Gladiux, a combat game set in Ancient Rome, shown in pictures
If something has transcended over the last Google I / O, apart from New Android (self, wear, TV), is the new Android design lead L: which Google has called Material Design . But how you are seeing reflected this new design? Is everything fully defined and
When it comes to design, there are two key elements: the designer and the developer. And usually, the point of view of a designer has nothing to do with the programmer, unless one person pursues both roles. This produces a gap between what “‘re trying to evoke” (developer perspective) and “ classes we should use” (perspective programmer. Which brings us to there are lots of concepts that may be lost on the way in the design guide .
But can analyze an example of how not follow the guidelines of Material Design . And for that also use the application to another operating system, the climate for iOS, which offers great visual design but no breaks to be a defined interaction model.
If you look, nothing indicates that the top of the screen is interactive, and what is even worse, we have no feedback type when we’re playing.
Is that all? No, there’s more. For example with the points of the bottom of the screen we see that we can see several pages by sliding your finger, but if we do it from the bottom half will cause the entire screen (except the bottom) to move, producing a problem even with margins. We are losing the dimensionality of the content.
Let’s say that’s not bad, at least if we keep the rule in all cases. But where is the problem? In the user must learn to interact with the application, not be obvious intuitive how interaction.Another example occurs when we touch indicator menu in the lower right corner, sliding content up from below. However, we can not hide it sliding down, just like we used to but laterally! To do this, we must address one of the rows, which also give us feedback on the state in which it is located (or not played). That is lack of homogeneity .
On this same view we can add cities by simply pressing the button with the symbol +. ? Simple , right? But how do we eliminate? We have to swipe from the right in the row to see the delete button. We could think that is typical of the (iOS) platform, but the problem is that not the case in all applications, even in the same application, then the first row does not allow us to delete it
happens if we reorder the rows, the first being discriminated against, and the only differentiator is a small arrow to the right of the time. Intuitive enough? ? I think not.Sometimes, they think of redesigning an application, but doing it on paper helps us to see beyond clarifying the design and structure sections or parts. Or do not we really easier interaction in the next picture?
But What conclusions can we draw from this? Material Design is simply trying to show all indicators of interaction , in a similar manner as shown in much simpler way above image to paper. With that, for example, a row that can cut and move somewhere else, will defined edges, for example. If for example we move through a list of items that will enter button, it can not magically appear, should slide. So, a lot of details.Precisely, hence the name Material Design . The idea is to see the designs that we hope the materials, as they will be simple and straightforward. All this on Google defined as:
material is the unifying theory of space and a streamlined movement system
. say give a physical sense is synonymous move fluidly . And this leads us to meet the characteristics that when we were seeing in the example marking iOS going bold.And you, what do you think of Material Design
Article Los Material Design principles. Why iOS is not at the level was published in The Free Android (The Android Blog reference. Apps, News Free Games and Android smartphones)
July 12, 2014
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