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Final Research Presentation

The Wonderful World of End User Design. Final Research Presentation. Agenda. Principles Practice Workflow Automator Creative Simulation Second Life Programming Programming By Example Quality Issues Social Issues Revisited Future Directions. WHY EUD?.

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Final Research Presentation

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  1. The Wonderful World of End User Design Final Research Presentation

  2. Agenda • Principles • Practice • Workflow • Automator • Creative Simulation • Second Life • Programming • Programming By Example • Quality Issues • Social Issues Revisited • Future Directions

  3. WHY EUD? In his widely read Software Design Manifesto a few years ago Mitchell Kapor bemoaned the fact that “Despite the enormous outward success of personal computers, the daily experience of using computers far too often is still fraught with difficulty, pain, and barriers for most people ……………………………………. The lack of usability of software and poor design of programs is the secret shame of the industry.”

  4. WHY EUD? (2) “The time is ripe to address designing as a coherent activity—technical, cognitive, social, organizational, and cultural. • August 1995 …. the first Symposium on Designing Interactive Systems

  5. EUD Principles and Tradeoffs • Complexity vs. Flexibility (or General Purpose vs. Domain-Specific) • Design Freedom vs. Need for Control • Motivation to Learn vs. Need to Add Immediate Value • Rise of the Graphical Design Worlds – Transparency vs.Specificity

  6. Reducing Expertise Tension IT Expert Hi Easy Dev Tools Simplified Software Development Environ-ments Hi Level Semantics System Knowledge Domain Specific Metaphors Intelligent Systems Replacement Domain Models Low Domain Knowledge Hi

  7. Tools to Alleviate Tension • Lack Systems Knowledge - Simplified Function Set • Hi Level Primitives • Wizards • Lack Domain Knowledge • Metaphors/Replacement Domains • Best Practice Templates • Semantic Build Blocks w/ Ontologies • Wizards

  8. Biases of EUs that Need to be Addressed in EUD Tool Design • Tend to collect only enough information needed to make a decision, not necessarily the best one • Tend to use the tools that let us reach our short-term goals the quickest, regardless of their impact on our long-term goals • If users comfortable with a language construct, method call or other tool, they often tried to use it in inappropriate ways when they perceived a high cost in finding and learning a new one • Sheer number of ways to implement a behavior in a visual tool is a problem

  9. Implications - EUD Tool Design • Design tools that help end-user designers attend to “important” details • Have the tool provide a more objective & exhaustive list of possible explanations and have end users choose from it • Tools could generate to-do list items automatically by, for example, identifying unhandled cases in set of conditionals, note procedures that have yet to be called • Example …. Whyline, a debugging tool that lets end users ask questions about their program’s failures in terms of its output and behavior

  10. EUD in Practice • Workflow • Simulated Interaction • EUD Programming Aids

  11. EUD Tools • Automator in OSX 10.4 • Meet Otto • Tool for repetitive tasks • Scriptable application • Components • Action • Sequential Workflow • Graphical interface

  12. Action • Building blocks of a workflow (Lego) • Item that performs single task (Agent) • Single input and output • Two types of action • Not require Input • Require Input

  13. Workflow • Document of how to accomplish a task • Consists of a series of action objects • Reusable, sharable • No conditionals/ branching

  14. Actions: All the available actions Related to a certain Application Action Library: Categorize different actions by applications Run/Stop button Actions Added Workflow space Information window: provides the detail description of actions Automator • Design environment

  15. Example Workflows • Repeatedly Tasks • Rename a bunch of files • Resize a bunch of pictures

  16. Thoughts about Automator(1) • Pros • Visual programming(workflow) • Program by example/Intermediate stable status: online community support • Improve productivity • Enrich the existing OSX system

  17. Thoughts on Automator(2) • Limitations: • Can’t find the actions I need, now what? • Not ease for end user to create their own actions • Provide a solution to find the right action locally or online • Need more feedback/ critiques in the design process • Need error prevention/ guidance • To choose the right action • Better Debugging tools? • No conditionals/branching(complexity vs. flexibility)

  18. Resources for Automator • http://www.apple.com/downloads/macosx/automator/ • http://www.automatorworld.com/ • http://www.automator.us/ • http://developer.apple.com/macosx/automator.html

  19. EUD Simulation Tools Second Life - stated goal of creator is to create a world like the metaverse described in Snow Crash - Privately-owned, subscription-based multiplayer on-line game - Gives its users tools to add to and edit its world and participate in its economy - Majority of the content in the Second Life world is resident-created - Concept that residents retain the intellectual rights to objects they create though they are required to offer creator an open license

  20. Second Life Linden Lab

  21. What is it? • 3-D virtual world entirely built and owned by its users • Went public in 2003 and presently has 100,000 users • Digital continent that you occupy and meet people, build communities, start businesses, and build your own house • Residents retain the rights to their digital creations- buy, sell, trade property

