Material UI
material-ui.com
material-ui.com
Being "on trend" isn't good UI design. But I can see how we got here. Through OS X and iOS, Apple's UI ethos became the gold standard in UI design. It was so well designed that it was easy to imitate and by simply adopting the core elements of Apples UI language, stuff became intuitive and usable without the designer needing to understand "why" something looked the way it looked.
And then came a new trend, the current trend, that appears to me to be rooted in nothing more substantial than a desire to replace the old with something new at all costs. And when the likes of Apple and Google fall for the same trap, it's nigh on impossible for fundamental UI design knowledge to make itself heard above the noise of a million designers advocating the new and pointing to Apple for credibility.
You can see that I don't like Material. I also don't like iOs's new UI language. It doesn't work. Ive seen no evidence that it's any more useable and I struggle everyday to make sense of software and tools that have adopted these new trends so anecdotally, I have to say to myself that we're going the wrong way.
The large variety in print design demonstrates that this is not an unreasonable restriction. In my eyes the translucency of windows in Yosemite is a much nicer choice than "brushed aluminium" or "black with fake highlights", it does not pretend to be something it is not. Eventually I would prefer if the "Desktop" metaphor, including "Folders", was given up and replaced with something different. The faster the design language becomes more abstract to facilitate that change, the better. We are stuck with an overall UI design initially conceived in the 70s, alternative versions of personal computing like the Lisp Machine died unfortunately.
For examples of how Apple's new UI is less usable than their old UI see: http://uxcritique.tumblr.com
I often tap things that are just rectangles and fail to realize that other rectangles are buttons.
I can't wait for "everything is flat, two-tone, and rectangular" to be replaced by whatever the next trend is. Hopefully something more useful.
Ironic note: the flat trend was really made mainstream by Microsoft when it released Windows Phone 7.
I think we went way overboard with it and the pendulum swung to far to the side of flat design. Hopefully we start moving away from super trendy flat design, much like we moved away from those crazy web 2.0 design styles.
It's easier to be the former than the latter both in terms of skill and the politics of the client relationship, and that's why there are so many "designers" and so few designers.
Most designers don't get it right because they don't have these skills, they are only artists. And because of that they don't understand why a particular design is better than another or even what their own design expresses.
To do a real design, it asks you to do a ton of research and going back and forth between art and UX. Doing brain storming to implement old and new logic elements in a fashion way.
It's like the iOS 6 it was a big step forward because it was a design: simple, expressive, and functional. The guys who created it understood all of that. Then again, Apple followed the fashion trend more than the logic and did the iOS 7 design criticized even before it was out. The problem, among its specific fashion, was that the design was so flat it was destroying UI information. Plus visual problems: sometimes the color seems to mean something but you find one red button that isn't one, sometimes the shape, sometimes the animation...
Here is an example of what a designer should do to design a UI. http://blogs.msdn.com/b/visualstudio/archive/2013/06/27/desi...
Other uses are gratuitous and often the blurring and blending of colors creates weird sensations where what is underneath a window seems more important. I can see something is there, but can't make out the details, make me anxious that I'm missing something happening in the window.
My impression (I'm not expert) is that the trend is rooted in the opposite - the crappy displays of cheap phones. The old fancy graphics of say Windows 7 could not render quickly or at all on cheap phones so with the advent of responsive design companies used flat design so the same graphics could be used on all devices including cheap phones.
I get the technical issue but I still find it a bit ugly.
Probably not wise to abandon those because of the new shiny thing.
Apple has started to move away from it tags and "All my Files."
I struggle to think of a better way to solve organizing and collecting items than into nested groups.
One idea would be, that in addition it should be possible to execute computations on the current view of the filesystem and the possible computational primitives are selected by the "type" of the files (essentially find a way to lift a typed version of the unix shell with pipes to the GUI level).
Another idea would be to emphasise versioning and time based information more. For example with the current storage capability it makes little sense for the default save operation when working on a document to be "destructively replace the old one". Obviously as a programming one is aware of that and uses version control systems, but so far I had multiple occasions when working on a collaborative project not involving code, where the versioning was done by appending suffixes to folder names.
