11 research outputs found

    Agile Processes in Software Engineering and Extreme Programming

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    This open access book constitutes the proceedings of the 23rd International Conference on Agile Software Development, XP 2022, which was held in Copenhagen, Denmark, in June 2022. XP is the premier agile software development conference combining research and practice. It is a unique forum where agile researchers, practitioners, thought leaders, coaches, and trainers get together to present and discuss their most recent innovations, research results, experiences, concerns, challenges, and trends.  XP conferences provide an informal environment to learn and trigger discussions and welcome both people new to agile and seasoned agile practitioners. This year’s conference was held with the theme “Agile in the Era of Hybrid Work”. The 13 full papers and 1 short paper presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: agile practices; agile processes; and agile in the large

    Agile Processes in Software Engineering and Extreme Programming: 18th International Conference, XP 2017, Cologne, Germany, May 22-26, 2017, Proceedings

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    agile software development; lean development; scrum; project management; software developmen

    Do You Know What I Know?:Situational Awareness of Co-located Teams in Multidisplay Environments

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    Modern collaborative environments often provide an overwhelming amount of visual information on multiple displays. In complex project settings, the amount of visual information on multiple displays, and the multitude of personal and shared interaction devices in these environments can reduce the awareness of team members on ongoing activities, the understanding of shared visualisations, and the awareness of who is in control of shared artifacts. Research reported in this thesis addresses the situational awareness (SA) support of co-located teams working on team projects in multidisplay environments. Situational awareness becomes even more critical when the content of multiple displays changes rapidly, and when these provide large amounts of information. This work aims at getting insights into design and evaluation of shared display visualisations that afford situational awareness and group decision making. This thesis reports the results of three empirical user studies in three different domains: life science experimentation, decision making in brainstorming teams, and agile software development. The first and the second user studies evaluate the impact of the Highlighting-on-Demand and the Chain-of-Thoughts SA on the group decision-making and awareness. The third user study presents the design and evaluation of a shared awareness display for software teams. Providing supportive visualisations on a shared large display, we aimed at reducing the distraction from the primary task, enhancing the group decision-making process and the perceived task performance

    Knowledge Enhanced Financial Advisory Services

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    Ever-more complex financial products and investment opportunities demand that clients have a solid understanding of financial concepts if they are to make informed decisions. However, this is seldom the case, and the consequences of uninformed decision-making have been widely described in both the scientific literature as well as in public media. Interventions in the form of providing more documentation on products have been ineffective (Chater et al., 2010). The same seems to hold for efforts in schools to foster financial literacy, as it is (1) unclear what knowledge comprises effective decision help in an upcoming advisory encounter, and (2) there might be a very long time distance between the learning and theapplication in a real advisory encounter situation (Fernandes etal., 2014).In this dissertation, I therefore describe a way of client education that can be directly applied in the service encounter itself. The educational concept is based on experiential learning theory (Kolb, 1984)as a general framework, and is specifically rooted in open-ended learning environments (Hannafin, 1994)as well as the concept of micro-worlds (Rieber, 1992). Interactive, computer-based simulations are utilized to explain the relevant concepts at the time they are needed for making decisions. Embedded in a design science research framework, this dissertation contributes design rationales for both the technical systems required for this consumer education style as well as for the processes of how these tools can be embedded in the service encounter. In several consecutive build/evaluate cycles, design principles are instantiated and evaluated in realistic laboratory evaluations. Besides the focus on the educational aspects, light has also been shed on the social implications of introducing technology into these settings. This dissertation contributes insights on how technical systems, advisory processes, and the environment of an encounter must be designed in order to fulfill its purpose of transferring relevant knowledge without disturbing the critical social relationship between client and advisor. With our evaluations, we were able to demonstrate that client education with a significant client knowledge increase is possible directly in the encounter itself in a just-in-time and on-demand manner without disturbing the social relationship in any unacceptable way. Besides its contributions to the scientific knowledge base, this dissertation also seeks to aid practitioners in building the systems that will enhance the financial services of tomorrow

