Enterprise UI Design Patterns - Part II
Summary
Following on from Enterprise UI patterns - Part I, this second part of three is where I talk about the content of a pattern.
Enterprise UI Design Patterns - Part I
Enterprise UI Design Patterns - Part III
Enterprise UI Design Patterns - Part I
Enterprise UI Design Patterns - Part III
What content goes in a pattern?
The fundamental contents of each pattern were based around the producers’ primary needs for design and development. These were:
Item of content
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Rationale
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A descriptive title
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Immediate information about the pattern; reference.
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A unique code to identify each pattern
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Uniquely identify a particular pattern, version, wireframe, and component
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A description
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More information about the pattern than just its name
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Tags / keywords
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Findability
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A list of user problems that the pattern should help solve
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Place the pattern into its context as it relates to users
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Acceptance criteria
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Used by producers and user acceptance testers to validate a project
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Workflow
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Describe the user flow and journey through the pattern at a high level
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Wireframes and specification (including configurable items)
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Detailed visual information about the pattern (often done in Balsamiq)
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Examples of use in existing websites
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Screenshots of the pattern in use
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The configurable items were referenced (each with a unique code) in the wireframe. This meant that producers had an immediate coverage of what things could be configured which made the design of common components more straightforward. Examples of the pattern in use helped to illustrate the pattern. Producers rarely needed this information and it was included mostly for staff outside of the unit and for clients.
A miscellaneous section was created with contents guided by stakeholders’ needs.
Item of content
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Rationale
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Where the pattern is currently used (generally within the company’s stable but sometimes we referred to external examples)
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Understand the impact across all clients’ websites if changes are made
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User states and associated information
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Understand complexity
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General UX principles underpinning the design decisions
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Useful for re-design
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Alternative patterns (other ways to solve the same user problems)
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Allows producers and clients to see different ways to solve the same user problem and get work / time estimates
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Related patterns (generally those within the same macro-pattern)
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A family that contribute towards a higher-level user goal
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Testing and research related to the design decisions
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Provides justification about design decisions
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How not to do it (anti-patterns)
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Informs design decisions
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SEO recommendations
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Provide good SEO
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Estimates of work and time for implementing a pattern
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For planning / estimating the resources needed for a project
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Version history
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To track down particular versions
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Incorporating user stories as acceptance criteria for user acceptance testing
The organisation used an Agile method of production. When a project went into user acceptance testing, a number of acceptance criteria were generated from scratch and the project tested against them. These criteria often came from user stories.
· Pattern definitions incorporated these criteria which provided benefits:
- · User acceptance testers had ready made criteria - these were already embedded into the pattern
- · Each pattern would be working having already been validated
- · UAT could be automated to a greater degree
or go back to Enterprise UI Design Patterns - Part I
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