(no title)
pirateking | 11 years ago
The latest fads in user interaction design seem to ignore this perspective, and instead treat "UI" as another abstraction layer of unique symbols on top of software, then expecting all software to be designed top-down based off this "unified design language". This approach unfortunately ignores the user, providing further indirection away from the underlying software and it's function, herding the user into a church of the designer's own construction where they are now forced to worship interaction in the abstract as a prerequisite to using the software (or at least blindly perform whatever rituals it demands).
The aim of design unification is often a false path, born out of convenience for the designer, and it's pursuit shows a certain level of disrespect to both the user and other designers. Programming languages - arguably interaction design in its purest form - are a more interesting path towards better software (see Smalltalk, Swift playgrounds, and the work at VPRI).
Material is not what software is made of, but it is a pretty good sign of what marketing is made of these days.
magicalist|11 years ago
Of course it's marketing; they're doing a huge marketing push on this. Even writing "Material" makes me feel like I'm helping some marketing team somewhere.
But saying that this is made up out of whole cloth completely ignores the fact that not only does it engage with the existing design language of other mobile platforms, it also flows quite nicely from "holo" and cards from previous Android versions. Moreover, it's fairly loose as design guidelines go, providing recommendations but not forcing you into a particular unified design.
The designer in that article from yesterday got it quite right: this is post-rationalization, taking what already existed and trying to find the unifying aspects of what gave clarity and discarding what was confusing. That is not the same thing as a dictated UI.
Your response is generic and could be copy-pasted on any article claiming to be about common aspects of a design language. This is exactly why it's voted up (and why it fits "middle-brow" to the t), because if you actually brought up any actual specifics about the article or "Material" it would be immediately obvious that claims of ignoring a relationship with what the user knows or with how the software is actually written are overblown and theatrical.
higherpurpose|11 years ago
For those 90 percent of developers, a really solid set of tools and resources like this for any platform is a godsend - and not just for them, but for their users, too, who don't have to put up with poorly designed and ugly apps.
How I wish Linux distros had the same type of design tools that Google, Apple and Microsoft are giving to their developers. 98 percent of Linux programs are garbage, and it's what's kept me from Linux for a long time (among other things, but this was definitely one of the reasons). Canonical has done a little work to improve this, but it's not as good as it could be, and even their store still looks like a mix of modern store with a 90's app store.
As for the other 10 percent of developers, who really know what they're doing in terms of design, they tend to not follow the platform's design guidelines much, or at all anyway, if they really think they can design their app in a unique way that sets them apart, and that's also better for the user.
seanmcdirmid|11 years ago
That being said, material design is a pure visual design language and says nothing about interaction design.
pirateking|11 years ago
dingdingdang|11 years ago
seanmcdirmid|11 years ago
benihana|11 years ago