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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>B. R. Barricelli);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Supporting End-User Development by Transforming Participatory Design into Meta-Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Barbara Rita Barricelli</string-name>
          <email>barbara.barricelli@unibs.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gerhard Fischer</string-name>
          <email>gerhard@colorado.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniela Fogli</string-name>
          <email>daniela.fogli@unibs.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anders Mørch</string-name>
          <email>andersm@uio.no</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Piccinno</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefano Valtolina</string-name>
          <email>stefano.valtolina@unimi.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Bari</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Brescia</institution>
          ,
          <addr-line>Brescia</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Colorado</institution>
          ,
          <addr-line>Boulder</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Milano</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>University of Oslo</institution>
          ,
          <addr-line>Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1949</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Our contribution explores the concept of meta-design as a framework that augments participatory design (PD) for supporting end-user development (EUD). Participatory design emphasizes the active involvement of users in the initial stages of the design process, fostering collaboration and ensuring that the final product meets user needs. End-user development empowers users to create, extend, and adapt software artifacts by fostering human problem-domain interaction, promoting evolutionary design and personalization. Meta-design integrates these two approaches by providing tools, environments, and processes that enable continuous user involvement and system evolution. Our contribution explores how meta-design facilitates the transition from collaborative initial design to sustained user-driven development, ensuring that systems remain flexible, relevant, and user-centred. We illustrate how meta-design not only enhances user empowerment and system adaptability but that the dynamic, ongoing collaboration between users and designers will create socio-technical environments focused on the “unfinished” and consider that design problems have no stopping rule, thus remaining open and fluid to accommodate ongoing change.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Meta-design</kwd>
        <kwd>Participatory Design</kwd>
        <kwd>End-User Development1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In a world that is not predictable, improvisation, evolution, and innovation are more than a
luxury: they are a necessity. Humans are not only rational and goal-oriented; they are also
irrational and driven by local circumstances and situated actions. The design of socio-technical
environments must cope with wicked problems, and this is not a matter of getting rid of the
emergent, but rather of including it and making it an opportunity for more creative and
adequate solutions to problems. User-centered and participatory design approaches (whether
done for users, with users, or by users) have focused primarily on activities and processes taking
place at design time.</p>
      <p>
        In Participatory Design (PD) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], user representatives play an active role in design
workshops where task analysis is carried out and usage scenarios and early prototypes are
created. However, PD does not consider that any system developed to cope with an unforeseen
future must change accordingly at use time. These considerations led to the conception of
EndUser Development (EUD) as encompassing methods and techniques that empower end users to
carry out these changes locally whenever they consider them necessary [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        EUD requires an approach to designing systems that is different from PD. The concept of
meta-design, introduced in HCI by Gerhard Fischer in 1999 [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], aims to set the social and
technical conditions that allow end users to become co-designers of their digital artifacts at use
time rather than merely consumers of them. The relationship between meta-design and EUD
was deepened in a 2004 paper published in the Communications of the ACM [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This seminal
paper defines meta-design as the set of “objectives, techniques, and processes for creating new
media and environments allowing ‘owners of problems’ (that is, end users) to act as designers.”
One of the fundamental objectives of meta-design is the creation of socio-technical
environments through which end users can engage in the continuous development of the
systems they use. That paper linked the success of EUD within organizations to the level of user
motivation, the existence of effective EUD tools, and management support. All this was
described by the authors as obtainable with the introduction of meta-design, which is a
framework that is able to increase user motivation and decrease learning and organizational
costs. Seeding, Evolutionary Growth, and Reseeding (SER) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] was proposed as a process model,
which postulates that systems are created as seeds (representing underdesigned systems), which
evolve over time and alternate between periods of end-user development (evolutionary growth)
and periods of developer-initiated restructuring (reseeding).
      </p>
      <p>Figure 1 shows the transformation of PD (a) into meta-design (b) through the involvement
of further stakeholders. At design time, in PD, system designers and user representatives
collaborate to develop the system, while in meta-design also meta-designers are involved.
