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Shyamala Prayaga
WHAT ARE PATTERNS?
PATTERNS ARE
“KNOWN
SOLUTIONS TO
COMMON DESIGN
PROBLEMS”
PROVIDE AN
IDEAL STARTING
POINT FOR
NEWCOMERS TO
DESIGN.
A EXCELLENT
REFERENCE
FOR
EXPERIENCED
DESIGNERS.
• Trading Card
• Palette
• Hub & Spoke
• Bento box
• Search
• Conversational
Suzanne Ginsburg
USED FOR

• Content view

• Settings

• May have ability to swipe to see more content
• Doesn’t scale well
• Less effective on iPad
• Ensure info is easy to grasp at a glance
Suzanne Ginsburg
USED FOR

• Canvas & Palettes

• Way to access creations
• Real estate can become an issue for content
  creation
• Maximum real estate for content creation

• Ensure that tools are discoverable

• Progressive disclosure of palette options

• Customize palette placement for each device
Suzanne Ginsburg
USED FOR

• Category & Detail Views
• In some cases may have minimal user delight
• Bubble up content

• As shallow as possible
Suzanne Ginsburg
USED FOR

• Elements with hot spots for more details
• Scalability
• Focus on content, not chrome

• Beware of info overload
Suzanne Ginsburg
USED FOR

• Search box, results, saved searches
• Provide suggestions when you can

• Provide voice option when possible

• Ensure that box & text are large enough
Suzanne Ginsburg
USED FOR

• Feedbacks

• Wide variations in content
• Keep user well informed of app status, yet be
  concise

• Use infographic to illustrate interactions with
  outside world and/or devices when necessary
• Skeumorphism
• Hybrid
• Games
• Custom
• Tools
A SKEUOMORPH IS “AN OBJECT OR
FEATURE WHICH IMITATES THE DESIGN OF
A SIMILAR ARTEFACT IN ANOTHER
MATERIAL”.
SKEUOMORPHISM MAKES
INTERFACE OR DESIGN THINGS LOOK
AND BEHAVE THE SAME WAY AS THE
REAL-LIFE OBJECT THEY ARE BASED
UPON.
• Make design better than reality

• User interactions should match mental
  model

• Hire a very skilled graphic designer if that isn’t
  your area of expertise
MOST COMMON PATTERN OF
ALL WHICH COMBINES
DIFFERENT INTERACTION
PATTERNS
A GAME IS STRUCTURED
PLAYING, USUALLY UNDERTAKEN
FOR ENJOYMENT AND
SOMETIMES USED AS AN
EDUCATIONAL TOOL.
CREATING SOMETHING
FRESH AND NEW OUT OF
THE BOX, MOVING AWAY
FROM REGULAR PATTERNS.
THE INTERACTION PATTERNS WITHIN
MANY PRODUCTIVITY TOOLS ARE
LARGELY BASED ON USER’S MENTAL
MODELS THAT HAVE DEVELOPED AND
EVOLVED OVER TIME
• Use caution when trying to improve on these
  interaction design patterns
QUESTIONS

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MOBILE INTERACTION PATTERNS AND NON PATTERNS