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22
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Introduction
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June 2012 - present
Publications
Publications (22)
While the general debate about the potential of automated vehicles is pervasive, less is known about how people experience those vehicles in everyday life. To this end, we studied the experiential consequences of a speculative automated "valet parking" service. We designed three variants and confronted participants "in the wild." The automation rep...
The analysis of tasks and workflows is a longstanding tradition in Human-Computer Interaction (HCI). In many cases, it provides a crucial basis for the usable design of interactive systems. However, established tools almost exclusively focus on task content and structure, thereby ignoring the more "experiential" aspects of task performance. To fill...
Designing an aesthetic interaction is an important issue for Interaction Design (ID) and Human-Computer Interaction (HCI). While a number of frameworks exist, the experimental study of potential underlying principles remains rare. In this paper, we suggest that particular interaction attributes (e.g., “fast”) are systematically related to particula...
Automotive interaction design (AID) becomes more and more important. From advanced driver assistance systems to social media—the number of interactive systems available in cars increased substantially over the recent years. However, AID is still mostly concerned with making interaction either easy or exciting. In this chapter, we argue that AID sho...
To a good part, well-being depends on individual engagement in beneficial activities. The present paper draws attention to the potential of encouraging and shaping well-being-enhancing activities through interaction with everyday objects and technology. Our case study started from the activity of keeping ‘small’ secrets as a way to experience auton...
Designing for technology-mediated relatedness (i.e., closeness, togetherness over a distance) is challenging. It requires a wellbeing-driven approach, which focuses on the subtle modulation of everyday practices and the creation of positive and meaningful experiences throughout the day. Based on an ongoing project, we tell four stories. Each is abo...
Nowadays, consuming activities, ideas, and experiences become more important than cherishing possessions. This apparent shift from the tangible, material to the intangible, immaterial poses a serious challenge for contemporary product design and industrial design. At the heart of designing the immaterial (i.e., experiences) is interaction. Interact...
New technologies provide expanded opportunities for interaction design. The growing number of possible ways to interact, in turn, creates a new responsibility for designers: Besides the product's visual aesthetics, one has to make choices about the aesthetics of interaction. This issue recently gained interest in Human-Computer Interaction (HCI) re...
While society changes its focus from "well-fare" to "well-being," design becomes increasingly interested in the question whether it can design for happiness. In the present paper, we outline Experience Design, an approach which places pleasurable and meaningful moments at the center of all design efforts. We discuss reasons for focusing on experien...
Not long ago, interaction was predominantly determined by technology itself or adhered to simple principles of efficiency (e.g., only three clicks away). Today interaction has to "feel good" and has to be "beautiful". This poses the question of how to conceptualize this emerging "aesthetics of interaction". In the present paper, we discuss existing...
Der vorliegende Beitrag beschäftigt sich mit dem systematischen Umgang mit Prototypen im Kontext der Gestaltung und Evaluation interaktiver Produkte. Wir stellen ein Modell vor, das es erlaubt Prototypen aus unterschiedlichen Materialien (z.B. Papier, Comic, Click-Dummy) entlang ihrer Inhaltselemente zu klassifizieren. Wir diskutieren unterschiedli...
"Never put off till tomorrow what you can do today!" is easier said than done. Actually doing something we intend to do is often hampered by procrastination. This paper presents ReMind, a calendar/to-do-list-like object to overcome procrastination. An empirical case study of a functional prototype using Interpretative Phenomenological Analysis (IPA...
New technologies and opportunities in interaction design also come with new responsibilities. Besides the product's visual aesthetics, design needs to address the aesthetics of interaction. We discuss the various starting points of emerging approaches and then present an own approach to the How of interaction. We suggest an interaction vocabulary,...
Zusammenfassung
Prototyping ermöglicht es bereits in frühen Phasen des Produktentwicklungszyklus Rückmeldung zu Konzeptideen und verschiedenen Varianten der Ausgestaltung einzuholen. Voraussetzung für hilfreiche Einsichten durch Evaluationsstudien ist allerdings die Angemessenheit der Konzeptrepräsentation. Wird die Konzeptidee durch die gewählte A...
Music incorporates extensive social functions, with joint listening being a central part of it. Interestingly, existing technology rarely addresses the specific requirements for creating a shared music experience. The present design case presents Mo, a music player addressing social and emotional aspects of joint music listening. Based on insights...
Projects
Project (1)