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Interaction Design Patterns
               Ecaterina Valicã

http://students.info.uaic.ro/~evalica/patterns
          “A. I. Cuza” University of Iaşi, Romania 
                 Faculty of Computer Science




                                                      Interaction Design Patterns
Origins

●   The original definition of a pattern was 
    introduced by architect Christopher Alexander.

●   Patterns were architectural concepts that captured 
    recurring design problems in urban architecture. 




                                            Interaction Design Patterns
Origins
“Each pattern describes a problem which occurs 
   over and over again in our environment, 

and then describes the core of the solution to that 
    problem, in such a way that you can use this 
 solution a million times over, without ever doing 
             it the same way twice. “ 

                           Christopher Alexander 

                                        Interaction Design Patterns
“A Pattern Language” (1977)
●   Methods for constructing practical, safe and 
    attractive designs at every scale, from entire 
    regions, through cities, neighborhoods, gardens, 
    buildings, rooms, built­in furniture, etc.

● Main entrance ( “Entrances, gardens, 
  courtyards, roofs and terraces” )
● A place to wait ( “The most important areas and 


  rooms (in offices, workshops and public 
  buildings)” )
                                           Interaction Design Patterns
Origins
quot;A pattern language is nothing more than a precise 
    way of describing someone's experience...quot;

  “A universal solution to a common problem”

                                    Christopher Alexander

specific situations: architecture, software, interaction, etc.

                                                    Interaction Design Patterns
Origins
●   Alexander’s patterns of urban architecture 
    describe aspects of the physical environment in 
    which people live and work. 

●   The architect is the “designer”, and the 
    inhabitants are the “users” of these environments. 

●   The artefact that the architect designs is 
    something that its inhabitants directly interact 
    with and live in.
                                            Interaction Design Patterns
Software Patterns
●   Became popular with 
    the object­oriented 
    “Design Patterns: 
    Elements of Reusable 
    Object­Oriented 
    Software” (1995) 
    book. 



                            Interaction Design Patterns
●   User Interface design is much closer to 
    architecture than software design, because it deals 
    more directly with spatial relationships and 
    visual aesthetics. 

●   One of Alexander's original goals was to allow 
    the inhabitants (that is, the users) to participate in 
    designing their environments (redefine, 
    customize and improve their own private 
    computing environments)
                                               Interaction Design Patterns
Interaction design pattern
●    is a general repeatable solution to a commonly­
    occurring usability or accessibility problem in 
    interface design or interaction design.

●   Problems:
      ● many designers involves higher complexity

      ● “just talking” won’t help much

      ● designs couldn't be created quickly

      ● designs were (unintentionally) inconsistent

      ● people were always reinventing the wheel



                                           Interaction Design Patterns
Communication
●   Designing successful interactive systems requires 
    an interdisciplinary team (developers, user 
    interface experts, users, etc. )

●    The group usually miss a common terminology 
    to exchange ideas, opinions, and values (a format 
    also understandable for nonprofessionals). 

●   The design experience and paradigms can be 
    expressed as a design pattern language.
                                           Interaction Design Patterns
Productivity
●   Teams have a natural tendency to design different 
    solutions to similar problems.

●   Reducing development time spent on 
    “reinventing the wheel.”

●    Train and educate new designers, avoiding 
    repeating errors 

                                           Interaction Design Patterns
Patterns Collections
●   The first substantial set of 
    interaction design patterns 
    was the Common 
    Ground (1999) pattern 
    collection, developed by 
    Jenifer Tidwell, at MIT


●   “Designing Interfaces” 
    (2005)
                                    Interaction Design Patterns
Patterns Collections

●   In early 2006, Yahoo! began releasing their 
    internal pattern catalog to the public for general 
    use, feedback, and commentary.

●   Many other collections and languages followed, 
    such as Martijn van Welie's Interaction Design 
    Patterns (2007).


