29 research outputs found
Software und Usability Engineering und User Experience in kleinen und mittleren Unternehmen
Die Forschung zu Software Engineering, ebenso wie zum Usability Engineering und UX hat traditionell – wenn es sich nicht ohnehin um Grundlagenforschung handelt – eher auf große Unternehmen fokussiert. Dies ist sicherlich auch der Geschichte der Informationstechnologie und der Informatik geschuldet, die maßgeblich von großen Unternehmen wie IBM, Microsoft oder Apple vorangetrieben wurde. Die besonderen Herausforderungen, vor denen kleine und mittlere Unternehmen (KMU) stehen, wenn sie selbst Software entwickeln oder entwickeln lassen, haben bisher in der Forschung einen weniger deutlichen Niederschlag gefunden. Vor dem Hintergrund einer zunehmenden Digitalisierung und Vernetzung aller Wirtschaftsbereiche scheint eine Auseinandersetzung mit den Auswirkungen auf KMU besonders wichtig
4. Workshop Mensch-Maschine-Interaktion in sicherheitskritischen Systemen
Die Interaktion und Kooperation zwischen Mensch und Computer in sicherheitskritischen Systemen ist eine interdisziplinäre Herausforderung und Gestaltungsaufgabe. Sicherheitskritische Anwendungsfelder sind vielfältig und umfassen verschiedene Branchen und Bereiche, beispielsweise Produktion, Medizin, Katastrophenschutz oder Verkehr. Neben stationären Rechnern und Maschinen haben mobile Kontexte und Endgeräte sowie soziale Medien bereits seit einigen Jahren an Bedeutung enorm zugenommen. Die spezifischen Herausforderungen der MCI in solchen sicherheitskritischen Kontexten bedürfen einer Diskussion in Bezug auf die Entwicklung bzw. Adaption von Methoden und Prozessen, aber auch auf Ergebnisse der Systementwicklung. Diese gilt es im Rahmen des Workshops zu adressieren, jedoch weniger im Hinblick auf die isolierten Technologien, sondern mit deutlicher Fokussierung auf das Zusammenwirken von Mensch, Technik und Organisation
Towards an Uncertainty-Aware Visualization in the Digital Humanities
[EN]As visualization becomes widespread in a broad range of cross-disciplinary academic domains, such as the digital humanities (DH), critical voices have been raised on the perils of neglecting the uncertain character of data in the visualization design process. Visualizations that, purposely or not, obscure or remove uncertainty in its different forms from the scholars’ vision may negatively affect the manner in which humanities scholars regard computational methods as useful tools in their daily work. In this paper, we address the issue of uncertainty representation in the context of the humanities from a theoretical perspective, in an attempt to provide the foundations of a framework that allows for the construction of ecological interface designs which are able to expose the computational power of the algorithms at play while, at the same time, respecting the particularities and needs of humanistic research. To this end, we review past uncertainty taxonomies in other domains typically related to the humanities and visualization, such as cartography and GIScience. From this review, we select an uncertainty taxonomy related to the humanities that we link to recent research in visualization for the DH. Finally, we bring a novel analytics method developed by other authors (Progressive Visual Analytics) into question, which we argue can be a good candidate to resolve the aforementioned difficulties in DH practic
Wellbeing at Work — Emotional Impact on Workers Using a Worker Guidance System Designed for Positive User Experience
Wellbeing at work can be achieved through different strategies; designing for a positive user experience (UX) is one way. However, the relationship between wellbeing and professionally used technology is rather unexplored, especially in work areas that are far from desktop work such as worker guidance systems (WGSs) used in assembly processes. In this paper, we first described a qualitative evaluation (using the valence method) of a prototype WGS designed for a positive UX. The evaluation showed that it elicited far more positive than negative feelings. Based on the results, we improved and redesigned the prototype. We then implemented it in a realistic setting and quantitatively compared it with an established WGS. It was shown that the prototype elicited more positive feelings than the established system, whereas there were no differences in the number of negative markers. Thus, one can assume that the improvement of UX in the redesigned system was due to the positive UX design concepts. However, there were no significant differences in the mood questionnaires. The paper showed that positive experiences at work can be achieved when the design of professional technology is focused on a positive UX. Long-term studies should further investigate whether these experiences lead to a generally elevated mood
Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 2
Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten.
Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen
• Interdisziplinärer Entwurf adaptiver Produktsysteme,
• Entwickeln vernetzter Anwendungen für Industrie 4.0,
• Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse,
• Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR,
• Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Finishing Perspective (Endbehandlung Perspektive)
Ingmar S. Franke, Mario Linke, Christian Bendicks und Rainer Groh 9
Card Sorting basierter Ansatz zur Erarbeitung einer nutzungsgerechten Methodensammlung am Beispiel des IDE-Toolkits
Martin Wiesner, Björn Kokoschko, Linh Bùi Duy und Laura Augustin 29
Feasibility-Labor“ – erste Vorstellung neuer Ansätze zur Optimierung der Designumsetzung im Automobilbau
Knut Lender 41
MBSE-basierte Produktkonfiguratoren zur Analyse der Modularisierung bei der Entwicklung modularer Baukastensysteme
Florian Seiler, Lea-Nadine Schwede und Dieter Krause 55
BranchenĂĽbergreifendes Benchmarking von variantenreichen Produktportfolios auf Basis von Produktstrukturen
Christian Wyrwich und Georg Jacobs 71
Aspekte der Authentizität bei der Umsetzung eines künstlerischen Entwurfs mit 3D-Software-Werkzeugen
Wolfgang Steger, Christine Schöne und Helmut Nitsche 91
Das Visionsmodell: Präzise Darstellung von Entwicklungszielen
Laura Augustin, Michael Schabacker 105
Wissen und Heterogenität in der Produktentwicklung
Alexandra Göhring 111
Kombination der experimentellen und numerischen Simulation zur Entwicklung dreidimensionaler Elektronik
Florian Schaller, Fabian Kayatz und Cedric Sanjon 123
Lösungsansätze für eine nachhaltigkeitsorientierte, interdisziplinäre Produktentwicklung
Barbara Gröbe-Boxdorfer 133
Szenariobasierte Validierung von Produktprofilen in der frĂĽhen Phase der PGE-Produktgenerationsentwicklung
Florian Marthaler, Vincent Kutschera, Jonas Reinemann, Nikola Bursac und Albert Albers 149
Vergleich von Produktinnovationsarten – Worin die Unterschiede wirklich begründet liegen
Jonas Heimicke, Valentin Zimmermann, Monika Klippert, Markus Spadinger und Albert Albers 165
Zusammenarbeit von Ingenieuren und Designern – die überarbeitete VDI/VDE-Richtlinie 2424
Robert Watty, Christian Zimmermann und Gerhard Reichert 181
IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience
Jette Selent und Michael Minge 195
Konzept zur Identifikation relevanter Produkteigenschaften zur UnterstĂĽtzung einer positiven User Experience
Tina Schröppel, Jörg Miehling und Sandro Wartzack 205
User Experience Design für Sicherheitstechnik – Ansatz und Methodik bei Dräger Safety
Marlene Vogel, Matthias Willner, Christian Wölfel und Jens Krzywinski 219
3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten
Christiane Kunert-Keil, Dominik Haim, Karol Kozak, Ines Zeidler-Rentzsch, Bernhard Weiland, Olaf MĂĽller, Thomas Treichel und GĂĽnter Lauer 231
Automatische Vermessung der Knietopologie zur UnterstĂĽtzung der Prothesenplanung fĂĽr Kniearthroplastiken
Sebastian Heerwald und Marc Mörig 243
Design und additive Fertigung von individualisierten biofunktionellen Implantaten in klinisch relevanten Dimensionen
David Kilian, Philipp Sembdner, Stefan Holtzhausen, Tilman Ahlfeld, Christine Schöne, Anja Lode, Ralph Stelzer und Michael Gelinsky 253
Design von Medizinprodukten – Einfluss regulatorischer Anforderungen auf den Designprozess
Christian Thomas 267
5G Sports – tragbare Technologiedemonstratoren im taktilen Internet
Lisa-Marie LĂĽneburg, Emese Papp und Jens Krzywinski 277
Verbesserte Ergonomie durch Mensch-Roboter-Kollaboration als sozio-technisches System
Daniel RĂĽcker, Kristin Paetzold und RĂĽdiger Hornfeck 295
Modellbasierter Systems Engineering Ansatz zur effizienten Aufbereitung von VR-Szenen
Atif Mahboob, Stephan Husung, Christian Weber, Andreas Liebal und Heidi Krömker 309
Akzeptanz und Nutzererleben von körpergetragenen Assistenzsystemen im industriellen Anwendungsbereich
Emese Papp und Christian Wölfel 323
Modell zur UnterstĂĽtzung von Designentscheidungen auf strategischer Unternehmensebene im Industrial Design
Frank Thomas Gärtner 335
Der Einfluss stilistischer Merkmale einer Entwurfsvisualisierung auf die semantischen Produkteigenschaften
Frank MĂĽhlbauer 347
