<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Understanding Creators Mental Models in Immersive Virtual Reality Programming</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>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lei Zhang</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lucas Elvira-Martín</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barbara Treccani</string-name>
          <email>barbara.treccani@unitn.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Massimo Zancanaro</string-name>
          <email>massimo.zancanaro@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paloma Díaz</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Bellucci</string-name>
          <email>abellucc@inf.uc3m.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Carlos III de Madrid Universidad Carlos III de Madrid</institution>
          ,
          <addr-line>Leganés, Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Michigan</institution>
          ,
          <addr-line>MI</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Trento</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Empowering users - independently of their programming expertise - to create dynamic elements and scenes of virtual environments directly while immersed in them has gained increasing attention in recent years to reach the full potential of immersive technologies applicability. Immersive authoring tools seem to be an outstanding solution to provide developers, creators, and researchers a natural way to program their virtual environments, supporting their goals, needs, and creativity. The study of mental models and reasoning strategies of users with diferent levels of expertise in programming while engaging with these tools could shed light on potential, limits, and open challenges to create and design immersive authoring tools that can efectively support individuals who work with immersive technologies. In this paper, we present a study design that aims to investigate reasoning strategies and mental representations of Virtual Reality researchers, developers, and creators while creating new dynamic scenes through an immersive authoring tool named FlowMatic.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Immersive authoring</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>End-user development</kwd>
        <kwd>Mental models</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Recent advancements in Extended Reality (XR) systems – including Virtual Reality (VR),
Augmented Reality (AR), and Mixed Reality (MR) – have shed light on new opportunities and
potentials for immersive technologies employment in various fields such as research in
education [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], psychology [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], medical surgery [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. As these technologies have become more readily
available, it is important to design tools that are flexible enough to be used in a wide range of
situations, allowing people to configure their extended reality according to their specific needs
and skills. Yet the flexible use of immersive technologies is challenged by the high creation
barrier such as requirements of specific programming skills, thus creating a potential gap in
distribution across diferent fields and limiting applicability opportunities. One promising
direction is to envision and develop appropriate authoring tools to enable end-users - regardless
of their programming expertise - to efectively program their virtual environment according
to their needs, creativity, goals as well as physical and cognitive abilities (see [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]). This also
resonates with the goals of End-User Development (EUD) research field [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] that aim to empower
non-programmer users to create, modify, and define the behaviors of their digital artifacts.
However, enabling end-users, including people with little to no programming experience, to
create VR applications is uniquely challenging since it requires understanding of advanced
concepts, such as 3D graphics and modeling, as well as knowledge of diferent programming
approaches.
      </p>
      <p>
        Traditionally, text-based programming languages have been the go-to choice for crafting
interactive scenes and behaviors in VR. More recently, commercial authoring environments
and game engines such as Unity or Unreal engine introduced the support of visual flow-based
languages (e.g., Unreal Blueprints1 to ease the development for inexperienced programming by
ofering a more accessible and intuitive visual-oriented approach to programming within VR
environments, leveraging the extensive research conducted in the field of visual languages (e.g.,
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]). However, these approaches come with limitations, since they operate in two-dimensional
interfaces and pose challenges for 3D development, such as grasping spatial relationships
and interactions within the 3D world and the need to go back and forth, from the editing
environment to the immersive environment, for live testing.
      </p>
      <p>
        A potential approach to overcoming these challenges is known as immersive authoring
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. This concept involves users actively engaging in the creation, modification, and testing
of 3D content from within the VR environment itself, allowing for a direct and immersive
interaction with the virtual world. In recent years diferent visual-based immersive programming
environments have been created both from the academia [
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8, 9, 10</xref>
        ] as well as in commercial
platforms such as Rec Room. For example, Zhang and Oney [
        <xref ref-type="bibr" rid="ref11 ref8">8, 11</xref>
        ] developed FlowMatic, an
immersive authoring tool that allows users to create interactive VR scenes by providing a set of
primitives that can be directly manipulated in a visual flow-based diagram in VR.
      </p>
      <p>
        Immersive authoring tools have the potential to enable not only VR developers but also
beginners or non-programmers in crafting VR experiences, leading to a wider use of immersive
technologies across diverse fields [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, understanding user mental models [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ]
remains underexplored. While developing immersive authoring systems is essential for
advancing XR technology adoption, understanding user mental models ensures that these systems
align with users’ specific understanding, skills, and needs, considering how users mentally map
and respond to a spatially rich and multi-sensory environment. Investigating users’ mental
models during immersive programming tasks (e.g., [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]) can provide valuable insights into the
efectiveness of this approach, user requirements, potential improvements, and variations based
on users’ programming expertise as well as the embodied sensemaking [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] of the programming
task, which involves understanding how the immersive nature of programming in VR o AR
aligns with the way individuals physically interact with and comprehend their environment.