                                             Interaction Design Patterns
Pattern elements
●   Metadata:                               •  Related Resources: 
     – Name of Pattern
                                            • Supporting Research
     – Author & Contributors
     – Terms (tags, categories, facets)     • associated Toolkit (if any)
     – Related patterns 
                                            • Code 
       (parent, child, related)
     – Rating                               • Stencils, Templates, Wireframes, 
                                              specs, other documentation
●   Main Elements:
     – Sensitizing example (illustration)   • More examples / Pattern Gallery 
     – Problem Summary                      • Similar Patterns in Other Libraries
     – Use When
                                            • Further Reading (blog posts, etc.)
     – Solution
     – Rationale                            • Contacts
     – Special Cases

                                                              Interaction Design Patterns
Patterns Collections



http://students.info.uaic.ro/~evalica/patterns/




                                      Interaction Design Patterns
Statistics
●Study made on 50 top blogs (July 2008) looking 
for statistics on navigation design, information 
architecture, advertisements and functionality.

Navigation menu: top, left or right?
●


 58% use right­hand side (vertical) navigation
 52% use a primary horizontal navigation at the   
        top (often combined with a right­hand side 
        secondary navigation)
 12% use left­hand side (vertical) navigation.
       Since 70­95% of people are right­handed
                                         Interaction Design Patterns
Statistics
●What information is placed in the footer?
  90% copyright, legal, privacy, terms of service, 
   terms of use
  40% link to the “about us”­page
  38% link to advertising­page
  30% link to the contact information
  22% links to RSS­feeds
●Are related and popular posts displayed?


  54% of top blogs display related posts 
  48% of top blogs display popular posts
                                          Interaction Design Patterns
Statistics
●Tag clouds in use?
  90% don’t have tag clouds
●Pagination in use?


  22% of sites use pagination 
  60% standard navigation with “next” and 
      “previous”
●Where to place the search box?


  62% in the right upper corner of the site layout
  16% in the middle or lower part of the sidebar 
                                          Interaction Design Patterns
Conclusions
● Serves as a learning tool
● Creates a shared language

● Contains a gallery of design solutions




● Helps structural thinking
● Helps identifying relationships

● Manages complexity




●   Creates a predictable user interface

                                           Interaction Design Patterns
Conclusions
Users demand software that is: 
●

     ● well­behaved, 

     ● good­looking, 

     ● and easy to use




Keeping touch with design patterns you'll get: 
●

     ● recommendations, 

     ● design alternatives, 

     ● and warnings on when not to use them




                                         Interaction Design Patterns
Pedagogical Patterns 
    “The intent [of pedagogical patterns] is to capture the 
 essence of the practice in a compact form that can be easily 
communicated to those who need the knowledge. Presenting 
this information in a coherent and accessible form can mean 
   the difference between every new instructor needing to 
      relearn what is known by senior faculty and easy 
     transference of knowledge of teaching within the 
                        community“. 
                                                Joseph Bergin


