Supporting
End User Development in Community Computing:

 Requirements,
Opportunities, and Challenges


Lu
Xiao, Umer Farooq
Abstract

End
user development (EUD) tools in community computing are not
well-developed and typically do not take into consideration the
unique characteristics of community groups such as the lack of human,
financial, and technological resources. Using a case study, we
explore EUD in the domain of community computing. Situated in a
community computing context, we identify design requirements of EUD
tools, demonstrate the use of conceptual scaffolds to support EUD,
and illustrate the need of new evaluation methods of EUD tools. We
discuss the tension between pushing EUD tools to community computing
for local autonomy on technology issues and the long time practice of
seeking and relying on external technical expertise. We call for
research studies that address the tension and explore ways of
creating and stimulating the “pull” force from the
community groups.

Keywords:
End user development, technology adoption and use, effective use,
sustainability 


Introduction

End
user development (EUD) is about exercising greater control by
non-developers and non-programmers over technology, such as enabling
the design of computer-based applications without getting entangled
in the nitty-gritty details of programming (Sutcliffe &
Mehandjiev, 2004). EUD tools are critical in technology projects in
community computing because non-profit community organizations often
face financial issues in getting long-term technical support;
therefore have to heavily rely on temporary volunteers. The use of
EUD tools in community computing helps the organizations to empower
themselves and take control of information technology in the
projects. On the other hand, research in community computing enriches
EUD. 


In
the EUD community, researchers and developers often need to work in
specific domain contexts because end users by themselves do not exist
without such contexts. Non-profit community organizations provide a
test bed for adopting, using, and evaluating EUD tools because people
involved in these organizations provide a natural context, driven by
civic and societal goals, for technology-based activities for which
researchers in end user development aspire to build tools. Moreover,
end users in non-profit community organizations as opposed to other
contexts (e.g., individuals as end users) present contrasting
requirements due to the nature of communitarian work. For example,
non-profit community groups operate with little money and few
resources; they rely on help from volunteers; there is usually a
strong tendency to look to experts to help in the use of technology
(Benston, 1990). These differences are viewed as grist for expanding
the knowledge base of EUD. 


However,
there has been only limited work in EUD for community computing.
Early work in end user development had the goal of empowering
computer users to pursue personal exploration and learning goals
(e.g., Fischer & Lemke, 1988; Papert, 1993). Other work is more
pragmatic, aiming to provide more accessible support for tasks that
could benefit from programming techniques (e.g., spreadsheet
manipulations (Nardi, 1993) and web-enabled technologies (e.g.,
Burnett et al., 2001). Towards a systematic understanding of end user
experiences in a community context, Kase et al. (2008) developed a
pattern schema that helps identify organizational and individual
processes contributing to successful (and failed) informal technology
learning outcomes in non-profit organizations. Yet, there is much
research to do to fully understand the benefits of community
computing to EUD and to develop EUD tools that leverage the rich
context of non-profit community organizations and which support these
organizations’ activities in their technology projects. 


In
this paper, we present a case study concerning the usage and
perception of EUD tools in a non-profit community organization.
Driven by the case study, we discuss the EUD requirements in
community computing, illustrate how conceptual tools can enhance EUD,
and identify the challenges of adopting EUD tools in community
computing. This is a perspective paper which focuses on the broad
implications of research in community computing contexts.
Specifically, we understand our work in community computing as an
“incubator” (Carroll, 2001, pp. 310-311) for EUD tools.
Integrating community computing with EUD can expand the frontiers of
the latter conceptually, theoretically, and methodologically. 


This
paper is organized as follows. We first discuss our methodology. We
then present the design requirements of EUD tools and the conceptual
scaffold of EUD tools, and describe the need for an alternative
concept of usability to understand technology evaluation and adoption
in community computing. We next identify the challenges that need to
be addressed in appropriating EUD tools for local autonomy leveraging
the “effective use” concept (Gurstein, 2003).

Research
Methodology

The
case study we report in this paper is part of a project called Civic
Nexus (Merkel et al., 2004). In the Civic Nexus project, we worked
with twelve community groups in State College, PA (USA) to increase
their ability to enrich the lives of people and their activities in
the local community by leveraging and enhancing their capacity to use
information technology. Our goal has been to empower community
groups, moving them toward greater control over their adoption,
ongoing use, and management of technology. 


