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AuthorTitleYearNoteJournal/ProceedingsReftype
Ackermann, E. Perspective-Taking and Object Construction 1996 Constructionism in Practice  other
BibTeX:
@other{perspective-taking_and_object_construction,
  author = {Ackermann, Edith },
  title = {Perspective-Taking and Object Construction},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Ahmadi, N., Repenning, A. and Ioannidou, A. Collaborative end-user development on handheld devices 2008 2008 IEEE Symposium on Visual Languages and Human-Centric Computing, pp. 237-241  article
Abstract: Web 2.0 has enabled end users to collaborate through their own developed artifacts, moving on from text (e.g., Wikipedia, Blogs) to images (e.g., Flickr) and movies (e.g., YouTube), changing end-userpsilas role from consumer to producer. But still there is no support for collaboration through interactive end-user developed artifacts, especially for emerging handheld devices, which are the next collaborative platform. Featuring fast always-on networks, Web browsers that are as powerful as their desktop counterparts, and innovative user interfaces, the newest generation of handheld devices can run highly interactive content as Web applications. We have created Ristretto Mobile, a Web-compliant framework for running end-user developed applications on handheld devices. The Web-based Ristretto Mobile includes compiler and runtime components to turn end-user applications into Web applications that can run on compatible handheld devices, including the Apple iPhone and Nokia N800. Our paper reports on the technological and cognitive challenges in creating interactive content that runs efficiently and is user accessible on handheld devices.
BibTeX:
@article{Ahmadi2008,
  author = {Ahmadi, Navid and Repenning, Alexander and Ioannidou, A.},
  title = {Collaborative end-user development on handheld devices},
  journal = {2008 IEEE Symposium on Visual Languages and Human-Centric Computing},
  year = {2008},
  pages = {237--241},
  doi = {http://dx.doi.org/10.1109/VLHCC.2008.4639093}
}
Anthony, L., Brown, Q., Nias, J. and Tate, B. Examining the need for visual feedback during gesture interaction on mobile touchscreen devices for kids 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 157-164  inproceedings
BibTeX:
@inproceedings{anthony2013examining,
  author = {Anthony, Lisa and Brown, Quincy and Nias, Jaye and Tate, Berthel},
  title = {Examining the need for visual feedback during gesture interaction on mobile touchscreen devices for kids},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {157--164}
}
Arrasvuori, J., Boberg, M. and Korhonen, H. Understanding Playfulness. An overview of the revised playful experience (PLEX) framework Simulation, pp. 1-12  article
BibTeX:
@article{Arrasvuori,
  author = {Arrasvuori, Juha and Boberg, Marion and Korhonen, Hannu},
  title = {Understanding Playfulness. An overview of the revised playful experience (PLEX) framework},
  journal = {Simulation},
  pages = {1--12}
}
Attfield, S. and Blandford, A. Conceptual misfits in e-mail-based current-awareness interaction 2011 Journal of Documentation
Vol. 67(1), pp. 33-55 
article
BibTeX:
@article{attfield2011conceptual,
  author = {Attfield, Simon and Blandford, Ann},
  title = {Conceptual misfits in e-mail-based current-awareness interaction},
  journal = {Journal of Documentation},
  publisher = {Emerald Group Publishing Limited},
  year = {2011},
  volume = {67},
  number = {1},
  pages = {33--55}
}
Barendregt, W. and Bekker, M.M. Development and Evaluation of the Picture Cards Method 2005 Proceedings of Interact 2005, Tenth International Conference on Human-Computer Interaction  inproceedings
BibTeX:
@inproceedings{barendregt2005development,
  author = {Barendregt, Wolmet and Bekker, Mathilde M},
  title = {Development and Evaluation of the Picture Cards Method},
  booktitle = {Proceedings of Interact 2005, Tenth International Conference on Human-Computer Interaction},
  year = {2005}
}
Barendregt, W., Lindström, B., Rietz-Leppänen, E., Holgersson, I. and Ottosson, T. Development and evaluation of Fingu: a mathematics iPad game using multi-touch interaction 2012 Proceedings of the 11th International Conference on Interaction Design and Children, pp. 204-207  inproceedings
BibTeX:
@inproceedings{barendregt2012development,
  author = {Barendregt, Wolmet and Lindström, Berner and Rietz-Leppänen, Elisabeth and Holgersson, Ingemar and Ottosson, Torgny},
  title = {Development and evaluation of Fingu: a mathematics iPad game using multi-touch interaction},
  booktitle = {Proceedings of the 11th International Conference on Interaction Design and Children},
  year = {2012},
  pages = {204--207}
}
Bers, M. Positive technological development: Working with computers, children, and the internet 2007 MassPsych
Vol. 51(1), pp. 5-7 
article
BibTeX:
@article{bers2007positive,
  author = {Bers, M},
  title = {Positive technological development: Working with computers, children, and the internet},
  journal = {MassPsych},
  year = {2007},
  volume = {51},
  number = {1},
  pages = {5--7}
}
Bers, M.U. Blocks to robots: Learning with technology in the early childhood classroom 2008   book
BibTeX:
@book{bers2008blocks,
  author = {Bers, Marina Umaschi},
  title = {Blocks to robots: Learning with technology in the early childhood classroom},
  publisher = {Teachers College Press New York},
  year = {2008}
}
Berti, S., Paternò, F. and Santoro, C. NATURAL DEVELOPMENT OF NOMADIC INTERFACES BASED ON CONCEPTUAL 2004 Bø læses. , pp. 1-19  article
BibTeX:
@article{Berti2004,
  author = {Berti, Silvia and Paternò, Fabio and Santoro, Carmen},
  title = {NATURAL DEVELOPMENT OF NOMADIC INTERFACES BASED ON CONCEPTUAL},
  year = {2004},
  pages = {1--19},
  note = {Bø r læses.}
}
Blackstock, M. and Lea, R. Toward interoperability in a web of things 2013 Beskriver en række forskellige teknologier/services der gø det let at laver nye programmer/scripts/contrioller der virker på tværs af IoT og WoT. They discruss how to make services that allow interoperability. The authors descripe a model of how to attain interoperability by using WOT hubs that is connected to a Mashup Tool. They furthermore descripe which steps should be made to assure that it gets easier to to connect new sensors and hubs in the future.ag Pointer ift speciale [ingen] Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication - UbiComp '13 Adjunct, pp. 1565  article
BibTeX:
@article{Blackstock2013,
  author = {Blackstock, Michael and Lea, Rodger},
  title = {Toward interoperability in a web of things},
  journal = {Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication - UbiComp '13 Adjunct},
  publisher = {ACM Press},
  year = {2013},
  pages = {1565},
  note = {Beskriver en række forskellige teknologier/services der gø r det let at laver nye programmer/scripts/contrioller der virker på tværs af IoT og WoT.
They discruss how to make services that allow interoperability.
The authors descripe a model of how to attain interoperability by using WOT hubs that is connected to a Mashup Tool. They furthermore descripe which steps should be made to assure that it gets easier to to connect new sensors and hubs in the future.ag
Pointer ift speciale [ingen]}, url = {http://dl.acm.org/citation.cfm?doid=2494091.2497591}, doi = {http://dx.doi.org/10.1145/2494091.2497591} }
Blackwell, A. Psychological Issues in End-User Programming 2006
Vol. 9End User Development, pp. 9-30 
article
BibTeX:
@article{Blackwell2006,
  author = {Blackwell, AlanF.},
  title = {Psychological Issues in End-User Programming},
  booktitle = {End User Development},
  publisher = {Springer Netherlands},
  year = {2006},
  volume = {9},
  pages = {9-30},
  url = {http://dx.doi.org/10.1007/1-4020-5386-X_2},
  doi = {http://dx.doi.org/10.1007/1-4020-5386-X_2}
}
Blackwell, A. and Hague, R. AutoHAN: an architecture for programming the home 2001 Mener at programmering af hjemmet kan gå hen og blive noget af det sværeste for end-users (tænk bare på "programmering" af VCR maskinen). Mener ikke at standardisering er vejen frem fordi mulighederne og kombinationerne af forskellige teknologier stiger løbende. Lidt outdated mht. teknologier (2001: "next-gen appliance e.g. CD player...). AutoHAN er deres bud på et system der forsøger at løse nogle af de kommende problemer. Tager så meget som muligt udgangspunkt i direkte manipulation, frem for visuel repræsentation af enheder. Men de er dog klar over at nogle funktioner er abstraktioner og ikke direkte fysiske/interagerbare. AutoHAN bestå r af "media cubes", som ifølge dem kan beskrives som: "one-button remote controls". Kuber der kan associeres med en enhed ved at holde kuben op imod enheden. Kunne have flere typer kuber, nogle med events (funktioner), nogle med channels (associerede enhed).. og flere. Lyder umiddelbart som et ret uigennemskueligt. Et andet forslag fra dem er kuber med funktioner (som list eller clone) - som kan udføes til at opbygge den ønskede effekt.. så basically programmering hvor man ikke kan se resultatet man manipulerer. Proceedings IEEE Symposia on Human-Centric Computing Languages and Environments (Cat. No.01TH8587), pp. 150-157  inproceedings
Abstract: AutoHAN is a networking and software architecture that enables user programmable specification of the interaction between appliances in a domestic house. This concept represents an immense challenge for End-User Programming. The characteristics of the potential user population are far broader than any other population of end-user programmers. It is therefore essential to approach the design of the programming environment from a well founded perspective of cognitive ergonomics and user modelling. We have created a novel programming language, Media Cubes, which is aimed at the same user population as existing domestic remote controls. Moreover, we have applied a cognitive model of programming behaviour in order to specify a language that gives the advantages of direct manipulation as well as the power of more conventional languages.
BibTeX:
@inproceedings{Blackwell2001,
  author = {Blackwell, A.F. and Hague, R.},
  title = {AutoHAN: an architecture for programming the home},
  booktitle = {Proceedings IEEE Symposia on Human-Centric Computing Languages and Environments (Cat. No.01TH8587)},
  publisher = {IEEE},
  year = {2001},
  pages = {150--157},
  note = {Mener at programmering af hjemmet kan gå hen og blive noget af det sværeste for end-users (tænk bare på "programmering" af VCR maskinen).
Mener ikke at standardisering er vejen frem fordi mulighederne og kombinationerne af forskellige teknologier stiger lø bende.
Lidt outdated mht. teknologier (2001: "next-gen appliance e.g. CD player...).
AutoHAN er deres bud på et system der forsø ger at lø se nogle af de kommende problemer. Tager så meget som muligt udgangspunkt i direkte manipulation, frem for visuel repræsentation af enheder. Men de er dog klar over at nogle funktioner er abstraktioner og ikke direkte fysiske/interagerbare.
AutoHAN bestå r af "media cubes", som ifø lge dem kan beskrives som: "one-button remote controls". Kuber der kan associeres med en enhed ved at holde kuben op imod enheden.
Kunne have flere typer kuber, nogle med events (funktioner), nogle med channels (associerede enhed).. og flere. Lyder umiddelbart som et ret uigennemskueligt. Et andet forslag fra dem er kuber med funktioner (som list eller clone) - som kan udfø res til at opbygge den ø nskede effekt.. så basically programmering hvor man ikke kan se resultatet man manipulerer.
}, url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=995253} }
Blandford, A., Green, T.R., Furniss, D. and Makri, S. Evaluating system utility and conceptual fit using CASSM 2008 International Journal of Human-Computer Studies
Vol. 66(6), pp. 393-409 
article
BibTeX:
@article{blandford2008evaluating,
  author = {Blandford, Ann and Green, Thomas RG and Furniss, Dominic and Makri, Stephann},
  title = {Evaluating system utility and conceptual fit using CASSM},
  journal = {International Journal of Human-Computer Studies},
  publisher = {Elsevier},
  year = {2008},
  volume = {66},
  number = {6},
  pages = {393--409}
}
Blikstein, P. 2013   article
BibTeX:
@article{QIQQA-EIOUP,
  author = {Paulo Blikstein},
  year = {2013}
}
Bowen, P.L., O'Farrell, R.A. and Rohde, F.H. An Empirical Investigation of End-User Query Development: The Effects of Improved Model Expressiveness vs. Complexity 2009
Vol. 20Information Systems Research, pp. 565-584 
misc
Abstract: Data models provide a map of the components of an information system. Prior research has indicated that more expressive conceptual data models (despite their increased size) result in better performance for problem solving tasks. An initial experiment using logical data models indicated that more expressive logical data models also enhanced end-user performance for information retrieval tasks. However, the principles of parsimony and bounded rationality imply that, past some point, increases in size lead to a level of complexity that results in impaired performance. The results of this study support these principles. For a logical data model of increased but still modest size, users composing queries for the more expressive logical data model did not perform as well as users composing queries for the corresponding less expressive but more parsimonious logical data model. These results indicate that, when constructing logical data models, data modelers should consider tradeoffs between parsimony and expressiveness.
