【翻译】(design-2)风格

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【翻译】(design-2-1)风格

see http://developer.android.com/design/style/index.html

原文见http://developer.android.com/design/style/index.html

 

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STYLE

 

风格(注:样式)

 

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(图略:

一些渐变的颜色(暗示“颜色”章节)

一些应用图标(暗示“图标”章节)

3,4,6,8,12,以及它们之间的比例(暗示“设备与显示屏”章节)

HOME按钮(暗示“触碰反馈”章节)

 

Build visually compelling apps that look great on any device. 

 

构建在视觉上引人注目的应用,它们在任意设备上看起来极佳。

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-2)设备与显示屏

see http://developer.android.com/design/style/devices-displays.html

原文见http://developer.android.com/design/style/devices-displays.html

 

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Devices and Displays

 

设备与显示屏

 

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Android powers millions of phones, tablets, and other devices in a wide variety of screen sizes and form factors. By taking advantage of Android's flexible layout system, you can create apps that gracefully scale from large tablets to smaller phones.

 

Android为数以百万计的以广泛种类的屏幕大小和长宽比的电话、平板和其它设备给予强大力量。通过利用Android的灵活的布局系统,你可以创建从大平板到较小电话优雅地缩放的应用。

 

(注:图略:两种大小规格的手机和两种大小规格的平板)

 

Be flexible

 

要灵活

 

Stretch and compress your layouts to accommodate various heights and widths.

 

拉伸和压缩你的布局以适应不同的高度和宽度。

 

Optimize layouts

 

优化布局

 

On larger devices, take advantage of extra screen real estate. Create compound views that combine multiple views to reveal more content and ease navigation.

 

在较大设备上,利用额外的屏幕真实空间(注:real estate原意是不动产)。创建组合视图,组合多个视图以展示更多内容和方便(注:减轻)导航。

 

Assets for all

 

用资源应对全部情况

 

Provide resources for different screen densities (DPI) to ensure that your app looks great on any device.

 

为不同屏幕密度(DPI)提供资源以确保你的应用在任意设备上看上去极好。

 

(注:图略:

XHDPI ~320DPI

HDPI ~240DPI

MDPI ~160DPI BASELINE

LDPI ~120DPI

 

32X32dp

 

Strategies

 

策略

 

So where do you begin when designing for multiple screens? One approach is to work in the base standard (medium size, MDPI) and scale it up or down for the other buckets. Another approach is to start with the device with the largest screen size, and then scale down and figure out the UI compromises you'll need to make on smaller screens.

 

那么当为多屏幕设计时你从哪里开始呢?一种方法是在基本标准(中等大小,MDPI)(原文注:Medium density(160 dpi),翻译:中等密度(160dpi))中工作并且为其它规格(注:桶)向上放大或向下缩小。另一种方法是从带有最大屏幕大小的设备开始,然后向下缩小并计算你需要在较小屏幕上作出的用户界面折中方案。

 

For more detailed information on this topic, please visit Supporting Multiple Screens.

 

关于这个主题的更多详细信息,请访问支持多屏幕。

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-3)主题

see http://developer.android.com/design/style/themes.html

原文见http://developer.android.com/design/style/themes.html

 

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Themes

 

主题

 

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(图略:收件箱)

 

Gmail in Holo Light.

 

半透明淡背景的Gmail。

 

(图略:

设置,

无线与网络

WiFi 关

蓝牙 关

数据使用

更多...

设备

声音

显示

存储

电池

应用

 

Settings in Holo Dark.

 

半透明深背景的设置应用。

 

(图略:

talk

 

Talk in Holo Light with dark action bar.

