{"title":"Learners at the Wheel: Novice Programming Environments Come of Age","authors":"J. Good","doi":"10.4018/ijpop.2011010101","DOIUrl":"https://doi.org/10.4018/ijpop.2011010101","url":null,"abstract":"","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126216397","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Probes as a People-Oriented Method","authors":"Connor Graham, M. Rouncefield","doi":"10.4018/ijpop.2011010102","DOIUrl":"https://doi.org/10.4018/ijpop.2011010102","url":null,"abstract":"This paper discusses some methodological aspects of the use of Probes as a people-oriented method. Different kinds of Probes are reviewed and two separate deployments are documented–Technology Probes and Informational Probes–in a care setting. The authors argue that Probes reflect a post-disciplinary era and a shift of attention beyond ‘the social’ to concerns with individual variation, materiality and the visual in technology design. It is suggested that in an era of ‘everyday development’, Probes can play an important role in providing useful insights concerning the product and potentially the process of programming-type work.","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124851565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing an Evaluation Tool to Measure Emotional Goals","authors":"M. Curumsing, S. Pedell, Rajesh Vasa","doi":"10.4018/ijpop.2014010102","DOIUrl":"https://doi.org/10.4018/ijpop.2014010102","url":null,"abstract":"","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130737122","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Understanding, Modeling and Exploiting User Emotions for Brain-Driven Interface Design: Application to an Adaptive-3D-Virtual-Environment","authors":"V. Carofiglio, F. Abbattista","doi":"10.4018/IJPOP.2014010101","DOIUrl":"https://doi.org/10.4018/IJPOP.2014010101","url":null,"abstract":"Innovative applications are often complex systems. In designing this kind of application, usability, perceived usefulness and appropriateness of adaptation are the three most commonly assessed variables. However, in order to obtain a more engaging overall user experience, a good designer should perform proper formative and summative usability tests, based on the user’s emotional level, which becomes a user-centered evaluation activity. Moreover, traditional methods are not ideal, as information about the user’s emotional state should be captured in an implicit and transparent manner, in order to be non-invasive and more effective. Brain Computer Interface has recently witnessed an explosion of systems for studying human emotion by the acquisition and processing of physiological signals. The authors view Adaptive Virtual Environments, as one of the most representative examples of innovative applications, and also as elicitors of a complex user emotion synthesis. Therefore, in this paper the authors propose a user-centered approach to the design and support of the user experience through an adaptive virtual environment, via brain-computer interface. Firstly, the authors focus on the design of an engaging overall experience for potential users, by exploiting their emotional level as a powerful engine in the interaction experience. Secondly, the author work to enhance the user experience by dynamically adapting the interaction to the user’s emotional state, so that there will be a more immersive and satisfying interaction. Understanding, Modeling and Exploiting User Emotions for Brain-Driven Interface Design: Application to an Adaptive3D-Virtual-Environment","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128985771","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Rizzo, Francesco Montefoschi, S. Ermini, G. Burresi
{"title":"UDOO App Inventor: Introducing Novices to the Internet of Things","authors":"A. Rizzo, Francesco Montefoschi, S. Ermini, G. Burresi","doi":"10.4018/IJPOP.2015010103","DOIUrl":"https://doi.org/10.4018/IJPOP.2015010103","url":null,"abstract":"This paper describes the opportunities provided by the new graphical tool UDOO App Inventor UAPPI for enhancing the programming learning experience. With this tool, coding and programming are no longer limited to screen pixels but will incorporate real objects in the physical world. The aim of the authors' research is to develop new tools for coding alphabetization, by focusing on live programming, event programming, physical computing and overcoming syntax obstacles by using blocks programming. They describe two simple Research through Design case studies carried out with different categories of attendees in order to illustrate the potential of the UAPPI platform. In the first case, the authors render a door interactive, while in the second, they build a simple rover.","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129355436","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Agent-Based Modelling of Emotional Goals in Digital Media Design Projects","authors":"James Marshall","doi":"10.4018/ijpop.2014010103","DOIUrl":"https://doi.org/10.4018/ijpop.2014010103","url":null,"abstract":"The authors promote agent-oriented models to identify, represent and evaluate high-level abstractions of digital media design projects. A major aspect is the introduction of emotional goals, in addition to functional goals and quality goals to describe feelings such as having fun, being engaged and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and following an iterative participatory design process. This approach proved to be highly successful, not only to represent emotional goals such as fun, tension and empathy, but also to facilitate the ideation, creation and progressive evaluation of projects. The process supports communication between designers, developers and other stakeholders in large multidisciplinary development teams by providing a shared language and common artefact. The process is demonstrated in the development of a Multiplayer Online Role Play Game (MORPG) called Aspergion that promotes respect for people with Asperger’s Syndrome. Agent-Based Modelling of Emotional Goals in Digital Media Design Projects","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130222289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Empirical Comparison of Java and C# Programs in Following Naming Conventions","authors":"Shouki