[HN Gopher] Juice ___________________________________________________________________ Juice Author : ilt Score : 547 points Date : 2023-03-23 11:36 UTC (1 days ago) (HTM) web link (garden.bradwoods.io) (TXT) w3m dump (garden.bradwoods.io) | jacknews wrote: | It seems like a bad name for the concept. It implies 'essence', | rather than 'embellishments'. | | Keeping with comestibles, maybe 'spice/spices', 'condiments', | 'flavor', 'toppings', 'sauce', etc? | MattRix wrote: | The name comes from wanting to make things "juicy". | jacknews wrote: | Fatter buttons? | | I understand the idea is to 'juice up' the UI, but again, | IMHO, it's not the right word for non-essential-but-nice | additional behaviors. And I believe the original 'slang' | usage comes from 'juicing' your engine, your portfolio, etc, | ie squeezing extra performance out of it, which is almost the | opposite meaning to here. | skavi wrote: | This is something that can be done tastefully. But that takes | skill. A boring interface is far better than a poorly done | "juiced" one. | | I think my favorite bit of juice is iOS's rotation animations. | Particularly when they have a bit of extra fun with it like you | see in the calculator. | kevincox wrote: | I think it depends a lot on the context. | | For example with the button cover and click animations are | probably a good idea in most contexts. However the sounds would | probably be unwelcome on a site that otherwise didn't make | sound. However a sound may be a great addition in a video game | that already has lots of sound. | uptownfunk wrote: | I love this concept. Let's forgive the delete button | implementation. I get the spirit of what the author was trying to | do. I am all for juicer UX. Problem is, UX is rarely a p0 item, | and I've seen many products die a death of a thousand papercuts | which have been depri'd to make room for the next shiny launch. | PaulHoule wrote: | Funny enough I touched the delete button on my iPad with the | sound turned off and it didn't seem any different no matter how | much juice I was asking for until I realized I was supposed to | _hold down_ the delete button. | Semaphor wrote: | Yeah, The button was becoming better until it reached the hold- | to-delete stage, that was when the UX got worse again. | Surprising hold-to-delete was the biggest step, but I also | disliked every step that followed. | albert_e wrote: | That section about "Game of Thrones" -- surely there was a | precedent : The Expanse TV series? | thinkingemote wrote: | Expanse started 4 years after Game of Thrones did | mdcrowcroft wrote: | This is a really beautiful way to explain this kind of thing in | software. | | When I got to this bit "I work on multi-team task management | software", it really made me think though. So much thoughtful | design talent exists, and we're all just making B2B SaaS | Productivity Software. Maybe I'm projecting my own insecurities | though. | kridsdale1 wrote: | Gotta make money. | | One day we'll have Star Trek utopia where we are all free to | pursue our art. | | At least until then we can still blog about hobbies. | truculent wrote: | A small example that does this very well is the "Streaks" app on | iOS. | | I often wish that completing iOS/MacOS reminders had more | "juice", especially compared to dismissing them. | popcalc wrote: | Apple Pay does this very well. | mromanuk wrote: | I would say, Apple in general does this very well. | azhenley wrote: | Great great video on juice applied to games: | https://www.gdcvault.com/play/1016487/Juice-It-or-Lose | bentcorner wrote: | I play a lot of Overwatch and the juice definitely makes a | difference. Most specifically the headshot sounds are extremely | satisfying in an inexplicable way. | Edd314159 wrote: | Seems similar to what the software UX industry calls | Microinteractions: | https://www.nngroup.com/articles/microinteractions/ | notShabu wrote: | I think the concept of juice is great, though sometimes less-is- | more. If a fruit is too juicy, it's like eating slime or biting a | smoothie. | | The "burstiness" of juice should contrast with the boringness of | everything else. A delete button for e.g. is a very sterile | interaction vs the mario coin so probably doesn't need maximum | juice. | smaudet wrote: | I think if I encountered that in a UI I would actively seek | another product... | | 'Juice' is not universally good. In the context of a game there | is utility, but even then the audio etc becomes grating. People | tend to start turning off the sound because it gets so bad. | | Somewhere around the first couple levels in that slider is I | think I would fall - most people would agree click | acknowledgement is good, but I found the animation actively | unuseful, distracting, agravating. | pugworthy wrote: | I have clicked on that heart more times than I want to admit... | voz_ wrote: | > Juice' was our wet little term for constant & bountiful user | feedback | | Eew dude what is going on at your job? | killthebuddha wrote: | > 'Juice' was our wet little term for constant & bountiful user | feedback. A juicy game element will bounce & wiggle & squirt & | make a little noise when you touch it. A juicy game feels alive & | responds to everything you do - tons of cascading action & | response for minimal user input. It makes the player feel | powerful & in control of the world, & it coaches them through the | rules of the game by constantly letting them know on a per- | interaction basis how they are doing. | | I feel like really high-quality software systems have this same | feel, they allow a developer to dive in and splash around and get | tons of salient feedback. | mark242 wrote: | Most of this article is great; the delete button is terrible. | | The majority of your users are likely accessing your site on | their mobile device. We crossed the 50% threshold for mobile | views a long, long time ago. Desktop web browsing is -- maybe not | surprisingly -- becoming a generational gap. For people who grew | up entertained by their parents phones and tablets, it's rare for | them to casually browse on their laptop (if they even have one). | | The entire demonstration falls flat on mobile. There are no hover | states on mobile. The feedback animations don't work on mobile. | Holding the button down causes weird text highlighting issues. | Even just the button itself is too small on a phone. It's a real | demonstration of "let me just graft on the mobile layout later" | after going through the desktop song and dance, which is missing | a large chunk of your userbase. | | The other critique I would have is around "novel" UX on web. If | you're making someone learn a new way to hold down a delete | button, that's a cognitive load on your user that in reality only | serves to drive your users away from your product. How many of us | flubbed the hold-to-delete interaction the first time, because we | expected a button on a webpage to behave like a button on a | webpage? I'd venture almost 100% of us. Some of us picked up on | the slider that indicated that we had to keep holding it down to | make the button work, but a lot of us probably didn't, and | certainly a good chunk of your users will abandon their task | because they can't figure out that interaction. | | The author is talking about the gaming paradigm; this is where | you get those random, wacky "tap twice to double jump" weird | modal dialogs in games, because the complexity is so high and a | user literally has to learn how to control their character. Doing | this on the web is a guaranteed ticket to a high abandonment | rate. | | Definitely add "juice" to your pages, but don't do it at the | price of _predictability_. Let your website behave like a | website. Your users will thank you. | erickhill wrote: | It has the juice. I can't imagine a more beautiful thing. | jacobyoder wrote: | A repeating issue I'll face when trying to 'juice' a bit is... | mobile vs desktop. | | That 'project management setup' animation is a good example. That | is kind slick - definitely useful, and I've found myself coming | up with things like that over time. It's not trivial, and takes | some time. Then... "but it doesn't work on mobile!". You end up | needing to build an entirely different "experience" for mobile | users. Or... say "no support for mobile" (and possibly disable it | in some sense?) Or let people live with a really bad shrunk down | experience. | | I know it's all about setting expectations and such, but it's | still annoying. The types of 'juice' you'd introduce are going to | be somewhat device and screen-size dependent. | doomlaser wrote: | I believe the term comes from the game development sphere | originally. Martin Jonasson & Petri Purho (creator of _Noita_ and | _Crayon Physics Deluxe_ ) gave a famous talk about it in 2010, | _Juice it or lose it_ : | https://www.youtube.com/watch?v=Fy0aCDmgnxg | | Another classic talk on the same topic comes from Jan Willem | Nijman in 2013, _The art of screenshake_ : | https://www.youtube.com/watch?v=AJdEqssNZ-U | | It's nice to see these terms being adopted by the wider software | development industry, though I doubt we'll be seeing much | screenshake on websites or utility apps any time soon. | mananaysiempre wrote: | That checkbox has a story as well[1], and the author references | gamedev explicitly. I still like the table-of-contents | snake[2,3] best. | | [1] https://www.andy.works/words/the-most-satisfying-checkbox | | [2] https://lab.hakim.se/progress-nav/ | | [3] https://www.youtube.com/watch?v=o0NtjY17v5w | wcarss wrote: | thanks for posting these! After checking to see if they might | be sources referenced in this post, the first thing I did was | look up _Juice it or lose it_ -- it's an excellent | demonstration of these concepts. | | I had never really paid attention to or understood | tweening/lerping before watching their video, or that it's so | tweakable, and it made the idea and uses slot perfectly into my | mind. | jannes wrote: | > At my day job, I work on multi-team task management software | | I wonder if he works at Atlassian. The screenshot