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Design Engineering Tip: Most UI animations are built for a single uninterrupted transition. Real users might reverse direction before the animation finishes. Use a spring transition that preserves the element’s current velocity instead of restarting from zero. This keeps rapid hover, press, and state changes smooth and responsive. transition={{...

62,136 次观看 • 3 天前 •via X (Twitter)

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One of the most common mistakes manufacturers make is relying on engineering logic to shape user behavior, while ignoring how users actually feel. Engineers often believe that as long as a feature exists, moves, or looks different, users will appreciate it. Users, however, care about something much simpler: whether the experience feels natural, refined, and intuitive. Great user experience is never created by stacking options. It is created by coherence and emotional consistency. Samsung’s recent update to Lock Star is a clear example. The new version introduces unlock animations that appear to add playfulness, yet the real experience feels disappointing. Many of these animations come across as childish, low level, poorly connected, and mechanically rigid. They feel closer to children’s UI effects than something designed for Samsung’s broad premium user base. The issue is not the presence of animations themselves. The problem lies in the mindset behind them. These effects are clearly driven by implementation logic rather than user perception. The assumption seems to be that adding visual flair automatically creates delight, while ignoring rhythm, emotional tone, and aesthetic maturity. This reflects a long standing pattern in Samsung’s software design. Random stickers, cartoon like emojis, and decorative elements often appear without a cohesive design language. There is a belief that younger users are attracted to these visuals, yet for Gen Z, such elements often feel outdated, immature, and disconnected from a premium identity. Strong product design allows user experience to constrain engineering decisions. When engineering begins to entertain itself, users quietly begin to disengage. Let's see how far apart Samsung and Xiaomi are.

Ice Universe

59,669 次观看 • 6 个月前

Hold up, here is the prompt: works with almost any model. enjoy :) Role & Objective: Act as an Elite UI/UX Front-End Engineer specializing in Apple-tier micro-interactions and advanced CSS. Your task is to program a perfectly centered navigation bar in a strictly SINGLE HTML file containing all HTML, vanilla CSS, and vanilla JavaScript. No external libraries or frameworks (No Tailwind, React, etc.). Design Concept - "True Liquid Glass": CRITICAL INSTRUCTION: Do NOT generate standard, flat "glassmorphism" or basic frosted glass. I require a physically accurate "Liquid Glass" aesthetic. It must look like wet, poured clear resin, combining the high-gloss specular highlights of classic macOS Aqua with the volumetric spatial depth of modern Apple VisionOS. 1. The Liquid Glass Material & Lighting (CSS): - Deep Refraction: Use `backdrop-filter` with extreme blur (e.g., 50px) and over-saturation (200%). - Specular Highlight: Create a curved, semi-transparent white gradient on the top half using a pseudo-element (`::before`) to simulate a hard light reflection on a wet, rounded 3D surface. - Caustics & Volume: Use multi-layered inner and outer `box-shadow` properties to simulate light refracting at the bottom edge and casting a realistic ambient drop shadow. - Interactive Glare: Implement a soft radial-gradient spotlight inside the glass that dynamically tracks the user's mouse cursor (X/Y coordinates) using JavaScript and CSS variables (`mix-blend-mode: overlay`). 2. Navigation Layout & Elements: - Center the pill-shaped navigation bar perfectly in the middle of the viewport. - Include 3 main navigation items with minimalist, inline SVG stroke icons and text labels: "Home", "Call", and "List". - Add a subtle vertical divider line after the main buttons. - Next to the divider, add a Dark/Light Mode toggle button containing inline SVG Sun and Moon icons. 3. Animations & "Apple Magic": - Sliding Active Pill: Create a solid background "pill" that sits *behind* the active navigation item's text/icon. When a different item is clicked, this pill must dynamically recalculate its width and slide to the new position. - Spring Physics: The sliding transition MUST use an exact Apple-style bouncy spring easing curve (e.g., `transition: all 0.5s cubic-bezier(0.34, 1.2, 0.64, 1)`). - Tactile Feedback: Buttons and icons must physically press down slightly (`transform: scale(0.92)`) when clicked (`:active`). - Theme Switch: The Sun and Moon icons must smoothly rotate, scale, and cross-fade during the transition. 4. Background Environment (Crucial): - Glass needs light and color to refract! Create a full-viewport, smoothly animated mesh gradient background using 3 large, heavily blurred, floating color blobs. - Implement full Dark/Light mode logic using CSS variables (`:root` and `[data-theme="dark"]`). Toggling the theme must seamlessly transition the background blob colors, glass opacity, shadow intensity, and text colors. Output ONLY the pristine, production-ready code. Prioritize maximum visual fidelity and silky-smooth 60fps animations.

Leon Lin

127,732 次观看 • 4 个月前

004/100 Buttons. A bit of the process on building an animation. When looking at a finished animation or in this example a finished button, it can look quite complex inside the CSS. But when building it, it’s more like a lot of simple steps, one after another. Here I had the idea to make some kind of text animation like the footer logo on the Osmo site. I try to add the base animation with no complex easing, for example transition: translate 0.4s ease. Starting with just moving the one text from bottom to top and the other text to top. Adding a stagger, play around with it. Searching for a way to make it more circular. On the research I found the sin() function inside CSS which can build a more smooth non linear curve for the stagger which creates this circular effect. And step by step adding more complexity like, different easing for hover/hover-out, opacity, 3D transform and more. I use also the sin() function to rotate the letters, so the middle ones are getting more rotated than the outer ones. Another thing which helps is to add a small delay on hover, for example 0.05s or 0.1s, you don’t really see the difference, but when you hover pretty fast on and out it doesn’t get that jumpy. I’m using here GSAP’s SplitText to split every char into spans. And then I’m adding a CSS index variable to every span, starting from the center. SplitText can provide CSS index variables, but you cannot tell it from which direction. For the sin() it’s also important to have a max length, so I add another CSS variable with the max char number on it. Crafting 100 Buttons with Osmo ⏳ Total time: 63h

