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Simone Kriglstein

Simone Kriglstein

About

121
Publications
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Introduction
I specialize in designing and evaluating user interfaces and interaction methods in different fields, including information visualization and games. My work have been published in international conference proceedings such as the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems and journals like Computer & Graphics and Computers in Human Behavior. I also acted as an organizational committee member for various conferences and workshops and served as associate chair/programme committee member and reviewer for various conferences over the past years, including CHI and CHIPLAY. Research interests: Human Computer Interaction, User Interface and Interaction Design, Human Centered Design, Information Visualization, Games

Publications

Publications (121)
Article
Background Cochlear implants are implanted hearing devices; instead of amplifying sounds like common hearing aids, this technology delivers preprocessed sound information directly to the hearing (ie, auditory) nerves. After surgery and the first cochlear implant activation, patients must practice interpreting the new auditory sensations, especially...
Preprint
BACKGROUND Cochlear implants are implanted hearing devices; instead of amplifying sounds like common hearing aids, this technology delivers preprocessed sound information directly to the hearing (ie, auditory) nerves. After surgery and the first cochlear implant activation, patients must practice interpreting the new auditory sensations, especially...
Chapter
Live streaming of video games is a new form of entertainment attracting millions of users. A unique combination of broadcasting and chat rooms transforms traditionally passive spectating into a deeper social experience. In this paper, we investigate six interaction mechanics that allow viewers to participate actively and to possibly alter the outco...
Chapter
With data about in-game behavior becoming more easily accessible, data-driven tools and websites that allow players to review their performance have emerged. Among the many different visualizations used as part of these systems, spatio-temporal visualizations which do not rely on animations have received little attention. In this paper, we explore...
Conference Paper
Full-text available
The process of learning is a personal experience, strongly influenced by the learning environment. Virtual learning environments (VLEs) provide the potential for adaptive learning, which aims to individualize learning experiences in order to improve learning outcomes. Adaptive learning environments achieve individualization by analyzing the learner...
Conference Paper
Full-text available
With the rise of competitive online gaming and esports, players’ ability to review, reflect upon, and improve their in-game performance has become important. Post-play visualizations are key for such improvements. Despite the increased interest in visualizations of gameplay, research specifically informing the design of player-centric visualization...
Conference Paper
Full-text available
The forgery and fraudulent behaviour associated with examination results and academic certificates at the different stages from storing, publishing, transfer to verification, remain a major cybercrime issue within the educational sector. In this paper, the authors discuss the technological dimension underpinning such issues and propose a system con...
Conference Paper
Full-text available
The games segment is growing steadily and is a major part of the entertainment industry. In particular, the Free2Play games, or games that primarily rely on mechanics like in-game purchases which are playable on mobile devices, play an important role. In the context of virtual items, online role-playing games and multiplayer online battle arenas, s...
Conference Paper
Full-text available
In the educational sector even the most sophisticated digital environments will not make human interaction obsolete, as learning and education are inherently social processes. This also means that any application that involves learning and assessment must deal with problems resulting from human error. Some of these problems can effectively be count...
Conference Paper
Full-text available
The rapidly enforced lockdown and school closures in many countries have shaken up school and university life from one day to the other. Educational institutions which, due to geographical circumstances, focus on adult continuing education or are by charter defined as pilot schools, have been able to react quickly to these new circumstances. Howeve...
Conference Paper
Bullying can have various negative short and long-term consequences for adolescents. With online technology expanding the occasions for bullying, developing solutions to prevent bullying and cyberbullying has become even more pressing. We have developed two prototypes of educational games to raise awareness of the consequences of bullying among ado...
Conference Paper
Visualizations have become a relevant instrument in games user research and analytics as well as for players to facilitate the analysis of behavioral data, including the evaluation of spatial game metrics. A fundamental task in this respect is to understand how different metrics vary across the game environment and how they relate to each other. In...
Conference Paper
This CHI PLAY 2020 masterclass offers an introduction into information visualization and how it can assist in the analysis and communication of the wide variety of data gathered in games-related research. The goal is to provide an overview of easy-to-apply visualizations for both quantitative and qualitative data frequently used within the CHI PLAY...
Conference Paper
Full-text available
The rapid changes brought about by digital technologies in education offer rich, personalised and differentiated modes of e-learning. However, the anytime, anywhere access to teaching, learning and assessment material requires a paradigm shift in the conceptualisation and implementation of validation, verification, authentication and storing of stu...
Conference Paper
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The modern gamification movement, following the classical definition of Deterding (2011), is focused on the use of game elements in non-game applications. According to this definition, gamification elements use familiar elements from games to satisfy player needs, increase the user experience and motivation; hence ensuring a long-term use. However,...