BibTeX:
@misc{Bowen2009,
  author = {Bowen, P. L. and O'Farrell, R. A. and Rohde, F. H.},
  title = {An Empirical Investigation of End-User Query Development: The Effects of Improved Model Expressiveness vs. Complexity},
  booktitle = {Information Systems Research},
  year = {2009},
  volume = {20},
  pages = {565--584},
  doi = {http://dx.doi.org/10.1287/isre.1080.0181}
}
Brandes, A.A. Elementary School Children's Images of Science 1996 Constructionism in Practice  other
BibTeX:
@other{elementary_school_childres_images_of_science,
  author = {Brandes, Aaron A.},
  title = {Elementary School Children's Images of Science},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Brewer, R., Anthony, L., Brown, Q., Irwin, G., Nias, J. and Tate, B. Using gamification to motivate children to complete empirical studies in lab environments 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 388-391  inproceedings
BibTeX:
@inproceedings{brewer2013using,
  author = {Brewer, Robin and Anthony, Lisa and Brown, Quincy and Irwin, Germaine and Nias, Jaye and Tate, Berthel},
  title = {Using gamification to motivate children to complete empirical studies in lab environments},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {388--391}
}
Bruckman, A. and Resnick, M. The MediaMMo Project 1996 Constructionism in Practice  other
BibTeX:
@other{the_meadiammo_project,
  author = {Bruckman, Amy and Resnick, Mitchel},
  title = {The MediaMMo Project},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Burnett, M., Wiedenbeck, S., Grigoreanu, V., Subrahmaniyan, N., Beckwith, L. and Kissinger, C. Gender in end-user software engineering 2008 Artikel der forsøger at identificerer forskellige strategier i EUD ift. piger og drenge. Kvinders performance ser ud til at være på virket af hvor gode de selv tror de er, hvor mænds ikke hænger sammen med dette. Proceedings of the 4th international workshop on End-user software engineering - WEUSE '08, pp. 21-24  article
Abstract: In this paper, we describe research that reports gender differences in usage of software engineering tools by end-user programmers. We connect these findings with possible explanations based on theories from other disciplines, and then add to that our recent results that these differences go deeper than software engineering tool usage to software engineering strategies. We enumerate the strategies that work better for males and the ones that work better for females, and discuss implications and possible directions for follow-up.
BibTeX:
@article{Burnett2008,
  author = {Burnett, Margaret and Wiedenbeck, Susan and Grigoreanu, Valentina and Subrahmaniyan, Neeraja and Beckwith, Laura and Kissinger, Cory},
  title = {Gender in end-user software engineering},
  journal = {Proceedings of the 4th international workshop on End-user software engineering - WEUSE '08},
  year = {2008},
  pages = {21--24},
  note = {Artikel der forsø ger at identificerer forskellige strategier i EUD ift. piger og drenge.
Kvinders performance ser ud til at være på virket af hvor gode de selv tror de er, hvor mænds ikke hænger sammen med dette.}, doi = {http://dx.doi.org/10.1145/1370847.1370852} }
Caillois, R. Man, Play, and Games 2001 Interesting book that starts out with the definition of play. Written by Karl Groos and Roger Callois who was some of the first men to look into this topic , pp. 208  book
Abstract: In Man, Play and Games, Caillois investigates the phenomenon of play, which he describes as "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action -- or to the play situation -- that is free within the limits set by the rules.Caillois develops a matrix of types of game, based on whether the role of competition, chance, simulation, or vertigo (being physically out of control) is dominant. Against this, he sets a continuum of ways of playing, ranging from the unrestricted, joyful improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.
BibTeX:
@book{Caillois2001,
  author = {Caillois, Roger},
  title = {Man, Play, and Games},
  publisher = {University of Illinois Press},
  year = {2001},
  pages = {208},
  note = {Interesting book that starts out with the definition of play. Written by Karl Groos and Roger Callois who was some of the first men to look into this topic},
  url = {http://books.google.com/books?hl=en&lr=&id=bDjOPsjzfC4C&pgis=1}
}
Cao, J. An idea garden for end-user programmers 2012 Benytter noget de kalder "Idea Garden" til EUD. Ser ud til mere eller mindre at være et ide-katalog bygget ovenpå eksisterende EUD-løsninger. Er blot et foreslag til forskning, og ikke et færdigt paper. Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts - CHI EA '12, pp. 915  article
Abstract: Research in end-user programming has seen many techniques aimed at making it easier for ordinary users to program. However, empirical studies continue to report barriers end users face. In my work, I propose an Idea Garden approach to help end users overcome barriers. Rooted in the Minimalist Learning Theory and theories in problem-solving and creativity, the Idea Garden aims to facilitate end-user programmers to generate and work with their own ideas. Expected benefits of this work include both a theory-based understanding of barriers and the Idea Garden approach itself, which is intended to be generalizable across different end-user programming environments.
BibTeX:
@article{Cao2012,
  author = {Cao, Jill},
  title = {An idea garden for end-user programmers},
  journal = {Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts - CHI EA '12},
  year = {2012},
  pages = {915},
  note = {Benytter noget de kalder "Idea Garden" til EUD. Ser ud til mere eller mindre at være et ide-katalog bygget ovenpå eksisterende EUD-lø sninger. Er blot et foreslag til forskning, og ikke et færdigt paper.},
  url = {http://dl.acm.org/citation.cfm?doid=2212776.2212864},
  doi = {http://dx.doi.org/10.1145/2212776.2212864}
}
Chawla, K., Chiou, M., Sandes, A. and Blikstein, P. Dr. Wagon: a'stretchable'toolkit for tangible computer programming 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 561-564  inproceedings
BibTeX:
@inproceedings{chawla2013dr,
  author = {Chawla, Kunal and Chiou, Megan and Sandes, Alfredo and Blikstein, Paulo},
  title = {Dr. Wagon: a'stretchable'toolkit for tangible computer programming},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {561--564}
}
Costello, B. and Edmonds, E. A Study in Play , Pleasure and Interaction Design 2007 Article about play and interaction design. They try to create a framework of thirteen pleasure categories of play. Hypothesis: "stimulating playful audience behavior might be a way of achieving a deep level of audience engagement". Motivation: Playfullness => prolonged interaction with interaction-design-artworks Interesting: They conduct a large survey of existing theories of play and present them. Then they create three products and look at them in the light of their framework. (August), pp. 22-25  article
BibTeX:
@article{Costello2007,
  author = {Costello, Brigid and Edmonds, Ernest},
  title = {A Study in Play , Pleasure and Interaction Design},
  year = {2007},
  number = {August},
  pages = {22--25},
  note = {Article about play and interaction design. They try to create a framework of thirteen pleasure categories of play. Hypothesis: "stimulating playful audience behavior might be a way of achieving a deep level of audience engagement". Motivation: Playfullness => prolonged interaction with interaction-design-artworks Interesting: They conduct a large survey of existing theories of play and present them. Then they create three products and look at them in the light of their framework.}
}
Cotterell, S. and Vahid, F. A logic block enabling logic configuration by non-experts in sensor networks 2005 CHI '05 extended abstracts on Human factors in computing systems - CHI '05, pp. 1925  article
BibTeX:
@article{Cotterell2005,
  author = {Cotterell, Susan and Vahid, Frank},
  title = {A logic block enabling logic configuration by non-experts in sensor networks},
  journal = {CHI '05 extended abstracts on Human factors in computing systems - CHI '05},
  publisher = {ACM Press},
  year = {2005},
  pages = {1925},
  url = {http://portal.acm.org/citation.cfm?doid=1056808.1057058},
  doi = {http://dx.doi.org/10.1145/1056808.1057058}
}
Creighton, E. Jogo: an explorative design for free play 2010 Proceedings of the 9th International Conference on Interaction Design and Children, pp. 178-181  inproceedings
BibTeX:
@inproceedings{creighton2010jogo,
  author = {Creighton, Emma},
  title = {Jogo: an explorative design for free play},
  booktitle = {Proceedings of the 9th International Conference on Interaction Design and Children},
  year = {2010},
  pages = {178--181}
}
Cuccurullo, S., Francese, R., Risi, M. and Tortora, G. MicroApps Development on Mobile Phones 2011 , pp. 289-294  article
BibTeX:
@article{Cuccurullo2011,
  author = {Cuccurullo, Stefania and Francese, Rita and Risi, Michele and Tortora, Genoveffa},
  title = {MicroApps Development on Mobile Phones},
  year = {2011},
  pages = {289--294}
}
Cuccurullo, S., Francese, R., Risi, M. and Tortora, G. A Visual Approach supporting the Development of MicroApps on Mobile Phones. 2011 DMS, pp. 171-176  inproceedings
BibTeX:
@inproceedings{cuccurullo2011visual,
  author = {Cuccurullo, Stefania and Francese, Rita and Risi, Michele and Tortora, Genoveffa},
  title = {A Visual Approach supporting the Development of MicroApps on Mobile Phones.},
  booktitle = {DMS},
  year = {2011},
  pages = {171--176}
}
Danado, J., Davies, M., Ricca, P. and Fensel, A. An authoring tool for user generated mobile services 2010 Future Internet-FIS 2010, pp. 118-127  incollection
BibTeX:
@incollection{danado2010authoring,
  author = {Danado, José and Davies, Marcin and Ricca, Paulo and Fensel, Anna},
  title = {An authoring tool for user generated mobile services},
  booktitle = {Future Internet-FIS 2010},
  publisher = {Springer},
  year = {2010},
  pages = {118--127}
}
Danado, J. and Paternò, F. Puzzle : A Visual-Based Environment for End User Development in Touch-Based Mobile Phones 2012 , pp. 199-216  article
BibTeX:
@article{Danado2012,
  author = {Danado, Jose and Paternò, Fabio},
  title = {Puzzle : A Visual-Based Environment for End User Development in Touch-Based Mobile Phones},
  year = {2012},
  pages = {199--216}
}
Danado, J. and Paternò, F. A Prototype for EUD in Touch-based Mobile Devices 2012 , pp. 83-86  article
BibTeX:
@article{Danado2012a,
  author = {Danado, José and Paternò, Fabio},
  title = {A Prototype for EUD in Touch-based Mobile Devices},
  year = {2012},
  pages = {83--86}
}
Dasgupta, S. 2013   article
BibTeX:
@article{QIQQA-SRAGA,
  author = {Sayamindu Dasgupta},
  year = {2013}
}
De Valk, L. Designing for emergent play 2012 Proceedings of the 11th International Conference on Interaction Design and Children, pp. 335-338  inproceedings
BibTeX:
@inproceedings{de2012designing,
  author = {De Valk, Linda},
  title = {Designing for emergent play},
  booktitle = {Proceedings of the 11th International Conference on Interaction Design and Children},
  year = {2012},
  pages = {335--338}
}
Druin, A. The role of children in the design of new technology 2002 Behaviour and information technology
Vol. 21(1), pp. 1-25 
article
BibTeX:
@article{druin2002role,
  author = {Druin, Allison},
  title = {The role of children in the design of new technology},
  journal = {Behaviour and information technology},
  publisher = {Taylor & Francis},
  year = {2002},
  volume = {21},
  number = {1},
  pages = {1--25}
}
Druin, A. Cooperative inquiry: developing new technologies for children with children 1999 Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit, pp. 592-599  inproceedings
BibTeX:
@inproceedings{Druin1999,
  author = {Druin, Allison},
  title = {Cooperative inquiry: developing new technologies for children with children},
  booktitle = {Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit},
  year = {1999},
  pages = {592--599}
}
Druin, A. Cooperative inquiry: developing new technologies for children with children 1999 Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit, pp. 592-599  inproceedings
BibTeX:
@inproceedings{druin1999cooperative,
  author = {Druin, Allison},
  title = {Cooperative inquiry: developing new technologies for children with children},
  booktitle = {Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit},
  year = {1999},
  pages = {592--599}
}
Druin, A. and others The design of children's technology 1999   book
BibTeX:
@book{druin1999design,
  author = {Druin, Allison and others},
  title = {The design of children's technology},
  publisher = {Morgan Kaufmann Publishers San Francisco},
  year = {1999}
}
Eisenberg, M., Elumeze, N., MacFerrin, M. and Buechley, L. Children's programming, reconsidered: settings, stuff, and surfaces 2009 Proceedings of the 8th International Conference on Interaction Design and Children, pp. 1-8  inproceedings
BibTeX:
@inproceedings{eisenberg2009children,
  author = {Eisenberg, Michael and Elumeze, Nwanua and MacFerrin, Michael and Buechley, Leah},
  title = {Children's programming, reconsidered: settings, stuff, and surfaces},
  booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children},
  year = {2009},
  pages = {1--8}
}
