Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Session Overview
Human Computer Interaction 2
Monday, 09/Mar/2020:
3:30pm - 5:00pm

Session Chair: Alexander Maedche
Session Chair: Mario Nadj
Session Chair: Fenne große Deters
Location: S16


Designing a Conversational Agent as a Formative Course Evaluation Tool

Thiemo Wambsganss1, Rainer Winkler1, Pascale Schmid1, Matthias Söllner1,2

1University of St. Gallen; 2University of Kassel

Today’s graduating students face ever-changing environments when they enter their job life. Educational institutions must therefore continuously develop their course structure and content in order to prepare their students to be future employees. A very important means for developing the courses is the students’ course evaluations. Due to financial and organizational restrictions, these course evaluations are usually carried out quantitatively and at the end of the semester. However, past research has shown that this kind of evaluation faces certain constraints such as low acceptance rates, only time-related insights and low-quality answers that do not really help the lecturer to improve the course. Drawing on social response theory, we propose that conversational agents as a formative course evaluation tool are able to address the mentioned problems by interactively engaging with students. Therefore, we propose a set of design principles and evaluate them with our prototype Eva.

Adoption of Integrated Voice Assistants in Health Care – Requirements and Design Guidelines

Mathias Eggert, Max-Alexander Stanke

University of Applied Sciences Aachen, Germany

Integrated voice assistants (IVA) receive more and more attention and are widespread for entertainment use cases, such as radio hearing or web searches. At the same time, the health care segment suffers in process inefficiency and missing staff, whereas the usage for IVA has the potential to improve caring processes and patient satisfaction. By applying a design science approach and based on a qualitative study, we identify IVA requirements, barriers and design guidelines for the health care sector. The results reveal three important IVA functions: the ability to set appointments with care service staff, the documentation of health history and the communication with service staff. Integration, system stability and volume control are the most important non-functional requirements. Based on the interview results and project experiences, six design and implementation guidelines are derived.

The Effect of Real-Time Feedback on Indoor Environmental Quality

Laura Bitomsky, Oliver Meindl, Marco Schmidt, Christian Regal

Research Center Finance & Information Management, Germany

Due to improved insulation, decreasing indoor environmental quality (IEQ) is an emerging issue in the design of sustainable and energy-efficient buildings. Poor IEQ has severe long-term implications for the occupants’ health. Manual airing is a promising energy-efficient solution to combine good insulation and healthy IEQ. However, occupants’ behavior is crucial for its effectiveness. Digital nudging can help to influence people’s behavior, e.g., by means of giving feedback. We conduct a field experiment over four weeks, in which we provide real-time IEQ feedback to nudge occupants towards opening the windows. We find a significant improvement in IEQ for offices in the treatment group, but also see that the nudge’s effectiveness reduces over time, possibly as a result of habituation. This experiment paves the way for further studies examining the design of nudges towards improving IEQ.

The Effects of Virtual Reality Affordances and Constraints on Negative Group Effects during Brainstorming Sessions

Jennifer Fromm, Milad Mirbabaie, Stefan Stieglitz

Universität Duisburg-Essen, Germany

Idea generation processes are important for companies to develop new products and services, and brainstorming is a popular method for generating ideas in groups. However, it has been shown that negative group effects can occur during brainstorming sessions, especially since teams today often collaborate from different locations. Therefore, electronic brainstorming systems are needed that foster creativity while reducing negative group effects. We extend the research on electronic brainstorming systems by investigating how virtual reality affordances and constraints influence the occurrence of negative group effects in virtual reality brainstorming sessions. We conduct a qualitative study with 18 participants consisting of virtual reality brainstorming sessions and subsequent interviews. Using the affordance network approach, we explain the occurrence of production blocking and evaluation apprehension. Furthermore, we suggest extending this approach by incorporating constraint-outcome units and discuss whether the notion of affordance actualization can be transferred to constraints.