Material Design
material.io
material.io
* The name: What do a bunch of geometric, flat-looking, solid colors have anything to do with "materials." "Material Design" always makes me think the direct opposite: skeuomorphism.
* The look: It goes way past "clean" and "elegant" into "bland" and "childish." I don't want a bunch of tiny buttons with indecipherable icons and pastel colors. I want well-organized controls with obvious labeling and a consistent color scheme.
* The appeal: sites like this seem to be encouraging general usage, but then your site just looks like you ripped off Google's stylesheet. (And like I mentioned above, I don't know why you'd want to go for that look unless required.)
While I'm griping: it also drives me nuts that Google insists on forcing MD where it doesn't belong. They refuse to follow conventions on iOS so things like the navbar and the "current location" or "share icon" don't match any other app on the device.
Also my main gripe with other flat designs is that it is now hard to see what things can be clicked, because now all of a sudden things are flat without a 3D hint, never-mind the tactile feel you'd get with real objects. But MD compensates not only with shadows, but also with its usage of animations, which are used to get hints about the objects you can interact with. Hence I disagree with you, as MD's direct opposite is not skeuomorphism ;-)
> it also drives me nuts that Google insists on forcing MD where it doesn't belong. They refuse to follow conventions on iOS
Have you seen Apple's apps on Android? I wouldn't blame you if you didn't, because Apple's only Android app is Apple Music and it's a piece of shit. At the very least Google's Play Music is usable on iOS.
everything on the screen can be interacted with these days, so adding hints is pointless
The idea is that things should act like their physical counterparts where it makes sense. So when you slide a drawer in from the left, it should cast a shadow on something below it, it should slide over-top of things.
Things should always "come from" somewhere, instead of just fading in and out. They should have a "home", and that home should be consistent (EX: the drawer "lives" on the left of the screen, new items in a list should populate by zooming up from the bottom, etc...).
That doesn't mean you can't violate the "laws of physics" by having stuff change shape and size, but the animations and effects should convey a sense that the dialog box or element you are interacting with is a "physical" thing.
Opening a note in a ToDo app should zoom in from it's position in the list to the full screen, saving it should send it back to it's original location. 2 items at the same "elevation" on the screen should never slide over one another, they should either clearly go over or under one another. Deleting notes should send them offscreen somewhere, not just blink them out of existence. Buttons should ripple with ink from where you pressed them to convey that the click/touch was received. Action elements should stand out from the page like physical buttons with a shape and shadow and consistent positioning.
The idea of material design is not to by flat at all, but to use depth as a cue of information hierarchy. The material design spec has some more information on this:
https://material.google.com/material-design/environment.html...
But I think some of your points are valid - in that a lazy implementation of material design is essentially making things look Googley and calling it a day - sometimes resulting in flat design.
> The name
I think what they are going for is a language agnostic building set of icons/interactions that sorta relate to real physical objects. Without becoming "floppy disk means save" in 2016
> The look
I think they want high contrast, and for it to work on any device aspect/orientation. And somehow take the previous to a pretty far conclusion.
> looks like you ripped off Google's stylesheet
I'm pretty sure this is just Google's site. Owner OrgName : Google Inc.
His full sentence was:
The appeal: sites like this seem to be encouraging general usage, but then your site just looks like you ripped off Google's stylesheet.
I took it to mean:Google is using sites like this to encourage general adoption of Material Design all over the web. But if you, as a designer, adopt Material Design for your own site, visitors to your site will just assume that you ripped off Google's site design.
Ergo, scroll half way down and start reading. Problem solved.
Things get interesting at the 2nd level; the highest voted reply to the top comment is usually a counter-counter-argument. The roles have been reversed and the yea-sayers are now more motivated to vote than nay-sayers. It's fascinating
Academia is all about criticism. You don't succeed by doing something well, you succeed by situating something new in a context of previous work. That requires you first to understand previous work and its limitations.
Even in the business world, which is quite competitive, you can follow in footsteps. You can see how someone else created a hot dog stand, and just make your own. You don't have to find some flaw in the other hot dog stand, you just have to do it.
Academia demands you to find a flaw in the other hot dog stand and then argue that yours is different.
Coders seem to follow along in that path. We are always needing to find the next thing, so we are constantly finding ways to argue the existing stuff won't do.
I don't know why you'd use Material Design for a website. I thought that the purpose of Material Design was to provide a common design language for Android Apps, like the Apple Design Guidelines do for iOS apps. Moreover, Material Design, with its simple platonic shapes and solid colors, seems really targeted towards mobile use. Simple shapes and solid colors can be easily implemented with vector graphics, which means that it's easy to render them in a resolution-independent fashion.
My criticisms of material design come from watching inexperienced users (e.g. my parents) attempt to interact with Google's Material Design apps. My dad refuses to upgrade his Android 4.0 HTC phone specifically to avoid the newer versions of Google Maps. He finds the gestures to be undiscoverable and doesn't like the fact that it takes two to three more swipes to access the same functionality. This is especially a problem if you're using the phone one-handed, while walking around or driving.
For me, it is a attempt to give folks simple / functional patterns that work across different screen sizes and encourage good behaviours such as widget reuse.
MD hopefully discourages organisations from making their own (often weird / lower quality) widgets that only work on certain screen sizes, certain platforms yak yak yak. Furthermore, the standard MD patterns, iconography etc. should decrease the time necessary to understand new apps - reducing user frustration.
I also love their color swatches[1] and naming convention as it allows devs to easily switch colors throughout their apps / widgets.
Sure some might view this as “utility” design _but_ it does give the great unwashed access to good design (quickly and at low/no cost). That enables folk to focus on adding some value.
I've never seen this tool before and don't know if it's new with this site, but it is amazing and I'll be using it a lot from now on!
Edit: Thanks for the references to the browser dev tools, which clearly are more appropriate for development - I intended rather more emphasis on the quick view part being the amazing thing, as in lining the three up side-by-side with a nice skeuomorphic ui, and being able to share a link that just works for demos to people not familiar with their browser's dev tools.
You can accomplish the same simply by resizing your browser, or achieve even better preview by using chrome's dev tools' device emulation feature.
https://chrome.google.com/webstore/detail/emmet-review/epejo...
[1] http://www.notebook.ai/ [2] https://material.google.com/
Here is another one: https://design.google.com/
Material design is merely a set of guidelines, and can be used as a common language for actually designing an application or website. The "actually designing" is usually the missing part.
Noone should expect MD to substitute thoughtful design.
And the weakness of Material as a design pattern or common language is that Google's own apps and websites don't bother to consistently apply it.
Personally I find most sites that use Swiss Style impossible to navigate/use. They "look nice" (actually, quite amazing in my opinion) but functionality is #1 for most websites and I would never make a site purposefully using this style. Most of the time, there is just too much going on.
[0] https://en.wikipedia.org/wiki/International_Typographic_Styl...
>Change the way you and your team design and build interactive experiences. Stage is a design tool that goes beyond a process rooted in static design, enabling a more dynamic, intentional, and systematic workflow for crafting digital experiences.
Signed up for the preview on the spot. Maybe this will be an awful tool, but I have felt the need for a dynamic design tool for years. Many designers are too rooted in the print world and it does not help that most design tools are entirely static. We need a tool that help create dynamic guidelines, not one or two static screens.
Apparently, this is coming from the team behind pixate.
These are the same components being used on production in the new AdWords UI, and I believe in the new Adsense UI as well (and others I can't recall right now).
https://elements.polymer-project.org/browse?package=paper-el...