Philip Weber
E-Mail: philip.weber(at)uni-siegen.de
Raum: US-D 116 (Ludwig-Wittgenstein-Haus, Campus Unteres Schloss)
Telefon: +49 (0) 271 / 740 4283
Sprechstunde (Montags): hier buchbar
Twitter: @PhilipWeber42
Researchgate: Philip Weber
Vita
Philip Weber studierte an der Hochschule Bonn-Rhein-Sieg den Bachelorstudiengang Wirtschaftsinformatik. Nach seinem Abschluss 2016 wechselte er zur Universität Siegen, um dort den Masterstudiengang der Human Computer Interaction zu belegen und 2019 erfolgreich abzuschließen.
Seit April 2019 ist Philip Weber wissenschaftlicher Mitarbeiter und Doktorand am Lehrstuhl für Cyber-Physische Systeme.
Zunächst war er an dem EFRE/EU-geförderten Forschungsprojektes Rendezfood beteiligt, in dem soziale, ortsbasierte und spielerische Ansätze für die Gastronomie entwickelt wurden. Sein aktueller Aufgabenschwerpunkt liegt in der Umsetzung des Forschungsprojektes RegioQuest mit dem Ziel die Sichtbarkeit von Ausbildungsplätzen und Jobmöglichkeiten durch den Einsatz von spielerischen und standortbasierten Ansätzen zu verbessern.
Zu seinen primären Forschungsinteressen zählen die Human-Food Interaction, Conversational Agents und Gamification.
Publikationen
2024
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Weber, P., Schneider, T., Linz, B. & Ludwig, T. (2024)Too Hidden for Research? – The Quest to Understand the Potential of Hidden Game Mechanics for Gamification Research
, Publisher: Gesellschaft für Informatik e.V., Pages: 10.18420/muc2024
[BibTeX] [Abstract] [Download PDF]Although the academic discourse on gamification repeatedly emphasizes the need to explore design elements beyond points, badges, and leaderboards, much of the research in recent years has continued to focus on popular gamification design elements. As an important contribution to expanding the research field, we consider the investigation of less visible or “hidden” game mechanics to be particularly relevant. In particular, we are interested in making the unknown or “magic source” – often invisible to (ordinary) players – more understandable to gamification designers and researchers. In this paper, we define Hidden Game Mechanics (HGMs), distinguish them from related concepts such as “Advanced Game Mechanics”, and situate them within existing gamification and game design terminology. Based on this, we propose a first iteration of a framework for understanding HGMs. This aims to improve the understanding of the effects and uses of HGMs. In addition, we present further steps for research and potential applications of HGMs in gamification design. Our work demonstrates the diverse potential of HGMs and highlights the significant research gap in this area.
@inproceedings{weber_too_2024, title = {Too {Hidden} for {Research}? - {The} {Quest} to {Understand} the {Potential} of {Hidden} {Game} {Mechanics} for {Gamification} {Research}}, shorttitle = {Too {Hidden} for {Research}?}, url = {https://dl.gi.de/handle/20.500.12116/44299}, abstract = {Although the academic discourse on gamification repeatedly emphasizes the need to explore design elements beyond points, badges, and leaderboards, much of the research in recent years has continued to focus on popular gamification design elements. As an important contribution to expanding the research field, we consider the investigation of less visible or “hidden” game mechanics to be particularly relevant. In particular, we are interested in making the unknown or “magic source” - often invisible to (ordinary) players - more understandable to gamification designers and researchers. In this paper, we define Hidden Game Mechanics (HGMs), distinguish them from related concepts such as “Advanced Game Mechanics”, and situate them within existing gamification and game design terminology. Based on this, we propose a first iteration of a framework for understanding HGMs. This aims to improve the understanding of the effects and uses of HGMs. In addition, we present further steps for research and potential applications of HGMs in gamification design. Our work demonstrates the diverse potential of HGMs and highlights the significant research gap in this area.}, language = {en}, urldate = {2024-08-26}, publisher = {Gesellschaft für Informatik e.V.}, author = {Weber, Philip and Schneider, Torsten and Linz, Bejamin and Ludwig, Thomas}, year = {2024}, pages = {10.18420/muc2024}, }
2023
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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}, }
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Weber, P., Michel, L. K., Koschorreck, L. & Ludwig, T. (2023)Voice Messages Reimagined: Exploring the Design Space of Current Voice Messaging Interfaces
Proceedings of Mensch und Computer 2023. New York, NY, USA, Publisher: Association for Computing Machinery, Pages: 336–340 doi:10.1145/3603555.3608562
[BibTeX] [Abstract] [Download PDF]The acceptance and use of voice messaging for interpersonal communication has grown significantly in recent years. The aim of this paper is to empirically investigate this kind of voice messaging and to explore the design space for richer voice-based interaction experiences. We therefore conducted a focus group to identify the current advantages and disadvantages of six instant messenger platforms. Based on the identified requirements we derived a click prototype, which was then evaluated. Our study identified four design dimensions for improving voice messaging interfaces, such as improving the efficiency of information retrieval, increasing control over the recording process, optimizing design for privacy and intimacy, and improving usability, accessibility, and personalization.
