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In [[interaction design]]/[[human-computer interaction|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]].<br />
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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.<br />
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== Common elements of an ID pattern ==<br />
An ID pattern usually consists of the following elements:<br />
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*'''Problem''': Problems are related to the usage of the system and are relevant to the user or any other [[stakeholder]] that is interested in usability.<br />
*'''Context''': a situation (in terms of the tasks, the users and the context of use) giving rise to a [[usability]] problem. This section extends the plain problem-solutions dichotomy by describing situations in which the problems occur. <br />
*'''Principle''': a [[pattern]] is usually based on one or more ergonomic principles such as user guidance, or consistency, or error management.<br />
*'''Solution''': a proven solution to the problem. A solution describes only the core of the problem, and the designer has the freedom to implement it in many ways. Other patterns may be needed to solve sub problems.<br />
*'''Why''': How and why the pattern actually works, including an analysis of how it may affect certain attributes of [[usability]]. The rationale (why) should provide a reasonable argument for the specified impact on usability when the pattern is applied. The why should describe which usability aspects should have been improved or which other aspects might suffer.<br />
*'''Examples''': Each example shows how the pattern has been successfully applied in a real life system. This is often accompanied by a [[screenshot]] and a short description. <br />
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Optionally implementation specifications may be provided.<br />
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==Uses of pattern==<br />
Interaction design pattern, like many other design patterns, is used mainly for capturing experience, this can help us to:<br />
:# Avoid repeating errors<br />
:# Introduce existing interaction system to new designers.<br />
:# Used for training and education.<br />
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As interaction design usually involve a large team with different disciplines. Interaction design pattern also aims at enhance communication between team members and even interdisciplinary communication.<br />
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==Example: UNDO==<br />
One of the best known interaction design patterns is UNDO.<br />
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*'''Problem''': Users may do actions they later want reversed.<br />
*'''Context''': Most applications where restoring the state after an erroneous action is relatively hard to do by hand e.g. when it requires several actions.<br />
*'''Principle''':Error Management <br />
*'''Solution''': Let the users reverse their last actions. Maintain a queue of executed commands and allow the user to undo at least the last couple of actions. Show the history of commands so that users know what they have done. A command is either a chosen function or a meaningful grouping of actions, for example typing a sentence or changing the printer settings. It is important that all commands can be undone. If a command has side effects that cannot be undone, warn the user before executing the command and do not queue it. In some cases, it can be meaningful to allow specific actions from the queue to be deleted. When one action is removed from the queue, all following actions need to be undone first and then redone.<br />
*'''Why''': Offering the possibility to always undo actions gives users a comforting feeling. They can explore, make mistakes and easily go some steps back, which facilitates learning the application's functionality. It also often eliminates the need for annoying warning messages since most actions will not be permanent.<br />
*'''Examples''': Adobe Photoshop, Office applications.<br />
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==Aliases==<br />
As 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. <br />
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ID patterns can be described using PLML (Pattern Language Markup Language).<br />
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==History==<br />
Patterns originated as an [[Design pattern (architecture)|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.<br />
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[[Design pattern (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|''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. <br />
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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 classic Apple Computer's Macintosh Human Interface Guidelines had also quotes [[Christopher Alexander]]'s works in its recommended reading. <br />
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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:<br />
* ''A Pattern Approach to Interaction Design,'' by Jan Borchers<br />
* ''A Pattern Language for Web Usability,'' by Ian Graham<br />
* ''The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience,'' by Douglas K. van Duyne, James A. Landay, and Jason I. Hong<br />
* ''Designing Interfaces: Patterns for Effective Interaction Design,'' by Jenifer Tidwell<br />
