End-User Development in Social Psychology Research: Factors for Adoption

D. Rough, A. Quigley
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引用次数: 4

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.
社会心理学研究中的终端用户发展:采用的因素
心理学研究人员采用经验抽样法(ESM)来捕捉参与者在日常生活中的想法和行为。基于智能手机的ESM应用程序越来越多地用于此类研究。然而,研究人员应用程序需求的多样性,加上其实施的成本和复杂性,促使了终端用户开发(EUD)方法。此外,除了基于实验室的可用性研究之外,对此类环境的有限评估妨碍了发现与实际EUD采用有关的因素。我们首先描述Jeeves的扩展,这是我们用于创建ESM应用程序的可视化编程环境,我们在其中实现了额外的功能需求,这些需求来自于对以前工作的调查和分析。我们进一步描述了对心理学研究人员的采访,以了解他们在工作实践中采用这种扩展环境的实际考虑。我们的分析结果作为与实践社区内部和社区之间采用EUD活动有关的因素提出。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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