Refine
H-BRS Bibliography
- yes (176) (remove)
Departments, institutes and facilities
- Institut für Verbraucherinformatik (IVI) (176) (remove)
Document Type
- Conference Object (86)
- Article (39)
- Part of a Book (25)
- Report (7)
- Book (monograph, edited volume) (5)
- Working Paper (5)
- Contribution to a Periodical (4)
- Doctoral Thesis (4)
- Conference Proceedings (1)
Year of publication
Keywords
- User Experience (8)
- ICT (7)
- Dementia (5)
- Exergame (5)
- Sustainability (5)
- Verbraucherinformatik (5)
- Design (4)
- Eco-Feedback (4)
- Public Transport (4)
- Sustainable Interaction Design (4)
- Consumer Informatics (3)
- Internetökonomie (3)
- Kompetenz (3)
- Living Lab (3)
- Nachhaltigkeit (3)
- Organisation (3)
- Peer-to-Peer (3)
- Privacy (3)
- Self-Driving Cars (3)
- Shared Autonomous Vehicles (3)
- Smart Home (3)
- Trust (3)
- Wertschöpfung (3)
- Wizard of Oz (3)
- Workplace (3)
- usability (3)
- Adoption (2)
- Appropriation (2)
- Artificial Intelligence (2)
- Augmented Reality (2)
- Autonomes Fahren (2)
- Autonomous Driving (2)
- Blockchain (2)
- Data literacy (2)
- Digital Sovereignty (2)
- Digitaler Verbraucherschutz (2)
- Digitalisierung (2)
- E-Business (2)
- Empirical Study (2)
- Evaluation (2)
- Exergames (2)
- Fall prevention (2)
- GDPR (2)
- HCI (2)
- Hilfsangebote (2)
- Information Systems (2)
- Lehrbuch (2)
- Machine Learning (2)
- Mobility (2)
- Older adults (2)
- Onlinebetrug (2)
- Organisationsentwicklung (2)
- Organizational Culture (2)
- Practice Theory (2)
- Qualitative Study (2)
- Qualitative study (2)
- Risk Perception (2)
- Service Design (2)
- Shared autonomous vehicles (2)
- Sharing Economy (2)
- Taste (2)
- Usability (2)
- User Acceptance (2)
- User-Centered Design (2)
- Verkehrsmittelwahl (2)
- Videogame (2)
- Viktimologie (2)
- Virtual Reality (2)
- Voice Assistants (2)
- autonomous driving (2)
- caregivers (2)
- co-design (2)
- feature selection (2)
- interaction design (2)
- machine learning (2)
- participatory design (2)
- prototyping (2)
- recommender systems (2)
- sustainable mobility (2)
- travel mode choice (2)
- 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)
- Alltagsmobilität (1)
- Aneignungsstudie (1)
- Arbeitsproduktivität (1)
- Attention mechanism (1)
- Augmented reality en (1)
- Automotive UI (1)
- Autonomous vehicles (1)
- Backorder prediction (1)
- Balance (1)
- Bayesian Hierarchical Model (1)
- Beratung (1)
- Beschäftigungsschwelle (1)
- Bildungspolitik (1)
- Biometric data (1)
- Black-box models (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)
- Communication breakdown (1)
- Community of Practice (1)
- Computer-Assisted Mobility Research (1)
- Conceptual model (1)
- Connected Car (1)
- Connected Car Services (1)
- Consumer protection (1)
- Consumption (1)
- Consumption feedback (1)
- Context-awareness (1)
- Conversational user interfaces (1)
- Country Risks (1)
- Curse of dimensionality (1)
- Customer Relationship Management (1)
- Data Integration (1)
- Data Literacy (1)
- Data Science (1)
- Data Storytelling (1)
- Data Storytelling Process (1)
- Data protection by design (1)
- Data visualization (1)
- Data-Storytelling-Prozess (1)
- Datenkompetenz (1)
- Datenwissenschaft (1)
- Demands of Older Adults (1)
- Demografische Entwicklung (1)
- Design Probe (1)
- Design Recommendations (1)
- Design Theory and Practice (1)
- Design-Fiction (1)
- Dienstleistung (1)
- Digital Receipt (1)
- Digitaler Kassenzettel (1)
- Digitalisation (1)
- Direktinvestitionen (1)
- Domestic Technology (1)
- Domestic workplace studies (1)
- Driving Simulator (1)
- Dynamic passenger information (1)
- Dynamische Fahrgastinformationen (1)
- E-hailing (1)
- EPCIS (Electronic Product Code Information Services) (1)
- Economics (1)
- Effective purpose specification (1)
- Electric micromobility (1)
- Electronic Commerce (1)
- Elektronische Märkte (1)
- Embodied knowledge (1)
- Empfehlungssystem (1)
- Empfehlungssysteme (1)
- Engaging Experience (1)
- Enterprise Engineering (1)
- Enterprise Information Systems (1)
- Erweiterte Realität <Informatik> de (1)
- Erwerbspersonen (1)
- Ethnographic Research (1)
- Experten (1)
- Explanatory dialogues (1)
- Extended reality (1)
- Fahrgastinformation (1)
- Fake review cues (1)
- Fake review detection (1)
- Financial practices (1)
- Folk theories (1)
- Food (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)
- Grounded Theory (1)
- Guidelines (1)
- Haltestelle (1)
- Health Technology Design (1)
- Hedonische Preisindizes (1)
- Hems (1)
- Home energy management system (1)
- Household management (1)
- Human Factors (1)
- Human Food Interaction (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)
- IIoT (Industrial Internet of Things) (1)
- IT-CMF (1)
- IT-Controlling (1)
- IT-Management (1)
- Individual Empowerment (1)
- Indoor-positioning (1)
- Industrie 4.0 (1)
- Industrielle Revolution (1)
- Informations- und Kommunikationstechnologien (1)
- Innerstädtische Bushaltestelle (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)
- Intelligent Process Automation (1)
- Interaction design en (1)
- Interactive Artifacts (1)
- Interaktionsdesign de (1)
- Internationalisierung (1)
- Internationalization (1)
- Internet (1)
- Internet-Ökonomie (1)
- Interpretability (1)
- Interview (1)
- Investitionsentscheidung (1)
- Invisible AI (1)
- IoT (1)
- Kapitalintensität (1)
- Kinect (1)
- Komponentenzerlegung der Produktivitätsrate (1)
- Konsum (1)
- Last mile problem (1)
- Lebensmittelindustrie (1)
- Legal Aspects (1)
- Local explanation (1)
- Lohnstückkosten (1)
- MR (1)
- Management (1)
- Marketplaces (1)
- Mental models (1)
- Methods (1)
- Ministerium (1)
- Misconception (1)
- Mittelstand (1)
- Mixed / augmented reality (1)
- Mixed Reality (1)
- Mixed methods (1)
- Mixed-methods (1)
- Mobile technologies (1)
- Mobility as a Service (1)
- Mobilität (1)
- Mobilitätsdaten (1)
- Mobilitätserhebung (1)
- Modal Shift (1)
- Model surrogation (1)
- Multimodal Mobility (1)
- NLP (1)
- Negotiation of Taste (1)
- Neuroscience (1)
- Nutzerakzeptanz (1)
- Nutzerorientierte Methoden (1)
- Observation (1)
- Older people (1)
- Opinion scam (1)
- Organization Theory (1)
- P2P carsharing (1)
- P2P-Carsharing (1)
- Participatory Design (1)
- Participatory design studies (1)
- Partworth Utilities (1)
- Passengers (1)
- Perceived AI (1)
- Performance (1)
- Personal thermal comfort (1)
- Personennahverkehr (1)
- Policy (1)
- Politikberatung (1)
- Privacy Awareness (1)
- Produktionsfunktion (1)
- Produktionspotenzial (1)
- Produktivitätsorientierte Lohnpolitik (1)
- Produktivitätsparadoxon (1)
- Projektmanagement (1)
- Prozessmanagement (1)
- Public transport (1)
- Qualitative Interviews (1)
- Qualitative Research (1)
- Qualitative interviews (1)
- Recommender Systems (1)
- Relative Added Value (1)
- Relativer Mehrwert (1)
- Remote Work (1)
