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Dive into the research topics where Christina Hochleitner is active.

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Featured researches published by Christina Hochleitner.


acm international conference on interactive experiences for tv and online video | 2014

Tablet, gestures, remote control?: influence of age on performance and user experience with iTV applications

Jan Bobeth; Johann Schrammel; Stephanie Deutsch; Michael Klein; Mario Drobics; Christina Hochleitner; Manfred Tscheligi

Due to recent development of TVs in the direction of highly interactive multimedia platforms, interactive TV (iTV) applications gain popularity. In terms of control possibilities a variety of input modalities have become available, though effects on performance and user experience of different age groups when controlling different iTV applications remain unclear. We present an empirical investigation comparing three input modalities (tablet, freehand gestures, remote) for controlling two iTV applications (Photo Browser, Nutrition Tracker) used by older and younger adults. Results show that all three independent variables had significant influence on performance, while we did not find influence of age or application on user experience. Overall tablet input based on a mirrored TV screen showed the best performance and was preferred by both age groups. Older adults were overall slower and showed a particularly large performance gap with the remote in comparison to younger adults.


ambient intelligence | 2011

Privacy, trust and interaction in the internet of things

Johann Schrammel; Christina Hochleitner; Manfred Tscheligi

This workshop addresses topics of increasing importance in the emerging area of the Internet of Things (IoT): privacy, trust and related interaction concepts. The aim of the workshop is to bring together experts from different areas to cover the complexity of the questions involved and to provide a forum for developing new ideas on how to address the major challenges in the field considering both a scientific and an industrial viewpoint. The workshop targets to identify pressing questions and to develop a research agenda for trusted and privacy-respecting computing in the IoT. Special attention within the workshop is given on whether and how experiences with privacy and trust from related areas can be applied to the IoT, where existing conceptualizations need to be extended or modified and where radically new concepts are required.


trust and trustworthy computing | 2013

All In: Targeting Trustworthiness for Special Needs User Groups in the Internet of Things

Marc Busch; Christina Hochleitner; Mario Lorenz; Trenton Schulz; Manfred Tscheligi; Eckhart Wittstock

We showcase how privacy, security, and trust requirements of people with mental and physical disabilities can be integrated in the development of smart home applications and devices. We present our chosen process leading to trustworthy design of a smart medicine cabinet that informs about potential privacy and security risks along with helping users manage their life.


Privacy and Identity Management for Life | 2011

HCI for PrimeLife Prototypes

Cornelia Graf; Peter Wolkerstorfer; Christina Hochleitner; Erik Wästlund; Manfred Tscheligi

User-centered design (UCD) processes need to be further extended to the field of privacy enhancing technologies (PETs). The goal of the UCD process for PETs is to provide a means for users to empower them to manage their privacy on the Web. Taking care of privacy and being careful while surfing theWeb are still considered to be cumbersome and time-consuming activities. Hence, PrimeLife aspires to provide easy to use tools for users to manage their privacy. This chapter describes the challenges in UCD that arose during the development of the PrimeLife prototypes. As part of the HCI activities in the PrimeLife project, we have researched the users’ attitudes towards privacy and discovered the main challenges when developing userfriendly PETs. We use two example prototypes to explain how the challenges can be tackled in practice. In general, PETs should neither require much of the user’s attention and time, nor should they require particular technical knowledge. They should, in fact, present the complex methods of privacy enhancing technologies in an easy, understandable and usable way. We will conclude this chapter with a discussion of our findings and implications for further development of user-centered privacy enhancing technologies.


international conference on persuasive technology | 2017

Deconstructing Pokémon Go – An Empirical Study on Player Personality Characteristics

Elke E. Mattheiss; Christina Hochleitner; Marc Busch; Rita Orji; Manfred Tscheligi

Pokemon Go can be considered a successful persuasive game to promote physical activity. This study provides an in-depth analysis of Pokemon Go players’ characteristics that relate to adoption and continued play of the game. Based on online studies at two different points in time (at the initial release and three months later) we analyzed differences in personality traits between players and non-players, as well as between players who continued playing the game and those who stopped playing. The results show that people who played the game score lower in “Conscientiousness” and higher in “Player Motivation” than non-players. Furthermore, people who continued playing the game three months later have a lower score in “Neuroticism” than those who stopped playing. Insights into player characteristics from our empirical analysis of Pokemon Go contribute to answering the key research question regarding to which personality characteristics the persuasive game experience should be personalized.


