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In order to ensure that new technological advancements are inclusive, it is essential to understand and empathize with the diverse life situations and needs of various user groups. The participatory design (PD) approach is particularly effective in capturing these needs and democratizing the technology development process. Modern PD methods actively involve potential users, external stakeholders, and non-designer team members. Thus, it is important to identify engaging tools and methods suitable for diverse participants. This paper examines the use of serious play methods with PLAYMOBIL®. It presents the authors’ experiences with integrating serious play methods with PLAYMOBIL® in future mobility research. The findings indicate that, despite some challenges, this approach effectively promotes diversity and inclusion in user research, offering valuable insights into the needs and concerns of various user groups.
Future mobility will be highly automated, multimodal, and ubiquitous and thus have the potential to address a broader range of users. Yet non-average users with special needs are often underrepresented or simply not thought of in design processes of vehicles and mobility services, leading to exclusion from standard transportation. In consequence, it is crucial for designers of such vehicles and services to consider the needs of non-average users from the begin on. In this paper, we present a design framework that helps designers taking the perspective and thinking of the needs of non-average users. We present a set of exemplary applications from the literature and interviews and show how they fit into the framework, indicating room for further developments. We further demonstrate how the framework supports in designing a mobility service in a fictional design process. Overall, our work contributes to universal design of future mobility.
We present a study on the usability of three different user interfaces for an augmented reality glasses system. The application is intended for use in hospitals by nursing professionals. During wound care, images can be taken with the Microsoft HoloLens 2 and measured directly. The photos must always be taken at the same distance from the wound to follow the healing process. We present and juxtapose three aim assistants to take a picture of the wound and acquire wound data. To gain a first impression about the goodness of usability and the preferred targeting assistant, we conducted a small usability study. Participants were asked to perform wound measuring tasks using our application’s varying user interfaces. In this study, we identified strengths and weaknesses for each user interface based on the conducted research and identified approaches for further improvements.
The nursing profession is becoming increasingly complex: administrative and nursing tasks have to be performed in parallel, under time pressure and in shifts. These stressful working conditions also affect safety-critical processes such as the correct dispensing of medication. As digitization continues, new technologies such as augmented reality (AR) glasses are emerging that offer potential solutions. However, a practical implementation requires a deep understanding of the underlying problem and user needs. The aim of this paper is to first, discover pains and gains in the process of medication dispensation and second, develop a conceptual prototype for AR glasses as a basis for discussion on the applicability in practice. A participatory design process with nursing professionals and experts from technical and organizational fields was established. As result, we present a conceptual prototype, that (A) respects the context of use, (B) guides users while dispensing medication according to prescription, (C) displays useful information about medical preparations, procurement of alternate medicine and dosage variations and (D) uses checklists and error recognition to increase safety. Multidisciplinary feedback workshops indicate an overall positive resonance. We advise paying attention to the spatial and economic situation while using AR as a support tool providing flexibility for users.
Up to four generations are potentially involved in education and workspaces. This means that people of different generations can increasingly learn together and share knowledge virtually in the digital age. Nevertheless, the principles for designing systems to support intergenerational knowledge sharing (IKS) are inconclusive. Our results demonstrate the value of applying design science research methodology to capture design principles for IKS systems. We articulate what design goals should be considered and bring more conceptual clarity to this phenomenon by presenting five design principles: a) positive personalization, b) progressive design ecosystem, c) effectual system design, d) iterative goal reflection, e) coopetitive intergenerational tasks. By reflecting on the design process and formalizing a class of design principles, we contribute to design-oriented IKS systems in the digital age.
Chatbot technology is increasingly emerging as a virtual assistant. Chatbots could allow individuals and organizations to accomplish objectives that are currently not fully optimized for collaboration across an intergenerational context. This paper explores the preferences of chatbots as a companion in intergenerational innovation. The Q methodology was used to investigate different types of collaborators and determine how different choices occur between collaborators that merge the problem and solution domains of chatbots’ design within intergenerational settings. The study’s findings reveal that various chatbot design priorities are more diverse among younger adults than senior adults. Additionally, our research further outlines the principles of chatbot design and how chatbots will support both generations. This research is the first step towards cultivating a deeper understanding of different age groups’ subjective design preferences for chatbots functioning as a companion in the workplace. Moreover, this study demonstrates how the Q methodology can guide technological development by shifting the approach from an age-focused design to a common goal-oriented design within a multigenerational context.
In automated vehicles, it is essential to feedforward motion intentions to users so that they understand the vehicle’s actions. Otherwise, non-transparency limits situation awareness and leads to mistrust. In this work, we are communicating the vehicle’s actions to the user either by displaying icons (planar HUD) or through augmented reality (contact-analog HUD) to increase transparency. We developed both concepts in a user-centered design process. Further, we evaluated them in two subsequent user studies (N = 27). In the first study, we focused on UX and trust in higher automation levels (cf. SAE level 3-5). In the second study, we focused on safety and error prevention in lower automation levels (cf. SAE levels 1-2). Our results show that both visualizations increase UX and trust in an automated system. Nevertheless, the AR approach outperforms the icon-based approach by achieving higher user experience as well as faster and less error-prone take-overs of participants.
Im digitalen Zeitalter sind Social Media Plattformen zu unverzichtbaren Werkzeugen
für das Marketing geworden, insbesondere in der Musikindustrie, in der die
Generation Z eine zentrale Zielgruppe darstellt. Diese Arbeit untersucht, wie Künstler
der deutschen Musikbranche die Generation Z erfolgreich durch Influencer-Marketing
auf Instagram und TikTok erreichen und binden können. Mittels einer qualitativen
Inhaltsanalyse nach der Methodik von Mayring werden die Social Media Strategien
von drei verschiedenen Künstlern (Apsilon , Badmomzjay und Shirin David)
analysiert. Die Analyse zeigt, wie Authentizität, visuelle Ästhetik, kulturelle Relevanz
und direkte Interaktion genutzt werden, um Verbindungen zu jungen Zielgruppen
aufzubauen. Die Ergebnisse bieten wertvolle Einblicke in die besonderen Vorlieben
der Generation Z und die Rolle des Influencer-Marketings bei der Gestaltung dieser
Verbindungen. Es werden praxisnahe Empfehlungen für Künstler und die
Musikindustrie gegeben, um Influencer-Marketing-Strategien zu optimieren und
Authentizität in der Kommunikation zu bewahren.