- Repeat Purchase Recommendations (1)
- Reputation systems (1)
- Research through Design (1)
- Review scam (1)
- Risikoindex (1)
- Risikoplanung (1)
- Risk Analysis (1)
- Robo-taxi (1)
- Robotic Process Automation (1)
- Robots (1)
- Sachverständigenrat (1)
- Scan and Go (1)
- Scenarios (1)
- Scoring (1)
- Second Cockpit (1)
- Second Screen (1)
- Selbstfahrende Autos (1)
- Selbstfahrtechnik (1)
- Self-checkout (1)
- Self-driving (1)
- Self-service (1)
- Semantic representation (1)
- Sensor-based (1)
- Service expansion (1)
- Service robot (1)
- Shopping Experience (1)
- Smart Contracts (1)
- Social practice theory en (1)
- Social practices (1)
- Software as a Service (1)
- Soziale Praktiken (1)
- Stakeholder-Analyse (1)
- Standortentscheidung (1)
- Standortwahl (1)
- Strategic Planning (1)
- Strategische Planung (1)
- Strength (1)
- Strukturwandel (1)
- Supply Chain Management (1)
- Survey (1)
- TNC (1)
- Taxi app (1)
- Taxi driver (1)
- Technikfolgenabschätzung (1)
- Technischer Fortschritt (1)
- Technology Assessment (1)
- Technology acceptance (1)
- Teleoperation (1)
- Textual entailment (1)
- Theorie der sozialen Praxis (1)
- Totale Faktorproduktivität (1)
- Traceability (1)
- Travel Mode Choice (1)
- UUX-Praxis (1)
- UXD (1)
- Ubiquity (1)
- Unattended Train Operation (1)
- Urban bus stop (1)
- Usable Privacy (1)
- User 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)
- Vegan (1)
- Verbrauch (1)
- Verfahren (1)
- Verification systems (1)
- Virtuelle Realität de (1)
- Voice assistant (1)
- Voight-Kampff test (1)
- Wahrnehmung (1)
- Web. 2.0 (1)
- Well-being (1)
- Wirtschaftstheorie (1)
- Wissensaustausch (1)
- Wissenschaftler (1)
- Wissenstransfer (1)
- Word embedding (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)
- data inadequacy (1)
- data literacy (1)
- data science (1)
- data science canvas (1)
- decision support system (1)
- dementia (1)
- democratization (1)
- demographic transition (1)
- design (1)
- digital receipt (1)
- eBon (1)
- eXplainable artifcial intelligence (XAI) (1)
- ethics (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)
- healthcare (1)
- indirect rebound effects (1)
- interface design (1)
- long-term study (1)
- memories (1)
- mixed reality (1)
- mobility intelligence (1)
- multi-sensory (1)
- nostalgia (1)
- older adults (1)
- practitioners (1)
- preference migration (1)
- qualitative research (1)
- quality of life (1)
- reCAPTCHA (1)
- rebound effects (1)
- relatives (1)
- remembering (1)
- right to access (1)
- shared autonomous vehicles (1)
- shared mobility (1)
- smart heating system (1)
- social interactions (1)
- social robots (1)
- social support (1)
- storytelling (1)
- thermal comfort modelling (1)
- universal design (1)
- usable privacy (1)
- user interface (1)
- user journey (1)
- user preferences (1)
- user study (1)
- user-centered AI (1)
- virtual reality, XR (1)
- wine (1)
- Öffentlicher Personennahverkehr (1)
- Öffentlichkeit (1)
Sharing economies enabled by technical platforms have been studied regarding their economic, legal, and social effects, as well as with regard to their possible influences on CSCW topics such as work, collaboration, and trust. While a lot current research is focusing on the sharing economy and related communities, there is little work addressing the phenomenon from a socio-technical point of view. Our workshop is meant to address this gap. Building on research themes and discussion from last year’s ECSCW, we seek to engage deeper with topics such as novel socio-technical approaches for enabling sharing communities, discussing issues around digital consumer and worker protection, as well as emerging challenges and opportunities of existing platforms and approaches.
New cars are increasingly "connected" by default. Since not having a car is not an option for many people, understanding the privacy implications of driving connected cars and using their data-based services is an even more pressing issue than for expendable consumer products. While risk-based approaches to privacy are well established in law, they have only begun to gain traction in HCI. These approaches are understood not only to increase acceptance but also to help consumers make choices that meet their needs. To the best of our knowledge, perceived risks in the context of connected cars have not been studied before. To address this gap, our study reports on the analysis of a survey with 18 open-ended questions distributed to 1,000 households in a medium-sized German city. Our findings provide qualitative insights into existing attitudes and use cases of connected car features and, most importantly, a list of perceived risks themselves. Taking the perspective of consumers, we argue that these can help inform consumers about data use in connected cars in a user-friendly way. Finally, we show how these risks fit into and extend existing risk taxonomies from other contexts with a stronger social perspective on risks of data use.
AI systems pose unknown challenges for designers, policymakers, and users which aggravates the assessment of potential harms and outcomes. Although understanding risks is a requirement for building trust in technology, users are often excluded from legal assessments and explanations of AI hazards. To address this issue we conducted three focus groups with 18 participants in total and discussed the European proposal for a legal framework for AI. Based on this, we aim to build a (conceptual) model that guides policymakers, designers, and researchers in understanding users’ risk perception of AI systems. In this paper, we provide selected examples based on our preliminary results. Moreover, we argue for the benefits of such a perspective.
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.
Autonomous driving enables new mobility concepts such as shared-autonomous services. Although significant re-search has been done on passenger-car interaction, work on passenger interaction with robo-taxis is still rare. In this paper, we tackle the question of how passengers experience robo-taxis as a service in real-life settings to inform the interaction design. We conducted a Wizard of Oz study with an electric vehicle where the driver was hidden from the passenger to simulate the service experience of a robo-taxi. 10 participants had the opportunity to use the simulated shared-autonomous service in real-life situations for one week. By the week's end, 33 rides were completed and recorded on video. Also, we flanked the study conducting interviews before and after with all participants. The findings provided insights into four design themes that could inform the service design of robo-taxis along the different stages including hailing, pick-up, travel, and drop-off.
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.