 

带深色动作栏的半透明淡背景的Talk应用。(注:这里的Talk可能是指GTalk即Google Talk)

 

Themes are Android's mechanism for applying a consistent style to an app or activity. The style specifies the visual properties of the elements that make up your user interface, such as color, height, padding and font size. To promote greater cohesion between all apps on the platform, Android provides three system themes that you can choose from when building apps for Ice Cream Sandwich:

 

主题是Android的机制,用于应用一个一致的样式到一个应用或活动。该样式指定构成你的用户界面的元素的可视化属性,诸如颜色、高度、内边距和字体大小。为了在平台上的所有应用之间提升更大的内聚力,Android提供三个系统主题,你可以在为冰激凌三文治(注:Android 4)构建应用时从它们中选择主题。

 

* Holo Light

 

* 半透明淡背景

 

* Holo Dark

 

* 半透明深背景

 

* Holo Light with dark action bars

 

* 带深色动作栏的半透明浅背景

 

Applying these themes will go a long way in helping you to build apps that fit right into the general visual language of Android.

 

应用这些主题将极大地帮助你构建应用,它们正好融入到Android的一般视觉语言中。(注:视觉语言是设计和广告术语,是指由视觉基本元素和设计原则两部分构成的一套传达意义的规范或符号系统)

 

Pick the system theme that best matches the needs and design aesthetics for your app. If your desire is to have a more distinct look for your app, using one of the system themes as a starting point for your customizations is a good idea. The system themes provide a solid foundation on top of which you can selectively implement your own visual stylings.

 

选择最佳匹配你的应用的需要和设计美学的系统主题。如果你的期望是你应用要拥有一个更独特的外观,那么使用其中一种系统主题作为你的定制的起点是一个好主意。系统主题提供一个稳固基础,在它上方你可以选择性地实现你自己的视觉样式化。

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-4)触碰反馈

see http://developer.android.com/design/style/touch-feedback.html

原文见http://developer.android.com/design/style/touch-feedback.html

 

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Touch Feedback

 

触碰反馈

 

Use color and illumination to respond to touches, reinforce the resulting behaviors of gestures, and indicate what actions are enabled and disabled.

 

使用颜色和光照来响应触碰,加强手势的结果行为,以及指示什么动作是使能的和屏蔽的。

 

Whenever a user touches an actionable area in your app, provide a visual response. This lets the user know which object was touched and that your app is "listening".

 

每当一位用户触碰你的应用中的一个可动作区域时,请提供一个可视化响应。这让该用户知道哪个对象被触碰并且你的应用正在“倾听”。

 

(图略:蓝色照亮的主页按钮)

 

States

 

状态

 

(图略:

普通:保持静态

按下:用颜色照亮

获取焦点:绘画50%的按下亮度(可选的2dp边线,填充按下亮度)

屏蔽:绘画30%的普通状态

屏蔽和获取焦点:绘画30%的取得焦点状态

 

 

Most of Android's UI elements have touch-feedback built in, including states that indicate whether touching the element will have any effect.

 

大多数Android的用户界面元素拥有内建的触碰反馈,包括指示触碰元素将是否有任意效果的状态。

 

Communication

 

通信

 

When your objects react to more complex gestures, help users understand what the outcome of the operation will be. For example, in Recents, when you start swiping a thumbnail left or right, it starts to dim. This helps the user understand that swiping will cause the item to be removed.

 

当你的对象反应更复杂的手势时,请帮助用户理解操作的结果将是什么。例如,在最近屏中,当你开始从左到右刷(注:swipe原意是碰擦,擦过)一个缩略图时,它开始暗淡(注:模糊)。这帮助用户理解刷动作将导致该条目被移除。

 

(图略:

浏览器(缩略图)向右刷

联系人

 

Boundaries

 

边界

 

When users try to scroll past the upper or lower limit of a scrollable area, communicate the boundary with a visual cue. For example, if a user attempts to scroll past the first home screen panel, the screen content tilts to the right to indicate that further navigation in this direction is not possible. Many of Android's scrollable UI widgets (e.g. lists or grid lists) already have support for boundary feedback built in. If you are building custom, keep boundary feedback in mind and provide it from within your app.

