MindMap Gallery Aktuelle Forschungsthemen in der MMI 21
The current research trends in MMI 21 mind map primarily introduce content such as automation control and privacy management, discussing current research directions and challenges set against the backdrop of technology and data protection.
Edited at 2021-05-31 12:07:54Aktuelle Forschungsthemen in der MMI 21
Measuring User Experience
Summary: Law & van Shaik defne two measurement models, in a reflective measurement model the measures are commonly caused by a construct and should be positively correlated. in a formative measurement model the measures determine the meaning of the construct and are not necessarily correlated. Misspecifcation can lead to loss of empirical value of the data or wrong conclusions about the theoretical relationships. When it comes to the appropriateness of selecting and applying statistical tests, there still is a lack of advanced statistical skills in the feld of HCI research.
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Modelling user experience - An agenda for research and practice
Law & van Shaik (2010)
Privacy Managment
Summary: Companies like Google, Facebook and many more have built a business withe free services where in the collection, tracking and manipulation of data is the main income, rather than selling the product or service itself, making the user himself is the product. But concerns about privacy and personal data are becoming more and more prominent, and discussions about benefits and drawbacks of this kind of data collection are happening more and more. These privacy concerns have led to unnecessary and excessive app permission request on android. The way forward is a clear explanation for the need of user data, provide a way out so the user can keep the data private and improve the design and presentation of app permissions.
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Papers
Mobile users´ information privacyconcerns and the role of apppermission requests
Kenan Degirmenci (2020)
Privacy calculus theory:online self-disclosure is based on a cost-beneft trade-of
Krasnova, Spiekermann, Koroleva, & Hildebrand (2010)
Technology & Wellbeing
Summary: Technologies like smartphones or social media have been in scrutiny for a while now. Newsletter articles claiming social media to be harming to teenagers, internet addiction becoming more widely discussed and smartphone use rising immensely over the last couple of years have all led to the negative connection between technology and well-being. Newest research has also shown that retrospective technology use estimates, which are commonly used in technology and well-being research, is different from actual usage and that the estimated usage is influenced by psychological factors themselves. These newest fndings put previous research, using estimated use, into scrutiny, questioning all the doomsday article proclaiming social media or smartphone to be detrimental to well-being
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Decreases in psychological well-being among American adolescents after 2012 and links to screen time during the rise of smartphone technology
(Sewall, C. J. R., Bear, T. M., Merranko, J., & Rosen, D. 2020)
How psychological well-being and usage amount predict inaccuracies in retrospective estimates of digital technology use
(Twenge et al., 2018)
Theorybuilding
Summary: Theories should be used for either implementing design aspects in research or to explain results post-hoc. A theory often referenced in player experience research is the Self-determination theory, representing a broad framework for the study of human motivation and personality, consisting of six macro theories. In the end there are a lot of theories floating around in psychological research, some opposing each other, some explaining similar things in different ways. The difculty is to use existing theories productively, even if it’s not so easy or straightforward all the time.
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Belonging - The most fundamental of the needs
(Baumeister & Leary 1995)
Self-determination Theory -Defnition and current use in PX research
(Tyack & Mekler 2020)
Usability & User Expectations
Summary: Customer expectations matter, as customers are more likely to spend more time using it after a positive experience. Meeting expectations improves usability, while suffering when expectations are not met. Another important component of a product is its usability, consisting of learnability, efciency, memorability, errors, satisfaction. Good usability can lead to increased sales, improved perception of the brand, decreased costumer dissatisfaction greater reach and reduced customer support costs. Usability is the key to creating products that are easy, efcient and pleasant to use and if it is difcult to use, or does not meet peoples user expectations, people choose another one.
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Welfare technology and user experience: a study of seniors’expectations on and frst impressions of a robotic shower
Bäccman, C., & Bergkvist, L. (2019)
The influence of design aesthetics in usability testing:Effects on user performance and perceived usability
Andreas Sonderegger & Juergen Sauer (2009)
Accesibility & User Experience
Summary: Digital accessibility is the process of making digital products (websites, mobile apps and other digital tools and technologies) accessible to everyone. In 2020 only 25 percent of the tested online shops can be used well by people with a disability while 35 percent could not be used at all. One of the reasons for the lack of digital accessibility is that it is often times ignored in the developmental phase and sometimes also considered an unnecessary amount of extra work. Another issue is that not all disabilities are considered the same, with visual impairments being considered the most. But digital accessibility can generally improve the user experience and should not be considered a additional work, but should rather be considered from the start.
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How Web Professionals Perceive Web Accessibility in Practice
Vollenwyder, Opwis and Brühlmann (2020)
My Train Talks to Me
Vollenwyder, Buchmüller, Trachsel, Opwis and Brühlmann (2020)
Control in Automation
Summary: In 1999 Endsley defned ten levels of automation ranging from manual control to full automation. The problems of automation are deskilling, disuse, misuse, situational awareness and out-of-the-Loop-Unfamiliarity. Because of these problems, researchers and engineers have work on cooperative and assisted automation, letting the human work in tandem with a machine, but large parts are still left to be explored. Legal and ethical discussion on automation are happening worldwide and with not all questions answered and automation systems perfected, the research still continues aiming to find an applicable solution.
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Layers of shared and cooperative control, assistance, and automation
Parcau-Lemoine and Flemisch (2019)
A theoretical framework for designing humancentered automotive automation systems
Muslim & Itoh (2019)
Emotional Game Design
Summary: Emotional game design is the integration of elements that cause discomfort like difcult themes or physical, emotional and cognitive challenges. These challenges can convey a sense of accomplishment, foster empathy around particular issues, give insights in extreme situations and the darker side of humanity and induce a sense of appreciation. In games there are also moments that challenge a player’s perspective and can lead to new experience inside of the game. These moments could be narrative / game design drive or the combination of both. Different causes could be players expectation as well as External sources. The use of these methods can improve the gamers experience leading to something new and unexpected.
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One of the baddies all along –Moments that Challenge a Player’s Perspective
Whitby et al., 2019
What is the nature ofdiscomfort in games?
Growler, 2019
Social Virtual Reality
Summary: In 2005 a pandemic broke out in the MMORPG World of Warcraft a virtual pandemic broke out, causing player and npc’s in the game to die in the virtual world. Lofgren & Fefferman (2007) used the data from this virtual pandemic toi make deductions about how people would react in a real world pandemic. Interestingly enough similarities from the pandemic in WoW can also be found with the Covid-19 Pandemic. Three reasons for this are frst of all that people do not become virtual beings just because they are in a virtual world. WoW is also know to be an incredibly social virtual world, where new connections are made every day. The third reason is that the virtual pandemic was just as unexpected as the current pandemic. These findings suggest the possibility of using virtual world to research human behaviour in a controlled and safe environment
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The untapped potential ofvirtual game worlds to shed light on real world epidemics.
Lofgren, E. T. & Fefferman, N. H. (2007)
Seminar Feedback
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