Postcard Patterns : An Agile User Interface Pattern Creation ProcessPresentation Transcript
An Agile User Interface Pattern Creation Process Ian Swinson Lead UI Designer Jason Winters UI Manager, Applications
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Salesforce: A Brief History
Patternforce V1: A Cautionary Tale
Patternforce V2: A New Beginning
Who is our audience?
How do we deconstruct our application?
How do we document our application?
Workshop: Time to Play
Presentation: Show us your “Postcard”
Wrap Up: Thank you!
With the power of Salesforce applications and the Force.com platform, you can run your entire business on the Internet. “ ”
150 Million Transactions Each Day
2004 <100 2 1 1 Feature Teams / Waterfall 2008 500+ 28 12 8+ ADM / Scrum R&D User Experience Locations Applications Process 1 12 Databases
“ Houston, we have a problem…” Quality Assurance Documentation User Experience Product Management Development Customers & Partners
Popular Pattern Libraries Apple Tidwell Yahoo! Welie Oracle
Structure of a Single Pattern
This can get complicated
Scale of a Single Pattern Page 1 Page 2 Page 3 Page 4
How Did We Do?
2 * in 6 months
< 5 percent
*Note: They weren’t even done
Define Our Audience
Our Customers Pattern Library User Experience Team Development Customers Partners User Experience Community Product Management
What Did We Learn?
Development has some unique requirements:
To avoid writing HTML
To avoid creating new UI
To re-use code (components)
To avoid reading lengthy, detailed, convoluted specifications
What Did We Learn?
An online, centrally located, easy to access and easy to share library of common design elements
Up to date information
A shared vocabulary
A more efficient process
More visuals and less text
Get new hires up to speed rapidly
What Did We Learn?
User Interface Designers want:
To spend time doing design work
Deconstructing Our Application
Organize the Data
Organize the Data Create affinity diagram to identify themes Create categories and sort the cards
We ended up with a large, but relatively flat, list.
Postcard Pattern Creation
A Postcard Pattern
Why It’s Agile
Satisfy the customer – Postcards are easy and quick to author, and answer 80% of the highest priority questions.
Changing requirements – Easy to create, means easy to edit and iterate.
Face-to-face – The most productive authoring sessions involved a half-dozen team members “blitzing” in a room together, all crafting patterns. Meetings with developers are more efficient with visual aids.
Simplicity – Easy to create and easy to read. If you have a question get face-to-face with the author.
Self-organizing teams – Choose which pattern you author. Keep the taxonomy fluid and all documents completely transparent to the team.
Reflection – Regular meetings to check progress, priorities, innovations, holes, deprecations, etc.
What Makes a Good Postcard Pattern?
Use the “Goldilocks” Principle
If the pattern doesn’t fit on a single page, consider breaking it apart or reducing the amount of detail
You can always add detail later
If the pattern doesn’t fill a single page, consider grouping it with other similar elements – e.g. common web form elements
You can always break it apart later
Rule #1: Must fit on a single 8.5” x 11” page
Pattern - Anatomy of A Pattern Title Summary Category Author & Modification Date Variations (optional) Candidacy: Redesign? Componentize? Graphics Screenshots Illustrations
Does it Work?
2 43 6 3 < 5 95 # Mo %
Workshop! Vacation postcard
Paper is not interactive - You’ll have to use your memory and imagination for the examples.
Audience – You and your new team are the audience.
Taxonomy – Don’t worry about it at this point. Work up to it.
Pattern – Choose something relevant, interesting or challenging.
“ Postcard” It – Keep it on one page.
O’Reilly: Designing Interfaces Browser Look and Feel Guidelines Apple Human Interface Guidelines Welie.com Yahoo! Design Pattern Library freemind/sourceforge.net Google Docs The Omni Group - OmniGraffle
The GUI Bloopers series Johnson, Jeff
10 Commandments of Design Rams, Dieter
Eight Golden Rules of Interface Design Shneiderman, Ben
The 10 Commandments of Information Design Buchholz, Garth A.
Eight Golden Rules (link) 10 Commandments of Design (link) http://www.gui-bloopers.com / 10 Commandments of Info Design (link)