Durch die Digitalisierung befindet sich die Mobilitätsbranche im starken Umbruch. So wird man bei der Verkehrsmittelwahl zukünftig wohl auch auf selbstfahrende Autos zurückgreifen können. Die Studie erweitert die Verkehrs- und Nutzerakzeptanzforschung, indem unter Berücksichtigung relativer Teilmehrwerte tiefergehend analysiert wird, wie sich die neuen Verkehrsmodi autonomer Privat-PKW, autonomes Carsharing und autonomes Taxi aus heutiger Sicht in den bestehenden Verkehrsmix einsortieren. Hierzu wurde auf Basis der Nutzerpräferenztheorie eine Onlineumfrage (n=172) zu den relativen Mehrwerten der neuen autonomen Verkehrsmodi durchgeführt. Es zeigt sich, dass Nutzer im Vergleich zum PKW bei den autonomen Modi Verbesserungen im Fahrkomfort und in der Zeitnutzung sehen, in vielen anderen Bereichen – insbesondere bei Fahrspaß und Kontrolle – hingegen keine Vorteile oder sogar relative Nachteile sehen. Gegenüber dem ÖPNV bieten die autonomen Modi in fast allen Eigenschaften Mehrwerte. Diese Betrachtung auf Teilnutzenebene liefert eine genauere Erklärung für Nutzerakzeptanz des automatisierten Fahrens.
Voice assistants (VA) collect data about users’ daily life including interactions with other connected devices, musical preferences, and unintended interactions. While users appreciate the convenience of VAs, their understanding and expectations of data collection by vendors are often vague and incomplete. By making the collected data explorable for consumers, our research-through-design approach seeks to unveil design resources for fostering data literacy and help users in making better informed decisions regarding their use of VAs. In this paper, we present the design of an interactive prototype that visualizes the conversations with VAs on a timeline and provides end users with basic means to engage with data, for instance allowing for filtering and categorization. Based on an evaluation with eleven households, our paper provides insights on how users reflect upon their data trails and presents design guidelines for supporting data literacy of consumers in the context of VAs.
Das autonome Fahren wird die Mobilität revolutionieren. Um die Auswirkung der Vollautomation auf dieEigenschaften der Verkehrsmittel und die Präferenzen der Nutzer besser zu verstehen, haben wir dieNutzenwerte neuen Verkehrsmodi im Vergleich zu den bestehenden Verkehrsmodi analysiert und imRahmen einer Online-Umfrage von potentiellen Nutzern in Form eines vollständigen Paarvergleichsbewerten lassen. Die Studie zeigt, dass der Privat-PKW, unabhängig davon ob traditionell odervollautomatisiert, zwar nach wie vor das präferierte Verkehrsmittel ist, im direkten Vergleich das Carsharingjedoch viel stärker von der Vollautomation profitiert. Darüber hinaus gibt es Hinweise darauf, dass dasvollautomatisierte Carsharing verstärkt in Konkurrenz zum ÖPNV tritt.
There has been a growing interest in taste research in the HCI and CSCW communities. However, the focus is more on stimulating the senses, while the socio-cultural aspects have received less attention. However, individual taste perception is mediated through social interaction and collective negotiation and is not only dependent on physical stimulation. Therefore, we study the digital mediation of taste by drawing on ethnographic research of four online wine tastings and one self-organized event. Hence, we investigated the materials, associated meanings, competences, procedures, and engagements that shaped the performative character of tasting practices. We illustrate how the tastings are built around the taste-making process and how online contexts differ in providing a more diverse and distributed environment. We then explore the implications of our findings for the further mediation of taste as a social and democratized phenomenon through online interaction.
AI (artificial intelligence) systems are increasingly being used in all aspects of our lives, from mundane routines to sensitive decision-making and even creative tasks. Therefore, an appropriate level of trust is required so that users know when to rely on the system and when to override it. While research has looked extensively at fostering trust in human-AI interactions, the lack of standardized procedures for human-AI trust makes it difficult to interpret results and compare across studies. As a result, the fundamental understanding of trust between humans and AI remains fragmented. This workshop invites researchers to revisit existing approaches and work toward a standardized framework for studying AI trust to answer the open questions: (1) What does trust mean between humans and AI in different contexts? (2) How can we create and convey the calibrated level of trust in interactions with AI? And (3) How can we develop a standardized framework to address new challenges?
Critical consumerism is complex as ethical values are difficult to negotiate, appropriate products are hard to find, and product information is overwhelming. Although recommender systems offer solutions to reduce such complexity, current designs are not appropriate for niche practices and use non-personalized intransparent ethics. To support critical consumption, we conducted a design case study on a personalized food recommender system. Therefore, we first conducted an empirical pre-study with 24 consumers to understand value negotiations and current practices, co-designed the recommender system, and finally evaluated it in a real-world trial with ten consumers. Our findings show how recommender systems can support the negotiation of ethical values within the context of consumption practices, reduce the complexity of finding products and stores, and strengthen consumers. In addition to providing implications for the design to support critical consumption practices, we critically reflect on the scope of such recommender systems and its appropriation.
Mobilitäts- und Nachhaltigkeitsforscher sehen sich bei der Erforschung des Mobilitätsverhaltens von Personen mit einer bunten Palette an Erhebungsmethoden konfrontiert. Erweitert wird diese Vielfalt in der letzten Zeit durch die Möglichkeit, dieses Verhalten direkt über die Smartphones der Probanden zu erfassen. Um die Auswahl geeigneter Methoden zu erleichtern, liefert die vorliegende Literaturstudie einen detaillierten Überblick zu Fragestellungen, Daten und Erhebungsmethoden, die im Bereich der Mobilitätsforschung zur Erfassung von Alltagsmobilität eingesetzt werden.
In recent years, eXtended Reality (XR) technology like Augmented Reality and Virtual Reality became both technically feasible as well as affordable which lead to a drastic demand of professionally designed and developed applications. However, this demand combined with a rapid pace of innovation revealed a lack of design tool support for professional interaction designers as well as a knowledge gap regarding their approaches and needs. To address this gap, this thesis engages with the work of professional XR interaction designers in a qualitative research into XR interaction design approach. Therefore, this thesis applies two complementary lenses stemming from scientific design and social practice theory discourses to observe, describe, analyze, and understand professional XR interaction designers' challenges and approaches with a focus on application prototyping.
Augmented/Virtual Reality (AR/VR) is still a fragmented space to design for due to the rapidly evolving hardware, the interdisciplinarity of teams, and a lack of standards and best practices. We interviewed 26 professional AR/VR designers and developers to shed light on their tasks, approaches, tools, and challenges. Based on their work and the artifacts they generated, we found that AR/VR application creators fulfill four roles: concept developers, interaction designers, content authors, and technical developers. One person often incorporates multiple roles and faces a variety of challenges during the design process from the initial contextual analysis to the deployment. From analysis of their tool sets, methods, and artifacts, we describe critical key challenges. Finally, we discuss the importance of prototyping for the communication in AR/VR development teams and highlight design implications for future tools to create a more usable AR/VR tool chain.
