| Guideline: Representing Graphical 
  User-Interfaces In systems in which there is a great deal of user interaction, it is often 
  desirable to represent the entire user interface as a single analysis class 
  during Use-Case Analysis. These classes 
  are, in reality, composed of many different kinds of other classes: buttons, 
  windows, menus, sub-panes, controls, etc. Using a single class to represent 
  this complex collaboration is sometimes too great an over-simplification. While 
  a single class could be used, refining it as we go along, it is often easier 
  to represent this with a more encompassing concept, the subsystem. In this case, a single class (or subsystem) was used to represent complex collaborations 
  such as GUI interfaces due to our limited design vocabulary. This class was 
  regarded, in a sense, as the entry point to complex collaborations, but 
  it really was not a class in the real sense (it did not have a single well-defined 
  set of responsibilities, except in a very loose sense) and it often disappeared 
  in the design process. In the end, one discovers the real classes and 
  collaborations, and distributes the behavior of each place-holder class 
  to them. Some of the work performed in  
  Prototype the User Interface by the Role: 
  User-Interface Designer when producing the Artifact: 
  User-Interface Prototype may be able to be carried forward and reused, depending 
  on the nature of that prototype. 
 
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