From Quasi-materialized to flat, to material design

Source: Internet
Author: User

Google I/O 2014 proposed material design. During this time, I heard a lot about material design. So far, Google has positioned its own design language, in my opinion, the design languages for Android and IoS are closer.

Speaking of material design, the first thing we should talk about is the skeuomorph proposed by Steve Jobs. In the early stage of the smartphone, it was clearly the early stage of the touch screen smartphone, the best way to let people accept and understand a new material (electronic touch screen) is perhaps the analogy. This is also the most instinctive idea of human beings when they come into contact with new things, that is, what is similar to what we have seen? This time is quasi-materialized to better prompt the user, this is the camera, This Is The Notebook, this is the picture. You can clearly feel this on an early iPhone.

However, anthropomorphic objects also have their shortcomings. The biggest disadvantage for designers and users is:Not uniform. This is a big taboo in design, which will bring two results:

  • There are deviations in the understanding of different people in the same design. You can refer to the game icons on the iPhone.
  • The level of the designer has a great impact on the design results. You can refer to Apple's own icons and some third-party icons.

 

Apple's Jonathan. jonathan Ive wants to solve the first problem: with the increase of applications, various interfaces emerge one after another. How can we unify the user experience of IOS, allows designers and users to quickly design, understand and accept a new application. Jonathan avvi also said that the current touch screen is already a "Stone shower" object. The advantages of the earliest quasi-materialized design are gradually decreasing, but the disadvantages of the feature are gradually increasing. Qiao Aiwei gave his own solutions in iOS 7 and iOS 8 to be released. What I want to talk about is not to overturn Steve Jobs's design. I personally think it is an evolution of Steve Jobs's design, and it has encountered a new problem, Jonathan. IVI tried to solve the problem.

On the contrary, Google is trying to solve the second problem. The designer's level has a great impact on the results, as can be seen from the ugly Android app icon. Therefore, there will be movement of Xiaomi and hammers from the drawing label. Google proposed material design. Material design is more like a flat upgrade of WP. However, the significance is far greater than flattening. The only advantage of WP flattening is that it comes from Metro-a high degree of recognition and is easy to be an old man-machine. However, the beauty is lost. More importantly, after being flattened, the texture of the object is lost and the physical characteristics of the object are lost. Material design brings the offset flat design back. Use unified, physical, and abstract as your own design language.

Material Design emphasizes:

  • Spatial Relationship
  • Sports
  • Changes in spatial relationships brought about by motion

The shadow in material design is used to reflect the key space means, and the floating action button appears. The stacking of cards becomes vivid and appropriate.

However, objects are not static, and our interaction (touch) is actually a kind of movement, which brings changes to objects. When we press the button, the shadow decreases, reflecting the narrowing of the interval between two layers due to the force we press. From the sorting list, when we click a row and the row is larger, we know that it is floating and we can move between lines freely.

We end with a small example:

 

Reference:

Http://en.wikipedia.org/wiki/Skeuomorph

Www.google.com/design/spec/material-design/introduction.html

Http://zhuanlan.zhihu.com/bigertech/19787211

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