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Material DesignMaterial Design
Presented By:-
Abhishek Dabral
About Me
Abhishek Dabral
Joined Mindfire : Nov 2013
Team : Mobile Development
Domain : Android App Development
Tech Blogs :
https://abhishekdabral.wordpress.com/
Video Channel :
https://www.youtube.com/channel/UCuVmiPPqIhtxe69VVp8yBaA/videos
Github Profile :
https://github.com/abhishekdabral
StackOverflow Profile :
http://stackoverflow.com/users/3455146/doraemon
Introduction
● Goals
To create a visual language to synthesizes the classic
principles of good design with the innovation and
possibility of technology and science.
● Principles
a. Material is the Metaphor
Materials are the metaphoric representation of real time
objects. Such represantation facilitates easier recognition
of objects. Surfaces and edges of the material provide
visual cues that the object is in grounded state.
Introduction
● Principles (continue..)
b. Bold, graphic, intentional
The foundational elements of print-based
design—typography, grids, space, scale, color,
and use of imagery—guide visual treatments.
These elements do far more than please the eye.
They create hierarchy, meaning, and focus.
Deliberate color choices, edge-to-edge imagery,
large-scale typography, and intentional white
space create a bold and graphic interface that
immerse the user in the experience.
Introduction
● Principles (continue..)
c. Motion provides meaning
User actions are inflection points that initiate motion,
transforming the whole design.All action takes place in a
single environment. Objects are presented to the user
without breaking the continuity of experience even as they
transform and reorganize.
Motion is meaningful and appropriate, serving to focus
attention and maintain continuity.
What is material ?
● Environment
a. 3D World
What is material ?
● Environment (continue …)
b. Light and Shadow
Within Material Enviornment, virtual lights illuminate the
scene. There are two light sources in this enviornment.
(I) Key Light :-
Creates directional shadows.
(II) Ambient Light :-
Creates soft shadows from all angles.
In Android development, shadows occur when light sources
are blocked by sheets of material at various positions along the
z-axis.
What is material ?
● Environment (continue …)
b. Light and Shadow
Shadow cast by key light Shadow cast by ambient light Combined shadow from key and
ambient lights
What is material ?
● Material properties
a. Physical properties
b. Transforming material
c. Movement of material
What is material ?
● a. Physical properties
– Material may have varied height and width, with
uniform thickness of 1dp.
DO DON'T
What is material ?
● a. Physical properties (continue ...)
– Material casts shadows.
– Shadows result naturally from the relative elevation
(z-position) between material elements.
DO DON'T
What is material ?
● a. Physical properties (continue …)
- Contents of any shape or color can be displayed.
– Contents Does not add thickness to material.
What is material ?
● a. Physical properties (continue …)
– Contents can behave independent of the material
but always remains within the bounds of the
Material.
What is material ?
● a. Physical properties (continue …)
– Material is solid. Thus, Input event cannot pass
through the material.
DO DON'T
What is material ?
● a. Physical properties (continue …)
– Material cannot occupy same dimension in space. If
any such requirement you have, then use
elevation technique to seprate them in space.
DO DON'T
What is material ?
● a. Physical properties (continue …)
– Material cannot pass through a material.
What is material ?
● b. Transforming properties
– Material can change shape.
– Material Can grow and shrink along its plane.
– Material never bends or folds.
– Sheets of material can join together to make a
single sheet.
– Material can split into parts and can join to regain
original state.
What is material ?
● c. Movement of material
– Materials can spontaniously generated and
destroyed anywhere in the enviornment.
– Material can move along any axis.
– Z-axis motion is typically a result of user
interaction with the material.
What is material ?
● Objects in 3D space
Objects in material design possess similar qualities to
objects in the physical world. In the physical world, objects
can be stacked or affixed to one another, but cannot pass
through one another. Objects cast shadows and reflect
light.
These qualities form a spatial model that is familiar to
users and can be applied consistently across apps.
a. Elevation (Android)
b. Object Relationship
What is material ?
● a. Elevation
It is the relative difference between two surfaces along z-
axis. Elevation is generally measured in density
independent pixels (dp).
Since material has standard 1dp thickness , the differnce
would be from the top of one surface to the top of another.
What is material ?
● a. Elevation (continue …)
Resting Elevation
The default elevation of a material is called
resting elevation.The resting elevation for
an object does not change; it is constant
throughout an app. If an object changes
elevation, it should return to its resting
elevation as soon as possible.
What is material ?
● a. Elevation (continue …)
Responsive elevation and dynamic elevation offset
Some components performs responsive elevation
which depends upon the user input event (normal,
focused, pressed etc). These elevation changes are
implemented through dynamic elevation offset.
Dynamic elevation offsets are the goal elevation for
the component to move towards, relative to the
component’s resting state
They also ensure that elevation changes are
consistent across actions and component types
What is material ?
