UI Patterns
Goal
The goal of this issue is to propose, discuss, and investigate an additional method for approaching the design of our product that is focused on UI patterns, driven by interaction design, and takes a more holistic view of the product.
Proposal
Similar to how components allow mico interactions to be standardized across the product, UI Patterns aim to standardize maco interactions or experience flows. In our product, or any product, there are some basic experience flows (see below) that naturally exist. We are currently solving for these experience flows in multiple and varying ways. The proposal here is to attempt to standardize these interactions.
Benefits
Users
- Reduce cognitive load by not having to learn, understand, and remember multiple interaction patterns
- Improve learnability by being able to learn once and apply in multiple situations
- Improve consistency
- Reduction in discoverability being a blocker
- If you can teach somebody a complex pattern then it's not a scary thing to them the next time they come across it allowing for more powerful/efficient user interactions
- More refined interactions
Design team
- Reduce resolving problems
- Allows designers to focus on UX over interaction design
- Allows for cross-stage collaboration where patterns are the only overlap
- Promotes design system collaboration
- Documentation consistency
Engineering
- Reusable code
- Potential to decouple backend/frontend
Experience flows (WIP)
- Creating, updating, deleting
- Configuration, Settings, set up
- Viewing, monitoring, organizing
- Communication
- Exploration, learning, discovery
Approach
-
Provide examples to illustrate variance in current experience -
Determine a set of experience flows -
POC on a particular flow -
Develop plan of attack on additional flows
Edited by Mike Nichols