Android TV design guidelines



roman nurik: hello andwelcome once again to android design in action. i'm your host, roman nurik. adam kosh: hey guys. my name's adam kosh.


Android TV design guidelines, nick butcher: and my name'snick butcher. roman nurik: and we areback from hiatus. we took a nice long break togive ourselves some time to prepare for google i/o 2013, andnow that the conference is


over, we now have a chance totalk about all the cool things that were announced, all thewonderful design sessions that took place, and that's whatwe'll be doing today. so with that, let's just jumpright in, because we have a lot to cover since there wasa lot that happened at i/o. so the first thing we wantto do is look at all the different sessionsthat took place. there were a lot of designsessions this year. i don't know exactly how many--something like seven or


eight or something. but they were all jam packedwith different bits of information on a varietyof different subtopics within design. so the first that we want totalk about is rachel garb's and helena roeber'ssession, "enchant, simplify, and amaze-- android's design principles."so i guess the way we should probably do this is we shouldeach talk a little bit about


what takeaways therewere for us. for me, the big takeawayhere was the association of emotion-- positive and negativeemotions-- from the session. rather, the association ofpositive and negative emotions with uis and how thoseplay together. there's a lot of interestingthings about writing guide and things like that.


adam kosh: yeah, and i guessfor me it was interesting because i think rachelintroduces the vision as sort of being touchy-feely. and for me, it was always hardto wrap my head around how that relates to designfor myself, because i'm more of a developer. and so i really like theexamples that she gave, like actually showing how-- like, forexample, one of the ones here is decide for me, but letme have the final say.


you can see that. so, for example, when you'redeleting a message, it deletes first, and then there'san undo action rather than a dialog. nick butcher: yeah,same for me. it's how they actually applythese very, very snappy principles, and she shared howthey actually helped them inform their design decisions. so there's a section in therewhere they're assigning


marbles for things you do welland bad marbles for things you do badly, and that really helpsyou to lay up different design decisions. and i thought that was a reallyinteresting technique. roman nurik: yeah, and they alsomentioned very briefly the android baseline study thatwe conducted about a year or two ago. that was kind of one of thefoundations of a lot of these design principles.


i think it's mentioned somewherenear the beginning. so it was a really goodoverview of the design principles, and i think that theclosest page on our design guide to this session isobviously the creative vision design principles section,which goes through all of them. so they went through that inexcruciatingly good detail. so that was a good session. should we move onto the next one?


adam kosh: yeah. sure. roman nurik: next was "agileux research practice in android." this was by mikikonno and bethany fong. and so here, they go through abunch of different techniques that the android team uses, aswell as lots of different companies out there-- a couple of different techniquesfor really lightweight, really cheapresearch, stuff that doesn't


involve millions of dollarsor thousands of dollars, or whatever. it's stuff that youcan basically do. like one of my favoriteswas the cafe study. you go into a google cafe orinto a starbucks or something, and you just show your app orshow a very specific flow within your app to a few peopleand kind of measure their reactions incertain ways. so it's very, very lightweight,and very quick,


hence the name agile. i'll admit i actually haven'tgot around to looking at this particular session yet, butit's on my to-do list. roman nurik: yeah, these areeach like 40 minutes or so, so, i mean, it is alot of content. adam kosh: i've got a lot ofbacklog of sessions to watch. nick butcher: yeah, i like theway that they laid out the traditional research process,and it's like this stage followed by this stagefollowed by this


stage, and that's it. but there's no way that's goingto work in the android world where the pace of mobileapp development is just too agile, and they can reallycompress it down. so i thought it was reallyinteresting. they stressed how important todo research is, but showed how to do it in an agile way. it was really, really,really great. roman nurik: yeah.


and in the very beginning,they had this, i guess this grid-- not really a grid, i guess achart-- of the different techniques that you could use. and they focused more onthe qualitative and behavior side of things. so right around here. they didn't really spend toomuch time talking about the other stuff, because sometimesit can cost more.


some of it is kind of outsideof the scope of a small research team. so definitely, if you'reinterested in this kind of area-- this general area of uxresearch, they talk about a whole bunch of techniques. and here are, i think, the majorfour techniques they talk about. they actually also spent a lotof time on the pulse study. i think they went intothe most detail


about this pulse study. so, yeah. ux research. the next session was "cognitivescience and design." and this is oneof my favorites. alex is a tremendouslygood speaker. he was on the show-- in i think it was thenotifications. it was notificationsand something else.


