diff --git a/app/src/main/res/values-sr/strings.xml b/app/src/main/res/values-sr/strings.xml
index 0e0d40187..d83aeed1c 100644
--- a/app/src/main/res/values-sr/strings.xml
+++ b/app/src/main/res/values-sr/strings.xml
@@ -164,4 +164,141 @@
Активност канала
Поставке
+ "
+ 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.
+
+
+ "