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This study aims to determine the competing concerns of people interested in startup development and entrepreneurship by using topic modeling and sentiment analysis on a social question-and-answer (SQA) website. Understanding the underlying concerns of startup entrepreneurs is critical to society and economic growth. Therefore, greater scientific support for entrepreneurship remains necessary, including data mining from virtual social communities. In this study, an SQA platform was used to identify the sentiment of thirty concerns of people interested in startup entrepreneurship. Based on topic modeling and sentiment analysis of 18819 inquiries in various forums on an SQA, we identified additional questions about founder figures, keys to success, and the location of a startup. In addition, we found that general questions were rated more positively, especially when it came to pitching, finding good sources, disruptive innovation, idea generation, and marketing advice. On average, the identified concerns were considered 48.9 percent positive, 41 percent neutral, and 10.1 percent negative. This research establishes a critical foundation for future research and development of digital startups by outlining a variety of different concerns associated with startup development in the digital age.
This study proposes a framework for the collaborative development of global start-up innovators in a multigenerational digital environment. Intergenerational collaboration has been identified as a strategy to support entrepreneurs during their formative years. However, integrating and fostering intergenerational collaboration remains elusive. Therefore, this study aims to identify competencies for successful global start- ups through intergenerational knowledge transfer. We used a systematic literature review to identify a competency set consisting of growth virtues, effectual creativity, technical domain, responsive teamwork, values-based organization, sustainable networking, cultural awareness, and facilitating intergenerational safety. The competency framework serves as a foundation for knowledge management research on the global innovation readiness of people to collaborate across generations in the digital age.
Public transportation will become highly automated in the future, and at some point, human drivers are no longer necessary. Today many people are skeptical about such scenarios of autonomous public transport (abbr.: APT). In this paper, we assess users’ subjective priority of different factors that lead to personal acceptance or rejection of APT using an adapted online version of the Q-Methodology with 44 participants. We found four prototypical attitudes to which subgroups of participants relate: 1) technical enthusiasts, 2) social skeptics, 3) service-oriented non-enthusiasts, and 4) technology-oriented non-enthusiasts. We provide an unconventional perspective on APT acceptance that helps practitioners prioritize design requirements and communicate, targeting users’ specific attitudes.
Blended learning offers learning solutions for higher educational institutions facing the industrial revolution 4.0. In this study, we investigated the influence factors student perceptions of blended learning based on gender-specific differences in Indonesia. We applied a research model to systematically assess the effect of design features on the effectiveness of blended learning indicators (intrinsic motivation and student satisfaction). Moreover, we evaluated the research model for both genders separately. Based on the quantitative survey of 223 Indonesian students, our study confirms that the design features significantly influence the effectiveness of blended learning for male and female students.
In this demo paper we present a new visualization technique for dynamic networks. It displays the time slices of the dynamic network using two dimensional graph layouting algorithms and stacks these in the third dimension to show the development over time. The visualization ensures that the same node always has the same position in each time slice so that it is easy to follow its development. It also allows filtering data and influencing node appearance based on properties. Additionally we offer a two dimensional comparison view for two time slices which highlights changes in graph structure and (if available) in measures of nodes. The presented visualization technique is implemented using Web technology and is available in a Web-based analytics workbench. We demonstrate the benefits of these techniques by an analysis of a data set from a learning community.
The uprising levels of autonomous vehicles allow the drivers to shift their attention to non-driving tasks while driving (ie, texting, reading, or watching movies). However, these systems are prone to failure and, thus, depending on human intervention becomes crucial in critical situations. In this work, we propose using human actuation as a new mean of communicating take-over requests (TOR) through proprioception. We conducted a user study via a driving simulation in the presence of a complex working memory span task. We communicated TORs through four different modalities, namely, vibrotactile, audio, visual, and proprioception. Our results show that the vibrotactile condition yielded the fastest reaction time followed by proprioception. Additionally, proprioceptive cues resulted in the second best performance of the non-driving task following auditory cues.
Understanding user needs and behavior in automated vehicles (AVs) while traveling is essential for future in-vehicle interface and service design. Since AVs are not yet market-ready, current knowledge about AV use and perception is based on observations in other transportation modes, interviews, or surveys about the hypothetical situation. In this paper, we close this gap by presenting real-world insights into the attitude towards highly automated driving and non-driving-related activities (NDRAs). Using a Wizard of Oz AV, we conducted a real-world driving study (N= 12) with six rides per participant during multiple days. We provide insights into the users’ perceptions and behavior. We found that (1) the users’ trust a human driver more than a system,(2) safety is the main acceptance factor, and (3) the most popular NDRAs were being idle and the use of the smartphone.
This paper describes a system which allows platform independent access to quizzes of the popular learning platform Moodle. The main focus is on the software architecture which is implemented on the base of platform independent technology like Web Services, HTML5 and JavaScript. Another aspect is the user interface which was developed with the goal to run on a broad range of mobile devices from small mobile phones up to large tablets.
Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give teen-aged pupils insights into this area in a project-based learning environment with professional tools. Within the last 18 month this project was successfully conducted several times with participants of different age.
In catastrophic events, the potential of help has grown through new technologies. Voluntary help has many forms. Within this paper different categories of voluntary help are suggested. Those categories are based on properties like organizational structures, helping process, kind of prosocial behavior and many more. A focus is clearly on the organizational structure and motivational aspects of helper groups. Examples are given for each category. The categorization’s aim is to give a brief overview of possible properties a group of system users could have.
Gestures are part of the interaction between humans and are currently getting more and more popular in the field of Human-Machine Interaction (HMI). First systems with mid-air gesture control are available in the automotive field of application. But it is still an open question which gestures are intuitive for the users, standards do not exist. In this paper we present a 2-step user study on expectations on touchless gestures in vehicles as part of a participatory design process.
