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A design pattern is a formal way of documenting a solution to a common design problem. The idea was introduced by the architect Christopher Alexander for use in urban planning and building architecture, and has been adapted for various other disciplines, including teaching and pedagogy, development organization and process, and software architecture and design. Interaction design patterns are a way to describe solutions to common usability or accessibility problems in a specific context.〔(【引用サイトリンク】title=What's a Pattern? )〕 They document interaction models that make it easier for users to understand an interface and accomplish their tasks. ==History== Patterns originated as an architectural concept by Christopher Alexander. Patterns are ways to describe best practices, explain good designs, and capture experience so that other people can reuse these solutions. Design patterns in computer science are used by software engineers during the actual design process and when communicating designs to others. Design patterns gained popularity in computer science after the book ''Design Patterns: Elements of Reusable Object-Oriented Software'' was published. Since then a pattern community has emerged that specifies patterns for problem domains including architectural styles and object-oriented frameworks. The Pattern Languages of Programming Conference (annual, 1994—) (proceedings ) includes many examples of domain specific patterns. Applying a pattern language approach to interaction design was first suggested in Norman and Draper's book ''User Centered System Design'' (1986). The Apple Computer's Macintosh Human Interface Guidelines also quotes Christopher Alexander's works in its recommended reading. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Interaction design pattern」の詳細全文を読む スポンサード リンク
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