Refine
Departments, institutes and facilities
- Institut für Verbraucherinformatik (IVI) (166) (remove)
Document Type
- Conference Object (104)
- Article (44)
- Part of a Book (9)
- Doctoral Thesis (5)
- Report (3)
- Book (monograph, edited volume) (1)
Year of publication
Language
- English (166) (remove)
Keywords
- ICT (8)
- Sustainability (7)
- Dementia (5)
- Exergame (5)
- Shared autonomous vehicles (5)
- Design (4)
- Eco-Feedback (4)
- GDPR (4)
- Global Software Engineering (4)
- Public Transport (4)
- Qualitative research (4)
- User Experience (4)
- Autonomous Driving (3)
- Consumer Informatics (3)
- Exergames (3)
- Fall prevention (3)
- HCI (3)
- Mobility (3)
- Offshoring (3)
- Older adults (3)
- Privacy (3)
- Smart Home (3)
- Sustainable Interaction Design (3)
- Trust (3)
- Wizard of Oz (3)
- Workplace (3)
- software engineering (3)
- usability (3)
- usable privacy (3)
- Adoption (2)
- Appropriation (2)
- Artificial Intelligence (2)
- Augmented Reality (2)
- Business Ethnography (2)
- Claim personal data (2)
- Data literacy (2)
- Data takeout (2)
- Digital Sovereignty (2)
- Empirical Study (2)
- Food (2)
- Global Software Development (2)
- Human Factors In Software Design (2)
- Information Systems (2)
- IoT (2)
- Living Lab (2)
- Machine Learning (2)
- Management (2)
- Methodology (2)
- Modal Shift (2)
- Nachhaltigkeit (2)
- Organizational Culture (2)
- Peer-to-Peer (2)
- Practice Theory (2)
- Qualitative Study (2)
- Qualitative study (2)
- Risk Perception (2)
- Self-Driving Cars (2)
- Service Design (2)
- Shared Autonomous Vehicles (2)
- Social sustainability (2)
- Software (2)
- Taste (2)
- Usable Privacy (2)
- User Acceptance (2)
- User-Centered Design (2)
- Videogame (2)
- Virtual Reality (2)
- Voice Assistants (2)
- autonomous driving (2)
- caregivers (2)
- co-design (2)
- end user development (2)
- feature selection (2)
- interaction design (2)
- machine learning (2)
- participatory design (2)
- prototyping (2)
- rebound effects (2)
- recommender systems (2)
- sustainability (2)
- sustainable mobility (2)
- travel mode choice (2)
- 3D Printer (1)
- AI-Systems (1)
- AR design (1)
- AR development (1)
- AR/VR (1)
- Accessibility (1)
- Accounting practices (1)
- Active and Healthy Aging Technologies (1)
- Active healthy ageing (1)
- Administrative work (1)
- Adoption Factors (1)
- Advances in Design Science Research (1)
- Agile software development (1)
- Alexa (1)
- Appropriation Infras-tructure (1)
- Articulation Work (1)
- Attention mechanism (1)
- Augmented reality en (1)
- Automated taxis (1)
- Automotive UI (1)
- Autonomes Fahren (1)
- Autonomous vehicles (1)
- Backorder prediction (1)
- Balance (1)
- Bayesian Hierarchical Model (1)
- Biometric data (1)
- Black-box models (1)
- Blockchain (1)
- Business Models (1)
- CNN (1)
- Car Interior Design (1)
- Car Management (1)
- Car Telematics (1)
- Care (1)
- Caregiver (1)
- Carsharing (1)
- Case study (1)
- Case-Study (1)
- Co-Design (1)
- Co-performance (1)
- Cognitive processing (1)
- Collaboration and e-Services (1)
- Collaborative design (1)
- Communication breakdown (1)
- Community (1)
- Computer Aided Software Engineering (1)
- Computer Support (1)
- Computing Milieux (1)
- Conceptual model (1)
- Connected Car (1)
- Connected Car Services (1)
- Constructionism (1)
- Consumer protection (1)
- Consumption (1)
- Consumption feedback (1)
- Context (1)
- Context-awareness (1)
- Conversational user interfaces (1)
- Cooperative Work (1)
- Country Risks (1)
- Crisis management (1)
- Curse of dimensionality (1)
- DSGVO (1)
- Data Integration (1)
- Data collection (1)
- Data protection by design (1)
- Data visualization (1)
- Demands of Older Adults (1)
- Deployment (1)
- Design Case Study (1)
- Design Probe (1)
- Design Recommendations (1)
- Design Theory and Practice (1)
- Design-Fiction (1)
- Digital Energy Management (1)
- Digital Plumbing (1)
