Abstract Will there only be one Metaverse in the future? Since October 2021, many virtual worlds suddenly called themselves “Metaverse”, but is that justified? What is the meaning behind the pervasive term Metaverse? How can it be approached from a pragmatic and research-oriented point of view, and maybe separated a bit from pure marketing? This paper tries to contextualise the term and thereby offer an orientation for readers from different industries. Based on a review of past and present activities, we will propose our own definition of the term Metaverse. This is applied to analyse different application scenarios before the paper continues with a general discussion. In a direct comparison, we will tabulate some worlds that already call themselves a Metaverse and check them against criteria from our own definition. In conclusion, we present relevant focal points for a potential future Metaverse resulting from this comparison.
{"title":"There’s more than one metaverse","authors":"Florian P. Buchholz, L. Oppermann, Wolfgang Prinz","doi":"10.1515/icom-2022-0034","DOIUrl":"https://doi.org/10.1515/icom-2022-0034","url":null,"abstract":"Abstract Will there only be one Metaverse in the future? Since October 2021, many virtual worlds suddenly called themselves “Metaverse”, but is that justified? What is the meaning behind the pervasive term Metaverse? How can it be approached from a pragmatic and research-oriented point of view, and maybe separated a bit from pure marketing? This paper tries to contextualise the term and thereby offer an orientation for readers from different industries. Based on a review of past and present activities, we will propose our own definition of the term Metaverse. This is applied to analyse different application scenarios before the paper continues with a general discussion. In a direct comparison, we will tabulate some worlds that already call themselves a Metaverse and check them against criteria from our own definition. In conclusion, we present relevant focal points for a potential future Metaverse resulting from this comparison.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"71 1","pages":"313 - 324"},"PeriodicalIF":0.0,"publicationDate":"2022-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82734492","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sebastian Keppler, Nina Döllinger, C. Wienrich, M. Latoschik, J. H. Israel
Abstract Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.
{"title":"Self-touch: an immersive interaction-technique to enhance body awareness","authors":"Sebastian Keppler, Nina Döllinger, C. Wienrich, M. Latoschik, J. H. Israel","doi":"10.1515/icom-2022-0028","DOIUrl":"https://doi.org/10.1515/icom-2022-0028","url":null,"abstract":"Abstract Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"70 1","pages":"329 - 337"},"PeriodicalIF":0.0,"publicationDate":"2022-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89376025","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Examining peoples’ affect and emotions over time and their effects on peoples’ behavior are ongoing endeavors in human-computer-interaction (HCI) research. This paper reports an experiment in which participants watched either positive or negative film clips on a tablet PC to enter a positive or negative affective state. Successively, they accomplished four basic system interaction tasks like changing fonts of an app on the same device. Results show that, in line with previous studies, peoples’ general valence ratings quickly reverted to neutral when starting the task accomplishment. At the level of distinct positive emotions, participants’ ratings of hope, joy, and serenity decreased after watching negative film clips. Moreover, amusement, love, and serenity decreased during the interaction with the tablet PC. Amongst the negative emotions, only ratings of sadness increased after watching negative film clips and decreased again after the interaction. Also, participants in the positive film group were slower in executing one of the basic tasks than participants in the negative film group. The findings suggest that only few emotions may be causal for peoples’ ratings of general affect. Results also indicate that negative emotions may help people executing standard tasks, in contrast to positive emotions. Implications for HCI design and research are discussed.