 

当用户尝试滚动经过一个可滚动区域的上方或下方界限时,用视觉暗示来表达边界。例如,如果一位用户尝试滚动通过第一个主页屏面板时,屏幕内容倾斜向右边以指示在这个方向上更进一步的导航是不可能的。许多Android的可滚动用户界面部件(例如,列表或表格列表)已经有内建的对边界反馈的支持。如果你正在构建自定义部件时,请谨记边界反馈并且从你的应用中提供它。

 

(图略:

日历与设置小部件

主页屏左侧出现蓝色,并且整个屏幕的左侧倾斜向内

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-5)度量与网格

see http://developer.android.com/design/style/metrics-grids.html

原文见http://developer.android.com/design/style/metrics-grids.html

 

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Metrics and Grids

 

度量与网格(注:网格设计,也被称为栅格设计、瑞士平面设计风格,一种平面设计风格,详细见http://zh.wikipedia.org/wiki/%E6%A0%85%E6%A0%BC%E8%AE%BE%E8%AE%A1)

 

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Devices vary not only in physical size, but also in screen density (DPI). To simplify the way you design for multiple screens, think of each device as falling into a particular size bucket and density bucket. The size buckets are handset (smaller than 600dp) and tablet (larger than or equal 600dp). The density buckets are LDPI, MDPI, HDPI, and XHDPI. Optimize your application's UI by designing alternative layouts for some of the different size buckets, and provide alternative bitmap images for different density buckets.

 

设备不仅仅在物理大小方面,还在屏幕密度(DPI)(原文注:Dots per inch,点每英寸)方面不同。为了简化你为多屏幕设计的方式,想象每个设备如同落入一个特殊的大小规格(注:桶)和密度规格。大小规格有手机(小于600dp)和平板(大于或等于600dp)(原文注:Density-independent pixels. One dp is one pixel on a 160 dpi screen.密度无关像素。1dp是指在一个160dpi屏幕上是一个像素)。密度规格有LDPI(原文注:Low density (120 dpi),低密度),MDPI(原文注:Medium density (160 dpi),中密度),HDPI(原文注:High density (240 dpi),高密度)以及XHDPI(原文注:Extra-high density (320 dpi),超高密度)。通过为一些不同大小规格设计可选布局,以及为不同密度规格提供可选位图图片,来优化你的应用程序的用户界面。

 

(图略:

电话

宽320dp

宽360dp

平板

1024dp * 600dp

1280dp * 800dp

 

Space considerations

 

间隔考虑

 

Devices vary in the amount of density-independent pixels (dp) they can display.

 

设备因它们可显示的密度独立像素(dp)的数量而不同。

 

To see more, visit the Screen Sizes and Densities Device Dashboard.

 

要想知道更多,请访问屏幕大小和密度设备图表。

 

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48dp Rhythm

 

48dp调和(注:韵律)

 

Touchable UI components are generally laid out along 48dp units.

 

可触碰用户界面组件通常以48dp为单位来布置。

 

(图略

48

中等标题

单一行条目,带有头像+文本

单一列表条目

单一行条目,带有文本

 

Why 48dp?

 

为什么是48dp?

 

On average, 48dp translate to a physical size of about 9mm (with some variability). This is comfortably in the range of recommended target sizes (7-10 mm) for touchscreen objects and users will be able to reliably and accurately target them with their fingers.

 

平均来说,48dp转换为一个大约9毫秒的物理大小(有一些差别)。这在用于触摸屏对象的建议目标大小(7至10毫米)的范围内是舒适的,而且用户将有能力可靠地和准确地用他们的手指定位它们。

 

If you design your elements to be at least 48dp high and wide you can guarantee that:

 

如果你设计你的元素至少是48dp高和宽,你可以保证:

 

* your targets will never be smaller than the minimum recommended target size of 7mm regardless of what screen they are displayed on.

 

* 你的目标将从不比最小建议目标大小的7毫米小,不管它们被显示在什么屏幕上。 

 

* you strike a good compromise between overall information density on the one hand, and targetability of UI elements on the other.

