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Chat about this. We don't repeat stuff just because it's used everywhere. If it's common, but awful, we include it, but with warnings... A key, over-riding principle behind much of this work is the understanding between common practice and best practice. While not always explicitly stated, this is what drove activities like the inclusion of the anti-patterns (or "worst practices") for each pattern. There are many, many design patterns that do not work, or do not work as well as alternatives.
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This is a key reason so much effort went into researching the patterns. We didn't just include something because it was heavily used, or is a much-lauded feature of a new and well-covered device. If it's common or well-known, but bad, we include it, but with warnings.
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This also means, again, that there was some serious discussion of what qualifies as a pattern. In general, a pattern must be best practice, and common enough to be recognized or encountered.
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This all needs to be tied together as a single thought. What's a pattern, this, the style and so on. So we can expand on thoughts like: The patterns were developed by observing and analyzing a large number of devices -- featurephones, smartphones, pdas, tablets, gps's, etc. Key components were observed to be true in most devices, and used pretty consistently. Those were generally considered to be patterns. There may therefore be some odd cases where an antipattern has general solutions listed, but no specific solutions in the body of the pattern. Though the problem is known, but no single solution has emerged.
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The patterns themselves were then analyzed to assure they meet the basics for good UI/UX design. When gaps are found, or are simply exposed from our own knowledge and observations (from lab tests, etc.) these common practices ended up being anti-patterns, and the best practice is written up instead.

In general, best practice that is not implemented anywhere is not described, as it does not rise to the level of a pattern. Only real world items are patterns by our thinking, not clever concepts. There may therefore be some odd cases where an antipattern has general solutions listed, but no specific solutions in the body of the pattern. The antipattern is listed as it's a known problem, but no single solution has emerged.

Other times, this is simply described as such in the pattern. Other gaps, such as emerging technologies or interesting implementations that could use a pattern, but do not yet do so -- or do not do so consistently -- are likewise left out, or are noted as being not yet a pattern.
Best practice that is not implemented anywhere (or only very rarely) is not described, as it does not rise to the level of a pattern. Only real world items are patterns by our thinking, not clever concepts, demonstrations or videos of how the future might work. These are, however, sometimes mentioned as future technologies or options to look forward to.

This page is a stub. It's just something to get notes down, and is not final in any way.

A key, over-riding principle behind much of this work is the understanding between common practice and best practice. While not always explicitly stated, this is what drove activities like the inclusion of the anti-patterns (or "worst practices") for each pattern. There are many, many design patterns that do not work, or do not work as well as alternatives.

This is a key reason so much effort went into researching the patterns. We didn't just include something because it was heavily used, or is a much-lauded feature of a new and well-covered device. If it's common or well-known, but bad, we include it, but with warnings.

This also means, again, that there was some serious discussion of what qualifies as a pattern. In general, a pattern must be best practice, and common enough to be recognized or encountered.

There may therefore be some odd cases where an antipattern has general solutions listed, but no specific solutions in the body of the pattern. Though the problem is known, but no single solution has emerged.

Best practice that is not implemented anywhere (or only very rarely) is not described, as it does not rise to the level of a pattern. Only real world items are patterns by our thinking, not clever concepts, demonstrations or videos of how the future might work. These are, however, sometimes mentioned as future technologies or options to look forward to.

Common Practice Versus Best Practice (last edited 2013-04-08 20:01:47 by shoobe01)