Design Principles and Design Patterns
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Principles of Design
Principles of Design Balance Proportion/Scale Emphasis Rhythm Introduction The principles of design are essential to the development and production of clothing used by individuals and families around the world. Each principle has a specific role in creating an aesthetically pleasing garment or ensemble. The principles of design consist of: balance, proportion (also referred to as scale), emphasis, and rhythm. When a garment or ensemble uses the elements and principles of design to create a visual unity, harmony is achieved. Garments often integrate more than one principle, while drawing from the elements of design to create a cohesive look. The following discussion will present background information on each of the principles of design and applications to clothing design and construction. Balance According to Wolfe (2011) balance implies that there is an equilibrium or uniformity among the parts of a design (p. 205). To achieve balance, a garment or ensemble should have equal visual weight throughout the design. The use of structural features, added embellishments, or decorations to a garment contribute to the appearance of a garment or ensemble being balanced or not. A clothing designer can utilize surface designs on fabric to construct a garment creating visual balance. Further, color, line, and texture can impact the balance of a design. For example, cool and light colors have less visual weight than dark, warm colors. If an individual is wearing a small amount of a dark, warm color it can be balanced out with a larger amount of cool, light colors. Balance used in clothing design can be categorized into two groups: Formal and Informal Balance. -
APPLYING MODEL-VIEW-CONTROLLER (MVC) in DESIGN and DEVELOPMENT of INFORMATION SYSTEMS an Example of Smart Assistive Script Breakdown in an E-Business Application
APPLYING MODEL-VIEW-CONTROLLER (MVC) IN DESIGN AND DEVELOPMENT OF INFORMATION SYSTEMS An Example of Smart Assistive Script Breakdown in an e-Business Application Andreas Holzinger, Karl Heinz Struggl Institute of Information Systems and Computer Media (IICM), TU Graz, Graz, Austria Matjaž Debevc Faculty of Electrical Engineering and Computer Science, University of Maribor, Maribor, Slovenia Keywords: Information Systems, Software Design Patterns, Model-view-controller (MVC), Script Breakdown, Film Production. Abstract: Information systems are supporting professionals in all areas of e-Business. In this paper we concentrate on our experiences in the design and development of information systems for the use in film production processes. Professionals working in this area are neither computer experts, nor interested in spending much time for information systems. Consequently, to provide a useful, useable and enjoyable application the system must be extremely suited to the requirements and demands of those professionals. One of the most important tasks at the beginning of a film production is to break down the movie script into its elements and aspects, and create a solid estimate of production costs based on the resulting breakdown data. Several film production software applications provide interfaces to support this task. However, most attempts suffer from numerous usability deficiencies. As a result, many film producers still use script printouts and textmarkers to highlight script elements, and transfer the data manually into their film management software. This paper presents a novel approach for unobtrusive and efficient script breakdown using a new way of breaking down text into its relevant elements. We demonstrate how the implementation of this interface benefits from employing the Model-View-Controller (MVC) as underlying software design paradigm in terms of both software development confidence and user satisfaction. -
Pattern Languages in HCI: a Critical Review
HUMAN–COMPUTER INTERACTION, 2006, Volume 21, pp. 49–102 Copyright © 2006, Lawrence Erlbaum Associates, Inc. Pattern Languages in HCI: A Critical Review Andy Dearden Sheffield Hallam University Janet Finlay Leeds Metropolitan University ABSTRACT This article presents a critical review of patterns and pattern languages in hu- man–computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for de- veloping and communicating information and knowledge to support good de- sign. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to in- teraction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI. Andy Dearden is an interaction designer with an interest in knowledge sharing and communication in software development. He is a senior lecturer in the Com- munication and Computing Research Centre at Sheffield Hallam University. Janet Finlay is a usability researcher with an interest in design communication and systems evaluation. She is Professor of Interactive Systems in Innovation North at Leeds Metropolitan University. 50 DEARDEN AND FINLAY CONTENTS 1. INTRODUCTION 2. THE SCOPE OF THIS REVIEW 2.1. General Software Design Patterns 2.2. Interface Software Design Patterns 2.3. Interaction Design Patterns 3. A SHORT HISTORY OF PATTERNS 3.1. -
