L3S

Das L3S ist ein Forschungszentrum für grundlagen- und anwendungsorientierte Forschung im Bereich Digitale Transformation sowie Data- und Web-Science. L3S-Forscher entwickeln zukunftsweisende Methoden und Informationstechnologien für intelligente, zuverlässige und verantwortungsvolle Systeme, welche zur Gestaltung der digitalen Transformation und zur nachhaltigen Innovation beitragen. Der Wissentransfer in Wirtschaft, Politik und Gesellschaft bildet einen zentralen Baustein der Aktivitäten des L3S.
Das L3S erforscht die Auswirkungen des digitalen Wandels, um aus den Erkenntnissen Handlungsoptionen, -empfehlungen sowie Innovationsstrategien für die Wirtschaft, die Politik und Gesellschaft herzuleiten. Durch Forschung, Entwicklung und Beratung trägt das L3S gemeinsam mit seinen Partnern zur digitalen Transformation insbesondere in den Bereichen Mobilität, Gesundheit, Produktion und Bildung bei.
Das L3S ist eine gemeinsame Einrichtung der Leibniz Universität Hannover und der Technischen Universität Braunschweig mit rund 150 Wissenschaftlern aus unterschiedlichen Disziplinen an Universitäten und einem Leibniz-Institut (der TIB). Das aktuelle jährliche Drittmittelvolumen des L3S beträgt etwa 6 Mio. Euro, Niedersachsen fördert das L3S zusätzlich mit jährlich etwa 2 Mio. Euro. Das L3S wurde 2011 und 2014 vom Wissenschaftsrat als exzellente Einrichtung evaluiert, führend im Bereich Web Science.
Objective Measurement of AI Literacy: Development and Validation of the AI Competency Objective Scale (AICOS). Markus, André; Carolus, Astrid; Wienrich, Carolin (2025).
Real Toric Varieties: Interactions between their Geometry and their Topology. Chenal, Jules; Manzaroli, Matilde (2025).
Wax Arts With Honeybees – Taking First Steps Toward Multispecies Co-Creation. Huber, Stephan; Friedenberger, Tamara; Borlinghaus, Parzival; Wolf, Sara in TEI ’25 (2025).
Centuries of beekeeping restricted the honeybees’ role to a producer of raw material, such as honey or wax, which is then harvested and processed, resulting in all artistic value being added by humans. In this project, we regard honeybees (Apis mellifera) as co-creators and explore the joint creations of our two species. During our first season, we scoped the co-creative space over the course of four months. We present image material of sculptures that exceed bees’ natural building behavior and contribute preliminary insights on artifacts originating from human-bee co-creation. We reflect on how human-introduced wax shapes made the bees deviate from their regular comb forms and discuss future paths of multi-species co-creation, temporality, material as well as ethical aspects. Our preliminary insights raise questions to be developed in discussions with the TEI community and answered in future work during the upcoming bee seasons.
Evaluating an AI Documentation Assistant for Anesthesiology Teams. Huber, Stephan; Fricke, Ronja; Pütz, Caroline; Baumeister, Lennart; Dilling, Christina; Happel, Oliver; Ottenhaus, Simon; Nagel, Anja; Dunkelberg, Matthias; Grundgeiger, Tobias in CHI EA ’25 (2025).
In addition to ensuring patient safety during anesthetic inductions, anesthesiologists must document clinical interventions and administer drugs. This is a time-consuming and low priority task, which harms the documentation quality of anesthetic protocols. In this case study, we demonstrate how speech-based artificial intelligence (AI) assistants that leverage closed-loop communication can increase documentation quality. An evaluation in 40 scenarios in a medical high-fidelity simulator indicated that the AI documentation assistant facilitated earlier data entry and increased documentation precision. However, despite the objective advantages for data quality and patient safety, anesthesiologists experienced a higher temporal demand with the system. With this study, we contribute qualitative insights of how the AI documentation assistant benefited anesthesiologists’ work style and affected their interactions within the team. Future research should aim to design AI assistants that enforce communication clarity while considering their impact on team dynamics.
Participation User Experience: A Call to Better Manage the Most Important Resource in User-Centered Design. Heinisch, Melina Joline; Wolf, Sara; Maas, Franzisca; Huber, Stephan in CHI EA ’25 (2025).
Participating users are the foundation of user-centered design. However, there is a limited understanding of their motivation, engagement, and experience participating in research. In this work, we propose the concept of Participation User Experience (PUX), which addresses participants’ experiences in user-centered design. To set a scope for PUX, we conducted a reflexive thematic analysis on workshop data involving 20 experienced user-centered design practitioners and researchers. The analysis yielded five themes, making explicit aspects of PUX that have been implicitly considered and how their consideration could be improved. Great potential lies in addressing intrinsic motivations over extrinsic incentives and developing more structured approaches to planning and measuring PUX to mitigate various sources of bias related to incentives or Experimenter Effects. We contribute to a first understanding of PUX, point to persisting research gaps, and present practical implications for improving participants’ experiences in user-centered design.
Anthropozän. Piepenbrink, Johannes (2025, March 28).
Im Jahr 2000 schlug der Atmosphärenforscher Paul J. Crutzen vor, ein neues Erdzeitalter nach dem Menschen zu benennen: Anthropozän (von Anthropos, griech. Mensch). Der Vorschlag erlangte rasch Popularität, denn die menschlichen Eingriffe in erdsystemische Prozesse sind zahlreich und drastisch – sei es mit Blick auf den steigenden Treibhausgasgehalt der Atmosphäre, den Rückgang der Artenvielfalt oder die Versauerung der Meere. Mittlerweile lässt sich das menschliche Wirken sogar geologisch, also in Sedimenten, nachweisen. Der Begriff „Anthropozän“ ist in mehrerlei Hinsicht herausfordernd, weil er nicht nur beschreibt, sondern einen moralischen Gehalt hat, der die Frage nach der Verantwortung für die genannten Veränderungen aufwirft.
Embrace Sociable Technology! A Plea for Health as a Model Field of Human-Technology Team Research. Huber, Stephan I. Avellino, P.-Y. Kuo, P. S. Foong, J. Wiese, H. Mentis, S. Munson, J. Wallace, A. Singh, A. Miller, D. Epstein, F. Nunes (eds.) (2025).
From Text to Tangibles: Exploring, Designing, and Evaluating Image-Schema-based Tools for Data Physicalisation Design. Technical Report (PhD dissertation), Baur, Cordula (2025).
Team Roles of Artificial Intelligence in Anesthesiology – A Scoping Review. Huber, Stephan; Weppert, Lea; Baumeister, Lennart; Happel, Oliver; Grundgeiger, Tobias in CHI EA ’25 (2025). 1–13.
When referring to the role of newly proposed clinical applications of artificial intelligence (AI), recent work inflationary uses the term Human-AI Team. However, the roles foreseen for AI systems within teams remain unclear. We systematically reviewed the literature on AI deployment in anesthesiology and found that most AI system papers only describe algorithms. We identified 57 interactive systems and assigned six roles based on described behavior, tasks, and interactions. While the most prevalent role was task completer, some AI systems also served their team as problem solvers, evaluators, task motivators, or even teamwork support and team leaders. We contribute (1) a classification system for team roles, behaviors, tasks, and interactions of AI team members and (2) an overview of AI systems’ team roles in anesthesiology. We conclude that (3) AI systems’ intended social roles within teams need to be more consciously reflected, shaped and clearly communicated to meet healthcare standards.
