Advertisement
Guest User

Untitled

a guest
Feb 26th, 2020
244
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.81 KB | None | 0 0
  1. <string name="large_text">
  2. "Material is the metaphor.\n\n"
  3.  
  4. "A material metaphor is the unifying theory of a rationalized space and a system of motion."
  5. "The material is grounded in tactile reality, inspired by the study of paper and ink, yet "
  6. "technologically advanced and open to imagination and magic.\n"
  7. "Surfaces and edges of the material provide visual cues that are grounded in reality. The "
  8. "use of familiar tactile attributes helps users quickly understand affordances. Yet the "
  9. "flexibility of the material creates new affordances that supercede those in the physical "
  10. "world, without breaking the rules of physics.\n"
  11. "The fundamentals of light, surface, and movement are key to conveying how objects move, "
  12. "interact, and exist in space and in relation to each other. Realistic lighting shows "
  13. "seams, divides space, and indicates moving parts.\n\n"
  14.  
  15. "Bold, graphic, intentional.\n\n"
  16.  
  17. "The foundational elements of print based design typography, grids, space, scale, color, "
  18. "and use of imagery guide visual treatments. These elements do far more than please the "
  19. "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge "
  20. "imagery, large scale typography, and intentional white space create a bold and graphic "
  21. "interface that immerse the user in the experience.\n"
  22. "An emphasis on user actions makes core functionality immediately apparent and provides "
  23. "waypoints for the user.\n\n"
  24.  
  25. "Motion provides meaning.\n\n"
  26.  
  27. "Motion respects and reinforces the user as the prime mover. Primary user actions are "
  28. "inflection points that initiate motion, transforming the whole design.\n"
  29. "All action takes place in a single environment. Objects are presented to the user without "
  30. "breaking the continuity of experience even as they transform and reorganize.\n"
  31. "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. "
  32. "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n"
  33.  
  34. "3D world.\n\n"
  35.  
  36. "The material environment is a 3D space, which means all objects have x, y, and z "
  37. "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the "
  38. "positive z-axis extending towards the viewer. Every sheet of material occupies a single "
  39. "position along the z-axis and has a standard 1dp thickness.\n"
  40. "On the web, the z-axis is used for layering and not for perspective. The 3D world is "
  41. "emulated by manipulating the y-axis.\n\n"
  42.  
  43. "Light and shadow.\n\n"
  44.  
  45. "Within the material environment, virtual lights illuminate the scene. Key lights create "
  46. "directional shadows, while ambient light creates soft shadows from all angles.\n"
  47. "Shadows in the material environment are cast by these two light sources. In Android "
  48. "development, shadows occur when light sources are blocked by sheets of material at "
  49. "various positions along the z-axis. On the web, shadows are depicted by manipulating the "
  50. "y-axis only. The following example shows the card with a height of 6dp.\n\n"
  51.  
  52. "Resting elevation.\n\n"
  53.  
  54. "All material objects, regardless of size, have a resting elevation, or default elevation "
  55. "that does not change. If an object changes elevation, it should return to its resting "
  56. "elevation as soon as possible.\n\n"
  57.  
  58. "Component elevations.\n\n"
  59.  
  60. "The resting elevation for a component type is consistent across apps (e.g., FAB elevation "
  61. "does not vary from 6dp in one app to 16dp in another app).\n"
  62. "Components may have different resting elevations across platforms, depending on the depth "
  63. "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n"
  64.  
  65. "Responsive elevation and dynamic elevation offsets.\n\n"
  66.  
  67. "Some component types have responsive elevation, meaning they change elevation in response "
  68. "to user input (e.g., normal, focused, and pressed) or system events. These elevation "
  69. "changes are consistently implemented using dynamic elevation offsets.\n"
  70. "Dynamic elevation offsets are the goal elevation that a component moves towards, relative "
  71. "to the component’s resting state. They ensure that elevation changes are consistent "
  72. "across actions and component types. For example, all components that lift on press have "
  73. "the same elevation change relative to their resting elevation.\n"
  74. "Once the input event is completed or cancelled, the component will return to its resting "
  75. "elevation.\n\n"
  76.  
  77. "Avoiding elevation interference.\n\n"
  78.  
  79. "Components with responsive elevations may encounter other components as they move between "
  80. "their resting elevations and dynamic elevation offsets. Because material cannot pass "
  81. "through other material, components avoid interfering with one another any number of ways, "
  82. "whether on a per component basis or using the entire app layout.\n"
  83. "On a component level, components can move or be removed before they cause interference. "
  84. "For example, a floating action button (FAB) can disappear or move off screen before a "
  85. "user picks up a card, or it can move if a snackbar appears.\n"
  86. "On the layout level, design your app layout to minimize opportunities for interference. "
  87. "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere "
  88. "when a user tries to pick up one of cards.\n\n"
  89. </string>
  90. <string name="action_settings">Settings</string>
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement