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2013 | Buch

End-User Development

4th International Symposium, IS-EUD 2013, Copenhagen, Denmark, June 10-13, 2013. Proceedings

herausgegeben von: Yvonne Dittrich, Margaret Burnett, Anders Mørch, David Redmiles

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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Über dieses Buch

This book constitutes the refereed proceedings of the Fourth International Symposium on End-User Development, IS-EUD 2013, held in Copenhagen, Denmark, in June 2013. The 13 full papers (45% acceptance rate) and 11 short papers (50% acceptance rate) have been presented at the event. In addition the volume contains two keynote speeches, three doctoral consortia papers, and information on 2 workshops. The papers provide a broad overview of the current state of End-User Development research.

Inhaltsverzeichnis

Frontmatter

Keynote Speeches

Evolutionary Design of a Developmental Learning Community

In the United States, young women continue to turn away from education that would prepare them for careers in the information technology (IT) workforce. Researchers studying this phenomenon have identified a wide range of contributing factors, including the career attitudes and guidance of family members, friends and mentors; curricular approaches to teaching software development skills; and well-entrenched stereotypes of IT professionals as anti-social “geeks.” I describe a research project that explored a community-oriented approach to attracting and retaining women in our own College’s IT education program. Our design goal was to seed and support the evolution of a multi-leveled emergent community pursuing its own developmental trajectory, with a focus on the online community for wConnect – a system that hosts a variety of online activities and communication options. In this talk, I will chronicle the system’s development as an instance of action design research, showing how a sequence of four design phases were motivated by evolving design goals that led to systems with differing design rationales. I conclude with a synthesis and discussion of lessons learned, including design implications for online tools aimed at building and supporting developmental learning communities.

Mary Beth Rosson
The End of the User – The Computer as a Thing

We may all agree on the importance of end users, as in end user programming, human centred design or user driven innovation. But are there theoretical limits with political implications to this anthropocentric understanding of our engagement with users, technology and the artifacts we call computers? Has the end user been patronised by contemporary progressive design and taken hostage by neo-liberal capitalism? In sociology it is becoming clear that society is not just social, but also material. The neglected objects strike back. Just think of global environmental crises. With design research it might be just the same. We know design cannot be reduced to the shaping of dead objects, as in object oriented programming, but humans are neither users living external to objects. Where sociology have had to acknowledge that society is a collective of humans and non-humans, design might have to do away with both users and objects to remain socially and politically relevant. This talk explores the consequences of replacing the object and the user with the

thing

. Etymologically the thing was originally not an objective matter, but a political assembly dealing with matters of concern. Which humans and non-humans should be invited to participate in contemporary design things? Who invites? Who is marginalised or excluded? What issues should be dealt with? Which designarly and parliamentary technologies should be invoked in prototyping futures? If the computer is to become a controversial thing, is that a well-grounded end of the user?

Pelle Ehn

Long Papers

End User Development in Theory and Practice

“Human Crafters” Once again: Supporting Users as Designers in Continuous Co-design

Designers can never anticipate all future uses of their system. Meta-design theory emphasizes that systems should therefore be designed to adapt to future conditions in the hands of end users. As our technological environments increase in complexity, designers must provide the flexibility for users to shape their technologies. This paper describes a series of experiments, from a laboratory study to a digital library design exercise, exploring the use of meta-design inspired guidelines as design heuristics in an iterative, participatory design process. The meta-design inspired guidelines were found to help designers and end users shift the types of design ideas generated towards building features supporting end-user customization and modification in use. While true meta-design systems are highly complex, we intend to demonstrate that “discount” methods at design-time can help to shift design thinking towards future modifications in the hands of end users and that such methods have application in real-world contexts.

Monica Maceli, Michael E. Atwood
End-User Experiences of Visual and Textual Programming Environments for Arduino

Arduino is an open source electronics platform aimed at hobbyists, artists, and other people who want to make things but do not necessarily have a background in electronics or programming. We report the results of an exploratory empirical study that investigated the potential for a visual programming environment to provide benefits with respect to efficacy and user experience to end-user programmers of Arduino as an alternative to traditional text-based coding. We also investigated learning barriers that participants encountered in order to inform future programming environment design. Our study provides a first step in exploring end-user programming environments for open source electronics platforms.