Embrace Sociable Technology! A Plea for Health as a Model Field of Human-Technology Team Research. Huber, Stephan I. Avellino, P.-Y. Kuo, P. S. Foong, J. Wiese, H. Mentis, S. Munson, J. Wallace, A. Singh, A. Miller, D. Epstein, F. Nunes (eds.) (2025).
AID-Watch: Increasing Time Processing Ability in Adolescents with Cognitive Impairments. Wendt, Hauke Steffen; Kuon, Alexander; Hurtienne, Jörn; Huber, Stephan J. Goodman-Deane, E. Zitkus, A. Brock, J. Clarkson, H. Dong, A. Heylighen, J. Lazar (eds.) (2025). 143–153.
The impact of algorithm awareness training on competent interaction with intelligent voice assistants. Markus, André; Baumann, Maximilian; Pfister, Jan; Hotho, Andreas; Carolus, Astrid; Wienrich, Carolin (2025). 4(1) 125.
Intelligent Voice Assistants (IVAs) have become integral to many users' daily lives, using advanced algorithms to automate various tasks. Nevertheless, many users do not understand the underlying algorithms and how they work, posing potential risks to the competent and self-determined use of IVAs. This work develops three online training modules to promote algorithm awareness, providing (1) basic knowledge of algorithms, (2) risks posed by algorithms in IVAs, and (3) scientific evidence on algorithm aversion. A total of 110 participants were studied to analyze the training effects on various perception levels relevant to IVAs, including usage perception (attitude, exploration), privacy aspects (trustworthiness, privacy control), persuasion aspects (persuasion knowledge, anthropomorphic perception), and self-determined interaction variables (reflection, indulgence). The results show that the modules increase awareness of IVA algorithms, influence user perceptions (e.g., higher exploration intentions), and promote critical engagement with IVAs (e.g., lower trustworthiness). Moreover, the modules contribute to a higher sense of privacy control, reduce persuasive perceptions of IVAs (e.g., anthropomorphic perception), and promote self-determined interaction (e.g., higher indulgent use). The modules offer a new approach to promoting the competent use of IVAs in society and provide a starting point for further research and educational institutions to increase algorithm awareness for IVAs and other AI-based systems.
Evaluating an AI Documentation Assistant for Anesthesiology Teams. Huber, Stephan; Fricke, Ronja; Pütz, Caroline; Baumeister, Lennart; Dilling, Christina; Happel, Oliver; Ottenhaus, Simon; Nagel, Anja; Dunkelberg, Matthias; Grundgeiger, Tobias in CHI EA ’25 (2025).
In addition to ensuring patient safety during anesthetic inductions, anesthesiologists must document clinical interventions and administer drugs. This is a time-consuming and low priority task, which harms the documentation quality of anesthetic protocols. In this case study, we demonstrate how speech-based artificial intelligence (AI) assistants that leverage closed-loop communication can increase documentation quality. An evaluation in 40 scenarios in a medical high-fidelity simulator indicated that the AI documentation assistant facilitated earlier data entry and increased documentation precision. However, despite the objective advantages for data quality and patient safety, anesthesiologists experienced a higher temporal demand with the system. With this study, we contribute qualitative insights of how the AI documentation assistant benefited anesthesiologists’ work style and affected their interactions within the team. Future research should aim to design AI assistants that enforce communication clarity while considering their impact on team dynamics.
Avatars for the masses: smartphone-based reconstruction of humans for virtual reality. Menzel, Timo; Wolf, Erik; Wenninger, Stephan; Spinczyk, Niklas; Holderrieth, Lena; Wienrich, Carolin; Schwanecke, Ulrich; Latoschik, Marc Erich; Botsch, Mario (2025). 6
LINKING THEORY AND PRACTICE: Developing an Image-Schema-based Design Tool for Closeness Technologies. Baur, Cordula; Friedenberger, Tamara; Maas, Franzisca; Maurer, Louisa; Hurtienne, Jörn (2025).
DataPhysIT an image-schema-based Data Physicalisation Design Toolkit developed by Research through Design. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2025).
Evaluating DataPhysIT: An Image-Schema-based Toolkit to support Data Physicalisation Design. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2025).
Virtual body image exercises for people with obesity -- results on eating behavior and body perception of the ViTraS pilot study. Gemesi, Kathrin; Döllinger, Nina; Weinberger, Natascha-Alexandra; Wolf, Erik; Mal, David; Keppler, Sebastian; Wenninger, Stephan; Bader, Emily; Wienrich, Carolin; Luck-Sikorski, Claudia; Latoschik, Marc Erich; Israel, Johann Habakuk; Botsch, Mario; Holzapfel, Christina (2025). 25(1) 176.
A negative body image can have an impact on developing and maintaining obesity. Using virtual reality (VR) to conduct cognitive behavioral therapy (CBT) is an innovative approach to treat people with obesity. This multicenter non-randomized pilot study examined the feasibility and the effect on eating behavior and body perception of a newly developed VR system to conduct body image exercises.
Owning the (Virtual) World: A Systematic Review of Psychological Ownership of Interactive Virtual Objects and Environments. Krauss, Jana; Wienrich, Carolin in CHI ’25 (2025). 1–16.
The Potential of Using Generative AI/NLP to Identify and Analyse Critical Incidents in a Critical Incident Reporting System (CIRS): A Feasibility Case–Control Study. Hölzing, Carlos Ramon; Rumpf, Sebastian; Huber, Stephan; Papenfuß, Nathalie; Meybohm, Patrick; Happel, Oliver (2024). 12(19) 1964.
Emotion Sonification As Opportunity For Inclusive Texting: Replacing Emoji With Vocal Bursts And Prosodic Voices. Huber, Stephan; Stötter, Katrin in NordiCHI ’24 (2024).
Sentiment in text messages is commonly emphasized through emoji. These pictograms are prone to misconception and non-inclusive of screen reader users due to the alt texts’ dissociation from visual emoji. Sonified emotions instead of emoji may provide an inclusive alternative. In this work, we sonified seven emotion categories relevant to text-messaging as prosodic text and vocal bursts. A quantitative online study with (n = 27) blind and visually impaired and (n = 19) sighted participants revealed that the combination of both voice qualities yields the highest recognition rates and most confident ratings. Best results are achieved if vocal bursts precede a prosodic voice. Our findings directly translate to practical implications for conveying sentiment in screen readers and voice assistants. It is up for future work to determine whether wrap-up effects known from visual processing of emoji in written text are replicable in acoustic processing of emotional cues.
Interactions, Tasks, and Roles of AI-Systems in Anaesthesiology – A Team Perspective. Huber, Stephan; Happel, Oliver; Grundgeiger, Tobias (2024).
The Potential of Using Generative AI/NLP to Identify and Analyse Critical Incidents in a Critical Incident Reporting System (CIRS): A Feasibility Case–Control Study. Hölzing, Carlos Ramon; Rumpf, Sebastian; Huber, Stephan; Papenfuß, Nathalie; Meybohm, Patrick; Happel, Oliver (2024). 12(19) 1964.
