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  • JON WILEY: Hi everybody.

  • Welcome.

  • So during the keynote you heard a little bit

  • about material design, and we hope

  • to give you a little bit more detail about that today

  • and in the sessions that follow tomorrow.

  • But first I want to tell you a little bit

  • about our inspiration around material design.

  • Every object in this room owes its origin

  • to a few people throughout the millennia who

  • paid careful attention to their environment.

  • They sought out the very best materials,

  • and they learned their properties.

  • And they used this knowledge to make things.

  • And when you consider making things, the design

  • and the manufacture of things, we

  • inherit thousands of years of expertise.

  • In contrast, relatively, software design

  • is just getting started.

  • Much of interface design concerns itself

  • with what people see.

  • But with modern high resolution displays

  • coupled with the ability to physically interact

  • with the software your expectations are much greater.

  • In fact, there's thousands of years of expectations.

  • And so we took a step back.

  • We looked at all of this software

  • and we asked what is this made of?

  • We challenged ourselves to define the underlying

  • physics of our interfaces, and craft a visual language which

  • unifies the classic concepts of good design

  • with a solid understanding of the most

  • fundamental physical properties.

  • At first we thought like designers.

  • How should it appear?

  • How should it look?

  • But then we thought like scientists.

  • Why does it behave this way?

  • And after many experiments and many observations

  • we wrote down everything that we'd learned.

  • These are our material principles.

  • MATIAS DUARTE: Hello.

  • In Android 4.0, Ice Cream Sandwich,

  • we introduced a typographic magazines style UI,

  • and a lot of people liked it.

  • We were pretty happy with it.

  • But design is continually evolving.

  • Users are getting more sophisticated.

  • The design landscape is more sophisticated.

  • In particular, motion has become incredibly important

  • over the last few years.

  • We wanted something that was taking

  • the very best of graphic design clarity,

  • and the innovations in motion graphics,

  • and motion communication, but that still

  • taped into those elements of tangibility, of physicality

  • that industrial designers themselves use.

  • So this led us to a question of how do we do this?

  • And the very first principle in material design

  • is metaphor, which seems a little random.

  • Why metaphor?

  • Metaphor is basically a very, very short story.

  • And like stories, metaphors are really powerful because they

  • are deep and dense in meaning.

  • They communicate more richly than verbal language can.

  • If I'm writing a play or if I'm telling you

  • about a character or a person in real life,

  • if I say she was a hurricane, I don't

  • have to tell you about her force of will

  • or her indomitable spirit.

  • I don't have to tell an actor that averting her gaze

  • would be inappropriate.

  • The metaphor is a form of knowledge transfer

  • that depends on shared experience.

  • And in fact, this capacity to transfer knowledge

  • and to transfer learning is one of the things

  • that defines humanity, and, in fact, defines intelligence.

  • So for us the idea of metaphor is a backstory for the design.

  • It unifies and grounds the design,

  • and it has two functions.

  • It works for our audience.

  • We want to present a metaphor that they can understand,

  • that they can connect with, that they can use to move faster

  • into understanding how to use things.

  • But it's also a metaphor for ourselves,

  • for the designers, and the developers, and the PMs,

  • and the QA people, everybody working together,

  • because when you have a metaphor that everybody understands,

  • intuitively understands, you don't

  • have to explain how they violated subsection C, clause

  • 2 of your style guideline.

  • They just know it feels wrong.

  • They know it's out of place.

  • So why this particular metaphor?

  • Why did we imagine a material that

  • was a form of paper sufficiently advanced

  • as to be indistinguishable from magic?

  • Well, one part of it is of course

  • that we do have a lot of experience

  • as humanity communicating with paper.

  • Paper is just rich in a history across all our cultures

  • of conveying information, and it naturally

  • affords so many different ways of interacting with it.

  • But the other aspect of paper is that it is a physical thing.

  • It exists in the world.

  • And this idea that surfaces because they

  • are tangible are a metaphor that we can use to accelerate

  • understanding of our UI is really important.

  • You have this perception of objects and surfaces

  • that's happening in the more primitive parts of your brain.

  • It's happening in these visual cortexes that

  • are in the back and lower parts of your brain.

  • And that means they're simply easier than language.

  • They are more natural than language.

  • You have this inherent understanding

  • about the separation of things and the relationships of things

  • that allow us to look at this and have it make sense,

  • even though we know there is no material in the world that

  • could possibly do this.

  • It is irrational and yet feels completely natural.

  • And that's what we want when we're

  • creating digital, magical interfaces.

  • Right?

  • Because we are not constrained by the laws

  • of the real world in our user interfaces.

  • Surfaces are intuitive.

  • And that's why we use them as the foundation.

  • They organize space and rationalize the interaction.

  • And it matters that you preserve this inherent sense

  • of what's right.