Etre, M.P. Usability Analysis of Visual Programming Environments : A ‘ Cognitive Dimensions ’ Framework 1996 , pp. 131-174  article
BibTeX:
@article{Etre1996,
  author = {Etre, M P},
  title = {Usability Analysis of Visual Programming Environments : A ‘ Cognitive Dimensions ’ Framework},
  year = {1996},
  pages = {131--174}
}
Evard, M. A Community of Designers. Learning Through Ex 1996 Constructionism in Practice  other
BibTeX:
@other{a_community_of_designers,
  author = {Evard, Michele},
  title = {A Community of Designers. Learning Through Ex},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Fischer, G. and Giaccardi, E. Meta-design: A framework for the future of end-user development 2006 End user development, pp. 427-457  incollection
BibTeX:
@incollection{fischer2006meta,
  author = {Fischer, Gerhard and Giaccardi, Elisa},
  title = {Meta-design: A framework for the future of end-user development},
  booktitle = {End user development},
  publisher = {Springer},
  year = {2006},
  pages = {427--457}
}
Fischer, G., Giaccardi, E., Ye, Y., Sutcliffe, A.G. and Mehandjiev, N. Meta-design: a manifesto for end-user development 2004 Communications of the ACM
Vol. 47(9), pp. 33-37 
article
BibTeX:
@article{fischer2004meta,
  author = {Fischer, Gerhard and Giaccardi, Elisa and Ye, Yunwen and Sutcliffe, Alistair G and Mehandjiev, Nikolay},
  title = {Meta-design: a manifesto for end-user development},
  journal = {Communications of the ACM},
  publisher = {ACM},
  year = {2004},
  volume = {47},
  number = {9},
  pages = {33--37}
}
Flannery, L.P., Silverman, B., Kazakoff, E.R., Bers, M.U., Bontá, P. and Resnick, M. Designing ScratchJr: support for early childhood learning through computer programming 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 1-10  inproceedings
BibTeX:
@inproceedings{flannery2013designing,
  author = {Flannery, Louise P and Silverman, Brian and Kazakoff, Elizabeth R and Bers, Marina Umaschi and Bontá, Paula and Resnick, Mitchel},
  title = {Designing ScratchJr: support for early childhood learning through computer programming},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {1--10}
}
Forlizzi, J. and Battarbee, K. Understanding experience in interactive systems 2004 Proceedings of the 2004 conference on Designing interactive systems processes, practices, methods, and techniques - DIS '04, pp. 261  inproceedings
BibTeX:
@inproceedings{Forlizzi2004,
  author = {Forlizzi, Jodi and Battarbee, Katja},
  title = {Understanding experience in interactive systems},
  booktitle = {Proceedings of the 2004 conference on Designing interactive systems processes, practices, methods, and techniques - DIS '04},
  publisher = {ACM Press},
  year = {2004},
  pages = {261},
  url = {http://dl.acm.org/citation.cfm?id=1013115.1013152}
}
Frei, P., Su, V., Mikhak, B. and Ishii, H. Curlybot: designing a new class of computational toys 2000 Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 129-136  inproceedings
BibTeX:
@inproceedings{frei2000curlybot,
  author = {Frei, Phil and Su, Victor and Mikhak, Bakhtiar and Ishii, Hiroshi},
  title = {Curlybot: designing a new class of computational toys},
  booktitle = {Proceedings of the SIGCHI conference on Human factors in computing systems},
  year = {2000},
  pages = {129--136}
}
Gargarian, G. The art of design 1996 Constructionism in Practice  other
BibTeX:
@other{The_art_of_design,
  author = {Gargarian, Gregory},
  title = {The art of design},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Garvey, C. Play: Enlarged Edition (Enl) 1990   book
BibTeX:
@book{garvey1990play,
  author = {Garvey, Catherine},
  title = {Play: Enlarged Edition (Enl)},
  publisher = {Harvard University Press},
  year = {1990}
}
Gauvain, M. and Cole, M. Readings on the Development of Children 2004   book
BibTeX:
@book{gauvain2004readings,
  author = {Gauvain, Mary and Cole, Michael},
  title = {Readings on the Development of Children},
  publisher = {Macmillan},
  year = {2004}
}
Gelderblom, H. and Kotzé, P. Ten design lessons from the literature on child development and children's use of technology 2009 Proceedings of the 8th International Conference on Interaction Design and Children, pp. 52-60  inproceedings
BibTeX:
@inproceedings{gelderblom2009ten,
  author = {Gelderblom, Heléne and Kotzé, Paula},
  title = {Ten design lessons from the literature on child development and children's use of technology},
  booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children},
  year = {2009},
  pages = {52--60}
}
Geoffrey Biggs, B.M. A Survey of Robot Programming Systems 2003 Skriver om end-user programming indenfor robotter (bred forstå else; fx Roomba). Behovet for let end-user programmering øges over tid, som robotter udbredes i flere kontekster (ikke længere kun produktionsfabrikker). Manual programming: "..create the robot program by hand". Fx LEGO Mindstorm. Tekst-baseret (regulær kode, lav eller højere nivea - objekt orienteree libraries til robot abstraktioner. Også behavioural programming baseret på events og reactions) eller grafisk (fx LEGO Mindstorm. Ofte grafer, diagrammer eller flowcharts. Ofte blanding af behavioural og procedural programming. ). Automatisk programmering: Tre kategorier (learning systems, PbD - programming by demonstration, instructive systems). Learning systems er systemer der passivt lærer af brugeren og kan fx replikere bevægelser (Google Now?). PbD, man viser robotten hvordan bevægelsen skal udføes direkte på fx robotarmen eller med et instruktionsobjekt eller fx en controller. Research i mere intelligent PbD, hvor man ikke kun imiterer demonstrationsbevægelsen.Flere modaliteter kan bruges som input (touch, vision, gestures, voice). Instructive systems Typisk gesture eller voice interaktion der giver systemet hints til hvad brugeren gerne vil have udføt (kræver ofte meget forudprogrammeret forstå else af kontekst / mulige funktioner). Mere om PbD: http://download.springer.com/static/pdf/142/chp\%253A10.1007\%252F978-3-540-30301-5\_60.pdf?auth66=1387358313\_b68040bc62a841e3f13557b9f3d0fb18\&ext=.pdf   article
BibTeX:
@article{GeoffreyBiggs2003,
  author = {Geoffrey Biggs, Bruce Macdonald},
  title = {A Survey of Robot Programming Systems},
  year = {2003},
  note = {Skriver om end-user programming indenfor robotter (bred forstå else; fx Roomba). Behovet for let end-user programmering ø ges over tid, som robotter udbredes i flere kontekster (ikke længere kun produktionsfabrikker).
Manual programming: "..create the robot program by hand". Fx LEGO Mindstorm. Tekst-baseret (regulær kode, lav eller hø jere nivea - objekt orienteree libraries til robot abstraktioner. Også behavioural programming baseret på events og reactions) eller grafisk (fx LEGO Mindstorm. Ofte grafer, diagrammer eller flowcharts. Ofte blanding af behavioural og procedural programming. ).
Automatisk programmering: Tre kategorier (learning systems, PbD - programming by demonstration, instructive systems).
Learning systems er systemer der passivt lærer af brugeren og kan fx replikere bevægelser (Google Now?).
PbD, man viser robotten hvordan bevægelsen skal udfø res direkte på fx robotarmen eller med et instruktionsobjekt eller fx en controller. Research i mere intelligent PbD, hvor man ikke kun imiterer demonstrationsbevægelsen.Flere modaliteter kan bruges som input (touch, vision, gestures, voice).
Instructive systems Typisk gesture eller voice interaktion der giver systemet hints til hvad brugeren gerne vil have udfø rt (kræver ofte meget forudprogrammeret forstå else af kontekst / mulige funktioner).
Mere om PbD: http://download.springer.com/static/pdf/142/chp53A10.100752F978-3-540-30301-560.pdf?auth66=1387358313b68040bc62a841e3f13557b9f3d0fb18&ext=.pdf
}, url = {http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.9.5828} }
Harel, I. and Papert, S. Software Design as a Learning Environment 1990 Skal umiddelbart købes adgang til. ældre spændende grundlæggende artikel, om at lære igennem "constructionism" (design/programmering) i stedet for "instructionism" (passiv indlæring). Interactive Learning Environments
Vol. 1(1), pp. 1-32 
article
Abstract: Abstract This article describes a learning research called the Instructional Software Design Project (ISDP), and offers a Constructionist vision of the use of computers in education. In a Logo?based learning environment in a Boston inner?city public school, a fourth?grade class was engaged during one semester in the design and production of educational software to teach fractions. Quantitative and qualitative research techniques were used to assess their learning of mathematics, programming, and design, and their performance was compared with that of two control classes. All three classes followed the regular mathematics curriculum, including a two?month unit on fractions. Pre? and post?tests were administered to the experimental and control groups. The evaluation revealed greater mastery of both Logo and fractions as well as acquisition of greater metacognitive skills by the experimental class than by either control class. Selected results from several case studies, as well as an overall evaluation are presented and discussed. Using ISDP as a model project, a Constructionist vision of using technology in learning is elaborated. The ISDP approach of using Logo programming as a tool for reformulating knowledge is compared with other ways of learning and using Logo, in particular the learning of programming per se in isolation from a content domain. Finally, ISDP is presented as a way of simultaneously learning programming and other content areas; and the claim is made that learning both of these together results in better learning than if either were learned in isolation from the other. Abstract This article describes a learning research called the Instructional Software Design Project (ISDP), and offers a Constructionist vision of the use of computers in education. In a Logo?based learning environment in a Boston inner?city public school, a fourth?grade class was engaged during one semester in the design and production of educational software to teach fractions. Quantitative and qualitative research techniques were used to assess their learning of mathematics, programming, and design, and their performance was compared with that of two control classes. All three classes followed the regular mathematics curriculum, including a two?month unit on fractions. Pre? and post?tests were administered to the experimental and control groups. The evaluation revealed greater mastery of both Logo and fractions as well as acquisition of greater metacognitive skills by the experimental class than by either control class. Selected results from several case studies, as well as an overall evaluation are presented and discussed. Using ISDP as a model project, a Constructionist vision of using technology in learning is elaborated. The ISDP approach of using Logo programming as a tool for reformulating knowledge is compared with other ways of learning and using Logo, in particular the learning of programming per se in isolation from a content domain. Finally, ISDP is presented as a way of simultaneously learning programming and other content areas; and the claim is made that learning both of these together results in better learning than if either were learned in isolation from the other.
BibTeX:
@article{Harel1990,
  author = {Harel, Idit and Papert, Seymour},
  title = {Software Design as a Learning Environment},
  journal = {Interactive Learning Environments},
  publisher = {Routledge},
  year = {1990},
  volume = {1},
  number = {1},
  pages = {1--32},
  note = {Skal umiddelbart kø bes adgang til. ældre spændende grundlæggende artikel, om at lære igennem "constructionism" (design/programmering) i stedet for "instructionism" (passiv indlæring).},
  url = {http://dx.doi.org/10.1080/1049482900010102}
}
Harms, K.J., Cosgrove, D., Gray, S. and Kelleher, C. Automatically generating tutorials to enable middle school children to learn programming independently 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 11-19  inproceedings
BibTeX:
@inproceedings{harms2013automatically,
  author = {Harms, Kyle J and Cosgrove, Dennis and Gray, Shannon and Kelleher, Caitlin},
  title = {Automatically generating tutorials to enable middle school children to learn programming independently},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {11--19}
}
Harris, A., Rick, J., Bonnett, V., Yuill, N., Fleck, R., Marshall, P. and Rogers, Y. Around the table: are multiple-touch surfaces better than single-touch for children's collaborative interactions? 2009 Ikke 100\% nærlæst. Stiller bønehavebøn en opgave, som skal løses i grupper af 3 på en multitouchskærm og på en single-touchskærm for at sammenligne de to. Finder frem til at multitouch forbedrer fokus på opgaven (frem for et fokus på hvis tur det er). , pp. 335-344  article
BibTeX:
@article{Harris2009,
  author = {Harris, Amanda and Rick, Jochen and Bonnett, Victoria and Yuill, Nicola and Fleck, Rowanne and Marshall, Paul and Rogers, Yvonne},
  title = {Around the table: are multiple-touch surfaces better than single-touch for children's collaborative interactions?},
  publisher = {International Society of the Learning Sciences},
  year = {2009},
  pages = {335--344},
  note = {Ikke 100% nærlæst.
