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  • RICH FULCHER: Good morning.

  • Thank you all for joining us today.

  • We'll just start with a couple of introductions and then dive

  • right into the material.

  • So I'm Rich Fulcher.

  • DAVE CHIU: I'm Dave Chiu.

  • ZACH GIBSON: Zach Gibson.

  • BETHANY FONG: And I'm Bethany Fong.

  • RICH FULCHER: And we're all designers

  • working from across Google, from Android to Chrome,

  • concentrating on bringing Material Design to Google's

  • apps.

  • And just personally, we're really

  • thrilled to be here this morning to really get

  • to show off this work that we've been working on

  • for quite a while now.

  • So thanks for coming.

  • Yesterday's keynote introduced Material Design,

  • which is a new visual language focused

  • on creating bold, graphic interfaces.

  • It takes the principles of typography, position, scale,

  • and color, and uses those to build

  • really wonderful interfaces.

  • Material Design combines these classic print design principles

  • with the kind of innovation that you

  • can achieve through the application of technology.

  • It takes elements that were formerly static and makes

  • them reactive and responsive.

  • It receives energy from the user, from the user's finger,

  • from their mouse click, and it directs that energy

  • to power transformation and animation

  • of the material itself.

  • Material Design is also one adaptive design.

  • So it's a single design system that

  • covers handheld and web devices.

  • It covers a variety of different form factors.

  • Now, this is important because it enables the user

  • to leverage the mastery they gain in one context

  • and apply it to another to get that sense of intuitiveness

  • that comes from being able to do that.

  • In this session, we're going to discuss

  • how Material Design affects the way you design

  • the interaction of your applications.

  • We're going to cover three major topics today.

  • We're going to start by talking about the materials themselves

  • and the properties of those materials

  • that guide how you use them.

  • That will lead into a discussion of structure, which

  • will cover both the level of how do I structure

  • individual scenes or views within my application,

  • and then up to how do I structure my entire app.

  • And finally, we'll end by looking

  • at some of the standard components that

  • are kind of novel for Material Design

  • and go into a bit of detail about how you can apply them

  • that are particularly important.

  • So since Material is the metaphor that

  • powers this entire system, let's start by talking about two

  • of the fundamental ones-- paper and ink.

  • DAVE CHIU: In Material Design, every pixel drawn by an app

  • is a dot of ink on a piece of paper.

  • Paper is, on its own, colorless.

  • Ink can be any color.

  • Each piece of paper wants to be a simple shape with rounded

  • corners-- a rectangle, a square, or a circle, which

  • is, after all, just a square with extremely rounded corners.

  • Paper does not want to be a star or a triangle

  • or the shape of your app icon.

  • Ink is much less restricted.

  • It can flow into any shape.

  • Measured in the x- and y-axes, both paper and ink

  • can have any size.

  • Paper can fill the entire display such

  • that you can't see the edges, or it

  • can be the size of a single button.

  • The size of ink is limited only by its need to stay on paper.

  • But paper has an absolute fixed thickness

  • equal to one DIP, or Density Independent Pixel.

  • Now, why is that important?

  • Because we must now consider the z-axis when laying out content.

  • As a quick refresher, the z-axis is perpendicular to both the x-

  • and y-axes, allowing us to position surfaces in front

  • of or behind other surfaces.

  • Paper surfaces are intuitive and natural.

  • But to maintain that materiality, we layer

  • and move them in ways that could plausibly

  • fit within these devices.

  • This means we constrain paper's behavior

  • based on the perceived z depth of the device.

  • So for a phone, that's the distance

  • between your thumb on the screen to the back

  • of the phone against the palm of your hand.

  • Monitors and television support perceived

  • z depth greater than their physical dimensions in part

  • because we don't physically handle the devices.

  • The position of a piece of paper gives the user

  • hints about how it relates to other paper.

  • The dimensionality invites interaction.

  • When the user sees a realistic shadow,

  • they think there is a gap-- we call it a step-- between two

  • pieces of paper, and they will behave and move independently.

  • When there is no shadow between two coplanar pieces of paper,

  • the edge they share is instead a seam.

  • And the movement of those pieces of paper

  • will be linked together.

  • Paper always occupies a single z position.

  • It is always flat, never tilted so that one edge is

  • closer than another to the user, and it does not

  • flip over to show the other side.

  • The z position of paper is also a reflection

  • of content hierarchy.

  • Paper with a z position closer to the user

  • typically contains content you want the user to focus on,

  • such as a dialog box, or when you

  • select a date in the calendar and it expands

  • and moves forward from the grid.

