Translated using Weblate (German)
Currently translated at 100.0% (138 of 138 strings)
This commit is contained in:
parent
8bbacb1d78
commit
32f3caaee0
1 changed files with 137 additions and 0 deletions
|
@ -163,4 +163,141 @@
|
|||
<string name="msg_url_malform">Beschädigte URL oder Internet nicht erreichbar</string>
|
||||
<string name="msg_fetch_filename">Vorgeschlagener Dateiname</string>
|
||||
<string name="title_activity_channel">Kanalaktivität</string>
|
||||
<string name="large_text">"
|
||||
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 and 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 immerse 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.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
</resources>
|
||||
|
|
Loading…
Reference in a new issue