Publications
Since the Chair of Digital Transformation at TU Dortmund University and the Chair of Interactive Systems at the University of Duisburg-Essen are part of the project, research plays a central role in our work. Augmented reality and hybrid community research are young, dynamic fields that are constantly evolving. The exciting questions and topics we investigate are correspondingly diverse. On this page, we present a selection of our current and past scientific publications.
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Hönemann, K., Konopka, B., & Wiesche, M. (2025). Designing an effective Augmented Reality interaction technique to develop AR instructions. In S. Chatterjee, J. vom Brocke, & R. Anderson (Hrsg.), Local solutions for global challenges
Augmented Reality (AR) instructions hold significant potential for cost savings in industrial applications. However, the creation of AR instructions presents a challenge, requiring both programming and spatial knowledge. While efforts to simplify AR development focus on reducing the complexity of content creation, a critical aspect often overlooked is the positioning of AR elements in the physical environment, which is facilitated by AR interaction techniques. This study employs a Design Science Research approach to investigate how AR interaction techniques can be designed to enable the creation of AR instructions without necessitating programming or spatial knowledge. Grounded in the Effective Use Theory and existing knowledge of AR interaction techniques, we propose two design principles and instantiated them in a software artifact. Our findings from a laboratory experiment with 55 participants demonstrate that using a device-based interaction technique enhances transparent interaction and representational fidelity, thereby facilitating the effective creation of AR instructions.
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Hönemann, K., Konopka, B., Prilla, M., & Wiesche, M. (2025). A comparative study of handheld augmented reality interaction techniques for developing AR instructions using AR authoring tools. Computers in industry, 164.
Augmented Reality (AR) instructions offer companies tremendous savings potential. However, developing these AR instructions has traditionally been challenging due to the need for programming skills and spatial knowledge. To address this complexity, industry and academia are working to simplify AR development. A crucial aspect of this process is the accurate positioning of AR content within the physical environment, which requires effective AR interaction techniques that enable full 3D manipulation of AR elements. In this study, we conducted an experimental comparison of three different AR interaction techniques with 55 participants to empirically assess their performance, workload, and user satisfaction across tasks related to AR instruction development. Our findings contribute to the design of future AR instructions and AR authoring tools, emphasizing the importance of evaluating AR interaction techniques that can be utilized by users without programming experience tailored to the specific needs of the intended application domain.
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Hönemann, K., Konopka, B., Brandt, P., & Wiesche, M. (2024). Digitale Inhalte in physischen Prozessen verankern. wT.Werkstatttechnik online.
In this article, we present a concept for an AR development tool that enables non-developers from the industry to independently create AR instructions and enrich the physical environment with digital content. In a field study with 15 experts from the industry, we determined the utility, user acceptance, and the resulting workload. As a result, we provide design recommendations that serve as a blueprint for the development of similar tools.
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Konopka, B., Hönemann, K., & Wiesche, M. (2024). Trust Calibration in Augmented-Reality based Decision Support Systems. 2024 IEEE 26rd Conference on Business Informatics (CBI), Vienna, Austria.
This empirical study investigates how users modify their trust in Augmented Reality-based (AR) decision support systems (DSS) in work environments, and how this trust influences work-related outcomes such as task performance, reliance on the system, and future intention to use it. Building upon existing research on trust in technology, particularly in automation, we develop a research model and hypotheses for Hu-man-AR-Interaction. To test our research model, we conducted a laboratory experiment with 115 participants using an ARbased decision support system. We manipulated the system’s performance, process, and purpose as key antecedents of trust calibration. Our findings indicate that calibrated trust has a significant positive influence on users’ reliance in the context of AR-DSS and their intention to use such systems in the future.
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Konopka, B., Hönemann, K., & Wiesche, M. (2024). Augmented Reality, Trust and Technology Malfunctions: An Initial Theory and Empirical Study. In Proceedings of the 2024 ACM Computers and People Research Conference (ACM SIGMIS-CPR ’24).
This study investigates users’ response to malfunctions in an Augmented Reality based decision support system used for sorting tasks. An initial research model and hypotheses to examine the influence of severity of malfunctions on user’s trust and intentions in a human-technology relationship were developed. A laboratory experiment was conducted in which 79 participants used Augmented Reality systems that provide incorrect instructions to varying degrees. Structural equation modeling was used to analyze the relations hypothesized in the research model. The findings indicate that the degree of technology malfunction has a significant negative influence on user’s trust, emotional state, and intentions. This study expands upon existing knowledge by integrating trust theory, psychological contract theory as well as literature on technology malfunctions to examine how users react to trust violations by emerging technologies like AR.
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Hönemann, K., Konopka, B., Wiesche, M. (2023): Designing an Augmented Reality Authoring Tool to Support Complex Tasks. A Design Science Study Using Cognitive Load Theory, International Conference on Design Science Research in Information Systems and Technology 2023 Proceedings.
