A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
1. SM
Usability and the SDLC
USABILITY BEHAVIORS
Usability & User Experience Design
2. SM
What are Patterns
What are Patterns? What are Usability Patterns?
• Patterns are a general • Usability / Interaction
reusable solutions to a Design Patterns are a way
commonly occurring to capture optimal solutions
problem to common usability or
accessibility problems in a
specific context.
Usability & User Experience Design
3. SM
Benefits of Using Patterns
• Teaches novices best practices and common approaches
• Captures collective wisdom of designers across many uses and
scenarios
• Reduces misunderstandings that arise from different
vocabulary via a common language
• Makes best practices the "path of least resistance"
• Eliminates waste "reinventing the wheel"
• Ensures a consistent and predictable experience
Usability & User Experience Design
4. SM
47 Usability Patterns Identified and
Documented
• Concept Video • Swimlanes • Paper Prototype
• Design the Box • Task Analysis • Site Map
• Tangible Futures • Affinity Diagram • Sketchboard
• Backcasting • Alignment Model • Wireflow
• Five Whys • Card Sort • Wireframe
• Scenario Planning • Controlled Vocabulary • A/B Testing
• Six Thinking Hats • Facets • GOMS
• Diary Study • Free Listing • Heuristic Evaluation
• Digital Ethnography • Tagging • Kano Analysis
• Ethnography • Taxonomy • Search Analytics
• Personas • Collaborative Inspection • Usability Capture Software
• Service Design • Conversation Sketching • Usability Testing
• User Scenario • Five Sketches™ • Web Analytics
• Concept Model • Participatory Design
• Ecosystem Visualization • Rapid Facilitation
• Experience Map • Design Pattern
• Process Flow • Page Description Diagram
Usability & User Experience Design
5. SM
Mapping the Mess
Producing the Design
Design the Design
Planning the Design
Solution as The User The Design
Product The Process
Planning & Ecosystem The Design
Strategy The Deliverables
Information
Analytics & Quantification
Usability & User Experience Design
6. SM
The Usable Design
PLANNING THE DESIGN
Usability & User Experience Design
7. SM
Solution as Product
Things to Consider Patterns Associated
• Think of your solution as a
Solution as Product
Concept Video
product sold in a store
• Think of the finished Design the Box
product and how it makes
the user feel
Tangible Futures
Note: This is usually done at the Executive Level for the portfolio / company as a whole.
Usability & User Experience Design
8. SM
Planning & Strategy
Things to Consider Patterns Associated
• Why am I doing this?
Planning & Strategy
Five Whys
• What do I need to worry
about? Backcasting
• How will I get it all done? Scenario Planning
• What should I plan for?
Six Thinking Hats
Usability & User Experience Design
9. SM
The Usable Design
DESIGNING THE DESIGN
Usability & User Experience Design
10. SM
The User
Things to Consider Patterns Associated
• Who are your users? User Scenario
The User
• What makes them tick? Diary Study
• How are they similar? Personas
• How are they different? Ethnography
Digital Ethnography
Service Design
Usability & User Experience Design
11. SM
The Ecosystem
Things to Consider Patterns Associated
• Where do our users use our Concept Model
The Ecosystem
software? Ecosystem Visualization
• What other pieces of Experience Map
software will the user use?
Task Analysis
• How do I move from one
user to another? Process Flow
• How do I move from one Swimlanes
process to another?
Usability & User Experience Design
12. SM
The Information
Things to Consider Patterns Associated
• How will I categorize the Facets
The Information
data I’m showing to my Card Sort
users?
Taxonomy
• How will I organize the
menus? Tagging
• How will I group things? Affinity Diagram
• How will I communicate Alignment Model
clearly to my users? Free Listing
Controlled Vocabulary
Usability & User Experience Design
13. SM
The Usable Design
PRODUCING THE DESIGN
Usability & User Experience Design
14. SM
The Design Process
Things to Consider Patterns Associated
• How will I make this design Participatory Design
The Design Process
work? Rapid Facilitation
• How will it all flow Collaborative Inspection
together?
Conversation Sketching
• How will I make sure
everyone’s ideas are Five Sketches™
addressed?
Usability & User Experience Design
15. SM
The Design Deliverables
Things to Consider Patterns Associated
• What do I need to actually Wireflow
The Design Deliverables
deliver to my developers? Page Description
• How do I consolidate all the Diagram
decisions I’ve made into a Design Pattern
physical deliverable?
Sketchboard
• How do I document my
decisions about the design? Paper Prototype
Wireframe
Site Map
Usability & User Experience Design
16. SM
The Usable Design
STATISTICS & ANALYTICS
Usability & User Experience Design
17. SM
Analytics & Quantification
Things to Consider Patterns Associated
• Enough of this touchy feely Heuristic Evaluation
Quantification
Analytics &
stuff give me the numbers! Usability Capture
• How can I prove what I Software
need to do? A/B Testing
• How do I know which Kano Analysis
design is better? Web Analytics
Search Analytics
Usability Testing
GOMS
Usability & User Experience Design
18. SM
SDLC – “V” Model Relationship
Planning Analysis Design Construction Test
User Acceptance Test Plan
Design the Design
Planning the Design
Producing the Design
Acceptance
BRD Test
SRD System Test Plan System
& PLA Test
Logical Integration
Integration Test Plan
Design Test
Physical UT Plan Unit
Design Test
Construct
Analytics & Quantification
Usability & User Experience Design
19. SM
Card Sort Card Sort
What:
Activity where a participant
sorts labeled cards into similar
groups. May be an open
sort, where piles are created
based on only on perceived
similarity of cards, or a closed
sort where piles are grouped
according to provided
categories.
Why:
Often used to guide navigation
design, card sorting analysis Used By:
shows how often participants
grouped specific cards
together. Discussing why the
cards are placed in a particular
pile yields deeper insight into
user expectations for content.
http://www.flickr.com/photos/nedrichards/
Usability & User Experience Design
20. SM
Design the Box Design the Box
What
Project teams create a box for the
project as if it is going to be sold at
retail. Typical box elements include
product name, tagline, key benefits,
and features. Can also include visual
tone and initial preferences for design
direction. May create actually physical
boxes, or just digital renderings. The
“Box” might also be a poster or other
sales material.
