In this video, learn what microinteractions are and how they differ from interactions in general.
- [Instructor] Microinteractions are events that do one thing, and do it well. They are granular versions of, for want of a better term, general interactions. A typical general interaction is the swipe. A microinteraction shows what happens during the swipe, how long it lasts, and most important of all, shows how the user will be provided with feedback. They give you, the designer, the opportunity to create a prototype that determines the look and feel of an event well before that first line of code is written, and they are, to use a common UX buzzword, a single source of truth. You are essentially saying here's what a swipe looks like, and here is what it does. My use of the term granular is deliberate, because there are four parts to any microinteraction. There is a trigger that initiates the microinteraction. The trigger is either kicked off by the user, or the system. Think of a swipe as a trigger. There are rules that determines what happens when the microinteraction is triggered. A swipe to the left is one thing, a swipe to the right does another. There is feedback that lets the user know something is happening. The feedback could be visual, audible, or tactile. Your phone vibrating is tactile feedback. The chime when you receive a notification is audible feedback. Visual feedback is when a long press event on an iPhone app has the apps on the screen start jiggling. There are loops and modes which answer such questions as what happens overtime, such as a modal asking for example, are you still here. They take into account what happens when conditions change. Entering the wrong password is a good example of a loop. Modes are completely different, and should be rarely used, because they are a fork in the micro interactions rules. Your weather app is a good example. For me, its purpose is to show me the weather in Toronto where I live. If I have an upcoming trip to Los Angeles, I have to change the app's main task to show me the weather in Los Angeles, not Toronto, but I have to set that rule, which means I'll have to learn how to do that. So there you have it, what microinteractions are, and the rules that govern them. The bottom line is this: they are the details that can make or break a user experience, and we're going to take a look at that topic in the next video.
- Preparing your comps and your workspace
- Adding keyframes and easing
- Creating a cursor
- Creating a single or double click
- Creating drags and swipes
- Building content in other Adobe apps
- UI microinteractions
- Animating containers
- Zooming in a UI
- Building 3D effects