@incollection{LandstorferHerrmannStangeetal., author = {Landstorfer, Johannes and Herrmann, Ivo and Stange, Jan-Erik and D{\"o}rk, Marian and Wettach, Reto}, title = {Weaving a Carpet from Log Entries}, series = {2014 IEEE Conference on Visual Analytics Science and Technology (VAST) : 25 - 31 Oct. [i.e. 9 - 14 November] 2014, Paris, France}, booktitle = {2014 IEEE Conference on Visual Analytics Science and Technology (VAST) : 25 - 31 Oct. [i.e. 9 - 14 November] 2014, Paris, France}, publisher = {IEEE}, address = {Piscataway, NJ}, doi = {10.1109/VAST.2014.7042483}, pages = {73 -- 82}, abstract = {We created a pixel map for multivariate data based on an analysis of the needs of network security engineers. Parameters of a log record are shown as pixels and these pixels are stacked to represent a record. This allows a broad view of a data set on one screen while staying very close to the raw data and to expose common and rare patterns of user behavior through the visualization itself (the "Carpet"). Visualizations that immediately point to areas of suspicious activity without requiring extensive filtering, help network engineers investigating unknown computer security incidents. Most of them, however, have limited knowledge of advanced visualization techniques, while many designers and data scientists are unfamiliar with computer security topics. To bridge this gap, we developed visualizations together with engineers, following a co-creative process. We will show how we explored the scope of the engineers' tasks and how we jointly developed ideas and designs. Our expert evaluation indicates that this visualization helps to scan large parts of log files quickly and to define areas of interest for closer inspection.}, subject = {Rechnernetz}, language = {en} } @inproceedings{OswaldTostWettach, author = {Oswald, Patrick and Tost, Jordi and Wettach, Reto}, title = {i.Ge}, series = {TEI '15 : Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction}, booktitle = {TEI '15 : Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-4503-3305-4}, doi = {10.1145/2677199.2687910}, pages = {733 -- 738}, abstract = {Video games are traditionally presented and visualized on a screen (flat, portable, touch sensitive or projected) and are mostly restricted by predefined scenarios and character movements. Although the ways in which we interact with games have improved over recent years, the interaction is still limited to their functions and game presets and still happens inside the screen. In this paper we explore new interaction paradigms using i.Ge4, a video game level editor that allows users to interact with their own environment to create game content with every-day physical objects in real time. At this stage, i.Ge explores new ways to interact with the real world by augmenting it with interactive projections, reducing the gap between the real and the digital world in a spatial augmented reality. We also propose other novel naturalistic approaches to create and interact with digital content that involve embodiment and more use of depth.}, subject = {Videospiel}, language = {en} } @inproceedings{MeierMatthiesUrbanetal., author = {Meier, Anita and Matthies, Denys J. C. and Urban, Bodo and Wettach, Reto}, title = {Exploring vibrotactile feedback on the body and foot for the purpose of pedestrian navigation}, series = {iWOAR '15 : Proceedings of the 2nd international Workshop on Sensor-based Activity Recognition and Interaction}, booktitle = {iWOAR '15 : Proceedings of the 2nd international Workshop on Sensor-based Activity Recognition and Interaction}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-4503-3454-9}, doi = {10.1145/2790044.2790051}, pages = {1 -- 11}, abstract = {In this paper, we present an evaluation of vibrotactile onbody feedback for the purpose of pedestrian navigation. For this specific task, many researchers already provide different approaches such as vibrating belts, wristbands or shoes. Still, there are issues left that have to be considered, such as which body position is most suitable, what kind of vibration patterns are easy to interpret, and how applicable are vibrotactile feedback systems in real scenarios. To find answers, we reconstructed prototypes commonly found in literature and continued to further evaluate different foot-related designs. On the one hand, we learned that vibrotactile feedback at the foot reduces visual attention and thus also potentially reduces stress. However, on the other hand, we found that urban space can be very diverse, and ambiguous and therefore a vibrotactile system cannot completely replace common path finding systems for pedestrians. Rather, we envision such a system to be applied complementary as an assistive technology.