2025年4月20日

落ち着いたインターフェースを作るとき

目立たせるより、読み終わるまで邪魔しないことを基準に UI を整えると静かな画面になります。

はじめに

静かな UI は、情報を減らすだけでは作れません。

文字サイズ、境界線、余白、反応の速さが全部そろって、ようやく落ち着いて見えるようになります。派手な要素を抜くだけでは、ただ弱い画面になることもあります。

test

あああ

Messaging as play

Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team. Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team.

Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team. Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team. Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team. Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team. Honk was designed as much for play as it was for conversation. Every interaction was an experiment in creating something engaging — both for users and our team.

The Honk button itself turned standard notifications into fun moments. You “honked” friends by sending bursts of emojis or stickers toward their avatar, accompanied by matching sounds.

おわりに

あああ

前の記事

街を歩きながら UI の余白を見る

2025年4月18日

街の看板やメニューの配置を見ると、画面の余白設計にもそのまま効いてくる気がします。

次の記事

小さく公開してから整える

2025年4月22日

完成度を上げてから出すより、まず公開して反応を見ながら整えるほうが前に進みやすいです。