Refine
Year of publication
Document Type
- Conference Proceeding (16)
- Part of a Book (14)
- Contribution to a Periodical (2)
- Working Paper (1)
Conference Type
- Konferenzartikel (16)
Is part of the Bibliography
- yes (33)
Keywords
- User Experience (8)
- Emotionsforschung (3)
- Einzelhandel (2)
- Empirical Research (2)
- Human Resources (2)
- Mimikanalyse (2)
- Recruiting (2)
- Voice User Experience (2)
- Academic Advising (1)
- Agile Business (1)
Institute
Open Access
- Closed Access (20)
- Closed (8)
- Open Access (3)
Die Sortimentskompetenz hat sich in vielen Studien als zentraler Erfolgsfaktor des Einzelhandels allgemein sowie des Mode-Einzelhandels im Besonderen herausgestellt. Der vorliegende Beitrag untersucht auf der Basis einer repräsentativen Online-Befragung bei 1000 Probanden, welche Einzeldimensionen die Sortimentskompetenz ausmachen und wie relevant sie für die Verbraucher sind. Darüber hinaus wird untersucht, welchen Einfluss generalistische Sortimentsstrategien auf die Beurteilung der Sortiments-kompetenz aufweisen.
Medical devices accompany our everyday life and come across in situations of worse condition, in significant moments concerning the health or during routine checkups. To ensure flawless operations and error-free results it is essential to test applications and devices. High risks for patient’s health come with operating errors [33] so that the presented research project, called Professional UX, identifies signals and irritations caused by the interaction with a certain device by analyzing mimic, voice and eye tracking data during user experience tests. Besides, this paper will provide information on typical errors of interactive applications which are based on an empirical lab-based survey and the evaluated results achieved. The pictured proceeding of user experience tests and the following analysis can also be applied to other fields and serves as a support for the optimization of products and systems.
Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources
(2017)
Recrutainment, is a hybrid word combining recruiting and entertainment. It describes the combination of activities in human resources and gamification. Concepts and methods from game design are now used to assess and select future employees. Beyond this area, recrutainment is also applied for internal processes like professional development or even marketing campaigns. This paper’s contribution has four components: (1) we provide a conceptual background, leading to a more precise definition of recrutainment; (2) we develop a new model for analyzing solutions in recrutainment; (3) we present a corpus of 42 applications and use the new model to assess their strengths and potentials; (4) we provide a bird’s eye view on the state of the art in recrutainment and show the current weighting of gamification and recruiting aspects.
In an experience economy market competition in software branches is becoming more and more intense. Technical innovations, global retail practices and the multidimensional conception of experiences provide both opportunities and challenges for companies worldwide. Retailers strive for an optimized conversion rate, but poor UX still abound. Particularly Germany-based companies are less evolved in an international comparison of industrialized economies. The value of integrating users in the development process is recognized, but methodologies must carefully be incorporated into existing agile workflows. The goal of this study is to bridge the gaps between internal agency and external client and user interests. The contribution is four-fold: an overview of the current status of customer centricity in the E-Commerce branch of trade is provided (I). Based on this corpus, a methodical framework, aiming to incorporate the experience logic in UX practices within an agile project team, is presented (II). The framework is applied by a single case study - the shop relaunch of a motorbike accessory store (III). Finally, all interest groups (UX, development and project management) are incorporated in the qualitative content analysis (IV).
Due to the pandemic of 2020, many teaching and research institutions are confronted with extraordinary working conditions. In order to enable empirical data collection under these special circumstances, teachers and scientists need to respond flexibly and new concepts need to be developed. This paper deals with the challenges that arise in day-to-day teaching and provides different approaches to meet these challenges. It covers quantitative surveys, remote UX-testing methods as an alternative to eye tracking studies in the lab, as well as face-to-face user experience testings under strict hygiene measures.
As one result of the digital transformation in the automotive industry, new digital business models comprising software-based solutions are demanded by OEMs. To adequately meet these new requirements, automotive suppliers implement interdisciplinary roles – called Customer Solution Designers. However, due to the novelty, the Customer Solution Design research field is not yet well developed, neither in theory nor in practice. Besides giving an overview of the current state of the Customer Solution Design research field, the core of this paper is two-fold: Based on the conduction of 14 guided expert interviews with selected experts of a large German automotive supplier, we establish a uniform understanding of the Customer Solution Design role by using the Role Model Canvas (I). In addition, a case study strategy comprising two software-based projects, which are executed by a large German automotive supplier, is used to derive a common approach for Customer Solution Design in the context of an agile business framework (II).
Emotionen sind Teil jedes menschlichen Wesens: Sie begleiten Konsumenten und Konsumentinnen durch alle Alltagssituationen – auch und insbesondere bei Kaufentscheidungen. Jedoch war es bisher nur bedingt möglich, diese Emotionen im Dialogmarketing genau zu erfassen und zu interpretieren. Die innovative Customer Experience Tracking Methode der Hochschule Offenburg ermöglicht eine verzerrungsreduzierte Messung und Auswertung von Kundenemotionen, die vor, während und nach der Benutzerinteraktion mit Dialogmarketingaktivitäten auftreten. Aus den im Labor oder im Feld gewonnenen Untersuchungsergebnissen lassen sich konkrete Handlungsempfehlungen ableiten, um Dialogmarketingangebote im Offline-, Online- oder crossmedialen Bereich optimal auf die Bedürfnisse und Erwartungen der Kunden und Kundinnen auszurichten.
Voice user interfaces (VUIs) offer an intuitive, fast and convenient way for humans to interact with machines and computers. Yet, whether they’ll be truly successful and find widespread uptake in the near future depends on the user experience (UX) they offer. With this survey-based study (n = 108), we aim to identify the major annoyances German voice assistant users are facing in voice-driven human-computer interactions. The results of our questionnaire show that irritations appear in six categories: privacy issues, unwanted activation, comprehensibility, response quality, conversational design and voice characteristics. Our findings can help identify key areas of work to optimize voice user experience in order to achieve greater adaptation of the technology. In addition, they can provide valuable information for the further development and standardization of voice user experience (VUX) research.