Manuel Schmidt-Kraepelin

Manuel Schmidt-Kraepelin
Karlsruhe Institute of Technology | KIT · Institute of Applied Informatics and Formal Description Methods

Doctor of Philosophy

About

46
Publications
34,305
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784
Citations

Publications

Publications (46)
Article
Full-text available
Background: In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games. Various researchers have discussed substantial conceptua...
Conference Paper
Full-text available
Poorly annotated data is a common problem for data-intensive applications like supervised machine learning. In domains like healthcare, annotation tasks require specific domain knowledge and are thus often done manually by experts, which is error-prone, time-intensive, and tedious. In this study, we investigate gamification as a means to foster ann...
Conference Paper
Full-text available
Gamification refers to the use of game design elements in non-game contexts to evoke both instrumental and experiential outcomes within users. Although narratives are an integral part of most video games, little academic attention has been paid toward narratives as part of gamification design. In this research, we investigate two distinct aspects o...
Article
Multiorganizational, multistakeholder (MO-MS) collaborations that may span organizational and national boundaries, present design challenges beyond those of smaller-scale collaborations. This study opens an exploratory research stream to discover and document design concerns for MO-MS collaboration systems beyond those of the single-task collaborat...
Conference Paper
Full-text available
The sharing of sensitive data increasingly poses privacy risks not only to the disclosing individuals, but also to their families and friends. Genetic data sharing is a prime example of the tensions between personal and interdependent privacy risks and benefits that individuals must trade off when making disclosure decisions. Surprisingly, extant r...
Article
Full-text available
Following the success of the Bitcoin blockchain, distributed ledger technology (DLT) has received extensive attention in health informatics research. Yet, the healthcare industry is highly complex with many different stakeholders, information systems, regulations, and challenges. Thus, DLT may be used in various settings and for different purposes....
Conference Paper
Procrastination is the deliberate postponing of tasks knowing that it will have negative consequences in the future. Despite the potentially serious impact on mental and physical health, research has just started to explore the potential of information systems to help students combat procrastination. Specifically, while existing learning systems in...
Conference Paper
Full-text available
Artificial intelligence (AI) models are often complex and require additional explanations for use in high-stakes decision-making contexts like healthcare. To this end, explainable AI (XAI) developers must evaluate their explanations with domain experts to ensure understandability. As these evaluations are tedious and repetitive, we look at gamifica...
Article
Combining domain knowledge (DK) and machine learning is a recent research stream to overcome multiple issues like limited explainability, lack of data, and insufficient robustness. Most approaches applying informed machine learning (IML), however, are customized to solve one specific problem. This study analyzes the status of IML in medicine by con...
Conference Paper
Full-text available
Mindfulness practices are valuable exercises for physical and mental health. Various digital applications exist that support individuals in practicing mindfulness. Following the trend of gamifying utilitarian systems, many mindfulness applications (MAs) incorporate game design elements (GDEs). However, little is known about users' GDE preferences i...
Conference Paper
Full-text available
To improve contemporary machine learning (ML) models, research is increasingly looking at tapping in and incorporating the knowledge of domain experts. However, expert knowledge often relies on intuition, which is difficult to formalize for incorporation into ML models. Against this backdrop, we investigate the role of intuition in the context of e...
Data
This document provides supplementary information for the paper “Be Mindful of User Preferences: An Explorative Study on Game Design Elements in Mindfulness Applications” submitted to HICSS-56.
Data
This document provides supplementary material for the article "Understanding the Role of Expert Intuition in Medical Image Annotation: A Cognitive Task Analysis Approach" accepted at HICSS-56.
Article
Full-text available
Although consumers and experts often express concerns regarding the questionable business practices of direct-to-consumer (DTC) genetic testing services (e.g., reselling of consumers' genetic data), the DTC genetic testing market keeps expanding rapidly. We employ retail fairness as our theoretical lens to address this seeming paradox and conduct a...
Conference Paper
Full-text available
Converging hedonic and utilitarian elements under the label of gamification has become an important phenomenon in information systems over the last decade. Yet, academic discourse on narratives in gamified IS remains scarce. To advance scholarly engagement, this study recontextualizes the concept of narratives for gamified IS. Based on the theoreti...
Preprint
BACKGROUND In healthcare, using game-based intervention approaches to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevailing approaches for such game-based interventions in healthcare research are gamification and serious games. Various researchers have discussed substan...
Article
Full-text available
To combat the COVID-19 pandemic, many countries around the globe have adopted digital contact tracing apps. Various technologies exist to trace contacts that are potentially prone to different types of tracing errors. Here, we study the impact of different proximity detection ranges on the effectiveness and efficiency of digital contact tracing app...
Chapter
Dienste wie Facebook, Twitter, Instagram oder Snapchat sind für viele, insbesondere junge Menschen, nicht mehr aus ihrem alltäglichen Leben wegzudenken. Wir leben in einer Zeit, die durch das Internet und Social Media geprägt und in der die Offenlegung von persönlichen Informationen im Internet ein zunehmender Teil des modernen Lebens geworden ist....
Conference Paper
Full-text available
Gamification is increasingly utilized in information systems to afford positive experiences that are typically perceived from playing games. Despite potential benefits, gamification projects have shown to be prone for failure which may lead to severe harmful effects for its users. In traditional software projects, project managers try to mitigate f...
Preprint
Full-text available