{"title":"Time related changes of affective dimensions and distinct emotions in the interaction with a tablet PC","authors":"S. Brandenburg, R. Spang","doi":"10.1515/icom-2021-0022","DOIUrl":"https://doi.org/10.1515/icom-2021-0022","url":null,"abstract":"Abstract Examining peoples’ affect and emotions over time and their effects on peoples’ behavior are ongoing endeavors in human-computer-interaction (HCI) research. This paper reports an experiment in which participants watched either positive or negative film clips on a tablet PC to enter a positive or negative affective state. Successively, they accomplished four basic system interaction tasks like changing fonts of an app on the same device. Results show that, in line with previous studies, peoples’ general valence ratings quickly reverted to neutral when starting the task accomplishment. At the level of distinct positive emotions, participants’ ratings of hope, joy, and serenity decreased after watching negative film clips. Moreover, amusement, love, and serenity decreased during the interaction with the tablet PC. Amongst the negative emotions, only ratings of sadness increased after watching negative film clips and decreased again after the interaction. Also, participants in the positive film group were slower in executing one of the basic tasks than participants in the negative film group. The findings suggest that only few emotions may be causal for peoples’ ratings of general affect. Results also indicate that negative emotions may help people executing standard tasks, in contrast to positive emotions. Implications for HCI design and research are discussed.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"1 1","pages":"337 - 352"},"PeriodicalIF":0.0,"publicationDate":"2022-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80580971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Nowadays, most information and communication technologies target literate users and neglect the 800 million illiterate individuals around the world. Although there have been several attempts to develop systems that help illiterate people and try to reduce the digital gap between them and those who are literate, it is still challenging to find accessible systems for illiterate people. This research aims to reduce the digital gap between illiterate and literate people in Iraq through developing a mobile application for learning traffic signs. Firstly, a requirement elicitation study was conducted to explore a set of design considerations and build an accessible interface for illiterate people. The study resulted in several design principles, such as using voice instructions, focusing on graphic content, and using the local language. Then, the mobile application was developed based on these design principles. Finally, an evaluation study was conducted to measure the usability of the developed application. The results revealed that the built application is efficient and effective, and the users were extremely satisfied in several aspects, such as easy usage and learnability, and declared that they would use it in the future and recommend it to others.
{"title":"Design and implement a mobile-based system to teach traffic signs to illiterate people","authors":"Z. Alfayez","doi":"10.1515/icom-2022-0029","DOIUrl":"https://doi.org/10.1515/icom-2022-0029","url":null,"abstract":"Abstract Nowadays, most information and communication technologies target literate users and neglect the 800 million illiterate individuals around the world. Although there have been several attempts to develop systems that help illiterate people and try to reduce the digital gap between them and those who are literate, it is still challenging to find accessible systems for illiterate people. This research aims to reduce the digital gap between illiterate and literate people in Iraq through developing a mobile application for learning traffic signs. Firstly, a requirement elicitation study was conducted to explore a set of design considerations and build an accessible interface for illiterate people. The study resulted in several design principles, such as using voice instructions, focusing on graphic content, and using the local language. Then, the mobile application was developed based on these design principles. Finally, an evaluation study was conducted to measure the usability of the developed application. The results revealed that the built application is efficient and effective, and the users were extremely satisfied in several aspects, such as easy usage and learnability, and declared that they would use it in the future and recommend it to others.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"1 1","pages":"353 - 364"},"PeriodicalIF":0.0,"publicationDate":"2022-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83527533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Meeting friends to go shopping, visit a concert or do some sports together – all this and more is now “virtually” possible in the Metaverse. Currently, the creative industries have made the most of the potential of virtual worlds. But the metaverse has no limits. The newly created dynamics raise the question of the extent to which the manufacturing industry can benefit from the potential of these virtual worlds. So far, augmented reality (AR) has been recognized as being useful to the manufacturing industry. The combination of virtual reality (VR) and augmented reality (AR) now unleashes new opportunities for industrial companies. For example, by making a virtual inspection of unmanned facilities possible. A project which has been put into practice by the Entsorgungsverband Saar (EVS) in cooperation with the August-Wilhelm Scheer Institute.
