Publications
2018 |
Krause, Thiemo Machbarkeitsstudie zur Umsetzung von Kreativitätsmethoden in Augmented-Reality am Beispiel der Affinity-Diagramm Methode Bachelor Thesis Westphalian University of Applied Sciences, 2018. BibTeX | Tags: bachelor thesis @mastersthesis{Krause2018, title = {Machbarkeitsstudie zur Umsetzung von Kreativitätsmethoden in Augmented-Reality am Beispiel der Affinity-Diagramm Methode}, author = {Thiemo Krause}, year = {2018}, date = {2018-06-13}, school = {Westphalian University of Applied Sciences}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
Arévalo-Arboleda, Stephanie; Pascher, Max; Gerken, Jens Opportunities and Challenges in Mixed-Reality for an Inclusive Human-Robot Collaboration Environment InproceedingsMIAMobILe Proceedings of the 2018 International Workshop on Virtual, Augmented, and Mixed Reality for Human-Robot Interactions (VAM-HRI) as part of the ACM/IEEE Conference on Human-Robot Interaction, S. 83–86, Chicago, USA, 2018. Abstract | BibTeX | Links: @inproceedings{Arboleda2018, title = {Opportunities and Challenges in Mixed-Reality for an Inclusive Human-Robot Collaboration Environment}, author = {Stephanie Arévalo-Arboleda and Max Pascher and Jens Gerken}, url = {https://hci.w-hs.de/pub_opportunities_and_challenges_in_mixed-reality_for_an_inclusive_human-robot_collaboration_environment/, PDF Download}, year = {2018}, date = {2018-01-01}, booktitle = {Proceedings of the 2018 International Workshop on Virtual, Augmented, and Mixed Reality for Human-Robot Interactions (VAM-HRI) as part of the ACM/IEEE Conference on Human-Robot Interaction}, pages = {83--86}, address = {Chicago, USA}, abstract = {This paper presents an approach to enhance robot control using Mixed-Reality. It highlights the opportunities and challenges in the interaction design to achieve a Human-Robot Collaborative environment. In fact, Human-Robot Collaboration is the perfect space for social inclusion. It enables people, who suffer severe physical impairments, to interact with the environment by providing them movement control of an external robotic arm. Now, when discussing about robot control it is important to reduce the visual-split that different input and output modalities carry. Therefore, Mixed-Reality is of particular interest when trying to ease communication between humans and robotic systems.}, keywords = {human-robot collaboration, mixed-reality, robot control, severe motor impaired}, pubstate = {published}, tppubtype = {inproceedings} } This paper presents an approach to enhance robot control using Mixed-Reality. It highlights the opportunities and challenges in the interaction design to achieve a Human-Robot Collaborative environment. In fact, Human-Robot Collaboration is the perfect space for social inclusion. It enables people, who suffer severe physical impairments, to interact with the environment by providing them movement control of an external robotic arm. Now, when discussing about robot control it is important to reduce the visual-split that different input and output modalities carry. Therefore, Mixed-Reality is of particular interest when trying to ease communication between humans and robotic systems. |
Becker, Marvin Konzeption und Entwicklung eines „Mixed Reality Whiteboard“ mit der Microsoft Hololens Bachelor Thesis Westphalian University of Applied Sciences, 2018. BibTeX | Tags: bachelor thesis @mastersthesis{Becker2018, title = {Konzeption und Entwicklung eines „Mixed Reality Whiteboard“ mit der Microsoft Hololens}, author = {Marvin Becker}, year = {2018}, date = {2018-01-01}, school = {Westphalian University of Applied Sciences}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
Ihmig, Maike Ursachen und Möglichkeiten zur Vorbeugung von Cybersickness am Beispiel der Virtual Reality Software ZOOMission Bachelor Thesis Westphalian University of Applied Sciences, 2018. BibTeX | Tags: bachelor thesis @mastersthesis{Ihmig2018, title = {Ursachen und Möglichkeiten zur Vorbeugung von Cybersickness am Beispiel der Virtual Reality Software ZOOMission}, author = {Maike Ihmig}, year = {2018}, date = {2018-01-01}, school = {Westphalian University of Applied Sciences}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
Kwiedor, Markus Konzipierung und Entwicklung einer Webanwendung zur Darstellung freier Wohnlageninformationen basierend auf openData Masters Thesis Westphalian University of Applied Sciences, 2018. BibTeX | Tags: @mastersthesis{Kwiedor2018, title = {Konzipierung und Entwicklung einer Webanwendung zur Darstellung freier Wohnlageninformationen basierend auf openData}, author = {Markus Kwiedor}, year = {2018}, date = {2018-01-01}, school = {Westphalian University of Applied Sciences}, keywords = {}, pubstate = {published}, tppubtype = {mastersthesis} } |
Terbeck, Clara Analyse, Konzeption und Entwicklung eines Chatbots auf Basis eines Frameworks für die Unterstützung von Studierenden im Hochschulalltag Bachelor Thesis Westphalian University of Applied Sciences, 2018, (Bachelor Thesis). BibTeX | Tags: bachelor thesis @mastersthesis{Terbeck2018, title = {Analyse, Konzeption und Entwicklung eines Chatbots auf Basis eines Frameworks für die Unterstützung von Studierenden im Hochschulalltag}, author = {Clara Terbeck}, year = {2018}, date = {2018-01-01}, school = {Westphalian University of Applied Sciences}, note = {Bachelor Thesis}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
