Affichage des articles dont le libellé est design pattern. Afficher tous les articles
Affichage des articles dont le libellé est design pattern. Afficher tous les articles

mardi 18 mars 2014

HW[RG²] Marketing design pattern for interactive campaigns

Hello,

It is by creating and involving a photo/video capture application in full html5, specially designed to work on All In One computers, during prestigious companies events, that I've got a revelation.

I'm coding an interactive application that the user can interact with to share a content (photo or video) with his world. Of course, we collect user datas with his authorization, like any other interactive marketing campaign available.

The fact is that, I've noticed that everytime we have to deliver an application, we still brainstorming about the user journey, trying to improve the previous version.
And, we are not isolated case, many other marketing professionals and ux designers still doing the same.

This is why, I'm bringing the HW[RG²] design pattern for marketing interactive campaigns.


HW[RG²] stand for:
- Hello
- Who is
- Ready
- Go
- Realize
- Get

These acronyms are steps a user has to go through in your application to live the experience you want him to live.
You can traduce these steps more fluidly like that: "Hello! Who is ready to go, realize and get.".


What does each of these steps mean?

Hello
Main page, that informs the user and invites him to participate.

Who is?
Page that let user fills his personal informations in order to participate (this page can be integrated in the previous step).

Ready
This page prepares the user to do the required action.

Go
This page does the main action (content production).

Realize
This page summarizes the content produced by the user, and invites him to restart or valid.

Get
This page valids the produced content, thanks the user and can do a further action, like print, email etc... 


You're in, this is the HW[RG²] design pattern.


vendredi 17 janvier 2014

What is Objective Reality design pattern?

Objective Reality is the fact of coding real and funny situations, in an objective and professional goal.
It is a design pattern based over the CSS (Code Similar Situations) principle, that has also been thought by Edouard Kombo.



Concrete Example

Before, to open a file and send it by mail, you were coding like this:
$parser = new Parser();
$mail = new Mailer();

$file = $parser->open($file);
$mail->send($file);
Now, with Objective Reality design pattern, you should imagine a story and code like this:
$torch = new Parser();
$boomerang = new Mailer();

$file = $torch->open($file);
$boomerang->send($file);

Explanation

In the second example, you added a little bit of creativity in your code, that implies a story-telling creation.
That's it, with a story telling, you are now able to play with your code, and help other developers understand more easily the purpose of your instructions.

The structure of your program doesn't have to change, just rename the variables to begin openning a universe that could revolutionnate the way you develop applications and master it.


Advantages

When you play, you except to win something and earn a reward.

By example, you can establish within your team a reward board for every classes tested and developed that will help you estimate more precisely the technical debt of a project.

In all cases, developers will have the illusion to play with something, rather than building a complex architecture.


What kind of story telling to apply?

The goal of Objective Reality is not to apply fancy things to variables names.
There are rules to make it efficient.

The first and unique rule is to apply CSS (Code Similar Situations) principle.
It could be a movie you liked, a cartoon, a real life experience, it could be anything you imagine, but only a situation the largest number of people may have lived.

This will significantly facilitate code reuse of your applications.


To learn more about CSS principle, click here http://le-code-vulgarise.blogspot.fr/2014/01/what-is-css-principle.html.

dimanche 5 janvier 2014

Etat mental lors de la création d'un programme

Au fil des années et des expériences, ma compréhension du métier a grandi et j'ai appris à cultiver de l'humilité tant j'ai encore énormément à apprendre de mon métier, de la vie et de la relation aux autres.

Mais en ce moment précis, je pense avoir atteint un summum dans mes capacités, que j'ai hâte de repousser, pourvu que j'apprenne encore.
Je commence à jouer mentalement avec les lignes de code, démonte, remonte le code qui a été fait par les autres, pour découvrir leur état d'esprit au moment où ils l'ont codé, et, quand le besoin se fait sentir, je me crée le code qui me correspondrait le mieux.

Il existe ce besoin de personnalisation, de se reconnaître dans l'image d'un programme, comme le besoin de se voir dans une photo de classe.
Je peux ainsi passer des heures entières à réaliser des projections mentales, puis les couchersur papier, les retravailler encore et encore.

L'objectif est d'atteindre cet équilibre entre vécu et code, porté par notre propre énergie créatrice.
Par cet équilibre, le code produit reflète, une partie de notre expérience, l'analogie devient parfaite, car tout programme informatique trouve une analogie dans la vie courante.

Casque sur les oreilles, l'esprit conscient se met en veille, le subconscient projette les lignes d'instruction qui ont générées en nous des émotions et, l'esprit conscient reprend le relais pour jouer avec le code et apporter des améliorations.

Coder est beaucoup plus artistique et moins technique que ce que l'on pense communément.
Et quand on crée quelque chose crée en nous de l'excitation, c'est que nous sommes sur la bonne voie.

Cet état, que nous ne sommes pas beaucoup à partager, est issu d'une pratique que je me suis inculqué en créant l'architecture de mon framework php, The Troll inception, que j'espère vous présenter très vite:
Coder des situations similaires à la vie réelle.
Cela fera l'objet d'un autre topic, principe CSS.