looks a lot | like Jira. | hhh wrote: | This website crashes in Safari for me every time. | wildrhythms wrote: | I'm on Mac Safari Version 16.3 (18614.4.6.1.6) and no crashing, | seems to operate fine. | MattRix wrote: | I usually work as a game dev, but I made a juicy app for the | Blackberry Playbook (lol) a long time ago: | https://youtu.be/sXqXpwyBI1k | tomng wrote: | The juiciest. Our group of friends still loves using the iOS | version of your app on game night. I hadn't been familiar with | the term juicy, but I always hoped more non-game apps would | take lessons from your brilliant design. | | Win or lose, you've made keeping score such a playful delight | for us all these years. Thank you! | [deleted] | flanbiscuit wrote: | Related. Syntax.fm podcast interviewed the creator of Wordle[0]. | In it he talked about seeing a talk[1] about adding "juice" and | how it influenced some of the UX decisions for the game. I | personally think that Wordle had the perfect amount a juice for | what it was, a web game that involved text/reading. | | I think it's nice to add some juice to website/apps but they are | not games and I think should be kept at a minimum. Know your | audience. I don't want any of my finance related apps full of | unnecessary juice, but that doesn't mean I don't want feedback | for any processes I'm waiting for. Sometimes apps try to be | cool/edgy with fancy transitions and those things look cool the | first few times I see it but get annoying after that because I'm | having to wait for it every time. Anyways I am rambling but you | get the gist, don't overuse juice and the level of juice depends | on your audience and the nature of your product. | | 0. https://syntax.fm/show/430/creator-of-wordle-josh-wardle | | 1. https://www.youtube.com/watch?v=Fy0aCDmgnxg | swah wrote: | Related experiment: https://ash-k.itch.io/textreme-2 | mromanuk wrote: | This 'Juice' concept elevates mundane experiences, making them | more enjoyable and satisfying. While similar to the 'bells and | whistles' concept, which often adds superficial embellishments | that distract from the core experience, 'Juice' integrates | seamlessly with the essential elements of a product or service. | It's the secret sauce that makes cool products stand out. | Personally, I'm always on the lookout for 'Juiced' products that | deliver exceptional experiences. Even I try myself to juice my | own Apps. | amelius wrote: | Hmm, I can't see the button while my finger is on it. | apankrat wrote: | I make a boring Windows software that uses this sort of juicing | in its UI. | | Had some doubts if it would go well with, you know, your good old | sysadmin types, but it did! A bit of embellishment that doesn't | deviate _too_ far from the native look and feel goes a long way. | As per some guy here on HN - "delight your users" and all that. | | Examples of what I'm referring to - | https://bvckup2.com/wip/r82-preferences.gif, | https://bvckup2.com/wip/r82-backup-settings.gif, | https://bvckup2.com/wip/r82-rabbit-hole.gif, | https://bvckup2.com/wip/r82-backup-verification-dialog-r2.gi... | sergiotapia wrote: | Really tasteful animations. They allow me to see what changes | when I do something, infinitely better than just popping things | in and out of existence. Thanks for sharing examples. | inatreecrown2 wrote: | your animations look very smooth! | Dalewyn wrote: | >https://bvckup2.com/wip/r82-preferences.gif | | >https://bvckup2.com/wip/r82-backup-settings.gif | | >https://bvckup2.com/wip/r82-backup-verification- | dialog-r2.gi... | | UI elements jumping and moving around like that are _absolute | hell_ for usability. It denies muscle memory, demands eye | tracking (and good eyesight and situational awareness in | general), and keeps users on edge because things keep changing. | | >https://bvckup2.com/wip/r82-rabbit-hole.gif | | I'm failing to see the point of that dropdown (well, dropup) | menu. The space is there from the beginning, but as unused and | wasted whitespace. Why the unnecessary button and associated UI | movements? | | Also, why is that button called pi? | apankrat wrote: | Yes, hell, hell, I'll tell 'ya! Especially horrible the | muscle memory aspect for the UI parts that are accessed once | a year, if ever. And don't get me started on the situational | awareness. Needing to pay attention to the contents of the | screen? What an unrealistic burden. | | Seriously though, feel free to offer your version of the same | that would cleanly separate secondary options and sub-options | so not to overwhelm the user with a laundry list of settings. | | > I'm failing to see the point of that dropdown (well, | dropup) menu. | | The point of all that "hell" is the layering and progressive | refinement of the UI. | jbstack wrote: | The "once a year" point goes both ways. If it's only going | to be used once a year, then "juicing" (in the sense that | the original article meant) is only going to give very | negligible added value whichever way you look at it. The | original example (mushrooms in Mario) is effective