  • Not for the sake of artifice, but in order to make the mind

  • work less.

  • One of the things you'll discover in our material design

  • documents is that our buttons rise to the surface in response

  • to touch instead of syncing into a surface,

  • like a fake, plastic button would.

  • And we do this because we want this illusion to be consistent.

  • The idea that when your finger touches

  • that glass on your phone that surface

  • is coming up and meeting your finger

  • at the point where it touches.

  • JONATHAN LEE: Content is bold, graphic, and intentional.

  • We pushed ourselves when we were thinking about material design

  • to make clear and deliberate design decisions regarding

  • color and topography.

  • So embracing these classic visual design

  • principles Jon and Matias have both

  • spoken about in our new framework.

  • With Ice Cream Sandwich Android introduced

  • a new system font, Roboto.

  • And today we're updating Roboto to go beyond phones

  • and tablets, and be the default typeface for the material UI.

  • Here you can see the current version of Roboto.

  • And Roboto is now slightly rounder, friendlier,

  • and most importantly, redrawn to perform on desktop and beyond.

  • And I can tell you from personal experience

  • that it handles really well.

  • We also developed and documented our design guidelines

  • for typographic scale.

  • By using one typeface and a handful of weights for emphasis

  • we believe that it delivers consistent and clear

  • hierarchies in your products.

  • Using scale and appropriate display sizes

  • you can create dynamic, print like layouts

  • with using white space and contrasts.

  • This focuses your users on the content that really matters.

  • Using vertical key lines and baseline grids content

  • is bold, elegant, and graphically clear.

  • We also developed a complete color palette

  • with intentional color decisions for shades, tints, and accent

  • pops.

  • These are not just adding white and black to a color,

  • or using alpha.

  • We actually looked at each of these shades

  • and decided what they should be.

  • So strong and intelligent application of color

  • gives life to your UIs.

  • And it connects users with your brand.

  • It also can create very strong hierarchy

  • and liven up some pretty standard UIs.

  • As you can see in this example, it's

  • essentially some kind of form that you're filling out.

  • And there's a clear area for your title,

  • and that's what we want people to focus on.

  • Dynamic color is also really exciting.

  • Earlier today Matias announced a new API in the L preview

  • called Pallete.

  • This system really makes it easy to color things,

  • dynamically select, and extract color for use.

  • One of the things that you could use color for

  • is contrast accent colors.

  • Contrast colors make this floating action button,

  • which is the play/pause button really pop.

  • Brand, color, and icons are accelerators

  • that guide users through your design.

  • When think about app icons we looked at real life studies

  • in lighting and shadow.

  • We started by defining a universal grid

  • for app icons, one that supports primary geometric shapes.

  • A product icon is the first literal touch

  • point of your user's experience.

  • We looked at extracting those attributes from your icon,

  • and from your brand, and intelligently applying those

  • to the surfaces within your UI.

  • The top toolbar and the floating action button,

  • again, are accelerators for those actions.

  • Here's just another example of how

  • to connect those services to the product icon.

  • And finally, we took the same modern, bold, geometric

  • approach from app icons and applied it to the UI icons

  • you see in your app.

  • Our design teams are now using one common set

  • of icons between Android L, Polymer, and the web.

  • This means one trash can across all devices.

  • And we'll be releasing these icons later this summer

  • through our design guidelines, available for use

  • on both Android and the web.

  • CHRISTIAN ROBERTSON: All right.

  • So even if we're doing all this, and we've got great typography,

  • as an industry we're leveling up when we start using baseline

  • grids, we've got amazing color, it's

  • not enough just to draw the static states and stop there.

  • We can do more to show people how the states are changing,

  • letting them focus on the content that matters.

  • So when you think about it, almost all state changes

  • in the UI start with user input.

  • And this is why material UI puts that user input

  • at the center of the animation story.

  • So when I touch the screen immediately

  • the surface responds.

  • I can see exactly where I touched,

  • and the intersection of the object that's responding.

  • This does two things.

  • First, it tells people that they've been heard.

  • They feel powerful.

  • They feel like they're in control.

  • Apps feel responsive.

  • Second, it confirms to them that the UI

  • is going to do the thing that they expected,

  • that it's working.

  • This animated touch feedback is now

  • built into the platforms for both Android and Polymer,

  • and it's being used by all of the relevant components.

  • So it's not just the immediate feedback

  • though that's centered on user input.

  • The material itself transforms to bring in new content.

  • And all this happens on a shared stage.

  • When I say I shared stage, I'm talking about the environment

  • where this material lives.

  • It's important to know as we're looking at the material

  • that it lives in the same scale and in the same space as we do.

  • We're not flying through some imagined space,

  • or looking through a window into another world.

  • This material lives at the same scale as the device itself,

  • whether it's in our hand, or we're

  • looking at it on our desk.

  • We don't move.