The
context

Our
case study reports on the Spring Creek Watershed CommunitySpring
Creek ). Spring Creek (http://www.springcreekwatershed.org)
is organized around a commitment to showing how regional
environmental and economic planning by watershed is more effective
than planning by municipality. The mission of the organization is to
explain basic terminology and information about watersheds, and to
demonstrate the impacts of watersheds on people’s quality of
life and the local economy. Spring Creek resembles most non-profits:
they have few staff members; they often rely on volunteers to meet
their organizational goals; they tend to make technology decisions
based on limited human and financial resources; they often rely on
small grants that give way to limited technology budgets for new
technology initiatives such as developing a web site. 


Spring
Creek hired a commercial vendor to develop and maintain their web
site. Spring Creek was dissatisfied with the web site because it did
not reflect their mission, overall goals, or the fact that they were
a local group concerned with environmental and economic planning. For
example, whereas the goal of Spring Creek was local economic
planning, influencing decision makers, and encouraging quality of
life through watersheds, the web site depicted them as a generic
tree-hugger group. This incident was formative for the group. Kathy,
the lead coordinator of Spring Creek, decided to avoid using
commercial vendors and instead resolved that the Spring Creek group
itself should direct the redesign process. The key players in this
web redesign project are listed in Table 1.

Table
1. Key players in Spring Creek 



		
				
				Name

				
				
				Role

				
				
				Background

			
	
				
				Kathy

				
				
				Lead
				coordinator

				
				
				Limited
				technical background

			
	
				
				Emily

				
				
				Staff
				member for Clearwater Conservancy working on Spring Creek’s
				web site

				
				
				Limited
				technical background, trained as biologist

			
	
				
				Tim

				
				
				Technical
				volunteer for web design

				
				
				Technically
				proficient in web design and web technologies

			
	
				
				Dan

				
				
				Technical
				volunteer for web design

				
				
				Consultant
				for web design

			
	
				
				Ned

				
				
				Technical,
				unpaid intern for developing Spring Creek ’s online
				newsletter

				
				
				Undergraduate
				student in a Computer Science related program, owns a consulting
				company

			



Our
Involvement 


The
assumption underlying our participatory design approach was that our
community partners were not only shapers and decision makers in their
organization, but also active technology users, developers of
information content, and learners. For example, Kathy was the lead
coordinator of the project from the organization, but also played an
important role in the web design process as a user and in this role
proposed suggestions about the web site from a user perspective. In
our meetings with Kathy, she asked how to go on about the design of
the web site. Together, we came up with a list of the expected
features of the home page as follows:

	The
	home page should represent a local web site

	
	Images
	should reflect the local context, but places that are close to State
	College need to be included as well such as Boalsburg, Bellefonte,
	etc.

	
	Acknowledgements
	(to the photographers) for the pictures will be implicitly provided,
	e.g., they will show up as someone mouse's over the pictures

	
	The
	first page should not be cluttered, and the page should have as
	little text as possible.




This
list shows that Kathy was really involved in the design process as a
user of the web site and she cared about the website from a user
perspective. 


In
the first meeting we had with Kathy, we were informed that the major
technology issue that Spring Creek faced was to redesign their web
site. The web site was expected to serve as a portal for local
residents to get to know the organization and an information system
that would support Spring Creek members’ daily work (e.g.,
upload and share data for the purpose of water resources monitoring).
Spring Creek needed an external consultancy to help them become more
actively involved in making technology-related decisions within their
organization. We were involved in the web redesign process for about
a year and a half, and played the role of bard (Carroll, 2006) in our
mutual collaboration with Spring Creek with the primary goal of
revamping their current web site. Our involvement is indicated by the
timeline in Figure 1 that captures the major events in our
collaboration with Spring Creek. 









Figure
1. Our involvement with SPRING CREEK in a timeline view,
highlighting major events.

In
our work with Spring Creek, the primary concern for Kathy was the
capability of manipulating web content by herself along with the
non-technical volunteers in the organization. Based on our previous
work in collaborative architectures (Ganoe et al., 2003) and
following an evolutionary design approach (Rosson & Carroll,
2002), we provided a Wiki-like interface (Guzdial et al., 2000) for
Spring Creek’s web site (Figure 2). 