because | of the frequency of the event which triggers it. If the | player only heard the sound once per year, it would be | irrelevant. | | On the other hand, if we're talking about parts of the UI | which will see regular use then I agree with the other | comments about usability reduction, while also | acknowledging that there are other opinions out there. The | best approach with these sorts of controversial features | (i.e. those which some users love and others hate) is to | offer a toggle in the options with a default aimed at the | non-power user. | mananaysiempre wrote: | > If it's only going to be used once a year, then | "juicing" (in the sense that the original article meant) | is only going to give very negligible added value | whichever way you look at it. | | Meh. The animations juice, maybe. The slightly non- | standard UI, though, is probably worth it if it avoids | the nested-modal-dialog hell the stock Windows UI is | prone to having. Installed mouse and audio drivers on NT | 4 recently and, well, I'm glad I forgot how bad it was. | Making settings non-awful is important even if you only | visit them once. | | What's the upside for the user of a _nested_ sequence of | _modal_ dialogs anyway? Though I understand the technical | convenience given how limited the bare Win32 toolkit is. | And there definitely is a downside for the user: I can't | say how many times I've seen relatively sophisticated | users fruitlessly smash the OK button on the wrong (not | top-level) dialog, because they all look the same. (This | is perhaps salvageable by more prominently shading | disabled windows--something Win95 admittedly could not | afford on contemporary hardware--instead of blinking the | title bar, but is it worth it?) | apankrat wrote: | > _What's the upside for the user of a nested sequence of | modal dialogs anyway?_ | | That's it. Allowing changing things in place is exactly | one of the goals. | Rychard wrote: | What you've basically said is "I don't agree with your | opinion, therefore you are wrong". While you may have | provided justifications for your beliefs, your delivery was | unnecessarily aggressive and only served to further | alienate yourself from the discussion. I would encourage | you to try and engage in more constructive conversation in | the future. | | For what it's worth, I _also_ despise this sort of needless | UI fluff for essentially the same reason they do; it | reduces usability. | | But that's just like, my opinion, man. | apankrat wrote: | The GP made generic dismissive remarks on a spherical cow | in vacuum and under a blanket assumption that the other | person is an idiot. | | That's not how one starts a "constructive conversation". | | But, yeah, that's just like my opinion too, man. | Dalewyn wrote: | >The GP made generic dismissive remarks on a spherical | cow in vacuum and under a blanket assumption that the | other person is an idiot. | | I neither made "generic dismissive remarks" nor assumed | you're "an idiot", but hey: _If_ you want me to flame you | to high heaven I can certainly oblige. | | If you can't take constructive criticism, publishing | stuff is probably not your alley. | MrGilbert wrote: | Tbf, the initial comment already set the direction | ("absolute hell"?). It provides mere rambling and no real | benefit to the OP. | | Not that I encourage the tone in this thread, but... | There is another perspective to it. | Dalewyn wrote: | I did specify why it's "absolute hell": The UI moves. UI | elements that move around are bad for usability because | of factors I already mentioned. | | The best UIs are those that keep movements and other | dynamic facets to the absolute minimum. A boring UI is a | good UI. | carlosjobim wrote: | This is not stuff you'll be clicking every day. The | desktop has always been interactive, with windows and | dialogs popping up and disappearing etc. | 1-more wrote: | > UI elements that move around are bad for usability | | Bit of a broad brush here. When the "next ->" button | moves around of its own accord (in response to changing | text content, say) and you need to click it to page | through 10 screens of text, that's for sure bad. When | elements move in response to a toggle the user clicked | _when they are nowhere close to the elements that move_ | that 's really not a big deal in my opinion. This is | especially not-bad when the toggle will move everything | back without the user moving their cursor. | Dalewyn wrote: | Consider the "Backup verification" window[1]: The whole | window is overwritten with a readme upon clicking "More | on this...". This is bad, I've seen more than enough | people X out of such windows (because they think it's not | the window they were working with) and then wonder where | the window they were working on went. | | Why couldn't the readme open in a separate window? It's | completely different contextual information to the window | they were working in, and in fact most software do | produce a new window when opening help documentation so | users aren't confused. Different