ABSTRACT Assistenzsysteme haben häufig ein negatives gesellschaftliches Ansehen und die Potential... more ABSTRACT Assistenzsysteme haben häufig ein negatives gesellschaftliches Ansehen und die Potentiale, welche sie bieten, werden selten wahrgenommen. Obwohl die Nutzung solcher Systeme die Lebensqualität maßgeblich steigern kann, werden sie von vielen hilfebedürftigen Menschen abgelehnt. Der folgende Beitrag widmet sich der Frage, wie solche Systeme gestaltet werden müssen, um eine höhere Akzeptanz zu erreichen. Am Beispiel des Projektes inDAgo wird analysiert, wie diesem Problem vorgebeugt und durch eine benutzerzentrierte Vorgehensweise in der Entwicklung eine höhere Akzeptanz sowie Vertrauen in das spätere Produkt sichergestellt werden kann. Dies sollte dadurch erreicht werden, dass nichtstigmatisierende Alltagsgegenständen mit Assistenz-Funktionalitäten verknüpft werden.
Intuitive Benutzung technischer Systeme ist ein bislang noch sehr vages und wissenschaftlich und ... more Intuitive Benutzung technischer Systeme ist ein bislang noch sehr vages und wissenschaftlich und methodisch schwer greifbares Konzept. Dennoch scheint ein Design, „das intuitive Benutzung erlaubt“, ein überzeugendes Verkaufsargument zu sein. Da derzeit keine Kriterien spezifiziert sind, die angeben, wie intuitiv benutzbare Interfaces gestaltet werden können, ist es leicht, so zu argumentieren – schließlich kann man nicht widerlegt werden.
Abstract. In this paper we present a general definition of the concept ‘intuitive use of user int... more Abstract. In this paper we present a general definition of the concept ‘intuitive use of user interfaces ' on the basis of our current interdisciplinary work. ‘Intuitive use ’ is regarded as a characteristic of human-machine systems. It refers to a special kind of interaction process between users and technical systems that use the users ' intuition. The main part of the paper deals with central aspects of this definition in detail and discusses pre-conditions and restrictions of the use of the concept. The main aspects that we discuss are the design of technical systems, application and non-conscious use of previous knowledge, intuition as a non-conscious process, interaction, and effectiveness. We complement this discussion by addressing the relationship between aesthetics and intuitive use.
A lack of social support reduces the chances of successful rehabilitation. However, the social en... more A lack of social support reduces the chances of successful rehabilitation. However, the social environment changes considerably during this time. Therefore, fostering consistent social contacts is highly relevant. To address social relatedness in software-based cognitive therapy during rehabilitation we intend to use a non-player character as a companion. In this work we analyze possible forms of representation of the companion based on required characteristics, age and gender to achieve this goal. These were set in relation to age and gender of the user. Three female and three male companions in three age groups were created and subsequently tested in an explorative feasibility study with 40 participants. 50% of participants preferred a female middle-aged companion, 25% a younger male. Older companions were chosen only by women. Regarding the gender, 62.5% chose a female companion. We present an orientation for development of non-player characters as companion in software-based tra...
Experimentelle Prototypen zu gestenbasierten und be wegungsorientierten Interaktionsformaten wurd... more Experimentelle Prototypen zu gestenbasierten und be wegungsorientierten Interaktionsformaten wurden in der Disziplin Interface Design, Dessau Departmen t of Design im Bauhaus, der HS Anhalt zu folgenden Fragestellungen entwickelt: Ermöglichen physika lische, natürliche Benutzerschnittstellen einen leichteren Zugang zu Informationen durch intuitive Logik und Erfahrbarkeit? Welche Bewegung passt zu welchem raumgreifenden Interaktionsformat? Wie l assen sich komplexe Informationssysteme einfach und benutzbar gestalten? Wie interagieren Anwe nder ohne Zuhilfenahme der Sprache mit „unsichtbaren“ Befehlen? Unser Ergebnis: die Qualität d er Lösungen liegt vor allem in der Entwicklung und Verfügbarmachung von Handlungsspielräumen für d en Nutzer.