Conference Paper
Full-text available
Digital/electronic identities are essential components of collaborative robots/robots and human-robot/robot-human interactions. Through such identities, digital agents (AI powered software or robots/bots) are entrusted with tasks in the name of certain individuals/companies. Digital identities can come from various sources; these can be assigned by...
Preprint
Full-text available
Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of League of Legends a popular Multiplayer Online Battle Arena game. Based on the motivation...
Conference Paper
Full-text available
Not only have virtual currencies in digital games from the pre-Blockchain era helped to understand digital currency systems, but the idea that digital objects can have monetary value is a question of faith that has been expressed primarily through the gaming industry. In the world of business this is now called the 'token economy'. Blockchain as a...
Article
Full-text available
Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. Based on the motivatio...
Conference Paper
Full-text available
Facebook has proposed to integrate the cryptocurrency 'Libra' into its services, a plan which has been heavily discussed in science, businessand politics. On Steemit.com one receives a tradable-token namend Steem in return for writing popular articles or post comments while at Wildspark.me one is rewarded for discovering the next big YouTube video....
Article
While the effects of gamification have been demonstrated in various fields, research on gamification in the work context is still limited. Gamification can, however, be used as a strategy in companies, for example, to strengthen enjoyment and productivity in the workplace. To investigate this effect, we conducted an online survey with 114 employees...
Conference Paper
Full-text available
The term nudge or nudging originally derives from the field of behavioural economics and describes a soft type of influence with the goal to elicit a certain behaviour. Thaler & Sunstein (1975) define nudging as a positive intervention that stimulates a voluntary change in behaviour without including external (negative) consequences. The idea of nu...
Conference Paper
Once information is stored on the Blockchain, it cannot be altered retroactively. This immutability makes Blockchain technology an ideal candidate to secure learning achievements and educational credentials. Keeping data trustworthy, secure and manipulation-proof has become an increasing issue in education due to the rise of digital learning enviro...
Preprint
Full-text available
Accepted Paper at: https://seegamesws.wordpress.com/accepted-papers | The rise of interest in Esports and in spectating other people playing games increased over the years and has developed into a mass phenomenon. However, there still exists a big gap between people who love Esports and people who don't. This gap itself was probably just as big sev...
Conference Paper
With rapid advances in streaming technology and the rise of esports, spectating other people playing video games has become a mass phenomenon. Today, both live video game streaming and esports are a booming business attracting million of viewers. This offers an opportunity for Human-Computer Interaction (HCI) research to explore how to support spec...
Conference Paper
Full-text available
Playtesting of games often relies on a mixed-methods approach to obtain more holistic insights about and, in turn, improve the player experience. However, triangulating the different data sources and visualizing them in an integrated manner such that they contextualize each other still proves challenging. Despite its potential value for gauging pla...
Conference Paper
Understanding how players navigate through virtual worlds can offer useful guidance for map and level design of video games. One way to handle large-scale movement data obtained within games is by modelling movement as a sequence of visited locations instead of focusing on raw trajectory data. In this paper, we introduce a visualization approach fo...
Conference Paper
Data literacy has become a critical skill to deal with the complexities of the information-driven society of the 21st century. At the same time, data visualization has long escaped the boundaries of science and has become a pervasive - often unrecognized - part of our everyday lives. In this paper, we introduce Diagram Safari, an educational game t...
Conference Paper
Organisations differ in the acceptance of playfulness at the workplace. While some value playful approaches as a means of increasing employees' motivation, others are convinced that playing games is not appropriate in a working context. Depending on whether playful approaches are accepted and supported by management and employees or not, we argue t...
Preprint
Social media has become a major communication channel for communities centered around video games. Consequently, social media offers a rich data source to study online communities and the discussions evolving around games. Towards this end, we explore a large-scale dataset consisting of over 1 million tweets related to the online multiplayer shoote...
Article
Full-text available
Planning for transport infrastructure requires forecasting of future travel demand. Various factors such as future population, employment, and the travel behaviour of the residents drive travel demand. In order to better understand human travel behaviour, household travel surveys—which require participants to record all their trips made during a si...
Conference Paper
Online gaming has taken on an indispensable role in popular culture and with it interest in understanding all types of player communities - be it directly within or around a game - shifted into the focus of attention of game developers. While research on player networks has proliferated, visualization of these communities and networks has received...
Conference Paper
Playful activities are regarded to be a promising way for fostering children's geometric thinking and understanding. In this paper we introduce Lost My Way, an educational game about geometric transformations targeted at middle school children of about 10 years of age. We describe the design of the game and report preliminary results and experience...
