Chapter 1. Mommy, What’s a Social User Experience Pattern?

I have a dream for the Web... and it has two parts. In the first part, the Web becomes a much more powerful means for collaboration between people. I have always imagined the information space as something to which everyone has immediate and intuitive access, and not just to browse, but to create. Furthermore, the dream of people-to-people communication through shared knowledge must be possible for groups of all sizes, interacting electronically with as much ease as they do now in person.

TIM BERNERS-LEE, WEAVING THE WEB (1999)

A Little Social Backstory...

SOCIAL DESIGN FOR INTERACTIVE digital spaces has been around since the earliest bulletin-board systems. The most famous being The Well (1985), which was described by Wired magazine in 1997[1] as “the world’s most influential online community” and predated the World Wide Web and browser interfaces by several years.

Since the beginning of connected computers, we have tried to have computer-mediated experiences between people. As Clay Shirky notes in a 2004 Salon article, “Online social networks go all the way back to the Plato BBS 40 years ago!”

In the early days of the Web, social experiences were simply called community and generally consisted of message boards, groups, list-servs, and virtual worlds. Amy Jo Kim, author and community expert, calls these “place-centric” gathering places. Community features allowed users to talk and interact with one another, and the connection among people was usually based on the topic of interest that drew them to the site in the first place. Communities formed around interests, and relationships evolved over time. There was little distinction between the building of the tools to make these gatherings possible and the groups of people who made up the community itself. Bonds were formed in this space but generally didn’t exist in the real (offline) world.

The interfaces and interaction design for these types of tools were all over the board—from graphical representations such as eWorld (see Figure 1-1) to scary-looking, only-for-early-adopters, text-only BBSs, to the simple forms of AOL chat rooms.

The very graphical interface of eWorld was the next step up from BBSs and was competing with AOL.
Figure 1-1. The very graphical interface of eWorld was the next step up from BBSs and was competing with AOL.

The first example that straddled the line between community and what we now call social networks was the site SixDegrees.com, which made its debut in 1997 (see Figure 1-2).

SixDegrees.com was one of the first social networks that connected people and built user profiles.
Figure 1-2. SixDegrees.com was one of the first social networks that connected people and built user profiles.

SixDegrees showcased connections among people, gave users the ability to create and manage their personal profiles, and brought people together based on interests and other features. Sound familiar?

Somewhere along the way, though, before the first dot-com bust in 2000, community became a dirty word—most likely because it was overly resource-intensive to build and maintain, and no one had quite figured out how to make money from all that work.

The advent of Web 2.0 paved the way for the second wave of websites and applications and the richer experiences they offer. It also ushered in the proliferation of mobile devices, allowing people to carry their networks with them everywhere they go—more sophisticated technologies and faster bandwidth for the masses. With Web 2.0, social networking has become table stakes. Every experience must have social pieces integrated. In fact, mobile thrives on this, and even enterprises now understand the values of these features. In this phase, social has many more components and options available to users, but the term still generally means features or sites that allow interaction in real or asynchronous time among users. The tools are more robust, storage space is more ample, and more people are online to participate. The increase in online population is a major driving force for the shift to prioritizing these types of features and sites. There is critical mass now. By 2014, 87 percent of Americans, 70 percent of Europeans, and more than 50 percent in the rest of the world were online and participating.

Another key difference between the first cycle of social then and the current cycle today is that the social network—the real relationships with people that we know and care about—is key to the interactions and features. Features are gated based on the degrees of connection between two people. Many of the tools, apps, and websites offer features and functions that support existing offline relationships and behaviors. These places count on each person bringing his personal network into the online experience. The concept of tribes and friends has become more important than ever and has driven the development of many products.

What was ho-hum in 1997 is now the core—for user features as well as opportunities for making money. Additionally, the power of the many, or the wisdom of crowds, is being utilized to exert some control over content creation and self-moderation processes. Companies are learning that successful social experiences shouldn’t and can’t be overly controlled. They are learning they can take advantage of the crowd to do some of the heavy lifting, which in turn spares them some of the costs. User-generated content has helped many businesses and the participating community to keep things moderated.