  • Paper with a z position that's higher

  • also tends to affect underlying content.

  • An obvious example is a navigation drawer,

  • which appears above everything else

  • because it changes the displayed content.

  • App bars are another obvious example.

  • With Material Design, rather than

  • thinking of depth as ornament-- so adding a few drop

  • shadows here and there and calling it a day--

  • use depth to help users understand how your app works,

  • how content is organized, and the scope of actions.

  • So let's talk about layout.

  • How do we take all the possibilities of this system

  • and present them in a coherent and consistent fashion?

  • ZACH GIBSON: In all of our Material Design layouts,

  • we strive for consistency, a cohesive experience

  • across all of our apps.

  • This starts with the fundamental structure

  • of how we build our applications and layouts.

  • The history of graphic design has given us

  • tools like key lines, baseline grids, aspect ratios,

  • and the use of incremental spatial relationships

  • in our designs.

  • These tools are the building blocks that we use

  • and we need to create consistency in our designs

  • across mobile tablet and desktop.

  • Historically, the best graphic design work

  • has come from a deep understanding of a grid

  • structure, so that when it's used to its full potential

  • or even when something breaks this grid structure,

  • it can be done in exciting and innovative and delightful ways.

  • So there's a visual design talk that's happening later today.

  • And it's going to cover a bit more details about the grid

  • structure.

  • But for this presentation, it's just

  • important to note that our grid system is

  • based on an 8-DIP increment.

  • So it's nothing new, really.

  • If you've been working for the web,

  • these are very familiar and friendly numbers.

  • You'll find that our headers, icons, paper elements, padding,

  • margins, buttons, et cetera are all numbers like 16, 24, 32,

  • 96, 960, 1,024.

  • You get the idea.

  • They're all familiar and friendly numbers to us.

  • We're just baking this into the system

  • for the sake of consistency and visual harmony across all

  • of our screens.

  • So with our grid now in place, I think

  • we're ready to start designing some apps.

  • RICH FULCHER: OK, so how do the properties of paper and ink

  • affect the way that you actually structure your app?

  • So when you construct any particular screen,

  • we've found it best to start from paper.

  • That's the material that's really

  • going to define the architecture of any scene

  • or view that you're going to construct.

  • And it's going to call out what elements

  • are surfaced above or below or can move independently.

  • You can always come back and do ink as kind of a second pass.

  • You've got your paper laid out.

  • Then you can fill in as you would just kind of draw it in,

  • all of the controls, all of the content, as a later action.

  • We've spent a lot of time actually

  • cutting out pieces of paper and layering them and moving them

  • till we came up, within the system,

  • with views that made sense.

  • I really got to hone my scissor and glue

  • skills working on this project.

  • We even used things like little wooden discs

  • here to track the Floating Action Button, which

  • is a highlight component within Material Design

  • that Bethany will go into more detail

  • about in just a couple of minutes.

  • So playing with paper is a great practice

  • for just getting a sense of how this design system works.

  • It really gives you a feel for how

  • the surfaces will interact with each other.

  • When they approach each other, does one

  • lift to get out of the way of the other?

  • Do they move together as a group?

  • And just kind of shuffling the paper around physically

  • helps you just very quickly get an understanding of that.

  • It's a really fast, really cheap, even kind

  • of fun way of designing.

  • So when we're talking about just the structural possibilities

  • for your app at the high level, all of the possibilities

  • that you're used to seeing are still there.

  • If your app wants to use tabs, that's great.

  • We support that.

  • No worries.

  • If you occasionally indulge in using a left side navigation

  • drawer, that's covered, too.

  • That pattern's there.

  • If your app is all about search, we like search, too.

  • That's a pattern that you can support, as well.

  • As a designer or developer of your application,

  • you are responsible for picking the most appropriate pattern

  • that's going to best serve your users and their goals.

  • So be sure to consider all the possibilities.

  • Now, each of those will have its own set

  • of advantages and disadvantages.

  • I'll pick on the left navigation drawer for just a moment here.

  • This is a really suitable pattern

  • if you have a large number of high-level views.

  • It becomes, effectively, this very convenient table

  • of contents to your application that the user can quickly

  • access and scan and jump to a section.

  • It can also be really valuable if your app has deep paths

  • through its hierarchy, where the user can go down,

  • down, down to deeper levels, because they

  • can use the drawer as a rapid mechanism

  • for pivoting back and going to a different top level

  • without having to go up, up, up first to do that.

  • On the other hand, there are drawbacks to the drawer.

  • It's clearly not as obvious as something

  • like tabs, which are immediately visible on the screen all

  • of the time.

