Tamia  Walter

Tamia Walter

1594458010

Patterns: The Stories of our Design Systems

Design Patterns are some of the most over-used concepts in design today. And we all know what happens when you have some ideas all over the place. We start repeating them like parrots and applying them to everything, therefore distorting their meaning. We end up missing the point with over-complicated concepts and lots of fancy words. So here is my humble attempt to bring more clarity to what design patterns are while applying something I live for: Always keep it simple!

Keep it Simple

In my article ‘Understanding the parts of a Design System’ I touch-pointed on patterns with a more ‘neutral’ definition:

Patterns consist of a reusable collection of components that can be defined by their respective interactions when solving a design problem. These need to be adopted and documented as business cases and together build a consistent and robust ecosystem.

As mentioned in that same article, and based on this definition we can define 3 key metrics that help us identify and validate what a pattern is:

  1. A pattern is a solution to a common design problem, always linked to a business case.
  2. A pattern is reusable by nature and always linked to components and other pieces of a design system.
  3. A pattern must be documented and provide guidelines about how the problem was solved by the product team.

Paradoxically, in this case, a simple enough definition alone could lead to multiple interpretations and cherry-picking when applying patterns. So how can we explain it better while keeping it simple? The solution I have found is to give a more specific format to this definition. This will help us preserve its simplicity while enabling design systems teams to be on the same page when working with patterns.

Think of Patterns as Stories

We, humans come from the factory with a strong need to believe in stories in order to cooperate effectively. In the tech world, these stories are translated into values and rules that define who we are and how we work. From companies values to systems structures, the stories are there to guide us and give us meaning. Now, apply this to patterns.

A pattern is a story about how a common problem was solved and what we can learn from it.

Like with every story, there is a narrative structure. It starts with an introduction and the development of the plot and characters, followed by a climax, falling action and a final resolution or conclusion. A lesson learned.

Image for post

The narrative structure

At first, this might seem like something hard to connect with how we define patterns or design systems in general. But if we look closer, we can see how a story gives us not only a format we -humans- love and find easy to digest, it also gives us the structure we need to define, organise and maintain patterns.

#storytelling #design-patterns #product-design #design-systems #ux-design

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Patterns: The Stories of our Design Systems
Samanta  Moore

Samanta Moore

1623835440

Builder Design Pattern

What is Builder Design Pattern ? Why we should care about it ?

Starting from **Creational Design Pattern, **so wikipedia says “creational design pattern are design pattern that deals with object creation mechanism, trying to create objects in manner that is suitable to the situation”.

The basic form of object creations could result in design problems and result in complex design problems, so to overcome this problem Creational Design Pattern somehow allows you to create the object.

Builder is one of the** Creational Design Pattern**.

When to consider the Builder Design Pattern ?

Builder is useful when you need to do lot of things to build an Object. Let’s imagine DOM (Document Object Model), so if we need to create the DOM, We could have to do lot of things, appending plenty of nodes and attaching attributes to them. We could also imagine about the huge XML Object creation where we will have to do lot of work to create the Object. A Factory is used basically when we could create the entire object in one shot.

As **Joshua Bloch (**He led the Design of the many library Java Collections Framework and many more) – “Builder Pattern is good choice when designing the class whose constructor or static factories would have more than handful of parameters

#java #builder #builder pattern #creational design pattern #design pattern #factory pattern #java design pattern

Tamia  Walter

Tamia Walter

1594458010

Patterns: The Stories of our Design Systems

Design Patterns are some of the most over-used concepts in design today. And we all know what happens when you have some ideas all over the place. We start repeating them like parrots and applying them to everything, therefore distorting their meaning. We end up missing the point with over-complicated concepts and lots of fancy words. So here is my humble attempt to bring more clarity to what design patterns are while applying something I live for: Always keep it simple!

Keep it Simple

In my article ‘Understanding the parts of a Design System’ I touch-pointed on patterns with a more ‘neutral’ definition:

Patterns consist of a reusable collection of components that can be defined by their respective interactions when solving a design problem. These need to be adopted and documented as business cases and together build a consistent and robust ecosystem.

As mentioned in that same article, and based on this definition we can define 3 key metrics that help us identify and validate what a pattern is:

  1. A pattern is a solution to a common design problem, always linked to a business case.
  2. A pattern is reusable by nature and always linked to components and other pieces of a design system.
  3. A pattern must be documented and provide guidelines about how the problem was solved by the product team.

Paradoxically, in this case, a simple enough definition alone could lead to multiple interpretations and cherry-picking when applying patterns. So how can we explain it better while keeping it simple? The solution I have found is to give a more specific format to this definition. This will help us preserve its simplicity while enabling design systems teams to be on the same page when working with patterns.

Think of Patterns as Stories

We, humans come from the factory with a strong need to believe in stories in order to cooperate effectively. In the tech world, these stories are translated into values and rules that define who we are and how we work. From companies values to systems structures, the stories are there to guide us and give us meaning. Now, apply this to patterns.

A pattern is a story about how a common problem was solved and what we can learn from it.

Like with every story, there is a narrative structure. It starts with an introduction and the development of the plot and characters, followed by a climax, falling action and a final resolution or conclusion. A lesson learned.

Image for post

The narrative structure

At first, this might seem like something hard to connect with how we define patterns or design systems in general. But if we look closer, we can see how a story gives us not only a format we -humans- love and find easy to digest, it also gives us the structure we need to define, organise and maintain patterns.

#storytelling #design-patterns #product-design #design-systems #ux-design

Wilford  Pagac

Wilford Pagac

1602759600

Glossary: Design Systems Defined for Developers and Designers

Design systems are interdisciplinary by nature. They are built and consumed by designers and developers, therefore it is important for common terminologies to exist to support the communication between these two disciplines and other related actors.

Note: while some of the concepts are explained in a way that is more related to the context of web development, most of them are applicable to other contexts as well.

📖 Glossary

In this post we will present some key concepts from design and development, explain their meaning in the context of design systems and point to any ambiguity that may exist.

Foundation/Essentials/Principles

Example of Material Design foundations

Every design system is built on top of a set of fundamental rules which are shared across components or other parts. These rules can relate to visual design (e.g. animationcolorstypography) or define more abstract principles such as brand personality or writing style.

Components

Example of Kor UI button component

Perhaps the most used term, components are individual units (such as buttonsinputstabs) that have defined appearances and interaction paradigms. Components can have different variations and be customized through APIs (Application Programming Interfaces).

Patterns

Example of Carbon Design login pattern

Patterns define how different components can be combined in a certain way to serve specific user goals that are often repeated across screens or applications. For example, input fields, icons and buttons can be combined in a certain way to serve the goal of signing into an application. Examples of patterns are formsnavigation and onboarding.

Note: UX patterns should not be mistaken with ‘design patterns’ in software engineering, which are also common ways of solving problems but specifically related to the context of engineering.

#ux #design #design-systems #web-development #frontend #software-development #design-systems-glossary #latest-tech-stories

Joseph  Murray

Joseph Murray

1624442940

Prototype Design Pattern - Java

Prototype design pattern tutorial

Definition of Prototype pattern

The prototype pattern is a creational design pattern in software development. It is used when the type of objects to create is determined by a prototypical instance, which is cloned to produce new objects.

Where to use the Prototype pattern

If the cost for creating a new object is expensive and costs resources.

#java #design-patterns #code #tutorial #prototype-design-pattern #design pattern

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