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    <title>Boxes and Arrows: Comments by Chris Ford</title>
    <link>http://www.boxesandarrows.com/person/1067</link>
    <pubDate>Fri, 26 Jan 2007 14:52:55 GMT</pubDate>
    <description>Comments by Chris Ford</description>
    <item>
      <description>&lt;p&gt;Hello Meg -&lt;/p&gt;

	&lt;p&gt;Great article.&lt;/p&gt;

	&lt;p&gt;I wonder where you see the connection between these &amp;#8216;guiding principles&amp;#8217; and design behaviours and patterns? Our recent work has involved defining three layers of interaction design: The system model (describing the relationship between the users&amp;#8217; model of the system, the audience&amp;#8217;s expectations and requirements, the project objectives and the client&amp;#8217;s brand position), design behaviours (very similar to your guiding principles: strongly influenced by the brand position) and design patterns (recording our understanding of best-practice interactions &amp;#8211; a high level of detail).&lt;/p&gt;

	&lt;p&gt;We&amp;#8217;re finding that this level of &amp;#8216;granularity&amp;#8217; in defining how the system should present interactions to the user extremely helpful, especially for large-scale systems. We&amp;#8217;re also finding that the process of defining these three &amp;#8216;levels&amp;#8217; allows us to involve different project teams/disciplines in the design process, sharing a common set of objectives and &amp;#8211; as importantly &amp;#8211; a common language.&lt;/p&gt;</description>
      <link>http://www.boxesandarrows.com/view/guiding_princip#content_3098</link>
      <guid>http://www.boxesandarrows.com/view/guiding_princip#content_3098</guid>
      <pubDate>Fri, 26 Jan 2007 14:52:55 GMT</pubDate>
      <author>Chris Ford</author>
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