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Dagmar Kern

dblp:51/1343 · DBLP profile ↗
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24ranked-venue papers
6as first author
9since 2021 · last 2026
0000-0003-1794-625XORCID · verified

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

Human-computer interaction and ubiquitous computing · 20 · 4 first-author · 9 since 2021Databases, data management, data science and information retrieval · 12 · 3 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Human-AI interaction · 79% Interaction techniques and input · 9% Wearable and physiological sensing · 8%
Artificial intelligence
2 papers
Trustworthy machine learning · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
interpretability
0.212022
It's Complicated: The Relationship between User Trust, Model Accuracy and Explanations in AI · ACM Trans. Comput. Hum. Interact. 2022
Interaction techniques and input
gesture input
0.112011
Gestural interaction on the steering wheel: reducing the visual demand · CHI 2011
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.112010
Gazemarks: gaze-based visual placeholders to ease attention switching · CHI 2010
Usability and user experience research › safety-critical interaction
driver distraction
0.012011
Gestural interaction on the steering wheel: reducing the visual demand · CHI 2011

Methods — techniques the papers use, named apart from their topics

user study · 1.4online user study · 1.1online experiment · 1.1behavioral trust measurement · 1.1prototype · 0.1gesture elicitation · 0.1
YearPublicationVenuePosition
2026 Cleo: A Transparent and Controllable Chatbot for Conversational Commerce
abstract
We demonstrate Cleo, a transparent and controllable conversational product advisor that addresses the challenges of opacity, unpredictability of LLMs, and the complexity of comparisons in conversational commerce. With our chatbot system, we make four contributions: First, we introduce transparency by prompting the LLM to reflect on interpreted user needs, while an auditable ranking mechanism reveals loss values per attribute, explaining ranking decisions. Second, we propose controllability through a hybrid architecture separating deterministic ranking from language generation. A ranker applies categorical filters and numeric loss functions over 3,638 product specifications. Meanwhile, a constrained LLM generates grounded descriptions constrained to catalog evidence, thus mitigating the risk of hallucinated or persuasive content. Third, we provide decision support in the form of natural-language comparisons and a highlights feature. These aim to reduce mental workload by contextualizing specifications relative to user needs. Fourth, we contribute an extensible experimental system for IR and HCI researchers, as well as practitioners of conversational search and recommendation. Unlike traditional faceted search or opaque LLM-only recommenders, our approach allows for fluid conversation while maintaining algorithmic transparency. In a live demonstration, attendees will experience information needs elicitation and reflection, conversational refinement with real-time re-ranking, inspection of per-attribute loss explanations, and AI-generated multi-item comparisons. The system aims to advance the design of transparent and controllable conversational systems that provide support for decision-making during online product search.
Kevin Schott, Jan Lattenkamp, Daniel Hienert, Dagmar Kern
CHIIR4
2026 "I don't know anything about laptops!" - User Perception of Digital Product Advisors Adapting to Their Knowledge Levels
abstract
Conversational commerce uses digital assistants to support the search process and decision-making in e-commerce. Effective communication in these interactions can be facilitated by assistants adapting their communication style to users and supporting shared understanding. An open challenge in this context is adapting the presentation of complex product information to users with varying levels of domain knowledge. To investigate strategies for such knowledge-level adaptation, we set up a chatbot-assisted laptop search scenario. In a between-subjects experiment (n = 251), we examined novice and expert perceptions of product attribute recommendations presented as technical information only (T), or augmented with performance categories (TC), attribute explanations (TE), or both (TCE). For novices, approaches with explanations (TE, TCE) were perceived as more helpful and led to higher perceived learning than those without. Novices also rated the combined approach (TCE) more appropriate than the baseline (T) and TC in terms of information quantity, indicating that explanations are crucial to understand and benefit from performance categories. Critically, experts showed no significant differences across conditions, suggesting that providing supplementary information beneficial to novices did not detract from their experience. We distill these findings into four concrete design guidelines for inclusive text-based product advisors in technical domains: use TCE by default; keep a single inclusive interface; avoid standalone categories; and support user agency and personalize to the stated use case.
