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HCI Buchreihe gegründet

In der HCI Buchreihe werden Schriften zum Thema Mensch-Computer Intraktion veröffentlicht, die am HCI Center der RWTH Aachen University entstanden sind. Die Themen behandeln Fragestellungen aus dem Schnittpunkt zwischen Architektur, Informatik, Psychologie, empirischen Sozialwissenschaften und adressieren aktuelle Herausforderungen der Integration neuartiger Technologie im Spektrum von Mensch, Medien, Raum und Gesellschaft. Die HCI Reihe erscheint im Apprimus Wissenschaftsverlag.

Dr. André Calero Valdez

Technology Acceptance and Diabetes
User Centered Design of Small Screen Devices for Diabetes Patients

The present work deals with the user-centered design process and its impact on technology acceptance of small screen devices for diabetics. The aim of this interdisciplinary work is to conceptualize a compact diabetes management assistant that meets the needs and requirements of its potential users. Moreover, a better understanding of the relationships of technical expertise, domain specificity, diversity and user acceptance should be obtained in relation to medical technology. Another research question deals with the purposeful endowment of acceptance: Can the user-centered design process, when it is accompanied by methods of technology acceptance research, systematically generate products that show more acceptability? How this can be achieved, is demonstrated in this work.

Dr. Kai Kasugai

Raumgeist
Prototypen der raumunterstützenden Technik

Die Arbeit verfolgt eine zentrale Fragestellung: Wie kann Technik einen Raum erweitern? Innerhalb dieser Fragestellung werden verschiedene Punkte adressiert: Wie und wo kann bzw. soll diese Technologie sichtbar werden und welche Rolle spielen Displays bei der Sichtbarkeit der Technik? Wie interagiert ein Mensch mit einem durch Technologie erweiterten Raum und kann hierbei der Raum selbst die Schnittstelle sein bzw. als solche wahrgenommen werden?

Dr. Felix Heidrich

Inhabitable Bits. Adaptive User Interfaces for Smart Environments

An ever increasing amount of connected devices and systems is being integrated into buildings. However, a fundamental adaption of the interaction style similar to the adaption of mobile apps for smart phones is still missing. Furthermore, traditional applications of building automation technology are usually concerned with security, comfort, and energy efficiency, but many additional opportunities for usage contexts in buildings exist. This thesis describes the development of a smart environment that is fused with smart phones and other computing devices. To achieve this fusion, a variety of input devices are integrated into the environment. This approach enables the environment itself to become the user interface, and depending on the usage context, users may choose the most appropriate way of controlling it. In addition, new applications beyond the traditional themes of building automation are presented.

Dr. Wiktoria Wilkowska

Acceptance of eHealth Technology in Home Environments: Advanced Studies on User Diversity in Ambient Assisted Living

The present work focuses on a psychological perspective of technology acceptance, considering the users of electronic Health technology (eHealth) in their home environments. The aim is to explore and identify factors that influence a successful interaction and adoption of such medical assistance technology that is meant to support people in an active and healthy aging. A particular attention is directed to the aspect of user diversity. To realize the objectives, a user-centered research approach was applied in an interdisciplinary environment. In this way, the exploration of how to design and adapt ambient systems to the individual concepts and needs could be optimized...

Dr. Philipp Brauner

Serious Games for Healthcare in Ambient Assisted Living Environments. A Technology Acceptance Perspective

The work combines serious games and ambient assisted living as a solution to meet the demographic change. The empirical evaluation of games for physical and cognitive training with younger and elderly focuses on user and system factors and their relationship to performance and acceptance. It shows that serious games are a valuable contribution, but only if certain conditions are considered. Therefore, the book concludes with guidelines that leverage the use of serious games in technology augmented homes.