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@Aerilys#HoloToMaterial
Holo to Material Design Transition
@Aerilys#HoloToMaterial
Présentation
QUENTIN SALLAT
@Aerilys
Android developer at
iD.apps
@Aerilys#HoloToMaterial
De Holo à Material design
• Mais enfin c’est quoi le Material design ?
• Steam Explorer
• Thème
• FAB
• Cards
• Animations
• Material design dans le monde réel
Objectif
Se convertir au Material Design en 45 minutes !
@Aerilys#HoloToMaterial
@Aerilys#HoloToMaterial
L'évolution du design sur Android
●1.x/2.x (Depuis 2008)
●Thème Dark/light
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L'évolution du design sur Android
●3.x (2011)
●Holo
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L'évolution du design sur Android
●4.x (2011)
●Design guidelines
@Aerilys#HoloToMaterial
Material Design
Android 5.0 Lollipop (2014)
●Material design
●Même design pour tous les produits Google
●“Cross-platform”
@Aerilys#HoloToMaterial
Material Design
Material is
the metaphor
Bold,
graphic,
intentional
Motion
provides
meaning
@Aerilys#HoloToMaterial
Mais je suis développeur moi !
• Material Design = Guidelines != Règles
• Outils pour faciliter le design
• Ce n’est qu’un guide, à vous de faire le reste… Mais ce
n’est pas une raison pour faire n’importe quoi !
@Aerilys#HoloToMaterial
« Suivez les standards, sauf s’il
existe une alternative vraiment
meilleure »
About Face – Alan Cooper
@Aerilys#HoloToMaterial
De Holo à Material
@Aerilys#HoloToMaterial
Steam Explorer - Holo
@Aerilys#HoloToMaterial
Material theme
@Aerilys#HoloToMaterial
Material theme
• Créer un dossier pour
Android 5.0
•res/values-v21/styles.xml
• Faire hériter son thème du
thème Material
• <style name="SteamTheme"
parent="@android:style/Theme
.Material.Light.DarkActionBar">
• Trois thèmes
• Theme.Material (dark)
• Theme.Material.Light (light)
• Theme.Material.Light.DarkActi
onBar
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Demo - code
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Demo - résultat
@Aerilys#HoloToMaterial
Colors
• Nouveaux attributs pour
colorer son application
• colorPrimary : couleur
principale de l’application
• colorPrimaryDark : variante
plus sombre
• Librairie Palette (support v7)
@Aerilys#HoloToMaterial
Colors
@Aerilys#HoloToMaterial
Demo - résultat
@Aerilys#HoloToMaterial
Floating action button
@Aerilys#HoloToMaterial
FAB - design rules
• Bouton flottant
• Au-dessus de l’UI (couche
supérieure)
• Action majeure de l’écran
• Pas plus d’un par écran, mais
pas obligatoire
@Aerilys#HoloToMaterial
FAB - code
• View customisée, drawable
ou reprise d’un projet Github
existant
•iosched
•FloatingActionButton
• Compatible jusqu’à 2.x avec
des adaptations
@Aerilys#HoloToMaterial
public void init(int fabColor)
{
setWillNotDraw(false);
this.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
mButtonPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mButtonPaint.setColor(fabColor);
mButtonPaint.setStyle(Paint.Style.FILL);
mButtonPaint.setShadowLayer(10.0f, 0.0f, 3.5f,
Color.argb(100, 0, 0, 0));
invalidate();
}
FAB - code
@Aerilys#HoloToMaterial
@Override
protected void onDraw(Canvas canvas)
{
canvas.drawCircle(getWidth()/2, getHeight()/2,(float)
(getWidth()/2.6), mButtonPaint);
}
FAB - code
@Aerilys#HoloToMaterial
Demo
@Aerilys#HoloToMaterial
FAB - scrolling effect
• Effet à la Google Plus pour ne pas cacher le contenu
• Cache le bouton en scroll descendant, l’affiche en scroll ascendant
• Utilise un ScrollListener sur une ScrollView ou une
ListView/GridView
• QuickReturnListView Github
• Pensez à la petite animation 
@YourTwitterHandle@YourTwitterHandle@Aerilys#HoloToMaterial
Démo
@Aerilys#HoloToMaterial
Cards - Design rules
• Popularisées par Google
Now, Facebook…
• 1 card = 1 idée, notion ou
contenu
• Ne s’applique pas à toutes
les listes
@Aerilys#HoloToMaterial
Cardviews - code
• Avant : cards avec un
drawable
 Peu customisable
 Pas standard
 Pas de gestion dynamique
des ombres
• Avec Android Lollipop
 Facilement customisable
 Support v7
 Attribut elevation pour
gérer les ombres
@Aerilys#HoloToMaterial
Demo
@Aerilys#HoloToMaterial
Animation
• Nombreuses nouvelles APIs
 Transitions entre activities
 Ripple effect
 Shadows
 Et plus !
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Demo
@YourTwitterHandle@YourTwitterHandle@Aerilys#HoloToMaterial
Demo
@Aerilys#HoloToMaterial
Animations – Elément partagé
XML
<ImageView
android:id="@+id/categoryImage"
android:layout_width="match_parent"
android:layout_height="@dimen/tile_height"
android:scaleType="centerCrop"
android:transitionName="gameappImage"
android:src="@drawable/action"/>
@Aerilys#HoloToMaterial
Animations – Elément partagé
Java
Intent intent = GameActivity_.intent(this).get();
intent.putExtra(GameActivity.INTENT_SELECTED_GAME, gameApp);
ActivityOptions options = ActivityOptions
.makeSceneTransitionAnimation(this,
view.findViewById(R.id.categoryImage), "gameappImage");
startActivity(intent, options.toBundle());
@Aerilys#HoloToMaterial
Material design dans le monde réel
@Aerilys#HoloToMaterial
Evernote
@Aerilys#HoloToMaterial
Asparagus
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Google Plus
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Pushbullet
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Inbox
@YourTwitterHandle@YourTwitterHandle@Aerilys#HoloToMaterial
Conclusion
@Aerilys#HoloToMaterial
Quelques liens
Material design guidelines:
http://www.google.com/design/
Material with Polymer:
http://www.polymer-project.org/docs/elements/material.html
Material with Angular:
http://material.angularjs.org/
@Aerilys#HoloToMaterial
Conclusion
• Material Design is cool!
• Possibilité de l’appliquer
avant Android Lollipop
• … Et même sur d’autres
plateformes !
@YourTwitterHandle@YourTwitterHandle@Aerilys#HoloToMaterial
Q & A

