Analysis of End-User Programming Platforms

Analysis of End-User Programming Platforms

Analysis of End-User programming platforms Miguel Gomez Simon Lara Lorna Jimenez Jimenez 1 February 13, 2015 1This report is a State-of-the-Art survey and analysis of end-user programming platforms related to the SATIN platform funded by the European Regional Development Fund. The purpose is to set the SATIN platform into a context for further research and development. Acknowledgement The report in End-User programming platforms has been founded by the European Regional Development Fund (ERDF) 1 Abstract End-user programming platforms allow end-users with and without programming experience to build applications using a user-friendly graphical environment. This study reviews dif- ferent types of end-user platforms focusing on the features obtained from previous end-user software engineering studies: What You See Is What You Get(WYSIWYG), What You Test Is What You Get (WTISWYG), how the learning by examples methodology is implemented and how the performance of end-user programmers is increased through reusable code. The study also establishes the difference between end-user programming platforms and tradi- tional programming platforms based on the programmer's interaction. In this report, a new in-between category is defined as End-User Professional Programming Platform, which rep- resents the end-user programming platforms that require the end-user programmer to have a certain programming knowledge. Finally, the research discusses current trends and de- fines new features for the future of end-user platforms, in particular the definition of a new concept, which is What You SAy Is What You Get(WYSAIWYG). 2 Contents 1.1 Introduction ............................... 4 1.2 Evaluation ................................. 8 1.2.1 Como ................................... 8 1.2.2 App Inventor .............................. 10 1.2.3 BiznessApps ............................... 13 1.2.4 GameSalad ............................... 15 1.2.5 Satin ................................... 17 1.2.6 Other End-User platforms ...................... 21 1.3 Discussion ................................. 23 1.4 Conclusion ................................. 26 3 1.1 Introduction End-user applications are on the rise nowadays given the potential savings for companies in terms of costs. Much recent research has tried to find the perfect formula to make building applications readily accessible to end-users [1] [2]. However, most of the available platforms today have partially failed due to the thin line that separates end-user software engineering from traditional programming software engineering. End-user software engineering refers to allowing end-user programmers, those without a programming background, the possibility of creating small applications that help them to perform concrete tasks. Originally, the target applications were spreadsheets [3] hat users could customize to optimize the time they spent on routine tasks. In [3], the authors show that user applications have a different take on development than traditional applications. While traditional applications are developed by a programmer whose objective is to build applications following the principals of design, reusability and maintainability, end-user ap- plications are created to perform a specific task in a specific moment. Furthermore, when a traditional programmer builds an application, he/she has an overview of the objectives and goals that the application has to meet before starting the development process and, of course, the programming process is consistent with the software life-cycle. On the other hand, end-users usually create applications, in most cases, without any planning, design, modeling and not considering the maintainability of the application. These elements are seen as threats due to the complexity added to the development process, which causes the failure of programming the application. Nowadays, traditional programmers have to address the challenge of creating end-user oriented programming platforms that can implement complex features in applications, so as to simplify the process of creating an application for end-user programmers. These platforms are then incorporated into a framework that end-user programmers can use. The ideal framework should meet all the end-user software engineering requirements, as well as add the same values that traditional programmers can achieve using their technical knowledge. In this study, a state-of-the-art of the current end-user programming platforms is pre- sented by analyzing the different industry platforms available nowadays. The study focuses on end-user programming platforms that allow end-user programmers to generate applica- tions through graphical aids. There are three main categories of end-user programming platforms: 4 • End-User programming platforms: These are programming environments that allow end-users without a programming background to build an application. These platforms meet the features required by end-user software engineering and they are designed to implement specific tasks. • Professional or traditional programming platforms: his category refers to the programming environments traditionally used by professional or amateur program- mers. These platforms allow complex applications to be programmed, be it end-user applications or any other kind of application. Furthermore, programming languages are the corner stone driving programmers to achieve their objectives in these platforms. • End-User Professional programming platforms: This category is somewhere in- between the categories presented before. These platforms combine traditional program- ming structures with intuitive layouts that meet several end-user software engineering principals. Therefore, a certain level of understanding of programming concepts is required in the category by end-user programmers. There is a thin line separating what is considered to be traditional programming plat- forms from end-user programming platforms. In this report we propose to establish this line between both categories when an end-user programmer does not need any complex pro- gramming concept to create applications. For instance, an end-user programmer could be considered as a programmer that can create applications which contain complex architec- tures or structures, such as databases and loops, without necessarily having the knowledge required to implement these concepts. This means that the end-user programmers should be able to create the database, fill it and use it, whilst remaining oblivious to the intricacies of databases, by for example, filling out a form. This definition also covers instances in which end-user programmers develop simple applications where no complex programming structures are used and so, no programming knowledge is required. However, there are some common features between end-user programmers and traditional programmers that make the differentiation line between both types of platforms blurrier. For instance, it is common for traditional programmers to reuse code from previously developed applications or from examples. This technique can also be applicable to end-user programmers that could reuse some previous applications. These common programming techniques were brought up in previous studies such as [4], [3] and [5]. In [5], the authors state that end-user programmers could produce concept maps from a single illustrative example and [3] states that, for end- user programmers, to reuse code and learn by examples help them to succeed in their task. Furthermore, [4] states that Liberman's experiments concluded from his research tools on 5 programming-by-example, that a combination of demonstration with explicit instructions to end-users is the best way for them to progress favorably. [5]also shows that it is possible for end-user programmers to plan before starting to program applications, proving that plan- ning ahead helps them in the developing process. The authors have evaluated two groups of users who were asked to create databases. One group was asked to plan in advance what they were going to implement while the other group started the implementation without planning ahead. The result of the study showed that planning helped end-user program- mers to succeed more than the group which did not. However, the study also reported that, when planning is not a requirement, most end-user programmers skip the planning phase. For this reason, to create easy structures that implement complex modules within end-user programming platforms is a challenge for traditional programmers. Nowadays, the devel- opment environments for end-user applications have been focusing on establishing a set of rules that users can follow to achieve easy and clean-cut applications. In [4], the researchers state that end-users wish to become more active due to the success of Web 2.0. However, there are a certain number of constraints that limit the possibility of implementing complex functionalities as an end-user when the platform is more content-oriented. The rising market of mobile applications for smartphones has established a deeply rooted concept of associating icons with functionalities [4] It has also opened a new end-user pro- gramming field that can be exploited focusing on the principals What You See Is What You Get (WYSIWYG) and What You Test Is What You Get (WYTIWYG) [3]. In most cases, the applications that can be developed with these tools have limited functionality. This means that, due to the fact that end-user programmers are not expected to have pro- gramming knowledge

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