 

* 你在整体信息密度的一方面和用户界面元素的可定位性的另一方面之间取得一个很好的折中。

 

(图略:

左侧笔图标

整体:480dp * 480dp

图标: 32dp

内边距:8dp

按钮(文本Button)

上下内边距(文本距离图标上下边线)16dp

中间文本高16dp

按钮与图标高度对比,上下边距4dp

 

Mind the gaps

 

在意间隔

 

Spacing between each UI element is 8dp.

 

在每个用户界面元素之间的间隔是8dp。

 

Examples

 

示例

 

(图略:

状态栏

动作栏:

高48

(主体内容)左右 16

提示文本 48

提示文本 48

2011年12月25日 8:00am 48

  提示文本 发送(按钮) 48

(空白)

导航栏 48

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-6)字体排版

see http://developer.android.com/design/style/typography.html

原文见http://developer.android.com/design/style/typography.html

 

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Typography

 

字体排版(注:Typography原意是字体排印学,一门平面设计理论,详细见http://zh.wikipedia.org/wiki/%E5%AD%97%E4%BD%93%E6%8E%92%E5%8D%B0%E5%AD%A6)

 

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(图略:

Roboto字体:

Roboto

太阳镜

自驱动机器人冰激凌卡车

Fudgesicles(注;又叫Fudgsicle,应该是外国一个雪条品牌,见http://en.wikipedia.org/wiki/Popsicle)仅售25仙

冰激凌

棉花与杏仁

#9876543210

街区音乐

从人行道中上升的夏季热度

 

The Android design language relies on traditional typographic tools such as scale, space, rhythm, and alignment with an underlying grid. Successful deployment of these tools is essential to help users quickly understand a screen of information. To support such use of typography, Ice Cream Sandwich introduced a new type family named Roboto, created specifically for the requirements of UI and high-resolution screens. The current TextView framework supports regular, bold, italic, and bold italic weights by default.

 

Android设计语言(注:设计语言,是指样式的一种整体规划,以指导产品补充的设计或架构设置)依赖于传统排版手法(注:工具)诸如比例(注:缩放),空白,韵律,以及和一个衬底网格的对齐(注:这里提到的应该都是排版术语,缩放可能是指字体大小,而韵律可能是指不同大小形成的高度变化。见http://lamb.cc/typograph/)。这些手法的成功部署是必要的,帮助用户快速地理解一个屏幕的信息。为了支持这样使用排版,冰激凌三文治引入一个新的字体族叫Roboto,它特别地为用户界面和高分辨率屏幕的需要而被创建的。当前TextView框架默认支持正规、粗体、斜体和粗体斜体的字体粗细(注:重量,厚度)。

 

(图略:

Roboto常规

Roboto粗体

 

Download Roboto

 

下载Roboto

 

Specimen Book

 

样本书

 

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Default type colors

 

默认字体颜色

 

The Android UI uses the following default color styles: textColorPrimary and textColorSecondary. For light themes use textColorPrimaryInverse and textColorSecondaryInverse. The framework text color styles also support variants for touch feedback states when used inside UI elements.

 

Android用户界面使用以下默认颜色样式:textColorPrimary和textColorSecondary。对于淡主题请使用textColorPrimaryInverse和textColorSecondaryInverse(注:Inverse是反的意思)。框架文本颜色样式还支持用于触碰反馈状态的变种,当它被使用在用户界面元素内时。

 

(图略:

文本主颜色暗色

文本次颜色暗

文本主颜色亮色

文本次颜色亮

 

Typographic Scale

 

排版缩放

 

Contrast in type sizes can go a long way to create ordered, understandable layouts. However, too many different sizes in the same UI can be messy. The Android framework uses the following limited set of type sizes:

 

字体大小上的对比可以极大地有助于创建整齐的、可理解的布局。然而,在相同用户界面中太多不同的大小可能是杂乱的。Android框架使用以下有限集合的字体大小:

 

(图略:

文本大小微小 12sp

文本大小小 14sp

文本大小中 16sp

文本大小大 18sp

 

Users can select a system-wide scaling factor for text in the Settings app. In order to support these accessibility features, type should be specified in scale-independent pixels (sp) wherever possible. Layouts supporting scalable types should be tested against these settings.

