Architectural patterns and interaction design in Java

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Architectural patterns and interaction design
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The idea of capturing interaction design patterns has its roots in the work of Christopher Alexander, who first described architectural design patterns in his seminal work A Pattern Language and The Timeless Way of Building. By defining a rigorous set of architectural features, Alexander sought to describe the essence of architectural design that creates a feeling of well-being on the part of the inhabitants of structures. It is this last aim of Alexander s project that resonates so closely with the needs of interaction designers, and it is the focus on the human aspects of each pattern that differentiates architectural and interaction design patterns from engineering patterns, which are primarily intended as a way to reuse and standardize programming code. One important difference between interaction design patterns and architectural design patterns is the concern of interaction design patterns not only with structure and organization of elements but also with dynamic behaviors and changes in elements in response to user activity. It is tempting to view the distinction simply as one of change over time, but these changes are interesting because they occur in response to both application state and human activity. This differentiates them from preordained temporal transitions that can be found in mechanical products and broadcast and film media (which each have their own distinct set of design patterns).
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8: Synthesizing Good Design: Principles and Patterns
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Recording and using interaction design patterns
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Patterns are always context specific: They are defined to be applicable to common design situations that share similar contexts, constraints, tensions, and forces. When capturing a pattern, it is important to record the context to which the solution applies, one or more specific examples of the solution, the abstracted features common to all of the examples, and the rationale behind the solution (why it is a good solution). For a set of patterns to be useful, they must be meaningfully organized in terms of the contexts in which they are applicable. Such a set is commonly referred to as a pattern library or catalog, and if this set is rigorously defined and specified, and sufficiently complete to describe all the solutions in a domain, then it is referred to as a pattern language (though considering the pace of innovation in all types of digital products, it seems unlikely that such a language will stabilize anytime soon). Design patterns are not recipes or plug-and-play solutions. In her book Designing Interfaces, which is a broad and useful collection of interaction design patterns, Jenifer Tidwell provides us with the following caveat: [Patterns] aren t off-the-shelf components; each implementation of a pattern differs a little from every other. 1 There is some temptation in the world of software design to imagine that a comprehensive catalogue of patterns could, given a clear idea of user needs, permit even novice designers to assemble coherent design solutions rapidly and with ease. Although we have observed that there is some truth to this notion in the case of seasoned interaction designers, it is simply never the case that patterns can be mechanically assembled in cookie-cutter fashion, without knowledge of the context in which they will be used. As Christopher Alexander is swift to point out, architectural patterns are the antithesis of the prefab building, because context is of absolute importance in defining the manifest form of the pattern in the world. The environment where the pattern is deployed is critical, as are the other patterns that compose it, contain it, and abut it. The same is true for interaction design patterns. The core of each pattern lies in the relationships between represented objects and between those objects and the goals of the user. (This is one reason why a general style guide can never be a substitute for a context-specific design solution.) The precise form of the pattern is certain to be somewhat different for each instance, and the objects that define it will naturally vary from domain to domain, but the relationships between objects remain essentially the same.
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