Re your second point.
It's discoverable enough because the next thing after tapping that most people try is dragging. And any dragging across any part of the screen activates the animation for the length of the drag.
It's plenty discoverable because they've made the whole screen control the animation
"Most people" is the key word here. If discoverability hinges on hoping on what they'll try next, then that's not good. And more likely than not they're going to tap again, because why would you drag a checkbox?
If you make the animation nonlinear and pop out quickly, we don't need to hope: they'll see it immediately! It works 100% of the time, rather than only on the x% that try dragging next.
Re:The most satisfying checkbox
by eurasiantiger on Friday June 17, 2022 @04:32PM
(#31783904)
The ”ker-chunk” reminded me of Diablo III’s character UIs, but the sound itself is nowhere near.
You interpreted an achingly long post desperately justifying the need for this checkbox as being done "for funsies"?
* The sounds is not satisfying enough! It's too..."wahhhhhh" and not enough "ker-chunk!" like the writeup described. I think I get what he's going for, but it's not quite there. I want the same feeling I get when I flip a nice heavy switch. Some heft, some weight, some judder as it slams into place. I'm thinking of the feeling in the game Fez when you turn a wheel.
* The pattern of "hold and release to activate" is hard to get right and I still haven't seen it done well. Your animation must be nonlinear, because people are going to just tap. That's so little time that it's not enough to see anything happen. That initial animation has to pop out really fast and then slow down, to indicate to the user that they needed to hold it for a little bit longer for it to activate.