@incollection{StadlerFrenklerCornet, author = {Stadler, Sebastian and Frenkler, Fritz and Cornet, Henriette}, title = {Design Thinking und Virtual Reality zur F{\"o}rderung von Innovation innerhalb von Unternehmen}, series = {Intrapreneurship : Unternehmergeist Systeme und Gestaltungsm{\"o}glichkeiten}, booktitle = {Intrapreneurship : Unternehmergeist Systeme und Gestaltungsm{\"o}glichkeiten}, editor = {Kraus, Rafaela and Kreitenweis, Tanja and Jeraj, Brigita}, publisher = {Springer Gabler}, address = {Berlin}, isbn = {978-3-662-64101-9}, doi = {10.1007/978-3-662-64102-6_10}, pages = {147 -- 164}, abstract = {Neue Herangehensweisen im Innovationsprozess werden f{\"u}r Unternehmen immer wichtiger, um konkurrenzf{\"a}hig zu bleiben. So bezeichnet Intrapreneurship das Vorgehen, Angestellte innerhalb von Unternehmen selbst als Unternehmerinnen und Unternehmer agieren zu lassen, um so Innovation zu f{\"o}rdern. Der Begriff Design Thinking beschreibt ein Vorgehen, mit Hilfe dessen uneindeutig definierte Probleme behandelt und nutzerzentrierte Produkte entwickelt werden k{\"o}nnen. Die Pr{\"a}misse dieses Beitrags ist es, dass die Kombination von neuartigen Technologien und besonders Virtual Reality mit Design Thinking den Innovationsprozess innerhalb von Unternehmen f{\"o}rdern kann. Anhand zweier Fallbeispiele wird dargestellt, dass neben Nachteilen technischer Natur besonders die M{\"o}glichkeit fiktive Szenarien in VR darzustellen und valide Nutzerdaten in labor{\"a}hnlichen Verh{\"a}ltnissen zu sammeln, Innovation in Unternehmen anregen kann. In weiteren Schritten soll die Nutzung von Design Thinking und Virtual Reality in neuen Applikationsdom{\"a}nen sowie die Nutzung weiterer Designmethoden untersucht werden.}, language = {en} } @inproceedings{StadlerBraunFrenkler, author = {Stadler, Sebastian and Braun, Carmen and Frenkler, Fritz}, title = {The Usage of Mixed Reality for Presentations: A Comparative Evaluation}, series = {XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA}, booktitle = {XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA}, editor = {Dieck, M. Claudia tom and Jung, Timothy and Kim, Yen-Soon}, publisher = {Springer Nature}, isbn = {978-3-031-50558-4}, doi = {10.1007/978-3-031-50559-1_6}, pages = {77 -- 86}, language = {en} } @inproceedings{StadlerCornetMazeasetal., author = {Stadler, Sebastian and Cornet, Henriette and Mazeas, Damien and Chardonnet, Jean-Remy and Frenkler, Fritz}, title = {IMPRO: IMMERSIVE PROTOTYPING IN VIRTUAL ENVIRONMENTS FOR INDUSTRIAL DESIGNERS}, series = {Proceedings of the Design Society: DESIGN Conference 2020}, booktitle = {Proceedings of the Design Society: DESIGN Conference 2020}, publisher = {Cambridge University Press}, doi = {10.1017/dsd.2020.81}, pages = {1375 -- 1384}, abstract = {Computer-Aided Design (CAD) constitutes an important tool for industrial designers. Similarly, Virtual Reality (VR) has the capability to revolutionize how designers work with its increased sense of scale and perspective. However, existing VR CAD applications are limited in terms of functionality and intuitive control. Based on a comparison of VR CAD applications, ImPro, a new application for immersive prototyping for industrial designers was developed. The user evaluations and comparisons show that ImPro offers increased usability, functionality, and suitability for industrial designers.}, language = {de} } @misc{AppelhansKampmannMottoketal., author = {Appelhans, Marie-Luise and Kampmann, Matthias and Mottok, J{\"u}rgen and Riederer, Michael and Nagl, Klaus and Steffens, Oliver and D{\"u}nnweber, Jan and Wildgruber, Markus and Roth, Julius and Stadler, Timo and Palm, Christoph and Weiß, Martin Georg and Rochholz, Sandra and Bierl, Rudolf and Gschossmann, Andreas and Haug, Sonja and Schmidbauer, Simon and Koch, Anna and Westner, Markus and Bary, Benedikt von and Ellermeier, Andreas and V{\"o}gele, Daniel and Maiwald, Frederik and Hierl, Stefan and Schlamp, Matthias and Ehrlich, Ingo and Siegl, Marco and H{\"u}ntelmann, Sven and Wildfeuer, Matthias and Br{\"u}ckl, Oliver and Sterner, Michael and Hofrichter, Andreas and Eckert, Fabian and Bauer, Franz and Dawoud, Belal and Rabl, Hans-Peter and Gamisch, Bernd and Schmidt, Ottfried and Heberl, Michael and Thema, Martin and Mayer, Ulrike and Eller, Johannes and Sippenauer, Thomas and Adelt, Christian and Haslbeck, Matthias and Vogl, Bettina and Mauerer, Wolfgang and Ramsauer, Ralf and Lohmann, Daniel and Sax, Irmengard and Gabor, Thomas and Feld, Sebastian and Linnhoff-Popien, Claudia and Ławrowski, Robert Damian and Langer, Christoph and Schreiner, Rupert and Sellmair, Josef}, title = {Forschung 2019}, editor = {Baier, Wolfgang}, address = {Regensburg}, organization = {Ostbayerische Technische Hochschule Regensburg}, isbn = {978-3-9818209-7-3}, doi = {10.35096/othr/pub-789}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:898-opus4-7890}, pages = {72}, abstract = {Bericht mit Forschungsprojekten aus verschiedenen Bereichen der OTH Regensburg mit dem Schwerpunktthema "K{\"u}nstliche Intelligenz" und einem Gespr{\"a}ch zur "Medizin