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[1] Making Sense of Rich Data Collections on Mobile Devices Paper Session 6: Instrument Developments / Güldenpfennig, Florian / Fitzpatrick, Geraldine / Reitberger, Wolfgang Proceedings of the 2014 Annual European Conference on Cognitive Ergonomics 2014-09-01 p.30
ACM Digital Library Link
Summary: Mobile phones today offer great opportunities for capturing information enabled by sensor capabilities. A challenge, however, is to create meaningful order in this increasing amount of heterogeneous data and to exploit it in proficient ways. In this paper we present ContextCatcher, a mobile phone application for creating rich multimedia repositories and information collections on mobile devices. This software enables capturing a variety of file formats, for example, photos, videos, text, GPS locations, etc. Moreover, ContextCatcher facilitates the aggregation of these files into ContextObjects, which can be thought of as container structures for bundling the file collections. We describe a study featuring 18 participants, who created 681 media files contained within 80 ContextObjects. We analyze this data to explore its underlying structure and the emergent relations between the files through the lens of sensemaking. Finally, we show why the ContextCatcher concept can both be helpful in information foraging and sensemaking.

[2] Duography in the Classroom: Creative Engagement with Two-sided Mobile Phone Photography Special Issue on Mobile Learning and Educational Mobile HCI / Güldenpfennig, Florian / Reitberger, Wolfgang / Ganglbauer, Eva / Fitzpatrick, Geraldine International Journal of Mobile Human Computer Interaction 2014-07 v.6 n.3 p.51-67
www.igi-global.com/article/duography-in-the-classroom/116485
Summary: The potential of mobile devices to support learning has been explored for some time; however, little attention has been paid to arts education and the active creation of content on mobile devices as a facilitator of learning experiences. Further, new features of mobile phones such as dual cameras open new possibilities for supporting learning in creative contexts. In this paper, the authors investigate 'duography', a novel kind of 'two-sided' photography, for mobile phones in an art class. The study involves 17 adolescents, and their art teacher, over the course of 12 weeks. The objective is to convey creative competencies by means of the affordances of new mobile phones. The authors analyse a rich set of student created 'two-sided photos' to unpack the potential of this novel learning tool for technology-mediated art education. The authors illustrate how duography can mediate creative engagement by providing a frame for reflective discussions and negotiations on different perspectives and multiple meanings of artefacts. The authors conclude with a set of strategies for designing mobile teaching tools for arts education.

[3] Nutriflect: reflecting collective shopping behavior and nutrition Social media usage / Reitberger, Wolfgang H. / Spreicer, Wolfgang / Fitzpatrick, Geraldine Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3309-3318
ACM Digital Library Link
Summary: A poor nutritional state, as is the case for many people today, can increase risks for cancer, cardiovascular disease and obesity. Technology supported approaches could potentially be used to positively influence food consumption. We present the Nutriflect system, which utilizes users' shopping data to inform them about their long term shopping behavior. In an initial study we conducted structured interviews in grocery stores. Based on the results we implemented a system that visualized a household's collective shopping information via situated displays. The aim was to raise awareness about shopping habits and to enable reflection about nutrition without burdening the users with the manual entry of their eating habits. We evaluated the system in a 4 week field study in 8 households with 21 users. The results indicate that contextually situated displays, showing shopping patterns against personal nutrition goals, can foster a reflective and respectful approach towards better shopping and nutrition.

[4] Civic engagement meets pervasive gaming: towards long-term mobile participation Works-in-progress / Lehner, Ulrich / Baldauf, Matthias / Eranti, Veikko / Reitberger, Wolfgang / Fröhlich, Peter Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1483-1488
ACM Digital Library Link
Summary: An increasing number of smartphone applications to engage and involve citizens in themes of urban government is available and enables mobile participation on-the-go. However, the current functionality of so-called "m-participation apps" is often restricted to one-way reporting of issues by citizens, and thus more strategic long-term participation is not supported. To enhance traditional m-participation approaches and encourage continuous engagement, we investigate their fusion with location-based games in a user-centered research process. In this paper, we present the results of a web survey among 33 gamers which uncover the main motivators for playing location-based games. Based upon these findings, we derive a new long-term m-participation concept named Community Circles and introduce a first functional prototype to be used in future focus group studies.