GREATER GOLDEN HILL COMMUNITY PLAN UPDATE CHARRETTE 1 – Written Comments from Community Participants
GREATER GOLDEN HILL COMMUNITY PLAN UPDATE CHARRETTE 1 – Written Comments from Community Participants DRAFT October 9, 2010 Table 1 10 Things you Love about your Community - Golf course - open space - Dog park - Trails near the dog park canyon - Walkability - Eclectic architecture - Local businesses - Community-oriented events (Old House Fair, Walkabout, etc.) - Diversity - Natural views - Art spaces - The natural view - Connection to the park - Access/ proximity to downtown/ Balboa 10 Simple Improvements - Golf Course Open Space Add a walk path – make it safe all around the park Wildlife access Expand more family access to east end of park between Rec Center & 28th St. (use up some golf course space) - Improve connection to Balboa Park, improve street access & walkablility - Increase maintenance district funds for park? - Possible use of maintenance district funds for street repairs & lighting - Need a larger community center - 25th & F - idea for community center? - 25th & F – church for lease? - What to do for closed post office? - Bring the streetcar/ trolley to 30th & Fern - There are 2 auto shops near C & 25th - Underground the power lines - More street art - Enforce code on street signs and advertisements - Improve jogging & bike path around the golf course *All comments written herein are direct transcriptions of notes collected from each table as well as notes taken during the report back sessions of the workshop Golden Hill Charrette 1 – Comments - More walking trails - Improve sidewalks - lighting - More playgrounds - Rezone 25th street - Library/ Cultural Center/ Community Center - Need a Golden Hill sign (like Hillcrest or North Park) - Streetcar/Trolley Streets & Connections - Public art - Bus stops designed by a local artists competition - Community plazas and fountains - Entry signage for Golden Hill & South Park - Bike racks @ all destinations - Green Streets - Improve Russ Blvd. -
Design Patterns in Ocaml
Design Patterns in OCaml Antonio Vicente [email protected] Earl Wagner [email protected] Abstract The GOF Design Patterns book is an important piece of any professional programmer's library. These patterns are generally considered to be an indication of good design and development practices. By giving an implementation of these patterns in OCaml we expected to better understand the importance of OCaml's advanced language features and provide other developers with an implementation of these familiar concepts in order to reduce the effort required to learn this language. As in the case of Smalltalk and Scheme+GLOS, OCaml's higher order features allows for simple elegant implementation of some of the patterns while others were much harder due to the OCaml's restrictive type system. 1 Contents 1 Background and Motivation 3 2 Results and Evaluation 3 3 Lessons Learned and Conclusions 4 4 Creational Patterns 5 4.1 Abstract Factory . 5 4.2 Builder . 6 4.3 Factory Method . 6 4.4 Prototype . 7 4.5 Singleton . 8 5 Structural Patterns 8 5.1 Adapter . 8 5.2 Bridge . 8 5.3 Composite . 8 5.4 Decorator . 9 5.5 Facade . 10 5.6 Flyweight . 10 5.7 Proxy . 10 6 Behavior Patterns 11 6.1 Chain of Responsibility . 11 6.2 Command . 12 6.3 Interpreter . 13 6.4 Iterator . 13 6.5 Mediator . 13 6.6 Memento . 13 6.7 Observer . 13 6.8 State . 14 6.9 Strategy . 15 6.10 Template Method . 15 6.11 Visitor . 15 7 References 18 2 1 Background and Motivation Throughout this course we have seen many examples of methodologies and tools that can be used to reduce the burden of working in a software project. -
A Design Pattern Generation Tool
Project Number: GFP 0801 A DESIGN PATTERN GEN ERATION TOOL A MAJOR QUALIFYING P ROJECT REPORT SUBMITTED TO THE FAC ULTY OF WORCESTER POLYTECHNIC INSTITUTE IN PARTIAL FULFILLME NT OF THE REQUIREMEN TS FOR THE DEGREE OF BACHELOR O F SCIENCE BY CAITLIN VANDYKE APRIL 23, 2009 APPROVED: PROFESSOR GARY POLLICE, ADVISOR 1 ABSTRACT This project determines the feasibility of a tool that, given code, can convert it into equivalent code (e.g. code that performs the same task) in the form of a specified design pattern. The goal is to produce an Eclipse plugin that performs this task with minimal input, such as special tags.. The final edition of this plugin will be released to the Eclipse community. ACKNOWLEGEMENTS This project was completed by Caitlin Vandyke with gratitude to Gary Pollice for his advice and assistance, as well as reference materials and troubleshooting. 2 TABLE OF CONTENTS Abstract ....................................................................................................................................................................................... 2 Acknowlegements ................................................................................................................................................................... 2 Table of Contents ..................................................................................................................................................................... 3 Table of Illustrations ............................................................................................................................................................. -