Why
Forces conversation about what really
matters about the project. Constrains
conversation to a specific format to
boost productivity of discussion. Used By:
Creates a common, tangible
touchstone that communicates
shared product vision to many
different viewpoints.
Usability & User Experience Design
21. SM
Digital Ethnography Digital Ethnography
What
In-game or online observation
of user activities and
conversation. May also include
interviews with participants.
Documents activities, context,
environment, use of specific
vocabulary, and other
characteristics of digital
experiences.
Why
Understand users hopes,
needs, priorities and desires
when designing for people who
use virtual spaces like World of Used By:
Warcraft, Xbox Live games, or
Second Life, or participate in
communities with strong
activity on forums, photo and
video sharing sites.
http://www.flickr.com/photos/bettinatizzy/
Usability & User Experience Design
22. SM
Kano Analysis Kano Analysis
What
Survey method that
determines how people value
features and attributes in a
known product domain. Shows
what features are basic must-
haves, which features create
user satisfaction, and which
features delight.
Why
Allows quantitative analysis of
feature priority to guide
development efforts and Used By:
specifications. Ensures that
organization understands what
is valued by users. Less
effective for new product
categories
Usability & User Experience Design
23. SM
Personas Personas
What
A composite character created
to personify a specific segment
of users. Includes a name,
picture, user quotes and other
info with a focus on goals,
motivation, and behavior.
Based on user research,
personas are often paired with
representative scenarios.
Why
Creates empathy for the
specific user and avoids self- Used By:
referential design. Focus on
accomplishing specific goals
allows the product to satisfy
many people with that goal,
whether or not they match a
specific market segment.
http://www.flickr.com/photos/brycej/
Usability & User Experience Design
24. SM
Rapid Facilitation Rapid Facilitation
What
Workshop approach that focuses
on framing the right problems at
the start of a project. Relies on
user, business, and market
discovery to prepare for
intensive sessions with decision
makers. Creates touchstones to
bridge competing viewpoints and
create shared vision.
Why
Many projects sunk by lack of
unity, unclear
objectives, business unit Used By:
infighting, and people trying to
solve different problems with the
same initiatives. Rapid facilitation
mitigates these risks.
http://www.flickr.com/photos/hectoralejandro/
Usability & User Experience Design
25. SM
Alignment Model Alignment Model
What
Diagram that breaks down user
activities into discrete tasks,
arranges these activities in
columns, and then uses the same
columns to align the product
features, functions, and content
that support these activities. May
also align business objectives.
Why
Provides gap analysis, shows
product opportunities, and helps
develop task-based information Used By:
architecture. Serves as a
roadmap, and anchors
conversations about future
features and content in actual
user needs instead of individual
stakeholder agendas.
http://www.flickr.com/photos/rosenfeldmedia/
Usability & User Experience Design
26. SM
Facets Facets
What
Classification approach that
assigns values for a set of
mutually exclusive categories (or
facets) to a specific content item
in a group of similar objects. For
used car listings, such facets
would include
price, color, make, model, year,
mileage, and location.
Why
Facets allow more flexible
classification and navigation
rather than only finding a specific Used By:
content item through a fixed
path (as in a taxonomy) users can
browse by the facets that matter
the most to them. Facets are
often used to refine search
queries as well.
Usability & User Experience Design
27. SM
Page Description Diagram Page Description Diagram
What
Comprehensive inventory of all
design elements, content, and
interface components on a page,
arranged in three columns of
high, medium, and low priority.
Each element is described, and
may include a sketch or design
for individual components.
Why
Documents the elements of each
page without specifying layout.
May be used instead of
wireframes, or preceding Used By:
wireframes. Allows greater
collaboration between team
members responsible for visual
design and functional
specification.
Usability & User Experience Design
28. SM
Process Flow Process Flow
What
Diagram to show process that
includes
conditions, branching, and
logic. Focus on defining
possible user behavior and
corresponding business rules.
Why
Documents how a person can
use the system to accomplish
different tasks. Ensures that
error conditions and alternate Used By:
paths are considered.
Usability & User Experience Design
29. SM
Site Map Site Map
What
Diagram to show overall site
structure and relationships of
content. For large sites may
document patterns of
organization that are applied
across similar sections, instead
of accounting for every single
page.
Why
Document site structure to
ensure that all content is
accounted for. Guides Used By:
navigation design, site index,
and content migration. Good
for hierarchical organization,
less effective visualizing very
large sites, facets or tags.
Usability & User Experience Design
30. SM
Swimlanes Swimlanes
What
Diagram that shows parallel
streams for user, business, and
technical process flows. May
also include a storyboard
stream. Arranged for each core
product scenario or activity.
Provides foundation for use
cases
Why
Ensures alignment and
integration of task flow with
business process and technical Used By:
requirements. Allows
understanding of all
components of a specific
process in one document,
while allowing clearer
separation, responsibility, and
delegation.
http://www.flickr.com/photos/mastermaq/
Usability & User Experience Design
31. SM
Tagging Tagging
What
Classification approach that relies
on users adding freeform
keywords to content. Used on
popular sites such as Flickr,
Del.icio.us, and 43Things. Often
displayed using a tag cloud that
scales the font size of a tag with
its popularity.
Why
Metadata for the masses. Allows
users to add any term without
complying with a controlled
vocabulary. Facilitates pivoting & Used By:
discovery of similar content with
the same tag, or related tags
applied to the same content.
Complements other classification
approaches.
Usability & User Experience Design
32. SM
Wireframe Wireframe
What
One step past sketching shows
the layout of an interface screen.
Describes each element and
behavior. Focus is on layout,
labels, and interactions. Avoids
finished design elements such as
color and photos, instead using
placeholders for images, and
sometimes copy.
Why
Communicate the specifications
for individual pages or templates.
Also used as prototype for Used By:
usability testing. Prevents
premature conversations about
surface issues like color, instead
focuses discussion on correct and
complete content and
functionality.
Usability & User Experience Design
33. SM
Web Analytics Web Analytics
What
Measurement tool that
analyzes user behavior based
on logs of activity on a website.
Includes information such as
entry and exit pages, most
popular pages, paths through
the site, links from other sites,
and search terms.
