Inkwell was an animation system for 2D animators. This paper describes both the motivations for and implementation of Inkwell. Similar to Catmull, Litwinowicz combined recent ideas from other systems -- with the goal to give 2D animators better control. His solution was a system that included shape and timing control, digital filtering and deformation and animation of textured regions. Key ideas: Keyframing using a cubic spline to interpolate. Filtering to smooth, overshoot or add "wiggle" to motion. Coons patches, used to animate warped images. Cosine windows, to warp large groups of objects. Contributions: A system to combine all of the key ideas together in one place, and some empirical data as to how that system helped speed up animators' work. Applying Cartoon Animation Techniques to Graphical User Interfaces They take the principals of 2D animation and apply them to UI's in order to make widgets seem more massive. They do this in order to solve the problem of UIs that don't seem to work like the real world, giving poor feedback and so defying user's expectations. In order to examine this problem, they built a prototype editor which they could use to test whether their techniques were effective. Key ideas: Smooth and realistic motion can help suspend a user's disbelief. It also shifts the interpretation of a change in the UI to the user^%G�%@ perception system, allowing their cognitive system to stay focused on the task at hand. Gravity, inertia and stretching can signal to the user constraints on an object that may otherwise not be obvious. Contributions: In addition to these ideas, they contributed a user study that showed what amount of animation users preferred. In most cases, they seemed to validate the author's assumptions that a small amount of