Klomfaß, Yvonne Interaktionsdesign und Implementierung einer mittels Handgesten gesteuerten Anwendung für die Arzneimittelherstellung Bachelor Thesis Westphalian University of Applied Sciences, 2018. BibTeX | Tags: bachelor thesis @mastersthesis{Klomfass2018, title = {Interaktionsdesign und Implementierung einer mittels Handgesten gesteuerten Anwendung für die Arzneimittelherstellung}, author = {Yvonne Klomfaß}, year = {2018}, date = {2018-01-01}, school = {Westphalian University of Applied Sciences}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
2017 |
Akdere, Esra Gestaltung und Evaluation einer Benutzeroberfläche für eine blickbasierte PC-Steuerung am Beispiel eyeV Bachelor Thesis Westphalian University of Applied Sciences, 2017. BibTeX | Tags: bachelor thesis @mastersthesis{Akdere2017, title = {Gestaltung und Evaluation einer Benutzeroberfläche für eine blickbasierte PC-Steuerung am Beispiel eyeV}, author = {Esra Akdere}, year = {2017}, date = {2017-01-01}, school = {Westphalian University of Applied Sciences}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
2016 |
Pascher, Max; Evers, Stefan; Meermeyer, Martin; Cagnazzo, Matteo Monitoring des Wohlergehens von alleinlebenden Senioren auf Basis von dezentral gemessenen Energieverbauchswerten Inproceedings VDE-Kongress 2016 – Internet der Dinge - Tagungsband, Verband der Elektrotechnik Elektronik Informationstechnik e.V. Berlin, 2016, ISBN: 978-3-8007-4308-7. Abstract | BibTeX | Links: @inproceedings{Pascher2016a, title = {Monitoring des Wohlergehens von alleinlebenden Senioren auf Basis von dezentral gemessenen Energieverbauchswerten}, author = {Max Pascher and Stefan Evers and Martin Meermeyer and Matteo Cagnazzo}, url = {https://www.vde-verlag.de/proceedings-de/454308107.html}, isbn = {978-3-8007-4308-7}, year = {2016}, date = {2016-11-07}, booktitle = {VDE-Kongress 2016 – Internet der Dinge - Tagungsband}, address = {Berlin}, organization = {Verband der Elektrotechnik Elektronik Informationstechnik e.V. }, abstract = {Im Rahmen des vom Bundesministerium für Bildung und Forschung geförderten Projektes ZELIA - Zuhause eigenständig leben im Alter werden die Konzeption sowie die Möglichkeiten und Grenzen eines minimalinvasiven AAL-Ansatzes erforscht, der ausschließlich auf der Auswertung von zentral gemessenen Verbrauchsdaten (elektrischer Strom, Gas,Wasser) beruht. Es wird bewusst auf die Installation von Sensorik unmittelbar im Wohnraum sowie auf die Notwendigkeit der Interaktion mit einem Benutzer verzichtet. Spürbare Eingriffe in die unmittelbare Privatsphäre sowie Bedienungsfehler werden so vermieden. Die Messung der Verbrauchsdaten erfolgt ausschließlich auf Basis von Messgeräten, die in den Haushalten aufgrund gesetzlicher Bestimmungen in naher Zukunft verbaut werden müssen, wodurch Zusatzkosten minimiert werden. }, keywords = {AAL, consumption, elderly, monitoring, software architecture}, pubstate = {published}, tppubtype = {inproceedings} } Im Rahmen des vom Bundesministerium für Bildung und Forschung geförderten Projektes ZELIA - Zuhause eigenständig leben im Alter werden die Konzeption sowie die Möglichkeiten und Grenzen eines minimalinvasiven AAL-Ansatzes erforscht, der ausschließlich auf der Auswertung von zentral gemessenen Verbrauchsdaten (elektrischer Strom, Gas,Wasser) beruht. Es wird bewusst auf die Installation von Sensorik unmittelbar im Wohnraum sowie auf die Notwendigkeit der Interaktion mit einem Benutzer verzichtet. Spürbare Eingriffe in die unmittelbare Privatsphäre sowie Bedienungsfehler werden so vermieden. Die Messung der Verbrauchsdaten erfolgt ausschließlich auf Basis von Messgeräten, die in den Haushalten aufgrund gesetzlicher Bestimmungen in naher Zukunft verbaut werden müssen, wodurch Zusatzkosten minimiert werden. |
Cagnazzo, Matteo; Pascher, Max; Meermeyer, Martin; Evers, Stefan Monitoring energy consumption to derive the welfare of solitary seniors Inproceedings Proceedings of the IEEE Workshop on Environmental, Energy, and Structural Monitoring Systems (EESMS), S. 1-6, IEEE 2016, ISBN: 978-1-5090-2369-1. Abstract | BibTeX | Links: @inproceedings{Cagnazzo2016MonitoringEC, title = {Monitoring energy consumption to derive the welfare of solitary seniors}, author = {Matteo Cagnazzo and Max Pascher and Martin Meermeyer and Stefan Evers}, doi = {10.1109/EESMS.2016.7504804}, isbn = {978-1-5090-2369-1}, year = {2016}, date = {2016-06-01}, booktitle = {Proceedings of the IEEE Workshop on Environmental, Energy, and Structural Monitoring Systems (EESMS)}, pages = {1-6}, organization = {IEEE}, abstract = {In the research project ZELIA - Zuhause eigensta ̈ndig leben im Alter, supported by the Federal Ministry of Education and Research, the conception as well as the opportunities and limitations of a minimally invasive Ambient Assisted Living system are investigated. The prototype is set up and tested in Bocholt, a small town in a rural area in the northwest of North-Rhine-Westphalia, Germany. Currently seventeen test households participate in the project. The approach is based on the central measurement of energy (electricity, natural gas) and water consumption. The installation of sensors in the housing space itself as well as the need for direct actions of the users is intentionally avoided, therefore the approach is minimally invasive. Due to this intrusions into the immediate privacy and operating errors by the users are avoided. The meters to measure the consumption data must be installed in the near future in German households by law, thus additional costs are reduced to a minimum.}, keywords = {AAL, elderly, monitoring, privacy, wellbeing}, pubstate = {published}, tppubtype = {inproceedings} } In the research project ZELIA - Zuhause eigensta ̈ndig leben im Alter, supported by the Federal Ministry of Education and Research, the conception as well as the opportunities and limitations of a minimally invasive Ambient Assisted Living system are investigated. The prototype is set up and tested in Bocholt, a small town in a rural area in the northwest of North-Rhine-Westphalia, Germany. Currently seventeen test households participate in the project. The approach is based on the central measurement of energy (electricity, natural gas) and water consumption. The installation of sensors in the housing space itself as well as the need for direct actions of the users is intentionally avoided, therefore the approach is minimally invasive. Due to this intrusions into the immediate privacy and operating errors by the users are avoided. The meters to measure the consumption data must be installed in the near future in German households by law, thus additional costs are reduced to a minimum. |
Cagnazzo, Matteo; Pascher, Max; Meermeyer, Martin; Evers, Stefan Protoyping a minimally invasive, privacy-compliant, distributed AAL-system Inproceedings Proceedings of the IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS), S. 1079-1080, IEEE 2016, ISBN: 978-1-4673-9955-5. Abstract | BibTeX | Links: @inproceedings{Cagnazzo2016ProtoypingAM, title = {Protoyping a minimally invasive, privacy-compliant, distributed AAL-system}, author = {Matteo Cagnazzo and Max Pascher and Martin Meermeyer and Stefan Evers}, doi = {10.1109/INFCOMW.2016.7562262}, isbn = {978-1-4673-9955-5}, year = {2016}, date = {2016-04-01}, booktitle = {Proceedings of the IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)}, journal = {2016 IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)}, pages = {1079-1080}, organization = {IEEE}, abstract = {In the research project ZELIA - Zuhause eigenständig leben im Alter, supported by the Federal Ministry of Education and Research, the conception as well as the opportunities and limitations of a minimally invasive AAL-system are investigated. The prototype is set up and tested in Bocholt, a small town in a rural area in the northwest of North-Rhine-Westphalia, Germany. Currently seventeen test households participate in the project. The approach is based on the central measurement of energy (electricity, natural gas) and water consumption. The installation of sensors in the housing space itself as well as the need for direct actions of the users is intentionally avoided, therefore the approach is minimally invasive. Due to this intrusions into the immediate privacy and operating errors by end users are avoided. The meters to measure the consumption data must be installed in the near future in German households by law, thus additional costs are reduced to a minimum.}, keywords = {AAL, elderly, monitoring, privacy, security}, pubstate = {published}, tppubtype = {inproceedings} } In the research project ZELIA - Zuhause eigenständig leben im Alter, supported by the Federal Ministry of Education and Research, the conception as well as the opportunities and limitations of a minimally invasive AAL-system are investigated. The prototype is set up and tested in Bocholt, a small town in a rural area in the northwest of North-Rhine-Westphalia, Germany. Currently seventeen test households participate in the project. The approach is based on the central measurement of energy (electricity, natural gas) and water consumption. The installation of sensors in the housing space itself as well as the need for direct actions of the users is intentionally avoided, therefore the approach is minimally invasive. Due to this intrusions into the immediate privacy and operating errors by end users are avoided. The meters to measure the consumption data must be installed in the near future in German households by law, thus additional costs are reduced to a minimum. |
Sprenger, Daniel Stand, Trends und Analyse von Anzeige- und Bedienelementen im Elektrokraftfahrzeug Bachelor Thesis Westphalian University of Applied Sciences, 2016. BibTeX | Tags: bachelor thesis @mastersthesis{Sprenger2016, title = {Stand, Trends und Analyse von Anzeige- und Bedienelementen im Elektrokraftfahrzeug}, author = {Daniel Sprenger}, year = {2016}, date = {2016-01-01}, school = {Westphalian University of Applied Sciences}, keywords = {bachelor thesis}, pubstate = {published}, tppubtype = {mastersthesis} } |
2013 |
