From Patterns of Use to Design Patterns: A Method for producing new design patterns from user activities (original) (raw)
Building an interaction design pattern language: A case study
Computers in Human Behavior, 2010
Interaction design patterns are a proven way to communicate good design. However, current pattern collections are not sufficiently powerful and generative to be used as a guide for designing an entire application such as those used in complex business environments. This study shows how we built and validated interaction design patterns that serve as the specification for the redesign of an application. Additionally, they were integrated into a pattern language, as a ruleset for human-computer interaction (HCI) non-professionals to continue development of the application. We demonstrate how individual phases in the redesign of an application can be matched with the process of creating an interaction design pattern language. To facilitate the writing of individual interaction design patterns as well as the development of the pattern language as a whole, a combination of user interviews, controlled experiments and analytical methods has been applied successfully.
Patterns and Objects for User Interface Construction
Journal of Object Technology, 2004
Nowadays, computers play a very important role, that is to say, as a communication tool between people. This introduces the interface between human and machines as a key player, therefore the importance of these interfaces. The existing software development processes recognize this importance but do not establish precise guidelines for the construction of the user interface as an activity within the system life cycle. This article describes a method for constructing user interfaces based upon interaction patterns. This method can be incorporated to an object-oriented software development process which fulfills certain characteristics. Interaction patterns describe interface design solutions favoring the development of a user interface prototype.
A Pattern-based Approach to User Interface Development
User interface design patterns could increase the usability while reducing the software development effort. In this paper we explore some design patterns for the derivation of the presentation from task and domain models. The original part of using patterns here is that it explicitly relies on concepts from task and model domains rather than any classification scheme of patterns according to functional characteristics.
User Interface Patterns: A Field Study Evaluation
2000
The identification of user interface patterns, organization of patterns languages and the validation of pattern languages for interaction design have been an active research field in the area of human-computer interaction. However, only few researchers have explored the impact of pattern languages when used in the development process of interactive systems in real application domains. This work reports a field
Instantiating and detecting design patterns: Putting bits and pieces together
… , 2001.(ASE 2001). …, 2001
Design patterns ease designing, understanding, and re-engineering software. Achieving a well-designed piece of software requires a deep understanding and a good practice of design patterns. Understanding existing software relies on the ability to identify architectural forms resulting of the implementation of design patterns. Maintaining software involves spotting places that can be improved by using better design decisions, like those advocated by design patterns. Nevertheless, there is a lack of tools automatizing the use of design patterns to achieve well-designed pieces of software, to identify recurrent architectural forms, and to maintain software. In this paper, we present a set of tools and techniques to help OO software practitioners design, understand, and re-engineer a piece of software, using design-patterns. A first prototype tool, Patterns-Box, provides assistance in designing the architecture of a new piece of software, while a second prototype tool, Ptidej, identifies design patterns used in an existing one. These tools, in combination, support maintenance by highlighting defects in an existing design, and by suggesting and applying corrections based on widely-accepted design patterns solutions.
Learning and studying interaction design through design patterns
Proceedings of the 15th Conference on Pattern …, 2008
The development of a course on Interaction Design at the School of Fine-Arts of the University of Porto presented a good context for the deployment of a pedagogical program built around the study and the writing of design patterns for Interaction Design. This paper presents a report of this experience, of why design patterns were used in the course and how they were studied and created by the students.
Pattern Tool Support to Guide Interface Design
Lecture Notes in Computer Science, 2011
Design patterns have proved very helpful in encapsulating the knowledge required for solving design related problems, and have found their way into the CHI domain. Many interface patterns can be formalised and expressed via UML models, which provides the opportunity to incorporate such patterns into CASE tools in order to assist user interface designers. This paper presents an implemented tool-based approach for the discovery of an appropriate set of design patterns applicable to a high-level model of the system. The tool accepts a UML model of the system and presents a set of interface design patterns that can be used to create an effective implementation. The tool is aimed at providing designers with guidance as to which successful design approaches are potentially appropriate for a new interactive system, acting as a supportive aid to the design process. The use of high-level modelling approaches allows designers to focus on the interactions and nature of their systems, rather than on the technologically-driven details.
On the use of design patterns in collaborative design processes
2011
Even if the usefulness of a knowledge repository represented as a collection of design patterns is largely recognized in the literature, little work has been done in investigating and measuring the impact such a collection would have on collaborative design processes involving designers. The paper describes the results of a case study designed to bring some insight into the matter. 18 design workshops were conducted with 18 teams of undergraduate students in Computer Science. Making use of a collection of design patterns for the design of synchronous applications, they were asked to design the GUI and the interaction process of applications which support synchronous collaboration in activities such as drawing, text editing, game solving, and searching. To answer the questions addressed by the case study, the results of the workshops were triangulated from: i) audio recordings of the conversations of each team, ii) notes taken on the participants interactions by a facilitator present during the workshops, and iii) feedback provided by each participant through a questionnaire, at the end of each workshop.