 UTC)