- Digital Receipt (1)
- Disclosive ethics (1)
- Distribute Software Development (1)
- Domestic Technology (1)
- Domestic workplace studies (1)
- Driving Simulator (1)
- E-Business (1)
- E-hailing (1)
- ELSI (1)
- Economics (1)
- Ecosystems (1)
- Effective purpose specification (1)
- Elderly (1)
- Electric micromobility (1)
- Embodied knowledge (1)
- Empfehlungssystem (1)
- Empfehlungssysteme (1)
- Employment (1)
- End-User Development (1)
- Engaging Experience (1)
- Enterprise Engineering (1)
- Enterprise Information Systems (1)
- Erweiterte Realität <Informatik> de (1)
- Ethnographic Research (1)
- Explanatory dialogues (1)
- Extended reality (1)
- Fake review cues (1)
- Fake review detection (1)
- Financial practices (1)
- Folk theories (1)
- Food Practices (1)
- Food Retail (1)
- Food literacy (1)
- Fully Autonomous Driving (1)
- Future Work (1)
- Game design (1)
- Geteilte autonome Fahrzeuge (1)
- Global explanati (1)
- Grassroots (1)
- Grounded Theory (1)
- Guidelines (1)
- HFI (1)
- Health Technology Design (1)
- Hems (1)
- Home energy management system (1)
- Household management (1)
- Human Factors (1)
- Human autonomy (1)
- Human computer interaction (HCI) (1)
- Human review fraud detection (1)
- Human-Food-Interaction (1)
- Human-Robot Collaboration (1)
- Human-centered computing (1)
- Human-food interaction (1)
- Human-robot interaction (1)
- Human–Food Interaction (1)
- ICT Design (1)
- IIoT (1)
- IT-CMF (1)
- Impaired (1)
- Individual Empowerment (1)
- Indoor-positioning (1)
- Infrastructuring (1)
- Innovation (1)
- Integrated Household Information System (1)
- Integration Platform as a Service (1)
- Integration of New Technologies for the Elderly (1)
- Integration of Technologies for Active and Healthy Aging (1)
- Intelligence Amplification (1)
- Intelligence Augmentation (1)
- Intelligent Process Automation (1)
- Interaction design en (1)
- Interactive Artifacts (1)
- Interaktionsdesign de (1)
- Internationalization (1)
- Internet of Things (1)
- Interpretability (1)
- Interview (1)
- Interview study (1)
- Interviews (1)
- Invisible AI (1)
- Jobs (1)
- Kinect (1)
- Konsum (1)
- Last mile problem (1)
- Learning (1)
- Learning Environments (1)
- Legal Aspects (1)
- Living Labs (1)
- Local explanation (1)
- MR (1)
- Marketplaces (1)
- Mental models (1)
- Methods (1)
- Millennials (1)
- Misconception (1)
- Mixed / augmented reality (1)
- Mixed Reality (1)
- Mixed methods (1)
- Mixed-methods (1)
- Mobile technologies (1)
- Mobility behavior (1)
- Model surrogation (1)
- Multimodal Mobility (1)
- NLP (1)
- Nearshoring (1)
- Negotiation of Taste (1)
- Neuroscience (1)
- Nutzerorientierte Methoden (1)
- Observation (1)
- Older people (1)
- Opinion scam (1)
- Organization Theory (1)
- Organizations (1)
- P2P carsharing (1)
- Participatory Design (1)
- Participatory Design (1)
- Participatory design studies (1)
- Partworth Utilities (1)
- Passengers (1)
- Perceived AI (1)
- Performance (1)
- Personal thermal comfort (1)
- Platform economy (1)
- Policy (1)
- Privacy Awareness (1)
- Privatsphäre (1)
- Programmer Workbench (1)
- Qualitative Research (1)
- Recommender Systems (1)
- Relative Added Value (1)
- Remote Work (1)
- Repeat Purchase Recommendations (1)
- Reputation systems (1)
- Research Trajectories (1)
- Research methods (1)
- Research through Design (1)
- Review scam (1)
- Risk Analysis (1)
- Robo-taxi (1)
- Robotic Process Automation (1)
- Robots (1)
- SID (1)
- SME (1)
- SOS calls (1)
- Scan and Go (1)
- Scenarios (1)
- Scoring (1)
- Second Cockpit (1)
- Second Screen (1)
- Self-checkout (1)
- Self-driving (1)
- Self-service (1)
- Semantic representation (1)
- Sensor-based (1)
- Service expansion (1)
- Service robot (1)
- Sharing economies (1)
- Shopping Experience (1)
- Small to medium-sized enterprises (1)
- Smart metering (1)
- Sociable Technologies (1)
- Social Capital (1)
