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  • RACHEL BEEN: Hi, I'm Rachel.

  • VIKTOR PERSSON: I'm Viktor.

  • HANNAH CHO: Hi, I'm Hannah.

  • CHRISTIAN ROBERTSON: And I'm Christian.

  • And we're designers that have been working on this material

  • design project, helping our various products at Google

  • to bring the material designed to it.

  • So yesterday in our keynote, we introduced this concept

  • of material design.

  • And it's a system that uses the classical tools

  • of print-like graphic design, along

  • with some new dynamic surfaces that

  • appeal to our innate understanding of physics

  • and material.

  • Today we're going to talk about how some of the visual design

  • concepts help to define that system.

  • So, it's not often recognized about design

  • that a good portion of it happens behind the scenes.

  • People don't actually recognize-- or notice

  • actively-- a lot of the choices that we make as designers.

  • Sometimes even people thinking about visual design

  • think of it as a skinny, or covering,

  • that's kind of happened at the very last moment.

  • And today we want to show that beauty isn't skin deep.

  • We're going to challenge the idea of visual design

  • as a skin.

  • We want to talk about the visible and invisible

  • structures that make the material UI work.

  • So, we'll show how invisible grids

  • can hold the structure together.

  • We'll talk about the rules behind the scenes that

  • can help us have better imagery, and we'll pull the camera back

  • to show the lighting and the shadow systems.

  • So, I'll start with one of the more invisible, yet visible

  • everywhere, design practices-- typography.

  • Typography's a lot more than just the choice of typeface,

  • but the letter forms are a good place to start.

  • So, I'll start talking about Roboto.

  • Roboto's a custom typeface that's

  • designed with UI specifically in mind.

  • It's a digital native.

  • And we're using a new cut of Roboto

  • as a default typeface for the material UI.

  • We've extensively reworked the outlines

  • to make sure that the types work, not just

  • on mobile and tablet, where we've started using it,

  • but across the various form factors

  • that we're now covering.

  • So, here's some of the changes.

  • This way you'll be able to pick out the new version

  • from the old version and impress your type-obsessed friends.

  • So, we've calmed down some of the more unruly characters.

  • We also rounded out the squarer sides on the caps,

  • as well as the dots and the punctuation.

  • We also completely redrew the numbers.

  • And, getting into the details, we reworked all of the italics

  • so that we have better optical correction

  • to the diagonal strokes.

  • So, if you look at the right leg of the A versus the left leg

  • of the A, you might notice a very slight difference.

  • So, really we treat almost every single glyph

  • to polish and tune.

  • There's a lot of changes in the spacing and the metrics.

  • I'll spare you the rest of the details.

  • But the typeface itself really is only a part of typography.

  • In fact, if you call a type designer a typographer,

  • he'll point out the difference between the two.

  • Typography is the use of type.

  • One of our design principles was to enable content that's

  • bold and graphic and intentional.

  • And this graphic character starts with the typography.

  • In fact, when you actually look at UI's, it's

  • clear that on almost every screen,

  • type is the primary element.

  • So, if I block out just the type on the right,

  • you can see how the screen really

  • is structured by the typography.

  • In fact, this is a good exercise--

  • as you're designing things, just block it out and just

  • look at the type itself, and see if it contains a structure.

  • UI design really is typography.

  • If we're drawing screens, whether we know it or not,

  • we're typographers.

  • So, this design system uses really big type

  • to be expressive, but also to create

  • clear hierarchies of information.

  • It's tempting when we're doing UI design to--

  • just because we're always dealing

  • with dynamic content-- it's tempting to just

  • use the smallest size possible, because we don't know

  • in a music player if the band name is going to be super long,

  • or we don't know if in a calculator

  • that we're going to have a calculation that's super long.

  • Instead, we can use large type and then adjust the size

  • to accommodate the copy as needed.

  • So, it's these large display sizes

  • that are also another opportunity for branding, where

  • you might consider using a custom type,

  • commissioning a new type, or even licensing a type.

  • It's easier than it might seem.

  • So, to help us manage the sizes, we

  • use a tool called the typographic scale.

  • This isn't a new idea.

  • This has been around in print for a long time.

  • In fact, the classic typographic scale

  • uses the same math as the musical pentatonic scale.

  • It makes sure that there's enough contrast at each step.

  • And what it really does is it reduces

  • the amount of distinct sizes on any one screen,

  • so that information is clear, and you

  • can tell those differences.