 

用户可以为设置(注:Settings)应用中的文本选择一种系统范围的缩放因子。为了支持这些无障碍特性,字体应该以缩放无关像素(sp)(注:原文注:Scale-independent pixels. One sp is one pixel on a 160 dpi screen if the user's global text scale is set to 100%. 缩放无关像素,1sp是一个像素在一个160dpi屏幕上,如果用户的全局文本缩放被设置为100%)为单位来指定,只要是在可能的地方。应该针对这些设置来测试支持可缩放字体的布局。

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-7)颜色

see http://developer.android.com/design/style/color.html

原文见http://developer.android.com/design/style/color.html

 

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Color

 

颜色

 

Use color primarily for emphasis. Choose colors that fit with your brand and provide good contrast between visual components. Note that red and green may be indistinguishable to color-blind users.

 

主要为了强调而使用颜色。请选择适合你的品牌的颜色,并且提供在可视化组件之间良好的对比。注意红色和绿色对于色盲用户来说可能是不可区分的。

 

(图略:

#33b5e5 蓝

#aa66cc 紫

#99cc00 绿

#ffbb33 橙

#ff4444 红

 

深色

#0099cc

#9933cc

#669900

#ff8800

#cc0000

 

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Palette

 

调色板

 

Blue is the standard accent color in Android's color palette. Each color has a corresponding darker shade that can be used as a complement when needed.

 

在Android的颜色调色板中蓝色是标准的强调色(注:强调色,重点色,包装设计术语,是指亮度高但面积小于周围色彩的颜色)。每种颜色拥有一个对应的暗色(注:较暗的色调或阴影,shade有色调的意思,指偏向黑色的程度,详细见http://en.wikipedia.org/wiki/Tints_and_shades),当需要时它可以被用作一个补充。

 

(图略:

绿

 

从左至右渐深

 

Download the swatches

 

下载色板

 

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Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

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【翻译】(design-2-8)图标设计

see http://developer.android.com/design/style/iconography.html

原文见http://developer.android.com/design/style/iconography.html

 

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Iconography

 

图标设计(注:Iconography原意是肖像学)

 

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(图略:图标)

 

An icon is a graphic that takes up a small portion of screen real estate and provides a quick, intuitive representation of an action, a status, or an app.

 

一个图标是一个图形,它占据屏幕真实空间的一小部分并且提供一个动作,一个状态,或一个应用的快速、直观的表现。

 

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Launcher

 

启动器

 

The launcher icon is the visual representation of your app on the Home or All Apps screen. Since the user can change the Home screen's wallpaper, make sure that your launcher icon is clearly visible on any type of background.

 

启动器图标是在主页屏上或所有应用屏上你的应用的视觉表现。因为用户可以改变主页屏的壁纸,请确保你的启动器图标在任意类型背景上是清楚可视的。

 

(图略:三种大小的Gmail图标)

 

Sizes & scale

 

大小与缩放

 

Launcher icons on a mobile device must be 48x48 dp.

 

在一个移动设备上启动器图标必须为48x48dp。(原文注:Density-independent pixels. One dp is one pixel on a 160 dpi screen.密度无关像素。1dp是1像素在一个160dpi屏幕上。)

 

Launcher icons for display on Google Play must be 512x512 pixels.

 

对于Google Play上的显示屏,启动器图标必须为512x512像素。

 

(图略:48dp宽的Gmail图标)

 

Proportions

 

比例

 

Full asset, 48x48 dp

 

完全资源,48x48dp

 

(图略:四个灰色图标)

 

Style

 

样式

 

Use a distinct silhouette. Three-dimensional, front view, with a slight perspective as if viewed from above, so that users perceive some depth.

