User-tailorable systems: pressing the issues with buttons
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Watch what I do: programming by demonstration
Watch what I do: programming by demonstration
KidSim: programming agents without a programming language
Communications of the ACM
Bending the rules: steps toward semantically enriched graphical rewrite rules
VL '95 Proceedings of the 11th International IEEE Symposium on Visual Languages
VL '96 Proceedings of the 1996 IEEE Symposium on Visual Languages
Teachers as simulation programmers: minimalist learning and reuse
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Collaborative use & design of interactive simulations
CSCL '99 Proceedings of the 1999 conference on Computer support for collaborative learning
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In end-user programming it is still hard to overcome the tension between usability and expressiveness. Some end-user programming approaches focus on simple use but they make it hard or even impossible to write programs expressing useful functionality. Other programming approaches can be very expressive by allowing the construction of arbitrary complex programs but this expressiveness comes at the price of usability. End user programming approaches that are at least reasonably usable and expressive at the same time require not merely a syntactic improvement of programming languages but a new way to conceptualize the programming process in a social context. Social behavior processing describes the idea of elevating programming components to the level of easily composable and decomposable entities that can be shared through the World Wide Web with a community of end-users. The Agentsheets Behavior Exchange is outlined here as a forum for end-user programmers, including middle school kids and professionals, to (a) compose behaviors in order to create interactive SimCity™-like simulations and games, to (b) comprehend behaviors created by other users or by themselves, and to (c) share these behaviors with other users.