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Implementing a Pattern Library in the Real World: A Yahoo! Case Study

“The pattern library allowed our small, centralized group to tap into the broad expertise of the Yahoo! design staff. What would have been impossible to write (authoritatively) by a small team is now being contributed to and reviewed by an expert staff. We were able to achieve this by understanding and agreeing on the problem, building a workflow that fit with the existing design process, generating buy-in by creating incentives for contributors, and by carefully designing and building an application with attention to user feedback. We were then able to convert this library of patterns into a workable set of standards by agreeing on an appropriate rating scale and by assembling a representative group of reviewers who rate the content according to the same criteria.” (Erin Malone et al.Boxes and Arrows)


“(…) an interactive exploration of the words and pictures that define the time. The result is an often moving, sometimes shocking, occasionally frivolous, but always fitting snapshot of our world. Every hour, 10×10 collects the 100 words and pictures that matter most on a global scale, and presents them as a single image, taken to encapsulate that moment in time. Over the course of days, months, and years, 10×10 leaves a trail of these hourly statements which, stitched together side by side, form a continuous patchwork tapestry of human life.” (About 10×10)

Patterns for personalÝwebÝsites

“There are many personal Web sites. The vast majority are mediocre. Some are bad. Fewer are good. An extremely small number are excellent. (…) These patterns for creating personal Web sites have been distilled over the last few years from the most interesting personal Web sites I’ve found.” (Mark L. Irons) – courtesy of elegant hack

User Interface Design Patterns

“The collection does not primarily consist of GUI designs of common software, but tries to outline the recuring design problems faced when trying to create good design. Our method to produce good design is to use our Goal-Derived Design (GDD) method that is based on simulation of the userís goals. The pattern collection does not include all the characteristics of good design we know so far, but only the design knowledge that we have found appropriate to describe as design patterns.” (Sari A. Laakso – University of Helsinki, Dept. of Computer Science)

PoInter: Patterns of Interaction

“The project is concerned with investigating the appropriateness of patterns as a means of communicating information about how people interact with each other through and around technology. Ultimately, this is with a view to informing the design process for computer systems to support the work and activities that the people are engaged in (…)” (Cooperative Systems Engineering Group) – courtesy of todd r. warfel

Review: A Pattern Language for Web Usability

“The notion of ‘patterns’, and of a ‘pattern language’, comes from the work of Christopher Alexander, a contemporary architect who proposed the use of collections of architectural patterns to address deficiencies in modern building design. In later works, Alexander expanded the scope of his rather fascinating concept of patterns to a broader design context. In the early 90s, computer scientists began to apply Alexander’s work to software development. The Web usability pattern language described in this book resulted from the collaborative efforts of attendees at a workshop hosted by the author in 1994.” (Carl Bedingfield – ACM Ubiquity)

The Game Design Patterns Project

“The focus of the Game Design Patterns project is on studying computer games in terms of interaction, components and design goals with the intension of creating the basis for a common language for game designers. As the basic building block for this language the project uses the concept of Design Patterns, originally developed by Christopher Alexander et al. Design Patterns is a semi-structured formalism that has been used for similar causes in areas such as architecture, software engineering, human-computer interaction, and interaction design.” (PLAY Research Studio) – courtesy of purse lip square jaw