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    <article-meta>
      <title-group>
        <article-title>End-User Programming for Smart Educational Devices: Exploring the Role of Linguistic Aspects, Mental Models, and Reasoning Strategies in Trigger-Action Rules Composition and Debugging</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Margherita Andrao</string-name>
          <email>margherita.andrao@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fondazione Bruno Kessler</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Trento</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Trento</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Enabling individuals to personalize and control the functionality of their smart devices is essential, particularly in educational environments where customized curricula are necessary for each student. To achieve this goal, End-User Programming through trigger-action rules seems to be a promising approach to empower teachers to reach this goal. However, to handle complex scenarios, End-User Programming systems must support naive users in adopting effective reasoning strategies and mental models. My Ph.D. research intends to explore specific linguistic aspects that can guide teachers in creating and debugging trigger-action rules for programming their smart educational devices, supporting them to assume effective mental models and reasoning strategies.</p>
      </abstract>
      <kwd-group>
        <kwd>Reasoning</kwd>
        <kwd>Keywords1</kwd>
        <kwd>End-user programming</kwd>
        <kwd>Linguistic Aspects</kwd>
        <kwd>Cognitive Processes</kwd>
        <kwd>Educational Technologies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The application of smart devices in education, such as the Internet of Things (IoT), is gaining
increasing attention for their well-known potential to enhance and support various aspects of the
learning-teaching process [1, 2, 3]. Interactive educational devices were designed and applied to
multiple school contexts, for example, music [4], math, and language (e.g., [5, 6]). IoT educational
devices provide an interactive and engaging learning environment [1, 7], allowing students to build
their own knowledge (see [8]) while providing teachers with constantly updated data and information
on learners and their achievements [1, 2]. These aspects could promote the personalization of curricula
based on individual student abilities [9], which is crucial in the learning process, particularly for those
with specific learning disorders [10].</p>
      <p>However, this research field still has several challenges to overcome. Some authors (e.g., [9, 11])
highlighted that one gap to fill is related to teachers/educators sometimes limited computer and
programming skills. Since they are the primary experts in the educational field, teachers should be able
to directly modify/program educational smart devices to create purpose-specific environments and
integrate these devices optimally into education strategies and plans [12, 13]. Thus, one of the current
challenges is enabling educators to customize their smart devices according to their educational goals,
creativity, and students’ needs. Therefore, it becomes essential to study and design methods and tools
to allow them to reach this purpose.</p>
      <p>This topic perfectly fits in End-User Development (EUD), an emerging field aiming to empower
users who are not programming experts to create and personalize their computer applications [14, 15].
End-User Programming (EUP), in particular, intends to allow non-programmer users to define and
create programs that automate behaviors of their digital artifacts [16, 17]. Among others,
TriggerAction Programming (TAP) is one of the relevant approaches in EUP (see [18]), which allows users to
define rules for triggering a specific action when an event occurs [19, 20, 21, 22]. These rules are</p>
      <p>2020 Copyright for this paper by its authors.
typically presented in the form of If &lt;trigger&gt; Then &lt;action&gt;, as visible in popular automation platforms
(e.g., IFTTT or Zapier [23]). The popularity and simplicity of TAP make it appropriate and suitable for
individuals with no programming experience [22, 24, 25].</p>
      <p>Yet, it has several limitations, such as its specific suitability for rules having just one event as a
trigger [21, 22]. Combining multiple triggers is crucial for allowing users to create more sophisticated
and expressive programs, as shown by several studies [19, 21, 22, 24, 26, 27, 28]. Indeed, TAP with
multiple triggering conditions tends to approximate the Event-Condition-Action (ECA) paradigm used
by expert programmers (e.g., [29, 30]). According to some studies (and in particular [21, 22, 28]),
endusers, regardless of their experience in programming, managed to create programs with multiple triggers
and actions in separate rules. However, several difficulties may arise when combining multiple and
complex triggering conditions because of naive users’ incomplete or incorrect mental models of the
system, leading to ambiguities and errors in rule composition, interpretation, and debugging [20, 21].</p>
      <p>When users interact with a particular system, they rely on their mental representation of the system’s
structure, operations, and functions, which is stored in long-term memory (i.e., conceptual model), to
create mental models of the ongoing interaction in their working memory [31, 32, 33]. Mental models
are cognitive frameworks resulting from declarative, procedural, and inferential knowledge integrated
with information acquired through perceptual processes [31]. Mental models play a crucial role in
human comprehension, reasoning, and cognitive processes allowing outcomes prediction of different
scenarios, and faulty mental models can lead to errors in thinking (e.g., [34]).</p>
      <p>Both research fields of psychology of programming and EUD have explored aspects that influence
the creation and assumption of users’ mental models. Well-designed systems should implicitly induce
effective conceptual models, as Norman stated [33, 35], but explicit information may become essential
as the systems increase in complexity. Indeed, some studies suggested that providing detailed
information on the operations and functioning of the system helped users create accurate conceptual
models, resulting in more effective interactions and precise outcome predictions (e.g., [27, 28, 36, 37]).</p>
      <p>Particularly in the context of multiple trigger conjunctions in trigger-action rules composition,
temporal features of events influence comprehension, interpretation, and the creation of effective and
accurate mental models, as highlighted by Huang and Cakmak [21]. The authors identified two classes
