..
/ cps / home /
 

Rendezfood – Einsatz von sozialen, ortsbasierten und spielerischen Ansätzen für regionale Werbekonzepte im Verlagswesen

Rendezfood Logo
Laufzeit: 2019-2022

 

Förderung: EFRE-Förderung des Landes Nordrhein-Westfalen im Rahmen von CreateMedia.NRW

Ansprechpartner: Dr. Thomas LudwigPhilip WeberKevin Krings

Onlinemedien stellen Tageszeitungen vor die Herausforderung im Zuge sinkender Auflagenzahlen ihr Geschäftsmodell zu überdenken. Gleichzeitig bieten neue Medien auch neue Möglichkeiten die Reichweite von Verlagen und Herausgebern zu erhöhen. Gerade für das zentrale Werbungs- und Anzeigengeschäft ist dies von enormer Bedeutung und erfordert die Transformation vom monomedialen Informationsdienst zum multimedialen, digitalen Leistungsanbieter. Mit „Rendezfood“ soll eben diese Transformation ermöglicht werden. Für den exemplarischen Bereich der Gastronomen (bzw. des Einzelhandels) wird eine Plattform entwickelt, die neue Konzepte für Marketingmaßnahmen ermöglicht. Dabei soll durch sogenannte „Game Mechanics“, also dem Einsatz von spielerischen Konzepten in nicht-spielerischen Kontexten, die Bindung des Kunden intensiviert werden. Hierzu werden vor allem ortsbasierte Dienste entwickelt, die eine bessere, situative Anpassung und Informationsbereitstellung erlauben. Die Schnittstelle zum Kunden beruht auf innovativen Interaktionskonzepten wie Dating-basierten Chatbots. Die Personifizierung der beworbenen Produkte erhalten dadurch spezifische Charaktereigenschaften (bspw. ein „launischer Burger“), wodurch der Kunde auf wesentlich emotionalere Art und Weise angesprochen werden kann. Die Realisierung der Plattform als White-Label Lösung erlaubt dabei kleineren, regionalen Tageszeitungen den Einstieg in den digitalen Transformationsprozess des Anzeigen- und Werbemarktes. Weitere Informationen unter http://rendezfood.de

 

Publikationen

2023


  • Weber, P., Ludwig, T. & Michel, L. K. (2023)The role of technology use in food practices during the COVID-19 pandemic

    IN International Journal of Gastronomy and Food Science, Pages: 100687 doi:10.1016/j.ijgfs.2023.100687
    [BibTeX] [Abstract] [Download PDF]
    Over the last three years, COVID-19, with its lockdowns, social restrictions, and work from home structures, had a significant influence on our daily lives. The resulting changes in technology practices are likely to be explored in the years ahead. We will contribute to this exploration by looking specifically at the impact of COVID-19 on everyday food practices and the role of involved technology. To explore food practices and technology use, we conducted a qualitative interview study with 16 interviewees and delved into the underlying influencing factors behind them. Thereby we can better understand potential behavioral changes and technology usage by people to design not only for future pandemics and exceptional situations but to also for non-pandemic times.
    @article{weber_role_2023,
    title = {The role of technology use in food practices during the {COVID}-19 pandemic},
    issn = {1878-450X},
    url = {https://www.sciencedirect.com/science/article/pii/S1878450X2300029X},
    doi = {10.1016/j.ijgfs.2023.100687},
    abstract = {Over the last three years, COVID-19, with its lockdowns, social restrictions, and work from home structures, had a significant influence on our daily lives. The resulting changes in technology practices are likely to be explored in the years ahead. We will contribute to this exploration by looking specifically at the impact of COVID-19 on everyday food practices and the role of involved technology. To explore food practices and technology use, we conducted a qualitative interview study with 16 interviewees and delved into the underlying influencing factors behind them. Thereby we can better understand potential behavioral changes and technology usage by people to design not only for future pandemics and exceptional situations but to also for non-pandemic times.},
    language = {en},
    urldate = {2023-02-21},
    journal = {International Journal of Gastronomy and Food Science},
    author = {Weber, Philip and Ludwig, Thomas and Michel, Lea Katharina},
    month = feb,
    year = {2023},
    keywords = {Pandemic, rendezfood, And phrases: human-food interaction, COVID-19, Food practices, Media use, Technology use},
    pages = {100687},
    }

