Advanced Software Engineeringwang-xb/wireless_new/course... · Data warehouse situates at the...
Transcript of Advanced Software Engineeringwang-xb/wireless_new/course... · Data warehouse situates at the...
Advanced Software Engineering
Lecture 3: Software Designs
Prof. Harold Liu
8 October 2013
OutlineWhat is software architecture?Typical software architectural stylesSpecific software architecturesDistributed system architecturesSoftware architecture patternsDesign patternsUI designs
1 What is Software Architecture?Clements, Paul; Felix Bachmann, Len Bass, David Garlan, James Ivers, Reed Little, Paulo Merson, Robert Nord, Judith Stafford (2010). Documenting Software Architectures: Views and Beyond, Second Edition. Boston: Addison‐Wesley. ISBN 0‐321‐55268‐7.
“the high level structures of a software system. It can be defined as the set of structures needed to reason about the software system, which comprise the software elements, the relations between them, and the properties of both elements and relations”
This definition emphasizes the important role of “software elements”
1.PatternThe elements of this language are entities called patterns. Each 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 Architectural pattern: a standard solution to architectural problems in software engineering ("strictly described and commonly available"), e.g.: OSI reference modelDesign pattern: a standard solution to common problems in software designGang of Four – 23 design patterns
Software Pattern and Style
2.Software Style"An architectural style defines: a family of systems in terms of a pattern of structural organization; a vocabulary of components and connectors, with constraints on how they can be combined The main difference is that a pattern can be seen as a solution to a problem, while a style is more general and does not requirea problem to solve for its appearance.:
3.Software Frameworka software framework is an abstraction in which software providing generic functionality can be selectively changed by additional user‐written code, thus providing application‐specific software. A software framework is a universal, reusable software platform to develop applications, products and solutions. Software frameworks include support programs, compilers, code libraries, tool sets, and APIs that bring together all the different components to enable development of a project or solution.Typical examples include MVC and Struts
The input data go through a series of calculations and operations and evetually form the output dataExamples: Pipe/filter, batch sequential processing
Data flow
2. Typical Software Styles
Call‐Return1.Main program/subroutine
divide the functionality into a control tree
2.Layered architectureeach layer provides a set of services to the layers aboveencapsulates a set of implementations and lower‐level servicesrelies on services from the layers below
Reference Model
Designed for specific application domains; an ideal software architecture that include all necessary features
3. Warehouse
Hypertext, database, blackboard systemData warehouse situates at the centre of the architecture, othercomponents interact with it for CRUD
4 Distributed System ArchitecturesCentralized computing era highly rely on the mainframes and high‐end servers
After 1980s, personal computer becomes available that eventuallyhelp generate the distributed computing model
Characteristics Disadvantages
Simplest distributed system model.System composed of multiple processes which may (but need not) execute on different processors.Architectural model of many large real‐time systems.Distribution of process to processor may be pre‐ordered or may be under the control of a dispatcher.
Multiprocessor Architecture
The application is modeled as a set of services that are provided by servers and a set of clients that use these services.Clients know of servers but servers need not know of clients.Clients and servers are logical processesThe mapping of processors to processes is not necessarily 1:1.
Client/Server (C/S)
Thin Client
Fat Client
Example: Internet Banking
Summary of C/S Architecture
Distributed Object Architectures
Advantages
Example: data mining systems
model‐view‐controller, that separate user inputs, data model and data representations
5 Architectural FrameworksMVC
6. Design Patterns
What is design pattern?
Creational
Structural
Behavioral
To solve a category of software problems and make it reusable
In the class and object level
More in the high‐level design stage
Key idea is to add the abstraction layer, to separate the variants from the invariants
What is Design Pattern?
Pattern Name: we use to describe a design problem,
Problem: that describes when to apply the pattern, the causal relationship of the problem and potential preconditions that have to be satisfied in order to use the pattern
Solution: that describes the elements that make up the design
Consequences: that are the results and trade‐offs of applying the pattern.
Basic Elements of A Pattern
SOLID Principles
"software entities (classes, modules, functions, etc.) should be open for extension, but closed for modification“
such an entity can allow its behavior to be modified without altering its source code.