Hiring an AI: Incorporating Personnel Selection Methods in User-Centered Design to Design AI Agents for Safety-Critical Domains. Huber, Stephan; Papenfuss, Nathalie Bettina Elisabetha; Weppert, Lea; Wohlfart, Valentina; Basch, Johannes; Happel, Oliver; Grundgeiger, Tobias in NordiCHI ’24 Adjunct (2024).
Enhancing human teams with AI is currently aspired across application domains. However, the prospective team role of high-performing AI-agents is rarely considered. In this paper, we propose a new method complementing existing user-centered design processes to define an AI-agent personality that suits the team. Inspired by personnel selection methods, the hiring an AI workshop prompts teams from safety-critical domains to 1) remember past incidents, 2) envision the personality and competence of their desired teammate, and 3) validate how the teammate would act in described incidents. Clustering and modeling the data made it accessible to interdisciplinary teams. Incorporating the models into the ideation process and revisiting the data for a personality drill-down exceeded insights from contextual inquiries and had a measurable impact (i.e., downstream utility) on the visions. Participants’ humanizing descriptions of a knowing and competent, yet modest teammate raise challenges for technical implementation and questions on future team-collaboration in safety-critical domains.
Interactions, Tasks, and Roles of AI-Systems in Anaesthesiology – A Team Perspective. Huber, Stephan; Happel, Oliver; Grundgeiger, Tobias (2024).
Do We Need to Ask Our Users? Probing the Efficacy of User Behavior Analytics. Seemann, Isabell; Huber, Stephan in MuC ’24 (2024). 392–398.
The increasing popularity of analytics-driven design questions the role of direct user feedback to improve User Experience (UX). In this study, we first deployed an interaction tracking-tool on existing software to inform design decisions in an analytics-driven prototype. Second, we collected direct user feedback on this version and iterated the design, resulting in the feedback-prototype. A meta-evaluation study comparing the UX of both prototypes and the existing software revealed that, the analytics-driven prototype was rated significantly higher on the UEQ-S questionnaire than the original software. Surprisingly, there were no significant improvements in perceived UX between the analytics-prototype and the feedback-prototype despite a reduction of required actions. We conclude, that UX can be significantly enhanced through behavior analytics alone. While differences between the two prototypes were little, relevant notions can only be retrieved directly from users. Future work needs to replicate these findings with independently developed, more diverse prototypes.
Multimodal meets Intuitive? Comparing Visual and Tangible Image Schema Representations. Baur, Cordula; Stamm, Fredrik; Wienrich, Carolin; Hurtienne, Jörn (2024).
Hiring an AI: Incorporating Personnel Selection Methods in User-Centered Design to Design AI Agents for Safety-Critical Domains. Huber, Stephan; Papenfuss, Nathalie Bettina Elisabetha; Weppert, Lea; Wohlfart, Valentina; Basch, Johannes; Happel, Oliver; Grundgeiger, Tobias in NordiCHI ’24 Adjunct (2024).
Enhancing human teams with AI is currently aspired across application domains. However, the prospective team role of high-performing AI-agents is rarely considered. In this paper, we propose a new method complementing existing user-centered design processes to define an AI-agent personality that suits the team. Inspired by personnel selection methods, the hiring an AI workshop prompts teams from safety-critical domains to 1) remember past incidents, 2) envision the personality and competence of their desired teammate, and 3) validate how the teammate would act in described incidents. Clustering and modeling the data made it accessible to interdisciplinary teams. Incorporating the models into the ideation process and revisiting the data for a personality drill-down exceeded insights from contextual inquiries and had a measurable impact (i.e., downstream utility) on the visions. Participants’ humanizing descriptions of a knowing and competent, yet modest teammate raise challenges for technical implementation and questions on future team-collaboration in safety-critical domains.
Image Schema vs VAKOG: Designing for Intuitive Communication in Air Traffic Control. Huber, Stephan; Balser, Andreas; Pöhland, Linda; Schulz, Patrick; Baur, Cordula; Hurtienne, Jörn M. M. Hedblom, O. Kutz (eds.) (2023). (Vol. 8) 11.
Proxemo: Documenting Observed Emotions in HCI Proxemo: Die Dokumentation Beobachteter Emotionen in der Mensch-Computer-Interaktion. Technical Report (PhD dissertation), Huber, Stephan (2023).
Proxemo: Documenting Observed Emotions in HCI Proxemo: Die Dokumentation Beobachteter Emotionen in der Mensch-Computer-Interaktion. Technical Report (PhD dissertation), Huber, Stephan (2023).
Image Schema vs VAKOG: Designing for Intuitive Communication in Air Traffic Control. Huber, Stephan; Balser, Andreas; Pöhland, Linda; Schulz, Patrick; Baur, Cordula; Hurtienne, Jörn M. M. Hedblom, O. Kutz (eds.) (2023). (Vol. 8) 11.
Empathic Accuracy and Mental Effort During Remote Assessments of Emotions. Huber, Stephan; Rathss, Natalie in CHI ’23 (2023).
Observing users in remote settings is unfavorable because it adds filters altering the information that underlie judgement. Still, the COVID pandemic led to an unprecedented popularity of remote user experience tests. In this work, we revisited the question, which information is most important for evaluators to assess users’ emotions successfully and efficiently. In an online study, we asked N=55 participants to assess users’ emotions from short videos of 30 interaction situations. As independent variable, we manipulated the combination of the information channels video of users, video of the interactive technology, and audio within subjects. Our findings indicate that empathic accuracy is highest and mental effort is lowest when all stimuli are present. Surprisingly, empathic accuracy was lowest and mental effort highest, when only video of users was available. We discuss these findings in the light of emotion literature focusing on persons’ facial expressions and derive practical implications for remote observations.
Image Schemas as Tools for Exploring the Design Space of Data Physicalisation. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2023).
Hiring an AI: The Design of an Artificial Team-Member for Anesthesiology. Huber, Stephan; Papenfuß, Nathalie; Grundgeiger, Tobias; Basch, Johannes; Happel, Oliver (2023).
Hiring an AI: The Design of an Artificial Team-Member for Anesthesiology. Huber, Stephan; Papenfuß, Nathalie; Grundgeiger, Tobias; Basch, Johannes; Happel, Oliver (2023).
Acrosuit: Promoting Improvisation in Acroyogis With Tactile and Visual Cues. Popp, Alisa; Hartmann, Magdalena; Huber, Stephan in TEI ’23 (2023).
Acroyoga practitioners either follow predefined choreographies or play freely to create compositions of two bodies’ poses and transitions. To support their free play, we created the training technology probe Acrosuit. The Acrosuit gives visual or vibrotactile cues to propose a novel point of contact without instructions how to get there. We invited acroyogis to exploratively play with the suit and gained qualitative insights on whether and how they used the cues. The suit influenced their practice and in some cases also the way of communication between the partners. Experiencing the shifts in communication caused by the Acrosuit made acroyogis more conscious about their interaction without the technology.
Empathic Accuracy and Mental Effort During Remote Assessments of Emotions. Huber, Stephan; Rathss, Natalie in CHI ’23 (2023).
