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2009 | Buch

End-User Development

2nd International Symposium, IS-EUD 2009, Siegen, Germany, March 2-4, 2009. Proceedings

herausgegeben von: Volkmar Pipek, Mary Beth Rosson, Boris de Ruyter, Volker Wulf

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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Über dieses Buch

Work practices and organizational processes vary widely and evolve constantly. The technological infrastructure has to follow, allowing or even supporting these changes. Traditional approaches to software engineering reach their limits whenever the full spectrum of user requirements cannot be anticipated or the frequency of changes makes software reengineering cycles too clumsy to address all the needs of a specific field of application. Moreover, the increasing importance of ‘infrastructural’ aspects, particularly the mutual dependencies between technologies, usages, and domain competencies, calls for a differentiation of roles beyond the classical user–designer dichotomy. End user development (EUD) addresses these issues by offering lightweight, use-time support which allows users to configure, adapt, and evolve their software by themselves. EUD is understood as a set of methods, techniques, and tools that allow users of software systems who are acting as non-professional software developers to 1 create, modify, or extend a software artifact. While programming activities by non-professional actors are an essential focus, EUD also investigates related activities such as collective understanding and sense-making of use problems and solutions, the interaction among end users with regard to the introduction and diffusion of new configurations, or delegation patterns that may also partly involve professional designers.

Inhaltsverzeichnis

Frontmatter

Invited Talks

Frontmatter
End-User Development and Meta-design: Foundations for Cultures of Participation
Abstract
The first decade of the World Wide Web predominantly enforced a clear separation between designers and consumers. New technological developments, such as the cyberinfrastructure and Web 2.0 architectures, have emerged to support a participatory Web. These developments are the foundations for a fundamental shift from a consumer culture (specialized in producing finished goods to be consumed passively) to a culture of participation (in which all people are provided with the means to participate actively in personally meaningful activities). End-user development and meta-design provide foundations for this fundamental transformation. They explore and support new approaches for the design, adoption, appropriation, adaptation, evolution, and sharing of artifacts by all participating stakeholders. They take into account that cultures of participation are not dictated by technology alone: they are the result of incremental shifts in human behavior and social organizations.
Gerhard Fischer
What Is End-User Software Engineering and Why Does It Matter?
Abstract
End-user programming has become ubiquitous, so much so that there are more end-user programmers today than there are professional programmers. End-user programming empowers—but to do what? Make really bad decisions based on really bad programs? Enter software engineering’s focus on quality. Considering software quality is necessary, because there is ample evidence that the programs end users create are filled with expensive errors. In this paper, I consider what happens when we add to end-user programming environments considerations of software quality, going beyond the “create a program” aspect of end-user programming. I describe a philosophy to software engineering for end users, and then survey several projects in this area. A basic premise is that end-user software engineering can only succeed to the extent that it respects the fact that the user probably has little expertise or even interest in software engineering.
Margaret Burnett

