TY - BOOK A1 - Lindauer, Armin A1 - Müller, Betina T1 - Experimentelle Gestaltung BT - Visuelle Methode und systematisches Spiel KW - Kunst KW - Design KW - Kreativität KW - Methode Y1 - 2015 SN - 978-3-7212-0912-9 N1 - Engl. Ausg. u.d.T.: Experimental design : visual methods and systematic play PB - Niggli CY - Sulgen ER - TY - CHAP A1 - Funke, Rainer ED - Hekkert, P., T1 - Emotions : the key of motivation in the experience society T2 - Proceedings of the first international conference on design & emotion. Organized by Department of Industrial Design, School of Industrial Design Engineering, Delft University of Technology, 3, 4 and 5 November 1999, Delft, the Netherlands KW - Design KW - Form KW - Ästhetik KW - Produktgestaltung Y1 - 1999 SN - 90-9013288-0 SP - 31 EP - 37 CY - Delft ER - TY - BOOK ED - Funke, Rainer T1 - Dinge, Räume und persönliche Identität BT - 66 Porträts KW - Design KW - Theorie KW - Identität KW - Raum Y1 - 2013 SN - 3-934329-55-1 PB - Fachhochsch. CY - Potsdam ER - TY - BOOK A1 - Vissirini, Barbara Avila T1 - Dieses kleine Buch ist für dich BT - Eine grafische Grammatik für Deutsch als Fremdsprache N2 - Dieses kleine Buch stellt dir Grammatikthemen auf dem Niveau A1 bis B2 in vier Kapiteln vor: Wortarten, Deklination, Steigerung und Konjugation. Jede Seite bietet eine kompakte Erklärung und verschiedene Beispiele zu einer bestimmten Struktur, die zum Lernen oder Nachschlagen geeignet sind. Das Besondere an diesem Buch ist, dass Schrift und Zeichen als einheitliches visuelles System verwendet werden, um für DaF Lernende relevante morphologische und grammatikalische Merkmale sichtbar zu machen. Diese visuelle Unterstützung soll dir dabei helfen, die Struktur im Fokus zu verstehen und ihre Merkmale zu merken. KW - Deutsch KW - Fremdsprache KW - Grammatik KW - Morphologie KW - Visualisierung Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:525-25410 SN - 978-3-947796-06-9 CY - Potsdam ER - TY - JOUR A1 - Dörk, Marian A1 - Müller, Boris A1 - Stange, Jan-Erik A1 - Herseni, Johannes A1 - Dittrich, Katja T1 - Co-Designing Visualizations for Information Seeking and Knowledge Management JF - Open Information Science N2 - Creativity is a crucial factor in finding novel and useful visualization and interaction techniques, but its emergence is contingent on the right conditions. The focus of visualization research has traditionally been on techniques, and to a lesser degree on the process of creating them with domain experts and end users. This paper focuses on the collaborative design of visualizations for information seeking and knowledge management. The difficult, yet common challenge in any visualization project is to find meaningful visual representations and useful interaction techniques to carry out complex analysis tasks. The unique difficulty for preparing co-design activities for visualization lies in the gap between the abstract nature of data and the concrete form of visual representations. To bridge this gap, our co-design framework for visualization places particular emphasis on actors, activities, and artifacts as categories that expand the focus of visualization design beyond the traditional triad of users, tasks, and data. Drawing from general co-design principles, the framework is developed and validated during the course of two case studies in the context of information management systems and library collection databases. Based on observed patterns during the case studies, practical tactics provide advice on carrying out co-design in information visualization. KW - Information Visualization KW - Co-design KW - Methodologie KW - Wissensmanagement KW - Informationsverhalten KW - Mensch-Maschine-Kommunikation Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:525-26188 SN - 2451-1781 VL - 4 IS - 1 SP - 217 EP - 235 PB - De Gruyter Saur CY - Berlin ER - TY - JOUR A1 - Cornelia, Auer A1 - Kriegler, Elmar A1 - Carlsen, Henrik A1 - Kok, Kasper A1 - Pedde, Simona A1 - Krey, Volker A1 - Müller, Boris T1 - Climate change scenario services BT - From science to facilitating action JF - One Earth N2 - The goal of limiting global warming to well below 2°C as set out in the Paris Agreement calls for a strategic assessment of societal pathways and policy strategies. Besides policy makers, new powerful actors from the private sector, including finance, have stepped up to engage in forward-looking assessments of a Paris-compliant and climate-resilient future. Climate change scenarios have addressed this demand by providing scientific insights on the possible pathways ahead to limit warming in line with the Paris climate goal. Despite the increased interest, the potential of climate change scenarios has not been fully unleashed, mostly due to a lack of an intermediary service that provides guidance and access to climate change scenarios. This perspective presents the concept of a climate change scenario service, its components, and a prototypical implementation to overcome this shortcoming aiming to make scenarios accessible to a broader audience of societal actors and decision makers. KW - Klimaänderung KW - Klimaschutz KW - Dienst KW - Koproduktion KW - Visualisierung Y1 - 2021 U6 - https://doi.org/10.1016/j.oneear.2021.07.015 SN - 2590-3322 VL - 4 IS - 8 SP - 1074 EP - 1082 PB - Elsevier CY - Amsterdam ER - TY - JOUR A1 - Distelmeyer, Jan T1 - From object to process BT - Interface politics of networked