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authors-ol <s-ol@users.noreply.github.com>2020-02-15 14:38:17 +0000
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-# 4&emsp;evaluation framework
-
-In this section, I will collect approaches and reviews of different end-user software systems from current literature,
-as well as derive and present my own requirements and guiding principles for the development of a new system.
-
-Firstly, I will take a look at a framework for evaluating end-user computing systems from literature, before presenting
-three concrete design principles and components for a new system.
-
-4.1&emsp;qualities of successful end-user computing
----------------------------------------------------
-
-*Ink and Switch* suggest three qualities for tools striving to support <span style="display: inline-block;">
-end-user programming<mmm-embed path="../references/inkandswitch" wrap="sidenote"></mmm-embed>:</span>
-
-- *Embodiment*, i.e. reifying central concepts of the programming model as more concrete, tangible objects
- in the digital space (for example, through visual representation),
- in order to reduce cognitive load on the user.
-- *Living System*, by which they seem to describe the malleability of a system or environment,
- and in particular the ability to make changes at different levels of depth in the system with
- very short feedback loops and a feeling of direct experience.
-- *In-place toolchain*, denoting the availability of tools to customize and author the experience,
- as well as a certain accessibility of these tools, granted by a conceptual affinity between the
- use of the tools and general 'passive' use of containing system at large.
-
-These serve as guiding principles for the design and evaluation of computer systems for end-users but are by nature
-very abstract. The following properties are therefore derived as more concrete proposals based on more specific
-constraints: namely the construction of a system for end-users to keep, structure and display personal information and
-thoughts.
-
-<div style="break-after: page;"></div>
-
-4.2&emsp;modularity
--------------------
-
-The *UNIX Philosophy*<mmm-embed path="../references/unix" wrap="sidenote"></mmm-embed> describes the software design
-paradigm pioneered in the creation of the Unix operating system at the AT&T Bell Labs research center in the 1960s. The
-concepts are considered quite influential and are still notably applied in the Linux community. Many attempts at
-summaries exist, but the following includes the pieces that are especially relevant even today:
-
-<mmm-embed path="../references/unix" wrap="marginnote"></mmm-embed>
-> Even though the UNIX system introduces a number of innovative programs and techniques, no single program or idea makes
-> it work well. Instead, what makes it effective is the approach to programming, a philosophy of using the computer.
-> Although that philosophy can't be written down in a single sentence, at its heart is the idea that the power of a
-> system comes more from the relationships among programs than from the programs themselves. Many UNIX programs do quite
-> trivial things in isolation, but, combined with other programs, become general and useful tools.
-
-This approach has multiple benefits with regard to end-user programmability: Assembling the system out of simple,
-modular pieces means that for any given task a user may want to implement, it is very likely that preexisting parts
-of the system can help the user realize a solution. Wherever such a preexisting part exists, it pays off designing it
-in such a way that it is easy to integrate for the user later. Assembling the system as a collection of modular,
-interacting pieces also enables future growth and customization, since pieces may be swapped out with customized or
-alternate software at any time.
-
-Settling on a specific modular design model, and reifying other components of a system in terms of it, also corresponds
-directly to the concept of *Embodiment* described by Ink & Switch.
-
-4.3&emsp;content transclusion
------------------------------
-
-The strengths of modular architectures should similarly extend also into the way the system will be used by users.
-If users are to store their information and customized behavior in such an architecture, then powerful tools need to be
-present in order to assemble more complex solutions out of such parts. Therefore static content should be able to be
-linked to (as envisioned for the *Memex*, see above), but also to be <mmm-embed wrap="marginnote"
-path="../references/transclusion">The term <i>transclusion</i> refers to the concept of including content from a
-separate document, possibly stored remotely, by reference rather than by duplication. See also
-</mmm-embed>*transcluded*,
-to facilitate the creation of flexible data formats and interactions, such that e.g. a slideshow slide can include
-content in a variety other formats (such as images and text) from anywhere else in the system. Behaviors also should be
-able to be transcluded and reused to facilitate the creation of ad-hoc systems and applets based on user needs. For
-example, a user-created todo list should be able to take advantage of a sketching tool the user already has access to.
-
-By forming the immediately user-visible layer of the system out of the same abstractions that the deeper levels of the
-system are made of, the sense of a *Living System* is also improved: skills that are learned at one (lower) level of the
-system carry on into further interaction with the system on deeper levels, as does progress in understanding the
-system's mechanisms.
-
-While there are drawbacks to cloud-storage of data (as outlined above), the utility of distributed systems is
-acknowledged, and the system should therefore be able to include content and behaviors via the network.
-This ability should be integrated deeply into the system, so that data can be treated independently of its origin and
-storage conditions, with as little caveats as possible. In particular, the interactions of remote data access and
-content transclusion should be paid attention to and taken into consideration for a system's design.
-
-4.4&emsp;end-user programming
------------------------------
-
-In order to provide users full access to their information as well as the computational infrastructure,
-users need to be able to finely customize and reorganize the smallest pieces to suit their own purposes,
-in other words: be able to program.
-
-While there is an ongoing area of research focusing on the development of new programming paradigms,
-methodologies, and tools that are more accessible and cater to the wide
-range of end-users<mmm-embed path="../references/subtext" wrap="sidenote"></mmm-embed>,
-in order to keep the scope of this work appropriate,
-conventional programming languages are used for the time being.
-Confidence is placed in the fact that eventually more user-friendly languages will be available and,
-given the goal of modularity, should be implementable in a straightforward fashion.