TU Wien, Favoritenstrasse 9-11/193-04, 1040 Vienna, Austria
I teach several courses in Bachelor and Master programs of Informatics and Business Informatics besides supervising bachelor, master, and PhD thesis. The subjects I teach are connected to my research areas.
Verena Schwarz: "Digitale Transformation im Change Management", 2019 [pdf]
David Rozak: "Die Datenschutz-Grundverordnung mit der Digitalisierung und mit Prozessänderungen", 2019 [pdf]
Benedikt Tomaselli: "Facilitating Smart Homes. Mit Einbeziehung der Hausverwaltung", 2018 [pdf]
Lukas Frank, Natasa Nikic: "Indoor navigation with Bluetooth Low Energy in crowded place", 2018 [pdf]
Bastian Christ: "Beacontechnologie: Indoornavigation und dessen Vermarktung im Bereich des o ̈ffentlichen Verkehrs", 2018 [pdf]
Markus Drechsel, Lukas Inschlag: "Increasing the efficiency of sales processes and reducing the interaction overhead with ERP-Systems by using mobile applications", 2017 [pdf]
Marc Kaiblinger: "Change Management eines Datenbankmanagementsystems", 2017 [pdf]
Gregor Liebenberger: "Innerbetriebliche Kommunikation im Change Management", 2017 [pdf]
Lukas Pichlhöfer: "Dragon’s Lair. Ein selbsterklärendes Gesellschaftsspiel auf Basis eines TUIs", 2016 [pdf]
Maria Zisser: "Prototyp zur Verbesserung der Lebensmittel- und Secondhandverteilung in Wien", 2016 [pdf]
Zeno Casellato: "Design and Usability Implications for using the CrowdTasker Mobile Application in Crisis and Disaster Management", 2016 [pdf]
Birgit Chmelar: "Mapping von Gesten auf Töne", 2016 [pdf]
Oliver Reiter: "Trainingssoftware im Profisport. Eintwicklung eines Prototypen zur Trainingsaufzeichnung und -planung im Skicross", 2016 [pdf]
Filip Petkoski: "Schwachstellen der kostenfreien Digital Audio Workstations (DAWs)", 2016 [pdf]
Daniel Wailzer: "Austria Wine Recommender", 2015 [pdf]
Christian Kletzander, Alexander Kögler: "Interaktionsmechanismen für den Lernprozess einer mobilen e-Learning Applikation", 2014 [pdf]
Latest master thesis I supervised
Anna Lea Kutsch: "On the Use of Wearables and Biofeedback Interventions for People with Anxiety Disorders"; Betreuer/in(nen): H. Tellioglu; Abschlussprüfung: 21.06.2019. [pdf]
Anna Lea Kutsch: "On the Use of Wearables and Biofeedback Interventions for People with Anxiety Disorders"
The European Commission established the aim to improve the accessibility of public transportation for people with limits regarding mobility. One reason for limitations using public transportation can be mental disorders and anxiety. Mental health applications are one approach to support patients in their mental disorders. Wearables have become popular in the last years, but no research is available on how they can have an impact on anxiety. Thus, the aim of this master thesis was to investigate how smartwatch interventions can have an effect on stress, as anxiety being a form of stress. First, it was examined how already existing mental health interventions can affect mental health disorders by performing a literature review. Based on that, different concepts of smartwatch applications aiming to reduce stress were developed to identify limits and possibilities for stress reducing smartwatch interventions. 5 prototypes ("Flying Boxes", "Seasons", "Vibes", "Visual Cue" and "Walk with Me") were further developed and implemented according to the ISO 13407 human-centered design process to gain further insights in possibilities and limitations and to demonstrate different ways how these possibilities can be realized on smartwatches. The concepts of these prototypes are biofeedback in combination with gamification ("Flying Boxes", "Seasons"), distraction by using haptic senses ("Vibes"), enhancing the mood by retrieving nice memories ("Visual Cue"), and assisting in reviewing stressful situations ("Walk with Me"). To gain more information about the stress reducing effects of biofeedback smartwatch interventions and their usability a parallel one-armed user study was conducted on the two developed biofeedback interventions "Flying Boxes" and "Seasons". The results of this user study suggest that the biofeedback applications "Flying Boxes" and "Seasons" are able to reduce stress, and after applying "Flying Boxes" for 60 s, the heart rate, a biomarker for stress, was reduced significantly. If "Flying Boxes" or "Seasons" is more effective in reducing stress, seems to depend on the person and on the circumstances under which the intervention is used.
