[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
© Copyright 2014 ACM
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
© Copyright 2014 IGI Global
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
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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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
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Ganglbauer, Eva
/
Reitberger, Wolfgang
/
Fitzpatrick, Geraldine
Proceedings of the 2013 International Conference on Persuasive Technology
2013-04-03
p.63-68
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2012 CHISIG and authors
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
© Copyright 2012 CHISIG and authors
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
© Copyright 2012 ACM
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
© Copyright 2012 Springer-Verlag
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
© Copyright 2011 IFIP
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
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
© Copyright 2010 Springer-Verlag
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
© Copyright 2010 Springer-Verlag
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
© Copyright 2009 ACM
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
© Copyright 2008 ACM
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
© Copyright 2008 Springer-Verlag
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
© Copyright 2008 Springer-Verlag
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
© Copyright 2008 ACM
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
© Copyright 2007 ACM
[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
© Copyright 2007 Springer-Verlag
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
© Copyright 2006 Springer-Verlag
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
© Copyright 2006 ACM
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.