Gerken, Jens; König, Werner A; Jetter, Hans-Christian Key to success: Using Zoomable UIs on Interactive Surfaces in Real-World Corporate Scenarios / Die Verwendung von ZUIs auf Interaktiven Oberflächen als Schlüssel zum Erfolg in realen Unternehmens-anwendungen Inproceedings Ziegler, Jürgen (Ed.): i-com: Vol. 12, No. 3, S. 34–43, De Gruyter, Berlin, 2013. Abstract | BibTeX | Links: @inproceedings{Gerken2013, title = {Key to success: Using Zoomable UIs on Interactive Surfaces in Real-World Corporate Scenarios / Die Verwendung von ZUIs auf Interaktiven Oberflächen als Schlüssel zum Erfolg in realen Unternehmens-anwendungen}, author = {Jens Gerken and Werner A König and Hans-Christian Jetter}, editor = {Jürgen Ziegler}, url = {https://hci.w-hs.de/pub_longitudinal_research_in_human-computer_interaction/, PDF Download}, doi = {asdoasd1315}, year = {2013}, date = {2013-01-01}, booktitle = {i-com: Vol. 12, No. 3}, pages = {34–43}, publisher = {De Gruyter}, address = {Berlin}, abstract = {Zoomable User Interfaces (ZUIs) are a well-established idea for the design of human-computer interfaces. While the vision of a “true” ZUI in its stricter sense has not become reality yet, today’s tablets and touch devices feature many facets of zoomable user interfaces. In this article, we will present smartPerform, a zoomable presentation toolkit which has been commercially developed based on academic research on ZUIs at the University of Konstanz. By illustrating best practices from our customers, we will show that ZUIs are a particularly promising in combination with interactive surfaces and distributed display environments.}, keywords = {distributed-display environment, Multi-touch surfaces, panning, tabletop, zoomable user interfaces, zooming}, pubstate = {published}, tppubtype = {inproceedings} } Zoomable User Interfaces (ZUIs) are a well-established idea for the design of human-computer interfaces. While the vision of a “true” ZUI in its stricter sense has not become reality yet, today’s tablets and touch devices feature many facets of zoomable user interfaces. In this article, we will present smartPerform, a zoomable presentation toolkit which has been commercially developed based on academic research on ZUIs at the University of Konstanz. By illustrating best practices from our customers, we will show that ZUIs are a particularly promising in combination with interactive surfaces and distributed display environments. |
Oleksik, Gerard; Jetter, Hans-Christian; Gerken, Jens; Milic-Frayling, Natasa; Jones, Rachel Towards an Information Architecture for Flexible Reuse of Digital Media Inproceedings Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia, S. 12:1–12:10, ACM, Luleå, Sweden, 2013, ISBN: 978-1-4503-2648-3. Abstract | BibTeX | Links: @inproceedings{Oleksik2013, title = {Towards an Information Architecture for Flexible Reuse of Digital Media}, author = {Gerard Oleksik and Hans-Christian Jetter and Jens Gerken and Natasa Milic-Frayling and Rachel Jones}, url = {https://hci.w-hs.de/pub_towards_an_information_architecture_for_flexible_reuse_of_digital_media/, PDF Download}, doi = {10.1145/2541831.2541866}, isbn = {978-1-4503-2648-3}, year = {2013}, date = {2013-01-01}, booktitle = {Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia}, pages = {12:1--12:10}, publisher = {ACM}, address = {Luleå, Sweden}, series = {MUM '13}, abstract = {Our research is concerned with designing support for ubiquitous access, organization, and interpretation of digital assets that users produce and store across multiple devices and computing platforms. Through a co-design study with scientists we identified specific aspects of conceptual maps they wish to create for their projects in order to make sense of diverse collections of digital media related to their individual and collective work. By the use of a technology probe called DeskPiles we observed the mechanisms involved in such a process. We identified the practice of using sub-document elements to compose the views of digital collections and diverse linking strategies to express semantic relations among concepts and ideas and to enable access to supporting digital assets. Our findings reveal the need to expand traditional information architectures and include (1) an extended range of content reference options and (2) transformation services to enable extraction, conversion, and linking of digital content. We advocate a granular and multi-format representation of content as the basis for reuse and ubiquitous access of digital media in diverse multi-device environments. }, keywords = {cloud architecture, collection views, compositions, content re-appropriation, digital content assemblies, information architecture}, pubstate = {published}, tppubtype = {inproceedings} } Our research is concerned with designing support for ubiquitous access, organization, and interpretation of digital assets that users produce and store across multiple devices and computing platforms. Through a co-design study with scientists we identified specific aspects of conceptual maps they wish to create for their projects in order to make sense of diverse collections of digital media related to their individual and collective work. By the use of a technology probe called DeskPiles we observed the mechanisms involved in such a process. We identified the practice of using sub-document elements to compose the views of digital collections and diverse linking strategies to express semantic relations among concepts and ideas and to enable access to supporting digital assets. Our findings reveal the need to expand traditional information architectures and include (1) an extended range of content reference options and (2) transformation services to enable extraction, conversion, and linking of digital content. We advocate a granular and multi-format representation of content as the basis for reuse and ubiquitous access of digital media in diverse multi-device environments. |
2012 |