Despite the potential of augmented reality (AR) to support and guide complex industrial tasks, the technology is still not broadly applied. One possible reason for this is that the creation of AR content is highly complex and requires programming skills and deep spatial knowledge. AR authoring tools can help address this complexity by enabling non-developers to create self-sufficient AR content. Therefore, this paper proposes a theory-driven design for AR authoring tools that allows non-developers to create self-sufficient AR-based instructions to support complex tasks. Based on ten interviews with experts working with AR authoring tools and a following focus group with eight participants, we propose three design principles for future AR authoring tools in the engineering context. These design principles are instantiated in two prototypes of different richness and evaluated in an experiment with 23 students. Our study shows that the cognitive load is slightly increased when using the extensive AR authoring tool, but it also shows that significantly better results can be achieved with the extensive AR authoring tool. We contribute by providing design principles for AR authoring tools for creating AR-based instructions, which extend the existing AR authoring research in the industrial context.
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Hönemann, K., Konopka, B., & Wiesche, M. (2023). Designing an Augmented Reality Authoring Tool to Support Complex Tasks. A Design Science Study Using Cognitive Load Theory. International Conference on Design Science Research in Information Systems and Technology 2023 Proceedings
Despite the potential of augmented reality (AR) to support and guide complex industrial tasks, the technology is still not broadly applied. One possible reason for this is that the creation of AR content is highly complex and requires programming skills and deep spatial knowledge. AR authoring tools can help address this complexity by enabling non-developers to create self-sufficient AR content. Therefore, this paper proposes a theory-driven design for AR authoring tools that allows non-developers to create self-sufficient AR-based instructions to support complex tasks. Based on ten interviews with experts working with AR authoring tools and a following focus group with eight participants, we propose three design principles for future AR authoring tools in the engineering context. These design principles are instantiated in two prototypes of different richness and evaluated in an experiment with 23 students. Our study shows that the cognitive load is slightly increased when using the extensive AR authoring tool, but it also shows that significantly better results can be achieved with the extensive AR authoring tool. We contribute by providing design principles for AR authoring tools for creating AR-based instructions, which extend the existing AR authoring research in the industrial context.
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Bräker, J., and Semmann, M. 2023. „Is There More Than Pokémon Go? – Exploring the State of Research on Causal Modeling in the Field of Augmented Reality“, Proceedings of the 56th Hawaii International Conference on System Sciences (HICSS), Hawaii, United States of America.
Augmented Reality Smart Glasses are an emerging technology that gains interest more and more among the research community. Their unique affordances such as the hands-free access and the transmition of first person view, differentiate them from other mobile and wearable technologies. The present study presents an overview of Augmented Reality Smart Glasses by emphasizing on the field of education. It includes the presentation of the affordances of AR and ARSG and the research activity on the effect of ARSG on education. Also, the factors that can influence their acceptance as well as students’ views on viewing augmented books through glasses are presented. Finally, suggestions for future research in the field are made
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Hertel, J., Schmidt, S., Briede, M., Anders, O., Thies, T., & Steinicke, F. (2023). Welcome AboARd! Evaluating Augmented Reality as a Skipper’s Navigator. 205-213.
Augmented Reality (AR) technology has been widely investigated to support various navigation tasks, including initial approaches that suggest its potential use on ships. For maritime navigation, skippers use a variety of information displayed on a ship’s bridge. However, the constant shift of focus between this information and the outside view of the ship might pose cognitive as well as safety challenges. Here, AR could facilitate the navigation of ships by overlaying the real-world view with spatially anchored visual navigation aids. Despite this potential, previous work mainly presents conceptual approaches, technical tests, or user studies performed in ship simulators only.In this paper, we evaluate an AR-based assistance system in the actual real-world water environment, where technical issues and varying physical conditions could influence the system’s usability. In collaboration with hydrographic experts following a user-centered design approach, a functional AR system was developed that virtually displays navigation aids on the water surface. In a field study, ten skippers used the system to navigate a ship along a path through a port area. We assessed the accuracy, perceived workload, and user experience of participants. In addition, qualitative feedback was thematically analyzed to retrieve insights about the skippers’ attitude regarding using AR on actual ships. We report lessons learned about aspects such as ergonomics, perceived safety challenges, as well as envisioned further use cases and extended data integration.
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Bräker, J., Osterbrink, A., Semmann, M., & Wiesche, M. (2023). User-centered requirements for augmented reality as a cognitive assistant for safety-critical services. Business & Information Systems Engineering, 65(2), 161-178.
Grounded on an experimental study with 18 participants, we derive 15 design principles for no-code AR authoring tools in an organizational setting. The study consists of two distinct treatments that aim to augment lightweight processes with AR. The outcomes are two interactive tutorials utilizing AR instructions. Following the no-code approach, the participants were empowered to create relevant AR content using a reduced interface and no need for advanced configurations or coding. The study thus combines two research streams with the aim of better understanding mechanisms for AR use in a professional context. As prior work has shown, despite the potential benefits, the adoption of AR authoring tools is limited because ramping up AR to productive use is heavily dependent on consulting and custom software solutions. Our novel approach bears the potential to broaden application domains and empower professionals to apply AR.