  • It also may not be ideal if the contents of the drawer

  • are heterogeneous, if it's not a standard list of categories

  • or labels, because, in that case,

  • the user is going to need to spend a little bit more

  • time using your app to familiarize themselves

  • with what the content of that drawer

  • is, because they're not seeing it all of the time.

  • On the other other hand, that could be valuable

  • if you're trying to demote some of that content,

  • if those are less frequently visited destinations

  • that you want to politely steer the user away from,

  • but make accessible in certain situations.

  • So as every designer always says, it depends.

  • ZACH GIBSON: So the previous examples

  • that Rich showed and a lot of the screens that we've

  • been looking at are all mobile.

  • But the basic structure of our applications

  • applies to mobile tablet and desktop layouts.

  • The tools that we have at our disposal are all here.

  • There's an app bar, there's a canvas area with a Floating

  • Action Button, there's an occasional bottom bar and side

  • navs that can be accessed temporarily.

  • From a structural standpoint, we keep this stuff

  • around no matter what the screen size is.

  • So as we move up in the tablet, the app bar

  • can absorb elements that couldn't

  • fit into the mobile screens, and the side nav bars can still

  • be accessed temporarily as they were in mobile,

  • or they can be pinned.

  • Additionally, in our desktop structure,

  • the side nav bar as well as content canvas area

  • can have secondary toolbars for things

  • like tabs or palettes or just secondary actions.

  • As you'll notice in Material Design,

  • these structural elements are all extremely flexible.

  • They can move and react to screen sizes

  • and different contexts in magical ways.

  • So let's take a look at some of the family shots

  • that we have to see what's happening.

  • In this example of a file browser,

  • you can see a lot of the stuff that we talked about in action.

  • The header is extended based on a default height of the app

  • bar.

  • And this is really just to create

  • a little bit of visual hierarchy in the layout

  • for the tiles and the list.

  • As you can see on the desktop screen here,

  • the right nav is pinned while browsing.

  • In the mobile screen here, we add intentional negative space

  • between the line items just to separate the items

  • with something other than a rule.

  • And a similar app structure is maintained

  • throughout our layouts.

  • And you can see that here by the left nav being opened.

  • Our responsive solutions combine fixed, fluid,

  • and sticky elements that should be able to adapt to the way

  • that people use their devices.

  • You can see that here by the mobile screen.

  • The density of information that's being shown

  • relates to the amount of information

  • that people want to interact with on their phone.

  • On tablet, we can add illustrations,

  • we can add photographs, to make a more immersive and playful

  • experience.

  • And then, when the screen grows, we

  • can add intentional negative space again

  • to separate content areas.

  • The toolbar that's being shown here

  • is also extremely flexible.

  • It can rest on a background, it can

  • be transparent over an image, or it

  • can fit within any defined space.

  • Our designs show a lot of variations in the toolbars

  • to make them generally more useful and flexible.

  • Sometimes, we extend the top bar just to add a splash of color

  • to our screens.

  • We can use cards to keep text line lengths

  • at digestible sizes when the screen gets bigger.

  • Primary content can be higher in z depth or closer to the glass.

  • In this contacts screen, you can see that a left nav also

  • might be pinned and scroll under the toolbar,

  • while primary content in a card might scroll over the toolbar.

  • You can also see here that what was

  • full width on a mobile screen is now

  • a floating card or a floating surface on desktop.

  • You can also see one of our designers.

  • In this music example, we're using

  • a bottom bar for the player.

  • We're using large photographs in the background

  • and dynamic color choices.

  • We're also using a Floating Action Button,

  • this little blue Play button in some of the screens

  • here, just to add a pop of color to screen.

  • Bethany's going to talk a little bit more about that.

  • There's a lot of structural nuance

  • that's happening in this screen.

  • Our toolbars can have all types of content

  • in them, from photographs to input fields.

  • And we can use typographic scale by having dynamic type.

  • Menus that generate from toolbars,

  • they can come above other elements in z depth.

  • And this plays into our story of real materials in real space

  • that can do magical things.

  • And not all of our toolbars are pinned

  • to the top in a colored bar.

  • They can be associated with a surface that's

  • currently in focus.

  • So if you imagine this toolbar here associated

  • with this list view, when it scrolls down,

  • that toolbar might come with it.

  • So how does all of this content move?

  • There's going to be a lot more details covered in the motion

  • talk that's happening later today.

  • But let's talk a little bit about scrolling.

  • This is a common scrolling pattern that's happening here.

  • Content moves up, the app bar scrolls off.

