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It's a good idea to use Google Material Design on a iOS project?
I'm working on a project that works on iOS and Android, on Android we use Material Design, but when I try to make things at same way on iOS, the UX is not so good, it's just my perception or someone had the same experience before?
From my experience with some of Google Apps, it's perfectly possible to use material design on iOS. Actually, Material Design is not a platform specific design.
It'll "break" the Look and Feel with the rest of the system? Yes, kinda. But you definitely can do that and achieve good results and nice UX.
Some good examples are: Youtube, Hangouts, Google Maps.
And a non-Google example: Homeslice.
Thing is, you're probably going to have to develop some components/widgets to achieve that.
You can read more about Material Design here. And there's a loooong discussion on this matter here.
Material Design is not specifically targeted towards a platform. Its a design specification with a set of guidelines to build any system. The guidelines are specified to achieve better UX.
So you should be able to build a material design themed application for any target devise. If you are specific to ios, you could get some inspiration by looking at some of the sample apps built based on the theme. Google inbox app or the material design sample app
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I've just recently started getting into Android development, and know about all the basic features of it such as permissions, basic UI, adapters, activities and interacting with a backend. How do I proceed if I want to further develop my UI/UX skills? Apps like Instagram and twitter have an interactive and attractive layout involving user inputs such as swipe. What's a good place to start to get more familiar with fancy layouts that are favourable to users?
Thanks in advance for any help!
I see 2 topics being discussed here: design and implementation.
Design includes UI/UX, interaction & motion.. You can find more types of design in this stackoverflow answer.
Implementation is a process of converting (usually) a static design to an interactive application. In your case you're doing this in Android. But the fancy layouts are general, not specific to Android.
Lastly, if you're interested in simply seeing some examples of Android UI and maybe their code, try this github repo
Almost everything about the layout in android is made with XML. If you want your layout to look better, you can also use different themes (either a custom one or a template one)
Editing an UI with XML also offers more possibilities than the graphical UI designer. You should get more information about designing UIs with XML on the internet.
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I have to make my app fully in material design. It should support pre-lollipop devices as well. I tried with one support library found here.
It works fine, but seems to be slow in effects like ripple effects. In some articles, I found we can use
compile "com.android.support:appcompat-v7:21.0.+1"
This dependency like here.
What is the right way to implement material design on older devices?
I want to use material items, like Floating action button and all.
MaterialDesignLibrary by navasmdc seems to be forgoten with 150+ issues reported. It's also known for its conflicts with other libraries, lack of support and poor widget implementation.
Basically it depends on what would you like to achieve. Most of material features is too heavy to be used on older platforms. If you wish to have FloatingActionButton, Toolbar, RecyclerView and theming, you can use the Design Support Library and AppCompat from Google.
If you wish to have shadows, ripples and others, you should look for open-source libraries. Ray's lib is a very good example. Check out awesome-android and Android Arsenal. Both have a good list of material libraries.
I have my own library as well. It's called Carbon and it backports most of material features to Android 2.2+.
I have used the support design library, for ripple effects and other good features use rey material library, you can also see navasmdc
Easy way to implement material design is to use open source libraries that supports all pre-lollipop devices.
Have a look at this and this.
There are many other libraries as well. You can google it.
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I'm a WPF and WP8 developer and I'm planning to develop all my current apps for android too. I did some research and read a little about android development. From what I've read, Android's XML is terrible compared to XAML. The tags are long and terrible (For example, why couldn't they just have Width instead of android:layout_width ?) And the most annoying part was that there is no equivalent for data binding.
So, I looked into alternatives and came across Xamarin, which seems a better. But I have a few questions I was hoping someone would help me with.
My biggest question is should I go for Xamarin or go ahead making native android apps in java? Is there any disadvantage on using Xamarin? Because there is a good thing about it that I can reuse most of my code..
Is there data binding like functionality in it?
Does Xamarin support all features that a native app would? Will I be able to get Material UI design templates in it?
Also, if you have any other advice or suggestions do let me know.. Thanks
My suggestion would be.
1)
Take it easy. Android development is not that bad.
It is true, you do not have data binding facilities as you have in WP but that is not end of the world.
Android xml is simple and it beautifully solves the issue of different screen sizes and types.
You have to write more code in android than in WP. WP came after android which allowed Microsoft to come up with better development patterns for rapid development.
2)
Big no for Xamarin. Xamarin reduces your options because it relays on android library wrappers in c#. Only benefit of Xamarin is to have common business logic. that is normally 5% percent of any project. In most cases you would find yourself in very tight situation; for instance, if there is any good 3rd party android library that you want to use in your project then you have to wait Xamarin wrapper for this library in order to use it.
3) Not always, you would find restrictions
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I know its a very general question but I really keen to know and want to develop an android application with special UI (I mean a professional UI like Google Inbox app).
I just wanted to know if there is a special sort of technology used in it or it just made by relative layout and linear layout and other android UI component which known in Android SDK with java.
any kind of clue would be greatly appreciated.
The design language you're seeing is called Material Design.
The user interface elements that it may be using are RecyclerView for storing a list of information and CardView to represent individual items in the list:
<android.support.v7.widget.RecyclerView/>
<android.support.v7.widget.CardView/>
Have a look at this https://developer.android.com/training/material/lists-cards.html on how to cook up such an activity (a screen in Android).
The theming your application is not too difficult. Have a look at https://developer.android.com/training/material/theme.html
There is no specific strange technology but some principles. please take a look at this:
http://www.google.com/design/spec/material-design/introduction.html#introduction-goals
it may give you some ideas.
Certainly Google is doing some cool things, and they make good use of their own platform, but I don't believe there are major special technologies they are using just for their own apps. They just put together view hierarchies, nice animations, and nice resources, to make it look good.
Was there a particular aspect you are wondering about?
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I plan to develop my own Android and iOS app. I know how to write the code, but didn't learn UI design before. Can anyone recommend to me any tutorials or books on UI arts design for background, icon, layout, colors, etc?
Thanks!
I recently bought Mobile Design Pattern Gallery . It has alot of UI Patterns for mobile Apps.
You can also look at User Interface Guidelines for android
and iOS Human Interface Guidelines for IOS
The WWDC 2012 iOS User Interface Design video describes a few pitfalls that iOS developers should be wary of. As Frank said, the iOS HIG is a good resource for tactical design considerations, too.