Jetter, Hans-Christian; Leifert, Svenja; Gerken, Jens; Schubert, Sören; Reiterer, Harald Does (Multi-)Touch Aid Users’ Spatial Memory and Navigation in ‘Panning’ and in ‘Zooming & Panning’ UIs? Inproceedings Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '12, ACM Press, New York, New York, USA, 2012, ISBN: 978-1-4503-1287-5. Abstract | BibTeX | Links: @inproceedings{Jetter2012, title = {Does (Multi-)Touch Aid Users’ Spatial Memory and Navigation in ‘Panning’ and in ‘Zooming & Panning’ UIs?}, author = {Hans-Christian Jetter and Svenja Leifert and Jens Gerken and Sören Schubert and Harald Reiterer}, url = {https://hci.w-hs.de/pub_does_multi-touch_aid_users_spatial_memory_and_navigation_in_panning_and_in_zoomingpanning_uis/, PDF Download}, doi = {10.1145/2254556.2254575}, isbn = {978-1-4503-1287-5}, year = {2012}, date = {2012-01-01}, booktitle = {Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '12}, publisher = {ACM Press}, address = {New York, New York, USA}, abstract = {Recent findings from Embodied Cognition reveal strong effects of arm and hand movement on spatial memory. This suggests that input devices may have a far greater influence on users’ cognition and users’ ability to master a system than we typically believe – especially for spatial panning or zooming & panning user interfaces. We conducted two experiments to observe whether multi-touch instead of mouse input improves users’ spatial memory and navigation performance for such UIs. We observed increased performances for panning UIs but not for zooming & panning UIs. We present our results, provide initial explanations and discuss opportunities and pitfalls for interaction designers.}, keywords = {embodied cognition, multi-touch, navigation, panning, spatial memory, touch, user study, zooming, zui}, pubstate = {published}, tppubtype = {inproceedings} } Recent findings from Embodied Cognition reveal strong effects of arm and hand movement on spatial memory. This suggests that input devices may have a far greater influence on users’ cognition and users’ ability to master a system than we typically believe – especially for spatial panning or zooming & panning user interfaces. We conducted two experiments to observe whether multi-touch instead of mouse input improves users’ spatial memory and navigation performance for such UIs. We observed increased performances for panning UIs but not for zooming & panning UIs. We present our results, provide initial explanations and discuss opportunities and pitfalls for interaction designers. |
Jetter, Hans-Christian; Zöllner, Michael; Gerken, Jens; Reiterer, Harald Design and Implementation of Post-WIMP Distributed User Interfaces with ZOIL Journal Article International Journal of Human-Computer Interaction, 28 (11), S. 737–747, 2012, ISSN: 1044-7318. Abstract | BibTeX | Links: @article{Jetter2012b, title = {Design and Implementation of Post-WIMP Distributed User Interfaces with ZOIL}, author = {Hans-Christian Jetter and Michael Zöllner and Jens Gerken and Harald Reiterer}, url = {https://hci.w-hs.de/pub_design_and_implementation_of_post-wimp_distributed_user_interface_with_zoil/, PDF Download}, doi = {10.1080/10447318.2012.715539}, issn = {1044-7318}, year = {2012}, date = {2012-01-01}, journal = {International Journal of Human-Computer Interaction}, volume = {28}, number = {11}, pages = {737--747}, abstract = {“Interactive spaces” are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration between multiple users that is based on a seamless use of different devices for natural “post-WIMP” interaction (e.g., multitouch walls, interactive tabletops, tablet PCs, or digital pen and paper). However, to this day, there are no well-established guidelines or toolkits for designing and implementing such distributed user interfaces (DUIs). Therefore, this article introduces the Zoomable Object-Oriented Information Landscape (ZOIL), a novel design approach and software framework for post-WIMP DUIs in interactive spaces. In the following, the ZOIL design principles are first introduced and illustrated. They provide recommendations and examples of DUI interaction design for interactive spaces. Then the different software patterns and architectures that have been employed for implementing the open-source ZOIL software framework are described. This framework facilitates the implementation of ZOIL's design principles in practice. Lessons learned from ZOIL's implementation are shared, and the implementation is discussed and compared with related work and approaches. The results of an evaluation of ZOIL with designers and developers conclude the article. }, keywords = {}, pubstate = {published}, tppubtype = {article} } “Interactive spaces” are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration between multiple users that is based on a seamless use of different devices for natural “post-WIMP” interaction (e.g., multitouch walls, interactive tabletops, tablet PCs, or digital pen and paper). However, to this day, there are no well-established guidelines or toolkits for designing and implementing such distributed user interfaces (DUIs). Therefore, this article introduces the Zoomable Object-Oriented Information Landscape (ZOIL), a novel design approach and software framework for post-WIMP DUIs in interactive spaces. In the following, the ZOIL design principles are first introduced and illustrated. They provide recommendations and examples of DUI interaction design for interactive spaces. Then the different software patterns and architectures that have been employed for implementing the open-source ZOIL software framework are described. This framework facilitates the implementation of ZOIL's design principles in practice. Lessons learned from ZOIL's implementation are shared, and the implementation is discussed and compared with related work and approaches. The results of an evaluation of ZOIL with designers and developers conclude the article. |
