=Paper= {{Paper |id=Vol-1641/paper4 |storemode=property |title=Towards a Future of Increasing End-User Development: Creating Empowered or Over-Burdened End Users? |pdfUrl=https://ceur-ws.org/Vol-1641/paper4.pdf |volume=Vol-1641 |authors=Monica Maceli |dblpUrl=https://dblp.org/rec/conf/iseud/Maceli15a }} ==Towards a Future of Increasing End-User Development: Creating Empowered or Over-Burdened End Users?== https://ceur-ws.org/Vol-1641/paper4.pdf
                    Towards a Future of Increasing End-User
             Development: Creating Empowered or Over-Burdened
                                 End Users?

                                                    Monica Maceli

                                Pratt Institute, School of Information & Library Science
                                 144 West 14th Street, New York, NY 10011 USA
                                                    mmaceli@pratt.edu



                  Abstract. An increasing number of technology users are participating in end-
                  user development (EUD) activities, oriented towards crafting and customizing
                  their technology in use. Embedded within a larger culture of participation,
                  these activities open up exciting possibilities for end user empowerment and
                  creativity, but new challenges have emerged as a result. End users are now
                  threatened by participation overload, as activities once driven by personal
                  motivation alone shift away from optional and become a potentially
                  burdensome duty. This position paper suggests several research questions
                  oriented towards understanding and managing participation overload, as well as
                  reports ongoing research work exploring these important issues; these topics are
                  vital to the future of EUD and core to the concepts of the Cultures of
                  Participation in the Digital Age workshop.
                  Keywords: culture of participation ⋅ end-user development ⋅ participation
                  overload ⋅ Cultures of Participation in the Digital Age



           1 Introduction

           As the theme of this workshop emphasizes, the increase in co-creation tools and the
           growing culture of participation surrounding information technology has yielded
           many benefits to both individuals and society, changing our norms, assumptions, and
           expectations around technology use. As with the earlier paradigm shifts in personal
           technology that have preceded this stage (e.g. desktop personal computing gave way
           to mobile and ubiquitous computing) associated tradeoffs have emerged in parallel,
           across the technological and social dimensions. Both good and bad, these dramatic
           changes have set the stage for challenges and unintended consequences, as well as
           highlighted our shifting relationship with technology. Historically, technology has
           served to automate and augment our abilities, but these capabilities were often only
           available to the technological elite. In today's world, a computer with capabilities that
           were unimaginable several decades ago can be carried in one's pocket and the rise of
           ubiquitous computing and the Internet-of-things has expanded the place and very
           identity of computing devices.




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Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
               In such a complex landscape, many technologies seek to meet the needs of their
           users with little customization or effort required; "ease of use" remains a strong
           selling point for end users. Widely popular areas of research and practice, such as user
           experience and human-computer interaction, ensure that user interfaces are intuitive,
           low-effort, and accessible to users. Indeed the historic focus of fields such usability
           and human-computer interaction were to minimize cognitive and physical effort on the
           part of the end user, such that systems become "invisible" in use.
               In contrast, during largely the same period, a culture emphasizing self-service and
           DIY (do-it-yourself) activities emerged and was realized in everything from grocery
           store self-checkout lines to Arduino microcontrollers. This broad democratization of
           technology had numerous direct benefits to end users and developers alike, and
           facilitated end users moving beyond the role of simple user of technology. End users
           that wished to build, craft, mash, and create now had viable information technology to
           support these activities, on a much broader scale.
              And herein we see the long-standing promise of end-user-development (EUD) – to
           provide those users that wish greater control and creativity the tools and ability to do
           so. As best said by Ivan Illich, these convivial tools would "give each person who
           uses them the greatest opportunity to enrich the environment with the fruits of his or
           her vision" [8]. In the current state of technology, we have achieved immense
           progress towards this utopian vision of technological tools and the roles they play in
           our lives. Hardware, software, information, and access have been radically
           restructured and opened to new levels of growth and participation. As Benkler
           identified, new and exciting information production models have emerged in this
           increasingly ubiquitously networked environment [2]. Ideas of end-user development
           that were simply not possible a few decades ago have become a reality.
              However, along the way, the line between empowered and over-burdened has
           become blurred and easily crossed for end-users, with troubling tradeoffs beginning to
           rear their heads. Jaron Lanier [9] identifies potential troubling unintended
           consequences in a world in which end users increasingly contribute their information,
           ideas, and time to information systems, particularly social networks, without
           compensation. These concerns and others indicate that the move towards increasing
           end user participation, in whatever fashion, arrive in tandem with serious social,
           economic, and political consequences. This position paper explores related research
           questions of interest to the Cultures of Participation in the Digital Age (CoPDA)
           workshop and the field of EUD more generally.


