Complete Guide to Android UI Development

This comprehensive guide, “Android UI Design,” instructs developers on planning, designing, and constructing engaging user interfaces for Android applications. Authored by Jessica Thornsby and published by Packt Publishing in 2016, the book covers a wide array of topics, from fundamental UI elements like layouts, views, and buttons to more advanced concepts such as Material Design implementation, supporting diverse screens and locales, optimizing UI performance, and ensuring app security and accessibility. It emphasizes user-centered design, providing practical techniques and best practices for creating intuitive and visually appealing apps. The text also includes information on utilizing Android Studio for prototyping and debugging, as well as strategies for reaching a global audience.

Android UI Design Study Guide

Quiz

  1. What is the primary purpose of using density-independent pixels (dp) for defining UI element sizes in Android?
  2. Explain the difference between LinearLayout and RelativeLayout in Android UI design.
  3. Describe how you would define a reusable string resource in Android and how you would use it in a layout XML file.
  4. What are color state lists in Android, and for what UI elements are they particularly useful?
  5. Outline the steps involved in creating a 9-patch image and explain its benefit in Android UI development.
  6. What is a fragment in Android, and what is the purpose of using the support library for fragments?
  7. Explain the concept of “product icon anatomy” in Material Design and where you can find more information about it.
  8. What are configuration qualifiers in Android resource management, and how does the system use them to select the appropriate resources?
  9. Describe the purpose of the include and <merge> tags when working with Android layouts.
  10. What is the new permissions model introduced in later versions of Android, and how does it differ from the previous model?

Quiz Answer Key

  1. Density-independent pixels (dp) are used to ensure that UI elements maintain a consistent physical size across devices with different screen densities. Android automatically scales dp values to the appropriate number of actual pixels based on the device’s density.
  2. LinearLayout arranges its child views in a single direction, either horizontally or vertically, sequentially. RelativeLayout allows you to position child views relative to each other or relative to the parent layout.
  3. A string resource is defined in res/values/strings.xml using the <string> tag with a unique name and the string value. In a layout XML file, it is referenced using the @string/string_name syntax for attributes that accept string values.
  4. Color state lists are XML resources that define different colors for different states of a View, such as when it is pressed, focused, or in its default state. They are particularly useful for buttons, as they provide visual feedback to user interaction.
  5. To create a 9-patch image, you use a tool like Draw 9-patch to define stretchable and content-padding areas along the image’s borders. The benefit is that the image can scale properly without distortion when used as a background for UI elements of varying sizes.
  6. A fragment is a modular section of an Activity’s UI, with its own lifecycle and input events, allowing for more flexible and reusable UI designs. The support library is used to provide compatibility for fragments on older versions of Android that do not natively support them.
  7. Product icon anatomy in Material Design refers to standardized shapes that can be incorporated into app icons to create a consistent visual language across Google’s products. Information about these shapes can be found in the Material Design guidelines on the Google Design website.
  8. Configuration qualifiers are suffixes added to resource directory names (e.g., layout-land, drawable-hdpi) to indicate that the resources within are designed for specific device configurations, such as screen orientation or density. The Android system uses these qualifiers to determine the most appropriate resource to load at runtime based on the current device’s configuration.
  9. The include tag is used to reuse an existing layout XML file within another layout, promoting modularity and reducing redundancy. The <merge> tag is used as a root element in an included layout to avoid unnecessary ViewGroup nesting when the included layout is incorporated into another layout.
  10. The new permissions model, introduced in Android 6.0 (Marshmallow) and higher, moves away from granting all permissions at install time. Instead, apps request dangerous permissions at runtime when the user needs the specific functionality, allowing users to grant or deny these permissions individually.

Essay Format Questions

  1. Discuss the importance of supporting multiple screen sizes and densities in Android UI development. Explain the different strategies and resource management techniques available to achieve this, referencing specific configuration qualifiers and best practices.
  2. Explain the core principles of Material Design and how they influence the creation of user interfaces for Android applications. Discuss specific UI components and design patterns that embody these principles, providing examples from the source material.
  3. Describe the process of planning and designing the user interface of an Android application, from the initial brainstorming and concept development to creating a detailed sketch and identifying user and product goals.
  4. Discuss the different techniques for optimizing the performance of Android user interfaces. Explain how tools like Hierarchy Viewer, Memory Monitor, and Lint can be used to identify and address potential performance bottlenecks in layout design and resource usage.
  5. Explain the significance of app permissions in Android and discuss the best practices for requesting and handling them, considering both user experience and app security. Describe the changes introduced in newer Android versions and their implications for developers.

Glossary of Key Terms

  • Activity: A single, focused thing that the user can do. It typically corresponds to one screen in an Android application.
  • Adapter: A component that bridges the gap between an AdapterView (like ListView) and the underlying data, providing the views for each item.
  • Density-independent pixels (dp): An abstract unit of measure that is based on the physical density of the screen. It helps in creating UIs that look the same on different screen densities.
  • Fragment: A reusable part of an Activity’s UI. Multiple fragments can be combined in a single activity.
  • Layout: An XML file that defines the structure for the UI in an Activity or Fragment, including the arrangement of Views and ViewGroups.
  • LinearLayout: A layout that arranges its child views in a single direction, either horizontally or vertically.
  • Material Design: A comprehensive guide for visual, motion, and interaction design across platforms and devices, developed by Google.
  • Permission: A restriction on an application that limits access to protected parts of the code or to sensitive data.
  • RelativeLayout: A layout that allows you to position and size child views relative to each other or relative to the parent.
  • Resource: Non-code assets that an app uses, such as layouts, drawables (images), strings, styles, and colors, typically stored in the res/ directory.
  • State List Resource: An XML file that defines a set of images or colors to be used for a View based on its current state (e.g., pressed, focused).
  • Style: A set of attributes that specify the appearance and format for a View or a window. Styles are defined in XML resources.
  • Theme: A set of style attributes that are applied to an entire Activity or application, rather than individual Views.
  • UI (User Interface): The means by which the user interacts with an application, including the visual elements and how they respond to user input.
  • UX (User Experience): The overall experience of a person using a product, system, or service, focusing on usability, accessibility, and pleasure in interaction.
  • View: A basic building block for UI components. It occupies a rectangular area on the screen and is responsible for drawing and event handling. Examples include TextView, Button, and ImageView.
  • ViewGroup: A special type of View that can contain other Views (and ViewGroups) to define the layout structure. Examples include LinearLayout and RelativeLayout.
  • 9-patch image: A special type of PNG image that allows for flexible resizing by defining stretchable areas and content padding.