Metadesigners and system designers have distinct roles and knowledge requirements, reflecting their
different focuses and approaches to design. Meta-designers prioritize user empowerment and
system adaptability, requiring interdisciplinary knowledge and strong facilitation skills. In
contrast, system designers focus on creating robust, efficient systems with in-depth technical
expertise and a strong emphasis on optimization and performance. Both roles are essential for
creating effective, user-centric systems, and their collaboration can lead to innovative and
adaptable solutions. At use time, in PD, users (including user representatives) use the system
just for their personal or work activities; on the other hand, in meta-design, the developed
system will evolve in the hands of a few users (indicated as users-as-designers in Figure 1(b)),
who are in charge of continuous system design through EUD.</p>
      <p>(a)
(a)</p>
      <p>
        Given these observations, we argue that meta-design may augment participatory design to
support end-user development by involving users at both design and use time, focusing on each
use situation as a potential design situation that may exploit EUD methods to foster users'
participation. Indeed, the solution of ill-defined problems requires what Alexander called an
unselfconscious culture of design [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: the closeness of contact between user-as-designer and
product allows constant rearrangement of unsatisfactory details, thanks to the “talk back” of
the partial solutions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. By putting owners of problems in charge, the positive elements of an
unselfconscious culture of design can be exploited in meta-design by creating systems that
support people in working on their tasks rather than requiring them to focus their intellectual
resources on the system itself.
      </p>
      <p>The rest of the paper explores the dual nature of meta-design, its social perspective and its
technical one. Combining these two perspectives is fundamental to design usable and
modifiable systems.
2. Meta-Design for End-User Development: A socio-technical
perspective</p>
      <p>The dual nature of meta-design, the social on the one hand and the technical on the other
needs to be fully understood to exploit the potential of EUD and motivate end users to
participate in system design both at design and use time. Therefore, we propose a
sociotechnical perspective of meta-design and we address the social and technical parts separately
before uniting them in an example scenario.</p>
      <sec id="sec-1-1">
        <title>2.1 The social perspective of meta-design</title>
        <p>When considering the sociality of meta-design, the following key concepts have been
suggested in previous work: rich ecologies of participation, cultures of participation,
conviviality, and co-evolution of users and systems.</p>
        <p>Meta-design supports rich ecologies of participation possibly at different levels of design
abstraction and at different times in the process of testing and improving a solution. Different
stakeholders can be motivated and engaged through mechanisms and infrastructures that favor
communication and mutual understanding. Thus, meta-design leads to or attracts cultures of
participation: all stakeholders, according to their own needs, skills, and knowledge, are called
on to enrich the system with contents and functionalities that reflect their point of view,
possibly capitalizing on others’ knowledge. An example is the Scratch online community that
fosters cultures of participation through its user-friendly visual programming language. It
encourages collaborative projects by allowing users to remix and build upon each other's work,
promoting a culture of shared creativity, and fostering learning to code. This unique approach
enhances conviviality within the community.</p>
        <p>
          Meta-design supports design at use time, which is when the users become aware of their
needs and more proficient in system usage. This implies not only an evolutionary growth of the
system according to the SER model but also a co-evolution of users and systems [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. User and
system co-evolution does not only lead to content and functionality changes, but new forms of
social interactions and shared understanding can be created, extended, and adapted [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ][
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], so
that the synergy of technical and social environments can increase convivial interaction [13].
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>2.2 The technical perspective of meta-design</title>
        <p>The technical perspective of meta-design is about the phenomenon of 'design for designers'
in that it aims to address the existing/latent design trade-off between the generality of
programming languages and the specificity of systems designed to support users’ tasks in an
application domain. The spectrum depicted in Figure 2 illustrates these concepts. The leftmost
component represents general-purpose programming languages, which are used to develop
software systems for any application domain. However, such languages are hard to learn, and
this could represent a barrier for end users, who are often not motivated enough to learn them.