Kevin Schott, Andrea Papenmeier, Daniel Hienert, Dagmar Kern
CHIIR4
2026 Towards Automated Detection of Comprehension Difficulties in Questionnaire Items: An Eye-Tracking Study on Negated Items
abstract
Online questionnaires are efficient tools to collect self-report data. Yet, their quality depends on how comprehensible the items are. Eye tracking provides an objective way to assess item comprehensibility. In this paper, we present initial research on the automated detection of comprehension problems in questionnaire items. In a study with 49 participants, we recorded eye movements while they read 32 items in affirmative and negated versions. We defined two prediction tasks: (1) detecting comprehension difficulties for individual respondents, and (2) identifying problematic items based on aggregated predictions. Across eight models and four feature sets, our best-performing classifiers, SGD and Ridge Classifier, outperformed single-feature baselines. Furthermore, an automatically-selected feature set achieved performance comparable to the best-performing feature set using all features and surpassed the literature-inspired feature set. Our findings provide initial evidence that machine learning models trained on eye-tracking data can support automated detection of comprehension problems in questionnaire items.
Heiko Schmidt, Nada Zahra Pohl, Yvonne Kammerer, Steffen Gottschling, Stefan Dietze, Dagmar Kern
ETRA6
2024 EyeLiveMetrics: Real-time Analysis of Online Reading with Eye Tracking
abstract
Existing eye tracking software have certain limitations, especially with respect to monitoring reading online: (1) Most eye tracking software record eye tracking data as raw coordinates and stimuli as screen images/videos, but without inherent links between both. Analysts must draw areas of interest (AOIs) on webpage text for more fine-grained reading analysis. (2) The computation and analysis of fixation and reading metrics are done after the experiment and thus cannot be used for live applications.
Daniel Hienert, Heiko Schmidt, Thomas Krämer, Dagmar Kern
ETRA4
2022 How Accurate Does It Feel? - Human Perception of Different Types of Classification Mistakes
abstract
Supervised machine learning utilizes large datasets, often with ground truth labels annotated by humans. While some data points are easy to classify, others are hard to classify, which reduces the inter-annotator agreement. This causes noise for the classifier and might affect the user’s perception of the classifier’s performance. In our research, we investigated whether the classification difficulty of a data point influences how strongly a prediction mistake reduces the “perceived accuracy”. In an experimental online study, 225 participants interacted with three fictive classifiers with equal accuracy (73%). The classifiers made prediction mistakes on three different types of data points (easy, difficult, impossible). After the interaction, participants judged the classifier’s accuracy. We found that not all prediction mistakes reduced the perceived accuracy equally. Furthermore, the perceived accuracy differed significantly from the calculated accuracy. To conclude, accuracy and related measures seem unsuitable to represent how users perceive the performance of classifiers.
Andrea Papenmeier, Dagmar Kern, Daniel Hienert, Yvonne Kammerer, Christin Seifert
CHI2
2022 "Mhm..." - Conversational Strategies For Product Search Assistants
abstract
Online retail has become a popular alternative to in-store shopping. However, unlike in traditional stores, users of online shops need to find the right product on their own without support from expert salespersons. Conversational search could provide a means to compensate for the shortcomings of traditional product search engines. To establish design guidelines for such virtual product search assistants, we studied conversations in a user study (N = 24) where experts supported users in finding the right product for their needs. We annotated the conversations concerning their content and conversational structure and identified recurring conversational strategies. Our findings show that experts actively elicit the users’ information needs using funneling techniques. They also use dialogue-structuring elements and frequently confirm having understood what the client was saying by using discourse markers, e.g., “mhm”. With this work, we contribute insights and design implications for conversational product search assistants.
Andrea Papenmeier, Alexander Frummet, Dagmar Kern
CHIIR3
2022 It's Complicated: The Relationship between User Trust, Model Accuracy and Explanations in AI
abstract
Automated decision-making systems become increasingly powerful due to higher model complexity. While powerful in prediction accuracy, Deep Learning models are black boxes by nature, preventing users from making informed judgments about the correctness and fairness of such an automated system. Explanations have been proposed as a general remedy to the black box problem. However, it remains unclear if effects of explanations on user trust generalise over varying accuracy levels. In an online user study with 959 participants, we examined the practical consequences of adding explanations for user trust: We evaluated trust for three explanation types on three classifiers of varying accuracy. We find that the influence of our explanations on trust differs depending on the classifier’s accuracy. Thus, the interplay between trust and explanations is more complex than previously reported. Our findings also reveal discrepancies between self-reported and behavioural trust, showing that the choice of trust measure impacts the results.
