Mensch und Computer 2022
Mensch und Computer 2022 vom 4.-7. September 2022 in Darmstadt
https://muc2022.mensch-und-computer.de/
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- KonferenzbeitragPerceptions and Use of Warning Apps – Did Recent Crises Lead to Changes in Germany?(Mensch und Computer 2022 - Tagungsband, 2022) Haunschild, Jasmin; Kaufhold, Marc-André; Reuter, ChristianWarning and emergency apps are an integral part of crisis informatics and particularly relevant in countries that currently do not have cell broadcast, such as Germany. Previous studies have shown that such apps are regarded as relevant, but only around 16% of German citizens used them in 2017 and 2019. With the COVID-19 pandemic and a devastating flash flood, Germany has recently experienced severe crisis-related losses. By comparing data from representative surveys from 2017, 2019 and 2021, this study investigates whether these events have changed the perceptions of warning apps and their usage patterns in Germany. The study shows that while multi-hazard emergency and warning apps have been easily surpassed in usage by COVID-19 contact tracing apps, the use of warning apps has also increased and the pandemic has added new desired features. While these have been little-used during the COVID-19 pandemic, especially non-users see smartphone messengers app channels as possible alternatives to warning apps. In addition, regional warning apps appear promising, possibly because they make choosing a warning app easier when there are several available on the market.
- KonferenzbeitragEthical Challenges in Inclusive Software Development Projects with People having Cognitive Impairments(Mensch und Computer 2022 - Tagungsband, 2022) Dirks, SusanneThe benefits of participatory approaches in software development are widely recognized when it comes to developing well-designed and well-usable systems. However, the inclusion of users with impairments in research and development projects remains a rarity in practice, with many ethical, technical and social challenges. People with cognitive impairments are at a particular disadvantage in their opportunities to participate in the digital transformation. Compared to other groups of people with impairments, they have few technical tools at their disposal to improve the accessibility of digital resources. As a result, they often rely on the support of family members or caregivers. In order to develop appropriate technologies to support this ever-growing group of people, they need to be more involved in technical research and development. So far, there are very few methods and approaches to help address ethical and social challenges in inclusive software development projects. In the EU Horizon 2020 funded project EasyReading, a software framework for automatic personalized simplification of existing websites was developed together with people with cognitive impairments. This paper presents the methods developed in the project and solutions to the ethical challenges in the project. A final discussion evaluates the practical implications of the developed solutions for development projects with people with cognitive impairments. Still existing limitations of the developed methods are pointed out and impulses for further research are given.
- KonferenzbeitragFootprints Without Borders: An Interactive Installation for Tangible Communication About Consumption-Based CO2 Emissions in an Exhibition Context(Mensch und Computer 2022 - Tagungsband, 2022) Merkle, Anne F.; Herzog, Michael A.; Schumacher, DominikLooking at consumption-based emissions is directly relevant to policy discussions. In order to develop effective climate strategies, climate policy needs to address the root causes, which requires an understanding of outsourced CO2 emissions. Using a design science research methodology process, an interactive installation was developed to communicate scientifically collected data in an exhibition environment. A three-dimensional and tangible world map allows to explore territorial emissions in contrast to cosumption-based emissions visually and haptically. Evaluation findings indicate that the exhibit supports different levels of understanding according to Bloom’s taxonomy. The developed design and interaction concept was evaluated in early user tests showing high pragmatic and very high hedonic qualities. Based on first results, the designed learning object offers an alternative approach to inform about outsourced emissions and to promote the discourse about effective climate strategies
- WorkshopbeitragUser Experience and Social Interaction with Robots(Mensch und Computer 2022 - Workshopband, 2022) Häkkilä, Jonna; Väänänen, Kaisa; Löchtefeld, Markus; Ahtinen, Aino; Kaipainen, Kirsikka; Rehm, Matthias; Paananen, Siiri; Hannula, Petri; Colley, AshleyRobots are an emerging area in human-computer interaction. Although different types of robots have been around for automation and maintenance tasks, they are now emerging more and more towards use cases with social interaction, bringing new opportunities and challenges for the designers. Robots are being integrated into different work and service domains, including office work, healthcare and education. When designing interactive technologies, we need to take into account different user groups, use contexts, and even cultural sensitivities to achieve good user experiences. With robots, also tangible interaction, the form factor, and physical appearance are part of the interactive system design. This workshop addresses interaction with robots, focusing especially on the user experience and social interaction side of it. The workshop invites researchers and practitioners to present their work, or position papers, on the topic and to discuss about related case studies, applications, research methods, and experiences.
