Android L & Material Design

Android L & Material Design

Presentation about Android L & Material Design for "Google I/O: Extended" hosted by GDG Riga.

A9e23925dc5753d5925cb6ef55d71765?s=128

Sergey Kibish

July 03, 2014
Tweet

Transcript

  1. Android L & Material Sergey Kibish

  2. About μ • Student • ♥ Technology • More info

    @ http://sergeykibish.com • Latest project http://paffol.com
  3. Material Design Cross-platform design

  4. What if we could design for materials of the future

    instead of materials that we use today? - Matias Duarte
  5. Principles 1. Material is the metaphor

  6. Principles 1. Material is the metaphor 2. Surfaces are intuitive

    and natural
  7. None
  8. Principles 1. Material is the metaphor 2. Surfaces are intuitive

    and natural 3. Dimensionality affords interaction
  9. None
  10. None
  11. Principles 1. Material is the metaphor 2. Surfaces are intuitive

    and natural 3. Dimensionality affords interaction 4. Contents is bold, graphics and intentional
  12. Principles 1. Material is the metaphor 2. Surfaces are intuitive

    and natural 3. Dimensionality affords interaction 4. Contents is bold, graphics and intentional 5. Color, surface, and iconography emphasize action
  13. None
  14. None
  15. None
  16. Principles 1. Material is the metaphor 2. Surfaces are intuitive

    and natural 3. Dimensionality affords interaction 4. Contents is bold, graphics and intentional 5. Color, surface, and iconography emphasize action 6. Users initiate change
  17. Principles 7. Animation is choreographed on a shared stage

  18. None
  19. Principles 7. Animation is choreographed on a shared stage 8.

    Motion provides meaning
  20. None
  21. None
  22. Principles 7. Animation is choreographed on a shared stage 8.

    Motion provides meaning 9. One adaptive design
  23. None
  24. None
  25. None
  26. None
  27. http://google.com/design

  28. None
  29. None
  30. None
  31. Performance Android L

  32. Performance • Runtime • Graphics • Battery Life

  33. ART • New runtime in L • Designed to support

    mix of AOT, JIT and interpreted • Truly cross platform: ARM, x86, MIPS
  34. ART vs. Dalvik • AOT (Ahead-of-Time) • JIT (Just-in-Time)

  35. ART vs. Dalvik • AOT (Ahead-of-Time) • Run faster •

    JIT (Just-in-Time) • Run slower
  36. ART vs. Dalvik • AOT (Ahead-of-Time) • Run faster •

    Longer battery life • JIT (Just-in-Time) • Run slower • CPU bound
  37. ART vs. Dalvik • AOT (Ahead-of-Time) • Run faster •

    Longer battery life • Slow install • JIT (Just-in-Time) • Run slower • CPU bound • Fast install
  38. ART vs. Dalvik • AOT (Ahead-of-Time) • Run faster •

    Longer battery life • Slow install • Large storage footprint • JIT (Just-in-Time) • Run slower • CPU bound • Fast install • Small storage footprint
  39. None
  40. None
  41. 64-bit • Large number registers • Newer instruction sets •

    Increased addressable memory space • Cross platform support • No modification for Java language
  42. Android Extension Pack • Tesselation • Geometry shaders • Computer

    shaders • ASTC texture compression
  43. Battery Life • Wifi radio • Cell radio • Bluetooth

    radio • GPS • CPU • Display
  44. Project Volta

  45. None