windows for different | contexts, this has been standard design for windowed | environments since forever. | | [1]: https://bvckup2.com/wip/r82-backup-verification- | dialog-r2.gi... | | -------------------------- | | Now consider the "Backup settings" window[2][3]: Why are | the various dropdowns a button you click on which | proceeds to resize and move the entire window? | | Standard design for dropdowns have always been dropdown | menus. Almost everyone knows how to use dropdown menus, | both Windows and other programs use them. This is | inconsistent design language for the environment the | software operates in, and this is confusing for users. | | What's more, there is _no scroll bar_ to indicate there | is information overflow in the window[2]. Can you tell | there is more information above the "More options..." | section in window[3]? I know I can't. | | We need to take a page from Apple's playbook on this: | Consistent design language is good design language. In | this case, follow the design language of Win32 and | Windows in general. Yes, this isn't as easy as it sounds | since Microsoft themselves violate the rule of a | consistent design language, but that's not an excuse for | others to also violate it. | | Not presenting a scroll bar to indicate information | overflow is also inexcusable. A user interface exists to | inform and guide a user, hiding or even lying to the user | defeats the very purpose of a user interface. On that | note, the window is _being resized_ , why then isn't it | being resized to show _all of its contents_? At least the | resizing would then have a legitimate reason. | | [2]: https://bvckup2.com/wip/r82-backup-settings.gif | | [3]: https://bvckup2.com/wip/r82-rabbit-hole.gif | | -------------------------- | | Now consider the "Preferences" window[4]: Why are the | help texts for this window hidden behind "?" when the | other windows either don't have them [1] or show the help | text outright[2]? | | Why is the "More..." text a hyperlink and the "Less..." | button a button when they are the same interface element? | This criticism also applies to the "Backup verification" | window which exhibits the same problem. | | This is all inconsistent design language within the | software itself, let alone when compared with its | operating environment. This is bad, again: Consistent | design language is good design language. | | [4]: https://bvckup2.com/wip/r82-preferences.gif | [deleted] | Dalewyn wrote: | >Needing to pay attention to the contents of the screen? | What an unrealistic burden. | | I know far too many people (read: common users) who quickly | lose track of what's going on if their program keeps | changing things. Hell, I find most people still can't keep | track of tabs in a web browser (because each tab overwrites | most of the window), let alone your stuff. | | >feel free to offer your version of the same that would | cleanly separate secondary options and sub-options so not | to overwhelm the user with a laundry list of settings. | | A singular, global button or toggle somewhere that | permanently keeps the UI in either Simple or Advanced | modes? Almost nobody needs to flick between the two back | and forth. Common users only care for what will get their | work done, power users always want (and can deal with) all | the details. | | >The point of all that "hell" is the layering and | progressive refinement of the UI. | | What you call "layering and progressive refinement" I call | an unnecessary click and movement of UI elements that don't | have to exist. The former is a waste of time, and the | latter is a waste of screen real estate. | martyvis wrote: | Very frustrating for older people when web sites become | adventure games with hidden doors and changing maps | martyvis wrote: | My 89 year old mother-in-law doesn't have great vision but | also poor situational awareness around web sites for | government and financial services. For someone that is used | to paper forms, it is extremely difficult to navigate your | way around these places. Not intuitively knowing that a | "profile" section will be somewhere to adjust account | information, or when autocomplete and drop down menus make | things jump around makes many of these experiences exhausting | and frustrating (and even dangerous) | nailer wrote: | > Also, why is that button called pi? | | The pi permits access to a commonly used computer security | system called "Gatekeeper" sold by Gregg Microsystems, a | software company led by CEO Jeff Gregg. | | Gregg is connected to with the "Praetorians", a notorious | group of cyberterrorists linked to recent computer failures | around the country. | | Once the Praetorians sabotage an organization's computer | system, Gregg sells Gatekeeper to it and gains unlimited | access through the backdoor. | | https://youtu.be/pXPXMxsXT28?t=14 | mromanuk wrote: | fantastic job! love how the animations, adds a nice touch to | the UX. | sdwr wrote: | That's hot! Well done! | karlshea wrote: | I've been using Bvckup2 on my PC forever and it's been