    Development of interactive and distributed virtual environments for immersive communication in the furniture, fixture and equipment sector

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    Despite the significance of the furniture fixture and equipment (FFE) sector to the UK’s economy and the construction industry, this sector faces challenges that impede its productivity and performance, including an inability to meet end-user expectations in the delivery of its services. Lack of adoption of digitalisation and poor design communication between the stakeholders have been identified as one of the issues leading to challenges in the FFE Sector. In this context, visual representation offered by virtual reality (VR) can play a critical role in communicating the designs with the stakeholders effectively. However, evidence suggests that the current state of the VR application in the FFE sector lacks three critical advancements namely BIM-data interaction (interaction with the meta-data associated with the FFE elements), human-building interaction (interaction of stakeholders with FFE elements in the virtual environment) and human-human interactions (multi-user interaction). Therefore, the aim of this study was to bridge this gap through the development and testing of novel virtual environments for immersive communication between FFE and its construction project stakeholders. Furthermore, pre-conditions for the successful implementation of the developed VR applications were evaluated in this study through experimentation.A sequential, exploratory, mixed-method research design was adopted for this study in three phases. In phase one, an extensive literature investigation was carried out to acquire deeper knowledge of existing literature to understand the state-of-the-art developments of immersive technologies in the construction industry with a specific focus on the current challenges and benefits of implementing immersive technology. Phase two of the study involved the development and testing of immersive, distributed and interactive VR applications for various scenarios of the FFE communications for construction. Each application was developed by applying rapid application development methodologies and combining BIM, game engine and low latency cloud server development paradigm. The developments were tested through quasi-experiments and evaluation by stakeholders to ascertain usefulness and utility in the FFE sector context. The first development focused on interactive VR for FFE and was tested among (n = 12) stakeholders using a quasi-experiment in a single-group, pre-test-post-test design. The second development focused on distributed immersion for FFE design communication and was tested among construction stakeholders involved in FFE design decision-making (n = 26). The distributed VR application was further tested further among (n = 9) stakeholders in the context of FFE retail and showcasing of FFE products. The experimental approaches in the second phase adopted combined quantitative and qualitative evaluations to ascertain system usability which fed into further development and finetuning of applications. Finally, in the third phase of the study, the interactive and distributed VR applications were validated among wider group of construction stakeholders (n = 117) using a survey to ascertain industry-wide utility and usefulness as well as establish factors that influence their wider adoption in the sector. A combination of descriptive and inferential statistics was applied to establish findings including Kruskal-Wallis and ANOVA to measure variations in views across different segments of the population of respondents.Findings indicated that the interactive distributed immersive virtual FFE environment can enhance the productivity of the design team through a collaborative virtual workspace offering a synchronised networked design testing and review platform. Furthermore, it can reduce the time required for the stakeholders (Client/end-user, architect, FFE designer/contractor, FFE manufacturer) to comprehend and test the design options. In addition, the developed VR applications can enhance the design communication and quality of the design and encourage a collaborative culture in the industry and improve the design satisfaction of the stakeholders. It was also identified that the VR applications developed for this study can reduce the time required for design decision-making significantly when compared with traditional methods. In the retail and product showcasing context, the system was found to be a highly efficient and viable tool, which can deliver a compelling and richer experience similar to an FFE in-store experience. The testing also revealed that the proposed system not only improves the sense of presence but also brings in a new dimension of a sense of being together, which has a positive impact on decision making. Cumulative findings of this study revealed that distributed and interactive VR has become essential to digitalising the FFE sector’s design communication, with improved design communication being regarded as the most important benefit of its use. Conversely, the most critical challenge that inhibits the implementation of these two VR applications in the FFE sector is the perceived cost. This research proposes a step change in the way furniture design is communicated and coordinated through an immersive virtual experience, thus allowing informed decisions making and creating shared understanding before the commencement of the construction activity

