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Diana Grüger

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

Room: US-D 119

Phone: +49 (0) 271 740-5163

Consultation Hours: On Appointment

If you are interested in XR (augmented reality and virtual reality), supervision for seminar papers, project work and final theses etc. is possible. The following topics are currently offered: Presentation training, materials testing and text editing.

Vita

Diana Grüger began her professional career with an apprenticeship and many years of work in libraries at the Max Planck Institutes and the TU Berlin. Alongside this, she completed a Bachelor’s degree in Business Psychology. She then continued her studies with a Master’s degree in Human-Computer Interaction at the University of Siegen, during which time she worked as a student assistant on the BIMPUT project at the University of Siegen.

Her master’s thesis was dedicated to the development of an AR app for trades apprentices, which emphasises her research interests in the field of augmented reality (AR). Her current research focuses on XR, AR, VR and MR, in particular their application in the world of work to optimise processes and make work easier. She is also interested in gamification and serious games.

Her current project, “Fusion“, focuses on the use of AR to support skilled workers in specialised machine parks.

Publications

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},
    }