  • A good rule of thumb is if you're using more than two

  • or three sizes on one screen, you

  • should make sure that there's a good reason for it.

  • And if you are using a size that's

  • not in the typographic scale, there

  • should be a really good reason for it.

  • Ultimately, though, the purpose of type

  • is to serve the content.

  • It's to help people quickly parse and communicate

  • the information.

  • And while typography uses up a good portion of our screen

  • real estate in many ways, it's hard to beat imagery--

  • photographs and illustrations-- for impact.

  • RACHEL BEEN: So, this epitomizing phrase

  • that we've been hearing a lot of content

  • being bold, graphic, and intentional

  • is especially apparent with the use of imagery in product.

  • So, we aren't here to encourage specific aesthetic identities.

  • Product brands range from being subdued and muted

  • to really bright and colorful.

  • And our intention isn't to prescribe brand.

  • What we want to encourage is intentionality and

  • thoughtfulness concerning imagery, backed

  • by supported principles and best practices, to make your imagery

  • and your products come to life and feel really differentiated.

  • So, we define the main principles

  • of imagery in a three-part statement--

  • be personal, be informative, and be delightful.

  • So personalize the imagery, where

  • applicable, to make your product feel relevant.

  • A degree of intelligence is automatically

  • communicated if imagery accurately reflects the user.

  • Inform the user with a visual translation of information.

  • This facilitates comprehension, and allows

  • for expedited understanding of information.

  • And delight.

  • Delight doesn't mean adding superfluous, fluffy imagery

  • just to fill space.

  • Delight really implies aesthetic thoughtfulness,

  • combined with appropriate contextual use.

  • Delight can make your product feel not only special,

  • but really considerate of the user.

  • So, some additional principles to talk through.

  • Imagery doesn't have to be consistently

  • conspicuous to feel appropriate.

  • So, this concept of being immersive, right?

  • The image above is a great example

  • of using imagery to create context and interest

  • without overpowering the primary information.

  • The artist portrait is a textual background

  • for the interactive music content,

  • which is the primary focus.

  • Use appropriate imagery hinting at contextualization

  • to create this type of depth and texture in your product.

  • So, be thoughtfully ubiquitous.

  • So ubiquitous imagery, similar to delight,

  • doesn't imply superfluous use without a rationale.

  • Ubiquity here implies searching for very intentional

  • visual opportunities, where previously there

  • might have been disparities.

  • So, look for these moments to introduce imagery

  • that supports information personalization and delight.

  • So, context.

  • User should feel that, in every instance, imagery is visible.

  • It feels relevant and appropriate,

  • and not disorienting or misleading or out of place.

  • So, this doesn't always mean that imagery

  • has to be a literal translation of surrounding information,

  • right?

  • So, the example above is perfect.

  • We don't see the literal facade of the location of your event,

  • rather, a feature image from the location that provides context.

  • But context in the type of context,

  • such as cuisine, and the general aesthetic and vibe,

  • and potentially even the time of day.

  • So, this contextual accuracy, combined with really beautiful

  • imagery, will create the best possible experience

  • for your users.

  • So, best practices.

  • I want to touch really lightly on some overarching practices

  • when creating or commissioning imagery.

  • From an aesthetic perspective, the main goal

  • is to create beautiful images, right?

  • Your users will feel inspired and excited to use

  • your product.

  • But beautiful imagery is a somewhat broad and amorphous

  • term, so here's some overarching tips basically

  • to point you in the right direction.

  • Ensure that a clear concept is conveyed in a memorable way

  • with having a point of focus.

  • This doesn't necessarily literally

  • translate as a single point of focus in your image.

  • Focus more so conveys that there's

  • clear representation that won't be lost on the user.

  • The user should be able to parse almost immediately what

  • the visual represents.

  • Building narratives take this concept of focus

  • and adds some flavor, right?

  • Is the mood of the image aspirational, somber,

  • celebratory?

  • So, this example of Miami is not only visually informative--

  • in terms of the location that the user's travelling

  • to-- but it's meant to also be an aspirational and immersive

  • image, creating really positive connotations with

  • your location.

  • So, all imagery is an editorialized decision, right?

  • So make intentional decisions about the narrative

  • of your product through imagery.

  • I want to end up this section about imagery speaking

  • about some UI integration, and how

  • imagery lives within the material design structure.

  • So, scale.

  • Not all assets hold the same visual weight.

  • An avatar in an account switcher is purposely

  • smaller than a main hero image, because of information

  • hierarchy, right?