    INTERACT 2015 Adjunct Proceedings. 15th IFIP TC.13 International Conference on Human-Computer Interaction 14-18 September 2015, Bamberg, Germany

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    INTERACT is among the world’s top conferences in Human-Computer Interaction. Starting with the first INTERACT conference in 1990, this conference series has been organised under the aegis of the Technical Committee 13 on Human-Computer Interaction of the UNESCO International Federation for Information Processing (IFIP). This committee aims at developing the science and technology of the interaction between humans and computing devices. The 15th IFIP TC.13 International Conference on Human-Computer Interaction - INTERACT 2015 took place from 14 to 18 September 2015 in Bamberg, Germany. The theme of INTERACT 2015 was "Connection.Tradition.Innovation". This volume presents the Adjunct Proceedings - it contains the position papers for the students of the Doctoral Consortium as well as the position papers of the participants of the various workshops

    Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband

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    Erschienen bei: universi - UniversitĂ€tsverlag Siegen. - ISBN: 978-3-96182-063-4Aus dem Inhalt: Track 1: Produktion & Cyber-Physische Systeme Requirements and a Meta Model for Exchanging Additive Manufacturing Capacities Service Systems, Smart Service Systems and Cyber- Physical Systems—What’s the difference? Towards a Unified Terminology Developing an Industrial IoT Platform – Trade-off between Horizontal and Vertical Approaches Machine Learning und Complex Event Processing: Effiziente Echtzeitauswertung am Beispiel Smart Factory Sensor retrofit for a coffee machine as condition monitoring and predictive maintenance use case Stakeholder-Analyse zum Einsatz IIoT-basierter Frischeinformationen in der Lebensmittelindustrie Towards a Framework for Predictive Maintenance Strategies in Mechanical Engineering - A Method-Oriented Literature Analysis Development of a matching platform for the requirement-oriented selection of cyber physical systems for SMEs Track 2: Logistic Analytics An Empirical Study of Customers’ Behavioral Intention to Use Ridepooling Services – An Extension of the Technology Acceptance Model Modeling Delay Propagation and Transmission in Railway Networks What is the impact of company specific adjustments on the acceptance and diffusion of logistic standards? Robust Route Planning in Intermodal Urban Traffic Track 3: Unternehmensmodellierung & Informationssystemgestaltung (Enterprise Modelling & Information Systems Design) Work System Modeling Method with Different Levels of Specificity and Rigor for Different Stakeholder Purposes Resolving Inconsistencies in Declarative Process Models based on Culpability Measurement Strategic Analysis in the Realm of Enterprise Modeling – On the Example of Blockchain-Based Initiatives for the Electricity Sector Zwischenbetriebliche Integration in der Möbelbranche: Konfigurationen und Einflussfaktoren Novices’ Quality Perceptions and the Acceptance of Process Modeling Grammars Entwicklung einer Definition fĂŒr Social Business Objects (SBO) zur Modellierung von Unternehmensinformationen Designing a Reference Model for Digital Product Configurators Terminology for Evolving Design Artifacts Business Role-Object Specification: A Language for Behavior-aware Structural Modeling of Business Objects Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications Using Blockchain in Peer-to-Peer Carsharing to Build Trust in the Sharing Economy Testing in Big Data: An Architecture Pattern for a Development Environment for Innovative, Integrated and Robust Applications Track 4: Lern- und Wissensmanagement (e-Learning and Knowledge Management) eGovernment Competences revisited – A Literature Review on necessary Competences in a Digitalized Public Sector Say Hello to Your New Automated Tutor – A Structured Literature Review on Pedagogical Conversational Agents Teaching the Digital Transformation of Business Processes: Design of a Simulation Game for Information Systems Education Conceptualizing Immersion for Individual Learning in Virtual Reality Designing a Flipped Classroom Course – a Process Model The Influence of Risk-Taking on Knowledge Exchange and Combination Gamified Feedback durch Avatare im Mobile