Application Design Patterns Catalogue
Design Patterns Catalogue AUTOSAR Release 4.2.2 Document Title Design Patterns Catalogue Document Owner AUTOSAR Document Responsibility AUTOSAR Document Identification No 672 Document Classification Auxiliary Document Status Final Part of AUTOSAR Release 4.2.2 Document Change History Release Changed by Description • reconsideration of signal definitions and tailored AUTOSAR pattern for smart actuators and actuators with no 4.2.2 Release feedback loop Management • specification items added • minor changes • First Release of document. Patterns covered: AUTOSAR – Sensor and Actuator Pattern 4.2.1 Release – Arbitration of Several Set-point Requester Management Pattern • Previously published as part of EXP_AIPowertrain 1 of 46 Document ID 672: AUTOSAR_TR_AIDesignPatternsCatalogue — AUTOSAR CONFIDENTIAL — Design Patterns Catalogue AUTOSAR Release 4.2.2 Disclaimer This specification and the material contained in it, as released by AUTOSAR, is for the purpose of information only. AUTOSAR and the companies that have contributed to it shall not be liable for any use of the specification. The material contained in this specification is protected by copyright and other types of Intellectual Property Rights. The commercial exploitation of the material contained in this specification requires a license to such Intellectual Property Rights. This specification may be utilized or reproduced without any modification, in any form or by any means, for informational purposes only. For any other purpose, no part of the specification may be utilized or reproduced, in any form or by any means, without permission in writing from the publisher. The AUTOSAR specifications have been developed for automotive applications only. They have neither been developed, nor tested for non-automotive applications. -
Pattern Design Pdf, Epub, Ebook
PATTERN DESIGN PDF, EPUB, EBOOK Lewis Foreman Day | 306 pages | 28 Mar 2003 | Dover Publications Inc. | 9780486407098 | English | New York, United States Pattern Design PDF Book Via Harris Scarfe. In our hotel example, we broke the established pattern. The Justine skirt pattern makes a flattering A-line high-waisted skirt with a midi length. Although technically they should include a repetition to qualify as a complete pattern, in many cases they are only hinted at for lack of space—such as on packaging or in corporate designs. They're also time-savers. Colorful bird feather seam… Floral. Research shows that people look for relationships between values, and patterns reinforce those relationships. Especially the marble effect seems to be everywhere lately. People perceive that closely-placed elements are related, especially if separated from other groups by even more space. Depending on the colors you use, you can complement and emphasize your logo, headline or product pictures. Similarly, a black and white pattern can make a powerful statement. Create a flat front skirt for your wardrobe with this free pattern and tutorial. Nothing happens. This design for a sea food restaurant uses a lovely mix of communicative and geometric patterns. Via Mary Rabun for Birchbox. Often they occur naturally—think trees in a forest or sea shells on a beach. Get a design. Hello, thank you so much for the website! This is one of the most comprehensive sites that I have come across. In the case of a hotel-finding site, we must present users with relevant search results so they can make an informed decision. -
Java Design Patterns I
Java Design Patterns i Java Design Patterns Java Design Patterns ii Contents 1 Introduction to Design Patterns 1 1.1 Introduction......................................................1 1.2 What are Design Patterns...............................................1 1.3 Why use them.....................................................2 1.4 How to select and use one...............................................2 1.5 Categorization of patterns...............................................3 1.5.1 Creational patterns..............................................3 1.5.2 Structural patterns..............................................3 1.5.3 Behavior patterns...............................................3 2 Adapter Design Pattern 5 2.1 Adapter Pattern....................................................5 2.2 An Adapter to rescue.................................................6 2.3 Solution to the problem................................................7 2.4 Class Adapter..................................................... 11 2.5 When to use Adapter Pattern............................................. 12 2.6 Download the Source Code.............................................. 12 3 Facade Design Pattern 13 3.1 Introduction...................................................... 13 3.2 What is the Facade Pattern.............................................. 13 3.3 Solution to the problem................................................ 14 3.4 Use of the Facade Pattern............................................... 16 3.5 Download the Source Code............................................. -
Design Patterns