  • The material does to bring the content to us.

  • You can see how this works as transitions organize themselves

  • around the object as it's selected.

  • The material moves, expands to reveal the new content.

  • And notice that even as the content transforms in a way

  • that maybe a physical material like paper

  • wouldn't, it's still very clear what's

  • happening because of the way the material responds to light,

  • and the way the shadows are being rendered by the platform.

  • So animation is crucial to reinforcing this metaphor

  • that Matias talked about.

  • It's just in the same way that shadow rendering

  • helps us understand what we're looking at.

  • The way that things move give cues about how they work

  • and about their properties.

  • So, for example, the material animations naturally

  • show continuity from one state to another.

  • When I select an item it expands to the next state.

  • It doesn't jump cut.

  • It doesn't blink in and out.

  • It moves naturally like sliding a piece of paper

  • across the table.

  • If we teleport our users from one state to another in a UI

  • it can be confusing and disorienting

  • when they get to the other side, almost

  • like if we were to be teleported in the real world.

  • If I were to just appear on the stage in front of everybody

  • here, it'd take me a few moments to get my bearings.

  • It's the constraints that are inherent in the material that

  • make it clear for people what can happen

  • and lets them predict and understand what has happened.

  • So if it makes it easier to understand what's

  • changing, at the same time it can show us what's important.

  • So since our eyes are naturally drawn to motion,

  • if something moves, and it's in our field of view,

  • we're going to see it.

  • It's a really strong tool for us to help direct focus.

  • If in a music screen the player controls

  • are the primary interaction, the animation can point that out.

  • Also, even noticing the details, those small things

  • that you might not even notice overtly, like, for example,

  • the small slide on the control slider as it comes in.

  • Wait for it.

  • There it is.

  • Even though people might not notice it overly, they see it,

  • and they know how things work without having

  • to think a lot about it.

  • NICHOLAS JITKOF: So these guys talked about many

  • of our core principles, primarily

  • this sense of tangible surfaces, which

  • appeal to the primal parts of our minds

  • with dimension and shading.

  • Bold and intentional design, which provides

  • a unified language that allows brand and UI

  • elements to stand out.

  • And meaningful motion, which fuses

  • this design and the surfaces together, and gives

  • new affordances and life to UI.

  • What we want to use these for is to create

  • a new unified experience for users.

  • We're surrounded by devices, and people experience our work

  • across all of these different platforms.

  • And for that reason we want to treat every device

  • as a window on the same content.

  • We want to tailor the form factor so that each one of them

  • has commonalities, but also can be unique.

  • Color, type, and spatial relationships

  • help tie them together.

  • In this example email app the sizes

  • are all related by color and structure,

  • but there's diversity in the overall presentation.

  • The larger ones use cards.

  • The line length is kept reasonable.

  • And the small ones end up being full

  • bleed so they can take advantage of the size the device.

  • In this file's app there's a drawer on the side,

  • but on desktop it becomes a persistent element.

  • On tablets it's a temporary overlay

  • so it stays out of the way, and on phones it's

  • a persistent UI that you drill into.

  • In this calendar example there's more variety between the views,

  • but, again, typography and color tie them together.

  • So they feel like they're a consistent experience.

  • Immersive imagery also plays a pretty big role.

  • This is something we've seen on mobile where people are doing

  • things full bleed that we actually

  • want to take back to desktop.

  • It looks great there as well.

  • And in particular, when things used to be sort of full bleed,

  • we now can use things like cards to keep that same sense,

  • even though they're now surrounded

  • by other kinds of content.

  • Beyond the platforms we also care

  • about working with different disciplines.

  • Interaction, motion, visual design, and engineering

  • are often not deeply associated.

  • And so we've been using this material metaphor

  • as a way to bind the different disciplines together and make

  • them more collaborative.

  • In interaction the materials reinforce the overall sense

  • of hierarchy.

  • The scrolling and layering give a good sense

  • of how gestures work, and emphasize

  • how the user should focus their attention.

  • Visual design becomes simpler because of this.

  • The content itself can be very graphic in its hierarchy,

  • and rely on dimensionality for higher level

  • structures like toolbars or other elements

  • so they're not considered together.

  • And motion is in most ways the most important.

  • Materiality provides the grounding for it.

  • It makes it consistent and intuitive.

  • So it's obeying realistic physics,

  • and speaking better to the user for that.

  • More importantly, it allows motion

  • to be deeply tied into interaction and visual design.

  • We've got sessions tomorrow.

  • And we'll talk a lot more and more

  • about the interaction between these different elements,

  • starting in the morning with interaction design,

  • and then in the afternoon visual and motion design.

  • If you're interested in learning more now,

  • you can take a look at the initial spec preview

  • that we've put up.

  • There's probably more than you're

  • interested in seeing in the moment.

  • But you should come by and listen to the talks.