adam kosh: google mail. roman nurik: thedesign process. adam kosh: the google maildesign process, yeah. nick butcher: and google mail. so he was on the show, andhe talked about that. and he's a tremendously goodspeaker, and he did a session on cognitive scienceand design. so he mentioned a coupleof things-- the gestalt principles, hementioned things like


proximity closure, et cetera. we could see here this kindof triangle and so on. and this is actually reallyimportant, because it's one of the fundamental bases of theholo visual language, kind of this use of space and topographyto communicate hierarchy and structure. and you can kind of see that. even without a whole bunch oflines, you can still make an association or form a mentalmodel of the relationship


between these differentgroups of circles. so it's kind of one of thefundamental bases for the holo visual language, so it's kindof a good session for that. i think i was saying to roman,this session, regardless of android or design or anythingelse, it's just really, really interesting to watch. and one particular slide iliked-- and i don't think we have it here, but it had a bunchof different shapes, and then they're colored indifferent colors, as well.


and he sort of showed how thecolors are very easy to spot the differentiation, butthe shapes are not. so, again, it implies back tosort of the holo visual language using spacing andcontrasting colors to differentiate. and he also mentionedaffordances. and i actually reallyliked this slide. there is the previous slide thatshowed a bunch of similar looking trash cans of differentcolors, and then


this slide showed trash canswith different colors, obviously, but also differentslots, and they afford different types of thingsbeing put inside them. so that was a more effectivetype of trash slash recycling combination. and one other that i reallyliked was a slide about peripheral vision. so he uses this really funnyanalogy of a tiger. you walk into a room, a teststudy, and the first thing you


see is a tiger. and they did this study, orsomething-- or i guess this is based on a study. your response time to thingsright in front of you is actually slower than yourresponse time to things around you. and so your peripheral visionis very important. and that's actually one of thereasons that a lot of things on android are near the cornersand edges of the


screen, rather than inthe very dead center. nick butcher: you shouldwatch the talk. it's phenomenal. it's really good. adam kosh: it's really good. roman nurik: it's really,really good. one last thing i wantedto mention, since this talk is so good. you also talked aboutrecognition, so your ability


to recognize people's facesversus their names. your ability to recognize theirfaces is something like almost constant time. like, within 100 people, you'llinstantly recognize your friends. versus in a list of 100 names,it'll take you a while to find your friends' names. so really kind of interestingtidbits here and there. we've probably spent a lotof time on this, and


let's just move on. the next session was alsovery, very good. it was by jens nagel and richfulcher on the android user experience team. they're both interactiondesigners. in this session, they basicallycovered navigation, and really more higherlevel structure. so rather than looking at anapp as a set of pixels or a set of individual screens, theylooked at it as a whole,


and they talked aboutdifferent types of-- i guess they used this kind ofuse case modeling practice to look at or to plan out ormap out an application. so they went into a little bitof depth on this barkeeper app, where they basically lookedat different people and their different use cases andmapped them out in this not really a flow chart, butmore like a diagram. and this helped them makedecisions about what navigation structures theyshould use in the app.


nick butcher: one of my favoritebits of this talk is where they explain some of thedesign decisions behind some of the google or androidstock apps, like the calendar and so forth. so they went through the processof how they arrived at the particular navigationstructure they used and showed variations and why they wouldn'twork and so forth. it was really interesting. i thought it was just reallyuseful how they showed--


i think it was several exampleswhere they show what an app could look like withtabs, with the spinner, with the drawer. i don't know if they showexamples of the six pack or dashboard patterns. it was almost neverthe proper place. it never turned out to beworthwhile selecting. but i thought it was reallyuseful just because it applies to any app.


you could go through thesedifferent iterations and see how it would work with thesedifferent patterns. and certainly there's pros andcons to each of them, which i think was the takeaway. and i really like howthey separate out the structure into-- well, they have a coupleof common patterns for recognizing structure. so they look at apps that mayhave a specific focus--


like one of the top levelsections is the most important-- and then apps that are verydeep, where they have an equal weighting of sections,but each section itself is very deep. and they look at another typeof structural pattern, where an app is very, veryinterconnected, which is this case. so it's really a good wayof structuring or


thinking about your app. rather than thinking about itsfeatures or the individual components, think aboutit as a whole. like what are the differenttypes of use cases that you're trying to solve fordifferent users? nick butcher: and then, ofcourse, they spent a fair amount of time talkingabout the navigation drawer pattern, as well. and i think jens made anexcellent point about how this


is a community pattern that'semerged, and how we've spent our time taking a look at allthe different community implementations and what workswell and what we felt could be improved slightly, and how we'vegestated on that process and really put a lot of thoughtand effort into providing some guidance that wehope will really solidify this space so people have somestability of expectations of how this works. roman nurik: exactly.


