Interfacing thought: cognitive aspects of human-computer interaction
The domestic economy: a broader unit of analysis for end user programming
CHI '05 Extended Abstracts on Human Factors in Computing Systems
ACM Computing Surveys (CSUR)
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Tinkering and gender in end-user programmers' debugging
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
End users as unwitting software developers
Proceedings of the 4th international workshop on End-user software engineering
Advanced visual systems supporting unwitting EUD
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Supporting End Users to Be Co-designers of Their Tools
IS-EUD '09 Proceedings of the 2nd International Symposium on End-User Development
End-User Development for E-Government Website Content Creation
IS-EUD '09 Proceedings of the 2nd International Symposium on End-User Development
Computer Supported Cooperative Work
No Code Required: Giving Users Tools to Transform the Web
No Code Required: Giving Users Tools to Transform the Web
The state of the art in end-user software engineering
ACM Computing Surveys (CSUR)
Starting with Ubicomp: using the senseboard to introduce computing
Proceedings of the 43rd ACM technical symposium on Computer Science Education
End users as co-designers of their own tools and products
Journal of Visual Languages and Computing
SRE: A Scenario-based Requirement Exploration Process for End-user Mobile-Application Development
Proceedings of International Conference on Advances in Mobile Computing & Multimedia
Proceedings of the 45th ACM technical symposium on Computer science education
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Children who are active on the internet are performing significant design and programming activity without realising it, in the course of hacking little animations, game scripts and so on. What does such effortless learning suggest about how to support end-user programming? This paper presents observations of "unwitting' design and programming activity by a small group of teenagers, aged 12-17. It analyses their adoption and appropriation of technology, and discusses how such practices are embedded in social networks.