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Design2          Patterns
Design Patterns for Product Designers


                                                  Stephan Orme
                         stephan@worklogistics.com
510-847-8537
                                        Document Version 0.85
                                                    Nov 7, 2011
What are Design Patterns?
 Originally from architect, Christopher
  Alexander’s, A Pattern Language. Today, a key
  technique in object-oriented system design
 Design Patterns are general solutions to
  reoccurring design problems
 Patterns are hypothesis
 Patterns: capture experience, allow for
  reuse, and provide an inclusive design
  vocabulary
Scope of Product Design Process
 Needs: Understanding of priorities and goals
 Context: platform, resources, scope,
  limitations, environment, and budget
 Agreement: The necessary buy-In, support,
  goodwill and consensus from stakeholders
 Direction or Plan: Includes specifications,
  declarative statements, decision authority
 Supported by Processes: For designing and
  building: the team, organizational tools, etc.
Scope of the Design Process

Client/
                                    Design Process Used To:
                         Develop
 User
                          ment
                                      Understanding Needs
Needs                                  and Priorities
             Product
           Development
           Management                 Get Agreement from
                                       Stakeholders
                                      Direction for Developers
             Graphic                  Direction for Designers
             Design
Communicating Design Ideas
Many ways to communicate design ideas…

 User Stories               Workflows
 Use Cases                  Pseudo Code
 Wireframes                 Schedules/Timeline
 Visual Design              Budgets
 Schema/Data Model          Declarative Tasks
The result is an understanding of your Needs and
Context, you have Agreement from stakeholders
and a Plan or Direction.
Figuring it all out

DISCOVERY
What is the Discovery Process?
 Figuring out user needs and priorities
 Learning the context:
  resources/solutions/limitations
 Earning Agreement and Buy-in for the
  process and the solution during stakeholder
  interviews
Discovery Process
         How to Figure out what to Build
Method                     Problem                Benefit
Think and Doodle         Castles in the      Original Designs
                              Sky
User Interviews /        Faster Horses        Learn Things,
Customer Development                          Build Support
Research Current            Me Too            Build on the
Solutions                                  Shoulders of Giants
Research Technical       Not good to tie     Better Design /
Foundations             design and tech?   Smoother Implementation


Result: Needs • Context • Agreement • Process • Direction
Coming up with a Solution

DESIGN PROCESS
Diagramming as the Design Process
 Use diagrams to directly visualize the project
 Use for every aspect of product design process:
  Needs • Context • Agreement • Direction
 Advantages
     Directly visualize the end product
     Easier to get Feedback and Buy-In
     Clearer Direction for Developers
     Less Re-Work
     Faster Execution
Types of Diagrams
Kinds of Information               Audience
Wireframes             Designers   Developers   Client

User Workflows         Designers   Developers   Client

UI Notes               Designers   Developers

Site Structure         Designers   Developers

Data Model                         Developers

System Processes                   Developers

Pseudo Code /
                                   Developers
SQL
The Basic Pieces
The basic elements for all Software Products are…
 The Model: The underlying data model and the
  rules for that data
 Views: Presentation of Information + Visual
  Structure / Coherency + Controls / Affordances
 Controls: Workflows and Functional Processes

But to Implement the product you also need
Agreement • Processes • Direction
Wireframes




Audiences   Designers   Developers   Client
Site Structure




Audiences   Designers   Developers   Client
Workflows




Audiences   Designers   Developers   Client
UI Behavior




 Audiences   Designers   Developers
Data Model / Schema
                 Why?
                  Can greatly speed
                   implementation
                  All fields shown in Views
                   included in Schema
                  More consistent data
                   model if thought through
                  Avoids re-work
                  Useful to communicate
                   long-term design issues


         Audiences   Developers
Project Staffing / Budget

                     Why?
                      Understand
                       Project phases
                       and resource
                       needs over time
Calendar for Iteration Plan
Synchronizing Development • Marketing • Planning

                                Why?
                                 Agile Development needs
                                  to be coordinated with
                                  Design and Marketing
                                 Visual Schedule shows
                                  dependencies
Diagram Fixits instead of Use Cases
                       Why?
                        Much faster than
                         individual use cases
                        Easier and more
                         efficient for developers
                         to fix a set of issues on
                         one page
                        Allows flexible
                         prioritization (i.e. if
                         you’re already fixing
                         something on this
                         page, fix these other
                         things too)
Worklogistics.Com
Offshore / Onshore Solutions
   Analysis • Design • Build

