Material world: how Google discovered what software is made of
theverge.com
theverge.com
The latest fads in user interaction design seem to ignore this perspective, and instead treat "UI" as another abstraction layer of unique symbols on top of software, then expecting all software to be designed top-down based off this "unified design language". This approach unfortunately ignores the user, providing further indirection away from the underlying software and it's function, herding the user into a church of the designer's own construction where they are now forced to worship interaction in the abstract as a prerequisite to using the software (or at least blindly perform whatever rituals it demands).
The aim of design unification is often a false path, born out of convenience for the designer, and it's pursuit shows a certain level of disrespect to both the user and other designers. Programming languages - arguably interaction design in its purest form - are a more interesting path towards better software (see Smalltalk, Swift playgrounds, and the work at VPRI).
Material is not what software is made of, but it is a pretty good sign of what marketing is made of these days.
Of course it's marketing; they're doing a huge marketing push on this. Even writing "Material" makes me feel like I'm helping some marketing team somewhere.
But saying that this is made up out of whole cloth completely ignores the fact that not only does it engage with the existing design language of other mobile platforms, it also flows quite nicely from "holo" and cards from previous Android versions. Moreover, it's fairly loose as design guidelines go, providing recommendations but not forcing you into a particular unified design.
The designer in that article from yesterday got it quite right: this is post-rationalization, taking what already existed and trying to find the unifying aspects of what gave clarity and discarding what was confusing. That is not the same thing as a dictated UI.
Your response is generic and could be copy-pasted on any article claiming to be about common aspects of a design language. This is exactly why it's voted up (and why it fits "middle-brow" to the t), because if you actually brought up any actual specifics about the article or "Material" it would be immediately obvious that claims of ignoring a relationship with what the user knows or with how the software is actually written are overblown and theatrical.
For those 90 percent of developers, a really solid set of tools and resources like this for any platform is a godsend - and not just for them, but for their users, too, who don't have to put up with poorly designed and ugly apps.
How I wish Linux distros had the same type of design tools that Google, Apple and Microsoft are giving to their developers. 98 percent of Linux programs are garbage, and it's what's kept me from Linux for a long time (among other things, but this was definitely one of the reasons). Canonical has done a little work to improve this, but it's not as good as it could be, and even their store still looks like a mix of modern store with a 90's app store.
As for the other 10 percent of developers, who really know what they're doing in terms of design, they tend to not follow the platform's design guidelines much, or at all anyway, if they really think they can design their app in a unique way that sets them apart, and that's also better for the user.
That being said, material design is a pure visual design language and says nothing about interaction design.
If the experience you're trying to create (in line with the brand) is more playful, then maybe the modal should bounce out of view. If it's a very serious corporate app that people are just using because they have to, then the modal should either quickly fade, or just immediately disappear. One would be inclined to call this "style".
What about when a user is asked to input a date and time? There are two visual metaphors that come to mind: a calendar and a clock. The interaction designer has a few choices here. Date + number picker, date + clock (cool metaphor for selecting a time, but a non-standard UI pattern that could confuse people). This is an interaction design problem, not a visual design problem.
Perhaps you're referring to style and metaphor as the color of buttons and the background texture of panels. That I would say generally falls more into the realm of visual design; however, colors of buttons convey different semantic information, which affects how people interact with your app.
Everything wrong with design, in one line."Function follows form" at ts worst.
[1] http://www.google.com/design/spec/animation/responsive-inter...
[2] https://developer.apple.com/library/ios/documentation/UserEx...
edit: oh, maybe by "patterns of flows" you mean the user's flow through an application, as opposed to individual interactions? That's seems less often addressed, but it is still out there: [3]
[3] https://developer.apple.com/library/ios/documentation/UserEx...
I do feel that 'this' on its own is a bit trite, and doesn't add much, but it doesn't add 'absolutely nothing' to the conversation - it's a bit of seasoning, like a dash of salt or pepper.
They are touting this supposed underlying physical metaphor (almost as if that is their own newly developed idea in UI), but it sure looks like a mask over the fact that they just threw in a bunch of shiny animations everywhere with much less regard for physical metaphor and reproducibility than one should expect.
Agreed. Principle of least astonishment.
In terms of interaction design, however, it doesn't break any new ground, apart from better transitions (but at times, too much).
> So the team set about creating this metaphorical material, which is a little bit like magical paper.
A bit of nitpicking: "a bit like magical paper" can hardly be called a Metaphor. It's just a loose analogy. In fact, I have to force my imagination to see the paper-ness in the UI, otherwise it just feels like flat UIs with realistic shadows.
I don't think the design language breaks any new ground so much as it sets a strong set of guidelines for what an application should look and feel like.
All UIs are metaphorical, necessarily.
What does any of that even mean?
I love how the guy presenting on stage starts talking about a new material that will provide tactile feedback, as if Google is already launching phones with shape-shifting screens. Some Android fans are going to be mighty disappointed when we don't have tactile morphing screens in the stores for Christmas.
[1] http://interface.free.fr/Archives/Apple_HIGuidelines.pdf
[2] http://hci.stanford.edu/publications/bds/4p-guidelines.html
The new guidelines are much better than what they had before. The new visual design is also much better. However, some of the language used to describe the new design sounds inflated and a bit pretentious (it's ripe for parody!)
They've gone for a clear and uncluttered visual look. Hopefully, the next iteration of their guidelines will also include simple, clear and unpretentious copy.
An example of a really well-written design patterns guide is from the gov.uk site. It's not an equivalent of the Google design guide, but in terms of how to write guidelines and recommendations, it's the best example I've seen
https://www.gov.uk/service-manual/user-centred-design/resour...
I find this pretty funny considering all the objects in the video(s) seem to transform/split/create/shapeshift into new object all the time.
what's worse is that they have had this epiphany, and then.. seemingly ignored it.
It was an excess zeal for the latter kind that Apple quite rightly got criticized for. The green baize in Games Center and the leather-bound notebooks in wherever.
UX/UI people have been talking about 'affordance' for years and if a button looks raised due to subtle shading then that aids in recognising that it's clickable.
Techniques such as this have been around since the birth of the GUI.