We
initiated the process of adding content on this web site and
thereafter, Spring Creek had been enthusiastically updating and
maintaining it. When we introduced the environment, Kathy remarked,
“This (Wiki-like environment) is just motivating me…
you’re putting something in front of me that I can use.”
Our Wiki-like environment acted as an initial design artifact
embodying hypotheses (Woods, 1998) about what is useful, what is not
useful, and how it can be enhanced. This environment provoked Spring
Creek to become conscious of their experience with it and help us
understand the type of content management system desired by them and
similar community groups.

A
Critical Incident

At
the later stage of this collaboration, Spring Creek faced challenges
of deciding between two EUD tools. The first end user tool is the
Wiki-like environment that we provided, which Spring Creek has been
actively using during the summer (May-August), 2004 (see Figure 1).
The other end user tool was provided by Ned, an intern with Spring
Creek who owns an information technology consulting company. Ned was
originally responsible for providing newsletter functionality to
Spring Creek’s web site, where Kathy and other volunteers could
automatically generate online newsletters by using templates and
changing content without learning how to do programming. We had also
been working with Ned to define specifications for this automatic
newsletter generator as we did not want an artifact developed that
would be unusable by Spring Creek after 




Figure
2. Screenshot of SPRING CREEK web site created by us

Ned’s
internship. In early August (2004), Ned requested Kathy's approval of
the current web site interface so that the newsletter interface would
be in compliance with it. After viewing the Wiki-like environment,
Ned “surprised” Kathy after approximately a week, by
sending her an email with a link not only to the newsletter generator
but to a completely new web site. Ned, inspired by the Wiki-like
environment, reused its content and developed the new web site as a
content management system based on open-source software (Mambo,
http://www.mamboserver.com).
His email to Kathy contained the following excerpt: “With
time running out I decided to make the whole effort worthwhile. I've
configured and modified an open source content management system to
suit your needs. Not just for the newsletter but for the entire
website (emphasis added).”

Kathy
at that time was in a quandary as she needed to decide whether to go
with our Wiki-like environment to which we were planning to add
functionality based on the requirements from Spring Creek or Ned’s
new content management system. In mid-August (2004), Kathy
specifically asked us several times: “What do you think we
should do?” Her inquiry was an interesting case from a
research perspective for two reasons. First, being familiar with our
Wiki-like environment, Kathy could have evaluated both systems from a
usability standpoint—she did not. Second, she chose to ask us
and no one else (she could have asked other volunteers or even Ned). 


In
a phone conversation with Kathy (first week of September, 2004), she
specifically expressed her concern that if she goes with Nick’s
system, would we “have any bad feelings” in
working with Spring Creek. All these showed that Kathy was welcoming
of our advice, building on prior trust and rapport with us (because
we were acting in the capacity of university researchers involved in
technology projects). She once openly acknowledged our influence on
both the conceptual and technical levels of end user development:
“The assistance we’re getting is just incredible…I
mean it’s really extremely impressive…that we’re
an environmental organization, you’re a technology group and
so, it’s not like our missions are necessarily coming
together.” We indicated to Kathy that we would continue to
work with Spring Creek irrespective of her decision, to which she
responded, “I appreciate this”. Kathy chose the
content management system over our Wiki-like environment in the end. 


Data
Generation

Our
methods in working with Spring Creek built on previous work that
takes a long-term participatory design approach in building
information systems to address local needs (Carroll & Rosson,
2007). The field research with Spring Creek was carried out during a
period of approximately 14 months. 


Data
collection The primary method of data collection was observation
recorded through field notes. We attended meetings held by Spring
Creek’s web site committee, and other technology-related
meetings, each lasting about an hour. However, observations were not
just passive. We assumed a variety of roles within the case study
context and participated in the events being studied in a variety
roles (Yin, 2003, pp. 93-94). For example, we played active roles as
both facilitators and technology consultants. We also adopted
slightly more passive roles in that we were observing activities and
their dynamics but not taking part in them. Secondary sources of data
collection included documentation (e.g. meeting agendas, meeting
minutes, and newsletters), archival records (e.g. emails and web
sites), and physical artifacts (e.g. design mock-ups and scenarios).