和朋友一起去购物、听音乐会或做运动——所有这些以及更多的事情现在在虚拟世界“几乎”是可能的。目前,创意产业已经充分利用了虚拟世界的潜力。但元宇宙没有限制。新创造的动态提出了制造业能在多大程度上从这些虚拟世界的潜力中受益的问题。到目前为止,增强现实(AR)已被公认为对制造业有用。虚拟现实(VR)和增强现实(AR)的结合现在为工业企业带来了新的机遇。例如,通过对无人设施进行虚拟检查。该项目已由萨尔Entsorgungsverband Saar (EVS)与August-Wilhelm Scheer研究所合作实施。
{"title":"Industry goes metaverse – the fusion of real and virtual industrial worlds exemplified by the wastewater industry","authors":"Tomas Cerniauskas, Dirk Werth","doi":"10.1515/icom-2022-0032","DOIUrl":"https://doi.org/10.1515/icom-2022-0032","url":null,"abstract":"Abstract Meeting friends to go shopping, visit a concert or do some sports together – all this and more is now “virtually” possible in the Metaverse. Currently, the creative industries have made the most of the potential of virtual worlds. But the metaverse has no limits. The newly created dynamics raise the question of the extent to which the manufacturing industry can benefit from the potential of these virtual worlds. So far, augmented reality (AR) has been recognized as being useful to the manufacturing industry. The combination of virtual reality (VR) and augmented reality (AR) now unleashes new opportunities for industrial companies. For example, by making a virtual inspection of unmanned facilities possible. A project which has been put into practice by the Entsorgungsverband Saar (EVS) in cooperation with the August-Wilhelm Scheer Institute.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"29 1","pages":"325 - 329"},"PeriodicalIF":0.0,"publicationDate":"2022-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81697457","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Special Issue on Mobile and Wearable Interaction","authors":"M. Rohs, Florian Echtler","doi":"10.1515/icom-2022-0027","DOIUrl":"https://doi.org/10.1515/icom-2022-0027","url":null,"abstract":"","PeriodicalId":37105,"journal":{"name":"i-com","volume":"73 1","pages":"217 - 218"},"PeriodicalIF":0.0,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77534659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Felix Carros, Tobias Störzinger, Anne Wierling, Adrian Preussner, P. Tolmie
Abstract Research on Human-Robot Interaction is increasing as system become widely available and reached a level that enables smooth interactions. Yet, many research projects act in a silo mentality, in regard of participatory, ethical, or legal matters of social robotics. Knowledge about specific challenges is not universal and has often to be transferred from non-robotic contexts. We present findings in the three dimensions: participatory design, ethics for social robots and legal aspects. We accompanied eight research projects on social robots in real-world scenarios for three years. During that time, we spoke, observed, and helped (where possible) the research projects. This gave us specific insights into their work. Our findings work in three dimensions. In participatory design we observed that the trust relationship to users is essential to gain truthful insights and that a mixed method approach is promising. Regarding ethical aspects, we could see that ethical matters should be answered early on. And in the legal dimensions we noticed that the GDPR regulations are a challenge that often requires the help of experts. This work is reflecting on the observation of eight projects and is collecting lessons learned to help future projects and to learn from previous work.
{"title":"Ethical, Legal & Participatory Concerns in the Development of Human-Robot Interaction","authors":"Felix Carros, Tobias Störzinger, Anne Wierling, Adrian Preussner, P. Tolmie","doi":"10.1515/icom-2022-0025","DOIUrl":"https://doi.org/10.1515/icom-2022-0025","url":null,"abstract":"Abstract Research on Human-Robot Interaction is increasing as system become widely available and reached a level that enables smooth interactions. Yet, many research projects act in a silo mentality, in regard of participatory, ethical, or legal matters of social robotics. Knowledge about specific challenges is not universal and has often to be transferred from non-robotic contexts. We present findings in the three dimensions: participatory design, ethics for social robots and legal aspects. We accompanied eight research projects on social robots in real-world scenarios for three years. During that time, we spoke, observed, and helped (where possible) the research projects. This gave us specific insights into their work. Our findings work in three dimensions. In participatory design we observed that the trust relationship to users is essential to gain truthful insights and that a mixed method approach is promising. Regarding ethical aspects, we could see that ethical matters should be answered early on. And in the legal dimensions we noticed that the GDPR regulations are a challenge that often requires the help of experts. This work is reflecting on the observation of eight projects and is collecting lessons learned to help future projects and to learn from previous work.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"23 1","pages":"299 - 309"},"PeriodicalIF":0.0,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87942376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Urs Riedlinger, F. Klein, Marcos Hill, Christian Lambracht, Sonja Nieborowski, R. Holst, Sascha Bahlau, L. Oppermann
Abstract Bridge inspectors work for the safety of our infrastructure and mobility. In regular intervals, they conduct structural inspections – a manual task with a long-lasting and firmly normed analogue tradition. In our collaborative research project, we developed Mixed Reality (MR) and Virtual Reality (VR) prototypes to support that work digitally. We propose a mixed analogue and digital workflow using Building Information Modeling (BIM) data that can be ready-to-hand for bridge inspectors during their work on-site at a bridge. In this paper, we describe the system and the evaluation results of our final MR demonstrator at a autobahn-bridge in Germany. We identified a need for a digital MR tool to support the bridge inspection in-situ. In general, this matches with the trend to bring the computer-supported office-work out into the real world. However, there are also challenges to consider, like lacking BIM data for existing bridges and structures, appropriate user-interfaces in this new application domain, or the need to adopt norms and guidelines for public tender. We argue to consider a user-centered design approach for future developments to best profit from the bridge inspectors’, as well as the MR- and CSCW-researchers expertise, and ultimately increase the acceptance of the developed information systems.
