Sebastian Taugerbeck

dblp:256/9089 · DBLP profile ↗
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8ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-7431-135XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 5 since 2021
YearPublicationVenuePosition
2026 Engaging in Sensitive Practices: Insights and Challenges from a long-term Participatory Design Project with People with Dementia
abstract
Abstract Over the past decade, a range of methodological approaches, user studies, and research results focused on technology for people with dementia has led to insights into the design of innovative solutions that can be embedded in the complex daily lives of people with dementia and their care-network. This paper recounts experiences and lessons learned over the course of a three-year participatory design project with and for people with dementia and their caregivers in domestic and institutional care settings. It contributes with long-term insights and reflections on the challenges confronting researchers in these sensitive care domains and discusses the need to 'know the users' and their care-networks so as to enable a deeper understanding of their unique difficulties. In particular, it examines the relationship between empathic understanding, experience-centered design, and the social appropriation of ICT, in our case exergames, in these various healthcare settings. What this might mean not only for future technology design, but also for the conduct of human-centered research is then discussed. We emphasize that designing appropriate assistive technologies for people with dementia requires sustained, empathetic engagement with both people with dementia and their caregivers, grounded in regular, trust-building interactions. Caregivers play a vital role in the appropriation and maintenance of these systems and researchers must be prepared for the emotional demands and relational commitments that such work entails. By embedding technology development within the rhythms of care and prioritizing mutual respect, researchers can create more meaningful, responsive, and sustainable support systems.
David Unbehaun, Sebastian Taugerbeck, Michael Ahmadi, Konstantin Aal, Katharina Thiel, Peter Tolmie, Volker Wulf
Comput. Support. Cooperative Work.2
2025 From Crisis to Resilience: Design Spaces for Crisis-Responsive Infrastructuring in Adapting Remote Work Practices in a Video Game Development Company During COVID-19 (and Beyond)
abstract
The COVID-19 pandemic triggered an unprecedented shift from office-based to remote work, catching many organizations off guard. This paper examines a German video game development company's adaptation to enforced working from home during the first lockdown. Through remote interviews with 20 employees from various departments, we identify technological, physical, organizational, and socio-psychological challenges. To address these, we devised a Crisis-Responsive Infrastructuring framework, blending socio-technical perspectives with strategies to enhance organizational adaptability. Our research highlights the crucial and reassuring role of Information and Communication Technology in maintaining productivity and social connectivity and reshaping work dynamics and infrastructure. Further, we emphasize the importance of flexible work concepts, such as hybrid models and decentralized organizations, in fostering resilience. Finally, by advocating for adaptive infrastructures that support remote work during crises and beyond, we aim to enrich the discourse on modern work practices and offer a systematic approach to strengthening organizational resilience.
Sebastian Taugerbeck, Nino S. Bohn, Michael Ahmadi, Kevin Krings, Volker Wulf
Proc. ACM Hum. Comput. Interact.1
2022 On technology-assisted energy saving: challenges of digital plumbing in industrial settings
abstract
CONTENTS1. INTRODUCTION2. RESEARCH BACKGROUND AND RELATED WORK2.1. Energy Management in Organizations: Drivers, Benefit and Research Directions2.2. The work to make digital networks work2.3. Challe...
Nico Castelli, Aparecido Fabiano Pinatti de Carvalho, Nico Vitt, Sebastian Taugerbeck, Dave W. Randall 0001, Peter Tolmie, Gunnar Stevens, Volker Wulf
Hum. Comput. Interact.4
2022 Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts
abstract
Abstract Human–computer interaction (HCI) scholars and others have advocated treating design as inevitably implicating political and ethical sensitivities. A subset of those considerations has been the attempt to deal with the often conflicting interests of stakeholders through ‘value sensitivity’. Drawing on value-sensitive design (VSD) as an inspiration, we emphasize the necessary way in which the evolving contextuality of the values in question shaped our research collaborations. This paper presents a retrospective analysis of two case studies from long-term user-centered design projects in fields with explicit ambitions for value-driven HCI research and concerned with emancipation and empowerment. The first, a 3-year project, entailed an explicit commitment to feminist policy initiatives with female participants that aimed at fostering values of gender equality. The second, a 4-year project, dealt with HCI research with and for older adults, where a multimodal mobility platform for ridesharing and public transportation was developed. We show how we translated general commitment into pragmatic, co-design research goals and infrastructures. The long-term ambition of our endeavors and integration of a broad stakeholder base were vital to support this. We additionally provide insights into how our approach offered safe spaces for trustful collaboration and flexibility when adapting methods to specific contexts.
