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Removed last sentence encouraging a title change for easier discoverability. The current title is great, not sure if I just misread it before or if it's changed.
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Generally animation should be used for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent, another great use would be when it failed to send.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where my examples above don't benefit from the use of animation.

From your description the examples seem like a good opportunity for animation, as they're providing feedback that's important at the moment.

The point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be careful when deciding to add animation. If it doesn't convey something important it's often a disservice to the user and wastes programming effort that could be used on more important things.

Thanks for caring enough to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

Generally animation should be used for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent, another great use would be when it failed to send.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where my examples above don't benefit from the use of animation.

From your description the examples seem like a good opportunity for animation, as they're providing feedback that's important at the moment.

The point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be careful when deciding to add animation. If it doesn't convey something important it's often a disservice to the user and wastes programming effort that could be used on more important things.

Thanks for caring enough to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

Generally animation should be used for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent, another great use would be when it failed to send.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where my examples above don't benefit from the use of animation.

From your description the examples seem like a good opportunity for animation, as they're providing feedback that's important at the moment.

The point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be careful when deciding to add animation. If it doesn't convey something important it's often a disservice to the user and wastes programming effort that could be used on more important things.

Thanks for caring enough to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately.

Fixed a few grammar issues.
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Generally animation should be used sparingly for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent or that, another great use would be when it failed to send.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where the situationsmy examples above doesn'tdon't benefit from the use of animation.

From your description the examples above seem like a good opportunity for animation, as they're providing feedback that's important at thatthe moment.

The second point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be discerningcareful when deciding to add animation. If it doesn't convey something important it's often a disservice to the user and wastes programming effort that could be used on more important things.

Thanks for caring enough about the use of animation to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

Generally animation should be used sparingly for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent or that it failed.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where the situations above doesn't benefit from the use of animation.

From your description the examples above seem like a good opportunity for animation, as they're providing feedback that's important at that moment.

The second point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be discerning when deciding to add animation. If it doesn't convey something important it's often a disservice to the user.

Thanks for caring enough about the use of animation to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

Generally animation should be used for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent, another great use would be when it failed to send.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where my examples above don't benefit from the use of animation.

From your description the examples seem like a good opportunity for animation, as they're providing feedback that's important at the moment.

The point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be careful when deciding to add animation. If it doesn't convey something important it's often a disservice to the user and wastes programming effort that could be used on more important things.

Thanks for caring enough to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

added 595 characters in body
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Generally animation should be used sparingly for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent or that it failed.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are certainlymore situations where additional animation adds value, or and some cases where the situation describedsituations above doesn't benefit from the use of animation.

From your description the examples above seem like a good opportunity for animation, as they're providing important feedback that's important at that moment. T

heThe second point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator of such a change if there's value in showing the information persistently. In the case of "new life" symbolschanges there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be discerning when deciding to add animation. If it doesn't convey something important it's often a disservice to the user.

Thanks for caring enough about the use of animation to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

Generally animation should be used sparingly for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent or that it failed.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are certainly situations where additional animation adds value, or some cases where the situation described above doesn't benefit from the use of animation.

From your description the examples above seem like a good opportunity for animation, as they're providing important feedback that's important at that moment. T

he second point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator of such a change if there's value in showing the information persistently. In the case of "new life" symbols there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction.

Generally animation should be used sparingly for these purposes:

  • To draw the user's attention to something that's happening but might otherwise go unnoticed
  • To provide feedback about the result of a user action. As an example, animation can highlight that a message was successfully sent or that it failed.
  • To illustrate to a real world situation that can serve as a metaphor for the interaction

Note that's a generic list, there are more situations where animation adds value and some cases where the situations above doesn't benefit from the use of animation.

From your description the examples above seem like a good opportunity for animation, as they're providing feedback that's important at that moment.

The second point about "when they're gone, they're gone" illustrates a different problem. These types of animations should be used to convey when something has changed but shouldn't be the only indicator if there's value in showing the information persistently. In the case of "new life" changes there should be a way for the user to see the total number of lives they hold at the time. It may not be important to know when each life was earned (which was communicated at the time with animation) but there's value in knowing the current number of lives. I'm not a gamer but typically these sorts of counts are always visible or can be seen with minimal interaction like showing a map or some sort of overlay.

Somewhat unrelated, using animation excessively often causes users to discount their value at times when they actually communicate something important. It's necessary to be discerning when deciding to add animation. If it doesn't convey something important it's often a disservice to the user.

Thanks for caring enough about the use of animation to ask. There's a tendency to go hog wild and add animations and other eye candy just because one can, rather than using them appropriately. I think this is a great post, a better title might make it more discoverable for people with the same question.

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