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Google’s Principal Designer For Search And Maps Explains Material Design

Tuesday, July 8, 2014

Google’s design work was center stage at I/O this year, from the keynote through sessions and things being demoed on the show floor. The changes run across Google’s range of devices and platforms, and embrace a new set of design principals grouped under the central concept of ‘Material Design.’

I spoke to Jon Wiley, Principal Designer of Search and Maps and Google, about the process of changing the company’s design language across its platforms and products. Material Design doesn’t necessarily throw out Google’s existing design work, according to Wiley, but it does represent a comprehensive new way of thinking about software interaction in the context of modern devices.

“It’s definitely an evolution, although I do think at this point that we’ve also pushed it farther, and we’ve been working pretty hard on that,” Wiley explained. “We talked [during the keynote] about [how] material is the metaphor, and there were actually two metaphors that guided us in terms of thinking about how we could design specifically for high-density displays with touchscreens.”

material-designTouchscreens, combined with high resolution screens with very high pixel-per-inch counts, have conspired to give device users very different expectations around what software should feel like in use. We no longer stare at crudely rendered green text on a black field, after all.

“That affords kind of a new dimension of interaction and interactivity – you’re physically interacting with software interfaces, and so I think that people have far greater expectations,” Wiley said. “They have all the expectations that they have with beautiful, functional, useful design in the physical world that we’ve had for a very long time, they’re bringing those expectations to the software that they’re interacting with because of the nature of the medium.”

“Mouse and keyboard dominated the input/output mechanism with computing devices for quite some time, and we’ve only had widely available touchscreens and high density displays for a few years,” he added. “We initially saw a lot of interface design that was ‘well, we’ll go take what we know, and we’ll jam it on these smaller screens, just kind of jam it on there.’ And we started [...] over a year ago, really thinking about if i’m someone who uses software and i’m coming to the table with all of these expectations about the physical interaction of things and how they behave, all of that is informed by some basic rules and underlying physics.”

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