of events for trigger-action rules based on their temporal aspects: instantaneous occurrences (simply
events) and protracted ones (states). However, they found that users often confused them. Indeed, the
If &lt;trigger&gt; Then &lt;action&gt; form commonly used in trigger-action rules may not clearly support the
distinction between these two types of occurrences. To address this issue and help naive users assume
effective mental models, they suggested investing interface-level solutions, such as grouping and
clearly naming states and events, using different temporal conjunctions and verbal structures to
highlight events and states differences. Overall, the authors stress the importance of developing
effective strategies for communicating a clear and categorical distinction between occurrences based
on their temporal features.</p>
      <p>Language use implicitly supports the distinction between temporal aspects of states and events [38,
39, 40]. Some recent studies have successfully assessed the use of specific temporal conjunctions, such
as “while” and “when” to facilitate the understanding of the difference between states and events in
trigger-action rules [20, 21, 41]. Another linguistic aspect to consider is the syntactic order of the
elements presented, which influences individuals’ mental models [40]. For example, the iconicity
assumption (e.g., [42]) suggests that when the order of clauses in a sentence corresponds to the actual
order of events is more easily represented by individuals. Simultaneous events (which violates iconicity
assumptions) are more easily understood when the temporal conjunction indicating simultaneity is at
the beginning of the sentence (e.g., “while I am at the office, the phone ring” vs. “the phone ring while
I am at the office”). Similarly, Pane et al. [43] found that non-expert users naturally and consistently
wrote the conjunction “if” or “while” at the beginning of the statements following the logical structure
of trigger-action rules.</p>
      <p>Therefore, it is fundamental to consider linguistic aspects when creating interfaces and choosing
appropriate verbal primitives in a TAP system [44, 45]. Blackwell [46] proposed naive users’
difficulties in using EUP systems emerge from the absence of direct control over the elements used in
the rules and the use of abstract notational elements. Many issues and bugs in EUP may arise due to the
significant gap between the mental models of users and the programming languages used [47], along
with users’ tendency to apply language knowledge to programming tasks [48].</p>
      <p>In this respect, research findings on human reasoning and mental models revealed that content (in
our case, verbal primitives for composing trigger-action rules) significantly influences how individuals
reason and draw conclusions [49]. Some authors emphasized at least two reasoning strategies related to
the creation of mental models [50, 51]: (i) concrete reasoning builds on real-world knowledge and
perceptual aspects related to tangible case-specific objects for solving problems; (ii) abstract reasoning
implies pattern recognition and generalization from apparently specific contexts for identifying the
high-level general aspects and principles. Abstraction is fundamental in individuals’ learning processes
and mental models’ creation [51].</p>
      <p>Even if abstract reasoning may be more difficult for individuals than concrete reasoning, it seems to
be among those cognitive tools essential in programming [52]. Indeed, it is a primary aspect of dealing
with complexity [46], understanding, and problem-solving [53]. Abstract reasoning is also linked to
computational thinking (CT) - a construct widely studied in education and computer science and defined
as a thinking style that involves expressing and solving problems as a computer [54]. Abstraction is one
of the skills of CT that supports and enables novice programmers to succeed with programming tasks
[52]. As analyzed and emphasized in a recent work [55], the intersection between CT and EUD research
fields could lead to new engaging directions for EUD fostering the implementation of the EUDability
construct besides the usability one. Indeed, future studies and applications should deeply investigate
and implement the design of EUD tools that consider and support the acquisition/development/training
of skills related to CT (for example, abstraction).</p>
      <p>In conclusion, we suggest that studying linguistics aspects, mental models, and reasoning strategies
in depth could shed light on new opportunities in EUP, specifically considering systems designed for
people highly motivated to personalize and control their technological devices, such as teachers.</p>
    </sec>
    <sec id="sec-2">
      <title>2. The Ph.D. Project</title>
      <p>From a more general perspective, my Ph.D. research aims to study and implement some specific
linguistic aspects to support and guide naive users - specifically teachers and educators - in assuming
effective mental models and reasoning strategies during interaction with event-driven systems, such as
TAP environments. Several studies underlined the usefulness and effectiveness of language
descriptions for the comprehension of programming tasks (e.g., [56]), the creation of effective and
distinct mental models for states and events (e.g., [21]), and the assumption of reasoning strategies. A
practical goal is to design and implement a textual interface based on specific linguistic aspects suitable
for teachers to allow them a richer expressiveness during EUP tasks. As pointed out in the introduction,
it is essential to design EUP systems to optimize the integration of smart devices in teaching and allow
educators to benefit from their potential in teaching-learning processes.</p>
      <p>Overall, my Ph.D. project can be summarized into two macro objectives. The first investigates
different linguistic aspects that could influence the composition, comprehension, and interpretation of
trigger-action rules and help naive users develop/assume more appropriate mental models. The second
one studies the implementation of these linguistic aspects in a system designed to enable teachers to
personalize their digital devices and explore mental models and reasoning strategies (e.g., abstract or
concrete) during EUP tasks (specifically, composition and debugging trigger-action rules) and real
interaction with their smart devices.</p>
      <p>The achievement of these goals will contribute to the main theoretical outcome of my Ph.D. project:
the development of a conceptual framework on specific linguistic aspects in EUP in relation to
reasoning strategies and mental models of naive users.