Observing users in remote settings is unfavorable because it adds filters altering the information that underlie judgement. Still, the COVID pandemic led to an unprecedented popularity of remote user experience tests. In this work, we revisited the question, which information is most important for evaluators to assess users’ emotions successfully and efficiently. In an online study, we asked N=55 participants to assess users’ emotions from short videos of 30 interaction situations. As independent variable, we manipulated the combination of the information channels video of users, video of the interactive technology, and audio within subjects. Our findings indicate that empathic accuracy is highest and mental effort is lowest when all stimuli are present. Surprisingly, empathic accuracy was lowest and mental effort highest, when only video of users was available. We discuss these findings in the light of emotion literature focusing on persons’ facial expressions and derive practical implications for remote observations.
Location, Aim, and Audience of Data Physicalisations: Design Approaches instead of Frameworks. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2023).
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control. Huber, Stephan; Gramlich, Johanna; Pauli, Selina; Mundschenk, Simon; Haugg, Eliana; Grundgeiger, Tobias (2022). iwac032.
Image schematic metaphors in air traffic controllers’ language. Huber, Stephan; Schulz, Patrick; Hauke, Eric; Hurtienne, Jörn (2022). 1–9.
Side Effects of Increasing Participation in a Contextual Design Process: A Knowledge Management Case Study. Papenfuß, Nathalie; Spangenberger, Carina; Huber, Stephan in MuC ’22, M. Mühlhäuser, C. Reuter, B. Pfleging, T. Kosch, A. Matviienko, K. Gerling, S. Mayer, W. Heuten, T. Döring, F. Müller, M. Schmitz (eds.) (2022). 333–337.
In a previous case study, we carried out the Contextual Design Process, a user-centred design process, with additional elements of Participatory Design in cooperation with a microenterprise facing the challenge of knowledge management. By involving the users in the ideation phase, we noticed several side effects on the company and its members. Using Reflexive Thematic Analysis, we identified patterns revealing these observed effects of our work. The Contextual Design Process promoted the awareness of the company’s internal status focusing problems and the independent addressing of them. In particular the participatory Wall Walk with the company members served as a key event for changes in the company. Furthermore, we discuss our findings on the challenges and implications of a small and consistent user group throughout the user-centred and participatory process.
Fin, Whale, Coin and Flatterer: Exploring Tangibles for Air Traffic Control. Gramlich, Johanna; Pauli, Selina; Huber, Stephan; Baur, Cordula; Hurtienne, Jörn in TEI ’22 (2022).
Air traffic control (ATC) is a safety-critical work domain that has a history of applying tangible elements in its workstations. In the past, development was mostly technology-driven, which resulted in usability challenges like handling multiple input and output devices. In this work, we followed a user-centred design approach with air traffic controllers (ATCOs). Starting from the users’ need for haptic feedback, we developed a novel tangible interaction concept for ATC. We iterated a set of tangibles – Fin, Whale, Coin, and Flatterer – based on formative evaluations with 24 ATCOs. From our qualitative results we extracted dimensions relevant to ATCOs‘ user experience including familiarity, efficiency and engagement. Our results can provide guidance and inspiration for the design of future ATC interfaces.
Vibrotactile Navigation for Visually Impaired People. Huber, Stephan; Alieva, Anastasia; Lutz, Aaron in ASSETS ’22 (2022).
One of the largest impediments to autonomous grocery shopping for blind people is navigation. In a still ongoing multi-year research process we followed a user centred approach to explore how visually impaired people can be supported in indoor navigational issues, whether vibrotactiles are the right channel for this, where the actuators should sit on the body, whether the hardware solution would be acceptable for people to use on a daily basis in public and how they feel about the system after three weeks of usage.
Exploring Perception using Design as Research Method and Fostering the Design of Multisenosry Data Physicalisations. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2022).
Side Effects of Increasing Participation in a Contextual Design Process: A Knowledge Management Case Study. Papenfuss, Nathalie; Spangenberger, Carina; Huber, Stephan in MuC ’22 (2022). 333–337.
In a previous case study, we carried out the Contextual Design Process, a user-centred design process, with additional elements of Participatory Design in cooperation with a microenterprise facing the challenge of knowledge management. By involving the users in the ideation phase, we noticed several side effects on the company and its members. Using Reflexive Thematic Analysis, we identified patterns revealing these observed effects of our work. The Contextual Design Process promoted the awareness of the company’s internal status focusing problems and the independent addressing of them. In particular the participatory Wall Walk with the company members served as a key event for changes in the company. Furthermore, we discuss our findings on the challenges and implications of a small and consistent user group throughout the user-centred and participatory process.
Form Follows Mental Models: Finding Instantiations of Image Schemas using a Design Research Approach. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2022).
Vibrotactile Navigation for Visually Impaired People. Huber, Stephan; Alieva, Anastasia; Lutz, Aaron in ASSETS ’22 (2022).
One of the largest impediments to autonomous grocery shopping for blind people is navigation. In a still ongoing multi-year research process we followed a user centred approach to explore how visually impaired people can be supported in indoor navigational issues, whether vibrotactiles are the right channel for this, where the actuators should sit on the body, whether the hardware solution would be acceptable for people to use on a daily basis in public and how they feel about the system after three weeks of usage.
Image schematic metaphors in air traffic controllers’ language. Huber, Stephan; Schulz, Patrick; Hauke, Eric; Hurtienne, Jörn (2022). 1–9.
Designing Data Physicalisations - with physical Image Schema Instantiations. Baur, Cordula; Wienrich, Carolin; Hurtienne, Jörn (2022).
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control. Huber, Stephan; Gramlich, Johanna; Pauli, Selina; Mundschenk, Simon; Haugg, Eliana; Grundgeiger, Tobias (2022). iwac032.
Fin, Whale, Coin and Flatterer: Exploring Tangibles for Air Traffic Control. Gramlich, Johanna; Pauli, Selina; Huber, Stephan; Baur, Cordula; Hurtienne, Jörn in TEI ’22 (2022).
Air traffic control (ATC) is a safety-critical work domain that has a history of applying tangible elements in its workstations. In the past, development was mostly technology-driven, which resulted in usability challenges like handling multiple input and output devices. In this work, we followed a user-centred design approach with air traffic controllers (ATCOs). Starting from the users’ need for haptic feedback, we developed a novel tangible interaction concept for ATC. We iterated a set of tangibles – Fin, Whale, Coin, and Flatterer – based on formative evaluations with 24 ATCOs. From our qualitative results we extracted dimensions relevant to ATCOs‘ user experience including familiarity, efficiency and engagement. Our results can provide guidance and inspiration for the design of future ATC interfaces.
Impressions at First Touch: Insights on how visually impaired persons form their first impressions of technology. Abendschein, Robin; Pauli, Selina; Schmid, Lukas; Huber, Stephan in TEI ’21 (2021).