  • And the status bar picks up a little bit

  • of the color of the application and sticks around,

  • which is something new with Material.

  • Also, when a user scrolls back here,

  • the toolbar can come back at a little bit

  • of a different pace than the content.

  • In this example, you can see how we

  • think of the top toolbar in blocks.

  • There's one block that contains the search field and another

  • that contains tabs.

  • On scroll, these are handled independently.

  • So here, we're pushing off the top search bar

  • and keeping the tabs.

  • And this is dependent on the context of the application.

  • You can also see that, on the slightest downward pull,

  • the search bar comes back.

  • This is where things get really exciting.

  • We can have photographs that morph

  • into colored bars on our toolbars.

  • We can have dynamic UI that removes itself

  • from the screen in different ways.

  • Our typography can scale and move.

  • Scrolling and the way that things move

  • is very much dependent on content and the context

  • and the containers that hold our content.

  • So with that in mind, Dave's going

  • to talk more about components.

  • DAVE CHIU: So now that we've covered Material

  • and how it's structured, let's take a closer look

  • at some of the bits and pieces that make up

  • an interface and some of the best practices

  • for implementing them.

  • At a high level, one key thing you typically want to do

  • is organize information to help your users make decisions.

  • We support the expected forms of content organization-- lists,

  • grids, and now, formally, cards.

  • Lists and grids are familiar and well understood.

  • Lists are great for text, and grids are great for images.

  • But the question of why and when to use cards

  • has been a point of some uncertainty in the past.

  • So here's some more concrete guidelines.

  • Cards are great for displaying a set of data

  • with different content types.

  • Google now is a perfect example-- stock quotes,

  • weather, directions, World Cup scores--

  • as a little aside here, any spontaneous booing or cheering

  • during our talk will not be taken personally.

  • Each card can have a dramatically different

  • presentation, so making them separate pieces of paper

  • makes sense.

  • Cards are malleable and can easily handle data sets

  • where content varies in length from item to item.

  • In comparison, lists and grids have a natural bias

  • towards regularity, making them best

  • for consistently structured data.

  • Each card can contain a heterogeneous mix

  • of media, text, controls, and actions

  • related to a single subject.

  • Cards give you the flexibility to combine and create complex

  • compositions of content and actions, such as +1 buttons,

  • sliders, and comments, in a way that lists and grids

  • aren't simply designed to handle.

  • But just because you can use cards

  • does not mean you should use them.

  • When deciding between lists, grids, or cards,

  • first ask yourself, how can I best support my user's goals?

  • Are they trying to find a specific thing,

  • like a photo or a file?

  • Grids and lists have a consistent rhythm

  • and composition that makes them easy to scan

  • and well suited for quick comparison.

  • In contrast, cards are harder to scan through

  • because of their irregular cadence.

  • But they are great for browsing diverse content and layouts.

  • As these examples show, adding more pieces of paper, more ink,

  • and more shadows to the screen increases noise and distraction

  • without increasing clarity.

  • Remember, you can always split an item

  • into its own piece of paper the instant it's needed.

  • So that's a brief overview of containers and some guidelines

  • around when to use each type.

  • Bethany will now cover more of the components and best

  • practices to use when building Material Design interfaces.

  • BETHANY FONG: So we looked at all the standard UI elements,

  • like buttons, text fields, and switches,

  • from a Material Design perspective

  • so that they, too, will help you create

  • one adaptive design for your app.

  • And these goals of moderating complexity

  • and of reacting appropriately extend

  • into all of our elements.

  • Our controls are designed to be consistent with the larger

  • visual story.

  • We use simple geometric shapes to build

  • more complex, but still cohesive, components.

  • And by building with paper and ink,

  • our components have an enhanced ability to react to the user.

  • For example, as elements come into focus,

  • they become alive, hinting at what's

  • to come by ebbing and flowing between the rest

  • and the pressed state, through diffusing ink

  • and traveling through the z space.

  • Element states have been simplified to help

  • as you design across form factors.

  • All of the element states are coordinated

  • so that the same element will function correctly

  • in a design that is being used with different input methods.

  • You can see that each input method works nicely

  • with the others without having to duplicate your control

  • states.

  • And as you create custom controls for your own app,

  • you may want to follow a similar approach for quicker

  • adaptability.

  • I'm going to talk in more detail about buttons.

  • There are three styles of buttons,

  • and each is appropriate for different circumstances.

  • The Floating Action Button is known

  • by its shorthand, the FAB.

  • The FAB is the newest and has the most unique

  • characteristics, while the others are more familiar.

  • Both the FAB and the raised buttons

  • are made of paper in Material Design,

  • and the flat button is made of ink.