Tracey Booth, Simone Stumpf
Enabling End Users to Create, Annotate and Share Personal Information Spaces

The revolutionary advances of Information and Communication Technology push towards the evolution of end users from passive information consumers to information producers. In many contexts, end users are increasingly willing to manipulate content they get from various resources in the Web, move it across the boundaries of their original applications, and integrate it in Personal Information Spaces (PISs), where they can tailor it to their personal needs, use it, and possibly share it with other people. This paper extends our previous work on the definition of paradigms and tools for lightweight construction of PISs, and shows how to address the need for communicating and sharing information with other stakeholders, which emerged during a field study performed in November 2012 with the previous version of our platform.

Carmelo Ardito, Paolo Bottoni, Maria Francesca Costabile, Giuseppe Desolda, Maristella Matera, Antonio Piccinno, Matteo Picozzi
Identity Design in Virtual Worlds

Designers in HCI and end user development require a good understanding of actors in virtual interaction spaces. Persistent virtual worlds represent a rather new but growing class of complex design and interaction platforms. Online identities form the basis for interaction of individuals in virtual environments. We present results from an ethnographic study of a popular online game, and develop a socio-technical model of identity formation that illuminates the processes of identity design in online environments. This framework demonstrates how virtual worlds provide social and technological structures that shape self-presentation and interaction. This allows us to explore the relationship between the real-world identity of the game player and the virtual-world identity of their avatar.

Benjamin Koehne, Matthew J. Bietz, David Redmiles

End User Development Technology

Using Meta-modelling for Construction of an End-User Development Framework

A main activity in meta-design is the creation of design spaces allowing problem owners to act as system developers. Meta-design is a conceptual framework; it does not provide concrete design space solutions or engineering guidelines for constructing tools that support design spaces. This paper discusses the applicability of a model-driven engineering approach for the realization of an end-user service composition framework, in line with the conceptual meta-design framework. We report our experience of using meta-modelling techniques as supported by the Eclipse Modelling Framework (EMF) family of tools. In our work we found that meta-models are well-suited to formalize the composition language, and the core parts of the EMF framework are useful to represent the language elements and user-made compositions both at design and runtime. Although EMF-based tools exist for creating visual editors, we found that in our case these did not map well to the visual notation we selected for our end-users.

Erlend Stav, Jacqueline Floch, Mohammad Ullah Khan, Rune Sætre
Sheet-Defined Functions: Implementation and Initial Evaluation

Spreadsheets are ubiquitous end-user programming tools, but lack even the simplest abstraction mechanism: The ability to encapsulate a computation as a function. This was observed by Peyton-Jones and others [14], who proposed a mechanism to define such functions using only standard spreadsheet cells, formulas and references.

This paper extends their work by increasing expressiveness and emphasizing execution speed of the functions thus defined. First, we support recursive and higher-order functions, while still using only standard spreadsheet notation. Secondly, we obtain fast execution by a careful choice of data representation and compiler technology.

The result is a concept of

sheet-defined functions

that should be understandable to most spreadsheet users, yet offer sufficient programming power and performance to make end-user development of function libraries practical and attractive.

We outline a prototype implementation Funcalc of sheet-defined functions, and provide a case study with some evidence that it can express many important functions while maintaining good performance.

Peter Sestoft, Jens Zeilund Sørensen
End-User Development of Information Visualization

This paper investigates End-User Development of Information Visualization. More specifically, we investigated how existing visualization tools allow end-user developers to construct visualizations. End-user developers have some developing or scripting skills to perform relatively advanced tasks such as data manipulation, but no formal training in programming. 18 visualization tools were surveyed from an end-user developer perspective. The results of this survey study show that end-user developers need better tools to create and modify custom visualizations. A closer collaboration between End-User Development and Information Visualization researchers could contribute towards the development of better tools to support custom visualizations. In addition, as empirical evaluations of these tools are lacking both research communities should focus more on this aspect. The study serves as a starting point towards the engagement of end-user developers in visualization development.