amazing, | thanks for all of your work on it! | MattRix wrote: | These are nice! I'd recommend making the animations even | faster. You only need a couple frames of animation to give the | feeling of moment, otherwise the UI starts to feel sluggish. | emptysea wrote: | These are great! how tricky is it to add these effects? I'm | mostly stuck in the html/css/js world and implementing anything | like you have here would be a pain | efields wrote: | This is pretty standard stuff for your stack. Mostly can be | done with CSS these days. | apankrat wrote: | All of them are using a custom framework. | | Most transitions are trivial to implement - you have a state | A of your dialog that looks like _this_ and a start B with | your target look /layout - so the framework figures out what | needs to move where, what needs to be hidden/shown and then | animates that in a quick loop. | | The complicated part is the fading of controls. There's no | _fine-grained_ control over when Windows repaints controls | exactly, so unpainted parts of the background showing through | is a nasty issue. Requires basically per-Windows version | voodoo, because what works for W8, doesn 't work for W10 and | vice versa. | Kwpolska wrote: | > https://bvckup2.com/wip/r82-preferences.gif | | This seems pointless to me. The "More..." button adds three | options and some help buttons. Wouldn't it be less confusing to | just have the options on the screen at all times? | | > https://bvckup2.com/wip/r82-backup-settings.gif | | Wouldn't it be easier (and faster) to just show a modal dialog | box? Or instead of shuffling items around, expand the window to | fit the options? | nvrspyx wrote: | I really like the animations. Well done. | | > https://bvckup2.com/wip/r82-rabbit-hole.gif | | This one does confuse me though. Why not have the sidebar | display permanently instead of hiding it within a drop-down? | There already appears to be white space and a column header | ("More options...") dedicated to it already. Also, why is the | button label pi? It's all just really confusing and feels | unintuitive. I imagine some thought went into it though, so I'm | curious as to the reasoning behind it. | | Other than that one particular case, I like what you've done | with the rest. | apankrat wrote: | The sidebar is an index of several additional option pages, | shown to the right of it. The first one is "Common" and it is | shown by default. | | This design didn't actually make it into the production | release, it was replaced with | https://bvckup2.com/wip/r82-rabbit-hole-x.gif. | | Pi is a reference to a (really corny) "hacker" movie from the | 90s called The Net. Same thing as the Pi at the bottom right | of every page on Reddit. | nvrspyx wrote: | The replacement makes much more sense to me. Thank you for | the explanation. | | > Same thing as the Pi at the bottom right of every page on | Reddit | | I'm always on Reddit and never noticed the Pi. Thanks for | the trivia as well! | [deleted] | JusticeJuice wrote: | Hey! I've been following Bvckup2 for years, not because I need | it but becuase I've always loved the UI - big fan! | trentgreene wrote: | All that juice on the delete button really plays poorly with iOS | text selection. While I agree with the article in spirit, I'll | take this delete button dry (just rinse the glass please!) | hn_throwaway_99 wrote: | I liked this article, but I thought the Delete button example | with "maximum juice" was a very poor user experience. When you | just click the button (without holding), it feels like it's | broken - you just see a teeny bit of red border to the left but | nothing happens. It's totally non-obvious that you're supposed to | hold the delete button. | | That's what kinda gets me about UX/UI design articles - often | times I think it's good advice, but then the examples on the page | just seem obviously bad to me. It reminded me of Jakob Nielsen's | website from about a decade or so ago. Here was one of the most | famous UX researchers in the world, and I often thought he gave | great advice, but his personal website was just god-awful ugly. | And not ugly in a "lacking ornamentations but providing great | usability" way (I'd probably put HN's design in that bucket), but | just in a "this site is really ugly" way. | cwillu wrote: | And the zero-juice still had juice: the button changes on | click, which isn't strictly necessary. | bqmjjx0kac wrote: | I'm getting increasingly confused with these modern, flat UIs | on touch screens with near zero levels of juice. Most | recently, I've noticed the HBO Max app gives no indication | that the play button has been pressed. When using a | Chromecast, the wait to see if the button press registered is | interminable (okay, ~10 seconds). It's enough to make me pine | for the consistent, discoverable, butt-ugly UIs of Windows | 95. | ok_dad wrote: | Yea, and those toggles with icons that when you click the | button turn from "filled in" to "maybe filled in?" and then | you can't tell if your toggle is on or off. Alternately, | the