A Pattern Language Towns ·Buildings ·Construction = I C L I > Ci) I :X Co:> C
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Patterns Senior Member of Technical Staff and Pattern Languages Knowledge Systems Corp
Kyle Brown An Introduction to Patterns Senior Member of Technical Staff and Pattern Languages Knowledge Systems Corp. 4001 Weston Parkway CSC591O Cary, North Carolina 27513-2303 April 7-9, 1997 919-481-4000 Raleigh, NC [email protected] http://www.ksccary.com Copyright (C) 1996, Kyle Brown, Bobby Woolf, and 1 2 Knowledge Systems Corp. All rights reserved. Overview Bobby Woolf Senior Member of Technical Staff O Patterns Knowledge Systems Corp. O Software Patterns 4001 Weston Parkway O Design Patterns Cary, North Carolina 27513-2303 O Architectural Patterns 919-481-4000 O Pattern Catalogs [email protected] O Pattern Languages http://www.ksccary.com 3 4 Patterns -- Why? Patterns -- Why? !@#$ O Learning software development is hard » Lots of new concepts O Must be some way to » Hard to distinguish good communicate better ideas from bad ones » Allow us to concentrate O Languages and on the problem frameworks are very O Patterns can provide the complex answer » Too much to explain » Much of their structure is incidental to our problem 5 6 Patterns -- What? Patterns -- Parts O Patterns are made up of four main parts O What is a pattern? » Title -- the name of the pattern » A solution to a problem in a context » Problem -- a statement of what the pattern solves » A structured way of representing design » Context -- a discussion of the constraints and information in prose and diagrams forces on the problem »A way of communicating design information from an expert to a novice » Solution -- a description of how to solve the problem » Generative: -
Wiki As Pattern Language
Wiki as Pattern Language Ward Cunningham Cunningham and Cunningham, Inc.1 Sustasis Foundation Portland, Oregon Michael W. Mehaffy Faculty of Architecture Delft University of Technology2 Sustasis Foundation Portland, Oregon Abstract We describe the origin of wiki technology, which has become widely influential, and its relationship to the development of pattern languages in software. We show here how the relationship is deeper than previously understood, opening up the possibility of expanded capability for wikis, including a new generation of “federated” wiki. [NOTE TO REVIEWERS: This paper is part first-person history and part theory. The history is given by one of the participants, an original developer of wiki and co-developer of pattern language. The theory points toward future potential of pattern language within a federated, peer-to-peer framework.] 1. Introduction Wiki is today widely established as a kind of website that allows users to quickly and easily share, modify and improve information collaboratively (Leuf and Cunningham, 2001). It is described on Wikipedia – perhaps its best known example – as “a website which allows its users to add, modify, or delete its content via a web browser usually using a simplified markup language or a rich-text editor” (Wikipedia, 2013). Wiki is so well established, in fact, that a Google search engine result for the term displays approximately 1.25 billion page “hits”, or pages on the World Wide Web that include this term somewhere within their text (Google, 2013a). Along with this growth, the definition of what constitutes a “wiki” has broadened since its introduction in 1995. Consider the example of WikiLeaks, where editable content would defeat the purpose of the site. -
From a Pattern Language to a Field of Centers and Beyond Patterns and Centers, Innovation, Improvisation, and Creativity
From a Pattern Language to a Field of Centers and Beyond Patterns and Centers, Innovation, Improvisation, and Creativity Hajo Neis Illustration 1: University of Oregon in Portland Downtown Urban Campus The Campus is located in downtown Portland in adapted old warehouse buildings, and was first designed in the Oregon pattern language method with the principles of pat- terns and user participation. The White Stag building facilities are open since 2009. 144 Hajo Neis INTRODUCTION What we call now the ›overall pattern language approach‹ in architecture, urban design, and planning has grown from its original principle of ›pattern and pat- tern language‹ into a large and solid body of theory and professional work. To- day, pattern theory and practice includes a large number of principles, methods, techniques and practical project applications in which patterns themselves play a specific part within this larger body of knowledge. Not only has the pattern lan- guage approach grown in its original area of architecture, but it has also (though less triumphantly than silently) expanded into a large number of other disciplines and fields, in particular computer and software science, education, biology, com- munity psychology, and numerous practical fields. Nevertheless, we first have to acknowledge that the pattern approach originally started with a single principle almost 50 years ago, the principle of pattern and pattern language that gave the name to this school of thought and practical professional project work. In this article we want to trace some of the theoretical and practical develop- ment of the pattern method and its realization in practical projects. We want to explore how challenges and opportunities resulted in the adaptation of the pattern language method into various forms of pattern project formats and formulations including ›pattern language‹ and ›project language.‹ We want to look at various forms of innovations and techniques that deal with theoretical improvements as well as the necessities of adaptation for practical cases and projects. -
