‏إظهار الرسائل ذات التسميات IO2014. إظهار كافة الرسائل
‏إظهار الرسائل ذات التسميات IO2014. إظهار كافة الرسائل

الثلاثاء، 5 أغسطس 2014

Material design in the 2014 Google I/O app



By Roman Nurik, lead designer for the Google I/O Android App



Every year for Google I/O, we publish an Android app for the conference that serves two purposes. First, it serves as a companion for conference attendees and those tuning in from home, with a personalized schedule, a browsing interface for talks, and more. Second, and arguably more importantly, it serves as a reference demo for Android design and development best practices.



Last week, we announced that the Google I/O 2014 app source code is now available, so you can go check out how we implemented some of the features and design details you got to play with during the conference. In this post, I’ll share a glimpse into some of our design thinking for this year’s app.







On the design front, this year’s I/O app uses the new material design approach and features of the Android L Developer Preview to present content in a rational, consistent, adaptive and beautiful way. Let’s take a look at some of the design decisions and outcomes that informed the design of the app.

Surfaces and shadows



In material design, surfaces and shadows play an important role in conveying the structure of your app. The material design spec outlines a set of layout principles that helps guide decisions like when and where shadows should appear. As an example, here are some of the iterations we went through for the schedule screen:





First iteration




Second iteration




Third iteration







The first iteration was problematic for a number of reasons. First, the single shadow below the app bar conveyed that there were two “sheets” of paper: one for the app bar and another for the tabs and screen contents. The bottom sheet was too complex: the “ink” that represents the contents of a sheet should be pretty simple; here ink was doing too much work, and the result was visual noise. An alternative could be to make the tabs a third sheet, sitting between the app bar and content, but too much layering can also be distracting.







The second and third iterations were stronger, creating a clear separation between chrome and content, and letting the ink focus on painting text, icons, and accent strips.



Another area where the concept of “surfaces” played a role was in our details page. In our first release, as you scroll the details screen, the top banner fades from the session image to the session color, and the photo scrolls at half the speed beneath the session title, producing a parallax effect. Our concern was that this design bent the physics of material design too far. It’s as if the text was sliding along a piece of paper whose transparency changed throughout the animation.







A better approach, which we introduced in the app update on June 25th, was to introduce a new, shorter surface on which the title text was printed. This surface has a consistent color and opacity. Before scrolling, it’s adjacent to the sheet containing the body text, forming a seam. As you scroll, this surface (and the floating action button attached to it) rises above the body text sheet, allowing the body text to scroll beneath it.







This aligns much better with the physics in the world of material design, and the end result is a more coherent visual, interaction and motion story for users. (See the code: Activity, Layout XML)



Color



A key principle of material design is also that interfaces should be “bold, graphic, intentional” and that the foundational elements of print-based design should guide visual treatments. Let’s take a look at two such elements: color and margins.







In material design, UI element color palettes generally consist of one primary and one accent color. Large color fields (like the app bar background) take on the main 500 shade of the primary color, while smaller areas like the status bar use a darker shade, e.g. 700.



The accent color is used more subtly throughout the app, to call attention to key elements. The resulting juxtaposition of a tamer primary color and a brighter accent, gives apps a bold, colorful look without overwhelming the app’s actual content.



In the I/O app, we chose two accents, used in various situations. Most accents were Pink 500, while the more conservative Light Blue 500 was a better fit for the Add to Schedule button, which was often adjacent to session colors. (See the code: XML color definitions, Theme XML)







And speaking of session colors, we color each session’s detail screen based on the session’s primary topic. We used the base material design color palette with minor tweaks to ensure consistent brightness and optimal contrast with the floating action button and session images.







Below is an excerpt from our final session color palette exploration file.





Session colors, with floating action button juxtaposed to evaluate contrast




Desaturated session colors, to evaluate brightness consistency across the palette



Margins



Another important “traditional print design” element that we thought about was margins, and more specifically keylines. While we’d already been accustomed to using a 4dp grid for vertical sizing (buttons and simple list items were 48dp, the standard action bar was 56dp, etc.), guidance on keylines was new in material design. Particularly, aligning titles and other textual items to keyline 2 (72dp on phones and 80dp on tablets) immediately instilled a clean, print-like rhythm to our screens, and allowed for very fast scanning of information on a screen. Gestalt principles, for the win!









