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by aufreak3 4655 days ago
> The similar looking button in the Timer screen DID give visual feedback when pressed. In a consistent UI, either this button would do too, or neither would.

Visual feedback needs to serve a purpose. This is a stop watch we're talking about - one that shows time in tens of milliseconds, which is less than one frame interval at 60fps. Any animation done would hinder the function of the stop watch and raise ambiguity about when the stop watch actually started and stopped. So not using an animation is the right thing to do here. If they'd gone for consistency in this case, it would've been "foolish consistency" [1].

[1] "A foolish consistency is the hobgoblin of little minds." - Ralph Waldo Emerson

edit: typo fix.

1 comments

That is a ludicrous argument. An animation does not affect timer functionality unless you are an incompetent coder.
Yes, but it's equally ludicrous to say that the stopwatch "didn't give the visual feedback". It started incrementing those huge numbers, didn't it?
That is not the visual feedback being discussed. Buttons should act identically across a platform. There is no compelling reason for a difference.
I did not comment on the implementation. I said, in effect, that an animation would affect the perception of the start/stop times and using one would therefore be a bad idea in this case.