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. -
A Pattern Language for Designing Application-Level Communication Protocols and the Improvement of Computer Science Education Through Cloud Computing
Utah State University DigitalCommons@USU All Graduate Theses and Dissertations Graduate Studies 5-2017 A Pattern Language for Designing Application-Level Communication Protocols and the Improvement of Computer Science Education through Cloud Computing Jorge Edison Lascano Utah State University Follow this and additional works at: https://digitalcommons.usu.edu/etd Part of the Computer Sciences Commons Recommended Citation Lascano, Jorge Edison, "A Pattern Language for Designing Application-Level Communication Protocols and the Improvement of Computer Science Education through Cloud Computing" (2017). All Graduate Theses and Dissertations. 6547. https://digitalcommons.usu.edu/etd/6547 This Dissertation is brought to you for free and open access by the Graduate Studies at DigitalCommons@USU. It has been accepted for inclusion in All Graduate Theses and Dissertations by an authorized administrator of DigitalCommons@USU. For more information, please contact [email protected]. A PATTERN LANGUAGE FOR DESIGNING APPLICATION-LEVEL COMMUNICATION PROTOCOLS AND THE IMPROVEMENT OF COMPUTER SCIENCE EDUCATION THROUGH CLOUD COMPUTING by Jorge Edison Lascano A dissertation submitted in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY in Computer Science Approved: ______________________ ____________________ Stephen W. Clyde, Ph.D. Curtis Dyreson, Ph.D. Major Professor Committee Member ______________________ ____________________ Haitao Wang, Ph.D. Young-Woo Kwon, Ph.D. Committee Member Committee Member ______________________ ____________________ Luis Gordillo, Ph.D. Mark R. McLellan, Ph.D. Committee Member Vice President for Research and Dean of the School of Graduate Studies UTAH STATE UNIVERSITY Logan, Utah 2017 ii Copyright © Jorge Edison Lascano 2017 All Rights Reserved iii ABSTRACT A Pattern Language for Designing Application-Level Communication Protocols and the Improvement of Computer Science Education through Cloud Computing by Jorge Edison Lascano, Doctor of Philosophy Utah State University, 2017 Major Professor: Stephen W. -
Non-Software Examples of Software Design Patterns Автор: Michael Duell
Non-Software Examples of Software Design Patterns Автор: Michael Duell. Хорошая, хоть и старая (97 год) статья в которой приведены примеры применения паттернов в вещах, которые не имеют отношения к разработке. Такой подход отлично иллюстрирует паттерны и делает их более доступными для понимания. Например отлично показан паттерн Фасад: интерфейсы офисных устройств можно сильно упростить с помощью секретарши. Или например паттерн Бридж, который показан на примере выключателя которым можно управлять лампочкой, вентилятором или любым другим прибором. Non-Software Examples of Software Design Patterns by Michael Duell Abstract Software design patterns have roots in the architectural patterns of Christopher Alexander, and in the object movement. According to Alexander, patterns repeat themselves, since they are a generic solution to a given system of forces. The object movement looks to the real world for insights into modeling software relationships. With these dual roots, it seems reasonable that software design patterns should be repeated in real world objects. This paper presents a real world, non software instance of each design pattern from the book, Design Patterns - Elements of Reusable Object-Oriented Software [13]. The paper also discusses the implications of non-software examples on the communicative power of a pattern language, and on design pattern training. 1. Introduction Within the software industry, a growing community of patterns proponents exists. The roots of the patterns movement are found in the writings of architect Christopher Alexander, who describes a pattern as a generic solution to a given system of forces in the world [1]. Alexander's patterns can be observed in everyday structures. Each pattern in A Pattern Language[2] includes a picture of an archetypal example of the pattern. -
The Idea of Architecture, the User As Inhabitant: Design Through a Christopher Alexander Lens