● a. Elevation (continue …)
Dynamic elevation offset example
What is material ?
● a. Elevation (continue …)
Functional shadows
Shadows provide important visual cues about
objects’ depth and directional movement. They
are the only visual cue indicating the amount of
separation between surfaces. An object’s
elevation determines the appearance of its
shadow.
In motion, shadows are a useful tool to provide
cues about an object’s direction of movement and
whether the distance between surfaces is
increasing or decreasing.
What is material ?
● b. Object relationship
Object Heirarchy
– Objects can be moved independent to each other or
constrained by objects higher in heirarchy.
– All objects are part of a heirarchy, which defines the
parent – child relationship.
– Parent child specifies :-
● Each object has one parent.
● Each object may have any number of child.
● Children inherit transformative properties from their
parents.
● Sibling are objects at same level of heirarchy.
What is material ?
● b. Object relationship (continue …)
Exceptions
Childs , such as primary UI elements move
independently to the parent.
Example – Floating Action Button, Navigation
Drawer, Action Bar, Dialogs.
Interaction
Childrens must have minimal z-axis elevation with
their parents , no other objects gets inserted
between them
Animation
● Authentic Motion
In the world of material design, motion describes spatial
relationships, functionality, and intention with beauty and
fluidity.
– Mass and Weight
In the physical world, forces must be apply in order to
move objects. The strength and duration of these
forces dictate how quickly object accelerate,
deaccelerate, or changes direction.Even the most
jarring stops and starts are not instantaneous it takes
time for an object to speed up or speed down.
Consequently, when the object animation have abrupt
start or stop, it looks unnatural.
Animation
● Authentic Motion (continue …)
Natural acceleration and deacceleration
– Changes in acceleration and deacceleration should
be smooth.
Animation
● Authentic Motion (continue …)
When acceleration or deceleration isn’t smooth,
movement appears mechanical. Abrupt changes in speed
or direction are jarring and draw attention.
Animation
● Authentic Motion (continue …)
Entrances and exits
– Changes in an object’s speed and direction draw
user attention.
DO DON'T
Animation
● Authentic Motion (continue …)
Making Adjustment
– Not all objects move the same way.
– Lighter or smaller objects may move faster as
they require less force.
– Heavier and larger objects may move slower as
they require more time to speed up.
Animation
● Authentic Motion (continue …)
Making Adjustment
– Not all objects move the same way.
– Lighter or smaller objects may move faster as
they require less force.
– Heavier and larger objects may move slower as
they require more time to speed up.
Animation
● Responsive interaction
Responsive interaction encourages deeper exploration
of an app.
What will happen if I touch this screen? And then this icon?
Such approach produces logical and delightful screen
reactions on user interaction.
Animation
● Responsive interaction
Surface reaction
Upon an input event, the system provides instant visual
confirmation at the point of contact: under the pad of a
finger for touch, at the mic for voice, or in the appropriate
field for a keyboard press.
The core visual mechanism to express this contact is
the Touch Ripple. This device articulates the method and
duration of a touch event, as well dynamic variables like
voice amplitude or touch pressure.
Animation
● Responsive interaction
User Input
Surface Reaction
● Responsive interaction
Material responses
Response of Material generated by user input
event.
Point of origin
When a new material create on touch, the origin should
be the point of touch.
Lift on touch
When a card or separable element is activated, the card
should lift to indicate an active state.
Animation
Animation
● Responsive interaction
Material Response
Animation
● Responsive interaction
Point of origin
Animation
● Responsive interaction
Lift on touch
Animation
● Responsive interaction
Radial action
Radial action is the visual ripple of ink spreading
outward from the point of input.
For example:
● A sequence of content changes: images fade in or out.
● A sequence of material movements: cards enter on or off the
screen.
Animation
● Responsive interaction
Radial Reaction
Animation
● Meaningful transitions
– Design of motion should be designed in such a way
which draws attention delightly.
– In navigational contexts, use motion to transport
smoothly.
– Always preserve the elements hirarchy during
motion.
We will take care of the following during transitions:-
a. Visual Continuity
b. Heirarichal Timing
c. Consistent Choreography
Animation
● a. Visual Continuity
– Transition between two visual states should be
clear.
– A well designed transition tells user where to focus.
Transition types and actions:
– Incoming elements: Newly generated or translated items
are introduced or re-established.
– Outgoing elements: Elements no longer relevant to the
context are removed.
– Shared elements: Elements that persist for the duration
of a transition can be subtle (a single icon) or
dominant (a gallery image growing to fill the screen).
Animation
● a. Visual Continuity
Animation
● b. Heirarichal timing
Consider the order and timing of movement in aConsider the order and timing of movement in a
transition.transition. Its not like to create the important object first
and then the least important to last, the point is the
transition should be timely and jointed.