Kostas Pantazos, Soren Lauesen, Ravi Vatrapu
Resolving Data Mismatches in End-User Compositions

Many domains such as scientific computing and neuroscience require end users to compose heterogeneous computational entities to automate their professional tasks. However, an issue that frequently hampers such composition is data-mismatches between computational entities. Although, many composition frameworks today provide support for data mismatch resolution through special-purpose data converters, end users still have to put significant effort in dealing with data mismatches, e.g., identifying the available converters and determining which of them meet their QoS expectations. In this paper we present an approach that eliminates this effort by automating the detection and resolution of data mismatches. Specifically, it uses architectural abstractions to automatically detect different types of data mismatches, model-generation techniques to fix those mismatches, and utility theory to decide the best fix based on QoS constraints. We illustrate our approach in the neuroscience domain where data-mismatches can be fixed in an efficient manner on the order of few seconds.

Perla Velasco-Elizondo, Vishal Dwivedi, David Garlan, Bradley Schmerl, José Maria Fernandes

Collaboration in End User Development

Co-production Scenarios for Mobile Time Banking

Time banking

facilitates generalized reciprocity among neighbors by rewarding contributions in proportion to the time entailed in contributing. Contributions can be person-to-person services, such as driving another person to an appointment. They can also be

co-productions

, in which the provider and recipient jointly enact a service, such as giving/receiving a guitar lesson. Co-production is an important category of time banking interaction; it has been identified as a key to strengthening the core economy of home, family, neighborhood and community, and is becoming integrated into government social service schemes. As part of a requirements analysis for mobile timing banking infrastructures, we identified and analyzed co-production scenarios. Our objective is to contribute to the social movements of co-production of social services and of time banking through designing and developing a socio-technical infrastructure that mutually leverages both to build up the core economy and to enable societal-scale time banking.

John M. Carroll
Co-evolution of End-User Developers and Systems in Multi-tiered Proxy Design Problems

This paper aims at analyzing the category of multi-tiered proxy design problems, where end-user developers do not necessarily coincide with the actual end users of the system, but can be considered as end users’ proxies. This situation can be found in a variety of application domains, from home automation, where electricians defining home automation systems for energy saving are different from house occupants, to e-government, where administrative employees creating e-government services are different from citizens using those services. The analysis leads to the definition of a new interaction and co-evolution model, called ICE

2

, which, on the basis of the model discussed in a previous work, considers not only the case of end users that directly make their system evolve by means of end-user development activities, but also the case where a proxy figure is present, namely an expert in the application domain that creates and modifies software artifacts for others (the actual end users). Finally, a design approach is proposed, which aims at generalizing the solutions suggested in different application domains, and at sustaining the interaction and co-evolution processes that involve end users, end-user developers, and systems.

Daniela Fogli, Antonio Piccinno
Meta-design in Co-located Meetings

In this paper we present a web-based design-environment – MikiWiki – which demonstrates how the concept of meta-design can be practically supported. It enables and fosters collaboration between meta-designers, designers and end-users. By running a case study to evaluate the appropriateness of MikiWiki in a co-located setting, the effects on interaction between these roles and the support of creativity were observed to derive socio-technical options for improvement. Conducting such an evaluation requires clarifying the basic properties of meta-design in a way that makes its effects observable.

Li Zhu, Thomas Herrmann
Designed by End Users: Meanings of Technology in the Case of Everyday Life with Diabetes

This paper presents end users’ ability to work across boundaries in design. The point of departure is a research project in which 60 end users participated as co-designers of ICT to support their everyday lives with the chronic illness diabetes. In additional to a series of digital co-designs, 22 mock-ups designed by the end users emerged from the project. These mock-ups/end-user designs are analyzed, with a focus on boundaries. This design case presents end users’ ability to create continuities across boundaries through their willingness to step into the unknown territory of ICT design and through their fusion of meanings of technology, diabetes, and everyday life experience in their designs. The paper concludes with reflections on engagement in boundary relations and call for embracing end users’ contributions to design by focusing on horizontal and hybrid cooperations.