[5] An Activist Lens for Sustainability: From Changing Individuals to Changing the Environment / Ganglbauer, Eva / Reitberger, Wolfgang / Fitzpatrick, Geraldine Proceedings of the 2013 International Conference on Persuasive Technology 2013-04-03 p.63-68
Link to Digital Content at Springer
Summary: Design for sustainability is of much interest in Persuasive Technology (PT) and interventions are often targeted to change individual's behaviour. These interventions aim to change lifestyles to be more ecologically sustainable, however the social and economic circumstances individuals live in often counteract these intentions. Activism has been proposed as a way to address such social circumstances. The contribution of this paper is to further develop an activist lens to present strategies for interventions that address policy makers as well as provide insight into how individuals can engage in activism supported by technology to advance change. Our activist lens points to active data generation and perceived agency by individuals and hybrid forms of interventions. We also address the limitations of technology in such approaches. An activist lens on sustainability and PT might provide a useful new entry point for designing change interventions from the individual to the collective.

[6] Invisible Work: An Ambient System for Awareness and Reflection of Household Tasks / Reitberger, Wolfgang / Kastenmiller, Martin / Fitzpatrick, Geraldine Proceedings of the 2013 International Conference on Persuasive Technology 2013-04-03 p.180-191
Link to Digital Content at Springer
Summary: Household tasks have been described as the invisible work carried out in the home. Their coordination and especially negotiating a fair and transparent distribution of these tasks between different members of a household is a significant challenge in the busy lives of many people. The persuasive system presented in this paper, Choreflect, aims to address this issue by making the inhabitants' contributions to household work more visible. The prototype uses distributed ambient displays in the home to enable household members to track household tasks, which are then visualized by the system. A four week study of the system carried out in two shared apartments and two family households showed that the system fostered a rise in awareness about this invisible work by showing users their own and other inhabitants' contributions. The multiple ambient displays situated in the participants homes enabled opportunities for reflection and motivated an increased engagement in household tasks.

[7] Through two different lenses: a tool for new perspectives into context / Güldenpfennig, Florian / Reitberger, Wolfgang / Fitzpatrick, Geraldine Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.170-179
ACM Digital Library Link
Summary: With the advent of ubicomp, designers of interactive systems face a growing need for research methods that enable them to understand aspects of context. Existing methods have already employed visual media as a means to analyse context. Utilizing the capabilities of modern smartphones, we present 'BehindTheCamera' (BTC) that goes beyond traditional photography by adding another perspective through the simultaneous use of front and back cameras. A thematic analysis of the results of a field study involving 30 people working in pairs revealed six categories of BTC use: Conventional Use, Sense of Location, Facial Tagging, Social Interaction, User Perspective, Technical Perspective. We argue these contribute understandings of context in three ways: humoticons showing the emotional valence of situations; perspective axes through the two cameras connecting distinct aspects of the context; and narrative arcs about potential interactions.

[8] Capturing rich media through media objects on smartphones / Güldenpfennig, Florian / Reitberger, Wolfgang / Fitzpatrick, Geraldine Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.180-183
ACM Digital Library Link
Summary: New mobile phones with built-in sensors provide the opportunity to easily capture vast amounts of multimedia data. In this paper we present a file format to explore new ways of relating digital content: the media object (mob). Mob was designed as a tool for serving three concerns: first, to provide the user with an object structure that allows them to capture and associate multimedia and contextual data (photo, video, text, locations and so forth) especially on mobile phones; second, to put them in a creative frame of mind when recording media; third, to learn more about peoples' common practices as well as desires around digital photography and digital support for memory. We report on an exploratory user study featuring 7 participants over 2-5 weeks and conclude with a set of future requirements.

