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diff --git a/root/articles/mmmfs/framework/text$markdown+sidenotes.md b/root/articles/mmmfs/framework/text$markdown+sidenotes.md deleted file mode 100644 index e5f3c7e..0000000 --- a/root/articles/mmmfs/framework/text$markdown+sidenotes.md +++ /dev/null @@ -1,96 +0,0 @@ -# 4 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 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 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 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 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. |