  • And we'll point out the most important parts.

  • And stay in touch with us.

  • We put up a new site for google.com/design,

  • as well as a Plus community.

  • So be sure and follow us there.

  • We created these principles as a tool for all your future work.

  • We want to inspire and evolve your designs and your apps.

  • So in addition to these sessions we'll

  • have a number of design sandbox events.

  • You should come by and talk to us.

  • But thank you for joining us.

  • [APPLAUSE]

  • JON WILEY: So we've left time for questions.

  • And there's actually microphones in the center aisle here.

  • There's two.

  • There's one in the back, and there's one up here.

  • So if you all have any questions about this

  • or design at Google, or--

  • Nobody has any questions.

  • Everyone just wants to play with Cardboard.

  • By the way, if you've tried the Google Earth on the Cardboard

  • thing, it's just amazing.

  • Here's a question.

  • AUDIENCE: I apologize.

  • I'm a developer, not a designer.

  • So this is a silly question.

  • I like design though.

  • I see a lot of circles.

  • What's up with the circles?

  • I like them.

  • I like them.

  • Just could you speak about where they're appropriate,

  • what you see them conveying to the users, stuff like that?

  • MATIAS DUARTE: Who's going to take the circle question?

  • JON WILEY: Matias takes the circle question.

  • MATIAS DUARTE: Oh, OK.

  • I'll take the circle question.

  • I really would have thought the circle question should

  • have belonged to the art directors.

  • Well, there's a couple different ways that we're using circles.

  • Actually it's probably good to step back and talk about one

  • of the ways that we've simplified,

  • and we've tried to keep very low level, and elemental,

  • and primal what we're doing in material design

  • is everything is really its most simple and basic

  • geometric shape.

  • So you'll see circles.

  • You'll see squares.

  • You'll see rectangles.

  • You'll see basically divisions of space.

  • So when you want to have a contained element the simplest

  • way to do that is to bring in the circle.

  • So we used a circle because it's naturally has

  • contrast to a space that you've divided up

  • and that has blocks of text, or areas

  • that have been created by cards, or divisions color.

  • The circle is a great way to draw your eye without motion

  • to those elements that you want to emphasize,

  • whether that is the floating action buttons that

  • are indicating primary actions, or it's

  • the avatars of people that are very important.

  • Circles create rhythms themselves

  • that help you organize and scan through the page,

  • like when we have the multiple messages in email.

  • So what you should think of the circle as is it

  • is a geometric element that is a visual design

  • tool like any of the other tools.

  • It perhaps, in a very simplified shape pallet, stands out.

  • And that is it's attribute, that it does stand out.

  • And you want to use it in places where you want to stand out

  • or you want to create rhythms by repeating it.

  • Did you guys want to add anything to that?

  • JON WILEY: Yeah, I was thinking about sort

  • of where a lot of the circles kind of came

  • from, and in the early days when we were thinking about this.

  • So at the beginning I talked a little bit about, you know,

  • its material principles and the underlying physics.

  • And one of the things that happens with any interface

  • if you're interacting with it is you're injecting energy.

  • Right?

  • There's events that are happening where you're either

  • interacting with it, you're touching the interface,

  • and as you're using it you're injecting energy

  • into the process so things that are happening.

  • And one of the most fundamental things

  • that happens within physics is that whenever a signal happens,

  • whether it's sound, or light, or what have you,

  • it propagates in a circle.

  • It propagates from its point of origin,

  • at ideally at the same velocity outwards, right?

  • And that's generally in a sphere in a constrained depth

  • environment, that's going to be in a circle.

  • And so when you see not only the circles

  • in terms of the affordance for interacting,

  • but also as you tap on things and that circle radiates,

  • it's really about just conveying the sense of the physicality

  • of the energy going into this system,

  • and that that's actually your actions

  • are spreading forth into communicating

  • with the rest of the things that are on the screen.

  • Next question.

  • AUDIENCE: Yes.

  • My question is regarding the form factor.

  • It seems like it's apps now with the material you'll

  • be able to design one app, and basically the app will adapt,

  • it'll be responsive to the screen size

  • that the app is running on?

  • Is this where this is going, where with the material

  • you'll be able to create one code base

  • and be able to run the app on any screen size?

  • MATIAS DUARTE: Want to talk to that one Nicholas, or should I?

  • NICHOLAS JITKOF: Yeah.

  • There's two sides of this.

  • One is we want to make it as easy as possible to not just

  • re-flow to different sizes, but also to tailor the way that we

  • re-flow in a unique way.

  • So while the default platform behavior

  • will do the right thing as far as allowing

  • you to expand things to different sizes,

  • we do want more thought and attention

  • placed on how it should actually accomplish that.

  • Beyond that, a lot of these design guidelines

  • are intended to make that much more seamless of a transition.