yeah. so the navigation drawer was oneof those patterns that was introduced in jens' and rich'stalk, and nick and i covered it later, which we'lltalk about. but definitely we'll probablydo another full episode of adia on just the navigationdrawer at some point. adam kosh: there's going to bea lot of demand for that. nick butcher: it'sa hot topic. for sure.


so, moving on. then nick and i did a sessioncalled android design for ui developers. and this was kind of morelike a developer talk. it wasn't really so much fordesigners, but i think especially nick's part, theresponsive design area-- this was incredibly useful forboth designers and developers. so at a very high level,we covered navigation-- so we covered howto implement the


navigation drawer, for example. and then nick did a whole bigbit on responsive design techniques, and nick,i'm sure you want to talk about that here. and then i finished off withimplementing the holo visual language, like how to implementdividers and touch feedback and differentthings like that. nick butcher: yeah, i took theopportunity of having the stage at i/o to talk about oneof my favorite topics, which


is responsive design. so [inaudible] talking about some of thelimitations of the scalable approach and discussed somestrategies you can use to deal with that, to cope with it. it's very, very goodinformation, especially for developers. so if you're a designer and yourdevelopers come back to you and say, oh, that's goingto take too long and i don't


know how to do it, whatever. just point them tothis session. there's a lot of goodinformation here. i have nothing elseto add other than go watch the session. it's a good one. roman nurik: all right. really quickly-- two things that we, again,talked about for developers--


the navigation drawer, and thennick talked about sliding pane layout, which is sort of anew presentation for master detail views-- and google hangouts isan example of an app that uses this-- where basically on a phone, it'sa single pane that slides off the screen to revealthe master pane. and on a tablet, they're bothvisible at the same time. there's obviously a lot moredetail to that pattern there.


but in case you're a developerand looking to implement that, basically look at the navigationdrawer guide here, with this link at the top, andthen the sliding pane layout link is a link tothe reference. there's no actual design guidetopic for sliding panes right now, but that's kind of thebest place to look at for basic information about it-- obviously in this session,as well. so for those watching, ourawesome producer [inaudible]


has just told us that nick'saudio is, yet again, on only the left channel. sorry about that. if you can't hear nick and onlyone ear is plugged in, just switch to the other ear. we'll fix that forthe next time. adam kosh: it's sort of likea repeating problem. nick butcher: am i speaking outof the corner of my mouth again [inaudible].


all right. so this is actually aninteresting one, "an engineer's pragmatic guide todesign" from braden kowitz. i heard about this, but there'sstill no video up, so we can't really talk about it. adam kosh: we all heard goodthings, but there's no video up, so we haven't had a chanceto watch it because we couldn't attend in person. so we're looking forwardto watching it.


roman nurik: it looksreally good. that's all i can say. but just check out this linkdown here at the bottom. i'm sure the youtube video willbe posted at some point. it's just a matter of time. but, yeah, it's probably goingto be a really good session. or if it was a really goodsession and you were there, feel free to say soin the comments. and then there was anothersession from some youtube


folks on "designing productsfor a multi-screen world-- the youtube perspective." it'stom broxon and josh sassoon. i hope that's right. and my favorite thingabout this was actually these charts. they basically did a whole bunchof research into how people use their devices. so this wasn't anandroid-specific talk. this was basically looking atandroid, iphone, tv, ipad,


android tablets-- adam kosh: every screen that youcould possibly want to use or consume content in. roman nurik: yeah, basicallyevery screen that's-- and so they created these likelittle diagram journals of how so this is basically like a timegraph, where i think it's just kind of a full day. and they just highlighted theportions where people were using their devices.