Software-based training in cognitive rehabilitation is often perceived as boring when used over a... more Software-based training in cognitive rehabilitation is often perceived as boring when used over a longer period. This may negatively affect adherence and therefore reduce therapy success. Regular use is essential and should be continued after clinical stay. In this work, medically approved therapy software for cognitive training of divided attention in clinical use is extended with suitable gamification elements. Based on interactive storytelling, we created a main quest for single-player about two training sections and demonstrate a method by a prototype to wrap it around the therapy. Based on an exploratory study in Germany with patients (n=4) and a control group with healthy participants (n=6), we found a subjectively perceived motivational tendency for patients to use the software without being exhausted or losing concentration. Patients stated interest in further use. This work lays a basis to influence motivation, for further clinical evaluations, and shows important fields fo...
Complex bi-manual tasks often benefit from supporting visual information and guidance. Controllin... more Complex bi-manual tasks often benefit from supporting visual information and guidance. Controlling the system that provides this information is a secondary task that forces the user to perform concurrent multitasking, which in turn may affect the main task performance. Interactions based on natural behavior are a promising solution to this challenge. We investigated the performance of these interactions in a handsfree image manipulation task during a primary manual task with an upright stance. Essential tasks were extracted from the example of clinical workflow and turned into an abstract simulation to gain general insights into how different interaction techniques impact the user’s performance and workload. The interaction techniques we compared were full-body movements, facial expression, gesture and speech input. We found that leaning as an interaction technique facilitates significantly faster image manipulation at lower subjective workloads than facial expression. Our results p...
Since the 1960s, atopic dermatitis has seen a steady increase in prevalence in developed countrie... more Since the 1960s, atopic dermatitis has seen a steady increase in prevalence in developed countries. Most often, the onset begins at an early age and many patients are very young children. Due to their young age, their parents are forced to take over handling of the disease. As a consequence, atopic dermatitis places a high burden not only on affected children, but also on their parents and siblings, limiting human flourishing of a whole family. Therefore, the described research area calls for a possibility-driven approach that looks beyond mere problem-solving while building on existing support possibilities and creating new ones. This paper presents atopi as a result of such a possibility-driven approach. It incorporates existing patient education and severity scoring into an extensive service, adding new elements to turn necessary practices into joyful experiences, to create feelings of relatedness and to increase perceived self-efficacy, thus is suitable to enable human flourishing.
Carsten Mohs Johann Habakuk Israel GRK "prometei" am ZMMS TU Berlin, Sekr.: FR 2-7/2 Fr... more Carsten Mohs Johann Habakuk Israel GRK "prometei" am ZMMS TU Berlin, Sekr.: FR 2-7/2 Franklinstraße 28-29 10587 Berlin www.prometei.de ... Martin Christof Kindsmüller Universität zu Lübeck, Institut für Multimediale und Interaktive Systeme www.imis.uni-luebeck.de
Neurofeedback systems have been increasingly utilized in recent years for the treatment of ADHD. ... more Neurofeedback systems have been increasingly utilized in recent years for the treatment of ADHD. However, the disease-specific characteristics and the training motivation are only taken into account to a limited extent, especially for the therapy of children. Inspired by previous research in projector-based AR, we propose a new AR-based multiplayer game with BCI and haptic feedback for the therapy of children with ADHD. We evaluated our approach in an explorative user study with seven domain experts with different backgrounds related to the topic. The results show a harmonious combination of different technologies and that the multiplayer approach and the haptic aspects of the game are suitable and motivating to complement existing therapy methods. The results create an essential basis for further development of patient-oriented neurofeedback systems in ADHD therapy.
A high level of motivation and frequent training are relevant in software-based rehabilitation to... more A high level of motivation and frequent training are relevant in software-based rehabilitation to improve cognitive functioning after acquired brain injury. We evaluated the benefit of tailored user-centered gamification elements in a clinical study with N=83 outpatients undergoing three weeks of cognitive training in their home environment. The use of gamification in relation to the patient’s player type was explored in three steps. First, we determined the individual player types and related requests for specific game elements by means of questionnaires. Afterwards, we examined the effect of gamified training based on a non-player character and training progress within a metaphor. We considered secondly the individual perception and emotional effect and thirdly the performance based on training duration. 37 elements were requested by patients of all types, 18 elements were partially requested, and 4 elements were rejected. A comparison shows that the requested game elements partly...
Proceedings of the International Conferences Interfaces and Human Computer Interaction 2019 Game and Entertainment Technologies 2019 and Computer Graphics, Visualization, Computer Vision and Image Processing 2019, Jul 16, 2019
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
Research results show that gamification can influence emotions, motivation and behavior. However,... more Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.