CSE 403: Software Engineering, Winter 2016 courses.cs.washington.edu/courses/cse403/16wi/ Design Patterns Emina Torlak [email protected] Outline • Overview of design patterns • Creational patterns • Structural patterns • Behavioral patterns 2 introoverview of design patterns What is a design pattern? 4 What is a design pattern? • A standard solution to a common programming problem • a design or implementation structure that achieves a particular purpose • a high-level programming idiom 4 What is a design pattern? • A standard solution to a common programming problem • a design or implementation structure that achieves a particular purpose • a high-level programming idiom • A technique for making code more flexible or efficient • reduce coupling among program components • reduce memory overhead 4 What is a design pattern? • A standard solution to a common programming problem • a design or implementation structure that achieves a particular purpose • a high-level programming idiom • A technique for making code more flexible or efficient • reduce coupling among program components • reduce memory overhead • Shorthand for describing program design • a description of connections among program components • the shape of a heap snapshot or object model 4 Why should you care? • You could come up with these solutions on your own … • But you shouldn't have to! • A design pattern is a known solution to a known problem. 5 Types of design patterns • Creational patterns • how objects are instantiated • Structural patterns • how objects / classes can -
Object-Oriented Design Patterns
Object-Oriented Design Patterns David Janzen EECS 816 Object-Oriented Software Development University of Kansas Outline • Introduction – Design Patterns Overview – Strategy as an Early Example – Motivation for Creating and Using Design Patterns – History of Design Patterns • Gang of Four (GoF) Patterns – Creational Patterns – Structural Patterns – Behavioral Patterns Copyright © 2006 by David S. 2 Janzen. All rights reserved. What are Design Patterns? • In its simplest form, a pattern is a solution to a recurring problem in a given context • Patterns are not created, but discovered or identified • Some patterns will be familiar? – If you’ve been designing and programming for long, you’ve probably seen some of the patterns we will discuss – If you use Java Foundation Classes (Swing), Copyright © 2006 by David S. 3 you have certaJiannzleyn. Aulls rieghdts rsesoervmed.e design patterns Design Patterns Definition1 • Each pattern is a three-part rule, which expresses a relation between – a certain context, – a certain system of forces which occurs repeatedly in that context, and – a certain software configuration which allows these forces to resolve themselves 1. Dick Gabriel, http://hillside.net/patterns/definition.html Copyright © 2006 by David S. 4 Janzen. All rights reserved. A Good Pattern1 • Solves a problem: – Patterns capture solutions, not just abstract principles or strategies. • Is a proven concept: – Patterns capture solutions with a track record, not theories or speculation 1. James O. Coplien, http://hillside.net/patterns/definition.html Copyright © 2006 by David S. 5 Janzen. All rights reserved. A Good Pattern • The solution isn't obvious: – Many problem-solving techniques (such as software design paradigms or methods) try to derive solutions from first principles. -
Design Patterns for Developing Dynamically Adaptive
Design Patterns for Developing Dynamically Adaptive Systems ∗ Andres J. Ramirez and Betty H.C. Cheng Michigan State University 3115 Engineering Building East Lansing, Michigan 48824 {ramir105, chengb}@cse.msu.edu ABSTRACT 1. INTRODUCTION As applications grow in size and complexity, and computing As applications grow in size, complexity, and heterogene- infrastructure continues to evolve, it becomes increasingly ity in response to growing computational needs, it is increas- difficult to build a system that satisfies all requirements and ingly difficult to build a system that satisfies all require- constraints that might arise during its lifetime. As a result, ments and design constraints that it will encounter during there is an increasing need for software to adapt in response its lifetime. Many of these systems are required to run con- to new requirements and environmental conditions after it tinuously, disallowing long downtimes where humans look has been deployed. Due to their high complexity, adaptive for places to modify the code. As a result, it is important programs are generally difficult to specify, design, verify, and to be able to adapt an application’s behavior at run time in validate. In addition, the current lack of reusable design ex- response to changing requirements and environmental condi- pertise that can be leveraged from one adaptive system to tions [21]. IBM proposed autonomic computing [16] to meet another further exacerbates the problem. To address this this need, where a system manages itself based on high-level problem, we studied over thirty adaptation-related research objectives from a systems administrator, thus promoting and project implementations available from the literature self-management and self-reconfiguration.