Why
Allows real time view of user
behavior on websites.
Particularly strong for Used By:
measuring user intent through
search terms, trouble spots
where users leave, and
conversion goals for marketing
and sales.
Usability & User Experience Design
34. SM
Usability Testing Usability Testing
What
Real users test drive a
prototype or production
system. Usually one-on-one,
with a participant and
moderator, the participant
thinks out loud as they
complete representative tasks.
Typically 6-8 participants per
user segment.
Why
Understand what works and
what doesn’t. Often included in Used By:
iterative development with
each cycle so that the product
continually improves. Excels at
finding specific interface
problems, including layout,
labeling, and interaction.
http://www.flickr.com/photos/l-i-n-k/
Usability & User Experience Design
35. SM
Taxonomy Taxonomy
What
A hierarchical classification
scheme that relates broader
parent terms to narrower child
terms. Often created as part of
a thesaurus that also shows
related terms and preferred
terms.
Why
Can structure a set of content
such as a website by assigning
individual taxonomy terms to
specific content or pages or Used By:
vice versa. Works in
conjunction with other
classification and findability
systems like
facets, tagging, and search.
Usability & User Experience Design
36. SM
Ethnography Ethnography
What
Anthropological approach
focused on individual and
group behavior in context. Uses
contextual observation,
interviews, diaries, and artifact
collection to investigate
customs, rituals, and myths.
Why
Provides rich insights into
behavior, experience, and
expectations within a system Used By:
and can reveal unmet needs
and opportunities for teams to
differentiate their products and
services.
Usability & User Experience Design
37. SM
Wireflow Wireflow
What
This lovechild of wireframes and
flowcharts visualizes interaction
within a system by laying out the
screens of an application in one large
document and drawing the
connections between related screen
elements.
Why
Provides comprehensive canonical
picture of system interaction in one
document. Can see key interactions
and relationships at a glance. Caution:
very labor-intensive to maintain as
the system changes through
iterations. Used By:
Resources
Wireflows come from the Flow Map
work of Richard Fulcher, Bryce Glass,
and Matt Leacock while at AOL.
http://www.leacock.com/deliverables/index.html
Usability & User Experience Design
38. SM
Backcasting Backcasting
What
Planning tool that works
backwards from an ideal
scenario to visualize necessary
actions, outcomes, and
underlying assumptions.
Why
Teams are better at picturing
the future by working
backwards from an ideal
instead of forwards from the
current state of things. Used By:
Backcasting provides a boost
for innovation and planning
efforts compared to starting
from the status quo.
Usability & User Experience Design
39. SM
User Scenario User Scenario
What
Storytelling approach to design
that captures user motivations
and actions in short, focused,
narrative form. Each scenario
captures the moment for a
particular set of actions focused
on meeting a specific need for a
user. Typically written,
sometimes captured through
pictures or video.
Why
Brings users to life while keeping
focus on tasks and behavior. Used By:
Scenarios can link together to tell
the entire story of a product or
service. Easy to explore and
iterate, scenarios complement
personas, and can lead to more
detailed use cases.
Usability & User Experience Design
40. SM
Experience Map Experience Map
What
Visualization of experience
across locations, time, and
channels. Captures interactions
between touch points. Little
industry consensus on exact
format or content.
Why
A holistic view of experience
through time with specific
touch points promotes better
coordination of cross-channel Used By:
design and reveals
opportunities for new or
improved interactions.
http://www.flickr.com/photos/sethandalexa/
Usability & User Experience Design
41. SM
Paper Prototype Paper Prototype
What
Prototype of a system with
screens sketched using
markers, sheets of paper,
stickies, transparencies, and
other simple materials.
Why
Explore many alternative
solutions with low costs and
little risk. Low fidelity format
encourages experimentation,
honest critique, rapid iteration. Used By:
Keeps teams from getting too
attached to one solution. Used
in early usability testing
http://www.flickr.com/photos/cesarastudillo/
Usability & User Experience Design
42. SM
Ecosystem Visualization Ecosystem Visualization
What
Model of connections between
elements of the whole system
that an offering lives
in, including
products, services, competitors
, partners, contributors, and
channels.
Why
Overall ecosystem view
illustrates
niches, threats, opportunities, Used By:
and necessary connections.
New offerings need to
integrate, replicate, or route
around ecosystem elements to
gain user adoption and market
share.
http://www.flickr.com/photos/7855449@N02/
Usability & User Experience Design
43. SM
Search Analytics Search Analytics
What
Log analysis and visualization of
search queries of active
websites, for both incoming
search terms from search
engines and for users searching
using internal site search.
Why
Search queries help reveal user
intentions on the website,
show content that is missing or
hard to find, and help teams Used By:
optimize the information SCE.com
architecture and design of the
Edison.com
site to improve findability and
provide a better experience.
Usability & User Experience Design
44. SM
Conversation Sketching Conversation Sketching
What
Participatory method for
workshop participants to
iteratively sketch their thoughts
about possible solutions, discuss
reasons for drawing a particular
solution, and then sketch revised
versions. May iterate several
times to explore different
approaches and work towards a
common vision.
Why
Provides a framework for
participants to articulate their Used By:
ideas. Explores underlying
motivations that drive feature
suggestions. Looking at root
causes offers more opportunities
for real solutions than simply
adopting requested features.
http://www.flickr.com/photos/philhawksworth/
Usability & User Experience Design
45. SM
Free Listing Free Listing
What
Classification research method.
Participants write down as
many terms related to a given
category or topic within a
restricted timeframe. These
terms are then analyzed for co-
occurrence and ordering across
participants.
Why
Alternative to card sorting,
shows what terms have
strongest associations within Used By:
the category for participants.
Debriefing with participants
afterwards can reveal patterns,
preferences, and expectations
related to content categories.
http://www.flickr.com/photos/lucamascaro/
Usability & User Experience Design
46. SM
Design Pattern Design Pattern
What
Repeatable, bite-sized solution
for a known design problem.
Shows context with usage
scenarios and examples of
pattern in practice. Taken
collectively, multiple patterns
form the basis for a pattern
language used to create
consistent solutions.
Why
Avoids re-inventing the wheel.
