Hint once, then stop nudging
Peek the next card on hover, then stop once people have used it.
Rauno Freiberg@raunofreiberghappy friday! i did some interaction work https://rauno.me/notes/5
Rauno Freibergrauno.meHovering the main card subtly pulls up the next card as a hint. This makes it more obvious that yes, this area is also interactive.
Rauno Freibergrauno.meNotice how the hovered card doesn’t return to its "hint state" where it was subtly pulled up? You’ve already understood this area to be interactive, so there’s no need to nudge you with it anymore.
1 · A stack of announcements
Hover each stack, advance twice, then hover again.
Tiny arrows, naggingBad
Advances
0Hint plays0Card is the controlGood
Advances
0Hint plays0.stack::after { content: ""; position: absolute; inset: -14px; } /* generous hit area */
.card[data-pos="1"] { transform: translateY(-8px) scale(0.95); }
@media (hover: hover) and (pointer: fine) {
/* the hint: only until someone has advanced once */
.stack:not([data-used]):hover .card[data-pos="1"] { transform: translateY(-14px) scale(0.95); }
}
Why it matters, pros and cons
Why it matters
A hint teaches that an area is interactive. After it has done that, repeating it is just noise.
Pros
- The whole stack is the target, not a corner.
- New people discover it without a tooltip.
- Experienced people get a calm, still stack.
Cons
- Hover hints do nothing on touch.
- Needs a flag once the hint has been learned.
- Peeking cards can hide content behind them.