The advent of smart devices and sensors (the Internet of Things or IoT) will create increasing demands for the automation of devices based on sensor, time, and other inputs. This is essentially a programming task with...
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ISBN:
(纸本)9781728122533
The advent of smart devices and sensors (the Internet of Things or IoT) will create increasing demands for the automation of devices based on sensor, time, and other inputs. This is essentially a programming task with all the problems and difficulties that programming entails, for example, modularity, feature interaction, debugging, and understanding. Moreover, much of the programming for smart devices is going to be done not by professional programmers but by endusers, often endusers without any programming experience or computational literacy. Our research is aimed at exploring the programming space and the associated issues using a case study of a smart sign that can be controlled using a variety of sensors. We have developed a general system for programming smart devices and, in this paper, explore a variety of different user interfaces for programming this system for our smart sign.
programming has recently become more common among ordinary endusers of computer systems. We believe that these end-user programmers are not just coders but also designers, in that they interlace making design decisio...
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ISBN:
(纸本)9781605589299
programming has recently become more common among ordinary endusers of computer systems. We believe that these end-user programmers are not just coders but also designers, in that they interlace making design decisions with coding rather than treating them as two separate phases. To better understand and provide support for the programming and design needs of endusers, we propose a design theory-based approach to look at end-user programming. Toward this end, we conducted a think-aloud study with ten endusers creating a web mashup. By analyzing users' verbal and behavioral data using Schon's reflection-in-action design model and the notion of ideations from creativity literature, we discovered insights into end-user programmers' problem-solving attempts, successes, and obstacles, with accompanying implications for the design of end-user programming environments for mashups. The contribution of our work is three-fold: 1) the methodology of using a design lens to view programming, 2) evidence, through insights gained, of the usefulness of this approach, and 3) the implications themselves.
As robots interact with a broader range of end-users, end-user robot programming has helped democratize robot programming by empowering end-users who may not have experience in robot programming to customize robots to...
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As robots interact with a broader range of end-users, end-user robot programming has helped democratize robot programming by empowering end-users who may not have experience in robot programming to customize robots to meet their individual contextual needs. This article surveys work on end-user robot programming, with a focus on end-user program specification. It describes the primary domains, programming phases, and design choices represented by the end-user robot programming literature. The survey concludes by highlighting open directions for further investigation to enhance and widen the reach of end-user robot programming systems.
With the promotion of IT applications and the rise of Web 2.0, mass users' individual requirements continue to emerge. How to quickly meet increasing development and maintenance requirements has been a critical pr...
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ISBN:
(纸本)9783038350125
With the promotion of IT applications and the rise of Web 2.0, mass users' individual requirements continue to emerge. How to quickly meet increasing development and maintenance requirements has been a critical problem of software development. Is it possible for end-users to develop software? This paper chooses Web information systems as the research field, studies the end-user programming technology, and designs an end-user oriented visual domain-specific language VUDSL for university Web information systems. VUDSL programming tools are also implemented, to support end-users without the knowledge of software engineering to develop target information systems by visual programming.
This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. I...
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ISBN:
(纸本)9781479922802
This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. It is based on the Scratch programming language, but specifically design and created for Android OS. It is a visual programming concept that allows non-skilled programmer operators to create programs. The application also allows to monitor the tasks while it is being executed by overlapping real time information through augmented reality. The application includes a teach pendant screen that can be customized according to the operator needs at every moment.
Microsoft TouchDevelop is a programming environment enabling users use their phones to create scripts that run on the mobile phones. This is achieved via a semi-structured editor and a programming language with severa...
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ISBN:
(纸本)9781467308502
Microsoft TouchDevelop is a programming environment enabling users use their phones to create scripts that run on the mobile phones. This is achieved via a semi-structured editor and a programming language with several distinctive features, such as support for using smartphone hardware. In order to uncover opportunities for future tool development aimed at facilitating end-user programming of phones on phones, we have investigated the kinds of scripts that people are creating with the current tool set as well as what problems they ask for help with solving. This paper is the first to study how end-user programmers "in the wild" are programming mobile phones. In particular, no previous study has investigated the ways in which endusers programmatically use mobile phones' special hardware (e.g., GPS, accelerometer, gyroscope) for practical everyday purposes. We discovered that, in essence, people are using TouchDevelop to create apps: downloadable applications with small, fairly reliable feature sets that take advantage of mobile hardware. In addition, we identified several areas for further innovation aimed at enhancing the programming tool and the online repository where users share scripts with one another.
Preschool children may interact with the Internet of Things (IoT) devices and program the behavior of these products. However, not much is known about the children's ideas for a software programming tool. This res...
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Preschool children may interact with the Internet of Things (IoT) devices and program the behavior of these products. However, not much is known about the children's ideas for a software programming tool. This research aimed at investigating how children aged from 4 to 6 years perceive the programming of IoT devices and, from practice with them, build a prototype of a programming environment for them. To this end, three Participatory Design techniques were adapted and applied to (and with) 30 children. A final prototype was built and its usability was assessed with the participation of six children. Photos and videos collected during the empirical assessment were later analysed using the Content Analysis Method. During the design, children relied on buttons and explicitly represented the IoT devices and adults in the user interfaces. They also adopted a top-down approach to programming IoT devices. Lessons learned for the design of these solutions are discussed.
We report a series of studies investigating the choices that users make between direct manipulation and abstract programming strategies when operating domestic appliances. We characterise these strategic choices in te...
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We report a series of studies investigating the choices that users make between direct manipulation and abstract programming strategies when operating domestic appliances. We characterise these strategic choices in terms of the Attention Investment model of abstraction use. We then describe an experiment that investigates the estimation biases influencing the individual parameters of that model. These biases are linked to gender in a way that explains some gender differences in discretionary appliance use. Finally, we suggest design strategies that might compensate for those gender-linked estimation biases, and therefore make programmable features of future homes more accessible to a wider range of users. (C) 2008 Elsevier Ltd. All rights reserved.
programming is becoming a new literacy, and programming education is being implemented in various settings. One of the issues faced by novice programmers is a lack of problem-solving skills. They have difficulty plann...
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programming is becoming a new literacy, and programming education is being implemented in various settings. One of the issues faced by novice programmers is a lack of problem-solving skills. They have difficulty planning abstract solutions and expressing them in a program. This study proposes a programming learning system that supports novice programmers' thinking processes when solving programming tasks. The system presents candidates for solutions in natural language and allows the user to solve the problem by choosing from a limited number of options. The method allows users to repeat quick trial-and-error solutions without being interrupted by coding-induced problems. We implemented the proposed system as a web application for use on a smartphone and applied it in a university's introductory programming class. After applying the proposed system to 37 students for four weeks, we found a correlation between the number of times a user selected an option using the proposed system and the class task score. We confirmed the possibility that using the proposed system can improve problem-solving skills for programming tasks.
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