PUX - Patterns of User Experience

Blackwell, A.F. (forthcoming) A pattern language for the design of diagrams. To appear in Clive Richard (Ed), Elements of Diagramming.

Get Started. It's Free
or sign up with your email address
Rocket clouds
PUX - Patterns of User Experience by Mind Map: PUX - Patterns of User Experience

1. Collaborative activities: sharing information structure

1.1. .

1.2. Illustrate a story

1.3. Organize a discussion

1.4. Persuade an audience

2. Construction activities: building information structure

2.1. .

2.2. Incrementation

2.3. Transcription

2.4. Modification

2.5. Exploratory design

3. Interpretation activities: reading information structure

3.1. .

3.2. Search

3.3. Comparison

3.4. Sense-making

4. Experiences of Visibility

4.1. VE1: The information you need is visible

4.2. VE2: The overall story is clear

4.3. VE3: Important parts draw your attention

4.4. VE4: The visual layout is concise

4.5. VE5: You can see detail in context

5. Experiences of Creativity

5.1. CE1: You can extend the language

5.2. CE2: You can redefine how it is interpreted

5.3. CE3: You can see different things when you look again

5.4. CE4: Anything not forbidden is allowed

6. Experiences of Process

6.1. PE1: The order of tasks is natural

6.2. PE2: The steps you take match your goals

6.3. PE3: You can try out a partial product

6.4. PE4: You can be non-committal

6.5. PE5: Repetition can be automated

6.6. PE6: The content can be preserved

7. Experiences of Thinking

7.1. TE1: You don’t need to think too hard

7.2. TE2: You can read-off new information

7.3. TE3: It makes you stop and think

7.4. TE4: Elements mean only one thing

7.5. TE5: You are drawn in to play around

8. Experiences of Meaning

8.1. ME1: It looks like what it describes

8.2. ME2: The purpose of each part is clear

8.3. ME3: Similar things look similar

8.4. ME4: You can tell the difference between things

8.5. ME5: You can add comments

8.6. ME6: The visual connotations are appropriate

9. Experiences of Structure

9.1. SE1: You can see relationships between parts

9.2. SE2: You can change your mind easily

9.3. SE3: There are routes from a thing you know to something you don't

9.4. SE4: You can compare or contrast different parts

10. Experiences of Interaction

10.1. IE1: Interaction opportunities are evident

10.2. IE2: Actions are fluid, not awkward

10.3. IE3: Things stay where you put them

10.4. IE4: Accidental mistakes are unlikely

10.5. IE5: Easier actions steer what you do

10.6. IE6: It is easy to refer to specific parts

11. Patterns of Activity

12. Patterns for experiences

13. Blackwell, A.F. (forthcoming) A pattern language for the design of diagrams. To appear in Clive Richard (Ed), Elements of Diagramming.