This is especially valuable in a production environment, where changes to source code may necessitate code reviews, unit tests, and other such procedures to qualify it for use in a product: code obeying the principle doesn't change when it is extended, and therefore needs no such effort.
Inheritance
Open/Closed Principle
• every class should have a single responsibility, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility.
• The reason it is important to keep a class focused on a single concern is that it makes the class more robust
• Example:• interface Modem{• public void dial(String pno);• public void hangup();• public send(char c);• public char recv();• } • Modem class has 2 responsibilities: connection and communications,
should be separated
SRP
LSP
Substitutability states that, if S is a subtype of T, then objects of type T may be replaced with objects of type S (i.e., objects of type S may be substituted for objects of type T) without altering any of the desirable properties of that program (correctness, task performed, etc.).
LSP is a particular definition of a subtyping relation, called (strong) behavioral subtyping
Example: is penguin a bird? Biological: yes, it is.LSP: no, it is not, since it cannot fly.
DIP
High‐level modules should not depend on low‐level modules. Both should depend on abstractions.Abstractions should not depend upon details. Details should depend upon abstractions.
ISP
No client should be forced to depend on methods it does
not use.
ISP splits interfaces which are very large into smaller and
more specific ones so that clients will only have to know
about the methods that are of interest to them.
Such shrunken interfaces are also called role interfaces.
ISP is intended to keep a system decoupled and thus
easier to refactor, change, and redeploy.
ISP Example
Singleton Method
Factory Method
Abstract Factory Method
Builder Method
Prototype Method
Creational Design Patterns
CompositeDecoratorProxyFlyweight FaçadeBridgeAdapter
Structural Design Patterns
TemplateObserverIteratorChain of ResponsibilityMementoCommandStateVisitorInterpreterMediatorStrategy
Behavioral Design Patterns
Singleton
The system only allows ONE window, ONE file system
A digital filter can have only ONE A/D converter
A accounting system can be used only in ONE company
Singleton: Structure
Define an Instance method, allow clients to access its
unique instance
public class Car{public void run(){System.out.prinln(“…”)};
}
public class Test{public static void main(String[] args)
Car c= new Car();c.run();
}
Example to make a car to run…
public class Car{private Car(){}public static Car getInstance(){return new Car()};public void run(){System.out.prinln(“…”)};
}
public class Test{public static void main(String[] args)
Car c= Car.getInstance();c.run();
}
An improvement
public class Car{private static Car car=new Car();private Car(){}public static Car getInstance(){return car;}public void run(){System.out.prinln(“…”)};
}
public class Test{public static void main(String[] args)
Car c1= Car.getInstance();Car c2= Car.getInstance()’if(c1==c2) System.out.println(“…”);c.run();
}
Finally…
An Extension: MultitonPublic class Test{
public static void main(String[] args)Car c1= Car.getInstance();Car c2= Car.getInstance()’if(c1==c2) System.out.println();c.run();
}
Public class Car{private static Car car=new Car();private static List<Car> cars=new ArrayList<Car>();private Car(){
public static Car getInstance(){return car;}}public void run(){System.out.prinln(“”)};
}
Factory Method
NEW an object: we have to know the exact class information of that object, but sometimes impossible, e.g., to watch a video needs to open up an player, but clients don’t know which player, as the job of the system to assign
to implement the concept of factories and deals with the problem of creating objects (products) without specifying the exact class of object that will be created.
The essence of this pattern is to "Define an interface for creating an object, but let the classes that implement the interface decide which class to instantiate.
The Factory method lets a class defer instantiation to subclasses."