The other factor contributing to the spread of these types of features is the expertise of a new generation of users. These folks have grown up with technology and expect it to help facilitate and mediate all of their interactions with friends, colleagues, teachers, and coworkers. They move seamlessly from computer to their mobile device or phone and back, and they want the tools to move with them. They work with technology, they play in technology, they breathe this technology, and it is virtually invisible to them.

In the past few years, as we have been living in the social web, we are seeing tensions with respect to privacy, and concerns regarding permanence versus ephemerality of content and data. Some people are beginning to question how this information can be archived for future generations, whereas others want guarantees that the words, ideas, and experiences they share have a half-life shorter than the speed at which they are propagated across the Internet. The deeper philosophical, ethical, and cultural questions are now part of the dialogue, and the differing attitudes across the world and demographically affects how these tools and experiences are developed and nurtured.

The terms community, social media, and social networking all describe these kinds of tools and experiences. The terms often are used interchangeably, but they provide different views and facets of the same phenomenon.

In a paper published in the Journal of Computer-Mediated Communication in 2007, danah boyd, a noted researcher specializing in social-network sites, and Nicole B. Ellison defined social-network sites as “web-based services that allow individuals to:

  1. Construct a public or semi-public profile within a bounded system.

  2. Articulate a list of other users with whom they share a connection.

  3. View and traverse their list of connections and those made by others within the system. The nature and nomenclature of these connections may vary from site to site.”

According to Wikipedia, “social media is the use of electronic and Internet tools for the purpose of sharing and discussing information and experiences with other human beings,” and it defines social networking as “a platform to build social networks or social relations among people who share interests, activities, backgrounds, or real-life connections. Most social network services are web based and provide a means for users to interact over the Internet, such as e-mail and instant messaging services.” Community is defined as the group of people who utilize these environments and tools.

Well, What About That Social Media? Can You Expand on That?

The term social media first appeared on our radar as a way of generalizing what was going on with blogs circa 2002. The combination of blogging and Really Simple Syndication (RSS) (newsfeeds, feedreaders)—sometimes in the same application (as with Dave Winer’s Radio Userland software)—enabled a call-and-response, many-to-many conversational ecosystem to arise, become a bubble, calve into many smaller overlapping and distinct subcommunities, and so on.

In that scenario, the blog posts were the media, but then (as now) much blogging involved linking to sources that themselves might come from the traditional, mainstream media (or MSM, as some of the political bloggers tend to refer to it) or from other independent voices. Many people online realized that they were consuming much of their media (i.e., news, gossip, video clips, information) through social intermediaries: reading articles when a more prominent blogger linked to them, discovering media fads and memes by following BoingBoing or many other similar trend-tracking sites, and tuning in to the blogs and publications of like-minded people and relying on them to filter the vast, unfathomable information flow for those valuable nuggets of relevancy.

Along the way, the term social media began to stand in for Web 2.0, or the Social Web, or social networking, or (now) the experiences epitomized by Facebook and Twitter. Christian called this “the living web” in his last book, The Power of Many: How the Living Web Is Transforming Politics, Business, and Everyday Life (Wiley). Technorati tried branding it as the “World Live Web.” The idea is that as the Internet in general becomes more social (that’s the word we’ve all converged on) and everything is social and social is everywhere, there is an element of it that is read-write that involves people writing and revising and responding to one another, not in a one-to-one or one-to-many fashion, but many-to-many. The problem with using social media as a generic term for the entire Internet-enabled social context is that the word “media,” already slippery (does it refer to works of creation or to finding relevant news/media items, or to public chatter and commentary, or all of these things?), begins to add nothing to the phrase, and doesn’t really address the social graph.

We continue to see a proliferation of social-media marketing experts and gurus online, and their messages range from the sublime (that marketing can truly be turned inside out as a form of customer service, through Cluetrainful engagement[3] with customers, that is, treating them as human beings through ordinary conversations and public responsiveness), to the mundane (as in the early days of the Internet, every local market has its village explainers), to the ridiculous (a glorified version of spam).