Anne Marie Kanstrup
Cultures of Participation in Community Informatics: A Case Study

This paper describes a participatory design project aimed at developing FirstAidMap, a collaborative web mapping application to be used by an Italian non-profit association for public assistance and first aid. Volunteers of this association, and specifically ambulance drivers, need to know the characteristics of the territory where the association ensures its assistance, in order to reach a given place quickly and in a safe manner. Despite the new opportunities offered by Web 2.0 technologies, paper-based maps are the only means used by volunteers to spread and share knowledge within the association, while training sessions through Powerpoint

TM

presentations are regularly held to train novice drivers about the dangers existing in the territory and possible changes to traffic and road signals. The two design cycles carried out to develop FirstAidMap, which are described in this paper, gave the chance to observe how a culture of participation may progressively emerge in a community informatics domain and how the related issues may be addressed.

Daniela Fogli

Short Papers

End User Development in Theory and Practice

End-User Development: From Creating Technologies to Transforming Cultures

In a world that is not predictable, improvisation, evolution, and innovation are more than luxuries: they are necessities. The challenge of design is not a matter of getting rid of the emergent, but rather of including it and making it an opportunity for more creative and more adequate solutions to problems.

End-User Development (EUD)

provides the enabling conditions for putting owners of problems in charge by defining the technical and social conditions for broad participation in design activities. It addresses the challenges of fostering new mindsets, new sources of creativity, and cultural changes to create foundations for innovative societies.

Grounded in the analysis of previous research activities this paper explores (1)

conceptual frameworks

for EUD (including: socio-technical environments; meta-design; and cultures of participation), (2)

models

guiding and supporting EUD (including: the seeding, evolutionary growth, reseeding process model; and richer ecologies of participation). These frameworks and models are briefly illustrated in one specific application domain.

The paper concludes by articulating new discourse concepts and design-tradeoffs to shape the future of EUD being understood as a

cultural transformation

rather than only as a technology in creating software artifacts.

Gerhard Fischer
Objects-to-think-with-together

The spread of the Internet has led to a change from a TV-childhood to a computer-childhood. We investigate how this shift towards networked forms of communication is reflected in constructionist learning environments and elaborate the concept of objects-to-think-with-together in the context of using computers as tool and social medium at the same time. In doing so, we propose four design aspects that should be considered in the context of socially-oriented constructionist learning environments: providing an integrated platform for construction and socializing, supporting re-mixing and re-using as well as self-expression and appreciation, allowing collaborative projects of non-collocated learners, and supporting enculturation and team-building.

Gunnar Stevens, Alexander Boden, Thomas von Rekowski
End-User Development in Tourism Promotion for Small Towns

This paper discusses the design and implementation of a system for promoting small towns based on the mash-up of various data sources for personalized mobile access. The positive issues and the open problems are discussed and evaluated in the frame of an experiment made in a region in Northern Italy.

Augusto Celentano, Marek Maurizio, Giulio Pattanaro, Jan van der Borg
Get Satisfaction: Customer Engagement in Collaborative Software Development

This paper presents an empirical study of social media integrated in a product development process to support mutual software development. The case is Get Satisfaction, a company and crowd-sourcing community for customer engagement employed by many product development companies as an alternative to traditional customer relationship management (CRM) systems. We have studied user-developer interactions through the company’s public support tools to identify how the company enhances its own productivity tools. The method we employ is interaction analysis. We focus on some productive interactions and analyze them in detail, including: “User request and developer implementation” (a long term activity, involving many users, sometimes leading to a new version of the tool). We refer to this form of user involvement in collaborative software development as “distributed EUD,” and discuss the strengths and weaknesses of using social media to mediate the activities.