der Zukunft"}, subject = {Forschung}, language = {de} } @inproceedings{StadlerSeitz, author = {Stadler, Sebastian and Seitz, Marie Sophie}, title = {When algorithms design: a comparative study pits an AI-generated application against a manual application in a competition of user experience and user-friendliness}, series = {Proceedings of 2025 11th international HCI and UX conference in Indonesia, 5 + 6. December 2025, Bali (CHIuXiD)}, booktitle = {Proceedings of 2025 11th international HCI and UX conference in Indonesia, 5 + 6. December 2025, Bali (CHIuXiD)}, publisher = {IEEE}, doi = {10.1109/CHIuXiD68326.2025.11323819}, pages = {55 -- 60}, abstract = {The rapid growth of artificial intelligence has enabled automated website creation, including design, content, and SEO. This study compares an AI-generated application with a manually designed one in terms of usability and user experience. Forty-two participants evaluated efficiency, effectiveness, satisfaction, emotional responses, and behavioural patterns. The manual application outperformed the AI-generated one in most datasets, particularly in clarity, supportiveness, and comprehensibility, while speed, learnability, activation, creativity, and security showed no significant differences. Users reported more positive emotions and confident interactions with the manual application, whereas the AI application elicited uncertainty and frustration. These behavioural differences were also reflected in processing times and task completion rates, suggesting that AI-generated solutions currently struggle to meet established UX standards. Nevertheless, the AI builder demonstrated potential for rapid prototyping and low-effort website creation, offering advantages for users with limited technical skills or resources. The findings highlight both the opportunities and limitations of current AI-based web design tools and underline the importance of human-centered design expertise in achieving high-quality user experiences. Despite existing shortcomings, AI-supported tools may become increasingly viable as technology advances.}, language = {en} } @phdthesis{Stadler, author = {Stadler, Sebastian Rudolf Johann}, title = {The integration of virtual reality into the design process}, url = {http://nbn-resolving.de/https://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:91-diss-20211103-1612177-1-3}, pages = {VIII, 205}, abstract = {Technological advances strive towards automation and digitalization with the aim to increase efficiency in terms of decreased costs and product development time, resulting in shorter product life cycles. As this causes industries to release products more frequently and more quickly, industrial designers face problems in developing more complex systems in a decreased amount of time while aiming to meet individualized user requirements and stakeholder demands. If prototypes are infeasible or unaffordable, a successful market implementation of products is jeopardized. As design history proves, the introduction of new technologies to the profession of design has the potential to revolutionize the way of working for industrial designers. Virtual Reality may be one of these revolutions, as Computer-Aid Design has been in the 1980s. The present dissertation investigates the integration of Virtual Reality and its impact on the design process, the respective design method, but also the designer and design as a profession. After defining industrial design and Virtual Reality, a basic framework is proposed that describes a design process consensus model, the transfer of conventional design methods into VR, as well as a preliminary set of criteria for evaluating design studies. Based on this framework, four research questions are defined that initiate the investigation of how Virtual Reality can impact the design process, design methods, the role of designers, and design as a profession. To allow this, a refined set of criteria for evaluating design studies is developed and a benchmark study is conducted that proves the suitability for using Virtual Reality in the chosen context. Subsequently, five design studies are conducted in the field of autonomous mobility for public transport in Singapore to investigate the previously defined questions. The five design methods that are combined with Virtual Reality are heuristic evaluation, surveys, Computer-Aided Design prototyping, usability testing, and product presentation. For each design study, the development of the VR apparatus as well as the data collection and test of the method is explained. Additionally, two conventional design methods are consulted for a subsequent comparative analysis of each VR methods. Beyond the definition of the refined evaluation criteria, consisting of safety, validity, time and cost, variability, interactivity, immersion, and effort, the suitability of using VR for behavioural observation in the present application domain is confirmed. Based on the present investigations, the Virtual Design Toolbox is presented. The toolbox consists of five method cards that explain the usage