16. What is an interface?
An amalgam between people’s behavior and system’s behavior.
17. Form that affords information.
Structure that affords interaction.
Function that affords experience.
Systems
People
It is also a virtual space of possibilities.
What is an interface?
An amalgam between people’s behavior and system’s behavior.
18. Interaction design pattern is a
recurrent structure that affords
specific interactions.
(interaction design pattern / ui pattern)
19. "Pull to refresh" pattern is typical of apps with the "News
feed” pattern. Interlinked patterns are languages.
20. There are many websites, books and cards with pattern
languages or with pattern libraries (no interlinks).
46. Urban and architectural patterns in a small Indian
village. (Alexander, 1964)
Village
Pasture and granary Crop fields
Schools, workshops
and temples
Managed waters
47. A difficult problem should be decomposed in small
problems and an integrated solution should be
composed from small solutions (Alexander, 1964).
Decomposition Composition
48. Patterns helps grasping the quality without a name, that
sense of wholeness, that connection to a place…
49. The City is not a Tree: patterns do not follow a strict
hierarchy; they overlap (Alexander, 1965).
50. Design Patterns borrowed the pattern concept without
the concept of language (Gang of Four, 1994).
51. Atomic Design: an even simpler pattern approach to
mobile and web interface design (Brad Frost, 2013).
52. Atomic Design proposes an intermediary step in the
design process: articulation (Brad Frost, 2013).
53. Pattern language design process
1. Identifying patterns (constantly)
2. Selecting patterns (for the projected situation)
3. Articulating patterns (into a coherent whole)
4. Testing patters (with users)
5. Learning from patterns (constantly)
54. Identifying patterns
• Observe many examples
• Perceive recurrent structures
• Describe the pattern (problem, context,
solution, links and so on)
55. Pattern selection
• Define needs without clear
objects (the need for action
instead of the need for a
particular button)
• Check pattern libraries and
languages
• Make a list or a board with
the selected patterns
56. Pattern articulation
• Group pattern by
functions
• Try different patterns for
each function
• Adapt pattern through
form variation
• Keep checking for the
sense of wholeness
57. Pattern testing
• A/B testing, usability
testing, eyetracking
• Do people recognize the
pattern?
• Can people reach their
goals?
• Which patterns work
better?
58. Learning from patterns
• Organize your knowledge about interfaces
• Individual learning and collective are always
ahead of pattern libraries
• Patterns are changing and requires constant
learning
59. Exercise 1
• Generate a startup
based on a random
combination of three
pattern decks:
Philographics, Values
deck and 55 Business
Models
• Your startup should
have a website that
enable the business
60. Exercise 2
• Get 3 random cards
from the Persuasive
Pattern deck
• Devise a strategy to use
these patterns in the
website
• Choose a maximum of 8
cards from the
UIPatterns deck
61. Exercise 3
• Sketch the
implementation of each
UIPattern card in a post-
it
• Compose the website
interface with the post-
its
• Move things around and
consider alternatives
62. Thank you!
Frederick van Amstel @fredvanamstel
Architecture and Design School - PUCPR
www.fredvanamstel.com