Program

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Conference Program


Day 1 – Tuesday 26


Workshop

  • Cultures of Participation in the Digital Age: Coping with Information, Participation, and Collaboration Overload
    Barbara Rita Barricelli, Gerhard Fischer, Anders Mørch, Antonio Piccinno and Stefano Valtolina

    More information at the workshop page

DoctoralConsortium

  • Investigating the Barriers Experienced by Adult End-User Developers when Physical Prototyping.
    Tracey Booth
  • EMA IDEs: A Challenge for End-User Development.
    Nikolaos Batalas
  • End User Development System for Adaptive Augmented Environments.
    Alvaro Montero

Day 2 – Wednesday 27


Keynote Speaker: Albrecht Schmidt

Programming Ubiquitous Computing Environments

Computing becomes a part of our everyday environment. Interaction in the “real world” is more and more determined by ubiquitous computing sys- tems that are tailored to fit a specific environment. These systems can only be created with strong domain knowledge. End users may be the right group to de- velop or at least tailor such systems. We show two examples of how domain expert can program systems: one looks at how to transfer programming by demonstration to ubicomp scenarios and the other on how to use examples as recipes for a new development. In the outlook we extrapolate from current prac- tices of sharing videos to a future where multimodal and sensor-rich examples can be continuously recorded and may become the basis for new approaches for a truly user-centered development of cyber-physical systems.

Paper session 1: End User Design 1

Session Chair: Daniela Fogli

  • Instilling a Culture of Participation: Technology-Related Skills and Attitudes of Aspiring Information Professionals (S)
    Monica Maceli
  • Analysing How Users Prefer to Model Contextual Event-Action Behaviours in their Smartphones (S)
    Gabriella Lucci and Fabio Paterno
  • Natural Notation for the Domestic Internet of Things (L)
    Charith Perera, Saeed Aghaee and Alan Blackwell
  • Designing for End-User Development in The internet of Things (L)
    Barbara Rita Barricelli and Stefano Valtolina
  • Engineering the creative co-design of augmented digital experiences with cultural heritage (L)
    Paloma Diaz, Ignacio Aedo and Merel van der Vaart

Paper session 2: End User Technology 1

Session Chair: tba

  • Towards a Toolkit for the Rapid Creation of Smart Environments (S)
    Thomas Kubitza and Albrecht Schmidt
  • Making mashups actionable through elastic design principles (S)
    Carmelo Ardito, Maria Francesca Costabile, Giuseppe Desolda, Markus Latzina and Maristella Matera
  • A Review of Research Methods in End User Development (L)
    Daniel Tetteroo and Panos Markopoulos

Playground







Day 3 – Thursday 28


Panel Discussion

  • EUD: What Next?
    Organizer: Maria Francesca Costabile
    Participants: Clarisse de Souza, Gerhard Fischer, Volker Wulf and Boris de Ruyter

Paper session 3: End User Technology 2

Session Chair: Boris De Ruyter

  • Assisted Composition of Services on Mobile Devices (S)
    Nikolay Mehandjiev, Lu Ning and Abdallah Namoun
  • End-user development in Second Life: Theory and applications (L)
    Valentina Caruso, Melissa Hartley and Anders Morch
  • My program, my world: Insights from 1st-person reflective programming in EUD education (L)
    Ingrid Monteiro, Clarisse de Souza and Eduardo Tolmasquim
  • Extreme Co-Design:Prototyping With and By the User forAppropriation of Web-Connected Tags (L)
    Andrea Bellucci, Giulio Jacucci, Veera Kotkavuori, Salu Ylirisku and Baris Serim
  • Everyday tools used for Avionics User Modifiable Software automatic generation (S)
    Miguel Sanchez-Puebla, Roberto Sobrino Solís and José Andrés Martín Bautista

Paper session 4: End User Design 2

Session Chair: Gerhard Fischer

  • Lessons Learned in the Design of Configurable Assistive Technology with Smart Devices (S)
    Bruno Azevedo Chagas, Hugo Fuks and Clarisse Sieckenius de Souza
  • Interaction Anticipation: Communicating Impacts of Groupware Configuration Settings to Users (S)
    Raquel Prates, Mary Beth Rosson and Clarisse de Souza
  • Involving Children in Design Activities Using the ChiCo Exploratory Co-design Technique (S)
    Diego Alvarado and Paloma Díaz

Paper session 5: End User Technology 3

Session Chair: Clarisse De Souza

  • Pervasive Displays in the wild: employing End User Programming in adaption and re-purposing (S)
    Tommaso Turchi and Alessio Malizia
  • SketchCode – an extensible source code editor for crafting software (S)
    Siemen Baader and Susanne Bødker
  • FaceMashup: Enabling End User Development on Social Networks Data (S)
    Daniele Massa and Lucio Davide Spano
  • Physical Prototyping of Social Products through End-User Development (S)
    Daniela Fogli, Elisa Giaccardi, Alessandro Acerbis and Fabio Filisetti

Day 4 – Friday 29


Paper session 6: End User Studies

Session Chair: Maria Francesca Costabile

  • Building and using home automation systems: a field study (L)
    Alexandre Demeure, Sybille Caffiau, Elena Elias and Camille Roux
  • QAS: Tailorable Quality Assessment Service for Social Media (L)
    Christian Reuter, Thomas Ludwig, Michael Ritzkatis and Volkmar Pipek
  • FRAMES – A Framework for Adaptable Mobile Event-Contingent Self-Report Studies (L)
    Julian Dax, Thomas Ludwig, Johanna Meurer, Volkmar Pipek, Martin Stein and Gunnar Stevens

Keynote Speaker: David Cuartielles

Opensource Hardware and Education

Arduino is a free, opensource hardware platform that can be repro- grammed with a piece of opensource software. Software that reprograms hard- ware allows people to transform the way they understand and interact with the world because electronics are omnipresent in our everyday activities. Elevators run with microcontrollers, in an average car there are seventy microcontrollers and even a microwave oven has microcontrollers. The goal of Arduino is to empower people other than engineers to understand interaction paradigms such as physical, tangible and ubiquitous computing and to create their own interac- tive artifacts with digital electronics. Eventually, it democratizes learning by practical experimentation so that learners discover how to be independent, how to use things by themselves, how to exploit those things to build interactive sys- tems by themselves and how to be critically demanding about technology.
In this talk, I will introduce the feature that makes a free hardware platform such as Arduino a powerful learning tool that foster creativity and I will talk about a vision for the computing education for the 21st century: accessible and pleasant approaches to teach kids how to reprogram the surrounding environ- ment. To this end, I will share experiences and insights gathered from project- based learning experiments with Arduino in secondary schools.