Animation
● c. Consistent choreography
Transitioning elements should behave in a
coordinated manner. The paths elements travel along
should make sense and be orderly
Reference
● http://www.google.com/design/spec/material-
design/introduction.html
?
Any Question
Thank You

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Material Design in Android

  • 2. About Me Abhishek Dabral Joined Mindfire : Nov 2013 Team : Mobile Development Domain : Android App Development Tech Blogs : https://abhishekdabral.wordpress.com/ Video Channel : https://www.youtube.com/channel/UCuVmiPPqIhtxe69VVp8yBaA/videos Github Profile : https://github.com/abhishekdabral StackOverflow Profile : http://stackoverflow.com/users/3455146/doraemon
  • 3. Introduction ● Goals To create a visual language to synthesizes the classic principles of good design with the innovation and possibility of technology and science. ● Principles a. Material is the Metaphor Materials are the metaphoric representation of real time objects. Such represantation facilitates easier recognition of objects. Surfaces and edges of the material provide visual cues that the object is in grounded state.
  • 4. Introduction ● Principles (continue..) b. Bold, graphic, intentional The foundational elements of print-based design—typography, grids, space, scale, color, and use of imagery—guide visual treatments. These elements do far more than please the eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge-to-edge imagery, large-scale typography, and intentional white space create a bold and graphic interface that immerse the user in the experience.
  • 5. Introduction ● Principles (continue..) c. Motion provides meaning User actions are inflection points that initiate motion, transforming the whole design.All action takes place in a single environment. Objects are presented to the user without breaking the continuity of experience even as they transform and reorganize. Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
  • 6. What is material ? ● Environment a. 3D World
  • 7. What is material ? ● Environment (continue …) b. Light and Shadow Within Material Enviornment, virtual lights illuminate the scene. There are two light sources in this enviornment. (I) Key Light :- Creates directional shadows. (II) Ambient Light :- Creates soft shadows from all angles. In Android development, shadows occur when light sources are blocked by sheets of material at various positions along the z-axis.
  • 8. What is material ? ● Environment (continue …) b. Light and Shadow Shadow cast by key light Shadow cast by ambient light Combined shadow from key and ambient lights
  • 9. What is material ? ● Material properties a. Physical properties b. Transforming material c. Movement of material
  • 10. What is material ? ● a. Physical properties – Material may have varied height and width, with uniform thickness of 1dp. DO DON'T
  • 11. What is material ? ● a. Physical properties (continue ...) – Material casts shadows. – Shadows result naturally from the relative elevation (z-position) between material elements. DO DON'T
  • 12. What is material ? ● a. Physical properties (continue …) - Contents of any shape or color can be displayed. – Contents Does not add thickness to material.
  • 13. What is material ? ● a. Physical properties (continue …) – Contents can behave independent of the material but always remains within the bounds of the Material.
  • 14. What is material ? ● a. Physical properties (continue …) – Material is solid. Thus, Input event cannot pass through the material. DO DON'T
  • 15. What is material ? ● a. Physical properties (continue …) – Material cannot occupy same dimension in space. If any such requirement you have, then use elevation technique to seprate them in space. DO DON'T
  • 16. What is material ? ● a. Physical properties (continue …) – Material cannot pass through a material.
  • 17. What is material ? ● b. Transforming properties – Material can change shape. – Material Can grow and shrink along its plane. – Material never bends or folds. – Sheets of material can join together to make a single sheet. – Material can split into parts and can join to regain original state.
  • 18. What is material ? ● c. Movement of material – Materials can spontaniously generated and destroyed anywhere in the enviornment. – Material can move along any axis. – Z-axis motion is typically a result of user interaction with the material.
  • 19. What is material ? ● Objects in 3D space Objects in material design possess similar qualities to objects in the physical world. In the physical world, objects can be stacked or affixed to one another, but cannot pass through one another. Objects cast shadows and reflect light. These qualities form a spatial model that is familiar to users and can be applied consistently across apps. a. Elevation (Android) b. Object Relationship
  • 20. What is material ? ● a. Elevation It is the relative difference between two surfaces along z- axis. Elevation is generally measured in density independent pixels (dp). Since material has standard 1dp thickness , the differnce would be from the top of one surface to the top of another.
  • 21. What is material ? ● a. Elevation (continue …) Resting Elevation The default elevation of a material is called resting elevation.The resting elevation for an object does not change; it is constant throughout an app. If an object changes elevation, it should return to its resting elevation as soon as possible.
