Report of the “End-User Programming” working group
Languages for developing user interfaces
Activity theory as a potential framework for human-computer interaction research
Context and consciousness
Three levels of end-user tailoring: customization, integration, and extension
Computers and design in context
Specification and dialogue control of visual interaction through visual rewriting systems
ACM Transactions on Programming Languages and Systems (TOPLAS)
Meta-design: design for designers
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Software Engineering: Theory and Practice
Software Engineering: Theory and Practice
Human-Computer Interaction
Modeling Multimodal Expression of User's Affective Subjective Experience
User Modeling and User-Adapted Interaction
Architectural Mismatch: Why Reuse Is So Hard
IEEE Software
Architectural Mismatch: Why Reuse Is So Hard
IEEE Software
Reading patterns and usability in visualizations of electronic documents
ACM Transactions on Computer-Human Interaction (TOCHI)
Developing multimodal intelligent affective interfaces for tele-home health care
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Meta-design: a manifesto for end-user development
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
Human-Computer Interaction (3rd Edition)
Human-Computer Interaction (3rd Edition)
Supporting co-evolution of users and systems by the recognition of interaction patterns
Proceedings of the Working Conference on Advanced Visual Interfaces
Simulation of hepatological models: a study in visual interactive exploration of scientific problems
Journal of Visual Languages and Computing
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The interaction with software systems is often affected by many types of hurdles that induce users to make errors and mistakes, and to break the continuity of their reasoning while carrying out a working task with the computer. As a consequence, negative emotional states, such as frustration, dissatisfaction, and anxiety, may arise. In this paper, we illustrate how the Software Shaping Workshop (SSW) methodology can represent a solution to the problem of developing interactive systems that are correctly perceived and interpreted by end-users, thus becoming more acceptable and favouring positive emotional states. In the methodology, a key role is played by domain-expert users, that is, experts in a specific domain, not necessarily experts in computer science. Domain-expert users' skills and background, including their knowledge of the domain and users' needs and habits, are exploited to create context and emotion aware visual interactive systems. Examples of these systems are illustrated by referring to a case study in the automation field.