Refereed Papers

Frontmatter
Mutual Development: A Case Study in Customer-Initiated Software Product Development
Abstract
The paper is a case study of customer-initiated software product development. We have observed and participated in system development activities in a commercial software house (company) over a period of two years. The company produces project-planning tools for the oil and gas industry, and relies on interaction with customers for further development of its products. Our main research question is how customers and professional developers engage in mutual development mediated by shared software tools (products and support systems). We have used interviews with developers and customers as our main source of data, and identified the activities (from use to development) where customers have contributed to development. We analyze our findings in terms of co-configuration, meta-design and modding in order to name and compare the various stages of development (adaptation, generalization, improvement request, specialization, and tailoring).
Renate Andersen, Anders I. Mørch
Appropriation Infrastructure: Supporting the Design of Usages
Abstract
End User Development offers technical flexibility to encourage the appropriation of software applications within specific contexts of use. Appropriation needs to be understood as a phenomenon of many collaborative and creative activities. To support appropriation, we propose integrating communication channels into software applications. Such an appropriation infrastructure provides communication and collaboration support to stimulate knowledge sharing among users and between users and developers. It exploits the technological flexibility of software applications to enable these actors to change usages and configurations. Taking the case of the BSCWeasel groupware, we demonstrate how an appropriation infrastructure can be realized. Empirical results from the BSCWeasel project demonstrate the impact of such an infrastructure on the appropriation and design process. Based on these results, we argue that appropriation infrastructures should be tightly integrated in the application using the IT artifact itself as a boundary object as well as a bridge between design and use.
Gunnar Stevens, Volkmar Pipek, Volker Wulf
Supporting End Users to Be Co-designers of Their Tools
Abstract
Nowadays very different people use computer systems for their daily working activities, but also for fun and entertainment or only to satisfy their information needs. Designers are doing their best to create computer systems that work as end users expect, but it must be honestly admitted that they often fail and end users have all rights to complain. In order to improve this situation and create better systems, participatory approaches have been proposed, which involve end users in the design and development process. However, this solution is not without flaws, mainly because timing and ways of users’ participation are very critical. In this paper we discuss our approach to create working systems, which is based on a star model of the software life cycle that drives system design, development and evolution, since software design and development is seen as an evolutive process, driven by end-users activities in the real life. System development does not end with its first release; it is experimented by its end users and further evolved on the basis of their feedbacks. End users are truly engaged in the software life cycle as co-designers and experimenters of the software tools they will use in various application domains.
Maria Francesca Costabile, Piero Mussio, Loredana Parasiliti Provenza, Antonio Piccinno
Improving Documentation for eSOA APIs through User Studies
Abstract
All software today is written using libraries, toolkits, frameworks and other application programming interfaces (APIs). We performed a user study of the online documentation a large and complex API for Enterprise Service-Oriented Architecture (eSOA), which identified many issues and recommendations for making API documentation easier to use. eSOA is an appropriate testbed because the target user groups range from high-level business experts who do not have significant programming expertise (and thus are end-participant developers), to professional programmers. Our study showed that the participants’ background influenced how they navigated the documentation. Lack of familiarity with business terminology was a barrier we observed for developers without business application experience. Participants with business software experience had difficulty differentiating similarly named services. Both groups avoided areas of the documentation that had an inconsistent visual design. A new design for the documentation that supports flexible navigation strategies seem to be required to support the wide range of users for eSOA. This paper summarizes our study and provides recommendations for future documentation for developers.
Sae Young Jeong, Yingyu Xie, Jack Beaton, Brad A. Myers, Jeff Stylos, Ralf Ehret, Jan Karstens, Arkin Efeoglu, Daniela K. Busse
End-User Development of Enterprise Widgets
Abstract
Companies are operating in a dynamic environment, resulting in a continuous need of adapting used information systems to changing business processes and associated information needs. Viewed from a micro-perspective, business users are managing and executing business processes on a daily basis, but are not able to adapt used software to their individual needs and working practice. In this paper, we present an End-User Development (EUD) approach and prototypic environment, enabling business users to create enterprise widgets tailored to their personal information needs without the need of programming knowledge, by mashing up enterprise resources using a lightweight visual design paradigm. The approach especially considers extensibility of building blocks for widget creation even by small and medium sized enterprises (SMEs) using existing knowledge. We give evidence on the applicability of the approach in real enterprise contexts, by providing first results of an evaluation in three German SMEs.
Michael Spahn, Volker Wulf
End-User Development for E-Government Website Content Creation
Abstract
E-government websites are currently becoming more and more huge and complex. They provide citizens with several kinds of information, including services for online task payment or front office reservation. The creation and maintenance of such websites often require a distributed approach: the content publication task is transferred from software developers to personnel of the various organization departments (here called the publishers). To this end, a Content Management System (CMS) is usually adopted. However, CMSs do not generally satisfy all requirements and needs that emerge in this application domain. Therefore, the adoption of End-User Development (EUD) techniques, tailored to the publishers’ culture, background and skills, represents a possible solution to CMSs’ current limitations. In this paper, after discussing the context and the existing problems, we describe an approach to extending CMSs with EUD techniques. The approach will be discussed with reference to the creation and maintenance of the website of an existing government agency.
Daniela Fogli
LWOAD: A Specification Language to Enable the End-User Develoment of Coordinative Functionalities
Abstract
In this paper, we present an observational case study at a major teaching hospital, which both inspired and gave us valuable feedback on the design and development of LWOAD. LWOAD is a denotational language we propose to support users of an electronic document system in declaratively expressing, specifying and implementing computational mechanisms that fulfill coordinative requirements. Our focus addresses (a) the user-friendly and formal expression of local coordinative practices; (b) the agile mocking-up of corresponding functionalities; (c) the full deployment of coordination-oriented and context-aware behaviors into legacy electronic document systems. We give examples of LWOAD mechanisms taken from the case study and discuss their impact for the EUD of coordinative functionalities.
Federico Cabitza, Carla Simone
Shaping Collaborative Work with Proto-patterns
Abstract
A shared set of processes and norms as well as a shared understanding of the collaboration infrastructure is a vital aspect for collaboration. This paper investigates how practitioners of virtual organizations can be supported in creating, sharing, and applying best practices that form the basis for a shared understanding of collaboration processes. Extending the interpretation of end-user development to a the development of processes and technology, best practice descriptions document proven social processes as well as guidelines for end-user appropriation and utilization of groupware tools. We propose a practice creation process, show how proto-patterns can be used for documenting best practice, and explain how they help to gain a socio-technical perspective on the shared practices. The approach has been used to create a best practice collection for efficient meetings.
Till Schümmer, Jörg M. Haake
Web Design Patterns: Investigating User Goals and Browsing Strategies
Abstract
Design patterns document in a systematic way design solutions to recurrent problems and they are expressed using non-technical terms, so that a wider audience can understand them. Thus they could be useful tools to improve communication in interdisciplinary teams and to integrate end-users in participatory design processes. However, the difficulties of using patterns go beyond the lexicon used in the patterns description. The individuals who might use the patterns may be following different strategies when browsing a collection of patterns, strategies that are determined by their goal at a specific point during the development process. Moreover, the strategy they follow can have some influence in the quality of the proposed solution. In this paper we describe an empirical study that has been performed to answer some of these questions. In the study we gathered information on browsing strategies and user goals when using a patterns catalogue to design a web system. We also analyzed the relation among the goal and the strategy as well as their impact in the quality of the use of the patterns. This investigation is part of a larger project intended to design patterns catalogues that take into account the goals and expectations of their end-users, who are not necessarily experts either on web design or on design patterns.
Paloma Díaz, Mary Beth Rosson, Ignacio Aedo, John. M. Carroll
Males’ and Females’ Script Debugging Strategies
Abstract
Little research has addressed IT professionals’ script debugging strategies, or considered whether there may be gender differences in these strategies. What strategies do male and female scripters use and what kinds of mechanisms do they employ to successfully fix bugs? Also, are scripters’ debugging strategies similar to or different from those of spreadsheet debuggers? Without the answers to these questions, tool designers do not have a target to aim at for supporting how male and female scripters want to go about debugging. We conducted a think-aloud study to bridge this gap. Our results include (1) a generalized understanding of debugging strategies used by spreadsheet users and scripters, (2) identification of the multiple mechanisms scripters employed to carry out the strategies, and (3) detailed examples of how these debugging strategies were employed by males and females to successfully fix bugs.
Valentina Grigoreanu, James Brundage, Eric Bahna, Margaret Burnett, Paul ElRif, Jeffrey Snover
Hypertextual Programming for Domain-Specific End-User Development
Abstract
Domain-specific languages (DSLs) have successfully been used for end-user development. However, dealing with language syntax poses significant learning challenges. In this paper, we introduce hypertextual programming, a technique that represents language syntax as hypertext. With this technique, instead of dealing with textual languages, users can inspect and construct their programs mainly by using navigation. Beyond merely representing the syntax, hypertext can be used to provide various views of a single program code. Nevertheless, to reap the benefits of this technique, adequate hypertextual editors must be built. This paper argues that many of the lessons learned in the web engineering area can be used to deal with this problem. Millions of users navigate the World Wide Web. Hypertextual programming leverages this widely available end-user skill to facilitate the construction of computer programs.
Sebastian Ortiz-Chamorro, Gustavo Rossi, Daniel Schwabe
Fast, Accurate Creation of Data Validation Formats by End-User Developers
Abstract
Inputs to web forms often contain typos or other errors. However, existing web form design tools require end-user developers to write regular expressions (“regexps”) or even scripts to validate inputs, which is slow and error-prone because of the poor match between common data types and the regexp notation. We present a new technique enabling end-user developers to describe data as a series of constrained parts, and we have incorporated our technique into a prototype tool. Using this tool, end-user developers can create validation code more quickly and accurately than with existing techniques, finding 90% of invalid inputs in a lab study. This study and our evaluation of the technique’s generality have motivated several tool improvements, which we have implemented and now evaluate using the Cognitive Dimensions framework.
Chris Scaffidi, Brad Myers, Mary Shaw