Briefing Document: Android UI Design by Jessica Thornsby

This briefing document summarizes the main themes and important ideas from the provided excerpts of “Android UI Design” by Jessica Thornsby. The book aims to guide developers in planning, designing, and building engaging user interfaces for Android applications.

Main Themes

  • Fundamental Android UI Elements and Layouts: The book covers core UI components like TextView, EditText, ImageView, and buttons, explaining their attributes and how to customize them. It also delves into different layout managers such as LinearLayout and RelativeLayout, emphasizing their usage for arranging UI elements effectively.
  • Resource Management: A significant portion of the excerpts focuses on utilizing Android resources for strings, dimensions, colors, and drawables. The importance of creating and styling these resources in XML for better organization and maintainability is highlighted. The concept of density-specific resources for supporting multiple screens is also thoroughly discussed.
  • Adapting to Different Screens and Devices: The book stresses the necessity of designing UIs that adapt seamlessly to various screen sizes, densities, and orientations. It introduces concepts like density-independent pixels (dp), scale-independent pixels (sp), configuration qualifiers, and alias resources to achieve this responsiveness.
  • Material Design Principles: The excerpts introduce Material Design as a modern design language for Android, covering aspects like product icon design, system icons, typography, writing guidelines, animations, and providing visual feedback to the user.
  • Prototyping and Development Tools: The book touches upon creating digital prototypes using Android Studio and introduces various development and debugging tools such as Hierarchy View, Memory Monitor, Lint, and Pixel Perfect for optimizing and scrutinizing the UI.
  • Best Practices and Security: The final excerpts cover essential best practices related to securing user data, requesting permissions, supporting accessibility, and optimizing UI performance.

Key Ideas and Facts

Introduction to Android UI:

  • Dialogues are important UI elements for grabbing user attention and serving purposes like providing information, requesting input, or asking for decisions. For example, Google+ uses a dialogue to confirm if a user wants to discard an update.

Layouts and Views:

  • Layout size can be set using keywords like match_parent and wrap_content.
  • Density-independent pixels (dp) are recommended for defining layout sizes to ensure UI adaptability across different screen densities. “The dp unit is relative to 1 physical pixel on a 160 dots per inch screen. At runtime, Android automatically adjusts the number of pixels used to draw 1 dp by a factor that’s appropriate for the current screen’s dp.”
  • RelativeLayout offers flexibility in positioning UI elements relative to the parent container and other elements using attributes like android:layout_alignParentTop, android:layout_centerInParent, etc.
  • Views like TextView, EditText, and ImageView have specific attributes for customization. TextView attributes include android:textColor, android:textSize (using sp for scale-independent pixels), and android:textStyle.
  • EditText allows user input, and its keyboard behavior can be controlled using android:inputType and android:imeOptions.
  • ImageView is used to display images, and supporting multiple screens requires providing density-specific images.

Resources:

  • String resources should be defined in res/values/strings.xml for reusability and localization. They can be styled using basic HTML markup like <b>, <i>, and <u>. “A string is a simple resource that you define once in your project’s res/values/strings.xml file, and then use it multiple times throughout your project.”
  • Dimensions can be defined in res/values/dimens.xml using units like dp and sp. Providing density-specific dimens.xml files (e.g., values-ldpi, values-hdpi) allows for optimized layouts on different screens.
  • Color resources can be predefined by Android or custom-defined using hex codes in res/values/colors.xml.
  • State list resources allow views (like buttons) to change their appearance based on their state (e.g., pressed, focused). They are defined in XML using the <selector> tag and <item> elements with state attributes like android:state_pressed and color attributes. “The order you place your <item> element within the selector element is crucial, as the system works its way through the color state list in order and selects the first item that applies to the view’s current state.”
  • 9-patch images are resizable drawables that specify stretchable and content areas, crucial for maintaining visual integrity on different screen sizes.

Fragments and User Input:

  • Fragments are modular UI components that can be dynamically added, removed, and replaced within an activity using fragment transactions.
  • User input from EditText can be registered in Java code. Click events on buttons can be handled either via XML using the android:onClick attribute or programmatically in Java.

Material Design:

  • Material Design provides guidelines for a consistent and visually appealing user experience on Android.
  • It introduces the concept of product icon anatomy for standardized shapes in app icons. “These are standardized shapes that you can incorporate into your design to help promote a consistent look and feel across product icons.”
  • Using standard system icons is generally recommended.
  • Typography and writing in Material Design have specific guidelines regarding typefaces and text opacity.

App Planning and Brainstorming:

  • Understanding the difference between UX (user experience) and UI (user interface) is fundamental.
  • Brainstorming involves considering mobile hardware capabilities like touch, GPS, vibration, audio, and interaction with other devices.
  • Planning involves defining the app’s concept, features list, primary task, target audience (creating personas), use cases, and monetization strategies.
  • It’s crucial to determine if a mobile app is the right solution for the target audience and if they own suitable Android devices.

