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Publikation Perspectives on human-computer interaction and culture(Universität Basel, 2022) Linxen, Sebastian; Opwis, Klaus; Sturm, ChristianDue to the global distribution of technology and its use in highly culturally diverse settings, an understanding of culture, in particular the connection between culture and technology use, is becoming more relevant for distributors and developers of such technology, in order to survive in a dynamic market environment and to be able to offer products that are tailored to the requirements of the specific end user. Therefore, the overarching topic of this thesis is the exploration of the role of culture in human-computer interaction (HCI) as a key factor to understanding the user. This thesis sheds light on the role of culture and socio-cultural systems and their multi-layered manifestations in human-computer interaction. The related research consists of two main strands: The first strand (manuscript 1 and 2) focuses primarily on examining the extent to which national culture is considered in HCI studies, and the extent to which subjects from different national settings are part of HCI studies. The key findings of the first strand are that HCI research tends to neglect culture, or, if it is considered, it is mostly treated narrowly, as a single variable that measures national cultures. The restricted cultural perspective becomes further evident when studying the participant samples from the most relevant HCI conference. There was a strong focus on participant samples from countries whose inhabitants tend to be Western, educated, industrialised, rich and democratic (WEIRD) and most of the other countries were clearly underrepresented. The second strand of this thesis (manuscript 3 to 6) centres on the examination of the relationship between HCI and cultural as well as socio-cultural systems, particularly in knowledge-intensive practices. It shows the rich practices of technology appropriation in study settings outside of the typical WEIRD contexts. Furthermore, it explores the manifold, rich and often complex ways in which the use of technology is impacted by structures and practices of cultural systems, and, in the same way, transforms these systems. The results from both strands of enquiry show that the HCI community should consider the diversity of potential technology users in its research and recommendations. Only in this way can technological developments be realised that are globally useful and usable on a broad scale. To support the HCI community on this path, alongside suggestions for further research projects, this thesis presents several detailed recommendations on how to increase diversity and the consideration of cultural aspects in HCI research and the HCI community.11 - Studentische ArbeitPublikation Culture and HCI: A still slowly growing field of research. Findings from a systematic, comparative mapping review(2021) Linxen, Sebastian; Cassau, Vincent; Sturm, Christian; Molina-Tanco, Luis; Manresa-Yee, Cristina; González-González, Carina; Montalvo-Gallego, Blanca; Reyes-Lecuona, ArcadioCulture is a phenomenon that shapes and conditions outcomes of human-computer interaction in very significant ways. The goal of this study was to analyse the development of the field that studies culture as part of HCI research. To do so, a systematic mapping review was carried out that analyzed articles from seven high profile HCI journals and conference proceedings in 2010, and from 2016 to 2020. The results were then systematically compared to a previous study from Kamppuri et al. [14], which covered the time from 1990 to 2005. The analysis shows a steady increase in the number of articles that consider culture. However, given the importance of culture as a phenomenon, the increase in articles that consider culture from 0.9% in the period of 1990 to 2005 to 1.9% of the articles in the present sample (2010, 2016-2020) is inadequate. There is also room for improvement regarding the the limited extent to which culture is linked to underpinning conceptual and theoretical sources. If the HCI community wishes to establish knowledge that is globally more relevant, the concept of culture needs to be studied and articulated much more systematically.04B - Beitrag KonferenzschriftPublikation Mobile and ubiquitous knowledge management: lessons from the transportation sector(2018) Pimmer, Christoph; Gütersloh, Christoph; Linxen, Sebastian; Rohner, Roland04B - Beitrag KonferenzschriftPublikation How WEIRD is CHI?(Association for Computing Machinery, 2021) Linxen, Sebastian; Sturm, Christian; Brühlmann, Florian; Cassau, Vincent; Opwis, Klaus; Reinecke, KatharinaComputer technology is often designed in technology hubs in Western countries, invariably making it “WEIRD”, because it is based on the intuition, knowledge, and values of people who are Western, Educated, Industrialized, Rich, and Democratic. Developing technology that is universally useful and engaging requires knowledge about members of WEIRD and non-WEIRD societies alike. In other words, it requires us, the CHI community, to generate this knowledge by studying representative participant samples. To fnd out to what extent CHI participant samples are from Western societies, we analyzed papers published in the CHI proceedings between 2016-2020. Our fndings show that 73% of CHI study fndings are based on Western participant samples, representing less than 12% of the world’s population. Furthermore, we show that most participant samples at CHI tend to come from industrialized, rich, and democratic countries with generally highly educated populations. Encouragingly, recent years have seen a slight increase in non-Western samples and those that include several countries. We discuss suggestions for further broadening the international representation of CHI participant samples.04B - Beitrag KonferenzschriftPublikation Gamification of electronic learning in radiology education to improve diagnostic confidence and reduce error rates(American Roentgen Ray Society, 2020) Winkel, David J.; Brantner, Philipp; Lutz, Jonas; Korkut, Safak; Linxen, Sebastian; Heye, TobiasOBJECTIVE. The purpose of this study is to validate an electronic learning, or e-learning, concept featuring gamification elements, rapid case reading, and instant feedback. SUBJECTS AND METHODS. An e-learning concept was devised that offered game levels for the purpose of providing training in the detection of pneumothorax in 195 cases, with questions read in rapid succession and instant feedback provided for each case. The user's task was to locate the pneumothorax on chest radiographs and indicate its presence by clicking a mouse. The game level design included an entry test consisting of 15 cases, training levels with increasing difficulty that involved 150 cases, and a final test that including 30 cases (the 15 cases from the entry test plus 15 new cases). A total of 126 candidates were invited via e-mail to participate and were asked to complete a survey before and after playing the game, which is known as RapRad. The level of diagnostic confidence and the error rate before and after playing the game were compared using a Wilcoxon signed rank test. RESULTS. Fifty-nine of 126 participants (47%) responded to the first survey and finished the game. Of these 59 participants, 29 (49%) responded to the second survey after completing the game. Diagnostic confidence in pneumothorax detection improved significantly, from a mean (± SD) score of 4.3 ± 2.1 on the entry test to a final score of 7.3 ± 2.1 (p < 0.01) after playing RapRad, with the score measured on a 10-point scale, with 10 denoting the highest possible score. Of the participants, 93% indicated that they would use the game for learning purposes again, and 87% indicated that they had fun using RapRad (7% had a neutral response and 6% had a negative response). The error rate (i.e., the number of failed attempts to answer a question correctly) significantly decreased from 39% for the entry test to 22% for the final test (p < 0.01). CONCLUSION. Our e-learning concept is capable of improving diagnostic confidence, reducing error rates in training pneumothorax detection, and offering fun in interaction with the platform.01A - Beitrag in wissenschaftlicher Zeitschrift QM E-LearningProjekt QS PrüfungserstellungProjekt