  • Like the commonality of iconography and typography,

  • those, blend them together, even as we

  • introduce more differences.

  • But our prime focus right now is trying

  • to get these things to carry a design

  • across those different form factors.

  • MATIAS DUARTE: Yeah, I mean, I'll

  • be a little more explicit as well.

  • I mean, for starters, we do have two code bases,

  • one if you're developing native apps for Android,

  • and one if you're developing with Polymer for the web.

  • There are framework components in both apps which

  • will make it easier for you to scale between different screen

  • sizes, but there is a lot of intentionality and design

  • thought that needs to go into making some of those decisions.

  • So we don't have one automatic system

  • that will take any application and automatically scale it

  • for you to any screen size.

  • Maybe someday.

  • But I think that would actually require intelligence that's

  • pretty close to that of a developer and a designer

  • combined.

  • What we do have here is a design system

  • where you can create a coherent app and use the same design,

  • and have very straightforward ways to adapt it

  • if you understand also what the purpose of the app is,

  • and what is appropriate for the different screen sizes.

  • And that still requires a human.

  • JON WILEY: Cool.

  • Next.

  • AUDIENCE: First off, you guys rock.

  • JON WILEY: Thank you.

  • AUDIENCE: So I'm a big fan of the animations,

  • and giving cues to the user and everything,

  • but sometimes it can be too much, right?

  • So at what point do you say, if I

  • hit the play button it's going to go around the screen three

  • times, come back in, and pop up--

  • JON WILEY: That happens on every press every single time.

  • AUDIENCE: So sometimes users can see that as a bug,

  • or it might slow them down to whatever actions they're doing.

  • So were there any concerns around that?

  • And if so, how do you tackle that challenge?

  • CHRISTIAN ROBERTSON: Yeah, so I think one of the things

  • to know about-- This isn't just true of motion design.

  • It's true of design generally, that there's

  • a lot that's going on below what people notice.

  • So we don't actually want people all the time

  • thinking about the animations when

  • they're going from one state to another.

  • We don't want them to say, gee whiz,

  • I just opened up that email, and again I saw that animation.

  • We want them thinking about the email.

  • So if you apply that standard is how much do

  • I want people thinking about the animation themselves,

  • what is it trying to communicate, then

  • you can kind of back it down to the right level.

  • NICHOLAS JITKOF: One of the things

  • that we considered consistently throughout this process

  • was how to use the animation to sort of go along

  • with user's intention.

  • Because when you have touch responses that sort of emanate

  • outwards it's very easy to hide details in there that reinforce

  • what's happening without feeling like you've

  • added a bunch of animation in there.

  • So we're going to go into this a bit more tomorrow,

  • but having things sort of move counter

  • to the direction the user's doing things,

  • draw attention to them.

  • And if you're going to do so, you

  • should do that intentionally.

  • If you don't want intention drawn to things,

  • there's places to hide them.

  • And it's really about trying to figure out

  • how you want to balance it, and where

  • you want to draw people's attention.

  • AUDIENCE: Hi.

  • So I was wondering if you could extrapolate

  • on how you see new forms of input with respect to motion.

  • So in regards to wearable devices,

  • let's say a swipe left and a swipe right with a wrist watch,

  • or drawing a circle in the air, how

  • would that integrate with user experience on an app level

  • let's say, or on your desktop?

  • And how that would sort of integrate?

  • JON WILEY: We've been given a design challenge on the fly.

  • How to design gestural interfaces.

  • I think a lot of this goes back to the material as a metaphor.

  • And part of what we're trying to do is-- You know,

  • you go and you watch some summer blockbuster sci-fi movie.

  • And sometimes it can be a little bit of a let down

  • because like they set up the world in which they're

  • operating, but then they break some principle, right?

  • And it just kind of falls flat.

  • And why did that happen?

  • And I think part of what we're trying to do with a system

  • like this is to set up a series of sort of a world in which it

  • functions, and ideally it's grounded enough in the reality

  • that we have here such that you can bring your intuition of how

  • objects function to the system, and it

  • fulfills those expectations, and hopefully exceeds them,

  • but then maybe we add in additional magical things

  • we can't quite do yet with physical devices

  • because we're rendering with virtual devices.

  • The bridging of gesture, and other types of interfaces to me

  • is actually just another level, it's

  • another additional dimensionality

  • in terms of interaction.

  • And it's a progression.

  • So when we started with computers

  • we basically had keyboard.

  • And then eventually we got a mouse.

  • And so that was like a little bit

  • of interaction, slightly removed.

  • You know, here it's happening up here,

  • and I'm using these things to control it.

  • Then we get all the way now to today

  • where we have smartphones with touch screen displays.

  • And now we have this additional dimensionality

  • of being able to physically touch the software.

  • And now we're adding this other layer in, hopefully over time,

  • and hopefully do it right, where we

  • have wearable devices that have gyros and stuff.

