@article{RienerSchlacklMalsametal.2021, author = {Riener, Andreas and Schlackl, Dominik and Malsam, Julia and Huber, Josef and Homm, Benjamin and Kaczmar, Marion and Kleitsch, Iris and Megos, Alina and Park, Eunji and Sanverdi, G{\"u}ls{\"u}m and Schmidt, Sabrina and Bracaci, Daniel and Anees, Esha}, title = {Improving the UX for Users of Automated Shuttle Buses in Public Transport: Investigating Aspects of Exterior Communication and Interior Design}, volume = {5}, pages = {61}, journal = {Multimodal Technologies and Interaction}, number = {10}, publisher = {MDPI}, address = {Basel}, issn = {2414-4088}, doi = {https://doi.org/10.3390/mti5100061}, year = {2021}, abstract = {As a precursor to future public transportation, automated shuttle buses can already be experienced in some test regions, but the general public still has reservations and may not yet be ready for this change. For example, the fact that such vehicles might operate independently (without a human driver) creates a barrier of uncertainty and mistrust among people. In this work, we aim to identify and classify the prevailing reservations and propose solutions. We followed the User Centered Design (UCD) process to design concepts that are specifically tailored to the needs of future public transport users. After related work analysis, on-site research, and pre-studies, two main studies were conducted specifically to address communication in the exterior (n = 24) and interior/service design (n = 21). For both studies, we applied a mixed-methods approach combining quantitative and qualitative measures. Our results indicate that, in general, existing ways of communication in the exterior are insufficient to meet future needs. The two visualization concepts for external communication developed in this work were rated (significantly) better in most dimensions of the User Experience Questionnaire (UEQ), when compared to the baseline condition with no additional visualization. Furthermore, preferences among the study participants towards simple, highly visible, and well-known lighting concepts could be observed. As for the interior, the results show that participants rated attractiveness highly for the two design concepts (closer, further in the future) as compared to current, state-of-the-art solutions (automated buses currently in operation). For the "near future" concept, the pragmatic quality dominated, while in the other (the "far future") concept the hedonic quality was in the foreground. From the results, design recommendations in different categories were derived, which reflect the general openness of the public towards new technologies and interior approaches, but also point out the importance for privacy and designated personal spaces inside an (automated) shuttle bus. Some of the results do not strictly apply to automated shuttle buses, and can serve as valuable suggestions for improving conventional shuttle buses.}, language = {en} } @thesis{Homm2021, author = {Homm, Benjamin}, title = {Gamification for mental health}, subtitle = {designing a supportive treatment concept for depression in young adults}, publisher = {Technische Hochschule Ingolstadt}, address = {Ingolstadt}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:573-21898}, pages = {152}, school = {Technische Hochschule Ingolstadt}, year = {2021}, abstract = {This thesis deals with the concept and design of a mobile application to support young adults with depression. The goal of this application is to support affected individuals in self-care in the best possible way through the use of gamification. The entire process is carried out according to the User-Centered Design approach (UCD). In order to acquire basic knowledge on the subject of depression and gamification, the basics are dealt with at the beginning and research is carried out in these areas. Based on expert interviews and an online survey as well as a workshop with affected persons, the problems, needs and requirements of the target group were defined. Based on the conducted analysis, a paper prototype was developed, which was subsequently evaluated by three experts. This was followed by usability tests with representative users. Based on the findings of the evaluation, further high-fidelity prototypes are then created in the form of wireframes, which are then evaluated and tested again. The design was then developed and finally evaluated by experts and representative users. In addition to the final usability tests, the User Experience Questionnaire was used and a needs profile was created. Based on the results of the UEQ, the concept achieved good values in the pragmatic and hedonic quality, as well as good values in the attractiveness dimension. According to the participants, the use of the application fulfilled all basic psychological needs. The needs Competence, Stimulation, Meaning, Security and Autonomy were fulfilled very well and the needs Relatedness and Popularity were in the middle range. Besides sufferers rated the use of the app for self-care quite positively and believe that it can be helpful and supportive in combating depression. In summary, it can be said that the use of gamification in the self-care of depressed young people makes perfect sense and can also be a great support in the treatment.}, language = {en} }