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  • What is material design?

  • You'll probably have to ask me this a couple times.

  • So, material design is a system for designing

  • interfaces...designing...designing

  • material design is

  • a design language.

  • Material design is

  • a design system.

  • Material design is a new perspective on what the human and device relationship can be.

  • Maybe it's too complex of an idea.

  • Material design is this design philosophy that's really trying to acknowledge the technology

  • acknowledge the technology behind the interface.

  • It's a way for designers to collaborate with users

  • Material design is a way for designers to get what they want.

  • [music]

  • Well, the overarching impetus was really just a bunch of designers wanting to make things better.

  • A lot of this happened organically

  • as designers across the company sought to find ways to collaborate.

  • We realized it wasn't just an Android story or just a

  • Google story but it could be really

  • a cross platform design framework story

  • the current way of doing things was was clashing in all kinds of ways because we

  • hadn't been thoughtful about the physics of it.

  • why don't we take that and run with that a little bit, and see if we could

  • figure out, you know, what is this made of...

  • what is the material that our software is made of?

  • John came up with

  • the idea of

  • what he described as quantum paper. In order to create these these rich,

  • tactile user interfaces, and that idea of

  • it being mostly paper like

  • but smart paper served as a point of view

  • about how your surfaces work and why.

  • There's a very very clear parallel between

  • the systems book design and the way that humans also

  • hold and use devices. People use materials

  • in life every day, and we want them to understand software in the same way.

  • When we're thinking about how a digital surface works, you think about all the

  • shortcomings and advantages it has

  • one of the main things that we run into is that you have this sort of flat plate of glass

  • which is great because you can -

  • it's easy to move around - but it also prevents you from actually being able to touch the things

  • you're working with.

  • Inside this device there is actually a little bit space

  • and so we thought

  • well let's try and take advantage of that, and create a meaningful structure

  • that goes underneath it, almost like the skeleton filling out this body

  • from the inside out.

  • Material design early on was almost like we were going

  • out and trying experiments

  • Yeah, it was totally an experiment.

  • Everyone kinda sat next to each other in a room

  • working on

  • all the different aspects and components together.

  • ...kinda riffing off each other

  • It's one thing to play by yourself - it's another thing to play in a group where you're improvising real-time.

  • I think a lot of us are used to working more practically

  • This is the first time where we were being pushed and told--don't worry about that

  • let's just see what happens now.

  • [background noise]

  • This is something that we've done a few times

  • We've set up these light rigs to understand how

  • the shadows work. The depth cues that come from the shadows

  • really made us think more deeply about

  • how do we communicate surface? We built a system that enforces

  • that the light comes in a 45 degree angles that helps keep the shadows

  • consistent from the top to the bottom of the screen

  • even as we were designing out the icons, we started to see some really interesting

  • subtleties you wouldn't normally notice, but

  • these are things we pick up on and help us to understand that it's a surface.

  • The strips are spacers

  • measured out to scale to the way they're

  • model digitally, so not just x & y but also in z.

  • [music]

  • The Floating Action Button, the FAB,

  • the way that we said there's just one thing stop

  • with your five buttons here four buttons--make the call--

  • I thought that was great, and it was not an idea that I was comfortable with at

  • first

  • A button sounds like such a simple concept,

  • though when we kinda took it down to its basics of

  • well it's this area on screen that lets the user perform an

  • action, it's a very concentrated thing

  • that should make you feel powerful and like they're able to complete something.

  • There were little things like having buttons that depress--felt

  • a little bit odd because they're not actually depressing--your finger doesn't feel anything

  • moving down

  • in fact, this like, millimeter layer of glass between you and the actual

  • image means that you're not even getting to it in the first place.

  • So instead we reversed it, so we had buttons that lifted up when you touch them so

  • it was more of a magnetic

  • attraction of your finger. There's a logic to it, but also magic in it.

  • Past the motion, there was the graphic design aspect--the boldness

  • the typography, the imagery. Those were all intended to give the system a bit

  • more robustness

  • you want people to feel comfortable with it, but we wanted it to feel very well

  • designed.

  • We created this color spectrum around picking sort of primary color and then

  • using an accent color

  • creating this really simplified and easy to use system, while being very definitive

  • someone who never took a color theory class

  • could create a combination of colors within their product that felt harmonious.

  • I design fonts, and one of the things I really like about that

  • is the font doesn't come to life until another person uses it.

  • and we really see Roboto as a living typeface that,

  • you know, as as needs change in as we introduce new form factors

  • as we need it to do more things, we can continue to revise and continue to update it.

  • I think a challenge for material design will actually be

  • the designers' toolset having to evolve as fast

  • as technology is and the platforms evolve.

  • To constantly be reevaluating itself and to constantly be thinking about

  • what's no longer relevant. What did we think was universal, but turned out to

  • be a fad

  • or simply the wrong emphasis?

  • What I love is when people

  • take sort of the basic principles of material design

  • and then they take them in a new direction.

  • Now that we've published the

  • material design specs,

  • I'm really excited about the fact that we can go and engage other designers

  • in conversation

  • outside of Google.

  • One of the things I wanted was for third-party designers to take this foundation and build greater design upon it--

  • the same is true for us internally.

  • I don't want to be

  • looking four years down the road, 10 years down the road, and saying,

  • well material design--all those ideas, those frameworks--they're over.

  • The principles behind them, I think, should be timeless. Maybe we don't have

  • them right yet,

  • but I believe we'll get there.

What is material design?

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マテリアルデザインの作成 (Making Material Design)

  • 113 10
    Yancy Min に公開 2021 年 01 月 14 日
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