@quynhluong.office: Sắp hết Trung thu rồi, mùa trung thu năm nay em ăn 30 cái bánh gà quay rồi ấy. Ngon nhức nhối luôn

Quỳnh Lương
Quỳnh Lương
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Wednesday 16 September 2026 15:24:23 GMT
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nttduong230
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Bánh nào bà cũng khen
2026-09-19 07:11:05
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emchou_xih
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Chị ơi phim kẻ sống thay chiếu tới tập 21 thui hả chị
2026-09-17 03:01:49
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haphuong_2307
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2026-09-21 08:07:49
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2026-09-18 05:52:08
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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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