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A Methodology for UI Design Patterns Discovery
A Methodology for UI Design Patterns Discovery
Hi from Colombia, I'm a university undergraduate student on computer sciences and for getting my bachelor's degree I'm proposing a project about UI Design Patterns for desktop applications plus bloopers. Designing Interfaces: Patterns for Effective Interaction Design by Jenifer Tidwell (O'Reilly) is my main starting line. Also, Pattern Oriented Software Architecture: On Patterns and Pattern Languages, Volume 5 by Frank Buschmann, Kevlin Henney and Douglas C. Schmidt (Wiley) helps me on design patterns specification. But, I'm getting stuck on one formalism required for proposal approval: I need to specify what research methodology I'll use for the development of my catalog. When seeing the types of research on Research Methodology: a Step-by-Step Guide for Beginners by Ranjit Kumar (Sage) page 9 I think a good candidate would be a Descriptive Research, but I'm unsure. I'm wondering what process The Gang of Four and Jenifer Tidwell followed for the discovery of OO an UI design patterns respectively. Can you help me? 9 Replies
Comment by
EderAndres
: Apr 30 2010 07:15 AM
On Twitter @KevlinHenney said me this:
"Descriptive research looks like a good start, but you may find that patterns also encroach on explanatory research. HTH!"
The UI book you are starting from is a good starting point. It has good coverage of direct manipulation, for example, and why direct manipulation is desirable. But, like the GoF book, it is a compendium of already-implemented design patterns. It's about selection, not discovery.
You may also find that some UI design patterns, like good practices in forms design, might have a very long heritage behind them, going all the way back to manual operations, while others, like 3D in a touch UI, might be mostly a green field, or you have to go to high-end systems like 3D CAD to find a body of work to select existing design patterns and inspire new ones.
Comment by
EderAndres
: May 04 2010 07:55 AM
On Twitter, @KevlinHenney said me this why Design Patterns Discovery is not an exploratory research:
"Patterns are based on mining, framing and combining existing knowledge, which sounds less exploratory"
Comment by
EderAndres
: May 13 2010 08:08 AM
This is something confusing: in Pattern Oriented Software Architecture: On Patterns and Pattern Languages, Volume 5 chapter 03 page 101 we find that the elements of a pattern form are:
Quote Context: Situation giving rise to a problem Problem: Set of forces repeatedly arising in the context Solution: Configuration to balance the forces Identification: Name and classification for identifying the pattern Consequences: Consequences arising from application of the pattern which shape the classical description of a pattern. But, in Designing Interfaces: Patterns for Effective Interaction Design and Designing Social Interfaces, both about Interaction Design Patterns, we find these elements: what: use when: why: how: I'm trying to map the two patterns forms as follows: Context <--------> use when Problem <--------> what Solution <--------> how Identification <--------> name Consequences <--------> why Two questions arise: 1. Have I mapped correctly the two forms? 2. What pattern form is best? I mean, which pattern do I have to choose for interaction design?
Comment by
EderAndres
: May 13 2010 09:25 AM
On Twitter, @KevlinHenney said that this is the proper relationship between the two pattern forms
(Tidwell vs POSA5) is: what -> problem when -> context & problem why -> problem & solution & consequences how -> solution So, I think that extracting the elements of a patterns from Tidwell and re-compose them into the POSA5 or classical requires a good effort. But now, What form do I have to adopt the classical from OO or from the emerging Interaction Design? Agree with the OO professionals or withe ID ones?
Comment by
EderAndres
: Aug 03 2010 02:49 PM
Ok, the first thing I have to say is that my project wasreduced to work only with .NET Windows Forms for the following three reasons:
Comment by
EderAndres
: Aug 03 2010 03:10 PM
Now, for this project it is necessary to write up two documents:
The first is the project degree mini-book that every student has to left at the university containing the description, results, andconclusions of the research. The second is the guide for developers explaining the casestudy and the interaction patterns. I conceived my project as a fushion betweenthese books: Designing Interfaces by Jennifer Tidwell, and GUI Bloopers 2.0 by Jeff Johson ![]() Plus how to implement these interaction patterns and guides in .NET 4.0 Windows Forms through the case study.
Comment by
EderAndres
: Aug 04 2010 05:53 AM
Question: Tthe term "standard user" is valid for referring a person without physical or mental disabilities?
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