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i-com Band 16 (2017) Heft 2

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  • Konferenzbeitrag
    On the Attempt to Implement Social Addressability within a Robotic System
    (i-com: Vol. 16, No. 2, 2017) Graf, Philipp; Marquardt, Manuela; Compagna, Diego
    We conducted a Human-Robot Interaction (HRI) study during a science event, using a mixed method experimental approach with quantitative and qualitative data (adapted version of Godspeed Questionnaire and audio-visual material analysed videographically). The main purpose of the research was to gather insight into the relevance of the so-called “point of interaction” for a successful and user-friendly interaction with a non-anthropomorphic robot. We elaborate on this concept with reference to sociological theories under the heading of “addressability” and “social address” and generate hypotheses informed by former research and theoretical reflections. We implement an interface on our robot system, comprising two LEDs, which indicate the status of the robot/interaction, and which might possibly serve as basal form of embodied social address. In one experimental condition, the movements were accompanied by a light choreography, the other one was conducted without the LEDs. Our findings suggest a potential relevance of social address for the interaction partner to receive additional information, especially if the situation is a contingent one. Nevertheless, the overall rating on the Godspeed scales showed no significant differences between the light conditions. Several possible reasons for this are discussed. Limitations and advantages are pointed out in the conclusion.
  • book-review
    S. Diefenbach/M. Hassenzahl: Psychologie in der nutzerzentrierten Produktgestaltung
    (i-com: Vol. 16, No. 2, 2017) Burmester, Michael
  • Zeitschriftenartikel
    Challenges and Opportunities in Designing Experiences for Advanced Amateur Sportsmen
    (i-com: Vol. 16, No. 2, 2017) Woźniak, Paweł W.
    While new technologies supporting the experience of sports appear every day, we still do not have a full understanding of how to design technology that augments the experience of physical exercise. As more and more users practice sports in western societies, interaction design must learn to readdress the practical, social, physical and psychological aspects of sports. In this paper, I reflect on my past studies in the nascent field of designing interactive technologies for advanced amateur sportsmen. I share the practical challenges involved in augmenting experiences of training and race day performance. I discuss issues of qualitative experience, community, motivation and temporality to highlight where current sports technologies are insufficient. In particular, I focus on the experiences of those already involved in training routines and place less emphasis on beginners or those who need to be convinced to practice sports. I then discuss reasons for the difficulties involved in developing sports technologies and propose potential solutions to those difficulties to identify ways to move interaction design for sports forward.
  • Konferenzbeitrag
    Wicked, Open, Collaborative: Why Research through Design Matters for HCI Research
    (i-com: Vol. 16, No. 2, 2017) Berger, Arne; Totzauer, Sören; Lefeuvre, Kevin; Storz, Michael; Kurze, Albrecht; Bischof, Andreas
    In contrast to the first and second wave of Human Computer Interaction, the third wave grapples with wicked problems. However, re-solutions to wicked problems embodied in frame and change the understanding of the problem itself. Research through Design (RtD) is a constructive methodology to understand this interplay of problem framing through designing artifacts. RtD is also suited to resurface the theory within those artifacts through annotation. These annotations expose and emphasize qualities, values and assumptions held within artifacts by its creators. In addition to those modes for annotation, we will suggest two additional abstract frames through which RtD artifacts can be further annotated: Open Research Agenda and Interdisciplinarity. We will apply both frames to one research artifact, Loaded Dice to distill qualities from this artifact’s framing. Through this we will show how creating and deploying an artifact can change its environment which also includes its creators.
  • Konferenzbeitrag
    Designing a Holistic Behavior Change Support System for Healthy Aging
    (i-com: Vol. 16, No. 2, 2017) Herrmanny, Katja; Schwarz, Michael; Paldán, Katrin; Beckmann, Nils; Sell, Jennifer; Wagner, Nils-Frederic; Dogangün, Aysegül
    In this paper, we describe the development of a behavior change support system to improve health. The system is designed for people in the age range of 50–65 with an interdisciplinary approach. The basic structure of the presented system consists of two main modules: a monitoring module to collect and analyze data and an intervention module to support behavior changes. Based on the results of a requirements analysis and findings gathered from a conducted literature review and own analyses, the behavior change system addresses the following lifestyle areas: physical activity, nutrition, mental fitness, sleep, and nature contact. We outline how the concept is developed with regards to the results of the requirements analysis and psychological foundations to explain and predict motivation and behavior change processes. We describe how single system components match phases of behavior change models and how they were implemented into an Android application. Finally, we present the results of usability studies where the comprehensibility of the concept and application was tested together with the usability of navigation structure and design. The results show that the target group is able to understand the concept and can navigate through the system easily.
