vocab.design

interaction · gamification

Juiciness

also called juice (community), juicy interface (community)

Stacking far more feedback on an act than it needs, so one small input wobbles, pops and sings, and the interface feels alive under the hand.

The word comes from game development, and its clearest statement is the talk Martin Jonasson and Petri Purho gave called Juice it or Lose it, where they took a plain Breakout clone and piled response onto it until it was a pleasure to touch. Their phrase for the principle is maximum output for minimum input: one small act from the player, an enormous amount of answer from the game. Juicy things, as the write-up of that talk puts it, are things that wobble, squirt, bounce around and make little noises. Nothing in the stack is individually clever. What makes it juiciness is that there are six of them at once, on an act that would have been perfectly usable with one.

That is the definition worth holding onto, because it is what separates the word from every individual effect it contains. Squash and stretch is one deformation. Overshoot is one curve that goes past its mark. A confetti burst is one celebration. Juiciness is the decision to run all of them off the same press, along with a count that bumps, a colour that flashes, a ring that expands, an earcon, and a tick of haptic feedback. The layering is the technique: each response is cheap and legible on its own, and the pile of them converts a click into something that feels like it happened in the world rather than in a state machine.

Now the honest part, because this is the word for what a team asking to “add some microinteractions” actually wants. Juiciness is a matter of degree, and the correct amount is almost never the maximum. It belongs on acts that are rare and worth marking: finishing setup, sending the thing, hitting the streak, winning. It is wrong on any act somebody performs forty times a day, where every millisecond of performance is a millisecond of waiting, and the wobble that delighted on Monday is an obstacle by Thursday. It is wrong where precision matters, since a control that squashes under the finger is a control that moved. And it is wrong for anyone who has asked it to stop: prefers-reduced-motion is not a hint here, it is the whole stack turned off, with the state change kept and the celebration dropped. Sound and haptics need the same escape hatch.

The vocabulary of games is already all over interface design, and this is one of its more useful imports, alongside attract mode, the diegetic interface and the deliberate wiggle of jiggle mode. Used as a diagnosis it is sharp: ask how many responses one press produces, and whether each of them is doing work. One is often too few, because a control with no answer at all reads as broken. Six is a party, and a party is only appropriate when there is something to celebrate.

Which word?

If you wantsay
deliberately excessive feedback for one small actjuiciness
a milestone deserves a moment of celebrationconfetti burst
a control should feel physical when pressed or launchedsquash and stretch

Related

See also: Microinteraction · Reduced motion

Sources