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Android和IOS的差距越来越大了??

个人感觉ios8补了不少原来android上的亮点
比如第三方输入法(终于能用fleksy了哦也!)
比如通知栏widget
比如更好的应用间分享机制
甚至Family Sharing都是在借鉴巨硬room的概念233

而且用户要是一水水果
iPhone, iPad, and Mac. Connected 这次也是非常领先


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引用:
原帖由 烏鴉 于 2014-9-10 18:04 发表
posted by wap, platform: SONY Xperia Z2
Android4.0比iOS7早多了
Android L表明的设计方向也表明了并不是一味的扁平

wp更多还是在强调metro UI(morden UI),国内很多软件有段时间倒也是小规模跟风过。苹果的 ...
google android4.0时有提到flat?水果也没提过吧记得
而metro design出世时也没提到flat

"国内很多软件有段时间倒也是小规模跟风过。苹果的扁平和wp的瓷贴也并不一样。"

国内所有应用 只要是发布在store中的,真正有metro design神韵把握住关键的是极少的
只我所知,大概不超过5个 listen store link: http://www.windowsphone.com/en-u ... 3-9516-ac6e1d59a5ed
它已经算是翘楚了,但依然存在不少问题(比如交互上的不统一,关于metro design 或者设计metro app,可以看看这篇文章(主要谈ux):http://winecos.com/?/article/31 其中提到的future design:http://www.microsoft.com/office/vision/
当然,要是上文作者justin的627.fm算国内应用的话,那么这才是较成熟的实践,store link: http://www.windowsphone.com/en-u ... 9-a88d-1b4abb7aa03e

而国内跟风的那些,绝大部分都是滥用应用内tile做导航用 而且panorama background也是滥用 颜色五光十色 十分让人恶心=.=

当然国内应用花大力气做ui/ux的就不多 也就不可能再在wp上投什么精力了 而且 巨硬的guidline对比google与水果也是不清不楚(material design发布后的google.com/design实在太棒!)

而ios7/8的设计与metro design有相同的理念 去除多余的界面装饰元素等等,但不同之处也绝不止于有无live tile, 要我个人一句话总结那就是:内容作为设计的核心。
至于细节体现的理念不同这里不赘述,但可以看下当初wp在10年时的宣传片,http://vimeo.com/10246720 相信除了metro style其他设计投影在空气中怕是魂早就跑没了,它朝向未来

而巨硬目前定下的基调,所谓的几大原则,请详见下文

Charting Microsoft’s design principles



Those three influences underpin Microsoft's design principles. At first glance, it's easy to assume that Microsoft's design approach is simply “tiles and typography.” That myth was dispelled two years ago when I sat in a cavernous room on our Redmond campus. Four hundred designers from across the company, representing every design discipline at Microsoft, gathered to discuss the principles and share how they were applied. Tiles and typography this is not. Here's how designers at Microsoft explain them and how I've observed them being applied:

Pride in craftsmanship
Pride in craftsmanship is about devoting time and energy to small things that many will see often. It’s about engineering experiences that are complete and polished at every stage — be that pixel-perfect icons or error messages that make sense to real people. With Surface,
pride in craftsmanship was elevated to a new level. The device is constructed from a unique approach called VaporMg (pronounced “vapor-mag”) — a combination of material selection and engineering process that delivers a device that is both thin and light while being very strong and durable. Surface really is a feat of engineering — and a work of art.

Craftsmanship isn’t just about hardware, though. As I’ve toured the design studios in Microsoft, I’ve witnessed microscopic care applied to every pixel, every movement and what those details communicate. Take a magnifying glass to icons in Windows Phone and you’ll see attention to detail. Set a picture password in Windows 8 and you'll see how design makes technology “feel” more personal.

Fast and fluid
Products that feel immersive and responsive are compelling, delightful and bring the interface to life. Products should be designed to let people interact directly with content and respond to actions with matched energy.


Meaningful use of motion can tell a story. Windows Phone’s entire design is about getting you in and out of the phone as quickly as possible — it’s fast and fluid with a focus on simple, quick-use scenarios. SkyDrive and Outlook.com embrace this principle, too. They focus on reductionism, subtle motion and graceful speed to help people get stuff done and bring their content to the fore.