Konstruktionslösungen mit Hilfe von Künstlicher Intelligenz
Willi GrĂĽnder und Denis Polyakov 361
Das Analysekompetenz-Marktpriorität-Portfolio zum Vergleich von Datenanalyseprojekten in der Produktentwicklung
Sebastian Klement, Bernhard Saske, Stephan Arndt und Ralph Stelzer 375
Einsatz von Graphdatenbanken fĂĽr das Produktdatenmanagement im Kontext von Industrie 4.0
Christopher Sauer, Benjamin Schleich und Sandro Wartzack 393
Predictive Quality Management mit modellbasierten Services in kollaborierenden Netzwerken
Andreas Trautheim-Hofmann 409
Softwareentwicklung ECM/WCM im Spannungsfeld KMUs–Großunternehmen
Oliver Schwarz und Christian Kowalewski 41
Clinical Decision Support Systems with Game-based Environments, Monitoring Symptoms of Parkinson’s Disease with Exergames
Parkinson’s Disease (PD) is a malady caused by progressive neuronal degeneration, deriving in several physical and cognitive symptoms that worsen with time. Like many other chronic diseases, it requires constant monitoring to perform medication and therapeutic adjustments. This is due to the significant variability in PD symptomatology and progress between patients. At the moment, this monitoring requires substantial participation from caregivers and numerous clinic visits. Personal diaries and questionnaires are used as data sources for medication and therapeutic adjustments. The subjectivity in these data sources leads to suboptimal clinical decisions. Therefore, more objective data sources are required to better monitor the progress of individual PD patients. A potential contribution towards more objective monitoring of PD is clinical decision support systems. These systems employ sensors and classification techniques to provide caregivers with objective information for their decision-making. This leads to more objective assessments of patient improvement or deterioration, resulting in better adjusted medication and therapeutic plans. Hereby, the need to encourage patients to actively and regularly provide data for remote monitoring remains a significant challenge. To address this challenge, the goal of this thesis is to combine clinical decision support systems with game-based environments. More specifically, serious games in the form of exergames, active video games that involve physical exercise, shall be used to deliver objective data for PD monitoring and therapy. Exergames increase engagement while combining physical and cognitive tasks. This combination, known as dual-tasking, has been proven to improve rehabilitation outcomes in PD: recent randomized clinical trials on exergame-based rehabilitation in PD show improvements in clinical outcomes that are equal or superior to those of traditional rehabilitation. In this thesis, we present an exergame-based clinical decision support system model to monitor symptoms of PD. This model provides both objective information on PD symptoms and an engaging environment for the patients. The model is elaborated, prototypically implemented and validated in the context of two of the most prominent symptoms of PD: (1) balance and gait, as well as (2) hand tremor and slowness of movement (bradykinesia). While balance and gait affections increase the risk of falling, hand tremors and bradykinesia affect hand dexterity. We employ Wii Balance Boards and Leap Motion sensors, and digitalize aspects of current clinical standards used to assess PD symptoms. In addition, we present two dual-tasking exergames: PDDanceCity for balance and gait, and PDPuzzleTable for tremor and bradykinesia. We evaluate the capability of our system for assessing the risk of falling and the severity of tremor in comparison with clinical standards. We also explore the statistical significance and effect size of the data we collect from PD patients and healthy controls. We demonstrate that the presented approach can predict an increased risk of falling and estimate tremor severity. Also, the target population shows a good acceptance of PDDanceCity and PDPuzzleTable. In summary, our results indicate a clear feasibility to implement this system for PD. Nevertheless, long-term randomized clinical trials are required to evaluate the potential of PDDanceCity and PDPuzzleTable for physical and cognitive rehabilitation effects