  • So, be mindful of these scale differentiations

  • between imagery types such, as avatars, feature images,

  • et cetera, as well a similar asset types,

  • such as thumbnails within a gallery experience.

  • Scale in a hierarchy imply importance,

  • and not all of your assets are equal.

  • OK, So this seems obvious, but make sure

  • your images are appropriately sized for their containers

  • and across platforms.

  • Material designed really emphasizes

  • large containers, large real estate, and ideally

  • these assets should not appear pixelated

  • in your container's cross-platform.

  • So also, as you can see in many of the vignettes,

  • a lot of the UI color choices reflect content, right?

  • So, this was spoken about the keynote.

  • So, color and imagery and material design

  • are really symbiotic.

  • These bold color bars, action bars,

  • should look to a really intentional color sampling

  • story.

  • This not only creates a perceived intelligence

  • concerning the content, but will make your product feel unique.

  • We're building a support library called Palette, which was also

  • mentioned in the keynote, which is part of the Android support

  • library and will be part of the L Preview release.

  • You will be able to use it pretty much right away.

  • So, what the library does is automatically

  • extract a color palette based on a particular image.

  • We're still iterating on the algorithms

  • and the API's, so expect improvements

  • on this in the future.

  • And Viktor is going to speak more

  • about color in a little bit.

  • So, before I end, I want to talk about different image types

  • within the container, so you can start naming these asset types

  • and thinking about how to use these.

  • So, avatars and thumbnails.

  • Avatars are representations of entities-- brands and people--

  • and most commonly displayed in circular form.

  • Thumbnails allow the user to peek

  • into additional visual content, usually surrounded

  • by heterogeneous information, such as copy, titles, et

  • cetera.

  • They're always actionable into a more immersive view.

  • And I think this is the primary point of what a thumbnail is.

  • They're always thinking at more.

  • So, thumbnails are great assets to introduce and really tighten

  • constrained spaces.

  • In material design, we're introducing two types

  • of hero images-- featured heroes and integrated heroes.

  • A feature hero is really a bold, primary point

  • of focus, surrounded by a heterogeneous layout

  • with additional information.

  • But the user's eye should really look first

  • to this visual while still interacting

  • with the surrounding content.

  • Integrated heroes create a setting

  • for heterogeneous pieces of content within a layout.

  • They're not the primary points of focus,

  • but more add texture and depth to the scene.

  • Gallery images.

  • Well, gallery images are the most bold visual hero images

  • within your layouts.

  • Usually they're homogeneous layouts,

  • and these are visual heroes without

  • any other visual distractions.

  • These are the strongest and most unobstructed views of imagery

  • within your product.

  • So overall, imagery is a vital part of material design.

  • Thoughtfully incorporating informative, personal,

  • delightful imagery in your product,

  • while considering some of these best practices,

  • is really going to bring your product to life,

  • creating really memorable and beautifully crafted

  • experiences for your user.

  • So as I mentioned before, imagery is really

  • united with color, so Viktor's going

  • to come up and speak more about that.

  • VIKTOR PERSSON: Let's talk about color

  • and how to use color to enhance your branding and your user

  • experience.

  • The material design system enables bold and intentional

  • use of color, and I figured the best way

  • to show you this is to design an example app.

  • When choosing your color theme, you

  • should really use your brand colors.

  • If you happen not to have brand colors,

  • we've actually created an extensive color palette

  • with beautiful colors that we use ourselves

  • to define our own color themes.

  • This example app's primary color will be indigo blue.

  • This is the main color of the app.

  • So, if your brand color is red, for example,

  • this color should really be red.

  • Bold and immersive use of color is strongly encouraged.

  • With that said, not all screens are the same.

  • Density of color depends on the density of content.

  • So, in a screen with very little content,

  • it enables bolder use of color than, let's say,

  • a content-heavy list view.

  • Here are a few good examples of how

  • bold color is applied in more generous ways.

  • It brings to life otherwise utilitarian experiences,

  • such as the calculator, or how it

  • can complement immersive imagery.

  • OK, let's move on and choose the accent color for this app.

  • This color is to provide contrast

  • for important buttons, UI elements, and components.

  • Don't choose an accent color that

  • doesn't provide enough contrast.

  • This color is really supposed to pop.

  • Here are a few good examples of how an accent color can provide

  • the right focus and attention to certain areas or components.

  • If you've chosen an accent color that

  • doesn't work in certain circumstances, don't worry.

