Making usable, useful, productivity-enhancing computer applications
Communications of the ACM
The use of guidelines in interface design
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Assessing the usability of a user interface standard
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Survey on user interface programming
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Marquise: creating complete user interfaces by demonstration
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Guidelines for enterprise-wide GUI design
Guidelines for enterprise-wide GUI design
Pattern languages of program design
Pattern languages of program design
Relationships between design patterns
Pattern languages of program design
A framework for developing experience-based usability guidelines
Proceedings of the 1st conference on Designing interactive systems: processes, practices, methods, & techniques
Analysis patterns: reusable objects models
Analysis patterns: reusable objects models
Human-computer interaction (2nd ed.)
Human-computer interaction (2nd ed.)
WCML: paving the way for reuse in object-oriented Web engineering
SAC '00 Proceedings of the 2000 ACM symposium on Applied computing - Volume 2
Lingua Francas for design: sacred places and pattern languages
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
On the effective use and reuse of HCI knowledge
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Java Look and Feel Design Guidelines with CD-ROM
Java Look and Feel Design Guidelines with CD-ROM
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Use: Scenario-Based Design of Human-Computer Interactions
Windows Interface Guidelines for Software Design
Windows Interface Guidelines for Software Design
The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience
The Inmates Are Running the Asylum
The Inmates Are Running the Asylum
A Pattern Approach to Interaction Design
A Pattern Approach to Interaction Design
Macintosh human interface guidelines
Macintosh human interface guidelines
A Model for Usability Pattern-Oriented Design
TAMODIA '02 Proceedings of the First International Workshop on Task Models and Diagrams for User Interface Design
The use of guidelines in menu interface design: Evaluation of a draft standard
INTERACT '90 Proceedings of the IFIP TC13 Third Interational Conference on Human-Computer Interaction
Making model-based UI design practical: usable and open methods and tools
Proceedings of the 9th international conference on Intelligent user interfaces
Workshop on the relationship between design and HCI
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2003 conference on Designing for user experiences
User interface declarative models and development environments: a survey
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
Pattern-based UI design: adding rigor with user and context variables
TAMODIA'06 Proceedings of the 5th international conference on Task models and diagrams for users interface design
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Design patterns have been introduced as a medium to capture and disseminate the best design knowledge and practices. In the field of human---computer interaction, practitioners and researchers have explored different avenues to use patterns and pattern languages as design tools. This paper surveys these avenues--from individual pattern use for solving a specific design problem, to pattern-oriented design, which guides designers in building a conceptual design by leveraging relationships between patterns. One of our underlying goals is to investigate how patterns can be used, not only to foster the reuse of proven and valid design solutions, but also as a central artefact in the process of deriving a design from user experiences and requirements. We will present our investigations on pattern-based design, and discuss how user experiences can be incorporated in the pattern selection process through the use of user variables, pattern attributes and associated relationships.