The collection of patterns that comprise this book were once labeled “social media patterns,” after the social media toolkit that Matt Leacock started at Yahoo!. But, as it evolved, it became clear that we were using “social media” to mean “social networking” or “involving the social graph” or just “social,” so for clarity’s sake, we’re using it to refer to “media that is created, filtered, engaged with, and remixed socially.”

Here’s a similar, but slightly more community-oriented definition of social media from Harjeet Gulati:

Social Media collectively refers to content (in the form of Text [Blogs, Discussion Forums, Wikis], Voice [Podcasts], or Video [YouTube]) that is generated by the community of users for consumption within the same community. In this model, the role of Publisher and Consumer of information is delegated to the community at large. The role of the Channel becomes key in this model, even as the degree of control that the community exercises over the content that is displayed within the boundaries of a given system varies. Where the term “media” meant traditional channels like Newspaper, Radio, and Television, the advent of the Web in the early nineties accelerated the inclusion of the Web as a medium to reach out to others. The content ownership in traditional media continued to be with the “publishers” of content—the production houses, newspapers, TV channels, and radio stations. Content Owners/Publishers, the Channel, and the Consumers were clearly differentiated. As the Web continued to evolve, the term “Social Media” has come to dominate the discussion. Social Media encourages a participative, collective model of content creation, distribution and usage and is more representative of the tastes and inclinations of the community at large.

We find it most useful to focus on the social objects (which can be media objects, but might also be such things as calendar events) and the activities people can do with them, and with one another, through our social interfaces.

For a further exploration of this term, see also “Social Media in Plain English” from Common Craft (http://bit.ly/1SNdOqf).

What Do We Mean by Principle, Best Practice, and Patterns?

With the growing expectation of seamless experiences, it is important for designers to see the emerging standards and to understand how one experience of a product and its interactions affects expectations for the next product. By working with standard and emerging best practices, principles, and interaction patterns, the designer removes from the user some of the burden of understanding how the application works. The user then can focus on the unique properties of the social experience she is building.

To begin, we do define these three things differently. They live along a continuum, from prescriptive (rules you should follow) to assumptions (a basic generalization that is accepted as true) to process (ways to approach thinking about these concepts).

Principle: A Basic Truth, Law, or Assumption

Principles are basic assumptions that have been accepted as true. In interaction design, they can lend guidance for how to approach a design problem and have been shown to be generally true with respect to a known user-experience problem or a set of accepted truths.

For example: Be learnable—create systems that are easily learned and provide cues for users to predict how things work from one area to another.

Principles don’t prescribe the solution, though, like an interaction pattern does; instead, they support the rationale behind an interaction design pattern or set of best practices.

Practice (or Best Practice): A Habitual or Customary Action or Way of Doing Something

Best practices are funny things. They are often confused with principles or interaction patterns. They fall along the continuum and are less prescriptive than an interaction pattern solution—at least in our definition. We often include best practices inside an interaction pattern.

For example: In a mobile context, Design for Touch. Ensure that buttons, forms, and other elements are large enough for users to interact with them, accommodating human fingers so that they don’t accidently trigger neighboring elements.

The best practice helps clarify how to approach a design solution, and is generally the most efficient and effective way to solve the problem, although not necessarily the only way.

Pattern: A Model or Original Used as an Archetype

When we first began working with interaction design patterns, we defined a pattern as follows:

Common, successful interaction design components and design solutions for a known problem in a context.

Patterns are used like building blocks or bricks. They are fundamental components of a user experience and describe interaction processes. We can combine them with other patterns as well as other pieces of interface and content to create an interactive user experience. They are technology and visually agnostic, meaning we do not prescribe particular technological solutions or visual design aesthetics in the patterns. User experience design patterns give guidance to a designer for how to solve a specific problem in a particular context, in a way that has been shown to work over and over again.

