[HN Gopher] Making SVG Loading Spinners: An Interactive Guide
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Making SVG Loading Spinners: An Interactive Guide
Author : debesyla
Score : 78 points
Date : 2024-02-17 13:14 UTC (2 days ago)
(HTM) web link (fffuel.co)
(TXT) w3m dump (fffuel.co)
| atonse wrote:
| One of the best examples of this was animated drawings that
| either the verge or engadget used in their Xbox and PlayStation
| reviews a few years ago.
|
| I don't know if anyone else remembers these.
|
| But these really complex drawings were all animated by using
| stroke length.
| ghoulishly wrote:
| Having trouble finding that, do you have a link?
| atonse wrote:
| No I tried looking for the post but couldn't find it
| unfortunately.
| CharlesW wrote:
| This? https://www.polygon.com/a/xbox-one-review
|
| Background:
| https://product.voxmedia.com/2013/11/25/5426880/polygon-
| feat...
| dylan604 wrote:
| I like how the settings from each of the interactive components
| feed into the next one
| Diti wrote:
| Don't forget to apply the correct ARIA role to it (`progressbar`)
| when you use it in your application.
|
| https://w3c.github.io/aria/#progressbar
| teddyh wrote:
| Animating graphics while loading were invented as a way to
| reassure the user that nothing was stalled, halted or crashed.
| Therefore, any loading graphic whose animation is not _directly_
| tied to the thing which is waited on (i.e. the loading of assets,
| the reticulating of splines, etc.) is fundamentally dishonest,
| and teaches users to distrust loading animations; that is, the
| reason they exist in the first place.
| pqdbr wrote:
| Sorry to disappoint you, but historically a majority of
| progress bars in UI have shown either fake progress or a huge
| jump between low and high % of completion.
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(page generated 2024-02-19 23:02 UTC)