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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.<br />
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==Advantages over design guidelines==<br />
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: <br />
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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.<br />
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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). <br />
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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. <br />
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Guidelines and patterns are not necessarily conflicting, and both can be used in conjunction to identify the problem and then create a valid solution.<br />
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==See also==<br />
* [[Design pattern]]s<br />
* [[Gameplay]]<br />
* [[Information architecture]]<br />
* [[Interaction]]<br />
* [[Interactivity]]<br />
* [[Interface design]]<br />
* [[Usability]]<br />
* [[User-centered design]]<br />
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==Online Pattern collections==<br />
*[http://www.helpyouplay.com/ Interaction Design Patterns in Games] - describing solutions that can make your game more usable and accessible.<br />
*[http://com2.devnet.scd.yahoo.com/ypatterns/ Yahoo! Design Pattern Library]<br />
*[http://www.mit.edu/~jtidwell/common_ground.html J. Tidwell, Common Ground]<br />
*[http://www.welie.com/ van Welie's patterns for Web, GUI, and mobile design]<br />
*[http://www.comp.lancs.ac.uk/computing/research/cseg/projects/pointer/patterns.html Lancaster University, PoInter: Patterns of INTERaction collection]<br />
*[http://harbinger.sims.berkeley.edu/ui_designpatterns/webpatterns2/webpatterns/home.php Web Patterns: A UC Berkeley Resource fo Building User Interfaces]<br />
*[http://designinginterfaces.com/: J. Tidwell, Designing Interfaces]<br />
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==External links==<br />
*The encyclopedia entry on [http://www.interaction-design.org/encyclopedia/interaction_design_patterns.html Interaction Design Patterns] on Interaction-Design.org<br />
*[http://designinginterfaces.com Designing Interfaces]<br />
*[http://www.cs.kent.ac.uk/people/staff/saf/patterns/plml.html PLML: Pattern Language Markup Language]<br />
*[http://www.visi.com/~snowfall/InteractionPatterns.html The Interaction Design Patterns Page maintained by Tom Erickson]<br />
*[http://www.hcipatterns.org hcipatterns.org]<br />
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[[Category:Design]]<br />
[[Category:User interface techniques]]</div>62.107.163.41https://de.wikipedia.org/w/index.php?title=Bruce_Tognazzini&diff=201000733Bruce Tognazzini2007-08-15T14:49:18Z<p>62.107.163.41: /* Bibliography */</p>
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<div>'''Bruce "Tog" Tognazzini''' is a [[usability]] [[consultant]] in partnership with [[Donald Norman]] and [[Jakob Nielsen]] in the Nielsen Norman Group, which specializes in [[human computer interaction]]. He was with [[Apple Computer]] for many years, then with [[Sun Microsystems]] and then [[WebMD]]. He has written two books, ''Tog on Interface'' and ''Tog on Software Design'', and he publishes the webzine ''Asktog'', with the [[tagline]] "Interaction Design Solutions for the Real World".<br />
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Tog (as he is widely known in computer circles) was an early and influential employee of [[Apple Computer]], listed on the back of his book ''Tog on Interface'' (Addison Wesley, 1991) as "Apple Employee #66". In his early days at Apple, he was known as the author of [[Super Hi-Res Chess]], a novelty program for the [[Apple II]] that, despite its name, did not play chess or have any [[hi-res]] graphics; instead, it seemed to crash to the [[Applesoft BASIC]] prompt with an error message, but was actually a clever parody of the Apple's command line interface. His extensive work in user-interface testing and design, such as ''The Apple Human Interface Guidelines'', played an important role in the direction of Apple's product line throughout the 1990s.<br />
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When he was at working at Sun with Jakob Nielsen in [[1994]], he produced the [[Starfire video prototype]], in order to give an idea of a usability centered vision of the [[Office of the future]]. <br />
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==Bibliography==<br />
* ''The Apple Human Interface Guidelines'' (1987) ISBN 0-201-17753-6 (uncredited, author is Apple Computer, Inc)<br />
* ''Tog on Interface'' (1992) ISBN 0-201-60842-1<br />
* ''Tog on Software Design'' (1995) ISBN 0-201-48917-1<br />
* A list of [http://www.interaction-design.org/references/authors/bruce_tognazzini.html Bruce Tognazzini's research publications] is maintained at Interaction-Design.org<br />
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==External links==<br />
*[http://asktog.com Ask Tog] - Bruce Tognazzini's official site.<br />
*[http://www.nngroup.com/ Nielsen Norman Group (NN/g)]<br />
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[[Category:Apple Inc. employees|Tognazzini, Bruce]]<br />
[[Category:Apple evangelists|Tognazzini, Bruce]]<br />
[[Category:Human-computer interaction researchers|Tognazzini, Bruce]]<br />
[[Category:Living people|Tognazzini, Bruce]]<br />
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