2022


  • Krings, K., Weber, P., Jasche, F. & Ludwig, T. (2022)FADER: An Authoring Tool for Creating Augmented Reality-Based Avatars from an End-User Perspective

    IN Mensch und Computer 2022 – Tagungsband doi:10.1145/3543758.3543778
    [BibTeX] [Abstract] [Download PDF]
    Although augmented reality (AR) is becoming more common in our society, there are few specialized end-user tools for appropriate AR content creation. Most tools are focused on creating entire 3D applications or require extensive knowledge in programming and 3D modeling. With reference to End-User Development (EUD), we present a design case study for an end-user-friendly authoring tool that allows domain experts to create individual AR avatars in the field of Human-Food Interaction. After reviewing current approaches and design guidelines, we designed and implemented FADER, a web-based tool for creating AR-based food avatars. Our evaluation shows that playful design fosters immersion, and that abstract placeholders and highly simplified controls empower non-developers to create AR content. Our study contributes to a better understanding of end-user needs and practices during the AR creation process and informs the design of future AR authoring tools.
    @article{krings_fader_2022,
    title = {{FADER}: {An} {Authoring} {Tool} for {Creating} {Augmented} {Reality}-{Based} {Avatars} from an {End}-{User} {Perspective}},
    shorttitle = {{FADER}},
    url = {http://dl.gi.de/handle/20.500.12116/39249},
    doi = {10.1145/3543758.3543778},
    abstract = {Although augmented reality (AR) is becoming more common in our society, there are few specialized end-user tools for appropriate AR content creation. Most tools are focused on creating entire 3D applications or require extensive knowledge in programming and 3D modeling. With reference to End-User Development (EUD), we present a design case study for an end-user-friendly authoring tool that allows domain experts to create individual AR avatars in the field of Human-Food Interaction. After reviewing current approaches and design guidelines, we designed and implemented FADER, a web-based tool for creating AR-based food avatars. Our evaluation shows that playful design fosters immersion, and that abstract placeholders and highly simplified controls empower non-developers to create AR content. Our study contributes to a better understanding of end-user needs and practices during the AR creation process and informs the design of future AR authoring tools.},
    language = {en},
    urldate = {2022-09-12},
    journal = {Mensch und Computer 2022 - Tagungsband},
    author = {Krings, Kevin and Weber, Philip and Jasche, Florian and Ludwig, Thomas},
    month = sep,
    year = {2022},
    note = {Accepted: 2022-08-31T09:43:01Z
    Publisher: ACM},
    keywords = {rendezfood},
    }

  • Weber, P., Grönewald, L. & Ludwig, T. (2022)Reflection on the Octalysis framework as a design and evaluation tool

    6th International GamiFIN Conference 2022 (GamiFIN 2022). Tampere, Finland, Pages: 75–84
    [BibTeX] [Abstract]
    The Octalysis framework is a gamification framework used for the design and evaluation of “human-focused” systems. Although several practitioners have applied it within their daily work, only a few academic articles have reflected on its applicability. With this study, we present how and where the framework is currently applied based on a large-scale literature study and reflect on the potentials and obstacles of using it within a Human Computer Interaction (HCI) master’s class. Our empirical findings show that the use of the Octalysis framework is often simplified and can also be overwhelming. The results further reveal that the framework itself can be helpful in the creation and evaluation of concepts, especially when extensive user research is not possible (e.g., due to time constraints). We contribute to the field of gamification by critically reflecting on the use of the Octalysis framework.
    @inproceedings{weber_reflection_2022,
    address = {Tampere, Finland},
    title = {Reflection on the {Octalysis} framework as a design and evaluation tool},
    abstract = {The Octalysis framework is a gamification framework used for the design and evaluation of
    “human-focused” systems. Although several practitioners have applied it within their daily
    work, only a few academic articles have reflected on its applicability. With this study, we
    present how and where the framework is currently applied based on a large-scale literature
    study and reflect on the potentials and obstacles of using it within a Human Computer
    Interaction (HCI) master’s class. Our empirical findings show that the use of the Octalysis
    framework is often simplified and can also be overwhelming. The results further reveal that the
    framework itself can be helpful in the creation and evaluation of concepts, especially when
    extensive user research is not possible (e.g., due to time constraints). We contribute to the field
    of gamification by critically reflecting on the use of the Octalysis framework.},
    booktitle = {6th {International} {GamiFIN} {Conference} 2022 ({GamiFIN} 2022)},
    author = {Weber, Philip and Grönewald, Laura and Ludwig, Thomas},
    month = apr,
    year = {2022},
    keywords = {rendezfood},
    pages = {75--84},
    }

