TY - JOUR A1 - Appelhans, Marie-Luise A1 - Kampmann, Matthias A1 - Mottok, Jürgen A1 - Riederer, Michael A1 - Nagl, Klaus A1 - Steffens, Oliver A1 - Dünnweber, Jan A1 - Wildgruber, Markus A1 - Roth, Julius A1 - Stadler, Timo A1 - Palm, Christoph A1 - Weiß, Martin Georg A1 - Rochholz, Sandra A1 - Bierl, Rudolf A1 - Gschossmann, Andreas A1 - Haug, Sonja A1 - Schmidbauer, Simon A1 - Koch, Anna A1 - Westner, Markus A1 - Bary, Benedikt von A1 - Ellermeier, Andreas A1 - Vögele, Daniel A1 - Maiwald, Frederik A1 - Hierl, Stefan A1 - Schlamp, Matthias A1 - Ehrlich, Ingo A1 - Siegl, Marco A1 - Hüntelmann, Sven A1 - Wildfeuer, Matthias A1 - Brückl, Oliver A1 - Sterner, Michael A1 - Hofrichter, Andreas A1 - Eckert, Fabian A1 - Bauer, Franz A1 - Dawoud, Belal A1 - Rabl, Hans-Peter A1 - Gamisch, Bernd A1 - Schmidt, Ottfried A1 - Heberl, Michael A1 - Thema, Martin A1 - Mayer, Ulrike A1 - Eller, Johannes A1 - Sippenauer, Thomas A1 - Adelt, Christian A1 - Haslbeck, Matthias A1 - Vogl, Bettina A1 - Mauerer, Wolfgang A1 - Ramsauer, Ralf A1 - Lohmann, Daniel A1 - Sax, Irmengard A1 - Gabor, Thomas A1 - Feld, Sebastian A1 - Linnhoff-Popien, Claudia A1 - Ławrowski, Robert Damian A1 - Langer, Christoph A1 - Schreiner, Rupert A1 - Sellmair, Josef ED - Baier, Wolfgang T1 - Forschung 2019 BT - Thema: Künstliche Intelligenz N2 - Bericht mit Forschungsprojekten aus verschiedenen Bereichen der OTH Regensburg mit dem Schwerpunktthema "Künstliche Intelligenz" und einem Gespräch zur "Medizin der Zukunft" T3 - Forschungsberichte der OTH Regensburg - 2019 KW - Forschung KW - Forschungsbericht KW - Künstliche Intelligenz Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:898-opus4-7890 SN - 978-3-9818209-7-3 CY - Regensburg ER - TY - CHAP A1 - Stadler, Sebastian A1 - Seitz, Marie Sophie T1 - When algorithms design: a comparative study pits an AI-generated application against a manual application in a competition of user experience and user-friendliness T2 - Proceedings of 2025 11th international HCI and UX conference in Indonesia, 5 + 6. December 2025, Bali (CHIuXiD) N2 - 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. KW - user experience KW - usability KW - artificial intelligence KW - user experience questionnaire Y1 - 2025 U6 - https://doi.org/10.1109/CHIuXiD68326.2025.11323819 SP - 55 EP - 60 PB - IEEE ER - TY - THES A1 - Stadler, Sebastian Rudolf Johann T1 - The integration of virtual reality into the design process T1 - Die Integration von virtueller Realität in den Designprozess N2 - 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. N2 - Der technologische Fortschritt entwickelt sich in Richtung Automatisierung und Digitalisierung, was zu erhöhter Effizienz und damit zu verkürzten Produktentwicklungszeiten und verkürzten Produktlebenszyklen führt. Da dies die Industrie dazu veranlasst, Produkte häufiger und schneller zur Marktreife zu bringen, stehen Industriedesigner vor dem Problem, komplexere Systeme in kürzerer Zeit entwickeln zu müssen und gleichzeitig die individuellen Anforderungen der Nutzenden und anderer Stakeholder zu erfüllen. Wenn Prototypen nicht fertigbar oder nicht bezahlbar sind, ist eine erfolgreiche Markteinführung gefährdet. Wie die Designgeschichte beweist, hat die Implementierung neuartiger Technologien in den Beruf des Designers das Potenzial, die Arbeitsweise des Industriedesigners zu revolutionieren. In der vorliegenden Dissertation wird daher die Integration und die Auswirkung von Virtual Reality auf den Designprozess, Designmethoden, aber auch den Designer und das Design als Profession untersucht. Nach der Definition von Industriedesign und Virtual Reality wird ein grundlegendes Vorgehen vorgeschlagen, das ein Konsensmodell für den Designprozess, die Übertragung konventioneller Designmethoden in die VR sowie vorläufige Evaluierungskriterien zur Bewertung von Designstudien beschreibt. Basierend auf diesem Vorgehen werden vier Forschungsfragen definiert, die die Untersuchung einleiten, wie Virtual