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Material Design: to the moon and back (pt. 1 of 7)

In this article I have outlined the main principles of Material Design and gave advice on their implementation. The text is written in the footsteps of the master class for developers that we, the Robots, arranged jointly with the Russian office of Google (Think Mobile).

“The article will be divided into seven parts in which I will give translated knowledge about material design. I hope in the future they will be useful”

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Once all of the products Google looked different bad. Even one product on different platforms looked inconsistente.

Everything began to change in 2011, when Google began to work hard to unify the visual part of the ecosystem of its products and called it Project Kennedy.

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What does Kennedy?

The legend is as follows: President Kennedy initiated a program of human flight to the moon (if you believe that this flight ever was). And a big boss at Google, Larry page professes the principle that the products makes no sense to improve by 10% — they must be 10 times better than the competition. If we launch a product, then immediately to the moon. Here it was decided to remake it.

***

The result is first touched, but touched on some mobile products. At the same time, there was a separate work on the design of Android — Holo which was replaced not too aesthetically pleasing interfaces old Android. But there was one problem: Holo remains different from Project Kennedy.

Users had to adapt to a new interface when switching, to get used to the appearance, location of controls, and so on.

Therefore, at some point, a group of designers from different corners Google gathered and began to beat on this issue to resolve it once and for all.

In 2014, the conference I/O was introduced a new design system, the approach which was called Material Design. The new design system allows you to create a consistent user experience across all screens: desktop, smartphone, tablet, watches, TVs, cars. For Android apps Material Design represents an evolution of visual language and Holo design guidelines. In many ways this is a more flexible system, which was created considering the fact that enjoy it are other designers — Google was only the first user.

Material Design allows for a more objective approach to making design decisions: how something looks, how something works, how is the animation and so on. She asks reasonable limits, but not unduly limiting.

(end of the first part)

ссылка(и) на источник(и): https://habrahabr.ru/company/redmadrobot/blog/252773/

Translated: Ilya Zhidkov