Eduard Bodak

166,023 次观看 • 2 个月前

I learned this the hard way: do NOT use SwiftUI if you want your app to look and feel amazing. At least when coding with AI. (sorry, Apple colleagues reading this 😅) I'm sharing my process vibe coding this calorie tracker. I get a lot of questions about the fluid transition in the video. Here's the whole story. Initially, Claude built the grid with SwiftUI. It was quick and easy, and looked good! But the transition to the day view was a boring navigation push/pop. No fun. I wanted something custom. I asked Claude to make it a fluid transition that remaps the food tiles from their source to destination positions. All hell broke loose. Claude tried a bunch of horrible things. Initially it used matched geometry effects, which worked OK but didn't lend themselves well to gesture-driven animations. So it resorted to SwiftUI preference keys + geometry readers to figure out the source and destination positions and calculate the interpolated position based on gesture progress, coordinating across grid and day views. But this meant it had to write a custom layout because it couldn't reposition tiles inside the native SwiftUI grid. And it had to do an awkward handoff between views, which always created ugly pops or jumps. And don't get me started on trying to put it on a bouncy spring, that only made the math 10x buggier. Fortunately, Claude Fable was smart enough to see that this was becoming a disaster (and discover most of the issues itself, in the simulator), so it pivoted away from SwiftUI. Opus might not be so wise, so you'll have to pay attention and intervene. Ultimately, it rewrote it in plain UIKit and everything turned out great. After that, we moved from 2D images to 3D assets, which introduced a new set of performance challenges and yet another rewrite to a single Metal layer, which is what you see below. I can write more about the 2D-to-3D saga if anyone's interested. If I were to do it again, I'd just say "Don't use SwiftUI" from the very first prompt, and save a few hours of headaches. SwiftUI can be amazing for a human iterating directly in code. But agents don't benefit from any of its advantages. Plus, agents have seen decades of UIKit training data, so they're great at writing it, and it's far more flexible. Here's hoping we see more agent-friendly iterations of SwiftUI in the future. Till then, I'm probably going to avoid it.

Anshu

107,685 次观看 • 27 天前

Karpathy's Agentic Engineering finally has proper tooling! (built by Google) Karpathy defined agentic engineering as the discipline that separates production agent work from vibe coding. The core skills he listed were spec design, eval loops, and security oversight. The problem has been that practicing this still requires a different tool for every phase: - editor for code - a terminal for scaffolding - a browser for testing - a cloud console for deployment - and a separate framework for evals. Every transition is a context switch. The solution to production-grade Agentic Engineering is now actually implemented in Google’s Agents CLI. It covers the entire workflow in one place for scaffolding, evaluating, and deploying ADK agents. One setup command injects 7 ADK-specific skills into a coding agent's context, which lets it handle scaffolding, evals, deployment, and enterprise registration through natural language. I tested this end-to-end by building a RAG agent from scratch using Claude Code. It scaffolded the full project from the ADK agentic_rag template, generated 20 eval scenarios with LLM-as-judge scoring, and returned a quantitative scorecard. Finally, it also deployed everything to Agent Runtime and registered the agent to Gemini Enterprise, so the entire org can discover and use it. The video below shows this in action, and I worked with the Google Cloud team to put this together. Agents CLI GitHub repo → (don't forget to star it ⭐ ) I wrote up the full build covering all six steps from install to enterprise registration. It includes the eval scorecard, the instruction loophole the eval caught before deployment, and what the deployment process actually looks like end-to-end. Read it below.

Akshay 🚀

255,129 次观看 • 20 天前

How long should my baby use a pacifier? I get this question a lot and it’s a tough one - both because there isn’t a single correct answer and because (like feeding and sleep) the topic brings out lots of strong opinions. But if you ask me, the family in this video has the right idea. Infants are born with a strong sucking reflex and pacifiers can help them to soothe and sleep. There’s even some evidence to suggest that sleeping with pacifiers might reduce the risk of Sudden Infant Death Syndrome (SIDS). In short: for babies (up to a year), I’m a big fan. But it’s not uncommon to see children with pacifiers well into toddlerhood, and in some cases, even beyond. And here I’d raise some important cautions. Children who rely heavily on pacifiers may be more prone to middle ear infections. And dentists note that prolonged pacifier use can affect your child’s teeth and create bite issues. Perhaps most importantly is their potential to impact expressive language development. Your child’s ability to speak is an important one. After a point, language shapes not only the content of our thinking, but the very structure of our cognition. By otherwise occupying the mouth over long periods of time, pacifiers may slow language development by limiting opportunities for expression. Speaking with a pacifier in the mouth can also lead to distortion of speech sounds (even when they aren’t in the mouth). All told, I’m an advocate for beginning to wean off of pacifiers at around a year of age - which is why this video spoke to me. We see an infant appropriately using one and big sister demonstrating her expressive language, her mouth unencumbered and free to chatter away happily. The transition can be difficult - but not nearly as challenging as for a child who has become dependent over a period of years. Do/did you use pacifiers with your child? Why or why not? How did you help transition away from their use? This sweet siblings were shared to IG by _lullabye_luxuries_.

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157,980 次观看 • 2 年前