ABSTRACT Assistenzsysteme haben häufig ein negatives gesellschaftliches Ansehen und die Potential... more ABSTRACT Assistenzsysteme haben häufig ein negatives gesellschaftliches Ansehen und die Potentiale, welche sie bieten, werden selten wahrgenommen. Obwohl die Nutzung solcher Systeme die Lebensqualität maßgeblich steigern kann, werden sie von vielen hilfebedürftigen Menschen abgelehnt. Der folgende Beitrag widmet sich der Frage, wie solche Systeme gestaltet werden müssen, um eine höhere Akzeptanz zu erreichen. Am Beispiel des Projektes inDAgo wird analysiert, wie diesem Problem vorgebeugt und durch eine benutzerzentrierte Vorgehensweise in der Entwicklung eine höhere Akzeptanz sowie Vertrauen in das spätere Produkt sichergestellt werden kann. Dies sollte dadurch erreicht werden, dass nichtstigmatisierende Alltagsgegenständen mit Assistenz-Funktionalitäten verknüpft werden.
Intuitive Benutzung technischer Systeme ist ein bislang noch sehr vages und wissenschaftlich und ... more Intuitive Benutzung technischer Systeme ist ein bislang noch sehr vages und wissenschaftlich und methodisch schwer greifbares Konzept. Dennoch scheint ein Design, „das intuitive Benutzung erlaubt“, ein überzeugendes Verkaufsargument zu sein. Da derzeit keine Kriterien spezifiziert sind, die angeben, wie intuitiv benutzbare Interfaces gestaltet werden können, ist es leicht, so zu argumentieren – schließlich kann man nicht widerlegt werden.
Abstract. In this paper we present a general definition of the concept ‘intuitive use of user int... more Abstract. In this paper we present a general definition of the concept ‘intuitive use of user interfaces ' on the basis of our current interdisciplinary work. ‘Intuitive use ’ is regarded as a characteristic of human-machine systems. It refers to a special kind of interaction process between users and technical systems that use the users ' intuition. The main part of the paper deals with central aspects of this definition in detail and discusses pre-conditions and restrictions of the use of the concept. The main aspects that we discuss are the design of technical systems, application and non-conscious use of previous knowledge, intuition as a non-conscious process, interaction, and effectiveness. We complement this discussion by addressing the relationship between aesthetics and intuitive use.
A lack of social support reduces the chances of successful rehabilitation. However, the social en... more A lack of social support reduces the chances of successful rehabilitation. However, the social environment changes considerably during this time. Therefore, fostering consistent social contacts is highly relevant. To address social relatedness in software-based cognitive therapy during rehabilitation we intend to use a non-player character as a companion. In this work we analyze possible forms of representation of the companion based on required characteristics, age and gender to achieve this goal. These were set in relation to age and gender of the user. Three female and three male companions in three age groups were created and subsequently tested in an explorative feasibility study with 40 participants. 50% of participants preferred a female middle-aged companion, 25% a younger male. Older companions were chosen only by women. Regarding the gender, 62.5% chose a female companion. We present an orientation for development of non-player characters as companion in software-based tra...
Experimentelle Prototypen zu gestenbasierten und be wegungsorientierten Interaktionsformaten wurd... more Experimentelle Prototypen zu gestenbasierten und be wegungsorientierten Interaktionsformaten wurden in der Disziplin Interface Design, Dessau Departmen t of Design im Bauhaus, der HS Anhalt zu folgenden Fragestellungen entwickelt: Ermöglichen physika lische, natürliche Benutzerschnittstellen einen leichteren Zugang zu Informationen durch intuitive Logik und Erfahrbarkeit? Welche Bewegung passt zu welchem raumgreifenden Interaktionsformat? Wie l assen sich komplexe Informationssysteme einfach und benutzbar gestalten? Wie interagieren Anwe nder ohne Zuhilfenahme der Sprache mit „unsichtbaren“ Befehlen? Unser Ergebnis: die Qualität d er Lösungen liegt vor allem in der Entwicklung und Verfügbarmachung von Handlungsspielräumen für d en Nutzer.
