Forschungsschwerpunkt Mensch-Maschine Interaktion


  • Bader, J. D. (2022). Influence of cybersickness on the technology acceptance model in the context of virtual reality.
  • Berbert De Castro Hüsler, A. (2022). A systematic review on the effectiveness of digital game- based learning in primary and secondary education compared to traditional teaching methods.
  • Buser, J. (2022). Cultural differences in website design regarding usability and aesthetics.
  • Can Özgü, E. (2022). Beyond mere fun: What constitutes the eudaimonic experience in digital games?
  • Curti, J. N. (2022). Positive effects of Online-Communities on the well-being of adolescents during COVID-19.
  • Feig, L. (2022). Gaming and ist influence on depression and social anxiety.
  • Fent, L. (2022). Enjoyment of positive and negative emotions in games.
  • Götz, N. (2022). Measuring enjoyment: Overview and comparison of PXI and PENS.
  • Holzer, A. (2022). What are applicable definitions of trust in AI?
  • Honda, M. (2022). How character attachment influences our willingness to spend on Gachagames.
  • Kinir, A. (2022). Measuring aesthetics in HCI: Comparison of the scales of Lavie & Tractinsky and the VisAWI.
  • Küttel, E. (2022). Staying connected during COVID-19 - How Online Gaming positively affects People’s Well-being during the Pandemic.
  • Mullis, S. (2022). The relationship between trust and reliance in automation and AI.
  • Oswald, N. (2022). A comparative approach to identification with different forms of media characters.
  • Roos, F. (2022). Emotional attachment towards player characters and non-player characters.
  • Stalder, R. (2022). Social media during social distancing.
  • Tran, L. (2022). Relationship with player characters and game experience.
  • Wettstein, L. (2022). Cognitive biases in Human-AI interaction: Reviewing frameworks for the conceptualization of cognitive biases in the context of AI.
  • Ünlü, A. (2022). Effects of aesthetics and usability on user preference Pre- and Post-Use.
  • Bähler, M. (2021). Graphic design guidelines which concern white space and their effect on the User Experience.
  • Cabrera, L. (2021). Differences in website color preferences between Asia and Europe.
  • Di Matteo, L. (2021). Information processing online: Mechanisms of handling (mis)information on social network sites.
  • Güler, E. D. (2021). Digital games for children education.
  • Henz, T. (2021). The use of mental health applications: An overview of the state-of-the-art and evaluation of the effectiveness.
  • Kaufmann, Y. (2021). Video game effects in psychotherapy on people with mental illness and their potential: A systematized review.
  • Laverde, D. (2021). Does gaming have an impact on aggressive behavior?
  • Memeti, Z. (2021). Challenge as a mediator: From experiencing negative emotions to a positive player experience.
  • Wyss, L. (2021). The influence of anonymity on toxic behavior in multiplayer online games.
  • Ziba, E. (2021). The constructs of aesthetics and usability analysed in current Human- Computer-Interaction literature.
  • Baumann, C. (2020). Auswirkungen und Minimierungsansätze der psychosozialen Stressinduktion an der Flughafensicherheitskontrolle.
  • Baumgartner, L. E. (2020). Human performance in aviation: Wie können CRM und Teamwork die Arbeit der Flight Crew in Notfallsituationen verbessern?
  • Bilang, N. (2020). Avatar Identification in Video Games Motivates Players.
  • Burckel, L. (2020). Digital Games and Sensitive Life Experiences.
  • Böhlen, Y. (2020). Can game elements change behavior based on self-efficacy?
  • Most, R. E. (2020). Automation in aviation: Blessing or curse?
  • Son, G. (2020). Review of meta-analytical methods: Benefits and challenges of including grey literature.
  • Werner, L. (2020). The art of offering the right things: Trust and the black-box nature of recommenddation systems.
  • Jeitziner, L. (2019). What social interaction tells about experience: Exploring player experience in social gaming.
  • Karrer, J. (2019). Affective computing vs. affective interaction: Differences in design and evaluation of emotion tracking systems.
  • Paro, D. (2019). Enjoyment in single-player video games and the influence of challenge.
  • Saraceno, S. (2019). Meaningful gamification: A new way of improving intrinsic motivation.
  • Sautter, L. (2019). Experiencing enjoyment and appreciation of video games: The roles of morality, meaningfulness and need satisfaction.
  • Schöneneberger, Y. (2019). Enjoyment in single-player video games and the influence of challenge.
  • Svab, M. (2019). Operationalization of eudaimonia for user experience on basis of the selfdetermination theory, the eudaimonic identity theory and the six-factor model of psychological well-being. .
  • Thomaser, M. (2019). Forschung über Badges unter die Lupe genommen.
  • Imhof, L. (2018). Der Einfluss von Technik auf Einsamkeit im Alter.
  • Kayser, D. (2018). Gaming for science: MMORPGs as simulation tools for human social interaction.
  • Perrig, S. (2018). Measuring user experience: Overview and comparison oft two commonly used questionnaires.
  • Rosenthaler, L. (2018). Relationship with a character in video games and the video game experience.
  • Scharowski, N. (2018). Gamification: From emerging conceptualization to coexisting explanatory models in the context of education.
  • Siebenmann, J. (2018). Loyalty to video games: Understanding the appeal of continuos play.
  • Writing a part for ourselves; Identification with interactive media and its influence on self-esteem. (2017).
  • Bastam, N. (2017). Effects of mobile phone addiction on interpersonal relationships and negative emotions.
  • Loeb, B. (2017). Could Social Media Platforms Provide New Ways to Measure Personality? – A Small Sample Scoping Review.
  • Margelli, D. (2017). Approaching Game Enjoyment and Negative Emotions in Games.
