Abstract-Experience Sampling Method (ESM) studies repeatedly survey participants on their behaviours and experiences as they go about their everyday lives. Smartphones afford an ideal platform for ESM study applications as devices seldom leave their users, and can automatically sense surrounding context to augment subjective survey responses. ESM studies are employed in fields such as psychology and social science where researchers are not necessarily programmers and require tools for application creation. Previous tools using web forms, text files, or flowchart paradigms are either insufficient to model the potential complexity of study protocols, or fail to provide a low threshold to entry. We demonstrate that blocks programming simultaneously lowers the barriers to creating simple study protocols, while enabling the creation of increasingly sophisticated protocols. We discuss the design of Jeeves, our blocks-based environment for ESM studies, and explain advantages that blocks afford in ESM study design.Index Terms-Visual programming, end-user development (EUD), experience sampling method (ESM)
I. THE PROBLEM -PROGRAMMINGThe Experience Sampling Method (ESM) is a research method over three decades old. It involves the repeated assessment of a study participant's behaviours, attitudes and states in their natural setting [1]. Traditionally ESM studies were conducted with pen-and-paper diaries, and an electronic signalling device such as a pager that would notify participants when to complete a diary survey. Today, ubiquitous mobile technology has motivated the development of smartphonebased ESM applications for alleviating researchers and participants from burdens associated with paper-based methods [2]. Such devices are an ideal platform to deliver personalised information to their users at opportune moments, or to collect reports on users' thoughts, feelings or physical symptoms without bringing them to a clinic or research laboratory.In spite of their many benefits, smartphone ESM apps are still notably underused in relevant literature. We recently reviewed 148 publications published in the last three years with 'experience sampling method' or 'ecological momentary assessment' in their title. Of these 148 publications, while 56 used smartphone applications, 46 used PDAs, seven defaulted to pen and paper methods, and others had researchers manually call or text participants. This gives rise to our motivating question here, "How can researchers be empowered to exploit context-awareness, wireless connectivity, and multimodal input possibilities afforded by smartphones?" . This has resulted in efforts to develop free and proprietary tools for researchers to create and deploy ESM study apps. Our view is that for ESM the tools available are yet to strike a balance between high usability by non-programmers, and high functionality of the created apps.
II. THE SOLUTION -BLOCKS?In existing work, we can see many examples of blocks programming being used as an effective approach for teaching computer science concepts to ...