           1.1 Motivation

              As the research questions associated with the CoPDA workshop suggest, many
           new issues and concerns have come to light as EUD activities became increasingly
           possible (and perhaps even required in certain circumstances). The concept of
           participation overload in the context of information technology is one that would not
           even have been feasible several decades ago; the tools and opportunities for end users
           to participate in design, development, and customization activities were limited.
           Fischer [6] identified participation overload as a serious concern when an increasing




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Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
           number of individuals are called on to participate in end-user development activities,
           particularly those that are not personally meaningful.
              Today's end user, with little more than an Internet connection, has available to
           them a unending wealth of software, tools, educational materials, examples,
           documentation, and forums in support of nearly any end-user development activity
           they may choose to undertake. For such users, one might consider the EUD
           movement to be a resounding success. Of more concern are those end users pressured
           towards this "self-service" model of information technology, with relatively little
           internal motivation and thus a great susceptibility to participation overload. For end
           users in a world where customization and crafting have become the norm, we must
           also provide meaningful experiences for those wishing to simply play the role of user,
           without a need to move towards performing the role of end-user developer to achieve
           their goals.


           2 Research Questions

           This position paper seeks to explore the concept of participation overload as a
           consequence of increased engagement in EUD activities, posed in the context of this
           workshop by the guiding question of:

                  −    As end users contribute more of their time and engagement, do participation
                       and collaboration overload pose serious problems to EUD activities? If so,
                       how can these issues be avoided or minimized? These questions suggests a
                       need to fundamentally reevaluate what EUD activities are commonly taking
                       place, who are the participants contributing to these activities, and what are
                       their motivations and attitudes towards such work.

           In pursuit of this larger research question, many sub-questions are suggested to the
           EUD research community that are worthy of future (and continuing) study:

              −       What is an appropriate balance between those playing the role of user and of
                      end-user developer at any given time? In any given system supporting end-
                      user development activities, at any moment in time, some users will gravitate
                      towards playing the role of end user while others will shift towards end-user
                      developer. This question seeks to build an understanding of the most efficient
                      or viable proportion of end users to end-user developers. This also builds our
                      understanding of an appropriate design for an end-user development tool or
                      system, including a means of identifying what level of participation may be or
                      become burdensome.
              −       What attitude shifts towards technology use arise when EUD activities move
                      towards participation overload? Identifying the point where participation
                      overload becomes an issue, as well as the surrounding change in attitude
                      towards such systems, is core to understanding and supporting users in
                      whichever role they feel most comfortable in playing at that moment.




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Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
              −    How can the creators of EUD tools be sensitive to participation overload and
                   design to minimize such situations? Relating closely to the preceding research
                   question, designers of EUD tools must carefully approach the design process
                   and question long-standing assumptions about who will participate in EUD
                   and what their motivations might be. They might also consider how such
                   burdens can be distributed across a wider community and thus minimized on
                   an individual level.


