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Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts


Yesterday, I attended the hackathon at Iowa BIG as a part of a field trip from my computer science class. Up until yesterday, I had no idea what a hackathon really entailed. I assumed it would be intense and I wouldn't like it, but after going I'm really glad I did and would happily go again.

A hackathon is when a group of developers or other people gather in a space in an attempt to solve problems through coding. It's not as hard as it sounds. The people at Iowa BIG already had some problems for us to solve, such as build an RPG to drive tourism to the community, building an app to help our school keep track of tutorials, or build an interesting project with a Microsoft Kinect. The people there made sure that we chose a project we're passionate about, a problem we want to solve. I chose to redesign a logo and website for a local nonprofit, because I've had experience in web and graphic design in the past.

A major setback I had right away was redesigning the logo. The nonprofit itself had a very outdated logo with clipart, and I planned to completely scrap it and make a new one in Adobe Illustrator. Once I drew up the draft on a whiteboard, I found that the computers we had there did not have Illustrator on them. (GIMP or Inkscape are pretty much unusable for me.) Asking one of the teachers from BIG, I found out that there was indeed a computer downstairs where I could use Illustrator. Making it was a really fun exercise, because I felt like I was actually contributing my design skills for someone else. It's the first time I've ever done something like that. And while I was pressed for time because another group had to use the computer, I got a rough draft done. It could definitely be improved upon, but the coordinators of the hackathon insured us that the goal was not to get a finished product, but to make a dent in the problem.

While I was making the logo, I left my group to the website. Apparently I should not have done that. I don't know if my group felt over their heads or if they simply just went to the hackathon to get out of school, but they made little progress. Taking control, I essentially ended up copying a Bootstrap template and replacing certain text and images with stuff from the nonprofit's website to give it a more updated look. I didn't get all the way through because I felt like my group wasn't doing any work, so I handed the laptop to them and told them to finish it while I relaxed for the last 30 minutes. I'm not exaggerating when I say they did not make any changes or progress at all after that point.

Even though my group wasn't helpful, I would still do it again even if it meant doing it alone. It was fun to practice my web and graphic design skills on something that actually exists, and for another person. I also had various people at the building complement my work on the logo, which was a huge motivator. Plus, free pizza! Who doesn't want that?

The purpose of this post isn't just to talk about my experience, but to let everyone know what a hackathon is like and what it can be. A hackathon will be fun if you're actually planning to contribute, and I did see other groups that worked well together. But if you aren't interested in doing any work, it's not going to be fun. It was a great learning experience to get actual practice and experience in the field of something I hope to do for the rest of my life. Design and coding are extremely fun to me, and if they are to you, I'd encourage you to check one out as well.


Google introduced its design language, dubbed Material, in 2014 as a proposed solution to make its OS distinctive and replace the outdated Holo design language. The goal of Holo was to standardize the designs used across different versions of Android and make Android more uniform. Holo was a mostly dark look, with electric blue accents. While many loved Holo for what it was, it was definitely time Google stepped up its game in terms of design to keep up with Apple. In comes Material.

Material (left) vs Holo (right) settings apps
Material Design was code-named "Quantum Paper" by Google before it was announced, and this is a good description. It was announced at Google I/O 2014 along with Android L, later known as Android 5.0 Lollipop. Distinctive features of Material Design is a lighter interface with distinctive, vibrant colors and a huge focus on animations. Pre-Material, Android was pretty static in terms of animations. Sure, you had some simple ones across the operating system, but the ones that were there were pretty unimpressive. Material's major focus is providing context through animation, and adding depth to the interface. If you press a button, instead of a screen suddenly appearing, the screen should grow from the button. This provides an understanding of what event is triggering what, and frankly, an amazing example of great design. Depth is used by making subtle shadows underneath certain elements. This allows items to be on top of each other and still look great. FABs, or Floating Action Buttons, are another common theme among Material apps. They provide a place for the user to interact without requiring the developer to allocate space in an otherwise unneeded place in the app. The FAB gets out of the way when it isn't needed, and can display new options when tapped.


Good examples of Material Design are those that use the design language to create apps that follow the rules set across by Google, while also injecting a bit of originality and brand recognition. The best example of this I can think of is with the Tumblr app. It isn't a Google app, but it follows Material Design extremely well. It's not perfect, but it uses cards, distinctive animations, and depth to create an app that feels material, while also feeling like it's still Tumblr. Basically any app by Google has amazing Material Design as well.


A bad example of Material is Sleep as Android. It's a great app, don't get me wrong, but its adoption of material was half-assed, for lack of a better word. It doesn't do many of the things that Material apps should do. It feels like it's trying to give its users the impression of it being Material without putting in any of the work. It has a FAB, but its placement is off and tapping it is not animated. Actually, almost nothing in this app is animated better than the Holo days. The toggle switches aren't even animated! The UI is a weird combination of half-baked Material over a Holo base.


Material isn't just needed to make apps look better, it's needed to make Android look better. If apps do not follow this design language it fragments Android and makes it confusing to the user. Imagine if every app you open had a completely different layout and style. Different stylistic choices are great, but if you're making a modern Android app, please use Material in the way it's intended instead of half-assing it.