Refine
Departments, institutes and facilities
- Institut für Verbraucherinformatik (IVI) (217) (remove)
Document Type
- Conference Object (120)
- Article (42)
- Part of a Book (31)
- Report (7)
- Book (monograph, edited volume) (5)
- Doctoral Thesis (5)
- Contribution to a Periodical (4)
- Working Paper (3)
Year of publication
Has Fulltext
- no (217) (remove)
Keywords
- ICT (8)
- User Experience (7)
- Verbraucherinformatik (6)
- Dementia (5)
- Exergame (5)
- Sustainability (5)
- Design (4)
- Global Software Engineering (4)
- Nachhaltigkeit (4)
- Qualitative research (4)
- Shared autonomous vehicles (4)
- usability (4)
- Autonomous Driving (3)
- GDPR (3)
- Internetökonomie (3)
- Kompetenz (3)
- Living Lab (3)
- Offshoring (3)
- Organisation (3)
- Peer-to-Peer (3)
- Privacy (3)
- Self-Driving Cars (3)
- Shared Autonomous Vehicles (3)
- Smart Home (3)
- User-Centered Design (3)
- Wertschöpfung (3)
- Wizard of Oz (3)
- software engineering (3)
- usable privacy (3)
- Artificial Intelligence (2)
- Autonomes Fahren (2)
- Blockchain (2)
- Business Ethnography (2)
- Claim personal data (2)
- Data literacy (2)
- Data takeout (2)
- Digital Sovereignty (2)
- Digitaler Verbraucherschutz (2)
- E-Business (2)
- Eco-Feedback (2)
- Evaluation (2)
- Food (2)
- Global Software Development (2)
- HCI (2)
- Hilfsangebote (2)
- Human Factors In Software Design (2)
- Information Systems (2)
- Lehrbuch (2)
- Machine Learning (2)
- Management (2)
- Methodology (2)
- Mobility (2)
- Onlinebetrug (2)
- Organisationsentwicklung (2)
- Public Transport (2)
- Qualitative study (2)
- Risk Perception (2)
- Service Design (2)
- Sharing Economy (2)
- Social sustainability (2)
- Software (2)
- Sustainable Interaction Design (2)
- Taste (2)
- Trust (2)
- Usable Privacy (2)
- User Acceptance (2)
- Verkehrsmittelwahl (2)
- Videogame (2)
- Viktimologie (2)
- Virtual Reality (2)
- appropriation (2)
- caregivers (2)
- co-design (2)
- end user development (2)
- participatory design (2)
- recommender systems (2)
- sustainability (2)
- sustainable mobility (2)
- 3D Printer (1)
- AI-Systems (1)
- Accessibility (1)
- Active and Healthy Aging Technologies (1)
- Active healthy ageing (1)
- Ad Hoc Kommunikation (1)
- Adoption (1)
- Adoption Factors (1)
- Agile software development (1)
- Alexa (1)
- Alltagsmobilität (1)
- Alternde Gesellschaft (1)
- Aneignungsstudie (1)
- Appropriation (1)
- Appropriation Infras-tructure (1)
- Arbeitsproduktivität (1)
- Articulation Work (1)
- Attention mechanism (1)
- Augmented reality en (1)
- Automated taxis (1)
- Automotive UI (1)
- Bayesian Hierarchical Model (1)
- Beschäftigungsschwelle (1)
- Bewegungsmotivation (1)
- Bildungspolitik (1)
- Biometric data (1)
- Black-box models (1)
- Business Models (1)
- Car Interior Design (1)
- Car Management (1)
- Care (1)
- Caregiver (1)
- Carsharing (1)
- Case study (1)
- Case-Study (1)
- Co-Design (1)
- Cognitive processing (1)
- Collaboration and e-Services (1)
- Collaborative design (1)
- Communication breakdown (1)
- Community (1)
- Community of Practice (1)
- Computer Aided Software Engineering (1)
- Computer Support (1)
- Computer-Assisted Mobility Research (1)
- Computing Milieux (1)
- Conceptual model (1)
- Connected Car (1)
- Connected Car Services (1)
- Constructionism (1)
- Consumer Informatics (1)
- Consumer protection (1)
- Consumption (1)
- Consumption feedback (1)
- Context (1)
- Context-awareness (1)
- Conversational user interfaces (1)
- Cooperative Work (1)
- Crisis management (1)
- Curse of dimensionality (1)
- Customer Relationship Management (1)
- DSGVO (1)