We
conducted two semi-structured interviews with Kathy and one with
Emily that lasted approximately an hour each. We focused on these
individuals because they were the primary stakeholders of the
organization and were non-volunteer members of the organization (paid
staff members or in charge of the decision-making process). The
interviews were tailored to each person and focused on their
perception of what happened and why in relation to Spring Creek’s
Web site; on how decisions and actions were influenced and made; what
conflicts arose and how they were resolved; and on our particular
role in the design process. The interviews were tape-recorded and
subsequently transcribed. Additionally, data was collected through
both face-to-face interactions and phone conversations with Kathy and
Emily.

Data
analysis The analysis of the data collected was done using the
general analytic strategy of developing a case description (Yin,
2003). We took the long term participatory design approach in working
with our community groups in the Civic Nexus project (Merkel et al.,
2004). Guided by our perspective on participatory design as a
learning process, we took a descriptive approach to help identify the
complex stages of designing a Web site and how we as researchers
facilitated this process. For example, in our analysis, the email
dated March 22nd 2004 that was sent to Kathy by one of the
Civic Nexus researchers (see below) showed how we introduced the
concept of designing with scenarios into the organizational practice
to help Spring Creek move towards being autonomous entity on
technology matters: 


I
have attached an example of a scenario for a new user who happened to
arrive at the Spring Creek Web site by searching on Google. Please
read it and perhaps refine it further. 


As
we discussed last time, scenarios such as the one I have attached are
evocative tools to design a Web site. As you will read through it,
you will soon begin to realize what kind of things you need to put up
on the front page of Spring Creek’s Web site. 


We
will discuss this further on Saturday. If you get a chance, take a
shot at making some initial scenarios for decision makers and
stakeholders…

Data
evaluation We had at least two Civic Nexus researchers attend the
meetings with Spring Creek to provide independent assessments of the
interpretations that were being made about Spring Creek’s Web
site design process. Additionally, all Civic Nexus researchers met
bi-weekly to reflect on the collected data to generate collaborative
interpretations. This collaborative process of data analysis helped
to remove the individual researcher’s subjective bias, thus
increasing the reliability of the data analysis. Accounting for our
bias in interpretation of the community context and the process of
Web site design, we undertook a process of member checking with
Spring Creek. We presented Spring Creek with our analysis and asked
for the organization’s feedback. 


A
research issue we encountered was anonymity. We have used the actual
name of our case study organization, because we feel that knowing
information about their Web site, specifically the URL and back end
system, is critical to understanding the issues that arise in the
course of designing a Web site. However, we have anonymized the names
of Spring Creek’s key players to protect their real identities.



Based
on our case study with Spring Creek, we now turn to the focus of our
paper, highlighting how community computing can enrich end user
development (EUD).

EUD
Requirements in Community Computing

Using
our Wiki-like environment as a prototype and based on our
interactions with Spring Creek, we have assimilated three design
requirements of the EUD tools for supporting activities in community
groups such as Spring Creek – support continued use of
technology by different roles over time, provide compatibility or
access to tools that are affordable, and accommodate daily
tasks with support for an evocative learning situation. Eliciting
and refining such requirements is part of our long-term strategy for
building a palette of EUD tools that can be reused by other community
groups. These requirements are not unique by themselves, but we
express them in unique ways because of their context in community
computing and their implications for EUD tools.

Support
continued use of technology by different roles 


A
requirement in community computing is the ability of EUD tools to
support continued use of technology by different people over time. In
the case of Spring Creek, Kathy elicited requirements related to the
content management of the web site. This included editing text,
uploading images, automatically publishing newsletters, maintaining
an online calendar, and so on. The key concern for community groups
is to sustain the process of using technology. Because community
groups often cannot financially secure a full-time position for a
technician or technical consultants, their technology maintenance and
development must rely heavily on technology volunteers. It is
understood that community volunteers come and go in a dynamic
fashion. Different volunteers have different roles and connections
with the community although they alll come all are offering their
time and help. 


