- Knowledge Management and Sharing
- Technology Adoption and User Behaviour
- AI in Service Interactions
- Online Learning and Analytics
- Online and Blended Learning
- Educational Games and Gamification
- Privacy, Security, and Data Protection
- Innovative Teaching and Learning Methods
- Artificial Intelligence in Law
- Digitalization, Law, and Regulation
- Digital Marketing and Social Media
- Mobile Learning in Education
- Information Systems Theories and Implementation
- Ethics and Social Impacts of AI
- Education Methods and Technologies
- Virtual Reality Applications and Impacts
- Innovation, Technology, and Society
- Innovative Human-Technology Interaction
- Service and Product Innovation
- Law, AI, and Intellectual Property
- Digital Innovation in Industries
- Social Robot Interaction and HRI
- Digital Platforms and Economics
- Digital Games and Media
- Criminal Law and Policy
University of St. Gallen
2016-2024
University of Kassel
2014-2023
Osnabrück University
2023
Artificial intelligence technologies are rapidly advancing. As part of this development, large language models (LLMs) increasingly being used when humans interact with systems based on artificial (AI), posing both new opportunities and challenges. When interacting LLM-based AI system in a goal-directed manner, prompt engineering has evolved as skill formulating precise well-structured instructions to elicit desired responses or information from the LLM, optimizing effectiveness interaction....
Abstract Conversational agents (CAs) have come a long way from their first appearance in the 1960s to today’s generative models. Continuous technological advancements such as statistical computing and large language models allow for an increasingly natural effortless interaction, well domain-agnostic deployment opportunities. Ultimately, this evolution begs multiple questions: How technical capabilities developed? is nature of work changed through humans’ interaction with conversational...
Gamification is a well-known approach that refers to the use of elements increase motivation information systems users. A remaining challenge in gamification no shared understanding meaning and classification currently exists. This impedes guidance concerning analysis development concepts, often results non-effective designs. The goal our research consolidate current rigorously develop taxonomy, as well demonstrate how systematic can provide for improve existing concepts. To achieve goal, we...
In recent years, using game concepts for educational purposes in digital environments has become continually more popular and relevant. Games can be used to motivate engage users regular system use and, the end, support learners achieving better learning outcomes. this context, different kinds of exist, such as gamification or serious games, each with a perspective usefulness environments. Because developing recently important, them is still not fully established, questions arise about...
In the realm of smart services, personal assistants (SPAs) have become a popular medium for value co-creation between service providers and users. The market success SPAs is largely based on their innovative material properties, such as natural language user interfaces, machine learning-powered request handling provision, anthropomorphism. different combinations, these properties offer users entirely new ways to intuitively interactively achieve goals thus co-create with providers. But how...
Intelligent agents (IAs) are permeating both business and society. However, interacting with IAs poses challenges moving beyond technological limitations towards the human-computer interface. Thus, knowledgebase related to interaction has grown exponentially but remains segregated impedes advancement of field. Therefore, we conduct a systematic literature review integrate empirical knowledge on user IAs. This is first paper examine 107 Information Systems Human-Computer Interaction papers...
Although chatbots are oftentimes used in customer service encounters, interactions perceived as not satisfactory. One key aspect for designing is the use of anthropomorphic design elements. In this experimental study, we examine two chatbot elements personification, which includes a human-like appearance, and social orientation communication style, means more sensitive extensive communication. We tested influence on presence, satisfaction, trust empathy towards chatbot. First, results show...
The digital age has yielded systems that increasingly reduce the complexity of our everyday lives. As such, smart personal assistants such as Amazon’s Alexa or Apple’s Siri combine comfort intuitive natural language interaction with utility personalized and situation-dependent information service provision. However, research on SPAs is becoming complex opaque. To complexity, this paper introduces a classification system for SPAs. Based systematic literature review, cluster analysis reveals...
The success of innovative teaching/learning approaches aiming to foster problem solving in management education depends on useful and easy-to-use IT components the learning process. However, complexity self-regulated may overwhelm learner can lead unsatisfying outcomes. Research suggests implementation technology-enhanced scaffolds as a mechanism guide learners their individual problem-solving process enhance We present theoretical model based adaptive structuration theory cognitive load...