[9] Of unkempt hair, dirty shirts and smiling faces: capturing behind the mobile camera Privacy, security, and trust / Güldenpfennig, Florian / Reitberger, Wolfgang / Fitzpatrick, Geraldine Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.298-307
ACM Digital Library Link
Summary: What would it be like, if every photo could be turned around to reveal its photographer in the moment of image capture? In this paper we report on a new camera phone application BehindTheCamera (BTC). In contrast to traditional photography, BTC employs both front and rear cameras to capture not only the target of interest, but also the photographer or scene behind the camera. We conducted an exploratory study with 8 participants over 10 months to reveal usage patterns and possible benefits for the user. A thematic analysis of the BTC images suggested seven salient categories of use. Our findings were substantiated by in-depth interviews and later review of images with the participants to capture their experience with BTC. The findings point to the value of BTC for supporting creativity, play, and capturing the interplay of photographer and motif for later rich reflection.

[10] Persuasive Technology Considered Harmful? An Exploration of Design Concerns through the TV Companion / Reitberger, Wolfgang / Güldenpfennig, Florian / Fitzpatrick, Geraldine Proceedings of the 2012 International Conference on Persuasive Technology 2012-06-06 p.239-250
Keywords: design concerns; autonomy; surveillance; coercion; TV viewing; families; prototype; field study
Link to Digital Content at Springer
Summary: Persuasive Technology has great potential to positively influence users in a wide variety of areas such as health, well-being and environmental sustainability. However, concerns have been raised regarding issues such as surveillance, lack of autonomy and coercion that might be involved with the application of such technologies. This paper articulates a set of design concerns around these themes and presents a study of the TV Companion, an instance of a behavior change system that takes into account these concerns. The TV Companion is an application aimed to address the societal issue of prolonged TV consumption with its related potential negative effects and aims to foster more reflective TV viewing among children and their parents. To explore the application of these design approaches in a real world setting we report the findings of a field study of the TV companion in three families with pre-school children and reflect on how the design concerns shaped the experience and use of the TV companion.

[11] User Experience Research in the Semiconductor Factory: A Contradiction? User Experience II / Obrist, Marianna / Reitberger, Wolfgang / Wurhofer, Daniela / Förster, Florian / Tscheligi, Manfred Proceedings of IFIP INTERACT'11: Human-Computer Interaction 2011-09-05 v.4 p.144-151
Keywords: user experience; factory context; probing; user study
Link to Digital Content at Springer
Summary: No doubt, user experience (UX) has become of high relevance within the HCI community. Within this paper, we present initial results from a qualitative study on UX in the factory context, more precisely in a semiconductor factory. We highlight the challenges of performing UX research in this particular context and the usefulness of probes for collecting feedback from operators in the factory context within in a limited timespan. The results provide an initial rich description of the operator's everyday experiences in a semiconductor factory. From a designer's point of view, this allows for a more empathic interaction design informed by a subjective operator perspective.