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Bräker, J., & Semmann, M. (2023). The Process Augmentability Canvas – How to find the Sweet Spot for Augmented Reality. European Conference on Information Systems (ECIS).
The adoption of augmented reality (AR) has been one of the defining technological trends of the past decade. While AR has experienced significant growth in consumer electronics, its potential for professional use still needs to be explored. Despite the growing interest in AR, determining its feasibility and potential to satisfy business needs remains challenging. To address this gap, we used a mixedmethod research approach to create a guiding framework called the process augmentability canvas. Drawing on a comprehensive case study of a major European maintenance, repair, and overhaul service provider, as well as state-of-the literature, we present a canvas that allows scholars and practitioners to evaluate AR’s applicability for a given process thoroughly. By providing a structured approach to analyzing AR solutions, the process augmentability canvas contributes to a better understanding of how AR can be used efficiently in organizational settings.
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Bräker J., Osterbrink A., Semmann M., Wiesche M. 2022 „User-Centered Requirements for Augmented Reality as a Cognitive Assistant for Safety-Critical Services“, in Business and Information Systems Engineering (Elektronische Veröffentlichung vor Drucklegung).
Augmented reality (AR) is widely acknowledged to be beneficial for services with exceptionally high requirements regarding knowledge and simultaneous tasks to be performed and are safety-critical. This study explores the user-centered requirements for an AR cognitive assistant in the operations of a large European maritime logistics hub. Specifically, it deals with the safety-critical service process of soil sounding. Based on fourteen think-aloud sessions during service delivery, two expert interviews, and two expert workshops, five core requirements for AR cognitive assistants in soil sounding are derived, namely (1) real-time overlay, (2) variety in displaying information, (3) multi-dimensional tracking, (4) collaboration, and (5) interaction. The study is the first one on the applicability and feasibility of AR in the maritime industry and identifies requirements that impact further research on AR use in safety-critical environments.
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Bräker J., Hertel J., Briede M., Thies T., and Semmann M. 2022. „Augmented reality for manned hydrographic surveys – How Augmented Reality Can Leverage Water Depth Management in the Port of Hamburg“, in International Hydrographic Review (28), 205-211.
For the process of hydrographic surveying, the skipper of the survey vessel needs a variety of real-time navigational and hydrographic information to navigate the vessel safely and precisely. The survey data is typically displayed on several monitors on board. As part of a research project, we are exploring the potential of augmented reality – a technology that can extend reality by overlaying it with computer-generated visualizations – to assist the skipper in hydrographic surveys. We report an overview of the technology itself, our proof of concept and several challenges we focus on to create a usable and valuable prototype system.
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Bräker, J., and Semmann, M. 2022. „Dividing Complexity to Conquer New Dimensions – Towards a Framework for Designing Augmented Reality Solutions“, Proceedings of the Americas Conference on Information Systems (AMCIS).
Augmented reality (AR) can foster service innovation and thus cope with some of the most urgent challenges in the service science domain, namely supporting frontline workers while ensuring high safety standards. Therefore, the utilization of AR can help to achieve these goals. On the contrary, AR remains a complex technology with specific requirements and preconditions that demand expertise to overcome them. Based on a case study, we derive a framework for designing AR solutions, which helps divide the complexity of designing and developing AR-based services to support the adoption and diffusion of AR applications. Such an encompassing perspective on initial AR explorations helps to transform the acquired information into a thorough proof of concept, pilot implementations and ultimately productive software.
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Bräker, J., Hertel, J., and Semmann, M. 2022. „Conceptualizing Interactions of Augmented Reality Solutions“, Proceedings of the 55th Hawaii International Conference on System Sciences (HICSS), Hawaii, United States of America.
The rapid evolution of augmented reality has resulted in an ever-increasing number of applications in a wide range of industries and services. Despite this progress, there is still a lack of conceptual understanding of AR interactions and the entire solution space. To bridge this gap, we conceptualize AR solution interactions and provide a comprehensive taxonomy. To represent the state-of-the-art, we build upon an extensive literature review. The resulting taxonomy consists of seven dimensions that encompass 29 characteristics. We contribute to the understanding of AR interactions and, as a result, the applicability of AR solutions in businesses by developing the taxonomy. Likewise, the taxonomy can guide the design of AR solutions as it convincingly describes the solution space.
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Bräker, J., Osterbrink, A., Wiesche, M., and Semmann, M. 2021. “Anforderungen sicherheitskritischer Dienste an Augmented Reality-Lösungen – Wassertiefenmessung in einem Seehafen“, HMD – Praxis der Wirtschaftsinformatik.