Game User Experience Evaluation | 2015

A Heuristic Framework for Evaluating User Experience in Games

Christina Hochleitner; Wolfgang Hochleitner; Cornelia Graf; Manfred Tscheligi

This book chapter describes an approach of evaluating user experience in video games by using heuristics. We provide a short overview of video games and explain the concept of user-centred design for games. Furthermore we describe the history of heuristics for video games and the role of user experience of games in general. Based on our previous work and experience we propose a revised framework consisting of two sets of heuristics (game play/game story, virtual interface) to detect the most critical issues in games. To assess its applicability to measure user experience factors we compare the results of expert evaluations of six current games with the user experience-based ratings of various game reviews. Our findings indicate a correlation between the extent to which our framework is satisfied and the game’s average rating.


human computer interaction with mobile devices and services | 2013

Money on the move workload, usability and technology acceptance of second-screen atm-interactions

Georg Regal; Marc Busch; Stephanie Deutsch; Christina Hochleitner; Martin Lugmayr; Manfred Tscheligi

In this paper we compare one single-screen touch interaction with an automated teller machine (ATM) against two alternative second-screen ATM interactions using a smartphone. In an experimental laboratory study, those three ATM interactions were compared by means of workload (NASA-TLX), usability (SEQ, UMUX) and technology acceptance (selected TAM3-scales and additional scales for trust and security) in a randomized, controlled within-subjects design (n=24). In one smartphone ATM interaction the Personal Identification Number (PIN) was entered on the mobile phone, in the other smartphone ATM interaction the PIN was entered on the PIN-pad of the ATM. The results indicate that overall second-screen ATM interaction all interaction done on the mobile phone -- performed best.


Proceedings of the 4th International Conference on Fun and Games | 2012

Control vs. complexity in games: comparing arousal in 2D game prototypes

Michael Lankes; Wolfgang Hochleitner; Christina Hochleitner; Nina Lehner

In this paper, we investigate the relationship between the feeling of being in control in a game situation and the interaction complexity in regard to the degree of arousal within subjects. To address this topic a comparative study consisting of two similar prototypes of a 2D jump-and-run game was set up. Both versions of the game were made up of identical art assets and shared the same level structure. The main difference constitutes in the type of interaction. Prototype A offers less control (through an auto-jump ability) and requires input only via one hand (mouse input). Contrary, prototype B enables players to have a stronger influence on the current game situation (manual jump ability) and requires them to use both hands (mouse and keyboard input). In order to assess the arousal of the test subjects, physiological measurements were carried out via galvanic skin response (GSR). Results show that the loss of control creates less arousal than a more complex game situation.


nordic conference on human-computer interaction | 2014

TACTUX: a tactile user experience assessment board

Georg Regal; Marc Busch; Christina Hochleitner; Peter Wokerstorfer; Manfred Tscheligi

We introduce TACTUX -- Tactile User Experience Assessment Board, a tool to assess user experience through tactile properties. The results of using TACTUX in a preliminary user study with 19 participants show that tactile surface properties can successfully be used for self-assessment of user experience. 14 of 19 participants stated that it was easy to express their experience by using tactile surface properties. TACTUX has advantages over classical methods of user experience self-assessments (e.g. questionnaires): It can be used by a broad range of user groups and stimulates participants to talk about their experience when using interactive systems.


human factors in computing systems | 2013

Do you enjoy getting gifts?: keeping personas alive through marketing materials

Christina Hochleitner; Cornelia Graf; Manfred Tscheligi

Personas are a design tool to ensure a strong user-focus within projects. In this case study we compare and discuss seven different persona marketing materials used to increase the acceptance of the personas by the project team. The marketing materials are a mixture of consumables (e.g., wine or cake) and long-living marketing materials (e.g., posters or savings box). The insights gained are encouraging and confirm that marketing materials can be useful for increasing the acceptance and usage of personas.

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Manfred Tscheligi

Austrian Institute of Technology

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Marc Busch

Austrian Institute of Technology

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Trenton Schulz

Norwegian Computing Center

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Georg Regal

Austrian Institute of Technology

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Franziska Pürzel

Chemnitz University of Technology

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Jos Dumortier

Katholieke Universiteit Leuven

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Niels Vandezande

Katholieke Universiteit Leuven

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Peter Fröhlich

Austrian Institute of Technology

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