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Interaction ​

Meaning and Message ​

When applied correctly, interactions with the use of gestures and states can provide users with the feedback they need to help them move through an application or web experience.

Interaction Guidelines ​

  • When creating motion or animation for any Primerica product, please refer to Material Design for guidelines, principles and best practices.
  • Use framework interactions that resemble current design system standards. Avoid inconsistent framework interactions.

Gestures ​

Gestures help users to navigate in app, move content, and manipulate UI elements with touch.

Other Inputs ​

Users navigate, move content, and manipulate UI elements with a mouse or keyboard on a desktop.

Interaction Principles ​

Effortless ​

Interaction principles help users perform tasks rapidly and intuitively using touch or mouse clicks.

Ease of Use ​

Users should be able to intuitively and imprecisely manipulate elements.

Types of interactions include:

  • Tap
  • Scroll
  • Swipe
  • Drag
  • Click

Tap and Click ​

Users can navigate to destinations by touching or clicking elements.

Tap interaction example

Scroll ​

Users can slide surfaces vertically or horizontally to move continuously through content.

Scroll interaction example

Swipe ​

Users can move surfaces horizontally to navigate between peers, like tabs.

Swipe interaction example

Drag ​

Users can slide surfaces to bring them into and out of view.

Drag interaction example

States ​

States are visual representations used to communicate the status of a component or interactive element.

State Principles ​

Each state should be visually similar and not drastically alter a component, but must have clear affordances that distinguish it from other states and the surrounding layout.

Distinct ​

States must have clear affordances distinguishing them from other states. States should be intuitively obvious to the user to match schemas. For example, disabled should be less visible or be grayed out. Hover state should have a shadow to indicate the component is floating or in focus.

Additive ​

When multiple states occur at once such as selection and hover, both state indicators should be displayed. States should never be directly conflicting (error and success states in one element)

Consistent ​

States should be applied consistently across components in order to increase usability.

Types of States include:

  • Enabled
  • Disabled
  • Hover
  • Focused
  • Selected
  • Validation
  • Error
  • On
  • Off

Enabled

An enabled state communicates an interactive component or element.

Enabled example

Disabled

A disabled state communicates a noninteractive component or element.

Disabled example

Hover

A hover state communicates when a user has placed a cursor above an interactive element.

Hover example

Focused

A focused state shows when a user highlights an element, using an input method such as a keyboard.

Focused example

Selected

A selected state communicates a user choice.

Selected example

Validation

Communicates feedback to the user.

Validation example

On

An on state communicates a toggle between two options.

On state example

Off

An off state communicates a toggle between two options.

Off state example

Material Design Interaction Resources ​

Material Design 2 ​

Gestures: Gestures principles

Selection: Selection properties

States: States usage

Material Design 3

States: Interaction states