  • You can always fall back to a lighter or darker tint

  • of that same color.

  • Pull those colors together, and you'll

  • get your basic color theme.

  • We are very happy that we've baked this into the Android

  • platform and made it a lot easier for you

  • guys to define your own color theme.

  • And remember, the strongest tool we

  • have to unite a user experience across multiple platforms

  • and devices is color.

  • So, we talked about the design principles.

  • We talked about typography.

  • We talked about imagery and color.

  • Let's bring them all together and design

  • a beautiful and consistent UI.

  • As Zach mentioned earlier in the direction talk,

  • over the course of design history,

  • there have emerged rules and guidelines

  • that we as designers are really, really excited about that we

  • baked this in and included in the material design system.

  • So here a few examples of these rules and guidelines.

  • So, structural elements in the material

  • designed system aligns to an 8dp grid.

  • This will provide consistency, harmony, and rhythm

  • to your designs.

  • Content should follow a set of key lines.

  • 16dp and 72dp on mobile, 24dp and 80dp

  • on tablets, desktops, and larger screen sizes.

  • As you can see here, it really orders the content

  • and structures the content so that it becomes

  • more predictable, and your user can read this content

  • a lot easier and faster.

  • Increments is an excellent tool, or help,

  • to determine the size of larger structural elements,

  • such as the app bar or the nav drawer.

  • The increments are based on the standard app bar height, which

  • is 56dp on mobile and 64dp on tablets, desktops,

  • and larger screen sizes.

  • When setting your type, make sure to align it

  • to a 4dp baseline grid.

  • This will make your typography and content easier

  • to read and make it aesthetically more pleasing.

  • I'm sure everyone here at some point

  • has seen a design or an app and just felt

  • like, oh, there's something off.

  • Not aligning your type to a consistent baseline grid

  • might very well have been what was the problem there.

  • Let's go back to our example app again and apply these rules

  • and guides that we've incorporated in the material

  • design system.

  • This is going to be a fairly straightforward list view app,

  • but I wanted to enable bolder use of color,

  • as I talked about before.

  • So, I made the app bar 3x of the increment.

  • When designing your layouts, start thinking in blocks.

  • This is extremely helpful, and will make your design process

  • easier, faster, and, I would say, better.

  • For this app, I'm going to use an avatar to the left,

  • with two lines of text next to it.

  • So for that I'll use a block of 72dp.

  • When placing in your content, as I said, follow the key lines.

  • In this example, the 16dp and 24dp key line

  • is reserved for icons and avatars.

  • That means that your typography and text

  • should follow the 72dp and 82dp key line.

  • As you can clearly see, it provides a structure

  • and a predictability to the eye that

  • is just very user-friendly and easy to scan.

  • Last but not least, remember the baseline grid.

  • Align your typography to the baseline

  • grid to achieve better typography.

  • And there we have it.

  • By using these-- I would say almost magical tools

  • and guidelines, as well as fundamental tools

  • and guidelines, we've created a bold, beautiful, user-friendly

  • UI over multiple platforms and form factors.

  • Over to Hannah, who is going to talk

  • about surface and dimension.

  • HANNAH CHO: Thank you.

  • [APPLAUSE]

  • HANNAH CHO: Yay.

  • OK, so Viktor just went over on the details

  • of how to create a layout.

  • In material design, you have to also consider

  • how these elements live and move in 3D space, not just 2D.

  • We can model how people perceive material in our UI to group

  • and structure our content.

  • The use of surface and material can solve spatial issues,

  • and they're not meant to be used just as decoration.

  • So, in material design, we use this technique

  • to give our UI dimension.

  • So, we interact with physical objects every day.

  • The tangible qualities and shadows

  • help us to quickly understand affordances.

  • So, we were inspired by the tactile qualities of paper

  • and studied how light interacts with the material

  • to creator our shadows.

  • We didn't just apply this approach to our UI.

  • We actually did a lot of studies.

  • We recreated our icons by folding actual pieces of paper

  • and placing them in different lighting set-ups

  • to understand exactly how those shadows should be constructed.

  • These are actual photos that we studied-- the studies

  • that we did-- and you can see all the cool things that

  • are happening in these photos.

  • There's soft ambient shadows caused by the light,

  • and you can see how the light is being reflected off

  • the paper, causing subtle highlights on the edges.

  • This process allowed us understand

  • how we can realistically recreate

  • the subtle highlights and consistent shadows in a layout.