Human judgements are substantially influenced by first impressions. In previous studies, researchers contributing to people's first impressions of technical artifacts focused mainly on visual attributes. However, their findings do not apply to visually impaired people who cannot visually explore technology. Hence, we assume that visually impaired people rather rely on their haptic perception to get a first impression. To examine how visually impaired people form their first impressions of technological products, we conducted an explorative study with three visually impaired participants. We asked them to evaluate haptic features of mobile phones and speakers using the repertory grid (RepGrid) method. This method can be applied in research fields at an early stage when no findings are available yet. To empower the participants to autonomously rate items, we used a haptic scale. We complemented qualitative results of the RepGrid technique with observations on how long participants explore technology as well as a following interview on first impressions. We found eight constructs which can serve as a basis for a quantitative evaluation on how devices make a haptic first impression.
Ecological Interface Design for a Spacing Assistant in Approach Control Kuge, Jeremias; Huber, Stephan; Haugg, Eliana; Grundgeiger, Tobias (2021).
Comparing Apples and Oranges: Human and Computer Clustered Affinity Diagrams Under the Microscope. Borlinghaus, Parzival; Huber, Stephan in IUI ’21 (2021). 413–422.
Affinity diagramming is a crucial yet time-consuming part of user research in human-centered design. In short, building affinity diagrams involves the hierarchical bottom-up clustering of user statements and observations, which later allow to derive insights and inspire design ideas. To support designers in this process, as a first contribution, we explored seven text-mining models for pre-clustering affinity notes and suggest fastText as most appropriate. Since affinity diagrams are not deterministic, there is no established measure to assess their quality. Our second contribution is, therefore, a thorough examination of the potential of fastText-clusters for design teams regarding technical, psychological and performance-related measures. Compared to reference ‘human built’ affinity diagrams, the fastText-clusters resulted in an overlap index of M = .694 (SD = .034). Surprisingly, a study with four design teams clustering small sets (112 notes) of pre-clustered or randomized affinity notes indicated an increased discussion overhead caused by algorithmic support that led to a decrease in both, efficiency and quality. As a third contribution, we report qualitative data from the instances, where algorithmic support failed designers’ expectations. We conclude that more research on the appropriate time and manner of pre-clustered data presentation is required to harness the full potential of algorithmic support while preserving the spirit of affinity diagramming.
Ecological Interface Design for a Spacing Assistant in Approach Control Kuge, Jeremias; Huber, Stephan; Haugg, Eliana; Grundgeiger, Tobias (2021).
Comparing Apples and Oranges: Human and Computer Clustered Affinity Diagrams Under the Microscope. Borlinghaus, Parzival; Huber, Stephan in IUI ’21 (2021). 413–422.
Affinity diagramming is a crucial yet time-consuming part of user research in human-centered design. In short, building affinity diagrams involves the hierarchical bottom-up clustering of user statements and observations, which later allow to derive insights and inspire design ideas. To support designers in this process, as a first contribution, we explored seven text-mining models for pre-clustering affinity notes and suggest fastText as most appropriate. Since affinity diagrams are not deterministic, there is no established measure to assess their quality. Our second contribution is, therefore, a thorough examination of the potential of fastText-clusters for design teams regarding technical, psychological and performance-related measures. Compared to reference ‘human built’ affinity diagrams, the fastText-clusters resulted in an overlap index of M = .694 (SD = .034). Surprisingly, a study with four design teams clustering small sets (112 notes) of pre-clustered or randomized affinity notes indicated an increased discussion overhead caused by algorithmic support that led to a decrease in both, efficiency and quality. As a third contribution, we report qualitative data from the instances, where algorithmic support failed designers’ expectations. We conclude that more research on the appropriate time and manner of pre-clustered data presentation is required to harness the full potential of algorithmic support while preserving the spirit of affinity diagramming.
Abgeleitete Textformate: Text und Data Mining mit urheberrechtlich geschützten Textbeständen. Schöch, Christof; Döhl, Frédéric; Rettinger, Achim; Gius, Evelyn; Trilcke, Peer; Leinen, Peter; Jannidis, Fotis; Hinzmann, Maria; Röpke, Jörg (2020). (5)
Das Text und Data Mining (TDM) mit urheberrechtlich geschützten Texten unterliegt trotz der TDM-Schranke (§ 60d UrhG) weiterhin Einschränkungen, die u. a. die Speicherung, Veröffentlichung und Nachnutzung der entstehenden Korpora betreffen und das volle Potenzial des TDM in den Digital Humanities ungenutzt lassen. Als Lösung werden abgeleitete Textformate vorgeschlagen: Hier werden urheberrechtlich geschützte Textbestände so transformiert, dass alle wesentlichen urheberrechtlich relevanten Merkmale entfernt werden, verschiedene einschlägige Methoden des TDM aber weiterhin zum Einsatz kommen können. Mehrere abgeleitete Textformate werden aus Sicht der Computational Literary Studies, der Informatik, der Gedächtnisinstitutionen und der Rechtswissenschaften beleuchtet.
From Paper Flight Strips to Digital Strip Systems: Changes and Similarities in Air Traffic Control Work Practices. Huber, Stephan; Gramlich, Johanna; Grundgeiger, Tobias (2020). 4(CSCW1)
To increase capacity and safety in air traffic control, digital strip systems have superseded paper strips in lower airspace control centers in Europe. Previous ethnographic studies on paper strip systems anticipated a radical change in work practices with digital strip systems, but we are not aware of any studies that evaluated these predictions. We carried out contextual inquiries with controllers and focused on face-to-face and radio communication, interactions with the digital strip system and the workspace in general. In turn, we contribute (1) detailed descriptions of controllers' work practices, such as using tacit information from radio communication and 'standard advocates vs. tinkerers' operation modes, (2) respective implications for design and (3) discuss how the observed work practices are similar or different from the reported practices in the literature of the two preceding decades. Our key insights are, that documentation speed is faster with digital strips, although a high load in the case of radio frequency persists. Controllers retrieve tacit information from the radio communication and combine it with scattered cues from several displays to form empathic decisions that sometimes exceed the standard protocol. We conclude that the role of tacit information holds opportunities for future flight systems and should be considered in a holistic approach to individualized workspaces for controllers.
Proxemo or How to Evaluate User Experience for People with Dementia. Huber, Stephan; Bejan, Alexander; Radzey, Beate; Hurtienne, Jörn in CHI EA ’19 (2019). 1–6.
Most user experience (UX) evaluation tools require users to self-reflect and to communicate their thoughts (e.g. thinking aloud, retrospective interviews, questionnaires). In the context of designing for people with dementia, however, conditions like aphasia and general cognitive decline restrict the applicability of these methods. In this paper, we report on the iterative design of Proxemo, a smartwatch app for the documentation of observed emotions in people with dementia. Evaluations of Proxemo in dementia care facilities showed that observers considered Proxemo easy to use and preferred it over note-taking on paper. The agreement between different coders was substantial (k = .71). We conclude that Proxemo is a promising tool for UX evaluations in the dementia context - and possibly beyond, but further research on the analysis of its generated data is required.
Cognitive Aids in Acute Care: Investigating How Cognitive Aids Affect and Support In-hospital Emergency Teams. Grundgeiger, Tobias; Huber, Stephan; Reinhardt, Daniel; Steinisch, Andreas; Happel, Oliver; Wurmb, Thomas in CHI ’19 (2019). 1–14.
