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Query: Schneider_H* Results: 3 Sorted by: Date  Comments?
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Understanding the Mechanics of Persuasive System Design: A Mixed-Method Theory-driven Analysis of Freeletics Behavioral Change / Schneider, Hanna / Moser, Kilian / Butz, Andreas / Alt, Florian Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.309-320
ACM Digital Library Link
Summary: While we know that persuasive system design matters, we barely understand when persuasive strategies work and why they only work in some cases. We propose an approach to systematically understand and design for motivation, by studying the fundamental building blocks of motivation, according to the theory of planned behavior (TPB): attitude, subjective norm, and perceived control. We quantitatively analyzed (N=643) the attitudes, beliefs, and values of mobile fitness coach users with TPB. Capacity (i.e., perceived ability to exercise) had the biggest effect on users' motivation. Using individual differences theory, we identified three distinct user groups, namely followers, hedonists, and achievers. With insights from semi-structured interviews (N=5) we derive design implications finding that transformation videos that feature other users' success stories as well as suggesting an appropriate workout can have positive effects on perceived capacity. Practitioners and researchers can use our theory-based mixed-method research design to better understand user behavior in persuasive applications.

Paperbox: a toolkit for exploring tangible interaction on interactive surfaces Creativity support tools for reflection and exploration / Wiethoff, Alexander / Schneider, Hanna / Küfner, Julia / Rohs, Michael / Butz, Andreas / Greenberg, Saul Proceedings of the 2013 ACM Conference on Creativity and Cognition 2013-06-17 p.64-73
ACM Digital Library Link
Summary: There is a well-established culture of early prototyping when designing digital interactive systems, such as paper prototyping and wireframe methods. The culture of designing physical objects is somewhat different: early explorations of form is still prototyped via 2D sketches or renderings, but -- mostly because of the construction effort involved -- prototyping of actual physical objects is deferred to later stages. A problem occurs when designing mixed physical-digital systems, such as tangible user interfaces (TUIs) on interactive surfaces: the high degree of interactivity means that early prototyping is vital, yet there is no viable process for prototyping both the physical and digital aspects simultaneously on a low-fidelity (low-fi) level. Our solution is Paperbox, a toolkit for exploring design ideas for tangible interaction on interactive surfaces. It supports the early exploration of different form factors and immediately provides digital interactivity for the low-fidelity TUI prototypes built with it. We observed our toolkit in use in various settings: as a brainstorming tool by junior designers; in the development of a consumer electronics product in a large industrial company by senior designers; and in a usability study comparing the effect of different levels of fidelity on the outcome. The lessons learnt will enable others to replicate and extend our approach.

Sketch-a-TUI: low cost prototyping of tangible interactions using cardboard and conductive ink One step beyond / Wiethoff, Alexander / Schneider, Hanna / Rohs, Michael / Butz, Andreas / Greenberg, Saul Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.309-312
ACM Digital Library Link
Summary: Graspable tangibles are now being explored on the current generation of capacitive touch surfaces, such as the iPad and the Android tablet. Because the size and form factor is relatively new, early and low fidelity prototyping of these TUIs is crucial in getting the right design. The problem is that it is difficult for the average interaction designer to develop such physical prototypes. They require a substantial amount time and effort to physically model the tangibles, and expertise in electronics to instrument them. Thus prototyping is sometimes handed off to specialists, or is limited to only a few design iterations and alternative designs. Our solution contributes a low fidelity prototyping approach that is time and cost effective, and that requires no electronics knowledge. First, we supply non-specialists with cardboard forms to create tangibles. Second, we have them draw lines on it via conductive ink, which makes their objects recognizable by the capacitive touch screen. They can then apply routine programming to recognize these tangibles and thus iterate over various designs.