  • So, how do we create the shadows?

  • There's supposed to be animation OK.

  • Imagine this animating.

  • So, how do we create these shadows?

  • In order to make our shadows feel real,

  • we needed to create a technically audacious system

  • that did more than just pre-render a static drop

  • shadow.

  • So, with our amazing engineering team,

  • they built a system that uses real-time soft shadows.

  • The shadows are projected from a virtual light source that

  • are also being rendered through a camera.

  • So, this allowed us to have consistent set of transforms

  • that keeps this illusion alive as the users move

  • from a screen to screen, or between apps.

  • This is the virtual light source animation

  • that didn't play earlier, and there's the virtual camera.

  • So, these two types of shadows make up

  • the shadow layers we use in material design.

  • The key shadow creates the illusion of depth,

  • while the ambient shadow defines the form of the material.

  • Together, the shadows create a halo around the material

  • without needing to use a hard stroke to create an outline.

  • Aha, animation.

  • OK.

  • Shadows also create the separation between surfaces.

  • What this means is that the depth of our shadow changes

  • scale and focus.

  • So, elements closer to the camera

  • have more diffuse shadows, and elements further away

  • from the camera, the shadow becomes more focused.

  • So, the strength of the shadow really

  • determines the perceived depth of our material.

  • You can really see the differences

  • between the perceived depth in these two examples.

  • The scale of the shadow helps to show

  • where these elements live spatially.

  • In the example on the left, the surface of the dialogue

  • is closer to the camera, resulting

  • in a softer shadow, where as in an example on the right,

  • cars are further away from the camera,

  • resulting in a more defined shadow.

  • And, because our shadows are dynamic,

  • they also move in space, depending

  • on the location of the material as the camera is fixed.

  • Like this example, when you start to see the shadows

  • move from the left and right and how

  • it's moving below the surface, you

  • can clearly see how the surface is being brought to life.

  • All of these details might be subtle,

  • but it really makes up the whole experience.

  • The shadows provide a familiar visual cue

  • that we just naturally understand.

  • So, all of the theory behind shadows

  • may sound super complex, but don't worry.

  • They're all built into the system.

  • Designers can download an illustrator file

  • that has the shadows.

  • And you guys can use them to design your mocks,

  • but don't use them to make assets.

  • Engineers can simply set the z-height value

  • and get system shadows for Polymer and Android for free.

  • Now that we've covered how the shadows are built,

  • let's look at some examples of how they are used.

  • A good way to think about these surfaces

  • is that they're tools to help focus attention

  • and create emphasis.

  • So FAB-- a floating action button--

  • is a great example of how we use surfaces

  • to help focus attention.

  • Just by virtue of being its own separate piece of material,

  • FABS have the most prominence in our UI,

  • and this really helps to promote the action.

  • A dialogue with another great example.

  • Bringing a dialogue to a surface creates an isolation

  • of the content, and allows the users

  • to focus on things that require either a decision or action.

  • Here's a bad example of how you could overuse shadows

  • and dimensions in your layout.

  • Having a surface on surface in this

  • is layout distracts from being able to focus attention.

  • So, if you see that your design requires too many layers,

  • then maybe your content is too complex.

  • Shadows should really be used to determine the surface where

  • you want your primary content to be.

  • Surfaces are powerful grouping tools for our content.

  • Like in this cars example, we can use surfaces

  • to group complex content into a digestible view.

  • This creates a visual system that

  • keeps our layout clean and beautiful

  • by organizing our type and imagery,

  • especially with complex data.

  • But, we want to avoid using surfaces

  • when it's not necessary.

  • In this list example, separating each list into cards

  • adds unnecessary visual noise, and it also

  • makes it very difficult to scan the content quickly.

  • Surfaces also indicate interaction cues,

  • like how things are going to move and interact in a space.

  • For example, the peeking surface in the calculator

  • is a hint to the user that they can be pulled out

  • to reveal something new or different

  • from the content they're currently viewing.

  • So, we have this super helpful tool

  • called the white frames that you guys can

  • download from our spec.

  • They're basic structures without any content,

  • so you guys can use them when you guys are

  • designing your app.

  • These layout structures used a consistent approach

  • that I mentioned today about surface layers and shadows.

  • And we developed these tools for us designers and developers

  • to support how we can better layout

  • our content in a meaningful way.

  • [APPLAUSE]

  • CHRISTIAN ROBERTSON: So, we've been talking today

  • about how bold graphic design can do more than just

  • look great.