Stiller bø rnehavebø rn en opgave, som skal lø ses i grupper af 3 på en multitouchskærm og på en single-touchskærm for at sammenligne de to. Finder frem til at multitouch forbedrer fokus på opgaven (frem for et fokus på hvis tur det er).}, url = {http://dl.acm.org/citation.cfm?id=1600053.1600104} }
Healy, J.M. Failure to connect: how computers affect our children's minds--for better and worse 1999   book
BibTeX:
@book{healy1999failure,
  author = {Healy, Jane M},
  title = {Failure to connect: how computers affect our children's minds--for better and worse},
  publisher = {Simon and Schuster},
  year = {1999}
}
Hemmert, F., Hamann, S., Löwe, M., Zeipelt, J. and Joost, G. Co-designing with children: a comparison of embodied and disembodied sketching techniques in the design of child age communication devices 2010 Proceedings of the 9th International Conference on Interaction Design and Children, pp. 202-205  inproceedings
BibTeX:
@inproceedings{hemmert2010co,
  author = {Hemmert, Fabian and Hamann, Susann and Löwe, Matthias and Zeipelt, Josefine and Joost, Gesche},
  title = {Co-designing with children: a comparison of embodied and disembodied sketching techniques in the design of child age communication devices},
  booktitle = {Proceedings of the 9th International Conference on Interaction Design and Children},
  year = {2010},
  pages = {202--205}
}
Hooper, P.K. "They Have their own Thoughts". A story of Constructionist Learning in an Alternative African-Centered Community School 1996 Constructionism in Practice  other
BibTeX:
@other{they_have_their_own_thoughts,
  author = {Hooper, Paula K.},
  title = {"They Have their own Thoughts". A story of Constructionist Learning in an Alternative African-Centered Community School},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Horn, M.S., Solovey, E.T. and Jacob, R.J. Tangible programming and informal science learning: making TUIs work for museums 2008 Proceedings of the 7th international conference on Interaction design and children, pp. 194-201  inproceedings
BibTeX:
@inproceedings{horn2008tangible,
  author = {Horn, Michael S and Solovey, Erin Treacy and Jacob, Robert JK},
  title = {Tangible programming and informal science learning: making TUIs work for museums},
  booktitle = {Proceedings of the 7th international conference on Interaction design and children},
  year = {2008},
  pages = {194--201}
}
Humble, J., Crabtree, A., Hemmings, T., Å kesson, K.-p., Koleva, B., Rodden, T. and Hansson, P. " Playing with the Bits " User-Configuration of Ubiquitous Domestic Environments , pp. 256-263  article
BibTeX:
@article{Humble,
  author = {Humble, Jan and Crabtree, Andy and Hemmings, Terry and Å kesson, Karl-petter and Koleva, Boriana and Rodden, Tom and Hansson, Pär},
  title = {" Playing with the Bits " User-Configuration of Ubiquitous Domestic Environments},
  pages = {256--263}
}
Jacob, R.J.K., Girouard, A., Horn, M.S. and Zigelbaum, J. Reality-Based Interaction : A Framework for Post-WIMP Interfaces 2008 Artikel omkring nye interaktionsmodaliteter baseret på virkeligheden. Kunne være brugbar til at argumentere for designvalg hvor man drager på brugerens nuværende forstå else for at gøe indgangsbarrieren nemmere at bryde. , pp. 201-210  article
BibTeX:
@article{Jacob2008,
  author = {Jacob, Robert J K and Girouard, Audrey and Horn, Michael S and Zigelbaum, Jamie},
  title = {Reality-Based Interaction : A Framework for Post-WIMP Interfaces},
  year = {2008},
  pages = {201--210},
  note = {Artikel omkring nye interaktionsmodaliteter baseret på virkeligheden.
Kunne være brugbar til at argumentere for designvalg hvor man drager på brugerens nuværende forstå else for at gø re indgangsbarrieren nemmere at bryde.} }
Johan, H. Homo Ludens: A Study of the Play Element in Culture 1955   misc
BibTeX:
@misc{johan1955homo,
  author = {Johan, Huizinga},
  title = {Homo Ludens: A Study of the Play Element in Culture},
  publisher = {Boston: Beacon Press},
  year = {1955}
}
Kafai, Y.B. Electronic Play Worlds. Gender Differences in Children's Construction of Video Games 1996 Constructionism in Practice  other
BibTeX:
@other{electronic_play_worlds,
  author = {Kafai, Yasmin B.},
  title = {Electronic Play Worlds. Gender Differences in Children's Construction of Video Games},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Kafai, Y.B. Learning Design by Making Games. Children's Development of Design Strategies in the Creation of a Complex Computational Artifact 1996 Constructionism in Practice  other
BibTeX:
@other{learning_design_by_makong_games,
  author = {Kafai, Yasmin B. },
  title = {Learning Design by Making Games. Children's Development of Design Strategies in the Creation of a Complex Computational Artifact},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Kaye, J. Evaluating experience-focused HCI 2007 CHI'07 extended abstracts on Human factors in computing systems, pp. 1661-1664  inproceedings
BibTeX:
@inproceedings{kaye2007evaluating,
  author = {Kaye, Joseph'Jofish'},
  title = {Evaluating experience-focused HCI},
  booktitle = {CHI'07 extended abstracts on Human factors in computing systems},
  year = {2007},
  pages = {1661--1664}
}
Kelleher, C. and Pausch, R. Lessons Learned from Designing a Programming System to Support Middle School Girls Creating Animated Stories 2006 Visual Languages and Human-Centric Computing (VL/HCC'06), pp. 165-172  article
BibTeX:
@article{Kelleher2006,
  author = {Kelleher, C. and Pausch, R.},
  title = {Lessons Learned from Designing a Programming System to Support Middle School Girls Creating Animated Stories},
  journal = {Visual Languages and Human-Centric Computing (VL/HCC'06)},
  publisher = {Ieee},
  year = {2006},
  pages = {165--172},
  url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=1698780},
  doi = {http://dx.doi.org/10.1109/VLHCC.2006.30}
}
Kelleher, C., Pausch, R. and Kiesler, S. Storytelling alice motivates middle school girls to learn computer programming 2007 Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '07, pp. 1455  article
BibTeX:
@article{Kelleher2007,
  author = {Kelleher, Caitlin and Pausch, Randy and Kiesler, Sara},
  title = {Storytelling alice motivates middle school girls to learn computer programming},
  journal = {Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '07},
  publisher = {ACM Press},
  year = {2007},
  pages = {1455},
  url = {http://portal.acm.org/citation.cfm?doid=1240624.1240844},
  doi = {http://dx.doi.org/10.1145/1240624.1240844}
}
Kindborg, M. and Sökjer, P. How preschool children used a behaviour-based programming tool 2007 Proceedings of the 6th international conference on Interaction design and children, pp. 149-152  inproceedings
BibTeX:
@inproceedings{kindborg2007preschool,
  author = {Kindborg, Mikael and Sökjer, Per},
  title = {How preschool children used a behaviour-based programming tool},
  booktitle = {Proceedings of the 6th international conference on Interaction design and children},
  year = {2007},
  pages = {149--152}
}
Klann, M., Paternò, F. and Wulf, V. Future perspectives in end-user development 2006 End user development, pp. 475-486  incollection
BibTeX:
@incollection{klann2006future,
  author = {Klann, Markus and Paternò, Fabio and Wulf, Volker},
  title = {Future perspectives in end-user development},
  booktitle = {End user development},
  publisher = {Springer},
  year = {2006},
  pages = {475--486}
}
Ko, A.J., Myers, B., Rosson, M.B., Rothermel, G., Shaw, M., Wiedenbeck, S., Abraham, R., Beckwith, L., Blackwell, A., Burnett, M., Erwig, M., Scaffidi, C., Lawrance, J. and Lieberman, H. The state of the art in end-user software engineering 2011 There will be many milions of EUD i future. (55 in 2012) The difference between end user programmers and professionals is that "professionals are paid to ship and maintain software over time - EUP is writing software to support some goal in their own dowmain." EUP phrase popularized by Nardi [1993] Article contains a long definition/explanation on what EUP is, when a user is an end user, what programming is, which languages could be seen as EUP, and when it gets too complicated to be EUP ...the challenge of end-user software engineering research is to find ways to incorporate software engineering activities into users’ existing workflow, without requiring people to substantially change the nature of their work or their pri-orities. They state that EU have a hard time designing and have a hard time anticipating design constrains that they often first come to understand while writing their program
Vol. 43ACM Computing Surveys, pp. 1-44 
misc
Abstract: Most programs today are written not by professional software developers, but by people with expertise in other domains working towards goals for which they need computational support. For example, a teacher might write a grading spreadsheet to save time grading, or an interaction designer might use an interface builder to test some user interface design ideas. Although these end-user programmers may not have the same goals as professional developers, they do face many of the same software engineering challenges, including understanding their requirements, as well as making decisions about design, reuse, integration, testing, and debugging. This article summarizes and classifies research on these activities, defining the area of End-User Software Engineering (EUSE) and related terminology. The article then discusses empirical research about end-user software engineering activities and the technologies designed to support them. The article also addresses several crosscutting issues in the design of EUSE tools, including the roles of risk, reward, and domain complexity, and self-efficacy in the design of EUSE tools and the potential of educating users about software engineering principles. ABSTRACT FROM AUTHOR
BibTeX:
@misc{Ko2011,
  author = {Ko, Andrew J. and Myers, Brad and Rosson, Mary Beth and Rothermel, Gregg and Shaw, Mary and Wiedenbeck, Susan and Abraham, Robin and Beckwith, Laura and Blackwell, Alan and Burnett, Margaret and Erwig, Martin and Scaffidi, Chris and Lawrance, Joseph and Lieberman, Henry},
  title = {The state of the art in end-user software engineering},
  booktitle = {ACM Computing Surveys},
  year = {2011},
  volume = {43},
  pages = {1--44},
  note = {There will be many milions of EUD i future. (55 in 2012) The difference between end user programmers and professionals is that "professionals are paid to ship and maintain software over time - EUP is writing software to support some goal in their own dowmain."
EUP phrase popularized by Nardi [1993]
Article contains a long definition/explanation on what EUP is, when a user is an end user, what programming is, which languages could be seen as EUP, and when it gets too complicated to be EUP
...the challenge of end-user software engineering research is to find ways to incorporate software engineering activities into users’ existing workflow, without requiring people to substantially change the nature of their work or their pri-orities.