Grids



Another key principle in material design is “one adaptive design”:



A single underlying design system organizes interactions and space. Each device reflects a different view of the same underlying system. Each view is tailored to the size and interaction appropriate for that device. Colors, iconography, hierarchy, and spatial relationships remain constant.


Now, many of the screens in the I/O app represent collections of sessions. For presenting collections, material design offers a number of containers: cards, lists, and grids. We originally thought to use cards to represent session items, but since we’re mostly showing homogenous content, we deemed cards inappropriate for our use case. The shadows and rounded edges of the cards would add too much visual clutter, and wouldn’t aid in visually grouping content. An adaptive grid was a better choice here; we could vary the number of columns on screen size (see the code), and we were free to integrate text and images in places where we needed to conserve space.







Delightful details



Two of the little details we spent a lot of time perfecting in the app, especially with the L Developer Preview, were touch ripples and the Add to Schedule floating action button.



We used both the clipped and unclipped ripple styles throughout the app, and made sure to customize the ripple color to ensure the ripples were visible (but still subtle) regardless of the background. (See the code: Light ripples, Dark ripples)



But one of our favorite details in the app is the floating action button that toggles whether a session shows up in your personalized schedule or not:



We used a number of new API methods in the L preview (along with a fallback implementation) to ensure this felt right:








  1. View.setOutline and setClipToOutline for circle-clipping and dynamic shadow rendering.

  2. android:stateListAnimator to lift the button toward your finger on press (increase the drop shadow)

  3. RippleDrawable for ink touch feedback on press

  4. ViewAnimationUtils.createCircularReveal for the blue/white background state reveal

  5. AnimatedStateListDrawable to define the frame animations for changes to icon states (from checked to unchecked)



The end result is a delightful and whimsical UI element that we’re really proud of, and hope that you can draw inspiration from or simply drop into your own apps.



What’s next?



And speaking of dropping code into your own apps, remember that all the source behind the app, including L Developer Preview features and fallback code paths, is now available, so go check it out to see how we implemented these designs.



We hope this post has given you some ideas for how you can use material design to build beautiful Android apps that make the most of the platform. Stay tuned for more posts related to this year’s I/O app open source release over the coming weeks to get even more great ideas for ways to deliver the best experience to your users.





الأربعاء، 25 يونيو 2014

Games at Google I/O '14: Everyone's Playing Games

By Greg Hartrell, Product Manager, Google Play games








With Google I/O ‘14 here, we see Android and Google Play as a huge opportunity for game developers: 3 in 4 Android users are playing games, and with over one billion active Android users around the world, games are reaching and delighting almost everyone.

At Google, we see a great future where mobile and cloud services bring games to all the screens in your life and connect you with others. Today we announced a number of games related launches and upcoming technologies across Google Play Games, the Android platform and its new form factors.



Google Play Games



At last year’s Google I/O, we announced Google Play Games -- Google’s online game platform, with services and user experiences designed to bring players together and take Android and mobile games to the next level.

Google Play Games has grown at tremendous speed, activating 100 million users in the past 6 months. It’s the fastest growing mobile game network, and with such an incredible response, we announced more awesome enhancements to Google Play Games today.

Game Profile



The Play Games app now gives players a Game Profile, where they earn points and vanity titles from unlocking achievements. Players can also compare their profile with friends. Developers can benefit from this meta-game by continuing to design great achievements that reward players for exploring all the content and depth of their game.



Quests and Saved Games



Two new game services will launch with the next update for Google Play Services on Android, and through the Play Games iOS SDK:




  • Quests is a service that enables developers to create online, time-based goals in their games without having to launch an update each time. Now developers can easily run weekend or daily challenges for their player community, and reward them in unique ways.

  • Saved Games is a service that stores a player’s game progress across many screens, along with a cover image, description and total time played. Players never have to play level 1 again by having their progress stored with Google, and cover images and descriptions are used in Play Games experiences to indicate where they left off and attract them to launch their favorite game again.



We have many great partners who have started integrating Quests and Saved Games, here are just a few current or upcoming games.






























More tools for game developers



Other developer tools are now available for Play Games, including:




  • Play Games Statistics — Play Games adopters get easy effort game analytics through the Google Play Developer console today, including visualization of Player & Engagement statistics. What’s new is aggregated player demographic information for signed-in users, so you can understand the distribution of your player’s ages, genders and countries.

