Susanne Putze

dblp:205/3739 · DBLP profile ↗
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7ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-3072-235XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 4 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2024 Finding a Way Through the Social Media Labyrinth: Guiding Design Through User Expectations
Thomas Eßmeyer, Gian-Luca Savino, Susanne Putze, Rainer Malaka
MUM3
2024 Level Up or Game Over: Exploring How Dark Patterns Shape Mobile Games
abstract
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative strategies, we analyze user-generated data of 1496 games to identify relationships between the deployment of dark patterns within "dark" and "healthy" games. Our findings reveal that dark patterns are not only widespread in games typically seen as problematic but are also present in games that may be perceived as benign. This research contributes needed quantitative support to the broader understanding of dark patterns in games. With an emphasis on ethical design, our study highlights current problems of revenue models that can be particularly harmful to vulnerable populations. To this end, we discuss the relevance of community-based approaches to surface harmful design and the necessity for collaboration among players/users and practitioners to promote healthier gaming experiences.
Sam Niknejad, Thomas Eßmeyer, Nima Zargham, Susanne Putze, Rainer Malaka
MUM4
2022 Understanding HCI Practices and Challenges of Experiment Reporting with Brain Signals: Towards Reproducibility and Reuse
abstract
In human-computer interaction (HCI), there has been a push towards open science, but to date, this has not happened consistently for HCI research utilizing brain signals due to unclear guidelines to support reuse and reproduction. To understand existing practices in the field, this paper examines 110 publications, exploring domains, applications, modalities, mental states and processes, and more. This analysis reveals variance in how authors report experiments, which creates challenges to understand, reproduce, and build on that research. It then describes an overarching experiment model that provides a formal structure for reporting HCI research with brain signals, including definitions, terminology, categories, and examples for each aspect. Multiple distinct reporting styles were identified through factor analysis and tied to different types of research. The paper concludes with recommendations and discusses future challenges. This creates actionable items from the abstract model and empirical observations to make HCI research with brain signals more reproducible and reusable.
Felix Putze, Susanne Putze, Merle Sagehorn, Christopher Micek, Erin Treacy Solovey
ACM Trans. Comput. Hum. Interact.2
2021 Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game
abstract
Many serious games are most effective when played regularly; however, little is known about how individual game elements support player adherence over time. This work draws on evidence from existing frameworks and game design theories as well as from the design of casual games to investigate how individual game mechanics affect player attrition in a serious game. We implemented a math-learning game in which we could individually layer various game mechanics, and over the course of 3 weeks, 99 participants played one of six versions: Baseline, Rewards, Novelty, Completion, Waiting, or Blocking. We compared the game versions by analyzing the players’ performance as well as behaviour. Using survival analysis, we identified that the addition of Completion and Blocking mechanics facilitated the strongest sustained engagement. These findings are congruent with existing theories of player experience and promote the development of guidelines on designing for sustained engagement in serious games.
Dmitry Alexandrovsky, Maximilian A. Friehs, Jendrik Grittner, Susanne Putze, Max Birk, Rainer Malaka, Regan L. Mandryk
CHI4
2020 Examining Design Choices of Questionnaires in VR User Studies
abstract
Questionnaires are among the most common research tools in virtual reality (VR) user studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can lead to systematic biases. VR allows to embed questionnaires into the virtual environment which may ease participation and avoid biases. To provide a cohesive picture of methods and design choices for questionnaires in VR (inVRQ), we discuss 15 inVRQ studies from the literature and present a survey with 67 VR experts from academia and industry. Based on the outcomes, we conducted two user studies in which we tested different presentation and interaction methods of inVRQs and evaluated the usability and practicality of our design. We observed comparable completion times between inVRQs and questionnaires outside VR (nonVRQs) with higher enjoyment but lower usability for \inVRQs. These findings advocate the application of inVRQs and provide an overview of methods and considerations that lay the groundwork for inVRQ design.
Dmitry Alexandrovsky, Susanne Putze, Michael Bonfert, Sebastian Höffner, Pitt Michelmann, Dirk Wenig, Rainer Malaka, Jan D. Smeddinck
CHI2
2020 Breaking The Experience: Effects of Questionnaires in VR User Studies
abstract
Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from virtual worlds to the physical world to respond to VR experience questionnaires can potentially lead to systematic biases. Administering questionnaires in VR (inVRQs) is becoming more common in contemporary research. This is based on the intuitive notion that inVRQs may ease participation, reduce the Break in Presence (BIP) and avoid biases. In this paper, we perform a systematic investigation into the effects of interrupting the VR experience through questionnaires using physiological data as a continuous and objective measure of presence. In a user study (n=50), we evaluated question-asking procedures using a VR shooter with two different levels of immersion. The users rated their player experience with a questionnaire either inside or outside of VR. Our results indicate a reduced BIP for the employed inVRQ without affecting the self-reported player experience.
Susanne Putze, Dmitry Alexandrovsky, Felix Putze, Sebastian Höffner, Jan D. Smeddinck, Rainer Malaka
CHI1
2018 A Manageable Model for Experimental Research Data: An Empirical Study in the Materials Sciences
Susanne Putze, Robert Porzel, Gian-Luca Savino, Rainer Malaka
CAiSE1