There’s an interesting article at XDA developers on Why Material Design Didn’t Achieve the Grand Unification it Originally Aimed For.
The article describes Material Design as being stifling, contradictory (U turn on splash screens and bottom tabs) and more of a “Google brand” rather than something that is supposed to be generic. The article says…
“The given rules are vague, and lack definition, and with navigation being a crucial springboard for the entire product, its rules and recommendations could use an upgrade.”
I wasn’t a great fan of the introduction of Material Design in 2014. I questioned whether a complete re-design was really needed, asked what it would end up costing developers/stakeholders and observed that there would be old apps and old devices/apps so it would end up being a mishmash anyway.
Such is the problem with many well-meaning and ambitious large initiatives. On their own, they might look amazing, new and innovative. For some strange reason, developers cheer and croon at such things at developer conferences. However, when such things hit the real-World, things get messy.
Perhaps it’s a lesson for such projects to have more pragmatists and real practitioners on the project to help drive things in such a way they will be practical.