Refereed Notes

Frontmatter
Cicero Designer: An Environment for End-User Development of Multi-Device Museum Guides
Abstract
This paper describes the design and implementation of a tool to allow people without programming experience to customize the functionality and user interface of a multi-device museum guide. It consists of a direct-manipulation visual environment that supports editing of the main features of a museum guide and the creation of the associated interactive games. The tool then generates application versions for access through both mobile and large screen stationary devices. We also report on a first empirical evaluation carried out with museum curators.
Giuseppe Ghiani, Fabio Paternò, Lucio Davide Spano
Observing End-User Customisation of Electronic Patient Records
Abstract
The contemporary practice of medicine, which is concerned both with national standards of audit and innovation through local customisation, is a prime domain for end-user development. In this paper we describe four experiences of end-user development in this domain that offer interesting empirical examples. We look at existing practices through considering end-user customisation of paper charts (1), compare the end-user customisation facilities provided by two applications for electronic patient records (2), assess the structure of an actual end-user development using one of these (3), and propose a longitudinal study of end-user customisation building on this work (4).
Cecily Morrison, Alan F. Blackwell
Backmatter
Metadaten
Titel
End-User Development
herausgegeben von
Volkmar Pipek
Mary Beth Rosson
Boris de Ruyter
Volker Wulf
Copyright-Jahr
2009
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-00427-8
Print ISBN
978-3-642-00425-4
DOI
https://doi.org/10.1007/978-3-642-00427-8

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