On the other end of Figure 2 are the over-specialized systems, which are easy to use but cannot
be easily (or at all) modified by the users (e.g., mission-critical systems like flight controllers).</p>
        <p>In between the two endpoints lies the domain of meta-design, which comprises variable
participation and learning effort by end users and fosters different types of EUD activities that
are mainly related to software programming. Specifically, EUD methods and techniques allow
the creation, extension, and adaptation of digital artifacts. EUD comprises End-User
Programming (EUP), which originated in the examples and studies of Nardi [14] and Cypher
[15] and is intended to make programming easier for users through specific tools like
spreadsheet macro editors [16], script languages [17], or visual programming environments like
Scratch [18]. Scratch allows users (primarily children and young people) to create programs by
simply dragging and dropping program blocks that look like puzzle pieces in different colors
and shapes into different block assemblies (small programs) according to the syntax of a
programming language. EUP is usually focused on code creation only, and for this reason, it
requires some learning effort (e.g., to choose the right code blocks).</p>
        <p>To overcome these limitations, EUD methods have been proposed to enable the creation of
digital artifacts that do not require users to learn any specific programming language but
basically to interact with a software environment built on application domain knowledge,
where domain concepts are mapped into visual components. Two examples are the
domainoriented design environments (DODEs) [19] and the software shaping workshops (SSWs) [20],
which have been proposed to model specific domains (kitchen design and mechanical
engineering, respectively); in both approaches, users (domain experts) can design new systems
or parts of systems that other users (end users) can (re-)use and adapt to perform their tasks.</p>
        <p>Most EUD environments can only enable the extension and adaptation of digital artifacts. Let
us consider a smart home design scenario: inhabitants in their role of users-as-designers in
households can extend or adapt the behavior of their smart home by controlling the installed
smart devices to accommodate unexpected needs. Such activities can usually be performed
using a graphical interface to define a set of trigger-action rules to determine the
activation/deactivation of devices when some condition or event occurs [21].
2.3 An example scenario of smart home configuration and adaptation</p>
        <p>To provide a wider view of meta-design to empower end users, we recall the smart home
scenario. To set up a smart home, one may choose between two options that we can name Call
the expert (option 1) or I will do it by myself (option 2).</p>
        <p>With option 1, the solution is to call an engineer and a professional electrician to design and
configure a smart home tailored to the user’s requests. Households can participate in the
configuration by describing their preferences and habits and hopefully by testing the smart
home behavior before the professionals leave the house (ending the design and implementation
phase). However, if something changes in the household’s life or users discover in the long term
that some smart home behaviors are ineffective, a new intervention from professionals is
required. This option reflects what happens when a PD approach is adopted.</p>
        <p>Alternatively, with option 2, one must address the problem using an ecology of methods
(e.g., online step-by-step guides, YouTube videos, friends, and family), tools (sensors and smart
appliances available on the market), frameworks (e.g., Samsung, Xiaomi Mi Home, Google
Nest), and software applications for rule definition (provided by the tools manufacturer or
general ones, such as IFTTT1). With this approach, users may act as pro-ams [22] (i.e., people
working as professionals in a field where they are not experts but just amateurs) to design,
create, build, and customize over time (evolutionary growth) their own smart home, without the
intervention of professionals or by reducing their intervention to only unsurmountable
problems (reseeding phase). In this case, a meta-design approach is adopted, which promotes
social conditions and technical aspects to make the households appropriate and shape their
smart home over time.</p>
        <p>The speed of technology evolution and the need for adaptation to changing needs and
unforeseen requirements lead to the second option being considered the most successful in
several situations. In this case, meta-design does not only encompass technology or software
environments but everything that is needed to turn a non-electrician-nor-engineer into a pro-am
that acts as a professional while installing, configuring, and expanding a smart home. More
generally, the second option is preferable, or even mandatory, for meaningful problems, as
emergent phenomena at both individual and group level, that are ill-defined [23] and, therefore,
cannot be delegated to professionals because they are not understood well enough to be
described in detail. Finally, the two options can be combined, whereby one would call an expert
(option 1) after having done their own local adaptation (option 2) for a while to solve a problem,
but a new contingency came up that one wishes to pass over to the expert.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Discussion and Conclusion</title>
      <p>Participatory Design focuses on user involvement during the initial design phase, but while it
brings valuable user perspectives to the table, it does not account for the ever-changing nature