  • You've looked at examples of typography,

  • and how it helps people to focus and parse the content.

  • We've seen how the right image at the right time

  • can make all the difference.

  • We've seen how color can bring both brand

  • and also help to divide space, help people to understand.

  • We've seen how grids and key lines can bring structure,

  • and they're just the coolest.

  • I'm excited.

  • [LAUGHTER]

  • They're like this hidden super power that you apply it,

  • and then all of sudden, everything

  • just kind of comes into focus, and things just look amazing.

  • And finally we've seen how implied surface can give people

  • cues about how they can interact,

  • but also to help to divide content.

  • It's another tool we can use to structure our apps.

  • Ultimately, though, the goal behind this material design

  • system is to create a common back story.

  • This back story can help bring visual designers, animators,

  • interaction designers, engineers together,

  • and help to create a story that is consistent for users.

  • And in some ways, this is a collaboration

  • between all of us.

  • We're creating apps that people can use based on their shared

  • understanding of how the system can work.

  • They can know how to do things without thinking about it.

  • So, to learn more, check out the information

  • in the preview release of the design specifications.

  • It's not short, so it'll take a few hours to read through,

  • but there's a lot of really good content.

  • Also, if you're interested in following our work or reaching

  • out, you can check out google.com/design.

  • And if you've not been able to catch some of the other design

  • focus sessions in I/O you can see them later.

  • And there's one more session this afternoon at 4:00

  • PM to talk about motion design.

  • The other thing I wanted to point out

  • is there's still a few more hours left.

  • We have designers who have been working

  • on this project over the past-- I

  • think it's been over a year and a half

  • down in the design sandbox.

  • Please take advantage of this.

  • Don't be shy.

  • We're happy to answer any questions you might have.

  • Thank you.

  • [APPLAUSE]

  • CHRISTIAN ROBERTSON: So, it looks like we're right on time.

  • We've saved some time for questions.

  • If you have questions, please line

  • up at either of the microphones in the center of the aisle.

  • AUDIENCE: Hi.

  • Any support for SVG in icons or any kind

  • of scalable code solution for all the resolutions

  • that we currently support?

  • VIKTOR PERSSON: We actually have Josh here

  • who can answer that question very, very well.

  • JOSH: Hi.

  • So, I'm an engineer who works with all these designers,

  • and I've been working on how we manage assets

  • and how we generate assets.

  • We're trying to use SVG more and more.

  • It's still a bit of a struggle to use it as the native format

  • that you're using within your apps.

  • Android L is adding some support for that.

  • It's getting better and better on the web,

  • but there's still more we need to do.

  • We are going to be releasing the system icons that we've

  • designed as part of the material on the spec.

  • So, you'll get those there.

  • And when we release them, we'll release

  • both Ping of various sizes and densities and also the vector

  • versions.

  • So hopefully that will help.

  • AUDIENCE: Thank you.

  • CHRISTIAN ROBERTSON: Thanks, Josh.

  • AUDIENCE: Hi.

  • When you said that the grid has been incorporated conceptually

  • into the material design approach,

  • does that mean you're strongly recommending that designers

  • use grids for layout, or does this

  • mean that there's new facilities in the framework

  • to actually implement grids at a high level,

  • and then the elements would just line themselves upright?

  • CHRISTIAN ROBERTSON: So, this is something

  • that I think starts with designers.

  • The tools to align things inside the platforms to some degree

  • have existed, and I think it does start with designers.

  • VIKTOR PERSSON: Yeah.

  • And also, all the numbers are divided

  • by 8-- so, 8dps increments.

  • You can see that in everything.

  • By the size of the buttons that are provided to you,

  • or nav drawers, or app bar heights,

  • they're all based on 8dp increments.

  • CHRISTIAN ROBERTSON: And all of the basic components

  • are already using the grids.

  • AUDIENCE: After seeing the thinking

  • behind the lighting and the camera

  • and the way shadows move with the elements on screen,

  • is there anything in place to handle orientation

  • changes so that is more animated experience,

  • rather than a broken experience?

  • CHRISTIAN ROBERTSON: Do we have some more engineering support

  • to talk about the way rotation works?

  • Yeah.

  • So there are system built-in animations

  • for rotation support.

  • There's also some facilities to do custom animations if there's

  • a particular effect that you want in your app.

  • AUDIENCE: Hi.

  • I'm a UX designer, but I have a background

  • in graphic design as well.