Software-based training in cognitive rehabilitation is often perceived as boring when used over a... more Software-based training in cognitive rehabilitation is often perceived as boring when used over a longer period. This may negatively affect adherence and therefore reduce therapy success. Regular use is essential and should be continued after clinical stay. In this work, medically approved therapy software for cognitive training of divided attention in clinical use is extended with suitable gamification elements. Based on interactive storytelling, we created a main quest for single-player about two training sections and demonstrate a method by a prototype to wrap it around the therapy. Based on an exploratory study in Germany with patients (n=4) and a control group with healthy participants (n=6), we found a subjectively perceived motivational tendency for patients to use the software without being exhausted or losing concentration. Patients stated interest in further use. This work lays a basis to influence motivation, for further clinical evaluations, and shows important fields fo...
Complex bi-manual tasks often benefit from supporting visual information and guidance. Controllin... more Complex bi-manual tasks often benefit from supporting visual information and guidance. Controlling the system that provides this information is a secondary task that forces the user to perform concurrent multitasking, which in turn may affect the main task performance. Interactions based on natural behavior are a promising solution to this challenge. We investigated the performance of these interactions in a handsfree image manipulation task during a primary manual task with an upright stance. Essential tasks were extracted from the example of clinical workflow and turned into an abstract simulation to gain general insights into how different interaction techniques impact the user’s performance and workload. The interaction techniques we compared were full-body movements, facial expression, gesture and speech input. We found that leaning as an interaction technique facilitates significantly faster image manipulation at lower subjective workloads than facial expression. Our results p...
Since the 1960s, atopic dermatitis has seen a steady increase in prevalence in developed countrie... more Since the 1960s, atopic dermatitis has seen a steady increase in prevalence in developed countries. Most often, the onset begins at an early age and many patients are very young children. Due to their young age, their parents are forced to take over handling of the disease. As a consequence, atopic dermatitis places a high burden not only on affected children, but also on their parents and siblings, limiting human flourishing of a whole family. Therefore, the described research area calls for a possibility-driven approach that looks beyond mere problem-solving while building on existing support possibilities and creating new ones. This paper presents atopi as a result of such a possibility-driven approach. It incorporates existing patient education and severity scoring into an extensive service, adding new elements to turn necessary practices into joyful experiences, to create feelings of relatedness and to increase perceived self-efficacy, thus is suitable to enable human flourishing.
Carsten Mohs Johann Habakuk Israel GRK "prometei" am ZMMS TU Berlin, Sekr.: FR 2-7/2 Fr... more Carsten Mohs Johann Habakuk Israel GRK "prometei" am ZMMS TU Berlin, Sekr.: FR 2-7/2 Franklinstraße 28-29 10587 Berlin www.prometei.de ... Martin Christof Kindsmüller Universität zu Lübeck, Institut für Multimediale und Interaktive Systeme www.imis.uni-luebeck.de
Neurofeedback systems have been increasingly utilized in recent years for the treatment of ADHD. ... more Neurofeedback systems have been increasingly utilized in recent years for the treatment of ADHD. However, the disease-specific characteristics and the training motivation are only taken into account to a limited extent, especially for the therapy of children. Inspired by previous research in projector-based AR, we propose a new AR-based multiplayer game with BCI and haptic feedback for the therapy of children with ADHD. We evaluated our approach in an explorative user study with seven domain experts with different backgrounds related to the topic. The results show a harmonious combination of different technologies and that the multiplayer approach and the haptic aspects of the game are suitable and motivating to complement existing therapy methods. The results create an essential basis for further development of patient-oriented neurofeedback systems in ADHD therapy.
A high level of motivation and frequent training are relevant in software-based rehabilitation to... more A high level of motivation and frequent training are relevant in software-based rehabilitation to improve cognitive functioning after acquired brain injury. We evaluated the benefit of tailored user-centered gamification elements in a clinical study with N=83 outpatients undergoing three weeks of cognitive training in their home environment. The use of gamification in relation to the patient’s player type was explored in three steps. First, we determined the individual player types and related requests for specific game elements by means of questionnaires. Afterwards, we examined the effect of gamified training based on a non-player character and training progress within a metaphor. We considered secondly the individual perception and emotional effect and thirdly the performance based on training duration. 37 elements were requested by patients of all types, 18 elements were partially requested, and 4 elements were rejected. A comparison shows that the requested game elements partly...
Proceedings of the International Conferences Interfaces and Human Computer Interaction 2019 Game and Entertainment Technologies 2019 and Computer Graphics, Visualization, Computer Vision and Image Processing 2019, Jul 16, 2019
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
Research results show that gamification can influence emotions, motivation and behavior. However,... more Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.
Uploads
Papers by Steffi Hußlein