Publication statistics

Pub. period:1987-2009
Pub. count:17
Number of co-authors:30



Co-authors

Number of publications with 3 favourite co-authors:

John M. Carroll:4
Branimir Boguraev:3
T. R. G. Green:3

 

 

Productive colleagues

Rachel K. E. Bellamy's 3 most productive colleagues in number of publications:

John M. Carroll:209
Mary Beth Rosson:142
Margaret M. Burnet..:103
 
 
 
May 19

Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.

-- Paul Rand, 1997

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!

 
 

Rachel K. E. Bellamy

Add description
Add publication

Publications by Rachel K. E. Bellamy (bibliography)

 what's this?
2009
 
Edit | Del

Anaby-Tavor, Ateret, Amid, David, Fisher, Amit, Ossher, Harold, Bellamy, Rachel K. E., Callery, Matthew, Desmond, Michael, Krasikov, Sophia, Roth, Tova, Simmonds, Ian and Vries, Jacqueline de (2009): An algorithm for identifying the abstract syntax of graph-based diagrams. In: IEEE Symposium on Visual Languages and Human-Centric Computing - VL/HCC 2009 20-24 September, 2009, Corvallis, OR, USA. pp. 193-196.

 
Edit | Del

Dagenais, Barthelemy, Ossher, Harold, Bellamy, Rachel K. E., Robillard, Martin P. and Vries, Jacqueline P. de (2009): A qualitative study on project landscapes. In: Proceedings of the 2009 International Workshop on Cooperative and Human Aspects of Software Engineering 2009. pp. 32-35.

When developers join a project, they find themselves in a new project landscape and must orient themselves quickly. To investigate the nature of this project landscape, and how we could help newcomers orient themselves, we have started an exploratory study using grounded theory. We primarily collect our data by interviewing experienced developers who recently joined ongoing projects. We are already seeing some patterns emerge. For example, it seems that newcomers find it more important to be able to experiment with the system early on than to have up-to-date and complete documentation.expand

© All rights reserved Dagenais et al. and/or ACM Press

2008
 
Edit | Del

Lawrance, Joseph, Bellamy, Rachel K. E., Bumett, Margaret and Rector, Kyle (2008): Can information foraging pick the fix? A field study. In: VL-HCC 2008 - IEEE Symposium on Visual Languages and Human-Centric Computing 15-19 September, 2008, Herrsching am Ammersee, Germany. pp. 57-64.

2007
 
Edit | Del

Lawrance, Joseph, Bellamy, Rachel K. E. and Burnett, Margaret M. (2007): Scents in Programs: Does Information Foraging Theory Apply to Program Maintenance?. In: VL-HCC 2007 - IEEE Symposium on Visual Languages and Human-Centric Computing 23-27 September, 2007, Coeur dAlene, Idaho, USA. pp. 15-22.

 
Edit | Del

Gweon, Gahgene, Bergman, Lawrence D., Castelli, Vittorio and Bellamy, Rachel K. E. (2007): Evaluating an Automated Tool to Assist Evolutionary Document Generation. In: VL-HCC 2007 - IEEE Symposium on Visual Languages and Human-Centric Computing 23-27 September, 2007, Coeur dAlene, Idaho, USA. pp. 243-248.

2001
 
Edit | Del

Boguraev, Branimir, Bellamy, Rachel K. E. and Swart, Calvin (2001): Point of View: Custom Information Delivery via Hand-Held Devices. In: HICSS 2001 2001. .

1999
 
Edit | Del

Boguraev, Branimir, Bellamy, Rachel K. E. and Kennedy, Christopher (1999): Dynamic Visual Metaphors for News Story Abstractions. In: HICSS 1999 1999. .

 
Edit | Del

Boguraev, Branimir, Bellamy, Rachel K. E. and Kennedy, Christopher (1999): Dynamic Presentation of Phrasally-based Document Abstractions. In: HICSS 1999 1999. .

1994
 
Edit | Del

Bellamy, Rachel K. E. (1994): What Does Pseudo-Code Do? A Psychological Analysis of the Use of Pseudo-Code by Experienced Programmers. In Human-Computer Interaction, 9 (2) pp. 225-246.

