Dr. Florian Brühlmann

Forschungsschwerpunkt Mensch-Maschine Interaktion

Foto von Dr. Florian Brühlmann
Position:
Leitung Forschungsschwerpunkt Mensch-Maschine Interaktion

Email:
E-Mail senden

Telefon:
Tel.+41 61 207 06 66

Anschrift:
Büro 01.009 (HH)
Missionsstrasse 62a
4055 Basel

Forschungsinteressen

Ich interessiere mich dafür, wie ein gutes oder schlechtes Benutzererlebnis (engl. User Experience) entsteht und wie sich dieses auf Evaluation eines Produkts und auf das Erleben und Verhalten des Benutzers auswirkt. Um dies erforschen zu können, brauchen wir Methoden, welche diverse psychologische Konstrukte (Z.B. Motivation, Vertrauen, Usability) zuverlässig und valide messen. Deshalb beschäftige ich mich mit der Entwicklung und Validierung von Fragebögen und der Replizierbarkeit von Forschungsergebnissen.

Auszeichnungen

  • 2021 CHI PLAY Best Paper Honorable Mention
  • 2018 CHI PLAY Best Paper Honorable Mention
  • 2017 CHI PLAY Best Paper Honorable Mention

Publikationen

Conference Proceedings

2023
  • Scharowski, N., Perrig, S. A. C., Svab, M., Opwis, K., & Brühlmann, F. (2023). Exploring the effects of human-centered AI explanations on trust and reliance. Frontiers in Computer Science. https://doi.org/10.3389/fcomp.2023.1151150
2022
  • Memeti, Z., Brühlmann, F., & Perrig, S. A. C. (2022). LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends. Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, 81–86. https://doi.org/10.1145/3505270.3558350
  • Von Felten, N., Brühlmann, F., & Perrig, S. A. C. (2022). Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players. Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, 44–50. https://doi.org/10.1145/3505270.3558351
2021
  • Kayser, D., Perrig, S. A. C., & Brühlmann, F. (2021). Measuring Players’ Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ. Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 158–162. https://doi.org/10.1145/3450337.3483499
  • Linxen, S., Sturm, C., Brühlmann, F., Cassau, V., Opwis, K., & Reinecke, K. (2021). How WEIRD is CHI? Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3411764.3445488
  • Scharowski, N., Opwis, K., & Brühlmann, F. (2021). Empirical hints of cognitive biases despite human-centered AI explanations. CHI 2021 Workshop: Operationalizing Human-Centered Perspectives in Explainable AI.
2020
  • Vollenwyder, B., Buchmüller, E., Trachsel, C., Opwis, K., & Brühlmann, F. (2020). My Train Talks to Me: Participatory Design of a Mobile App for Travellers with Visual Impairments. In K. Miesenberger, R. Manduchi, M. Covarrubias Rodriguez, & P. Peňáz (Eds.), Computers Helping People with Special Needs (pp. 10–18). Springer International Publishing. https://doi.org/10.1007/978-3-030-58796-3_2
  • Vollenwyder, B., Opwis, K., & Brühlmann, F. (2020). How Web Professionals Perceive Web Accessibility in Practice: Active Roles, Process Phases and Key Disabilities. In K. Miesenberger, R. Manduchi, M. Covarrubias Rodriguez, & P. Peňáz (Eds.), Computers Helping People with Special Needs (pp. 294–302). Springer International Publishing. https://doi.org/10.1007/978-3-030-58796-3_35
2018
  • Brühlmann, F., Vollenwyder, B., Opwis, K., & Mekler, E. D. (2018). Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI). Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 106:1–106:13. https://doi.org/10.1145/3173574.3173680
  • Law, E. L.-C., Brühlmann, F., & Mekler, E. D. (2018). Systematic Review and Validation of the Game Experience Questionnaire (GEQ) – Implications for Citation and Reporting Practice. Proceedings of the Annual ACM Conference CHI Play 2018. https://doi.org/10.1145/3242671.3242683 Honorable Mentions (top 5 %)
  • Vollenwyder, B., Schneider, A., Krueger, E., Brühlmann, F., Opwis, K., & Mekler, E. D. (2018). How to Use Plain and Easy-to-Read Language for a Positive User Experience on Websites. In K. Miesenberger & G. Kouroupetroglou (Eds.), Computers Helping People with Special Needs (pp. 514–522). Springer International Publishing. https://doi.org/10.1007/978-3-319-94277-3
2017
  • Petralito, S., Brühlmann, F., Iten, G., Mekler, E. D., & Opwis, K. (2017). A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3025453.3026047 Honorable Mention (top 5%)
2016
  • Brühlmann, F., Schmid, G.-M., & Mekler, E. D. (2016). Online Playtesting With Crowdsourcing: Advantages and Challenges. CHI 2016 Workshop: Lightweight Games User Research for Indies and Non-Profit Organizations. https://www.mmi-basel.ch/extras/CHIGUR2016.pdf
2015
  • Brühlmann, F., & Schmid, G.-M. (2015). How to Measure the Game Experience? Analysis of the Factor Structure of Two Questionnaires. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 1181–1186. https://doi.org/10.1145/2702613.2732831
2013
  • Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: The effects of points and meaning on user motivation and performance. Proceedings of the 2013 Annual Conference on Human Factors in Computing Systems (CHI EA ´13), 1137–1142. https://doi.org/10.1145/2468356.2468559
  • Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. Gamification 2013: Proceedings of the First International Conference on Gameful Design, Research, and Applications, 66–73. https://doi.org/10.1145/2583008.2583017

