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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.
Bank and trust – two words but one meaning in customers’ minds. When interacting with financial service providers, customers are consistently looking for “trust signals” that comfort their decisions and “distrust signals” which create doubt. Therefore, service providers need a deep understanding of the customers’ requirements and wishes. To identify trust and distrust signals, we combine established user experience research methods with a new testing procedure to gain helpful recommendations for optimizing the online appearance of banks. The contribution is divided into three parts: Firstly, we investigate current approaches in the financial service industry. Secondly, we provide a corpus describing the relationship between the customers’ perception of a bank’s website and trust. Thirdly, an empirical study based on qualitative user experience testing with banking website customers shows the value gained by optimizing the banks’ virtual interface by enhancing “trust signals” and avoiding “distrust signals”.
Entscheidungsfindung: Die Rolle der Kundenemotionen – Was Mimik über Emotion und Entscheidung verrät
(2018)
Conversion-Killer in Onlineshops - Identifikation von Kundenorientierung anhand von Mimikindikatoren
(2018)
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.
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.