Birgit Chmelar: "Interaction Techniques for Manually Rearranging Images on Mobile Devices"; Betreuer/in(nen): H. Tellioglu, Roman Ganhör; Abschlussprüfung: 18.06.2019. [pdf]
Birgit Chmelar: "Interaction Techniques for Manually Rearranging Images on Mobile Devices"
Images are an expressive medium to remember experiences or to tell a story, which may or may not be purely fictional. People commonly store a great amount of images on their smartphones. The device is often used for showing or sending images to share visual impressions, therefore mobile devices seem to be an interesting platform for creating picture stories and to share them with others (e.g., in form of a slideshow). Usually only a selection of images is shared with others to depict some highlights of experiences made, such as a holiday travel. The original order of stored images does not necessarily need to fit the intended order of the narrative. Although meta-based ordering exists in abundance in gallery apps, there is a lack of tools which offer users to create an arrangement manually according to the story they would like to tell. Due to this lack of available solutions little is known about requirements for a technology, which handles such a task. The work at hand deals with this issue and presents the results of scientific research regarding this topic. Collected data comprises the results of literature review and gathered design suggestions were analyzed, serving as a base for a focus group in a further step. This provides the foundation for the ideation of a mockup, which simulates functionalities to achieve manual rearrangement of images on a mobile device according to the user's wishes. Interviews with video editing experts are conducted to explore how professional requirements could be met and how they may differ from the one's of common users. Furthermore, a part of the interview is dedicated to revive the mockup for discussion. The prototype was iteratively tested during the development, to identify strengths and weaknesses of the proposed implementation and gather input for the next iteration. The outcome of the usability tests is positive, according to the participants the prototype is learnable and quick to use, which is in accordance with the identified requirements of such a technology. The key contribution of this work lies in the specification and detailed description of a technological solution for the manual rearrangement of images. Interaction techniques such as image moving, multiple selection, collapsing of images, fullscreen view, trash view, position mode, finesort mode and a help view meet the identified requirements and are incorporated in the prototype. User-centered approaches aided the design and implementation of interaction techniques for the task at hand.
Jakob Michael Blattner, Raphael Kamper: "Designing a Musical User Interface for Non-Musically Trained People. Including a Mechatronic String Instrument"; Betreuer/in(nen): H. Tellioglu, P. Fikar; Abschlussprüfung: 10.01.2019. [pdf]
Jakob Michael Blattner, Raphael Kamper: "Designing a Musical User Interface for Non-Musically Trained People. Including a Mechatronic String Instrument"
Music has been an integral part of every culture and every human being since time immemorial, including the creation of music. It usually takes years to master an instrument and its playing technique so that well-sounding music can be produced. A circumstance that for many people is, for a variety of reasons, a major obstacle. With the increasing availability of microcontrollers and other electrical equipment over the last decade, technical solutions can be used to address a wide range of problems. So too, people who would otherwise not have the opportunity to provide an outlet for their musical creativity and to give a sense of accomplishment in creating a musical entity. The aim of this thesis is to design, implement and evaluate a haptic, non-collaborative user interface with tangible input. The resulting system is intended to assist the user in composing music while at the same time analogously generating the sounds produced by a mechanical component on which guitar strings are mounted. The system was developed primarily for people without prior musical knowledge. For this reason, a comprehensive literature research was carried out, through which the authors acquired knowledge in various topics. These include the area of user interfaces, user interface design, feedback, music combined with technology and mechanical music production. In order to deepen this knowledge and to include the opinions of specialists, interviews with experts from the affected areas were held. The acquired knowledge was implemented in an iterative design process. The mechanical component of the system was implemented without the assistance of users, since the fulfillment of technical benchmarks was sufficient here. The system component, which has direct contact with the users via the user interface, was implemented in a selected iterative and user-centered design process. Various research methods were used in this process, such as sketches, wireframes, mockups, personas and above all user tests. In these user tests, the current state of the system was checked to find out if the interface allows the user to produce well-sounding music and to sufficiently support it. The results of the study show that the chosen approach forms a promising basis that needs further development in additional iterative design cycles.
Tanja Maria Wenter: "Efficient Integration of Usability and Accessibility into the Lifecycle of Web Development Projects"; Betreuer/in(nen): H. Tellioglu, F. Cech; Abschlussprüfung: 30.11.2017.