 

使用一个独特的轮廓(注:影子)。三维的,正视图,带有一个轻微透视就像从上方被查看,致使用户感觉有一些纵深。

 

(图略:

主页屏

六个大图标

 

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Action Bar

 

动作栏

 

Action bar icons are graphic buttons that represent the most important actions people can take within your app. Each one should employ a simple metaphor representing a single concept that most people can grasp at a glance.

 

动作栏图标是图形按钮,它表现用户在你的应用中可以执行的最重要动作。每个图标应该使用一个简单隐喻表现大多数人可以一眼就能理解的单一概念。

 

Pre-defined glyphs should be used for certain common actions such as "refresh" and "share." The download link below provides a package with icons that are scaled for various screen densities and are suitable for use with the Holo Light and Holo Dark themes. The package also includes unstyled icons that you can modify to match your theme, in addition to Adobe? Illustrator? source files for further customization.

 

预定义的字形应该被用于某些通用动作诸如“刷新”和“共享”。下面的下载链接提供一个包,内带的图标对不同屏幕密度作了缩放,并且适合与半透明淡和半透明暗主题一起使用。该包还包含未样式化的图标,你可以修改以匹配你的主题,另外还有Adobe Illustrator源文件用于进一步的定制。

 

Download the Action Bar Icon Pack

 

下载动作栏图标包

 

Sizes & scale

 

大小与缩放

 

(图略:小图标)

 

Action bar icons for phones should be 32x32 dp.

 

电话的动作栏图标应为32x32dp。

 

Focal area & proportions

 

(图略:

内容24

外框32

 

焦点区域与比例

 

Full asset, 32x32 dp

 

完全资源,32x32dp

 

Optical square, 24x24 dp

 

视觉(注:光学)正方形,24x24dp

 

(图略:

9个灰色图标

 

Style

 

样式

 

Pictographic, flat, not too detailed, with smooth curves or sharp shapes. If the graphic is thin, rotate it 45° left or right to fill the focal space. The thickness of the strokes and negative spaces should be a minimum of 2 dp.

 

象形的(注:象形文字的)、平的(注:单调的),不太详细的,带有平滑曲线或显眼形状。如果图形是薄的(注:这里的薄是指长和宽相差较大,例如一支笔),请向左或向右旋转它45度以填充焦点空白。笔触的粗细和负空白(注:实体周围的空间)应最小为2dp。

 

Colors

 

颜色

 

 

(图略:动作栏右侧片段,浅色底)

 

Colors: #333333

 

颜色:#333333

 

Enabled: 60% opacity

 

使能:60%不透明度

 

Disabled: 30% opacity

 

屏蔽:30%不透明度

 

(图略:动作栏右侧片段,深色底)

 

Colors: #FFFFFF

 

颜色:#FFFFFF

 

Enabled: 80% opacity

 

使能:80%不透明度

 

Disabled: 30% opacity

 

屏蔽:30%不透明度

 

--------------------------------

 

Small / Contextual Icons

 

小/上下文相关图标

 

(图略:星星小图标)

 

Within the body of your app, use small icons to surface actions and/or provide status for specific items. For example, in the Gmail app, each message has a star icon that marks the message as important.

 

在你的应用的主体内,请使用小图标以显露动作和/或提供用于特定条目的状态。例如,在Gmail应用中,每条消息有一个星图标标注消息为重要的。

 

(图略:

内容12

外框16

 

Sizes & scale

 

大小与缩放

 

Small icons should be 16x16 dp.

 

小图标应为16x16dp

 

Focal area & proportions

 

焦点区域与比例

 

Full asset, 16x16 dp

 

完全资源,16x16dp

 

Optical square, 12x12 dp

 

视觉正方形,12x12dp

 

(图略:

9个图标

 

Style

 

样式

 

Neutral, flat, and simple. Filled shapes are easier to see than thin strokes. Use a single visual metaphor so that a user can easily recognize and understand its purpose.