  • I mean, even the cardboard device actually

  • is really fascinating because-- Again, it's really awesome.

  • You play with it.

  • But it's just like doing, you know,

  • basic head tracking and things like that.

  • And so as we continue to sort of add

  • in the dimensionality of interaction with gestures

  • it just makes it so much more rich.

  • And so we just want to make sure that we're always grounding it

  • into sort of these principles that we set up initially.

  • So it's always self consistent.

  • You don't get to a moment where you're like, oh,

  • I did this thing, and that didn't make sense.

  • It was discontinuous with all the principles

  • that had been set up before it.

  • One of things that I think is really interesting about this,

  • and we'll talk about this more in tomorrow's sessions,

  • is that there's actually a fair amount of spectrum.

  • Right?

  • There's a lot of different types of things

  • that can be expressed, both in terms of color, and content,

  • and the animation that gives you a pretty big pallet.

  • It still feels like it's part of a system,

  • but it gives you a very large pallet

  • so you can express lots of different things.

  • So I think with the addition of wearables

  • I look forward to seeing how people express their apps

  • and their applications through these additional different

  • interface forms in terms of manipulation.

  • NICHOLAS JITKOF: One of the other things

  • that came up as we were doing this,

  • first as we are looking at just desktop and mobile together,

  • was unifying the overall touch feedback through them.

  • So having hover states and tap states all

  • be resolved together.

  • And then we started to see more and more of these.

  • And treating it as energy was a very nice metaphor for us,

  • because we were able to look at on touch

  • these things are going to move outwards.

  • Voice, as you're speaking, you have a similar response to it.

  • As you use the D Pad on the TV the movement

  • of your focus through a UI will be very similar.

  • And one of the things we didn't really

  • touch on, but like tabbing between controls using

  • a keyboard can have a very similar feel.

  • It is your focus moving through space,

  • and then when you hit Enter on something,

  • that energy blast is very similar to any other mode

  • of input you might do.

  • AUDIENCE: OK.

  • Thanks.

  • AUDIENCE: Thank you guys.

  • Appreciate your time.

  • So I work for a company where we are both cross platform

  • and our mobile apps are not our primary money maker.

  • So when it comes to requesting time be allocated

  • to working on this it can be looked

  • as a little bit of indulgence.

  • What would you suggest as some maybe priorities

  • to focus on when looking at implementing

  • some of these things?

  • NICHOLAS JITKOF: For the most part

  • the framework should be supplying 90% of the animation

  • and the richness in the UI.

  • What we're asking people to do is actually

  • look at some of the new APIs for shared element

  • transitions between activities.

  • Like there are moments that make good places for polish,

  • and brand in your app.

  • So using the core elements, using the core iconography,

  • using the theming to make it feel like it's your product,

  • but then just polishing one or two

  • really critical things usually has the best outcome.

  • JON WILEY: Yeah, and Polymer framework is actually

  • going to be really great for all kinds of different platforms,

  • you know mobile platforms.

  • NICHOLAS JITKOF: Yeah, and part of the reason

  • that we've done this for ourselves, it's helpful for us

  • to be able to have, if we do a mobile web

  • app and a native app, to create a very similar structure there,

  • so we don't have different interaction designers thinking

  • about different ways of handling it.

  • They should be treated as pretty much the same app

  • with small adjustment.

  • JON WILEY: This is probably a good opportunity

  • to also mention that after this some of us

  • are going to be in the design sandbox on level two.

  • And as part of releasing our spec, and design,

  • and having all this announced, we really

  • want to talk to designers and developers

  • about kind of the problems they have in terms of what they're

  • trying to solve for their users, and so that we can understand

  • how material design and the principles

  • here can help support that, or maybe there's

  • some unique problems out there that

  • need a little bit of a different twist.

  • And we'd love to hear feedback about that.

  • AUDIENCE: Hey there.

  • I'm Pierre.

  • I'm a UX/UI designer.

  • And my question is regarding animations.

  • For one, as you all know, animations

  • are something that kind of make an app pop and stand out.

  • And recently we had a lot of trouble.

  • I work in design agencies and stuff.

  • So where we make an app, we create animations

  • either in After Effects, Origami,

  • or we just animate them manually.

  • And I was wondering if there's going

  • to be a tool from Google that will help us kind of animate

  • our design, because that's the hardest part of transferring it

  • to a developer, explaining to them

  • how it's going to interact.

  • And will there be an addition to the design guidelines

  • explaining what kind of default animations you should focus on?

  • Will there be like more of a sandbox the designers can

  • use so they can kind of carry their points

  • across to the developers?

  • Because I usually find that point where

  • you kind of transfer all of your work to the developers,

  • that's the toughest bit.

  • And if a tool were there, like a native tool that

  • would help us aid in that process that would be great.