  • This pyramid illustrates the frequency

  • of use of different button styles.

  • The FAB is the strongest in the visual hierarchy

  • and is most rarely used.

  • It's special.

  • The raised button is used more commonly, but still sparingly.

  • It's quite visible, but because it doesn't float

  • means it doesn't respond to z space changes in the same way

  • that the FAB does.

  • And finally, there is the flat button,

  • a very commonly used control.

  • So I heard in the session yesterday there's

  • a really good question that was, basically,

  • what are all the circles on the screen?

  • And here it is.

  • It's the FAB.

  • So it represents the single hallmark action for a screen.

  • It's a tool for you to call out the key parts of your app's

  • product story.

  • It should be used for actions that

  • are strongly characteristic of your app.

  • Pausing or resuming playback tells me

  • that this is a music app.

  • Or driving directions tells me that this is a maps app.

  • Not every screen should use a FAB,

  • because not every screen has an action with this importance.

  • It doesn't really have the right type of data.

  • It's a natural cue for telling users what to do next, also.

  • So in user research, we found that users understood it

  • as a way-finding tool.

  • Research shows that, when faced with an onslaught

  • of unfamiliar screens, as many users do on a regular basis,

  • like when they install your app for the first time,

  • they started using the FAB to navigate.

  • And users discovered that it was really

  • useful as a signpost of what's important.

  • And here, the FAB is being used in a variety

  • of different types of apps.

  • You can see how it highlights a hallmark action for each app--

  • compose for a messaging app, add files for a storage app,

  • and so on.

  • And you've probably noticed that it

  • can be placed around the screen.

  • And we have a few recommended places

  • that work pretty well, like in the lower right-hand corner.

  • The FAB is also the first element

  • that is allowed to straddle a seam

  • or allowed the hang over a paper edge,

  • such as in the screen for people.

  • And also note that there's only one FAB per screen.

  • There should never be multiple on screen at one time,

  • as that confuses our visual hierarchical goal.

  • You can use your app's accent color for your FAB.

  • Just make sure that you retain adequate contrast

  • from the background.

  • Because the FAB is character-ful,

  • it's generally a positive action,

  • like create, favorite, share, navigate, explore, and so on.

  • And unless it's truly the hallmark of an app,

  • FAB shouldn't be destructive actions, like archive or trash.

  • They also shouldn't be unspecific

  • or alerts, limited actions like cutting and pasting text,

  • or stuff that should really been in a toolbar,

  • like changing the volume.

  • Basically, the function should be

  • an action that makes your user feel really

  • positive about using the FAB and never

  • worried it's going to do something wrong.

  • So it's not just a round button.

  • It has some transformative properties

  • that you'll be able to use to help ease

  • your users from screen to screen.

  • It can expand, morph, and react.

  • The FAB can replace itself with a sequence

  • of more specific of actions.

  • This helps surface a set that don't really belong at the top,

  • but are still important.

  • And you can design them to be contextual to your users.

  • Imagine a user tapping the FAB and their favorite people

  • expanding out as contacts.

  • And these do need to be tightly related actions, as well

  • as ones which can be understood through the simple initial

  • icon.

  • So for example, if an add FAB hides the search function,

  • users won't naturally think to look there for search.

  • And lastly, don't turn your FAB into an action overflow.

  • Those still belong in the app bar.

  • So because the FAB is made of floating paper,

  • it can morph into a new surface that

  • allows for richer interactions.

  • For example, you can have a new Post

  • FAB, which enlarges directly into a composition field

  • or into an open camera viewfinder.

  • It's not just a fancy or dropdown menu.

  • You're making your hero action even more heroic

  • and reinforcing the sense that this

  • is a core usage of your app.

  • As you recall, FABs can be positioned

  • along steps or seams of paper.

  • And as that paper moves, the FAB can transfer its anchor point.

  • Reactions can be simple as shifting

  • a FAB's position in response to other paper moving,

  • like in Zach's example.

  • Or as a user scrolls down a page,

  • the FAB can hop locations from scene to scene or even off

  • to a floating position so that users

  • don't lose sight of that important FAB function.

  • So with that, you should have a picture

  • of what the new Material Design elements are like

  • and what the FAB can do for your app.

  • RICH FULCHER: So we've covered kind

  • of the basics of Material Design, how

  • the materials behave.

  • We've talked about layout, we've talked about structure,

  • we highlighted a couple of key components.

  • But as developers and designers who already have apps,

  • the question on your mind is probably, what's next?

  • How do I take these Material Design principles,

  • this new system, and apply it to my apps?

