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)
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.
Internet-Ökonomie
(2010)
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.
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.
Internet-Ökonomie
(2013)