Foundations and applications of human-machine-interaction
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 abschlieĂźende 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
Technology Assessment of Dual-Use ICTs - How to Assess Diffusion, Governance and Design
Technologies that can be used in military and civilian applications are referred to as dual-use. The dual-use nature of many information and communications technologies (ICTs) raises new questions for research and development for national, international, and human security. Measures to deal with the risks associated with the various dual-use technologies, including proliferation control, design approaches, and policy measures, vary widely. For example, Autonomous Weapon Systems (AWS) have not yet been regulated, while cryptographic products are subject to export and import controls. Innovations in artificial intelligence (AI), robotics, cybersecurity, and automated analysis of publicly available data raise new questions about their respective dual-use risks.
Dual-use risks have been systematically discussed so far, especially in the life sciences, which have contributed to the development of methods for assessment and risk management. Dual-use risks arise, among other things, from the fact that safety-critical technologies can be easily disseminated or modified, as well as used as part of a weapon system. Therefore, the development and adaptation of robots and software requires an independent consideration that builds on the insights of related dual-use discourses. Therefore, this dissertation considers the management of such risks in terms of the proliferation, regulation, and design of individual dual-use information technologies. Technology Assessment (TA) is the epistemological framework for this work, bringing together the concepts and approaches of Critical Security Studies (CSS) and Human-Computer Interaction (HCI) to help evaluate and shape dual-use technologies.
In order to identify the diffusion of dual-use at an early stage, the dissertation first examines the diffusion of dual-use innovations between civilian and military research in expert networks on LinkedIn, as well as on the basis of AI patents in a patent network. The results show low diffusion and tend to confirm existing studies on diffusion in patent networks. In the following section, the regulation of dual-use technologies is examined in the paper through two case studies. The first study uses a discourse analysis to show the value conflicts with regard to the regulation of autonomous weapons systems using the concept of Meaningful Human Control (MHC), while a second study, as a long-term comparative case study, analyzes the change and consequences of the regulation of strong cryptography in the U.S. as well as the programs of intelligence agencies for mass surveillance. Both cases point to the central role of private companies, both in the production of AWS and as intermediaries for the dissemination of encryption, as well as surveillance intermediaries. Subsequently, the dissertation examines the design of a dual-use technology using an Open Source Intelligence System (OSINT) for cybersecurity. For this purpose, conceptual, empirical, and technical studies are conducted as part of the Value-Sensitive Design (VSD) framework. During the studies, implications for research on and design of OSINT were identified. For example, the representative survey of the German population has shown that transparency of use while reducing mistrust is associated with higher acceptance of such systems. Additionally, it has been shown that data sparsity through the use of expert networks has many positive effects, not only improving the performance of the system, but is also preferable for legal and social reasons. Thus, the work contributes to the understanding of specific dual-use risks of AI, the regulation of AWS and cryptography, and the design of OSINT in cybersecurity. By combining concepts from CSS and participatory design methods in HCI, this work provides an interdisciplinary and multi-method contribution