@adhamtabash2: الشخص الناجح یرى ما ھو أبعد مما یراه غیره. النجاح كلمة مرادفھا الإصرار، ومضادھا الیأس. لو كنت متردداً فلن تستطیع مواصلة النجاح، فالفرص الجیدة تضیع سریعاً إبقى في طریقك للأمام، ولا تنظر خلفك أبداً حتى لا تسقط. ❤️‍🩹⚽ #كرة_القدم_عشق_لا_ينتهي👑💙

Adham Tabash
Adham Tabash
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Saturday 06 September 2025 13:21:21 GMT
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Design law definitions: - Squash & stretch: things squish on impact and stretch in motion, which gives them weight - Anticipation wind-up: a small pull back before the big move, so people see it coming - Staging the focus: direct the eye to one thing at a time - Pose to pose: set the key poses and let the browser fill in the frames between - Follow through: parts keep moving after the main body stops, then settle - Slow in & slow out: speed up and slow down, never move at a constant speed - Moving in arcs: move along curves, not straight lines - Secondary action: a small flourish that backs up the main action - Snappy timing: duration sets the feel, so keep UI animations under 300ms - Exaggerated feedback: push it past real so the moment lands - Solid drawing in 3D: give flat things depth and volume - Overall appeal: the sum of every detail, done with care - Fitts's law: bigger, closer targets are faster to hit - Bigger hit areas: the clickable area can be bigger than it looks - Hick's law: more choices mean slower decisions - Miller's law: we hold about 7 things in mind at once, so chunk information - Doherty threshold: respond within 400ms or it feels slow - Postel's law: accept messy input, give back clean output - Jakob's law: people expect your app to work like the apps they already use - Frequency of use: the more often something is used, the less it should animate Credits: Raphael Salaja's userinterface.wiki, Disney's The Illusion of Life, Jon Yablonski's Laws of UX, and Emil Kowalski for frequency of use. #uxdesign #uidesign #uianimation #designengineering #claudecode
Design law definitions: - Squash & stretch: things squish on impact and stretch in motion, which gives them weight - Anticipation wind-up: a small pull back before the big move, so people see it coming - Staging the focus: direct the eye to one thing at a time - Pose to pose: set the key poses and let the browser fill in the frames between - Follow through: parts keep moving after the main body stops, then settle - Slow in & slow out: speed up and slow down, never move at a constant speed - Moving in arcs: move along curves, not straight lines - Secondary action: a small flourish that backs up the main action - Snappy timing: duration sets the feel, so keep UI animations under 300ms - Exaggerated feedback: push it past real so the moment lands - Solid drawing in 3D: give flat things depth and volume - Overall appeal: the sum of every detail, done with care - Fitts's law: bigger, closer targets are faster to hit - Bigger hit areas: the clickable area can be bigger than it looks - Hick's law: more choices mean slower decisions - Miller's law: we hold about 7 things in mind at once, so chunk information - Doherty threshold: respond within 400ms or it feels slow - Postel's law: accept messy input, give back clean output - Jakob's law: people expect your app to work like the apps they already use - Frequency of use: the more often something is used, the less it should animate Credits: Raphael Salaja's userinterface.wiki, Disney's The Illusion of Life, Jon Yablonski's Laws of UX, and Emil Kowalski for frequency of use. #uxdesign #uidesign #uianimation #designengineering #claudecode

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