Design system. Components Flashcards

1
Q

Snackbars

A

Snackbars contain a single line of text directly related to the operation performed. They may contain a text action, but no icons.
Snackbars provide brief feedback about an operation through a message at the bottom of the screen.
Usage
Only one snackbar may be displayed at a time. Each snackbar may contain a single action, neither of which may be “Dismiss” or “Cancel.”

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2
Q

Toasts

A

(Android only) are primarily used for system messaging. They also display at the bottom of the screen, but may not be swiped off-screen.

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3
Q

Dialogs

A

Dialogs provide important prompts in a user flow.
Dialogs can require an action, communicate information, or help users accomplish a task. There are two types of dialogs: basic and full-screen.
Dialogs focus user attention to ensure their content is addressed
Dialogs should be direct in communicating information and dedicated to completing a task
Dialogs should appear in response to a user task or an action, with relevant or contextual information

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4
Q

Date picker

A

Date pickers let people select a date, or a range of dates.
There are three kinds of date pickers: docked date picker, modal date picker, and modal date input.
Date pickers can display past, present, or future dates relevant to a task
Clearly indicate important dates, such as current and selected days
To ensure picking a day or time is intuitive, use common picker patterns, such as a calendar

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5
Q

Badges

A

Badges are used as indicators to convey dynamic information, such as counts or status. A badge can include labels or numbers.

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6
Q

Bottom App Bars

A

Bottom app bars display navigation and key actions at the bottom of mobile screens.

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7
Q

Bottom sheets

A

Bottom sheets are surfaces containing supplementary content, anchored to the bottom of the screen.

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8
Q

Buttons

A

Buttons help people take action, such as sending an email, sharing a document, or liking a comment.
There are five types of common buttons: elevated, filled, filled tonal, outlined, and text.
Choose the type of button based on the importance of the action. The more important the action is, the more emphasis its button should have.

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9
Q

Cards

A

Cards contain content and actions that relate information about a subject.
A card is identifiable as a single, contained unit
A card can hold anything from images to headlines, supporting text, buttons, lists, and other components
A card’s layout and dimensions depend on its contents. There is no one right way to make a card.

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10
Q

Checkboxes

A

Checkboxes allow users to select one or more items from a set and can be used to turn an option on or off. They’re a selection control that often appears when users are asked to pick a choice from options.

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11
Q

Chips

A

Chips help people enter information, make selections, filter content, or trigger actions.
There are four types of chips: assist, filter, input, and suggestion.
Chips can show multiple interactive elements together in the same area, such as a list of selectable movie times, or a series of email contacts.
Chips represent options in a specific context, unlike buttons, which are persistent

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12
Q

Dividers

A

A divider is a thin line that groups content in lists and layouts.

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13
Q

FAB

A

Use a FAB for the most common or important action on a screen
Icons in a FAB must be clear and understandable since these buttons do not have a text label
The FAB should persist on the screen when content is scrolling

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14
Q

Icon buttons

A

Icon buttons help people take supplementary actions with a single tap.
Use icon buttons when a compact button is required, such as in a toolbar or image list. There are two types of icon buttons: standard and contained.
con buttons can take the form of a wide range of system icons
Ensure the meaning of the icon is unambiguous
On hover, include a tooltip that describes the button’s action, rather than the name of the icon itself
Use the outline-style icons to indicate an unselected state and a filled style to indicate selection

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15
Q

Lists

A

Lists are continuous, vertical indexes of text or images.
Lists consist of one or more list items, and can contain actions represented by icons and text. List items come in three sizes: one-line, two-line, and three-line.
Lists should be sorted in logical ways that make content easy to scan, such as alphabetical, numerical, chronological, or by user preference
Lists present content in a way that makes it easy to identify a specific item in a collection and act on it
Lists should present icons, text, and actions in a consistent format

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16
Q

Menu

A

Menus display a list of choices on a temporary surface.
Menus appear when users interact with a button, action, or other control.
They can be opened from a variety of elements, most commonly icon buttons, buttons, and text fields.
Menus should be easy to open, close, and interact with
Menu content should be suited to user needs
Menu items should be easy to scan

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17
Q

Navigation bar

A

Navigation bars offer a persistent and convenient way to switch between primary destinations in an app.
The position of the navigation bar makes primary user journeys easy to access on mobile devices
Items in the navigation bar remain consistent in their destination assignment, placement, and interaction behavior across an app
Navigation items should be relatively equal in importance

18
Q

Navigation drawer

A

Navigation drawers provide ergonomic access to destinations in an app.
Order destinations according to user importance, with frequent destinations first and related ones grouped together
Navigation drawers can be opened or closed by default to accommodate different app layouts
Standard navigation drawers are good for frequent switching to different destinations. Modal navigation drawers are good for infrequent, but more focused, switching.

