This document provides information about an Android Academy community event on Material Design concepts and implementation. It begins with introducing Jonathan Yarkoni from IronSource who will be presenting. It then provides details about the event, including that it will cover Material Design concepts, properties, and components like navigation. The document discusses Material Design principles and how they were developed. It provides examples of Material components like cards, toolbars, and tabs. Finally, it discusses implementing Material Design on older Android versions using the Android Support Library.
16. We challenged ourselves to create a visual language
for our users that synthesizes the classic
principles of good design with the innovation and
possibility of technology and science - This is
material design.
19. Material Design
- Started as a functional bare necessity framework.
- Now it is time to pay attention to the details.
20.
21. Material Design
Not a set of rules.
A set of guidelines
Very detailed,
not very restrictive
Cross platform.
https://www.google.com/design/spec/material-design/
30. Paper & Ink - real world
Paper is a simple shape
Paper is colorless
Paper is constrained by the Z depth
Paper Flat never tiltted never flips over
Every pixel is a dot
Ink is restricted by the paper
31.
32. Translating Paper into Device
3D world
Each layer 1 dp thickness.
Conveys relevance.
Create a consistent
illusion.
52. Material design principles
Bold, Graphic & Intentional - immerse the user in the
experience.
Dictionary - not hesitating to break the rules of the state or quality of conforming to conventionally accepted standards of behavior or morals.
122. The Android Support Library package is a set of code
libraries that provide backward-compatible versions of
Android framework APIs as well as features that are only
available through the library APIs.
123. Android Support Library
Set of code libraries (function).
Provide back-wards compatibility for older versions.
Provide new features.
124. Android Support Library
Set of code libraries (function).
Released Independently.
Provide back-wards compatibility for older versions.
Provide new features.
It’s a concept.
Cross platform - Adaptive design
Started 2 years ago.
Introduced in Android 5.0 - replaced magazine style of 4.0.
It should become easier to use your app.
People over the year who have transformed our understanding of the world around us
You have little time to convince your useres that your app is awesome.
matureness.
Reliability.
One language on all apps.
Network
Alarm
Calls
Battery
Creates a BackStroy that we can all understand
We’re used to having paper convey information.
Wanted to show some papers before i discuss it’s qualities
Monitors get more depth because they are not handled by the hand.
Every pixel is a dot
Paper is colorless.
Paper is a simple shape.
Paper is constrained by the Z depth.
Paper Flat never tilted never flips over.
Ink is restricted by the paper.
Monitors get more depth because they are not handled by the hand.
Monitors get more depth because they are not handled by the hand.
Monitors get more depth because they are not handled by the hand.
The material environment is a 3D space, which means all objects have x, y, and z dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the positive z-axis extending towards the viewer. Every sheet of material occupies a single position along the z-axis and has a standard 1dp thickness, equivalent to one pixel of thicknesson screens with a pixel density of 160.
Monitors get more depth because they are not handled by the hand.
The material environment is a 3D space, which means all objects have x, y, and z dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the positive z-axis extending towards the viewer. Every sheet of material occupies a single position along the z-axis and has a standard 1dp thickness, equivalent to one pixel of thicknesson screens with a pixel density of 160.
Monitors get more depth because they are not handled by the hand.
The material environment is a 3D space, which means all objects have x, y, and z dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the positive z-axis extending towards the viewer. Every sheet of material occupies a single position along the z-axis and has a standard 1dp thickness, equivalent to one pixel of thicknesson screens with a pixel density of 160.
Shadows are cast.
There is different elevation for different objects.
Objects also respond to feedback and go up.
There are standarad for up.
Ripple effect - we will discuss later.
Things which are closer capture our attention.
Conveyed using shadows.
Things can be beside one and other or ontop one adn other but cannot merge or go through one and other.
Show an example of paper.
Monitors get more depth because they are not handled by the hand.
Monitors get more depth because they are not handled by the hand.
Things which are closer capture our attention.
Conveyed using shadows.
Things which are closer capture our attention.
Conveyed using shadows.
Contract accent color
Almost all actions start from the user
Now that we have established that’s it’s your job let’s see what tools does Android supply that can help us.
Think of exmaples of apps that you might have already experienced
Voice / Keyboard / press button / swipe
Similar to water effect
We don’t move the material moves to bring the content to us.
It’s crucial for the metaphor.
Setup wizard / videos
Now that we have established that’s it’s your job let’s see what tools does Android supply that can help us.
Now that we have established that’s it’s your job let’s see what tools does Android supply that can help us.