The evaluation of text editors: methodology and empirical results.
Communications of the ACM
Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
The representation of user interface style
Proceedings of the Fourth Conference of the British Computer Society on People and computers IV
gIBIS: a hypertext tool for exploratory policy discussion
ACM Transactions on Information Systems (TOIS)
Artifact as theory-nexus: hermeneutics meets theory-based design
CHI '89 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Some strategies of reuse in an object-oriented programming environment
CHI '89 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Nurnberg funnel: designing minimalist instruction for practical computer skill
The Nurnberg funnel: designing minimalist instruction for practical computer skill
Complementary methods for the iterative design of interactive systems
Proceedings of the third international conference on human-computer interaction on Designing and using human-computer interfaces and knowledge based systems (2nd ed.)
Proceedings of the fifth conference of the British Computer Society, Human-Computer Interaction Specialist Group on People and computers V
Infinite detail and emulation in an ontologically minimized HCI
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Smalltalk scaffolding: a case study of minimalist instruction
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A view matcher for learning Smalltalk
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A view matcher for reusing Smalltalk classes
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Demonstrating a view matcher for reusing Smalltalk classes
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Portia: an instance-centered environment for Smalltalk
OOPSLA '91 Conference proceedings on Object-oriented programming systems, languages, and applications
Designing interaction
Interface problems and interface resources
Designing interaction
Re-structuring the programmer's task
International Journal of Man-Machine Studies - Special issue on structure-based editors and environments
The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
INTERACT '90 Proceedings of the IFIP TC13 Third Interational Conference on Human-Computer Interaction
Cognitive View of Reuse and Redesign
IEEE Software
Active Programming Strategies in Reuse
ECOOP '93 Proceedings of the 7th European Conference on Object-Oriented Programming
Supporting co-evolution of users and systems by the recognition of interaction patterns
Proceedings of the Working Conference on Advanced Visual Interfaces
Meta-design to face co-evolution and communication gaps between users and designers
UAHCI'07 Proceedings of the 4th international conference on Universal access in human computer interaction: coping with diversity
Scenario-based learning approach for virtual biology laboratory (VLab-Bio)
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Addressing ownership, access and participation needs in scientific collaboration
Proceedings of the 2012 iConference
Cognitive artifacts as a window on design
Journal of Visual Languages and Computing
Former les futurs concepteurs de systèmes homme-machine complexes
Proceedings of the 25ième conférence francophone on l'Interaction Homme-Machine
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Technology development in human-computer interaction (HCI) can be interpreted as a coevolution of tasks and artifacts. The tasks people actually engage in (successfully or problematically) and those they wish to engage in (or perhaps merely to imagine) define requirements for future technology and, specifically, for new HCI artifacts. These artifacts, in turn, open up new possibilities for human tasks, new ways to do familiar things, and entirely new kinds of things to do. In this article, we describe psychological design rationale as an approach to augmenting HCI technology development and to clarifying the sense in which HCI artifacts embody psychological theory. A psychological design rationale is an enumeration of the psychological claims embodied by an artifact for the situations in which it is used. As an example, we present our design work with the View Matcher, a Smalltalk programming environment for coordinating multiple views of an example application. In particular, we show how psychological design rationale was used to develop a view matcher for code reuse from prior design rationales for related programming tasks and environments.