Kleinere, günstigere und effizientere Sensoren und Aktoren sowie Funkprotokolle haben dazu geführt, dass Smart Home Produkte in zunehmend auch für den privaten Massenmarkt erschwinglich werden. Damit stehen Hersteller und Anbieter vor der Herausforderung, komplexe cyber-physische Systeme für Jedermann handhabbar zu gestalten. Es fehlen allerdings empirische Erkenntnisse über die Rolle von Smart Home im Alltag. Wir präsentieren Ergebnisse aus einer Living Lab Studie, in der 14 Haushalte mit einer am Markt erhältlichen Smart Home Nachrüstlösung ausgestattet und über neun Monate empirisch begleitet wurden. Anhand der Analyse von Interviews, Beobachtungen und Co-Design Workshops in den Phasen der Produktauswahl, Installation, Konfiguration und längerfristigen Nutzung zeigen wir Herausforderungen und Potentiale von Smart Home Systemen auf. Unsere Erkenntnisse deuten darauf hin, dass das Smart Home immer noch von technischen Details dominiert wird. Zugleich fehlen Nutzern angemessene Steuerungs- und Kontrollmöglichkeiten, um weiterhin die Entscheidungshoheit im eigenen Zuhause zu behalten.
Getrieben durch kleiner und günstiger werdende Sensoren und der damit verbundenen Messbarmachung immer weiter reichender Teile des Alltages, hat sich die Gestaltung von Verbrauchsvisualisierunen bzw. Verbrauchsfeedbacksystemen zur Unterstützung von nachhaltigem Verhalten zu einem sehr aktiven Forschungsfeld entwickelt.
Data emerged as a central success factor for companies to benefit from digitization. However, the skills in successfully creating value from data – especially at the management level – are not always profound. To address this problem, several canvas models have already been designed. Canvas models are usually created to write down an idea in a structured way to promote transparency and traceability. However, some existing data science canvas models mainly address developers and are thus unsuitable for decision-makers and communication within interdisciplinary teams. Based on a literature review, we identified influencing factors that are essential for the success of data science projects. With the information gained, the Data Science Canvas was developed in an expert workshop and finally evaluated by practitioners to find out whether such an instrument could support data-driven value creation.
Bedingt durch die fortlaufende Digitalisierung und den Big Data-Trend stehen immer mehr Daten zur Verfügung. Daraus resultieren viele Potenziale – gerade für Unternehmen. Die Fähigkeit zur Bewältigung und Auswertung dieser Daten schlägt sich in der Rolle des Data Scientist nieder, welcher aktuell einer der gefragtesten Berufe ist. Allerdings ist die Integration von Daten in Unternehmensstrategie und -kultur eine große Herausforderung. So müssen komplexe Daten und Analyseergebnisse auch nicht datenaffinen Stakeholdern kommuniziert werden. Hier kommt dem Data Storytelling eine entscheidende Rolle zu, denn um mit Daten eine Veränderung hervorrufen zu können, müssen vorerst Verständnis und Motivation für den Sachverhalt zielgruppenspezifisch geschaffen werden. Allerdings handelt es sich bei Data Storytelling noch um ein Nischenthema. Diese Arbeit leitet mithilfe einer systematischen Literaturanalyse die Erfolgsfaktoren von Data Storytelling für eine effektive und effiziente Kommunikation von Daten her, um Data Scientists in Forschung und Praxis bei der Kommunikation der Daten und Ergebnisse zu unterstützen.
The technological development of the digital computer and new options to collect, store and transfer mass data have changed the world in the last 40 years. Moreover, due to the ongoing progress of computer power, the establishment of the Internet as critical infrastructure and the options of ubiquitous sensor systems will have a dramatic impact on economies and societies in the future. We give a brief overview about the technological basics especially with regard to the exponential growth of big data and current turn towards sensor-based data collection. From this stance, we reconsider the various dimensions of personal data and and market mechanisms that have an impact of data usage and protection.
Due to ongoing digitalization, more and more cloud services are finding their way into companies. In this context, data integration from the various software solutions, which are provided both on-premise (local use or licensing for local use of software) and as a service, is of great importance. In this regard, Integration Platform as a Service (IPaaS) models aim to support companies as well as software providers in the context of data integration by providing connectors to enable data flow between different applications and systems and other integration services. Since previous research has mostly focused on technical or legal aspects of IPaaS, this article focuses on deriving integration practices and design-related barriers and drivers regarding the adoption of IPaaS. Therefore, we conducted 10 interviews with experts from different software as a services vendors. Our results show that the main factors regarding the adoption of IPaaS are the standardization of data models, the usability and variety of connectors provided, and the issues regarding data privacy, security, and transparency.
UX-Professionals stehen vor der Aufgabe ihre Fertigkeiten und Kenntnisse kontinuierlich auszubauen. Eine Möglichkeit dies zu tun sind Communities of Practice, also Gemeinschaften von Personen mit ähnlichen Aufgaben und Schwerpunkten sowie einem gemeinsamen Interesse an Lösungen. Sie agieren weitgehend selbstorganisiert und dienen dem Austausch und der gegenseitigen Unterstützung. So entstehen ein gemeinsamer Wissensschatz sowie ein Netzwerk zwischen allen UX-Interessierten. Der Aufbau einer Community of Practice für UX-Professionals wurde in einem mittelständigen Unternehmen über 18 Monate begleitet und ausgewertet. Die Ergebnisse führten zu Handlungsempfehlungen, um Hindernisse beim Aufbau zu reduzieren und einen Mehrwert für alle Beteiligten herbeizuführen.
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.
Bei genauer Betrachtung heutiger Sharing Plattformen wie AirBnB, Uber, Drivy oder Fairleihen fällt auf, dass diese eines gemein haben. Als Plattformökonomien basieren sie auf mindestens zwei Nutzergruppen, Anbietern und Nachfragern für Güter oder Dienstleistungen. Ein Problem solcher zweioder mehrseitigen Märkte ist jedoch häufig, dass der Wertezuwachs, der durch die Nutzer generiert wird, nicht gleichmäßig unter der Plattform und den aktiven Nutzern verteilt wird, sondern meist ausschließlich als Gewinn an die Plattformen geht. Mit der Blockchain-Technologie könnte dieses Problem gelöst werden, indem der Informations- und Wertetransfer sicher und dezentral organisiert wird und viele Funktionen traditioneller Intermediäre dadurch obsolet werden. Diese Arbeit bietet einen Überblick über Anwendungsfelder und das Grundkonzept der Sharing Economy. Wir zeigen auf, wie sich Geschäftsmodelle und Infrastrukturen in einer Blockchain abbilden lassen, welche Potentiale eine Blockchain-basierte Infrastruktur bietet, wann diese in der Sharing Economy sinnvoll sein kann und welche Probleme dadurch gelöst werden können.
Die Bundesrepublik Deutschland erlebt in jüngster Vergangenheit verstärkt Dieselfahrverbote in Großstädten. Gleichzeitig erfahren Großstädte als Lebensmittelpunkt eine steigende Beliebtheit. Für Verkehrsunternehmen gilt es, der Bevölkerung nachhaltige Mobilitätslösungen zu bieten, die ein Höchstmaß an Flexibilität ermöglichen. Moderne Mobility-as-a-Service-Konzepte und Innovationen in der Mobilität stellen den klassischen, planorientierten, öffentlichen Personennahverkehr und damit auch die Existenz von Bushaltestellen infrage. Mittels qualitativer Experten-Interviews lässt sich feststellen, dass sich die Bushaltestelle in den Innenstädten vor dem Hintergrund zunehmender digitaler Vernetzung von Mobilitätsanbietern und daraus resultierender modernen Mobility-as-a-service-Konzepte verändern wird. Die Ergebnisse deuten darauf hin, dass die Bushaltestelle in den Innenstädten auch in Zukunft bestehen bleibt und um „on demand“-Verkehre ergänzt wird. Ein radikaler Wandel, wie eine flächendeckende Einführung von autonom fahrenden Bussen, könnte langfristig eine Runderneuerung der Haltestelle zur Folge haben.