They state that EU have a hard time designing and have a hard time anticipating design constrains that they often first come to understand while writing their program}, doi = {http://dx.doi.org/10.1145/1922649.1922658} }
Krzywinski, A., Mi, H., Chen, W. and Sugimoto, M. RoboTable: a tabletop framework for tangible interaction with robots in a mixed reality 2009 Proceedings of the International Conference on Advances in Computer Enterntainment Technology, pp. 107-114  inproceedings
BibTeX:
@inproceedings{krzywinski2009robotable,
  author = {Krzywinski, Aleksander and Mi, Haipeng and Chen, Weiqin and Sugimoto, Masanori},
  title = {RoboTable: a tabletop framework for tangible interaction with robots in a mixed reality},
  booktitle = {Proceedings of the International Conference on Advances in Computer Enterntainment Technology},
  year = {2009},
  pages = {107--114}
}
Lewis, J.R. IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use 1995 International Journal of Human-Computer Interaction
Vol. 7(1), pp. 57-78 
article
BibTeX:
@article{lewis1995ibm,
  author = {Lewis, James R},
  title = {IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use},
  journal = {International Journal of Human-Computer Interaction},
  publisher = {Taylor & Francis},
  year = {1995},
  volume = {7},
  number = {1},
  pages = {57--78}
}
Lucia, A.D., Francese, R., Risi, M. and Tortora, G. Generating Applications directly on the Mobile Device : an Empirical Evaluation 2012 , pp. 640-647  article
BibTeX:
@article{Lucia2012,
  author = {Lucia, Andrea De and Francese, Rita and Risi, Michele and Tortora, Genoveffa},
  title = {Generating Applications directly on the Mobile Device : an Empirical Evaluation},
  year = {2012},
  pages = {640--647}
}
Lyons, L., Silva, B.L., Moher, T., Pazmino, P.J. and Slattery, B. Feel the burn: exploring design parameters for effortful interaction for educational games 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 400-403  inproceedings
BibTeX:
@inproceedings{lyons2013feel,
  author = {Lyons, Leilah and Silva, Brenda Lopez and Moher, Tom and Pazmino, Priscilla Jimenez and Slattery, Brian},
  title = {Feel the burn: exploring design parameters for effortful interaction for educational games},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {400--403}
}
MacLaurin, M.B. The design of kodu: a tiny visual programming language for children on the Xbox 360 2011 Egne erfaringer med Kodu: - Er kontekst-bevist (kun de funktioner man kan bruge kommer frem) - Er flertrå det - virker med regler der alle er aktive samtidig per side. Kan dog skifte side. - Meget høj abstraktionsniveau. De har taget en masse beslutninger om hvad der "kunnne være spændende" at lave, og lavet nogle elementer der understøtter det nemt. Fx en "wander"-block der kan få bots til at gå tilfældigt rundt. - Det er meget svært at overskue hvad der sker hvor. -- indhold -- Proceedings of the 38th annual ACM SIGPLAN-SIGACT symposium on Principles of programming languages - POPL '11, pp. 241  inproceedings
Abstract: Kodu is a relatively new programming language designed specifically for young children to learn through independent exploration. Kodu seeks to lower the barrier to entry for new programmers by presenting a radically simplified programming model which nevertheless has significant expressive power. Kodu is integrated in a real-time 3D gaming environment and is designed to compete with modern console games in terms of intuitive user interface and graphical production values. In this paper we will review key tradeoffs made in the design of the programming language and illustrate how it is one of very few languages designed using user interface design principles and methodologies, to the extent that the blend of subjective and objective factors considered in the language design have succeeded in presenting a model of programming which is uniquely approachable and creatively empowering for non-technical users.
BibTeX:
@inproceedings{MacLaurin2011,
  author = {MacLaurin, Matthew B.},
  title = {The design of kodu: a tiny visual programming language for children on the Xbox 360},
  booktitle = {Proceedings of the 38th annual ACM SIGPLAN-SIGACT symposium on Principles of programming languages - POPL '11},
  year = {2011},
  pages = {241},
  note = {Egne erfaringer med Kodu: - Er kontekst-bevist (kun de funktioner man kan bruge kommer frem) - Er flertrå det - virker med regler der alle er aktive samtidig per side. Kan dog skifte side. - Meget hø j abstraktionsniveau. De har taget en masse beslutninger om hvad der "kunnne være spændende" at lave, og lavet nogle elementer der understø tter det nemt. Fx en "wander"-block der kan få bots til at gå tilfældigt rundt. - Det er meget svært at overskue hvad der sker hvor. 
-- indhold --
}, url = {http://portal.acm.org/citation.cfm?doid=1926385.1926413}, doi = {http://dx.doi.org/10.1145/1926385.1926413} }
Mandryk, R.L. and Inkpen, K.M. Supporting free play in ubiquitous computer games 2001 Workshop on Designing Ubiquitous Computing Games, UbiComp  inproceedings
BibTeX:
@inproceedings{mandryk2001supporting,
  author = {Mandryk, Regan L and Inkpen, Kori M},
  title = {Supporting free play in ubiquitous computer games},
  booktitle = {Workshop on Designing Ubiquitous Computing Games, UbiComp},
  year = {2001}
}
Martin, F.G. Ideal and real systems 1996 Constructionism in Practice  other
BibTeX:
@other{ideal_and_real_systems,
  author = {Martin, Fred G.},
  title = {Ideal and real systems},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Mason, D. Data Programming for Non-programmers 2013 Procedia Computer Science
Vol. 21, pp. 68-74 
article
BibTeX:
@article{Mason2013,
  author = {Mason, Dave},
  title = {Data Programming for Non-programmers},
  journal = {Procedia Computer Science},
  publisher = {Elsevier Masson SAS},
  year = {2013},
  volume = {21},
  pages = {68--74},
  url = {http://linkinghub.elsevier.com/retrieve/pii/S1877050913008041},
  doi = {http://dx.doi.org/10.1016/j.procs.2013.09.011}
}
Mazzone, E., Iivari, N., Tikkanen, R., Read, J.C. and Beale, R. Considering context, content, management, and engagement in design activities with children 2010 Proceedings of the 9th international conference on interaction design and children, pp. 108-117  inproceedings
BibTeX:
@inproceedings{mazzone2010considering,
  author = {Mazzone, Emanuela and Iivari, Netta and Tikkanen, Ruut and Read, Janet C and Beale, Russell},
  title = {Considering context, content, management, and engagement in design activities with children},
  booktitle = {Proceedings of the 9th international conference on interaction design and children},
  year = {2010},
  pages = {108--117}
}
mcdonaldm 2004   article
BibTeX:
@article{QIQQA-HIBFQ,
  author = {mcdonaldm},
  year = {2004}
}
McKnight, L. and Fitton, D. Touch-screen technology for children: giving the right instructions and getting the right responses 2010 Proceedings of the 9th International Conference on Interaction Design and Children, pp. 238-241  inproceedings
BibTeX:
@inproceedings{mcknight2010touch,
  author = {McKnight, Lorna and Fitton, Daniel},
  title = {Touch-screen technology for children: giving the right instructions and getting the right responses},
  booktitle = {Proceedings of the 9th International Conference on Interaction Design and Children},
  year = {2010},
  pages = {238--241}
}
McKnight, L. and Read, J.C. Designing the'record'button: using children's understanding of icons to inform the design of a musical interface 2009 Proceedings of the 8th International Conference on Interaction Design and Children, pp. 258-261  inproceedings
BibTeX:
@inproceedings{mcknight2009designing,
  author = {McKnight, Lorna and Read, Janet C},
  title = {Designing the'record'button: using children's understanding of icons to inform the design of a musical interface},
  booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children},
  year = {2009},
  pages = {258--261}
}
Mehandjiev, N. and De Angeli, A. Challenges in end user development for services 2012 Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '12, pp. 807  inproceedings
Abstract: The Third International Workshop on end user development for services (EUD4Services) focuses on the challenges faced by researchers and practitioners in applying End User Development ideas and principles to the area of service-oriented software design ...
BibTeX:
@inproceedings{Mehandjiev2012,
  author = {Mehandjiev, Nikolay and De Angeli, Antonella},
  title = {Challenges in end user development for services},
  booktitle = {Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '12},
  year = {2012},
  pages = {807},
  url = {http://dl.acm.org/citation.cfm?id=2254556.2254725},
  doi = {http://dx.doi.org/10.1145/2254556.2254725}
}
Monroy-Hernández, A. and Resnick, M. Empowering kids to create and share programmable media 2008 Interactions
Vol. 15(2), pp. 50-53 
article
BibTeX:
@article{monroy2008feature,
  author = {Monroy-Hernández, Andrés and Resnick, Mitchel},
  title = {Empowering kids to create and share programmable media},
  journal = {Interactions},
  publisher = {ACM},
  year = {2008},
  volume = {15},
  number = {2},
  pages = {50--53}
}
Myers, B., Hudson, S.E. and Pausch, R. Past , Present and Future of User Interface Software Tools 1999 , pp. 1-30  article
BibTeX:
@article{Myers1999,
  author = {Myers, Brad and Hudson, Scott E and Pausch, Randy},
  title = {Past , Present and Future of User Interface Software Tools},
  year = {1999},
  pages = {1--30}
}
nacer 2004   article
BibTeX:
@article{QIQQA-PLNFD,
  author = {nacer},
  year = {2004}
}
Nichols, J. and Myers, B.A. Controlling Home and Office Appliances with Smart Phones 2006 Artikel (2006) om automatisk generering af interfaces på smart-devices. Da det er gammelt bliver det ikke til mere end et listebaseret interface. De snakker lidt om context awareness og omkring hvordan templates(læs widgets) gø det lettere for brugeren at have et konsistent interface. Interessant indledning- hvorfor er det overhovedet nødvendigt. De siger at det er blevet forvirrende at skulle forholde sig til så mange forskellige remotes. (de glemmer det fysiske og bodymemory). Pointer ift speciale: Det er forvirrende at forholde sig til mange remotes (\'en app kan være en fordel fremfor mange)   article
BibTeX:
@article{Nichols2006,
  author = {Nichols, Jeffrey and Myers, Brad A},
  title = {Controlling Home and Office Appliances with Smart Phones},
  year = {2006},
  note = {Artikel (2006) om automatisk generering af interfaces på smart-devices. Da det er gammelt bliver det ikke til mere end et listebaseret interface. De snakker lidt om context awareness og omkring hvordan templates(læs widgets) gø r det lettere for brugeren at have et konsistent interface. Interessant indledning- hvorfor er det overhovedet nø dvendigt. De siger at det er blevet forvirrende at skulle forholde sig til så mange forskellige remotes. (de glemmer det fysiske og bodymemory).
Pointer ift speciale: Det er forvirrende at forholde sig til mange remotes (én app kan være en fordel fremfor mange)} }
Niemi, H. and Ovaska, S. Designing spoken instructions with preschool children 2007 Proceedings of the 6th international conference on Interaction design and children, pp. 133-136  inproceedings
BibTeX:
@inproceedings{niemi2007designing,
  author = {Niemi, Hanna and Ovaska, Saila},
  title = {Designing spoken instructions with preschool children},
  booktitle = {Proceedings of the 6th international conference on Interaction design and children},
  year = {2007},
  pages = {133--136}
}
Oppenheim, A.N. Questionnaire design, interviewing and attitude measurement 2000   book
BibTeX:
@book{oppenheim2000questionnaire,
  author = {Oppenheim, Abraham Naftali},
  title = {Questionnaire design, interviewing and attitude measurement},
  publisher = {Continuum International Publishing Group},
  year = {2000}
}
Pane, J. and Myers, B. More Natural Programming Languages and Environments 2006
Vol. 9End User Development, pp. 31-50 
incollection
BibTeX:
@incollection{Pane2006,
  author = {Pane, JohnF. and Myers, BradA.},
  title = {More Natural Programming Languages and Environments},
  booktitle = {End User Development},
  publisher = {Springer Netherlands},
  year = {2006},
  volume = {9},
  pages = {31-50},
  url = {http://dx.doi.org/10.1007/1-4020-5386-X_3},
  doi = {http://dx.doi.org/10.1007/1-4020-5386-X_3}
}
Pane, J., Myers, B. and Miller, L. Using HCI techniques to design a more usable programming system 2002 Proceedings IEEE 2002 Symposia on Human Centric Computing Languages and Environments, pp. 198-206  article
BibTeX:
@article{Pane2002,
  author = {Pane, J.F. and Myers, B.a. and Miller, L.B.},
  title = {Using HCI techniques to design a more usable programming system},
  journal = {Proceedings IEEE 2002 Symposia on Human Centric Computing Languages and Environments},
  publisher = {IEEE Comput. Soc},
  year = {2002},
  pages = {198--206},
  url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=1046372},
  doi = {http://dx.doi.org/10.1109/HCC.2002.1046372}
}
Pantofaru, C., Hendrix, A., Paepcke, A., Thomas, D., Marzouk, S. and Elliott, S. Programming robots at the museum 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 305-308  inproceedings
BibTeX:
@inproceedings{pantofaru2013programming,
  author = {Pantofaru, Caroline and Hendrix, Austin and Paepcke, Andreas and Thomas, Dirk and Marzouk, Sharon and Elliott, Sarah},
  title = {Programming robots at the museum},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {305--308}
}
Papert, S. A Word for learning 1996 Constructionism in Practice  other
BibTeX:
@other{a_world_of_learning,
  author = {Papert, Seymour},
  title = {A Word for learning},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Papert, S. Mindstorms: children, computers, and powerful ideas 1980 "Artiklen" er en hel bog (+200 sider) omkring læring bl.a. ift. Logo. En interessant pointe omkring læring fra hans egen barndom - vi lærer ud fra vores egen forstå else af tingene, fx relaterede han ligningsløsning til hans dybere forstå else af gearing (hans store hobby som barn). LOGO (http://en.wikipedia.org/wiki/Logo\_(programming\_language)) Gammelt programmeringssprog fra 1967. Har blandt andet dannet grundlaget for Scratch.   article
BibTeX:
@article{Papert1980,
  author = {Papert, Seymour},
  title = {Mindstorms: children, computers, and powerful ideas},
  publisher = {Basic Books, Inc.},
  year = {1980},
  note = {"Artiklen" er en hel bog (+200 sider) omkring læring bl.a. ift. Logo. En interessant pointe omkring læring fra hans egen barndom - vi lærer ud fra vores egen forstå else af tingene, fx relaterede han ligningslø sning til hans dybere forstå else af gearing (hans store hobby som barn).
