2015 · 20 citations · 21 references
ComputingVisualizationInteraction DesignUser Experience DesignVisual DesignApplication Programming InterfacesContext-aware ComputingExperience DesignMobile Application DevelopmentMobile Human-computer InteractionMobile User ExperienceContext-aware ApplicationsContext-aware Mobile ApplicationsSamplingVisual LanguageVisual ProgrammingWearable ComputingWearable Technology
The Experience Sampling Method (ESM) captures participants' thoughts and feelings in their everyday environments. Mobile and wearable technologies afford us opportunities to reach people using ESM in varying contexts. However, a lack of programming knowledge often hinders researchers in creating ESM applications. In practice, they rely on specialised tools for app creation. Our initial review of these tools indicates that most are expensive commercial services, and none utilise the full potential of sensors for creating context-aware applications. We present “Jeeves”, a visual language to facilitate ESM application creation. Inspired by successful visual languages in literature, our block-based notation enables researchers to visually construct ESM study specifications. We demonstrate its applicability by replicating existing ESM studies found in medical and psychology literature. Our preliminary study with 20 participants demonstrates that both non-programmers and programmers are able to successfully utilise Jeeves. We discuss future work in extending Jeeves with alternative mobile technologies.
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The Scratch Programming Language and Environment
John Maloney, Mitchel Resnick, Natalie Rusk et al. · ACM Transactions on Computing Education · 2010 · 1.4K citations
Kiran K. Rachuri, Mirco Musolesi, Cecilia Mascolo et al. · 2010 · 517 citations