  • Rutz, K. (2017). The influence design factors have on data quality and data quantity of web surveys.
  • Zwicky, L. (2017). Der Einfluss verschiedener Videospielarten auf die Prosozialität.
  • Hagemann, I. (2016). How the brain reacts to music and the effects of music therapy on Parkinsonian gait.
  • Islami, P. (2016). Warum spielen Menschen Social Network Games? Eine Betrachtung aus der Perspektive der Uses and Gratification Theorie.
  • Kraus, L. (2016). Implikationen der Embodied Cognition für das Interface von Kreditkartenterminals.
  • Römelin, S. (2016). Mobile Technology in Classrooms: Can iPads Further Young Children’s Learning Development and Successfully Be Integrated in the Modern Curriculum?
  • Schächinger Tenes, L. T. (2016). Cognitive-behavioral diffrences between dyslexic and normal bilingual readers.
  • Äschbach, S. (2016). Perception of Electric Vehicles Examined by User Experience and Marketing Concepts.
  • Endress, S. (2014). Drei... Zwei... Eins... Meins! Einfluss von psychologischem Ownership auf Gaming-Experience.
  • Krauss, L. (2014). Kunst und Gefallen: Empirische Forschung zur ästhetischen Präferenz von Kunstwerken.
  • Martinis, F. (2014). HCI and Cognitive Psychology related Performance Benefits and Disadvantages of Large High-Resolution Displays for Single User Application.
  • Quintana, L. (2014). Cultural differences in style and usage of emoticons in computer-mediated communication.
  • Troendle, A. (2014). The Use of Virtual Reality in Psychotherapy for Anxiety Disorders: The State-of-the-Art and the Evaluation of its Effectiveness.
  • Brühlmann, F. (2013). Gamification From the Perspective of Self-Determination Theory and Flow.
  • Chinnow, V. (2013). Kritische Stellungnahme zur Bereitschaft Placebo-Effekte stärker als bisher in der Therapie zu nutzen: Am Beispiel einer inflammatorischen, affektiven und degenerativen Erkrankung im Vergleich.
  • Escher, K. (2013). Schule 2.0: Wie sich die Institution Schule an den diditalen Alltag ihrer Schüler anpasst.
  • Hongler, K. I. (2013). Is Work-related Mobile Learning in Public Spaces Effective? -Acknowledging Disruptions and Human Attention.
  • Keller, T. (2013). Visuelle Komplexität: Forschungsmethoden zu visueller Komplexität statischer und interaktiver Webseiten.
  • Klaiber, A. (2013). Psychoaktive Substanzen in der Therapie: Cannabis, MDMA und LSD.
  • Knitter, B. (2013). What will be stored, what gets ignored?
  • Mohler, K. (2013). Gamification for the environment: Can gamified applications produce a positive behaviour and attitude change?
  • Mueller, L. (2013). The Role of Psychological Needs in the Relationship between Feedback and Behavior- Opportunities for Sustainable Human-Computer Interaction.
  • Schmid, G.-M. (2013). Verbesserung von digitalen Musikinstrumenten durch haptisches Feedback.
  • Steiner, C. (2013). Personalised persuasion: What are the most effective user data for persuasion profiling?
  • Adler, M. (2012). Langzeitwirkung von Methylphenidat (Ritalin) bei Patienten mit ADHS.
  • Hunziker, S. (2012). Einfluss von kognitiver Verhaltenstherapie auf die Hirnaktivitäten nach Behandlung einer spezifischen Phobie.
  • Kessler, P. (2012). Klingeln in den Ohren: Neurologische Korrelate von Tinnitus.
  • Rothmaier, M. (2012). Der Einfluss von Hofstedes Kulturdimensionen auf die Gestaltung von Webseiten und usability.
  • Baumann, M. L. (2011). Ausprägung und Erscheinungsformen von Cyberbullying unter Kindern und Jugendlichen.
  • Siegrist, E. (2011). Accessibility of Social Networks: Wie gross ist die Barrierefreiheit von Facebook und Twitter?
  • Steinemann, S. (2011). Designing Medical Information Systems That Work: A User-Centered Approach to Improving the Working Conditions and Quality of Work of Health Care Professionals.
  • Aeberhard, A. (2009). E-Commerce Der Einfluss verschiedener demografischer Variablen auf die Risikowahrnehmung beim Onlineshopping.
  • Chresta, P. (2009). Online Werbung – Werbewirkung und Akzeptanz.
  • Mekler, E. (2009). Medical Usability Wie können Erkenntnisse der MMI im Medtech-Bereich genutzt werden?
  • Seckler, M. (2009). Effiziente Navigation in Menüs Wie kognitive und motorische Aspekte die Effizienz von Menüs verbessern.
  • Urwyler, D. A. (2009). E-Commerce: Der Einfluss der Emotionen.
  • Heinz, S. (2007). Betrachtung der Webseite mit dem Aktionszyklus von Norman - Kann der Einsatz neuer Technologien und Bildern einen Suchprozess verbessern oder vereinfachen?
  • Ritzmann, L. (2007). Web 2.0 – Partizipationsfördernde Umstände, untersucht an psychologischen Modellen.
  • Weber, D. (2007). Zur Forschung der Mensch-Maschine-Interaktion im Cockpit- Design.
  • Boss, J. (2006). Usability of public transportation centers.
  • Haenggli, P. (2006). Welche Faktoren machen das Spielen von digitalen Spielen reizvoll?
  • Regli, W. (2006). Der Einfluss von Alterseffekten auf das Verhalten im Internet und am Computer.
  • Rohner, M. (2004). Online-Trust: Vertrauen über das Internet.