2021


  • Weber, P., Krings, K., Nießner, J., Brodesser, S. & Ludwig, T. (2021)FoodChattAR: Exploring the Design Space of Edible Virtual Agents for Human-Food Interaction

    Designing Interactive Systems Conference 2021. New York, NY, USA, Publisher: Association for Computing Machinery, Pages: 638–650 doi:10.1145/3461778.3461998
    [BibTeX] [Abstract] [Download PDF]
    There has been recent criticism from researchers towards simple replication of traditional role models in the design of virtual agents and robots, and a call for new forms of interaction and communication with technology. By exploring the field of Human-Food interaction (HFI) – a sub-area of Human-Computer Interaction (HCI) which aims to investigate the diversity of ways people interact with food – we therefore specifically examine the design space of edible anthropomorphic virtual agents (EAVAs). To understand human-to-food interactive communication, we conducted an interview study with 19 participants, followed by a co-design workshop on the design of conversational agents for personified food. Based on the results, we implemented a prototype called FoodChattAR that employs augmented reality and chatbots to interact and communicate with food. Our evaluation with 21 participants shows that FoodChattAR turns eating into fun, while at the same time the food conveys relevant societal facts about itself. We contribute to the field of HCI by introducing EAVAs as a novel human-to-food interaction.
    @inproceedings{weber_foodchattar_2021,
    address = {New York, NY, USA},
    series = {{DIS} '21},
    title = {{FoodChattAR}: {Exploring} the {Design} {Space} of {Edible} {Virtual} {Agents} for {Human}-{Food} {Interaction}},
    isbn = {978-1-4503-8476-6},
    shorttitle = {{FoodChattAR}},
    url = {https://doi.org/10.1145/3461778.3461998},
    doi = {10.1145/3461778.3461998},
    abstract = {There has been recent criticism from researchers towards simple replication of traditional role models in the design of virtual agents and robots, and a call for new forms of interaction and communication with technology. By exploring the field of Human-Food interaction (HFI) – a sub-area of Human-Computer Interaction (HCI) which aims to investigate the diversity of ways people interact with food – we therefore specifically examine the design space of edible anthropomorphic virtual agents (EAVAs). To understand human-to-food interactive communication, we conducted an interview study with 19 participants, followed by a co-design workshop on the design of conversational agents for personified food. Based on the results, we implemented a prototype called FoodChattAR that employs augmented reality and chatbots to interact and communicate with food. Our evaluation with 21 participants shows that FoodChattAR turns eating into fun, while at the same time the food conveys relevant societal facts about itself. We contribute to the field of HCI by introducing EAVAs as a novel human-to-food interaction.},
    urldate = {2021-07-05},
    booktitle = {Designing {Interactive} {Systems} {Conference} 2021},
    publisher = {Association for Computing Machinery},
    author = {Weber, Philip and Krings, Kevin and Nießner, Julia and Brodesser, Sabrina and Ludwig, Thomas},
    month = jun,
    year = {2021},
    keywords = {Human-Food Interaction, rendezfood, Conversational Agents, Anthropomorphism, Augmented Food, Edible Anthropomorphic Virtual Agents, Virtual Agents},
    pages = {638--650},
    }

  • Weber, P., Ludwig, T., Brodessen, S. & Grönewald, L. (2021)“It’s a kind of art!”: Understanding Food Influencers as Influential Content Creators