2011 |
Gerken, Jens Longitudinal Research in Human-Computer Interaction PhD Thesis Universität Konstanz, 2011. Abstract | BibTeX | Links: @phdthesis{Gerken2011, title = {Longitudinal Research in Human-Computer Interaction}, author = {Jens Gerken}, url = {https://hci.w-hs.de/pub_longitudinal_research_in_human-computer_interaction/, PDF Download}, year = {2011}, date = {2011-11-22}, address = {Konstanz}, school = {Universität Konstanz}, abstract = {The goal of this thesis is to shed more light into an area of empirical research, which has only drawn minor interest in the field of Human-Computer Interaction so far – Longitudinal Research. This is insofar surprising, as Longitudinal Research provides the exceptional advantage compared to cross-sectional research of being able to analyze change processes. Therefore, it incorporates time as a dependent variable into the research design by gathering data from multiple points in time. Change processes are not just an additional research area but are essential to our understanding of the world, with HCI being no exception. Only Longitudinal Research allows us to validate our assumptions over time. For example, a user experience study for an electronic consumer product, such as a TV-set, that reveals how excited people about the device are, should also investigate whether this excitement holds over time, whether usability issues arise after two weeks, and eventually whether people will buy the follow-up product form the same company. Our experience with technology is situated in context, and time is one important aspect of our context – ignoring does not necessarily lead to invalid but often insignificant research. In this thesis, we contribute to the area of Longitudinal Research in HCI in manifold ways. First, we present a taxonomy for Longitudinal Research, which provides a foundation for the development of the field. It may serve both as a basis for discussion and methodological advances as well as a guiding framework for novices who strive to apply Longitudinal Research methods. Second, we provide a practical contribution by presenting PocketBee, a multi-modal diary for longitudinal field research. The tool is based on Android smartphones and allows researchers to conduct remote longitudinal studies in a variety of ways. We embed the discussion of PocketBee in a broader discussion of the diary and experience sampling methods, allowing researchers to understand the context of the tool, the advantages and also the inherent problems. Eventually, we present the Concept Maps method, which tackles a specific is-sue of Longitudinal Research – the difficulty to analyze changes in qualitative data over time, as these are normally hidden in large amounts of data and sub-ject to the interpretation of the researcher. In the context of API usability, the method allows the externalization of the mental model developers generate. Concept Maps are used for these external representations and by continually updating these maps, changes over time become apparent and the analysis replicable. The thesis will also help researchers to discover further important research are-as in this field, as for example the variety of methodological issues that arise with gathering data over time. As the topic of Longitudinal Research has not yet been covered comprehensively in the scientific HCI literature, this thesis provides an important first step.}, keywords = {concept maps, diary, hci, longitudinal, pocketbee, taxonomy}, pubstate = {published}, tppubtype = {phdthesis} } The goal of this thesis is to shed more light into an area of empirical research, which has only drawn minor interest in the field of Human-Computer Interaction so far – Longitudinal Research. This is insofar surprising, as Longitudinal Research provides the exceptional advantage compared to cross-sectional research of being able to analyze change processes. Therefore, it incorporates time as a dependent variable into the research design by gathering data from multiple points in time. Change processes are not just an additional research area but are essential to our understanding of the world, with HCI being no exception. Only Longitudinal Research allows us to validate our assumptions over time. For example, a user experience study for an electronic consumer product, such as a TV-set, that reveals how excited people about the device are, should also investigate whether this excitement holds over time, whether usability issues arise after two weeks, and eventually whether people will buy the follow-up product form the same company. Our experience with technology is situated in context, and time is one important aspect of our context – ignoring does not necessarily lead to invalid but often insignificant research. In this thesis, we contribute to the area of Longitudinal Research in HCI in manifold ways. First, we present a taxonomy for Longitudinal Research, which provides a foundation for the development of the field. It may serve both as a basis