Posts in Publications
Persuasive, transformational, gamified - Themenheft der i-com

"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.

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The effect of perceived hedonic quality

Usability 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.

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With a little help from a friend: A Shower Calendar to save water

The 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.

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linked. – a relatedness experience for boys

An 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.

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Dynamics of user experience: How the perceived quality of mobile phones changes over time

The 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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