TY - CHAP A1 - Fitz, Lukas R. G. A1 - Veldyaeva, Ekaterina A1 - Teutenberg, Lukas A1 - Scheeg, Michaela A1 - Scheeg, Jochen T1 - Puzzle away the Puzzledness: Action-Design Study of an Educational Escape Room for Intervention in SMEs’ Perception towards ICT Adoption T2 - Konferenz: 57th Hawaii International Conference on System Sciences (HICSS); Honolulu, HI, USA N2 - Digital transformation initiatives in small and medium-sized enterprises (SME) are often hampered by individual practitioners' perceptions of information and communication technology (ICT). This research employs an educational escape room (ER) game for an intervention towards informed decision-making on ICT adoption in SMEs. ER design and implementation are elaborated and consequently tested with SME practitioners, all embedded in an action-design study based on a qualitative research methodology. The result highlights a trade-off between creating immersive game experiences and achieving learning objectives. Still, the outcome implies an impact on players' perception of ICT integrated in the ER. The findings contribute to the emerging field of serious games for learning and shed light on the potential of game-based interventions for SMEs. Y1 - 2023 UR - https://hdl.handle.net/10125/107027 SN - 978-0-9981331-7-1 U6 - https://doi.org/10.24251/HICSS.2024.642 SP - 5347 EP - 5356 ER - TY - CHAP A1 - Teutenberg, Lukas A1 - Fitz, Lukas R. G. A1 - Scheeg, Jochen T1 - Current Design Practices in Applied Augmented Reality Research: A Methodological Review T2 - Computer-Human Interaction Research and Applications. CHIRA, 2024 N2 - Successful Augmented Reality (AR) solutions require high technology acceptance and desire among users. Applying appropriate design methodologies can enhance the development of desirable AR systems and help to streamline design research projects. This article presents a methodological literature review of 58 pertinent articles, exploring the representation of methodological design frameworks in currently applied AR research practice. In result, User-Centered Design was identified most frequently by a large margin. Though, it could be observed that most articles from the field of applied AR only marginally describe any design processes. Moreover, Human-Centered Design, Participatory Design and Value Sensitive Design were only scantily represented; less than half of the papers followed a Design Science Research or Action Design Research approach. Several implications for applied research and practice are derived from these findings and discussed together with future research opportunities. Overall, this study contributes to the refinement of methodological design practice in the field of applied AR research. Y1 - 2025 UR - https://www.insticc.org/node/TechnicalProgram/chira/2024/presentationDetails/129048 U6 - https://doi.org/10.1007/978-3-031-82633-7_9 SP - 131 EP - 146 PB - Springer ER - TY - CHAP A1 - Fitz, Lukas R. G. A1 - Teutenberg, Lukas A1 - Veldyaeva, Ekaterina A1 - Scheeg, Jochen T1 - Augmented Reality Solution Requirements for Human-Building Interactions: Lessons Learned from an Applied Science Project T2 - Konferenz: 27th International Conference on Human-Computer Interaction, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part III, HCI International 2025 – Late Breaking Papers N2 - One popular application domain for Augmented Reality (AR) technology is facilitating human-building interactions (HBI). Such applications help users to retrieve and transact information through localized interaction points displayed on their (mobile) devices. Growing adoption of AR technology underlines the importance of incorporating suitable AR components for HBI, which is important for effective implementation and testing of HBI-AR use cases, increasing user satisfaction, and long-term viability. In this context, our short paper presents key experiences and lessons learned from an applied science project targeting the development and evaluation of an HBI-AR university campus app. Drawing on an ex-post inquiry of project collaborator experiences, we prescriptively highlight relevant AR solution requirements for this specific design context. Our findings amplify the importance of (1) balancing trade-offs between different spatial embedding computation methods, (2) modularity, customizability, and testability for efficient software development, and (3) taking building complexity and prototype maturity requirements into account when taking AR solution make-or-buy decisions. Our shared insights may inform future best practices and design principles for convergent HBI and AR projects in research and practice. Y1 - 2026 SN - 978-3-032-12775-4 SN - 978-3-032-12773-0 U6 - https://doi.org/10.1007/978-3-032-12773-0_21 SP - 217 EP - 225 PB - Springer ET - 1 ER -