Interaction design pattern

A design pattern is a formal way of documenting a solution to a common design problem. The idea was introduced by the architect Christopher Alexander for use in urban planning and building architecture, and has been adapted for various other disciplines, including teaching and pedagogy, development organization and process, and software architecture and design.[1]

Interaction design patterns are a way to describe solutions to common usability or accessibility problems in a specific context.[2] They document interaction models that make it easier for users to understand an interface and accomplish their tasks.[3]

History

Patterns originated as an architectural concept by Christopher Alexander. Patterns are ways to describe best practices, explain good designs, and capture experience so that other people can reuse these solutions.

Design patterns in computer science are used by software engineers during the actual design process and when communicating designs to others. Design patterns gained popularity in computer science after the book Design Patterns: Elements of Reusable Object-Oriented Software was published. Since then a pattern community has emerged that specifies patterns for problem domains including architectural styles and object-oriented frameworks. The Pattern Languages of Programming Conference (annual, 1994) proceedings includes many examples of domain specific patterns.

Applying a pattern language approach to interaction design was first suggested in Norman and Draper's book User Centered System Design (1986). The Apple Computer's Macintosh Human Interface Guidelines also quotes Christopher Alexander's works in its recommended reading.

Interaction design pattern libraries

Alexander envisioned a pattern language as a structured system in which the semantic relationships between the patterns create a whole that is greater than the sum of its parts, much like the way that grammatical relationships between words make language meaningful.[4] While some collections of patterns attempt to create the structural relationships needed to form a language, many others are simply an assemblage of patterns (and thus are more appropriately termed pattern libraries.)

Mobile Interaction Pattern Libraries

The popularity of mobile devices such as smartphones and tablets usher in a need for a library of mobile interaction design patterns.

This need is driven by:

Elements of an interaction design pattern

For patterns to be helpful to the designers and developers who will make use of them, they need to be findable and readable.[5][6][7]

Common elements

Though pattern descriptions vary somewhat, many pattern libraries include some common elements:

Optional elements

Pattern libraries can also include optional elements, depending on the needs of the team using them. These may include:

Reasons to use design patterns

Benefits of using interaction design patterns include:

Advantages over design guidelines

Guidelines are generally more useful for describing requirements whereas patterns are useful tools for those who need to translate requirements to specific software solutions. Some people consider design guidelines as an instance of interaction design pattern as they are also common approach of capturing experience in interaction design. However, interaction design patterns usually have the following advantages over design guidelines:

  1. Abstract guidelines, like the Eight Golden Rules of Interface Design by Shneiderman, do not suggest how to solve a problem like many interaction design pattern, and cannot be used for interdisciplinary communication. Furthermore, guidelines do not provide an explanation as to why a particular solution works.
  2. Concrete guidelines, like Macintosh Human Interface Guidelines, are too tailored to a specific interface, and therefore are not as effective when applied to other interfaces (especially non-Macintosh interfaces).
  3. Other problems with guidelines are that they tend to be too numerous which makes it difficult for designers to apply the right guidelines. Also guidelines assume an absolute validity while usually they can only be applied in a particular context. A result of that is also that guidelines often tend to conflict just because they lack describing a context.

Guidelines and patterns are not necessarily conflicting, and both can be used in conjunction to identify the problem and then create a valid solution.

See also

References

  1. Coplien, James. "A Pattern Definition". Bell Laboratories. Retrieved 2008-11-24.
  2. "What's a Pattern?". Yahoo!. Retrieved 2008-11-24.
  3. Tidwell, Jennifer. "Common Ground: A Pattern Language for Human-Computer Interface Design". MIT. Retrieved 2008-11-24.
  4. Pemberton, Lyn. "Genre as a Structuring Concept for Interaction Design Pattern Languages". University of Brighton. Retrieved 2008-11-24.
  5. Spool, Jared. "The Elements of a Design Pattern". User Interface Engineering. Retrieved 2008-11-24.
  6. Malone, Erin. "Implementing a Pattern Library in the Real World: A Yahoo! Case Study". Boxes and Arrows. Retrieved 2008-11-24.
  7. Kunert, Tibor. "User-Centered Interaction Design Patterns for Interactive Digital Television Applications". Springer. Retrieved 2009-07-06.

Further reading

External links