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Holo to material design - Devoxx France 2015

Notas del editor

  1. Material is the metaphor A material metaphor is the unifying theory of a rationalized space and a system of motion. The material is grounded in tactile reality, inspired by the study of paper and ink, yet technologically advanced and open to imagination and magic. Surfaces and edges of the material provide visual cues that are grounded in reality. The use of familiar tactile attributes helps users quickly understand affordances. Yet the flexibility of the material creates new affordances that supercede those in the physical world, without breaking the rules of physics. The fundamentals of light, surface, and movement are key to conveying how objects move, interact, and exist in space in relation to each other. Realistic lighting shows seams, divides space, and indicates moving parts. Bold, graphic, intentional The foundational elements of print-based design—typography, grids, space, scale, color, and use of imagery—guide visual treatments. These elements do far more than please the eye; they create hierarchy, meaning, and focus. Deliberate color choices, edge-to-edge imagery, large-scale typography, and intentional white space create a bold and graphic interface that immerses the user in the experience. An emphasis on user actions makes core functionality immediately apparent and provides waypoints for the user. Motion provides meaning Motion respects and reinforces the user as the prime mover. Primary user actions are inflection points that initiate motion, transforming the whole design.  All action takes place in a single environment. Objects are presented to the user without breaking the continuity of experience even as they transform and reorganize. Motion is meaningful and appropriate, serving to focus attention and maintain continuity. Feedback is subtle yet clear. Transitions are efficient yet coherent.
  2. Changer le QR code
  3. http://cyrilmottier.com/2013/05/24/pushing-the-actionbar-to-the-next-level/
  4. Contenu homogène vs non homogène