- Social Media (1)
- Social learning (1)
- Social practice theory en (1)
- Social practices (1)
- Socio Informatics (1)
- Software Development (1)
- Software as a Service (1)
- Soziale Praktiken (1)
- Strategic Planning (1)
- Strength (1)
- Survey (1)
- Sustainable HCI (1)
- TNC (1)
- Taxi (1)
- Taxi app (1)
- Taxi driver (1)
- Technikfolgenabschätzung (1)
- Technology Assessment (1)
- Technology acceptance (1)
- Teleoperation (1)
- Textual entailment (1)
- Theorie der sozialen Praxis (1)
- Transportation (1)
- Travel Mode Choice (1)
- Travel mode choice (1)
- UXD (1)
- Ubiquity (1)
- Unattended Train Operation (1)
- Usability (1)
- Usage Experience (1)
- User Interface Design (1)
- User Requirements (1)
- User centered design (1)
- User feedback (1)
- User studies (1)
- User-oriented methods (1)
- User-perspective (1)
- Users’ repair strategies (1)
- Verbrauch (1)
- Verbraucherinformatik (1)
- Verification systems (1)
- Virtuelle Realität de (1)
- Voice assistant (1)
- Voight-Kampff test (1)
- Wearables (1)
- Web-Tracking (1)
- Well-being (1)
- Word embedding (1)
- Work (1)
- XR (1)
- accessibility information and communication technology (1)
- adl (1)
- appropriation (1)
- augmented reality (1)
- authoring (1)
- authoring tools (1)
- autonomous systems (1)
- car sharing (1)
- carsharing (1)
- computer system (1)
- connected car (1)
- consumer informatics (1)
- consumption shifting (1)
- critical consumerism (1)
- culture (1)
- culture of participation (1)
- data inadequacy (1)
- data literacy (1)
- data science (1)
- data science canvas (1)
- data visualization (1)
- decision support system (1)
- dementia (1)
- democratization (1)
- demographic transition (1)
- design (1)
- design case study (1)
- design probe (1)
- digital fabrication (1)
- digital receipt (1)
- eXplainable artifcial intelligence (XAI) (1)
- eco-feedback (1)
- emergency response (1)
- empirical studies in interaction design (1)
- ethics (1)
- ethnographically informed studies (1)
- ethnography (1)
- evolutionary development (1)
- exergame (1)
- exergames (1)
- explainable AI (1)
- fall prevention (1)
- fall risk (1)
- field study (1)
- food consumption (1)
- food waste (1)
- generative adversarial network (1)
- hardware engineering (1)
- healthcare (1)
- indirect rebound effects (1)
- interface design (1)
- knowledge management (1)
- knowledge sharing practices (1)
- long-term study (1)
- maker communities (1)
- memories (1)
- mixed reality (1)
- mobile computing (1)
- mobility intelligence (1)
- multi-sensory (1)
- nostalgia (1)
- older adults (1)
- organizational management and coordination (1)
- pervasive computing (1)
- practitioners (1)
- preference migration (1)
- privacy preferences (1)
- privacy settings (1)
- process infrastructure (1)
- project management (1)
- prosumption (1)
- qualitative research (1)
- qualitative research methods (1)
- quality of life (1)
- reCAPTCHA (1)
- relatives (1)
- remembering (1)
- right to access (1)
- shared autonomous vehicles (1)
- shared mobility (1)
- sharing (1)
- small enterprises (1)
- smart heating system (1)
- smart meters (1)
- social interactions (1)
- social robots (1)
- social support (1)
- storytelling (1)
- technological platform (1)
- thermal comfort modelling (1)
- universal design (1)
- user interface (1)
- user journey (1)
- user preferences (1)
- user studies (1)
- user study (1)
- user-centered AI (1)
- validity (1)
- virtual reality, XR (1)
- visibility (1)
- wine (1)
Background
Consumers rely heavily on online user reviews when shopping online and cybercriminals produce fake reviews to manipulate consumer opinion. Much prior research focuses on the automated detection of these fake reviews, which are far from perfect. Therefore, consumers must be able to detect fake reviews on their own. In this study we survey the research examining how consumers detect fake reviews online.