Improves re-use and consistency
of solutions while capturing Used By:
knowledge and best practice
from multiple teams in a
structured, modular format that
makes it easy to reference and
find for future projects.
Usability & User Experience Design
47. SM
Service Design Service Design
What
Design approach that focuses
on service offerings. Considers
touch points across channels,
interactions at those points,
and the connections between
them. Also integrates
complementary products in a
service ecosystem.
Why
Applies many of the tools from
product design to creating
human-centered services. Used By:
Lower barrier to entry for
innovation for services
compared to mature product
categories. Uncovers new
markets for business and new
value for users.
Usability & User Experience Design
48. SM
Usability Capture Software Usability Capture Software
What
Software that records video and
other data from usability testing
sessions and provides tools to
analyze data and create video
highlight reels of test findings.
May use local computer or
remote screen sharing over a
broadband connection.
Why
Turns an ordinary PC and
webcam into a usability lab.
Provides lower cost options for
bolstering the impact of study Used By:
findings by showing video of
users struggling with specific
issues. Remote capability allows
for usability testing from across
the street or across the
continent.
Usability & User Experience Design
49. SM
Sketchboard Sketchboard
What
Collaborative sketching technique
layering may design options onto one
very large sheet of paper. Starts by
posting criteria like discovery findings
and then sketching and arranging
potential solutions nearby--first as
thumbnail sketches and then as
detailed screens.
Why
Design the big picture of a site or
application without getting bogged
down in incremental detail like
wireframes can. Collaborative low-fi
format keeps project criteria at hand
to build common ground. Large paper
background offers "roll up and go"
portability to take the work to others Used By:
on the team.
Resources
Sketchboards are a technique
pioneered by Brandon Schauer and
Leah Buley at Adaptive Path.
http://www.adaptivepath.com/ideas/ess
ays/archives/000863.php
http://www.flickr.com/photos/indiyoung/
Usability & User Experience Design
50. SM
Controlled Vocabulary Controlled Vocabulary
What
A set of canonical terms used
to describe content. Typically
includes preferred terms. Often
the foundation for a full-
fledged thesaurus and
taxonomy.
Why
Guides uniform use of
descriptive vocabulary in an
organization to facilitate
findability and make metadata Used By:
more consistent. Works in
tandem with other
classification tools like tags and
facets.
Usability & User Experience Design
51. SM
A / B Testing A / B Testing
What
A testing procedure in which two (or
more) different designs are evaluated
in order to see which one is the most
effective. Alternate designs are served
to different users on the live website.
Why
Can be valuable in refining elements
on a web page. Altering the
size, placement, or color of a single
element, or the wording of a single
phrase can have dramatic effects. A /
B Testing measures the results of
these changes.
Resources
A/B testing is covered in depth in the
book Always Be Testing: The
Complete Guide to Google Website Used By:
Optimizer by Bryan Eisenberg and
John Quarto-von Tivadar.
http://www.testingtoolbox.com/
You can also check out the free A/B
testing tool Google Optimizer.
https://www.google.com/analytics/siteo
pt/preview
http://www.flickr.com/photos/danielwaisberg/
Usability & User Experience Design
52. SM
Affinity Diagram Affinity Diagram
What
A method for sorting and making
sense of data. Data points can be
recorded on sticky notes (the UX
practitioner's Swiss army knife) and
sorted into logical groups. Could be
employed as an individual or group
exercise.
Why
Participants can experiment with
different arrangements to see which
makes the most sense. Affinity
Diagramming helps to expose crucial
relationships and patterns in data that
may not be initially apparent.
Resources
Affinity diagram tutorial from Mind
Tools. Used By:
http://www.mindtools.com/pages/art
icle/newTMC_86.htm
Beyer & Holtzblatt's book Contextual
Design also talks about affinity
diagrams.
http://www.flickr.com/photos/kowitz/
Usability & User Experience Design
53. SM
Collaborative Inspection Collaborative Inspection
What
A group usability review that
includes
stakeholders, designers, develop
ers, domain experts, and end
users. Sessions involve walking
through key tasks or screens, and
are moderated by a lead
reviewer, recorder, time
keeper, and continuity inspector.
Why
Because many points of view are
represented, collaborative
inspections can be more Used By:
thorough and efficient than
expert reviews. Collaborative
sessions also allow for
discussions between
stakeholders that might reveal
deeper insights.
http://www.flickr.com/photos/uk_parliament/
Usability & User Experience Design
54. SM
Concept Model Concept Model
What
A diagram that visualizes relationships
between different concepts. Nodes
containing concepts are linked with
labeled lines and arrows in order to
explain how they are associated.
Why
Can help to explain how a series of
complex, interrelated ideas correspond
to one another. Builds an understanding
of a body of knowledge, and helps to
uncover misunderstandings.
Resources
Dan Brown gives a great explanation of
Concept Models in this UIE article and
also devotes an entire chapter to them
in his book Communicating Design.
http://www.uie.com/articles/concept_m
odels Used By:
http://www.communicatingdesign.com/
The diagram on the card is the work of
Bryce Glass.
http://soldierant.net/archives/2005/10/f
lickr_user_mod.html
Usability & User Experience Design
55. SM
Diary Study Diary Study
What
A data collection method in
which participants record their
actions and thoughts in a journal
over several days or weeks. Diary
Studies may be structured (based
on specific, pre-defined tasks) or
they may be unstructured
(nonspecific and participant
driven).
Why
Can help to unearth motivations
and processes that participants
would be unable to articulate in Used By:
more conventional interviews.
Gives participants the
opportunity to reflect on what
they do over time, and why they
do it & something many don’t do
on a regular basis.
http://www.flickr.com/photos/bryce/
Usability & User Experience Design
56. SM
Five Sketches™ Five Sketches™
What
A structured, group method for
exploring and analyzing design
solutions. Focusing on a specific
problem statement, each participant
sketches five solutions. Ideas are
shared, combined and iterated.
Further analysis and resketching helps
in selecting a single way forward.
Why
This is a simple method for engaging
developers and other 'non-designers'
in discussion. It's a fast way to explore
multiple solutions, facilitate
discussion, and build consensus.