Structure
Product: define fun() to create object (product)
ConcreteProduct: implement product interface fun()
Factory: declare CreateProduct() return an object with Product class
FileLog
EventLog
Example: Log Manager
// LogFactory classpublic abstract class LogFactory{public abstract Log Create();
}
// FileFactorypublic class FileFactory:LogFactory{public override FileLog Create(){
return new FileLog();}
}
// EventFactorypublic class EventFactory:LogFactory{public override EventLog Create(){
return new EventLog();}
}
public class App{public static void Main(string[] args){LogFactory factory = new EventFactory();
Log log = factory.Create();
log.Write();}
}
Public interface Moveable{ public void run(); }
Public class Plane implements Moveable{@Overridepublic void run(){…};}
Public class Car implements Moveable{@Overridepublic void run(){…};}
Public abstract class VehicleFactory{abstract Moveable create();}Public class PlaneFactory extends VehicleFactory{public Moveable create(){return new Plane();} }Public class CarFactory extends VehicleFactory{public Moveable create(){return new Car();} }
Public class Test{public static void main(String[] args){
VehicleFactory f=new PlaneFactory(); // the only change happens here!Moveable m= factory.create();m.run();}
}
Example: customize vehicle types and its production
Abstract Factory Methodprovides a way to encapsulate a group of individual factories that have a common theme without specifying their concrete classes.
change windows theme,
then buttons, tasks,
menus, tools, all changed
accordingly.
Structure
Abstract Factory: declare the interface to create abstract product
ConcreteFactory: implements CreateProduct()
Abstract Product: declare ONE interface for a group of product
ConcreteProduct: define how to create a product by a factory
Example: a series of product replacementpublic class Car extends Vehicle{}public class AK47 extends Weapon{}public class Apple extends Food{public Void printName(return…);}
public abstract class Vehicle{public abstract void run();}public abstract class Weapon{public abstract void shoot();}public abstract class Food{public abstract void printName();}
public abstract class AbstractFactory{public abstract Vehicle createVehicle();public abstract Weapon createWeapon();public abstract Food createFood();
}
public class DefaultFactory extends AbstractFactory{public Vehicle createVehicle(){return new Car();}public Weapon createWeapon(){return new AK47();};public Food createFood(){return new Apple();};
}
public class MagicFactory extends AbstractFactory{public Vehicle createVehicle(){return new Broom();}public Weapon createWeapon(){return new MagicStick();};public Food createFood(){return new Mushroom();};
}
public class Test{
AbstactFactory f=new DefaultFactory();// only changes here to MagicFactory();Vehicle v=f.createVehicle();c.run();Weapon w=f.createWeapon();w.shoot();Food a = f.createFood();a.printName();}
Three styles: elegant, practical and lazy
Three positions to place plants: flower bed, corner and
garden center
Example: Design a Garden
style/position Flower bed corner Garden center
elegant tulips Banyan Bluegrass
Practical Grapes Pomegranate Loofah
Lazy Rose Camellia bamboo
Difference between Factory Method and Abstract Factory Method
Builder Pattern
Director: construct an object to use the Builder interface
Builder: declare an abstract interface to construct a Product
ConcreteBuilder: implement Builder interface to construct the product
Product: the complex object to be constructed
Structure
Difference from Abstract Factory
Builder focuses on constructing a complex object step by step.
Abstract Factory emphasizes a family of product objects (either simple or complex).
Abstract Factory is for a family of related products. The Builder is for one product.
If you have a new office, and only need new desks, you would use a Builder. A desk will always be a desk, but there are many different configurations for a desk, i.e., size, shape, presence of a hutch, drawers, etc.
If you have a new office, and the inside is completely bare, you would need various objects and would use an Abstract Factory that creates Furniture, from which our Desk descends. In this case, Desk as we know is a "complex" object, so it uses the Builder pattern, but here it is part of a directing Abstract Factory. The Abstract Factory would also create simple objects, like very specific lamps (StraightFunkyLamp), via a StraightFunkyLampFactory class.
