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by nwh 4279 days ago
So "Material Design" is "Flat Design" with shadows?

I'm not sure I can quite get used to this particular theme at all. The colors are pretty gaudy, the main action buttons (brown and purple) particularly are almost unreadable to me. I couldn't find the input boxes at all even though they had a header, they just parse as horizontal rules rather than something I can click on an add text. I respect the effort that has gone into creating this, but on a fundamental level I don't feel this is a good step in interface design.

4 comments

After looking through Google's own material design guidelines (http://www.google.com/design/spec/material-design/introducti...), I find them much more pleasing than this bootstrap theme. When it comes to material design, it seems that context and execution details will play a big role in delivering an experience that looks and feels right.
My project is just a 1:1 conversion from Polymer Paper project to Bootstrap. It's still in early developement but I'm sure it will become much better in future :)
It doesn't feel that way, though. Your colors for example seem significantly "darker".
agreed the colors seem to have higher saturation in the bootstrap version
The most important aspect of Material is the layered animations. This library is missing them.
Thats what I thought until I tried Android L...looks flat + shadows when you look at screenshots. But I was wrong. It's about layers and movement after interactions. You have to experience it with animations, sliding down notification menus, and tab-switching between apps. It feels like an very smooth remake of the Android 4 redesign, that flows cleanly between panels and screens.

The flat/shadowy UI elements are secondary IMO to the layering effects that have been added. Something bootstrap themes can't really capture.

The Google stuff looks eerily like Metro to me, but perhaps flat design with strict guidelines and good principles converge into similar looking aesthetics.

I just find "material design" obnoxious, pathological cargo-culting and can't bring myself to elocute it, except maybe if I'm referring to someone designing synthetic leather.

The flatness isn't the key point of Material Design, the interactions are.
> So "Material Design" is "Flat Design" with shadows?

... and bright colors, yeah.

But it's really just a return to early 90s GUI design (flat, high-contrast, shadows): http://files.vforum.vn/2013/T08/img/diendanbaclieu-98580-tur...