Reality den Designprozess, Designmethoden, die Rolle von Designern und Design als Profession beeinflussen kann. Um dies zu ermöglichen, wird mit Hilfe von Experteninterviews ein ausgearbeitetes Set von Evaluierungskriterien zur Bewertung von Designstudien entwickelt und eine Benchmark-Studie durchgeführt, die die Eignung für die Verwendung von Virtual Reality in der gewählten Applikationsdomäne belegt. Anschließend werden fünf Designstudien im Bereich autonomer Mobilität für den öffentlichen Verkehr in Singapur durchgeführt, um die zuvor definierten Forschungsfragen zu untersuchen. Die fünf Designmethoden, die mit Virtual Reality kombiniert werden, sind heuristische Evaluation, Umfragen, Computer-Aided-Design Prototyping, Usability-Tests und Produktpräsentation. Für jede Designstudie wird die Entwicklung des VR Apparats sowie die Datenerhebung und der Test der Methode erläutert. Zusätzlich werden zwei konventionelle Designmethoden für eine anschließende vergleichende Analyse herangezogen. Nach der Definition der verfeinerten Bewertungskriterien, bestehend aus Sicherheit, Validität, Zeit und Kosten, Variabilität, Interaktivität, Immersion und Aufwand, wird die Eignung der Verwendung von Virtual Reality zur Datenerhebung in der vorliegenden Anwendungsdomäne bestätigt. Basierend auf den vorliegenden Untersuchungen wird die Virtual Design Toolbox vorgestellt. Die Toolbox besteht aus fünf Methodenkarten, die den Einsatz von Virtual Reality für Industriedesigner während der Produktentwicklung erklären und als Unterstützung für die erfolgreiche Entwicklung und Anwendung von Designmethoden mit dieser Technologie dienen. Die Fallstudien belegen, dass der Einsatz von Virtual Reality das Potenzial hat, den Designprozess zu beeinflussen, da divergentes und konvergentes Denken durch valide Datenerhebung, verringerten Zeit- und Kostenaufwand und erhöhte Variabilität gefördert wird. Die Rollen der beteiligten Designer verschoben sich in allen Designstudien von der Rolle des Konzepterstellers hin zum Koordinator und Moderator. Implikationen werden auf verschiedenen Ebenen abgeleitet, beginnend mit der Technologie von Virtual Reality, die ein zukünftiger Game-Changer für Forschung und Design sein könnte, gefolgt von der gesteigerten Motivation, an Designstudien teilzunehmen, der Notwendigkeit interdisziplinärer Teams, um die erforderliche Expertise zu etablieren, und schließlich der Integration von Virtual Reality in die Designausbildung. Der Einsatz von Virtual Reality im Design wird herkömmliche Designmethoden nicht ersetzen, hat jedoch das Potenzial, zu einem Paradigmenwechsel für das gesamte Berufsfeld des Designs zu führen. Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?https://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:91-diss-20211103-1612177-1-3 UR - https://www.researchgate.net/publication/356638451_The_Integration_of_Virtual_Reality_into_the_Design_Process UR - https://mediatum.ub.tum.de/?id=1612177 ER - TY - GEN A1 - Stadler, Sebastian A1 - Cornet, Henriette A1 - Huang, Danqing A1 - Frenkler, Fritz ED - Jung, Timothy ED - tom Dieck, M. Claudia ED - Rauschnabel, Philipp A. T1 - Designing Tomorrow’s Human-Machine Interfaces in Autonomous Vehicles: an Exploratory Study in Virtual Reality T2 - Augmented Reality and Virtual Reality: Changing Realities in a Dynamic World N2 - 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. Y1 - 2020 SN - 978-3-030-37869-1 U6 - https://doi.org/10.1007/978-3-030-37869-1_13 SP - 151 EP - 160 PB - Springer ER - TY - CHAP A1 - Riemann, Janine A1 - Klug, Katharina A1 - Christ, Luisa A1 - Stadler, Sebastian T1 - Impact of Social Features on User Experience in Sport Tracking Applications T2 - 2025 11th International HCI and UX Conference in Indonesia (CHIuXiD), 05-06. December 2025, Bali, Indonesia N2 - 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. Y1 - 2025 SN - 979-8-3315-5572-6 U6 - https://doi.org/10.1109/CHIuXiD68326.2025.11323615 SP - 25 EP - 30 PB - IEEE ER -