of Virtual Reality for industrial designers throughout the product development and function as support for successfully developing and applying design methods utilizing this technology. The case studies prove that the usage of Virtual Reality has the potential to impact the design process, as divergent thinking and convergent thinking is fostered through valid data collection, decreased time- and cost- involvement, and increased variability. The roles of the involved designers throughout all design studies shifted from being concept creators towards coordinators and facilitators. Implications are derived on different levels, starting with the technology of Virtual Reality that could be a future game changer for research and design, followed by increased motivation to participate in design studies, the need for interdisciplinary teams to establish the required expertise, and lastly integration of Virtual Reality in design education. The usage of Virtual Reality in design will not replace conventional design methods but has the potential to lead to a paradigm shift for the whole profession of design.}, language = {en} } @misc{StadlerCornetHuangetal., author = {Stadler, Sebastian and Cornet, Henriette and Huang, Danqing and Frenkler, Fritz}, title = {Designing Tomorrow's Human-Machine Interfaces in Autonomous Vehicles: an Exploratory Study in Virtual Reality}, series = {Augmented Reality and Virtual Reality: Changing Realities in a Dynamic World}, journal = {Augmented Reality and Virtual Reality: Changing Realities in a Dynamic World}, editor = {Jung, Timothy and tom Dieck, M. Claudia and Rauschnabel, Philipp A.}, publisher = {Springer}, isbn = {978-3-030-37869-1}, doi = {10.1007/978-3-030-37869-1_13}, pages = {151 -- 160}, abstract = {Technical advances in the automotive industry strive in the direction of full automation. However, besides advantages like improving traffic and fuel efficiency, people do not always trust Autonomous Vehicles (AVs) to make critical decisions. With the ultimate goal of reducing anxiety of passengers of AVs, this explorative study (i) proposes possible design concepts and variants for Human-Machine Interfaces (HMI) for passengers inside the AV using a requirements catalogue, (ii) evaluates the HMI concepts and variants thanks to an experience simulation in Virtual Reality (VR), and (iii) derives the most suitable HMI concept and refines it based on observations of participants' behaviours during the experience simulation in VR, as well as questionnaires and interviews. The results show that the HMI concepts help passengers to reduce anxiety in the AV. Overall, VR turned out to be a suitable tool for this exploratory study. Further work will focus on testing HMI concepts in a variety of more complex scenarios to ensure user acceptance.}, language = {en} } @inproceedings{RiemannKlugChristetal., author = {Riemann, Janine and Klug, Katharina and Christ, Luisa and Stadler, Sebastian}, title = {Impact of Social Features on User Experience in Sport Tracking Applications}, series = {2025 11th International HCI and UX Conference in Indonesia (CHIuXiD), 05-06. December 2025, Bali, Indonesia}, booktitle = {2025 11th International HCI and UX Conference in Indonesia (CHIuXiD), 05-06. December 2025, Bali, Indonesia}, publisher = {IEEE}, isbn = {979-8-3315-5572-6}, doi = {10.1109/CHIuXiD68326.2025.11323615}, pages = {25 -- 30}, abstract = {Sport-tracking applications can enhance physical activity but may also induce stress through social comparison. This study examines how social comparison features influence user experience (UX), focusing on motivation, stress, and mental well-being. A survey of 101 German sport-tracking app users assessed intrinsic and extrinsic motivation, perceived stress, self-efficacy, enjoyment, social comparison orientation, and UX. Results reveal that higher social comparison consistently lowers intrinsic motivation, raises extrinsic motivation, and increases stress levels, while positive UX boosts intrinsic motivation and enjoyment and indirectly buffers stress. In particular, users who frequently evaluate their performance against others reported greater pressure to perform, heightened frustration, and a stronger focus on external validation. integrating adaptive feedback, and offering customizable social elements. Overall, the study contributes to understanding how UX and motivational dynamics interact in digital health tools and provides guidance for developing psychologically informed, health-oriented app environments. Conversely, app designs prioritizing mastery and personal progress over competitive ran kings foster autonomy, competence, and relatedness, supporting mental health and long-term adherence. These findings highlight the ambivalent effects of social features and underscore the need for sport-tracking apps to minimize harmful comparisons and promote self-determined motivation through supportive, user-friendly features. Practical implications include designing for sustainable engagement and well-being rather than exclusive competition.}, language = {en} }