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JON WILEY: Hi everybody.
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Welcome.
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So during the keynote you heard a little bit
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about material design, and we hope
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to give you a little bit more detail about that today
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and in the sessions that follow tomorrow.
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But first I want to tell you a little bit
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about our inspiration around material design.
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Every object in this room owes its origin
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to a few people throughout the millennia who
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paid careful attention to their environment.
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They sought out the very best materials,
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and they learned their properties.
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And they used this knowledge to make things.
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And when you consider making things, the design
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and the manufacture of things, we
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inherit thousands of years of expertise.
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In contrast, relatively, software design
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is just getting started.
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Much of interface design concerns itself
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with what people see.
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But with modern high resolution displays
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coupled with the ability to physically interact
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with the software your expectations are much greater.
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In fact, there's thousands of years of expectations.
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And so we took a step back.
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We looked at all of this software
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and we asked what is this made of?
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We challenged ourselves to define the underlying
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physics of our interfaces, and craft a visual language which
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unifies the classic concepts of good design
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with a solid understanding of the most
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fundamental physical properties.
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At first we thought like designers.
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How should it appear?
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How should it look?
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But then we thought like scientists.
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Why does it behave this way?
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And after many experiments and many observations
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we wrote down everything that we'd learned.
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These are our material principles.
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MATIAS DUARTE: Hello.
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In Android 4.0, Ice Cream Sandwich,
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we introduced a typographic magazines style UI,
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and a lot of people liked it.
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We were pretty happy with it.
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But design is continually evolving.
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Users are getting more sophisticated.
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The design landscape is more sophisticated.
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In particular, motion has become incredibly important
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over the last few years.
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We wanted something that was taking
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the very best of graphic design clarity,
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and the innovations in motion graphics,
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and motion communication, but that still
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taped into those elements of tangibility, of physicality
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that industrial designers themselves use.
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So this led us to a question of how do we do this?
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And the very first principle in material design
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is metaphor, which seems a little random.
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Why metaphor?
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Metaphor is basically a very, very short story.
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And like stories, metaphors are really powerful because they
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are deep and dense in meaning.
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They communicate more richly than verbal language can.
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If I'm writing a play or if I'm telling you
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about a character or a person in real life,
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if I say she was a hurricane, I don't
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have to tell you about her force of will
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or her indomitable spirit.
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I don't have to tell an actor that averting her gaze
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would be inappropriate.
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The metaphor is a form of knowledge transfer
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that depends on shared experience.
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And in fact, this capacity to transfer knowledge
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and to transfer learning is one of the things
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that defines humanity, and, in fact, defines intelligence.
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So for us the idea of metaphor is a backstory for the design.
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It unifies and grounds the design,
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and it has two functions.
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It works for our audience.
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We want to present a metaphor that they can understand,
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that they can connect with, that they can use to move faster
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into understanding how to use things.
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But it's also a metaphor for ourselves,
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for the designers, and the developers, and the PMs,
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and the QA people, everybody working together,
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because when you have a metaphor that everybody understands,
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intuitively understands, you don't
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have to explain how they violated subsection C, clause
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2 of your style guideline.
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They just know it feels wrong.
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They know it's out of place.
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So why this particular metaphor?
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Why did we imagine a material that
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was a form of paper sufficiently advanced
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as to be indistinguishable from magic?
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Well, one part of it is of course
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that we do have a lot of experience
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as humanity communicating with paper.
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Paper is just rich in a history across all our cultures
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of conveying information, and it naturally
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affords so many different ways of interacting with it.
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But the other aspect of paper is that it is a physical thing.
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It exists in the world.
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And this idea that surfaces because they
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are tangible are a metaphor that we can use to accelerate
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understanding of our UI is really important.
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You have this perception of objects and surfaces
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that's happening in the more primitive parts of your brain.
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It's happening in these visual cortexes that
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are in the back and lower parts of your brain.
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And that means they're simply easier than language.
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They are more natural than language.
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You have this inherent understanding
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about the separation of things and the relationships of things
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that allow us to look at this and have it make sense,
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even though we know there is no material in the world that
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could possibly do this.
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It is irrational and yet feels completely natural.
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And that's what we want when we're
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creating digital, magical interfaces.
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Right?
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Because we are not constrained by the laws
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of the real world in our user interfaces.
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Surfaces are intuitive.
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And that's why we use them as the foundation.
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They organize space and rationalize the interaction.