      </p>
      <p>
        In this paper, we discuss a study design that explores the mental representations and reasoning
strategies of XR researchers, developers, and creators with varying levels of programming
expertise as they interact with FlowMatic [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In addition to their mental models, we set out to
investigate to which extent immersive flow-based programming can support users’ creativity
(see also [16, 17]). This research constitutes an essential step in designing more efective
solutions and maximizing the potential use of VR by both expert and non-expert users who
engage with this technology in their professional tasks.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. The Study</title>
      <p>
        We designed a first qualitative study to explore the mental representations and reasoning
strategies of XR researchers, developers, and creators during their interaction with an immersive
authoring tool - named FlowMatic [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Our goal was to understand the aspects that can facilitate
or hinder users’ strategies for programming within VR environments with this immersive
authoring tool. In particular, we aim to explore EUD’s limits and potentials in this context, along
with the relationship among participants’ programming experience, their mental representation
of the system functionality, and the perceived support to their creativity.
      </p>
      <p>Participants. For this study, we plan to recruit XR researchers, developers, and creators with
varying levels of programming expertise. As VR can be widely used to conduct experiments
in diferent fields, we deemed researchers a motivated sample for using and programming VR
environments. We will recruit two groups of participants with diferent programming expertise:
(i) participants with no formal background in programming (beginners or non-expert group)
and (ii) participants with expertise in programming and a formal background (expert group).</p>
      <p>
        The System. FlowMatic [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] is a tool that allows users to craft interactive VR scenes while
immersed in VR. It provides a set of programming primitives that can be directly manipulated
in a visual flow-based diagram (see Figure 1). Users can define the behaviors of virtual objects
by connecting them with the programming primitives in the visual diagram.
      </p>
      <p>Task and Procedure. Participants will be involved in individual sessions in the laboratory,
lasting approximately 2 hours. Each session will be video and audio-recorded, then transcribed.
The setup will include a Meta Quest 2 HMD for immersing participants in the VR environment
they will program, a computer for recording the VR perspective of the participant (live casting),
and a video camera for environmental recording during the interaction.</p>
      <p>
        After a description of the system (supported by an explanatory video), participants will
engage in a familiarization phase in VR through guided training with FlowMatic (same as
Task 1 in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]). Then, we will ask each participant to program two VR dynamic scenes using
FlowMatic while thinking aloud [18] to elicit their mental models during the interaction with
the immersive authoring tool. In the first task, we will ask participants to watch a video
displaying a specific task and to recreate it in VR using FlowMatic. The video will display a
simplified version of the Posner cueing task (a well-known psychological paradigm used to
investigate the spatial orientation of visual attention; [19]). After the completion of the first task,
to assess the usability of the system, we will employ (i) the User Experience Questionnaire (UEQ;
[20]), and (ii) Six of the cognitive dimensions of notation (CDs; scales: Viscosity, Abstraction,
Closeness of Mapping, Hard Mental Operations, Provisionality, Progressive Evaluation [21])
used for usability assessment of visual languages (e.g., [22]). As a second open-ended task,
participants will be asked to create a new dynamic scene in VR using FlowMatic. This will
allow us to assess the degree of familiarity with the system and how FlowMatic can support
the creativity of researchers. We will adopt the Creativity Support Index (CSI; [23]) to assess
FlowMatic’s capability to support the creative process of users. For both tasks, we will measure
the participants’ number of errors and the completion time. Then, in a semi-structured interview,
we will explicitly ask participants about their reasoning strategies, FlowMatic’s limits, necessities,
potentials, and challenges. Finally, participants will be asked to complete a form (Qualtrics)
with simple questions about their experiences with VR/AR in work and non-work settings, their
research experience, programming languages, EUD systems, and some demographic information
(age, sex, education, etc.).
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Discussion and Conclusion</title>
      <p>
        In this paper, we presented the design of an exploratory study aimed at investigating reasoning
strategies and mental models of researchers with diferent levels of programming expertise
during their interaction with an immersive authoring tool named FlowMatic [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] for creating
interactive VR scenes. Our goal is to explore which aspects of this tool potentially and efectively
support the creation of new scenarios and the creativity as well as the expressiveness of users
with diferent backgrounds. Specifically, we believe that investigating mental models and
reasoning strategies can shed light on how to design systems that can support not only developers
in creating VR environments but also non-expert users (e.g., researchers without a formal
programming background) who would like to use VR in their work. We expect that individuals
will be diversely supported in creating new scenarios based on their reasoning strategy and
mental representation [
        <xref ref-type="bibr" rid="ref12">12, 24</xref>
        ] and that the efectiveness of the created scenarios would lead to
greater expression of their creativity [25]. Overall, we anticipate that the immersive experience
of directly manipulating visual primitives and objects can support embodied sensemaking [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
in programming tasks by ofering a unique and intuitive experience that influences the mental
models of participants. We expect this to be particularly true for individuals who are more
naturally prone to grasp this physical/embodied dimension of the interaction.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>This work is supported by the Spanish State Research Agency (AEI) under grant
Sense2MakeSense (PID2019-109388GB-I00)
Proceedings of the ninth international conference on tangible, embedded, and embodied
interaction, 2015, pp. 21–28.
