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Design Patterns - The Cult to Blame ? I always thought GOF Design Patterns book achieved it's objective to make us better C++/Java programmers. It taught us how to design polymorphic class hierarchies alongside encouraging delegation over inheritance. In an object oriented language like Java or C++, which does not offer first class higher order functions or closures, the GOF patterns taught us how to implement patterns like Command, Strategy and State through properly encapsulated class structures that would decouple the theme from the context. As long as we do not link them with the pattern definition and theory as espoused by Christopher Alexander, the GOF book has an invaluable contribution towards today's mainstream OO community. But that's only the good part. I was wondering what made many people cringe at the patterns movement that seem to deluge the programming community for well over a decade. Mark Jason Dominus reiterated this way back in 2006 .. Are Design Patterns useless ? Absolutely not.
Main Page - Social Patterns Wireframes Magazine Web Layouts | Cool Layouts | Website Layouts Patternry | User Interface Design Patterns for Ideas and Inspiration Implementing the Builder pattern in Java without repeating code When writing some Java wrappers around some CGI requests at work, I began with a normal implementation of the builder design pattern, but when I realised I was going to have to do this for about 50 CGI requests, and some of them were nested (CGI requests with query parameters to be sent on to a further CGI request on another machine), and that many of the parameters had interesting constraints, I realised that while the API might be fine, the implementation we were looking at, Josh Bloch's, encouraged repetition of logic. Anyway, here's an example to get us started. The problem: Person person = new Person("John", "Jackson", 1979, 11, 10, "AC2193"); We wanted something more like: Person person = new Person.Builder() .forename("John") .surname("Jackson") .yearOfBirth(1979) .monthOfBirth(11) .dateOfBirth(10) .nationalInsuranceNumber("AC2193").build(); To keep the code short, we'll use a simpler class as an example, a Person consisting of name and age.
Usability Testing : Don’t Guess, Test. Just because nobody complains doesn’t mean all parachutes are perfect. The same goes for web design; usability testing is often overlooked by clients and designers alike, but the value that can be gained from it is immense. People can find content, conversions increase, there is far greater customer satisfaction, and the whole site just looks that much more professional. So, where to begin? As design professionals, it’s easy to sit in our ivory tower and think everyone is as interested in design and technology as we are. We do not see things as they are; we see things as we are. – The Talmud What is usability testing? Most people can find the “Publish” link – good news! Usability testing in its most simple form is just running a design past one or more people to see if it works, if it is understandable, easy to interact with and navigate, and easy to find information on. What does usability testing do for you? 16.07 seconds to find the content? Save time Avoid design by committee In summary
Build a Website - Squarespace Introducing the all new Squarespace 7 The easiest, most powerful Squarespace ever. learn more St Lucia – Customer Story Alex Honnold – Customer Story Instrument – Squarespace Customer Matthias Heiderich – Squarespace Customer Mario Hugo – Squarespace Customer Lily + Spice Interiors – Squarespace Customer Quills Coffee – Squarespace Customer Real Magic – Squarespace Customer Minimally Minimal – Squarespace Customer Jen Mussari – Squarespace Customer Hanksy – Squarespace Customer Surface Magazine – Squarespace Customer Mel Debarge – Squarespace Customer Max Dworkin – Squarespace Customer Project Ara – Squarespace Customer Blue Smoke – Squarespace Customer Hunt Amor – Squarespace Customer Soojin & Isaac – Squarespace Customers UI Pattern Ideas: List with Functions Last week I asked people to participate in a group design project on a specific design pattern: a list with functions. The premise was: The design pattern we are going to tackle is a list with functions. Think of a list of five names. The primary function of this list is to click the names. The response was amazing. Not every single submitted idea is shown below. Hover Functionality I quoted a Zeldman tweet in the opening article that said that functionality that only reveals itself on hover fails. Example by Sean. Example by cancel bubble. Example by kil. Edit Mode I'm thinking having a toggle for turning the list into "Edit Mode" is the most successful base for this design pattern. Example by Jay Salvat. Kirk Strobeck created a PDF describing an interface which is essentially a list with three different modes. Mass Edit Mode Mass Edit Mode differs from Edit Mode in that when the Edit Mode is enabled, all list items immediately become editable. Drag Functionality Example by Bart. Other
Whatever Happened to Patterns? There's a discussion on the erlang-questions list about "designpatterns" and what those might be for erlang. In the midst of thisthread the following statement popped up... "The OTP is a collection of GoF-style patterns for Erlang." And I had a reaction to the current state of patterns, generally. I think this list, as well as the software community as a whole, haslost sight of the original intent of the "patterns movement". The original intent of a "pattern" is the format of the information,more than the information per se. The format should be written in (one of several) pattern styles. So to say the "OTP is a collection of patterns" is true only in theworst definition of "pattern". A really useful pattern language for OTP would guide the programmerfrom some initial kind of problem through the application of somepatterns that address that problem and associated forces that woulddirect the programmer through a set of choices and partial solutions,toward an overall solution. And stuff.
Introduction to Behavior-Based Design In general, I think that a product is only as good as its ability to co-opt behavior. Techcrunch is littered with the stale remains of gorgeous products that were executed to perfection, but failed to get any true user adoption. They failed to fit into, or change, the behavior patterns of their users. This point is obvious. In general, when a behavior doesn’t occur, it’s because at least one of the three following things is missing (or insufficient). MotivationAbilityTrigger In order for a behavior to occur, a person must first be motivated and able to perform the behavior. This simple model is called the Fogg Behavior Model. We can break each of the above elements into sub-elements to gain greater clarity. Let’s say that you wanted to go running this afternoon, but didn’t. It could be that you totally forgot to go running because you were caught up in some other activity. Triggers From my experience, the primary behavioral bottleneck with most apps is the trigger. InternalExternal Ability