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Topic

Design Patterns

A design pattern is a reusable solution to a problem that keeps coming back. Instead of inventing a new way to paginate a list or confirm a purchase each time, designers draw on solutions that have been tried, named and documented. Patterns can describe interface components, layouts, interactions or the psychological mechanisms that shape what people do.

Patterns give teams a shared vocabulary and save time, and they make interfaces more predictable for users, who already know how familiar solutions work. The same knowledge can be misused: patterns that steer people against their own interests are known as dark patterns.

The six talks here run from 2010 to 2015. Anders Toxboe looks beyond usability at designing with persuasive patterns (GOTO, 2018), and Harry Brignull covers dark patterns, interfaces designed to trick people. Brad Frost shares style guide best practices and Tim Kadlec talks about “The Space Between”, both at beyond tellerrand. Dan Klyn draws five lessons on patterns from Richard Saul Wurman (UX Week, 2013), and Jen Simmons asks how to get out of our ruts. The UI-Patterns.com library collects both interface and persuasive patterns with real-world examples.

Related topics

Persuasive DesignAnimationBehavioral EconomicsCognitive PsychologyDesignDesign PrinciplesGamificationHabits & Behavior Change

Speakers

Anders Toxboe, Brad Frost, Dan Klyn, Harry Brignull, Jen Simmons, Tim Kadlec

Conferences

beyond tellerrand, GOTO, Generate New York, UX Brighton, UX Week