Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Architecture Reviews Work in the Real World
IEEE Software
Usability Meanings and Interpretations in ISO Standards
Software Quality Control
Bridging patterns: An approach to bridge gaps between SE and HCI
Information and Software Technology
Architecting for usability: a survey
Journal of Systems and Software
Usability-enabling guidelines: a design pattern and software plug-in solution
Proceedings of the doctoral symposium for ESEC/FSE on Doctoral symposium
UWIS: An assessment methodology for usability of web-based information systems
Journal of Systems and Software
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Proceedings of the CUBE International Information Technology Conference
A machine learning-based usability evaluation method for eLearning systems
Decision Support Systems
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Traditional interactive system architectures such as MVC [Goldberg, A., 1984. Smaltalk-80: The Interactive Programming Environment, Addison-Wesley Publ.] and PAC [Coutaz, J., 1987. PAC, an implementation model for dialog design. In: Interact'87, Sttutgart, September 1987, pp. 431-436; Coutaz, J., 1990. Architecture models for interactive software: faillures and trends. In: Cockton, G. (Ed.), Engineering for Human-Computer Interaction, Elsevier Science Publ., pp. 137-153.] decompose the system into subsystems that are relatively independent, thereby allowing the design work to be partitioned between the user interfaces and underlying functionalities. Such architectures extend the independence assumption to usability, approaching the design of the user interface as a subsystem that can designed and tested independently from the underlying functionality. This Cartesian dichotomy can be fallacious, as functionalities buried in the application's logic can sometimes affect the usability of the system. Our investigations model the relationships between internal software attributes and externally visible usability factors. We propose a pattern-based approach for dealing with these relationships. We conclude by discussing how these patterns can lead to a methodological framework for improving interactive system architectures, and how these patterns can support the integration of usability in the software design process.