a house is composed of 5 parts
Floors
walls
windows
doors
ceilings
Construction steps are fixed, but concrete components (doors, windows) will change
use Builder pattern to separate the variants (doors, windows) from the invariants (construction process)
Example: Build a house in a computer game
public abstract class House //abstract House class{ }
public abstract class Builder //variables{public abstract void BuildFloor();public abstract void BuildDoor();public abstract void BuildWindows();public abstract void BuildWall();public abstract void BuildHouseCeiling()
public abstract House GetHouse();}
public abstract class GameManager{public static House CreateHouse(Builder builder){builder.BuildFloor();builder.BuildDoor();builder.Buildwall();builder.BuildWindows();builder.BuildHouseCeiling();
return builder.GetHouse();}
}
public class RomanHouseBuilder : Builder{public override void BuildDoor() { }public override void BuildFloor() { }public override void BuildWindows() { }public override void BuildWall() { }public override void BuildHouseCeiling() { }public override House GetHouse() { }
}
class App{public static void main(){House house =GameManager.CreateHouse(new
RomanHouseBuilder());}
}
Example: Vehicle manufacturing
Prototype PatternWhen a client wants to create an object (product):
‐ Knows exactly which type (class), then use NEW‐ Only knows specific requirements, then use FACTORY method‐ Only knows that a similar object is needed, then use PROTOTYPE
Structure
Client: send object creation request to prototype manager
Prototype: an abstract interface
ConcretePrototype: cloned object
PrototypeManager: create concrete product
Palette: click any of the color return an instance of that color
Treat each color as an object, abstract to a super class
Example 1: Palette
Singleton: ensure there is only one instance and provide
global access point
Factory: define an interface to create object, and let the
subclass to decide how to instantiate the concrete product
Abstract factory: define an interface, to create a family of
product
Builder: encapsulate the construction steps of a product
Prototype: to copy/clone from an existing object
Summary of Creational Design Patterns
Composite Pattern
Decorator Pattern
Proxy Pattern
Flyweight Pattern
Façade Pattern
Bridge Pattern
Adapter Pattern
Structural Design Patterns
Adaptor Pattern
Case: a team provides S service, but it does not have capable team members
Only A outside the team can do the job.
To recruit A into the team
A does not want to join the team, arrange B to finish the job while let A teach B how to do it.
Now, B is a composite entity (providing service, inherited/learn from A)
Convert an interface from a class to another expected interface
Adaptor pattern allows two classes without compatible interface to work together
How to use it?
Client initializes the request through targeted interface
method
Adaptor uses the Adaptee’s interface to convert the request
to the desired interface
Client receives the result, however does not how what
happened at all.
Aim and Feasibility
Aim: to convert an interface to the user desired another interface, so that to allow two separate interfaces can seamlessly work together
Where to use:
To use an existing class, but its interface is not usable
Create a reusable class that it can work with other class (potentially with different interfaces
To use existing subclasses, but cannot match their interfaces through inheritance. Object adaptor is then used to adapt its superclass interface
Two types: Class Adaptor and Object Adaptor
Structure
Use a specific Adapter class to match the Adaptee and Target classes.Adapter class multi‐inherits from Adaptee and Target classesAdapter can overwrite Adaptee’s methods, since Adapter implements it
Example:
//Target: define the interface (and method) that Client will usepublic interface Target { void request(); }
//Adaptee: the existing interface public class Adaptee{ public void specificRequest(){} }
//Adapter: extends Adaptee and implement Target interface public class Adapter extends Adaptee implements Target { public void request() {
super. specificRequest();}
}
Object Adaptor
Allow one Adapter to talk with multiple AdapteesAdaptee itself and all inherited subclasses can work togetherAdapter can add method to all Adaptees
Example: Object Adaptor//Target: define the interface that client will use public interface Target { void request(); }
//Adaptee: the existing interface public class Adaptee { public void specificRequest(){} }
//Adapter: to match the Adaptee’s interface with Target’s interface public class Adapter implements Target { public Adapter(Adaptee adaptee) { super(); this.adaptee = adaptee; } public void request(){ adaptee.specificRequest(); } private Adaptee adaptee;
}
Pros and Cons
Pros:
Very convenient for designers to freely design interfaces,
don’t need to worry about the adaptability
Cons
Static structure. Since only single inheritance is allowed,
cannot use in the case where multiple Adaptees want to talk
with a single Target
Template method PatternObserver PatternIterator PatternChain of Responsibility Pattern Memento Pattern Command PatternState Pattern Visitor PatternMediator Pattern Strategy PatternInterpreter Pattern
Behavior Patterns
Strategy PatternMany algorithms may realize ONE functionality. Clients want to choose one of them under different contextsDifficult to maintain the class using an algorithm: especially many algos need to be supported, and each is very complexTo choose an algo upon different conditions; to support an algothat will not be used will cause performance problemTightly coupling between the algo implementation and the class using it, so very challenging to add one more algo
Solution: to separate the algo from the class using it and become an independent algo object, then to abstract the common feature as the interface, finally the class uses the composite algo interfaces
Aim and Feasibility
Aim: to define a series of algos, encapsulate each, so that it is independent with the client’s changeWhere to use it?
