Sarah Diefenbach is professor for market and consumer psychology at the Ludwig-Maximilians-University Munich. Her research focuses on the design and evaluation of interactive technology with a special attention to emotional experience and psychological needs.
Andreas Kapsner’s work in philosophy spans the field from theoretical to practical philosophy. He holds a PhD in cognitive science and works at the psychology department of the LMU Munich. Also, he is co-founder of nifu.tv, a collective of interactive media artists and scientists dedicated to the joint exploration of complex ideas (www.nifu.tv).
Matthias Laschke is a postdoctoral researcher in Prof. Dr. Marc Hassenzahl’s workgroup at Folkwang University of the Arts, Germany. He focuses on the design and aesthetics of transformational objects (“pleasurable troublemakers”) and persuasive technologies addressing diverse topics such as sustainability, procrastination, willpower, adherence, and driver concentration in traffic.
Jasmin Niess is a researcher in Prof. Dr. Sarah Diefenbach’s workgroup at Ludwig-Maximilians-University Munich, Germany. Her research focuses on interactive technologies for self-improvement, in particular on the implementation of psychological knowledge within these products, in order to improve the User’s Experience.
Daniel UIllrich is researcher in the institute of informatics at Ludwig-Maximilians-University Munich. His research focuses on the interaction with and influence of robots in the field of human-robot-interaction, in particular robot personality and application of social psychological mechanisms.
Laschke, M., Diefenbach, S., & Hassenzahl, M. (2015). “Annoying, but in a nice way”: An inquiry into the experience of frictional feedback. International Journal of Design, 9(2), 129–140.
Laschke, M., Diefenbach, S., Schneider, T. & Hassenzahl, M. (2014). Keymoment: Initiating Behavior Change through Friendly Friction. In Proceedings of the NordiCHI 2014 Nordic Conference on Human-Computer Interaction (pp. 853–858). New York: ACM Press.
Morozov, E. (2013). To Save Everything, Click Here: The Folly of Technological Solutionism. Philadelphia, PA: Publicaffairs.
Niess, J. & Diefenbach, S. (2016). Communication Styles of Interactive Tools for Self-Improvement. Psychology of Well-being, 6(3), 1–15.
Nisbett, R. E. (2015). Mindware: Tools for Smart Thinking. Macmillan.
Sunstein, C. (2013). The storrs lectures: behavioral economics and paternalism. Yale Law Journal 122, 1826–1899.
Stibe, A. (2016). Persuasive Cities: Health Behavior Change at Scale. In A. Meschtscherjakov, B. De Ruyter, V. Fuchsberger, M. Murer & M. Tscheligi (Eds.). Persuasive Technology 2016 Adjunct Proceedings (pp. 42–45). Salzburg: Center for Human-Computer Interaction, University of Salzburg.
Thaler, R., and C. Sunstein (2008). Nudge: improving decisions about health, wealth, and happiness. New Haven: Yale University Press.
Tromp, N., Hekkert, P., & Verbeek, P. P. (2011). Design for socially responsible behavior: a classification of influence based on intended user experience. Design Issues, 27(3), 3–19.
Tromp, N., Hekkert, P., & Verbeek, P. P. (2011). Design for socially responsible behavior: a classification of influence based on intended user experience. Design Issues, 27(3), 3–19.10.1162/DESI_a_00087)| false
Tversky, A., & Kahneman, D. (1974). Judgment under uncertainty: Heuristics and biases. science, 185(4157), 1124–1131.
Ullrich, D., Diefenbach, S., & Butz, A. (2016). Murphy Miserable Robot: A Companion to Support Children’s Well-being in Emotionally Difficult Situations. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3234–3240). ACM.
Ullrich, D., Diefenbach, S., & Butz, A. (2016). Murphy Miserable Robot: A Companion to Support Children’s Well-being in Emotionally Difficult Situations. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3234–3240). ACM.10.1145/2851581.2892409)| false
i-com - Journal of Interactive Media is devoted to human-computer interaction, media design, usability, engineering and systems evaluation, software ergonomics, cooperative systems, e-learning, mobile and ubiquitous systems, user-adaptive systems, agent development tools and methods for media in different application fields, barrier-free systems design, and the social aspects of information and communication technologies.