Cognitive aids - artefacts that support a user in the completion of a task at the time - have raised great interest to support healthcare staff during medical emergencies. However, the mechanisms of how cognitive aids support or affect staff remain understudied. We describe the iterative development of a tablet-based cognitive aid application to support in-hospital resuscitation team leaders. We report a summative evaluation of two different versions of the application. Finally, we outline the limitations of current explanations of how cognitive aids work and suggest an approach based on embodied cognition. We discuss how cognitive aids alter the task of the team leader (distributed cognition), the importance of the present team situation (socially situated), and the result of the interaction between mind and environment (sensorimotor coupling). Understanding and considering the implications of introducing cognitive aids may help to increase acceptance and effectiveness of cognitive aids and eventually improve patient safety.
Cognitive Aids in Acute Care: Investigating How Cognitive Aids Affect and Support In-hospital Emergency Teams. Grundgeiger, Tobias; Huber, Stephan; Reinhardt, Daniel; Steinisch, Andreas; Happel, Oliver; Wurmb, Thomas in CHI ’19 (2019). 1–14.
Cognitive aids - artefacts that support a user in the completion of a task at the time - have raised great interest to support healthcare staff during medical emergencies. However, the mechanisms of how cognitive aids support or affect staff remain understudied. We describe the iterative development of a tablet-based cognitive aid application to support in-hospital resuscitation team leaders. We report a summative evaluation of two different versions of the application. Finally, we outline the limitations of current explanations of how cognitive aids work and suggest an approach based on embodied cognition. We discuss how cognitive aids alter the task of the team leader (distributed cognition), the importance of the present team situation (socially situated), and the result of the interaction between mind and environment (sensorimotor coupling). Understanding and considering the implications of introducing cognitive aids may help to increase acceptance and effectiveness of cognitive aids and eventually improve patient safety.
Tangible Objects for Reminiscing in Dementia Care. Huber, Stephan; Berner, Renate; Uhlig, Martina; Klein, Peter; Hurtienne, Jörn in TEI ’19 (2019). 15–24.
Reminiscence in dementia care often does not make use of interactive technology. In this work we present a study conducted in two dementia care facilities aimed at developing prototypes for reminiscence. We conducted contextual inquiries over a week to learn how 80 people with varying stages of dementia reminisce throughout the day. We present resulting needs and three tangible prototypes designed to facilitate reminiscence. These prototypes - the pyramid, the set of drawers and the jukebox - were tested in three exploratory field studies. We elaborate on the features of the prototypes that facilitated communication and reminiscence and share insights from failures that need to be considered when designing tangibles in the dementia context. To visualize both positive and negative aspects we introduce a model of successful interaction in the dementia context.
Tangible Objects for Reminiscing in Dementia Care. Huber, Stephan; Berner, Renate; Uhlig, Martina; Klein, Peter; Hurtienne, Jörn in TEI ’19 (2019). 15–24.
Reminiscence in dementia care often does not make use of interactive technology. In this work we present a study conducted in two dementia care facilities aimed at developing prototypes for reminiscence. We conducted contextual inquiries over a week to learn how 80 people with varying stages of dementia reminisce throughout the day. We present resulting needs and three tangible prototypes designed to facilitate reminiscence. These prototypes - the pyramid, the set of drawers and the jukebox - were tested in three exploratory field studies. We elaborate on the features of the prototypes that facilitated communication and reminiscence and share insights from failures that need to be considered when designing tangibles in the dementia context. To visualize both positive and negative aspects we introduce a model of successful interaction in the dementia context.
Gartenfreund: Exploring the Botanical Garden with an Inclusive App. Birnstiel, Sandra; Steinmüller, Benedikt; Bissinger, Kerstin; Doll-Gerstendörfer, Simone; Huber, Stephan in MuC ’19 (2019). 499–502.
Many museums exclude visually impaired people by offering only visual presentations of exhibition pieces. To improve the experience of the botanical garden in Würzburg for visually impaired people, we conducted a human centered design process with blind self-experiences and contextual interviews with two experts. From the qualitative insights we prototypically designed the inclusive smartphone app Gartenfreund. Gartenfreund consists of an NFC triggered audio guide with precise path descriptions to the next station and an interactive soundscape that produces animal sounds from the canopy level at which the phone is pointed. A preliminary evaluation shows that sighted and visually impaired participants could use the app without any usability problems and that the path descriptions need to be shorter and supported by a tactile orientation system for blind users. Our main contributions are the insights from user research and the inclusive app Gartenfreund. In future work we will iterate the design and conduct a more extensive evaluation involving both blind and sighted users.
Proxemo or How to Evaluate User Experience for People with Dementia. Huber, Stephan; Bejan, Alexander; Radzey, Beate; Hurtienne, Jörn in CHI EA ’19 (2019). 1–6.
Most user experience (UX) evaluation tools require users to self-reflect and to communicate their thoughts (e.g. thinking aloud, retrospective interviews, questionnaires). In the context of designing for people with dementia, however, conditions like aphasia and general cognitive decline restrict the applicability of these methods. In this paper, we report on the iterative design of Proxemo, a smartwatch app for the documentation of observed emotions in people with dementia. Evaluations of Proxemo in dementia care facilities showed that observers considered Proxemo easy to use and preferred it over note-taking on paper. The agreement between different coders was substantial (k = .71). We conclude that Proxemo is a promising tool for UX evaluations in the dementia context - and possibly beyond, but further research on the analysis of its generated data is required.
Epski i stvarni muškarac u pripovijeci Put Alije Đerzeleza I. Andrića. Gazetić, Edisa (2019). 6(6) 54–77.
In(ter)active Dementia. Huber, Stephan (2019).
In(ter)active Dementia. Huber, Stephan (2019).
Gartenfreund: Exploring the Botanical Garden with an Inclusive App. Birnstiel, Sandra; Steinmüller, Benedikt; Bissinger, Kerstin; Doll-Gerstendörfer, Simone; Huber, Stephan in MuC ’19 (2019). 499–502.
Many museums exclude visually impaired people by offering only visual presentations of exhibition pieces. To improve the experience of the botanical garden in Würzburg for visually impaired people, we conducted a human centered design process with blind self-experiences and contextual interviews with two experts. From the qualitative insights we prototypically designed the inclusive smartphone app Gartenfreund. Gartenfreund consists of an NFC triggered audio guide with precise path descriptions to the next station and an interactive soundscape that produces animal sounds from the canopy level at which the phone is pointed. A preliminary evaluation shows that sighted and visually impaired participants could use the app without any usability problems and that the path descriptions need to be shorter and supported by a tactile orientation system for blind users. Our main contributions are the insights from user research and the inclusive app Gartenfreund. In future work we will iterate the design and conduct a more extensive evaluation involving both blind and sighted users.
UX-Evaluationen in der Erinnerungspflege bei Demenz [UX evaluations in reminiscence sessions for people with dementia]. Huber, Stephan; Bejan, Alexander; Radzey, Beate; Berner, Renate; Murko, Patrizia; Hurtienne, Jörn (2018).
UX-Evaluationen in der Erinnerungspflege bei Demenz [UX evaluations in reminiscence sessions for people with dementia]. Huber, Stephan; Bejan, Alexander; Radzey, Beate; Berner, Renate; Murko, Patrizia; Hurtienne, Jörn (2018).