}, subject = {Taktiler Sensor}, language = {en} } @inproceedings{WohlaufHemmertWettach, author = {Wohlauf, Anne and Hemmert, Fabian and Wettach, Reto}, title = {The Haptic Body Scale}, series = {TEI '17: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction}, booktitle = {TEI '17: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-4503-4676-4}, doi = {10.1145/3024969.3025003}, pages = {367 -- 373}, abstract = {Followers of the Quantified Self movement track, analyze and compare vital and environmental data to optimize themselves. It can be stressful to keep all the measured values under control when pursuing this ambitious way of life. Body weight can be an especially emotional issue for many people and slight differences can be perceived as lack of discipline, although little fluctuations are natural. In this paper, we present a tangible display for body weight, based on floor rigidity. It displays body weight without numbers, which makes it less suitable for comparisons, while still giving the user an idea about their weight. We describe the metaphorical foundations of the concept, as well as the development of two prototypes, which implement the envisioned full-body weighing experience. We demonstrate how the design of a display can influence the users' connotation of data.}, subject = {Haptische Feedback-Technologie}, language = {en} } @inproceedings{ZimmermannWettach, author = {Zimmermann, Raphael and Wettach, Reto}, title = {First Step into Visceral Interaction with Autonomous Vehicles}, series = {AutomotiveUI '17: Proceedings of the 9th International Conference on Automotive User Interfaces and Interactive Vehicular Applications}, booktitle = {AutomotiveUI '17: Proceedings of the 9th International Conference on Automotive User Interfaces and Interactive Vehicular Applications}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-4503-5150-8}, doi = {10.1145/3122986.3122988}, pages = {58 -- 64}, abstract = {Autonomous vehicles (AVs) seem to be the next big step into the future of mobility solutions. Various research institutions in the automobile industry and academic sectors are striving to come out with the most futuristic concept. This paper focuses on the interaction between AVs and pedestrians. Furthermore, the paper aims to explore if complex communication needs can be signaled to pedestrians through motion behavior of the vehicle. In order to learn how other road users feel surrounded by self-driving cars, participants were confronted with different drivability of a self-programmed vehicle during our evaluation. As the results show, the vehicle's motion behavior is able to evoke certain emotions, which in turn lead to rational decisions within the participants. This can be seen as a form of mutual communication.}, subject = {Autonomes Fahrzeug}, language = {en} } @incollection{BeyrowGodauHeidmannetal., author = {Beyrow, Matthias and Godau, Marion and Heidmann, Frank and Langer, Constanze and Wettach, Reto and Mieg, Harald A.}, title = {Inquiry-Based Learning in Design}, series = {Inquiry-Based Learning - Undergraduate Research}, booktitle = {Inquiry-Based Learning - Undergraduate Research}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-14223-0}, doi = {10.1007/978-3-030-14223-0_22}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:525-26350}, publisher = {Fachhochschule Potsdam}, pages = {239 -- 247}, abstract = {The University of Applied Sciences FH Potsdam is known for its wide-ranging design education: Product and communications designers have been trained here since 1992, interface designers since 2003. In order to highlight the potentials as well as the difficulties and limitations of inquiry-based learning in the discipline of design, several design professors from the department who had already implemented inquiry-based learning in their teaching practice were invited to a discussion in August of 2015.}, subject = {Entdeckendes Lernen}, language = {en} } @inproceedings{EichhornWettachHornecker, author = {Eichhorn, Elisabeth and Wettach, Reto and Hornecker, Eva}, title = {A stroking device for spatially separated couples}, series = {MobileHCI '08 : Proceedings of the 10th international conference on Human computer interaction with mobile devices and services}, booktitle = {MobileHCI '08 : Proceedings of the 10th international conference on Human computer interaction with mobile devices and services}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-59593-952-4}, doi = {10.1145/1409240.1409274}, pages = {303 -- 306}, abstract = {In this paper we present a device to support the communication of couples in long-distance relationships. While a synchronous exchange of factual information over distance is supported by telephone, e-mail and chat-systems, the transmission of nonverbal aspects of communication is still unsatisfactory. Videocalls let us see the partners' facial expression in real time. However, to experience a more intimate conversation physical closeness is needed. Stroking while holding hands is a special and emotional gesture for couples. Hence, we developed a device that enables couples to exchange the physical gesture of stroking regardless of distance and location. The device allows both sending and receiving. A user test supported our concept and provided new insights for future development.