Software construction stage: some object many use many methods, and frequently change, if hard code all these algos into the object implementations, it will become very complex, and sometimes an algo may not be used in the futureQuestion: how to transparently change an object’s method? How to decouple the method and object itself?
Structure:
Participants
StrategyDefine the common interface to be used by all strategiesContext uses this interface to call a specific ConcreteStrategy
ConcreteStrategyImplement the Strategy interface
Consequence AnalysisPros:
Separate the algo and the class using it; client can select an algo at runtime, reusable code, easy to revise and maintainUse composition to replace inheritance: if to inherit a subclassdirectly from Context class, may also help, but this inheritancemakes tight coupling between subclass and super classStrategy pattern uses composition, de‐coupling the Context class the implemented StrategiesCompare with switch conditions, not hard code into a classClient can choose different algos from different context at runtime
Cons:Client needs to know exactly what functionality each algo can provideCommunication cost between algos and Context: Context needs to pass different parameters to each algo class, thus Context class may create and pass some parameters never used by some algosIncrease the no. of class and objects: each algo becomes a class, thus challenging to maintain when large no. of algos exist
Separate the variants from invariants
Implement DUCK’s behaviors
Another Example: Diff Sort AlgosBelow is how strategy pattern helps encapsulate different sort algorithms for different objects, allowing clients to dynamically change respective algorithme.g., Quicksort, Shellsort, Mergesort
Example: Book DiscountSome books have no discountSome books only have a flat rate discount $1Some books have an x% discount
UI Designs1. What is UI?2. UI Design Models3. Design Principles 4. Golden Rule5. Visual Designs
User friendly for anticipated users.
System users often judge a system by its interface rather than its functionality.
A poorly designed interface can cause a user to make catastrophic errors.
Poor user interface design is the reason why so many software systems are never used
Some Facts for UI ……
To suggest some general design principles for user interface design
To explain different interaction styles and their use
To explain when to use graphical and textual information presentation
To explain the principal activities in the user interface designprocess
To introduce usability attributes and approaches to system evaluation
Objectives
User familiarityThe interface should use terms and concepts which are drawn from the experience of the people who will make most use of the system
ConsistencyThe system should display an appropriate level of consistency. Commands and menus should have the same format, command punctuation should be similar, etc.
Minimal surpriseIf a command operates in a known way, the user should be able to predict the operation of comparable commands
Design principles of user interface
RecoverabilityThe interface should include mechanisms to allow users to recover from errors. This might include an undo facility, confirmation of destructive actions, 'soft' deletes, etc.
User guidanceThe interface should provide meaningful feedback when errors occur and provide context‐sensitive user help facilities
User diversityInteraction facilities for different types of user should be supported. For example, some users have seeing difficulties and so larger text should be available
Web 2.0Facilitate participatory information sharing, interoperability, user‐centered design and collaboration on the world wide web.User can provide the data that is on a web 2.0 and exercise some control over that data.e.g.: social networking sites, video sharing sites, Wikis, (micro‐)blogs, etc.
Web 3.0
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http://www.creativefolks.net/
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http://www.moma.org/exhibitions/2004/tallbuildings/index_f.html
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http://w
ww.bh9
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http://www.armani.com/ga_menu/EN/home.html
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TEXTsMost of the information are conveyed through texts, especially websites.
Careful layout and creational designs can make the website stand out from the peers
Combine texts with FLASH, to embed the texts in the small videos can help a lot.