  • But do you have any tips for that?

  • And is there anything planed on improving that?

  • CHRISTIAN ROBERTSON: So even before the tool,

  • one of the things that we've noticed

  • as we've been doing that same process in designing

  • things, and working with engineering to make them happen

  • is it having that shared metaphor,

  • and having engineering kind of understand

  • those same principles gets us a lot closer

  • from the very beginning that we kind of know how things should

  • move, and how things should react.

  • And I think that's a good place to start.

  • I don't know if anybody else want to comment.

  • NICHOLAS JITKOF: It's also helped us to-- We actually

  • define a number of different animation curves.

  • We're not using just sort of simple ease in and ease out.

  • But we got those sort of built in, and worked

  • with the engineers so they understood those.

  • And we tend to use them everywhere,

  • and we iterate on them as needed.

  • So tools aside, we found it just helpful

  • to stay in constant communication

  • with the engineers, and try to get as much of this stuff baked

  • in as logic into the system rather than like as things

  • we're handing over that are one-offs.

  • AUDIENCE: OK.

  • And what's your standard design process

  • for like explaining it to the developers?

  • It's just like a case of them sitting near you

  • and you kind of cover the entire animation process with them

  • together?

  • How do you get the point across to them?

  • NICHOLAS JITKOF: It's fairly ad hoc.

  • Depends on the situation.

  • Sitting together is always the best way

  • to accomplish anything.

  • AUDIENCE: OK.

  • I was just wondering if you had a standardized process

  • for that.

  • All right.

  • Cool.

  • Thanks.

  • MATIAS DUARTE: I do want to mention before you walk away

  • that that kind of a request or interest in tools or anything

  • like that-- We don't have any tools to announce today,

  • but that's the kind of feedback and pain point

  • that you guys are feeling that we'd

  • love to hear about more so we know how to focus our energy.

  • And if you guys have more of those kinds of questions

  • or requests come by the design sandbox.

  • JON WILEY: One follow up.

  • AUDIENCE: Where's the design box?

  • Sorry.

  • JON WILEY: It's the second floor.

  • It's over by the Distribute section.

  • MATIAS DUARTE: It's kind of like you look for the YouTube sign

  • and follow the YouTube sign.

  • JON WILEY: Yeah.

  • Exactly.

  • It's by the YouTube booth.

  • It's a very clear design.

  • Yeah.

  • AUDIENCE: So my question is really about color.

  • And I see a lot of bright colors these days everywhere.

  • And even in the pictures there some of you

  • have a purple background and a red.

  • So very bright colors, and they're

  • all different combinations.

  • So how do you pick these bright color combinations

  • in context of material design so that it's actually

  • appealing to the user, and so it has meaning and is not

  • bright enough to be noisy or something.

  • JON WILEY: We test 41 shades.

  • I'm just kidding.

  • Sorry.

  • Too soon.

  • Too soon.

  • JONATHAN LEE: There's two approaches to color.

  • One is that we intentionally wanted

  • to take a very exuberant approach to applying color

  • to our applications.

  • We felt that, like I was kind of talking about in some

  • of the slides where you should really embrace your brand's

  • product colors, or your icon colors, and extend those things

  • all the way through all the series of screens

  • that someone's going to see.

  • And so we thought, why not push it further?

  • And on the reverse side I think there's also

  • some pretty extensive usability and contrast ratio studies

  • that we started to standardize around.

  • And I think that that's the intention

  • of the design guidelines is to kind of help

  • give guidance on being exuberant while still

  • being accessible and usable.

  • MATIAS DUARTE: Yeah, so to be super clear, if you

  • go into the spec you'll find a whole bunch of pallets,

  • and they have a lot of guidance on what kinds of colors

  • you should put together in order to get legible text on top

  • of them, and stuff like that.

  • But we are very much in love with

  • and excited with these modern, bold colors.

  • But the entire system is designed

  • to let different approaches and philosophies

  • to color feel just as much at home.

  • If you want your content to pop more and your UI elements

  • to be really muted and subdued, you know,

  • that's part of material design as well.

  • The idea is that it is a material like paper,

  • and you can print something that's very exuberant on it,

  • or you can print something that's much more muted.

  • We want to be a framework where any brand can fully

  • express itself and feel at home, and not

  • be overshadowed by the platform's conventions.

  • NICHOLAS JITKOF: Some of the examples you actually

  • can look at in the preview will be

  • like the Settings app is quite muted.

  • It's intended to be very utilitarian.

  • Calculator app is also muted, but it

  • uses a single pop of color to draw attention

  • to other functionality.

  • So it's, again, about management of where

  • you want attention and color that

  • makes an app really unique.