LOGO (http://en.wikipedia.org/wiki/Logo(programminglanguage)) Gammelt programmeringssprog fra 1967. Har blandt andet dannet grundlaget for Scratch.}, url = {http://dl.acm.org/citation.cfm?id=1095592} }
Paternò, F. End User Development: Survey of an Emerging Field for Empowering People 2013 Ret god oversigtsartikel omkring forskellige retninger indenfor EUD og et par begreber. ISRN Software Engineering
Vol. 2013 
article
BibTeX:
@article{Paterno2013,
  author = {Paternò, Fabio},
  title = {End User Development: Survey of an Emerging Field for Empowering People},
  journal = {ISRN Software Engineering},
  year = {2013},
  volume = {2013},
  note = {Ret god oversigtsartikel omkring forskellige retninger indenfor EUD og et par begreber.},
  url = {http://www.hindawi.com/isrn/se/2013/532659/}
}
Pavlas, D., Jentsch, F., Salas, E., Fiore, S.M. and Sims, V. The Play Experience Scale: Development and Validation of a Measure of Play 2012 Starter med en udmærket definition af leg, og klager over der ikke findes nogle må der hvorpå man kan må le "Play Experience". De definerer derefter 5 områ der der dækker over leg, og udvikler en 20-punkts skala ud fra dette. Denne er evalueret på 226 studerende, hvor de konkluderer at 16 punkter vil passe bedre. De udføer derefter studiet igen på 77 studerende, og konkluderer den har samme kvaliteter, men rammer plet. Begge studier er valideret imod 3 andre skalere der bliver brugt til at må le motivation og "Computer playfulness" Human Factors: The Journal of the Human Factors and Ergonomics Society
Vol. 54(2), pp. 214-225 
article
Abstract: Objective: A measure of play experience in video games was developed through literature review and two empirical validation studies. Background: Despite the considerable attention given to games in the behavioral sciences, play experience remains empirically underexamined. One reason for this gap is the absence of a scale that measures play experience. Method: In Study 1, the initial Play Experience Scale (PES) was tested through an online validation that featured three different games (N = 203). In Study 2, a revised PES was assessed with a serious game in the laboratory (N = 77). Results: Through principal component analysis of the Study 1 data, the initial 20-item PES was revised, resulting in the 16-item PES-16. Study 2 showed the PES-16 to be a robust instrument with the same patterns of correlations as in Study 1 via (a) internal consistency estimates, (b) correlations with established scales of motivation, (c) distributions of PES-16 scores in different game conditions, and (d) examination of the average variance extracted of the PES and the Intrinsic Motivation Scale. Conclusion: We suggest that the PES is appropriate for use in further validation studies. Additional examinations of the scale are required to determine its applicability to other contexts and its relationship with other constructs. Application: The PES is potentially relevant to human factors undertakings involving video games, including basic research into play, games, and learning; prototype testing; and exploratory learning studies.
BibTeX:
@article{Pavlas2012,
  author = {Pavlas, D. and Jentsch, F. and Salas, E. and Fiore, S. M. and Sims, V.},
  title = {The Play Experience Scale: Development and Validation of a Measure of Play},
  journal = {Human Factors: The Journal of the Human Factors and Ergonomics Society},
  year = {2012},
  volume = {54},
  number = {2},
  pages = {214--225},
  note = {Starter med en udmærket definition af leg, og klager over der ikke findes nogle må der hvorpå man kan må le "Play Experience".
De definerer derefter 5 områ der der dækker over leg, og udvikler en 20-punkts skala ud fra dette. Denne er evalueret på 226 studerende, hvor de konkluderer at 16 punkter vil passe bedre.
De udfø rer derefter studiet igen på 77 studerende, og konkluderer den har samme kvaliteter, men rammer plet.
Begge studier er valideret imod 3 andre skalere der bliver brugt til at må le motivation og "Computer playfulness"

}, url = {http://hfs.sagepub.com/content/54/2/214.abstract http://hfs.sagepub.com/cgi/doi/10.1177/0018720811434513}, doi = {http://dx.doi.org/10.1177/0018720811434513} }
Peppler, K.A. and Kafai, Y.B. From SuperGoo to Scratch: exploring creative digital media production in informal learning 2007 Learning, Media and Technology
Vol. 32(2), pp. 149-166 
article
BibTeX:
@article{peppler2007supergoo,
  author = {Peppler, Kylie A and Kafai, Yasmin B},
  title = {From SuperGoo to Scratch: exploring creative digital media production in informal learning},
  journal = {Learning, Media and Technology},
  publisher = {Taylor & Francis},
  year = {2007},
  volume = {32},
  number = {2},
  pages = {149--166}
}
Petre, M. and Blackwell, A. Children as Unwitting End-User Programmers 2007 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2007)  article
Abstract: Children who are active on the Internet are performing significant design and programming activity without realising it, in the course of hacking little animations, game scripts and so on. What does such effortless learning suggest about how to support end-user programming? This paper presents observations of 'unwitting' design and programming activity by a small group of teenagers, aged 12-17. It analyses their adoption and appropriation of technology, and discusses how such practices are embedded in social networks.
BibTeX:
@article{Petre2007,
  author = {Petre, M. and Blackwell, A.F.},
  title = {Children as Unwitting End-User Programmers},
  journal = {IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2007)},
  year = {2007},
  doi = {http://dx.doi.org/10.1109/VLHCC.2007.52}
}
for Play, T.S.N. 2009   article
BibTeX:
@article{QIQQA-YGFYZ,
  author = {The Serious Need for Play},
  year = {2009}
}
of Play in Promoting Healthy Child Development, T.I. and Parent-Child, M.S. 2006   article
BibTeX:
@article{QIQQA-GYYFH,
  author = {The Importance of Play in Promoting Healthy Child Development and Maintaining Strong Parent-Child},
  year = {2006}
}
Radu, I. and MacIntyre, B. Augmented-Reality Scratch: A Tangible Programming Environment for Children 2009 Proceedings of Conference on Interaction Design for Children, Como, Italy  inproceedings
BibTeX:
@inproceedings{radu2009augmented,
  author = {Radu, Iulian and MacIntyre, Blair},
  title = {Augmented-Reality Scratch: A Tangible Programming Environment for Children},
  booktitle = {Proceedings of Conference on Interaction Design for Children, Como, Italy},
  year = {2009}
}
Raffle, H., Ishii, H. and Yip, L. Remix and Robo: sampling, sequencing and real-time control of a tangible robotic construction system 2007 Proceedings of the 6th international conference on Interaction design and children, pp. 89-96  inproceedings
BibTeX:
@inproceedings{raffle2007remix,
  author = {Raffle, Hayes and Ishii, Hiroshi and Yip, Laura},
  title = {Remix and Robo: sampling, sequencing and real-time control of a tangible robotic construction system},
  booktitle = {Proceedings of the 6th international conference on Interaction design and children},
  year = {2007},
  pages = {89--96}
}
Raffle, H.S. Sculpting behavior: a tangible language for hands-on play and learning 2008 School: Massachusetts Institute of Technology  phdthesis
BibTeX:
@phdthesis{raffle2008sculpting,
  author = {Raffle, Hayes Solos},
  title = {Sculpting behavior: a tangible language for hands-on play and learning},
  school = {Massachusetts Institute of Technology},
  year = {2008}
}
Raffle, H.S., Parkes, A.J. and Ishii, H. Topobo: a constructive assembly system with kinetic memory 2004 Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 647-654  inproceedings
BibTeX:
@inproceedings{raffle2004topobo,
  author = {Raffle, Hayes Solos and Parkes, Amanda J and Ishii, Hiroshi},
  title = {Topobo: a constructive assembly system with kinetic memory},
  booktitle = {Proceedings of the SIGCHI conference on Human factors in computing systems},
  year = {2004},
  pages = {647--654}
}
Read, J., MacFarlane, S. and Casey, C. Endurability, engagement and expectations: Measuring children's fun 2002
Vol. 2Interaction Design and Children, pp. 1-23 
inproceedings
BibTeX:
@inproceedings{read2002endurability,
  author = {Read, JC and MacFarlane, SJ and Casey, Chris},
  title = {Endurability, engagement and expectations: Measuring children's fun},
  booktitle = {Interaction Design and Children},
  year = {2002},
  volume = {2},
  pages = {1--23}
}
Read, J.C. Validating the Fun Toolkit: an instrument for measuring children’s opinions of technology 2008 Cognition, Technology & Work
Vol. 10(2), pp. 119-128 
article
BibTeX:
@article{read2008validating,
  author = {Read, Janet C},
  title = {Validating the Fun Toolkit: an instrument for measuring children’s opinions of technology},
  journal = {Cognition, Technology & Work},
  publisher = {Springer},
  year = {2008},
  volume = {10},
  number = {2},
  pages = {119--128}
}
Read, J.C. and MacFarlane, S. Using the fun toolkit and other survey methods to gather opinions in child computer interaction 2006 Proceedings of the 2006 conference on Interaction design and children, pp. 81-88  inproceedings
BibTeX:
@inproceedings{read2006using,
  author = {Read, Janet C and MacFarlane, Stuart},
  title = {Using the fun toolkit and other survey methods to gather opinions in child computer interaction},
  booktitle = {Proceedings of the 2006 conference on Interaction design and children},
  year = {2006},
  pages = {81--88}
}
Repenning, A. and Ambach, J. Tactile Programming : A Unified Manipulation Paradigm Supporting Program Comprehension , Composition and Sharing Tactile Programming : A Unified Manipulation Paradigm Supporting Program Comprehension , Composition and Sharing 1996   article
BibTeX:
@article{Repenning1996,
  author = {Repenning, Alexander and Ambach, James},
  title = {Tactile Programming : A Unified Manipulation Paradigm Supporting Program Comprehension , Composition and Sharing Tactile Programming : A Unified Manipulation Paradigm Supporting Program Comprehension , Composition and Sharing},
  year = {1996}
}
Repenning, A. and Ioannidou, A. What makes end-user development tick? 13 design guidelines 2006 Er en del af EUD bogen Jesper har. Beskriver 8 gode rå d i dybden, og ender med at give 13 guidelines til hvordan man laver noget godt EUD. De vigtigste punkter er, at EUD ikke skal være lavet til det formå l at lave et program, men til at løse en opgave. En anden vigtig pointe er at balancere skills overfor udfordringer, og løbende introducerer kompleksitet: Gode rå d er: - Få hurtigt noget der virker - Undgå huller i udfordingerne - Tillad gradfuld udvikling. Herunder siger de også følgende: - Leg er motiverende i sig selv - Brug scaffolding (templates) - Giv en immersive oplevelse - Få brugerne til at tænke som de ting de gerne vil programmere og stille spøgsmå l som "Hvis jeg var bilen på broen vil jeg tænkte..." End User Development
Vol. 9, pp. 1-41 
article
Abstract: End-user development (EUD) has enormous potential to make computers more useful in a large variety of contexts by providing people without any formal programming training increased control over information processing tasks. This variety of contexts poses a challenge to EUD system designers. No individual system can hope to address all of these challenges. The field of EUD is likely to produce a plethora of systems fitting specific needs of computer end-users. The goal of this chapter is not to advocate a kind of universal EUD system, but to cut across a variety of application domains based on our experience with the AgentSheets end-user simulation-authoring tool.We have pioneered a number of programming paradigms, experienced a slew of challenges originating in different user communities, and evolved EUD mechanisms over several years. In this chapter we present design guidelines that cut across this vast design space by conceptualizing the process of EUD as a learning experience. Fundamentally, we claim that every EUD system should attempt to keep the learning challenges in proportion to the skills end-users have. By adopting this perspective, EUD can actively scaffold a process during which end-users pick up new EUD tools and gradually learn about new functionality. We structure these design guidelines in accordance to their syntactic, semantic, and pragmatic nature of support offered to end-users.