The notion of using interaction design patterns in the user experience design process follows the model that computer software programming took when it adopted the concepts and philosophies of Christopher Alexander. Alexander, an architect, wrote the book A Pattern Language. In his book he describes a language—a set of rules or patterns for design—for how to design and build cities, buildings, and other human spaces. The approach is repeatable and works at various levels of scale.

Alexander says that “each pattern describes a problem which 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.”

In addition to developing this language of elemental repeatable patterns, he was concerned with the human aspect of building. In a 2008 interview, Alexander says that his ideas “make [homes] work so that people would feel good.” This human approach and concern for the person (as user) is part of what has appealed to both software developers and user experience designers.

The idea of building with a pattern language was adopted by the computer software industry in 1987, when Ward Cunningham and Kent Beck began experimenting with the idea of applying patterns to programming. As Ward says, they “looked for a way to write programs that embraced the user, where users felt supported by the computer program, not interrogated by the computer program.”

This approach took off, and in 1995 the book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides (known as the Gang of Four) was published.

In 1997, Jenifer Tidwell published a collection of user interface patterns for the human-computer interaction (HCI) community based on the premise that capturing the collective wisdom of experienced designers helps educate novice designers and gives the community as a whole a common vocabulary for discussion. She specifically stated that she was attempting to create an Alexandrian-like language for interface designers and the HCI community. The evolution of that site and her work became the book Designing Interfaces, published in 2005 by O’Reilly Media.

Several others published collections on the Web, including Martijn van Welie, a long-time proponent of patterns in the interaction design realm, which in turn inspired my (Erin’s) team at Yahoo! to publish portions of our internal interaction pattern library to the public in 2006.

I (Erin) had joined Yahoo! in 2004 to build a pattern library for the ever-growing user experience design team and to create a common vocabulary for the network of sites that Yahoo! produced for its hundreds of millions of global users. We built the library in a collaborative manner, utilizing the most successful, well-researched design solutions as models for each pattern. Designers from across the company contributed patterns, commented and discussed their merits, added new information as technology and users changed, and moderated the quality and lifecycle of each pattern. In 2006, spearheaded by Bill Scott, we were able to go public with our work with a subset of the internal library.

The work was very well received by the interaction design and information architecture community, and it inspired many people in their design work. From 2007 to 2010, Christian further evangelized the library to bridge the gaps between design and development and open source communities. Since our first edition, several other pattern libraries have joined the growing body of work, including pattern collections for mobile (for Android specifically) for supporting responsive code libraries, and many other companies have publicly published their libraries (MailChimp, BBC, Intuit Small Business’s Harmony ecosystem, Google and its Material Design patterns) to share their knowledge, inform third-party developers, and inspire the design community.

The notion of having a suite of reusable building blocks to inform and help designers develop their sites and applications has gained traction within the interaction design community as the demands for web and mobile interfaces have become more complex. When the Web was mostly text, there wasn’t a whole lot of variety to how a user interacted with a site, and the toolkit was small. The complexity of client applications was difficult at best to duplicate online. But that was then. Now, entire businesses and industries rely on easy-to-use, web-based software (Software as a Service [SAAS]) and mobile applications to conduct their business. There is more need than ever to have a common language for designers and developers. And because social is now integrated into every facet of interactive experiences, it is important to put a stake in the ground regarding just what those pieces should be and how they should and shouldn’t behave.

The Importance of Anti-Patterns

The term anti-patterns was coined in 1995 by Andrew Koenig in the C++ Report, and was inspired by the aforementioned Gang of Four’s book Design Patterns.

Koenig defined the term with two variants:

  • Those that describe a bad solution to a problem that resulted in a bad situation

  • Those that describe how to get out of a bad situation and how to proceed from there to a good solution

With the publication of the book Anti-Patterns: Refactoring Software, Architectures, and Projects in Crisis by William Brown et al., anti-patterns became a popular method for understanding bad design solutions in programming.

