Thoughtful article. I read the introduction several times, picking it apart in my head.
> When done right, animations make an interface feel predictable, [...]
Predictable how? If you anticipate the animation, then you will have predicted it. But you also could anticipate the lack of an animation, and you will have predicated that.
> When done right, animations make an interface feel [...] faster,
Do they make the interface feel faster because no transition ever occurs in less time than the animation? Or is it that literal motion on the screen tricks us into thinking something is "going fast"? A nearly instantaneous, unanimated change in view must feel faster than an animation, no?
> When done right, animations make an interface [...] more enjoyable to use. [...]
This is true sometimes. It's particularly true when you're interacting with controls that have a "real physical world" analogy, like buttons, sliders, and page flips. On the other hand, if I click a button and a bunch of sparkles happen, that's not enjoyable to me.
> When done right, animations [...] help you and your product stand out.
If your product has animations and competing products do not, then yours stands out insofar that it has animations.
> But they can also do the opposite. [...]
Correct!
> So how do you know when and how to animate to improve the experience?
> Step one is making sure your animations have a purpose.
Or... don't use animations unless the app involves animation. Or do, there's nothing I can do about it.