Abstract
Psychology researchers employ the Experience Sampling Method (ESM) to capture thoughts and behaviours of participants within their everyday lives. Smartphone-based ESM apps are increasingly used in such research. However, the diversity of researchers' app requirements, coupled with cost and complexity of their implementation, has prompted end-user development (EUD) approaches. In addition, limited evaluation of such environments beyond lab-based usability studies precludes discovery of factors pertaining to real-world EUD adoption.We first describe the extension of Jeeves, our visual programming environment for ESM app creation, in which we implemented additional functional requirements, derived from a survey and analysis of previous work. We further describe interviews with psychology researchers to understand their practical considerations for employing this extended environment in their work practices. Results of our analysis are presented as factors pertaining to the adoption of EUD activities within and between communities of practice.
Original language | English |
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Title of host publication | IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2018) |
Editors | Jácome Cunha, João Paulo Fernandes, Caitlin Kelleher, Gregor Engels, Jorge Mendes |
Publisher | IEEE |
Pages | 75-83 |
ISBN (Electronic) | 9781538642351 |
ISBN (Print) | 9781538642368 |
DOIs | |
Publication status | Published - 1 Oct 2018 |
Event | 2018 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) - Lisbon, Portugal Duration: 1 Oct 2018 → 4 Oct 2018 https://vlhcc18.github.io/ |
Conference
Conference | 2018 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) |
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Abbreviated title | VL/HCC 2018 |
Country/Territory | Portugal |
City | Lisbon |
Period | 1/10/18 → 4/10/18 |
Internet address |