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		 Gian Maria Viglianti
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			| @@ -163,4 +163,142 @@ | ||||
|     <string name="info_labels">Cosa:\\nRichiesta:\\nLingua contenuto:\\nServizio:\\nOrario GMT:\\nPacchetto:\\nVersione:\\nVersione SO:\\nRange IP glob.:</string> | ||||
|     <string name="action_settings">Impostazioni</string> | ||||
|  | ||||
|     <string name="title_activity_channel">ChannelActivity</string> | ||||
|     <string name="large_text">" | ||||
|  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. | ||||
|  | ||||
|  | ||||
|  "</string> | ||||
|     </resources> | ||||
|   | ||||
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