Prototyping:

  • Digital prototypes can be created in Android Studio.
  • Navigation drawers are effective UI elements for menus with numerous options. “A navigation drawer is an effective solution here, as it’s scrollable and can be neatly tucked out of the way when it’s no longer needed.”
  • ListViews are used to display scrollable lists of items, often used for displaying search results. They require adapters (like SimpleAdapter) to bridge data with the view. “A ListView is a view group that displays items as a vertical, scrollable list.”
  • Styles in res/values/styles.xml allow for defining reusable sets of attributes for views, promoting consistency. Styles can inherit from other styles using the parent attribute. “Typically, you’ll define a style in advance, and then use it multiple times throughout your project.”
  • Themes are similar to styles but are applied to entire activities or applications. Android provides predefined themes, including Material themes, which can be applied by referencing them (e.g., @android:style/Theme.Dialog).

Supporting Multiple Devices:

  • Specify minSdkVersion, targetSdkVersion, and compileSdkVersion in the build.gradle file to manage compatibility with different Android versions.
  • It’s important to check the Android version at runtime to provide version-specific functionality if needed.
  • Android categorizes screens by size (small, normal, large, xlarge, and more specific qualifiers) and density (ldpi, mdpi, hdpi, xhdpi, xxhdpi, xxxhdpi).
  • Configuration qualifiers appended to resource directory names (e.g., layout-land, drawable-hdpi, values-en-rUS) allow the system to select the most appropriate resource for the current device configuration. “Configuration qualifiers specify the characteristics that a resource was designed for, such as an image that was designed for a particular screen size or screen density.” The order of qualifiers is crucial.
  • Alias resources provide an efficient way to reuse the same resource for multiple configurations without duplication.
  • Screen density is measured in dots per inch (dpi). mdpi (160dpi) is the baseline density.
  • Avoid using absolute pixels for defining sizes; use dp instead.
  • Newer configuration qualifiers like smallestWidth (sw<N>dp), available screen width (w<N>dp), and available screen height (h<number>dp) offer more granular control over layout selection based on screen dimensions.
  • Testing on multiple Android Virtual Devices (AVDs) with different screen configurations is crucial.
  • Use the Device Art Generator to create promotional images of your app in device frames.
  • Localization involves providing alternate resources (especially strings in res/values-<code> directories) for different languages and regions using locale configuration qualifiers (language codes and optional country/region codes).
  • Use system-provided formats and utilities for dates, numbers, and phone numbers to respect locale-specific formatting.

Optimizing Your UI:

  • Tools like Hierarchy View (accessed through Android Device Monitor) help identify unnecessary views and nested layouts.
  • The Memory Monitor and HPROF files aid in identifying memory leaks and optimizing memory usage.
  • Lint is a code analysis tool that can identify potential errors and areas for improvement in your code and layout files. “Make sure you correct all errors that Lint detects before you release your app.” Lint options can be configured in the build.gradle file.
  • ProGuard can be used to shrink and obfuscate your code for release builds.
  • Pixel Perfect is a tool for scrutinizing individual pixels in your UI and comparing it to design mockups.
  • Layout reuse can be achieved using the <include> and <merge> tags. <merge> is useful for avoiding redundant ViewGroup levels.
  • <ViewStub> is a lightweight view that only inflates its layout when made visible, improving initial loading performance.

Best Practices and Securing Your Application:

  • Keep user data secure.
  • Request network permissions (android.permission.INTERNET) in the AndroidManifest.xml.
  • The new permissions model (introduced in Android 6.0) requires requesting dangerous permissions at runtime.
  • Use ContextCompat.checkSelfPermission() to check if a permission is granted and ActivityCompat.requestPermissions() to request permissions. Handle the user’s response in onRequestPermissionsResult().
  • Declare hardware and software dependencies using the <uses-feature> element in the manifest. Use android:required=”false” if the feature is optional.
  • Request the minimum number of permissions necessary for your app’s functionality.
  • Be aware of permissions required by third-party libraries.
  • Provide notifications to keep users informed. Consider direct reply notifications and new options in Android N.
  • Implement accessibility features for users with disabilities. Ensure custom views generate AccessibilityEvents and that the app is navigable using directional controls.

This briefing document provides a comprehensive overview of the key topics covered in the provided excerpts, highlighting essential concepts and best practices for Android UI design and development. The frequent use of direct quotes reinforces the main points and provides context from the source material.

Frequently Asked Questions about Android UI Design

1. What are the fundamental aspects involved in planning an Android application’s UI? Planning an Android UI involves several crucial steps. It begins with brainstorming ideas, often considering the use of mobile hardware features like touch, GPS, and audio. Understanding the difference between User Experience (UX) and User Interface (UI) is essential. The process includes writing a concept, creating a comprehensive features list, and identifying the app’s primary task to ensure it’s suitable for a mobile platform and within budget. Defining the target audience and creating user personas are key to tailoring the design. Use cases are developed to map out user interactions, and a feature list is finalized based on user and product goals. Finally, a roadmap outlines the development process, considering aspects like supported devices and marketing strategies.

2. How can I structure and manage the visual elements of my Android UI using layouts? Android offers various layout options to structure UI elements. LinearLayout arranges elements in a single row or column, while RelativeLayout provides flexibility to position elements relative to the parent or each other. Layout size can be set using keywords like match_parent and wrap_content, or by using dimension values such as density-independent pixels (dp). Views are created and assigned unique IDs. Attributes like android:gravity (for content within a view) and android:layout_gravity (for a view within its parent) control positioning. The background of views can be set using color resources. LinearLayout also supports assigning weight values to child views to distribute available space.

