Auflistung nach Autor:in "Birnstiel, Sandra"
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- KonferenzbeitragGartenfreund: Exploring the Botanical Garden with an Inclusive App(Mensch und Computer 2019 - Tagungsband, 2019) Birnstiel, Sandra; Steinmüller, Benedikt; Bissinger, Kerstin; Doll-Gerstendörfer, Simone; Huber, StephanMany museums exclude visually impaired people by offering only visual presentations of exhibition pieces. To improve the experience of the botanical garden in Würzburg for visually impaired people, we conducted a human centered design process with blind self-experiences and contextual interviews with two experts. From the qualitative insights we prototypically designed the inclusive smartphone app \textit{Gartenfreund}. \textit{Gartenfreund} consists of an NFC triggered audio guide with precise path descriptions to the next station and an interactive soundscape that produces animal sounds from the canopy level at which the phone is pointed. A preliminary evaluation shows that sighted and visually impaired participants could use the app without any usability problems and that the path descriptions need to be shorter and supported by a tactile orientation system for blind users. Our main contributions are the insights from user research and the inclusive app \textit{Gartenfreund}. In future work we will iterate the design and conduct a more extensive evaluation involving both blind and sighted users.
- WorkshopbeitragSocial Gamification in Team Sports - Design Concept and Preliminary Evaluation(Mensch und Computer 2024 - Workshopband, 2024) Birnstiel, SandraGamification, the use of game design elements to increase user engagement and motivation in any activity, has evolved in several areas, including sports. However, while the use of gamification in individual sports and fitness contexts has been extensively studied, the potential of gamification in team sports remains poorly explored. This paper addresses this gap by designing and evaluating social gamification features tailored to support team unity in sports teams. Therefore, a gamification concept was designed, consisting primarily of a virtual team mascot that can be unlocked and enhanced by completing team-based performance challenges, aimed at supporting the social relationship within the team. Subsequently, a within-subjects field experiment was conducted with an amateur women's soccer team over a four-week period to assess whether the presented features would increase social identification within the team. The preliminary evaluation revealed that although team members' participation in the given team challenges was moderate, there was a significant increase in social identity, confirming the hypothesis. This study extends the understanding of gamification in team sports, provides preliminary empirical evidence on the effectiveness of social gamification features in this context, and identifies avenues for future research on social gamification in team sports.