t In the IoT domain, communities of domain experts, having different skills in specific areas of endeavor, need effective and easy-to-use ways for managing physical devices and their data streams. The configuration of networks of sensors, the design of the business logic of IoT applications based on proper policies, and the visualization and analysis of relevant events can be successfully carried out if different competencies are brought into play. Starting from a definition of End-User Development designed around the pervasive requirements of IoT applications, we describe an End-User Development model and a related three-layered architecture used for the development of the SmartFit framework. SmartFit is designed to be used in non-professional sport teams and is constituted by three different environments, respectively for IoT Engineers, Coaches and Trainers, and Athletes.

An End-User Development Framework to Support Quantified Self in Sport Teams / S. Valtolina, B.R. Barricelli - In: New Perspectives in End-User Development / [a cura di] F. Paternò, V. Wulf. - [s.l] : Springer International Publishing, 2017. - ISBN 9783319602905. - pp. 413-432 [10.1007/978-3-319-60291-2_16]

An End-User Development Framework to Support Quantified Self in Sport Teams

S. Valtolina
Primo
;
B.R. Barricelli
Ultimo
2017

Abstract

t In the IoT domain, communities of domain experts, having different skills in specific areas of endeavor, need effective and easy-to-use ways for managing physical devices and their data streams. The configuration of networks of sensors, the design of the business logic of IoT applications based on proper policies, and the visualization and analysis of relevant events can be successfully carried out if different competencies are brought into play. Starting from a definition of End-User Development designed around the pervasive requirements of IoT applications, we describe an End-User Development model and a related three-layered architecture used for the development of the SmartFit framework. SmartFit is designed to be used in non-professional sport teams and is constituted by three different environments, respectively for IoT Engineers, Coaches and Trainers, and Athletes.
Interaction design; Internet of Things; End-user Development; lifelogging; quantified-self
Settore INF/01 - Informatica
2017
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/527416
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