This study explores the use of natural language to give instructions that might be interpreted by Internet of Things (IoT) devices in a domestic smart home' environment. We start from the proposition that reminders can be considered as a type of end-user programming, in which the executed actions might be performed either by an automated agent or by the author of the reminder. We conducted an experiment in which people wrote sticky notes specifying future actions in their home. In different conditions, these notes were addressed to themselves, to others, or to a computer agent.We analyse the linguistic features and strategies that are used to achieve these tasks, including the use of graphical resources as an informal visual language. The findings provide a basis for design guidance related to end-user development for the Internet of Things.
@cite_18: In this paper we present a number of augmented refrigerator magnet concepts. The concepts are shown to be derived from previous research into the everyday use of fridge surfaces. Three broadly encompassing practices have been addressed through the concepts: (i) organization planning in households; (ii) reminding; and (iii) methods household members use to assign ownership to particular tasks, activities and artifacts. Particular emphasis is given to a design approach that aims to build on the simplicity of magnets so that each of the concepts offers a basic, simple to operate function. The concepts, and our use of what we call this less is more design sensibility are examined using a low-fidelity prototyping exercise. The results of this preliminary work suggest that the concepts have the potential to be easily incorporated into household routines and that the design of simple functioning devices lends itself to this.
@cite_14: 'Cultural probes', since first being proposed and described by Bill Gaver and his colleagues, have been adapted and appropriated for a range of purposes within a variety of technology projects. In this paper we critically review different uses of Probes and discuss common aspects of different Probe variants. We also present and critique some of the debate around Probes through describing the detail of their use in two studies: The Digital Care Project (Lancaster University) and The Mediating Intimacy Project (University of Melbourne). We then reorient the discussion around Probes towards how probes work: both as interpretative fodder for social scientists and as a resource for 'designers'. Finally we discuss new possible directions for Probes as an approach and some of the challenges confronting Probes as an approach.
@cite_6: 
@cite_5: In this paper, we discuss domestic appliance use based on an ethnographic study of nine households. Specifically, we look at which domestic appliances users choose to “program”, and break them into two categories for analysis; those that allow users to program actions for the future and those that allow for macro creation to make repeated tasks easier. We also look at domestic programming habits based on gender.
@cite_15: An intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real-world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design.
@cite_10: 
@cite_17: We describe a new method for use in the process of co-designing technologies with users called technology probes. Technology probes are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about new technologies. We present the results of designing and deploying two technology probes, the messageProbe and the videoProbe, with diverse families in France, Sweden, and the U.S. We conclude with our plans for creating new technologies for and with families based on our experiences.
There is a long tradition of exploring the potential design space of smart home' technologies through study of natural behaviours in the home (e.g. @cite_6 ), and investigating the ways in which families respond to the opportunity to program and configure existing digital technologies @cite_5 . Sticky notes are often included in the kit of materials for cultural probe studies (e.g. @cite_14 ), and the sticky note metaphor has been literally rendered in home technology probes (e.g. @cite_17 ). The refrigerator door, as a location where sticky notes and other papers are placed, is a regular focus of smart home technology, both as a versatile augmented display surface for research attention @cite_18 and more literally in commercial products such as the Samsung WiFi-enabled fridge http: www.samsung.com us topic apps-on-your-fridge . One can imagine that sticky notes themselves might be used as an EUP technology in future (e.g. @cite_15 ), and there are many previous systems that have augmented sticky notes in ways that might achieve this (e.g. as reviewed by @cite_10 ).