Resources Used By:
Five Sketches™ was formalized and
trademarked by Jerome Ryckborst,
who offers his insight along with a lot
of info on the actual approach at
www.FiveSketches.com
http://www.flickr.com/photos/rohdesign/
Usability & User Experience Design
57. SM
GOMS GOMS
(Goals, Operators, Methods & Selection Rules)
(Goals, Operators, Methods & Selection Rules)
What
An HCI task analysis method that
reduces a user's interaction to its
most basic actions. Operators (steps
that a user performs) combine to
form Methods, which are used to
achieve Goals. Selection Rules
determine the proper Method, when
more than one could be used.
Why
Quantitatively, GOMS gives good
predictions of performance time and
learning. Qualitatively, a GOMS model
is a description of the knowledge
needed to perform a given
task, essentially describing the Used By:
content needed for task-oriented
documentation.
Resources:
Jef Raskin describes GOMS in Chapter
4 of his book The Humane Interface.
Usability & User Experience Design
58. SM
Concept Video Concept Video
What
A method for exploring design
possibilities by making short
films about how people might
use a technology in the future.
Concept videos often focus on
the context and benefits of
use, rather than on specific
interaction details.
Why
Some prototyping methods
concentrate on the granular
details of a design — what Used By:
functions and controls to
include, and how to lay them
out. Because concept videos
tell stories and avoid minutiae,
they are better suited to
explaining a new vision.
Usability & User Experience Design
59. SM
Participatory Design Participatory Design
What
An approach to design that actively
involves stakeholders in the design
process. Exercises help the group to
explore the problem space, current
and ideal experiences, and ways of
achieving the ideal.
Why
Participatory Design sessions enable
people with different expertise and
skills to contribute equally. Can be an
efficient way to get a wide range of
input. May enhance user buy-in by
making them feel more included, and
giving them a greater sense of
ownership. Used By:
Resources
Liz Sanders is a seminal figure in
participatory design and generative
research.
http://www.maketools.com/
http://www.flickr.com/photos/brycej/
Usability & User Experience Design
60. SM
Scenario Planning Scenario Planning
What
A story-telling method for learning
about and planning for the future.
Allows teams to explore a range of
circumstances that could impact
future decisions, and encourages
exploration of unexpected
possibilities.
Why
Many planning techniques focus on
current data and fail to address the
unpredictability of future events.
Divergent stories help to increase our
understanding of our operating
environment, and expose our basic
assumptions about how the world Used By:
works.
Resources
Global Business Network is the
leading scenario planning
consultancy.
http://www.gbn.com/consulting/artic
le_details.php?id=24
http://www.flickr.com/photos/crystalcampbell/
Usability & User Experience Design
61. SM
Six Thinking Hats Six Thinking Hats
What
A tactic that helps you look at decisions
from a number of different perspectives.
The white hat focuses on data; the red
on emotion; the black on caution; the
yellow on optimism; the green on
creativity; and the blue on process.
Why
Can enable better decisions by
encouraging individuals or teams to
abandon old habits and think in new or
unfamiliar ways. Can provide insight into
the full complexity of a decision, and
highlight issues or opportunities which
might otherwise go unnoticed.
Resources
Lateral thinking pioneer Edward de Bono
created the Six Thinking Hats method.
http://www.edwdebono.com/ Used By:
An explination from Mind Tools.
http://www.mindtools.com/pages/articl
e/newTED_07.htm
http://www.flickr.com/photos/daijihirata/
Usability & User Experience Design
62. SM
Heuristic Evaluation Heuristic Evaluation
What
A form of usability inspection where
specialists assess how well an
interface complies with recognized
usability principles (heuristics).
Usually two or three experts review a
system, noting and ranking problems.
Why
Provides quick, inexpensive usability
feedback. Can be a good method early
in a development process, as it
concentrates on the basics, ensuring
that an interface is fundamentally
sound before more in-depth testing
with real users.
Resources
Rolf Molich and Jakob Nielsen created
heuristic evaluation in 1990 as part of Used By:
an effort to lower the costs of
usability evaluation. Jakob has quite a
few articles on it; this one is a good
start.
http://www.useit.com/papers/heurist
ic/heuristic_evaluation.html
Usability & User Experience Design
63. SM
Tangible Futures Tangible Futures
What
Artifacts created to represent the
state of affairs at a future point in
time. Examples might include press
releases, movie posters, newspaper
articles, or product package designs.
Why
Artifacts can be more effective in
communicating future trends than
text-heavy reports. Their concrete
nature may provoke people to think
about what they really believe, and
about how technology interacts with
social, economic, and cultural factors.
Resources
Victor Lombardi published a series of
blog posts about this approach
starting in 2006, and continues to Used By:
write about concept design and
tangible futures today. The image
Victor’s website:
http://noisebetweenstations.com/per
sonal/weblogs/?cat=131
Usability & User Experience Design
64. SM
Five Whys Five Whys
What
A technique used to probe the root
causes of a problem. Popularized by
Toyota in the 1970s, this strategy
involves looking at any problem and
asking: "Why?" and "What caused this
problem?" The answer to the first
"why" prompts another "why" and
then another, and so on.
Why x 5
It's not uncommon for a project to
focus on the symptoms of a
problem, rather than exposing the
underlying causes. By asking why, and
why, and why again, we gain insight
that allows us to address real
problems in a way that will make a
real difference. Used By:
Resources
Formalized by Toyota in the
1970s, Five Whys was popularized by
Six Sigma.
http://en.wikipedia.org/wiki/5_Whys
http://software.isixsigma.com/library/
content/c020610a.asp
Usability & User Experience Design
65. SM
Task Analysis Task Analysis
What
A study of the actions and cognitive
processes required in order for a
person to complete a given task. Task
Analysis is helpful when trying to
understand a system and its
information flows.
Why
Provides deep insight into the steps
needed to complete a task. Task
Analysis also helps in understanding
the mental model formed by people
performing the task.