computerization JF - Artnodes N2 - One of the most difficult tasks today is trying to grasp the presence of computing. The almost ubiquitous and diverse forms of networked computers (in all their stationary, mobile, embedded, and autonomous modes) create a nearly overwhelming complexity. To speak of what is here evading and present at the same time, the paper proposes to reconsider the concept of interface, its historical roots, and its heuristic advantages for an analysis and critique of the current and especially everyday spread of computerization. The question of interfaces leads to isolable conditions and processes of conduction, as well as to the complexity of the cooperation formed by them. It opens both an investigative horizon and a mode of analysis, which always asks for further interface levels involved in the phenomenon I am currently investigating. As an example, the paper turns to the displacement of the file with the launch of the iPhone in 2007 and its comeback in 2017 with the “Files” apps. Both developments are profoundly related to the establishment of computers as permanently networked machines, whereby their functionality, depresentations, and ideology come into focus. KW - Schnittstelle KW - Schaltung KW - Elektrische Leitfähigkeit KW - Benutzeroberfläche Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:525-26387 SN - 1695-5951 VL - 24 SP - 83 EP - 90 PB - Universitat Oberta de Catalunya CY - Barcelona ER - TY - CHAP A1 - Otten, Heike A1 - Hildebrand, Lennart A1 - Nagel, Till A1 - Dörk, Marian A1 - Müller, Boris T1 - Shifted Maps BT - Revealing spatio-temporal topologies in movement data T2 - 2018 IEEE VIS Arts Program N2 - We present a hybrid visualization technique that integrates maps into network visualizations to reveal and analyze diverse topologies in geospatial movement data. With the rise of GPS tracking in various contexts such as smartphones and vehicles there has been a drastic increase in geospatial data being collect for personal reflection and organizational optimization. The generated movement datasets contain both geographical and temporal information, from which rich relational information can be derived. Common map visualizations perform especially well in revealing basic spatial patterns, but pay less attention to more nuanced relational properties. In contrast, network visualizations represent the specific topological structure of a dataset through the visual connections of nodes and their positioning. So far there has been relatively little research on combining these two approaches. Shifted Maps aims to bring maps and network visualizations together as equals. The visualization of places shown as circular map extracts and movements between places shown as edges, can be analyzed in different network arrangements, which reveal spatial and temporal topologies of movement data. We implemented a web-based prototype and report on challenges and opportunities about a novel network layout of places gathered during a qualitative evaluation. KW - Karte KW - GPS KW - Visualisierung KW - Bewegung KW - Daten Y1 - 2018 SN - 978-1-7281-2805-4 U6 - https://doi.org/10.1109/VISAP45312.2018.9046054 SP - 1 EP - 10 PB - Institute of Electrical and Electronics Engineers (IEEE) CY - Berlin ER - TY - CHAP A1 - Distelmeyer, Jan T1 - Programmatisches Spiel : Computerisierung, Algorithmen und Angry Birds T2 - Einspielungen : Prozesse und Situationen digitalen Spielens N2 - Vor dem Hintergrund der laufenden Computerisierung – der Verbreitung, Diversifizierung, Vernetzung und zunehmenden Unsichtbarkeit von Computertechnologie – zeichnen sich Computerspiele durch eine herausfordernde Offensivität aus. Games konfrontieren, um einzubeziehen. Während im Hinblick auf „Ubiquitous Computing“ diskutiert wird, wie die ehedem deutlich erkennbare Technologie zunehmend unmerklich in unsere Lebenswelt integriert wird, streben Computerspiele eine geradezu gegensätzliche Bewegung an. Sie müssen sich und ihre Spielmöglichkeiten zeigen, damit jene Form von Spielen omnipräsent werden kann. So geben sie zugleich Anlass und Mittel, sich mit der wirkenden Präsenz von Computern auseinanderzusetzen. In diesem Sinne nimmt der Aufsatz die populäre „Casual Game“-Reihe „Angry Birds“ zum Anlass, um über Games als Funktionen des Computers, über Algorithmen und über Programmierbarkeit nachzudenken. KW - Computerspiel KW - Angry Birds KW - Ubiquitous Computing Y1 - 2020 SN - 978-3-658-30721-9 U6 - https://doi.org/10.1007/978-3-658-30721-9_7 SN - 2524-3217 SP - 141 EP - 153 PB - Springer CY - Wiesbaden ER - TY - CHAP A1 - Distelmeyer, Jan T1 - Kontrollieren : (Inter-)Aktivitäten in, mit und von Computerspielen T2 - Videospiele als didaktische Herausforderung N2 - Ausgehend vom Begriff der Interaktivität erörtert der Beitrag, was ein Computerspiel ist und ermöglicht. Daraus entstehen neue Möglichkeiten und Ansatzpunkte, Games zum Komplex der Medienbildung zu machen und sie spielend zu reflektieren. Um die (Inter-)Aktivitäten in, mit und von Computerspielen zu diskutieren, werden Games in Bezug zur Ästhetik und Logik der Verfügung gesetzt, welche die Gegenwart des Computers in seinen diversen Formen auszeichnet. KW - Computerspiel KW - Interaktive Medien KW - Medienpädagogik KW - Medienästhetik Y1 - 2020 SN - 978-3-86956-467-8 U6 - https://doi.org/10.25932/publishup-42932 SN - 1867-6219 SP - 70 EP - 102 PB - Universitätsverlag Potsdam CY - Potsdam ER -