{"title":"Evaluation of Mixed Reality Support for Bridge Inspectors Using BIM Data","authors":"Urs Riedlinger, F. Klein, Marcos Hill, Christian Lambracht, Sonja Nieborowski, R. Holst, Sascha Bahlau, L. Oppermann","doi":"10.1515/icom-2022-0019","DOIUrl":"https://doi.org/10.1515/icom-2022-0019","url":null,"abstract":"Abstract Bridge inspectors work for the safety of our infrastructure and mobility. In regular intervals, they conduct structural inspections – a manual task with a long-lasting and firmly normed analogue tradition. In our collaborative research project, we developed Mixed Reality (MR) and Virtual Reality (VR) prototypes to support that work digitally. We propose a mixed analogue and digital workflow using Building Information Modeling (BIM) data that can be ready-to-hand for bridge inspectors during their work on-site at a bridge. In this paper, we describe the system and the evaluation results of our final MR demonstrator at a autobahn-bridge in Germany. We identified a need for a digital MR tool to support the bridge inspection in-situ. In general, this matches with the trend to bring the computer-supported office-work out into the real world. However, there are also challenges to consider, like lacking BIM data for existing bridges and structures, appropriate user-interfaces in this new application domain, or the need to adopt norms and guidelines for public tender. We argue to consider a user-centered design approach for future developments to best profit from the bridge inspectors’, as well as the MR- and CSCW-researchers expertise, and ultimately increase the acceptance of the developed information systems.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"62 1","pages":"253 - 267"},"PeriodicalIF":0.0,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73829505","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Jelonek, Eileen Fiala, Thomas Herrmann, J. Teizer, Stephan Embers, M. König, Arno Mathis
Abstract The construction industry is one of the sectors with the highest accident rates. To prevent accidents, construction workers receive occupational safety training and safety instructions. However, experience-based learning of dangerous situations is hardly possible or justifiable in reality. Virtual reality (VR) simulations can be a potential solution in this regard by allowing workers to experience dangerous situations in a very vivid but safe way without being exposed to real hazards. In this study, a VR simulation for construction safety training was developed and tested with trainees that learn the safe operation of hand-operated power tools. In this particular case study, the objective for the participants in the VR simulation was to successfully consider all safety aspects in the operation of an angle grinder. The usability, user experience and implicit learning were investigated during the study. Additionally, we conducted post-play interviews with participants. Results found learning effects of participants as well as a satisfying user experience and usability. The results also show that participants might learn content as presented, risking the learning of false information if the simulation does not cover relevant safety aspects.