for discussion and methodological advances as well as a guiding framework for novices who strive to apply Longitudinal Research methods. Second, we provide a practical contribution by presenting PocketBee, a multi-modal diary for longitudinal field research. The tool is based on Android smartphones and allows researchers to conduct remote longitudinal studies in a variety of ways. We embed the discussion of PocketBee in a broader discussion of the diary and experience sampling methods, allowing researchers to understand the context of the tool, the advantages and also the inherent problems. Eventually, we present the Concept Maps method, which tackles a specific is-sue of Longitudinal Research – the difficulty to analyze changes in qualitative data over time, as these are normally hidden in large amounts of data and sub-ject to the interpretation of the researcher. In the context of API usability, the method allows the externalization of the mental model developers generate. Concept Maps are used for these external representations and by continually updating these maps, changes over time become apparent and the analysis replicable. The thesis will also help researchers to discover further important research are-as in this field, as for example the variety of methodological issues that arise with gathering data over time. As the topic of Longitudinal Research has not yet been covered comprehensively in the scientific HCI literature, this thesis provides an important first step. |
Jetter, Hans-Christian; Gerken, Jens; Zöllner, Michael; Reiterer, Harald; Milic-Frayling, Natasa Materializing the Query with Facet-streams: A Hybrid Surface for Collaborative Search on Tabletops Inproceedings Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, S. 3013–3022, ACM, Vancouver, BC, Canada, 2011, ISBN: 978-1-4503-0228-9. Abstract | BibTeX | Links: @inproceedings{Jetter2011, title = {Materializing the Query with Facet-streams: A Hybrid Surface for Collaborative Search on Tabletops}, author = {Hans-Christian Jetter and Jens Gerken and Michael Zöllner and Harald Reiterer and Natasa Milic-Frayling}, url = {https://hci.w-hs.de/pub_materializing_the_query_with_facet-streams-a_hybrid_surface_for_collaborative_search_on_tabletops/, PDF Download}, doi = {10.1145/1978942.1979390}, isbn = {978-1-4503-0228-9}, year = {2011}, date = {2011-05-07}, booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems}, pages = {3013--3022}, publisher = {ACM}, address = {Vancouver, BC, Canada}, series = {CHI '11}, abstract = {We introduce "Facet-Streams", a hybrid interactive surface for co-located collaborative product search on a tabletop. Facet-Streams combines techniques of information visualization with tangible and multi-touch interaction to materialize collaborative search on a tabletop. It harnesses the expressive power of facets and Boolean logic without exposing users to complex formal notations. Two user studies reveal how Facet-Streams unifies visual and tangible expressivity with implicity in interaction, supports different strategies and collaboration styles, and turns product search into a fun and social experience.}, keywords = {collaborative search, tabletop, tangible user interfaces}, pubstate = {published}, tppubtype = {inproceedings} } We introduce "Facet-Streams", a hybrid interactive surface for co-located collaborative product search on a tabletop. Facet-Streams combines techniques of information visualization with tangible and multi-touch interaction to materialize collaborative search on a tabletop. It harnesses the expressive power of facets and Boolean logic without exposing users to complex formal notations. Two user studies reveal how Facet-Streams unifies visual and tangible expressivity with implicity in interaction, supports different strategies and collaboration styles, and turns product search into a fun and social experience. |
Gerken, Jens; Jetter, Hans-Christian; Zöllner, Michael; Mader, Martin; Reiterer, Harald The concept maps method as a tool to evaluate the usability of APIs Inproceedings Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11, ACM Press, New York, New York, USA, 2011, ISBN: 978-1-4503-0228-9. Abstract | BibTeX | Links: @inproceedings{Gerken2011b, title = {The concept maps method as a tool to evaluate the usability of APIs}, author = {Jens Gerken and Hans-Christian Jetter and Michael Zöllner and Martin Mader and Harald Reiterer}, url = {https://hci.w-hs.de/pub_the_concept_maps_method_as_a_tool_to_evaluate_the_usability_of_apis/, PDF Download}, doi = {10.1145/1978942.1979445}, isbn = {978-1-4503-0228-9}, year = {2011}, date = {2011-01-01}, booktitle = {Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11}, publisher = {ACM Press}, address = {New York, New York, USA}, abstract = {Application programming interfaces (APIs) are the interfaces to existing code structures, such as widgets, frameworks, or toolkits. Therefore, they very much do have an impact on the quality of the resulting system. So, ensuring that developers can make the most out of them is an important challenge. However standard usability evaluation methods as known from HCI have limitations in grasping the interaction between developer and API as most IDEs (essentially the GUI) capture only part of it. In this paper we present the Concept Map method to study the usability of an API over time. This allows us to elicit the mental model of a programmer when using an API and thereby identify usability issues and learning barriers and their development over time.