Renate Andersen, Anders I. Mørch

End User Development Technology

Lightweight End-User Software Sharing

This paper looks into the sharing of end-user software (referred to as “script”). Based on this study four implications are drawn: reduce the effort to make scripts shareable, minimize deployment burdens, less stringent protection mechanisms, and tap into communities of practice as for sharing. To attend these implications, we introduce a URL-based distribution schema for scripts combined with an IP-address-based authorization model. This makes scripts URL-addressable and easy to install, because choosing to install a script means that all of the necessary frameworks, plug-ins, etc. that are needed to make this script run are simultaneously installed. On the other hand, IP-based protection uses IP network prefixes as cypher keys. A script language is used as a proof of concept.

Cristóbal Arellano, Oscar Díaz
Decision-Making Should Be More Like Programming

Justify

is an interactive “end-user development environment” for deliberation. Justify organizes discussions in a hierarchy of

points

, each expressing a single idea. Points have a rich ontology of types, such as

pro

or

con

,

mathematical,

or

aesthetic

arguments. “Programs” in this environment use inference rules to provide

assessments

that summarize groups of points. Interactive browsing modes serve as

visualizers

or

debuggers

for arguments.

Christopher Fry, Henry Lieberman
Back to the Future of EUD: The Logic of Bricolage for the Paving of EUD Roadmaps

Several recent approaches to EUD increasingly recognize an active role of users in the construction of the tools that support their daily practices. However, there is still a lack of a general framework that could play a role in the comparison of existing proposals and in the development of new EUD solutions. The paper proposes a conceptual framework and a related architecture, called Logic of Bricolage, that aims to be a step further in this direction. The concluding remarks point to the potential value of this conceptualization effort in the EUD field.

Federico Cabitza, Carla Simone, Iade Gesso

End User Development in Technology and Society

Guidelines for Efficient and Effective End-User Development of Mashups

End-User Development (EUD) is an emerging research area aiming at empowering non-technical users to somehow create or design software artifacts. Mashups provide a high potential for EUD activities on the Web. Users on the Web can tap into a vast resource of off-the-shelf components in order to rapidly compose new lightweight software applications called mashups. In this paper, we provide a set of guidelines to design EUD systems for mashups that are widely referred to as

mashup tools

. The guidelines are derived from our experience with the (ongoing) design and evaluation of

NaturalMash

, a novel mashup tool targeted for a wide range of users to create feature-rich mashups.

Saeed Aghaee, Cesare Pautasso
Software Development for the Working Actuary

We present an in-progress domain-specific language for actuaries. Due to the mathematical sophistication of actuaries and the relatively high degree of formalization of the field, we conjecture that a dependently-typed functional language with special support for actuarial models will enable actuaries to develop software that is robust and understandable.

David Raymond Christiansen
Automated Test Case Generation in End-User Programming

Generation of test cases for end-user programmers is crucial to assure the correctness of their code. In this paper we investigate the automatic generation of test cases for programs that are written in Visual Basic for Applications and are used in MS Excel. We implement a metaheuristic search method to generate tests that achieve a satisfactory statement and branch coverage. Furthermore, in our methodology the code coverage is visualized. The generated test cases and the visualization enable end users to better understand the behavior of the programs and increase the probability of detecting errors when the code is changed at a later time.

Nysret Musliu, Wolfgang Slany, Johannes Gärtner
Component-Based Design and Software Readymades

End-user developers need access to tools and techniques that allow them to create, modify, and extend software artifacts without programming. Previous research has shown that visual software components can provide the right level of abstraction. However, component-based design (CBD) will succeed only if there is a good balance of standardization and flexibility (software issues) and a good balance of usefulness and usability (HCI issues). We present a vision for CBD and two approaches toward achieving it: 1) design by composition and 2) design by redesign. We claim that the latter is more user friendly but lacks the flexibility of the former. We propose the notion of “software readymade” as a theoretical concept to integrate them, inspired by the role of the “spectator” in the work of the artist Marcel Duchamp. We propose stand-alone multiperspective tailorable software components to instantiate the concept, and we give two examples (application units and nuggets).