and so they made littleobservations around, like, people mostly user phonesthroughout the entire day, kind of snacking a little bitof time, whereas the tv portion of your usage was moretowards the nighttime, obviously, with very,very kind of heavy continuous portions. so some of these charts are veryinteresting to watch, and they definitely made somegood observations. nick butcher: i've yet to sayit yet, but i think it's a


really interesting space, aswell-- how we deal with the multi-device when everyone hasall these different devices. i think it's reallyinteresting. roman nurik: oh, another thingthat was really good about this is that-- so youtube is obviously a verypopular brand, and one of the things that's very important tothem is maintaining their brand across differentplatforms. and there's especially a partat the end where they talked


about how did they reconciletheir brand with the platform. and i think it was tom thatmentioned this, but he's basically like, we want to betrue to our brand, and we want to be true to the platform, butwe don't want to sacrifice one over the other. so if you're working withsomebody, or project managers or developers thatare thinking-- or designers-- that we really need this to befully brand consistent, there


are definitely ways to achievethat while not letting platform conventions stop youor anything like that. adam kosh: yeah, it's a verycommon question we get asked around that. roman nurik: and i think wewant to do another session just on this at some point. nick butcher: i think we shoulddo an entire show on that subject. there's a lot to talkabout there.


so moving on fromthe sessions. those are just someof the sessions. i think design was probablymentioned in more areas. but we also had a few labs, or,i guess, workshops at i/o that were related to design. the first was from nazmuland izabel-- "ux design for developers."so this is a very, very popular workshop. i think it was so popularand there was too


much overflow, i guess-- too many people trying to getin that couldn't-- that they actually had to redothe session. they did two versionsof the session just to fit the demand. so this was an incrediblypopular session. they also talked about usecases, just like rich and jens did in their talk. they also talked aboutpersonas-- so basically the


process of doing somehigh level ux-- i guess thinking through the uxfor your product, thinking about who was using it, andthen thinking through the different use cases andprioritizing them. so basically they went throughthe process, i think, of doing this for a pizza ordering typeapp, and it was basically a lot of folks justwireframing and diagramming it out on paper. so as you can see here--


nick butcher: a quicknote on these labs. unfortunately, these labsweren't recorded, and so you won't be able to watch it, butsome materials might be available if you want to workthrough the lab in your time. so these links herearen't to videos-- these links at the bottomare to the materials. so for this ux design fordevelopers lab, this link actually points you todeveloperlife.com/ux. they started kind of a blog, andalso a google+ community


just for this project. and it's very, very popular. so if you're interested in uxdesign, if you're interested in learning about it, definitelythis is a very good beginner guide to it. moving on. then nick, adam, and i, we alsoran our android design in action live lab. and this is alsoquite popular.


we only did one of these. but basically what we did is wekind of took an alternative approach to a verysimilar problem. rather than doing the standardclassical personas and use cases stuff, we thought aboutit a little more from an engineering standpoint-- the different objects youwork with, the different connections between them, andthe different ways to group screens and such.


and so for about two hours,folks came to the lab. they worked with pencil andpaper, and we gave out sketch pads and things like that, andwe just had a whole bunch of fun going through the processof creating a mobile banking application for teenagers,which is kind of an interesting littleproblem there. but my favorite thing,i'd say, about this was these guys-- everybody that came,thanks for coming.


one of my favorite things thathappened was that we actually got together a wholebunch of folks from the design community. like taylor ling was there, wehad lucas rocha from pattern, walmer from brazil. a whole bunch of folks werethere as tas, so they walked around and helped peopleas they had questions. what did you guys think of theexperience of the live lab? adam kosh: i thoughtit was really cool.


it was definitely somethingwe haven't done before. normally, we're used to doingcode labs at google i/o, so it was something newand different. and i was just really impressedwith all of the work that the attendees cameup with at the end. so i think we may post someof those at some point? roman nurik: yeah,at some point. adam kosh: or we'llsee how we go. i made sure to capture the g+profiles of all the winners--


well, the winners. i think the tas selected likefour or five different apps to, i guess, to win. nick butcher: i'm pretty surethat during the lab, you said they were all winners,you big cheeseball. roman nurik: oh, that's right. well, they are all winners,basically. it was really, really good. adam kosh: it was good.


