By the end of this lesson students will be able to:
In information technology, animation is the visual change of an object over time. It is employed to:
The primary animation is the core motion that directly conveys the intended action or state change. It is the most noticeable part of an animation sequence.
200 ms – 500 ms for a responsive feel.cubic‑bezier(0.4, 0, 0.2, 1)cubic‑bezier(0.25, 0.46, 0.45, 0.94)The secondary animation supports the primary animation with subtle, complementary motion. It adds realism and visual richness without competing for attention.
100 ms – 300 ms, usually starting after the primary motion begins.Audio cues reinforce visual feedback, improve accessibility and contribute to a brand’s identity.
< 250 ms to avoid distraction.prefers-reduced-motion setting – if motion is reduced, replace visual animation with a brief fade or static highlight; sound should be handled separately (e.g., muted only if the user disables audio).For smooth, battery‑friendly animation the browser or operating system should be able to off‑load work to the GPU.
transform (translate, scale, rotate) and opacity for motion – these properties are GPU‑accelerated.top, left, width or height because they trigger re‑flows and are CPU‑bound.transform/opacity.200 ms – 500 ms?250 ms), context‑appropriate, and optional for users who need it muted?prefers-reduced-motion and provide visual alternatives?transform, opacity) used for motion?| Guideline | Relevant AO | How it is demonstrated |
|---|---|---|
| Clear primary motion (200‑500 ms) | AO1 – Knowledge & understanding | Explain why the duration feels responsive. |
| Subtle secondary motion (100‑300 ms) | AO2 – Application of knowledge | Apply easing and timing to a secondary effect. |
| Brief, optional sound (<250 ms) | AO3 – Evaluation | Assess the impact on accessibility and user experience. |
| GPU‑accelerated properties | AO4 – Design & development of solutions | Implement animation using transform/opacity and test performance. |
| Reduced‑motion handling | AO5 – Evaluation of solutions | Justify alternative visual feedback for users with motion sensitivities. |
Reduced motion is a user preference that asks the system to minimise or eliminate non‑essential visual movement (e.g., animations, transitions). It is typically set at the OS level and exposed to web content via the CSS media query prefers-reduced-motion.
/* Example: replace slide animation with a simple fade when reduced motion is requested */
@media (prefers-reduced-motion: reduce) {
.panel‑enter {
animation: fade‑in 150ms ease‑out forwards;
}
.panel‑leave {
animation: fade‑out 150ms ease‑out forwards;
}
}
/* Normal slide animation (used when motion is allowed) */
@media (prefers-reduced-motion: no-preference) {
.panel‑enter {
animation: slide‑in‑right 300ms cubic-bezier(0.4,0,0.2,1) forwards;
}
}
Below is a simple pseudo‑code algorithm that shows how primary, secondary and sound components are orchestrated.
function runInteraction() {
// 1. Start primary animation
startPrimaryAnimation();
// 2. After a short delay (e.g., 50 ms) start secondary animation
setTimeout(startSecondaryAnimation, 50);
// 3. Play sound concurrently with primary (or after a tiny offset)
playSoundCue();
// 4. When primary finishes, clean‑up if needed
onPrimaryEnd(() => {
// optional: trigger next UI state
});
}
In a visual flow‑chart the steps appear as:
250 ms using cubic‑bezier(0.4,0,0.2,1).50 ms after the dialog animation, lasts 150 ms).180 ms) plays when the user confirms the dialog; it respects the mute control.prefers-reduced-motion: reduce is detected, the dialog appears instantly with no scaling, and only the overlay opacity changes (no sound is played unless the user has explicitly enabled audio feedback).| Criterion | Good Animation | Excessive / Poor Animation |
|---|---|---|
| Clarity | Clearly indicates the intended action or state change. | Motion is ambiguous or unrelated to the interaction. |
| Subtlety | Secondary motion is brief and does not compete for attention. | Too many layers of motion; visual overload. |
| Consistency | Easing, duration and visual style are uniform across the UI. | Inconsistent timing or easing creates a disjointed experience. |
| Performance | Runs at 60 fps on target devices; uses GPU‑accelerated properties. | Causes lag, jank, or high battery consumption. |
| Accessibility | Respects reduced‑motion settings; provides mute option for sound. | Ignores user preferences; sound is mandatory or motion is overwhelming. |
200 ms, ease‑in‑out cubic).150 ms, ease‑out).< 200 ms) plays; respects mute setting and reduced‑motion preference.This combination confirms the action, adds a sense of weight, and remains accessible.
Understanding the three components of animation—primary animation, secondary animation, and sound—enables developers to create interfaces that are:
By applying the design‑guideline checklist, the guideline‑to‑AO mapping, and the evaluation rubric, learners can analyse, classify and improve the animation quality of their own projects, fully meeting the Cambridge 9626 syllabus requirements.
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