3. What are Android resources, and how are they used to enhance UI flexibility and maintainability? Android resources are externalized assets like strings, dimensions, colors, and images that an application uses. String resources, defined in strings.xml, allow for easy text updates and localization. Dimension resources in dimens.xml define spacing and sizes, promoting consistency across the app and simplifying adjustments for different screen sizes. Color resources in colors.xml centralize color definitions. These resources are referenced in layout XML files and Java code, making it easier to manage UI properties and adapt the app for different configurations (e.g., screen densities, languages) without modifying the core code.

4. How does Android handle UI design for diverse screen sizes and densities, and what strategies can I employ to ensure a consistent experience across devices? Android supports a wide range of screen sizes and densities. To handle this, developers should use density-independent pixels (dp) for sizing and spacing, as they scale based on the screen’s physical density. For images, providing density-specific versions in appropriately named drawable folders (e.g., drawable-hdpi, drawable-xhdpi) ensures crisp visuals on different screens. Layouts can also be customized for different screen sizes and orientations using configuration qualifiers in resource directory names (e.g., layout-sw600dp for minimum width, layout-land for landscape). Android selects the most appropriate resource based on the device’s configuration. Alias resources can avoid duplication for drawables suitable for multiple densities.

5. What are Material Design principles, and how can they be incorporated into Android UI development? Material Design is Google’s design system that provides guidelines for creating visually appealing, consistent, and intuitive user interfaces. Key principles include a focus on visual hierarchy, bold colors, consistent typography, and the use of realistic shadows and animations to create a sense of depth. Android provides Material Design themes that can be applied to an app to inherit its visual style. Components like Floating Action Buttons, CardViews, and bottom sheets are part of the Material Design specification. Standardized product icon anatomy and system icons are also recommended for consistency.

6. How can I optimize the performance of my Android UI to ensure a smooth and responsive user experience? Optimizing UI performance involves several techniques. Reducing layout complexity by minimizing nested layouts and using tools like Hierarchy Viewer helps improve rendering speed. Reusing layouts with <include> and <merge> tags can streamline the view hierarchy. Loading views only when needed using ViewStub delays inflation of non-essential parts of the UI. Analyzing memory usage with the Memory Monitor and identifying memory leaks are crucial. Tools like Lint help detect potential performance issues. Using ProGuard to shrink and obfuscate code can also lead to smaller and faster applications.

7. What are the best practices for handling user input and providing feedback in Android applications? Handling user input involves registering listeners for events like button clicks (using onClick in XML or Java) and capturing text input from EditText fields. Providing feedback is crucial for a good user experience. This can include visual cues like button state changes (using state list resources), animations, and displaying messages using Toast. Dialogs can be used to present important information, request additional input, or ask for user decisions. For error handling, providing clear and informative messages helps users understand and correct their input.

8. How can I ensure my Android application is accessible to a wider audience and secure user data effectively? Accessibility involves designing the app so that it can be used by people with disabilities. This includes providing descriptive text for UI controls, ensuring proper navigation using directional controls (without relying solely on touch), and generating AccessibilityEvents for custom views. For security, it’s essential to request only necessary permissions and explain why they are needed. Be mindful of permissions requested by third-party libraries. User data should be kept secure, and network connections should be handled carefully. Understanding and correctly implementing Android’s permission model, including runtime permissions, is vital for both security and user trust.

Android UI Design Principles and Practices

Android UI design is the process of planning, designing, and building engaging user interfaces for Android applications. This process is crucial because the UI is the most direct form of communication between an app and its users. Even if an app has great functionality, a clunky, laggy, difficult to navigate, or visually unappealing UI can deter users. Therefore, taking UI design seriously is essential for developing a great app.

Developing UIs for Android presents unique challenges and opportunities compared to other platforms. Android’s open nature allows for great freedom in UI creation, but it also means developers must exercise restraint to avoid bad design decisions. Furthermore, the varied Android ecosystem, with its countless devices featuring different hardware, software, and screen configurations, necessitates designing UIs that are flexible and can deliver a consistent experience across this range.

An effective Android UI is characterized by several key attributes:

  • Clarity: The app should communicate clearly with users, making it obvious what each screen is asking them to do. However, it should also be concise, avoiding unnecessary explanatory text when the UI elements themselves are intuitive.
  • Responsiveness: The UI should be smooth and react promptly to user interactions, creating a feeling of a conversation between the user and the application.
  • Ease on the eye: A successful UI must be visually appealing and professional-looking to attract and retain users. This often involves prioritizing broader appeal over personal aesthetic preferences.
  • Instant familiarity: Following best practices and design guidelines, such as Material Design, allows users to feel instantly comfortable with an app because it reflects UI principles they’ve encountered in other Android apps.
  • Easy and enjoyable to use: An effective UI helps users quickly and easily get value from the app with minimal effort, contributing to positive reviews.
  • Consistency: Maintaining a consistent look and feel throughout the app, often achieved through styles and themes, provides a better user experience.
  • Preventing user frustration: A well-designed UI anticipates potential user errors and helps prevent them .
  • Helping users fix their mistakes: Providing clear feedback and mechanisms for correcting errors is important for a positive user experience .
  • Providing a better overall Android experience: By adhering to platform conventions and design principles, an app can feel like a seamless extension of the Android system.

The fundamental building blocks of an Android UI are views and layouts. Views are the basic UI components that occupy a rectangular area on the screen and display content (e.g., TextView, EditText, ImageView, Button). Layouts (or ViewGroups) are invisible containers that are responsible for positioning and arranging child views and other ViewGroups on the screen (e.g., LinearLayout, RelativeLayout). UIs can be built by declaring these elements in XML layout resource files or programmatically in Java, or even using a combination of both. XML is generally preferred for defining the UI structure due to its human-readable format and the separation it creates between UI definition and app logic.