of the world and users' needs. This is where meta-design steps in: it focuses on creating the
social and technical conditions that allow users to become co-designers throughout the entire
system's lifecycle. Meta-design involves users in the creation process at design time, like PD,
and equips them with the tools and knowledge to carry out EUD activities at use time. This
paper fosters the idea of adopting meta-design by augmenting PD to support EUD.</p>
      <p>However, meta-design does not come for free but might determine some pitfalls.</p>
      <p>The first one regards the fact that users do not always enjoy the fact that modern tools
empower (or enforce) them to do many tasks by themselves, tasks that were previously done
by skilled domain workers serving as agents and intermediaries [24]. While this shift provides
power, freedom, and control to customers (e.g., banking can be done at any time of the day with
ATMs, and from any location with the Web), users might consider performing tasks by
themselves as not very meaningful and sometimes difficult, and would be more than content
with just playing a consumer role (e.g., elderly people have difficulty coordinating keystrokes
on small devices). Proper socio-technical mechanisms should be designed to engage users and
motivate them to participate in such activities.</p>
      <p>Another pitfall of meta-design is that it might create an inherent tension between
standardization and improvisation. Every modification applied by a user on a system implies
costs because the system must be maintained over time. Each time an update of the system is
delivered by its provider, there is a risk that the custom modifications might have to be adjusted
or re-implemented. Finding the right balance between standardization (which can suppress
innovation and creativity) and improvisation (which can lead to a Babel of different and
incompatible versions) has been noted as a challenge in open-source environments where
forking has often led developers in different directions. The reseeding phase of the SER models
tries to address this problem.</p>
      <p>With regards to the smart home scenario presented before, a further potential pitfall might
arise when EUD methods are applied in a multi-user environment. Such an environment is
meant to support collaboration among family members or housemates but potentially leads to
conflicts between the individual choices and configuration of the shared environment and its
smart devices. The resolution of such conflicts can be seen as a wicked problem for which a
unique and always valid solution cannot be specified a priori; the resolution of these conflicts,
in fact, depends on the specific situation and needs negotiation between all involved users that
goes beyond the interactive system and tools [25].</p>
      <p>The introduction of artificial intelligence (AI) technologies, in light of the substantial
development that has taken place in the last few years, might help identify possible solutions
to overcome the above-mentioned issues. The way the integration of AI and meta-design should
be implemented is still to be explored and discussed, especially for what concerns the
management of design trade-offs.</p>
      <p>We started exploring this theme in the last three editions of the CoPDA (Cultures of
Participation in the Digital Age) Workshop series2. The 2022 edition considered the role that AI
should play in empowering people in their daily personal life and work, including performing
EUD activities [26]. In 2023, the CoPDA workshop focused on Computational Fluency as the
mastery and appropriation of computational concepts that allow individuals to address new and
wicked problems creatively; the integration of AI and meta-design may contribute to
developing socio-technical environments that can help nurturing, encouraging, and promoting
these abilities [27]. Finally, the CoPDA 2024 workshop edition discussed the “end user” concept,
investigating the multi-faceted roles that end users can play in the digital age and envisioning
future scenarios and possibilities for end-user roles and experiences in the context of emerging
technologies and cultural changes [28].</p>
      <p>However, several open issues are still to be addressed. Some of them are:
2 https://copda.unibs.it/
•
•
•
•</p>
      <p>What are the design trade-offs related to the balance between the potential value of
end-user contributions and the effort necessary to create socio-technical
environments that motivate end users to contribute over long periods of time?
How do we encourage participation and collaboration to address wicked problems
whose meaning is an emergent phenomenon at the group level rather than at the
individual level?
How may one support user's critical thinking when AI is integrated with
metadesign?
How to keep human control over AI-based systems that help them create, extend or
adapt digital artifacts (namely, performing EUD)?
End-User Development, ed. F. Paternò, and V. Wulf, 333-358. Cham, Switzerland: Springer
International Publishing.
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[14] Nardi, B. 1993. A Small Matter of Programming. Perspectives on End User Computing.</p>
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[15] Cypher, A. 1993. Watch What I Do. Programming by Demonstration. Cambridge, MA: The</p>
      <p>MIT Press.
[16] Burnett, M., C. Cook, and G. Rothermel. 2004. End-User Software Engineering.</p>
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[17] Fischer, G., K. Nakakoji, and Y. Ye. 2009. Metadesign: Guidelines for Supporting Domain</p>
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[18] Resnick, M., J. Maloney, A. Monroy-Hernández, N. Rusk, E. Eastmond, K. Brennan, A.</p>
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