  • The good news is we haven't thrown out

  • anything you already know.

  • So all of the components that you're used to using,

  • they're still there.

  • They're still supported.

  • We've given them a little bit of a refresh

  • to make them more reactive, more alive.

  • But they're still there, and you can still count on them.

  • As announced yesterday, there is a preview release of our new UI

  • guidelines available at www.google.com/design.

  • And this covers all of the standard components

  • that we didn't address today that haven't changed.

  • So you can see all of those elements.

  • You can get all the updated guidance on those.

  • It's also packed with examples.

  • So you may see in those examples something that

  • inspires you to think about the design of your app

  • or part of your app in a slightly different way.

  • Here's a screenshot from the spec covering the layout

  • chapter, just showing a few wire frames.

  • And it clearly shows the application of the 8-DIP grid

  • that Zach talked about.

  • And you can see some of the key lines called out.

  • All of these guides have been responsibly designed

  • so that they'll work well on desktop, on tablet, on phone.

  • You can check them on any of the devices

  • that you're designing for.

  • I wouldn't read them on your new fancy Android Wear.

  • But everything else we've got covered.

  • So this site will continue to evolve

  • as our frameworks update.

  • There are also a lot of really helpful resources,

  • particularly for interaction designers, on this site.

  • So we offer a bunch of layout templates

  • for the standard views.

  • We have sticker sheets of all of the component types.

  • And if you're thinking Android, they're

  • in light and dark theme available there.

  • And then there are also color palettes, icon sets, advice

  • or animation, lots and lots of content there.

  • But we'd like to leave you with a challenge.

  • And that is to think about not just

  • how you can make your app more attractive, more delightful

  • by applying Material Design to it.

  • But how can you use these principles to actually make

  • your app easier to use?

  • And one way to start on that is to question some of the design

  • decisions you may have already made.

  • So let's start with the biggest one, the question of,

  • how do I structure my application?

  • We talked about structuring based

  • on hierarchy in this talk.

  • But another way of thinking about it

  • might be to structure based on motion,

  • planning for all the different surfaces

  • that you want to have moving between the different views

  • within your application.

  • And what are those elements that should be lifted up,

  • that are important, that want to get that signature treatment?

  • Motion provides meaning to the user.

  • It is a form of feedback which focuses the user's attention.

  • And it builds a sense of continuity

  • between different states within your application.

  • So relatedly, how do you move to a model that

  • is-- the old model we've been building in

  • is this kind of screen, screen, screen style

  • of design, where I start at the top of my app,

  • and then I build all the intermediary screens

  • till I get to the bottom of the app.

  • And we just kind of realize those one at a time.

  • We can do something much more fluid now.

  • We can use transitions to give the user the sense that they

  • can do more work in fewer places within the app

  • by just transforming the context slightly for them.

  • So we can use animation to guide the user here,

  • rather than just dropping them into some new context where

  • they have to reorient themselves after they've

  • landed from the teleport.

  • You can guide them more easily, build up

  • more of that sense of direction and connection

  • between these different conditions.

  • And think about what you would do for the FAB

  • if it's appropriate for your screen.

  • What is that hallmark application or that hallmark

  • action that you'd want affiliated

  • with your application?

  • Or think of it this way-- what's that action

  • that you want to clearly show in the screenshot promoting

  • your app that shows up in the detail page of a store listing?

  • What's the thing anybody looking at that should take away

  • and say, oh, this app does this?

  • And in general, how can you lean into the frameworks more?

  • Are there things that you're doing currently

  • in a custom way that no longer need

  • to be custom, that can take advantage of some

  • of the new APIs that are present?

  • Can you make your code base faster, smaller,

  • easier to maintain by relying on the framework more?

  • There are three more excellent sessions today

  • covering different aspects of Material Design.

  • There's one starting at the top of the hour.

  • And then, later today, we have sessions specifically

  • on visual design and on motion design.

  • We also have the Sandbox space.

  • If you've come by there, you've seen the new UI guidelines

  • projected on giant touch screens.

  • We'll have a couple of small, short talks there.

  • I'll give a talk at 2:00 on a little bit more detail

  • about using paper and ink and how those work.

  • But all of the designers here, as well as others,

  • will be in that space.

  • It's a really great opportunity to ask any questions you might

  • have and just come by and say hi.

  • We're happy to meet you.

  • And with that, thank you very much for your interest

  • and for your attention today.

  • [APPLAUSE]

  • And we'll happily take a few questions

  • in the time that remains.

  • MALE SPEAKER: Hello, I'm [? Akeel ?]