Die Globalisierung führt zu immer komplexeren, für die Einzelnen kaum nachvollziehbaren Wertschöpfungsketten in der Lebensmittelindustrie. Zugleich eröffnet die Digitalisierung neue Möglichkeiten, Informationen entlang der Kette zu sammeln, und so mehr Transparenz und Vertrauen für den Verbraucherbeziehungsweise die Verbraucherin zu schaffen. Jedoch finden Verbraucherinformations-Apps wie fTRACE bisher nur eine geringe Verbreitung. Daher haben wir in einer qualitativen Studie mit 16 Teilnehmer/-innen Bedürfnisse und Nutzungshürden von Verbraucher/-innen im Zusammenhang mit Verbraucherinformations-Apps analysiert. Es zeigt sich, dass das Vertrauen in die Informationen, sowie der einfache Zugang dazu für Verbraucher/-innen zentral sind. Durch die gut sichtbare Bereitstellung der Informationen am Point-of-Sale, sowie der automatisierten Informationsversorgung z. B. mittels digitaler Kassenzettel in Kombination mit weiteren Verbraucher-Services kann die Bekanntheit und Akzeptanz von Rückverfolgbarkeitssystemen weiter gesteigert werden.
For most people, using their body to authenticate their identity is an integral part of daily life. From our fingerprints to our facial features, our physical characteristics store the information that identifies us as "us." This biometric information is becoming increasingly vital to the way we access and use technology. As more and more platform operators struggle with traffic from malicious bots on their servers, the burden of proof is on users, only this time they have to prove their very humanity and there is no court or jury to judge, but an invisible algorithmic system. In this paper, we critique the invisibilization of artificial intelligence policing. We argue that this practice obfuscates the underlying process of biometric verification. As a result, the new "invisible" tests leave no room for the user to question whether the process of questioning is even fair or ethical. We challenge this thesis by offering a juxtaposition with the science fiction imagining of the Turing test in Blade Runner to reevaluate the ethical grounds for reverse Turing tests, and we urge the research community to pursue alternative routes of bot identification that are more transparent and responsive.
While the recent discussion on Art. 25 GDPR often considers the approach of data protection by design as an innovative idea, the notion of making data protection law more effective through requiring the data controller to implement the legal norms into the processing design is almost as old as the data protection debate. However, there is another, more recent shift in establishing the data protection by design approach through law, which is not yet understood to its fullest extent in the debate. Art. 25 GDPR requires the controller to not only implement the legal norms into the processing design but to do so in an effective manner. By explicitly declaring the effectiveness of the protection measures to be the legally required result, the legislator inevitably raises the question of which methods can be used to test and assure such efficacy. In our opinion, extending the legal compatibility assessment to the real effects of the required measures opens this approach to interdisciplinary methodologies. In this paper, we first summarise the current state of research on the methodology established in Art. 25 sect. 1 GDPR, and pinpoint some of the challenges of incorporating interdisciplinary research methodologies. On this premise, we present an empirical research methodology and first findings which offer one approach to answering the question on how to specify processing purposes effectively. Lastly, we discuss the implications of these findings for the legal interpretation of Art. 25 GDPR and related provisions, especially with respect to a more effective implementation of transparency and consent, and provide an outlook on possible next research steps.
Für das IT-Service-Management, also für die Maßnahmen zur Planung, Überwachung und Steuerung der Effektivitat und Effizienz von IT-Services, existieren Standardprozessmodelle wie beispielsweise ITIL oder MOF. Kleine und mittlere Unternehmen (KMU) können für das IT-Service-Management oftmals nicht die IT-Service-Management-Prozesse aus ITIL oder MOF nutzen, da der zusätzliche administrative Aufwand zur Nutzung für diese Unternehmen meist nicht rentabel ist. Dies ist ein entscheidender Wettbewerbsnachteil, da die Aufgaben und Themen im IT-Service-Management für KMU der in großen Unternehmen sehr ähnlich sind.
Die Autoren ermitteln in diesem Beitrag typische Anforderungen an das IT-Service-Management in KMU, entwickeln anschliesend ein für KMU geeignetes Prozessmodell für das IT-Service-Management, das sich aus ITIL ableitet, und beschreiben abschließend die exemplarische Einführung in einem Unternehmen.
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support for designing and, in particular, prototyping XR applications. While recent tools research is often motivated by studying the requirements of non-technical designers and end-user developers, the perspective of industry practitioners is less well understood. In an interview study with 17 practitioners from different industry sectors working on professional XR projects, we establish the design practices in industry, from early project stages to the final product. To better understand XR design challenges, we characterize the different methods and tools used for prototyping and describe the role and use of key prototypes in the different projects. We extract common elements of XR prototyping, elaborating on the tools and materials used for prototyping and establishing different views on the notion of fidelity. Finally, we highlight key issues for future XR tools research.
Reducing energy consumption is one of the most pursued economic and ecologic challenges concerning societies as a whole, individuals and organizations alike. While politics start taking measures for energy turnaround and smart home energy monitors are becoming popular, few studies have touched on sustainability in office environments so far, though they account for almost every second workplace in modern economics. In this paper, we present findings of two parallel studies in an organizational context using behavioral change oriented strategies to raise energy awareness. Next to demonstrating potentials, it shows that energy feedback needs must fit to the local organizational context to succeed and should consider typical work patterns to foster accountability of consumption.
Organisationen wollen Produkte mit guter User Experience herstellen. Durch die Evaluation der organisationalen UX-Gestaltungskompetenz können Organisationen erkennen, wie stark ihre momentane UX-Gestaltungskompetenz ausgeprägt ist und wie die Kompetenz gezielt gesteigert werden kann. Für die Abbildung der aktuellen Kompetenz werden ein Fragebogen zur theoretischen Kompetenz und ein Fragebogen für die Produktevaluation kombiniert. Durch diese Kombination wird die Kompetenz der Organisation aus der Handlungs- und der Ergebnisperspektive betrachtet. Für die Erarbeitung von Handlungsfeldern zur Verbesserung der Kompetenz werden qualitative Interviews durchgeführt und mit den Ergebnissen der quantitativen Erhebungen verknüpft. Durch einen anschließenden Ergebnisworkshop erarbeiten sich die Mitglieder der Organisation einen effizienten Weg zur Steigerung der organisationalen UX-Kompetenz.
People are getting older because of the demographic changes and the rate of disabled people is also going up. This article shows the challenge for BPMTool developer due to these circumstances. It illustrates how these changes impact the usage of BPM-Tools based on an Evaluation of an exemplary BPMTool (Cooper & Patterson, 2007) in terms of IT-Usability and IT-Accessibility. This evaluation was conducted in a research laboratory at the university.
