In interaction design/HCI, an interaction design (ID) pattern is a general repeatable solution to a commonly-occurring usability or accessibility problem in interface design or interaction design. The Visualisation Design Patterns[1] page of the InfoVis Wiki[2] documents a number of interaction patterns. See design pattern (disambiguation page) and pattern language (main article) to read about patterns as a domain-independent concept and their use in other domains.
Common elements of an ID patternAn ID pattern usually consists of the following elements:
Optionally implementation specifications may be provided. Uses of patternsInteraction design patterns, like other design patterns, are used mainly for capturing experience, helping to:
Interaction design usually involves a large team with different disciplines. Interaction design patterns aim to enhance both internal and external team communication. Example: UNDOOne of the best known interaction design patterns is UNDO.
AliasesAs numerous people have worked on the patterns in Human Computer Interaction, the concept of an ID patterns is known under different names; e.g. interaction patterns, user interface (UI) patterns, usability pattern, web design patterns, and workflow patterns. These patterns share a lot of similarities and basically all provide solutions to usability problems in interaction and interface design. Some patterns are known under different names (or even the same name) in different pattern collections. ID patterns can be described using PLML (Pattern Language Markup Language). HistoryPatterns originated as an architectural concept by Christopher Alexander. Patterns and pattern languages for describing patterns are ways to describe best practices, explain good designs, and capture experience in a way that it is possible for others to reuse this experience. Design patterns in computer science are extensively used by software engineers for the actual design process as well as for communicating a design to others. Software patterns first became popular with the object-oriented Design Patterns: Elements of Reusable Object-Oriented Software book. Since then a pattern community has emerged that specifies patterns for all sorts of problem domains: architectural styles, object oriented frameworks, domain models of businesses and interaction patterns. The Christopher Alexander's approach to interaction design was first suggested in Norman and Draper's seminal book on user-centred system design. [Norman and Draper, 1986]. The Apple Computer's Macintosh Human Interface Guidelines had also quotes Christopher Alexander's works in its recommended reading. The first substantial set of interaction design patterns was the Common Ground pattern collection, developed by Jenifer Tidwell. Many other collections and languages followed, such as Martijn van Welie's Interaction Design Patterns. Several books have recently been published about Web and UI design patterns, including:
In early 2006, Yahoo! began releasing their internal pattern catalog to the public for general use, feedback, and commentary. This may indicate a new direction for ID patterns development. Advantages over design guidelinesGuidelines 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
Online Pattern collections
ReferencesExternal links
| |