background of the icon is like dark blue, then the "ON" | color for the icon foreground is off-white, and the "OFF" | color for it is light-grey. I can't always tell which is on | and which is off! | | Just give me a thing that looks like an actual switch that | moves left/right or up/down and turns a bright color when | it's ON (color can vary for cultural representation of ON | or whatever) and becomes dark grey and clearly OFF when | it's untoggled. | magic_hamster wrote: | Absolutely agree with this. | mhink wrote: | > I liked this article, but I thought the Delete button example | with "maximum juice" was a very poor user experience. | | This is a fair point, but I got the impression that the Delete | button in question wasn't meant to say "here's how to make a | Delete button better", but rather "here's what I'm talking | about when I use this term that might be unfamiliar". The | elevator music on the "max juice" setting was pretty clearly | tongue-in-cheek. | | Having examples that start at 0% usage of the concept and go | all the way to 200% usage makes it more clear what it actually | is. | hiccuphippo wrote: | Yes, I hate that in games. I'd rather have a second button show | up that I can quickly click again. And just personal feeling | but the time you need to hold it for is always too long. | | The sounds is also too much. I don't want sound from every | button I click. The sound from the mouse or touchpad is already | enough. | ok_dad wrote: | I don't mind that when they do it right and have a thing pop- | up that says "HOLD X" and then a bar fills in around the X | button. The problem really becomes when they want you to | "HOLD X" but they don't give any indication that you need to | hold it. | ixmerof wrote: | I hate any design that forces me to wait any amount of | time. I could be another step forward if convenient enough, | but no... I had to wait the hardcoded seconds. There's | never a valid amount of seconds to wait to indicate | something that will make everyone happy. Just skip the | wait, let the user decide its own pace to consume the ui. | heywhatupboys wrote: | the delete button example is clearly in jest as a way of | exemplifying through exaggeration what they author meant | Lorin wrote: | It also isn't very mobile friendly. Your finger covers the | majority of effects and status changes. | doctorhandshake wrote: | My term for this is 'squish' and I always try to set aside time | on any project for a 'squish pass'. | kevinwang wrote: | > the best games are made with toys | | This could be a good explanation for why super smash bros melee | is still popular 20 years later. Moving in the game is fun like | playing with a toy. Great read! | pphysch wrote: | _Cries in a11y_ | | - Unnecessary & inaccessible interactivity (hold button down) | | - Hiding critical information within animations | | - Extra sounds competing with screen readers | | Cute page but wholly impractical for building accessible web | products. | Invictus0 wrote: | The page is clearly oriented towards building games, not web | products. | pphysch wrote: | Are we looking at the same page? The first example is a | confirm-to-delete button created with CSS+JS. That's a bread- | and-butter CRUD app feature that rarely should appear in | games (which opt for more immersive deletion mechanics, like | dragging an object into a trash can). | Invictus0 wrote: | The very first sentence is "Juice is the non-essential | visual, audio & haptic effects that enhance the player's | experience" | | Would you ever refer to the user of a CRUD app as a player? | pphysch wrote: | You omitted the key sentence in that introductory | section: | | > It originated in games but can be used in other types | of software. | hbn wrote: | I've definitely seen video games that have hold-to-delete | buttons like that on a file select screen or something, | where they want the action to be intentful so you don't | accidentally delete your save. | | It's implemented in CSS+JS because it's a web page. | crazygringo wrote: | This is a really interesting article. | | One thing is doesn't mention however, is when do you want a | "juiced" emotional "soulful" interaction with your computer, and | when you don't. | | I think it's telling that most of the examples are coming from | video games, where layered emotional experiences in a different | world are the whole point. | | In contrast, when I'm trying to be productive with a spreadsheet | or a video editor or sending an email, juice/emotion/soul is the | last thing I need. I'm focusing on my task and I want my tools to | get out of the way, not draw emotional attention to themselves. | Which is why flat design, the ultimate "anti-juice", has been so | successful. | jkaptur wrote: | Clearly a Mario-style "cha-ching" sound would be really | annoying, but Excel's cursor is animated, Sheets slides tabs | around when you reorder the sheet tabs at the bottom, there are | all sorts of hover states and previews, the ctrl-f highlight | has a little bounce to it, etc. | | I think you could even