Simon WarsinskyKarlsruhe Institute of Technology | KIT · Institute of Applied Informatics and Formal Description Methods
Simon Warsinsky
Master of Science
About
16
Publications
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Introduction
Simon Warsinsky currently works at the Karlsruhe Institute of Technology (KIT), where they do research on gamification in healthcare as well as expert image annotation tasks. Simon is a doctoral researcher in the Helmholtz Information & Data Science School for Health (HIDSS4Health), where they are currently working on the project Data-driven Gamification to Improve Quality in Medical Image Annotation Tasks (GaMeIT).
Publications
Publications (16)
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...
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...
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...
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...
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.
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.
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...
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...
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...
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...
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...
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...
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...