}, subject = {Design}, language = {en} } @inproceedings{WettachBehrensDanielssonetal., author = {Wettach, Reto and Behrens, Christian and Danielsson, Adam and Ness, Thomas}, title = {A thermal information display for mobile applications}, series = {MobileHCI '07 : Proceedings of the 9th international conference on Human computer interaction with mobile devices and services}, booktitle = {MobileHCI '07 : Proceedings of the 9th international conference on Human computer interaction with mobile devices and services}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-59593-862-6}, doi = {10.1145/1377999.1378004}, pages = {182 -- 185}, abstract = {In this paper, we investigate possibilities and limitations of temperature change as a method for information display in mobile applications. While some widespread and well-recognized haptic displays such as force-feedback often trigger the user's immediate attention, we will focus on ambient strategies for tactile information display, that is, the display of gradual state changes in the user's periphery that do not unexpectedly interrupt her current tasks, but builds on the mind's ability for subliminal perception of environmental change instead [1, 2]. To this end, we present a series of prototypes of mobile devices that display ambient information by means of thermal change based on the thermo-electric effect [3]. In order to assess the expedience and feasibility of such a display, a series of user tests have been conducted with respect to both, the ability for thermal change recognition and a concrete application scenario for such a display.}, subject = {W{\"a}rme{\"u}bertragung}, language = {en} } @inproceedings{WernerWettachHornecker, author = {Werner, Julia and Wettach, Reto and Hornecker, Eva}, title = {United-pulse}, series = {MobileHCI '08 : Proceedings of the 10th international conference on Human computer interaction with mobile devices and services}, booktitle = {MobileHCI '08 : Proceedings of the 10th international conference on Human computer interaction with mobile devices and services}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-59593-952-4}, doi = {10.1145/1409240.1409338}, pages = {353 -- 358}, abstract = {This paper introduces a device that creates remote intimacy by the use of two rings named "united-pulse". Each ring can measure the wearer's heartbeat and send it to the partner's ring. Hereby, artificial corporeality is created between the couple. By means of a working prototype, united-pulse has been successfully tested. Among the 28 participants the prototype has attracted large interest. Through the heartbeat - the essential vital sign - a feeling of being very close to the partner is provided. Touching the ring allows a small moment of intimacy in situations where emotional support is needed.}, subject = {Mensch-Maschine-Kommunikation}, language = {en} } @inproceedings{LandstorferPschetzKloesetal., author = {Landstorfer, Johannes and Pschetz, Larissa and Kloes, Malte and Wettach, Reto}, title = {SocialButton}, series = {NGMAST '07 : Proceedings of the The 2007 International Conference on Next Generation Mobile Applications, Services and Technologies}, booktitle = {NGMAST '07 : Proceedings of the The 2007 International Conference on Next Generation Mobile Applications, Services and Technologies}, publisher = {IEEE Computer Society Press}, address = {Washington}, organization = {The Institute of Electrical and Electronics Engineers (IEEE)}, isbn = {978-0-7695-2878-6}, doi = {10.1109/NGMAST.2007.4343395}, pages = {14 -- 18}, abstract = {We are exploring the use of small displays as an instrument to enhance social communication. Our focus is on encouraging communication between strangers by revealing the existence of common friends. In the following we present the concept of the SocialButton, a wearable mobile device which displays aspects of friend-of-a-friend networks. A group study has provided us with an initial understanding regarding the potential of the SocialButton to influence our social environment.}, subject = {Handy}, language = {en} }