Anders I. Mørch, Li Zhu

Doctoral Consortium

End User Architecting

A large number of domains today require end users to compose various heterogeneous computational entities to perform their professional activities. However, writing such end user compositions is hard and error prone. My research explores an improved approach for design, analysis and execution of such end user compositions. I propose a new technique called ‘end user architecting’ that associates end user specifications in a particular domain as instances of architectural styles. This allows cross-domain analyses, systematic support for reuse and adaptation, powerful auxiliary services (e.g., mismatch repair), and support for execution, testing, and debugging. To allow a wider adoption of this technique, we have designed a framework that can be instantiated across a large number of domains, with composition models varying from dataflows, pub-sub, and workflows. This approach can reduce the cost of development of end user composition platforms (compared to developing them from scratch) and improve the quality of end user compositions.

Vishal Dwivedi
TagTrainer: A Meta-design Approach to Interactive Rehabilitation Technology

Together with the rising demand for healthcare, the need for assisting technology within the field of rehabilitation is increasing. However, this technology needs to be flexible and adjustable to address the variability and context dependency of therapy in daily practice. Current technology is hardly adjustable and therefore often fails in regular therapy situations. This research applies the principles of End-User Development and cultures of participation to create a socio-technical environment in which technology providers, care providers and patients are enabled to adjust technology to the needs of rehabilitation therapy.

Daniel Tetteroo
Socio-technical Systems That Foster and Support Mindfulness Can Benefit from End-User Control Mechanisms

Human beings often make decisions without fully realizing the factors that influence their choices. A woman buys the same type of car that most of her neighbors drive. A man at a salad bar loads up on the croutons that are in the front row of items instead of olives that are in the middle row. While these mindless decisions aren’t always deleterious, they may not be what a person most desires or what is best for them. Deciding mindfully, however, may provide a person the opportunity to be fully aware of their choices and select the best outcome based on their needs. Socio-technical systems can be designed to support mindful decision making, and these systems can benefit from the incorporation of end-user controls. End-user controls can provide users with opportunities to analyze new information and create new categories, two useful techniques in fostering mindful behaviors and decisions. This paper discusses how end-user controls that support mindful decision making will be added to EMPIRE, a socio-technical system designed to help consumers reduce their electricity consumption.

Jason Zietz

Workshops

Workshop on EUD for Supporting Sustainability in Maker Communities

Recently, there has been a proliferation of Do-It-Yourself (DIY) communities that can be generally included in the larger all-encompassing maker movement: Hackerspaces, FabLabs, Transition Town groups etc. Made possible by the new horizons opened by digital fabrication and the Internet, the maker movement has a great potential to foster sustainable living by supporting innovation in this field, facilitating its appropriation and propagating its practical use. However, technology-driven maker communities are often perceived as places for tech-savvy people and have difficulties to attract wider audiences. In this workshop, we would like to discuss how can EUD concepts support sustainability in maker communities by ensuring wider scale access to digital fabrication, supporting user innovation and leveraging knowledge sharing across communities.

Alexander Boden, Gabriela Avram, Irene Posch, Volkmar Pipek, Geraldine Fitzpatrick
Cultures of Participation in the Digital Age: Empowering End Users to Improve Their Quality of Life

The International Workshop on Cultures of Participation in the Digital Age - Empowering End Users to Improve their Quality of Life (CoPDA) focuses on how ICT can have an impact on “quality of life”, promoting new ways of design that allow us to face these challenges.. The workshop brings together contributions from researchers from a diverse range of interdisciplinary fields. The aim is to establish a community of researchers and practitioners and facilitate the production of a coherent body of work related to this area.

David Díez, Anders I. Mørch, Antonio Piccinno, Stefano Valtolina
Backmatter
Metadaten
Titel
End-User Development
herausgegeben von
Yvonne Dittrich
Margaret Burnett
Anders Mørch
David Redmiles
Copyright-Jahr
2013
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-38706-7
Print ISBN
978-3-642-38705-0
DOI
https://doi.org/10.1007/978-3-642-38706-7

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