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  </channel><item rdf:about="https://medium.com/@ux_in_motion/creating-usability-with-motion-the-ux-in-motion-manifesto-a87a4584ddc">
    <title>Creating Usability with Motion: The UX in Motion Manifesto</title>
    <dc:date>2017-04-07T07:19:01+00:00</dc:date>
    <link>https://medium.com/@ux_in_motion/creating-usability-with-motion-the-ux-in-motion-manifesto-a87a4584ddc</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[‘UI Animation’ is typically thought of by designers as something that makes the user experience more delightful, but overall doesn’t add much value. Thus, UI Animation is often treated like the red-headed stepchild of UX (apologies to red-headed stepchildren everywhere). If at all, it usually comes at the end, as a final lipstick pass.
Additionally, motion in the context of user interfaces has understandably been held to be under the domain of Disney’s 12 Principles of Animation, something I argue against in my article ‘UI Animation Principles — Disney is Dead.’]]></description>
<dc:subject>animation design motion ui ux</dc:subject>
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    <title>Motion Controlled Emotions « #AltDevBlogADay</title>
    <dc:date>2011-08-08T21:50:42+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/08/08/motion-controlled-emotions/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Games are made of verbs. Run, jump, punch, crouch. Hand held controllers are able to simulate the input of the player to use those verbs in a rather precise way, be it on/off or analog. And as developers, designing around verbs is a pretty straightforward affair which we have been doing since the first game was played. But when it gets to adverbs, the emotional variables of a verb, neither the controller or developer seems to be aware of what to do with them beyond pure visuals.

Enter motion controls. While initially it is the verbs we assign to the gestures, such as swing a sword, we quickly find out that they just don’t quite match up the crisply defined input of a controller.  Motion Controls also lack a tactile sense of feedback in many cases, making all those verbs feel hollow when we don’t feel the physical reaction. It is a fun gimmick, but we quickly grow tired of the theatrics and plug our plastic hands back into the machine.

So if verbs aren’t best used for motion controls, how can we use them as adverbs and adjectives?]]></description>
<dc:subject>ui ux motion gestures interfacedesign z3</dc:subject>
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