A cognitive aid to support emergency response teams during in hospital cardiac arrest. Huber, Stephan; Grundgeiger, Tobias; Reinhardt, Daniel; Steinisch, Andreas; Happel, Oliver; Wurmb, Thomas (2018).
Towards a public interface for self-determined reminiscing in residential groups. Huber, Stephan; Preßler, Jan; Hurtienne, Joern (2018). 10 pages.
Microstrategies in interruption management. Huber, Stephan; Weng, Michael; Grundgeiger, Tobias; Sanderson, Penelope (2018).
Towards a public interface for self-determined reminiscing in residential groups. Huber, Stephan; Preßler, Jan; Hurtienne, Joern (2018). 10 pages.
Microstrategies in interruption management. Huber, Stephan; Weng, Michael; Grundgeiger, Tobias; Sanderson, Penelope (2018).
Design für Menschen mit Demenz [Who are the users? – Design for people with dementia]. Huber, Stephan; Hurtienne, Jörn (2018).
Design für Menschen mit Demenz [Who are the users? – Design for people with dementia]. Huber, Stephan; Hurtienne, Jörn (2018).
A cognitive aid to support emergency response teams during in hospital cardiac arrest. Huber, Stephan; Grundgeiger, Tobias; Reinhardt, Daniel; Steinisch, Andreas; Happel, Oliver; Wurmb, Thomas (2018).
“Cognitive Aid“ und Echtzeit-Dokumentation bei innerklinischen Reanimationen: Weiterentwicklung einer Tablet-PC basierten „App“. Wurmb, Thomas; Huber, Stephan; Grundgeiger, Tobias; Reinhardt, Daniel; Steinisch, Andreas; Happel, Oliver (2017).
Interruptions, visual cues, and the microstructure of interaction: Four laboratory studies. Weng, Michael; Huber, Stephan; Vilgan, Elizabeth; Grundgeiger, Tobias; Sanderson, Penelope M. (2017). 103(C) 77–94.
Visual cues relating to an interrupted task can help people recover from workplace interruptions. However, it is unclear whether visual cues relating to their next steps in a primary task may help people manage interruptions. In a previous intensive care unit simulation study, Grundgeiger et al. (2013) found that nurses performing equipment checks were more likely to defer an interruption from a colleague if they could see the next steps of their task on the equipment screen. We abstracted some elements of the simulation study into a controlled laboratory study to test whether visual cues support interruption management. Participants' primary task was to verify a set of linked arithmetic equations presented on a computer page. From time to time, an animated virtual character interrupted the participant to mimic a social interruption, and the participant chose whether or not to defer a response to the interruptions until they finished their page of equations. In four experiments, the independent variable was visual cue (cue versus no cue) and the primary outcome was the proportion of interruptions from the character that the participant deferred so that she or he could complete the page of equations. Experiment 1 (in English) suggested that the visual cue made participants more likely to defer the interruption. However, a potential confound noted in Experiment 1 was eliminated in Experiment 2 (also in English) and the effect of the visual cue disappeared. Experiment 3 (in German) tested a different way to remove the confound and replicated the results of Experiment 2. Finally Experiment 4 (in German) restored the confound and replicated the results of Experiment 1. Participants decisions to defer interruptions can depend on apparently minor properties of their primary task. Visual cues about upcoming primary tasks may encourage people to defer interruptions.In four experiments we tested the role of cues vs. no cues during the interruption lag.Cues were confounded with a greater opportunity to make progress in the primary task.Deferrals were no more frequent with cues vs. no cues if confound was removed.Interruptionmanagement microstrategies revealed sensitivity to time or memory costs.
Proxemo: A Demo-Presentation. Huber, Stephan; Preßler, Jan; Hurtienne, Jörn (2017). (Vol. 2)
Evaluation eines Public Displays für Menschen mit Demenz [Evaluation of a public display for people with dementia]. Huber, Stephan; Berner, Renate; Ly-Tung, Nam; Preßler, Jan; Hurtienne, Jörn (2017).
Evaluation eines Public Displays für Menschen mit Demenz [Evaluation of a public display for people with dementia]. Huber, Stephan; Berner, Renate; Ly-Tung, Nam; Preßler, Jan; Hurtienne, Jörn (2017).
Interruptions, visual cues, and the microstructure of interaction: Four laboratory studies. Weng, Michael; Huber, Stephan; Vilgan, Elizabeth; Grundgeiger, Tobias; Sanderson, Penelope M. (2017). 103(C) 77–94.
Visual cues relating to an interrupted task can help people recover from workplace interruptions. However, it is unclear whether visual cues relating to their next steps in a primary task may help people manage interruptions. In a previous intensive care unit simulation study, Grundgeiger et al. (2013) found that nurses performing equipment checks were more likely to defer an interruption from a colleague if they could see the next steps of their task on the equipment screen. We abstracted some elements of the simulation study into a controlled laboratory study to test whether visual cues support interruption management. Participants' primary task was to verify a set of linked arithmetic equations presented on a computer page. From time to time, an animated virtual character interrupted the participant to mimic a social interruption, and the participant chose whether or not to defer a response to the interruptions until they finished their page of equations. In four experiments, the independent variable was visual cue (cue versus no cue) and the primary outcome was the proportion of interruptions from the character that the participant deferred so that she or he could complete the page of equations. Experiment 1 (in English) suggested that the visual cue made participants more likely to defer the interruption. However, a potential confound noted in Experiment 1 was eliminated in Experiment 2 (also in English) and the effect of the visual cue disappeared. Experiment 3 (in German) tested a different way to remove the confound and replicated the results of Experiment 2. Finally Experiment 4 (in German) restored the confound and replicated the results of Experiment 1. Participants decisions to defer interruptions can depend on apparently minor properties of their primary task. Visual cues about upcoming primary tasks may encourage people to defer interruptions.In four experiments we tested the role of cues vs. no cues during the interruption lag.Cues were confounded with a greater opportunity to make progress in the primary task.Deferrals were no more frequent with cues vs. no cues if confound was removed.Interruptionmanagement microstrategies revealed sensitivity to time or memory costs.
Evaluating Interaction-Triggered Emotions in People with Dementia. Huber, Stephan; Pressler, Jan; Tung, Nam Ly; Hurtienne, Jörn in CHI EA ’17 (2017). 2659–2667.
Current User Experience (UX) tools are not applicable for evaluating the UX of people with moderate to severe dementia as communicating about self-reflection is beyond their abilities. Observational Quality of Live (QoL) methods are frequently used in the dementia context, but not designed for formative evaluations. In this paper we present Proxemo, a prototypical approach combining the strengths of methods from both domains. By enabling evaluators to accurately document emotions of people with dementia Proxemo overcomes the problem of UX tools requiring self-report and the vague timeframes of QoL methods. In a preliminary study experienced evaluators from the domains of UX and dementia interacted with the prototype intuitively and were keen on applying it in an evaluation. In future work we will optimize Proxemo for rating emotions of multiple users.
“Cognitive Aid“ und Echtzeit-Dokumentation bei innerklinischen Reanimationen: Weiterentwicklung einer Tablet-PC basierten „App“. Wurmb, Thomas; Huber, Stephan; Grundgeiger, Tobias; Reinhardt, Daniel; Steinisch, Andreas; Happel, Oliver (2017).