}, keywords = {API usability, concept maps, evaluation method, longitudinal}, pubstate = {published}, tppubtype = {inproceedings} } Application programming interfaces (APIs) are the interfaces to existing code structures, such as widgets, frameworks, or toolkits. Therefore, they very much do have an impact on the quality of the resulting system. So, ensuring that developers can make the most out of them is an important challenge. However standard usability evaluation methods as known from HCI have limitations in grasping the interaction between developer and API as most IDEs (essentially the GUI) capture only part of it. In this paper we present the Concept Map method to study the usability of an API over time. This allows us to elicit the mental model of a programmer when using an API and thereby identify usability issues and learning barriers and their development over time. |
Heilig, Mathias; Huber, Stephan; Gerken, Jens; Demarmels, Mischa; Allmendinger, Katrin; Reiterer, Harald Hidden details of negotiation : the mechanics of reality-based collaboration in information seeking Inproceedings Campos, Pedro; Graham, Nicholas; Jorge, Joaquim; Nunes, Nuno; Palanque, Philippe; Winckler, Marco (Ed.): Human-Computer Interaction – INTERACT 2011, S. 622–639, Springer Berlin Heidelberg, Berlin, Heidelberg, 2011, ISBN: 978-3-642-23770-6. Abstract | BibTeX | Links: @inproceedings{Heilig2011, title = {Hidden details of negotiation : the mechanics of reality-based collaboration in information seeking}, author = {Mathias Heilig and Stephan Huber and Jens Gerken and Mischa Demarmels and Katrin Allmendinger and Harald Reiterer}, editor = {Pedro Campos and Nicholas Graham and Joaquim Jorge and Nuno Nunes and Philippe Palanque and Marco Winckler}, url = {https://hci.w-hs.de/pub_hidden_details_of_negotiation_the_mechanics_of_reality-based_collaboration_in_information_seeking/, PDF Download}, doi = {10.1007/978-3-642-23771-3_46}, isbn = {978-3-642-23770-6}, year = {2011}, date = {2011-01-01}, booktitle = {Human-Computer Interaction – INTERACT 2011}, number = {6947}, pages = {622--639}, publisher = {Springer Berlin Heidelberg}, address = {Berlin, Heidelberg}, series = {Lecture Notes in Computer Science}, abstract = {Social activities such as collaborative work and group negotiation can be an essential part of information seeking processes. However, they are not sufficiently supported by today’s information systems as they focus on individual users working with PCs. Reality-based UIs with their increased emphasis on social, tangible, and surface computing have the potential to tackle this problem. By blending characteristics of real-world interaction and social qualities with the advantages of virtual computer systems, they inherently change the possibilities for collaboration, but until now this phenomenon has not been explored sufficiently. Therefore, this paper presents an experimental user study that aims at clarifying the impact such reality-based UIs and its characteristics have on collaborative information seeking processes. Two different UIs have been developed for the purpose of this study. One is based on an interactive multi-touch tabletop in combination with on-screen tangibles, therefore qualifying as a reality-based UI, while the other interface uses three synchronized PCs each controlled by keyboard and mouse. A comparative user study with 75 participants in groups of three was carried out to observe fundamental information seeking tasks for co-located collaboration. The study shows essential differences of emerging group behavior, especially in terms of role perception and seeking strategies depending on the two different UIs.}, keywords = {collaboration, information seeking, tabletop, tangible user interface, user study}, pubstate = {published}, tppubtype = {inproceedings} } Social activities such as collaborative work and group negotiation can be an essential part of information seeking processes. However, they are not sufficiently supported by today’s information systems as they focus on individual users working with PCs. Reality-based UIs with their increased emphasis on social, tangible, and surface computing have the potential to tackle this problem. By blending characteristics of real-world interaction and social qualities with the advantages of virtual computer systems, they inherently change the possibilities for collaboration, but until now this phenomenon has not been explored sufficiently. Therefore, this paper presents an experimental user study that aims at clarifying the impact such reality-based UIs and its characteristics have on collaborative information seeking processes. Two different UIs have been developed for the purpose of this study. One is based on an interactive multi-touch tabletop in combination with on-screen tangibles, therefore qualifying as a reality-based UI, while the other interface uses three synchronized PCs each controlled by keyboard and mouse. A comparative user study with 75 participants in groups of three was carried out to observe fundamental information seeking tasks for co-located collaboration. The study shows essential differences of emerging group behavior, especially in terms of role perception and seeking strategies depending on the two different UIs. |