The Idea of Architecture, The User As Inhabitant: Design through a Christopher Alexander Lens Molly Wright Steenson Carnegie Mellon University, School of Design [email protected] Abstract: The architect Christopher Alexander contributed the major notion oF “architecture” to the Field oF design research and its associated practices, an engagement that began in 1962, with the Design Methods movement. As co- author oF A Pattern Language and author oF such books as Notes on the Synthesis of Form and The Timeless Way of Building, he and his colleagues inFluenced the notion oF architecture in the Fields oF design, design research and computer programming. Through the joint interpretations and applications oF Alexander’s version of architecture by designers and programmers, two important practices emerged: the use oF patterns in programming, and the concept oF a user as the inhabitant oF a system oF soFtware. Yet this view oF “architecture” held by designers and programmers diFFers From how architects practice the Field, not to mention how they negatively they assess Alexander. Ultimately, there is much to learn From Alexander’s contrarian stance and in the connections and disconnections in the idea oF architecture, as it is understood in user-centered design. Keywords: architecture, Christopher Alexander, pattern languages 1. Introduction Designers and design researchers use the word “architecture” to describe the process oF designing systems. In so doing, they envision the user oF such a system as an inhabitant of the space oF soFtware. The architect Christopher Alexander, a seminal contributor to Design Methods and design research, is largely responsible For transmitting “architecture” to the practices oF design researchers, user-centered designers (by which I include interaction, experience, and soFtware designers, and inFormation architects who engage with design research methods), and certain computer programmers. -
A Pattern Language: Towns, Buildings, Construction
A Pattern Language: Towns, Buildings, Construction "Individuals have no effective voice in any community of more than 5,000-10,000 persons." A Pattern Language: Towns, Buildings, Construction is a 1977 book on architecture, urban design, and community livability. It was authored by Christopher Alexander , Sara Ishikawa and Murray Silverstein of the Center for Environmental Structure of Berkeley, California, with writing credits also to Max Jacobson , Ingrid Fiksdahl-King and Shlomo Angel . Decades after its publication, it is still one of the best-selling books on architecture. [1] 1 / 4 A Pattern Language: Towns, Buildings, Construction The book creates a new language, what the authors call a pattern language derived from timeless entities called patterns. As they write on page xxxv of the introduction "All 253 patterns together form a language." Patterns describe a problem and then offer a solution. In doing so the authors intend to give ordinary people, not only professionals, a way to work with their neighbors to improve a town or neighborhood, design a house for themselves or work with colleagues to design an office, workshop or public building such as a school. It includes 253 patterns such as 12 - Community of 7000 given a treatment over several pages where Pattern 12 on page 71 then goes on to state " Individuals have no effective voice in any community of more than 5,000-10,000 persons ." It is written as a set of problems and documented solutions. This is a form that a theoretical mathematician or computer scientist might call a generative grammar. Written in the 1970's at University of California - Berkeley, it was influenced by the emerging language to describe computer programming and design. -
On Pattern Languages, Design Patterns and Evolution
New Design Ideas Vol.3, No.1, 2019, pp.44-52 ON PATTERN LANGUAGES, DESIGN PATTERNS AND EVOLUTION Bruno Postle* Independent researcher, Sheffield, UK Abstract. Pattern Languages for the built environment and Design Patterns for computer software are closely related fields. This article discusses differences between the two considering the different problem spaces of each. We identify possible reasons for the general acceptance of Design Patterns in computer science and the corresponding lack of acceptance by architects. A novel approach to the design of buildings is proposed using a synthesis of Evolutionary Computing with a Pattern Language as fitness criteria. Keywords: Pattern languages, design patterns, evolutionary computing, computer science, architecture, urban design. Corresponding Author: Bruno Postle, 75 Crookes Road, Sheffield S10 5BD, UK, Tel.: +447981460853 e-mail: [email protected] Received: 21 December 2018; Accepted: 27 February 2019; Published: 28 June 2019. 1. Introduction This article provides context for a larger ongoing Free Software project for the design of domestic buildings using simulated evolution (Postle, 2013). This software is unique in that the process is driven entirely by what are called Pattern Languages – with the aim that the buildings should meet human needs at every scale – the resulting designs bear a strong resemblance to vernacular or „traditional‟ architecture. This background is interesting in itself, so we will introduce some ideas regarding the built environment that are generally considered outside the architectural mainstream, but which have long had profound influence in the computer science field. We will explore how we can learn from this existing cross-pollination between the architecture and computer science fields, with the aim to use this information to close the circle and make something genuinely useful for the built environment. -
Christopher Alexander - Wikipedia, the Free Encyclopedia 頁 1 / 9