  • 22. What is material ? ● a. Elevation (continue …) Responsive elevation and dynamic elevation offset Some components performs responsive elevation which depends upon the user input event (normal, focused, pressed etc). These elevation changes are implemented through dynamic elevation offset. Dynamic elevation offsets are the goal elevation for the component to move towards, relative to the component’s resting state They also ensure that elevation changes are consistent across actions and component types
  • 23. What is material ? ● a. Elevation (continue …) Dynamic elevation offset example
  • 24. What is material ? ● a. Elevation (continue …) Functional shadows Shadows provide important visual cues about objects’ depth and directional movement. They are the only visual cue indicating the amount of separation between surfaces. An object’s elevation determines the appearance of its shadow. In motion, shadows are a useful tool to provide cues about an object’s direction of movement and whether the distance between surfaces is increasing or decreasing.
  • 25. What is material ? ● b. Object relationship Object Heirarchy – Objects can be moved independent to each other or constrained by objects higher in heirarchy. – All objects are part of a heirarchy, which defines the parent – child relationship. – Parent child specifies :- ● Each object has one parent. ● Each object may have any number of child. ● Children inherit transformative properties from their parents. ● Sibling are objects at same level of heirarchy.
  • 26. What is material ? ● b. Object relationship (continue …) Exceptions Childs , such as primary UI elements move independently to the parent. Example – Floating Action Button, Navigation Drawer, Action Bar, Dialogs. Interaction Childrens must have minimal z-axis elevation with their parents , no other objects gets inserted between them
  • 27. Animation ● Authentic Motion In the world of material design, motion describes spatial relationships, functionality, and intention with beauty and fluidity. – Mass and Weight In the physical world, forces must be apply in order to move objects. The strength and duration of these forces dictate how quickly object accelerate, deaccelerate, or changes direction.Even the most jarring stops and starts are not instantaneous it takes time for an object to speed up or speed down. Consequently, when the object animation have abrupt start or stop, it looks unnatural.
  • 28. Animation ● Authentic Motion (continue …) Natural acceleration and deacceleration – Changes in acceleration and deacceleration should be smooth.
  • 29. Animation ● Authentic Motion (continue …) When acceleration or deceleration isn’t smooth, movement appears mechanical. Abrupt changes in speed or direction are jarring and draw attention.
  • 30. Animation ● Authentic Motion (continue …) Entrances and exits – Changes in an object’s speed and direction draw user attention. DO DON'T
  • 31. Animation ● Authentic Motion (continue …) Making Adjustment – Not all objects move the same way. – Lighter or smaller objects may move faster as they require less force. – Heavier and larger objects may move slower as they require more time to speed up.
  • 32. Animation ● Authentic Motion (continue …) Making Adjustment – Not all objects move the same way. – Lighter or smaller objects may move faster as they require less force. – Heavier and larger objects may move slower as they require more time to speed up.
  • 33. Animation ● Responsive interaction Responsive interaction encourages deeper exploration of an app. What will happen if I touch this screen? And then this icon? Such approach produces logical and delightful screen reactions on user interaction.
  • 34. Animation ● Responsive interaction Surface reaction Upon an input event, the system provides instant visual confirmation at the point of contact: under the pad of a finger for touch, at the mic for voice, or in the appropriate field for a keyboard press. The core visual mechanism to express this contact is the Touch Ripple. This device articulates the method and duration of a touch event, as well dynamic variables like voice amplitude or touch pressure.
  • 36. ● Responsive interaction Material responses Response of Material generated by user input event. Point of origin When a new material create on touch, the origin should be the point of touch. Lift on touch When a card or separable element is activated, the card should lift to indicate an active state. Animation
  • 40. Animation ● Responsive interaction Radial action Radial action is the visual ripple of ink spreading outward from the point of input. For example: ● A sequence of content changes: images fade in or out. ● A sequence of material movements: cards enter on or off the screen.
  • 42. Animation ● Meaningful transitions – Design of motion should be designed in such a way which draws attention delightly. – In navigational contexts, use motion to transport smoothly. – Always preserve the elements hirarchy during motion. We will take care of the following during transitions:- a. Visual Continuity b. Heirarichal Timing c. Consistent Choreography
  • 43. Animation ● a. Visual Continuity – Transition between two visual states should be clear. – A well designed transition tells user where to focus. Transition types and actions: – Incoming elements: Newly generated or translated items are introduced or re-established. – Outgoing elements: Elements no longer relevant to the context are removed. – Shared elements: Elements that persist for the duration of a transition can be subtle (a single icon) or dominant (a gallery image growing to fill the screen).
  • 45. Animation ● b. Heirarichal timing Consider the order and timing of movement in aConsider the order and timing of movement in a transition.transition. Its not like to create the important object first and then the least important to last, the point is the transition should be timely and jointed.
  • 46. Animation ● c. Consistent choreography Transitioning elements should behave in a coordinated manner. The paths elements travel along should make sense and be orderly