Methods
We conducted a systematic literature review over the research on fake review detection from the consumer-perspective. We included academic literature giving new empirical data. We provide a narrative synthesis comparing the theories, methods and outcomes used across studies to identify how consumers detect fake reviews online.
Results
We found only 15 articles that met our inclusion criteria. We classify the most often used cues identified into five categories which were (1) review characteristics (2) textual characteristics (3) reviewer characteristics (4) seller characteristics and (5) characteristics of the platform where the review is displayed.
Discussion
We find that theory is applied inconsistently across studies and that cues to deception are often identified in isolation without any unifying theoretical framework. Consequently, we discuss how such a theoretical framework could be developed.
Exploring Future Work - Co-Designing a Human-robot Collaboration Environment for Service Domains
(2020)
There has been increasing interest in the application of humanoid robots in service domains like retail or care homes in recent years. Here, most use cases focus on serving customer needs autonomously. Frequently, human intervention becomes necessary to support the robot in exceptional situations. However, direct intervention of service operators is often not possible and requires specialized personnel. In a co-design process with 13 service operators from a pharmacy, we designed a remote working environment for human-robot collaboration that enables first-time experiences and collaboration with robots. Five participants took part in an assessment study and reported on their experiences about the utility, usability and user experience. Results show that participants were able to control and train the robot through the remote control environment. We discuss implications of our results for future work in service domains and emphasize a shift of focus from full robot automatization to human-robot collaboration forms.
This article concerns the design and development of Information- and Communication Technology, in particular computer systems in regard to the demographic transition which will influence user capabilities. It is questionable if current applied computer systems are able to meet the requirements of altered user groups with diversified capabilities. Such an enquiry is necessary based on actual forecasts leading to the assumption that the average age of employees in enterprises will increase significantly within the next 50-60 years, while the percentage of computer aided business tasks, operated by human individuals, rises from year to year. This progress will precipitate specific consequences for enterprises regarding the design and application of computer systems. If computer systems are not adapted to altered user requirements, efficient and productive utilisation could be negatively influenced. These consequences constitute the motivation to extend traditional design methodologies and thereby ensure the application of computer systems that are usable, independent of user capabilities.
This article concerns with the accessibility of Business process modelling tools (BPMo tools) and business process modelling languages (BPMo languages). Therefore the reader will be introduced to business process management and the authors' motivation behind this inquiry. Afterwards, the paper will reflect problems when applying inaccessible BPMo tools. To illustrate these problems the authors distinguish between two different categories of issues and provide practical examples. Finally the article will present three approaches to improve the accessibility of BPMo tools and BPMo languages.
In this paper, we provide a participatory design study of a mobile health platform for older adults that provides an integrative perspective on health data collected from different devices and apps. We illustrate the diversity and complexity of older adults’ perspectives in the context of health and technology use, the challenges which follow on for the design of mobile health platforms that support active and healthy ageing (AHA) and our approach to addressing these challenges through a participatory design (PD) process. Interviews were conducted with older adults aged 65+ in a two-month study with the goal of understanding perspectives on health and technologies for AHA support. We identified challenges and derived design ideas for a mobile health platform called “My-AHA”. For researchers in this field, the structured documentation of our procedures and results, as well as the implications derived provide valuable insights for the design of mobile health platforms for older adults.