Android provides a wide range of prebuilt UI components that developers can utilize. Examples discussed in the sources include the action bar for navigation and actions, navigational controls like back buttons, action buttons for important actions, the action overflow for less frequently used actions, the floating action button (FAB) for key promoted actions, menus for navigation and options, settings screens for customization, dialogues for important information or decisions, toasts for simple feedback, search functionalities, and various input controls like buttons and text fields.

Styles and themes are crucial for ensuring UI consistency across an application. A style is a collection of properties applied to an individual view or an entire activity/application, while a theme is a style applied to an entire activity or application but not individual views. Android provides predefined themes and styles, including Material themes, which can be inherited and customized.

The design process for an Android UI typically involves several stages:

  • Brainstorming: Generating ideas and considering how to leverage unique mobile hardware features like touch gestures, GPS, and audio input/output.
  • Planning: Defining the app’s concept, target audience, features, and monetization strategies. This includes creating a high-level flow of user paths and a screen map.
  • Sketching: Creating initial rough drawings of screens to visualize the layout and content.
  • Wireframing: Developing more detailed screen designs, either on paper or digitally, outlining the placement of UI elements and content.
  • Prototyping: Creating interactive, albeit often non-functional, versions of the UI to test the user flow and design. Android Studio provides tools for creating digital prototypes.
  • Finalizing the design: Refining the visual aspects, text, and overall personality of the app .

Material Design, introduced in Android 5.0, is a design language from Google that aims to provide a more consistent and unified user experience across Google products and the Android platform. It is based on principles of using shadows, edges, dimensions, and the concept of material sheets to create a striking and minimal experience. Implementing Material Design involves applying Material themes, choosing a color scheme, creating a sense of depth using elevation and shadows, and utilizing new structural elements like Floating Action Buttons (FABs), Bottom Sheets, and CardView. Material Design also provides guidelines for typography, writing, and system icons.

Supporting multiple devices is a critical aspect of Android UI design due to the platform’s diversity. This involves:

  • Supporting different screen sizes: Android categorizes screens into generalized sizes (small, normal, large, xlarge) and provides configuration qualifiers to target specific screen sizes and available widths/heights. Fragments are a key component for creating flexible UIs that adapt to different screen sizes by allowing multiple UI sections to be displayed simultaneously on larger screens (multi-pane layouts).
  • Supporting different screen densities: Screen density (measured in dpi) requires using density-independent pixels (dp) for sizing UI elements to ensure they maintain a consistent physical size across screens with varying pixel densities. Providing density-specific images in appropriately labeled drawable directories (ldpi, mdpi, hdpi, xhdpi, xxhdpi, xxxhdpi) ensures images look crisp and clear on different screens.
  • Supporting different Android versions: Developers need to consider backwards compatibility by specifying minimum and target API levels. Checking the Android version at runtime might be necessary for using newer features while maintaining compatibility with older devices .
  • Designing for different screen orientations: UIs should adapt gracefully to both portrait and landscape orientations.

Accessibility is another crucial consideration in Android UI design, ensuring that applications are usable by everyone, including users with disabilities. Best practices include adding descriptive text to UI controls using android:contentDescription, designing for focus navigation using directional controls, providing alternatives to audio prompts, testing with various font sizes, using recommended touch target sizes, providing alternatives to affordances that time out, and testing the application’s accessibility features using tools like TalkBack.

Optimizing UI performance is essential for a positive user experience. Techniques include identifying and reducing overdraw (where pixels are drawn multiple times unnecessarily), simplifying the view hierarchy to improve rendering speed, and managing background tasks effectively using tools like AsyncTask or Handlers to avoid blocking the main UI thread. Tools like TraceView and the Android Device Monitor can help identify performance bottlenecks. Reusing layouts using <include> and <merge/> tags can also improve efficiency.

By considering these various aspects, developers can create effective and engaging Android user interfaces that contribute significantly to the success of their applications.

Google’s Material Design Principles and Implementation

Material Design is a design language from Google that was announced at the 2014 Google I/O conference and first appeared in Android 5.0 (Lollipop). Its primary goal is to provide a more consistent user experience across Google products, including Android. As an open platform, Android is particularly susceptible to inconsistencies in UI design, and Material Design aims to address this by offering guidelines and tools for a more unified experience. By adhering to Material Design principles, developers can create apps that look good, run smoothly, and feel like a seamless extension of the Android platform.

The Material Design ethos is based on translating the physical properties of real-world materials, drawing inspiration from paper, ink, and print techniques, into the virtual screen. It encourages the creation of on-screen objects that seem to possess qualities like depth and edges through the use of shadows, light, and elevation. The movement of Material Design objects also mimics the physical world, where objects cannot pass through or occupy the same space simultaneously. To achieve this illusion, Material Design introduces the concept of a simulated 3D space where UI objects have X, Y, and Z coordinates, with the Z coordinate being crucial for creating a sense of depth by extending outward toward the user. Every object in this space has a standard 1dp thickness. Objects within this environment appear, disappear, and transform while maintaining the illusion of a continuous 3D space. The movement of these “sheets of material” can be bound together along an edge to move together, or overlap and move independently based on their Z-axis position.

Beyond aesthetics, Material Design uses elements like depth and shadow to provide users with visual clues about the interface’s hierarchy, subtly guiding them towards interactive elements and ensuring instinctive navigation.