EUD
tools have to be designed to provide the flexibility of supporting
different roles in the community. Kathy indicated an agreement with
this point in one of the interviews we conducted: “What I
would like to do eventually is once we get the site in a manageable
point, I would like to have a volunteer or two volunteers who are
willing to update the site regularly.” This poses the huge
challenge of creating development tools suitable for end users who
possess no programming background or interest in learning how to
program (Repenning & Ioannidou, 2004). Furthermore, since there
is a quick volunteering turnaround in organizations like Spring
Creek, the content management system should be configurable for
allocating different privileges to people contributing to the web
site. This was directly referred to by Kathy: “Like there’s
this one volunteer who I would like to be able to have him do certain
things on the site, but I don’t trust him…if he only had
control over that one thing so he’s not promoting his own
agenda, that would be good…you don’t want somebody to be
able to go in and screw up your site (emphasis added).”

Provide
compatibility to affordable tools that are accessible to the
organization 


Another
requirement is to make EUD tools accessible or compatible with
technology tools that are affordable (Kathy once said: “I
feel an immense obligation to make it (web site redesign process)
worth the dollar value”).
Spring Creek had previously relied on proprietary software from a
non-profit technology assistance agency known as Techsoup
(http://www.techsoup.com).
Along with another volunteer (Tim), we have discussed the idea of
using open-source tools such as Wiki (Guzdial et al., 2000). The
tradeoff here is of course technical assistance, as open-source
software tends to be less well-supported. In several meetings, Spring
Creek expressed their concern to not end up in the same dilemma as
with the previous vendor when he refused to furnish further technical
support for the web site (see Merkel et al., 2004 for details).

This
resonates with an argument made by Gurstein (2003) in his “effective
use” approach. “Effective use” is defined as “the
capacity and opportunity to successfully integrate ICTs into the
accomplishment of self or collaboratively identified goals”
(Gurstein, 2003). The similar argument as ours is that the
application needs to be made using the particular technical
infrastructure accessible in the area where the application is to be
implemented. 


Accommodate
daily tasks with support for an evocative learning situation

One
of the most critical requirements in community computing, which tends
to be overlooked in end user development, is to have end user tools
be as much everyday technology as possible (not to be confused
with ubiquitous computing). This implies that EUD tools for community
groups should require little learning effort to get started. For
instance, EUD tools should be used on common operating system
platforms (e.g., MicroSoft Windows), should be integrated with
existing tools, or should have their information/interaction design
features consistent with the existing tools in the community group.
Thus, for example, an environment such as the Envisionment and
Discovery Collaboratory (EDC) (Arias et al., 2000), which uses
electronic whiteboards, will not suit most community groups because
it is an uncommon environment which demands a very steep learning
curve. On the other hand, if community groups are familiar with using
Mambo in managing their web site, then it makes sense to use a EUD
tool that shares similar design features as Mambo. 


Another
aspect of everyday technology is the creation of tools that end users
are motivated to learn and use in daily work practices (Fischer et
al., 2004). In a community computing context, community groups are
already engaged in interesting and meaningful activities; hence,
there is less of a requirement to use EUD tools as a vehicle for
engaging people in evocative learning situations (e.g., Eden et al.,
1996). Instead, the tool learning overhead for end users should be as
little as possible, since these userss are already overwhelmed by
various community activities and they are very often unpaid. 


We
have observed with Spring Creek on multiple occasions that the
learning of the tool is typically to be accomplished in a matter of a
few minutes. For instance, in asking Kathy about the amount of time
she could devote to learning EUD tools (such as our Wiki-like
environment), she responded: “We (characterizing people like
herself) don’t have time to learn this (emphasis added)”.
Here, Kathy referred to the ease of learning Wiki in a matter of
minutes rather than taking out hours of her volunteering time to
learn to use a tool (e.g., through formal instruction). However here,
lies the problem with such a requirement: end user developers (Spring
Creek ) are trying to complete development tasks in which, by
definition, they are not experts with limited learning time for
development tools as opposed to users who are experts in their tasks
in traditional HCI terms (Beringer, 2004). Thus, the central
requirement for end user development tools is to compensate for the
discrepancy between the limitations of the user’s expertise and
the complexities of the development task to be performed (Beringer,
2004). 


