BOOM!
HEADSHOT!
A hero portrait that resolves out of grain, shatters into falling dither on a click, and rebuilds itself. Notes on chasing feel over spectacle.
The wrong turns worth taking
The first build put a dithered headshot behind a cursor magnifier that resolved the photo wherever you pointed. Clean, and self-defeating. The dither was the interesting part, and the interaction's whole job was erasing it. A spotlight whose only purpose was turning the star off. First decision: stop building an interaction that deletes the thing worth looking at.
The second try pushed the dither around like iron filings. In the hand the face went wavy and the dots swelled when you moved fast. Mushy, not tactile. Fun to watch, wrong to touch. I killed it, and that was the most productive move of the week.
A material you can disturb
The version that worked treated the dither as a material, something to disturb instead of noise to resolve. Face at rest, brush breaks it into grain, grain heals back. Inverted, it clicked: grain at rest, brush pulls the face out of it.
The interaction became a small act of authorship. You touch a surface and it responds.
Composure
Feel also meant getting the noise down. Three quiet fixes turned a busy screen into a composed one, and none of them are flashy. Together they're the difference between a demo and something you'd sign.
Giving the click a body
The click is six micro-moments, and each one got argued over on its own. The feel doesn't live in any single choice. It lives in the pile of small deliberate ones, and getting even one wrong tips the whole thing into fake. Here's what each moment is doing and why it's built that way.
Building in a little chaos
The first pass at the falling dots felt fake, and I could see it before I could name it. Everything spawned on the same frame with the same gravity and bounce, so the bits marched across the floor in lockstep waves. Perfect synchronization is the tell that says computer.
So I built in some chaos on purpose. Every bit got its own gravity, bounce, stagger, and dissolve timing, and nothing runs on a clock. Bits dissolve when they stop moving, and the face returns once enough of them have settled. It never plays the same way twice, which is what made it feel alive.
Interaction principles for designing with AI
I built this whole thing with AI as the pair, in small honest turns. The principles that fell out apply past a portrait, and they're as much about designing interactions with AI in the loop as about this one plate. A working set, and maybe the bones of something bigger later.
None of this came from a spec. I built a version, put it in my hand, found the one thing that felt off, and took another turn. The waviness, the marching waves, the floating grid: none of them showed up in a description. They showed up in the doing.
That's the method I'd repeat on anything meant to feel like a thing you can touch.