Resources
Task analysis is a large component of
creating Indi Young style Mental
Models
http://www.rosenfeldmedia.com/boo Used By:
ks/mental-models/
Todd Warfel of Messagefirst also has
a Task Analysis Grid.
http://www.messagefirst.com/
http://toddwarfel.com/archives/the-
task-analysis-grid/
Usability & User Experience Design
Notas del editor
Pattern Name : Card Sort Classification: Information ArchitectureIntent: Often used to guide navigation design, card sorting analysis shows how often participants grouped specific cards together. Discussing why the cards are placed in a particular pile yields deeper insight into user expectations for content.Also Known As:Other names for the pattern.Motivation (Forces): A new section of functionality is being turned on in an application. How are these functions going to be grouped together? What are they going to be called?Applicability: A Taxonomy is needed for a given problem set. The designers working on the problem are not domain experts. Performing a Card Sort will create a Taxonomy. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: SMEs, Users, Information ArchitectsCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: The card sorting exercise will not take into account that you might have different classes of users. For example an experienced person with a given business process might sort the cards one way, while a new user to the given process might sort the cards another way. This technique will start to close the gap on open options, but it might also identify that you have several classes of users. It will not identify those classes of users.Implementation:To perform a card sort:1. A person representative of the audience is given a set of index cards with terms already written on them. 2. This person puts the terms into logical groupings, and finds a category name for each grouping. 3. This process is repeated across a population of test subjects. 4. The results are later analyzed to reveal patterns. In an open card sort, participants create their own names for the categories.This helps reveal not only how they mentally classify the cards, but also what terms they use for the categories.Open sorting is generative; it is typically used to discover patterns in how participants classify, which in turn helps generate ideas for organizing information.In a closed card sort, participants are provided with a predetermined set of category names. They then assign the index cards to these fixed categories.This helps reveal the degree to which the participants agree on which cards belong under each category.Closed sorting is evaluative; it is typically used to judge whether a given set of category names provides an effective way to organize a given collection of content.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses: SAP Portal NavigationRelated Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Design the BoxClassification: Project Team ManagementIntent: Forces conversation about what really matters about the project. Constrains conversation to a specific format to boost productivity of discussion. Creates a common, tangible touchstone that communicates shared product vision to many different viewpoints.Also Known As: MerchandisingMotivation (Forces): A team is looking at delivering a set of features. There isn’t a common understanding as to what is important. You can Design the box to get the team on the same page as well as focus the group on what the priorities are. Applicability: Focus is needed early on in a project. This is especially true if the project is going to be long and expensive. Do this early to focus the team. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Stake Holders and Key Project Team Members early in the project.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: You might oversell the Stake Holders. The other trap is that designer and project team mebers are now forced to sell the project. This is not their core strength. By creating a product you are going backwards from delivering a service. Services are customized products. This technique should only be used if your application is product focused.Implementation:Project teams create a box for the project as if it is going to be sold at retail. Typical box elements include product name, tagline, key benefits, and features. Can also include visual tone and initial preferences for design direction. May create actually physical boxes, or just digital renderings. The “Box” might also be a poster or other sales material.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses: Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Digital EthnographyClassification: User Experience Management: ClassificationIntent:Understand users hopes, needs, priorities and desires when designing for people who use virtual spaces like World of Warcraft, Xbox Live games, or Second Life, or participate in communities with strong activity on forums, photo and video sharing sites.Also Known As:Other names for the pattern.Motivation (Forces): You need to identify usage patterns, environmental variables, and the vocabulary used by a group of potential users. You know you do not want to use a one size fits all approach.Applicability: An application is being put together for a group of people who currently use your online website to pay their bills. This application will allow individuals who use it quicker access to their information. However you want to only give this application to a certain type of user. One who is technologically savvy and who cares about his interactions with the company.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Potential Users, EthnographerCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:In-game or online observation of user activities and conversation. May also include interviews with participants. Documents activities, context, environment, use of specific vocabulary, and other characteristics of digital experiences.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Kano AnalysisClassification: Business Requirements ManagementIntent: Allows quantitative analysis of feature priority to guide development efforts and specifications. Ensures that organization understands what is valued by users. Less effective for new product categories.Also Known As: Kano ModelMotivation (Forces): You have a need to categorize features by basic must-haves, which features create user satisfaction, and which features delight. Applicability: You have a list of business requirements, however you know that in the current phase of the project, you will not be able to get everything done. You are going to use a Cycle methodology, and you need to know which features the users will want as basic must have’s, which features will excite them, and which are low impact features. In any given release, you will want to include at least one delightful / exciting features. Additionally on your first release you will probably want to include as many basic / must have features. Use Kano Analysis to identify which features are which.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Potential Users, SurveyorCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This tool tells you about user perceptions. Remember this limitation, you might want to measure something else. Implementation: Survey method that determines how people value features and attributes in a known product domain. Shows what features are basic must-haves, which features create user satisfaction, and which features delight.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : PersonasClassification: User Experience Management: ClassificationIntent: Creates empathy for the specific user and avoids self-referential design. Focus on accomplishing specific goals allows the product to satisfy many people with that goal, whether or not they match a specific market segment.Also Known As:Other names for the pattern.Motivation (Forces): You know your users are grouped into several types or kinds. You know that each group will require a different set of use cases. Develop a couple persona’s which describe these basic buckets of users. Applicability: You may use this pattern when you already know the different buckets your users are already divided into. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Project Team, Potential UsersCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: You need to have a large user base to justify the cost of segmenting your user population into separate use cases based on their persona. Implementation: A composite character created to personify a specific segment of users. Includes a name, picture, user quotes and other info with a focus on goals, motivation, and behavior. Based on user research, personas are often paired with representative scenarios.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Rapid FacilitationClassification: Project Team ManagementIntent: Many projects sunk by lack of unity, unclear objectives, business unit infighting, and people trying to solve different problems with the same initiatives. Rapid facilitation mitigates these risks.Also Known As:Other names for the pattern.Motivation (Forces): A new system will be implemented. Each of the different groups using the new system have a different approach to the business process being automated. In addition many of the people doing the design and development work on the application are from one side of the house which has their own way of doing the processes to be addressed by this endeavor. Applicability: You want to use the approach when differing classes of stakeholders have competing and differing ways of framing the problem set at hand. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Project Team, Users, Stakeholders, Project ManagementCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This approach is only useful if the outcomes derived from the facilitation are agreed to be adopted and followed. It will not solve the problem of a lack of unity if there is no desire to do this.Implementation: Workshop approach that focuses on framing the right problems at the start of a project. Relies on user, business, and market discovery to prepare for intensive sessions with decision makers. Creates touchstones to bridge competing viewpoints and create shared vision. Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Alignment ModelClassification: Information Architecture, Business Requirements ManagementIntent: Provides gap analysis, shows product opportunities, and helps develop task-based information architecture. Serves as a roadmap, and anchors conversations about future features and content in actual user needs instead of individual stakeholder agendas.Also Known As:Other names for the pattern.Motivation (Forces): A system is being developed with a lot of features. Each of these features are aligned to certain user behaviors. My corralling these features into buckets centered on user behavior you can have a single developer or team focus on that limited user experience as opposed to having that group spread all across the application. You can also use this model to begin the process of limiting features or triaging them into separate releases.Applicability: Use this pattern when you have large complex applications that need to be developed that contain a complex feature set.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Designer, EngineerCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This pattern might find you looping back and further refining the design requirements in the business requirements documentation phases. Additionally, as you start aligning requirements and activities to each other, you might find missing requirements.Implementation: Diagram that breaks down user activities into discrete tasks, arranges these activities in columns, and then uses the same columns to align the product features, functions, and content that support these activities. May also align business objectives.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name :FacetsClassification: Information ArchitectureIntent: Facets allow more flexible classification and navigation rather than only finding a specific content item through a fixed path (as in a taxonomy) users can browse by the facets that matter the most to them. Facets are often used to refine search queries as well.Also Known As:Other names for the pattern.Motivation (Forces): You are developing an application focused on several complex objects with require the user to drill down quickly and find the one they need. Facets are a way to describe attributes of an object in a way that is distinguishing to users.Applicability: Shopping carts, Inventory systems, any system with a large object count. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Users, SMEs, Design Team.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation: Classification approach that assigns values for a set of mutually exclusive categories (or facets) to a specific content item in a group of similar objects. For used car listings, such facets would include price, color, make, model, year, mileage, and location.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Page Description DiagramClassification: Project Team Management, User Experience ManagementIntent: Documents the elements of each page without specifying layout. May be used instead of wireframes, or preceding wireframes. Allows greater collaboration between team members responsible for visual design and functional specification.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Process FlowClassification: Business Requirements ManagementIntent: Documents how a person can use the system to accomplish different tasks. Ensures that error conditions and alternate paths are considered.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name :Site MapClassification: Information ArchitectureIntent: Document site structure to ensure that all content is accounted for. Guides navigation design, site index, and content migration. Good for hierarchical organization, less effective visualizing very large sites, facets or tags.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : SwimlanesClassification: Business Requirements ManagementIntent: Ensures alignment and integration of task flow with business process and technical requirements. Allows understanding of all components of a specific process in one document, while allowing clearer separation, responsibility, and delegation.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : TaggingClassification: Information Architecture, User Experience ManagementIntent: Metadata for the masses. Allows users to add any term without complying with a controlled vocabulary. Facilitates pivoting & discovery of similar content with the same tag, or related tags applied to the same content. Complements other classification approaches.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : WireframeClassification: User Experience Management, Technical Requirements Management, Project Team ManagementIntent: Communicate the specifications for individual pages or templates. Also used as prototype for usability testing. Prevents premature conversations about surface issues like color, instead focuses discussion on correct and complete content and functionality.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Web AnalyticsClassification: Continuous ImprovementIntent: Allows real time view of user behavior on websites. Particularly strong for measuring user intent through search terms, trouble spots where users leave, and conversion goals for marketing and sales.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Usability TestingClassification: Continuous ImprovementIntent: Understand what works and what doesn’t. Often included in iterative development with each cycle so that the product continually improves. Excels at finding specific interface problems, including layout, labeling, and interaction.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : TaxonomyClassification: Information ArchitectureIntent: Can structure a set of content such as a website by assigning individual taxonomy terms to specific content or pages or vice versa. Works in conjunction with other classification and findability systems like facets, tagging, and search. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : EthnographyClassification: User Experience Management: ClassificationIntent: Provides rich insights into behavior, experience, and expectations within a system and can reveal unmet needs and opportunities for teams to differentiate their products and services.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : WireflowClassification: Information Architecture, Business Requirements ManagementIntent: Provides comprehensive canonical picture of system interaction in one document. Can see key interactions and relationships at a glance. Caution: very labor-intensive to maintain as the system changes through iterations.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : BackcastingClassification: Project Team ManagementIntent: Teams are better at picturing the future by working backwards from an ideal instead of forwards from the current state of things. Backcasting provides a boost for innovation and planning efforts compared to starting from the status quo.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : User ScenarioClassification: User Experience Management, Business Requirements ManagementIntent: Brings users to life while keeping focus on tasks and behavior. Scenarios can link together to tell the entire story of a product or service. Easy to explore and iterate, scenarios complement personas, and can lead to more detailed use cases.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Experience MapClassification: Business Requirements Management, Continuous ImprovementIntent: A holistic view of experience through time with specific touch points promotes better coordination of cross-channel design and reveals opportunities for new or improved interactions.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Paper PrototypeClassification: Business Requirements Management, Project Team ManagementIntent: Explore many alternative solutions with low costs and little risk. Low fidelity format encourages experimentation, honest critique, rapid iteration. Keeps teams from getting too attached to one solution. Used in early usability testing.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Ecosystem VisualizationClassification: Continuous ImprovementIntent: Overall ecosystem view illustrates niches, threats, opportunities, and necessary connections. New offerings need to integrate, replicate, or route around ecosystem elements to gain user adoption and market share.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Search AnalyticsClassification: Continuous ImprovementIntent: Search queries help reveal user intentions on the website, show content that is missing or hard to find, and help teams optimize the information architecture and design of the site to improve findability and provide a better experience.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Conversation SketchingClassification: Business Requirements ManagementIntent: Provides a framework for participants to articulate their ideas. Explores underlying motivations that drive feature suggestions. Looking at root causes offers more opportunities for real solutions than simply adopting requested features.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Free ListingClassification: Information ArchitectureIntent: Alternative to card sorting, shows what terms have strongest associations within the category for participants. Debriefing with participants afterwards can reveal patterns, preferences, and expectations related to content categories.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Design PatternClassification: Technical Requirements Management, Project Team ManagementIntent: Avoids re-inventing the wheel. Improves re-use and consistency of solutions while capturing knowledge and best practice from multiple teams in a structured, modular format that makes it easy to reference and find for future projects.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Service DesignClassification: Project Team ManagementIntent: Applies many of the tools from product design to creating human-centered services. Lower barrier to entry for innovation for services compared to mature product categories. Uncovers new markets for business and new value for users.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Usability Capture SoftwareClassification: Continuous ImprovementIntent: Turns an ordinary PC and webcam into a usability lab. Provides lower cost options for bolstering the impact of study findings by showing video of users struggling with specific issues. Remote capability allows for usability testing from across the street or across the continent.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.http://www.techsmith.com/morae.asp