[16] C. Remy, L. MacDonald Vermeulen, J. Frich, M. M. Biskjaer, P. Dalsgaard, Evaluating
creativity support tools in hci research, in: Proceedings of the 2020 ACM designing
interactive systems conference, 2020, pp. 457–476.
[17] E. Wolf, S. Klüber, C. Zimmerer, J.-L. Lugrin, M. E. Latoschik, ” paint that object
yellow”: Multimodal interaction to enhance creativity during design tasks in vr, in: 2019
International conference on multimodal interaction, 2019, pp. 195–204.
[18] T. Boren, J. Ramey, Thinking aloud: Reconciling theory and practice, IEEE transactions on
professional communication 43 (2000) 261–278.
[19] M. I. Posner, Orienting of attention: Then and now, Quarterly journal of experimental
psychology 69 (2016) 1864–1875.
[20] B. Laugwitz, T. Held, M. Schrepp, Construction and evaluation of a user experience
questionnaire, in: HCI and Usability for Education and Work: 4th Symposium of the Workgroup
Human-Computer Interaction and Usability Engineering of the Austrian Computer Society,
USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings 4, Springer, 2008, pp. 63–76.
[21] A. F. Blackwell, C. Britton, A. Cox, T. R. Green, C. Gurr, G. Kadoda, M. S. Kutar, M. Loomes,
C. L. Nehaniv, M. Petre, et al., Cognitive dimensions of notations: Design tools for cognitive
technology, in: Cognitive Technology: Instruments of Mind: 4th International Conference,
CT 2001 Coventry, UK, August 6–9, 2001 Proceedings, Springer, 2001, pp. 325–341.
[22] R. Holwerda, F. Hermans, A usability analysis of blocks-based programming editors using
cognitive dimensions, in: 2018 IEEE symposium on visual languages and human-centric
computing (VL/HCC), IEEE, 2018, pp. 217–225.
[23] E. Cherry, C. Latulipe, Quantifying the creativity support of digital tools through the
creativity support index, ACM Transactions on Computer-Human Interaction (TOCHI) 21
(2014) 1–25.
[24] G. Fischer, User modeling in human–computer interaction, User modeling and
useradapted interaction 11 (2001) 65–86.
[25] J. Urban Davis, F. Anderson, M. Stroetzel, T. Grossman, G. Fitzmaurice, Designing
cocreative ai for virtual environments, in: Proceedings of the 13th Conference on Creativity
and Cognition, C&amp;C ’21, Association for Computing Machinery, New York, NY, USA, 2021.
URL: https://doi.org/10.1145/3450741.3465260. doi:10.1145/3450741.3465260.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>S.</given-names>
            <surname>Barteit</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Lanfermann</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Bärnighausen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Neuhann</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Beiersmann</surname>
          </string-name>
          , et al.,
          <string-name>
            <surname>Augmented</surname>
          </string-name>
          , mixed, and
          <article-title>virtual reality-based head-mounted devices for medical education: systematic review</article-title>
          ,
          <source>JMIR serious games 9</source>
          (
          <year>2021</year>
          )
          <article-title>e29080</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>T. D.</given-names>
            <surname>Parsons</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Gaggioli</surname>
          </string-name>
          , G. Riva,
          <article-title>Extended reality for the clinical, afective, and social neurosciences</article-title>
          ,
          <source>Brain Sciences</source>
          <volume>10</volume>
          (
          <year>2020</year>
          )
          <fpage>922</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>N. B.</given-names>
            <surname>Dadario</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Quinoa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Khatri</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Boockvar</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Langer</surname>
          </string-name>
          ,
          <string-name>
            <surname>R. S.</surname>
          </string-name>
          <article-title>D'Amico, Examining the benefits of extended reality in neurosurgery: A systematic review</article-title>
          ,
          <source>Journal of Clinical Neuroscience</source>
          <volume>94</volume>
          (
          <year>2021</year>
          )
          <fpage>41</fpage>
          -
          <lpage>53</lpage>
          . URL: https://www.sciencedirect.com/science/article/pii/ S0967586821004938. doi:https://doi.org/10.1016/j.jocn.
          <year>2021</year>
          .