Journal Articles

2023
  • Aeschbach, L. F., Kayser, D., Hüsler, A. B. D. C., Opwis, K., & Brühlmann, F. (2023). The psychology of esports players’ ELO Hell: Motivated bias in League of Legends and its impact on players’ overestimation of skill. Computers in Human Behavior, 107828. https://doi.org/https://doi.org/10.1016/j.chb.2023.107828
  • Perrig, S. A. C., Ueffing, D., Opwis, K., & Brühlmann, F. (2023). Smartphone app aesthetics influence users’ experience and performance. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1113842
  • Perrig, S. A. C., von Felten, N., Honda, M., Opwis, K., & Brühlmann, F. (2023). Development and Validation of a Positive-Item Version of the Visual Aesthetics of Websites Inventory: The VisAWI-Pos. International Journal of Human–Computer Interaction, 0(0), 1–25. https://doi.org/10.1080/10447318.2023.2258634
  • Vollenwyder, B., Petralito, S., Iten, G. H., Brühlmann, F., Opwis, K., & Mekler, E. D. (2023). How compliance with web accessibility standards shapes the experiences of users with and without disabilities. International Journal of Human-Computer Studies, 170, 102956. https://doi.org/https://doi.org/10.1016/j.ijhcs.2022.102956
2022
  • Aeschbach, L. F., Opwis, K., & Brühlmann, F. (2022). Breaking immersion: A theoretical framework of alienated play to facilitate critical reflection on interactive media. Frontiers in Virtual Reality, 3. https://doi.org/10.3389/frvir.2022.846490
2021
  • Aeschbach, L. F., Perrig, S. A. C., Weder, L., Opwis, K., & Brühlmann, F. (2021). Transparency in Measurement Reporting: A Systematic Literature Review of CHI PLAY. Proc. ACM Hum.-Comput. Interact., 5(CHI PLAY). https://doi.org/10.1145/3474660 Honorable Mentions (top 5 %)
  • Pimmer, C., Brühlmann, F., Odetola, T. D., Dipeolu, O., Oluwasola, O., Jäger, J., & Ajuwon, A. J. (2021). WhatsApp for mobile learning. Effects on knowledge, resilience and isolation in the school-to-work transition. The Internet and Higher Education, 100809. https://doi.org/10.1016/j.iheduc.2021.100809
2020
  • Brühlmann, F., Baumgartner, P., Wallner, G., Kriglstein, S., & Mekler, E. D. (2020). Motivational Profiling of League of Legends Players. Frontiers in Psychology, 11, 1307. https://doi.org/10.3389/fpsyg.2020.01307
  • Brühlmann, F., Petralito, S., Aeschbach, L. F., & Opwis, K. (2020). The quality of data collected online: An investigation of careless responding in a crowdsourced sample. Methods in Psychology, 2, 100022. https://doi.org/10.1016/j.metip.2020.100022
  • Brühlmann, F., Petralito, S., Rieser, D. C., Aeschbach, L. F., & Opwis, K. (2020). TrustDiff: Development and Validation of a Semantic Differential for User Trust on the Web. Journal of Usability Studies, 16(1), 29–48. https://uxpajournal.org/trustdiff-semantic-differential-for-user-trust-web/
