<?xml version="1.0" encoding="UTF-8"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
<title>Mensch und Computer 2021</title>
<link href="http://dl.gi.de/handle/20.500.12116/37137" rel="alternate"/>
<subtitle/>
<id>http://dl.gi.de/handle/20.500.12116/37137</id>
<updated>2026-07-21T13:38:23Z</updated>
<dc:date>2026-07-21T13:38:23Z</dc:date>
<entry>
<title>Deliberations on the Role of Product Vision in User Experience Design: Outcomes of an Open Focus Group</title>
<link href="http://dl.gi.de/handle/20.500.12116/37508" rel="alternate"/>
<author>
<name>Winter, Dominique</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/37508</id>
<updated>2021-11-09T09:19:34Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">Deliberations on the Role of Product Vision in User Experience Design: Outcomes of an Open Focus Group
Winter, Dominique
Ludewig, Elske; Jackstädt, Thomas
Creating a product vision is a common technique in the development of interactive products. Product vision is intended to serve as a point of orientation for design decisions around the product. However, the focus of product vision is often on functional or economic aspects, while the intended user experience (UX) is usually not described; this raises the question of what role product vision has in practice in the development of the UX. At the Barcamp of the German association for usability and UX professionals (GermanUPA), which took place at the conference ‘Mensch und Computer 2021’, a focus group of 27 user experience UX professionals reflected on the influence of product vision on user experience design. The aspects of influence mentioned were documented and summarised to serve as a starting point for future research. Among other points, it emerged that the integration of user experience into product vision and the use of visions within an organisation are relevant for research on the influence of product vision on UX design; additionally, the way UX professionals are involved in vision development and the vision’s use for design decisions are also important.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Branchenreport UX/Usability 2021</title>
<link href="http://dl.gi.de/handle/20.500.12116/37430" rel="alternate"/>
<author>
<name>Tretter, Stefan</name>
</author>
<author>
<name>Diefenbach, Sarah</name>
</author>
<author>
<name>Ullrich, Daniel</name>
</author>
<author>
<name>Gerber, Nina</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/37430</id>
<updated>2021-09-30T20:30:44Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">Branchenreport UX/Usability 2021
Tretter, Stefan; Diefenbach, Sarah; Ullrich, Daniel; Gerber, Nina
Ludewig, Elske; Jackstädt, Thomas
Mit dem Branchenreport UX/Usability 2021 dokumentiert die German UPA (Berufsverband der deutschen Usability und User Experience Professionals) die Situation von Usability und User Experience Professionals in Deutschland. Auf Basis einer jährlichen Befragung liefert der Branchenreport Einblicke u.a. in Ausbildungsund Karrierewege, Arbeitsfelder und Aufgabenbereiche, Verdienstmöglichkeiten, unternehmerische Aspekte, sowie aktuelle Trends und Potenziale. Zusätzliche Vergleiche mit vorherigen Jahren geben Aufschluss über Entwicklungen der Branche (z.B. Gehälter, Ausbildungswege, Tätigkeitsbereiche) im zeitlichen Verlauf.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Historytelling als Produkt und Prozess zur partizipativen Technikentwicklung</title>
<link href="http://dl.gi.de/handle/20.500.12116/37428" rel="alternate"/>
<author>
<name>Volkmann, Torben</name>
</author>
<author>
<name>Jochems, Nicole</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/37428</id>
<updated>2021-09-23T10:52:34Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">Historytelling als Produkt und Prozess zur partizipativen Technikentwicklung
Volkmann, Torben; Jochems, Nicole
Wienrich, Carolin; Wintersberger, Philipp; Weyers, Benjamin
Das Projekt Historytelling setzt auf Partizpation innerhalb des menschzentrierten Entwicklungsprozesses. Im Fokus der Aufmerksamkeit stehen hierbei sowohl ältere Erwachsene als Techniknutzende, aber auch junge Technikentwickler*innen und ihre unterschiedlichen Bedürfnisse und Wünsche. Dieser Beitrag fasst hierbei die langjährige Zusammenarbeit mit diesen Zielgruppen zusammen, die Ansätze aus der MCI, dem Software-Engineering und der partizipativen Technikentwicklung verbindet.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Participatory Design and the Divide between Developers and Older Adults</title>
<link href="http://dl.gi.de/handle/20.500.12116/37427" rel="alternate"/>
<author>
<name>Rießenberger, Katja Antonia</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/37427</id>
<updated>2021-09-23T10:52:34Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">Participatory Design and the Divide between Developers and Older Adults
Rießenberger, Katja Antonia
Wienrich, Carolin; Wintersberger, Philipp; Weyers, Benjamin
With the demographic change and the digital transformation as two major trends in today’s Western societies, new technologies aimed at older adults emerge at a fast pace. To meet the needs of older adults in technology development, participatory design in the form of living labs is practiced with an increasing number. Nonetheless, studies suggest that there are still ageist assumptions and stigmatizations persisting within the field of participatory design. Based on this, we examine two examples of living lab testing regarding the division of end-users and tech developers, as well as their respective decision-making powers in the development of socially responsible technology.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
</feed>