Tanja Maria Wenter: "Efficient Integration of Usability and Accessibility into the Lifecycle of Web Development Projects"
Nowadays, people are using the Internet not only to interact and connect with each other, but also to handle routine tasks offered by businesses. Since the user base is rapidly growing, a wide variety of business service providers, like for example banks, are increasing their offered online services. A large part of their services is already processed using the Internet via Websites. To keep pace with ever-changing requirements by diverse user groups, it is indispensable to design these services in a way that includes everybody. That is, it should be possible for all users to access and use the offered online services without any problems or discrimination. Thus, Usability and Accessibility should be key requirements when designing Web interfaces or Web applications. This not only includes requirements for temporary or permanent movement disorders as well as considerations for cognitive limitations, but also respecting restraints which older people face. Unfortunately, these Usability and Accessibility requirements are often ignored or poorly implemented. During the development of a Website they are commonly disregarded and suspended to a later phase. Hence the integration of Usability and Accessibility features is often only considered as an afterthought. This not only causes higher costs, but also results in dissatisfaction and frustration for users as well as the developers. The goal should be a homogeneous process, that includes Usability and Accessibility requirements from the beginning. Such a homogeneous process is the focal point of the hereby presented work. It describes the definition of a process for Web development projects based on agile development methods. Each phase in this process has its emphasis on Usability and Accessibility. Expert interviews have been conducted to get acquainted with various approaches to Usability and Accessibility. The proposed process is built upon Usability and Accessibility standards like the Web Content Accessibility Guidelines (WCAG) and the requirements are formalized accordingly. Therefore, the process provides a full specification for the developers on how to integrate Usability and Accessibility during the development. To accomplish such a process, a clearly defined set of rules, based on the WCAG standard, is necessary. Each step throughout the process is addressed accordingly. The rule-set describes what kind of considerations are necessary in each process phase to create an accessible Website. In addition, each step of the process provides information for the following step. This guarantees a continuous information flow and a steady development of accessible Websites. This proof-of-concept process also helps to minimize the costs during development and reduce maintenance costs related to Accessibility requirements. By accomplishing accessible Websites through the defined process the consumer acceptance is also raised and the use of online services is made available for a broader user group.
PhD thesis I supervised
Susanne Schinkinger: "Support for informal caregivers: Creating a model for a comprehensive local offer using the example of the City of Vienna", ongoing
Daniel Auferbauer: "Towards enhancing the resilience of communities with new media", ongoing
Miroslav Sili: "UX in the AAL Field of Practice. Interaction Design Framework Targeting Long-Standing User Engagement with Interactive Systems"; Betreuer/in(nen), Begutachter/in(nen): H. Tellioglu, M. Lewkowicz, J. Oberzaucher; Visual Computing & Human-Centered Technology, Multidisciplinary Design & User Research, 2018; Rigorosum: 14.02.2019. [pdf]
Miroslav Sili: "UX in the AAL Field of Practice. Interaction Design Framework Targeting Long-Standing User Engagement with Interactive Systems"
The term User Experience was firstly shaped by Don Norman who joined Apple in the year 1993 and where he established the User Experience Architect’s Office. This was now 25 years ago and since then the term has grown into an important design discipline. Moreover, the term continues to grow and to evolve. By "User Experience" we mean all aspects of how people are exploring, using, playing with, learn from, and respond to products. These aspects highlight that the term User Experience can be used in a broad manner. The expression diversity of the term is, on the one hand, a positive factor since it reflects that users’ perception is versatile and that the field of Human Computer Interaction is in need to address this versatility. On the other hand, the expression diversity carries the drawback that it is challenging to address its characteristics from the practical standpoint. This work tackles this drawback and provides a practice-oriented approach that incorporates User Experience Design aspects into well-known and well elaborated interaction design routines. This dissertation thesis presents a conceptual interaction design framework that supports user interface designers and interaction designers during the design process of new interactive systems. The conceptual framework, named "Interaction Design Framework", is structured in two core components: into a dynamic user model covering the User Experience and the User Experience design aspects and into an interaction design research grid covering the practical standpoint from the Active and Assisted Living domain. This work illustrates the usefulness of the concept based on a scenario that reflects the commutative experience gained through the work in the field for more than one and a half decades.
Roman Ganhör: "Mobile News Generation - Designing Interfaces and Interaction Mechanisms for Mobile Video Editing"; Betreuer/in(nen), Begutachter/in(nen): H. Tellioglu, M. Langheinrich, K. Schöffmann; Institut für Gestaltungs- und Wirkungsforschung, 2016. [pdf]
Roman Ganhör: "Mobile News Generation - Designing Interfaces and Interaction Mechanisms for Mobile Video Editing"
During the last years we have increasingly seen passive consumers transformed into active producers, often as part of Web 2.0. Newspapers for example turn their readers into producers by motivating them to send in photographs of events that are not covered by a newspaper¿s journalist or photograph. In the same time span smartphones have become more and more powerful, allowing for high-definition video recording. However, on-site mobile video post-production capability has not yet followed this trend, and on-the-fly video editing is not a common approach among amateur or professional content producers. The central question of this thesis is how novel interface and interaction approaches can support mobile video production applications that are feasible for both amateur and professional video editors. While current research focuses mainly on automated or semi-automated film compilation based on algorithmic decisions, this thesis investigates efficient and effective interaction mechanisms for advanced manual mobile video editing. Manual control over the editing process is crucial for upholding the artistic standards an editor expects of his or her final product. Within the scope of the studies presented here three tasks vital for video editing are examined, implemented and evaluated: browsing media assets, trimming media assets and ordering media assets. The requirements for the proposed interfaces and interaction mechanisms were gathered during a collaborative process that included shadowing, interviewing, workflow analysis and literature research. Each interface and interaction mechanism was evaluated separately with professional video editors and regular user without any background in video editing. The evaluations show that professional video editors were confident about the usefulness and feasibility of the proposals, whereas regular users tend to not wanting to edit their videos manually. However, both groups easily understood the rather complex interaction mechanisms. Furthermore, during the interviews and design sessions a lack of formal and applicable notations for touch-based interfaces and interaction mechanisms was identified. This absence is especially hindering when discussing design issues that are not platform specific or covered by any platform so far. Therefore, this thesis proposes an extensible sketching notation for mobile gestures. The proposed notation provides a platform-independent basis for the collaborative design and analysis of mobile interactions. During a conducted evaluation with real-world touch-based applications the notation proved being a feasible tool, however, indicated various starting points for further improvements.
