A field study of the software design process for large systems
Communications of the ACM
Why good engineers (sometimes) create bad interfaces
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Inside a software design team: knowledge acquisition, sharing, and integration
Communications of the ACM
Organizational obstacles to interface design and development: two participant-observer studies
ACM Transactions on Computer-Human Interaction (TOCHI)
Groupware and social dynamics: eight challenges for developers
Communications of the ACM
Abstracting Craft: The Practiced Digital Hand
Abstracting Craft: The Practiced Digital Hand
Mediated crafts: digital practices around creative handwork
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Revisiting the jacquard loom: threads of history and current patterns in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creative and open software engineering practices and tools in maker community projects
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Coding Places: Software Practice in a South American City
Coding Places: Software Practice in a South American City
Recoding Gender: Women's Changing Participation in Computing
Recoding Gender: Women's Changing Participation in Computing
Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
Drawing on interviews with 12 software engineers, we investigate the relationship between developers and the tools they use to build code through the lens of craft. We analyze different conceptualizations of craft in accounts of software development, including craft as a process of building, craft as materiality, and craft as a community of practice. By working through these different facets of craft, we investigate tensions of perceiving coding work as, on the one hand, highly rational, and on the other, deeply personal and embodied. In working through these tensions of code as abstract and concrete, cerebral and intuitive, we note implications for craft, both as a theory relevant to computer human interaction, and for paradigms of education in computer science.