In
summary, for community groups like Spring Creek, sustainability of
technology use is the key issue for technology adoption. That is, the
process of using technology should be sustainable over different
resources (human, financial, technical, and temporal). Based on this
observation, we elicited the above requirements from community
computing that may help us to have more of an impact in support of
end user development in society. The importance of sustainability in
technology adoption and use is also discussed in an “effective
use” approach (Gurstein, 2003). 


That
approach was used to show that the larger issue in the digital divide
is in supporting the contextual usage of technology rather than
merely providing access to technology. As Gurstein maintained, use
is a situated behavior going beyond interaction between an individual
and the software (Gurstein, 2003). The “effective use”
approach called for policy makers and technology designers to give
attention to the context in which technology is embedded. Similarly,
the three design requirements we propose here are the design
guidelines addressing the specific contextual aspects of the daily
practices in community groups. EUD tools should be considered as open
systems that evolve in the hands of the users (Arias, et al., 2000)
and that empower end users to tailor their applications (Wolfe &
Jarke, 2004)). Outsiders (to the community groups) that provide EUD
tools should emphasize not only the tool as a product but also the
process of using the tool. 


Enhancing
EUD with Conceptual Scaffolds

Community
computing can re-conceptualize what we mean by EUD tools. EUD tools
are predominantly perceived as tools that allow end users to write
software programs. Wikipedia defines the EUD process: “people
who are not professional developers can use EUD tools to create or
modify software artifacts (descriptions of automated behavior) and
complex data objects without significant knowledge of a programming
language”. In community computing, this is not always the
case. In other words, end user development is not only about
“programming” or using technical tools, but also
utilizing conceptual scaffolds that facilitate the realization of
their organizational goals in terms of technology. By conceptual
scaffolds, we mean the use of techniques to help community groups to
make technology-related decisions. We illustrate the use of
conceptual scaffolds as consultation with human resources,
index cards, and design scenarios. These are only
examples, which are obviously not exhaustive, that epitomize our view
of adding conceptual scaffolds to EUD tools.

Using
a Wiki-like environment was merely one of the scaffolds (technical)
that we provided to Spring Creek. In fact, more conceptual scaffolds
were provided and used that eventually empowered Spring Creek to
establish a strong foothold over their web site redesign process. For
instance, we helped Spring Creek clarify various nomenclature related
to the redesign process. One of the more complex issues that groups
face when trying to implement a technology project is making sense of
the design process. As Collins, Brown, and Newman note (Collins et
al., 1989), part of the work that novices (end users) are doing is
developing conceptual models that are needed to take on a task. 


In
our face-to-face meetings, Spring Creek members had different
perspectives on “design” that created a tension between
technical requirements and the need to organize information on the
web site effectively. One of the volunteers, Dan, was technically
proficient in web site design and wanted to move directly into the
interface design of the site. At this point, we intervened,
suggesting that design is an iterative process. Further, we
emphasized that the content of the web site needs to be designed
before the layout. Kathy agreed but did not know how to go about it.
She once remarked, “Do we mean the same thing by the term
‘design’”, reiterating her struggle with the
difference between designing content and designing layout. We helped
clarify these notions by using the old, vendor-developed Spring Creek
web site as an example of “good” layout and “bad”
content design. Our interventions with conceptual scaffolds are
indicated in Figure 1. 


Once
the new content for the web site was relatively stable, Tim suggested
talking about “arranging the web site directory structure”.
He advised Kathy to use index cards (see Figure 1) to create a
hierarchy of the navigation scheme for the web site. Even mundane
conceptual scaffolds, such as index cards, can act as cognitive
artifacts (Norman, 1991) that eventually concretize the use of
technology for realizing concepts tangibly in the real-world. In the
current web site prototype, most of the navigation scheme resulting
from Kathy’s use of index cards has been incorporated. 


In
our effort to weave design into Spring Creek’s organizational
practice, we introduced the concept of designing with scenarios (see
Figure 1) (Carroll, 2000) to elucidate how the web site front page
should be laid out. Kathy specifically used scenarios not only to
illustrate different personae that would interact with the web site
but also to convince other key players in the meeting on how the web
site layout should be designed (XY, 2005). There was also an instance
where Kathy used pen and paper to explain how the main content links
on the navigation bar should be preserved but that clicking on one of
those links should change content in the content area (separate from
the navigation bar). To us, even this simple and tangible
illustration represented Kathy’s inclination toward an
interface exhibiting overview + detailed interface properties (e.g.,
Plaisant et al., 1995).