- Data Integration (1)
- Data collection (1)
- Data visualization (1)
- Datenschutz (1)
- Datenschutzerklärungen (1)
- Demands of Older Adults (1)
- Demografische Entwicklung (1)
- Deployment (1)
- Design Case Study (1)
- Design-Fiction (1)
- Digital Energy Management (1)
- Digital Plumbing (1)
- Digitaler Kassenzettel (1)
- Digitaler Konsum (1)
- Digitalisierung (1)
- Direktinvestitionen (1)
- Disclosive ethics (1)
- Distribute Software Development (1)
- Driving Simulator (1)
- ELSI (1)
- EPCIS (Electronic Product Code Information Services) (1)
- Economics (1)
- Ecosystems (1)
- Elderly (1)
- Electric micromobility (1)
- Electronic Commerce (1)
- Elektronische Märkte (1)
- Empfehlungssystem (1)
- Empfehlungssysteme (1)
- Empirical Study (1)
- Employment (1)
- End-User Development (1)
- Enterprise Engineering (1)
- Enterprise Information Systems (1)
- Erweiterte Realität <Informatik> de (1)
- Erwerbspersonen (1)
- Ethnographic Research (1)
- Exergames (1)
- Experten (1)
- Explanatory dialogues (1)
- Extended reality (1)
- Fall prevention (1)
- Folk theories (1)
- Food Retail (1)
- Fully Autonomous Driving (1)
- Future Work (1)
- Gesundheit (1)
- Geteilte autonome Fahrzeuge (1)
- Grassroots (1)
- Grounded Theory (1)
- HFI (1)
- Hauswirtschaft (1)
- Health Technology Design (1)
- Hedonische Preisindizes (1)
- Hems (1)
- Home energy management system (1)
- Human Factors (1)
- Human Food Interaction (1)
- Human autonomy (1)
- Human computer interaction (1)
- Human computer interaction (HCI) (1)
- Human-Food-Interaction (1)
- Human-Robot Collaboration (1)
- Human-centered computing (1)
- Human-robot interaction (1)
- Human–Food Interaction (1)
- ICT Design (1)
- IIoT (1)
- IIoT (Industrial Internet of Things) (1)
- IT-CMF (1)
- IT-Controlling (1)
- IT-Management (1)
- Impaired (1)
- Individual Empowerment (1)
- Indoor-positioning (1)
- Industrie 4.0 (1)
- Industrielle Revolution (1)
- Informations- und Kommunikationstechnologien (1)
- Infrastructuring (1)
- Infrastruktur (1)
- Innovation (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)
- Interaktionsdesign de (1)
- Internationalisierung (1)
- Internet (1)
- Internet of Things (1)
- Internet-Ökonomie (1)
- Interpretability (1)
- Interview (1)
- Interview study (1)
- Interviews (1)
- Investitionsentscheidung (1)
- Invisible AI (1)
- IoT (1)
- Jobs (1)
- Kapitalintensität (1)
- Kinect (1)
- Komponentenzerlegung der Produktivitätsrate (1)
- Konsum (1)
- Last mile problem (1)
- Learning (1)
- Learning Environments (1)
- Lebensmittelindustrie (1)
- Legal Aspects (1)
- Legal Design (1)
- Living Labs (1)
- Lohnstückkosten (1)
- Marketplaces (1)
- Mental models (1)
- Methods (1)
- Millennials (1)
- Misconception (1)
- Mittelstand (1)
- Mixed / augmented reality (1)
- Mixed methods (1)
- Mobile technologies (1)
- Mobility as a Service (1)
- Mobility behavior (1)
- Mobilitätsdaten (1)
- Mobilitätserhebung (1)
- Mobiltelefone (1)
- Modal Shift (1)
- Model surrogation (1)
- NLP (1)
- Nearshoring (1)
- Negotiation of Taste (1)
- Neuroscience (1)
- Nutzerakzeptanz (1)
- Nutzerorientierte Methoden (1)
- Observation (1)
- Older adults (1)
- Older people (1)
- Organization Theory (1)
- Organizations (1)
- P2P-Carsharing (1)
- Participatory Design (1)
- Participatory Design (1)
- Participatory Design Approach (1)
- Participatory design studies (1)
- Partworth Utilities (1)
- Passengers (1)
- Perceived AI (1)
- Performance (1)
- Persuasive Systeme (1)
- Platform economy (1)
- Policy (1)
- Practice Theory (1)
- Privacy Awareness (1)
- Privatsphäre (1)
- Produktionsfunktion (1)
- Produktionspotenzial (1)