To combat the COVID-19 pandemic, many countries have adopted digital contact tracing apps. Various technologies exist to trace contacts that are potentially prone to different types of tracing errors. Here, we study the impact of different proximity detection ranges on the effectiveness and efficiency of digital contact tracing apps. Furthermore, w...
Conference Paper
Full-text available
To foster ambitious goal setting, mHealth app developers increasingly implement social comparison features such as leaderboards. However, extant research does not sufficiently look at affective consequences of such features and their impact on goal- setting behavior. We focus on two aspects of social comparison to better address this issue: (1) the...
Article
Full-text available
BACKGROUND: Nowadays, numerous health-related mobile applications implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodologica...
Preprint
Full-text available
BACKGROUND: Nowadays, numerous health-related mobile applications implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodologica...
Article
Full-text available
Developments in Artificial Intelligence (AI) and Distributed Ledger Technology (DLT) currently lead to lively debates in academia and practice. AI processes data to perform tasks that were previously thought possible only for humans. DLT has the potential to create consensus over data among a group of participants in uncertain environments. In rece...
Preprint
Full-text available
Developments in Artificial Intelligence (AI) and Distributed Ledger Technology (DLT) currently lead lively debates in academia and practice. AI processes data to perform tasks that were previously thought possible only for humans to perform. DLT acts in uncertain environments to create consensus over data among a group of participants. In recent ar...
Conference Paper
Full-text available
During the past decade, distributed ledger technology (DLT) has found its way into application areas outside finance, such as supply chain management, the Internet of Things, or health care. To this end, this novel technology phenomenon has recently also caught the attention of researchers and practitioners in genomics. Although various DLT-based d...
Conference Paper
Full-text available
Gamification is increasingly being recognized as a tool to support a change in individuals’ health behaviors. However, how and under which circumstances gamification is able to support health behavior change is still largely unexplored. This study follows the call for more theory-driven research on gamification by investigating the role of gamifica...
Conference Paper
Full-text available
Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of t...
Preprint
Full-text available
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context, which can be attributed to several factors on ES, organizational, and end-user level. Trying to take advantage...
Conference Paper
Full-text available
Gamification has become a popular and promising tool to positively impact the usage of health behavior change support systems (HBCSSs). Fun and engaging components are purposefully integrated in the design of HBCSSs in an effort to encourage users to employ the system in a more regular manner or over a longer period of time. Although extant researc...
Conference Paper
Full-text available
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long- term motivation of mHealth app users. Although gamification has received tremendous attention from researchers interested in mHealth apps, little is known about the extent to which gamification is used in real world mHealth apps today and whether the imp...
Conference Paper
Full-text available
Educators frequently face serious problems concerning students' engagement and knowledge retention. As a proposed solution, gamification represents a new tool for active learning to increase students' motivation and thus improve their learning results. The goal of this paper is to investigate the effects of gamification on short-and long-term knowl...
Conference Paper
Full-text available
Researchers and practitioners alike increasingly recognize gamification as a potential tool to evoke desired behaviours in patients, healthcare professionals, and healthy end-users aiming to live a healthier lifestyle. Thus, the number of scientific publications in healthcare gamification is rapidly increasing and due to the interdisciplinary natur...
Conference Paper
Full-text available
Real-time Delphi is an information technology-enabled extension of the popular Delphi method. While Real-time Delphi is acknowledged to decrease study durations and panel attrition by employing information technology to engage participants in an asynchronous fashion, its broad adoption in the information systems community has yet to be seen. Given...
Conference Paper
Full-text available
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. For this purpose, extant research provides developers of health apps with a vast number of different game elements. By abstracting from the implementation of single game elements and choosing a more holistic approach to gamification concepts, we iter...
Chapter
Full-text available
Datenschutzkommunikation wird nur dann funktionieren, wenn die Informationsbedürfnisse der Verbraucher, die weder statisch noch einheitlich sind, adressiert werden. Ein vielversprechender, praktisch realisierbarer Ansatz ist es, die Kommunikation an Verbraucherarchetypen anzupassen. Diese Studie identifiziert die verschiedenen Archetypen basierend...
Conference Paper
Full-text available
In an information systems context, information privacy communication will only work if information systems meet the information needs of their users. Since the needs are neither static nor uniform, a promising approach avoiding inadequacies of ignoring differences in users’ information needs and more practical than dedicated attention to each indiv...
Preprint
Full-text available
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context, which can be attributed to several factors on ES, organizational, and end-user level. Trying to take advantage...
Conference Paper
Full-text available
By augmenting the real world with virtual information, Augmented Reality (AR) provides new possibilities for education. Although AR is frequently applied in educational environments, the value of AR applications in these environments is not yet investigated in its entirety. Additionally, educators face different directions of AR applications, which...
Article
Full-text available
To facilitate use of patient-centered health IT applications in everyday life, a high degree of usability is required. Based on the example of a patient-centered web application, we propose a usability study design enabling developers and researchers to assess usability of patient-centered health IT applications and derive implications for their im...

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