动画编程范式的实证研究

Jan-Peter Krämer, Michael Hennings, Joel Brandt, Jan O. Borchers
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引用次数: 4

摘要

动画是许多现代用户界面的重要组成部分。它们通常以编程方式定义,从而允许参数化和重用。定义动画的两种编程范例是常见的:过程式动画编程允许开发人员在每一帧对对象属性进行显式更新,从而允许对行为进行最大程度的控制。声明式动画编程允许开发者指定关键帧,即对象属性在给定时间点的值。两个关键帧之间的所有帧都被动画库自动插值。在本文中,我们研究了这些常见的编程范式在开发人员生产力方面的差异。在一个受控的实验室研究中,我们要求开发人员使用这两种范式实现一组简单的动画。我们发现,开发者可以使用声明式动画编程更快地实现给定的行为,但通过关键帧插值自动创建动画所引入的抽象,会让参与者在某些任务中产生意想不到的行为。
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An Empirical Study of Programming Paradigms for Animation
Animations are an essential part of many modern user interfaces. They are often defined programmatically, which allows for parametrization and reuse. Two programming paradigms to define animations are common: Procedural animation programming allows the developer to make explicit updates to object properties at each frame, allowing maximum control over behavior. Declarative animation programming allows the developer to specify keyframes, i.e., the value of an object’s property at a given point in time. All frames between two keyframes are automatically interpolated by the animation library. In this paper, we investigate how these common programming paradigms differ in terms of developers’ productivity. In a controlled laboratory study, we asked developers to implement a set of simple animations using both paradigms. We found that developers can implement a given behavior faster using declarative animation programming, but the abstraction introduced by automatically creating the animation through keyframe interpolation left participants with unexpected behavior for some tasks.
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