Michael Ahmadi, Sebastian Taugerbeck, Johanna Meurer, Dave W. Randall 0001, Volker Wulf
Interact. Comput.2
2021 Notes of memories: Fostering social interaction, activity and reminiscence through an interactive music exergame developed for people with dementia and their caregivers
abstract
This paper presents the outcomes of an exploratory study focused on the evaluation of an interactive music exergame for People with Dementia (PwD) and their caregivers. PwD tend to isolate themselves from the outside world, therefore carers need to develop strategies to maintain communication with them. Studies indicate that music–based activities provide an effective way to achieve social interaction with PwD. At the same time, physical activity plays a major role in dementia-related interventions because it can slow down progression and provide meaningful stimulation. Our developed interactive music game bounds these two concerns together; we evaluated the system afterwards regarding its individual and social impact and its integration into the daily routines of both PwD and their caregivers, focusing on its capacity to provide both enjoyment and relief from some of the effects of dementia. Qualitative data collected over 4 months confirmed the valuable impact of music-based interventions of PwD. Of particular note was how PwD used the game to improve or maintain their physical condition while recovering past memories and an interest in social interaction.
David Unbehaun, Sebastian Taugerbeck, Konstantin Aal, Daryoush Daniel Vaziri, Jasmin Lehmann, Peter Tolmie, Rainer Wieching, Volker Wulf
Hum. Comput. Interact.2
2020 Eco-InfoVis at Work: Role-based Eco-Visualizations for the Industrial Context
abstract
Currently, there is a broad range of studies dealing with the design and visualization of energy consumption data for the domestic and increasingly for the office context. However, studies addressing the industrial context are quite rare, and due to the diversity of machines, processes, tasks, personal motivations, teams and the specific organizational culture of companies, it is not sufficient to provide only consumption data. For an adequate consideration of these factors, detailed design guidelines and system concepts are currently missing. However, this study shows the potential that a common understanding of consumption data can emerge through suitable visualization to support everyday work and possibilities of data sharing. Therefore, we show exemplarily how a design can be derived from empirically collected requirements and how a system concept can look like that enrich current eco-feedback design research for the industrial context.
Nico Castelli, Sebastian Taugerbeck, Martin Stein, Timo Jakobi, Gunnar Stevens, Volker Wulf
Proc. ACM Hum. Comput. Interact.2
2019 The Social Mile - How (Psychosocial) ICT can Help to Promote Resocialization and to Overcome Prison
abstract
There is currently uncertainty in the research community as to how ICT can and should be designed in such a way that it can be convincingly integrated into the everyday lives of prison inmates. In this paper, we discuss a design fiction that closes this research gap. The descriptions and results of the study are purely fictitious. Excluded is the State of the Art as well as the description of the legal situation of prisons in Germany. The analysis of the fictional study data designed here thus refers to the real world in order to derive ethical guidelines and draw practical conclusions. It is our intention to use these results as a possible basis for further research. The paper presents results of an explorative study dealing with the design, development and evaluation of an AI-based Smart Mirror System, Prison AI 2.0, in a German prison. Prison AI 2.0 was developed for daily use and voluntarily tested by eight prisoners over a period of 12 months to gain insight into their individual and social impact, with an emphasis on its ability to actively support rehabilitation. Based on qualitative data, our findings suggest that intelligent AI-based devices can actually help promote such an outcome. Our results also confirm the valuable impact of (Psychosocial) ICT on the psychological, social and individual aspects of prison life, and in particular how prisoners used the Smart Mirror system to improve and maintain their cognitive, mental and physical state and to restore social interactions with the outside world. With the presentation of these results we want to initiate discussions about the use of ICT by prisoners in closed prisons in order to identify opportunities and risks.
Tanja Ertl, Sebastian Taugerbeck, Margarita Esau-Held, Konstantin Aal, Peter Tolmie, Volker Wulf
Proc. ACM Hum. Comput. Interact.2
2019 Digital Participation in Prison - A Public Discourse Analysis of the Use of ICT by Inmates
abstract
Digital participation has become an important issue in modern societies, typically focusing on groups prone to marginalization. From this perspective, less attention has yet been paid to imprisoned persons. Many penitentiary systems are formally characterized by the basic requirement of resocialization. Accordingly, life in prison should be largely adapted to conditions outside and to fundamental social changes, which must be considered in designing the framework for prison systems. Still, the digital opening of the prison is debated controversially, not least due to anticipated security issues. Hence, to raise awareness about challenges for digital participation of prisoners, we conducted a knowledge-sociological analysis (SKAD) of the public discourse on the use of ICT by prison inmates in Germany. We thereby seek to advance knowledge and insights from social and organizational practice arising from the use of ICT in context of total institutions and create the basis for action from a socio-informatics perspective.
Sebastian Taugerbeck, Michael Ahmadi, Marén Schorch, David Unbehaun, Konstantin Aal, Volker Wulf
Proc. ACM Hum. Comput. Interact.1