The source provides several case studies to illustrate effective Material Design implementation:

  • Hangouts: The redesign of Hangouts incorporated Material Design, with a notable change being the Create New Message button as a floating action button (FAB) located prominently in the bottom-right. The use of elevation and shadows creates the impression that the FAB is floating above other UI elements, drawing attention to the primary action of creating a new message.
  • Google Calendar: This app showcases the Material Design principles of using bold colors and large images, which not only make the app visually appealing but also help users quickly grasp important schedule information. Google Calendar also features Material Design animations that make navigation feel more fluid and natural.
  • Google Maps: Maps utilizes bottom sheets to create an immersive experience where users can explore details about a selected location without leaving the map environment. Bottom sheets use shadows and elevation to suggest the layering of components.

Getting started with Material Design involves several key steps:

  • Applying the Material theme: This is the quickest way to achieve a consistent Material Design look across an app. Android provides light (Theme.Material.Light), dark (Theme.Material), and a light version with a dark action bar (Theme.Material.Light.DarkActionBar) variations. To apply a theme, you create a new style in res/values/styles.xml that inherits from the desired Material theme.
  • Choosing a color scheme: Color selection is a crucial UI decision. Material Design uses primary and accent colors. The primary color is the main color used throughout the app, while the accent color is a brighter shade to highlight important elements like FABs. Android provides a complete palette of primary and accent colors designed to complement each other, available at a specified URL. When choosing a color scheme, it’s recommended to select three hues from the primary palette (marked 500) and one accent color from the secondary palette (any color except the 500 colors).
  • Creating a sense of depth: Material Design uses lights, shadows, and elevation to create depth. Shadows provide visual cues about an object’s depth and movement, while elevation is the object’s position along the Z-axis, communicating the importance of UI elements. You can set a view’s elevation using the android:elevation attribute. It’s important to maintain a consistent default resting elevation across the app.
  • Creating a Material Design structure: This involves incorporating new structural elements like Floating Action Buttons (FABs), Bottom Sheets, and CardView.
  • FABs are prominent, circular buttons for key promoted actions. It’s recommended to use the standard circular icon and avoid adding overflow actions to FABs.
  • Bottom sheets are panels that slide up from the bottom of the screen to display supplementary content. There are persistent bottom sheets for in-app content that supplements the main view, and modal bottom sheets as temporary sheets for presenting actions.
  • CardView provides a consistent way to display related content comprising multiple data types, often including images, links, and text. Cards have a constant width and variable height and typically consist of a header, rich media, supporting text, a primary action, and optional supplemental actions.
  • Lists and RecyclerView are used for presenting related data in a consistent format. RecyclerView uses a ViewHolder to store references to views for efficiency.
  • Animations and transitions: These visual effects enhance the user experience by reinforcing the illusion of physical properties and creating visual continuity between activities. Transitions ease the user from one activity to the next, blurring the traditional boundaries between screens. Thought should be given to how objects enter and exit the screen to enhance the 3D environment illusion.
  • Providing visual feedback: When users interact with UI elements, the app should provide visual confirmation. In Material Design, a touch ripple is the primary mechanism for this, communicating information about the touch event.
  • Finishing touches: This includes designing the product icon to communicate the app’s identity and purpose, taking inspiration from paper and ink and utilizing standardized shapes. It’s generally recommended to use the standard Material Design system icons provided by Android. Typography and writing also play a crucial role. Material Design uses the Roboto and Noto typefaces. Text opacity can provide visual cues about the importance of text. Writing guidelines emphasize creating text that is clear, accessible, necessary, concise, lacking punctuation (mostly), in the present tense, uses active verbs, and has a friendly and respectful tone.

For backwards compatibility with older Android versions, you might need to use the AppCompat library. Android Studio users need to add AppCompat as a dependency in their build.gradle file, while Eclipse users need to add the AppCompat library to their project. Activities should extend AppCompatActivity, and themes should inherit from Theme.AppCompat to ensure Material Design elements work on older devices.

In summary, Material Design is a comprehensive design system that aims to create visually appealing, consistent, and intuitive Android user interfaces by drawing inspiration from the physical world and providing clear guidelines and components for developers to follow.

Android Screen Size and Density Support

Supporting different screens is a crucial aspect of Android development, as Android devices come in a wide variety of screen sizes and densities. Your goal as a developer is to create a user interface (UI) that looks and functions well on all of these different screen configurations. The source emphasizes that it’s not enough for your app to be merely compatible; it should give users the impression that it was designed specifically for their device’s screen.

Android categorizes screens in two main ways:

  • Screen sizes: Traditionally, Android supported generalized sizes like small, normal, large, and xlarge. However, Android 3.2 (API level 13) introduced more specific configuration qualifiers for screen sizes.
  • Screen densities: This refers to the number of pixels per inch (dpi) on a device’s screen. Android supports several generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra-high (xhdpi), extra-extra-high (xxhdpi), and extra-extra-extra-high (xxxhdpi).

To effectively support this variety, the source highlights several key techniques:

1. Using Flexible Layouts and Density-Independent Pixels (dp):

  • You should aim to create flexible layouts that can adapt to different screen sizes. Using keywords like match_parent (to fill available space) and wrap_content (to size based on content) is essential.
  • For defining dimensions, it’s crucial to use density-independent pixels (dp). This is an abstract unit that Android automatically adjusts based on the screen’s physical density, helping to maintain the physical size of UI elements across different screens. Avoid using absolute units like pixels, as this can lead to UI elements appearing too large on low-density screens and too small on high-density screens.

