Material Design

Introduction to

By Shehan Tissera

Outline

  • What is Material Design?
  • Goals
  • Principles & Properties
    • Material Properties
    • Environment
    • Light & Shadow
    • Objects in 3D space
    • Authentic Motion
    • Animation
    • Color
    • Imagery & Text
  • Sample Applications
  • Resources

What is Material Design?

Material Design in a Nutshell

Material Design's Goals

Google's high level concept was to create :

 

A Visual language that synthesizes

  • Classic principles of good design (UI/UX)
  • Possibility of technology and science

Material Design's Goals

Google's high level concept was to create :

 

A single underlying system that allows a unified experience across platforms and devices.

First Class input methods

  • Touch
  • Voice
  • Mouse
  • Keyboard

Material Design's Principles

Motion provides meaning

Bold, Graphic, intentional

Material is the metaphor

Material is a metaphor

  • Rational space & motion
  • Grounded in tactile reality
  • Inspired by paper & ink
  • Surfaces & edges provides visual cues
  • Light surfaces & movement convey how objects move, intent & exist in space in relation to each other
  • Should appear technologically advanced
  • Open to imagination & magic

Bold, graphic, intentional

  • Foundation in print
    • typography, grids, space, scale, color & imagery
  • Create hierarchy, meaning and focus
    • edge to edge imagery
    • large scale typography
    • intentional white space
  • Core functionality should be immedately apparent
    • Emphasis on user actions
    • Immerse the user in the experience

Motion provides meaning

  • User actions initiate motion
    • Reinforce the user as the prime mover
    • User motion can transform the whole design
  • All actions take place in a single environment
  • Objects have continuity as they transform
  • Motion
    • focuses attention
    • maintains continuity
  • Feedback is subtle yet clear
  • Transitions: efficient & coherent

Material can

  • change shape / elevate
  • cast shadows
  • display content
  • join together / split apart / heal
  • be spontaneously generated & destroyed
  • move along any axis

Material cannot

  • pass through other materials
  • cannot occupy same space as another material object
  • bend
  • change thickness

Material Properties

Environment

  • Flat design in a 3D world
  • All objects are rendered on sheets
  • All sheets have a z-axis 1dp think (dp = device independent pixel)
  • z-axis is always perpendicular to plane of display

Light & Shadow

  • Key light creates directional shadows
  • Ambient light creates soft shadows from all angles 

Shadow cast by key light

Shadow cast by ambient light

Combined shadow from key and ambient lights

Objects in 3D space

  • All material objects have a resting elevation
  • Elevation usually changes from user interaction
  • Objects should return to resting elevation
  • Elevation is responsive
  • Shadows provide visual cues about arrangement
  • Every object has a single parent
    • May also have children or siblings
    • Children inherit properties from their parents
      • Rotation
      • scale
      • elevation

Authentic Motion

Observing an object's motion tells us whether it is light or heavy, flexible or rigid, small or large.

  • Accelerate objects swiftly and decelerate them slowly to avoid abrupt changers in velocity.
  • When an enters the frame, ensure that it's moving at its peak velocity.

Animation

  • Upon input, instantaneous visual feedback
    • Touch ripple is core visual to express contact
  • New material could originate from point of origin
  • When element is activated it should lift on touch
    • and should quickly return to its rest elevation
  • Meaningful Transactions
    • Should have a visual continuity
    • Hierarchical timing
    • Consistent choreography

Color: Palettes & Themes

  • Color Palettes
  • Limit selection to two palettes: primary & accent
    • 3 color hues from primary palette
    • 1 color from accent with possible fallback options
    • Use alpha values of black for grey text, icons & dividers
    • Tool-bars should use the primary 500 color
    • Status bar should use the darker primary 700 color
    • Use accent color for primary action & components

Imagery & Text

  • Use bold images to communicate & differentiate
  • Make typography legible on imagery with scrims.

Sample Applications

Resources

Material Design

By Shehan Tis

Material Design

This is a presentation which explains about the new Material Design

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