A. Ebad, D. Manzoor","doi":"10.4018/IJPOP.2016010103","DOIUrl":"https://doi.org/10.4018/IJPOP.2016010103","url":null,"abstract":"An important indicator of source code quality is compliance with naming conventions. It is believed that such practices improve program comprehension, which directly affects maintainability and reusability. In this paper, the authors conduct an experiment to determine how well Java and C# programs follow a set of well-publicized naming practices. The experiment evaluated 120 arbitrarily selected open-source Java and C# classes from different programmers with respect to four naming conventions. The results indicate that Java and C# programs do not always follow naming conventions. However, Java developers are more attentive than C# developers in terms of following naming practices. A disturbing trend was found in variable and constant naming conventions, which were violated in most C# subjects. Moreover, there is a positive correlation between the number of violations found in a C# class and its size but a negative correlation in case of Java class. The findings are expected to contribute to the existing knowledge of the use of coding standards and source code quality. The paper also discusses the threats to the validity of the study and suggests open issues for future research.","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129547607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Something Old, Something New, Something Borrowed, Something Blue: The Construction of Online Identity and Its Consequences","authors":"C. Sun","doi":"10.4018/ijpop.2012010103","DOIUrl":"https://doi.org/10.4018/ijpop.2012010103","url":null,"abstract":"This paper explores the construction of identity in online communities and websites for social purposes, and its consequences in terms of how one's online identity may be utilized to such an extent that one's real-world identity is either enforced or eroded. It does so by investigating the very nature of Identify, coming predominantly from a cultural studies research and philosophical view, although it also cites some parallel findings in Information Systems IS research. In the Section Something Old, the author investigates the concept of identity in the real world, then investigates it in the online world in the Section Something New. Section Something Borrowed examines how an individual positions oneself including who one associates with and why one flags it so to others. And finally this paper looks at some consequences unfolding in our time in Section: Something Blue, citing several pointed examples for illustration purposes, where values that have been migrated from the real world are amplified via the Internet, causing all sorts of actions and consequences both online and offline. These issues and actions revolve around control and disclosure of ones identity that has consequences upon reputation and trust, and how responsibility needs to be brought forward into how one: positions oneself, manages ones own identity, and acts appropriately in and beyond the Internet. Above all of these, the author concludes, is the responsibility of understanding the nature of identity itself.","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127325188","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Automating the TANDEM Design Method in End-User Programming Environments","authors":"S. Goschnick","doi":"10.4018/ijpop.2012010102","DOIUrl":"https://doi.org/10.4018/ijpop.2012010102","url":null,"abstract":"Mashups are newly envisaged applications, made up from local information sources and processes, Web services and other distributed resources, bound together technically in some way. Interactive Development Environments IDE used to build mashups are becoming more accessible to end-user programmers. Design methods that end-users may apply to a given problem addressed by a mashup, are much less prevalent. This paper describes an end-user-friendly design method called TANDEM and demonstrates the use of it in detail, by way of an example: the design of a mashup of services that solves the so-called movie-cinema problem. An implementation of the newly designed movie-cinema app is then built within the DigitalFriend, an end-user programmer IDE. Furthermore, a significant part of the TANDEM design method, is then automated within the development tool itself. This automation removes the most skilled task required by TANDEM of the end-user: the automation of the process of Data Normalization. The automation applies data normalization to the initial model of components and data sources that feed into the mashup. The presentation here relies on some understanding of Data Normalization, so a simple example is presented. After this demonstrated example of the method and the implementation, the paper discusses the applicability of a model achievable by end-users using TANDEM coupled with the automated normalization process built into the IDE, versus, using a top-down model by an experienced information analyst. In conclusion, the TANDEM method combined with the automation as demonstrated, does empower an end-user to a significant degree in achieving a workable mashup or distributed application. And furthermore, the TANDEM method does have broader applicability to designing a broad class of logic programs, complementing the use of collected patterns in logic programs.","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133787775","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wolfram Language for Teaching Computational Thinking to K-12 Learners","authors":"Alyson Gamble","doi":"10.4018/IJPOP.2017010103","DOIUrl":"https://doi.org/10.4018/IJPOP.2017010103","url":null,"abstract":"Computational thinking is a necessary skill, but developing it among young learners can be a difficult process. Wolfram Research, known in part for its accessible Wolfram Language and complex computational tool Mathematica, has recently developed new initiatives for introducing computational thinking to novice learners. These tools help make computational thinking accessible to students across the K12 curriculum.","PeriodicalId":309154,"journal":{"name":"Int. J. People Oriented Program.","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132860207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}