213 research outputs found

    Human Factors in End-user Development of Marketing-IS: A Behavioral User Profiling Approach

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    AbstractMarketing-IS research has recently focused on the development of personalization systems that are based on the modeling of consumer behavior and consumer heterogeneity regarding their distinct needs and preferences. However, personalization approaches in the design and development stage of Marketing-IS have not been widely studied in the End-User Development (EUD) research area. The lack of such research studies results in the development of Marketing-IS tools that neglect the differences in the end-user behavior, and artifacts of low performance and reusability. Attempting to figure out how end-users can participate in the design and construction of Marketing-IS in an efficient way, research suggests the ‘construction’ of end- users behavioral profiles based on human factors. Recent evidence reveal that human factors such as gender and expertise level can influence and even determine the end-users’, behavior, and consequently performance, while end-users interact with EUD environments. This paper presents a methodological approach in which we identify different behavioral user-profiles, named ‘user-categories’ based on behavioural attributes derived by the human factors of gender and expertise level. The resulting user- categories can be applied in the modeling mechanism of adaptive EUD system environments. Such an approach is projected to implicitly assist the end-users in the enhancement of their performance during the development task of Marketing-I

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Implementation of end-user development success factors in mashup development environments

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    [EN] The Future Internet is expected to be composed of a mesh of interoperable web services accessed from all over the Web. This approach has been supported by many software providers who have provided a wide range of mash up tools for creating composite applications based on components prepared by the respective provider. These tools aim to achieve the end-user development (EUD) of rich internet applications (RIA); however, most, having failed to meet the needs of end users without programming knowledge, have been unsuccessful. Thus, many studies have investigated success factors in order to propose scales of success factor objectives and assess the adequacy of mashup tools for their purpose. After reviewing much of the available literature, this paper proposes a new success factor scale based on human factors, human-computer interaction (HCI) factors and the specialization-functionality relationship. It brings together all these factors, offering a general conception of EUD success factors. The proposed scale was applied in an empirical study on current EUD tools, which found that today's EUD tools have many shortcomings. In order to achieve an acceptable success rate among end users, we then designed a mashup tool architecture, called FAST-Wirecloud, which was built taking into account the proposed EUD success factor scale. The results of a new empirical study carried out using this tool have demonstrated that users are better able to successfully develop their composite applications and that FAST-Wirecloud has scored higher than all the other tools under study on all scales of measurement, and particularly on the scale proposed in this paper. (C) 2016 Elsevier B.V. All rights reserved.This research was partially supported by the European Union co-funded IST projects FAST: Fast and Advanced Storyboard Tools (GA 216048), FI-WARE: Future Internet Core Platform (GA 285248) and FI-CORE: Future Internet - Core (GA 632893). The FI-WARE and FI-CORE projects are part of the European Commission's Futuree Internet Public-Private Partnership (FI-PPP) initiative.Lizcano, D.; López, G.; Soriano, J.; Lloret, J. (2016). Implementation of end-user development success factors in mashup development environments. Computer Standards & Interfaces. 47:1-18. https://doi.org/10.1016/j.csi.2016.02.006S1184

    End-User-Oriented Telco Mashups: The OMELETTE Approach

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    With the success of Web 2.0 we are witnessing a growing number of services and APIs exposed by Telecom, IT and content providers. Targeting the Web community and, in particular, Web application developers, service providers expose capabilities of their infrastructures and applications in order to open new markets and to reach new customer groups. However, due to the complexity of the underlying technologies, the last step, i.e., the consumption and integration of the offered services, is a non-trivial and time-consuming task that is still a prerogative of expert developers. Although many approaches to lower the entry barriers for end users exist, little success has been achieved so far. In this paper, we introduce the OMELETTE project and show how it addresses end-user-oriented telco mashup development. We present the goals of the project, describe its contributions, summarize current results, and describe current and future work

    Evaluating End User Development as a Requirements Engineering Technique for Communicating Across Social Worlds During Systems Development

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    Requirements engineering is a key activity in systems development. This paper examines six systems development projects that have used end user development (EUD) as a requirements engineering technique for communicating across social worlds. For this purpose, we employed the theoretical lens of design boundary object in order to focus on functional and political ecologies during the development process. Four features were investigated: (1) the capability for common representation, (2) the capability to transform design knowledge, (3) the capability to mobilise for design action, and (4) the capability to legitimise design knowledge across social worlds. We concluded that EUD means a high degree of end user involvement and takes advantage of end users’ know-how. It has the ability to capture requirements and transfer them into the final information system without the need to make an explicit design rationale available to the systems developers. However, systems developers have little or no influence on business requirements. Their role is mainly as technical experts rather than business developers. The systems developers took control and power of technical requirements, while requirements that relate to business logic remained with the end users. Consequently, the systems developers did not act as catalysts in the systems development process

    Conceptual development of custom, domain-specific mashup platforms

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    Despite the common claim by mashup platforms that they enable end-users to develop their own software, in practice end-users still don't develop their own mashups, as the highly technical or inexistent user bases of today's mashup platforms testify. The key shortcoming of current platforms is their general-purpose nature, that privileges expressive power over intuitiveness. In our prior work, we have demonstrated that a domainspecific mashup approach, which privileges intuitiveness over expressive power, has much more potential to enable end-user development (EUD). The problem is that developing mashup platforms - domain-specific or not - is complex and time consuming. In addition, domain-specific mashup platforms by their very nature target only a small user basis, that is, the experts of the target domain, which makes their development not sustainable if it is not adequately supported and automated. With this article, we aim to make the development of custom, domain-specific mashup platforms costeffective. We describe a mashup tool development kit (MDK) that is able to automatically generate a mashup platform (comprising custom mashup and component description languages and design-time and runtime environments) from a conceptual design and to provision it as a service. We equip the kit with a dedicated development methodology and demonstrate the applicability and viability of the approach with the help of two case studies. © 2014 ACM

    Assisted Reuse of Pattern-Based Composition Knowledge for Mashup Development

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    First generation of the World Wide Web (WWW) enabled users to have instantaneous access to a large diversity of knowledge. Second generation of the WWW (Web 2.0) brought a fundamental change in the way people interact with and through the World Wide Web. Web 2.0 has made the World Wide Web a platform not only for communication and sharing information but also for software development (e.g., web service composition). Web mashup or mashup development is a Web2.0 development approach in which users are expected to create applications by combining multiple data sources, application logic and UI components from the web to cater for their situational application needs. However, in reality creating an even simple mashup application is a complex task that can only be managed by skilled developers. Examples of ready mashup models are one of the main sources of help for users who don't know how to design a mashup, provided that suitable examples can be found (examples that have an analogy with the modeling situation faced by the user). But also tutorials, expert colleagues or friends, and, of course, Google are typical means to find help. However, searching for help does not always lead to a success, and retrieved information is only seldom immediately usable as it is, since the retrieved pieces of information are not contextual, i.e., immediately applicable to the given modeling problem. Motivated by the development challenges faced by a naive user of existing mashup tools, in this thesis we propose toaid such users by enabling assisted reuse of pattern-based composition knowledge. In this thesis we show how it is possible to effectively assist these users in their development task with contextual, interactive recommendations of composition knowledge in the form of mashup model patterns. We study a set of recommendation algorithms with different levels of performance and describe a flexible pattern weaving approach for the one-click reuse of patterns. We prove the generality of our algorithms and approach by implementing two prototype tools for two different mashup platforms. Finally, we validate the usefulness of our assisted development approach by performing thorough empirical tests and two user studies with our prototype tools
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