- KonferenzbeitragOnline Service Switching Intentions and Attitudes towards Data Portability – The Role of Technology-related Attitudes and Privacy(Mensch und Computer 2022 - Tagungsband, 2022) Luzsa, Robert; Mayr, Susanne; Syrmoudis, Emmanuel; Grossklags, Jens; Kübler-Wachendorff, Sophie; Kranz, JohannThe European General Data Protection Regulation aims at empowering users of online services. In particular, the Right to Data Portability is intended to facilitate switching between online services by allowing users to port data between service providers. However, little is known about psychological factors that influence whether users desire switching between services and using data portability. Identifying such factors could support the design of userfriendly data portability solutions and awareness-raising measures, thereby strengthening users’ digital sovereignty. The present study therefore examines predictors of users’ intentions to switch online services and their attitudes towards data portability (i.e., intention to use portability). Drawing upon related research, switching intentions and attitudes towards data portability are assumed tobe affected by users’ technology acceptance, technology competency and subjective importance of privacy. An online quantitative questionnaire study with a large, sociodemographically diverse German sample (N = 995) was conducted, and data were analyzed via logistic regression modelling. The results reveal that switching intentions are more prevalent among users who attach great importance to privacy, users who are open towards new technologies, as well as younger users and users with a university degree. Higher importance of privacy and higher technology competency are linked to an increased desire to use data portability. Users reported the greatest need for data portability for data-storage (i.e., cloud) services. From the results, conclusions for implementing user-friendly data portability solutions and public information campaigns are drawn, and directions for further user-centered research on online service switching and data portability are discussed.
- WorkshopbeitragFrom Huh? to Aha! – a modern and thrilling approach to the user experience of structural measurements(Mensch und Computer 2022 - Workshopband, 2022) Riedewald, Sandra; Corbett, David; Garcia de Alcañiz Alonso, Juan ManuelDoes this bridge require maintenance? Is it worth for me, as an investor, to purchase this building? In order to answer such questions, data is collected with specialized instruments, evaluated by experts and passed through the hands of many people with varying levels of expertise. Understanding the stakeholders is a key element in both efficiency and error prevention. Screening Eagle Technologies is not only known in the industry for its technical innovations and has received multiple awards, but also for the ease of use of the measuring devices and the data processing software. The article introduces how, based on an amazingly simple operating metaphor, we consistently use AI, 3D and AR to help our users avoid mistakes and work efficiently when collecting, interpreting and passing on complex measurement data.
- WorkshopbeitragPartizipative Entwicklung eines Makerspace-Angebots für und mit Mädchen im Alter von 10-16 Jahren(Mensch und Computer 2022 - Workshopband, 2022) Pröbster, Monika; Raudonat, Kerstin; Herling, Claudia; Dierolf, Nicole; Marsden, NicolaDie Zahl der Makerspaces und außerschulischen MINT-Angebote wächst - die Teilhabe verschiedener Gruppen ist jedoch ungleich verteilt. Insbesondere Mädchen mit Migrationshintergrund sind unterrepräsentiert. Ziel des Projekts MAKEitREAL der Hochschule Heilbronn, des Landesverbands für naturwissenschaftlich-technische Jugendbildung Baden-Württemberg e.V. und der Stadt Heilbronn ist es, ein partizipatives mobiles Makerspace-Angebot mit dieser Zielgruppe zu entwickeln, die Aktivitäten in der Region weiter auszubauen und sie zu einem lebendigen Netzwerk zu bündeln. Der vorliegende Beitrag beleuchtet Erfahrungen der ersten Projektphase und zeigt Implikationen für das weitere Vorgehen auf.