  • So first, I want to congratulate you

  • guys on the design side of things.

  • It's really good to see some traditional graphic design

  • thinking and rules being applied to the digital environment.

  • On my UX site, I've noticed that in terms of affordances,

  • there's a few instances where the outlines of buttons

  • and stuff like that is slightly trying to fade away.

  • I want to ask you guys how do you

  • feel that apps that have very defined affordances

  • will fit with the new material kind of paradigm design

  • language that you have designed?

  • CHRISTIAN ROBERTSON: Yeah, so I think

  • that there's two parts to the question.

  • One is, what are the right affordances, and two,

  • how do we know the right places to use those affordances?

  • For example, in the design system,

  • there are actual material buttons

  • that come off the surface.

  • And they're a really great tool for situations

  • where you have a lot of complex content.

  • So, for example, a more complex form where you need a button.

  • That's very clear.

  • We don't necessarily need it in all places,

  • like, for example, in the action bars on top of the screen.

  • We don't need to have a separate button around every icon.

  • So, I think what I'm trying to say

  • is, the role of the designer here

  • is to look at those situations and make sure

  • that there is enough affordance.

  • And then the system has a number of steps

  • you can use when you do need to have more clarity there.

  • AUDIENCE: Thank you.

  • AUDIENCE: I really liked the part about color.

  • And I was wondering-- I know it's a common thing

  • to desaturate backgrounds to reduce eye strain,

  • and I was wondering about the really saturated indigo

  • purple and the magenta.

  • And when does it become too much, and how much

  • do you take of the really bright colors?

  • VIKTOR PERSSON: So, thank you.

  • So, I think what you really should consider

  • as a designer is the density of color and content,

  • and how those two interact.

  • Too much color is not a good thing.

  • You as a designer have to figure out where the sweet spot is.

  • But we believe that we could incorporate more color

  • and express your brand stronger with color

  • without tiring your user's eyes.

  • RACHEL BEEN: And we're also doing accessibility studies

  • for legibility with color combinations

  • as well, with type overlays.

  • AUDIENCE: So, first, thank you.

  • It's absolutely beautiful-- I love

  • everything you guys are doing.

  • I had a few questions about the action bar,

  • because it's gone over some real changes.

  • And I notice that up in some of the examples,

  • there's like a darker yellow, but then we

  • see a darker icon, instead of a light icon,

  • but then with mixed text where it's white.

  • Also, I see there's no icons in the action bar,

  • and also the hamburger button's really crazy now.

  • It's longer integrated.

  • Just wondering if you could just give some insights on what's

  • going on with the action bar, because it

  • is a very integral part of applications,

  • and unique to Android, really.

  • CHRISTIAN ROBERTSON: So, the action bar, I think,

  • is a whole topic in and of itself.

  • There's a few things that we've started

  • looking at with the action bar.

  • As we were looking across the whole app ecosystem,

  • there wasn't enough flexibility for different apps

  • that had different needs to really

  • have the shape of their app really match

  • the purpose of the app.

  • And so this is where we've done a lot of work

  • to think about the relationship between the action

  • bar and, for example, a title on the page.

  • I think there's a number of screens

  • that showed a contact, where it makes a lot more sense

  • to have the name of the person really

  • live inside that same conceptual block.

  • So I think that was the first consideration.

  • And as it relates to the branding question of

  • whether or not we need to have an app icon up there or a logo,

  • there's no reason why we couldn't

  • have a logo type or a logo mark up in the action bar.

  • I think that it probably makes sense for a lot of apps

  • to do that, especially on the top level,

  • and then you can decide how much you need it

  • as you dig in deeper.

  • AUDIENCE: So it's more like a content-first type

  • of thing for the visual.

  • And the hamburger button?

  • Anything?

  • CHRISTIAN ROBERTSON: I mean, not every screen or every needs

  • to have a hamburger button.

  • The ones that do it's in an appropriate place for it,

  • and it lines up with the key lines.

  • So you really get this-- and it's true of the titles too--

  • you get this resonance with the page.

  • AUDIENCE: Thank you.

  • AUDIENCE: Hi.

  • I just want to say how all of this design system

  • has been very inspiring.

  • And I had a question about hero images.

  • Something that I've seen in the past

  • is when we've had designs that are dominated by a bold hero

  • image.

  • The problem is, if it's submitted by the user,

  • sometimes users don't pick very good images.

  • And I wondered if you had any advice on how you can protect

  • against bad user-submitted images?

