Florian Brühlmann

ORCID: 0000-0001-8945-3273
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Motivation and Self-Concept in Sports
  • Impact of Technology on Adolescents
  • Behavioral Health and Interventions
  • Knowledge Management and Sharing
  • Innovative Human-Technology Interaction
  • Technology Adoption and User Behaviour
  • Virtual Reality Applications and Impacts
  • Digital Accessibility for Disabilities
  • Explainable Artificial Intelligence (XAI)
  • Assistive Technology in Communication and Mobility
  • Media Influence and Health
  • Human-Automation Interaction and Safety
  • Mind wandering and attention
  • Aesthetic Perception and Analysis
  • Flow Experience in Various Fields
  • Meta-analysis and systematic reviews
  • Artificial Intelligence in Games
  • Ethics and Social Impacts of AI
  • Privacy, Security, and Data Protection
  • Mobile Crowdsensing and Crowdsourcing
  • Access Control and Trust
  • Text Readability and Simplification
  • Mobile Learning in Education

University of Basel
2013-2024

Human Computer Interaction (Switzerland)
2020-2024

Google (Switzerland)
2015-2021

Czech Academy of Sciences, Institute of Psychology
2018

It is heavily debated within the gamification community whether specific game elements may actually undermine users' intrinsic motivation. This online experiment examined effects of three commonly employed design -- points, leaderboard, levels on performance, motivation, perceived autonomy and competence in an image annotation task. Implementation these significantly increased but did not affect autonomy, or Our findings suggest that leaderboards by themselves neither make nor break...

10.1145/2583008.2583017 article EN 2013-10-02

Computer technology is often designed in hubs Western countries, invariably making it "WEIRD", because based on the intuition, knowledge, and values of people who are Western, Educated, Industrialized, Rich, Democratic. Developing that universally useful engaging requires knowledge about members WEIRD non-WEIRD societies alike. In other words, us, CHI community, to generate this by studying representative participant samples. To find out what extent samples from societies, we analyzed papers...

10.1145/3411764.3445488 article EN 2021-05-06

Interest in gamification is growing steadily. But as the underlying mechanisms of are not well understood yet, a closer examination gamified activity's meaning and individual game design elements may provide more insights. We examine effects points -- basic element gamification, meaningful framing acknowledging participants' contribution to scientific cause, on intrinsic motivation performance an online image annotation task. Based these findings, we discuss implications opportunities for...

10.1145/2468356.2468559 article EN 2013-04-27

Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire (GEQ) is widely applied in games research, which might risk proliferation of erroneous study implications. This concern motivated us to conduct systematic literature review 73 publications, analysing how and why GEQ its variants have been employed current research. Besides inconsistent reporting psychometric properties, we found that misleading citation practices with regards source, rationale number items...

10.1145/3242671.3242683 article EN 2018-10-23

Despite recent concerns about data quality, various academic fields rely increasingly on crowdsourced samples. Thus, the goal of this study was to systematically assess carelessness in a sample (N = 394) by applying measures and detection methods. A Latent Profile Analysis revealed that 45.9% participants showed some form careless behavior. Excluding these increased effect size an experiment included survey. Based our findings, several recommendations easy apply for assessing quality are given.