          <volume>09</volume>
          .037.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>H.</given-names>
            <surname>Coelho</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Monteiro</surname>
          </string-name>
          , G. Gonçalves,
          <string-name>
            <given-names>M.</given-names>
            <surname>Melo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Bessa</surname>
          </string-name>
          ,
          <article-title>Authoring tools for virtual reality experiences: a systematic review</article-title>
          ,
          <source>Multimedia Tools and Applications</source>
          <volume>81</volume>
          (
          <year>2022</year>
          )
          <fpage>28037</fpage>
          -
          <lpage>28060</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>H.</given-names>
            <surname>Lieberman</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Paternò</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Klann</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Wulf</surname>
          </string-name>
          ,
          <article-title>End-user development: An emerging paradigm</article-title>
          ,
          <source>in: End user development</source>
          , Springer,
          <year>2006</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>A.</given-names>
            <surname>Kelly</surname>
          </string-name>
          , R. B.
          <string-name>
            <surname>Shapiro</surname>
          </string-name>
          , J. de Halleux, T. Ball,
          <article-title>Arcadia: A rapid prototyping platform for real-time tangible interfaces</article-title>
          ,
          <source>in: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems</source>
          ,
          <year>2018</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>G. A.</given-names>
            <surname>Lee</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Nelles</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Billinghurst</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G. J.</given-names>
            <surname>Kim</surname>
          </string-name>
          ,
          <article-title>Immersive authoring of tangible augmented reality applications, in: Third IEEE and ACM international symposium on mixed and augmented reality</article-title>
          , IEEE,
          <year>2004</year>
          , pp.
          <fpage>172</fpage>
          -
          <lpage>181</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>L.</given-names>
            <surname>Zhang</surname>
          </string-name>
          , S. Oney,
          <string-name>
            <surname>Flowmatic:</surname>
          </string-name>
          <article-title>An immersive authoring tool for creating interactive scenes in virtual reality</article-title>
          ,
          <source>in: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology, UIST '20</source>
          ,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, New York, NY, USA,
          <year>2020</year>
          , p.
          <fpage>342</fpage>
          -
          <lpage>353</lpage>
          . URL: https://doi.org/10.1145/3379337.3415824. doi:
          <volume>10</volume>
          .1145/ 3379337.3415824.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>J. T.</given-names>
            <surname>Murray</surname>
          </string-name>
          , Realityflow:
          <article-title>Open-source multi-user immersive authoring</article-title>
          ,
          <source>in: 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)</source>
          ,
          <year>2022</year>
          , pp.
          <fpage>65</fpage>
          -
          <lpage>68</lpage>
          . doi:
          <volume>10</volume>
          .1109/VRW55335.
          <year>2022</year>
          .
          <volume>00024</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>D.</given-names>
            <surname>Pintani</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Caputo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Mendes</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Giachetti</surname>
          </string-name>
          , Cider:
          <article-title>Collaborative interior design in extended reality</article-title>
          ,
          <source>in: Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter</source>
          ,
          <year>2023</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>11</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>L.</given-names>
            <surname>Zhang</surname>
          </string-name>
          , S. Oney,
          <article-title>Studying the benefits and challenges of immersive dataflow programming</article-title>
          ,
          <source>in: 2019 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)</source>
          ,
          <year>2019</year>
          , pp.
          <fpage>223</fpage>
          -
          <lpage>227</lpage>
          . doi:
          <volume>10</volume>
          .1109/VLHCC.
          <year>2019</year>
          .
          <volume>8818856</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>D.</given-names>
            <surname>Norman</surname>
          </string-name>
          ,
          <article-title>The design of everyday things: Revised and expanded edition</article-title>
          , Basic books,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>P. N.</given-names>
            <surname>Johnson-Laird</surname>
          </string-name>
          ,
          <article-title>Mental models and human reasoning</article-title>
          ,
          <source>Proceedings of the National Academy of Sciences</source>
          <volume>107</volume>
          (
          <year>2010</year>
          )
          <fpage>18243</fpage>
          -
          <lpage>18250</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>X.</given-names>
            <surname>Liu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Shi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Yu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Gao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Yang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Liang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Shi</surname>
          </string-name>
          ,
          <article-title>Understanding in-situ programming for smart home automation</article-title>
          ,
          <source>Proc. ACM Interact. Mob. Wearable Ubiquitous Technol</source>
          .
          <volume>7</volume>
          (
          <year>2023</year>
          ). URL: https://doi.org/10.1145/3596254. doi:
          <volume>10</volume>
          .1145/3596254.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>C.</given-names>
            <surname>Hummels</surname>
          </string-name>
          ,
          <string-name>
            <surname>J. Van Dijk</surname>
          </string-name>
          ,
          <article-title>Seven principles to design for embodied sensemaking</article-title>
          , in:
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>