What does work quite well for me is the default approach of Gmail where your emails are in basically one folder with a good and fast search facility (and tagging)
Who are 'we'? What do you do? Why should I care?
Your post contains no useful information, and thus contributes nothing to the discussion. Ergo, downvotes. The only way to work out what you're talking about is to go through your comments (which I did) and synthesise based on founder bios and a job posting. Even then there is little to no concrete information about empiric.al that I could find in the few minutes I spared for this.
Here's a post that might have worked better, and maybe even could have got you some marketing/interest. I didn't downvote you the first time, but I would be far less likely to downvote this:
--- I agree completely. File management is still an unsolved problem and existing solutions are not optimal by any stretch of the imagination. It's really only getting worse as more and more user data moves to various independent and unconnected online services. Even if you manage your local files in a satisfactory manner you can't use the same system everywhere.
I'm actually actually working on a product that should help alleviate that problem. It does $ACTUAL_DETAILS and works by $IMPLEMENTATION. Our site is barebones for now (empiric.al if you want to read more about founders or sign up for information), but we're really excited about what we've built so far and aim to launch next month. Hit me up on $EMAIL if you'd like to discuss it!
I'm happy you're excited about your launch, but, unless you're linking a technical, or at least informative, blog post or similar that describes ways you're solving the problem the person you replied talked about, Hacker News isn't the right place to brag.
Great.
Dropbox has:
- Access to everyone's data.
- Control over everyone's data.
- Control over the clients used to access that data.
What is actually private? Nothing.
What do users "own"? None of their tools.
SaaS makes the world a worse place, one rent-seeking product at a time.
That is to say:
1) I can see that you don't like Material but _why_ do you not like it? Because it's new is not a reason because it can be both new _and_ adhere to tried and tested design principles, put forward new ideas for consideration, and be aesthetically pleasing
2) Why don't you like iOS's new UI language?
I feel that there's plenty of literature out there that details the faults and flaws in all the new UI languages from different vendors, and unless I write my magnum opus on UI design, I'm only going to be able to offer broad strokes commentary that would be child's play to pick apart on the surface and just drag us all into a meandering argument.
And I feel I factored this into my original comment. For example, I specifically avoided the word 'flat'. There's nothing inherently wrong with something being 'flat', and there are plenty of scenarios where one could quite easily argue in favour of a flat design over a 'lickable' drop-shadowy visual feast. So to mention it in passing wouldn't be worthwhile.
But 'flat' is only one adjective you can use to describe the current UI trend. Many have been referred to in this thread. Animation, depth, ui-as-content and so on. The topic is greater than the sum of it's parts. I also feel that there are also no absolute right or wrongs and I didn't want to kick off one of those sorts of debates stroke arguments. I suppose I'm not scrutinising the implementations but rather questioning the motives.
In addition, my comment was as much about 'how we got here' rather than the problems with 'where we're at', which I believe totally undermines the current state of UI design. For that, I don't think there is much out there to support my view other than the history we've lived through, and we can each interpret that as we see fit. So that part you can take or leave. I offer it as an opinion. I believe the opinion will hold up to scrutiny, but at this moment in time, it's anecdotal.
In summary; I was deliberately vague.
What you have with material design is a very well documented approach to promoting this. The wrong direction? As a developer I lack the expertise/talent to have an opinion one way or the other on the direction presented by material design. But if the designer community is unhappy with the approach, then they should probably get together to create competing principles that can be adopted by the rest of the dev/design community.
You are still free to design you applications however you see fit, but you risk missing out on users quickly feeling comfortable in your applications.
This. My understanding is that Google's adoption of Material Design is in large part intended to make apps more intuitive so they'll be used more frequently and by more people. I've found out when testing Recent (http://recent.io/) that average, non-tech users would prefer something intuitive that uses standard UI toolkit features -- even if they're not that exciting -- over highly designed custom interfaces.
The interesting question to me is to what extent iOS apps beyond Google's own will adopt material design...
What you see right now is first steps towards a UI that will use animation to create a sense of depth and perspective rather than using static visual design to imitate the world around us.
