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Tagged with “patterns” (4) activity chart

  1. Christopher Alexander: A Pattern Language — Studio 360

    Just over 30 years ago, an Englishman named Christopher Alexander tried to revolutionize architecture. In A Pattern Language, Alexander told architects and planners to design homes on emotional and spiritual principles – not on traffic flow. The revolution didn’t quite come. But the book had a surprising influence on another group of experts: the computer scientists who were just beginning to shape the Internet. Produced by Lu Olkowski. (Originally aired: August 15, 2008)

    http://www.studio360.org/2011/apr/01/christopher-alexander-pattern-language/

    —Huffduffed by briansuda 2 years ago

  2. Dark Patterns: An overview for brand owners

    Following on from Harry Brignull’s UX Brighton 2010 presentation on Dark Patterns for Designers, this presentation looks at Dark Patterns from a Brand Owner’s perspective, discussing, among other things, the problem of Google Instant auto-completing searches for your brand name with the word ‘scam’, and why this can happen.

    —Huffduffed by briansuda 2 years ago

  3. Information architecture patterns

    We have patterns for buildings, patterns for interaction design, and patterns for software development. But are there patterns for information architecture? Of course there are - patterns emerge from use, and there certainly are enough information architectures around to identify a set of patterns.This presentation will describe a wide range of commonly-used information architecture patterns, including hierarchies small and large, different types of database structure, hypertext, subsite models, sites with multiple entry points and ways of combining these. For each Donna will describe the core elements of the pattern, discuss the most appropriate uses and show real-world examples. Understanding the different patterns will help attendees to select the most appropriate structures for their content.

    —Huffduffed by briansuda 2 years ago

  4. Christian Crumlish: Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-Patterns

    As we use social tools on the web, design patterns are emerging. Social design must be organic, not static, emotional, not data-driven. A social experience builds on relationships, not transactions.

    In 2008, Yahoo!’s Christian Crumlish introduced the idea of social design patterns to BayCHI. He returns in 2010 to share what he learned over two years. With his Yahoo! colleague Erin Malone, Christian created a wiki to gather social design patterns and published a snapshot of the wiki in book form.

    Among the many principles of social design, Christian presents five:

    • Pave the Cowpaths: Watch what people do, then support and adapt to that behavior.
    • Talk Like a Person: Use a conversational voice. Be self-deprecating when an error occurs. Ask questions.
    • Be Open: Embrace open standards. Support two-way exchange of data with other applications.
    • Learn from Games: Give your application fun elements, like collecting and customization.
    • Respect the Ethical Dimension: Understand the expectations people have in social situations and abide by them.

    Christian then describes five practices:

    • Give people a way to be identified and to characterize themselves.
    • Create social objects that give people context for interaction.
    • Give people something to do, and understand the continuum of participation, from lurkers to creators to leaders.
    • Enable a bridge to real life.
    • Let the community elevate people and the content they value.

    Finally, he discusses five anti-patterns, commonly-used design choices that appear to solve a problem but that can backfire and pollute of the commons. Examples:

    • The Cargo Cult: Copying successful designs without understanding why they are successful.
    • Breaking Email: Sending an email alert, but rejecting or silently discarding the reply.
    • The Password Anti-Pattern: Asking people for their password to another service encourages poor on-line hygiene.
    • The Ex-Boyfriend Bug: Connecting people who share a social circle but who have reasons to avoid each other.
    • The Potemkin Village: Building groups with no members. Instead, let people gather naturally.

    Christian stresses that social design is an ecosystem in which designers must balance many trade-offs. Not every design pattern applies to every application, but good designers can use patterns to strike a balance that works.

    http://chi.conversationsnetwork.org/shows/detail4459.html

    —Huffduffed by briansuda 2 years ago