[12] EDITED BOOK Pervasive Advertising Human-Computer Interaction Series / Müller, Jörg / Alt, Florian / Michelis, Daniel 2011 n.17 p.360 Springer London
DOI: 10.1007/978-0-85729-352-7
ISBN: 978-0-85729-351-0 (print), 978-0-85729-352-7 (online)
Link to Digital Content at Springer
Pervasive Advertising (1-29)
	+ Müller, Jörg
	+ Alt, Florian
	+ Michelis, Daniel
Digital Out-of-Home Media: Means and Effects of Digital Media in Public Space (31-56)
	+ Stalder, Ursula
Meaningful Advertising (57-81)
	+ van Waart, Peter
	+ Mulder, Ingrid
	+ de Bont, Cees
Activity-Based Advertising (83-101)
	+ Partridge, Kurt
	+ Begole, Bo
A Standard for Digital Signage Privacy (103-117)
	+ Geiger, Harley Lorenz
Targeted Advertising on the Handset: Privacy and Security Challenges (119-137)
	+ Haddadi, Hamed
	+ Hui, Pan
	+ Henderson, Tristan
	+ Brown, Ian
Opportunities and Challenges of Interactive Public Displays as an Advertising Medium (139-157)
	+ José, Rui
	+ Cardoso, Jorge C. S.
Conceptualizing Context for Pervasive Advertising (159-183)
	+ Bauer, Christine
	+ Spiekermann, Sarah
Managing Advertising Context (185-205)
	+ Strohbach, Martin
	+ Bauer, Martin
	+ Martin, Miquel
	+ Hebgen, Benjamin
Social Networks in Pervasive Advertising and Shopping (207-225)
	+ Spiegler, Erica Dubach
	+ Hildebrand, Christian
	+ Michahelles, Florian
Adapting News and Advertisements to Groups (227-246)
	+ De Carolis, Berardina
Deploying Pervasive Advertising in a Farmers' Market (247-267)
	+ Wakeman, Ian
	+ Light, Ann
	+ Robinson, Jon
	+ Chalmers, Dan
	+ Basu, Anirban
Rural Communities and Pervasive Advertising (269-286)
	+ Taylor, Nick
	+ Cheverst, Keith
Attentional Behavior of Users on the Move Towards Pervasive Advertising Media (287-307)
	+ Schrammel, Johann
	+ Mattheiss, Elke
	+ Döbelt, Susen
	+ Paletta, Lucas
	+ et al
Ambient Persuasion in the Shopping Context (309-323)
	+ Reitberger, Wolfgang
	+ Meschtscherjakov, Alexander
	+ Mirlacher, Thomas
	+ et al
Interacting with Sound (325-342)
	+ Meier, Max
	+ Beyer, Gilbert
Scent Marketing: Making Olfactory Advertising Pervasive (343-360)
	+ Emsenhuber, Bernadette

[13] The Operator Guide: An Ambient Persuasive Interface in the Factory / Meschtscherjakov, Alexander / Reitberger, Wolfgang / Pöhr, Florian / Tscheligi, Manfred Proceedings of the 2010 International Joint Conference on Ambient Intelligence 2010-11-10 p.117-126
Keywords: factory; ethnography; UCD; ambient persuasion
Link to Digital Content at Springer
Summary: In this paper we introduce the context of a semiconductor factory as a promising area for the application of innovative interaction approaches. In order to increase efficiency ambient persuasive interfaces, which influence the operators' behaviour to perform in an optimized way, could constitute a potential strategy. We present insights gained from qualitative studies conducted in a specific semiconductor factory and provide a description of typical work processes and already deployed interfaces in this context. These findings informed the design of a prototype of an ambient persuasive interface within this realm -- the "Operator Guide". Its overall aim is to improve work efficiency, while still maintaining a minimal error rate. We provide a detailed description of the Operator Guide along with an outlook of the next steps within a user-centered design approach.

[14] The Christian Doppler Laboratory on Contextual Interfaces / Grill, Thomas / Reitberger, Wolfgang / Obrist, Marianna / Meschtscherjakov, Alexander / Tscheligi, Manfred Proceedings of the 2010 International Joint Conference on Ambient Intelligence 2010-11-10 p.325-332
Keywords: ambient interfaces; human computer interaction; context; usability
Link to Digital Content at Springer
Summary: Contextual interfaces gain more and more importance within the last years. Numerous research programs that address the term context have been established, each focusing on context from their own point of view. The Christian Doppler Laboratory on Contextual Interfaces has been founded with different goals in mind. The first goal is to elaborate on the definitions and foundations of the term context to achieve a common understanding on how to use context and the terms related to context. Further we elaborate on the relation between context and user experience to tackle the complexity of the interrelations between both areas. The second goal is to apply the findings of the basic context research with two different context laboratories, each addressing a different application area. This allows to build a robust research basis that is applied to application oriented research.