Proxemo: A Demo-Presentation. Huber, Stephan; Preßler, Jan; Hurtienne, Jörn (2017). (Vol. 2)
Anpassung von Contextual Design für den Kontext Demenz [Adaption of Contextual Design for the Dementia Context]. Huber, Stephan; Preßler, Jan; Hurtienne, Jörn (2016).
Evaluation of an Application Based on Conceptual Metaphors for Social Interaction Between Vehicles. Winkler, Armin; Baumann, Kristian; Huber, Stephan; Tscharn, Robert; Hurtienne, Jörn in DIS ’16 (2016). 1148–1159.
Due to an increasing level of automation whilst driving, users will gain additional spare time while travelling in the future. This allows passengers to indulge in non-driving activities, e.g. staying socially connected with their friends or entertaining themselves via mobile devices, which would otherwise be considered too distracting. To facilitate this, we designed an in-car infotainment system to replace the multiple mobile devices currently necessary to satisfy those needs. Our design approach employed a combination of Contextual Design methods and the Image Schema Theory for the first time ever in the automotive domain, which promises to be intuitive-to-use, and have innovative and inclusive interfaces. A first-time comparison with market leading products indicated higher efficiency, innovation scores and preferential scores while showing equal results for effectiveness, inclusivity and intuitive use. Furthermore we provide a set of conceptual metaphors which can inform future design and research efforts in the automotive domain.
Tangible interaction drawers for people with dementia: retrieving living experiences from past memories. Ly, Nam Tung; Pressler, Jan; Gall, Dominik; Hurtienne, Jörn; Huber, Stephan in UbiComp ’16 (2016). 157–160.
Recently, available studies suggest that reminiscence activity can improve cognitive functions and/or mood of people with dementia (PwD). Most current approaches focus on two types: using physical items (e.g. their photos, belonging objects), or using technology (e.g. tablet application). Physical item solutions are associated with more effort as each individual needs their own set of items. Technology solutions are promising but even a device with three buttons may be too complicated for people with moderate-severe dementia [1]. They usually need support to use the application. Based on contextual design, we came up with a chest of drawers using tangible user interface and Ubicomp technologies that can be interactive and adaptive. This approach also lets PwD do reminiscence activity by themselves, consequently enhance their autonomy, independent, and quality of life.
Smart lighting in dementia care facility. Ly, Nam Tung; Tscharn, Robert; Pressler, Jan; Huber, Stephan; Aknine, Samir; Serna, Audrey; Hurtienne, Jörn in UbiComp ’16 (2016). 1636–1639.
The growing number of people at old ages (demographic change) entails more age-related deficits and diseases. One of them is dementia, a complex neurodegenerative syndrome, which affects patient's cognitive abilities (e.g. short-term memory, attention, problem-solving, language, and spatiotemporal orientation). As the people with dementia (PwD) get difficulty in using technology (explicitly control system), our research was aiming at context-awareness and implicit interaction using automatic/adaptive lighting via the internet of things. In this paper, we present our preliminary work and examples of applications in using lighting in dementia care context.
Tangible interaction drawers for people with dementia: retrieving living experiences from past memories. Ly, Nam Tung; Pressler, Jan; Gall, Dominik; Hurtienne, Jörn; Huber, Stephan in UbiComp ’16 (2016). 157–160.
Recently, available studies suggest that reminiscence activity can improve cognitive functions and/or mood of people with dementia (PwD). Most current approaches focus on two types: using physical items (e.g. their photos, belonging objects), or using technology (e.g. tablet application). Physical item solutions are associated with more effort as each individual needs their own set of items. Technology solutions are promising but even a device with three buttons may be too complicated for people with moderate-severe dementia [1]. They usually need support to use the application. Based on contextual design, we came up with a chest of drawers using tangible user interface and Ubicomp technologies that can be interactive and adaptive. This approach also lets PwD do reminiscence activity by themselves, consequently enhance their autonomy, independent, and quality of life.
Tangibles für Menschen mit Demenz: Erinnerungen zum Anfassen. Preßler, Jan; Huber, Stephan; Ly, Nam Tung; Hurtienne, Jörn (2016).
Smart lighting in dementia care facility. Ly, Nam Tung; Tscharn, Robert; Pressler, Jan; Huber, Stephan; Aknine, Samir; Serna, Audrey; Hurtienne, Jörn in UbiComp ’16 (2016). 1636–1639.
The growing number of people at old ages (demographic change) entails more age-related deficits and diseases. One of them is dementia, a complex neurodegenerative syndrome, which affects patient's cognitive abilities (e.g. short-term memory, attention, problem-solving, language, and spatiotemporal orientation). As the people with dementia (PwD) get difficulty in using technology (explicitly control system), our research was aiming at context-awareness and implicit interaction using automatic/adaptive lighting via the internet of things. In this paper, we present our preliminary work and examples of applications in using lighting in dementia care context.
Tangibles für Menschen mit Demenz: Erinnerungen zum Anfassen. Preßler, Jan; Huber, Stephan; Ly, Nam Tung; Hurtienne, Jörn (2016).
Anpassung von Contextual Design für den Kontext Demenz [Adaption of Contextual Design for the Dementia Context]. Huber, Stephan; Preßler, Jan; Hurtienne, Jörn (2016).
The Effect of Visual Cues on How People Handle Interruptions. Huber, Stephan; Weng, Michael; Grundgeiger, Tobias; Sanderson, Penelope (2014). 58(1) 250–254.
People in work domains such as healthcare are often interrupted. As a result, they sometimes forget to resume their prior task, which may lead to undesirable consequences. In many cases, strategies such as deferring an interruption for a while can help people lower the risks imposed by interruptions. Using two computer-based tasks, we investigated whether visual cues make people more likely to defer an interruption until their current task is finished. Our study participants worked on an arithmetic task and were interrupted from time to time by an animated character inviting them to play Tic-Tac-Toe. Results showed that participants were more likely to defer accepting the interruption and to complete the arithmetic task if the arithmetic task contained visual cues that indicated the location of the next steps, than if it did not. The findings suggest that equipment with appropriately designed visual cues might encourage people to defer interruptions and finish their current tasks. Further research is needed to understand exactly how visual cues promote deferral strategies.
The Effect of Visual Cues on How People Handle Interruptions. Huber, Stephan; Weng, Michael; Grundgeiger, Tobias; Sanderson, Penelope (2014). 58(1) 250–254.
People in work domains such as healthcare are often interrupted. As a result, they sometimes forget to resume their prior task, which may lead to undesirable consequences. In many cases, strategies such as deferring an interruption for a while can help people lower the risks imposed by interruptions. Using two computer-based tasks, we investigated whether visual cues make people more likely to defer an interruption until their current task is finished. Our study participants worked on an arithmetic task and were interrupted from time to time by an animated character inviting them to play Tic-Tac-Toe. Results showed that participants were more likely to defer accepting the interruption and to complete the arithmetic task if the arithmetic task contained visual cues that indicated the location of the next steps, than if it did not. The findings suggest that equipment with appropriately designed visual cues might encourage people to defer interruptions and finish their current tasks. Further research is needed to understand exactly how visual cues promote deferral strategies.