Learning Alexa, Can You Help Me Solve That Problem? - Understanding the Value of Smart Personal Assistants as Tutors for Complex Problem Tasks Track 5: Data Science & Business Analytics Matching with Bundle Preferences: Tradeoff between Fairness and Truthfulness Applied image recognition: guidelines for using deep learning models in practice Yield Prognosis for the Agrarian Management of Vineyards using Deep Learning for Object Counting Reading Between the Lines of Qualitative Data – How to Detect Hidden Structure Based on Codes Online Auctions with Dual-Threshold Algorithms: An Experimental Study and Practical Evaluation Design Features of Non-Financial Reward Programs for Online Reviews: Evaluation based on Google Maps Data Topic Embeddings – A New Approach to Classify Very Short Documents Based on Predefined Topics Leveraging Unstructured Image Data for Product Quality Improvement Decision Support for Real Estate Investors: Improving Real Estate Valuation with 3D City Models and Points of Interest Knowledge Discovery from CVs: A Topic Modeling Procedure Online Product Descriptions – Boost for your Sales? EntscheidungsunterstĂŒtzung durch historienbasierte Dienstreihenfolgeplanung mit Pattern A Semi-Automated Approach for Generating Online Review Templates Machine Learning goes Measure Management: Leveraging Anomaly Detection and Parts Search to Improve Product-Cost Optimization Bedeutung von Predictive Analytics fĂŒr den theoretischen Erkenntnisgewinn in der IS-Forschung Track 6: Digitale Transformation und Dienstleistungen Heuristic Theorizing in Software Development: Deriving Design Principles for Smart Glasses-based Systems Mirroring E-service for Brick and Mortar Retail: An Assessment and Survey Taxonomy of Digital Platforms: A Platform Architecture Perspective Value of Star Players in the Digital Age Local Shopping Platforms – Harnessing Locational Advantages for the Digital Transformation of Local Retail Outlets: A Content Analysis A Socio-Technical Approach to Manage Analytics-as-a-Service – Results of an Action Design Research Project Characterizing Approaches to Digital Transformation: Development of a Taxonomy of Digital Units Expectations vs. Reality – Benefits of Smart Services in the Field of Tension between Industry and Science Innovation Networks and Digital Innovation: How Organizations Use Innovation Networks in a Digitized Environment Characterising Social Reading Platforms— A Taxonomy-Based Approach to Structure the Field Less Complex than Expected – What Really Drives IT Consulting Value Modularity Canvas – A Framework for Visualizing Potentials of Service Modularity Towards a Conceptualization of Capabilities for Innovating Business Models in the Industrial Internet of Things A Taxonomy of Barriers to Digital Transformation Ambidexterity in Service Innovation Research: A Systematic Literature Review Design and success factors of an online solution for cross-pillar pension information Track 7: IT-Management und -Strategie A Frugal Support Structure for New Software Implementations in SMEs How to Structure a Company-wide Adoption of Big Data Analytics The Changing Roles of Innovation Actors and Organizational Antecedents in the Digital Age Bewertung des Kundennutzens von Chatbots fĂŒr den Einsatz im Servicedesk Understanding the Benefits of Agile Software Development in Regulated Environments Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies Agile and Attached: The Impact of Agile Practices on Agile Team Members’ Affective Organisational Commitment The Complexity Trap – Limits of IT Flexibility for Supporting Organizational Agility in Decentralized Organizations Platform Openness: A Systematic Literature Review and Avenues for Future Research Competence, Fashion and the Case of Blockchain The Digital Platform Otto.de: A Case Study of Growth, Complexity, and Generativity Track 8: eHealth & alternde Gesellschaft Security and Privacy of Personal Health Records in Cloud Computing Environments – An Experimental Exploration of the Impact of Storage Solutions and Data Breaches Patientenintegration durch Pfadsysteme Digitalisierung in der StressprĂ€vention – eine qualitative Interviewstudie zu Nutzenpotenzialen User Dynamics in Mental Health Forums – A Sentiment Analysis Perspective Intent and the Use of Wearables in the Workplace – A Model Development Understanding Patient