  • Play Games C++ SDK is updated with more cross-platform support for the new services and experiences we announced. Cocos2D-x, a popular game engine, is an early adopter of the Play Games C++ SDK bringing the power of Play Games to their developers.



Game enhancements for the Android Platform



With the announcement of the developer preview of the Android L-release, there are some new platform capabilities that will make Android an even more compelling platform for game development.




  • Support for OpenGL ES 3.1 in the L Developer Preview — Introducing powerful features like compute shaders, stencil textures, and texture gather, enables more interesting physics or pixel effects on mobile devices. Additional API and shading language improvements improve usability and reduce overhead.

  • Android Extension Pack (AEP) in the L Developer Preview — a new set of extensions to OpenGL ES that bring desktop class graphics to Android. Games will be able to take advantage of tessellation and geometry shaders, and use ASTC texture compression.

    We're pleased to be working with different GPU vendors to adopt AEP including Nvidia, ARM, Qualcomm, and Imagination Technologies.



  • Google Gamepad standards — We recently published a standard for gamepad input for OEMs and partners who create and enable these awesome input devices on Android. The standard makes this input mechanism compatible across Google platforms on Android, Chrome and Chromebooks. You can learn more here: Supporting Game Controllers.



Play Games on Android TV



And Google's game network is a part of the Android TV announcement — so think of Android on a TV, with a rich interface on a large screen, and fun games in your living room! Players will be able to earn achievements, climb leaderboards and play online with friends from an Android TV. This is only available through the developer preview, so game developers seeking a hardware development kit (the ADT-1) can make a request at http://developer.android.com/tv.



Updates rolling out soon



That’s a lot of games announcements! Our Play Games changes will roll out over the next few weeks with the update of Google Play Services and the Play Games App, and Android L-release changes are part of the announced developer preview. This gets us a big step closer to a world where Android and our cloud services enable games to reach all the screens in your life and connect you with others.



Greg Hartrell is the lead product manager for Google Play Games: Google's game platform that helps developers reach and unite millions of players. Before joining Google, he was VP of Product Development at Capcom/Beeline, and prior to that, led product development for 8 years at Microsoft for Xbox Live/360 and other consumer and enterprise product lines. In his spare time, he enjoys flying birds through plumbing structures, boss battles and pulling rare objects out of mystery boxes.














Get it on Google Play

Building Successful Global App Businesses

By: Purnima Kochikar, Director, Google Play Apps & Games









With over 1 billion active Android users, an increasing number of developers like you are building successful global businesses on Google Play. Since the last Google I/O, we’ve also paid out more than $5 billion to developers.



This week at Google I/O, we announced new ways to help you build a successful business. These solutions work together at scale to help you find more users, understand and engage them, and effectively convert your active users into buyers.



Build an engaging app



Last year, Google Play became an even better place to try new ideas. Since May 2013, Google Play offers Alpha and Beta Testing so that you can engage users early to get feedback on your new app. Feedback provided by users is private, allowing you to fix issues before publicly launching the app, and without impacting your public ratings and reviews. Over 80,000 apps on Google Play are actively using beta testing. You can also ensure new versions get a positive response by updating through staged rollouts.




Scale operations



As your app business grows, you dedicate more time to release management. Today we announced the Google Play Developer Publishing API to help you scale your release operations. The new API will let you upload APKs, manage your in-app products and localized store listings. You will be able to integrate publishing operations with your release processes and toolchain through a RESTful API. With the Google Play Developer Publishing API you’ll spend less time managing your releases and more time managing your business. This API is currently in closed beta and we look forward to making it available to all developers.



Actionable insights



The Google Play Developer Console now offers more actionable insights into your app’s performance by sending you email notifications for Alerts and providing Optimization Tips. We’re also offering new revenue metrics including number of buyers and average revenue per paying user. You’ll also be able to export user reviews for further analysis. Click on Announcements in the Developer Console for a list of new features.







For game developers, we recently launched enhanced Play Games statistics on the Google Play Developer Console. You get a daily dashboard that visualizes player and engagement statistics for signed in users, including daily active users, retention analysis, and achievement and leaderboard performance.



Enhance discovery and engagement



With AdWords, we're building a robust platform to help you promote your app and drive re-engagement. This week we are launching Installed App Category Targeting, a new way to promote your app to new users. It helps you reach potential customers across the AdMob network who have already installed apps from related categories on Google Play and other app stores. For example, an action-oriented game developer may wish to reach users who have previously installed apps from the category Action & Adventure Games.



