"Persuasive Technologies" und "Gamification" erforscht den Einsatzinteraktiver Produkte mit dem Ziel, das Verhalten und die Einstellungen von Menschen gezielt zu verändern. Dabei gilt es eine Reihe von Aspekten zu berücksichtigen: von allgemeineren ethischen Fragen oder der Frage, was Motivation überhaupt ist, bis zur Gestaltung konkreter Produkte, ihrer Akzeptanz und der Messung ihres Erfolgs.
Read MoreThe CHI conference in Vancouver is approaching. Matthias Laschke participates in the workshop on Gamification on Saturday with a plead for using more intrinsic rewards - "Mayor or patron? The difference between a badge and a meaningful story". On Wednesday, 11.00, he presents our Shower Calendar in the Session Sustainability 1. I hope you had the chance to meet Matthias ... he is still around.
Read MoreUsability can be broadly defined as quality of use. However, even this broad definition neglects the contribution of perceived fun and enjoyment to user satisfaction and preferences. Therefore, we recently suggested a model taking “hedonic quality” (HQ; i.e., non-task-oriented quality aspects such as innovativeness, originality, etc.) and the subjective nature of “appealingness” into account (Hassenzahl, Platz, Burmester, & Lehner, 2000). In this study, I aimed to further elaborate and test this model.
Read MoreThe Shower Calendar is a "persuasive" concept for reducing the consumption of water for showering. It offers a way to foster awareness of water consumption and communication among family members. This ultimately has the potential to result in behavioral change.
Read MoreJosef Schumann hat mich für den 20. Januar 2011 zu einem Vortrag im Rahmen des Forschungs-Kolloquiums bei BMW nach München eingeladen. Das Thema: "Experience Design: Gestaltungsmöglichkeiten für Freude am Fahren und darüber hinaus".
Read MoreAn ethnography-inspired study revealed that teenage boys tend to "squabble" to express and fulfill their need for relatedness and physicality. linked. draws upon this. It is a modular pillow-like device, enabling boys to squabble over a distance, thereby providing a means to experience relatedness in a novel, emotional, but socially appropriate way.
Read MoreAm 18.11.2010 werden Matthias Laschke und ich unsere Arbeiten zu "Transformationalen Produkten" beim Trendbarometer Home 2020 auf Zollverein vorstellen.
Read MoreThe way we use and experience an interactive product is a dynamic process. Surprisingly, only a very small number of studies in the context of Human-Computer Interaction (HCI) attempt to track and explain changes in behavior and experience over time. The present paper introduces CORPUS (Change Oriented analysis of the Relationshipbetween Product and USer), an interview technique to reconstruct changes in user experience over a period of morethan one year.
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