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End-User Development

Overview of attention for book
Cover of 'End-User Development'

Table of Contents

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    Book Overview
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    Chapter 1 Programming Ubiquitous Computing Environments
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    Chapter 2 Designing for End-User Development in the Internet of Things
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    Chapter 3 Natural Notation for the Domestic Internet of Things
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    Chapter 4 Engineering the Creative Co-design of Augmented Digital Experiences with Cultural Heritage
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    Chapter 5 A Review of Research Methods in End User Development
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    Chapter 6 My Program, My World: Insights from 1 st -Person Reflective Programming in EUD Education
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    Chapter 7 End-User Development in Second Life: Meta-design, Tailoring, and Appropriation
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    Chapter 8 Extreme Co-design: Prototyping with and by the User for Appropriation of Web-connected Tags
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    Chapter 9 Building and Using Home Automation Systems: A Field Study
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    Chapter 10 FRAMES – A Framework for Adaptable Mobile Event-Contingent Self-report Studies
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    Chapter 11 Social-QAS: Tailorable Quality Assessment Service for Social Media Content
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    Chapter 12 Instilling a Culture of Participation: Technology-Related Skills and Attitudes of Aspiring Information Professionals
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    Chapter 13 Lessons Learned in the Design of Configurable Assistive Technology with Smart Devices
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    Chapter 14 Analysing How Users Prefer to Model Contextual Event-Action Behaviours in Their Smartphones
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    Chapter 15 Interaction Anticipation: Communicating Impacts of Groupware Configuration Settings to Users
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    Chapter 16 Involving Children in Design Activities Using the ChiCo Exploratory Co-design Technique
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    Chapter 17 FaceMashup: Enabling End User Development on Social Networks Data
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    Chapter 18 SketchCode – An Extensible Code Editor for Crafting Software
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    Chapter 19 Physical Prototyping of Social Products Through End-User Development
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    Chapter 20 Pervasive Displays in the Wild: Employing End User Programming in Adaption and Re-Purposing
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    Chapter 21 Towards a Toolkit for the Rapid Creation of Smart Environments
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    Chapter 22 Making Mashups Actionable Through Elastic Design Principles
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    Chapter 23 Assisted Composition of Services on Mobile Devices
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    Chapter 24 Everyday Tools Used for Avionics User Modifiable Software Automatic Generation
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    Chapter 25 Investigating the Barriers Experienced by Adult End-User Developers When Physical Prototyping
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    Chapter 26 EMA IDEs: A Challenge for End User Development
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    Chapter 27 End User Development System for Adaptive Augmented Environments
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    Chapter 28 Cultures of Participation in the Digital Age: Coping with Information, Participation, and Collaboration Overload
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    Chapter 29 Searching in a Playful Manner
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    Chapter 30 IS-EUD 2015 Studio: Exploring End User Programming of Interactive Spaces
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    Chapter 31 Creating Interactive Content in Android Devices: The Mokap Hackaton
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    Chapter 32 Spatial Awareness in Mobile Devices to Compose Data Source: A Utilization Study
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    Chapter 33 Hands-on Actionable Mashups
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    Chapter 34 A Platform for Creating Digital Educational Games as Combinations of Archetypical Games
Attention for Chapter 10: FRAMES – A Framework for Adaptable Mobile Event-Contingent Self-report Studies
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Chapter title
FRAMES – A Framework for Adaptable Mobile Event-Contingent Self-report Studies
Chapter number 10
Book title
End-User Development
Published by
Springer, Cham, May 2015
DOI 10.1007/978-3-319-18425-8_10
Book ISBNs
978-3-31-918424-1, 978-3-31-918425-8
Authors

Julian Dax, Thomas Ludwig, Johanna Meurer, Volkmar Pipek, Martin Stein, Gunnar Stevens, Dax, Julian, Ludwig, Thomas, Meurer, Johanna, Pipek, Volkmar, Stein, Martin, Stevens, Gunnar

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 29 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 3%
Unknown 28 97%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 21%
Researcher 5 17%
Professor > Associate Professor 4 14%
Student > Ph. D. Student 4 14%
Student > Bachelor 2 7%
Other 2 7%
Unknown 6 21%
Readers by discipline Count As %
Computer Science 16 55%
Arts and Humanities 1 3%
Business, Management and Accounting 1 3%
Nursing and Health Professions 1 3%
Linguistics 1 3%
Other 2 7%
Unknown 7 24%