Pathways in the Context of Integrated Health Care Services - Implications from a Scoping Review Understanding the Habitual Use of Wearable Activity Trackers On the Fit in Fitness Apps: Studying the Interaction of Motivational Affordances and Users’ Goal Orientations in Affecting the Benefits Gained Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings Track 9: Krisen- und KontinuitĂ€tsmanagement Potentiale von IKT beim Ausfall kritischer Infrastrukturen: Erwartungen, Informationsgewinnung und Mediennutzung der Zivilbevölkerung in Deutschland Fake News Perception in Germany: A Representative Study of People’s Attitudes and Approaches to Counteract Disinformation Analyzing the Potential of Graphical Building Information for Fire Emergency Responses: Findings from a Controlled Experiment Track 10: Human-Computer Interaction Towards a Taxonomy of Platforms for Conversational Agent Design Measuring Service Encounter Satisfaction with Customer Service Chatbots using Sentiment Analysis Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment Erfolgsfaktoren von Augmented-Reality-Applikationen: Analyse von Nutzerrezensionen mit dem Review-Mining-Verfahren Designing Dynamic Decision Support for Electronic Requirements Negotiations Who is Stressed by Using ICTs? A Qualitative Comparison Analysis with the Big Five Personality Traits to Understand Technostress Walking the Middle Path: How Medium Trade-Off Exposure Leads to Higher Consumer Satisfaction in Recommender Agents Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review Eliciting Customer Preferences for Shopping Companion Apps: A Service Quality Approach The Role of Early User Participation in Discovering Software – A Case Study from the Context of Smart Glasses The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games Heart over Heels? An Empirical Analysis of the Relationship between Emotions and Review Helpfulness for Experience and Credence Goods Track 11: Information Security and Information Privacy Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions To (Psychologically) Own Data is to Protect Data: How Psychological Ownership Determines Protective Behavior in a Work and Private Context Understanding Data Protection Regulations from a Data Management Perspective: A Capability-Based Approach to EU-GDPR On the Difficulties of Incentivizing Online Privacy through Transparency: A Qualitative Survey of the German Health Insurance Market What is Your Selfie Worth? A Field Study on Individuals’ Valuation of Personal Data Justification of Mass Surveillance: A Quantitative Study An Exploratory Study of Risk Perception for Data Disclosure to a Network of Firms Track 12: Umweltinformatik und nachhaltiges Wirtschaften KommunikationsfĂ€den im Nadelöhr – Fachliche Prozessmodellierung der Nachhaltigkeitskommunikation am Kapitalmarkt Potentiale und Herausforderungen der Materialflusskostenrechnung Computing Incentives for User-Based Relocation in Carsharing Sustainability’s Coming Home: Preliminary Design Principles for the Sustainable Smart District Substitution of hazardous chemical substances using Deep Learning and t-SNE A Hierarchy of DSMLs in Support of Product Life-Cycle Assessment A Survey of Smart Energy Services for Private Households Door-to-Door Mobility Integrators as Keystone Organizations of Smart Ecosystems: Resources and Value Co-Creation – A Literature Review Ein EntscheidungsunterstĂŒtzungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy Digitale RĂŒckverfolgbarkeit von Lebensmitteln: Eine verbraucherinformatische Studie Umweltbewusstsein durch audiovisuelles Content Marketing? Eine experimentelle Untersuchung zur Konsumentenbewertung nachhaltiger Smartphones Towards Predictive Energy Management in Information Systems: A Research Proposal A Web Browser-Based Application for Processing and Analyzing Material Flow Models using the MFCA Methodology Track 13: Digital Work - Social, mobile, smart On Conversational Agents in Information Systems Research: Analyzing the Past to Guide Future Work The Potential of Augmented Reality for Improving Occupational First Aid Prevent a Vicious Circle! The Role of Organizational IT-Capability in Attracting IT-affine Applicants Good, Bad, or Both? Conceptualization and Measurement of Ambivalent User Attitudes Towards AI A Case Study on Cross-Hierarchical Communication in Digital Work Environments ‘Show Me Your People Skills’ - Employing CEO Branding for Corporate Reputation Management in Social Media A Multiorganisational Study of the Drivers and Barriers of Enterprise Collaboration Systems-Enabled Change The More the Merrier? The Effect of Size of Core Team Subgroups on Success of Open Source Projects The Impact of Anthropomorphic and Functional Chatbot Design Features in Enterprise Collaboration Systems on User Acceptance Digital Feedback for Digital Work? Affordances and Constraints of a Feedback App at InsurCorp The Effect of Marker-less Augmented Reality on Task and Learning Performance Antecedents for Cyberloafing – A Literature Review Internal Crowd Work as a Source of Empowerment - An Empirical Analysis of the Perception of Employees in a Crowdtesting Project Track 14: GeschĂ€ftsmodelle und digitales Unternehmertum Dividing the ICO Jungle: Extracting and Evaluating Design Archetypes Capturing Value from Data: Exploring Factors Influencing Revenue Model Design for Data-Driven Services Understanding the Role of Data for Innovating Business Models: A System Dynamics Perspective Business Model Innovation and Stakeholder: Exploring Mechanisms and Outcomes of Value Creation and Destruction Business Models for Internet of Things Platforms: Empirical Development of a Taxonomy and Archetypes Revitalizing established Industrial Companies: State of the Art and Success Principles of Digital Corporate Incubators When 1+1 is Greater than 2: Concurrence of Additional Digital and Established Business Models within Companies Special Track 1: Student Track Investigating Personalized Price Discrimination of Textile-, Electronics- and General Stores in German Online Retail From Facets to a Universal Definition – An Analysis of IoT Usage in Retail Is the Technostress Creators Inventory Still an Up-To-Date Measurement Instrument? Results of a Large-Scale Interview Study Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking TrustyTweet: An Indicator-based Browser-Plugin to Assist Users in Dealing with Fake News on Twitter Application of Process Mining Techniques to Support Maintenance-Related Objectives How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce Business Process Compliance and Blockchain: How Does the Ethereum Blockchain Address Challenges of Business Process Compliance? Improving Business Model Configuration through a Question-based Approach The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning Evaluation von ITSM-Tools fĂŒr Integration und Management von Cloud-Diensten am Beispiel von ServiceNow How Software Promotes the Integration of Sustainability in Business Process Management Criteria Catalog for Industrial IoT Platforms from the Perspective of the Machine Tool Industry Special Track 3: Demos & Prototyping Privacy-friendly User Location Tracking with Smart Devices: The BeaT Prototype Application-oriented robotics in nursing homes Augmented Reality for Set-up Processe Mixed Reality for supporting Remote-Meetings Gamification zur Motivationssteigerung von Werkern bei der Betriebsdatenerfassung Automatically Extracting and Analyzing Customer Needs from Twitter: A “Needmining” Prototype GaNEsHA: Opportunities for Sustainable Transportation in Smart Cities TUCANA: A platform for using local processing power of edge devices for building data-driven services Demonstrator zur Beschreibung und Visualisierung einer kritischen Infrastruktur Entwicklung einer alltagsnahen persuasiven App zur Bewegungsmotivation fĂŒr Ă€ltere Nutzerinnen und Nutzer A browser-based modeling tool for studying the learning of conceptual modeling based on a multi-modal data collection approach Exergames & Dementia: An interactive System for People with Dementia and their Care-Network Workshops Workshop Ethics and Morality in Business Informatics (Workshop Ethik und Moral in der Wirtschaftsinformatik – EMoWI’19) Model-Based Compliance in Information Systems - Foundations, Case Description and Data Set of the MobIS-Challenge for Students and Doctoral Candidates Report of the Workshop on Concepts and Methods of Identifying Digital Potentials in Information Management Control of Systemic Risks in Global Networks - A Grand Challenge to Information Systems Research Die Mitarbeiter von morgen - Kompetenzen kĂŒnftiger Mitarbeiter im Bereich Business Analytics Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati

