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Simulating physics

devouringdetails.com · 866 words · saved by 1 readers

I can't reiterate enough that great interactions are inspired by physics and modelled after the natural world around us. In this chapter, we'll be looking at how movement from the physical world can be used to drive the movement of our animations. We'll talk about how different properties like velocity, momentum, and weight can be used to design interactions. All of our touch interactions are amplified with velocity to create a sense of momentum and resemblance to a physical counterpart. For instance, the movement of Apple's Dynamic Island retains the the momentum and angle at which it was thrown. It's never perfectly centered or consistent in timing. This movement builds on our natural sense of physics from the real world, like how swiping a playing card would feel. Although the movement of the playing card exhibits less bounce since it's conceptually lighter and does not magnetically morph into something. When it comes to simulating physics, spring motion gets brought up a lot. Inste

Devouring Details Have you ever noticed that some animation sequences can be improved with just a touch of delay? Or that some interactions just feel better without any motion at all? Devouring Details is an interactive reference manual for interaction-curious designers, containing 23 chapters with 23 downloadable React components. All footage is recorded of React components Platform Before working on this I thought to myself: “how have I learned myself?” By trying to build an idea and realising it sucks in practice. With enough iterations and sometimes by accident I’ll get to a place where it

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