[15] A persuasive interactive mannequin for shop windows Persuasion in practice / Reitberger, W. / Meschtscherjakov, A. / Mirlacher, T. / Scherndl, T. / Huber, H. / Tscheligi, M. Proceedings of the 2009 International Conference on Persuasive Technology 2009-04-26 p.4
ACM Digital Library Link
Summary: In this paper, we present an interactive mannequin for persuading bypassing customers to extend the perceived time they stay in front of a shop window. The mannequin was designed and prototyped to be seamlessly integrated into a real shop window, constituting an ambient persuasion interface. The design concept of our virtual mannequin is based on actual "real world" mannequins. Based on implicit input from the customers, the mannequin reacts on their presence by looking into their direction. We implemented a prototype of the persuasive interactive mannequin (PIM) as a 3D model, visualized on a large LCD screen and deployed it in a retail store within a shopping mall. The results from a three days field study of this deployment are presented and discussed. The study results give insights about the persuasive effect of the mannequin as well as implications for the user centered design of interactive agents in the context of shopping.

[16] Enhanced shopping: a dynamic map in a retail store Location-aware applications / Meschtscherjakov, Alexander / Reitberger, Wolfgang / Lankes, Michael / Tscheligi, Manfred Proceedings of the 2008 International Conference on Uniquitous Computing 2008-09-21 p.336-339
Keywords: ambient display, dynamic map, field study, retail store, shopping environment, ubiquitous computing
ACM Digital Library Link
Summary: This article investigates the prototypical implementation of a dynamic map of a retail store and the results of an empirical study in the shopping environment. Due to the distinct characteristics of the context of shopping (e.g. openness to the public, preexisting technologies), this context is particularly fruitful for UbiComp technologies. The prototype consists of a display showing an enhanced store map, which combines the dynamic visualization of customer activity (e.g. hot-spots, sales ranks) with conventional map elements (e.g. product locations, promotions). The results of our three-day in-situ study indicate the relevance and the usefulness of UbiComp technologies for shopping environments.

[17] perFrames: Persuasive Picture Frames for Proper Posture Applications / Obermair, Christoph / Reitberger, Wolfgang / Meschtscherjakov, Alexander / Lankes, Michael / Tscheligi, Manfred Proceedings of the 2008 International Conference on Persuasive Technology 2008-06-04 p.128-139
Link to Digital Content at Springer
Summary: Poor sitting habits and bad sitting posture are often the cause for musculoskeletal disorders like back pain. Also office employees are affected, because they carry out the majority of their work sitting in front of computers. Therefore we aim at sensitizing and motivating office employees regarding preventive healthcare. We have developed a persuasive interface in form of an interactive picture frame which integrates unobtrusively into the working environment -- the perFrame. This frame contains a moving portrait of a person the employee loves or likes. It provides affective feedback in order to persuade employees for better sitting habits while working with a computer. We conducted a preliminary in-situ study, deploying these picture frames on the desktops of eight office employees. The results highlight the employees' acceptance of our application as well as its potential to foster awareness and achieve persuasion regarding healthy behavior in the office.

[18] "Hey World, Take a Look at Me!": Appreciating the Human Body on Social Network Sites Peer-to-Peer and Social Networks / Ploderer, Bernd / Howard, Steve / Thomas, Peter / Reitberger, Wolfgang Proceedings of the 2008 International Conference on Persuasive Technology 2008-06-04 p.245-248
Keywords: Persuasive technology; social network sites; web 2.0; persuasion; appreciation; recognition; fitness; bodybuilding
Link to Digital Content at Springer
Summary: Social network sites (SNSs) such as Facebook have the potential to persuade people to adopt a lifestyle based on exercise and healthy nutrition. We report the findings of a qualitative study of an SNS for bodybuilders, looking at how bodybuilders present themselves online and how they orchestrate the SNS with their offline activities. Discussing the persuasive element of appreciation, we aim to extend previous work on persuasion in web 2.0 technologies.