- KonferenzbeitragDemonstration of an Infrared Pen as an Input Device for Projected Augmented Reality Tabletops(Mensch und Computer 2022 - Tagungsband, 2022) Maierhöfer, Vitus; Schmid, Andreas; Wimmer, RaphaelInteractive tabletops do not only offer a large surface for collaborative interaction. They also offer quick access to digital tools directly at the table - where a large number of everyday activities take place. Tabletops with an embedded display are generally less flexible and more fragile than ordinary massive tabletops. Physical objects on the tabletop occlude the digital content. In contrast, top-down-projected interfaces using an overhead projector-camera system allow for augmenting arbitrary tables and objects lying on them. However, detecting pointing input only via a camera image captured from above requires robustly recognizing whether a finger or pen touches the tabletop or whether it hovers slightly above it. In this demonstration, we showcase a solution for reliably tracking a pen on arbitrary tabletop surfaces. The pen emits infrared light via a tip made of optical fiber. A camera captures position and shape of the light point on the surface. Our open-source tracking algorithm combines heuristics and a neural network to distinguish between drawing and hovering. This system can be reliably used for drawing and writing on tabletops. However, occlusion by users’ hands can deteriorate tracking of the pen.
- KonferenzbeitragThe Effects of Auditory Latency on Experienced First-Person Shooter Players(Mensch und Computer 2022 - Tagungsband, 2022) Halbhuber, David; Köhler, Annika; Schmidbauer, Markus; Wiese, Jannik; Henze, NielsLatency is inherently part of every interactive system and is particularly critical in video games. Previous work shows that visual latency above 25 ms reduces game experience and player performance. However, latency does not only affect visual perception but also may influence auditory elements of video games. It is unclear if auditory latency impairs the gaming experience and player performance with the same magnitude as visual latency. Therefore, we conducted an experiment with 24 participants playing a first-person shooter game. Participants played with four levels (0 ms, 40 ms, 270 ms, and 500 ms) of controlled auditory latency to reveal effects on game experience and player performance. Our analysis shows that auditory latency in video games increases the perceived tension, decreases positive feelings towards the game, and on its highest tested level (500 ms), even causes significantly stronger associations with negative feelings towards the game. Furthermore, we found that the negative effects of auditory latency are particularly pronounced for high-skilled players. We conclude that auditory latency negatively affects video games and their players. Therefore, researchers should investigate it with the same rigor as visual latency
- WorkshopbeitragEine kritische Reflexion partizipativer Methoden für die Gestaltung transmedialer Lernformate in der frühpädagogischen Fachkräftebildung(Mensch und Computer 2022 - Workshopband, 2022) Schäfer, Antonia; Müller-Rakow, AlexanderDigitale Bildungsangebote bieten eine dezentrale und flexible Chance für frühpädagogische Aus-, Fort- und Weiterbildung. Sie können individuelles mit institutionalisiertem Lernen transmedial verbinden und die Vereinbarkeit von Arbeit mit Lernsituationen im Kita- Alltag fördern. Fraglich ist, weshalb digitale Lehr- und Lernformate bisher kein fester Bestandteil der frühpädagogischen Weiterbildungslandschaft sind [1]. Wie digital unterstützte Lernformate, deren Zugänge und Gebrauchsszenarien gestaltet werden können, damit Kita-Fachkräfte kontextspezifisches Fachwissen erhalten und dieses auch im Kita-Alltag anwenden können, untersucht das interdisziplinäre Forschungsprojekt PIIQUE. Mit unserem Beitrag stellen wir partizipative Methoden ins Zentrum, anhand derer wir die Potenziale und Limitierungen für frühpädagogische Forschungsund Entwicklungsprojekte diskutieren. Zudem legen wir dar, wie wichtig die Kommunikationsformate und die Ansprache der Teilnehmenden für den Projektverlauf sind.