- Produktivitätsorientierte Lohnpolitik (1)
- Produktivitätsparadoxon (1)
- Programmer Workbench (1)
- Projektmanagement (1)
- Prozessmanagement (1)
- Qualitative Research (1)
- Qualitative Study (1)
- Recommender Systems (1)
- Relative Added Value (1)
- Relativer Mehrwert (1)
- Remote Work (1)
- Repeat Purchase Recommendations (1)
- Research Trajectories (1)
- Research methods (1)
- Research through Design (1)
- Resilienz (1)
- Risikoindex (1)
- Risikoplanung (1)
- Robo-taxi (1)
- Robotic Process Automation (1)
- Robots (1)
- SID (1)
- SME (1)
- SOS calls (1)
- Second Cockpit (1)
- Second Screen (1)
- Selbstfahrende Autos (1)
- Selbstfahrtechnik (1)
- Self-driving (1)
- Semantic representation (1)
- Sensorbasierte Systeme (1)
- Service robot (1)
- Sharing economies (1)
- Small to medium-sized enterprises (1)
- Smart Contracts (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)
- Stakeholder-Analyse (1)
- Standortentscheidung (1)
- Standortwahl (1)
- Strategische Planung (1)
- Strukturwandel (1)
- Supply Chain Management (1)
- Survey (1)
- Sustainable HCI (1)
- Taxi (1)
- Technikfolgenabschätzung (1)
- Technischer Fortschritt (1)
- Technology Assessment (1)
- Teleoperation (1)
- Textual entailment (1)
- Theorie der sozialen Praxis (1)
- Totale Faktorproduktivität (1)
- Traceability (1)
- Transportation (1)
- Travel Mode Choice (1)
- Travel mode choice (1)
- UUX-Praxis (1)
- Ubiquity (1)
- Unattended Train Operation (1)
- Usability (1)
- Usage Experience (1)
- User Experience (1)
- User Requirements (1)
- User centered design (1)
- User feedback (1)
- User studies (1)
- User-oriented methods (1)
- Users’ repair strategies (1)
- Vegan (1)
- Verbrauch (1)
- Verbraucherforschung (1)
- Verfahren (1)
- Verification systems (1)
- Virtuelle Realität de (1)
- Voice Assistants (1)
- Voice assistant (1)
- Voight-Kampff test (1)
- Wearables (1)
- Web-Tracking (1)
- Web. 2.0 (1)
- Wirtschaftstheorie (1)
- Wissensaustausch (1)
- Word embedding (1)
- Work (1)
- Workplace (1)
- Zweckbindung (1)
- Zweckspezifizierung (1)
- accessibility information and communication technology (1)
- adl (1)
- autonomous driving (1)
- autonomous systems (1)
- breakdowns (1)
- car sharing (1)
- carsharing (1)
- computer system (1)
- connected car (1)
- consumer informatics (1)
- critical consumerism (1)
- culture (1)
- culture of participation (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)
- eBon (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)
- feature selection (1)
- field study (1)
- food consumption (1)
- hardware engineering (1)
- healthcare (1)
- interaction design (1)
- knowledge management (1)
- knowledge sharing practices (1)
- long-term study (1)
- machine learning (1)
- maker communities (1)
- memories (1)
- mobile computing (1)
- mobility intelligence (1)
- multi-sensory (1)
- nostalgia (1)
- older adults (1)
- organizational management and coordination (1)
- pervasive computing (1)
- privacy preferences (1)
- privacy settings (1)
- process infrastructure (1)
- project management (1)
- prosumption (1)
- prototyping (1)
- qualitative research (1)
- qualitative research methods (1)
- quality of life (1)
- reCAPTCHA (1)
- rebound effects (1)
- relatives (1)
- remembering (1)
- right to access (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)
- travel mode choice (1)
- universal design (1)
- user interface (1)
- user journey (1)
- user studies (1)
- user study (1)
- user-centered AI (1)
- validity (1)
- visibility (1)
- voice interaction (1)
- wine (1)
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.
