Skip to main contentdfsdf

David Wilcox's List: Pattern language

  • Aug 23, 11

    This page provides links to the patterns arising out of this project. Ultimately, we would hope for this to build into a resource for designers to draw upon when thinking about the requirements for cooperative systems. For now, the patterns we have are at different levels of completeness and are provided here for information and to provoke comments from other interested parties.

  • Aug 23, 11

    Patterns are a recent software engineering problem-solving discipline that emerged from the object-oriented community. Patterns have roots in many disciplines, including literate programming, and most notably in Alexander's work on urban planning and building architecture. (Alexander, 1977).

  • Aug 23, 11

    Welcome to the patterns home page. It is a source for information about all aspects of software patterns and pattern languages. If you are new to patterns, James Coplien and Richard Gabriel have created a succinct pattern definition.

  • Aug 23, 11

    This is not a FAQ in the usual sense. It contains very brief summaries of topics that have been discussed on the patterns-discussion list, in question and answer format. Choice and content of items reflect the biases of the maintainer. This FAQ is updated on an irregular basis.

  • Jul 08, 11

    Written by Ward Cunningham in 1994

  • Jun 27, 11

    We hold a vision of bringing gatherings alive by sharing core wisdom of what makes deliberative group conversations more fulfilling and inspiring, more effective and more whole. We would be delighted to have your participation in this collaborative effort. Please read the following pages to understand the basics of what we are up to:

  • Jun 27, 11

    “For more than a year now a small group of folks have been hard at work developing a Pattern Language of Group Process.  The people involved come from a variety of backgrounds including theory and practice, the academy and the street, and bring experiences from diverse sectors including technology, political activism, education, communal living, financial services and other private corporations, nonprofits, and more.

    A Pattern Language is an attempt to express the deeper wisdom of what brings aliveness within a particular field of human endeavor, through a set of interconnected expressions arising from that wisdom.  Aliveness is one placeholder term for “the quality that has no name”: a sense of wholeness, spirit, or grace, that while of varying form, is precise and empirically verifiable.  The term was originally coined by architect Christopher Alexander, who, together with five colleagues, published A Pattern Language for building in 1977. Others have since applied the term to economics, software design, liberatory communication, and other fields.

  • Jun 27, 11

    The day before the Cascadia NCDD gathering last November, I was sitting with a dozen process folks in Portland playing with a set of 78 cards describing the underlying dynamics of good group process.  The draft card set was being developed as guidance for meeting planners, hosts, facilitators and participants. The cards had names like All Grist for the Mill, Expressive Arts, Listening, Moving Towards Alignment, Purpose, Transparency, The Whole System in the Room, etc.

    Like others in that November work session, I had 7 cards in my hand, each with an evocative picture and a short, compelling description of one of those dynamics.  After listening to NCDDer and project leader Tree Bressen read a facilitation case study, we all examined our hands for relevant cards.  We shared which dynamics we thought were well handled in the case study we’d heard, and which were poorly handled.

  • Jun 27, 11

    This site contains a lot of best practices in Interaction Design. Over the years I have collected examples and insight on their applicability that I share with you here on this. So there is really no 'original' design to be found here, sorry. It has all been done before... See it as a reference or basic 'toolkit' you can use when design user experiences. It is no substitute for creative design, it simply seeks to describe what we know and have learned about solutions you will find abundantly on the web and even beyond. Every 'solution' described in these patterns may succeed in one context but may also fail in another. The challenge is to understand why and how it depends on elements of the context of use. I give you my opinion here, but may opinion is also subject to new insight...so this site will be updated!

  • Jun 27, 11

    A central challenge in interaction design has to do with its diversity. Designers, engineers, managers, marketers, researchers and users all have important contributions to make to the design process. But at the same time they lack shared concepts, experiences and perspectives. How is the process of design-which requires communication, negotiation and compromise-to effectively proceed in the absence of a common ground? I argue that an important role for the interaction designer is to help stakeholders in the design process to construct a lingua franca. To explore this issue, which has received remarkably little attention in HCI, I turn to work in urban design and architecture. I begin by discussing a case study in community design, reported by Hester [9], that demonstrates the power of a lingua franca for a particular design project. I then describe the concept of pattern languages and discuss how they might be adapted to the needs of interaction design in general, and used, in particular, as meta-languages for generating lingua francas for particular design projects.

  • Jun 27, 11

    Toolkit wiki This wiki accompanies the Design with Intent card deck which is free to download or can be ordered in printed form. At launch (April 2010) it's pretty much just an online version of the cards, but in time I hope it'll evolve into a deeper and more useful resource, with more examples and merging more of the content from my Design with Intent blog (2005-date) — much of which has been suggested or sent in by readers over the last few years. Editing the wiki is restricted initially but I will open it up in due course.

  • Jun 27, 11

    It’s been a long time coming, but a year after v.0.9, the new Design with Intent toolkit, DwI v.1.0, is ready. Officially titled Design with Intent: 101 Patterns for Influencing Behaviour Through Design, it’s in the form of 101 simple cards, each illustrating a particular ‘gambit‘ for influencing people’s interactions with products, services, environments, and each other, via the design of systems. They’re loosely grouped according to eight ‘lenses‘ bringing different disciplinary perspectives on behaviour change.

  • Jun 27, 11

    In the latest Method 10x10 piece, principal Marc Shillum argues that branding lies in creating patterns that add up to a whole, rather than a single, monolithic message.
    Brands today exist in multiple mediums, defined by multiple voices. The media brand inhabit is iterative, with no beginning, no end, and little permanency. In that context, adherence to a big idea and endless repetition of centralized, fixed rules can make a brand seem unresponsive and out of step with its audience. But without repetition, how does a brand create consistency? And without consistency, how does a brand maintain value?

  • Jun 27, 11

    Designers often focus on the immediate context of use: how will a product be used by the person who purchases it? Designers rarely have the time to consider the long-term and indirect effects of their technologies. How will use of the product affect the user’s family and neighbors? If use of the product becomes common, how will it affect the larger community? How will people in a different culture adapt the product to their needs? What happens to the product after it’s thrown away?

    We feel it is important to envision the long-term influence of new technology – as it spans across time, becomes pervasive throughout society, affects the lives of different stakeholders, and raises issues that touch human values. Based on nearly two decades of work in Value Sensitive Design, the Envisioning Cards are designed to evoke consideration and discussion of such concerns within the context of design practice.

  • Jun 27, 11

    The mobility VIP cards are an experimental tool piloted in 2007 and now in public beta. The cards support rapid future scenario development on the topic of sustainable mobility so that groups and individuals can quickly enter a dialog and brainstorm about possible outcomes, solutions and strategies.

  • Mar 16, 09

    Inspired by the vision and framework outlined in Christopher Alexander's classic 1977 book, A Pattern Language, Schuler presents a pattern language containing 136 patterns designed to meet these challenges. Using this approach, Schuler proposes a new mode

  • Aug 02, 10

    We are now in the 7th year of a 12-year project to help understand, motivate and inform the worldwide movement to establish full access to information and communication - including the design and management of information and communication systems.

    We're

  • Jun 27, 11

    This page is a collection of the various forms which have been developed for the presentation of User Interface or Human Computer Internace patterns.

1 - 20 of 28 Next ›
20 items/page
List Comments (0)