  • Konferenzbeitrag
    On the Influence of Walking on Hazard Detection for Prospective User-Centered Design of an Assistance System for Older Pedestrians
    (i-com: Vol. 16, No. 2, 2017) Protzak, Janna; Wiczorek, Rebecca
    As older pedestrians are at high risk of being involved in car crashes, an assistance system is currently under development. One of it’s aims is to encourage them to stop walking before looking for traffic. The approach was evaluated in two studies. Age group and motoric condition served as independent variables in both experiments. Experiment one was conducted in a pedestrian traffic simulation with a traffic related visual hazard detection task with simulated walking. Analysis revealed no age-specific dual-task costs for accuracy and response time. This unexpected result was ascribed to the insufficient operationalization of the walking task, which lacked important aspects of real walking such as requirements of keeping the balance. Therefore, experiment two, comprised real walking but a simple visual task. In the second experiment older participants missed more targets than younger. More important, number of errors increased as a function of motor load only for older participants. Response times were enhanced for older participants and faster for both groups while standing compared to walking. Results are discussed with regard to the development of an assistance systems for older pedestrians and theoretical implications for prospective user-centered experimental design.
  • Textdokument
    Human-Machine Integration as Support Relation: Individual and Task-Related Hybrid Systems in Industrial Production
    (i-com: Vol. 16, No. 2, 2017) Weidner, Robert; Argubi-Wollesen, Andreas; Karafillidis, Athanasios; Otten, Bernward
    One of the greatest societal challenges right now can be seen in the design of the interaction between human and technology. Especially in recent years this has become more intense. In almost all life situations, we are already supported or assisted by technology. Such systems come in various forms and characteristics. This paper will report on an ongoing research project named smartASSIST which aims to establish methods for the development of wearable systems for physical support as well as exemplary supporting technologies. The research is based upon a theoretical foundation of human-machine support relations which leads to the conceptual approach of constructing Human-Hybrid-Robot (HHR) systems.
  • Konferenzbeitrag
    Development of an Inertial Motion Capture System for Clinical Application
    (i-com: Vol. 16, No. 2, 2017) Bleser, Gabriele; Taetz, Bertram; Miezal, Markus; Christmann, Corinna A.; Steffen, Daniel; Regenspurger, Katja
    The ability to capture human motion based on wearable sensors has a wide range of applications, e.g., in healthcare, sports, well-being, and workflow analysis. This article focuses on the development of an online-capable system for accurately capturing joint kinematics based on inertial measurement units (IMUs) and its clinical application, with a focus on locomotion analysis for rehabilitation. The article approaches the topic from the technology and application perspectives and fuses both points of view. It presents, in a self-contained way, previous results from three studies as well as new results concerning the technological development of the system. It also correlates these with new results from qualitative expert interviews with medical practitioners and movement scientists. The interviews were conducted for the purpose of identifying relevant application scenarios and requirements for the technology used. As a result, the potentials of the system for the different identified application scenarios are discussed and necessary next steps are deduced from this analysis.
  • Textdokument
    Use of Information and Communication Technology in Healthcare Context by Older Adults in Germany: Initial Results of the Tech4Age Long-Term Study
    (i-com: Vol. 16, No. 2, 2017) Mertens, Alexander; Rasche, Peter; Theis, Sabine; Bröhl, Christina; Wille, Matthias
    In 2016 the interdisciplinary research team Tech4Age started its long-term survey to evaluate the use of information and communication technology (ICT) by older adults () in Germany. This study focuses on the use of ICT devices and applications, the evaluation how these devices are operated in terms of ergonomic hand positions, the investigation of health information usage as well as technology affinity, health literacy and computer literacy. The first run of the Tech4Age long-term study was done by sending a paper-based questionnaire to 5,000 individuals older than 60 years randomly selected from the total German population and equally locally distributed within Germany. Responses were collected from N = 551 participants with a mean age of 69.17 years (SD = 5.787). The gender ratio of the sample is balanced, including 51.3% male and 48.7% female. Results provide descriptive insights into technology usage and knowledge about influencing factors. Older adults already use modern ICT on a large scale, for example to do online banking or for mobility reasons (navigation, booking tickets, etc.), but health-related ICT products and applications have been used less, mainly due to mistrust. Investigation of health information usage showed that doctors and pharmacists are the main sources older adults rely on. Two thirds of all participants were satisfied with general information they got about health. The evaluation of the ergonomic use of ICT devices revealed a common way of use, namely that a majority of older adults prefer to use their ICT devices in the case of a small display in portrait mode and in the case of larger displays in portrait as well as landscape mode. Touch input is always performed with a finger or the second hand, the one not holding the device. The article will present and discuss the results in detail.
  • Textdokument
    Sociotechnical Systems in the Textile Industry
    (i-com: Vol. 16, No. 2, 2017) Altepost, Andrea; Löhrer, Mario; Ziesen, Nenja; Saggiomo, Marco; Strüver, Niklas; Houben, Daniel; Gloy, Yves-Simon
    This article delineates the work of an interdisciplinary research group concerning the implementation of a digital assistance system in the German textile industry. Using a holistic approach, researchers from different disciplines contribute to the design of an integrated socio-technical method that guides industrial actors in developing and implementing digital assistance systems that are applicable on the shop-floor level and at the same time take into account various social and organizational demands. Following this approach, the development of new technologies is coordinated with innovative social practices, for example, learning techniques or organizational changes. Furthermore, aspired users of the assistance system participate in the project by contributing their expertise of the working progress as well as by defining requirements essential towards addressing the various challenges at hand. The conceptual outline and early findings of the project, including the development of a prototype of the assistance system, are presented in this article.