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