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  • Hi, I'm Rich Fulcher, a designer and manager

  • on the Android design team here at Google.

  • At this year's Google I/O conference

  • we introduced material design.

  • A new visual language for creating

  • bold graphic interfaces driven by typography, scale, color,

  • and position.

  • For me, one of the most exciting things about material design

  • is how it takes these classic principles of print design

  • and brings them to life.

  • The materials take energy from the user, from their finger,

  • from their mouse click, their touch and they take that energy

  • and use it to transform and to animate.

  • Today, I'm going to talk about how

  • these virtual materials of paper and ink

  • pack much more power than their real world

  • meatspace counterparts.

  • Now every pixel drawn by an app is

  • a dot of ink on a piece of paper.

  • Paper has no color, but ink can be any color,

  • and ink coloring is how all content is displayed,

  • whether that's the controls of your app,

  • an image, or even a video that's playing.

  • Paper can be a variety of widths, the x-axis,

  • and heights, the y-axis.

  • It can even fill the entire display, such

  • that you can't see the edges of that paper,

  • or it could shrink down to just be the size of a single button,

  • you know, no larger than a 48 by 48 dpi square touch target

  • or standard target sizes.

  • Ink doesn't have any of those restrictions.

  • It can be any size, so long as it fits within that paper.

  • You've got to have something to actually apply that ink to

  • so that it can be seen.

  • Paper has an absolute fixed thickness of 1 dpi.

  • That's equivalent to a 35 pound weight piece of paper,

  • so kind of a light card stock.

  • Now when you add ink, you're not changing that thickness.

  • This isn't a kind of paint that's

  • building up layer and layer and layer and making it

  • thicker and thicker.

  • The paper itself is always that 1 dpi thick, it's never zero.

  • That would be a hologram.

  • And this isn't hollow, this is material.

  • That sense of tactility is vitally

  • important to the system.

  • In terms of shapes, paper wants to be a rounded rectangle,

  • whether that's a rectangle, or a square,

  • or even a circle, which is just a really, really,

  • really rounded rectangle.

  • It doesn't want to be a triangle.

  • It doesn't want to be a concave shape, like a star,

  • or the shape of your app icon.

  • Now ink doesn't have these restrictions.

  • It can be any shape and it can cover

  • all those things you want it to be.

  • Those are the basic principles, but how

  • do all these materials live and move

  • within a more complex structure.

  • Well, we need to start by talking about depth,

  • and that means embracing the z-axis.

  • Now every device has a physical z-depth.

  • For a handheld device, it's that distance

  • between the glass on the front and the back of the device

  • that rests on the palm of your hand.

  • Now that depth controls how paper can behave,

  • so paper wants to respect that devices depth.

  • It doesn't want to be able to flip over

  • because if it were to do a move like that well,

  • that paper is going to start to move

  • it's going to bonk against that glass on the front

  • of the device or against the metal on the back.

  • You can't execute that move and maintain that sense

  • for the user that it's inside that device.

  • Just between those front back slots.

  • That's why we don't do paper flips.

  • When we have paper it casts a shadow

  • and that shadow is based on its position within z.

  • Now paper is generally presented as square to the user.

  • Just like I'm moving my hand back and forth in front

  • the camera here.

  • Paper moves to the users eye in the same fashion.

  • Now paper will cast a shadow when two pieces of paper

  • slightly overlap, like that.

  • One in front has a light source in front of it,

  • the paper behind it isn't getting all of that,

  • so it's getting a shadow on the back.

  • We like to keep the paper square.

  • We like to make sure that the shadow isn't something that's

  • being drawn as ink, that's being printed on the paper.

  • It comes about because of the physical relationship,

  • because of the lighting model that the system gives you.

  • When we have paper, it's solid.

  • When the user reaches out and touches it,

  • the user can never press through the paper.

  • It just kind of makes contact and it's there.

  • Now we do respond to the user in a couple of ways though.

  • One is that as the user approaches the paper

  • and they make that touch, the paper

  • will rise to kind of meet them.

  • So there's this illusion of the glass here, your finger comes

  • down on the glass and the paper completes that motion by coming

  • forward to meet the user's finger.

  • You might think about it as imagine your finger

  • kind of pointing down on a reflecting surface of water

  • and as you get closer and closer it sees it's reflection,

  • and those two touch together.

  • The way that ink responds is like the ripples that

  • would happen on the water, as I hit

  • that surface I break the surface tension of the water,

  • I get this pleasant circular rippling that occurs out of it.

  • That's what we do in the ink to kind of communicate that

  • not just that you've made contact with the paper,

  • but which of the particular elements, ink elements

  • on the paper you've touched.

  • Now motion is all about establishing and emphasizing

  • the continuity of important elements,

  • and the paper to move across any of those three axes.

  • We can move along x, it can move along y, even along the z.

  • Now material can do more than move.

  • Part of the magic of the experience comes from a way

  • that materials can change.

  • The ways that they're not bound by these boring physical laws

  • of the known universe.

  • So paper can change its size in both the x and y position.