Augmented reality is an increasingly widespread technology. However, the potentials in areas with extraordinarily high cognitive requirements in safety-critical environments have received little attention so far. Services that necessitate extensive expertise, are safety-critical, and require the completion of concurrent tasks can be supported using augmented reality. In such cases, augmented reality enables the augmentation of service provision by giving seamless integration of information directly into the field of view while permitting for hands-free interaction in the case of head-mounted displays. This research investigates the user-centered requirements for augmented reality solutions in a safety-critical area in the operations of a large European seaport. It specifically addresses the measurement of water depths throughout the entire port area for maintenance of port infrastructure. Based on eleven think-aloud sessions during the process of water depth management, two expert interviews and two expert workshops, five requirements for augmented reality were derived that solution should fulfil to support the service. As a result, we present the first study on the applicability and practicability of augmented reality in the marine industry and provide the foundation for future research on the use of augmented reality in safety-critical contexts.
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Bräker, J., Hertel, J., Osterbrink, A., Briede, M., Baldauf, U., Wiesche, M., Steinicke, F., Semmann, M. 2021. „Augmenting Safety-Critical Processes – Requirements and Technologies for Soil Sounding in the Port of Hamburg“, 27th ITS World Congress, Hamburg, Germany.
For the process of hydrographic surveying, the skipper of the survey vessel needs a variety of real-time navigational and hydrographic information to navigate the vessel safely and precisely. The survey data is typically displayed on several monitors on board. As part of a research project, we are exploring the potential of augmented reality – a technology that can extend reality by overlaying it with computergenerated visualizations – to assist the skipper in hydrographic surveys. We report an overview of the technology itself, our proof of concept and several challenges we focus on to create a usable and valuable prototype system.
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Bräker, J., and Semmann, M. 2021. „How Does Business Process Modeling Reflect Augmented Reality-Based Processes?,“ in Proceedings of the 25th Pacific Asia Conference on Information Systems (PACIS).
Process modeling is broadly agnostic concerning the technology used for inputs and outputs, despite the choice of technology significantly determines and influences processes. Given the maturation of augmented reality and its increasing application in services, we seek to explore whether business process modeling can support such emerging and immersive technologies. To determine if current process modeling approaches are suitable for this purpose, we conduct a criteria-based assessment of the literature based on a thorough literature review. As a result, we identified several shortcomings and propose a research agenda to guide further development of process modeling to cope with the increasing adoption of augmented reality for service design and service innovation in organizations. Thus, we contribute to the understanding of augmented reality as a matter of service design and increase the accessibility of augmented reality for small and medium enterprises
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Hertel, J., Karaosmanoglu, S., Schmidt, S., Bräker, J., Semmann, M. and Steinicke, F. 2021. „A Taxonomy of Interaction Techniques for Immersive Augmented Reality based on an Iterative Literature Review,“ 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 431-440,
Developers of interactive systems have a variety of interaction techniques to choose from, each with individual strengths and limitations in terms of the considered task, context, and users. While there are taxonomies for desktop, mobile, and virtual reality applications, augmented reality (AR) taxonomies have not been established yet. However, recent advances in immersive AR technology (i.e., head-worn or projection-based AR), such as the emergence of untethered headsets with integrated gesture and speech sensors, have enabled the inclusion of additional input modalities and, therefore, novel multimodal interaction methods have been introduced. To provide an overview of interaction techniques for current immersive AR systems, we conducted a literature review of publications between 2016 and 2021. Based on 44 relevant papers, we developed a comprehensive taxonomy focusing on two identified dimensions – task and modality. We further present an adaptation of an iterative taxonomy development method to the field of human-computer interaction. Finally, we discuss observed trends and implications for future work.
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Osterbrink, A., Bräker, J., Semmann, M., and Wiesche, M. 2021. „Requirements for Augmented Reality Solutions for Safety-Critical Services – The Case of Water Depth Management in a Maritime Logistics Hub,“ in Proceedings of the 16th International Conference on Wirtschaftsinformatik.
Augmented reality (AR) is widely acknowledged to be beneficial for services that have exceptionally high requirements regarding knowledge and simultaneous tasks to be performed and are safety-critical. In such services, AR enables to augment service provision by delivering seamless integration of information in the field of view while enabling hands-free usage in the case of head-mounted displays. This study explores the user-centered requirements for AR solutions in the operations of a large European maritime logistics hub. Specifically, it deals with the process of soil sounding. Based on eleven think aloud sessions during service delivery, two expert interviews, and two expert workshops, we derived five core requirements for AR in soil sounding. Thus, we present the first study on the applicability and feasibility of AR in the maritime industry and identify requirements that impact further research on AR use in safety-critical environments.
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Grotherr, C., Li, M. M., Schymanietz, M., Fritzsche, A., Semmann, M., Peters, C., Böhmann, T., Leimeister, J.M. & Möslein, K. M. 2020. Gestaltungsdimensionen der Digitalisierung–Wie Dienstleistungssysteme den Wandel antreiben und welche Faktoren eine Rolle spielen. In Dienstleistungsinnovationen durch Digitalisierung (pp. 277-325). Springer Gabler, Berlin, Heidelberg.