 

中和的(注:中立的)(注:中和色即灰色,非彩色),平的,和简单的。被填充形状是比细笔触更容易看到的。使用一个单一视觉隐喻以使一位用户可以轻易地识别和理解它的目的。

 

 

(图略:

八种色

灰黄绿红

白橙紫蓝

 

右侧的黄色星星

 

Colors

 

颜色

 

Use non-neutral colors sparingly and with purpose. For example, Gmail uses yellow in the star icon to indicate a bookmarked message. If an icon is actionable, choose a color that contrasts well with the background.

 

保守地和有目的地使用非中和色(注:非中和色,非中立色,即彩色)。例如,Gmail在星图标中使用黄色以指示一个被标上标签的消息。如果一个图标是可动作的,请选择一种与背景鲜明对比的颜色。

 

--------------------------------

 

Notification Icons

 

通知图标

 

If your app generates notifications, provide an icon that the system can display in the status bar whenever a new notification is available.

 

如果你的应用产生通知,请提供一个图标,系统可以显示它在通知栏,只要当一个新的通知可用时。

 

 (图略:小图标)

 

Sizes & scale

 

大小与缩放

 

Notification icons must be 24x24 dp.

 

通知图标必须为24x24dp

 

(图略:

内容22

外框24

 

Focal area & proportions

 

焦点区域与比例

 

Full asset, 24x24 dp

 

完全资源,24x24dp

 

Optical square, 22x22 dp

 

视觉正方形,22x22dp

 

(图略:六个白色图标)

 

Style

 

样式

 

Keep the style flat and simple, using the same single, visual metaphor as your launcher icon.

 

保持样式单调和简单,使用相同单一的视觉隐喻(注:暗喻)作为你的启动器图标。

 

Colors

 

颜色

 

Notification icons must be entirely white. Also, the system may scale down and/or darken the icons.

 

通知图标必须是完全白色的。还有,系统可能向下缩小和/或变暗图标。

 

(图略:白色图标的通知条目)

 

--------------------------------

 

Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

--------------------------------

--------------------------------

 

【翻译】(design-2-9)笔风

see http://developer.android.com/design/style/writing.html

原文见http://developer.android.com/design/style/writing.html

 

--------------------------------

 

Writing Style

 

笔风

 

--------------------------------

 

When choosing words for your app:

 

当为你的应用选择措辞时:

 

1. Keep it brief. Be concise, simple and precise. Start with a 30 character limit (including spaces), and don't use more unless absolutely necessary.

 

1. 让它保持简短。简练、简单和准确。从30个字符限制(包括空白)开始,并且不使用更多除非绝对地有必要。

 

2. Keep it simple. Pretend you're speaking to someone who's smart and competent, but doesn't know technical jargon and may not speak English very well. Use short words, active verbs, and common nouns.

 

2. 让它保持简单。假装你正在与一些聪明和能干的,但不知道技术行话以及可能不能说英语非常好的人对话,请使用短词、主动动词,以及普通名词。

 

3. Be friendly. Use contractions. Talk directly to the reader using second person ("you"). If your text doesn't read the way you'd say it in casual conversation, it's probably not the way you should write it. Don't be abrupt or annoying and make the user feel safe, happy and energized.

 

3. 要友好。使用缩写。使用第二人称(“你”)直接与读者交谈。如果你的文本不是以你用临时会话中说它的方式来读,那么它很可能不是你应该书写它的方式。不要生硬或令人讨厌,要令用户感觉安全、快乐和有活力。

 

4. Put the most important thing first. The first two words (around 11 characters, including spaces) should include at least a taste of the most important information in the string. If they don't, start over.

 

4. 把最重要的事情放在首位。最先的两个单词(大概11个字符,包括空白)应该包含字符串中至少一点(注:一点意味的)最重要信息。如果它们没有,请重新开始。

 

5. Describe only what's necessary, and no more. Don't try to explain subtle differences. They will be lost on most users.