Ads can also remind users about the apps they already have. Through Google mobile display and search ads deep linking, you can re-engage users who have already installed your Android app by taking them directly to specific pages in the app. Let’s say someone has the Hotel Tonight app installed on their phone. If they search Google for “hotels in San Francisco," they'll see an ad that will open Hotel Tonight app and take them directly to a list of San Francisco hotels.



This deep-linking is also available through search for all apps that implement app indexing. If a user with the Walmart Android app searches for “Chromecast where to buy”, they’ll go directly to the Chromecast page in the Walmart app. The new App Indexing API is now open to all Android developers, globally. Get started now.














New services for game developers



For game developers using Play Games, we announced a new Game Profile that is automatically customized based on the gameplay and achievements earned in those games. Since its launch last year, users have loved saving their game progress in the cloud. We’re now evolving this feature to Saved Games, where users can save up to 3 “bookmarks” of their progress in the Play Games app, complete with images and descriptions. Finally, we announced a new service called Quests — it you run online, time-based goals in your game; for example, players can collect bunch of in-game items on a specific day, and the quests services coordinates with your game to know who completed the goal. These APIs run events for your players, and reward them, without the need to update your game.



New monetization tools



Today, we announced that users who have set up Direct Carrier Billing on their smartphone can also make purchases on Google Play from their tablet, charging to the same mobile phone bill. In addition to our recent launch of payments through PayPal, these new user payment options expand monetization opportunities for your apps.








As announced earlier this year, Google Analytics is now directly available in the AdMob interface, giving you powerful segmentation tools to determine the best monetization strategy for each user. For example, you might want to display in-app purchase ads to users most interested in buying, while showing regular ads to those less likely to buy right now. Once you’ve segmented your audience in this way, you can use AdMob to build interstitial ads that promote in-app purchase items to users at a point in your app that’s useful to them. This creates a more customized experience for users, can help prolong engagement and grow in-app purchase revenue. Learn more.




Join us



If you're at Google I/O 2014, please join us at our breakout sessions today and tomorrow, where we'll be talking about these features in much more detail. (Add us to your calendar!) And if you can't make I/O, you can always join us on the livestream or watch the videos online later.













Get it on Google Play

Cast Away with Android TV and Google Cast

By Dave Burke and Majd Bakar, Engineering Directors and TV Junkies









Last summer, we launched Chromecast, a small, affordable device that lets you cast online video, music and anything from the web to your TV. Today at Google I/O, we announced Android TV, the newest form factor to the Android platform, and a way to extend the reach of Google Cast to more devices, like televisions, set-top boxes and consoles.





Check out Coming to a Screen Near You for some details on everything we’re doing to make your TV the place to be.



For developers though--sorry, you don’t get to unwind in front of the TV. We need you to get to work and help us create the best possible TV experience, with all of the new features announced at I/O today.



Get started with Android TV



In addition to Google Cast apps that send content to the TV, you can now build immersive native apps and console-style games on Android TV devices. These native apps work with TV remotes and gamepads, even if you don’t have your phone handy. The Android L Developer Preview SDK includes the new Leanback support library that allows you to design smoother, simpler, living room apps.



And this is just the beginning. In the fall, new APIs will allow you to cast directly to these apps, so users can control the app with the phone, the remote, or even their Android Wear watch. You’ll also start seeing Android TV set-top boxes, consoles and televisions from Sony, TP Vision, Sharp, Asus, Razer and more.



Help more users find your Google Cast app



We want to help users more easily find your content, so we’ve improved the Google Cast SDK developer console to let you upload your app icon, app name, and app category for Android, iOS and Chrome. These changes will help your app get discovered on chromecast.com/apps and on Google Play.





Additional capabilities have also been added to the Google Cast SDK. These include: Media Player Library enhancements, bringing easier integration with MPEG-DASH Smooth Streaming, and HLS. We’ve also added WebAudio & WebGL support, made the Cast Companion Library available, and added enhanced Closed Caption support. And coming soon, we will add support for queuing and ID delegation.



Ready to get started? Visit developer.android.com/tv and developers.google.com/cast for the SDKs, style guides, tutorials, sample code, and the API references. You can also request an ADT-1 devkit to bootstrap your Android TV development.













Get it on Google Play