Designers on a wide variety of products and services are taking these principles to heart. Late last year I spent an afternoon in the design studio of the team building Outlook Web Access (OWA) for Exchange Server 2013. They were in the process of building a radically new OWA that scales the user interface to different screen sizes and across touch, mouse and keyboard inputs.

Authentically digital
Being authentically digital is about going beyond the rules and properties of the physical world to create new and exciting possibilities in a purely digital realm. It’s about designing for the form factor, be it hardware or software. And it's about delivering interfaces free from unnecessary decoration or ornamentation.
In software, traditional visuals such as beveled buttons, reflections, drop shadows and the use of faux materials such as simulated wood grain, brushed metal and glass are attempting to mimic real-world materials and objects. Microsoft is pushing those notions aside — our designers are celebrating the fact that software is digital and made of pixels and elements such as typography, color and motion-enabled experiences that aren't possible in the real world. As content comes to life, the user interface gets out of the way. Live Tiles for messaging and photos on Windows 8 and Windows Phone bring the experience to life for me with my photos and the people I care about — not with a static icon. Expressing myself digitally through my Xbox Live avatar is another authentically digital experience that celebrates digital design.

In hardware, authentically digital means being honest about materials and interaction. If a button looks like metal, it should be metal — if not, it’s communicating a lack of authenticity.

Do more with less
This principle is concerned with focusing on only what is needed — reducing to the essence and celebrating content. Our


research shows people don’t care about the origin of a fake light source that may display a drop shadow on an icon — it’s superfluous. A Microsoft designer’s focus is on making every element have a clear and useful purpose. No more, no less. It helps communicate what is most important so a person can focus on the task at hand.

The Office team is consistently focusing on how to design productivity-related experiences that scale across devices and user contexts. Office on a phone is primarily a consumption and light editing experience, so the interface is tailored to suit that medium. Office on a large screen affords more information density on the screen without being overwhelming. On a laptop or tablet users toggle between these two experiences based upon the context of the task at hand. The goal is to deliver a product that helps customers do brilliant things every day, on any device and from anywhere, by helping them focus on the task and not the tools or technology.

Win as one
The design principles are about much more than visual style — they're about a series of consistent experiences. Small details such as
shared iconography and typography and more subtle capabilities such as shared interaction metaphors (swiping, gesturing, searching, etc.) deliver that consistency. Each time a customer uses one of our products we want it to look and feel like it came from the same company — from the packaging to the retail experience all the way through to using a product. When you connect a Touch Cover to a Surface, it feels as if they were born in the same place; they work together seamlessly and are comfortable and elegant together. When you search using Bing, it looks the same regardless of whether you're on Xbox, a Windows laptop, a Windows Phone or a non-Microsoft device. When you control Xbox from your tablet or Windows Phone using SmartGlass, it's a magical experience. The thoughtful application of the core design principles makes this happen.

http://www.microsoft.com/en-us/news/stories/design/default.aspx



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引用:
原帖由 雾桑 于 2014-9-10 17:04 发表

在手机设计方面,暂时还轮不到WP领导潮流
别的不知道,MIUI之类绝逼不是跟风WP。
巨硬从来没在设计上引领过潮流 只是我想贫些题外话:D
举个不恰当的例子:Matias Duarte
我意思是webos什么样子大家清楚
但Albert Shum已经是Microsoft OS group design director了,而且wp组已彻底上位(只是太晚太晚很多事儿没法救


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引用:
原帖由 烏鴉 于 2014-9-10 22:39 发表
posted by wap, platform: SONY Xperia Z2
Web os软硬一体的设计风格我觉得比苹果更加强烈,只可惜死得太早了。
Matias Duarte赞
对的 我觉得他对于猴来说简直是救火队员
可android design或许也并没有引领什么?(比如Navigation Drawer也是android design先有但是ios7中出现后才得到广泛追棒)
甚至是可能在android系统自己圈子内都没有铺开
真心希望material design能在猴的生态圈内相对的统一下设计...

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引用:
原帖由 handsomeken 于 2014-9-10 23:15 发表


微软开始扁平化的时候苹果还在画图标
metro design出来时说扁平了?
扁平谁?wm?根本是两套交互理念好吗

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