Aarhus University Seal / Aarhus Universitets segl

What can software learn from hypermedia?

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

DOI

Most of our interactions with the digital world are mediated by apps: desktop, web, or mobile applications. Apps impose artificial limitations on collaboration among users, distribution across devices, and the changing procedures that constantly occur in real work. These limitations are partially due to the engineering principles of encapsulation and program-data separation. By contrast, the field of hypermedia envisions collaboration, distribution and flexible practices as fundamental features of software. We discuss shareable dynamic media, an alternative model for software that unifies hypermedia and interactive systems, and Webstrates, an experimental implementation of that model. We give examples of patterns and challenges for software architecture that have emerged in our experimentation with Webstrates, and show that it subverts the principles of encapsulation and program-data separation.

Original languageEnglish
Title of host publicationProgramming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming
EditorsJennifer B. Sartor, Theo D'Hondt, Wolfgang De Meuter
PublisherAssociation for Computing Machinery
Publication year3 Apr 2017
Article numbera29
ISBN (Electronic)9781450348362
DOIs
Publication statusPublished - 3 Apr 2017
Event1st International Conference on the Art, Science and Engineering of Programming, Programming 2017 - Brussels, Belgium
Duration: 3 Apr 20176 Apr 2017

Conference

Conference1st International Conference on the Art, Science and Engineering of Programming, Programming 2017
LandBelgium
ByBrussels
Periode03/04/201706/04/2017
SponsorAspect-Oriented Software Association (AOSA)

    Research areas

  • Human-computer interaction, Hypermedia, Programming paradigms

See relations at Aarhus University Citationformats

ID: 118169591