BibTeX:
@article{Repenning2006,
  author = {Repenning, Alexander and Ioannidou, Andri},
  title = {What makes end-user development tick? 13 design guidelines},
  journal = {End User Development},
  year = {2006},
  volume = {9},
  pages = {1--41},
  note = {Er en del af EUD bogen Jesper har. Beskriver 8 gode rå d i dybden, og ender med at give 13 guidelines til hvordan man laver noget godt EUD. 
De vigtigste punkter er, at EUD ikke skal være lavet til det formå l at lave et program, men til at lø se en opgave.
En anden vigtig pointe er at balancere skills overfor udfordringer, og lø bende introducerer kompleksitet: Gode rå d er: - Få hurtigt noget der virker - Undgå huller i udfordingerne - Tillad gradfuld udvikling.
Herunder siger de også fø lgende: - Leg er motiverende i sig selv - Brug scaffolding (templates) - Giv en immersive oplevelse - Få brugerne til at tænke som de ting de gerne vil programmere og stille spø rgsmå l som "Hvis jeg var bilen på broen vil jeg tænkte..."}, url = {http://www.springerlink.com/index/u462u74203686145.pdf}, doi = {http://dx.doi.org/10.1007/1-4020-5386-X\_4} }
Resnick, M. Technologies for lifelong kindergarten 1998 Educational technology research and development
Vol. 46(4), pp. 43-55 
article
BibTeX:
@article{resnick1998technologies,
  author = {Resnick, Mitchel},
  title = {Technologies for lifelong kindergarten},
  journal = {Educational technology research and development},
  publisher = {Springer},
  year = {1998},
  volume = {46},
  number = {4},
  pages = {43--55}
}
Resnick, M. New Paradigms for Computing, New Paradigms for Thinking 1996 Constructionism in Practice  other
BibTeX:
@other{new_paradigms_for_computing_new_paradigms_for_thinking,
  author = {Resnick, Mitchel},
  title = {New Paradigms for Computing, New Paradigms for Thinking},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Resnick, M. Behavior construction kits 1993 LEGO/Logo behavior programming kit. Umiddelbart meget spændende artikel der bø nærlæses. Communications of the ACM
Vol. 36(7), pp. 64-71 
article
BibTeX:
@article{Resnick1993,
  author = {Resnick, Mitchel},
  title = {Behavior construction kits},
  journal = {Communications of the ACM},
  publisher = {ACM},
  year = {1993},
  volume = {36},
  number = {7},
  pages = {64--71},
  note = {LEGO/Logo behavior programming kit.
Umiddelbart meget spændende artikel der bø r nærlæses.}, url = {http://dl.acm.org/citation.cfm?id=159544.159593}, doi = {http://dx.doi.org/10.1145/159544.159593} }
Resnick, M., Berg, R. and Eisenberg, M. Beyond black boxes: Bringing transparency and aesthetics back to scientific investigation 2000 The Journal of the Learning Sciences
Vol. 9(1), pp. 7-30 
article
BibTeX:
@article{resnick2000beyond,
  author = {Resnick, Mitchel and Berg, Robbie and Eisenberg, Michael},
  title = {Beyond black boxes: Bringing transparency and aesthetics back to scientific investigation},
  journal = {The Journal of the Learning Sciences},
  publisher = {Taylor & Francis},
  year = {2000},
  volume = {9},
  number = {1},
  pages = {7--30}
}
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B. and others Scratch: programming for all 2009 Communications of the ACM
Vol. 52(11), pp. 60-67 
article
BibTeX:
@article{resnick2009scratch,
  author = {Resnick, Mitchel and Maloney, John and Monroy-Hernández, Andrés and Rusk, Natalie and Eastmond, Evelyn and Brennan, Karen and Millner, Amon and Rosenbaum, Eric and Silver, Jay and Silverman, Brian and others},
  title = {Scratch: programming for all},
  journal = {Communications of the ACM},
  publisher = {ACM},
  year = {2009},
  volume = {52},
  number = {11},
  pages = {60--67}
}
RESNICK, M. and ROSENBAUM, E. Designing for Tinkerability 2013 Design, Make, Play: Growing the Next Generation of STEM Innovators, pp. 163  article
BibTeX:
@article{resnick2013designing,
  author = {RESNICK, MITCHEL and ROSENBAUM, ERIC},
  title = {Designing for Tinkerability},
  journal = {Design, Make, Play: Growing the Next Generation of STEM Innovators},
  publisher = {Routledge},
  year = {2013},
  pages = {163}
}
Rick, J., Francois, P., Fields, B., Fleck, R., Yuill, N. and Carr, A. Lo-fi prototyping to design interactive-tabletop applications for children 2010 Proceedings of the 9th International Conference on Interaction Design and Children, pp. 138-146  inproceedings
BibTeX:
@inproceedings{rick2010fi,
  author = {Rick, Jochen and Francois, Phyllis and Fields, Bob and Fleck, Rowanne and Yuill, Nicola and Carr, Amanda},
  title = {Lo-fi prototyping to design interactive-tabletop applications for children},
  booktitle = {Proceedings of the 9th International Conference on Interaction Design and Children},
  year = {2010},
  pages = {138--146}
}
Rick, J., Harris, A., Marshall, P., Fleck, R., Yuill, N. and Rogers, Y. Children designing together on a multi-touch tabletop 2009 Er ikke blevet nærlæst. Artikel omkring bøn der interagerer med multitouch skærme, efter at være blevet stillet en opgave. Analyserer hvordan bønene fælles i grupper interagerer med skærmen, og hvordan de forholder sig spatialt til den. Proceedings of the 8th International Conference on Interaction Design and Children - IDC '09, pp. 106  inproceedings
BibTeX:
@inproceedings{Rick2009,
  author = {Rick, Jochen and Harris, Amanda and Marshall, Paul and Fleck, Rowanne and Yuill, Nicola and Rogers, Yvonne},
  title = {Children designing together on a multi-touch tabletop},
  booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children - IDC '09},
  publisher = {ACM Press},
  year = {2009},
  pages = {106},
  note = {Er ikke blevet nærlæst.
Artikel omkring bø rn der interagerer med multitouch skærme, efter at være blevet stillet en opgave. Analyserer hvordan bø rnene fælles i grupper interagerer med skærmen, og hvordan de forholder sig spatialt til den.}, url = {http://dl.acm.org/citation.cfm?id=1551788.1551807}, doi = {http://dx.doi.org/10.1145/1551788.1551807} }
Sargent, R., Resnick, M., Martin, F. and Silverman, B. Building and learning with programmable bricks 1996 Constructionism in Practice  other
BibTeX:
@other{Building_and_learning_programmable_bricks,
  author = {Sargent, Randy and Resnick, Mitchel and Martin, Fred and Silverman, Brian},
  title = {Building and learning with programmable bricks},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Satzinger, J.W. and Olfman, L. User Interface Consistency across End-User Applications: The Effects on Mental Models 1998 Snakker om mentale modeller ved brugen af flere applikationer, og kommer frem til 2 hovedpunkter: 1. Konsistens i funktionalitet gø det mere effektivt at lære et nyt program, og viden kan overføes. 2. Konsistens i visuel udseende er ikke så godt som visuel forskellighed, da de forskellige visuelle modeller hjælper brugeren til at skabe en mere stærk mental model. Journal of Management Information Systems
Vol. 14, pp. 167 - 193 
article
Abstract: Consistent user interfaces across applications are thought to facilitate transfer of learning because a user can draw on existing knowledge when using a new application. But despite the interface consistency guidelines and standards that are based on transfer of learning assumptions, few studies have investigated the effects of interface consistency, especially when a user interacts with multiple applications. The user's knowledge of a computer application is often described as a mental model. This study tested whether the consistency of the user interface across applications affects mental-model development when a user learns and uses multiple applications. One hundred and fourteen participants learned two prototype cooperative work applications in a controlled laboratory setting. Interface consistency across applications was manipulated for two attributes commonly referred to in interface design guidelines: the visual appearance of the display screen and the action language syntax. As hypothesized, inco...
BibTeX:
@article{Satzinger1998,
  author = {Satzinger, John W. and Olfman, Lorne},
  title = {User Interface Consistency across End-User Applications: The Effects on Mental Models},
  journal = {Journal of Management Information Systems},
  year = {1998},
  volume = {14},
  pages = {167 -- 193},
  note = {Snakker om mentale modeller ved brugen af flere applikationer, og kommer frem til 2 hovedpunkter: 1. Konsistens i funktionalitet gø r det mere effektivt at lære et nyt program, og viden kan overfø res. 2. Konsistens i visuel udseende er ikke så godt som visuel forskellighed, da de forskellige visuelle modeller hjælper brugeren til at skabe en mere stærk mental model.},
  url = {http://www.jstor.org/pss/40398296}
}
Scaffidi, B.C. and Burnett, M. End-user development ( EUD ) The birth of EUD 2011   article
BibTeX:
@article{Scaffidi2011,
  author = {Scaffidi, By Christopher and Burnett, Margaret},
  title = {End-user development ( EUD ) The birth of EUD},
  year = {2011}
}
Shaw, A. Social Constructionism and the Inner City 1996 Constructionism in Practice  other
BibTeX:
@other{social_constructionism_and_the_inner_city,
  author = {Shaw, Alan},
  title = {Social Constructionism and the Inner City},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Sheehan, R., Cho, D. and Park, J.H. Improving on a physics-based programming system for children 2012 Proceedings of the 11th International Conference on Interaction Design and Children, pp. 312-315  inproceedings
BibTeX:
@inproceedings{sheehan2012improving,
  author = {Sheehan, Robert and Cho, Ducksan and Park, Joon Ha},
  title = {Improving on a physics-based programming system for children},
  booktitle = {Proceedings of the 11th International Conference on Interaction Design and Children},
  year = {2012},
  pages = {312--315}
}
Sim, G., Cassidy, B. and Read, J.C. Understanding the fidelity effect when evaluating games with children 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 193-200  inproceedings
BibTeX:
@inproceedings{sim2013understanding,
  author = {Sim, Gavin and Cassidy, Brendan and Read, Janet C},
  title = {Understanding the fidelity effect when evaluating games with children},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {193--200}
}
Sim, G. and Horton, M. Investigating children's opinions of games: Fun Toolkit vs. This or That 2012 Proceedings of the 11th International Conference on Interaction Design and Children, pp. 70-77  inproceedings
BibTeX:
@inproceedings{sim2012investigating,
  author = {Sim, Gavin and Horton, Matthew},
  title = {Investigating children's opinions of games: Fun Toolkit vs. This or That},
  booktitle = {Proceedings of the 11th International Conference on Interaction Design and Children},
  year = {2012},
  pages = {70--77}
}
Sim, G., MacFarlane, S. and Read, J. All work and no play: Measuring fun, usability, and learning in software for children 2006 Computers & Education
Vol. 46(3), pp. 235-248 
article
BibTeX:
@article{sim2006all,
  author = {Sim, Gavin and MacFarlane, Stuart and Read, Janet},
  title = {All work and no play: Measuring fun, usability, and learning in software for children},
  journal = {Computers & Education},
  publisher = {Elsevier},
  year = {2006},
  volume = {46},
  number = {3},
  pages = {235--248}
}
Sipitakiat, A. and Nusen, N. Robo-Blocks: designing debugging abilities in a tangible programming system for early primary school children 2012 Proceedings of the 11th International Conference on Interaction Design and Children, pp. 98-105  inproceedings
BibTeX:
@inproceedings{sipitakiat2012robo,
  author = {Sipitakiat, Arnan and Nusen, Nusarin},
  title = {Robo-Blocks: designing debugging abilities in a tangible programming system for early primary school children},
  booktitle = {Proceedings of the 11th International Conference on Interaction Design and Children},
  year = {2012},
  pages = {98--105}
}
Slany, W. Catroid: a mobile visual programming system for children 2012 Proceedings of the 11th International Conference on Interaction Design and Children, pp. 300-303  inproceedings
BibTeX:
@inproceedings{slany2012catroid,
  author = {Slany, Wolfgang},
  title = {Catroid: a mobile visual programming system for children},
  booktitle = {Proceedings of the 11th International Conference on Interaction Design and Children},
  year = {2012},
  pages = {300--303}
}
Stappers, P.J. Design Research by Proxy : using Children as Researchers to gain Contextual Knowledge about User Experience . 2013 Useful if we would want to use children for interviewing other children - maybe it could result in interesting findings. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13, pp. 2883-2891  article
BibTeX:
@article{Stappers2013,
  author = {Stappers, Pieter Jan},
  title = {Design Research by Proxy : using Children as Researchers to gain Contextual Knowledge about User Experience .},
  journal = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13},
  year = {2013},
  pages = {2883--2891},
  note = {Useful if we would want to use children for interviewing other children - maybe it could result in interesting findings.}
}
Syrjänen, A.-L. and Kuutti, K. From technology to domain: The context of work for end-user development 2011 Fokuserer på hvordan konteksten i EUD også skal med nå r der udvikles nye sprog. ACM International Conference Proceeding Series, pp. 244-251  inproceedings
Abstract: The paper discusses the need to broaden the End User Programming and End User Development perspective to cover the entire context of end users' work. Though we have a better understanding of this context today than earlier in the systems development, the approaches have remained technology-design oriented and research processes without the explicit aspects of the end users' actual knowledge work. The paper argues that Developmental Work Research could be a solution to improve the research processes. A range of ideas from that body of work is included to show how the domain and the context of work could be integrated for End User Development approaches. Copyright © 2011 ACM.
