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Diana Grüger

Diana
E-Mail: Diana.Grueger(at)uni-siegen.de

Raum: US-D 119 (Ludwig-Wittgenstein-Haus, Campus Unteres Schloss)

Telefon: +49 (0) 271 740-5163

Sprechstunde: Nach Vereinbarung

Bei Interesse an XR (Augmented Reality und Virtual Reality) ist eine Betreuung für Seminar-, Projekt- und Abschlussarbeiten u.ä. möglich. Aktuell werden folgende Themen angeboten: Präsentationstraining, Werkstoffprüfung und Textbearbeitung.

Vita

Diana Grüger begann ihre berufliche Laufbahn mit Ausbildung und langjähriger Arbeit in Bibliotheken der Max-Planck-Institute und der TU Berlin. Parallel dazu absolvierte sie ein Bachelor-Studium in Wirtschaftspsychologie. Später setzte sie ihr Studium mit einem Master in Human-Computer-Interaction an der Universität Siegen fort und arbeitete währenddessen bereits als studentische Hilfskraft im Projekt BIMPUT der Uni Siegen.

Ihre Masterarbeit widmete sich der Entwicklung einer AR-App für Handwerksauszubildende, was ihre Forschungsinteressen im Bereich Augmented Reality (AR) unterstreicht. Aktuell konzentriert sich ihre Forschung auf XR, AR, VR und MR, insbesondere deren Anwendung in der Arbeitswelt zur Prozessoptimierung und Arbeitserleichterung. Ebenfalls interessiert sie sich für Gamification und Serious Games.

Ihr derzeitiges Projekt, “Fusion“, konzentriert sich auf die Nutzung von AR, um qualifizierten Fachkräften in spezialisierten Maschinenparks zu unterstützen.

Publikationen

2023


  • Grüger, D., Weiblen, J., Weber, P. & Ludwig, T. (2023)How Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustainable Food Apps

    IN Proceedings of the ACM on Human-Computer Interaction, Vol. 7, Pages: 409:919–409:947 doi:10.1145/3611055
    [BibTeX] [Abstract] [Download PDF]

    A large number of mobile apps support the sustainable use of food. These apps often use playful elements to enhance the user experience and promote their long-term use. However, we know little about which conceptual aspects of gamification and which gamified elements are actually used in the context of sustainable food apps. Therefore, in this paper, we analyse 76 mobile apps from the Google Play Store found with the term ‘sustainable food’ of which we analyse 27 apps in detail using the Gameful Design Heuristics. Our analysis uncovers a low average heuristics score and an unbalanced usage of subheuristics and heuristic categories. Additionally, gamification is unevenly distributed among food themes and sustainability categories. This study’s results contribute to the research on commercial gamified apps related to sustainability and food. Thus, this paper contributes to gamification design by identifying design opportunities that serve as interesting starting points for future work.

    @article{gruger_how_2023,
    title = {How {Gamified} {Are} {Sustainable} {Food} {Apps}? {Applying} the {Gameful} {Design} {Heuristics} to {Evaluate} {Sustainable} {Food} {Apps}},
    volume = {7},
    shorttitle = {How {Gamified} {Are} {Sustainable} {Food} {Apps}?},
    url = {https://dl.acm.org/doi/10.1145/3611055},
    doi = {10.1145/3611055},
    abstract = {A large number of mobile apps support the sustainable use of food. These apps often use playful elements to enhance the user experience and promote their long-term use. However, we know little about which conceptual aspects of gamification and which gamified elements are actually used in the context of sustainable food apps. Therefore, in this paper, we analyse 76 mobile apps from the Google Play Store found with the term ‘sustainable food’ of which we analyse 27 apps in detail using the Gameful Design Heuristics. Our analysis uncovers a low average heuristics score and an unbalanced usage of subheuristics and heuristic categories. Additionally, gamification is unevenly distributed among food themes and sustainability categories. This study’s results contribute to the research on commercial gamified apps related to sustainability and food. Thus, this paper contributes to gamification design by identifying design opportunities that serve as interesting starting points for future work.},
    number = {CHI PLAY},
    urldate = {2023-10-12},
    journal = {Proceedings of the ACM on Human-Computer Interaction},
    author = {Grüger, Diana and Weiblen, Julian and Weber, Philip and Ludwig, Thomas},
    month = oct,
    year = {2023},
    keywords = {Sustainability, Gamification, Google Play Store, Human-Food Interaction, Motivational Design},
    pages = {409:919--409:947},
    }