Previous research has investigated difficulties faced by novice and end-user programmers and suggested how these could be solved. However, there has been scant research investigating barriers faced by end-user develop...
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ISBN:
(纸本)9781467374576
Previous research has investigated difficulties faced by novice and end-user programmers and suggested how these could be solved. However, there has been scant research investigating barriers faced by end-user developers (EUDs) constructing and programming physical prototypes, and how these could be overcome. I report the results of an empirical study designed to uncover barriers for EUDs in physical prototyping, with a view to design support for overcoming them.
Diagrams play a key role in the information systems domain However to be meaningful, the diagrams are understood by interpreting visual cues in specific, conventionalized ways, termed conceptual models. One of the maj...
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ISBN:
(纸本)9781424448760
Diagrams play a key role in the information systems domain However to be meaningful, the diagrams are understood by interpreting visual cues in specific, conventionalized ways, termed conceptual models. One of the major pain points of conceptual models, specified as visuallanguages, is the inability to capture these visuallanguages effectively in conventional modeling tools Instead, conceptual models are drawn using drawing tools and sometimes even by hand. We propose an automatic procedure to derive the syntactic building blocks of graph-based conceptual models. This high-level specification of the visual language can then serve as input for the automatic construction of syntax-aware diagram editors Our aim is to achieve minimum effort on the part of the users when they eventually work with the graphical editor to produce a new diagram using the proposed syntax
The programming assignments used in introductory computer science courses are insufficient as assessment tools. The project described here explores a visual programming meta-language, called code collage, as a medium ...
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ISBN:
(纸本)0769525865
The programming assignments used in introductory computer science courses are insufficient as assessment tools. The project described here explores a visual programming meta-language, called code collage, as a medium for fuller expression, selfassessment, and understanding of novice programmer learning.
Given that touch- and pen-enabled screens are becoming more ubiquitous - not just in mobile devices, but also in laptop computers and large interactive display walls we are exploring the potential for using digital in...
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ISBN:
(纸本)9798350329469
Given that touch- and pen-enabled screens are becoming more ubiquitous - not just in mobile devices, but also in laptop computers and large interactive display walls we are exploring the potential for using digital ink sketches as a novel interaction modality that would allow users to express commands by drawing on top of an application's user interface with a pen or stylus. We hypothesize that such sketch-based interaction could be particularly useful when several people are collaborating at a large wall-mounted display where a mouse and keyboard are not in convenient reach, e.g. when software engineers undertake a code review. As a step towards building a prototype to evaluate that vision, this paper reports on two studies with professional software engineers to elicit and rate sketched expressions of a variety of commands in an integrated software development environment (IDE). We describe the experimental setup and discuss how the findings can help to define a sketch-based command language for IDEs.
Large software projects are often based on libraries that provide abstractions for a particular domain such as writing database queries, staging, or constraint solving. The API provided by such a library can be consid...
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ISBN:
(纸本)9781479903696
Large software projects are often based on libraries that provide abstractions for a particular domain such as writing database queries, staging, or constraint solving. The API provided by such a library can be considered a domain-specific language within the implementation language of the library, a so-called internal or embedded domain-specific language (eDSL). Embedding a DSL leverages the tool infrastructure of the host language, but also restricts the syntax and IDE support to that of the host language. This restriction prevents programmers from using convenient specialized notations and, thus, has a negative effect on their productivity. To address this problem, we outline concepts for a structured code editor that enable developers of eDSLs to customize how eDSL code is rendered and what interactions are available. We demonstrate the benefits of our approach by customizing a structured editor for the .NET Code Contracts API. Our prototype shows in particular that we can customize many aspects of visualization and interaction with little effort.
Code review is a common practice in the software industry, in contexts spanning from open to close source, and from free to proprietary software. Modern code reviews are essentially conducted using cloud-based dedicat...
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ISBN:
(纸本)9781538642351
Code review is a common practice in the software industry, in contexts spanning from open to close source, and from free to proprietary software. Modern code reviews are essentially conducted using cloud-based dedicated tools. Existing review tools focus in textual code. In contrast, support of low-code software languages, namely visual Programming languages (VPLs), is not readily available. This presents a challenge for the effectiveness of the review process with a VPL. This showpiece will present VPLreviewer, a code review tool for VPLs. VPLreviewer provides a wide range of mechanisms previously not available to a VPL. It is expected to improve of communication among the stakeholders who have to review artifacts constructed with VPLs, with mechanisms that are easy to learn, use and understand.
Online games have the potential to reach a wide audience and teach new skills. I propose to use Gidget, an online debugging game, to teach novices computer programming concepts in an engaging way. Learners must debug ...
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ISBN:
(纸本)9781479940356
Online games have the potential to reach a wide audience and teach new skills. I propose to use Gidget, an online debugging game, to teach novices computer programming concepts in an engaging way. Learners must debug faulty programs to progress through the game, which are set up in modules to teach specific computer programming concepts. Once all the levels are complete, learners are given the option to further engage in the game by creating their own levels that can be shared with their friends and family. Over 800 people have played the game online as part of several research studies and it will be released freely to the public in the near future.
visual end-user programming interfaces are becoming increasingly important in the context of smart homes. This paper describes the comparative evaluation of two prototypes following different approaches: form-filling ...
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ISBN:
(纸本)9781538604434
visual end-user programming interfaces are becoming increasingly important in the context of smart homes. This paper describes the comparative evaluation of two prototypes following different approaches: form-filling and data-flow programming. We assessed rule completion time, success, user experience and rule recollection as well as suitability to different user-groups. Participants were significantly faster and had a higher overall completion rate using form-filling, but remembered significantly more items when being presented with a data-flow visualization. We therefore recommend approaches that imbibe characteristics of both approaches for end-user programming in a smart home context with untrained users, focusing on a guided process flow, explicit logic and content-categorization.
Communicating dynamic motion content, such as exercise, with a static medium, such as paper is difficult. The technology exists for presenting 3D animated exercise content to patients, however, the tools for allowing ...
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ISBN:
(纸本)9781424448760
Communicating dynamic motion content, such as exercise, with a static medium, such as paper is difficult. The technology exists for presenting 3D animated exercise content to patients, however, the tools for allowing exercise domain experts to effectively author the content do not exist. We conducted two formative studies with exercise science domain experts to discover the requirements for an exercise prescription authoring notation. Based on our findings. we implemented a software prototype and performed a think-aloud study to understand its strengths and weaknesses. The results of our studies have implications for any software solution aimed at the authoring of physical activity content.
When Novice programmers are learning the basic constructs of programming, they often struggle with translating their mental abstraction into a computer solution. A partial reason for this difficulty is the contrast an...
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ISBN:
(纸本)9781479903696
When Novice programmers are learning the basic constructs of programming, they often struggle with translating their mental abstraction into a computer solution. A partial reason for this difficulty is the contrast and distance between these two views. What might be the effect of adding a further onscreen representation of the solution based on more familiar elements? This research explores the usefulness of providing a second representation to support a visual programming language designed for novice programmers. In particular, the second representation uses Natural Language to describe the current solution. This paper describes an experiment that has compared the use of natural language as a secondary representation supporting a flowchart language with the use of pseudo-code as a secondary representation supporting the same flowchart language. The initial results based on learning gains derived from a pre- and post-test are reported.
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