    Foundations and applications of human-machine-interaction

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    Der vorliegende Tagungsband zur 10. Berliner Werkstatt Mensch-Maschine-Systeme gibt einen Einblick in die aktuelle Forschung im Bereich der Mensch-Maschine- Interaktion. Einen besonderen Fokus stellt das Wechselspiel von Grundlagenforschung und anwendungsbezogener Forschung dar, was sich im breiten Themenspektrum widerspiegelt, welches von theoretischen und methodischen Betrachtungen bis hin zu anwendungsnahen Fragestellungen reicht. Dabei finden Inhalte aus allen Phasen des Forschungsprozesses Beachtung, sodass auch im Rahmen der 10. Berliner Werkstatt MMS wieder sowohl neue Untersuchungskonzepte als auch abschließende Befunde diskutiert werden. Zentrale Themengebiete sind u. a. Fahrer-Fahrzeug-Interaktion, Assistenzsysteme, User Experience, Usability, Ubiquitous Computing, Mixed & Virtual Reality, Robotics & Automation, Wahrnehmungsspezifika sowie Psychophysiologie und Beanspruchung in der Mensch-Maschine-Interaktion.The proceedings of the 10th Berlin Workshop Human-Machine-Systems provide an insight into the current research in the field of human-machine-interaction. The main focus lies on the interplay between basic and applied research, which is reflected in the wide range of subjects: from theoretical and methodological issues to application oriented considerations. Again all stages of the research process are represented in the contributions of the 10th Berlin Workshop HMS. This means new research concepts as well as final results are subject of this volume. Central topics include driver-vehicleinteraction, assistance systems, user experience, usability, ubiquitous computing, mixed and virtual reality, robotics & automation, perception specifics, as well as psychophysiology and workload in human-machine-interaction

    A case study of balance and integration in worth-focused research through design

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    Understandings of, and objectives for, Interaction Design have been extended over the last few decades. Firstly, a single user-centred focus for Interaction Design is no longer regarded as adequate where any single central focus for design is now questioned. Post-centric approaches such as Balanced, Integrated and Generous (BIG) Design propose to achieve a broadened worth-focused content scope for Interaction Design, where worth is the balance of increasing benefits over reducing costs and generosity of choice. Secondly, there has been a broadened scope for disciplinary values in Human-Computer Interaction research, with the initial engineering and human science values of User-Centred Design and Human-Computer Interaction now complemented by the rapidly maturing creative field of Research through Design (RtD). Thirdly, RtD as a form of creative reflective practice does not have a sequential process, but needs parallel activities that can achieve total iteration potential (i.e., no restrictions on iteration sequences). Structured reflective tools such as the Working to Choose Framework may reveal this potential. An important opportunity remained that a complete challenging case study that integrated these domains (worth-focus) and tools (RtD, structured reflection) was carried out. The case study addressed the challenging social issues associated with supporting care circles of individuals with disabilities. It is original in completely tracking the combination of RtD with worth-focused Interaction Design, supported by established user-centred practices. The resulting research has made contributions through the tracking of the RtD process to: worth-focused design and evaluation resources; structured reflection; demonstration of innovative parallel balanced and integrated forms of iteration; and to future social innovation for disability support
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