For our purposes, anti-patterns are common mistakes or a bad solution to a common problem. It is sometimes easier to understand how to design successfully by dissecting what not to do. In the world of social experiences, often the anti-patterns have some sort of jarring or malicious side effects such as social group faux pas or, in the extreme, identity theft.

The anti-patterns we illustrate in Chapter 2 and Chapter 3 will point out why the solution seems good and why it turns out to be bad, and then we will discuss refactored alternatives that are more successful or gentler to the user experience.

Desktop, Mobile, Enterprise, or Devices

The patterns collected here are intended to be considered, mixed together, and applied across all facets of delivery—regardless of whether that is mobile, in a browser, in a watch or refrigerator, for consumers, or in the enterprise.

There are nuances to each context that should be taken into account, but ultimately the goal should be creating opportunities for connecting people to others and their content.

So, That’s All the Little Parts: Now What?

Our approach for the rest of this book is similar to Christopher Alexander’s, in that we begin with a foundational set of high-level practices that underpin the individual interactions detailed in subsequent chapters (see Figure 1-3).

In each section, we talk about which patterns build on others and how you can combine patterns to create a robust experience. We cross-reference patterns and give examples from the wild where we see examples of these patterns in action.

The social patterns support the entire lifecycle that a user might experience within a site or application, from signing up to actively participating, to building a reputation, to dating or collaborating with friends, to collaborative games and even moderation. We are building a vocabulary and language for social application design in the same spirit as Alexander:

We were always looking for the capacity of a pattern language to generate coherence, and that was the most vital test used, again and again, during the process of creating a language. The language was always seen as a whole. We were looking for the extent to which, as a whole, a pattern language would produce a coherent entity.

The social ecosystem encompassing all the patterns, categories, anti-patterns, and principles found here in this book. You can find a printable PDF of this poster at .
Figure 1-3. The social ecosystem encompassing all the patterns, categories, anti-patterns, and principles found here in this book. You can find a printable PDF of this poster at http://www.designingsocialinterfaces.com.

Further Reading

  1. Brown, William, Raphael Malveau, Skip McCormick, and Tom Mowbray. Anti-Patterns: Refactoring Software, Architectures, and Projects in Crisis. Wiley, 1998.

  2. Kim, Amy Jo. Community Building on the Web: Secret Strategies for Successful Online Communities. Peachpit Press, 2000.

  3. Gamma, Erich, Richard Helm, Ralph Johnson, and John M. Vlissides. Design Patterns. Addison-Wesley Professional, 1994.

  4. Powazek, Derek. Design for Community. Waite Group Press, 2001.

  5. Porter, Joshua. Designing for the Social Web. New Riders Press, 2008.

  6. Tidwell, Jenifer. Designing Interfaces. O’Reilly Media, 2005.

  7. Li, Charlene, and Josh Bernoff. Groundswell. Harvard Business School Press, 2008.

  8. Alexander, Christopher. A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series). Oxford University Press, 1977.

  9. Alexander, Christopher. A Timeless Way of Building. Oxford University Press, 1979.

  10. Social Media in Plain English, http://bit.ly/1SNdOqf.

  11. Rheingold, Howard. The Virtual Community: Homesteading on the Electronic Frontier, The MIT Press, 2000.

  12. Hafner, Katie. The Well: A Story of Love, Death and Real Life in the Seminal Online Community. Carroll, Graf Publishers, 2001.



[1] Hafner, Katie. 1997. “The Epic Saga of The Well: The World’s Most Influential Online Community (And It’s Not AOL).” Wired, May 5, 1997. http://www.wired.com/wired/archive/5.05/ff_well_pr.html.

[2] Excerpted from David R. Woolley’s 1994 article “PLATO: The Emergence of Online Community” (http://thinkofit.com/plato/dwplato.htm#community). An earlier version of this article appeared in the January 1994 issue of Matrix News.

[3] The Cluetrain Manifesto (http://www.cluetrain.com)

Get Designing Social Interfaces, 2nd Edition now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.