In 1991 the researchers at the center for the Learning Sciences of Carnegie Mellon University were confronted with the confusing question of “where is AI” from the users, who were interacting with AI but did not realize it. Three decades of research and we are still facing the same issue with the AItechnology users. In the lack of users’ awareness and mutual understanding of AI-enabled systems between designers and users, informal theories of the users about how a system works (“Folk theories”) become inevitable but can lead to misconceptions and ineffective interactions. To shape appropriate mental models of AI-based systems, explainable AI has been suggested by AI practitioners. However, a profound understanding of the current users’ perception of AI is still missing. In this study, we introduce the term “Perceived AI” as “AI defined from the perspective of its users”. We then present our preliminary results from deep-interviews with 50 AItechnology users, which provide a framework for our future research approach towards a better understanding of PAI and users’ folk theories.
Due to expected positive impacts on business, the application of artificial intelligence has been widely increased. The decision-making procedures of those models are often complex and not easily understandable to the company’s stakeholders, i.e. the people having to follow up on recommendations or try to understand automated decisions of a system. This opaqueness and black-box nature might hinder adoption, as users struggle to make sense and trust the predictions of AI models. Recent research on eXplainable Artificial Intelligence (XAI) focused mainly on explaining the models to AI experts with the purpose of debugging and improving the performance of the models. In this article, we explore how such systems could be made explainable to the stakeholders. For doing so, we propose a new convolutional neural network (CNN)-based explainable predictive model for product backorder prediction in inventory management. Backorders are orders that customers place for products that are currently not in stock. The company now takes the risk to produce or acquire the backordered products while in the meantime, customers can cancel their orders if that takes too long, leaving the company with unsold items in their inventory. Hence, for their strategic inventory management, companies need to make decisions based on assumptions. Our argument is that these tasks can be improved by offering explanations for AI recommendations. Hence, our research investigates how such explanations could be provided, employing Shapley additive explanations to explain the overall models’ priority in decision-making. Besides that, we introduce locally interpretable surrogate models that can explain any individual prediction of a model. The experimental results demonstrate effectiveness in predicting backorders in terms of standard evaluation metrics and outperform known related works with AUC 0.9489. Our approach demonstrates how current limitations of predictive technologies can be addressed in the business domain.
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 paper presents the outcomes of an exploratory field study that examined the social impact of an ICT-based suite of exergames for people with dementia and their caregivers. Qualitative data was collected over a period of 8 months, during which time we studied the daily life of 14 people with dementia and their informal and professional caregivers. We focus on the experiential aspects of the system and examine its social impact when integrated into the daily routines of both people with dementia themselves and their professional and family caregivers. Our findings indicate that relatives were able to regain leisure time, whilst people with dementia were able to recapture certain aspects of their social and daily activities that might otherwise have been lost to them. Results suggest that the system enhanced social-interaction, invigorated relationships, and improved the empowerment of people with dementia and their caregivers to face daily challenges.
Background: Falls are common in older adults and can result in serious injuries. Due to demographic changes, falls and related healthcare costs are likely to increase over the next years. Participation and motivation of older adults in fall prevention measures remain a challenge. The iStoppFalls project developed an information and communication technology (ICT)-based system for older adults to use at home in order to reduce common fall risk factors such as impaired balance and muscle weakness. The system aims at increasing older adults’ motivation to participate in ICT-based fall prevention measures. This article reports on usability, user-experience and user-acceptance aspects affecting the use of the iStoppFalls system by older adults.
Methods: In the course of a 16-week international multicenter study, 153 community-dwelling older adults aged 65+ participated in the iStoppFalls randomized controlled trial, of which half used the system in their home to exercise and assess their risk of falling. During the study, 60 participants completed questionnaires regarding the usability, user experience and user acceptance of the iStoppFalls system. Usability was measured with the System Usability Scale (SUS). For user experience the Physical Activity Enjoyment Scale (PACES) was applied. User acceptance was assessed with the Dynamic Acceptance Model for the Re-evaluation of Technologies (DART). To collect more detailed data on usability, user experience and user acceptance, additional qualitative interviews and observations were conducted with participants.
Results: Participants evaluated the usability of the system with an overall score of 62 (Standard Deviation, SD 15.58) out of 100, which suggests good usability. Most users enjoyed the iStoppFalls games and assessments, as shown by the overall PACES score of 31 (SD 8.03). With a score of 0.87 (SD 0.26), user acceptance results showed that participants accepted the iStoppFalls system for use in their own home. Interview data suggested that certain factors such as motivation, complexity or graphical design were different for gender and age.
Conclusions: The results suggest that the iStoppFalls system has good usability, user experience and user acceptance. It will be important to take these along with factors such as motivation, gender and age into consideration when designing and further developing ICT-based fall prevention systems.
Daryoush Daniel Vaziri illustrates that the use of mixed methods designs may support the induction of more subtle and complete theories about older adults’ use of technologies for the support of active and healthy aging. The results show that older adults’ social contexts and environments considerably affect their perspectives, practices and attitudes with respect to health, quality of life, well-being and technology use for active and healthy aging support. Results were collected with older adults aged 60+ as well as relevant secondary stakeholders like caregivers, policy makers or health insurance companies.
Focus on what matters: improved feature selection techniques for personal thermal comfort modelling
(2022)
Occupants' personal thermal comfort (PTC) is indispensable for their well-being, physical and mental health, and work efficiency. Predicting PTC preferences in a smart home can be a prerequisite to adjusting the indoor temperature for providing a comfortable environment. In this research, we focus on identifying relevant features for predicting PTC preferences. We propose a machine learning-based predictive framework by employing supervised feature selection techniques. We apply two feature selection techniques to select the optimal sets of features to improve the thermal preference prediction performance. The experimental results on a public PTC dataset demonstrated the efficiency of the feature selection techniques that we have applied. In turn, our PTC prediction framework with feature selection techniques achieved state-of-the-art performance in terms of accuracy, Cohen's kappa, and area under the curve (AUC), outperforming conventional methods.
Within qualitative interviews we examine attitudes towards driverless cars in order to investigate new mobility services and explore the impact of such services on everyday mobility. We identified three main issues that we would like to discuss in the workshop: (I) Designing beyond a driver-centric approach; (II) Developing mobility services for cars which drive themselves; and (III) Exploring self-driving practices.
With the debates on climate change and sustainability, a reduction of the share of cars in the modal split has become increasingly prevalent in both public and academic discourse. Besides some motivational approaches, there is a lack of ICT artifacts that successfully raise the ability of consumers to adopt sustainable mobility patterns. To further understand the requirements and the design of these artifacts within everyday mobility adopted a practice-lens. This lens is helpful to get a broader perspective on the use of ICT artifacts along consumers’ transformational journey towards sustainable mobility practices. Based on 12 retrospective interviews with car-free mobility consumers, we argue that artifacts should not be viewed as ’magic-bullet’ solutions but should accompany the complex transformation of practices in multifaceted ways. Moreover, we highlight in particular the difficulties of appropriating shared infrastructures and aligning own practices with them. This opens up a design space to provide more support for these kinds of material-interactions, to provide access to consumption infrastructures and make them usable, rather than leaving consumers alone with increased motivation.