roman nurik: i think thisis a good photo of it. we said we have time for 10 or15 presentations, but at least 30 or 40 people came up to tryto present their work, which was just kind of awesome. adam kosh: oh, and by the way,these were hand-sketched designs in the end. some people did use theircomputers, but for the most part, they were hand-sketched,which was really cool. nick butcher: the two thingsi liked about the lab was


because it's a developerconference-- and we polled the audience. it was primarily developersthere. and we said we want to introduceyou to the concepts, how you think through yourapplication and sketch it all out, rather than just, which ithink a lot of people do, is dive into the code too quicklyand invest a lot of time in something which they thenmight throw away. so it's really interesting toget people thinking about


sketching and thinking throughthe problem space a lot more, applying the design rigor a lotmore before jumping into code, which is reallyinteresting. and also, i want to second, itwas great to meet a bunch of the people. so some of the really activepeople in the android design community-- so you might haveseen them joining the adia hangouts we've had a couple oftimes and posting on the g+ community on the hashtag #adiaand #androiddesign.


it was really great tomeet those guys. they rock. roman nurik: yep. totally. ok, so that was the lab. and again, if you're interestedin running through it at home, just visit this linkhere and it points you to a google drive folder containingall the slides and everything.


nick butcher: it'sj.mp/adialive. roman nurik: yeah,j.mp/adialive. so i think that wasit for i/o-- oh, wait. no, there was more. did we miss-- oh, no. that's right. that's part of the news. so there was more, obviously,with google i/o 2013.


we'll mention a coupleof things about apps that were launched-- google apps that were updated. actually, before we talk aboutthe awesome adia android app, any parting thoughts for googlei/o 2013, the in-person experience? adam kosh: for me, it was justgreat to see a heavier design focus than previous years,especially on the android side, of course.


there was just a reallygreat vibe there. i really enjoyed it. nick butcher: yeah. for those of you who didn't getto attend, there's a bunch of stuff that happens at i/othat isn't recorded in the sessions and so on. so we were involved with a bunchof panels, for example, where we were meeting developerswho were talking about how they foundsuccess or their


experiences with android. and one of the things that camethrough for me was the importance of android design. a lot of businesses were sayingthis has impacted numbers we care about, likeinstall numbers and revenue and so on because we've adoptedthe android design principles. so i think it really shows thematurity of the android user base out there, and how theyreally appreciate a


well-designed app. that was cool. roman nurik: yeah, and actuallysome of that is captured in the biz dev bitesvideo series that we published around the same time as i/o.so if you're interested in hearing real-world productmanagers, designers, developers talk about theirexperience not only with the design guide and using thingslike responsive design, but also just with the impact ofthose types of things and


those kind of technicalchanges-- the impact on that on their keynumbers, the things that they care about-- definitely check out the bizdev bites series on android developers, the youtubechannel. so my parting thought is it wasobviously awesome to meet everybody again. it's always kind of stressfulfor folks on the android team-- or i guess anybodyworking at google that's


staffing i/o-- to take care of. but i think this year morethan other years it was a little more relaxed, and it wasdefinitely able to engage more in kind of friendlyconversations with developers rather than jumping aroundbetween different places. so it was definitely anawesome conference. if you didn't get to attend thisyear, definitely try to attend next year.


and, yeah, here's togoogle i/o 2014. so let's talk about theadia android app. so i'm going to butcher hisname, unfortunately-- andreas stutz. is that right? so sorry if we pronouncedit wrong, andreas-- really sorry. but this app is awesome. adam kosh: it's top notch.


roman nurik: we actuallyhave it here. let's really quicklyswitch over to it. so this is the app. it basically let's you look atpast episodes of adia it lets look at all the slides, it letsyou watch the videos. adam kosh: it notifies youof upcoming shows. nick butcher: can you play anepisode of adia in adia let's see if we can dothe "inception." nick butcher: [inaudible].


[interposing voices] roman nurik: let'ssee if we can do the current one that's-- oh my god. adam kosh: oh yeah. roman nurik: it's working. adam kosh: oh, but it's a bitdelayed, so we don't see the screen of the screenand the screen. so you can basically watchandroid design in action.


you can also participatein some of the google+ conversation and google+activity on android design and #adia. and it's just an overallwell-built app, too, so it's just a good example of awell-built, responsibly designed holo app. it's just an awesomeapp all around. i definitely recommenddownloading it. nick butcher: so thankyou, andreas.


it's been reallyuseful for me. so a bunch of people, they comeup and ask me for design feedback, and i can say,hey, oh yeah, we talked about this on adia. and i can put up my tabletand put up the redesign very easily. so it's been phenomenal tobe able to have that. so next, this new tool-- well, i guess this old existingtool, scala preview.


