Brandon Palmer | IOS & Google Material Design Specifications

Mobile Media:

01/28/17

IOS HIG (Human interface Guidelines)

  • Clarity
    • Icons are created to be subtle and precise
    • Negative space, colors, fonts, graphics, and interface elements highlight importance which convey interactivity
  • Deference
    • Content typically fills the screen
    • Minimal use of bezel, gradients, and drop shadows keep the interface light and airy ,while ensuring that the content is paramount
  • Depth
    • visual layers and realistic motion convoy hierarchy. Transitions provide depth as you navigate through content. 
  • Metaphors
    • People learn quickly when objects and actions are metaphors for familiar experiences. Like flipping through pages of a book. 
  • User Control
    • People are in control. Not the app
    • Apps can make warnings. But the app doesn’t control decision making. 
    • The best apps find a balance between enabling users and avoiding unwanted outcomes. 
    • Apps make people feel like they are in control by keeping interactive elements farmilar and predictable, and making it easy to cancel when operations are underway.  
  • Widgets
    • widgets provide information without needing to open an app
    • people add widgets to the search screen 
  • 3D Touch
    • Pressure sensitive (Peek, Pop, Quick Actions)
    • Accessibility features are created for people with hearing, vision and other disabilities 
  • Authentication 
    • People often abandon apps when they have to sign in first. 
    • If your app requires authentication, display a brief friendly explanation on the login screen that describes the reasons for the requirements and its benefits 
    • When possible present choices. Its important to add options that are easily assessable, instead of typing in responses. 

Android Design Guidelines

  • Environment 
    • Material Design is a three dimensional environment containing light, material, and cast shadows.
    • All materials have an X Y Z dimensions. 
    • Light and Shadows. (Key lights create directional shadows. Ambient light creates soft shadows)
    • Materials are always 1dpi thick
    • Materials cannot pass through each-other
    • Material never bends or folds
    • Material sheets can connect and join together
  • Motion 
    • Material Design is alive, aware, and intentional 
    • Responsive animation to create energy
    • Material Focuses on how fast it moves instead of how long it takes to get there. 
    • Monition shows that an app is organized, and what it can do. 
    • Motion is quick. Shouldn’t keep the user waiting longer than necessary 
    • Motion is clear, simple, and coherent. They should avoid doing much at once
  • Color
    • All color pallets should include sufficient contrast between different UI elements
    • Limit your selection to 3 hues from the primary pallet and 1 accent color from the secondary pallet. 
    • Primary Color should be the most widely used color across all of your screens and components
    • Secondary Pallet can be used to indicate a related action or information
    • Accent Color Should be used for floating action buttons and interactive elements
      • Text fields and cursors
      • Text Selection
      • Progress Bars
      • Selection controls, buttons and sliders
      • Links
    • If your background color is the 500 version, make your accent either white 100% or black 54%
    • Dark text on light backgrounds (Opacity)
      • Primary Text 87%
      • Secondary Text 54%
      • Disabled/Hint text 38%
      • Primary Color 100%
      • Accent Color 100%
    • White text on Dark backgrounds
      • Primary Text 100%
      • Secondary Text 70%
      • Disabled/Hint text 50%
      • Primary Color 100%
      • Accent Color 100%
    • Use opacity instead of grey text. 
    • Icons and other elements work better being black or white at 38% opacity
      • Dark Icons
      • Active Icon 54%
      • Inactive 38%
      • Light Icons
      • Active 100%
      • Inactive 50%
  • Themes
    • Lets you apply a consistent tone to the app 
  • (post on blog one #thursday app before midterm and one after midterm) 
  • You need to write about your critique and iterations on your paper prototypes 

Design Tools for Prototyping 

omnigraffle

Framer

Flint

Marvel 

Point is measurement sequence

4 pixels in every point

packs more information into a smaller size

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