19
Q

Navigation Rails

A

Navigation rails provide access to primary destinations in apps when using tablet and desktop screens.
The navigation rail puts high-priority destinations within reach on large screens
The rail should appear consistently on the same side of each screen in an app
The rail complements adaptive and responsive navigation patterns

20
Q

Progress indicators

A

Progress indicators inform users about the status of ongoing processes, such 
as loading an app, submitting a form, or saving updates. They communicate an app’s state and indicate available actions, such as whether users can navigate away from 
the current screen.

21
Q

Radio buttons

A

Radio buttons allow users to select one option from a set. They’re a selection control that often appears when users are asked to make decisions or select a choice from options.

22
Q

Segmented buttons outlined

A

Segmented buttons help people select options, switch views or sort elements.

23
Q

Sliders

A

Sliders allow users to make selections from a range of values.
Continuous slider
Discrete slider
Sliders should be used for making selections from a range of values
When interacting with a slider, changes should be reflected back to a user immediately
Sliders should present the full range of choices that are available to a user

24
Q

Snackbars

A

Snackbars provide brief messages about app processes at the bottom of the screen.
Snackbars provide updates on an app’s processes
Dismissive snackbars appear temporarily, and disappear on their own without requiring user input. Non-dismissive snackbars persist until the user takes an action or selects the close affordance.
Snackbars are placed in the most suitable area of the UI

25
Q

Switch

A

Switches toggle the state of a single item on or off.
Switches have been in user interfaces for a long time and should be used as expected. A switch’s state should be visible at a glance.
Selected items should be more visually prominent than unselected items
Switches make it easy to compare available options

26
Q

Tabs

A

Tabs are useful for switching between views of distinct and related groups of information. They are the same as segmented buttons.
There are two types of tabs: primary and secondary.
As tabs can horizontally scroll, a UI can have as many tabs as needed
Tabs organize content into categories to help users easily find different types of information
Tabs are displayed next to each other as peers, in categories of equal importance

27
Q

Text Fields

A

Text fields allow users to enter text into a UI. They typically appear in forms and dialogs.
Text fields should stand out and indicate that users can input information.
Text field states should be clearly differentiated from one another.
Text fields should make it easy to understand the requested information and to address any errors.

28
Q

Time picker

A

Time pickers help users select and set a specific time.
Time pickers help users select and set a specific time
Input types are flexible in order to account for a range of use cases and contexts
Time can be selected without significant adjustment of one’s hand position on a mobile device

29
Q

Top App Bars

A

Top app bars display information and actions at the top of a screen, such as the page title and shortcuts to actions.
Top app bars provide content and actions related to the current screen
Elevating with a drop shadow or top app bars use a color fill to create separation from content
The width of the top app bar container is the same as the width of the view or device

30
Q

What is design token?

A

Design tokens represent the small, repeated design decisions that make up a design system’s visual style. Tokens replace static values, such as hex codes for color, with self-explanatory name.

31
Q

Generally, design tokens include?

A

Generally, design tokens include colors, typography, radius, spacing, sizing, motion values, and shadows.

32
Q

3 types of design tokens

A

Design tokens are generally categorized into three types, stored value, global token, and alias token.

33
Q

Stored value tokens

A

First type of design token are called stored value, like the Hex color.

34
Q

Global token

A

Global tokens are design tokens that are universally applied in a design system or project. It represents a value or attribute intended to be used consistently throughout the system, regardless of the specific context or component.

35
Q

Alis tokens

A

Alis tokens, Instead of defining new values, alias tokens reference existing design tokens and inherit their values. This provides a way to reference and reuse the values of other design tokens without duplicating or redefining the values.

36
Q

Naming design tokens

A

Be descriptive: Use names that clearly describe the attribute they represent.
Example: primaryColor, buttonBackgroundColor, headingTextColor

37
Q

Name convention design tokens

A

Establish and follow a consistent. naming convention.

Example (camel case): primaryColor, buttonBackgroundColor
Example (kebab case): primary-color, button-background-color

38
Q

Use semantic terms design tokens

A

Example: headingFont, bodyTextFont, iconSize
Be concise: Keep token names short and clear.
Reflect hierarchy using separators.
Organize tokens by grouping related attributes together.

Example: spacing.small, spacing.medium, spacing.large
Example: typography.headingFont, typography.bodyTextFont

39
Q

Kinds of chips

A

There are four kinds of chips: Assist, filter, input, and suggestion
Tag & Chip is a compact element that represent an input, attribute, or action.

40
Q

Design system definition

A

A design system is a documented catalog of components and styles used within a product, including how and why each should be implemented. While design systems are often confused with style guides and pattern libraries, a design system is more strategic and A Design System includes standards and documentation around the look and usage of each component