  • from the University of Maryland.

  • And I just had a question about the navigation drawer.

  • What were the reasons behind moving the hamburger icon

  • from halfway beyond the edge to into the screen?

  • RICH FULCHER: OK.

  • I think this question maybe relates most to Android.

  • So formerly, in Android, you'd have the application icon

  • and then a hint of the drawer indicator icon beside it.

  • Part of Material has moved away from using the app icon

  • as the visual identifier of where you are.

  • And we tried to encourage developers to express the app's

  • identity more through those standards of color

  • and typography and treatment to make each view more

  • character-ful and more immediately recognizable.

  • So as we moved away from using the application icon,

  • we want to give a full width affordance

  • in that space for opening the drawer.

  • MALE SPEAKER: Thank you.

  • RICH FULCHER: Sure.

  • MALE SPEAKER: Hi.

  • This is essentially paper, but I haven't seen any folding.

  • Is there any specific reason for that?

  • DAVE CHIU: So one of the things I

  • talked about was this notion of perceived z depth.

  • And so, when you're handling a phone,

  • you have a sense of the thickness

  • of that between the glass and the back of the phone.

  • So we want to preserve the notion

  • that there is a finite amount of space to use.

  • And so, if you start folding things,

  • then that would sort of break the plane.

  • That's something potentially you could explore maybe

  • on deeper z depth environments, like televisions, when

  • you start thinking about three dimensions.

  • But for now, we're really focusing on keeping things

  • in a single z position and sort of moving things laterally.

  • MALE SPEAKER: OK, makes sense.

  • Thanks.

  • MALE SPEAKER: Hi.

  • So the I mainly was wanting to ask

  • about, for backwards compatibility, to getting

  • these new patterns into as far back as, like, Gingerbread.

  • Is that possible?

  • And also, for low-end devices with all these new animations,

  • what are things that-- is it just better not to use those?

  • Or what are good guidelines?

  • RICH FULCHER: Sure.

  • I think my take on the best practice

  • is you want to kind of design for Material Design,

  • first and foremost.

  • We've found that the translation exercise of taking something

  • that's designed for Material and kind of simplifying it downward

  • has been a reasonably straightforward one.

  • I mean, most of the same elements are still there.

  • You still have things like action bars and toolbars.

  • You can make them less transformative

  • as the design goes down to earlier versions.

  • And some of these changes will actually

  • be supported through Support Library, as well.

  • So I think you just start with the highest end,

  • you simplify to pare it down, and then

  • you still have a design that feels very coherent.

  • Material has a unique theme on Androids.

  • You can target that theme and build against it.

  • And you can kind of see what happens on that right away.

  • The second part of your question was-- sorry,

  • just remind me quickly.

  • MALE SPEAKER: Low-end devices.

  • RICH FULCHER: Low-end devices, yes.

  • So the animation framework will actually

  • be aware of the capabilities.

  • It will basically shorten or remove animations in some cases

  • to make sure that, instead of just getting

  • a very junky or stuttery animation,

  • you just sometimes get a clean cut or cross-fade instead

  • of a more elaborate one.

  • So it's not as full of an experience,

  • but it still feels kind of complete for that device.

  • MALE SPEAKER: OK, thanks.

  • RICH FULCHER: Sure.

  • MALE SPEAKER: Hi.

  • I have the skeuomorphism question.

  • I'm wondering how that went internally.

  • And do you guys consider the skeuomorph?

  • DAVE CHIU: So skeuomorphism.

  • So that's the notion of introducing

  • kind of ornament and unnecessary elements into design.

  • And I would say that, in this case,

  • we're trying to use paper as an inspiration.

  • It's an interesting question, because I guess the most amount

  • of skeuomorphism that you could potentially

  • call skeuomorphism is, effectively, shadowing,

  • because, effectively, they're just pieces of paper that

  • are moving about.

  • There's no additional ornament beyond it's

  • a blank piece of paper that you're adding ink to.

  • The idea there is that we're trying

  • to add additional affordances so people can more intelligently

  • understand what's going on.

  • Conversations have given the design

  • world talk about flat design and post flat design.

  • Arguably, this is kind of post flat design, because we're

  • trying to take the direction of flat design, which

  • is the answer or response to skeuomorphism-- that's

  • one extreme end of the spectrum-- we're trying to pull

  • it back and say, we do kind of need

  • to introduce a little bit more affordance here and give users

  • guidance as to how things work, how

  • they relate to each other, what to expect.

  • ZACH GIBSON: Yeah.

  • Just to add to that, I think we're

  • at a place that's kind of in between the flat

  • and skeuomorphism.

