KMi Seminars
End-user software engineering
This event took place on Tuesday 28 June 2005 at 13:00

 
Professor Margaret Burnett Oregon State University

In this talk, we will consider what happens when we add to end-user programming environments consideration of the software lifecycle beyond the "coding" phase. Considering other phases seems necessary, because there is ample evidence that end users' programs are filled with errors.

The EUSES Consortium is a new NSF consortium of researchers who are working on this problem. As part of this consortium, several of my colleagues and I have been working on a holistic approach to software engineering for end users. It incorporates support for testing, fault localization, and assertions, in an incremental manner integrated in a fine-grained way with the environment. The software engineering knowledge is in the system, and the user is not expected to have expertise in software engineering. In this talk, I will focus primarily on how testing and assertions are supported as part of this approach, including our "Surprise-Explain-Reward" strategy for motivating end users to employ these software engineering devices.

 
KMi Seminars Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.