This year's conference was themed "Facing Realities" and was packed with presentations and workshops, which were organized by both the German Informatics Society (GI e.V.) as well as by the German UPA, the professional association of German Usability and User Experience Professionals, were organized. We were on site and report on the following presentations and workshops:
The topic is currently of significant relevance, especially in relation to our research project easy-well . The presentation illustrated that technologies targeting well-being and affective health should mainly focus on promoting the users "emotional awareness" and "emotion regulation". The goal is to help users become more aware of their well-being and its impact on their daily lives. Design implementation should not be limited to mobile apps, but should also consider a broader range of technologies, such as larger displays, biosensors, smart materials, haptic actuators, 3D food printing, and XR.
Image 1: Übersicht Customer-Centric Value Creation (CCVC) Framework .
One of the biggest challenges companies face is creating products that are of value to their customers. of value. During presentation at MuC 2022, UX designer Wolfram Nagel introduced a method that the TeamViewer design team already is using: The Customer-Centric Value Creation Framework. This involves combining the Customer-Centric Mindset approach with the methodology Jobs to Be Done (JTBD) methodology. The main goal of the methodology is to put the user at the center by by understanding, measuring and needs are understood, measured, and prioritized .
This talk highlighted the importance of mixing research methods in order to achieve the best results in the user research of a Project to obtain comprehensive information. Three different ways of combining research methods were highlighted, exploratory sequential designs, explanatory sequential designs, and Convergent-Parallel Designs. The focus was on which situations the methods are best suited for and which advantages they offer. By blending the methods, it is possible to gain more comprehensive insights in the research which can be used as a basis for a development of a better solution for the user and his needs.
The maintenance and promotion of mental health has been gaining increasing social and personal importance: health promotion has been anchored in the Social Code, trainings and offers for the knowledge transfer have been created and expanded, and companies and health insurers are investing increasing financial resources in health promotion. Coping with work-life balance, information insecurity and social isolation will continue to be significant challenges in the aftermath of the Corona pandemic. The need for innovation lies in the digital availability of comprehensive, high-quality and clearly structured information. This must contain both factual knowledge and practical recommendations for action. practical recommendations for action. Incentive systems (gamification) can help to impart knowledge in a sustainable manner. The article gives a comprehensive insight into the topic of gamification, the player type framework and deals with the question of what the question, which and strategies have a positive impact on the user experience of a digital platform to promote for promoting mental health .
We were able to gather many new impulses that we will incorporate into our daily work. The personal exchange was very valuable and we are already looking forward to the next Mensch und Computer Conference 2023 in Rapperswil on Lake Zurich in Switzerland.