Gendered voice based on pitch is a prevalent design element in many contemporary Voice Assistants (VAs) but has shown to strengthen harmful stereotypes. Interestingly, there dearth of research that systematically analyses user perceptions different genders VAs. This study investigates gender-stereotyping across two tasks by analyzing the influence (low, high) and gender (women, men) stereotypical trait ascription trust formation an exploratory online experiment with 234 participants....
Technology-mediated learning (TML) is a major trend in education, since it allows to integrate the strengths of traditional- and IT-based activities. However, TML providers still struggle identifying areas for improvement their offerings. One reason struggles inconsistencies literature regarding drivers performance. Prior research suggests that these might stem from neglecting importance considering process perspective addition input outcome perspectives. This gap needs be addressed better...
This report summarizes a panel session on gamification designs at the 2019 European Conference Information Systems in Stockholm, Sweden. The explored research agenda for design. considered "what, why, and how" to analyze state-of-the-art research. We present an adapted definition of as one outcome workshop better describe what is it can be used for. discuss "why" "how" employ different contexts. Researchers practitioners use report's questions insights gamify information systems, identity...
New political objectives, emerging regulatory regimes for the digital sphere, and higher penalties violations have intensified pressure to develop lawful IT artefacts. As adaptation of existing artefacts new regulations can be expensive arduous, a more attractive approach would design lawfully from beginning. A major challenge is that law generally technology-neutral, requires legal expertise throughout development, which costly time consuming due communication challenges between experts...
Purpose Human–agent interaction (HAI) is increasingly influencing our personal and work lives through the proliferation of conversational agents (CAs) in various domains. As such, these combine intuitive natural language interactions by also delivering personalization artificial intelligence capabilities. However, research on CAs as well practical failures indicates that CA oftentimes fails miserably. To reduce failures, this paper introduces concept building common ground for more...
Online training to improve problem-solving skills has become increasingly important in management learning. In online environments, learners take a more active role which can lead stressful situations and decreased motivation. Gamification be applied support learner motivation emotionally boost engagement by using game-like elements non-game context. However, gamification does not necessarily result supporting positive learning outcomes. Our analysis sheds light on these aspects evaluates...
Gamification refers to the use of game-like elements in non-entertainment contexts make activities more engaging and enjoyable improve utilitarian outcomes. The gamification literature practice suggest that can be a useful tool support behavioral psychological changes. Recent developments show there is potential for new waves research. Therefore, we conducted workshop at International Conference on Wirtschaftsinformatik (WI) 2021 discuss future with interested scholars. discussion 25 experts...
The pervasiveness and increasing sophistication of artificial intelligence (AI)-based artifacts within private, organizational, social realms are changing how humans interact with machines. Theorizing about the way that perceive AI-based is, for example, crucial to understanding why what extent deem these be competent decision-making but has traditionally taken a modality-agnostic view. In this paper, we theorize particular case interaction, namely voice-based interaction artifacts. We argue...
This study explores the potential of dynamic, machine learning (ML)-based modeling to enhance students’ argumentation skills—a crucial component in education and professional success. Traditional educational tools often rely on static modeling, which does not adapt individual learner needs or provide real-time feedback. In contrast, our research introduces an innovative ML-based system designed offer personalized feedback skills. We conducted three empirical studies comparing this against...
In-company training is facing new challenges in preparing employees for the demands of digitalized and automated manufacturing. New concepts like microlearning are necessary to support work-process-related learning. To handle limitations microlearning, we develop a 360-degree learning system demonstrate realistic work environment overcome lack design knowledge supporting motivation performance using such systems. Based on systematic literature review semistructured interviews, have developed...
IT support in the learning process constitutes a key factor for success of innovative teaching/learning scenarios. To ensure scenarios, learners need to faithfully apply management systems (LMS). However, we lack theoretical insights into which factors affect whether they do so. help solve this issue, first used adaptive structuration theory identify antecedents and consequences regarding faithful LMS appropriation embed them model. Second, conducted survey study with 173 participants...