[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)