So think about Googles Material Design and Apples iOS design paradigm as a return to content using time (animation) as the skeumorphic replacement.
Whether this is the right or wrong direction is hard to say for now given the trends away from UX and interaction design we will see over the next 10 years.
Such as... shadows? which help in feeling depth statically, which is what Material Design is about. What I feel is that MD is young and has rough edges but rests on solid principles.
> Animation also has the potential to slow down users as they become accustomed enough to the interface to know which elements they want to interact with before the animation completes.
Interestingly consistent animation time can have a bonus effect, as a "slow" loading element and a "fast" loading element are paced, creating a temporal rhythm in interface action for those accustomed to the UI, instead of a randomised, off-beat staccato. You don't just know "where" this button will land, you also know "when" and you can get there without visually polling and parsing the screen for availability.
This is all a game of balancing opposites. I totally loathe brutal reflows and interface pop-in (to the point I disabled Chrome's new tab page[0]) because it just triggers an interrupt->parse->interact cycle whether or not I know where to go.
[0]: https://chrome.google.com/webstore/detail/empty-new-tab-page...
With regards to be being heavy handed both apple and google are well aware of that which explains their support for this new way of approach GUI design.
Happens to me so often. When turning off all animations in Windows, the system feels so much more responsive and doesn't hold me back in well-trained workflows.
With Android 4, the default state is really bad. Fortunately, you can turn off most animations in the dev settings, but still, it feels like the OS wasn't optimized for low latency (especially when switching apps). I hope that Android 5 will still allow for animations to be turned off. I can't say that I'm very eager to try Android 5.
Worst thing is, even with the reasonably powerful Nexus 4 (and I hear the same is true even about the Nexus 9), under a little bit of load, animations tend to become even more sluggish; inaccurate animations let the user make mistakes. I have noticed that it is nearly impossible for me to quickly check something using the Nexus 4 while waiting at the lights, especially if it involves switching apps (go from navigation to messaging etc. and back), the phone just isn't responsive enough. This isn't entirely the fault of animations, but it's one more symptom of a lack of focus on low latency.
Animation is a science in it's own and even small unobtrusive cues can mean a world of difference.
I actually like the 'flat' look, but one thing I hate is the drop-down menu in Chrome for Android. Here's what I'm talking about: http://goo.gl/41iRZk
When the menu is displayed it takes about half a second to display. Every menu item is...slowly...faded...in...one...after..the...other. Give me Windows 3.1 where you click and the menu displays instantly!!
I've done usability tests where these "issues" came up, whenever a dropdown or any other form of interaction suddenly popped up and the user had to spend valuable time to re-focus to find out what exactly happened and if this was indeed the right control. Additionally animations are also very useful for transition purposes. Guiding the user from one screen to another can be quite stressful when it's done in an instant and the user has to understand what's happened. This is why Apple's guidelines to transition the screens in a horizontal motion were so damn good, because they allowed users to spatially recognize their "position" in the UI. And I'm glad that the MD guidelines now also state that transitions have to be spatially correct and a screen transition isn't just a window jumping out from the center of the screen. [0]
Of course these animations are only temporary and can only help you so much, but they're very good for consumers when they are noticed. And that's all they really are: helpers, not the sole messenger of the meaning of the UI.
But of course I understand the plight of delayed interactions. UI lag that is caused by hardware aside, they're really annoying. But I see that more of a problem of customization. The OS should allow to switch off any animation.
[0] http://www.google.com/design/spec/animation/meaningful-trans...
"Best practices - Support spatial relationships through consistent motions for incoming and outgoing elements."
Amusing and sad to watch mobile evolution recapitulate desktop design, not skipping over the dumb ideas.
Here's an excerpt from the review:
"Unfortunately, there’s so little ornamentation that there are no cues left to tell you when something is tappable. What’s a button, what’s a label, what’s a heading? You won’t know till you try tapping."
Full review: https://www.yahoo.com/tech/android-5-0-lollipop-lighter-simp...
