Mobile UX Guideline: For Every Animation, an Equal and Opposite Gesture

It started with small, optional interactions like swipe menus and pull-to-refresh — things without which a user could get by. But more and more apps are relying on gestures beyond the tap for their primary interactions. Flingable cards, edge swipes, and draggable side menus are now the norm, and that norm continues to evolve.

In the short term, this creates confusion as patterns conflict and change. But that’s the inevitable cost of progress in a relatively new space. Over time things will settle down; and while it would be premature to codify human interface standards, we can start to write some guidelines. Here’s my first, inspired by Newton’s Third Law of Motion

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9 comments
baocaosuhome94
baocaosuhome94

Develop security and privacy guidelines with regard to what the app does/how it protects user data and government systems bao cao su gan

congtysangoviet1
congtysangoviet1

It started with small, optional interactions like swipe menus and pull-to-refresh — things without which a user could get by. But more and more apps are relying công ty sàn gỗ việt on gestures beyond the tap for their primary interactions. Flingable cards, edge swipes, and draggable side menus are now the norm, and that norm continues to evolve