Article
Full-text available
During data preprocessing, analysts spend a significant part of their time and effort profiling the quality of the data along with cleansing and transforming the data for further analysis. While quality metrics—ranging from general to domain-specific measures—support assessment of the quality of a dataset, there are hardly any approaches to visuall...
Conference Paper
In recent years, microblogging platforms have not only become an important communication channel for the game industry to generate and uphold audience interest but also a rich resource for gauging player opinion. In this paper we use data gathered from Twitter to examine which topics matter to players and to identify influential members of a game's...
Conference Paper
Identifying player motivations such as curiosity could help game designers analyze player profiles and substantially improve game design. However, research on player profiling focuses on generalized personality traits, not specific aspects of motivation. This study examines how player behaviour indicates constructs of curiosity-related motivation....
Article
The present study tests a recently proposed model in which social video game play supports wellbeing by contributing to a harmonious type of engagement with the game. Players (N = 2030) of the online-only multiplayer first-person shooter game, Destiny, reported the frequency they played with real-life friends, online-only friends and strangers, the...
Conference Paper
Full-text available
Due to the high potential of digital media to support learning processes and outcomes, educational games have gained wide acceptance over the years. The combination of mobile devices with location-based technologies offers new options and possibilities for the development of educational games in consideration of learners' environment with the posit...
Poster
Full-text available
Due to the high potential of digital media to support learning processes and outcomes, educational games have gained wide acceptance over the years. The combination of mobile devices with location-based technologies offers new options and possibilities for the development of educational games in consideration of learners’ environment with the posit...
Article
Full-text available
Financial institutions are interested in ensuring security and quality for their customers. Banks, for instance, need to identify and stop harmful transactions in a timely manner. In order to detect fraudulent operations, data mining techniques and customer profile analysis are commonly used. However, these approaches are not supported by Visual An...
Chapter
This is the fifth TAProViz workshop being run at the 14th International Conference on Business Process Management (BPM). The intention this year is to consolidate on the results of the previous successful workshops by further developing this important topic, identifying the key research topics of interest to the BPM visualization community. Towards...
Article
Full-text available
Research on process-aware information systems (PAIS) has experienced a dramatic growth in recent years. Lately, a particular increase of empirical studies and focus on human oriented research questions could be observed, leading to an expansion of applied evaluation methods in PAIS research. At the same time, it can be observed that evaluation meth...
Conference Paper
Team-based combat games rank among the most popular genres of online games. Their competitive and skill-based gameplay requires players to develop new and constantly refine existing skills in order to succeed and stay ahead of the game. Players of such games are thus showing increased interest in training visualizations which allow them to review t...
Conference Paper
Educational games have started to establish themselves as a fruitful complement to traditional teaching methods since they can enhance motivation and actively engage learners with the subject matter. While educational games targeted toward single players still prevail, recent years have also witnessed a growing interest to incorporate collaborative...
Book
This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflec...
Conference Paper
Visualizing time-dependent and location-based data is a challenging problem but highly relevant for areas like intelligence analysis, traffic control, or social network analysis. In this context, we address the problem of visualizing meetings between persons, groups of persons, vehicles, or other entities. However, the temporal dimension inherent i...
Article
The investigation of how users make sense of the data provided by information systems is very important for Human Computer Interaction. In this context, understanding the interaction processes of users plays an important role. The analysis of interaction sequences, for example, can provide a deeper understanding about how users solve problems. In t...
Conference Paper
Full-text available
The increasing interest from industry and academia has driven the development of process mining techniques over the last years. Since the process mining entails a strong explorative perspective, the combination of process mining and visual analytics methods is a fruitful multidisciplinary solution to enable the exploration and the understanding of...
Conference Paper
Full-text available
In the last years, a large number of sport and fitness applications for smartphones were developed for supporting a healthy lifestyle by not only encouraging people to follow a balanced diet but also to motivate them to engage in physical activities. In particular running applications received increasing attention in research in recent years. In th...
Conference Paper
Finding differences between two processes can be a complex, time consuming, and expensive task. Our work is based on the difference graph approach which calculates the differences between two process models and – if available – their instances. In this paper we evaluate different possibilities for visualizing these differences. For this purpose we...
Conference Paper
Full-text available
The analysis of differences and commonalities between process models or between instances which progressed through the model (henceforth referred to as instance traffic) plays an important role in companies. For example, companies are often confronted with different versions or variants of a process model and hence need methods to identify redundan...
Conference Paper
Since curricula need to be revised in order to react to changes (e.g., new technologies are developed or requirements have changed), visualizations can help various stakeholders, such as teachers or students, to analyze and communicate the changes between the different curriculum versions. For example, visualizations can directly show the differenc...