BibTeX:
@inproceedings{Syrjanen2011,
  author = {Syrjänen, A.-L. and Kuutti, K},
  title = {From technology to domain: The context of work for end-user development},
  booktitle = {ACM International Conference Proceeding Series},
  year = {2011},
  pages = {244--251},
  note = {Fokuserer på hvordan konteksten i EUD også skal med nå r der udvikles nye sprog.},
  url = {http://www.scopus.com/inward/record.url?eid=2-s2.0-79952583803&partnerID=40&md5=cd93e2a8e1d939cd804a35b077d62f98},
  doi = {http://dx.doi.org/10.1145/1940761.1940795}
}
Taylor, J. Learning to build andcomprehend complex information structures 1999 , pp. 43-73  other
BibTeX:
@other{taylor_learning,
  author = {Taylor, J},
  title = {Learning to build andcomprehend complex information structures},
  publisher = {Ablex Publishing Corporation},
  year = {1999},
  pages = {43-73}
}
Tillmann, N., Halleux, J.D. and Manuel, F. TouchDevelop Programming Cloud-Connected Mobile Devices via Touchscreen 2011 Kigger på TouchDevelop der er en applikation til telefonen der gø det muligt at scripte forskellige ting på telefonen (med adgang til forskellige sensors). Er fokuseret 100\% på mobil programmering - skal programmeres og afvikles på en mobil. Er må lrettet folk der har lyst til at programmerer, og ligger ikke sjul på den underlæggende syntax. , pp. 49-60  article
BibTeX:
@article{Tillmann2011,
  author = {Tillmann, Nikolai and Halleux, Jonathan De and Manuel, F},
  title = {TouchDevelop Programming Cloud-Connected Mobile Devices via Touchscreen},
  year = {2011},
  pages = {49--60},
  note = {Kigger på TouchDevelop der er en applikation til telefonen der gø r det muligt at scripte forskellige ting på telefonen (med adgang til forskellige sensors).
Er fokuseret 100% på mobil programmering - skal programmeres og afvikles på en mobil.
Er må lrettet folk der har lyst til at programmerer, og ligger ikke sjul på den underlæggende syntax. } }
Truong, K.N., Huang, E.M. and Abowd, G.D. CAMP : A Magnetic Poetry Interface for End-User Programming of Capture Applications for the Home 2004 Beskriver en tilgang til end-user programmering. Magnetic Poetry er konceptet hvor man har køleskabsmagneter med ord som man kan sætte sammen til meninger/sætninger. Det bruger de som metafor for en brugercentreret / ikke-udvikler-centreret tilgang til programmering af smart home applications, helt specifikt capturing (dvs. lyd og video optagelse i hjemmet). Har referencer til mange tidligere tilgange, som de mener tager for meget udgangspunkt i udvikleres synspunkt og derfor ikke passer sammen med den må de slutbrugeren tænker opgaven der skal løses p\aa. , pp. 143-160  article
BibTeX:
@article{Truong2004,
  author = {Truong, Khai N and Huang, Elaine M and Abowd, Gregory D},
  title = {CAMP : A Magnetic Poetry Interface for End-User Programming of Capture Applications for the Home},
  year = {2004},
  pages = {143--160},
  note = {Beskriver en tilgang til end-user programmering. Magnetic Poetry er konceptet hvor man har kø leskabsmagneter med ord som man kan sætte sammen til meninger/sætninger. Det bruger de som metafor for en brugercentreret / ikke-udvikler-centreret tilgang til programmering af smart home applications, helt specifikt capturing (dvs. lyd og video optagelse i hjemmet). Har referencer til mange tidligere tilgange, som de mener tager for meget udgangspunkt i udvikleres synspunkt og derfor ikke passer sammen med den må de slutbrugeren tænker opgaven der skal lø ses p}
}
de Valk, L., Bekker, T. and Eggen, B. Leaving room for improvisation: towards a design approach for open-ended play 2013 Proceedings of the 12th International Conference on Interaction Design and Children, pp. 92-101  inproceedings
BibTeX:
@inproceedings{de2013leaving,
  author = {de Valk, Linda and Bekker, Tilde and Eggen, Berry},
  title = {Leaving room for improvisation: towards a design approach for open-ended play},
  booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
  year = {2013},
  pages = {92--101}
}
Wang, D., Zhang, C. and Wang, H. T-Maze: a tangible programming tool for children 2011 Proceedings of the 10th International Conference on Interaction Design and Children, pp. 127-135  inproceedings
BibTeX:
@inproceedings{wang2011t,
  author = {Wang, Danli and Zhang, Cheng and Wang, Hongan},
  title = {T-Maze: a tangible programming tool for children},
  booktitle = {Proceedings of the 10th International Conference on Interaction Design and Children},
  year = {2011},
  pages = {127--135}
}
Wilensky, U. Making sense of propability through paradox and programming. A case study in a connected mathematics framework. 1996 Constructionism in Practice  other
BibTeX:
@other{making_sense_of_porpability_through_paradox_and_programming,
  author = {Wilensky, Uri},
  title = {Making sense of propability through paradox and programming. A case study in a connected mathematics framework.},
  booktitle = {Constructionism in Practice},
  year = {1996}
}
Wong, J. and Hong, J.I. Making mashups with marmite 2007 Marmite was inspired by Apple’s Automator, but is focused more on extraction and processing of web data. Et eksempel på en slags drag-and-drop interface hvor de mener at det er designet imod end-users, men hvor det nok nærmere er ud fra deres egen verden som programmøer og spreadsheet brugere. Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '07, pp. 1435  inproceedings
BibTeX:
@inproceedings{Wong2007,
  author = {Wong, Jeffrey and Hong, Jason I.},
  title = {Making mashups with marmite},
  booktitle = {Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '07},
  publisher = {ACM Press},
  year = {2007},
  pages = {1435},
  note = {Marmite was inspired by Apple’s Automator, but is focused more on extraction and processing of web data. Et eksempel på en slags drag-and-drop interface hvor de mener at det er designet imod end-users, men hvor det nok nærmere er ud fra deres egen verden som programmø rer og spreadsheet brugere.},
  url = {http://dl.acm.org/citation.cfm?id=1240624.1240842}
}
Wyeth, P. and Purchase, H.C. Using developmental theories to inform the design of technology for children 2003 Proceedings of the 2003 conference on Interaction design and children, pp. 93-100  inproceedings
BibTeX:
@inproceedings{wyeth2003using,
  author = {Wyeth, Peta and Purchase, Helen C},
  title = {Using developmental theories to inform the design of technology for children},
  booktitle = {Proceedings of the 2003 conference on Interaction design and children},
  year = {2003},
  pages = {93--100}
}
Wyeth, P. and Wyeth, G. Electronic blocks: Tangible programming elements for preschoolers 2001 Proceedings of the Eighth IFIP TC13 Conference on Human-Computer Interaction, pp. 496-503  inproceedings
BibTeX:
@inproceedings{wyeth2001electronic,
  author = {Wyeth, Peta and Wyeth, Gordon},
  title = {Electronic blocks: Tangible programming elements for preschoolers},
  booktitle = {Proceedings of the Eighth IFIP TC13 Conference on Human-Computer Interaction},
  year = {2001},
  pages = {496--503}
}
Xu, D., Read, J.C., Sim, G. and McManus, B. Experience it, draw it, rate it: capture children's experiences with their drawings 2009 Proceedings of the 8th International Conference on Interaction Design and Children, pp. 266-270  inproceedings
BibTeX:
@inproceedings{xu2009experience,
  author = {Xu, Diana and Read, Janet C and Sim, Gavin and McManus, Barbara},
  title = {Experience it, draw it, rate it: capture children's experiences with their drawings},
  booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children},
  year = {2009},
  pages = {266--270}
}
Xu, D.Y., Read, J.C., Sim, G., McManus, B. and Qualter, P. Children and'smart'technologies: can children's experiences be interpreted and coded? 2009 Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, pp. 224-231  inproceedings
BibTeX:
@inproceedings{xu2009children,
  author = {Xu, Diana Yifan and Read, Janet C and Sim, Gavin and McManus, Barbara and Qualter, Pam},
  title = {Children and'smart'technologies: can children's experiences be interpreted and coded?},
  booktitle = {Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology},
  year = {2009},
  pages = {224--231}
}
Zaman, B. Introducing a pairwise comparison scale for UX evaluations with preschoolers 2009 Human-Computer Interaction--INTERACT 2009, pp. 634-637  incollection
BibTeX:
@incollection{zaman2009introducing,
  author = {Zaman, Bieke},
  title = {Introducing a pairwise comparison scale for UX evaluations with preschoolers},
  booktitle = {Human-Computer Interaction--INTERACT 2009},
  publisher = {Springer},
  year = {2009},
  pages = {634--637}
}
Zaman, B. and Abeele, V.V. Laddering with young children in User eXperience evaluations: theoretical groundings and a practical case 2010 Proceedings of the 9th International Conference on Interaction Design and Children, pp. 156-165  inproceedings
BibTeX:
@inproceedings{zaman2010laddering,
  author = {Zaman, Bieke and Abeele, Vero Vanden},
  title = {Laddering with young children in User eXperience evaluations: theoretical groundings and a practical case},
  booktitle = {Proceedings of the 9th International Conference on Interaction Design and Children},
  year = {2010},
  pages = {156--165}
}
Constructionism in Practice: Designing, Thinking, and Learning in a Digital World 1996 Book about Constructionism. A learning theory that in short is all about "Learning by doing" , pp. 339  book
Abstract: The digital revolution necessitates, but also makes possible, radical changes in how and what we learn. This book describes a set of innovative educational research projects at the MIT Media Laboratory, illustrating how new computational technologies can transform our conceptions of learning, education, and knowledge. The book draws on real-world education experiments conducted in formal and informal contexts: from inner-city schools and university labs to neighborhoods and after-school clubhouses. The papers in this book are divided in four interrelated sections as follows: * Perspectives in Constructionism further develops the intellectual underpinnings of constructionist theory. This section looks closely at the role of perspective-taking in learning and discusses how both cognitive and affective processes play a central role in building connections between old and new knowledge. * Learning through Design analyzes the relationship between designing and learning, and discusses ways that design activities can provide personally meaningful contexts for learning. This section investigates how and why children can learn through the processes of constructing artifacts such as games, textile patterns, robots and interactive devices. * Learning in Communities focuses on the social aspects of constructionist learning, recognizing that how people learn is deeply influenced by the communities and cultures with which they interact. It examines the nature of learning in classroom, inner-city, and virtual communities. * Learning about Systems examines how students make sense of biological, technological, and mathematical systems. This section explores the conceptual and epistemological barriers to learning about feedback, self-organization, and probability, and it discusses new technological tools and activities that can help people develop new ways of thinking about these phenomena.
BibTeX:
@book{Kafai1996,,
  title = {Constructionism in Practice: Designing, Thinking, and Learning in a Digital World},
  publisher = {Psychology Press},
  year = {1996},
  pages = {339},
  note = {Book about Constructionism. A learning theory that in short is all about "Learning by doing"},
  url = {http://books.google.co.uk/books/about/ConstructionisminPractice.html?id=XaJiLh92ZCUC&pgis=1}
}
Play Science - the Patterns of Play   other
BibTeX:
@other{org_nifplay,,
  title = {Play Science - the Patterns of Play},
  url = {http://www.nifplay.org/states_play.html}
}