 

5. 只描述必需的东西,并且没有更多。不要尝试解释微妙的差别。它们将对大多数用户来说不起作用。

 

6. Avoid repetition. If a significant term gets repeated within a screen or block of text, find a way to use it just once.

 

6. 避免重复。如果一个重要的词汇在一个屏幕内或文本块中被重复了,请找一种方式使用它仅一次。

 

--------------------------------

 

Examples

 

示例

 

1. Keep it brief. From the setup wizard:

 

1. 让它保持简短。来自设置向导:

 

Too formal

 

(错误)太正式

 

Consult the documentation that came with your phone for further instructions.

 

咨询伴随你的手机的文档以获得进一步的指示。

 

Better

 

更好的

 

Read the instructions that came with your phone.

 

请阅读伴随你的手机的指示

 

2. Keep it simple. From the Location settings screen:

 

2. 让它保持简单。来自位置设置屏:

 

Confusing

 

(错误)令人困惑的

 

Use GPS satellites

 

使用GPS(注:Global Positioning System,全球定位系统)卫星

 

When locating, accurate to street level.

 

当定位时,精确至街道级别。

 

Better

 

更好的

 

GPS

 

GPS(注:Global Positioning System,全球定位系统)

 

Let apps use satellites to pinpoint your location.

 

让应用使用卫星以精确定位你的位置。

 

3. Be friendly. Dialog that appears when an application crashes:

 

3. 要友好。当一个应用程序崩溃时出现的对话框:

 

Confusing and annoying—"Sorry" just rubs salt in the wound.

 

(错误)令人困惑和恼火的——“对不起”只是往伤口上撒盐。

 

Sorry!

 

对不起!

 

Activity MyAppActivity (in application MyApp) is not responding.

 

活动MyAppActivity(在应用程序MyApp中)现在不能响应。

 

Force close Wait Report

 

强制关闭 等待 报告

 

Shorter, more direct, no faux-apologetic title:

 

更简短,更直接,没有虚假道歉的标题:

 

MyApp isn't responding.

 

MyApp现在不能响应。

 

Do you want to close it?

 

你想关闭它吗?

 

Wait Report Close

 

等待 报告 关闭

 

4. Put the most important thing first.

 

4. 把最重要的事情放在首位

 

Top news last

 

(错误)头条新闻在最后

 

77 other people +1'd this, including Larry Page.

 

其它77个人已经+1了它,包括Larry Page(注:拉里·佩奇)。

 

Top news first

 

头条新闻在最前

 

Larry Page and 77 others +1'd this.

 

Larry Page和其它77个人已经+1了它。

 

Task last

 

(错误)任务在最后

 

Touch Next to complete setup using a Wi-Fi connection.

 

触碰下一步以完成使用一个Wi-Fi连接的配置。

 

Task first

 

任务在最前

 

To finish setup using Wi-Fi, touch Next.

 

为了完成使用Wi-Fi的配置,请触碰下一步

 

5. Describe only what's necessary, and no more.

 

5. 只描述必需的东西,并且没有更多。

 

From a Setup Wizard screen

 

(错误)来自一个配置向导屏

 

Signing in...

 

登入...

 

Your phone needs to communicate with

Google servers to sign in to your account.

This may take up to five minutes.

 

你的电话需要与Google服务器通信以登入你的账号。这样会占用最多5分钟。

 

From a Setup Wizard screen

 

来自一个设置向导屏幕

 

Signing in...

 

登入...

 

Your phone is contacting Google.

This can take up to 5 minutes. 

 

你的电话正在与Google连接。

这可能要占用至多5分钟。

 

--------------------------------

 

Except as noted, this content is licensed under Creative Commons Attribution 2.5.

 

除特别说明外,此内容在知识共享署名2.5下许可。

 

For details and restrictions, see the Content License.

 

关于细节和限制,参考内容许可证。

 

--------------------------------


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