    CHI ’21: The ACM CHI Conference on Human Factors in Computing Systems. Yokohama, Japan, Publisher: ACM, New York, NY, USA, Pages: 1–14 doi:10.1145/3411764.3445607
    [BibTeX] [Download PDF]
    @inproceedings{weber_its_2021,
    address = {Yokohama, Japan},
    title = {"{It}'s a kind of art!": {Understanding} {Food} {Influencers} as {Influential} {Content} {Creators}},
    url = {https://dl.acm.org/doi/pdf/10.1145/3411764.3445607},
    doi = {10.1145/3411764.3445607},
    booktitle = {{CHI} '21: {The} {ACM} {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},
    publisher = {ACM, New York, NY, USA},
    author = {Weber, Philip and Ludwig, Thomas and Brodessen, Sabrina and Grönewald, Laura},
    month = may,
    year = {2021},
    keywords = {a-paper, rendezfood},
    pages = {1--14},
    }

2020


  • Weber, P., Engelbutzeder, P. & Ludwig, T. (2020)“Always on the Table”: Revealing Smartphone Usages in everyday Eating Out Situations

    Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society. New York, NY, USA, Publisher: Association for Computing Machinery, Pages: 1–13 doi:10.1145/3419249.3420150
    [BibTeX] [Abstract] [Download PDF]
    Research on food practices and technology use is becoming more common, albeit with a constant technological determinism with respect to the support of individual practices. Nevertheless, there are only a few empirical studies that outline the use of current technologies within eating contexts. We therefore conducted an empirical study on the practice of eating out and the use of mobile technologies before, during, and after eating. Our investigation consists of a qualitative interview study (n=29) complemented by a large observational study (n=458) within several restaurant settings. Our results indicate a strong reluctance to use technology while eating and highlights several design spaces focusing on before and after the actual eating. Within our paper, we uncover a strong relationship between smartphone use and the social settings in which the interaction takes place. We contribute to the emerging research field of Human-Food Interaction by outlining design spaces for supporting practices around food consumption when eating out.
    @inproceedings{weber_always_2020,
    address = {New York, NY, USA},
    series = {{NordiCHI} '20},
    title = {"{Always} on the {Table}": {Revealing} {Smartphone} {Usages} in everyday {Eating} {Out} {Situations}},
    isbn = {978-1-4503-7579-5},
    shorttitle = {\&\#x201c;{Always} on the {Table}\&\#x201d;},
    url = {https://doi.org/10.1145/3419249.3420150},
    doi = {10.1145/3419249.3420150},
    abstract = {Research on food practices and technology use is becoming more common, albeit with a constant technological determinism with respect to the support of individual practices. Nevertheless, there are only a few empirical studies that outline the use of current technologies within eating contexts. We therefore conducted an empirical study on the practice of eating out and the use of mobile technologies before, during, and after eating. Our investigation consists of a qualitative interview study (n=29) complemented by a large observational study (n=458) within several restaurant settings. Our results indicate a strong reluctance to use technology while eating and highlights several design spaces focusing on before and after the actual eating. Within our paper, we uncover a strong relationship between smartphone use and the social settings in which the interaction takes place. We contribute to the emerging research field of Human-Food Interaction by outlining design spaces for supporting practices around food consumption when eating out.},
    urldate = {2021-04-16},
    booktitle = {Proceedings of the 11th {Nordic} {Conference} on {Human}-{Computer} {Interaction}: {Shaping} {Experiences}, {Shaping} {Society}},
    publisher = {Association for Computing Machinery},
    author = {Weber, Philip and Engelbutzeder, Philip and Ludwig, Thomas},
    month = oct,
    year = {2020},
    keywords = {Human-Food Interaction, Empirical Study, Eating Out, rendezfood, Smartphone Usage},
    pages = {1--13},
    }

  • Weber, P. & Ludwig, T. (2020)(Non-)Interacting with conversational agents: perceptions and motivations of using chatbots and voice assistants

    MuC ’20: Proceedings of the Conference on Mensch und Computer. Magdeburg doi:10.1145/3404983.3405513
    [BibTeX] [Download PDF]
    @inproceedings{weber_non-interacting_2020,
    address = {Magdeburg},
    title = {({Non}-){Interacting} with conversational agents: perceptions and motivations of using chatbots and voice assistants},
    url = {https://dl.acm.org/doi/10.1145/3404983.3405513},
    doi = {10.1145/3404983.3405513},
    booktitle = {{MuC} '20: {Proceedings} of the {Conference} on {Mensch} und {Computer}},
    author = {Weber, Philip and Ludwig, Thomas},
    month = sep,
    year = {2020},
    keywords = {rendezfood},
    }