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.
Abstract. Deploying agile methods in a large, diverse, geographically distributed setting is a challenging task. In this paper, we propose that systematic piloting is to be used in order to build experience and to overcome the most common challenges of agile deployment, such as resistance to change. We approach this by developing a method for piloting agile. This method is developed based on multiple-case study in a large embedded systems company. Based on two cases, we describe a method that transcends the encountered challenges and can help meld an agile method with a plan-driven organization.
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