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This paper describes a model-based approach for designing Distributed User Interfaces (DUIs), i.e., graphical user interfaces that are distributed along the following dimensions: end user, display device, computing platform, and physical environment. The three pillars of this model-based approach are: (i) a Concrete User Interface model for DUIs incorporating the distribution dimensions and expressing any DUI element in a XML-compliant format until the granularity of an individual DUI element is reached, (ii) a specification language for DUI distribution primitives that have been defined in a user interface toolkit, and (iii), a step wise method for modeling a DUI based on the concepts of a distribution graph expressing a distribution scenario that can be played, based on the distribution primitives. A distribution graph consists of a state-transition diagram whose states represent significant DUI distribution states and whose transitions are labeled by an Event-Condition-Action (ECA) representation. The actions involved in this format call any distribution primitive belonging to the DUI toolkit. This model-based approach is exemplified on two simple DUIs: one DUI for the Pictionary game and another one for the Minesweeper game. They are then incorporated into a larger composed DUI game of the goose where cells could trigger the other two games.