Andrea Papenmeier, Dagmar Kern, Gwenn Englebienne, Christin Seifert
ACM Trans. Comput. Hum. Interact.2
2021 Starting Conversations with Search Engines - Interfaces that Elicit Natural Language Queries
abstract
Search systems on the Web rely on user input to generate relevant results. Since early information retrieval systems, users are trained to issue keyword searches and adapt to the language of the system. Recent research has shown that users often withhold detailed information about their initial information need, although they are able to express it in natural language. We therefore conduct a user study (N = 139) to investigate how four different design variants of search interfaces can encourage the user to reveal more information. Our results show that a chatbot-inspired search interface can increase the number of mentioned product attributes by 84% and promote natural language formulations by 139% in comparison to a standard search bar interface.
Andrea Papenmeier, Dagmar Kern, Daniel Hienert, Alfred Sliwa, Ahmet Aker, Norbert Fuhr
CHIIR2
2021 Dataset of Natural Language Queries for E-Commerce
abstract
Shopping online is more and more frequent in our everyday life. For e-commerce search systems, understanding natural language coming through voice assistants, chatbots or from conversational search is an essential ability to understand what the user really wants. However, evaluation datasets with natural and detailed information needs of product-seekers which could be used for research do not exist. Due to privacy issues and competitive consequences, only few datasets with real user search queries from logs are openly available. In this paper, we present a dataset of 3,540 natural language queries in two domains that describe what users want when searching for a laptop or a jacket of their choice. The dataset contains annotations of vague terms and key facts of 1,754 laptop queries. This dataset opens up a range of research opportunities in the fields of natural language processing and (interactive) information retrieval for product search.
Andrea Papenmeier, Dagmar Kern, Daniel Hienert, Alfred Sliwa, Ahmet Aker, Norbert Fuhr
CHIIR2
2020 'A Modern Up-To-Date Laptop' - Vagueness in Natural Language Queries for Product Search
abstract
With the rise of voice assistants and an increase in mobile search usage, natural language has become an important query language. So far, most of the current systems are not able to process these queries because of the vagueness and ambiguity in natural language. Users have adapted their query formulation to what they think the search engine is capable of, which adds to their cognitive burden. With our research, we contribute to the design of interactive search systems by investigating the genuine information need in a product search scenario. In a crowd-sourcing experiment, we collected 132 information needs in natural language. We examine the vagueness of the formulations and their match to retailer-generated content and user-generated product reviews. Our findings reveal high variance on the level of vagueness and the potential of user reviews as a source for supporting users with rather vague search intents.
Andrea Papenmeier, Alfred Sliwa, Dagmar Kern, Daniel Hienert, Ahmet Aker, Norbert Fuhr
Conference on Designing Interactive Systems3
2020 The Role of Word-Eye-Fixations for Query Term Prediction
abstract
Throughout the search process, the user's gaze on inspected SERPs and websites can reveal his or her search interests. Gaze behavior can be captured with eye tracking and described with word-eye-fixations. Word-eye-fixations contain the user's accumulated gaze fixation duration on each individual word of a web page. In this work, we analyze the role of word-eye-fixations for predicting query terms. We investigate the relationship between a range of in-session features, in particular, gaze data, with the query terms and train models for predicting query terms. We use a dataset of 50 search sessions obtained through a lab study in the social sciences domain. Using established machine learning models, we can predict query terms with comparably high accuracy, even with only little training data. Feature analysis shows that the categories Fixation, Query Relevance and Session Topic contain the most effective features for our task.