In Zeiten der Digitalisierung nimmt Informationstechnologie eine Schlüsselrolle im Modernisierungsprozess von Unternehmen ein. Zugleich bringt die Softwareeinführung das Risiko mit sich, den intendierten Nutzen nicht zu realisieren. Durch eine Dienstleistungssystem-Perspektive erscheint die Einbindung der Nutzer in die Softwareeinführung ein vielversprechender Ansatz. Das Ziel des Projektes ExTEND – Engineering von Dienstleistungssystemen für nutzergenerierte Dienstleistungen ist es daher, Nutzer in die Softwareeinführung nach dem Leitbild „Dienstleistungen von Nutzern für Nutzer“ zu befähigen, aktiv einen Beitrag zu der Gestaltung der Arbeitsumgebung zu leisten. Hieraus resultieren IT-gestützte Servicebausteine, in denen Nutzer sich gegenseitige Hilfestellungen geben und Handlungsalternativen in der Softwareeinführung aufzeigen. Durch ein Pilotierungsvorgehen werden die Servicebausteine in drei Anwendungsfeldern entwickelt und pilotiert. Hieraus resultiert evidenzbasiertes Gestaltungswissen für die Entwicklung von nutzergenerierten Dienstleistungen. Darüber hinaus wird ein Mehrebenenmodell für die Gestaltung von Dienstleistungssystemen vorgestellt, welches die Entwicklung von Dienstleistungssystemen unterstützt und über traditionelle Ansätze des Service Engineerings hinausgeht.
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Klinker, K., Wiesche, M., and Krcmar, H. 2020. “Smart Glasses in Health Care: A Patient Trust Perspective,” in Proceedings of the 53rd Hawaii International Conference on System Sciences 2020 (HICSS), pp. 3548–3557.
Digitization in the health care sector is striving forward. Wearable technologies like smart glasses are being evaluated for providing hands-free and septic-safe access to information systems at the point of care. While smart glasses hold the potential to make service processes more efficient and effective, it is unclear whether patients would opt-in to treatments involving smart glasses. Patients are not active users of smart glasses but are nevertheless affected of outcomes produced by the symbiosis of health care workers and smart glasses. Using an online survey with 437 respondents, we find that it is important to properly explain to patients why smart glasses are being used and to proactively address data privacy concerns. Otherwise, smart glasses can significantly increase risk perceptions, reduce patients’ estimates of health care workers’ abilities, and decrease patients’ willingness to opt-in to medical procedures.
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Deutsches Institut für Normung 2019. „DIN SPEC 33453 Entwicklung digitaler Dienstleistungssysteme,“ Berlin: Beuth Verlag.
Die DIN SPEC 33453 “Entwicklung digitaler Dienstleistungssysteme” beschreibt ein Vorgehensmodell zur agilen, flexiblen und schnellen Entwicklung von digitalen Dienstleistungssystemen im industriellen Kontext. Ausgehend von der konkreten Entwicklung einer Dienstleistung als Leistungsergebnis betrachtet das Vorgehensmodell die ganzheitliche Gestaltung digitaler Dienstleistungssysteme. Dabei werden aktualisierte Methoden aus dem Service Engineering sowie geeignete Methoden aus angrenzenden Bereichen wie Business Analytics und Softwareentwicklung vorgestellt, um Unternehmen dabei zu helfen, den Entwicklungsprozess für ihre eigenen Bedürfnisse zu strukturieren und ihn kundenorientiert, effizient und erfolgreich durchzuführen. Das Dienstleistungsmanagement ist nicht Gegenstand dieser DIN SPEC. Die auf die Implementierung folgende Vermarktung, Leistungskonfiguration, Erbringung, Überwachung und kontinuierliche Verbesserung des Dienstleistungssystems ist daher gesondert zu betrachten. Das Dienstleistungsmanagement kann so auch Anlass dazu geben, das Dienstleistungssystem im Rahmen eines erneuten Entwicklungszyklus neu zu gestalten beziehungsweise anzupassen.
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Grotherr, C., Wagenknecht, T., and Semmann, M. 2019. „Waking Up a Sleeping Giant: Lessons from Two Extended Pilots to Transform Public Organizations by Internal Crowdsourcing,“ in Proceedings of the 40th International Conference on Information Systems (ICIS), Munich, Germany, December 15-18, 2019.
