I presented this material with my colleague Priidu Zilmer as part of a two-day design workshop for Tartu University’s Design and Development of Virtual Environments Master’s program. See www.ddve.ee for more info.
pattern describes a problem that occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. Christopher Alexander Christopher Alexander. A Pattern Language: Towns, Buildings, Construction
between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognise, diagnose, and recover from errors 10.Help and documentation Jakob Nielsen. Ten Usability Heuristics
Fast and fluid • Snap and scale beautifully • Use the right Contracts • Invest in a great Tile • Feel connected and alive • Roam to the cloud • Embrace Metro principles