Masoud Davari, Daniel Hienert, Dagmar Kern, Stefan Dietze
CHIIR3
2019 Reading Protocol: Understanding what has been Read in Interactive Information Retrieval Tasks
abstract
In Interactive Information Retrieval (IIR) experiments the user's gaze motion on web pages is often recorded with eye tracking. The data is used to analyze gaze behavior or to identify Areas of Interest (AOI) the user has looked at. So far, tools for analyzing eye tracking data have certain limitations in supporting the analysis of gaze behavior in IIR experiments. Experiments often consist of a huge number of different visited web pages. In existing analysis tools the data can only be analyzed in videos or images and AOIs for every single web page have to be specified by hand, in a very time consuming process. In this work, we propose the reading protocol software which breaks eye tracking data down to the textual level by considering the HTML structure of the web pages. This has a lot of advantages for the analyst. First and foremost, it can easily be identified on a large scale what has actually been viewed and read on the stimuli pages by the subjects. Second, the web page structure can be used to filter to AOIs. Third, gaze data of multiple users can be presented on the same page, and fourth, fixation times on text can be exported and further processed in other tools. We present the software, its validation, and example use cases with data from three existing IIR experiments.
Daniel Hienert, Dagmar Kern, Matthew Mitsui, Chirag Shah 0001, Nicholas J. Belkin
CHIIR2
2019 Lessons Learned from Users Reading Highlighted Abstracts in a Digital Library
abstract
Finding relevant documents is essential for researchers of all disciplines. We investigated an approach for supporting searchers in their relevance decision in a digital library by automatically highlighting the most important keywords in abstracts. We conducted an eye-tracking study with 25 subjects and observed very different search and reading behavior which lead to diverse results. Some of the participants liked that highlighted abstracts accelerate their relevance decision, while others found that they disturb the reading flow. What many agree on is that the quality of highlighting is crucial for trust and system credibility.
Dagmar Kern, Daniel Hienert, Katrin Angerbauer, Tilman Dingler, Pia Borlund
CHIIR1
2018 A LOD Backend Infrastructure for Scientific Search Portals
Benjamin Zapilko, Katarina Boland, Dagmar Kern
ESWC3
2017 Evaluating the Usefulness of Visual Features for Supporting Document Triage
Dagmar Kern, Maria Lusky, Dirk Wacker
TPDL1
2017 Text Priming - Effects of Text Visualizations on Readers Prior to Reading
Tilman Dingler, Dagmar Kern, Katrin Angerbauer, Albrecht Schmidt 0001
INTERACT (3)2
2015 WHOSE - A Tool for Whole-Session Analysis in IIR
Daniel Hienert, Wilko van Hoek, Alina Weber, Dagmar Kern
ECIR4
2015 Are There Any Differences in Data Set Retrieval Compared to Well-Known Literature Retrieval?
Dagmar Kern, Brigitte Mathiak
TPDL1
2011 Support for modeling interaction with automotive user interfaces
abstract
During the last decade, the number of functions of automotive user interfaces has increased rapidly. Besides traditional controls to drive a car, driver assistance, infotainment, entertainment, and comfort systems need to be controlled while driving. This does not only affect the driver's cognitive workload but also leads to increased complexity in designing automotive user interfaces. In this paper, we provide models and tools for rapid prototyping and the evaluation of user interfaces in this context. Usually, functional prototypes of user interfaces are implemented that allow the usability and quality to be assessed with time-consuming user studies. In contrast, in our approach we use an adapted Keystroke-Level Model (KLM) that is based on empirically collected data for typical operations in the car. It takes into account the aspect of attention switching in the car between primary tasks and other tasks. We present KLM operator times that we determined in a user study as well as a formula for estimating the task completion time. The presented model is the foundation for the MI-AUI prototyping tool that we implemented for permitting the creation of automotive interfaces using tangible controls. By demonstrating a typical operation with the MI-AUI prototype, the estimated task completion time can be calculated. MI-AUI is an evaluation tool that can be quickly and easily applied in early stages of the design process without the need to involve real drivers.
Stefan Schneegaß, Bastian Pfleging, Dagmar Kern, Albrecht Schmidt 0001
AutomotiveUI3
2011 Gestural interaction on the steering wheel: reducing the visual demand
abstract
Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel.