@inproceedings{weber_voice_2023, address = {New York, NY, USA}, series = {{MuC} '23}, title = {Voice {Messages} {Reimagined}: {Exploring} the {Design} {Space} of {Current} {Voice} {Messaging} {Interfaces}}, isbn = {9798400707711}, shorttitle = {Voice {Messages} {Reimagined}}, url = {https://dl.acm.org/doi/10.1145/3603555.3608562}, doi = {10.1145/3603555.3608562}, abstract = {The acceptance and use of voice messaging for interpersonal communication has grown significantly in recent years. The aim of this paper is to empirically investigate this kind of voice messaging and to explore the design space for richer voice-based interaction experiences. We therefore conducted a focus group to identify the current advantages and disadvantages of six instant messenger platforms. Based on the identified requirements we derived a click prototype, which was then evaluated. Our study identified four design dimensions for improving voice messaging interfaces, such as improving the efficiency of information retrieval, increasing control over the recording process, optimizing design for privacy and intimacy, and improving usability, accessibility, and personalization.}, urldate = {2023-09-04}, booktitle = {Proceedings of {Mensch} und {Computer} 2023}, publisher = {Association for Computing Machinery}, author = {Weber, Philip and Michel, Lea Katharina and Koschorreck, Lena and Ludwig, Thomas}, month = sep, year = {2023}, pages = {336--340}, }
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Weber, P., Mahmood, F., Ahmadi, M., Von Jan, V., Ludwig, T. & Wieching, R. (2023)Fridolin: participatory design and evaluation of a nutrition chatbot for older adults
IN i-com, Vol. 22, Pages: 33–51 doi:10.1515/icom-2022-0042
[BibTeX] [Abstract] [Download PDF]Abstract In recent years, emerging approaches to chatbot-guided food coaching and dietary management, while innovative and promising in nature, have often lacked long-term studies. Therefore, with this work, we pursued a participatory approach within a design case study to the co-design and development of a nutrition chatbot for elderly people. Overall, 15 participants were directly involved in the study, of which 12 participated in the initial co-design phase, seven in the first real-world evaluation study over four weeks, and three in the second evaluation study over seven weeks. We contribute to the fields of Human-Computer Interaction by showing how the long-term use of such a chatbot in the area of nutrition looks like, which design implications arise for the development of nutrition chatbots, and how a participatory design approach can be realized to design, evaluate and develop nutrition chatbots.