Schön
(1983) drew an important contrast between merely creating or
identifying elements of the problem context and making them
reasonable. He characterized design as inquiry—a property of
the various conceptual scaffolds we have described in our work with
Spring Creek. In community computing, technical tools only comprise
one facet of what end users can employ in their daily activities. We
have illustrated that design is manifested even in ordinary artifacts
that entail technology affordances. End users in community computing
are active technology users and designers. Designers are not just
making things; they are making sense (Carroll, 2000, p. 66). To this
end, the community computing context can enrich what we, as
researchers and developers, believe EUD tools to be as not simply
technical gadgets but rather as conceptual aids that entail the use
of technology. 


Adopting
and Evaluating Tools in Community Computing

From
their unsatisfactory experience with the previous vendor, Spring
Creek has realized that technology is not an unmixed blessing
(Postman, 1993). During the process of appropriating technology
(Dourish, 2003) and revamping their web site, we have observed that
Spring Creek adopts and evaluates EUD tools in ways that go beyond
current notions of usability (e.g., Carroll, 2004), usefulness and
understanding (e.g., Woods, 1998), and even group dynamics related to
group performance and productivity (e.g., Grudin, 2004). The critical
incident described in the Research Methodology section gave a good
example in this context showing that the concept of usability alone
is insufficient in understanding how people evaluate and adopt EUD
tools in the community computing domain. In this incident, both EUD
tools were similar in what they provided technically from the
usability point of view. But Kathy chose Ned’s web design over
the wiki web she co-designed with us and her web design team. Kathy
did not seem to be concerned about repeating the history with the
previous vendor because she perceived that Ned was providing
relatively “better” support than the original vendor (who
provided limited assistance). Prior to Ned’s unveiling of the
content management system, Kathy had compared him to the previous
vendor (May, 2004): “Ned has been extremely professional
from a student standpoint…the difference between him and that
company (vendor)…there’s no comparison (emphasis
added)”. 


Through
our work with Spring Creek, we have learnt that evaluating EUD tools
in community computing goes beyond the tools themselves—they
may transcend into the evaluation of providers of the tools as we
have observed in the case of Spring Creek. Social influence around
community groups plays an important role in their evaluative criteria
of EUD tools. We have also learned that adopting and evaluating EUD
tools is not merely a matter of use and non-use, but the use of
technology viewed as a continuum (Malhotra & Galletta, 1999).
This continuum defines the range from avoidance of use (abandoning
the vendor-supported technology) to enthusiastic and consistent use
(using our Wiki-like environment). Adopting and evaluating EUD tools
in the community computing context, perhaps, eventually converges to
the perceived fit of technology use to the users’ values
(Malhotra & Galletta, 1999).

Discussion

Nonprofit
community groups often lack resources such as money and technology
infrastructure, as well as the organizational structures necessary
for coping with rapid technology change in information systems
(Benston, 1990; Mcphail et al., 1998; Trigg, 2000). Considering the
context the community groups are embedded in, we had expected Spring
Creek would quickly embrace and adopt EUD tools such as wiki
technology because these support end users to develop the needed
technology results and to become autonomous relative to technology
need. However, as discussed in the critical incident, Spring Creek
decided to go with a volunteer’s web design giving up their
control on web design and content management. 


This
crucial incident posited an interesting yet challenging point: end
users in community groups could voluntarily come to rely on external
technology experts even while acknowledging the potential problem of
having the experts’ help only intermittently and even when they
have the option of adopting EUD tools to empower themselves and be
more independent in their technology projects. This indicates a
tension between appropriation of ICT for local autonomy (e.g.,
through careful and considerate design of EUD tools) and the ways
external expertise could work against such appropriation in the
community computing context. 