2.1.</p>
    </sec>
    <sec id="sec-3">
      <title>Objective 1: Language in End-User Programming</title>
      <p>The first objective aims to understand the role of some specific linguistic aspects in the distinct and
more effective mental representation of occurrences with different temporal features in TAP.
Specifically, we are interested in investigating if some temporal conjunctions and verbal structures are
more fitted for describing states or events and if the order of clauses (containing state, event, or action)
influences naive users’ comprehension and mental models’ assumption during EUP tasks. Specifically,
we focused on three research questions:</p>
      <p>RQ1. Do specific language features, such as conjunctions, verbal structures, and the order of
elements (states, events, and actions), facilitate the creation of effective and distinct mental
models for states and events in non-expert users during the composition and interpretation
of trigger-action rules?
RQ2. Are the temporal conjunctions “if”, “while”, “as long as”, “when”, and “as soon as”, and
some specific verbal structures naturally associated with the definition of states and events?
RQ3. Is there an action-state-event order naturally used by individuals that can facilitate them in
composing and mentally representing trigger-action rules?</p>
      <sec id="sec-3-1">
        <title>To answer these research questions, we designed three studies: Study1A. A qualitative and explorative study on mental models and linguistic preferences among temporal conjunctions, verbal structures, and the order of clauses in trigger-action rules composition.</title>
        <p>Study1B. An online experiment investigating linguistics preferences for temporal conjunctions
and verbal structures for states and events in trigger-action rules.</p>
        <p>Study1C. An online study on linguistic descriptions by naive users of rules for defining smart
home behaviors exploring the preferred and natural order of clauses containing events,
states, or actions.
2.1.1. Methods</p>
        <p>In the first qualitative study (Study1A; [57]), we explored how 11 Italian adult non-programmer
participants articulated the definition of trigger-action rules by choosing among alternative conjunctions
(“if”, “when”, “while”, “as soon as”, and “as long as”), verbal structures (e.g., “it ranis”, “it is raining”,
and “it starts to rain”), and order of primitives (action-first such as “close the window if it rains”, and
trigger-first “if it rains close the window”). We employed the thinking-aloud procedures [58, 59] to
investigate participants’ mental models, and we video and audio recorded every session. The resulting
verbal reports were analyzed using thematic content analysis [60].</p>
        <p>In the second online experiment (Study1B), 64 participants Italian adult non-programmer
participants evaluated pairs of trigger-action rules that differed only in the introductory temporal
conjunction before the trigger (e.g., “while &lt;event&gt;, &lt;action&gt;” versus “if &lt;event&gt;, &lt;action&gt;”). The
task was to choose the most accurate sentence in each pair for every scenario (adapted from [40]). We
employed two stimuli categories specifically designed to support occurrences with different temporal
features (state and events; [21]). The introductory conjunction of each rule could be specific for the
occurrence (“when” and “as soon as” for events, and “while” and “as long as” for states), or generic
(“if” which is suitable for both states and events). In addition, rule pairs could be presented either with
a verbal structure specific per occurrence (e.g., “it is raining” for states, and “it starts to rain” for events)
or with a generic one (e.g., “it rains”).</p>
        <p>We designed the third online study to explore the event-state-action order naturally used by naive
users (Study1C). We planned to recruit two groups of participants (expert programmers as the control
group vs. non-programmers as the experimental group). Each participant will see 12 videos (one at a
time) illustrating different home automation systems scenarios containing an event, a state, and an
action. Participants will be asked to write the instructions in Italian to handle the scenario proposed for
each video. After collecting the data, we will perform a linguistic analysis using an NLP tool (e.g.,
STANZA) on the descriptions written by participants investigating the order of elements and other
linguistic features.