Falls and their consequences are arguably most important events for transition from independent living to institutional care for older adults. Information and communication technology (ICT)-based support of fall prevention and fall risk assessment under the control of the user has a tremendous potential to, over time, prevent falls and reduce associated harm and costs. Our research uses participative design and a persuasive health approach to allow for seamless integration of an ICT-based fall prevention system into older adults’ everyday life. Based on a 6-month field study with 12 participants, we present qualitative results regarding the system use and provide insights into attitudes and practices of older adults concerning fall prevention and ICT-supported self-management of health. Our study demonstrates how it can lead to positive aspects of embodiment and health literacy through continuous monitoring of personal results, improved technical confidence, and quality of life. Implications are provided for designing similar systems.
Background: Falls and fall-related injuries are a serious public health issue. Exercise programs can effectively reduce fall risk in older people. The iStoppFalls project developed an Information and Communication Technology-based system to deliver an unsupervised exercise program in older people’s homes. The primary aims of the iStoppFalls randomized controlled trial were to assess the feasibility (exercise adherence, acceptability and safety) of the intervention program and its effectiveness on common fall risk factors.
Methods: A total of 153 community-dwelling people aged 65+ years took part in this international, multicentre, randomized controlled trial. Intervention group participants conducted the exercise program for 16 weeks, with a recommended duration of 120 min/week for balance exergames and 60 min/week for strength exercises. All intervention and control participants received educational material including advice on a healthy lifestyle and fall prevention. Assessments included physical and cognitive tests, and questionnaires for health, fear of falling, number of falls, quality of life and psychosocial outcomes.
Results: The median total exercise duration was 11.7 h (IQR = 22.0) over the 16-week intervention period. There were no adverse events. Physiological fall risk (Physiological Profile Assessment, PPA) reduced significantly more in the intervention group compared to the control group (F1,127 = 4.54, p = 0.035). There was a significant three-way interaction for fall risk assessed by the PPA between the high-adherence (>90 min/week; n = 18, 25.4 %), low-adherence (<90 min/week; n = 53, 74.6 %) and control group (F2,125 = 3.12, n = 75, p = 0.044). Post hoc analysis revealed a significantly larger effect in favour of the high-adherence group compared to the control group for fall risk (p = 0.031), postural sway (p = 0.046), stepping reaction time (p = 0.041), executive functioning (p = 0.044), and quality of life (p for trend = 0.052).
Conclusions: The iStoppFalls exercise program reduced physiological fall risk in the study sample. Additional subgroup analyses revealed that intervention participants with better adherence also improved in postural sway, stepping reaction, and executive function.
Improved Thermal Comfort Model Leveraging Conditional Tabular GAN Focusing on Feature Selection
(2024)
The indoor thermal comfort in both homes and workplaces significantly influences the health and productivity of inhabitants. The heating system, controlled by Artificial Intelligence (AI), can automatically calibrate the indoor thermal condition by analyzing various physiological and environmental variables. To ensure a comfortable indoor environment, smart home systems can adjust parameters related to thermal comfort based on accurate predictions of inhabitants’ preferences. Modeling personal thermal comfort preferences poses two significant challenges: the inadequacy of data and its high dimensionality. An adequate amount of data is a prerequisite for training efficient machine learning (ML) models. Additionally, high-dimensional data tends to contain multiple irrelevant and noisy features, which might hinder ML models’ performance. To address these challenges, we propose a framework for predicting personal thermal comfort preferences, combining the conditional tabular generative adversarial network (CTGAN) with multiple feature selection techniques. We first address the data inadequacy challenge by applying CTGAN to generate synthetic data samples, incorporating challenges associated with multimodal distributions and categorical features. Then, multiple feature selection techniques are employed to identify the best possible sets of features. Experimental results based on a wide range of settings on a standard dataset demonstrated state-of-the-art performance in predicting personal thermal comfort preferences. The results also indicated that ML models trained on synthetic data achieved significantly better performance than models trained on real data. Overall, our method, combining CTGAN and feature selection techniques, outperformed existing known related work in thermal comfort prediction in terms of multiple evaluation metrics, including area under the curve (AUC), Cohen’s Kappa, and accuracy. Additionally, we presented a global, model-agnostic explanation of the thermal preference prediction system, providing an avenue for thermal comfort experiment designers to consciously select the data to be collected.
Designing consumption feedback to support sustainable behavior is an active research topic. In recent years, relevant work has suggested a variety of possible design strategies. Addressing the more recent developments in this field, this paper presents a structured literature review, providing an overview of current information design approaches and highlighting open research questions. We suggest a literature-based taxonomy of used strategies, data source and output media with a special focus on design. In particular, we analyze which visual forms are used in current research to reach the identified strategy goals. Our survey reveals that the trend is towards more complex and contextualized feedback and almost every design within sustainable HCI adopts common visualization forms. Furthermore, adopting more advanced visual forms and techniques from information visualization research is helpful when dealing with ever-increasing data sources at home. Yet so far, this combination has often been neglected in feedback design.
Insights from an Exergame-Based Training System for People with Dementia and Their Caregivers
(2020)
Intelligentes Carsharing zur Förderung der urbanen Mobilität - Einfach Teilen : Schlussbericht
(2019)
Internet-Ökonomie
(2016)
Dieses Buch zeigt wie Unternehmen wie Apple, Amazon, Facebook und Google zu den wertvollsten Unternehmen der Welt werden konnten. Ihr Erfolg basiert auf dem Ergreifen von Chancen, die die digitale Welt und das Internet bieten. Traditionelle Geschäftsmodelle werden dadurch verändert und über Jahrzehnte gewachsene Marktstrukturen teilweise in Frage gestellt. Die dritte Auflage dieses Lehrbuchs ist in Form eines modularen Ansatzes grundlegend neu gestaltet.
Internet-Ökonomie
(2019)
Dieses Buch zeigt, wie sich Apple, Amazon, Facebook und Google zu den wertvollsten Unternehmen der Welt entwickeln konnten. Ihr Erfolg basiert auf dem Ergreifen von Chancen, die die digitale Welt und das Internet bieten. Traditionelle Geschäftsmodelle werden dadurch verändert und über Jahrzehnte gewachsene Marktstrukturen teilweise in Frage gestellt.
Internet-Ökonomie
(2010)
Internet-Ökonomie
(2013)
The design of self-driving cars is one of the most exciting and ambitious challenges of our days and every day, new research work is published. In order to give an orientation, this article will present an overview of various methods used to study the human side of autonomous driving. Simplifying roughly, you can distinguish between design science-oriented methods (such as Research through Design, Wizard of Oz or driving simulator ) and behavioral science methods (such as survey, interview, and observation). We show how these methods are adopted in the context of autonomous driving research and dis-cuss their strengths and weaknesses. Due to the complexity of the topic, we will show that mixed method approaches will be suitable to explore the impact of autonomous driving on different levels: the individual, the social interaction and society.
IT-Management in KMU
(2006)
IT–Servicemanagement in KMU
(2006)
A reference model is always developed in order to support a specific purpose. The development environment is setting the broader context. Limitations are not only set by size and experience of the modeler team or by budget and time constraints. The intended usage scenario also defines the fundamental contour of a reference model. During the practical work with reference models, a range of key issues has come up to increase the suitability of reference models for daily use. As the result of many projects, the authors have summarized the key issues and formulated critical success factors for reference modeling projects.
