Posts in Publications
Wahre Männer müssen raufen: Das Gestalten von technologievermittelten Verbundenheitserlebnissen

Wenn zwei Jungen sich raufen, bedeutet das nicht gleich, dass sie Streit haben oder sich nicht mögen. Häufig bedeutet es sogar genau das Gegenteil – "sich kabbeln" wird dann zum Ausdruck von Verbundenheit und Nähe. Die vorliegende Arbeit präsentiert ein Konzept zur technologischen Vermittlung des "Kabbelns" bei Jungen im Alter von 10-14.

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Interaktive Kulturen: Vier Konferenzen unter einem Dach [updt]

Vom 12. bis zum 15. September findet in Duisburg DIE deutschsprachige Konferenz zur Mensch-Technik Interaktion unter dem Motto Interaktive Kulturen statt. Eigentlich sind es ja vier Konferenzen: Mensch und Computer, Usability Professionals 10, DeLFI und Entertainment Interfaces. Die Konferenz findet im Kontext der Europäischen Kulturhauptstadt Ruhr.2010 statt und lädt dazu ein, die vielfältigen Bezüge zwischen digitalen Medien und Kultur zu explorieren.

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Experiencing and Experience

I gave the Generalist - a bilingual German magazine for architecture published by the department of architecture at the Darmstadt University of Technology - an interview on "Experiencing and Experience". It turned out as a very stimulating conversation indeed. Read more: Interview - Generalist 4, 2010 issue on "Use and Habit"

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Needs, affect, and interactive products – Facets of user experience [updt]

Subsumed under the umbrella of User Experience (UX), practitioners and academics of Human–Computer Interaction look for ways to broaden their understanding of what constitutes ‘‘pleasurable experiences” with technology. The present study considered the fulfilment of universal psychological needs, such as competence, relatedness, popularity, stimulation, meaning, security, or autonomy, to be the major source of positive experience with interactive technologies.

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Capturing design space from a user perspective: The Repertory Grid Technique revisited

The Repertory Grid Technique (RGT) is a method of elucidating the so-called personal constructs (e.g., friendly–hostile, bad–good, playful–expert-like) people employ when confronted with other individuals, events, or artifacts. We assume that the personal constructs (and the underlying topics) generated as a reaction to a set of artifacts mark the artifacts’ design space from a user’s perspective and that this information may be helpful in separating valuable ideas from the not so valuable.

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Special Issue: Experience Design - Applications and Reflections

It took a while to post it, but here it is ... Already last year, Mark BlytheEffie Law and I edited a special issue on Experience Design in the New Review of Hypermedia and Multimedia. It features a more designerly perspective on and some reflections about Experience Design itself and its relation to common approaches and views in Human-Computer Interaction and Design.

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Aesthetics in interactive products: Correlates and consequences of beauty

Beauty matters. Certainly, most people would agree. Beauty is an important ingredient of our daily lives. We admire and praise the beauty of nature, architecture, music, other people – an ugly color or an awkward form easily repels us. Given its pervasiveness, the lack of research addressing beauty (or aesthetics) in Human-Computer Interaction (HCI) is striking (see Tractinsky, 2005).

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The "Beauty Dilemma"

The empirical study of aesthetics in Human-Computer Interaction (HCI) is concerned with – among other topics – the relationship between beauty and usability and the general impact of beauty on product choice and use. Specifically, the present paper explores the notion of a "beauty dilemma" – the idea that people discount beauty in a choice situation, although they value it in general (i.e., they are not choosing what makes them happy). We explored this idea in three studies with a total of over 600 participants.

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User experience - a research agenda

Over the last decade, ‘user experience’ (UX) became a buzzword in the field of human – computer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire.Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI.

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