diff --git a/app/src/main/res/values-nl/strings.xml b/app/src/main/res/values-nl/strings.xml index a298faf9c..8e2ad7d14 100644 --- a/app/src/main/res/values-nl/strings.xml +++ b/app/src/main/res/values-nl/strings.xml @@ -157,4 +157,141 @@ ChannelActivity Instellingen + " + 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. + + + "