  • A lot of our stuff is flat on first appearance,

  • but it's tangible and you can touch it.

  • And when you do touch it and interact with it,

  • it feels real.

  • And I think that that's a kind of place that's

  • in between pure, flat design and skeuomorphic stuff.

  • MALE SPEAKER: Cool.

  • Thank you.

  • ZACH GIBSON: Yeah, sure.

  • MALE SPEAKER: Hi.

  • You'll have to forgive me if this is a basic design

  • question, because I'm a developer.

  • But you mentioned that it's important to have the FAB's

  • primary color work well with the image content behind it.

  • I'm just wondering if there is sort of a way

  • that you determine what that is dynamically

  • based on the content.

  • And if so, is that available in Polymer and Android?

  • RICH FULCHER: Yeah.

  • So the library is called Palette.

  • It is a way of extracting the dominant color

  • value from an image and then using

  • that to select the complimentary color that's appropriate.

  • I think there are a few cases where

  • the FAB would want to do that.

  • I think the FAB in particular often

  • wants to be a known, fixed color for easy identifiability

  • within your app.

  • That said, there are a couple of contexts

  • where it makes sense to do that.

  • But it is supported.

  • And Palette is the name of that library.

  • MALE SPEAKER: Thank you.

  • RICH FULCHER: Sure.

  • FEMALE SPEAKER: Hi.

  • FAB definitely stands out for me in this talk.

  • And I think through the whole conference,

  • designing for your cross platform is

  • one of the main themes this year.

  • So I'm just wondering, any thoughts

  • on how to apply FAB in TV space, like in a TV UI?

  • Because for most of TV, the remote

  • doesn't have a touch screen, and it still operates on D-pad.

  • So I'm just wondering, any thoughts on that?

  • BETHANY FONG: Yeah.

  • So the FAB is a raised button which still has a focus state.

  • And I know that a lot of our TV UI

  • relies on moving the focus state around the screen.

  • And a lot of our apps on Android TV,

  • we've actually used the FAB very successfully using focus

  • to pull it out.

  • So it still works.

  • FEMALE SPEAKER: OK, thanks.

  • FEMALE SPEAKER: Hi.

  • My question is kind of related.

  • So I love what you've done to, I guess,

  • facilitate design cross-platform.

  • So I'm wondering, if you're working on a product that

  • is still primarily desktop-- is still kind of becoming

  • responsive, but is still desktop-- do you feel like some

  • of these things, like the new animations or the metaphors

  • of paper and ink, is that still appropriate for a primarily

  • desktop application?

  • Or does it require interaction via touch?

  • ZACH GIBSON: Yeah, I think it's still appropriate.

  • A lot of the Polymer stuff that we've been working on

  • implements some of these touch ripples and animations.

  • And you can kind of get some of that stuff for free

  • by using Polymer elements in desktop.

  • But yeah, I think it totally still applies.

  • On mobile, there's no hover states.

  • And there's definitely differences.

  • And I think we're trying to respect those differences

  • in the different form factors.

  • But just from a structural standpoint,

  • keeping all of the same stuff around

  • is how we're keeping consistent across form factors.

  • DAVE CHIU: And as Bethany and I have both sort of discussed,

  • the notion of the FAB transforming and also

  • just paper hierarchy, some of those things

  • still apply to desktop.

  • So you can start talking about how

  • the FAB transforms a to-do paper.

  • And that helps cue users that there's

  • a new activity or a new action being-- when you're composing

  • a new email or note or something,

  • that can turn into a new piece of paper and helps

  • give them some sense of relationship

  • with that new surface, with the work

  • that they've been previously doing.

  • FEMALE SPEAKER: Have you found that users,

  • that their relationship with the mouse in the screen

  • is kind of similar with their relationship

  • to just clicking on the screen?

  • Have you kind of explored that?

  • RICH FULCHER: There's a bit more difference.

  • I don't think any of us are too close to that work

  • specifically.

  • But I know from the development of the pixel

  • that users sometimes move between those modes

  • of engagement.

  • Like when a touchscreen is available,

  • that's appropriate for some lighter

  • browsing-oriented activities.

  • But the more precise targeting and more work active,

  • I'm alternating between keyboard and mouse,

  • they tend to bias towards that affordance.

  • FEMALE SPEAKER: OK.

  • Thank you.

  • RICH FULCHER: Sure.

  • All right.

  • Well, thank you all again.

  • DAVE CHIU: Thank you.

  • ZACH GIBSON: Thanks, guys.

  • [APPLAUSE]

RICH FULCHER: Good morning.

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