And this gem: "In Android of old, you could swipe down from the top of the screen to open a panel of quick settings buttons (brightness, Airplane mode, and so on)." Which tells me the reviewer either has a poor memory or has confused Android with Samsung (which is an honest mistake to make).
Additionally, IIRC swiping down on the right side for the quick settings is default in a number of ROMs.
And they decided to do it with shadow, animation, and contrast.
Maybe there are better ways as well, but the end goal is sound.
In general I feel like surrounded by the Microsoft paper clip. There is constantly something animating, popping up or popping with strong colors into your eyes.
Try to find in all the talk about material design the underlying reasons for usability. There aren't any. To me it feels like the emperor's new cloths.
I was about to buy a Nexus 6 but the new Gmail app is a no go for me and I will avoid it as long as possible.
For what it's worth, the underlying usability really is very well explained and pretty sound in the material (no pun intended) from Google on MD. Eg: http://www.google.com/design/ in the top 2 items.
What's wrong with them, you ask? Well, in brief:
* very little indication as to what I can interact with, * you have to know the interface before you can use it, discoverability is abysmal, * touch-interface-specific: lots of actions require swipes, which you have to learn in advance and remember, * actual tappable areas became smaller (an example: "<" instead of a "Back" button).
They are hard to use for me, and even harder for my Mom.
I think this case is similar to what often happens in architecture: form over function. You get beautiful buildings that are dysfunctional. Architects hold conferences and assign awards for the beauty (light, form, straight lines, whatever), while people crowd in passageways and make their way to work next to the garbage dump, because that way is more convenient than the main entrance.
I really hope the pendulum will soon swing in the other direction and we will go back to more "meaty", discoverable interfaces with more visual hints as to how to use them.
Could you elaborate? I think Apple's flatter UX approach is very well done.
http://www.google.co.uk/design/spec/components/menus.html#me...
If you look at the menu with "All", "Family", "Friends", "Coworkers", initially it shows "All" and the arrow is immediately to the right of the text. I expect that if you select "Coworkers" then the arrow moves.
When the dropdown is used in a form, it should have an underline, like so from the Material spec: http://material-design.storage.googleapis.com/publish/v_1/qu...
If a design is so easily misunderstood with such (comparably) large consequences for the user, that's a flaw in the original spec IMO.
It just shows that it's very difficult to get this stuff right. There's still going to be a bell curve, with most implementations and copies ending up in the mediocre middle, but overall, the guidelines might bring the quality of the overall market up. That's all we can hope.
That's an arrow? I just see a Unicode failure-box :(
That's one of the problems with the trend of icons-as-fonts, when they fail there's no reversion mode for users to understand what the glyph is supposed to be.
planefinder.net is a canonical example, without the correct font none of their on-screen controls make any sense.
Another complaint is the checkbox, there's no way to tell once something is checked off whether it's a picture or a form.
However, in Google's Polymer project, the box totally transforms, as in material-ui. :/
Ex) http://material-design.storage.googleapis.com/publish/v_1/qu...
It also renders incorrectly on Chrone om Windows 8 (on my laptop, at least).
If you're creating a new CSS framework, publish it and fail to mention that it's work in progress and it only works on a limited set of platforms (like what), you have wasted my time.
I really hope developers doesn't expect to only get constructive feedback when doing something like that.
But HN isn't only a place where people come for help. It's also a place where people come to share. And when low-quality (or not-yet-production-ready) work is shared, it's important that we let each other know that. Especially when the site seems to imply it's "ready", as this one does.
Complain as much as you want about how I don't push fixes, but as long as I'm not paid those complaints are better kept to yourself.
(I realize you are not one of the developers for this project. I only want to illustrate how negativity goes both ways. I'm a bit tired of "contribute or shut up". There's a big gray area inbetween.)
This wasn't always the case. Before the whole «social justice» movement infected the software development industry and hobby, it was expected that bad work would get publicly criticized. This was a good thing, because it fostered improvement, and high quality work. But now that apparently all takes a back seat to making sure nobody has «hurt feelings».
In this case one could say thank you for the input and register the issue oneself, if the project was dear to ones heart.
I wonder if it is a product of young developers being told to build a public github profile, that they are increasingly careful about?