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And it matters that you preserve this inherent sense
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of what's right.
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Not for the sake of artifice, but in order to make the mind
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work less.
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One of the things you'll discover in our material design
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documents is that our buttons rise to the surface in response
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to touch instead of syncing into a surface,
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like a fake, plastic button would.
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And we do this because we want this illusion to be consistent.
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The idea that when your finger touches
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that glass on your phone that surface
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is coming up and meeting your finger
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at the point where it touches.
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JONATHAN LEE: Content is bold, graphic, and intentional.
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We pushed ourselves when we were thinking about material design
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to make clear and deliberate design decisions regarding
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color and topography.
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So embracing these classic visual design
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principles Jon and Matias have both
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spoken about in our new framework.
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With Ice Cream Sandwich Android introduced
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a new system font, Roboto.
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And today we're updating Roboto to go beyond phones
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and tablets, and be the default typeface for the material UI.
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Here you can see the current version of Roboto.
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And Roboto is now slightly rounder, friendlier,
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and most importantly, redrawn to perform on desktop and beyond.
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And I can tell you from personal experience
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that it handles really well.
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We also developed and documented our design guidelines
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for typographic scale.
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By using one typeface and a handful of weights for emphasis
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we believe that it delivers consistent and clear
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hierarchies in your products.
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Using scale and appropriate display sizes
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you can create dynamic, print like layouts
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with using white space and contrasts.
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This focuses your users on the content that really matters.
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Using vertical key lines and baseline grids content
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is bold, elegant, and graphically clear.
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We also developed a complete color palette
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with intentional color decisions for shades, tints, and accent
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pops.
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These are not just adding white and black to a color,
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or using alpha.
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We actually looked at each of these shades
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and decided what they should be.
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So strong and intelligent application of color
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gives life to your UIs.
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And it connects users with your brand.
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It also can create very strong hierarchy
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and liven up some pretty standard UIs.
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As you can see in this example, it's
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essentially some kind of form that you're filling out.
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And there's a clear area for your title,
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and that's what we want people to focus on.
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Dynamic color is also really exciting.
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Earlier today Matias announced a new API in the L preview
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called Pallete.
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This system really makes it easy to color things,
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dynamically select, and extract color for use.
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One of the things that you could use color for
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is contrast accent colors.
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Contrast colors make this floating action button,
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which is the play/pause button really pop.
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Brand, color, and icons are accelerators
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that guide users through your design.
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When think about app icons we looked at real life studies
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in lighting and shadow.
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We started by defining a universal grid
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for app icons, one that supports primary geometric shapes.
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A product icon is the first literal touch
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point of your user's experience.
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We looked at extracting those attributes from your icon,
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and from your brand, and intelligently applying those
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to the surfaces within your UI.
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The top toolbar and the floating action button,
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again, are accelerators for those actions.
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Here's just another example of how
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to connect those services to the product icon.
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And finally, we took the same modern, bold, geometric
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approach from app icons and applied it to the UI icons
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you see in your app.
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Our design teams are now using one common set
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of icons between Android L, Polymer, and the web.
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This means one trash can across all devices.
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And we'll be releasing these icons later this summer
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through our design guidelines, available for use
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on both Android and the web.
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CHRISTIAN ROBERTSON: All right.
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So even if we're doing all this, and we've got great typography,
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as an industry we're leveling up when we start using baseline
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grids, we've got amazing color, it's
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not enough just to draw the static states and stop there.
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We can do more to show people how the states are changing,
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letting them focus on the content that matters.
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So when you think about it, almost all state changes
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in the UI start with user input.
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And this is why material UI puts that user input
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at the center of the animation story.
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So when I touch the screen immediately
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the surface responds.
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I can see exactly where I touched,
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and the intersection of the object that's responding.
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This does two things.
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First, it tells people that they've been heard.
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They feel powerful.
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They feel like they're in control.
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Apps feel responsive.
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Second, it confirms to them that the UI
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is going to do the thing that they expected,
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that it's working.
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This animated touch feedback is now
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built into the platforms for both Android and Polymer,
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and it's being used by all of the relevant components.
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So it's not just the immediate feedback
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though that's centered on user input.
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The material itself transforms to bring in new content.
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And all this happens on a shared stage.
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When I say I shared stage, I'm talking about the environment
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where this material lives.
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It's important to know as we're looking at the material
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that it lives in the same scale and in the