Besides main texts, website navigator, headings etc. are all composed of texts
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http://www.gardens‐co.com/v1/
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http://jonesingfor.com/#/HOME/
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Font design for businesses is very challenging, that eventually serve as part of the overall business.
In UI design, there is no need \to have the designer be professional in font design, but he/she needs to know how to use them.
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Logo and Slogans http://www.androians.com/vegas/
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In general, maximum THREE types of fonts are used in a webpage. If more types of fonts have to be used, try to use those belong to a category.
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Besides, we can use Color contrast, size contrast, and density contrastto increase the beauty of the layout
On the same page, texts need to be consistent
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Image is more intuitive than the texts, also the core elements of UI design, the majority of visual works mostly have excellent graphic design and images
IMAGEs
Through the use of good graphics or pictures, closely seize the viewer's eye.
A good image is worth a thousand words!
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However, we cannot only emphasize the importance of visual aesthetics, and only beautiful graphics or pictures, but ignoring the core objectives of a website
‐ efficient and accurate information delivery
the customer will not be satified.
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DRAFT
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FINAL
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To design the website, we must be very clear WHY:
who are the target users? What can they get from the website?What do we have as a return from the website, or biz model?
Even with similar objectives, the specific design will also be based on the customer's different requirements
product sales or business services?
Design Goal and Strategy
WICKED SUNGLASSES is a special e‐commerce website to sell sunglasses from a variety of different brands
Also to sell sunglasses, BLINDE only has 5 products, all coming from The Matrix 2
What about to SWAP the website designs for WIKED SUNGLASSES and BLINDE?
To make sure what is the goal of the design, is primarily to find the clients’ advantages, features, and business models.
Sometimes, clients are not sure about what materials to provide, in this case designers can ask the following questions.
Question 1: what is your goal to build the website?
Possible answers:
Advertisement for our provided servicesE‐commerce, sales
For cultures and ideasTo establish a platform for suppliers and customersTo provide public services
*multiple choices* are possible
LENOVO’s website is to primarily describe the products, but also support e‐commerce, and to promote its brand
blood
Blood knowledge
Question 2: what is the scale of your website?
Possible answers:
very small, to just place the materials we have now, unlikely to add new stuff futureStart from small, then may grow bigger, and finally has very rich contents
Very complicates, many columns
Rich resources, rapid updates and grow
Not quite sure at this point, will see
The size of the website will determine the design structure
If the website will experience rapid updates and grow, design has to reserve space for the future and with flexible structures
For example, vertical columns may help if many contents
An example from LENOVO: vertical columns for its rich products
http://www.ray-ban.com/China/
A glass brand: RAY‐BAN (easy to add new products)
http://www.ray-ban.com/China/
Question 3: what are the common features of the users?
Possible answers:
Distributors and end‐users。
Youth from 15‐30
Monthly income higher than 5000 RMB or white collarsArt students or fans
Male or female?
Foreigners only
Question 4: what is the business model?
Possible answers:
website itself will not make money, if clients are interested, they will order in another channel
advertisement and online gaming
users can pay directly online
we sell “information”, e.g., VIP members can have more information than normal usersno income, just for fun
This question is to help designers to understand the expectationof the clients on this website, and in turn to change the design for this purpose
Question 5: How about the used technologies?
Possible answers:
full FLASH, fancy
full HTML will be sufficient
welcome page in FLASH, then static inside or some small flash
3D 360 degrees, product show, FLASH for product descriptionspartly in PHP/ASP
Toyota AYGOD with 360 degrees show
http://www.toyota-europe.com/cars/new_cars/aygo/index.aspx
What is inside Nike “23”?
http://www.nike.com/jumpman23/xx3/cnCN/
Question 6: what about design style?
Possible answers:
modern
professional, rich content, not that fancy
Lively, bright colors, like fruit sugar ...
I don’t like blue, just NO blue pls
shining, I want it to be out of ppl’s imagination!
http://www.tsred.com/
Target Users
Thailand Travel from Japan http://www.thailandtravel.or.jp/studytour/