Aim of this study is to investigate the effects of user experience (UX) on shopping mall customers’ intention to use a social robot. Therefore, we used a Wizard of Oz approach that enabled data collection in situ. Quantitative data was obtained from a questionnaire completed by shopping mall customers who interacted with a social robot. Data was used in a regression analysis, where user experience factors served as predictors for robot use in retail. The regression model explains up to 23.2% of the variance in customers’ intention to use a social robot. In addition, we collected qualitative data on human-robot-interactions and used the data to complement the interpretation of statistical results. Our findings suggest that only hedonic qualities significantly contribute to the prediction of customers’ intention, that shopping mall customers are reluctant to grant pragmatic qualities to social robots, and that UX evaluation in HRI requires additional predictors.
Das Konzept des Living Lab ist eine in der Wissenschaft anerkannte Innovations- und Forschungsmethodik. Im betrieblichen Kontext - insbesondere in kleinen und mittleren Unternehmen (KMU) – wird sie bislang jedoch kaum genutzt. Um die Nutzung im kommerziellen Kontext von Smart Home zu erforschen, wird im Forschungsprojekt SmartLive aktuell ein Living Lab zum Thema aufgebaut, bei dem Unternehmen, Forscher sowie ca. 30 teilnehmenden Haushalte die alltägliche Nutzung von kommerziellen, sowie experimentell entwickelten Lösungen untersuchen und neue Interaktionskonzepte gemeinsam erarbeiten. Ferner wurden mit den teilnehmenden Unternehmen Interviews zu deren Entwicklungsprozessen, deren Einstellung zu Usability und User Experience (UUX), sowie den Potenzialen und Möglichkeiten eines Living Labs für KMU geführt. Ziel der Interviews ist es, darauf aufbauend UUX-Dienstleistungen zu identifizieren, die rund um ein kommerziell betriebenes Living Lab angeboten werden können. Hierbei wurde zunächst das Kompetenz-Netzwerk als ein wichtiges Asset eines Living Lab hervorgehoben, da es eine projektförmige Kooperation fördert. Zudem wurde der Bedarf nach flexiblen Dienstleistungen ähnlich einem Baukastensystem deutlich, mit dessen Hilfe relativ kurzfristig als auch nachhaltige innovative Konzepte erprobt, Marketingstrategien entwickelt sowie prototypische Entwicklungen hinsichtlich UUX und technischer Qualität evaluiert werden können.
Informations- und Kommunikationstechnologie (IKT) in den Bereichen Smart Home und Smart Living ist durch die zunehmende Vernetzung des häuslichen Anwendungsfelds mit der Digitalisierung des Stromnetzes, alternativen Möglichkeiten der Energiegewinnung und -speicherung und neuer Mobilitätskonzepte geprägt und zu einem unverzichtbaren Bestandteil privaten wie unternehmerischen Handelns geworden.
The digitization of financial activities in consumers' lives is increasing, and the digitalization of invoicing processes is expected to play a significant role, although this area is not well understood regarding the private sector. Human-Computer Interaction (HCI) and Computer Supported Cooperative Work (CSCW) research have a long history of analyzing the socio-material and temporal aspects of work practices that are relevant for the domestic domain. The socio-material structuring of invoicing work and the working styles of consumers must be considered when designing effective consumer support systems. In this ethnomethodologically-informed, design-oriented interview study, we followed 17 consumers in their daily practices of dealing with invoices to make the invisible administrative work involved in this process visible. We identified and described the meaningful artifacts that were used in a spatial-temporal process within various storage locations such as input, reminding, intermediate (for postponing cases) buffers, and archive systems. Furthermore, we identified three different working styles that consumers exhibited: direct completion, at the next opportunity, and postpone as far as possible. This study contributes to our understanding of household economics and domestic workplace studies in the tradition of CSCW and has implications for the design of electronic invoicing systems.
Usability und User Experience (UX) haben als Design-Aspekte in der Produktentwicklung zunehmend an Bedeutung gewonnen. Daher ist es sinnvoll, die organisationale Kompetenz zur Entwicklung von Produkten mit einer positiven UX zu stärken. Veränderungen in Organisationen sind jedoch mit großem Aufwand verbunden. Deshalb müssen Organisationen entscheiden, welche Aktivitäten zur Veränderung der eigenen Kompetenz durchgeführt werden sollen und welche nicht. Die bisherige Forschung hat sich weitgehend auf die Anwendbarkeit bestimmter Methoden im Projekt- und Produktkontext konzentriert. Um geeignete Aktivitäten zur Verbesserung der organisationalen UX-Kompetenz zu identifizieren, wurden 17 UX-Professionals befragt. Diese UX-Professionals haben mindestens zehn Jahre Erfahrung durch die Arbeit in mehreren Unternehmen und durch die Übernahme einer Führungsrolle im Bereich UX gesammelt. Aus diesen Interviews wurden 13 mögliche Maßnahmen zur Steigerung der UX-Kompetenz von Organisationen abgeleitet. Dazu gehören beispielsweise die Erhöhung der Kompetenz einzelner Mitarbeiter, das Teilen von UX-Erfolgsgeschichten oder das Ermöglichen von User Research.
Vertrauen ist das Schmiermittel der Shareconomy. Einen zentralen Mechanismus hierfür stellen Crowd-basierte Reputationssysteme dar, bei denen Informationen und Bewertungen anderer Nutzer dazu dienen Vertrauen aufzubauen. Die Vernetzung zu teilender Gegenstände bietet hierbei neue Potentiale, um die Reputation eines Anbieters oder Nachfragers zu bewerten und einzuschätzen. In diesem Beitrag untersu-chen wir daher das Potential eines IoT-basierten Reputationssystems im Kontext von Peer-to-Peer Car-sharing, bei dem Informationen und Bewertungen mittels Sensorik während der Nutzung des Fahrzeugs erhoben und ausgewertet werden. Hierzu wurden zwei Fokusgruppen mit insgesamt 12 Personen durch-geführt. Die Ergebnisse deuten an, dass datenbasierte Reputationssysteme das Vertrauen nicht nur vor, sondern auch während der Vermietung und in der Nachkontrolle für Ver- und Entleiher steigern können. Jedoch sollten bei der Gestaltung solcher Systeme die Prinzipien der mehrseitigen Sicherheit wie Spar-samkeit, Verhältnismäßigkeit, Transparenz und Reziprozität beachtet werden.
Spätestens seit der Belegausgabepflicht in Deutschland ist der digitale Kassenbon in aller Munde. Neben der Reduzierung umweltschädlichen Thermopapiers ergeben sich mit dieser Technologie auch neue Schnittstellen zwischen Kunde:in und Handel. Diese können für eine stärkere Digitalisierung und ein gesteigertes Kund:innen-Erlebnis genutzt werden.
Vor diesem Hintergrund betrachtet dieses Whitepaper die Perspektiven der verschiedenen Stakeholder, Architekturen sowie mögliche Mehrwertdienste zur Steigerung des Kund:innen-Erlebnis, aber auch zur Optimierung der Handelsprozesse.