10.1016/j.metip.2020.100022 article EN cc-by Methods in Psychology 2020-04-07
Charles R. Ebersole Maya B Mathur Erica Baranski Diane-Jo Bart-Plange Nicholas R. Buttrick and 95 more Christopher R. Chartier Katherine S. Corker Martin Corley Joshua K. Hartshorne Hans IJzerman Ljiljana B. Lazarević Hugh Rabagliati Ivan Ropovik Balázs Aczél Lena Fanya Aeschbach Luca Andrighetto Jack Arnal Holly Arrow Peter Babinčák Bence E. Bakos Gabriel Baník Ernest Baskin Radomir Belopavlović Michael H. Bernstein Michał Białek Nicholas Bloxsom Bojana Bodroža Diane B. V. Bonfiglio Leanne Boucher Florian Brühlmann Claudia Chloe Brumbaugh Erica Casini Yiling Chen Carlo Chiorri William J. Chopik Oliver Christ Antonia M. Ciunci Heather M. Claypool Sean P. Coary Marija V. Čolić W. Matthew Collins Paul Curran Chris Day Benjamin Dering Anna Dreber John E. Edlund Filipe Falcão Anna Fedor Lily Feinberg Ian Ferguson Máire B. Ford Michael C. Frank Emily Fryberger Alexander Garinther Katarzyna Gawryluk Kayla Ashbaugh Mauro Giacomantonio Steffen R. Giessner Jon Grahe Rosanna E. Guadagno Ewa Hałasa Peter Hancock Rias A. Hilliard Joachim Hüffmeier Sean Hughes Katarzyna Idzikowska Michael Inzlicht Alan Jern William Jiménez‐Leal Magnus Johannesson Jennifer A. Joy-Gaba Mathias Kauff Danielle Kellier Grecia Kessinger Mallory C. Kidwell Amanda M. Kimbrough Josiah King Vanessa S. Kolb Sabina Kołodziej Márton Kovács Karolina Krasuska Sue Kraus Lacy E. Krueger Katarzyna Kuchno Caio Ambrosio Lage Eleanor V. Langford Carmel Levitan Tiago Jessé Souza de Lima Hause Lin Samuel Lins Jia E. Loy Dylan Manfredi Łukasz Markiewicz Madhavi Menon Brett Mercier Mitchell M. Metzger Venus Meyet Ailsa E. Millen Jeremy K. Miller Andres Montealegre

Replication studies in psychological science sometimes fail to reproduce prior findings. If these use methods that are unfaithful the original study or ineffective eliciting phenomenon of interest, then a failure replicate may be protocol rather than challenge finding. Formal pre-data-collection peer review by experts address shortcomings and increase replicability rates. We selected 10 replication from Reproducibility Project: Psychology (RP:P; Open Science Collaboration, 2015) for which...

10.1177/2515245920958687 article EN Advances in Methods and Practices in Psychological Science 2020-09-01

User experience (UX) research relies heavily on survey scales to measure users' subjective experiences with technology. However, repeatedly raised concerns regarding the improper use of in UX and adjacent fields call for a systematic review current measurement practices. Therefore, we conducted literature review, screening 153 papers from four years ACM Conference Human Factors Computing Systems proceedings (ACM CHI 2019 2022), which 60 were eligible empirical studies using study...

10.3389/fcomp.2024.1368860 article EN cc-by Frontiers in Computer Science 2024-03-04

Player motivation is a key research area within games research, with the aim of understanding how players related to their experience and behavior in game. We present results cross-sectional study data from 750 League Legends, popular Multiplayer Online Battle Arena Based on motivational regulations posited by Self-Determination Theory Latent Profile Analysis, we identify four distinct profiles, which differ regards player and, lesser extent, in-game behavior. While more self-determined...

10.3389/fpsyg.2020.01307 article EN cc-by Frontiers in Psychology 2020-07-22

Auditing plays a pivotal role in the development of trustworthy AI. However, current research primarily focuses on creating auditable AI documentation, which is intended for regulators and experts rather than end-users affected by decisions. How to communicate members public that an has been audited considered remains open challenge. This study empirically investigated certification labels as promising solution. Through interviews (N = 12) census-representative survey 302), we end-users'...

10.1145/3593013.3593994 article EN cc-by 2022 ACM Conference on Fairness, Accountability, and Transparency 2023-06-12

Appropriate challenges and challenge-skill balance are usually key to positive player experiences. However, some games such as the successful series Dark Souls notorious for their excessive difficulty. Yet, there has been little empirical investigation of why players enjoy they constantly struggle fail with. We surveyed 95 participants right after release III about experiences with game, employing both open questions different experience measures. Players generally enjoyed challenging play...

10.1145/3025453.3026047 article EN 2017-05-02

Benefits for all user groups is one of the most prominent motivations to provide accessible information and services on web. Designing digital technologies in a more inclusive manner users with sensory, motor, or cognitive impairments enhances their overall quality. In practice, work web accessibility often relies complying standards. But whether standards lead improved usability satisfying experience controversial. The present study aims at deepening our understanding how compliance shapes...

