Between Principle and Pragmatism: Reflections on Prototyping Computational Media with Webstrates

Author:

Borowski Marcel1,Fog Bjarke V.2,Griggio Carla F.1,Eagan James R.3,Klokmose Clemens N.1

Affiliation:

1. Aarhus University Department of Computer Science, Denmark

2. Aarhus University Department of Digital Design and Information Studies, Denmark

3. LTCI Télécom Paris, Institut Polytechnique de Paris, France

Abstract

Computational media describes a vision of software, which, in contrast to application-centric software, is (1) malleable, so users can modify existing functionality, (2) computable, so users can run custom code, (3) distributable, so users can open documents across different devices, and (4) shareable, so users can easily share and collaborate on documents. Over the last ten years, the Webstrates and Codestrates projects aimed to realize this vision of computational media. Webstrates is a server application that synchronizes the DOM of websites. Codestrates builds on top of Webstrates and adds an authoring environment, which blurs the use and development of applications. Grounded in a chronology of the development of Webstrates and Codestrates, we present eight tensions that we needed to balance during their development. We use these tensions as an analytical lens in three case studies and a game challenge in which participants created games using Codestrates. We discuss the results of the game challenge based on these tensions and present key takeaways for six of them. Finally, we present six lessons learned from our endeavor to realize the vision of computational media, demonstrating the balancing act of weighing the vision against the pragmatics of implementing a working system.

Publisher

Association for Computing Machinery (ACM)

Subject

Human-Computer Interaction

Reference67 articles.

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2. Antranig Basman , Luke Church , Clemens Nylandsted Klokmose , and Colin Clark . 2016 . Software and How it Lives On - Embedding Live Programs in the World Around Them . In PPIG 2016 - 27th Annual Workshop. https://www.ppig.org/papers/2016-ppig-27th-basman1/ Antranig Basman, Luke Church, Clemens Nylandsted Klokmose, and Colin Clark. 2016. Software and How it Lives On - Embedding Live Programs in the World Around Them. In PPIG 2016 - 27th Annual Workshop. https://www.ppig.org/papers/2016-ppig-27th-basman1/

3. Instrumental interaction

4. Towards Unified Principles of Interaction

5. Marcel Borowski and Ida Larsen-Ledet . 2021. Lessons Learned From Using Reprogrammable Prototypes With End-User Developers . In End-User Development (IS-EUD ’21) . Springer . DOI: https://doi.org/10.1007/978-3-030-79840-6_9 10.1007/978-3-030-79840-6_9 Marcel Borowski and Ida Larsen-Ledet. 2021. Lessons Learned From Using Reprogrammable Prototypes With End-User Developers. In End-User Development (IS-EUD ’21). Springer. DOI: https://doi.org/10.1007/978-3-030-79840-6_9

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