Automotive user interfaces and, in particular, automated vehicle technology pose a plenty of challenges to researchers, vehicle manufacturers, and third-party suppliers to support all diverse facets of user needs. To give an example, they emerge from the variation of different user groups ranging from inexperienced, thrill-seeking young novice drivers to elderly drivers with all their natural limitations. To allow assessing the quality of automotive user interfaces and automated driving technology already during development and within virtual test processes, the proposed workshop is dedicated to the quest of finding objective, quantifiable quality criteria for describing future driving experiences. The workshop is intended for HCI, AutomotiveUI, and "Human Factors" researchers and practitioners as well for designers and developers. In adherence to the conference main topic "Spielend einfach interagieren" this workshop calls in particular for contributions in the area of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces etc.) and artificial intelligence (predictive HMIs, adaptive systems, intuitive interaction).
Automotive user interfaces and automated vehicle technology pose numerous challenges to support all diverse facets of user needs. These range from inexperienced, thrill-seeking, young novice drivers to elderly drivers with a mostly opposite set of preferences together with their natural limitations. To allow assessing the (hedonic) quality of automotive user interfaces and automated driving technology (i. e., UX) already during development, the proposed workshop is dedicated to the quest of finding objective, quantifiable criteria to describe future driving experiences. The workshop is intended for HCI, AutomotiveUI, and “Human Factors” researchers and practitioners as well for designers and developers. In adherence to the conference main topic “Interaktion – Verbindet – Alle”, this workshop calls in particular for contributions in the areas of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces, etc.) with focus on hedonic quality and design of user experience to enhance the safety feeling in ADS.
System design for well-being needs an appropriate tool to help designers to determine relevant requirements that can help human well-being to flourish. Personas come as a simple yet powerful tool in the early development stage of the user interface design. Considering well-being determinants in the early design process provide benefits for both the user and the development team. Therefore, in this short paper, we performed a literature study to provide a conceptual model of well-being in personas and propose positive design interventions in personas’ creation process.
Automotive user interfaces and, in particular, automated vehicle technology pose a plenty of challenges to researchers, vehicle manufacturers, and third-party suppliers to support all diverse facets of user needs. To give an example, they emerge from the variation of different usergroups ranging from inexperienced, thrill-seeking young novice drivers to elderly drivers with all their natural limitations. To allow assessing the quality of automotive user interfaces and automated driving technology already during development and within virtual test processes, the proposed workshop is dedicated to the quest of finding objective, quantifiable quality criteria for describing future driving experiences. The workshop is intended for HCI, AutomotiveUI, and “Human Factors" researchers and practitioners as well for designers and developers. In adherence to the conference main topic “Spielend einfach interagieren “, this workshop calls in particular for contributions in the area of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces, etc.) and artificial intelligence (predictive HMIs, adaptive systems, intuitive interaction).
For highly automated vehicles (AVs), new interaction concepts need to be developed. Even in AVs, the driver might want to intervene and override the automation from time to time. To create the possibility of control, we explore vehicle control through maneuver-based interventions (MBI). Thereby, we focus on explicit, contact-less interaction, which could be beneficial in future AV designs, where the driver is not necessarily bound to classical controls. We propose a set of freehand gestures and keywords for voice control derived in a user-centered design process. Further, we discuss properties, applicability and user impressions of both interaction modalities. Voice control seems to be an efficient way to select a maneuver and free-hand gestures could be used, if voice channel is blocked, e.g., through conversation with passengers.
Even though many aspects of automated driving have not yet become reality, many human factors issues have already been investigated. However, recent discussions revealed common misconceptions in both research and society about vehicle automation and the levels of automation levels. This might be due to the fact that automated driving functions are misnamed (cf. Autopilot) and that vehicles integrate functions at different automation levels (L1 lane keeping assistant, L2/L3 traffic jam assist, L4 valet parking). The user interface is one of the most critical issues in the interaction between humans and vehicles--and diverging mental models might be a major challenge here. Today's (manual) vehicles are ill-suited for appropriate HMI testing for automated vehicles. Instead, virtual or mixed reality might be a much better playground to test new interaction concepts in an automated driving setting.
Currently, car assistant systems mainly try to prevent accidents. Increasing built-in car technology also extends the potential applications in vehicles. Future cars might have virtual windshields that augment the traffic or individual virtual assistants interacting with the user. In this paper, we explore the potential of an assistant system that helps the car’s occupants to calm down and reduce stress when they experience an accident in front of them. We present requirements from a discussion (N= 11) and derive a system design from them. Further, we test the system design in a video-based simulator study (N= 43). Our results indicate that an accident support system increases perceived control and trust and helps to calm down the user.
Self-driving cars will relief the human from the driving task. Nevertheless, the human might want to intervene in the driving process and thus needs the possibility to control the car. Switching back to fully manual controls is uncomfortable once being passive and engaging in non-driving-related activities. A more comfortable way is controlling the car with elemental maneuvers (e.g., "turn left" or "stop"). Whereas touch interaction concepts exist, contactless interaction through voice and mid-air gestures has not yet been explored for maneuver-based car control. In this paper, we, therefore, compare the general eligibility of voice and mid-air gesture with touch interaction as the primary maneuver selection mechanism in a driving simulator study. Our results show high usability for all modalities. Contactless interaction leads to a more positive emotional perception of the interaction, yet mid-air gestures lead to higher task load. Overall, voice and touch control are preferred over mid-air gestures by most users.
This Paper presents a new service-learning setting based on the collaboration of engineering students and people with disabilities. The implementation at a German university is described and first results from two years of experience are shown. The objective of this case study is to show a transferable best practice concept with impact.