Rebecca Gerstenberg

dblp:351/2097 · also Rebecca Eilert · DBLP profile ↗
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5ranked-venue papers
3as first author
3since 2021 · last 2026
0000-0001-9059-5068ORCID · verified

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

Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Designing for Autonomy: A Process-Oriented Approach Based on Organismic Integration Theory
abstract
Abstract In human–computer interaction, self-determination theory (SDT) is best known for its concepts of intrinsic motivation and need fulfillment. In the field of behavior change technologies (BCTs), the need for autonomy, i.e. to act according to one’s own goals and values, has become increasingly important due to its strong positive impact on maintaining behavior change. Still, designers struggle with taking autonomy into account. We believe that organismic integration theory (OIT), an underutilized sub-theory of SDT, is a valuable addition as it allows for a process-oriented view on autonomy. OIT introduces different types of extrinsic motivation (external, introjected, identified and integrated) along a continuum of autonomy. It offers new ways to talk about people's experiences of using BCTs and calls for individualized design strategies. We propose a design approach based on OIT, which understands BCTs as active facilitators to progressively move people along the continuum from external to integrated motivation.
Rebecca Gerstenberg, Marc Hassenzahl, Matthias Laschke
Interact. Comput.1
2025 Living Well with Diabetes: Rethinking Digital Diabetes Management Systems
abstract
Digital diabetes management (DDM) traditionally emphasizes the monitoring of physical conditions (e.g., blood glucose, HbA1c) of people with diabetes (PwD) and often neglects the promotion of positive feelings towards diabetes to improve wellbeing. A first interview study (N=10) showed that PwD feel well in their daily diabetes management when their DDM systems are unobtrusive and flexible (autonomy), support them to attain skills to control their condition (competence), and provide a “safety net” to prevent harmful conditions (security). Based on this, we designed 10 DDM concepts to foster autonomy, competence and security and discussed them with PwD (N=10) in a second study. Participants perceived the concepts as patient-centered and reflective of their everyday experience with diabetes. PwD appreciate DDMs that help them regain control over their lives, balancing the prevention of harmful situations with avoiding overly prescriptive medical advice.
Rebecca Gerstenberg, Robin Neuhaus, Martin Vitt, Marc Hassenzahl
Conference on Designing Interactive Systems1
2023 Designing for Integration: Promoting Self-Congruence to Sustain Behavior Change
abstract
People with osteoarthritis or other chronic conditions need to adopt and maintain healthy behaviors, such as physical exercises. Current behavior change technologies primarily seek to motivate this through goal setting, self-monitoring, and rewards. Based on Organismic Integration Theory (OIT), we designed Equi as a tangible alternative. Its aim is to “integrate” behavior rather than to externally control it. When behavior becomes integrated, its maintenance is based on self-congruence. Equi facilitates integration by situated reflection, symbolism, and appreciation of values. We conducted a two-week field exploration to gather osteoarthritis patients’ experiences with Equi. We identified specific features and general principles that are conducive to the pursuit of self-congruence, such as ambient visibility, reflection, insight and matching, as well as detrimental ones, such as performance orientation or controlling forces (e.g., reminders, rewards). From a theoretical perspective, OIT offers strategies for designing behavior change technologies that focus on the maintenance of newly acquired behavior.
Rebecca Gerstenberg, Ruben Albers, Marc Hassenzahl
Conference on Designing Interactive Systems1
2020 Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company
abstract
The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.
Michael Ahmadi, Rebecca Gerstenberg, Anne Weibert, Volker Wulf, Nicola Marsden
CHI2
2020 "We want to push the industry via communication"... Designing Communication Measures to Foster Gender Diversity in a Video Game Company
abstract
Participation of women in IT is still low and companies wonder which external communication measures are necessary to attract more female personnel. To gain a richer understanding of adequate gender sensitive ways of communicating towards girls and women, one needs to take into account contextual challenges. Following a Participatory Action Research approach, we conducted a qualitative field study in a video game company in a large city in Germany, identified areas of concern, and sketched out implications for gender-sensitive communication measures together with our participants. Findings show that addressing gender stereotypes, making role models visible, and using adequate channels is relevant. Some problems might be solved via short-term solutions, but the majority require a long-term perspective. Our lessons learned leave implications for companies in the IT sector who want to foster gender sensitive external communication measures and can contribute to the realization of more gender balanced working environments.
Michael Ahmadi, Rebecca Gerstenberg, Anne Weibert, Volker Wulf, Nicola Marsden
Proc. ACM Hum. Comput. Interact.2