James Reffell and Micah Alpern from the
User Experience & Design Group at eBay Marketplaces share lessons they have learned working with design patterns over the past few years.
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Real World Design Patterns
1. Real World Design Patterns
A History of Creating & Using Design Patterns at eBay
James Reffell & Micah Alpern
User Experience & Design Group, eBay Marketplaces
March 25, 2006
2. Design Patterns | Why are we here?
• Talk with you about design patterns!
• History of design patterns at eBay
• Share lessons we’ve learned
• Show an example pattern
• Lively discussion!
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3. Design Patterns | Who are we?
• eBay user:
• Working at eBay since 11/1/02
• UI Designer
– User Experience & Design, eBay Marketplaces
– My group focuses on Tailored Shopping Experiences
(e.g. Half.com, Kijiji, eBay Express)
• eBay user:
• Working at eBay since 6/30/03
• UI Designer
– Selling Team & Disruptive Technologies, User Experience
& Design, eBay Marketplaces
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5. Design Patterns | eBay Marketplace’s UED Group
• 5 disciplines
– User Experience
Research
– Content Management
– Creative Design
– Prototyping
– UI Design
• Buying
• Selling
• Platform & International
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6. Design Patterns | In the beginning …
• There were a lot fewer of us in 2002!
• But we already needed something:
– Too many designers & too much complexity
• “just talking” wasn’t working any more
– Doing lots of design very, very quickly
– Designs were (unintentionally) inconsistent
– People were always reinventing the wheel
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9. Design Patterns | … the book (cont’d)
• The book didn’t work!
– Obsolete the day it was printed.
– Actively dangerous within 6 months
– Now a collector’s item
• Why didn’t it work?
– Obvious:
• Static (printed)
• Hard to use (big & unwieldy)
– Less obvious
• Too general (well-lit path)
• Too specific (5-pixel padding)
• Not a lot of ‘just right’
9 • Some things were just wrong
11. Design Patterns | Patterns
• Example: Buttons!
Inconsistent style for
graphical buttons does not
reinforce the eBay brand.
Multiple undifferentiated
buttons with inconsistent
positioning of primary action
do not prioritize the actions
for the user.
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13. Design Patterns | Patterns
• The patterns worked … a little bit.
– A few important patterns got nailed down
– Made some important discoveries
– Those were used … when designers remembered to
– Good design habits
• Why didn’t it work better?
– Obvious:
• PowerPoint (static)
• No knowledge management system
– Less obvious
• Investigations were slow, long, and included too much vetting
• Little or no user research
• Hard to get into actual designs
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16. Design Patterns | Code
• The code worked … better.
– Working with developers and code made patterns deeper
– Some designers picked it up – even non-techies
– Used extensively in certain site areas
– Encouraged reuse
• Why didn’t it work better?
– Done in “spare time” by 1 designer & 1 developer
– XML language required training and was not a transferable skill.
– We made it too hard to be flexible
– The what without the how and the why can be frustrating
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22. Design Patterns | Now
• What we’ve got now
– Patterns
– Process
– (cross-functional) People
• UI, visual design, content,
research, development,
product
– Code
• Developer-led, designer
adoption optional
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23. Design Patterns | What Have We Learned?
• What to do
– Have process, patterns, people, & code
– Move quickly and don’t think too hard
– Incent mass documentation
– Allow and acknowledge messiness
– Document the pattern and the specification and the code
• This is worth it!
– Organic adoption
– Joy of watching team solve hard problems
– Great design (which is the point)
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25. Sell Your Item
• No longer static
– The application grows
with sellers experience
• Rich & deep
– Many many possible
features
– 27 countries with
regional differences
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35. Sample pattern: Input
Required Controls Fees
Title
Title Subtitle
Data Toolbar
Actions Prefix Data Suffix
Prefix Data Suffix
Prefix Data Suffix
Actions
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36. Sample pattern: Input
Input
Title
Data
Actions
Lets keep building…
Group
Two or more inputs with some kind of relationship
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37. Sample pattern: Group
Group
Two or more inputs with some kind of relationship
Group: Compound input
Input Input
Group: Related inputs
Input Input
Group: Parent / Child
Input
Input
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40. Developing a pattern language helps you
– Think structurally
– See relationships
– Create a predictable UI
– Manage complexity
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41. Design Patterns | Inspiration & Thanks
• Many thanks to:
– eBay UED, and the UED Platform Team (past and present),
especially Larry Cornett, Jamie Hoover, Luke Wroblewski, &
Peter Stahl
– IA Summit organizers
Inspiration from:
– The Yahoo Design Pattern Library and Platform team
http://developer.yahoo.com/ypatterns/
– Jared Spool, “Elements of a Design Pattern”
http://www.uie.com/articles/elements_of_a_design_pattern/
– “The Design of Sites”, Van Duyne, Landay, and Hong
http://www.designofsites.com/
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