Pattern Name : SketchboardClassification: Business Requirements Management, Technical Requirements ManagementIntent: Design the big picture of a site or application without getting bogged down in incremental detail like wireframes can. Collaborative low-fi format keeps project criteria at hand to build common ground. Large paper background offers "roll up and go" portability to take the work to others on the team.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Controlled VocabularyClassification: User Experience Management, Project Team Management, Information ArchitectureIntent: Guides uniform use of descriptive vocabulary in an organization to facilitate findability and make metadata more consistent. Works in tandem with other classification tools like tags and facets.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns: Tags, Facets
Pattern Name : A/B TestingClassification: Continuous ImprovementIntent: Can be valuable in refining elements on a web page. Altering the size, placement, or color of a single element, or the wording of a single phrase can have dramatic effects. A / B Testing measures the results of these changes. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Affinity DiagramClassification: Information ArchitectureIntent: Participants can experiment with different arrangements to see which makes the most sense. Affinity Diagramming helps to expose crucial relationships and patterns in data that may not be initially apparent.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Collaborative InspectionClassification: Business Requirements Management, Technical Requirements Management, Project Team ManagementIntent: Because many points of view are represented, collaborative inspections can be more thorough and efficient than expert reviews. Collaborative sessions also allow for discussions between stakeholders that might reveal deeper insights. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Stakeholders, designers, developers, domain experts, and end users Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Concept ModelClassification: Business Requirements ManagementIntent: Can help to explain how a series of complex, interrelated ideas correspond to one another. Builds an understanding of a body of knowledge, and helps to uncover misunderstandings. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Diary StudyClassification: Business Requirements Management, Continuous ImprovementIntent: Can help to unearth motivations and processes that participants would be unable to articulate in more conventional interviews. Gives participants the opportunity to reflect on what they do over time, and why they do it & something many don’t do on a regular basis.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: End Users.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Five Sketches™Classification: Business Requirements Management, Technical Requirements ManagementIntent: This is a simple method for engaging developers and other 'non-designers' in discussion. It's a fast way to explore multiple solutions, facilitate discussion, and build consensus.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation: Given a specific problem statement, each participant separately sketches five solutions, then shares, combines and adds to those sketches several times before any analysis begins. After identifying many solutions together, each participant sketches what they think is a good solution. Those sketches are critiqued—the team considers developer concerns, usability standards, and market requirements—and then resketched to help select a single way forward.Since each participants brings many ideas, and since the team also iterates and combines the ideas, there’s no “ownership” of ideas. This diffuses the tendency for each person to defend “their” idea, and makes it easier to respond to design critiques. Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : GOMSClassification: Continuous ImprovementIntent: Quantitatively, GOMS gives good predictions of performance time and learning. Qualitatively, a GOMS model is a description of the knowledge needed to perform a given task, essentially describing the content needed for task-oriented documentation.Also Known As: CMN-GOMS Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: These methodologies do not address unpredictability on your users. The techniques are very explicit about basic movement operations, but are generally less rigid with basic cognitive actions. It is a fact that slips cannot be prevented, but none of the GOMS models allow for any type of error. Further, all of the techniques work under the assumption that a user will know what to do at any given point - so they apply only to expert users, not novices.Functionality of the system is not considered, only the usability. If functionality were considered, the evaluation could make recommendations as to which functions should be performed by the system (i.e. mouse snap). User personalities, habits or physical restrictions (for example disabilities) are not accounted for in any of the GOMS models. All users are assumed to be exactly the same. Recently some extensions of GOMS were developed, that allow to formulate GOMS models describing the interaction behavior of disabled usersImplementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Concept VideoClassification: Project Team Management, User Experience ManagementIntent: Some prototyping methods concentrate on the granular details of a design — what functions and controls to include, and how to lay them out. Because concept videos tell stories and avoid minutiae, they are better suited to explaining a new vision.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Participatory DesignClassification: Business Requirements ManagementIntent: Participatory Design sessions enable people with different expertise and skills to contribute equally. Can be an efficient way to get a wide range of input. May enhance user buy-in by making them feel more included, and giving them a greater sense of ownership.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns: Collaborative Inspection
Pattern Name : Scenario PlanningClassification: Continuous ImprovementIntent: Many planning techniques focus on current data and fail to address the unpredictability of future events. Divergent stories help to increase our understanding of our operating environment, and expose our basic assumptions about how the world works.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Six Thinking HatsClassification: Business Requirements ManagementIntent: Can enable better decisions by encouraging individuals or teams to abandon old habits and think in new or unfamiliar ways. Can provide insight into the full complexity of a decision, and highlight issues or opportunities which might otherwise go unnoticed.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Heuristic EvaluationClassification: Continuous ImprovementIntent: Provides quick, inexpensive usability feedback. Can be a good method early in a development process, as it concentrates on the basics, ensuring that an interface is fundamentally sound before more in-depth testing with real users.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Tangible FuturesClassification: Continuous ImprovementIntent: Artifacts can be more effective in communicating future trends than text-heavy reports. Their concrete nature may provoke people to think about what they really believe, and about how technology interacts with social, economic, and cultural factors.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Five WhysClassification: Continuous ImprovementIntent: It's not uncommon for a project to focus on the symptoms of a problem, rather than exposing the underlying causes. By asking why, and why, and why again, we gain insight that allows us to address real problems in a way that will make a real difference.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Task AnalysisClassification: Business Requirements ManagementIntent: Provides deep insight into the steps needed to complete a task. Task Analysis also helps in understanding the mental model formed by people performing the task.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability: Task Analysis is helpful when trying to understand a system and its information flows.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.