Since there are likely to be many possible solutions to this problem, teams may want a place to capture similar alternatives. Providing reasons "why" the pattern works will reinforce the solution, though time-pressed developers may prefer to ignore this explanation.
Also guidelines assume an absolute validity while usually they can only be applied in a particular context.
Teaching novices some best practices and common approaches Capturing collective wisdom of designers across many uses and scenarios Giving teams a common language, reducing misunderstandings that arise from the different vocabulary Reducing time and costs in the design and development Patterns of interaction Making usable designs the " path of least resistance " Eliminate wasted time spent "reinventing the wheel" Ensuring users have a consistent and predictable experience within an application or service Advantages Patterns of interaction design guidelines[ edit ] Guidelines are generally more useful for describing requirements whereas patterns are useful tools for those who need to translate Patterns of interaction into specific software solutions.
Since then a pattern community has emerged that specifies patterns for problem domains including architectural styles and object-oriented frameworks. 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.
Libraries[ edit ] 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.
Design patterns gained popularity in computer science after the book Design Patterns: Patterns are ways to describe best practices, explain good designs, and capture experience so that other people can reuse these solutions.
Some people consider design guidelines as an instance of interaction design pattern as they are also common approach of capturing the experience in interaction design.
The solution should explain "how" to solve the problem, and may include prescriptive checklists, screenshots, or even short videos demonstrating the pattern in action. This can also include feedback from developers, customer service, or the sales team.
The Pattern Languages of Programming Conference annual, — proceedings includes many examples of domain-specific patterns. Any supporting research from usability tests or other user feedback should be captured.
Design patterns in computer science are used by software engineers during the actual design process and when communicating designs to others. Written in user-centered language, this communicates what the user wants to achieve or what the challenge is to the end-user.
Furthermore, guidelines do not provide an explanation as to why a particular solution works. Other problems with guidelines are that they tend to be too numerous which makes it difficult for designers to apply the right guidelines.
Mobile interaction pattern libraries[ edit ] The popularity of mobile devices such as smartphones and tablets usher in a need for a library of mobile interaction design patterns. Design guidelines recommended by mobile OS e. Guidelines and patterns are not necessarily conflicting, and both can be used in conjunction to identify the problem and then create a valid solution.
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.
The pattern library may include similar patterns, or it may be organized into a hierarchy of parent and child patterns. Reasons to use design patterns[ edit ] Benefits of using interaction design patterns include: Elements of Reusable Object-Oriented Software was published.
Each example shows how the pattern has been successfully applied This is often accompanied by a screenshot and a short description. Because short names like "one-window drilldown" are sometimes not sufficient to describe the pattern, a few additional lines of explanation or a canonical screenshot will help explain how the pattern works.
Optional elements[ edit ] Pattern libraries can also include optional elements, depending on the needs of the team using them. This element helps people understand situations when the design pattern applies and when it does not.
Including a place for team members to discuss the use of the pattern helps maintain an active resource and keeps the team engaged. If the code is modular enough to be reused, then it can be included in the library as well.Interaction design patterns are a way to describe solutions to common usability or accessibility problems in a specific context.
The document interaction models that make it easier for users to understand an interface and accomplish their tasks.
Will Pack's Classroom. Search this site. Home. Classes. Honors World History. World History. World History Online Textbook. PCHS FCA. PCHS Soccer. Sitemap. Classes > World History Online Textbook.
ClassZone. Chapter 1: The Peopling of the World. Text: World History: Patterns of Interaction The World History course is an academic, yearlong course with a focus on the development of human interaction and the global processes that have shaped history from B.C.E to the present.
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NOW is the time to make today. Some say that exchange is the most basic and common type of social interaction. Dating, friendship, work, and politics all involve exchange.
(4) Conflict - is the deliberate attempt to control a person by force, to oppose someone, or to harm another person.Download