Stephan@Worklogistics.com

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Design Patterns for Product Designers

  • 1. Design2 Patterns Design Patterns for Product Designers Stephan Orme stephan@worklogistics.com
510-847-8537 Document Version 0.85 Nov 7, 2011
  • 2. What are Design Patterns?  Originally from architect, Christopher Alexander’s, A Pattern Language. Today, a key technique in object-oriented system design  Design Patterns are general solutions to reoccurring design problems  Patterns are hypothesis  Patterns: capture experience, allow for reuse, and provide an inclusive design vocabulary
  • 3. Scope of Product Design Process  Needs: Understanding of priorities and goals  Context: platform, resources, scope, limitations, environment, and budget  Agreement: The necessary buy-In, support, goodwill and consensus from stakeholders  Direction or Plan: Includes specifications, declarative statements, decision authority  Supported by Processes: For designing and building: the team, organizational tools, etc.
  • 4. Scope of the Design Process Client/  Design Process Used To: Develop User ment  Understanding Needs Needs and Priorities Product Development Management  Get Agreement from Stakeholders  Direction for Developers Graphic  Direction for Designers Design
  • 5. Communicating Design Ideas Many ways to communicate design ideas…  User Stories  Workflows  Use Cases  Pseudo Code  Wireframes  Schedules/Timeline  Visual Design  Budgets  Schema/Data Model  Declarative Tasks The result is an understanding of your Needs and Context, you have Agreement from stakeholders and a Plan or Direction.
  • 6. Figuring it all out DISCOVERY
  • 7. What is the Discovery Process?  Figuring out user needs and priorities  Learning the context: resources/solutions/limitations  Earning Agreement and Buy-in for the process and the solution during stakeholder interviews
  • 8. Discovery Process How to Figure out what to Build Method Problem Benefit Think and Doodle Castles in the Original Designs Sky User Interviews / Faster Horses Learn Things, Customer Development Build Support Research Current Me Too Build on the Solutions Shoulders of Giants Research Technical Not good to tie Better Design / Foundations design and tech? Smoother Implementation Result: Needs • Context • Agreement • Process • Direction
  • 9. Coming up with a Solution DESIGN PROCESS
  • 10. Diagramming as the Design Process  Use diagrams to directly visualize the project  Use for every aspect of product design process: Needs • Context • Agreement • Direction  Advantages  Directly visualize the end product  Easier to get Feedback and Buy-In  Clearer Direction for Developers  Less Re-Work  Faster Execution
  • 11. Types of Diagrams Kinds of Information Audience Wireframes Designers Developers Client User Workflows Designers Developers Client UI Notes Designers Developers Site Structure Designers Developers Data Model Developers System Processes Developers Pseudo Code / Developers SQL
  • 12. The Basic Pieces The basic elements for all Software Products are…  The Model: The underlying data model and the rules for that data  Views: Presentation of Information + Visual Structure / Coherency + Controls / Affordances  Controls: Workflows and Functional Processes But to Implement the product you also need Agreement • Processes • Direction
  • 13. Wireframes Audiences Designers Developers Client
  • 14. Site Structure Audiences Designers Developers Client
  • 15. Workflows Audiences Designers Developers Client
  • 16. UI Behavior Audiences Designers Developers
  • 17. Data Model / Schema Why?  Can greatly speed implementation  All fields shown in Views included in Schema  More consistent data model if thought through  Avoids re-work  Useful to communicate long-term design issues Audiences Developers
  • 18. Project Staffing / Budget Why?  Understand Project phases and resource needs over time
  • 19. Calendar for Iteration Plan Synchronizing Development • Marketing • Planning Why?  Agile Development needs to be coordinated with Design and Marketing  Visual Schedule shows dependencies
  • 20. Diagram Fixits instead of Use Cases Why?  Much faster than individual use cases  Easier and more efficient for developers to fix a set of issues on one page  Allows flexible prioritization (i.e. if you’re already fixing something on this page, fix these other things too)
  • 21. Worklogistics.Com Offshore / Onshore Solutions Analysis • Design • Build Stephan@Worklogistics.com