  • One other point too, that the pallet

  • library that we've been working on,

  • one of the reasons we were so excited about it was it

  • allows you to select colors that can go alongside imagery that

  • allow the image to feel like it is covering the entire surface,

  • rather than like an arbitrarily chosen color that

  • may contrast in some unusual way.

  • So you have the opportunity to have it extend the image

  • outwards into the system, or even to contrast to that image

  • if you want to draw attention to an action.

  • MATIAS DUARTE: And it looks like we only

  • have three minutes and four questions left.

  • So let's try to get through them super quick.

  • AUDIENCE: I'm sorry to take the time,

  • but actually I have two questions, and it's tough.

  • MATIAS DUARTE: All right.

  • The crowd will vote on which one we answer.

  • No.

  • I'm just joking.

  • Go ahead.

  • AUDIENCE: First of all, I heard Jonathan is working for UXA,

  • which is the Google design guidelines for the Google Apps.

  • So would you like to talk about that a little bit,

  • how are you working across different apps

  • to make the UX guidelines consistent across Google Apps,

  • and how you also make sure all the apps

  • will follow the guidelines when you did that.

  • That's the first question.

  • And the second question was Google always

  • have a big push on the left navigations.

  • As a company we didn't follow that rule,

  • and unfortunately what happened was right after our release

  • from main screen navigation to the left navigation

  • we did see a lot of drop for the user engagement.

  • And also we see a big trend in that for Facebook app,

  • and on Google+ they changed from left navigation into the main

  • screen navigation.

  • So do you guys like to share some insights of that change,

  • and how that will lead into a lot of companies that develop

  • social apps that could get insights from this?

  • Thank you.

  • NICHOLAS JITKOF: OK, I'll answer the second question first.

  • MATIAS DUARTE: Super quick second question.

  • NICHOLAS JITKOF: Left nav is appropriate for certain classes

  • of apps.

  • The places we've seen them most successful

  • is when it's something like Gmail,

  • or like a stream of content where like 90% of your time

  • is spent there, and the rest of the time you need sometimes

  • access to other labels, or things like that.

  • We'll go a lot more into this in interaction design tomorrow

  • morning, but left nav is only one

  • of a number of different top level constructions.

  • You can have tabs.

  • You can have the content area itself

  • act as overall navigation.

  • One of the things we are trying to do in the guidelines

  • is very specifically calling out the benefits

  • of each of those different ones.

  • Left nav itself isn't inherently bad,

  • but when it's used for the wrong type of application

  • it can focus the user in the wrong way.

  • JON WILEY: And I'll answer the question

  • how do we coordinate design across Google.

  • We all talk to each other all the time.

  • That's it.

  • We go up.

  • That's it.

  • MATIAS DUARTE: Lots of drinking.

  • JON WILEY: Just talking all the time.

  • Just talking.

  • All right, next question.

  • AUDIENCE: I was thinking about all the [INAUDIBLE]

  • and the physicality that you stressed out

  • in the paper metaphor.

  • And I was thinking about Facebook's Paper app.

  • And they go a step further giving away all buttons,

  • and making the motion the clue to the interaction,

  • like to close something.

  • And I wanted to know what you think of this.

  • If you think that this app would feel right

  • in the next generation of Android apps?

  • NICHOLAS JITKOF: We love using motion

  • as an affordance for things that can happen.

  • We need to be careful about being too reliant on it

  • because there are maybe people who can't perceive it,

  • but it is a wonderful way to give clues

  • as to gestures that can be taken,

  • and even just to simplify the way the UI looks through it.

  • So we're excited about the possibilities.

  • MATIAS DUARTE: And you can see in our Calculator

  • app we have a side panel of expanded options.

  • There's no button for it.

  • There's no little textured drag handle.

  • It's just a surface.

  • AUDIENCE: And you close it by sliding to it?

  • MATIAS DUARTE: Yes.

  • JON WILEY: All right.

  • We can take one more question.

  • MATIAS DUARTE: Oh no.

  • Come on.

  • JON WILEY: Just one.

  • Sorry.

  • They're telling us to go.

  • AUDIENCE: Hi, I was wondering if these design principles also

  • apply to Google Glass?

  • CHRISTIAN ROBERTSON: To Google Glass?

  • JON WILEY: Will the design principles also

  • apply to Google Glass?

  • NICHOLAS JITKOF: As of right now our design principles

  • don't cover Google Glass.

  • The information about color, and brand, and iconography

  • definitely do.

  • And we're working very closely with that team.

  • Our primary focus for now has been sort of the watch

  • to television form factors, but we're definitely

  • considering it and working to tie them together.

  • JON WILEY: Awesome.

  • Thank you everybody for attending.

  • Enjoy the rest of your afternoon.

JON WILEY: Hi everybody.

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Google I/O 2014 - 材料設計原則 (Google I/O 2014 - Material design principles)

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    Qianhui Rao 發佈於 2021 年 01 月 14 日
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