Özge Subasi: "A Design Anthropological Approach to "Turkish" Product Experiences in Vienna"; Betreuer/in(nen), Begutachter/in(nen): R. Horak, H. Tellioglu; Universität für angewandte Kunst Wien, Institut für Kunstwissenschaften, Kunstpädagogik und Kunstvermittlung, Abteilung Kunst und Kultursoziologie, 2011; Rigorosum: 15.04.2011. [pdf]
Özge Subasi: "A Design Anthropological Approach to "Turkish" Product Experiences in Vienna"
This thesis analyzes the Turkish product experiences in Vienna and their related constructs both in historical and today's context, mainly in the domain of consumption and usage of home products. Turkishness here is analyzed as non-fixed visible form and style of experiences, spaces, people and their various combinations, rather than a fixed defintion of heritage, or identity of a group. By using ethno-history, design anthropology and object centred practices as methodologies the study is specifically set with a strong emphasis to objects and experiences that define Turkishness in re-located contexts. Deriving from fieldwork, with a bottom up approach and a strong socio-anthropological perspective, relations of people, objects and experiences are further discussed, where the study aims to address the extension possibilities of today's design theories with the help of interdisciplinary approaches from cultural studies, design anthropology and material culture. The result of this work is a visual booklet of the history of Turkish community in Vienna. Both results and introduced applied methods can be used by designers, practitioners, members of creative industries, museums and migration historians.
Manfred Fuchs, Franz Nirschl: "Management von Kompetenzen für Personalauswahl und Teambildung in sicherheitskritischen Bereichen"; Betreuer/in(nen), Begutachter/in(nen): J. Dorn, H. Tellioglu; Institut für Softwaretechnik und Interaktive Systeme, 2008; Rigorosum: 17.06.2008.
Manfred Fuchs, Franz Nirschl: "Management von Kompetenzen für Personalauswahl und Teambildung in sicherheitskritischen Bereichen"
An information system model is presented, that enables quantification of competencies which are used to determine the suitability of candidates for a certain job, and of experts to be part of a team for risk assessments in safety critical domains. The model allows a largely objectified recruiting process due to the timely reference of competency evidences used to calculate competence levels. Qualification (in the sense of acquired knowledge) and experience are seen as the basic competence-components. The model is extended to build teams for carrying out risk assessments in an aviation context. A team can be optimised according the safety-experts competence based requirements. The type of optimisation allows building smallest possible teams by ensuring largest possible competency coverage in the team. Model relevant competence parameters are adjusted by the HR- and safety-experts. A predominant part of the research work is based on acquired experience of experts, involved in organisations with dedicated HR-Businesses and organisations with their business focus in safety critical domains. The interviews were carried out mainly with experts from the aviation domains Austrian air navigation service, airline operation and airport. Due to the involvement of experts in the design phase, holistic stakeholder perspectives are reflected in the development and evaluation of the model. Competencies in safety critical domains were used for the design of the model to focus on these particular areas. Following the implementation of the stakeholder requirements, a prototype information system is developed based on spreadsheet software which supports the evaluation phase. As a further outlook, the model can be used in competence management systems where the quantitative competence levels provide the basis for further use-cases.
Useful resources for students
Logo of the research unit for posters.
English Punctuation - Easy Rules (R. L. Trask, Penguin Guide to Punctuation, Penguin Books, 1997, p.37)
Use a listing comma in a list where “and” or “or” would be possible instead.
Use a joining comma before “and”, “or”, “but”, “yet” or “while” followed by a complete sentence.
Use a gapping comma to show that words have been omitted instead of repeated.
Use a pair of bracketing commas to set off a weak interruption.
TU Wien, Institute of Visual Computing & Human-Centered Technology
Multidisciplinary Design & User Research (MDUR)
Favoritenstrasse 9-11/193-04, A-1040 Vienna, Austria