2. Providing Density-Specific Resources (Drawables):

  • Android automatically scales drawables based on the current screen’s density. However, this automatic scaling can result in blurry or pixelated images.
  • To ensure crisp images, you should create alternate versions of your drawables optimized for different screen densities. This is done by creating resource directories with density qualifiers (e.g., drawable-ldpi, drawable-mdpi, drawable-hdpi, drawable-xhdpi, drawable-xxhdpi, drawable-xxxhdpi) and placing the corresponding optimized images in these directories. Android will then automatically select the appropriate image based on the device’s screen density.
  • The source recommends adhering to a 3:4:6:8:12:16 scaling ratio when creating alternate bitmaps and nine-patch files for the ldpi, mdpi, hdpi, xhdpi, xxhdpi, and xxxhdpi densities, respectively. It’s often best to start with the largest density (xxhdpi) and scale down.
  • You can use alias resources to reuse the same drawable for multiple density buckets by creating a reference in a density-specific drawable folder to a drawable in the default drawable folder (or another density-specific folder with a different name).

3. Providing Size-Specific Layouts:

  • If your UI struggles to display or function correctly on certain screen sizes due to automatic scaling or empty spaces, you should create layouts optimized for those screens.
  • Similar to drawables, you create layout resource files in directories with size configuration qualifiers (e.g., layout-small, layout-large). These layouts should have the same name as the default layout.
  • Android 3.2 introduced more powerful size qualifiers that allow you to specify the minimum width (sw<N>dp), available width (w<N>dp), and available height (h<number>dp) required by a layout in dp units. These provide more precise control over when different layouts are used. The smallestWidth (sw<N>dp) is particularly useful as it represents the fixed minimum width of the screen, regardless of orientation. The w<N>dp and h<number>dp qualifiers, on the other hand, take the current orientation into account.

4. Designing for Different Screen Orientations:

  • You can also provide layouts optimized for landscape and portrait orientations by creating directories with the -land (landscape) and -port (portrait) orientation qualifiers (e.g., layout-land, layout-port).

5. Utilizing Fragments for Flexible UIs:

  • Fragments are self-contained, modular sections of an app’s UI that can be embedded within an activity. They are particularly useful for creating flexible UIs that can adapt to different screen sizes.
  • On larger screens like tablets, you can combine multiple fragments within a single activity to create multi-pane layouts, while on smaller screens, the same fragments can be displayed separately in a single-pane layout. Your app can then choose the most appropriate layout based on the current device’s screen configuration.

6. Thorough Testing Across Multiple Screens:

  • It is essential to test your app across a range of different screen sizes and densities using emulators and Android Virtual Devices (AVDs) that represent various device configurations. The more testing you do, the better the user experience will be across different devices. When creating AVDs, you can specify screen size, resolution, and density.

7. Wireframing with Multiple Screens in Mind:

  • During the wireframing process, it’s easy to focus on one device, but you should always consider how your designs will translate to different screen configurations. Experimenting with the sizing and positioning of content helps in designing apps that work well in both landscape and portrait modes. You might need to create several wireframes targeting different screen configurations or plan to combine content in different ways using fragments. The source suggests initially wireframing for a “natural state” without worrying about multiple devices and then considering how it translates.

By employing these strategies, you can create Android applications that provide a consistent and enjoyable user experience across the diverse range of devices available.

Best Practices for Mobile Application Notifications

The source provides several best practices to keep in mind when designing your application’s notifications. Well-designed notifications can offer real value to users and encourage them to return to your app with timely updates.

Here are some notification best practices discussed in the source:

  • Providing the right content: At a minimum, your notifications should include a title (setContentTitle), secondary text (setContentText), and a timestamp indicating when the event occurred (not when the notification was posted). Optionally, you can also include the notification type. To ensure users can easily identify your app’s notifications in the system bar, you should include a distinct app icon using setSmallIcon. This icon should be simple, avoid excessive detail, be eye-catching, distinct from other notification icons, use the Material Light action bar icon style, and have a white design on a transparent background.
  • Using notifications sparingly: It’s crucial to use notifications judiciously as they interrupt the user’s current activity. You should avoid using notifications for background operations that don’t require user input or aren’t time-sensitive, and also for events already visible within the app’s UI. Furthermore, you should refrain from using unnecessary notifications merely to entice users to launch your app, as this can lead to uninstalls and negative reviews.
  • Giving users a choice: Ideally, you should provide users with options to customize your app’s notification settings. This could include allowing them to switch between sound and vibration alerts or even disable notifications altogether.
  • Categorizing notifications: The Android system may consider an app’s category when ranking and filtering notifications. Therefore, you should assign a suitable category to each notification using the setCategory() option and choose from the supported categories (e.g., CATEGORY_ALARM, CATEGORY_MESSAGE, CATEGORY_SOCIAL).
  • Making use of actions: You can enhance your notifications by adding action buttons, allowing users to perform common tasks directly from the notification UI without opening the app. You can add buttons using the addAction() method, ensuring each action has its own icon and name. While optional, it’s generally good practice to include at least one action, but you should limit yourself to a maximum of three actions per notification.
  • Using expanded layouts: For devices running Android 4.1 and higher, you can provide two visual styles for each notification: a default, compact normal view and a more detailed big view style that appears when the user expands the notification. The source mentions three big view styles:
  • Big text style: Displays additional text in the expanded area using NotificationCompat.BigTextStyle().
  • Big picture style: Includes a large image attachment using Notification.BigPictureStyle().
  • Inbox style: Presents a list of up to five items using Notification.InboxStyle().
  • Direct reply notifications: In newer Android versions (mentioned as Android N), notifications can include an inline reply action button, enabling users to reply directly from the notification UI. This is particularly useful for messaging apps. Implementing this involves creating a RemoteInput.Builder and adding it to your notification action. You can retrieve the user’s input using RemoteInput.getResultsFromIntent(Intent).
  • Bundled notifications: Also introduced in Android N, bundled notifications allow you to group multiple notifications from the same app into a single notification. This bundled notification consists of a parent notification with summary information and individual notification items that can be unfurled for more details. To group notifications, you use setGroup() and assign the same key to the notifications you want to bundle.