The use of pseudo-code and pen and paper are prevalent within the task of programming. However, few studies examine the use of informal notations or the use of the paper medium. In this article, I offer a psychological analysis of the use of pseudo-code and pen and paper by experienced programmers. In particular, I investigate how such informal notations and the paper medium support the cognitively complex task of programming. The basis of the investigation is an analysis of the notes that programmers make during programming. These notes were collected from eight experienced programmers, who were all programming in different languages with different programming environments. Interviews and questionnaires were used as supplementary data. In the analysis based on these data, I describe the kinds of tasks done using pseudo-code and pen and paper, and I offer an account of why these tasks are done using these particular notations and this medium. This study suggests that programmers use pseudo-code and pen and paper to reduce the cognitive complexity of the programming task.

© All rights reserved Bellamy and/or Taylor and Francis

1992
 
Edit | Del

Bellamy, Rachel K. E. and Carroll, John M. (1992): Re-Structuring the Programmer's Task. In International Journal of Man-Machine Studies, 37 (4) pp. 503-527.

It is increasingly common for programming environments to provide a library of re-usable code components. Programmers build their programs by piecing together these components and, when necessary, specializing them or creating new components. Thus, finding and composing components become central programming tasks. In this paper, we analyse the Smalltalk/V environment with respect to these programming tasks and develop a redesign in which code components can be borrowed and manipulated under the task-oriented rubric of projects.

© All rights reserved Bellamy and Carroll and/or Academic Press

1991
 
Edit | Del

Green, T. R. G., Petre, M. and Bellamy, Rachel K. E. (1991): Comprehensibility of Visual and Textual Programs: A Test of Superlativism Against the 'Match-Mismatch' Conjecture. In: Koenemann-Belliveau, Jurgen, Moher, Thomas G. and Robertson, Scott P. (eds.) Proceedings of the Fourth Annual Workshop on Empirical Studies of Programmers 1991, Norwood, New Jersey, USA. pp. 121-146.

The response-time study reported here compares readability of textual and graphical programming notations. The two issues addressed are relative comprehensibility of low-level micro-structure, and higher-level reasoning -- advantages have been claimed for visual programming languages at both levels. The study contrasts two major hypotheses: Superlativism (graphical is naturally best) and information accessibility (the structure of any given VPL, in combination with the reader's experience, will mean that certain tasks are easy and others are hard). Short conditional structures were expressed in four notations: textual or graphical crossed with sequential or circumstantial. Experienced programmers performed question-answering, same-different judgment, and identification of programs presented tachistoscopically. All were applied to both the visual and the textual forms. The clear overall result was that the graphical programs took longer than the textual ones. The reading strategies employed by the subjects varied considerably: broader experience led to more flexible performance. The less experienced subjects were unable to exploit the 'secondary notation' of the graphical representations which would have assisted comprehension -- it appears that what a programmer sees is largely a matter of training.

© All rights reserved Green et al. and/or Ablex Publishing

1990
 
Edit | Del

Rosson, Mary Beth, Carroll, John M. and Bellamy, Rachel K. E. (1990): Smalltalk Scaffolding: A Case Study of Minimalist Instruction. In: Carrasco, Jane and Whiteside, John (eds.) Proceedings of the ACM CHI 90 Human Factors in Computing Systems Conference 1990, Seattle, Washington,USA. pp. 423-429.

A curriculum was developed to introduce users to the Smalltalk object-oriented programming language. Applying the Minimalist model of instruction, we developed a set of example-based learning scenarios aimed at supporting real work, getting started fast, reasoning and improvising, coordinating system and text, supporting error recognition and recovery, and exploiting prior knowledge. We describe our initial curriculum design as well as the significant changes that have taken place as we have observed it in use.

© All rights reserved Rosson et al. and/or ACM Press

 
Edit | Del

Carroll, John M., Singer, Janice, Bellamy, Rachel K. E. and Alpert, Sherman R. (1990): A View Matcher for Learning Smalltalk. In: Carrasco, Jane and Whiteside, John (eds.) Proceedings of the ACM CHI 90 Human Factors in Computing Systems Conference 1990, Seattle, Washington,USA. pp. 431-437.

The View Matcher is a structured browser for Smalltalk/V. It presents a set of integrated and dynamic views of a running application, intended to coordinate and rationalize a programmer's early understanding of Smalltalk and its environment. We describe the system through two user scenarios involving exploration of the model-view-controller paradigm.

