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<title>Mensch und Computer 2020</title>
<link>http://dl.gi.de/handle/20.500.12116/33059</link>
<description/>
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<dc:date>2026-07-31T17:41:46Z</dc:date>
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<title>Buttons for Idiots - A Serious Game About the Daily Struggles of In-House User Experience Professionals</title>
<link>http://dl.gi.de/handle/20.500.12116/34402</link>
<description>Buttons for Idiots - A Serious Game About the Daily Struggles of In-House User Experience Professionals
Kurtz, Christopher; Käfer, Julia; Hermenau, Thomas
Fischer, Holger; Hess, Steffen
In this work we present our initial findings of leveraging a serious game for knowledge transfer between user experience professionals. “Buttons for Idiots” (BFI) is the prototype of a game designed to help user experience professionals to discover the influence of communication and other so-called soft skills on the effectiveness of their work. We will discuss the origins of the concept, give an outline of BFI’s development, and present the findings of its empirical evaluation during the “Mensch und Computer” 2020 conference. We conclude that serious games are a promising approach for knowledge transfer in the target demographic.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
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<item rdf:about="http://dl.gi.de/handle/20.500.12116/34400">
<title>Augmented Reality Experiences for the Operator 4.0</title>
<link>http://dl.gi.de/handle/20.500.12116/34400</link>
<description>Augmented Reality Experiences for the Operator 4.0
Hariharan, Anuja; Maharudrappa, Bindu; Felic, Artur
Fischer, Holger; Hess, Steffen
Virtual manufacturing has resurfaced and become the time of the hour - when entire production industries had to halt due to an unprecedented pandemic. This situation raises questions such as - Is a complete "virtual manufacturing" process even possible? How can an Operator stay well- and super-informed in such environments and make timely decisions? How can he collaborate effectively in virtual reality? Mixed Reality offers the opportunity to provide real-time information in an inobtrusive way, promising travel and cost-savings. An Operator wearing a set of smart glasses or holding a tablet receives individualized and real-time information about production order and status. His augmented experience motivates him to absorb information, and reduces his need to be physically present. Real-time sensor data make his information accurate. Digital twins enrich his visual experience, rendering him/her with a deeper understanding of the production processes. Maintenance instructions on augmented reality (AR) make his life easy, while performing expensive repair procedures. Collaborative tools in virtual reality enrich his possibilities to teleport and work with other co-creators. With practical demonstrations and use cases, we present proof-of-concepts of systems conceived for the Operator 4.0, with demonstrations and evaluations.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
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<title>Living in UX Paradise – A UX Future Vision - Scenarios from a company at the highest level of UX maturity</title>
<link>http://dl.gi.de/handle/20.500.12116/34401</link>
<description>Living in UX Paradise – A UX Future Vision - Scenarios from a company at the highest level of UX maturity
Molich, Rolf; Woletz, Natalie; Winter, Dominique
Fischer, Holger; Hess, Steffen
Implementing, integrating, and developing User Experience Design (UX) or Human-Centered Design, HCD, in organizations is associated with several challenges. On the way to a complete integration of UX or HCD, organizations go through several levels of UX maturity. While there are many UX maturity models and much advice on how to advance from low to intermediate UX maturity levels, success stories of organizations that have reached the highest UX maturity level are sparse.
is paper shows UX professionals examples of specific ambitious goals for UX maturity which they can strive for in their organization. e goals are presented as three scenarios or stories about personas from a fictitious company, Delta Market, which has reached the highest UX maturity level according to generally accepted UX maturity models.
e scenarios are wrien by three experienced UX professionals. To enable comparisons of the scenarios, all scenarios are based on the same description of Delta Market and a number of personas.
e scenarios show that UX should not only be anchored in processes but also in the organizational culture. is can be seen, for example, in aspects such as support from top management or the use of a UX vision.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
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<item rdf:about="http://dl.gi.de/handle/20.500.12116/34314">
<title>Welche visuellen Elemente lassen Texte wissenschaftlich erscheinen? Eine empirische Untersuchung</title>
<link>http://dl.gi.de/handle/20.500.12116/34314</link>
<description>Welche visuellen Elemente lassen Texte wissenschaftlich erscheinen? Eine empirische Untersuchung
Hahn, Oliver; Lemke, Steffen; Mazarakis, Athanasios; Peters, Isabella
Alt, Florian; Schneegass, Stefan; Hornecker, Eva
Für eine jeweilige Problemstellung relevante Artikel zu finden, erfordert eine Eingrenzung der Texte, ohne diese schon vertieft zu lesen. Eine Bewertung der potenziellen Relevanz erfolgt dabei unter anderem anhand von Meta-Informationen. Visuelle Elemente und die Gestaltung eines wissenschaftlichen Textes können diesen als Unterscheidungsmerkmal von unwissenschaftlichen oder scheinwissenschaftlichen Texten abgrenzen. Um zu untersuchen, welche visuelle Form einen Text als wissenschaftlich erscheinen lassen, wurde ein Experiment durchgeführt. Das Experiment liefert als Ergebnis, dass mathematische Formeln, Diagramme oder Tabellen im klassischen Zweispalten-Layout einen wissenschaftlichen Eindruck erzeugen. Darstellungen, welche nicht den wissenschaftlichen Konventionen entsprechen, z.B. Fotos in Kombination mit einspaltigen Texten, wird von der Mehrheit der Befragten als weniger wissenschaftlich wahrgenommen.
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<dc:date>2020-01-01T00:00:00Z</dc:date>
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