End-user development in social psychology research: factors for adoption

Daniel John Rough, Aaron John Quigley

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)
7 Downloads (Pure)

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 languageEnglish
Title of host publicationIEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2018)
EditorsJácome Cunha, João Paulo Fernandes, Caitlin Kelleher, Gregor Engels, Jorge Mendes
PublisherIEEE
Pages75-83
ISBN (Electronic)9781538642351
ISBN (Print)9781538642368
DOIs
Publication statusPublished - 1 Oct 2018
Event2018 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) - Lisbon, Portugal
Duration: 1 Oct 20184 Oct 2018
https://vlhcc18.github.io/

Conference

Conference2018 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)
Abbreviated titleVL/HCC 2018
Country/TerritoryPortugal
CityLisbon
Period1/10/184/10/18
Internet address

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