Good design and bad design practices

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Good design and bad design practices

Once having defined the metaphor of paper and ink and its visual expression and behavior, motion provides meaning: Long story short, Material Design is alive and its motion is always meaningful, giving visual expression to what the user did.

Feedback is subtle yet clear. Ideally, the user should perceive an app like a continuum, a unique scene where the paper UI moves, morphs, expands to create structure, while ink flows over surfaces to reveal content — all in a perfect, coordinated and graceful ballet.

And even if the SDK has some tools that we can use to start with simple things, good motion is still hard to achieve. Remember that simple but well done is much better than complex but useless, confusing or an end unto itself — meaningful, remember?

So please stop with the cascades of components flying across the screen without a purpose — I mean a purpose besides having things moving around — and remember that the barely fact that some components are animated is not expression of Material Design. Another perl we see a lot these days is the pop-the-component-in-or-out-in-a-snap.

But it will never vanish or fade away in front of your eyes [2]. A sheet of paper is solid, impenetrable, tangible and behaves according to its properties. The same concept applies to the entire screen or Activity for the tech guys: To arginate this busy mess, here some pinpoints to follow: Always remember that Material motion is natural, responsive, clear and — overall — intentional.

Try to implement Shared Element Transitions when you have the opportunity: Never make any animation or transition too long or too short: Also, is fundamental to calibrate timing according to the device you are targeting.

And we all know that cards are fabulous elements to contain chunks of information like on Google Now or on Android Wear or content composed of different elements, like images and text and buttons.

They are perfect to layout elements that can respond dynamically to the screen size.

Good design and bad design practices

Cards have their own purpose and they are not suitable for every scenario where we need to display data. Nope, they are not the panacea for every design problem: So please use cards only when the content you have to display calls for them, such as: The case when you never should use a collection of cards is the one in which the user has to scan a list or a grid of homogeneous elements on the screen to compare one element with to another until he finds the data he was looking for.

Do not — I repeat — do not replace tiles with cards in these scenarios. Are you asking why? A visual comparison of the same content as a list of cards left and a list of tiles right So no cards everywhere, please. I saw cards containing titles of sections or only a couple of raised buttons, cards used as containers for logotypes in the middle of empty screens and other, horrifying UI creations: And just one final note: And here it is, the most misunderstood Material Design UI component of all times.

And then, the miracle: So, let me be even clearer than before: Now we can have a fresh start. Besides the additional types ones persistent, dropdown, togglethe most common buttons are Flat buttons — made of ink printed on a surface — and the Raised buttons — made of a sheet of material that raises when pressed.

Then we have the FAB. The FAB is chosen based on a completely different factor: And the FAB was created exactly to represent the primary action of the screen that hosts it; even further, the FAB should ideally represent the core function of your entire app.

I am not overemphasize here: Well, the answer is very simple.Best practices BAD, patterns GOOD? Ask Question. Whether talking about best practices or design patterns, the correct question is to ask how to solve the problem at hand, and to be open to all constructive suggestions.

Bad-practice, good-practices, best-practices, practice and programming-practices tags. 4.

Good design and bad design practices

Good API design is a topic that comes up a lot for teams that are trying to perfect their API strategy. In a previous blog post, I briefly discussed the importance of API design. The benefits of a well-designed API include: improved developer experience, faster documentation, and higher adoption for your API.

Top 10 Mistakes in Web Design. This article presents the highlights: the very worst mistakes of Web design. (Updated ) 1. Bad Search. Overly literal search engines reduce usability in that they're unable to handle typos, plurals, hyphens, and other variants of the query terms. Good deeds in Web design ; Web design mistakes ( It shows how common programming problems can be resolved in a dirty way and what are benefits of resolving it in a proper, clean way using good practices and design patterns.

In my work experience I saw many times highlighted in this article bad practices. Using too many web fonts is clearly bad technique, not only from a design perspective, but also from an accessibility and usability point of view.

A web page that has to load more than one (maximum two) web fonts at every refresh is going to load very slowly and we . May 01,  · Conversely, bad UI design is sluggish, complicated, and generic.

And, surprisingly, there’s little gray area. Either you have a thoughtful UI design, or you have a generic blob that doesn’t meet the requirements of your r-bridal.comr: Daniel Burns.

User Interface Design Guidelines: 10 Rules of Thumb | Interaction Design Foundation