They are still too slow.
If you have an android phone, go into developer options and turn animation scale to 0.5x (animation duration is halved, so they are twice as fast). You'll be amazed how much faster the OS feels.
They are still too slow.
If you have an android phone, go into developer options and turn animation scale to 0.5x (animation duration is halved, so they are twice as fast). You'll be amazed how much faster the OS feels.
1. Pride. We worked hard to build this animation, and the user is damn well going to watch it! Because they'll definitely like it as much as we do. (This is an example of not putting the user first.)
2. Inaccurate conclusions from user testing. I think users go through two phases. Early on, they don't know their way around the UI and can't navigate quickly. Plus the animations are novel and they're still enjoying them as eye candy. So for two reasons, they don't mind slower animations. As they use the UI for days or weeks, both these factors flip. You start navigating the UI by muscle memory, and novelty is gone. Thus you can only find the optimal animation speed by testing how a user feels about it after weeks of usage, which isn't how user testing is usually done.
In short, with 100ms you have to go ¬-shaped and with 400ms you can go \-shaped.
Now almost nothing UX-based is configurable
Imagine moving a window 500px over 100ms in 30FPS, that is just 3 frames! It means your window will jump 166px per frame. On average resolution display this translates to a few centimers jump per frame. Not very smooth.
However, I've notice Android occasionally uses animation to convey things to the user, so I'll try your idea of halving it.
I forget which but stuck with 0.5x for that reason.