- Digital Innovation in Industries
- Usability and User Interface Design
- Innovative Human-Technology Interaction
- Innovation, Technology, and Society
- Persona Design and Applications
- Corporate Governance and Management
- Design Education and Practice
- Flexible and Reconfigurable Manufacturing Systems
- Service and Product Innovation
- Human-Automation Interaction and Safety
- Libraries and Information Services
- Multimedia Communication and Technology
- Creativity in Education and Neuroscience
- Technology Use by Older Adults
- Virtual Reality Applications and Impacts
- AI in Service Interactions
- Color perception and design
- Business Process Modeling and Analysis
- Gaze Tracking and Assistive Technology
- Social Robot Interaction and HRI
- Safety Warnings and Signage
- Digital Marketing and Social Media
- Robotics and Automated Systems
- Mind wandering and attention
- Behavioral Health and Interventions
Stuttgart Media University
2014-2024
University of South-Eastern Norway
2023
Stuttgart Observatory
2008-2017
Design Interactive (United States)
2015
Technische Universität Berlin
2015
University of Stuttgart
1995-2010
User Interface Design (Germany)
1999-2001
Siemens (Germany)
1999-2000
Fraunhofer Institute for Industrial Engineering
1995-1997
The present study examines the role of subjectively perceived ergonomic quality (e.g. simplicity, controllability) and hedonic novelty, originality) a software system in forming judgement appeal. A hypothesised research model is presented. two main question are: (1) Are different aspects that can be independently by users? (2) Is appeal formed combining weighting which weights are assigned?
Joy of use has become a buzzword in user interface design although serious attempts at defining it remain sparse. The authors propose systematic methods taking into account one its main determinants, hedonic quality, and complex interplay with usability utility as step toward truly engineering the experience.
In this article, we describe the development of a human-robot interaction concept for service robots to assist elderly people in home with physical tasks. Our approach is based on insight that are not yet able handle all tasks autonomously sufficient reliability complex and heterogeneous environments private homes. We therefore employ remote human operators robot cannot completely autonomously. methodology was user-centric iterative, six user studies carried out at various stages involving...
This paper describes a method for formative evaluation of the user experience based on model Hassenzahl [11]. It captures positive and negative feelings during exploration an interactive product. In subsequent retrospective interview phase users indicate each instance or feeling product design aspects inducing it. further employs laddering technique [24] to reveal meaning underlying fulfilled frustrated needs. The generated information helps designers understand optimize potential
In order to create positive experiences with technology at work we have go gain a better understanding of in general. Here describe how experience interviews can be used distill categories that capture the essence clusters work. These then form basis new This process allows practitioners draw from wealth areas easily lend themselves those and apply them might not been focus design so far. We find 21 distinct for situations show they applied when creating concepts involving technology.
Abstract Twenty years ago, we published an article in the first issue of i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners Human-Computer Interaction (HCI) usability all there is ever needed to guarantee humane technology. Back then, profoundly disagreed. We were convinced more quality interactive technology than mere effectiveness efficiency. Now, twenty later...
Experience categories describe repeatedly occurring qualities of positive experiences that can be used for the analysis and generation new/further/more experiences.This paper describes experience workplace.Based on 345 reports user in workplace, we identified 17 through qualitative content their necessary optional attributes.We believe support design activities work place three ways: (a) using questions derived from interviews to analyze existing contexts, (b) explaining potential contexts...
This paper presents an exploratory empirical study about users' reception and usage behavior with interactive information graphics. 14 participants took part in the study. We assume users to act interest-driven. Therefore no explicit tasks were assigned participants. In order not distract user, retrospective thinking aloud was employed. Results show that (1) durations heterogeneous between different types of graphics; (2) tended watch introductory animations; (3) initial orientation without...
Over the last decade, advances in machine learning have multiplied possibilities for applications of artificial intelligence. One these are digital companions that assist their users tasks and activities. In this study, we wanted to evaluate whether can be designed create positive experiences work contexts also perceived as such using a Wizard-of-Oz prototype companion supports workshop planning. We find is more positive, natural, content presented after interaction with has been experience...
This paper investigates the eye movement sequences of users visiting web pages repeatedly. We are interested in potential habituation due to repeated exposure. The scanpath theory posits that every person learns an idiosyncratic gaze sequence on first exposure a stimulus and re-applies it subsequent exposures. Josephson Holmes (2002) tested applicability this hypothesis page revisitation but results were inconclusive. With recurrent temporal pattern detection technique, we examine additional...
[abstFig src='/00290002/11.jpg' width='300' text='User-assisted pick and place task' ] Despite remarkable progress of service robotics in recent years, it seems that a fully autonomous robot which would be able to solve everyday household tasks safe reliable manner is still unachievable. Under certain circumstances, robot’s abilities might supported by remote operator. In order allow such support, we present user interface for semi-autonomous assistive allowing non-expert quickly asses the...
This work-in-progress paper describes our project SMARTKITCHEN, an interdisciplinary research focusing on interactive display deployment in the kitchen - particular around cooking area. By applying a user-centered design approach aims to examine how screen-based digital media can be accessed naturally constrained environment during process using multimodal interaction. Our main focus is exploring new directions of supporting social and emotional aspects experience. In this paper, we provide...
User Experience (UX) is characterized by its temporal dimension, dynamic nature, and variability. Although descriptive models about the dimension related aspects exist, an understanding of design possibilities a approach that ensures promoting positive UX well-being are still lacking. This paper addresses this research gap builds on Zimbardo Boyd’s Time Perspective Theory (TPT). TPT presents five time perspectives (TPs)—Past-Negative, Past-Positive, Present-Fatalistic, Present-Hedonistic,...