{"title":"Evaluating Virtual Reality Simulations for Construction Safety Training","authors":"M. Jelonek, Eileen Fiala, Thomas Herrmann, J. Teizer, Stephan Embers, M. König, Arno Mathis","doi":"10.1515/icom-2022-0006","DOIUrl":"https://doi.org/10.1515/icom-2022-0006","url":null,"abstract":"Abstract The construction industry is one of the sectors with the highest accident rates. To prevent accidents, construction workers receive occupational safety training and safety instructions. However, experience-based learning of dangerous situations is hardly possible or justifiable in reality. Virtual reality (VR) simulations can be a potential solution in this regard by allowing workers to experience dangerous situations in a very vivid but safe way without being exposed to real hazards. In this study, a VR simulation for construction safety training was developed and tested with trainees that learn the safe operation of hand-operated power tools. In this particular case study, the objective for the participants in the VR simulation was to successfully consider all safety aspects in the operation of an angle grinder. The usability, user experience and implicit learning were investigated during the study. Additionally, we conducted post-play interviews with participants. Results found learning effects of participants as well as a satisfying user experience and usability. The results also show that participants might learn content as presented, risking the learning of false information if the simulation does not cover relevant safety aspects.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"22 1","pages":"269 - 281"},"PeriodicalIF":0.0,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82643449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Henrik Mucha, Ana Correia de Barros, J. Benjamin, Christoph Benzmüller, A. Bischof, Sandra Buchmüller, Alexandra de Carvalho, Anna-Katharina Dhungel, Claude Draude, Marc-Julian Fleck, J. Jarke, Stefanie Klein, Caroline Kortekaas, Albrecht Kurze, Diane Linke, Franzisca Maas, Nicola Marsden, Ricardo Melo, Susan L. Michel, C. Müller-Birn, Monika Pröbster, Katja Antonia Rießenberger, M. Schäfer, Peter Sörries, Julia Stilke, Torben Volkmann, Anne Weibert, Wilhelm Weinhold, Sara Wolf, I. Zorn, Michael Heidt, Arne Berger
Abstract Participatory Design means recognizing that those who will be affected by a future technology should have an active say in its creation. Yet, despite continuous interest in involving people as future users and consumers into designing novel and innovative future technology, participatory approaches in technology design remain relatively underdeveloped in the German HCI community. This article brings together the diversity of voices, domains, perspectives, approaches, and methods that collectively shape Participatory Design in Germany. In the following, we (1) outline our understanding of participatory practice and how it is different from mere user involvement; (2) reflect current issues of participatory and fair technology design within the German Participatory Design community; and (3) discuss tensions relevant to the field, that we expect to arise in the future, and which we derived from our 2021 workshop through a speculative method. We contribute an introduction and an overview of current themes and a speculative outlook on future issues of Participatory Design in Germany. It is meant to inform, provoke, inspire and, ultimately, invite participation within the wider Computer Science community.
{"title":"Collaborative Speculations on Future Themes for Participatory Design in Germany","authors":"Henrik Mucha, Ana Correia de Barros, J. Benjamin, Christoph Benzmüller, A. Bischof, Sandra Buchmüller, Alexandra de Carvalho, Anna-Katharina Dhungel, Claude Draude, Marc-Julian Fleck, J. Jarke, Stefanie Klein, Caroline Kortekaas, Albrecht Kurze, Diane Linke, Franzisca Maas, Nicola Marsden, Ricardo Melo, Susan L. Michel, C. Müller-Birn, Monika Pröbster, Katja Antonia Rießenberger, M. Schäfer, Peter Sörries, Julia Stilke, Torben Volkmann, Anne Weibert, Wilhelm Weinhold, Sara Wolf, I. Zorn, Michael Heidt, Arne Berger","doi":"10.1515/icom-2021-0030","DOIUrl":"https://doi.org/10.1515/icom-2021-0030","url":null,"abstract":"Abstract Participatory Design means recognizing that those who will be affected by a future technology should have an active say in its creation. Yet, despite continuous interest in involving people as future users and consumers into designing novel and innovative future technology, participatory approaches in technology design remain relatively underdeveloped in the German HCI community. This article brings together the diversity of voices, domains, perspectives, approaches, and methods that collectively shape Participatory Design in Germany. In the following, we (1) outline our understanding of participatory practice and how it is different from mere user involvement; (2) reflect current issues of participatory and fair technology design within the German Participatory Design community; and (3) discuss tensions relevant to the field, that we expect to arise in the future, and which we derived from our 2021 workshop through a speculative method. We contribute an introduction and an overview of current themes and a speculative outlook on future issues of Participatory Design in Germany. It is meant to inform, provoke, inspire and, ultimately, invite participation within the wider Computer Science community.","PeriodicalId":37105,"journal":{"name":"i-com","volume":"42 1","pages":"283 - 298"},"PeriodicalIF":0.0,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74540373","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}