Smart heating systems are one of the core components of smart homes. A large portion of domestic energy consumption is derived from HVAC (heating, ventilation and air conditioning) systems, making them a relevant topic of the efforts to support an energy transition in private housing. For that reason, the technology has attracted attention both from the academic and the industry communities. User interfaces of smart heating systems have evolved from simple adjusting knobs to advanced data visualization interfaces, that allow for more advanced setting such as time tables and status information. With the advent of AI, we are interested in exploring how the interfaces will be evolving to build the connection between user needs and underlying AI system. Hence, this paper is targeted to provide early design implications towards an AI-based user interface for smart heating systems.
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.
When dialogues with voice assistants (VAs) fall apart, users often become confused or even frustrated. To address these issues and related privacy concerns, Amazon recently introduced a feature allowing Alexa users to inquire about why it behaved in a certain way. But how do users perceive this new feature? In this paper, we present preliminary results from research conducted as part of a three-year project involving 33 German households. This project utilized interviews, fieldwork, and co-design workshops to identify common unexpected behaviors of VAs, as well as users’ needs and expectations for explanations. Our findings show that, contrary to its intended purpose, the new feature actually exacerbates user confusion and frustration instead of clarifying Alexa's behavior. We argue that such voice interactions should be characterized as explanatory dialogs that account for VA’s unexpected behavior by providing interpretable information and prompting users to take action to improve their current and future interactions.
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.
Western consumption patterns are strongly associated with environmental pollution and climate change, which challenges us with transforming our society and consumption towards a sustainable future. This thesis takes up this challenge and aims to contribute to this debate at the intersection of ICT artifacts and social practices through the examples of food and mobility consumption. The social practice lens is employed as an alternative to the predominant persuasive or motivational lens of design in the respective consumption domains. Against this background, this thesis first presents three research papers that contribute to a broader understanding of dynamic practices and their transformation towards a sustainable stable state. The following research takes up these sections' empirical results that more intensely focus on the appropriation of materials and infrastructures utilizing Recommender Systems. Given this approach, this thesis contributes to three fields - practice-based Computing, Recommender Systems, and Consumer Informatics.
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.
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.
Taste is a complex phenomenon that depends on the individual experience and is a matter of collective negotiation and mediation. On the contrary, it is uncommon to include taste and its many facets in everyday design, particularly online shopping for fresh food products. To realize this unused potential, we conducted two Co-Design workshops. Based on the participants’ results in the workshops, we prototyped and evaluated a click-dummy smart-phone app to explore consumers’ needs for digital taste depiction. We found that emphasizing the natural qualities of food products, external reviews, and personalizing features lead to a reflection on the individual taste experience. The self-reflection through our design enables consumers to develop their taste competencies and thus strengthen their autonomy in decision-making. Ultimately, exploring taste as a social experience adds to a broader understanding of taste beyond a sensory phenomenon.