10.1016/j.ijhcs.2022.102956 article EN cc-by International Journal of Human-Computer Studies 2022-10-29

Past research has demonstrated that aesthetics affect users' experiences in various ways. However, there is little on the impact of interface user performance a smartphone app context. The present paper addresses this gap using an online experiment ( N = 281). Two variants same web were created and manipulated their aesthetics. Participants randomly assigned to either variant asked explore before answering questions concerning app's content. Results showed significant positive effect...

10.3389/fpsyg.2023.1113842 article EN cc-by Frontiers in Psychology 2023-06-14

Transparency is widely regarded as crucial for the responsible real-world deployment of artificial intelligence (AI) and considered an essential prerequisite to establishing trust in AI. There are several approaches enabling transparency, with one promising attempt being human-centered explanations. However, there little research into effectiveness explanations on end-users' trust. What complicates comparison existing empirical work that measured different ways. Some researchers measure...

10.3389/fcomp.2023.1151150 article EN cc-by Frontiers in Computer Science 2023-07-17

We describe and report the analysis of two widely used questionnaires to measure player experience in digital games. In order contribute further validation meaningful application PENS GEQ we examined underlying factorial structure both questionnaires. Four hundred forty-seven participants played different games rated them on a set various variables including GEQ. Consistent with previous research gained additional insight into optimization measurements. While factor appears be consistent...

10.1145/2702613.2732831 article EN 2015-04-17

Measuring theoretical concepts, so-called constructs, is a central challenge of Player Experience research. Building on recent work in HCI and psychology, we conducted systematic literature review to study the transparency measurement reporting. We accessed ACM Digital Library analyze all 48 full papers published at CHI PLAY 2020, those, 24 used self-report measurements were included review. assessed specifically, whether researchers reported What, How Why they measured. found that matched...

10.1145/3474660 article EN Proceedings of the ACM on Human-Computer Interaction 2021-10-05

Trust is often cited as an essential criterion for the effective use and real-world deployment of AI. Researchers argue that AI should be more transparent to increase trust, making transparency one main goals XAI. Nevertheless, empirical research on this topic inconclusive regarding effect trust. An explanation ambiguity could trust operationalized differently within In position paper, we advocate a clear distinction between behavioral (objective) measures reliance attitudinal (subjective)...

10.48550/arxiv.2203.12318 preprint EN cc-by arXiv (Cornell University) 2022-01-01

Trust is crucial for human interaction with artificial intelligence (AI) and frequently measured through questionnaires or rating scales. One commonly used questionnaire in AI research the between People Automation scale (TPA). However, its psychometric quality has yet to be examined context of AI. More recently, a Scale Explainable (TXAI) was recommended but not empirically evaluated. In this study, we assessed qualities both scales, using confirmatory exploratory factor analyses test...

10.1145/3544549.3585808 article EN 2023-04-19

Despite its importance, few validated scales exist to measure aesthetics in HCI. One notable exception, the Visual Aesthetics of Websites Inventory (VisAWI), has never been English. Furthermore, VisAWI contains negatively formulated items, which adversely impact psychometric quality survey scales. Consequently, this paper's aim was development a positive-item version VisAWI, VisAWI-pos, as viable alternative original scale. Positive alternatives for negative items scale were developed and...

10.1080/10447318.2023.2258634 article EN cc-by-nc International Journal of Human-Computer Interaction 2023-09-27

This paper examines the folk theory of ELO Hell, which stems from community esports players. Hell is a causal explanation for failure to achieve prominent but controversial in esports. Within community, belief existence associated with lower skill. We aim explain persistence this despite debate within using psychological theories. find relevant investigation because blame placed on other players could escalate patterns harmful behavior, known as toxicity. Given association lower-ranked...

10.1016/j.chb.2023.107828 article EN cc-by Computers in Human Behavior 2023-05-30

Carelessness or insufficient effort responding is a widespread problem in online research, with estimates ranging from 3% to almost 50% of participants surveys being inattentive. While detecting carelessness has been subject multiple studies, the factors that reduce prevent are not as well understood. Initial evidence suggests warning statements prior study participation may carelessness, but there lack conclusive high-powered studies. This preregistered randomized controlled experiment...

10.3758/s13428-023-02321-z article EN cc-by Behavior Research Methods 2024-01-18
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