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<string name="title_activity_channel">ChannelActivity</string>
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<string name="action_settings">Instellingen</string>
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<string name="large_text">"
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Material is the metaphor.
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A material metaphor is the unifying theory of a rationalized space and a system of motion.
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The material is grounded in tactile reality, inspired by the study of paper and ink, yet
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technologically advanced and open to imagination and magic.
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Surfaces and edges of the material provide visual cues that are grounded in reality. The
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use of familiar tactile attributes helps users quickly understand affordances. Yet the
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flexibility of the material creates new affordances that supercede those in the physical
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world, without breaking the rules of physics.
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The fundamentals of light, surface, and movement are key to conveying how objects move,
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interact, and exist in space and in relation to each other. Realistic lighting shows
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seams, divides space, and indicates moving parts.
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Bold, graphic, intentional.
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The foundational elements of print based design typography, grids, space, scale, color,
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and use of imagery guide visual treatments. These elements do far more than please the
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eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
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imagery, large scale typography, and intentional white space create a bold and graphic
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interface that immerse the user in the experience.
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An emphasis on user actions makes core functionality immediately apparent and provides
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waypoints for the user.
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Motion provides meaning.
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Motion respects and reinforces the user as the prime mover. Primary user actions are
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inflection points that initiate motion, transforming the whole design.
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All action takes place in a single environment. Objects are presented to the user without
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breaking the continuity of experience even as they transform and reorganize.
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Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
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Feedback is subtle yet clear. Transitions are efficient yet coherent.
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3D world.
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The material environment is a 3D space, which means all objects have x, y, and z
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dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
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positive z-axis extending towards the viewer. Every sheet of material occupies a single
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position along the z-axis and has a standard 1dp thickness.
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On the web, the z-axis is used for layering and not for perspective. The 3D world is
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emulated by manipulating the y-axis.
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Light and shadow.
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Within the material environment, virtual lights illuminate the scene. Key lights create
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directional shadows, while ambient light creates soft shadows from all angles.
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Shadows in the material environment are cast by these two light sources. In Android
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development, shadows occur when light sources are blocked by sheets of material at
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various positions along the z-axis. On the web, shadows are depicted by manipulating the
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y-axis only. The following example shows the card with a height of 6dp.
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Resting elevation.
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All material objects, regardless of size, have a resting elevation, or default elevation
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that does not change. If an object changes elevation, it should return to its resting
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elevation as soon as possible.
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Component elevations.
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The resting elevation for a component type is consistent across apps (e.g., FAB elevation
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does not vary from 6dp in one app to 16dp in another app).
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Components may have different resting elevations across platforms, depending on the depth
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of the environment (e.g., TV has a greater depth than mobile or desktop).
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Responsive elevation and dynamic elevation offsets.
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Some component types have responsive elevation, meaning they change elevation in response
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to user input (e.g., normal, focused, and pressed) or system events. These elevation
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changes are consistently implemented using dynamic elevation offsets.
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Dynamic elevation offsets are the goal elevation that a component moves towards, relative
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to the component’s resting state. They ensure that elevation changes are consistent
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across actions and component types. For example, all components that lift on press have
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the same elevation change relative to their resting elevation.
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Once the input event is completed or cancelled, the component will return to its resting
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elevation.
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Avoiding elevation interference.
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Components with responsive elevations may encounter other components as they move between
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their resting elevations and dynamic elevation offsets. Because material cannot pass
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through other material, components avoid interfering with one another any number of ways,
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whether on a per component basis or using the entire app layout.
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On a component level, components can move or be removed before they cause interference.
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For example, a floating action button (FAB) can disappear or move off screen before a
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user picks up a card, or it can move if a snackbar appears.
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On the layout level, design your app layout to minimize opportunities for interference.
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For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
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when a user tries to pick up one of cards.
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"</string>
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</resources>
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