first of all, it now has anandroid version, so you can actually mirror what'son your computer to your android device-- very similar to android designpreview, the tool that we talked about i thinka few weeks ago. but this is now free, and italso works over wi-fi. so basically it's almost thesame thing as android design preview, but it works over wi-fiand probably has a few other features.


i haven't used it myself, butit's definitely good if you're a designer and interested inseeing real-world scenarios of how your designs lookon those devices. so that's now free. go ahead and get it. adam kosh: maybe we shouldjump to the apps first. let's do this one first. so there are a couple of new appupdates that came around the time of google i/o. thefirst and i guess the biggest


to me is the google playmusic redesign. so first of all, we launchedgoogle play music all access. it's a monthly subscription,you get whatever music. and as part of that launch, wealso updated this new ui. so i think one of the bestthings about this is that, first of all, it uses newpatterns and things like that. it's obviously a veryresponsive app. it has a very clean-- adam kosh: it's gotthe drawer.


roman nurik: it's gotthe drawer, yeah. but it's also just filled withinteresting design touches, like fading semi-translucentaction bars and lots of different swipeable panels. it's just really cool overall. nick butcher: i think it'sa phenomenal app. it has got, like you say, somedesign flourishes in there that they've really thoughtthrough all the minute and minor details that it's worthspending a good 20 minutes,


half an hour playingwith it, just-- roman nurik: did we lose nick? nick seems to have frozen up. adam kosh: all right. well, keep going. so, what nick said. and there's also googlehangouts, which is a new app, obviously, and it's amessaging-type app. it lets you communicate withpeople via, obviously


pictures, text, and videousing video hangouts. but it's a new app, and it usesthat sliding pane layout that we talked about earlier. and there are a whole bunchof other updates. there's obviouslythe i/o 2013-- nick is back. thanks for coming, nick. sorry to have lost youthe first time. there's obviously, also, thegoogle i/o application, which


will be open sourcedat some point. the google+ app got updates--a whole bunch of updates across the board, the playapps especially. play music, play books, playmagazines, they've gotten this new, consistent visual stylingacross the board. adam kosh: which matchesthe google play store. oh, we lost nick again. roman nurik: and nick'slost again. but anyway, so the reason wewanted to talk about this


really quickly is that one ofthose design touches is this kind of fading semi-translucentaction bar. and cyril mottier actually wroteup a blog post on how to do this in your own apps. so here's a quick couple ofscreenshots of what it actually looks like. adam kosh: and i think he's gota sample apk you can just go and install if you want toactually play with it, because i think you have to see it inmotion to really sort of


understand it, but-- nick butcher: and then someoneelse has also turned it into a library on github if youwant to [inaudible]. adam kosh: oh, [inaudible]. great stuff. i'm sure they'll linkup at some point. the idea is that you have thiskind of transparent action bar that shows content at the top. but as soon as you startscrolling, it becomes solid.


so it's a very cool effect. it's definitely worthconsidering for one of your apps. so that was that. and then i think thismay be the last one. the last one is-- and this is, i think,a few weeks old. but in case you're interestedin using some of the action bar icon pack icons, so likerefresh and share and things


like that, in case you don'twant to necessarily use the illustrator version or thephotoshop version-- there's like a million differentversions available. there's now a font for this. so you basically justinstall this font. it's kind of like wingdingsor webdings or symbol or whatever. but you can just type in theright character, and you instantly get that icon.


nick butcher: [inaudible] quitehandy if you're doing some wireframes or somethinglike that. if you want to do somehigh-fidelity wireframes or do an action bar, and action withan icon in text, you can do it really easily. it's one way to speed up yourworkflow and just really streamline your process,so it's very cool. ok. so i think that's it.


that's all the timewe have today. that was kind of a whiz bangtour of google i/o 2013-- the different sessions that wehad, the different labs that took place, and also some of thenews that came out of that as well as some of the newsaround that time. so thanks for joining, andagain, we're probably going to try to get back into our regularcadence of android design in action episodes. sorry for the very long hiatus,but we're now free.


we have nothing else todo-- just kidding. so we hope to see younext week or the week after, or whatever. so thanks. i'm roman nurik. adam kosh: see youlater, guys.


Android TV design guidelines

nick butcher: thanks verymuch from nick butcher. roman nurik: later, guys. adam kosh: bye.


nick butcher: bye.


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