It should always be possible to submit bug reports and comments anonymously, or as a "guest".
Making it difficult for users to report bugs is stupid, and harmful. While some people do already use GitHub, there are more of us who don't.
It's bad enough that I had to create an account here to post this comment. I refuse to go through the more extensive GitHub signup just to report a bug affecting software I don't really care about.
1) Angular Material Design
https://material.angularjs.org - Good, light framework, but intended for Angular apps
2) Materialize
http://dogfalo.github.io/materialize - Beta stage, follows Material guidelines closely, incomplete though
3) Leaf Framework
http://getleaf.com - Not as good, front-end framework, strays from Google direction
Use this for maximum Material design feel:
4) Polymer Paper Elements
https://www.polymer-project.org/docs/elements/paper-elements... - Super awesome, disjoint components, not a framework
5) Google Material Web Starter Kit
http://google.github.io/web-starter-kit/material - Good enough, light framework
6) Google Web Starter Kit
https://developers.google.com/web/starter-kit - Full fledged framework, doesn't fully capture Material though
I'm using FF 33.0.3 on Win7.
Edit: looks promising though - just get them bugs ironed out! :)
After having seen the buttons, I've seen enough. I'm not bought so far.
Aaaand the first three buttons are hidden until you hover over them. How visual designers keep making mistakes like this in the age of mobile browsing is beyond me.
EDIT: As has been pointed out to me below, they have their use-cases. I still wouldn't put them as the first shown option though - they're not exactly the sensible default fall-back.
Also, the menu doesn't work on my Firefox Aurora browser.
http://www.google.co.uk/design/spec/components/buttons.html#...
I wonder what Google's design team thinks of all these creations masquerading as "Material Design."
"This project is still in early preview."[1] Worth keeping an eye on if you are working on any angular projects.
Not to take away anything from OP's, I feel their implementation of material is a little closer to the mark.
[0]https://material.angularjs.org [1]https://github.com/angular/material
Here[0], we see two separate cards next to each other, with the same dimension, but at a different elevation. As a result, one casts a larger shadow.
Here[1], they specify that "Shadows are never approximated using material". Wouldn't that require that one of those two cards with the same dimension appear to be larger, since it is closer to the eye?
What do they mean by that rule?
[0]: https://www.google.com/design/spec/what-is-material/objects-...
[1]: https://www.google.com/design/spec/what-is-material/material...
Any Inbox users here? What do you think of the full desktop web app for Inbox? Personally while I love the mobile material design version, there's just something off about the desktop version.
I found the material-ui project to be implemented less well than this one: http://sanderspies.github.io/react-material/ (though I have my reservations about the approach taken here, too -- and it's less complete).
Then I could have Facebook/Google/Twitter design and coding chops baked in :)
The current implementation of `LeftNav` doesn't allow for this, but it would be easy to add.
0: http://facebook.github.io/react/docs/multiple-components.htm...
React is using "virtual dom" which is kind of a hack to support web-components kind-of technology. Since the technology is currently here, i would recommend using it, and not using React.
However a consideration is also browser support. I'm not sure if polymer is production ready.
Thats just a fact, based on how browser work. With the shadow-dom, customer elements, and templating you can achieve true componenets, like in uix toolkits such as Android, iOS and Java Swing.
And drop your icon library into a seperate project! So i can choose between font-awesome, boostrap-gylphs or this MUI-Icon set. FA-like is the way to do it.
How is that checkbox design better than the commonly used empty square for unchecked, and square containing an X or a V for checked? I can't even tell if the boxes are checked or not!
I would seriously advise taking a look at the usability of these checkboxes.
It turns out that it was a bug and checkboxes were rendered on my screen in a way that was not intended by designers. So the comment above is invalid.
It's like a recursive "This is Bad Idea".
I couldn't find the tiles however and they seem to be abandoned in the original documentation (called "cards" for some reason :S):
So you mean, not Metro at all right?
http://www.eyeonwindows.com/2014/06/25/googles-material-desi...
Maybe they couldn't reconcile them with other alterations or are simply trying to respond to criticism.