Tanja Döring, Dagmar Kern, Paul Marshall, Max Pfeiffer, Johannes Schöning, Volker Gruhn, Albrecht Schmidt 0001
CHI2
2010 Enabling micro-entertainment in vehicles based on context information
abstract
People spend a significant amount of time in their cars (US: 86 minutes/day, Europe: 43 minutes/day) while commuting, shopping, or traveling. Hence, the variety of entertainment in the car increases, and many vehicles are already equipped with displays, allowing for watching news, videos, accessing the Internet, or playing games. At the same time, the urbanization caused a massive increase of traffic volume, which led to people spending an ever-increasing amount of their time in front of red traffic lights. An observation of the prevailing forms of entertainment in the car reveals that content such as text, videos, or games are often a mere adaptation of content produced for television, public displays, PCs, or mobile phones and do not adapt to the situation in the car. In this paper we report on a web survey assessing which forms of entertainment and which types of content are considered to be useful for in-car entertainment by drivers. We then introduce an algorithm, which is capable of learning standing times in front of traffic lights based on GPS information only. This, on one hand, allows for providing content of appropriate length, on the other hand, for directing the attention of the driver back to-wards the street at the right time. Finally, we present a prototype implementation and a qualitative evaluation.
Florian Alt, Dagmar Kern, Fabian Schulte, Bastian Pfleging, Alireza Sahami Shirazi, Albrecht Schmidt 0001
AutomotiveUI2
2010 Making use of drivers' glances onto the screen for explicit gaze-based interaction
abstract
Interaction with communication and infotainment systems in the car is common while driving. Our research investigates modalities and techniques that enable interaction with interactive applications while driving without compromising safety. In this paper we present the results of an experiment where we use eye-gaze tracking in combination with a button on the steering wheel as explicit input substituting the interaction on the touch screen. This approach combines the advantages of direct interaction on visual displays without the drawbacks of touch screens. In particular the freedom of placement for the screen (even out of reach from the user) and that both hands remain on the steering wheel are the main advantages. The results show that this interaction modality is slightly slower and more distracting than a touch screen but it is significantly faster than automated speech interaction.
Dagmar Kern, Angela Castronovo, Sandro Castronovo, Albrecht Schmidt 0001, Christian Müller 0014
AutomotiveUI1
2010 Gazemarks: gaze-based visual placeholders to ease attention switching
abstract
Many tasks require attention switching. For example, searching for information on one sheet of paper and then entering this information onto another one. With paper we see that people use fingers or objects as placeholders. Using these simple aids, the process of switching attention between displays can be simplified and speeded up. With large or multiple visual displays we have many tasks where both attention areas are on the screen and where using a finger as a placeholder is not suitable. One way users deal with this is to use the mouse and highlight their current focus. However, this also has its limitations -- in particular in environments where there is no pointing device. Our approach is to utilize the user's gaze position to provide a visual placeholder. The last area where a user fixated on the screen (before moving their attention away) is highlighted; we call this visual reminder a Gazemark. Gazemarks ease orientation and the resumption of the interrupted task when coming back to this display. In this paper we report on a study where the effectiveness of using Gazemarks was investigated, in particular we show how they can ease attention switching. Our results show faster completion times for a resumed simple visual search task when using this technique. The paper analyzes relevant parameters for the implementation of Gazemarks and discusses some further application areas for this approach.
Dagmar Kern, Paul Marshall, Albrecht Schmidt 0001
CHI1
2009 Design space for driver-based automotive user interfaces
abstract
Over the last 100 years it has become much easier to operate a car. However in recent years the number of functions a user can control while driving has greatly increased. Infotainment, entertainment and comfort systems as well as driver assistance contribute to this trend. Interaction with these systems plays an important role, as on one hand this can improve the user experience while driving but on the other hand it may distract from the primary task of driving. User interfaces in cars differ regarding the number of input and output devices and their placement in the car to a great extent. In this paper, we introduce a first design space for driver-based automotive user interfaces that allows a comprehensive description of input and output devices in a car with regard to placement and modality. This design space is intended to provide a basis for analyzing and discussing different user interface arrangements in cars, to compare alternative user interface setups, and to identify new opportunities for interaction and placement of controls. We present a graphical representation of the design space and discuss its usage in detail based on several examples. To assess the completeness of the proposed design space we used it to classify and compare user interfaces from more than 100 cars shown at IAA2007, cars from the BMW museum, and from the A2Mac1 image database.
Dagmar Kern, Albrecht Schmidt 0001
AutomotiveUI1