© All rights reserved Carroll et al. and/or ACM Press

 
Edit | Del

Bellamy, Rachel K. E. and Carroll, John M. (1990): Redesign by Design. In: Diaper, Dan, Gilmore, David J., Cockton, Gilbert and Shackel, Brian (eds.) INTERACT 90 - 3rd IFIP International Conference on Human-Computer Interaction August 27-31, 1990, Cambridge, UK. pp. 199-205.

The evolution of HCI technology has been characterized by the task-artifact cycle, raising the question how do artifacts change tasks? In answer we have started to analyze personal redesigns of Smalltalk/V tools, to understand how and why the programming environment and the tasks it supports evolve. We interviewed designers working with Smalltalk/V, and asked them to describe their personal redesigns of the system tools (browsers, inspectors etc.), motivations for redesign, and typical scenarios of use before and after redesign. We found that designers do consider usability issues, but sometimes not all the usability strengths and weaknesses of existing interface techniques and of their redesigns. We show how psychological claims analysis can support and guide such redesign work.

© All rights reserved Bellamy and Carroll and/or North-Holland

 
Edit | Del

Bellamy, Rachel K. E. (1990): A Psychology of Programming for Design. In: Diaper, Dan, Gilmore, David J., Cockton, Gilbert and Shackel, Brian (eds.) INTERACT 90 - 3rd IFIP International Conference on Human-Computer Interaction August 27-31, 1990, Cambridge, UK. pp. 1005-1006.

1987
 
Edit | Del

Green, T. R. G., Bellamy, Rachel K. E. and Parker, J. M. (1987): Parsing and Gnisrap: A Model of Device Use. In: Olson, Gary M., Sheppard, Sylvia B. and Soloway, Elliot (eds.) Empirical Studies of Programmers - Second Workshop December 7-8 1987, 1987, Washington, DC. pp. 132-146.

This paper introduces a model of coding which highlights features of the device, task, interaction medium and user knowledge that are important in determining the ease of use of a programming support environment. The model has been implemented in Prolog and applied to the domain of expert coding; where it is used to explain results from an observational study of expert coding behavior. Although the model is still at an early stage of development, it clearly shows the need to build device languages and support environments which complement each other, in the light of users' tasks and knowledge structures. Methods for achieving this aim are discussed.

© All rights reserved Green et al. and/or Ablex Publishing

 
Edit | Del

Green, T. R. G., Bellamy, Rachel K. E. and Parker, J. M. (1987): Parsing and gnisrap: A Model of Device Use. In: Bullinger, Hans-Jorg and Shackel, Brian (eds.) INTERACT 87 - 2nd IFIP International Conference on Human-Computer Interaction September 1-4, 1987, Stuttgart, Germany. pp. 65-70.

It is obvious that interactive environments make some tasks easier to achieve than others, but less obvious why. This paper introduces a model of coding that highlights features of the device, task, interaction medium and user knowledge that are important in determining the ease of use of a support environment. The model has been implemented in Prolog and applied to the domain of expert programming. Although the model is still at an early stage of development, it clearly shows the need to build device languages and support environments which complement each other, in the light of users' tasks and knowledge structures. Ways of achieving this aim are discussed.

© All rights reserved Green et al. and/or North-Holland

 
Add publication
Show this list on your homepage
 
 

Join the technology elite and advance:

 
1.

Your career

 
2.

Your network

 
 3.

Your skills

 
 
 
 
 
 

Changes to this page (author)

03 Apr 2012: Added
20 Apr 2011: Added
20 Feb 2010: Modified
17 Jun 2009: Added
16 Jun 2009: Added
16 Jun 2009: Added
12 Jun 2009: Added
12 Jun 2009: Added
12 Jun 2009: Added
28 Apr 2003: Added

Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/rachel_k__e__bellamy.html

Publication statistics

Pub. period:1987-2009
Pub. count:17
Number of co-authors:30



Co-authors

Number of publications with 3 favourite co-authors:

John M. Carroll:4
Branimir Boguraev:3
T. R. G. Green:3

 

 

Productive colleagues

Rachel K. E. Bellamy's 3 most productive colleagues in number of publications:

John M. Carroll:209
Mary Beth Rosson:142
Margaret M. Burnet..:103
 
 
 
May 19

Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.

-- Paul Rand, 1997

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!