Auflistung nach Autor:in "Schneegass, Stefan"
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- KonferenzbeitragA Matter of Identity? Designing Personas for the Development of Makerspaces for Girls with Migration Background Considering Complex Social Identities(Mensch und Computer 2021 - Tagungsband, 2021) Pröbster, Monika; Marsden, NicolaDie vorliegende Studie befasst sich mit der Erstellung von Personas unter Berücksichtigung komplexer sozialer Identitäten im Rahmen einer Anforderungsanalyse für die partizipative Entwicklung von Makerspaces für Mädchen mit Migrationshintergund im Alter von 10-16 Jahren. Makerspaces bieten insbesondere Kindern und Jugendlichen eine anschauliche Zugangsmöglichkeit zu MINT-Themen. Jedoch erreichen diese Angebote Mädchen mit Migrationshintergrund bisher nur ungenügend. Mittels teilstrukturierter Interviews mit zehn Mädchen im Alter von 10-14 Jahren wurden Daten über die Zielgruppe erfasst und in einem mehrstufigen Prozess unter Berücksichtigung komplexer sozialer Identitäten vier Identitätsstrukturen identifiziert. Auf dieser Basis wurden vier Personas entwickelt. Der Prozess der Personaerstellung wird beispielhaft dargestellt und die weitere Verwendung der Personas im Kontext „MINT-Bildung/Makerspaces“ diskutiert.
- KonferenzbeitragAccelerating Deductive Coding of Qualitative Data: An Experimental Study on the Applicability of Crowdsourcing(Mensch und Computer 2021 - Tagungsband, 2021) Haug, Saskia; Rietz, Tim; Mädche, AlexanderWhile qualitative research can produce a rich understanding of peoples’ mind, it requires an essential and strenuous data annotation process known as coding. Coding can be repetitive and timeconsuming, particularly for large datasets. Crowdsourcing provides flexible access toworkers all around theworld, however, researchers remain doubtful about its applicability for coding. In this study, we present an interactive coding system to support crowdsourced deductive coding of semi-structured qualitative data. Through an empirical evaluation on Amazon Mechanical Turk, we assess both the quality and the reliability of crowd-support for coding. Our results show that non-expert coders provide reliable results using our system. The crowd reached a substantial agreement of up to 91% with the coding provided by experts. Our results indicate that crowdsourced coding is an applicable strategy for accelerating a strenuous task. Additionally, we present implications of crowdsourcing to reduce biases in the interpretation of qualitative data.
- KonferenzbeitragAn Accessible User Interface Concept for Non-Verbal and Spatial Aspects of Business Meetings for Blind and Visually Impaired People(Mensch und Computer 2021 - Tagungsband, 2021) Koutny, ReinhardBusiness meetings are an integral part ofwork life. While the modus operandi has changed over the course of the past years and decades, shifting from meetings with analog tools like flipcharts to digital aids like projectors or large touch displays mounted to walls, some aspects have stayed the same: Information does not only get exchanged verbally. Visual information like flipcharts but also non-verbal communication and spatial information are deemed essential information. This information is basically inaccessibly to blind and visually impaired people, which renders business meetings inaccessible to them as well. Consequentially, BVIPs have a tremendous disadvantage in their professional life. While research has been concerned with the mitigation of single aspects of the whole problem, especially with tracking all types of information, no comprehensive and user-friendly user interface approach has been developed. This paper proposes an accessible user interface approach facilitating affordable off-the-shelf hardware, which allows access to visual, non-verbal and spatial aspects of business meetings in a user-friendly manner and presents a fully functional prototype called MAPVI brainstorming tool.
- KonferenzbeitragAchiever or explorer? gamifying the creation process of training data for machine learning(Mensch und Computer 2020 - Tagungsband, 2020) Alaghbari, Sarah; Mitschick, Annett; Blichmann, Gregor; Voigt, Martin; Dachselt, RaimundThe development of artificial intelligence, e. g., for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. The creation of high-quality training data is usually done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make tedious tasks more interesting. This paper proposes a multi-step process for gamifying the manual creation of training data for machine learning purposes. We choose a user-adapted approach based on the results of a preceding user study with the target group (employees of an AI software development company) which helped us to identify annotation use cases and the users' player characteristics. The resulting concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of the company’s existing annotation tool and serves as a basis for further observations.
- KonferenzbeitragActivity Support For Seniors Using Public Displays: A Proof Of Concept(Mensch und Computer 2021 - Tagungsband, 2021) Fietkau, Julian; Stojko, LauraSeniors face many challenges in their daily activities regarding mobility and accessibility. We have designed and prototyped a system of networked public displays to support them, particularly regarding outdoor pedestrian navigation. This article describes the process and results of a qualitative evaluation of this prototype system, which was conducted with seven participants, a mixture of older adults and experts on geriatric care. Based on insights gained from these interviews, we provide guidance on the design of outdoor activity support systems for seniors.