  • RACHEL BEEN: Yeah, it's a really tricky question.

  • I think one of the things that we were really considering

  • is respecting the user's choices that they're

  • making to really personalize their own imagery.

  • So not manipulating a user's image, I think,

  • is a really important thing to consider.

  • Because potentially it is going to appear pixelated,

  • or it's not necessarily aesthetically pleasing,

  • but they're making that conscious decision

  • to include it.

  • It's really tough.

  • We're doing some affordances to play with some color overlays

  • and scrims, but really it's a fine line

  • between over-manipulation and respecting the content, right?

  • It kind of depends also on the brand identity

  • of how you're generally treating imagery within your product,

  • as well.

  • AUDIENCE: Thank you.

  • RACHEL BEEN: Sure.

  • AUDIENCE: Hi.

  • I'm an Android developer, and I really loved your session.

  • Thanks.

  • One question I could ask you is, could you upload an XML file

  • with all those typographics scale metrics [INAUDIBLE]

  • which you want us to use?

  • So, then you would imply also naming of all those [INAUDIBLE]

  • and [INAUDIBLE] sizes?

  • So it would be consistent across all teams who develop apps,

  • so when you move from one team to another,

  • it would be consistent.

  • CHRISTIAN ROBERTSON: You take that?

  • VIKTOR PERSSON: Well, no.

  • [LAUGHTER]

  • CHRISTIAN ROBERTSON: I think there's an intersection here

  • between the design system and the tools systems.

  • I'm not sure if we have anybody from the tools team

  • that can talk about it.

  • AUDIENCE: What I would like is it

  • you download an XML file, you drop it into your project,

  • and you could get all those the metrics you displayed here

  • in your projects.

  • RACHEL BEEN: I don't know if we've been working on that.

  • AUDIENCE: Could expect this?

  • CHRISTIAN ROBERTSON: I don't know

  • if I can comment on the future path of the tools team,

  • but I think that does sound like something

  • that would be useful to make it easier to use the metrics.

  • I will say that the elements that

  • are built into the framework do respect these grids,

  • and you get a certain level of alignment just there.

  • AUDIENCE: OK.

  • Thank you.

  • AUDIENCE: I think I've got a similar question.

  • I was just wondering if you were going to build something

  • into the system overlay-- sorry, the debugger entering

  • in Android or something, so that it could show the grid

  • and so that you could perhaps make sure elements match up

  • that way?

  • It could go in Android's studio as well.

  • I don't know if it's just something

  • that's been considered?

  • CHRISTIAN ROBERTSON: Yeah, I think

  • that sounds like a good idea.

  • Again, I can't speak to the future plans of the tool team.

  • AUDIENCE: For supporting older platforms, are you sort

  • of expecting to go more of incorporating the new material

  • elements even on the order platforms,

  • much in the way we've backed ported in action bars,

  • or to do a more Holo theme on the older platforms

  • and only incorporate the new material elements

  • on L and above?

  • CHRISTIAN ROBERTSON: Yeah, so I think that when

  • it comes to the compatibility story--

  • and again, I think that this is a whole topic

  • in and of itself-- you can kind of break it down

  • into some different parts.

  • The first part is for the layouts themselves

  • and for those measurements.

  • For the content itself, the idea of using this 8 pixel grid

  • is something that we've actually been doing since-- the Holo

  • grids actually use those measurements as well.

  • If you lay out your content with these new things

  • and use that for previous versions,

  • it should work very well.

  • The things that you can also-- I don't

  • know how deep I should get into talking about all

  • of the technical features of the support library--

  • but the card view element that's available in the support

  • library is something you should look into,

  • because it will help you to have shadows

  • that work across versions as well.

  • AUDIENCE: Thank you.

  • AUDIENCE: It's great to see such a great design

  • spec for the first time in Android.

  • Considering what the competition's done,

  • we all were worried.

  • But I think I can say it's been very good to be here

  • and to see what you guys have been doing.

  • It's pretty great.

  • I have no questions, but I'll say, keep doing this.

  • Keep coming up with design specs we can use.

  • Not everybody's a designer, but for developers out there,

  • it's a very good guideline to use.

  • So, keep doing what you're doing.

  • Great work.

  • Thank you very much.

  • CHRISTIAN ROBERTSON: Great, thanks.

  • That was a good wrap-up.

  • RACHEL BEEN: Yeah, thank you.

  • [APPLAUSE]

RACHEL BEEN: Hi, I'm Rachel.

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