[19] Surrounded by ambient persuasion Workshops / Reitberger, Wolfgang / Tscheligi, Manfred / de Ruyter, Boris / Markopoulos, Panos Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.2 p.3989-3992
ACM Digital Library Link
Summary: This workshop will discuss the implications of the use of Ambient Intelligence (AmI) for Persuasion. AmI allows surrounding the user with persuasive technology in their everyday life, giving the possibility for persuasive interventions just at the right time and in the right place. The workshop will focus on the potential of Ambient Persuasion for applications in the area of sustainability, health and well-being and related areas. It will also address the need for theoretical foundations and frameworks on which to ground such applications. The use of AmI for persuasion also raises a number of ethical and privacy questions. These issues play an important part in the overall user experience of persuasive AmI applications, where a special focus of this workshop lies.

[20] Persuasion as an ingredient of societal interfaces Societal interfaces / Tscheligi, Manfred / Reitberger, Wolfgang interactions 2007-09 v.14 n.5 p.41-43
ACM Digital Library Link

[21] The PerCues Framework and Its Application for Sustainable Mobility Surrounded by High-Tech Persuasion / Reitberger, Wolfgang / Ploderer, Bernd / Obermair, Christoph / Tscheligi, Manfred Proceedings of the 2007 International Conference on Persuasive Technology 2007-04-26 p.92-95
Link to Digital Content at Springer
Summary: This paper presents a framework, design and study of an ambient persuasive interface. We introduce a novel framework of persuasive Cues in Ambient Intelligence (perCues). Based on this framework we designed an application for mobile devices. The application aims to persuade people to abstain from using their cars and to use public mass transportation instead in order to reduce emissions. It contains a bus schedule and information about the pollution status. We evaluated the application in two successive studies regarding user acceptance, opportune moments of use and persuasive effects. The perCues received a high acceptance due to its benefit for the users. The results confirm the importance of opportune moment and user acceptance for persuasion. The findings also indicate the persuasive potential of perCues.

[22] perCues: Trails of Persuasion for Ambient Intelligence Ambient Intelligence and Persuasive Technology / Tscheligi, Manfred / Reitberger, Wolfgang / Obermair, Christoph / Ploderer, Bernd Proceedings of the 2006 International Conference on Persuasive Technology 2006-05-18 p.203-206
Link to Digital Content at Springer
Summary: The realization of the ambient intelligence (AmI) vision will have a profound impact on our everyday lives and society. AmI applied in contexts like homes or public spaces will not only affect individual users but influence entire groups of users. The question is how we can apply such technologies to persuade groups and individual users. Our approach is to design AmI environments by borrowing a concept which works very well in biological and social systems: Collective Intelligence (CI). The intelligence of a group surpasses the individual intelligences and leads to improved problem solving capabilities of individuals and groups. From nature we borrow examples of cues in the environment to stimulate goal directed collective intelligence (perCues). The application of perCues in AmI environments helps to persuade users to reach a common goal like decreasing environmental pollution. Adopting CI for AmI we blaze a trail for the design of persuasive AmI environments.

[23] Cues in the environment: a design principle for ambient intelligence Work-in-progress / Obermair, Christoph / Ploderer, Bernd / Reitberger, Wolfgang / Tscheligi, Manfred Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.1157-1162
ACM Digital Library Link
Summary: The aim of this paper is to propose design principles for ambient intelligence (AmI) environments. The question we are investigating is how these environments can be designed to support a group to be able to carry out common goal-oriented activities. The approach we are taking in answering this question is informed by the concept of collective intelligence (CI). We are applying the concept of CI to AmI as we have found it works well in biological and social systems. Examples from nature demonstrate the power of CI stimulated by implicit cues in the environment. We use these examples to derive design principles for AmI environments. By applying these design principles to a concrete scenario, we are able to propose ways to help decrease environmental pollution within urban areas.