  • And ink can do its own thing, it doesn't

  • have to do exactly what the papers doing.

  • So you can do things like to have a piece of paper resize,

  • and have the ink remain the same size but just re-flow to take

  • advantage of that new spacious real estate.

  • Or you could expand and have the ink expand at the same rate.

  • Or you could leave the paper at a fixed size

  • and have the ink just grow or shrink within that.

  • They're completely independent.

  • Now you can change the width and height of paper differently.

  • They don't have to be symmetric, they can be asymmetric.

  • And that's really important for when we do transformations.

  • We strongly encourage this.

  • So in the example over here that you're seeing,

  • you are seeing tall objects be made to feel taller.

  • Your seeing wide objects made more broad.

  • Now why is this asymmetry important?

  • Well it helps the user understand

  • the difference between something that's resizing and staying

  • in that place, and something that's moving within z.

  • If I move within z, that's kind of the same as symmetric scale,

  • as you get closer is growing in both aspects at the same rate.

  • By doing re-sizes asymmetrically,

  • we're letting the user know OK, that content is actually

  • staying up at that same z level.

  • The movement is a different signal to them.

  • Now paper can change between its shapes,

  • but it does like to kind of start at and return

  • to those core shapes we talked about

  • before, those rounded rectangles.

  • And like some kind of x mutant paper,

  • paper can split or can join, those materials can

  • heal together, they can regenerate,

  • they can kind of connect back up.

  • Creating or destroying paper is always associated with motion.

  • Now paper can enter and exit in different ways.

  • Those can be independent.

  • There's three main styles.

  • You could just kind of create paper in place

  • and destroy it in place, you can have it enter one way

  • and exit a different way, or you can actually

  • have paper kind of clone, so there's

  • one piece of paper clones and creates a second one which

  • can then move, and then it can rest back down

  • and heal and just become one piece of paper again.

  • So how do multiple pieces of paper interact with each other?

  • There's two key types of arrangements.

  • The first are seams, which are created

  • when two pieces of paper share the full width of an edge.

  • It's like they're stitched together at a common side.

  • Now when papers meet at a seam and joins in that way,

  • it moves together.

  • They're actually connected so they'll move as one.

  • The other is a step.

  • When we have two pieces of paper with different z positions that

  • overlap and you get that shadow we talked about, then

  • you've created a step.

  • These two papers don't have a relationship to each other.

  • So they can move independently one of the other.

  • A very common way that we'll see a step

  • is for a toolbar, where you have a step above a larger, usually

  • a larger, sheet of paper the can slide under it.

  • Now there are variants to this.

  • You might start with the toolbar and the other piece of paper

  • seamed together and have the toolbar just rise within z,

  • just as it needs to accommodate the motion underneath,

  • so it could lift to make room.

  • Or you can reverse that, it could move backwards in z

  • and the other piece of paper could come up and cover it.

  • Or finally, you could just kind of leave them seamed together.

  • The other piece of paper pushes a toolbar up

  • and it just pops off and then you only

  • see the other piece of paper present.

  • When paper passes over a toolbar,

  • it's important that you not split

  • any of the actions the toolbar might

  • contain with a piece of paper.

  • You want to make sure that the actions are

  • on one side or the other.

  • And one last note about toolbars,

  • just like any piece of paper, they can resize.

  • So they can start tall and as the user

  • scrolls they can shrink up, or you can reverse that motion

  • as they move the other way.

  • The one thing you'll want to keep in mind

  • is that it's best have the toolbar snap between those two

  • positions.

  • Instead of just getting stuck in that middle ground

  • between them, you want to kind of crisply move

  • to the smaller or larger sizes.

  • Another signature element in paper

  • is the floating action button.

  • We nickname it the FAB.

  • A FAB can straddle a seam if it relates to the content of both

  • of the pieces of paper that are meeting at that seam,

  • or it can straddle a step if it relates to the piece of paper

  • that's creating the step, the one that's more forward in z.

  • Now, you don't have to put in a FAB,

  • a straddle point like that, it doesn't

  • have to be on a seam or step.

  • It could just be on a piece of paper,

  • conveniently tucked away in a corner, or really anywhere

  • within that paper surface.

  • And you want to avoid doing things like,

  • artificially creating a seam or step,

  • just to give your FAB a place to live.

  • Those seam and step relationships

  • should be about the structure in the inner-relationship

  • of those pieces of material.

  • Not about just having a decorative point.

  • If you want to learn more, our guidelines

  • are a great place to start.

  • If you go to www.google.com/design

  • or specifically /spec, you can read about all of our material

  • design guidelines, and you'll see a bunch of examples that

  • can help you get started with this.

  • There are also a ton of resources there waiting

  • for you to download them, sticker sheets, templates,

  • icons, even fonts are available for you from that side.

  • Thanks for watching and I hope you

  • have a lot of fun designing with material.

Hi, I'm Rich Fulcher, a designer and manager

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DesignBytes:紙與墨。重要的材料 (DesignBytes: Paper and Ink: The Materials that Matter)

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    sgh7 發佈於 2021 年 01 月 14 日
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