Digital transformation is a main driver for change, evolution, and disruption in organizations. As digital transformation is not solely determined by technological advancements, public environments necessitate changes in organizational practice and culture alike. A mechanism that seeks to realize employee engagement to adopt innovative modes of problem-solving is internal crowdsourcing, which flips the mode of operation from top-down to bottom-up. This concept is thus disrupting public organizations, as it heavily builds on IT-enabled engagement platforms that overcome the barriers of functional expertise and routine processes. Within this paper, we reflect on two design science projects that were piloted for six months within public organizations. We derive insights on the sociotechnical effects of internal crowdsourcing on organizational culture, social control, individual resources, motivation, and empowerment. Furthermore, using social cognitive theory, we propose design propositions for internal crowdsourcing, that guide future research and practice-oriented approaches to enable innovation in public organizations.
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Klinker, K., Obermaier, J., and Wiesche, M. 2019. “Conceptualizing Passive Trust: The Case of Smart Glasses in Healthcare,” in Proceedings of the 27th European Conference on Information Systems (ECIS), Stockholm & Uppsala, Sweden, June 8-14, 2019.
In recent years the digitisation of healthcare has been moving forward. Emerging technologies, such as smart glasses, are being tested for allowing healthcare workers information access at the point of care, while being able to work hands-free. Yet it remains unclear how the use of smart glasses will affect the trust relationship between patients and caregivers. The patient is not an active user of the smart glasses but is nevertheless dependent on outcomes influenced by the smart glasses. The patient, therefore, becomes a passive trustor of this technology. Building up-on existing trust research literature, we present a research model and extend it by interviewing 20 patients about their experiences with caregivers and their perceptions regarding the use of smart glasses in healthcare. We find that communication with patients is a key driver of passive trust in technology and trust in caregivers. This research contributes to a better understanding of the trust relationship between patients and caregivers and provides insights into the construct of passive trust in technology. In order to extend the qualitative data analysis, future research should investigate the extent of the acceptance of smart glasses by patients within healthcare facilities.
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Klinker, K., Wiesche, M., and Krcmar, H. 2019. “Development of a Smart Glass Application for Wound Management,” in Extending the Boundaries of Design Science Theory and Practice: 14th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2019, Worcester, MA, USA, June 4-6, 2019 : Proceedings, B. Tulu, S. Djamasbi, and G. Leroy (eds.), pp. 157–171.
Treatment of chronic wounds is a challenging task for health care professionals. When treating chronic wounds, accurate documentation of wound development via photos, measurements, and written descriptions are crucial for monitoring the healing progress over time and choosing the right wound treatment. Currently, however, wound documentation is often perceived as inaccurate and incomplete. In this research, we follow a user-centered design science approach to develop a smart glass-based wound documentation system to support healthcare workers. Through ethnographic fieldwork, interviews and prototype tests with focus groups, we find that smart glass applications hold potential for improving the wound documentation process because they allow for hands-free documentation at the point of care.
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Klinker, K., Wiesche, M., and Krcmar, H. 2019. “Digital Transformation in Health Care: Augmented Reality for Hands-Free Service Innovation,” Information Systems Frontiers : A Journal of Research and Innovation.
Health care professionals regularly require access to information systems throughout their daily work. However, existing smart devices like smartphones and tablets are difficult to use at the point of care, because health care professionals require both hands during their work. Following a design science research approach including ethnographic fieldwork and prototype tests with focus groups, we find that Augmented Reality smart glass applications offer potential for service innovation in the health care sector. Our smart glass prototype supports health care professionals during wound treatment by allowing them to document procedures hands-free while they perform them. Furthermore, we investigate the use of audio based and physical interaction with the smart glasses in a within-subjects design experiment.
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Vogel, P., Grotherr, C., and Semmann, M., 2019. „Leveraging the Internal Crowd for Continuous Requirements Engineering: Lessons Learned from a Design Science Research Project,“ in Proceedings of the 27th European Conference on Information Systems (ECIS), Stockholm & Uppsala, Sweden, Juni 8-14, 2019.
Open phenomena including open resources, processes such as crowdsourcing and their effects have initiated fundamental shifts in the way organizations conduct their business. With increasing recognition of the value of openness, represented by principles such as transparency, access, participation and democracy, crowdsourcing has established itself as a suitable mechanism for various use-cases ranging from decision-making to idea generation, microtasking and problem-solving. Increasingly, organizations have begun to crowdsource to their employees instead of external crowds. However, few studies analyze concrete use-cases of internal crowdsourcing and further research is needed. We propose that internal crowdsourcing is particularly useful for software requirements engineering (RE) within organizations. Crowd-based RE alleviates shortcomings of traditional RE approaches such as requiring co-presence or lacking representativeness. Research on crowd-based RE remains scarce, particularly concerning intra-organizational settings and the post-implementation phase of software projects. Defining high-quality requirements demands contextual expertise as well as experience and internal crowds seem to be decidedly well-suited for solving RE-related tasks as they exhibit these exact traits. Following a design science research approach, we develop design principles for internal crowd-based RE and instantiate them in a public-sector organization leading to a holistic evaluation. Subsequently, we formulate recommendations for establishing crowd-based RE in intra-organizational settings.