On
the one hand, our paper has been arguing for pushing technology
development to consider the community computing context for
sustainable technology adoption and use by considering ways of
empowering community users to become autonomous in their technology
projects and decisions. And as well, EUD researchers have
increasingly paid attention to how EUD tools can facilitate
end-user’s learning processes in how to use EUD tools (e.g.,
Dorn & Guzdial, 2009). But on the other hand, non-profit
community groups have been living in the volunteer culture for a long
time, and have developed their practices so as to carry out their
daily operations while relying on external help. 


Nonprofit
community groups make strategic plans for employment of technology
resources, including building and maintaining collaborative
relationships with external IT experts (Hackler and Saxton, 2007).
Situated in this cultural context, external resources may be
introduced to and leveraged by the community groups through various
channels, which create temptations that attract the community groups
towards giving up on the plan to invest time and effort in equiping
and train themselves with EUD tools and to be more independent. In
other words, pushing the technology for sustainable use and learning
is not enough to support end user development in community computing.
This is essentially what Gurstein alluded to in his paper. That is,
community groups need to actively participate in the process of
technology acquisition and implementation, and it is sometimes
important to create or stimulate the “pull” from local
communities (Gurstein, 2003). 


Our
case study indicates that there are different levels of “pull”
force from local communities. In the Spring Creek case, the bad
experience with the prior vendor triggered the community to become
more active in identifying the right web site product thus creating a
“pull” action in the community. At this level, the group
was committed to actively looking for a technology solution. The next
level of “pull” action was the community group’s
commitment to learn the technologies to support its autonomy in
technology projects and decisions. This level of “pull”
action requires the community groups to realize that technology
literacy is important for community development. In the Spring Creek
case, the choice between a wiki web site and a regular web site was
essentially about whether to take full control of the technology or
to continue relying on external expertise for significant managerial
and administrative tasks. 


We
did not see a “pull” from Spring Creek indicating its
commitment to technology learning and Kathy did not eventually choose
the wiki web design. We don’t know what made Kathy decide to
choose Ned’s web design. But considering the sustainable use as
a key decision factor, we think the different roles that Ned and
ourselves took in relation to the organization may have had an
impact. After all, we were researchers in the project with our own
research agenda and we would fade away and not be able to provide
continuous help on web site issues. Ned, on the other hand, was a
technology intern with Spring Creek, and had a local consulting
company in the area of web design. For Ned’s design, it would
therefore be more likely possible to obtain continuous support in the
future. Interestingly, when we checked out Spring Creek’s web
site as of Feb. 2011, the organization had totally changed its web
design again with a different content management system - Joomla! 


In
today’s world, IT is vital to all aspects of nonprofit groups’
functions from member recruiting and management; to communication and
visibility to the community; to realizing their organizational
mission. We believe that it is more beneficial for the organization
to become more autonomous and technology savvy itself in the long
term. It is important for community computing researchers to
acknowledge this tension and seek ways to push community groups
towards learning and adopting technologies through their own
capacity. It is also important for EUD researchers and developers to
realize and address this tension in supporting end user development
in community computing.

Conclusion

The
end users in community computing develop tools and applications
within the world of their organizational goals. In this paper, we
have alluded to how community computing can engage end user
development to have more of a socio-technical impact on society. End
users in community computing are not natural Luddites (Snow, 1998).
They are active end users with different characteristics and
requirements that dictate the use of technology. The paradox of the
active user (Carroll & Rosson, 1987) perhaps applies more to
community computing than others due to their lack of time and other
resources. Therefore, we can learn lessons from community computing
to apply to design for end users and thus better understand how they
actually react to and learn technology. In this paper, we have only
begun to traverse toward this goal. We believe community computing
presents a promising and cultivating context for scientifically
enriching end user development, as we have partly demonstrated in
this paper, and we hope to inspire more efforts in this direction
within the research community.

Our
paper contributes the following notions that have not been previously
addressed in depth by the researchers in the domain of communities
and technology:


1.Community
computing provides a foundation for eliciting design requirements for
developing EUD tools.


2.Community
computing expands the notion of EUD from mere technically oriented
EUD tools toward more conceptual end user scaffolds.

Our
paper also identifies a tension between supporting end user
development and relying external technical expertise in community
computing. Adopting the terminology used in Gurstein’s paper
(Gurstein, 2003), we argue for creation and stimulation of “pull”
from community groups on active participation of technology projects
as well as commitment to technology learning for community
development.

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