Christopher Alexander - Wikipedia, the free encyclopedia 頁 1 / 9 Christopher Alexander From Wikipedia, the free encyclopedia Christopher Wolfgang Alexander (born 4 October 1936 in Vienna, Austria)[1][2] is a widely influential architect and design theorist, and currently emeritus professor at the University of California, Berkeley. His theories about the nature of human-centered design have had notable impacts across many fields beyond architecture, including urban design, software, sociology and other fields.[3] Alexander has also designed and personally built over 100 buildings, both as an architect and a general contractor.[4][5] In the field of software, Alexander is regarded as the father of Christopher Alexander in 2012. the Pattern Language movement. The first wiki - the technology behind Wikipedia - led directly from Alexander's work, according to its creator, Ward Cunningham.[6][7] Alexander's work has also influenced the development of Agile software development and Scrum (software development)[8] In architecture, Alexander's work is used by a number of different contemporary architectural communities of practice, including the New Urbanist movement, to help people to reclaim control over their own built environment.[9] However, Alexander is controversial among some mainstream architects and critics, in part because his work is often harshly critical of much of contemporary architectural theory and practice.[10] Alexander is known for his many books on the design and building process, including Notes on the Synthesis of Form, A City is Not a Tree (first published as a paper and recently re-published in book form), The Timeless Way of Building, A New Theory of Urban Design, and The Oregon Experiment. -
The Pattern Languages
CopCh04v3.fm Page 29 Sunday, June 13, 2004 3:27 PM PART II The Pattern Languages Finally, the patterns themselves! Thank you for patiently reading the introductory material, for it will help you use the patterns. We have divided the patterns into four interrelated pattern languages: 1. Project Management: the organizational aspects of managing projects. 2. Piecemeal Growth of the Organization: the ways in which an organization grows and develops over time. 3. Organizational Style: the general approach to the way the organization works. 4. People and Code: the ways in which people affect code—and the ways in which the design of code affects people! Each pattern language presents patterns in a sequence that allows the patterns to build on each other. Sometimes a pattern recurs in multiple pattern languages, but we present the pattern only in the pattern language with which it is most strongly connected, and we include a refer- ence to that appearance in other appearances of the pattern. In practice, you will use all four of these pattern languages together, weaving patterns together to solve problems and to strengthen your organization one pattern at a time. The first two pattern languages are design pattern languages; the second two are construc- tion pattern languages. Chapters 4 and 5 are dedicated to these two kinds of patterns, respec- tively. Alexander makes the same distinction in his pattern language, separating the act of design from the engineering considerations of construction. Design patterns are those that lay the foundation of the entity to be built—buildings and towns for Alexander, and software development organizations for us. -
A “Language Game” Approach to Architectural Typology
A “Language Game” Approach to Architectural Typology Christian Kühn, Marcus Herzog Technische Universität Wien/Austria Institut für Gebäudelehre eCAADe 1991 - PDF-Proceedings (conversion 2000) 147 Christian Kühn, Marcus Herzog, A "Language Game" 1 Abstract This paper examines the role of natural language in architectural design methods. It first investigates the role of language in decomposition and synthesis of architectural design problems giving special attention to ChristopherAlexander’s theories. Then the notion of ideal types in architectural design is compared with empirical typologies that regard types as groupings of objects which have certain attributes in common. It is shown that Ludwig Wittgenstein’s game theory of language may serve as a method to cope with an underlying paradoxon of this empirical approach. Finally, we present an attempt to use the "language-game" approach to describe and analyze architectural types. Introduction Architecture is often regarded as a language with its own vocabulary, syntax, pragmatics (context and style) and semantics [Gero 1987, Mitchell 1990]. Shape grammars allow to build up structures from a given vocabulary by applying transformation rules [Stiny 1978]. Looking at a plan generated by the Palladian Grammar of Stiny and Mitchell, an architect can identify and name it by saying: "This is the plan of a Palladian villa." Although this might seem most natural, we have to distinguish carefully between the notion of architecture as a language and the language we use to communicate about architecture. By calling the output of a shape grammar "Palladian Villa we do not establish the semantics of an architectural language, but we try to map the syntax of one language into the semantics of the other.