- KonferenzbeitragAffinity for technology interaction and fields of study: implications for human-centered design of applications for public administration(Mensch und Computer 2020 - Tagungsband, 2020) Wessel, Daniel; Heine, Moreen; Attig, Christiane; Franke, ThomasAffinity for Technology Interaction (ATI) describes whether a person approaches or avoids interaction with technology [1], making it an important variable in human-centered design. To determine whether ATI will likely remain an important variable in the future, we compared the ATI scores of those who will develop applications (students of media and computer science) with those who will use them in a specific context (students of public administration). We also looked for possible selection biases when conducting online samples regarding technology, by comparing a self-selected online sample of public administration employees with a sample of students of public administration conducted in a classroom, in which no selection biases should have had occurred. To locate the samples in the general population we also compared them with a quota sample of the German population. Results indicate markedly different approaches to technology interaction between the student samples and the online sample being more similar to the media and computer science students. We discuss consequences for the human-centered design process, especially for understanding the users.
- KonferenzbeitragAge differences in the anticipated acceptance of egoistic versus altruistic crash-control-algorithms in automated vehicles(Mensch und Computer 2020 - Tagungsband, 2020) Wischert-Zielke, Moritz; Weigl, Klemens; Steinhauser, Marco; Riener, AndreasThis paper presents the results of an online questionnaire study (N = 97) which examined participants’ anticipated acceptance of crash-control-algorithms (CCAs, i.e., algorithms aimed at effecting certain ethical accident outcomes). Concerning a self-sacrifice trolley dilemma, participants displayed a specific age-dependent pattern, in which both younger (18 – 44 years) and older (65+ years) participants rated their acceptance for egoistic algorithms higher and for altruistic algorithms lower when compared to middle-aged participants (45 – 64 years).
- KonferenzbeitragAge-Related Differences in Preferences for Using Voice Assistants(Mensch und Computer 2021 - Tagungsband, 2021) Gollasch, David; Weber, GerhardIn the past fewyears, voice assistants have become broadly available in different forms of presentation and devices – not only as a personal assistant within smartphones but as smart speakers, within TV sets or as part of an in-car infotainment system. Furthermore, we live in an ageing society and considering elderly people as users of voice assistants gains more relevance driven by both trends. The goal of this study is to identify the specific age-related preferences of older people when using a conversational user interface in form of a voice assistant. We conducted a survey based on 26 elderlyrelated communication strategies among participants of different age. The participants had to evaluate the strategies according to their own preferences for using voice assistants. As a result, we identified 11 preferences specific to older users. Surprisingly, most of the communication strategies, when applied to voice assistants, seem to be relevant for users of all ages, and a few of the communication strategies do not apply when used in voice assistants. The preferences specific to older people help to develop new guidelines for voice user interfaces or conversational user interfaces in general. They do not automatically lead to those guidelines but provide a foundation to derive requirements, develop guidelines and evaluate those guidelines by means of user-based usability tests.
- KonferenzbeitragAmI-VR: An Accessible Building Information System as Case Study Towards the Applicability of Ambient Intelligence in Virtual Reality(Mensch und Computer 2021 - Tagungsband, 2021) Götzelmann, Timo; Kreimeier, Julian; Schwabl, Johannes; Karg, Pascal; Oumard, Christina; Büttner, FlorianAmbient intelligence represents a paradigm in which the user does not react to the environment, but vice versa. Accordingly, smart environments can react to the presence and activities of users and support them unobtrusively from the background. Especially in the context of accessibility, this offers great potential that has so far only been demonstrated for individual user groups. To overcome this limitation, we propose the automated, user- and context-related adaptation of the modality as well as locality of the representation of building information in the form of both an adjustable table as well as two displays on the basis of a prototype for a library information center. For being independent from material and regulatory restrictions and for better planability (especially with the ongoing COVID-19 pandemic) we used in addition to the hardware components also a Virtual Reality simulation, which proved to be very useful. Further optimization and evaluation will be needed for a more in depth understanding and dissemination in the long run, yet our prototype aims to help fostering further activities in the field of ambient intelligence, accessibility and virtual reality as a planning tool.
- KonferenzbeitragAnalysis of Significant Factors Influencing the Technology Acceptance of Smartglasses in the Craft Sector(Mensch und Computer 2021 - Tagungsband, 2021) Bröning, Lukas; Herpers, MartineSmartglasses mit Augmented Reality Technologie erfreuen sich immer größerer Beliebtheit in der Arbeitswelt und finden zunehmend Verwendung als Arbeitsassistenzsysteme. In Deutschland sind die Geräte im Handwerk, insbesondere in kleinen und mittleren Unternehmen (KMU), noch nicht weit verbreitet, obwohl sie zentralen Herausforderungen wie Fachkräftemangel und kürzer werdenden Innovations- und Produktionszyklen entgegenwirken können. Um die Wahrnehmung von Smartglasses im Handwerk zu beleuchten, wird eine erste quantitative Analyse durchgeführt. Hierzu wird ein kontextspezifisches Forschungsmodell für die Sanitär-, Heizungsund Klimatechnik-(SHK-)Branche entwickelt, das die Akzeptanzfaktoren Performance Expectancy, Effort Expectancy, Social Influence, Compatibility, Perceived Risks und Perceived Substitutability umfasst. Auf Basis einer Online-Umfrage (N = 38) wird das entwickelte Modell evaluiert und eine deskriptive Analyse sowie Korrelationsanalyse zur Auswertung der Umfragedaten vorgenommen. Die Ergebnisse zeigen, dass die Nutzung von Smartglasses überwiegend Zustimmung durch die Beschäftigten erfährt und die Technik als nützlich, einfach bedienbar, risikofrei und mit der eigenen Arbeitsweise vereinbar wahrgenommen wird.