                                                 Interaction Design Patterns
Thank you



            Interaction Design Patterns

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Interaction Design Patterns

  • 1. Interaction Design Patterns Ecaterina Valicã http://students.info.uaic.ro/~evalica/patterns “A. I. Cuza” University of Iaşi, Romania  Faculty of Computer Science Interaction Design Patterns
  • 2. Origins ● The original definition of a pattern was  introduced by architect Christopher Alexander. ● Patterns were architectural concepts that captured  recurring design problems in urban architecture.  Interaction Design Patterns
  • 3. Origins “Each pattern describes a problem which occurs  over and over again in our environment,  and then describes the core of the solution to that  problem, in such a way that you can use this  solution a million times over, without ever doing  it the same way twice. “   Christopher Alexander  Interaction Design Patterns
  • 4. “A Pattern Language” (1977) ● Methods for constructing practical, safe and  attractive designs at every scale, from entire  regions, through cities, neighborhoods, gardens,  buildings, rooms, built­in furniture, etc. ● Main entrance ( “Entrances, gardens,  courtyards, roofs and terraces” ) ● A place to wait ( “The most important areas and  rooms (in offices, workshops and public  buildings)” ) Interaction Design Patterns
  • 5. Origins quot;A pattern language is nothing more than a precise  way of describing someone's experience...quot; “A universal solution to a common problem” Christopher Alexander specific situations: architecture, software, interaction, etc. Interaction Design Patterns
  • 6. Origins ● Alexander’s patterns of urban architecture  describe aspects of the physical environment in  which people live and work.  ● The architect is the “designer”, and the  inhabitants are the “users” of these environments.  ● The artefact that the architect designs is  something that its inhabitants directly interact  with and live in. Interaction Design Patterns
  • 7. Software Patterns ● Became popular with  the object­oriented  “Design Patterns:  Elements of Reusable  Object­Oriented  Software” (1995)  book.  Interaction Design Patterns
  • 8. User Interface design is much closer to  architecture than software design, because it deals  more directly with spatial relationships and  visual aesthetics.  ● One of Alexander's original goals was to allow  the inhabitants (that is, the users) to participate in  designing their environments (redefine,  customize and improve their own private  computing environments) Interaction Design Patterns
  • 9. Interaction design pattern ●  is a general repeatable solution to a commonly­ occurring usability or accessibility problem in  interface design or interaction design. ● Problems: ● many designers involves higher complexity ● “just talking” won’t help much ● designs couldn't be created quickly ● designs were (unintentionally) inconsistent ● people were always reinventing the wheel Interaction Design Patterns
  • 10. Communication ● Designing successful interactive systems requires  an interdisciplinary team (developers, user  interface experts, users, etc. ) ●  The group usually miss a common terminology  to exchange ideas, opinions, and values (a format  also understandable for nonprofessionals).  ● The design experience and paradigms can be  expressed as a design pattern language. Interaction Design Patterns
  • 11. Productivity ● Teams have a natural tendency to design different  solutions to similar problems. ● Reducing development time spent on  “reinventing the wheel.” ●  Train and educate new designers, avoiding  repeating errors  Interaction Design Patterns
  • 12. Patterns Collections ● The first substantial set of  interaction design patterns  was the Common  Ground (1999) pattern  collection, developed by  Jenifer Tidwell, at MIT ● “Designing Interfaces”  (2005) Interaction Design Patterns
  • 13. Patterns Collections ● In early 2006, Yahoo! began releasing their  internal pattern catalog to the public for general  use, feedback, and commentary. ● Many other collections and languages followed,  such as Martijn van Welie's Interaction Design  Patterns (2007). Interaction Design Patterns
  • 14. Pattern elements ● Metadata: •  Related Resources:  – Name of Pattern • Supporting Research – Author & Contributors – Terms (tags, categories, facets) • associated Toolkit (if any) – Related patterns  • Code  (parent, child, related) – Rating • Stencils, Templates, Wireframes,  specs, other documentation ● Main Elements: – Sensitizing example (illustration) • More examples / Pattern Gallery  – Problem Summary • Similar Patterns in Other Libraries – Use When • Further Reading (blog posts, etc.) – Solution – Rationale • Contacts – Special Cases Interaction Design Patterns
  • 17. Statistics ●What information is placed in the footer? 90% copyright, legal, privacy, terms of service,  terms of use 40% link to the “about us”­page 38% link to advertising­page 30% link to the contact information 22% links to RSS­feeds ●Are related and popular posts displayed? 54% of top blogs display related posts  48% of top blogs display popular posts Interaction Design Patterns
  • 18. Statistics ●Tag clouds in use? 90% don’t have tag clouds ●Pagination in use? 22% of sites use pagination  60% standard navigation with “next” and  “previous” ●Where to place the search box? 62% in the right upper corner of the site layout 16% in the middle or lower part of the sidebar  Interaction Design Patterns
  • 19. Conclusions ● Serves as a learning tool ● Creates a shared language ● Contains a gallery of design solutions ● Helps structural thinking ● Helps identifying relationships ● Manages complexity ● Creates a predictable user interface Interaction Design Patterns
  • 20. Conclusions Users demand software that is:  ● ● well­behaved,  ● good­looking,  ● and easy to use Keeping touch with design patterns you'll get:  ● ● recommendations,  ● design alternatives,  ● and warnings on when not to use them Interaction Design Patterns
  • 21. Pedagogical Patterns  “The intent [of pedagogical patterns] is to capture the  essence of the practice in a compact form that can be easily  communicated to those who need the knowledge. Presenting  this information in a coherent and accessible form can mean  the difference between every new instructor needing to  relearn what is known by senior faculty and easy  transference of knowledge of teaching within the  community“.  Joseph Bergin Interaction Design Patterns
  • 22. Thank you Interaction Design Patterns