look at syntax highlighting, matching- | paren-highlighting, and intellisense/autocomplete as a sort of | juice - they're affordances that indicate that what you're | doing is "good", and the app is "understanding you". | | Even more than a spectrum (where "pro apps" need "less juice"), | it seems like there's just _different_ juice for different | apps. For example, it seems like some kind of better-designed | juice could have saved Citibank a lot of money: | https://arstechnica.com/tech-policy/2021/02/citibank-just-go... | JoeyJoJoJr wrote: | A good example of what you are talking about is usage of | easing in UI animations. Good use of easing allows the | animation to be perceived as natural, but if you apply the | wrong kind of easing in the wrong context it causes the whole | experience to feel clunky. | hbn wrote: | I always thought there was something weird about how the change | they made to the BSoD in Windows 8, where instead of looking | like an actual OS crash it's a giant :( sad face with some | cutesy text saying something like "we're collecting some error | info" | notduncansmith wrote: | That is a valuable observation. Juice engages our senses and | creates a more full-body experience. In a game, that level of | immersion is desirable, because it puts us in a world we want | to be in. | | I think it's important to respect that not every person using a | software wants to be doing so, and we should minimize the | literal amount of time and energy it takes to use. | | Such apps can still be beautiful, of course (a job well done | ought to look it) but with a quiet beauty that acknowledges | their place in the hierarchy of importance to the user. | | This is why sometimes, for me, the juiciest feeling an app can | give is just doing the thing I wanted instantly. The "pop" of | new UI into place within milliseconds is very satisfying, | especially if the layout doesn't shift as a result. | bennysonething wrote: | Mario 64 has 209 mario animations. I think this is probably the | reason other 3d platformers at the time felt stiff in comparison. | | Also they realised at some point in development that mario just | wasn't fun to control so they put a lot of effort into that. I | feel games today seem to put a lot of effort into content | instead. | | My favourite games are all ones with deep satisfying controls | that require practice to get good at, wave race 64, 1080 | snowboarding, Tony hawk's 2, Goldeneye eye. Or maybe I'm just | old! | hbn wrote: | > Also they realised at some point in development that mario | just wasn't fun to control so they put a lot of effort into | that. | | The story I recall is that before they did anything else they | worked on how Mario felt to control, having him jump around in | an empty room until that alone was fun to play with. | illegalsmile wrote: | I grew up in the same era of N64 gaming and we're just old. I | go back and play goldeneye now and it's fairly clunky. TH2 and | M64 hold up pretty well though. All is not lost to the past | though as newer Mario games are control strong that offer | options not available in the past to a player, like Cappy. Gang | Beasts is an interesting experiment in character control | because it seems to be a game that is really difficult with | regards to the controls. You can get around and have fun but if | you want to be good there's a steep learning curve for the | controls. Once you have a pretty good handle on how to | manipulate your character and interact with others it's fairly | satisfying. | hbn wrote: | Basically every Mario game after Mario 64 had some sort of | mechanic to help you correct a badly aimed jump, which is | very handy since platforming is a tricky thing in 3D. Mario | Sunshine had FLUDD's hover nozzle, Mario Galaxy had the spin, | Mario Odyssey has Cappy. | | Going back to Mario 64 now does feel quite primitive and can | feel frustrating at times. | bennysonething wrote: | I've been playing quite a bit of Goldeneye on retro arch same | for 1080 and waverace, the higher res helps, but I think they | are still great games that I don't think have been matched | since :( | | I've an everdrive and an n64, but it looks too awful on a | modern even with an ossc upscaler. Well it's not an upscaler | really, but a line doubler, the results are awful on n64 (and | ps1). I even rgb modded my n64 to use the ossc. Waste of | money! | kube-system wrote: | Mario is the one visual element that you stare at _the entire | game_. If you 're going to put effort into anything, it's that. | Cthulhu_ wrote: | There's a slew of games out there nowadays that have continued | this trend, usually indie ones; I can definitely recommend | Hollow Knight for great animations and feel, as well as Hades | and Celeste; all of those also reward practice to get good at | them. | | If you're stuck in the office, have a go at the pico-8 version | of Celeste at https://www.lexaloffle.com/bbs/?pid=11722 | [deleted] ___________________________________________________________________ (page generated 2023-03-24 23:00 UTC)