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Grotherr, C., Semmann, M., and Böhmann, T. 2018. „Engaging Users to Co-Create – Implications for Service Systems Design by Evaluating an Engagement Platform,“ in Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS), Waikoloa Village, Hawaii, USA, January 3-6, 2018.
Abstract: Far-reaching digitalization affords significantly more opportunities for engaging actors and mobilizing resources in service systems. By leveraging these capabilities, digitally enabled service systems can facilitate user-generated services. Traditional service engineering approaches provide for such service systems. This paper presents and discusses the evaluation of a field-based design science research project for designing an engagement platform that facilitates the co-creation of user-generated services. This study reports contributions to the design knowledge of such an engagement platform and their consequences for engagement activities. Based on the evaluation, we propose design propositions for such an engagement platform from a sociotechnical perspective.
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Grotherr, C., Semmann, M., and Böhmann, T. 2018. „Using Microfoundations of Value Co-Creation to Guide Service Systems Design – A Multilevel Design Framework,“ in Proceedings of the 39th International Conference on Information Systems (ICIS), San Francisco, California, USA, December 13-18, 2018.
Abstract: Service systems enable value co-creation. However, value co-creation is a complex phe-nomenon that is difficult to observe, let alone to purposefully enact. This is a serious chal lenge for the design of service systems. To address this challenge, we propose a multileveldesign framework for service systems, which builds on actor engagement as amicrofoundation of value co-creation. Based on this work, we conceptualize a designframework, which emphasizes (1) a multilevel perspective to understand interdependen-cies between the institutional set-up on macro level, engagement platforms as facilitatorsfor resource mobilization and integration on meso level and observable actor engage-ment on micro level as well as (2) a dynamic perspective through two iterative designcycles to continuously refine service systems. We illustrate how this multilevel frameworkinforms and guides service research and practitioner in a systematic design process,thereby contributing to service systems engineering.
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Huck-Fries, V., Pflügler, C., Wiesche, M., and Krcmar, H. 2018. “Innovationshemmnisse für kleine und mittlere Unternehmen,” in Management digitaler Plattformen: Konzeption und Realisierung eines offenen Ökosystems für intelligente Mobilitätsdienste in der Smart City, M. Wiesche, P. Sauer, J. Krimmling, and H. Krcmar (eds.), pp. 297–312.
Abstract: Die Adoption von Innovationen in kleinen und mittleren Unternehmen (KMU) mit weniger als 250 Mitarbeitern ist im Vergleich zu Großunternehmen begrenzt. In dieser Studie ist es unser Ziel, Faktoren zu identifizieren, die die Adoption von Innovationen bei KMU behindern. Hierzu führen wir eine Fallstudie zur Nutzung von Mobilitätsinnovationen in 20 KMU durch. Wir finden sechs entscheidende Faktoren, die KMU bei der Einführung von Innovationen behindern: wahrgenommenes Ungleichgewicht von Risiken und Chancen, Kompatibilität mit dem täglichen Arbeitsablauf, fehlende Anpassung an individuelle Geschäftsprozesse, Komplexität bei Infrastrukturinvestitionen, IT-Wissen und Kosten für die Einrichtung. Unsere Studie erweitert das Verständnis der Theorie der Adoption von Innovationen bei KMU. Basierend auf den identifizierten Faktoren hilft diese Studie, Innovationen in die laufenden Geschäftsprozesse zu integrieren und die Adoption von Innovationen zu erhöhen.
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Klinker, K., Berkemeier, L., Zobel, B., Wüller, H., Huck-Vries, V., Wiesche, M., Remmers, H., Thomas, O., and Krcmar, H. 2018. “Structure for Innovations: A Use Case Taxonomy for Smart Glasses in Service Processes,” in Multikonferenz Wirtschaftsinformatik (MKWI) 2018: Data Driven X – Turning Data into Value ; Leuphana Universität Lüneburg, 6. – 9. März 2018 (Vol. 4), P. Drews, B. Funk, P. Niemeyer, and L. Xie (eds.), pp. 1599–1610.
Abstract: The evolution of smart glasses and AR technology holds potential for support of mobile service processes. Yet, little research has focused on systematic identification of potential use cases. In this article, we present a use case taxonomy derived from multiple case studies employing literature search, ethnographies, interviews and focus groups from the domains of nursing, maintenance and logistics. Building upon the identified use cases we propose a framework of task-technology fit for smart glasses. The taxonomy in combination with the framework will allow researchers and practitioners to identify smart glass use cases that are of inter-domain relevance. Moreover, our artefacts enable a structured approach for identification and assessment of potential smart glass use cases without in-depth knowledge of the technology.
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Przybilla, L., Klinker, K., Wiesche, M., and Krcmar, H. 2018. “A Human-Centric Approach to Digital Innovation Projects in Health Care: Learnings from Applying Design Thinking,” in PACIS 2018 Proceedings: PACIS 2018 – Opportunities and Challenges for the Digitized Society: Are We Ready?, M. Tanabu and D. Senoo (eds.).