  22. What is it? • Commerce: Linden dollar can be converted to US Dollar • Residents create their own virtual goods and services • Fully integrated economy designed to reward risk, innovation, and craftsmanship**

  23. Create Yourself

  24. Buy Land

  25. Meet Friends & Build Communities

  26. Have Fun

  27. Second Life • Residents are represented in the environment by an avatar • Residents can upload and implement animations for their avatars • Common applications of altering character appearance have included animals, robots, mechs, furries and avatars totally non-humanoid

  28. Second Life • Includes a built-in object editor tool that allows residents to create complex objects out of a set of basic primitives • Environment includes a set of textures that users can apply to their objects • Residents can upload and apply their own images as well

  29. Second Life • Comprised of rich, diverse, user-driven subcultures and countercultures • Groups can be created by any user • Group activity is usually centered on a particular interest, so creating groups can give people a common ground for discussion • Has its own economy/currency • Residents receive an amount and a weekly stipend thereafter. Additional monies acquired by selling objects or services in economy

  30. Second Life • Various companies have used Second Life as a platform to enhance various aspects of their businesses. Some have built large-scale games around their brand while others are in the process of integrating Second Life into their operations as a communication and collaboration tool.

  31. Second Life - The Synthetic Environments for Emergency Response Simulation (SEERS) project aims to provide cost effective mission rehearsal and virtual prototyping tools for the emergency response community. - The project, which is funded by the U.S. Department of Homeland Security, is part of the core research program of the Emergency Readiness and Response Research Center (ER3C) at Dartmouth College's Institute for Security Technology Studies.

  32. Second Life • Second Life SEERS

  33. Second Life • SEERS Simulation

  34. Second Life • SEERS Simulation

  35. Second Life – Beyond Gaming • A way for business school students to test entrepreneurial talents in riskless space • British organization (ARCI) using it to help abused children work on socialization, collaboration, team building, etc. • Project live2give …….. nine adults with cerebral palsy, seeks to provide a forum in which they can share in everyday personal interactions most people take for granted. They share an avatar & get to experience being around other people without being judged • Platform for creating synthetic environments for Home-land Security to test emergency response scenarios

  36. Second Life – Beyond Gaming(2) • Some companies and organizations are taking advantages of the possibilities offered by the Metaverse and building VR intranets and extranets in SL • A firm has built virtual office and entertainment space, and uses it as a workspace for its staff (intranet) and a marketing and sales point for its customers (extranet). • Marketing presentations, university lectures and business meetings in SL can be very close to the "real thing", with the added value that the organizers, and the participants, can save a lot of money and time.

  37. SL as an EUD Environment • Provides range of software tools, including a visual programming language • Gives participants the power to create artifacts according to their own designs • Provides access to a community of participants to explore ideas and test out approaches in a riskless atmosphere • Intended to be a canvas, rather than a world that constrains residents to a specific theme or style

  38. SL as an EUD Environment • Open source technologies such as Apache and squid are already being used • Built-in instant messaging system will be replaced with Jabber • Current proprietary built-in virtual machine will be replaced with Mono • Cultural anthropologist, Thomas Malaby at UW, Madison, is studying Second Life to understand the "relationships among modernity, unpredictability, and technology, particularly as they are realized through such processes." (Source: http://www.uwm.edu/~malaby/ )

  39. Criticisms of SL • While more open than most virtual world on-line environments …… still restrictive • The environment can be is complex to navigate …… “…… took me 3 hours to figure out how to walk ……” • Reflection space may be biased depend-ing on the diversity of the community

  40. http://www.secondlife.com

  41. Programming By Example • Create programs by giving examples of their behavior • Work with specific examples rather than describing the problem in abstract • Relies on the system's ability to generalize from examples • Programmer presents examples of data before and after processing; system finds method of transforming input to output

  42. PBE - Examples • Mondrian - user interface that allows a domain expert (not a programmer) to construct representations of objects and procedures from a video of a human performing an example procedure • Tinker - permits a novice coder to write Lisp programs by providing examples of input data, and typing Lisp expressions or providing mouse input that directs the system how to handle each example; system records the steps formulates program to handle the general case.

  43. PBE – Ready for Prime Time? Inferencing Systems - Unreliable • Easy for EUs to put instructions into system • Limited control over the behavior that comes out Inferencing Systems - Cumbersome • Instructing system requires more knowledge, planning and effort • User has more control, but can get inundated in the process of creating programs

  44. Quality Issues • How to compensate for lack of QA and test skills in the typical end user • How to ensure software quality and maintainability as more of the burden of design is shifted to the end user designer • More training and more versatile and targeted QA and testing tools for EU designers

  45. Social Challenges • How to motivate end users • How to provide environments that allow acquisition of social capital tied to performance and contributions • How to mitigate the control issues and realign the traditional roles of developer and end user

  46. Future Directions for EUD • Better visual programming systems • More agent based systems • More interactive systems that know the user and learn from him/her (more intelligent scaffolding) • ???????????????

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