LightBlog
Affichage des articles dont le libellé est xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design. Afficher tous les articles
Affichage des articles dont le libellé est xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design. Afficher tous les articles

lundi 23 novembre 2015

Material Misconceptions: What Developers Get Wrong in Material Design

materialspec

Google’s annual I/O conference has always been a field day for developers, but I/O 2014 brought what was perhaps one of the most groundbreaking revelations in the history of mobile design.

As Matias Duarte, Google’s VP of Design took to the stage, the screens behind him rippled and revealed the beauty that was Google’s foray into a unified cross-platform visual language, titled Material Design.

The initial days after I/O were a frenzy of developers, designers and users alike attempting to get their fill of paper and ink, modifying their designs, their code, and even their homescreens to reflect the new paradigm that Google had introduced. But as time passed and apps supposedly completed their transition to Material design, it became painfully apparent that numerous parts of the guidelines were being lost in translation.


Floating Action Button

home_tablet

Definitely the most iconic component of the Material Design visual language, the Floating Action Button pattern rapidly gained popularity among both users as well as developers, driven primarily by its easy accessibility and its archetypal nature. Alas, developers went on to misrepresent the FAB’s importance, blatantly ignoring its symbolic representation of a primary action, going on to associate Material Design with the FAB and wrongly using it for secondary and other less important actions. Marissa Mayer, under her “3 Rules of App Design” topic in her book, explains the essence of the FAB rightfully, stating that ” every product should be designed for the way it will be used 98% of the time.”

Functionality > Aesthetics

home_tablet

Up until a white ago, the metric for good design was solely based upon how good an app looked, as opposed to current trends measuring design in how good it feels — the past few years having buoyed the significance of user experience and established its position as a superset of user interface design. However, a host of developers fail to realize the implications of prioritizing UI over UX, and thus go ahead and implement patterns like placing the navigation drawer below the toolbar solely for the hamburger to arrow animation, throwing the hierarchy and app’s experience into disarray. Designers everywhere are gradually gaining ground in the battle for change, and while the transition is a slow one, it’s a steady one, and each passing day sees another step in the direction of a high quality application ecosystem.

Launch Screens

patterns-launch-screens-04

Ahead of a recent update to the Material Design spec, Google strongly advocated against the use of splash screens when launching an app. However, as the design language matured and took into consideration the hardware and network constraints that some users face, the design team expanded the guidelines to allow the usage of splash screens – or launch screens – with a set of acceptable use cases. Despite the spec entreating developers only to use it when constraints prevent the immediate presentation of content, a large number of developers employ launch screens for the sole purpose of branding, a decision that proves solely detrimental to the overarching user experience, forcing users to unnecessarily wait before being able to access the app’s content.

Grid and Keylines

home_tablet

Riveting the focus of app designers on structural and balance, Material Design introduced the concept of an 8dp baseline grid and certain keylines, which combine to give Material apps a certain underlying structure and balance. One such case is the aligning of list item labels at the 72dp keyline, which line up with the toolbar title, forming an associative visual relationship between the two. Unfortunately, many developers dismiss the importance of the baseline grid and the keylines, unbalancing the app’s layouts and unknowingly abandoning the structural integrity of the user interface.

Navigation Drawer

home_tablet

Though they were shunned in their early days by design pundits citing its lack of visibility, the navigation drawer and hamburger button patterns have experienced rapid increases in adoption rates in recent years. With widespread platforms like iOS and Android pushing hard for it, users slowly but steadily got acquainted with the pattern, but as is the case with everything that crosses a certain limit of popularity, developers and designers began misusing the navigation drawer. Depending on the hierarchical structure, navigation can take on various forms, and the Material spec has a section dedicated to deciding what form of navigation is appropriate for your app.

Navigation Bar

home_tablet

Even as Material Design was making its ingress in the designer communities, a number of APIs were being prepared for the API 21 release, among which was the navigation and status bar APIs. While status bar coloring was deemed appropriate, designers everywhere have taken a rigid stance against the tinting of the navigation bar as well, given that it disturbs the visual balance of the screen and “boxes-in” the app, suffocating the design and the app’s content.

Design is a delicate subject. Wrongly used, even the most sound logic can be extremely detrimental to the end-user experience.

What parts of Material Design do you think are often misrepresented? Sound off in the comments section below!

 



from xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design http://ift.tt/1ldSh02
via IFTTT

Google Will Theme Your Apps if You Choose the Light or Dark Side

Google Will Theme Your Apps if You Choose the Light or Dark Side

In anticipation for the upcoming Star Wars release, Google will let you choose the Light Side or the Dark Side. If you do, you’ll notice apps and services like Android Wear, Google Calendar, Chrome, Gmail, Inbox by Gmail, Google Maps, Google Search, Google Translate, Waze, YouTube and more will be themed with a special Star Wars twist, depending on which side you chose.



from xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design http://ift.tt/1LvyzlM
via IFTTT

The Nexus 6P is Now Available Across Europe in the Google Store

The Nexus 6P is Now Available Across Europe in the Google Store

Previously, the Nexus 6P had only been listed as available in the Google Store if you lived in the United States. This changes today as multiple reports from users across Europe are now finally seeing it as available for purchase. Prices range from €649 for the 32GB model and €799 for the 128GB model. You can even get a free Chromecast if you order by December 8th.



from xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design http://ift.tt/1OnQwqY
via IFTTT

ResearchStack Helps to Bring Research Study Apps to Android

ResearchStack is Like ResearchKit, But for Android

Apple made some waves among the medical community when they announced ResearchKit and now we learn about an alternative for Android. The project is called ResearchStack and it is currently in alpha with a public beta coming in January. It won’t have a one-to-one parity of features when compared to ResearchKit, but the team does hope it will jump start interest in research study apps.



from xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design http://ift.tt/1OnQyin
via IFTTT

Snapprefs Updated – Adds Android M Support and Root Check Bypass

FsFw0Dp

Popular Xposed Framework module that enhances Snapchat’s utility – Snapprefs – has been updated to version 1.6.3. A new version brings quite a lot new features, including Marshmallow compatibility and root check bypass. XDA Senior Member MaaarZ has also promised a giveaway of 200-250 licenses, so stay frosty.



from xda-developers » xda-developers | Material Misconceptions: What Developers Get Wrong in Material Design http://ift.tt/1OnQwqU
via IFTTT