2.2.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Objective 2: End-User Programming by Teachers</title>
      <p>The second objective aims to develop a EUP interface based on specific linguistic aspects for guiding
teachers in customizing their smart devices. Specifically, we want to investigate composition strategies,
debugging, reasoning strategies, and mental models’ assumptions during EUP tasks by teachers. We
address two research questions:</p>
      <p>RQ4. Which reasoning strategies and mental models are assumed for composing and debugging
trigger action rules by teachers?
RQ5. Do some linguistic features implemented in an EUP interface influence the assumption of
different reasoning strategies (specifically, abstract and concrete) and more effective mental
models during EUP tasks by teachers?</p>
      <sec id="sec-4-1">
        <title>To answer these questions, we planned three studies: Study2A. A first qualitative pilot study with teachers exploring mental models and reasoning strategies assumption during trigger-action rules composition, debugging, and interpretation.</title>
        <p>Study2B. A study with teachers investigating if linguistic primitives in the interface (abstract vs.
concrete) affect the reasoning strategy assumed by teachers, their mental models, and their
performance in composition and debugging trigger-action rules.</p>
        <p>Study2C. A longitudinal study on EUP with teachers to study extended interaction in a real
context.
2.2.1. Methods</p>
        <p>First, we have designed and developed a system to support and promote math teachers in effectively
using and programming a smart device with primary school children. The system includes a tangible
IoT device and a EUP interface to personalize it (see Fig.1).</p>
        <p>We developed a tangible educational IoT device named SMARTER (see [61] for the first prototype
and Fig.1 for the evolved prototype[62]). Such a device was designed to support learning mathematics
for children in primary school and to be flexible support for teachers in implementing simple interactive
math games and tasks. Teachers could customize the tool’s functioning through a set of language
primitives for actions, states, and events designed and implemented as part of an existing interface
named SENSATION [63, 64]. Primitives for actions consist of commands to control visual and acoustic
feedback (e.g., “Turn on blue LED SMARTER”). States and events describe, respectively, the operations
that teachers and children can perform on the tool (i.e., insertion and removal of tiles) and the tool
configuration at that moment. An example of an event description is “ WHEN a digit tile is inserted”,
while an example of a state is “WHILE the position to the right of the inserted tile is empty” (see Fig.1).</p>
        <p>We have closed the first pilot study (Study2A) with five mathematics teachers to explore the
strategies and mental models assumed during trigger-action rules composition [64] and debugging [65].
We designed Study2B to investigate trigger-action rules composition and debugging strategies by math
teachers using two different versions of SENSATION for customizing SMARTER. One version was
implemented using verbal primitives for guiding users in creating concrete rules (i.e., case-specific),
and the other in creating abstract ones (i.e., generalizable). At the moment, we are finalizing the features
of linguistic primitives for these two versions of SENSATION.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>3. Conclusions</title>
      <p>During the first year and a half of my Ph.D., I designed and conducted two studies (Study1A;
Study1B) on language preferences in trigger-action rules by non-programmers. Preliminary results from
qualitative (see [57]) and quantitative analyses showed that specific conjunctions (rather than the
generic “if”) are naturally preferred and clearly support the distinction between events with different
temporal features, confirming the findings of other recent studies [27, 28, 63]. Even if the Italian
linguistic aspects we investigated in our studies (i.e., conjunctions and verb structures) have similar
semantics to those of other European languages (e.g., the trigger-action rules structure in Italian
“seallora” is comparable to the English form “if-then”), some possible subtle linguistic differences need
to be further investigated.</p>
      <p>In addition, I designed and participated in the development of an IoT device (SMARTER) and the
related EUP interface. We employed the interface in a pilot study (Study2A) with mathematics teachers
to explore the strategies and mental models assumed during trigger-action rules composition and
debugging. Our qualitative results indicate that participants who reasoned about the states were
facilitated in creating complete and comprehensive rules. Those who focused on actions tended to create
overly simplified or redundant rules [64]. We identified three different debugging strategies
implemented by participants (see [65]), partly similar to those already observed in novice programmers
[66, 67, 68]. We just started Study1C to explore the order of elements naturally used by naive users,
and we are going to test math teachers in the next few months (Study2B).</p>
      <p>These studies, along with the others, will contribute to the development of a conceptual language
framework for EUP considering the fundamental role of reasoning strategies and mental models
assumed by naive users.</p>
    </sec>
    <sec id="sec-6">
      <title>4. Acknowledgments</title>
      <p>My Ph.D. project is supervised by Massimo Zancanaro and Barbara Treccani and funded by a grant
from Fondazione Bruno Kessler (FBK). The work is partially supported by the Italian Ministry of
University and Research (MIUR) under grant PRIN 2017 “EMPATHY: EMpowering People in
deAling with internet of THings ecosYstems”.</p>
    </sec>
    <sec id="sec-7">
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