5,997 research outputs found
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Helping end-user programmers help themselves : the idea garden approach
End-user programmers face many barriers in programming. Research has seen many programming environments that attempted to lower or remove the barriers but despite these efforts, empirical studies continue to report barriers users face. To investigate this issue, we took a theory-informed approach. Using theories from design, creativity, and problem solving as a lens, we examined end-user programmers' programming obstacles to derive design implications. Synthesizing the implications, we proposed an Idea Garden approach for creating problem-solving support in existing end-user programming environments aimed at helping users help themselves. This approach focuses on delivering problem-solving strategies and programming knowledge in the context of users' work to help them overcome barriers. We developed a proof-of-concept prototype of an Idea Garden for the CoScripter environment. Results from empirical studies of the prototype were encouraging: not only was the Idea Garden able to help users overcome barriers, learn relevant programming and strategies, but such learning persisted with users so that they were able to apply it toward problem-solving new tasks without further help from the Idea Garden. We conclude by providing recommendations to researchers who are interested in developing an Idea Garden for their end-user programming environments
Confessions of a live coder
This paper describes the process involved when a live coder decides to learn a new musical programming language of another paradigm. The paper introduces the problems of running comparative experiments, or user studies, within the field of live coding. It suggests that an autoethnographic account of the process can be helpful for understanding the technological conditioning of contemporary musical tools. The author is conducting a larger research project on this theme: the part presented in this paper describes the adoption of a new musical programming environment, Impromptu, and how this affects the authorâs musical practice
Wireless Play and Unexpected Innovation
Part of the Volume on Digital Young, Innovation, and the Unexpected. This chapter considers play as leading to unexpected innovation in advanced wireless technologies. It concludes that much of the potential for new media to enhance innovation actually echoes much older patterns, as evidenced by comparisons to wireless history. These are patterns of privilege, particularly class and gender privilege, reinforced by strict intellectual property protections. Detailed case studies are presented of the "wardrivers," young male computer enthusiasts who helped map wi-fi signals over the past decade, and of earlier analog wireless enthusiasts. The chapter offers a solid critique of many present-day celebrations of technology-driven innovation and of the rhetoric of participatory culture
Emergence and playfulness in social games
Social Games, built and played on social networks such as Facebook, have rapidly become a major force in the world of game development, and the top social games today claim more players than any other online game on any format.
As social games begin to mature from their roots as simple playful social toys and into the products of big business, the patterns and mechanics used in the design have begun to be formalised.
In this paper, it is argued that experimentation and playfulness is still a very important part of the play experience and a valuable source of fun. As game designs explore the space opened by the new genre of social games, it is vital for designers to leave âgapsâ in the design to allow for playful and serendipitous experiences to emerge from the activities of the players.
To support this argument, Cailloisâ classification of play is used as a lens through which social games can be examined. Examples of paidic, playful and emergent play are presented from popular social and offline games, and a detailed case study of paidic play in a new social game is presented from the designerâs perspective. Interviews from participants to an open trial are discussed, and their experiences in creating their own playful experiences and goals within the formal structure of the social game design are explored
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Designing Troubleshooting Support Cards for Novice End-User Developers of Physical Computing Prototypes
Previous work has shown that end-user developers (EUDs) find diagnosing and fixing circuit bugs in physical computing prototypes challenging. This paper reports on the design of a card deck to support troubleshooting by novice EUDs. The deck provides EUDs with ideas for different troubleshooting tactics and guides them in their use by encouraging reflection to help build EUDsâ troubleshooting knowledge and skill. We describe the design process and the resulting card deck. Our work contributes a new way of supporting EUDs in troubleshooting physical computing prototypes
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Making progress: Barriers to success in end-user developers' physical prototyping
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
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