@article{weber_fridolin_2023, title = {Fridolin: participatory design and evaluation of a nutrition chatbot for older adults}, volume = {22}, copyright = {http://creativecommons.org/licenses/by/4.0}, issn = {2196-6826}, shorttitle = {Fridolin}, url = {https://www.degruyter.com/document/doi/10.1515/icom-2022-0042/html}, doi = {10.1515/icom-2022-0042}, abstract = {Abstract In recent years, emerging approaches to chatbot-guided food coaching and dietary management, while innovative and promising in nature, have often lacked long-term studies. Therefore, with this work, we pursued a participatory approach within a design case study to the co-design and development of a nutrition chatbot for elderly people. Overall, 15 participants were directly involved in the study, of which 12 participated in the initial co-design phase, seven in the first real-world evaluation study over four weeks, and three in the second evaluation study over seven weeks. We contribute to the fields of Human-Computer Interaction by showing how the long-term use of such a chatbot in the area of nutrition looks like, which design implications arise for the development of nutrition chatbots, and how a participatory design approach can be realized to design, evaluate and develop nutrition chatbots.}, language = {en}, number = {1}, urldate = {2024-06-12}, journal = {i-com}, author = {Weber, Philip and Mahmood, Faisal and Ahmadi, Michael and Von Jan, Vanessa and Ludwig, Thomas and Wieching, Rainer}, month = apr, year = {2023}, pages = {33--51}, }
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Ludwig, T., Weber, P., Maedche, A. & Riener, A. (2023)Special issue on “conversational agents” – Editorial
IN i-com doi:10.1515/icom-2023-0010
[BibTeX] [Abstract] [Download PDF]Der Artikel Special issue on “conversational agents” – Editorial wurde am 16. März 2023 in der Zeitschrift i-com (Band 0, Heft 0) veröffentlicht.
@article{ludwig_special_2023, title = {Special issue on “conversational agents” – {Editorial}}, issn = {2196-6826}, url = {https://www.degruyter.com/document/doi/10.1515/icom-2023-0010/html}, doi = {10.1515/icom-2023-0010}, abstract = {Der Artikel Special issue on “conversational agents” – Editorial wurde am 16. März 2023 in der Zeitschrift i-com (Band 0, Heft 0) veröffentlicht.}, language = {en}, urldate = {2023-03-21}, journal = {i-com}, author = {Ludwig, Thomas and Weber, Philip and Maedche, Alexander and Riener, Andreas}, month = mar, year = {2023}, note = {Publisher: Oldenbourg Wissenschaftsverlag}, }
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Jasche, F., Weber, P., Liu, S. & Ludwig, T. (2023)PrintAssist—a conversational human-machine interface for 3D printers
IN i-com doi:10.1515/icom-2022-0045
[BibTeX] [Abstract] [Download PDF]3D printers are no longer found only in industry, universities or makerspaces but now are increasingly used in domestic settings. Personal fabrication will increase in the coming years, and 3D printing will play an important role in this process. Due to technology and price development, 3D printers are becoming established among casual users at home. However, there are still many hurdles in the use of 3D printers that interfere with their appropriation in everyday life. In this paper, we investigate how chatbots can overcome these hurdles and support onboarding to 3D printing. Furthermore, we explore how chatbots can be used as a human–machine interface and facilitate interaction with 3D printers for both novice and expert users. In a research-through-design approach, we have created a fully functional chatbot that introduces users to 3D printing and helps them perform typical tasks when operating 3D printers.
@article{jasche_printassistconversational_2023, title = {{PrintAssist}—a conversational human-machine interface for {3D} printers}, issn = {2196-6826}, url = {https://www.degruyter.com/document/doi/10.1515/icom-2022-0045/html}, doi = {10.1515/icom-2022-0045}, abstract = {3D printers are no longer found only in industry, universities or makerspaces but now are increasingly used in domestic settings. Personal fabrication will increase in the coming years, and 3D printing will play an important role in this process. Due to technology and price development, 3D printers are becoming established among casual users at home. However, there are still many hurdles in the use of 3D printers that interfere with their appropriation in everyday life. In this paper, we investigate how chatbots can overcome these hurdles and support onboarding to 3D printing. Furthermore, we explore how chatbots can be used as a human–machine interface and facilitate interaction with 3D printers for both novice and expert users. In a research-through-design approach, we have created a fully functional chatbot that introduces users to 3D printing and helps them perform typical tasks when operating 3D printers.}, language = {en}, urldate = {2023-03-21}, journal = {i-com}, author = {Jasche, Florian and Weber, Philip and Liu, Shi and Ludwig, Thomas}, month = mar, year = {2023}, note = {Publisher: Oldenbourg Wissenschaftsverlag}, keywords = {3D printing, chatbot, conversational interface, human–machine interface, onboarding}, }
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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
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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}, }
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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
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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}, }
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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
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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}, }
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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}, }