TY - GEN
T1 - Lessons Learned from Using Reprogrammable Prototypes with End-User Developers
AU - Borowski, Marcel
AU - Larsen-Ledet, Ida
N1 - Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
PY - 2021
Y1 - 2021
N2 - Involving end-users in the development of a product before it is deployed has great potential to increase the fit between a product and individual users’ needs. While end-users can be directly involved in modifying low-fidelity prototypes, they are left out when it comes to high-fidelity interactive prototypes—in part because these cannot be modified directly or require time-consuming edit-compile-run cycles. High-fidelity prototypes, however, are more engaging for users. We created a reprogrammable high-fidelity prototype and explored its use in short-term prototyping workshops with end-user developers, i.e. end-users with programming experience, in the domain of collaborative writing. We report observations and pitfalls, and distill four lessons learned into guidelines on how to use reprogrammable high-fidelity prototypes with end-users in contexts with limited resources. Our experiences demonstrate, among other things, that reprogrammable high-fidelity prototypes are difficult to work with—even for experienced programmers—and emphasize the need for careful attention to guiding participants, time for familiarization, and catering to multiple levels of programming experience.
AB - Involving end-users in the development of a product before it is deployed has great potential to increase the fit between a product and individual users’ needs. While end-users can be directly involved in modifying low-fidelity prototypes, they are left out when it comes to high-fidelity interactive prototypes—in part because these cannot be modified directly or require time-consuming edit-compile-run cycles. High-fidelity prototypes, however, are more engaging for users. We created a reprogrammable high-fidelity prototype and explored its use in short-term prototyping workshops with end-user developers, i.e. end-users with programming experience, in the domain of collaborative writing. We report observations and pitfalls, and distill four lessons learned into guidelines on how to use reprogrammable high-fidelity prototypes with end-users in contexts with limited resources. Our experiences demonstrate, among other things, that reprogrammable high-fidelity prototypes are difficult to work with—even for experienced programmers—and emphasize the need for careful attention to guiding participants, time for familiarization, and catering to multiple levels of programming experience.
KW - Co-design
KW - End-user development
KW - Malleable software
KW - Prototyping
KW - Reprogrammable software
KW - Tailoring
UR - https://www.scopus.com/pages/publications/85111442123
U2 - 10.1007/978-3-030-79840-6_9
DO - 10.1007/978-3-030-79840-6_9
M3 - Conference proceeding
AN - SCOPUS:85111442123
SN - 9783030798390
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 136
EP - 152
BT - End-User Development - 8th International Symposium, IS-EUD 2021, Proceedings
A2 - Fogli, Daniela
A2 - Tetteroo, Daniel
A2 - Barricelli, Barbara Rita
A2 - Borsci, Simone
A2 - Markopoulos, Panos
A2 - Papadopoulos, George A.
PB - Springer Science and Business Media Deutschland GmbH
T2 - 8th International Conference on End-User Development, IS-EUD 2021
Y2 - 6 July 2021 through 8 July 2021
ER -