  • Buttrick, N. R., Aczel, B., Aeschbach, L. F., Bakos, B. E., Brühlmann, F., Claypool, H. M., Hüffmeier, J., Kovacs, M., Schuepfer, K., Szecsi, P., Szuts, A., Szöke, O., Thomae, M., Torka, A.-K., Walker, R. J., & Wood, M. J. (2020). Many Labs 5: Registered Replication of Vohs and Schooler (2008), Experiment 1. Advances in Methods and Practices in Psychological Science, 0(0), 2515245920917931. https://doi.org/10.1177/2515245920917931
  • Ebersole, C. R., Mathur, M. B., Baranski, E., Bart-Plange, D.-J., Buttrick, N. R., Chartier, C. R., Corker, K. S., Corley, M., Hartshorne, J. K., IJzerman, H., Lazarevic, L. B., Rabagliati, H., Ropovik, I., Aczel, B., Aeschbach, L. F., Andrighetto, L., Arnal, J. D., Arrow, H., Babincak, P., … Nosek, B. A. (2020). Many Labs 5: Testing Pre-Data-Collection Peer Review as an Intervention to Increase Replicability. Advances in Methods and Practices in Psychological Science, 0(0), 2515245920958687. https://doi.org/10.1177/2515245920958687
2019
  • Pimmer, C., Brühlmann, F., Odetola, T. D., Oluwasola, D. O., Dipeolu, O., & Ajuwon, A. J. (2019). Facilitating professional mobile learning communities with instant messaging. Computers & Education, 128, 102–112. https://doi.org/10.1016/j.compedu.2018.09.005
  • Vollenwyder, B., Iten, G. H., Brühlmann, F., Opwis, K., & Mekler, E. D. (2019). Salient beliefs influencing the intention to consider Web Accessibility. Computers in Human Behavior, 92, 352–360. https://doi.org/10.1016/j.chb.2018.11.016
2018
  • Pimmer, C., Brühlmann, F., Odetola, T. D., Dipeolu, O., Gröhbiel, U., & Ajuwon, A. J. (2018). Instant messaging and nursing students’ clinical learning experience. Nurse Education Today, 64, 119–124. https://doi.org/10.1016/j.nedt.2018.01.034
2017
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
2016
  • Bargas-Avila, J. A., & Brühlmann, F. (2016). Measuring user rated language quality: Development and validation of the user interface Language Quality Survey (LQS). International Journal of Human-Computer Studies, 86, 1–10. https://doi.org/10.1016/j.ijhcs.2015.08.010

Books

2016
  • Brühlmann, F. (2016). The Effects of Framing in Gamification: A Study of Failure. Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-16926-8

Book Chapters

2018
  • Brühlmann, F., & Mekler, E. D. (2018). Surveys in Games User Research. In A. Drachen, P. Mirza-Babaei, & L. Nacke (Eds.), Games User Research (pp. 141–162). Oxford University Press. https://global.oup.com/academic/product/games-user-research-9780198794844

masterthesis

2015
  • Brühlmann, F. (2015). The Effects of Framing in Gamification: A Study of Failure.

bachelorthesis

2013
  • Brühlmann, F. (2013). Gamification From the Perspective of Self-Determination Theory and Flow.