Chapter
Telemetry opens new possibilities for the assessment of serious games through the continuous, unobtrusive, monitoring of in-game behavior. Data obtained through telemetry thus not only contains information about the outcomes but also about the intermediate processes. In this sense, telemetry data can be of value for various stakeholders of serious...
Conference Paper
Full-text available
Conducting and reporting evaluation studies has become more and more popular over the last few years in the information visualization community. A big challenge is to describe such studies in a way such that the investigations are repeatable and comparable with other studies. This not only includes the description of methodology, tasks, and procedu...
Chapter
The prevalence of internet-enabled gaming devices nowadays enables game developers to remotely and unobtrusively monitor every aspect of a game, allowing them to accumulate large amounts of data of the player-game interaction over extended time periods. This data has become a viable source for developers to guide decision-making throughout the game...
Conference Paper
Full-text available
The development of information visualizations for companies poses specific challenges, especially for evaluation processes. It is advisable to test these visualizations under realistic circumstances. Because of various constraints, this can be quite difficult. In this paper, we discuss three different methods which can be used to conduct evaluation...
Conference Paper
User research has become an important aspect in game development. Especially, user telemetry, i.e., the remote tracking of in-game behavioral data and its subsequent analysis has attracted increased attention in game development and research in the last years. Unfortunately, case studies of game industry-academic relationships concerning the applic...
Conference Paper
Over the last decade, people involved in game development have noted the need for more formal models and tools to support the design phase of games. In this paper we present an initial investigation into whether workflow patterns - which have already proven to be effective for modeling business processes - are a suitable way to model task successio...
Conference Paper
Full-text available
Accurate process model elicitation continues to be a time consuming task, requiring skill on the part of the interviewer to process information from interviewees. Many errors occur in this stage that would be avoided by better activity recall, more consistent specification and greater engagement by interviewees. Situated cognition theory indicates...
Conference Paper
Full-text available
Poor data quality leads to unreliable results of any kind of data processing and has profound economic impact. Although there are tools to help users with the task of data cleansing, support for dealing with the specifics of time-oriented data is rather poor. However, the time dimension has very specific characteristics which introduce quality prob...
Conference Paper
The Dot-Based Contingency Wheel is an interactive visual-analytics method designed to discover and analyze positive associations in an asymmetrically large n x m contingency table. Such tables summarize the relation between two categorical variables and arise in both scientific and business domains. This paper presents the results of a pilot evalua...
Conference Paper
With the rising interest in multiplayer gaming, gameplay statistics have become an increasingly important aspect of the overall game experience for many players. As a part of this trend, visualizations have gained great popularity among players, in particular heatmaps since they allow them to reenact the course of a game and to develop new strategi...
Conference Paper
Full-text available
This paper describes the design of the learning game Internet Hero, in which the player is transported into a fictional world representing the Internet. The game shall convey learning contents about the technical and social basics of using the Internet. We connect game design to learning principles and evaluate the game through gameplay metrics and...
Article
During the last decade the game industry has evolved into a highly competitive market. This has prompted game developers to seek ways to increase the quality of their games which in turn is, to a large extent, dependent on the quality of the player experience. In addition to adapting qualitative evaluation methods, developers have therefore started...
Conference Paper
Process models are often used to visualize and communicate workflows to involved stakeholders. Unfortunately, process modeling notations can be complex and need specific knowledge to be understood. Storyboards, as a visual language to illustrate workflows as sequences of images, provide natural visualization features that allow for better communica...
Chapter
Educational games have gained wide acceptance over the years and have found their way into many classrooms. Numerous evaluations of such games have been published, but mostly evaluations were carried out in controlled environments, with a small sample size or over a short period of time. However, the particular context where playing takes place has...
Conference Paper
Avatars are frequently used in video games as graphical representation of the player within the virtual environment. In many of these games the look and abilities of the avatar evolve over time and reflect the player's choices within the game. This appearance is essential in how the avatar is perceived by other players. On the other hand, finding a...
Conference Paper
Full-text available
Numerous attempts have been made to research the variety of different influences on the understandability of process models. Common to all of these attempts is the limitation to the process model itself. Little empirical effort is spent on investigating the understandability of the alignment of process activities, objects, and roles. This paper tac...
Article
As video games are becoming more and more complex and are reaching a broader audience, there is an increasing interest in procedures to analyze player behavior and the impact of design decisions. Game companies traditionally relied on user-testing methods, like playtesting, surveys or videotaping, to obtain player feedback. However, these qualitati...
Conference Paper
Full-text available
Organizations are often confronted with the task to identify differences and commonalities between process models but also between the instance traffic that presents how instances have progressed through the model. The use cases range from comparison of process variants in order to identify redundancies and inconsistencies between them to the analy...