Designing for Android
dailyexhaust.com
dailyexhaust.com
You take a few links, make a few jokes, and somehow draw the conclusion that the Android OS sucks ("It's just not fun to use" doesn't really persuade me much). The only objective point you really make is about Android screen size fragmentation. Maybe it's just me, but I'm a little sick of that argument. Yes the OS is fragmented from an upgrade perspective (and this sucks), but what does that have to do with screen size? Almost every decent web-based app is designed for multiple screen sizes, and I rarely see an issue with that. Maybe you could've discussed the challenges in designing an application that is beautiful across all these screen sizes.
I guess my point is: I was hoping for an article that detailed some nuances about how to successfully design an Android app or why you think that's impossible. But all I found was a an article hating on the Operating System with a few links to other blogs that agree with you.
To answer the only question you posed: "Where's the showcase for the actual operating system?"
It's at the bottom of the page you linked: http://www.android.com/versions/kit-kat-4-4/
First of all, this article seems to be entirely opinion (which is fine, ofc), and could use some more supporting facts. The linked examples are great, but how does the iconography lack sophistication? I'm not trained as a designer.
Second, I wonder how much of this designer's opinion (and my own) of Andriod vs iOS are influenced by the seemingly default notion that "iOS is prettier and better designed than Android." I can see that this is clearly true with earlier Android versions, and it seems true now, although it's a closer race. But what are the objective criteria that make iOS's design truly better?
There is no such creature as objectivity in design. It is all privileged vantage.
When I was a young wee art schooler, we had a professor who made this abundantly clear by reframing the question of “What is good art?”
The reframing of art as language.
When we ask the question “What is good art?” or “What is good design?” we bury the privilege. Were we to ask “What is good language?” we can begin to see how displaced the very question is. Even then, it is likely our answers would be much more cautious, nuanced, and contextual.
Most of Norman's and Buxton's writing on the subject tends to highlight the contextuality of design[1]. This echoes the much more complex notions surrounding its cultural role, much like language.
And very much unlike the mucousy puddle in the original article...
[1] http://www.visualisingdata.com/index.php/2013/03/tactile-vis... http://www.jnd.org/dn.mss/simplicity_is_highly.html
I just made the switch from iOS to Android, and while I agree that it's hard to find as many examples of good design, I think that is mostly a saturation problem caused by a positive feedback loop - a greater proportion of good designers flock to iOS because iOS has a better reputation of good design.
The claim that Roboto and Helvetica look similar gets me rather annoyed.
Oh, and nothing about scaling the UI with Fragment, either. Feh.