While not directly a notification best practice, the source also touches on providing alternatives to audio prompts for accessibility, which is relevant if your notifications include sound. You should always accompany audio feedback with a secondary mechanism like on-screen notifications or visual alternatives to assist hearing-impaired users.

Adhering to these best practices will help you create notifications that are informative, useful, and respectful of the user’s attention.

Android App Accessibility Best Practices

The sources discuss several accessibility best practices that you should consider when developing your Android applications. The goal is to ensure that your app can be navigated, understood, and used successfully by everyone, including people with visual, physical, or age-related limitations. Android has built-in accessibility features that can help you optimize your app for users with disabilities.

Here are some key accessibility best practices highlighted in the sources:

  • Adding descriptive text to your UI controls. If your UI is well-designed, you might not need explicit labels for every element (e.g., a phone icon in a Contacts app). However, users with vision impairments may not perceive these visual cues, so providing additional information is necessary.
  • You should provide content descriptions for every UI component that doesn’t have visible text.
  • Consider if the descriptions alone offer sufficient context without visual cues. For example, a “Delete” or “Call the selected contact” description might not be very helpful without context.
  • The text in the android:contentDescription attribute is read aloud by speech-based accessibility services like TalkBack when a user navigates to that item. You can add this description in your XML layout.
  • For EditText fields, use the android:hint attribute to explain what content the user should enter, instead of a content description. Once text is entered, the accessibility service will read the entered text.
  • For dynamic content descriptions (e.g., the state of a slider), you can update the description at runtime using the setContentDescription() method.
  • Providing descriptions is particularly important for ImageButton, ImageView, and Checkbox components.
  • Avoid adding unnecessary descriptions, as this can create noise and make it harder for users to understand the UI.
  • Wherever possible, use Android’s standard controls as they often have ContentDescriptions built-in and work automatically with accessibility services.
  • Designing for focus navigation. Focus navigation allows users to navigate UI elements using directional controls (like a four-way remote) instead of touchscreens. This is often used by individuals with limited vision or manual dexterity.
  • Android automatically determines the focus order, which might not always be ideal.
  • You can override the automatic focus order using these XML attributes:
  • android:nextFocusUp: Defines the next view to focus when navigating up.
  • android:nextFocusDown: Defines the next view to focus when navigating down.
  • android:nextFocusLeft: Defines the next view to focus when navigating left.
  • android:nextFocusRight: Defines the next view to focus when navigating right.
  • The easiest way to test focus navigation is to run your app in the emulator and navigate using only the arrow keys and the OK button. Check that navigation works as expected in all directions, including reverse navigation.
  • You can also modify the focus order at runtime using methods like setNextFocusDownId() and setNextFocusRightId().
  • Custom view controls. If you create custom UI controls, ensure you implement accessibility interfaces for these views and provide content descriptions. If you want compatibility back to Android 1.6, use the Support Library to implement the latest accessibility features. Custom views should generate AccessibilityEvents (when an item is selected or focus changes) by calling sendAccessibilityEvent(int).
  • Providing alternatives to audio prompts. Avoid audio-only feedback in your app to assist hearing-impaired users. Always accompany audio with a secondary mechanism like closed captions, transcripts, on-screen notifications, or another visual alternative.
  • Testing various font sizes. Users can manually change the device-wide font size in their device settings. To ensure your app respects these settings, define your app’s text and associated containers in scaled pixels (sp). When large fonts are enabled, check that your text and UI still look good and function normally without overlapping or making touchable elements unreachable.
  • Using recommended touch target sizes. Make sure all touch targets in your app are at least 48 x 48dp, and the space between on-screen elements is at least 8dp. This improves navigation for users with manual dexterity challenges and children.
  • Providing alternatives to affordances that time out. Some UI elements (like video playback controls) might disappear after a set time. This can be problematic for users of accessibility services like TalkBack, as the controls might vanish before they can be focused on and read. For high-priority tasks or important functions, avoid relying on timed-out controls. Consider disabling the timeout functionality when accessibility services are enabled.
  • Contrast ratio for text. For users with visual impairments, it’s recommended to use a contrast ratio of 4.5:1 between your app’s background and text. Smaller text generally requires more contrast.
  • Colorblindness considerations. Be mindful that some users may be colorblind, so don’t use color alone to convey important information. Supplement color with other elements like patterns, shapes, size, textures, or text.
  • Testing your application’s accessibility features. Testing is crucial for uncovering user interaction problems. This typically involves:
  • Using your app with audible feedback enabled: Enable an audible accessibility service like TalkBack on your Android device (often found in Settings > Accessibility) and interact with your app using sound only. Look for ways to improve the experience for non-sighted users. Ensure enough information is provided without being overwhelming.
  • Navigating your app using directional controls only: Verify that your app is easy to navigate without using the touchscreen, ensuring logical focus movement between UI elements. You can use a physical device with a D-pad or trackball, a software-based controller, or the Android emulator’s keyboard controls. You can also explore using TalkBack gestures.

By implementing these best practices, you can significantly improve the accessibility of your Android application, making it usable by a wider audience and providing a better overall experience. Remember that everyone on your development team should keep accessibility in mind throughout the design and development process.

By Amjad Izhar
Contact: amjad.izhar@gmail.com
https://amjadizhar.blog


Discover more from Amjad Izhar Blog

Subscribe to get the latest posts sent to your email.

Comments

Leave a comment