           3 Current Research

               Several of these concepts and research questions are in the process of being
           explored through ongoing research, described further below. In addition to being
           highly relevant to the workshop's topic, they are important to the continuing study and
           evolution of EUD as a field.
               In the context of participation overload, several projects are currently underway
           with relevance to this growing area of study. First, preliminary research exploring
           attitudes towards technology in relation to EUD activities, focuses on a group
           uniquely vulnerable to such participation overload, that of library and information
           science (LIS) professionals and students in training. As detailed in a paper reporting
           initial research findings [10], current LIS professionals are increasingly involved in
           classically studied end-user-development activities. This often includes activities such
           as creating mash-up web applications, using APIs, creating maker-spaces, working
           with linked data, and using or modifying open source software [e.g. 3, 5]. These
           professionals may have little formal background in computer science or programming
           [4] and incoming students in this area often lack direct interest in developing
           technology, though their future roles increasingly involve a broad range of
           information technology skills and knowledge [e.g. 11]. The future goals of this study
           include assessing end-user development tools to build an understanding of how the
           design of such tools can shape end user attitudes towards technology and willingness
           to engage in EUD activities more generally. The intention is then to incorporate
           research findings and tools into educational practices for training such students.
                Secondly, the explosion of growth and innovation in the area of web design and
           development has yielded a diverse set of tools for participating in end-user
           development activities relating to web-based software. Surveying such tools can
           provide a useful baseline to the EUD community in understanding the types of
           activities end-user developers are currently participating in, of particular importance
           given the rapid change in this technological landscape. Much EUD literature has
           historically focused on the desktop computing environment (e.g. in word processing
           or spreadsheet tools), with new research necessarily moving towards addressing web-
           based and ubiquitous computing tools (particularly in the context of the Internet-of-
           things). This study also has potential to contribute to understanding participation
           overload, by more clearly defining the volume and nature of activities end-user
           developers are currently undertaking and the context and motivations of these
           activities.




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Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
           4 Workshop: Cultures of Participation in the Digital Age

           The Cultures of Participation in the Digital Age (CoPDA 2015) workshop provides an
           ideal environment within which to explore the above research questions (and revisit
           them over time), as well as foster further research collaborations around ongoing
           projects. Additionally, the larger context of such end-user development activities also
           requires inquiry and reflection over time; this workshop would serve as a useful
           starting point for such considerations. The concept of end-user development, and the
           assumed relationships to and with technology, has been discussed in literature for
           many decades (e.g. from Alexander's [1] ideas of a culture of participation to
           Henderson and Kyng’s [7] early writings on tailorability). In a time when many users
           engage with systems in a participatory manner, we may be reaching a tipping phase in
           the evolution of the field of EUD. The fundamental assumptions that EUD activities
           are ones that are actively chosen by the user to engage with may be false. A grudging
           participation in EUD activities may be indistinguishable from enthused creative EUD
           activities, from the standpoint of the researcher or tool designer. Furthermore, these
           contributions have value, to both individuals and society, but may be increasingly
           commodified in troubling ways [e.g. 9]. As researchers and practitioners, we must
           reorient our understanding of the role and purpose of end-user development in today's
           participation-infused technology landscape to fully support our users.


           References

           1. Alexander, C.: Notes on the synthesis of form. Harvard University Press, Cambridge, MA
               (1964)
           2. Benkler, Y.: The Wealth of Networks. Yale University Press, New Haven (2006)
           3. Breeding, M.: Library technology: The next generation. Computers in Libraries. 33, 8, 16-
               18 (2013)
           4. Emanuel, J.: Digital native librarians, technology skills, and their relationship with
               technology. Information Technology & Libraries. 32, 3, 20-33 (2013)
           5. Engard, N. (Ed.): More library mashups : exploring new ways to deliver library data.
               Information Today, Inc., Medford, New Jersey (2014)
           6. Fischer, G.: End-user development: from creating technologies to transforming cultures. In:
               Dittrich, Y., Burnett, M., Mørch, A., Redmiles, D. (eds.) End-User Development, pp. 217–
               222. Springer, Berlin, (2013)
           7. Henderson, A., & Kyng, M. (1991). There's No Place Like Home: Continuing Design in
               Use. In J. Greenbaum & M. Kyng (Eds.), Design At Work: Cooperative Design of
               Computer Systems (pp. 219-240). Hillsdale, NJ: L. Erlbaum Associates.
           8. Illich, I.: Tools for Conviviality. Harper & Row Publishers, New York (1973)
           9. Lanier, J.: Who Owns the Future? Simon & Schuster, New York (2013).
           10. Maceli, M.: Instilling a Culture of Participation: Technology-Related Skills and Attitudes of
               Aspiring Information Professionals.          5th International Symposium on End-User
               Development, (in press)
           11. Mathews, J. M. & Pardue, H. (2009). The presence of IT skill sets in librarian position
               announcements. College and Research Libraries, 70(3), 250-57.




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Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.