Abstract: Digital innovation is described to harbor great potential to improve health care. Yet, much of this potential has not been realized. A number of context-specific factors are described to limit implementation of innovative digital solutions. To attenuate these limits in development, we propose a human-centric approach using elements of Design Thinking. We follow a design science research approach using two cases of digital innovation in health care. Based on qualitative and quantitative evaluations performed with care givers we used an iterative prototyping approach to create digital artifacts aimed at improving the underlying health care processes. We detail the research processes of an augmented reality smart glass application for documenting chronic wounds and a smartphone application to support dispensing medication. Based on the exemplary cases, we derive process learnings on applying Design Thinking methods to digital innovation projects in health care.
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Przybilla, L., Schreieck, M., Klinker, K., Pflügler, C., Wiesche, M., and Krcmar, H. 2018. “Combining Design Thinking and Agile Development to Master Highly Innovative IT Projects,” in Projektmanagement Und Vorgehensmodelle 2018, PVM 2018: Der Einfluss Der Digitalisierung Auf Projektmanagementmethoden Und Entwicklungsprozesse : Gemeinsame Tagung Der Fachgruppen Projektmanagement (WI-PM) Und Vorgehensmodelle (WI-VM) Im Fachgebiet Wirtschaftsinformatik Der Gesellschaft Für Informatik e.V. in Kooperation Mit Der Fachgruppe IT-Projektmanagement Der GPM e.V. : 15. Und 16. Oktober 2018 in Düsseldorf, M. Mikusz, A. Volland, M. Engstler, M. Fazal-Baqaie, E. Hanser, and O. Linssen (eds.), pp. 113–124.
Abstract: Agile development methods have become mainstream. Notwithstanding the improvements they bring about in implementation, they are of little help for deciding what exact features are need-ed to address the core needs of customers: they mostly rely on the competence and domain knowledge of the product owner. This is an issue of paramount importance in innovative pro-jects with high ambiguity such as digitization projects because such projects require a detailed understanding of customers and their needs. In order to address this gap, we propose to follow a Design Up Front approach and to integrate the Design Thinking methodology, which aims at human-centered innovation, with agile development. Drawing on 25 student and research projects, we report key learnings concerning human aspects, knowledge management, and challenging of assumptions. Moreover, we offer practical recommendations for the integration of the two methodologies.
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Wüller, H., Behrens, J., Klinker, K., Wiesche, M., Krcmar, H., and Remmers, H. 2018. “Smart Glasses in Nursing – Situation Change and Further Usages Exemplified on a Wound Care Application,” in German Medical Data Sciences: A Learning Healthcare System : Proceedings of the 63rd Annual Meeting of the German Association of Medical Informatics, Biometry and Epidemiology (gmds e.V.) 2018 in Osnabrück, Germany – GMDS 2018, U. Hübner, U. Sax, H.-U. Prokosch, B. Breil, H. Binder, A. Zapf, B. Strahwald, T. Beißbarth, N. Grabe, and A. Schöler (eds.), pp. 191–195.
Abstract: Smart Glasses are a promising technology that can be leveraged to improve flexible service processes. Especially in the field of nursing where practitioners are facing complex tasks and challenges. Introducing such pervasive computing devices in service processes may have both positive and negative consequences. This leads us to the following research questions: How does the usage of the Smart Glass applications change the caring situation? Which ideas for future usage of Smart Glasses do nurses have? To answer these questions we followed a design science research approach to design a prototype for support of wound care management in nursing. We evaluated the prototype in a real life situation. Five nurses used the application in a real world setting to perform a wound documentation. Afterwards, we conducted semi-structured interviews with the nurses. The intent of the interviews was not only to get information on the current prototype, but to generate knowledge about dimensions of changing the caring situation which should be considered further. The nurses gave the application an overall positive evaluation. They stated that they would expect an improvement of the quality of the wound documentation when using the device. In addition, they mentioned a change in the communication structure with the patient would be necessary. Furthermore, opinions regarding further use cases did differ.
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Klinker, K., Fries, V., Wiesche, M., and Krcmar, H. 2017. “CatCare: Designing a Serious Game to Foster Hand Hygiene Compliance in Health Care Facilities,” in Designing the Digital Transformation: DESRIST 2017 Research-in-Progress Proceedings, A. Maedche, J. vom Brocke, and A. Hevner (eds.), pp. 20–28.
Abstract: Lack of proper hand hygiene is often the source of hospital acquired infections. Despite many efforts, on average, health care workers still perform hand hygiene in less than 50% of the occasions in which they must. Serious games have been used successfully to achieve behavioral change in other health care domains. In order to tackle the complex problem of hand hygiene compliance we followed a design science research approach combining the build-phase with three evaluation cycles. In this paper, we present a preliminary design of a serious game to explore the possibilities of achieving better hand hygiene compliance of health care workers.
