Forschungsschwerpunkt Mensch-Maschine Interaktion


  • Lüthi, C. (2022). Measuring expertise! First steps in the development and validation of the perceived expert knowledge survey.
  • Margelli, D. P. N. (2022). Experience of Enjoyment and appreciation in sadness- inducing video games.
  • Paro, D. (2022). Screen time and psychological well-being: Examining retrospective and actual screen time, how it relates to psychological well-being and testing the effectiveness of Apple’s screen time functionality.
  • Bier, J. (2021). Meeting people: Exploring what makes social virtual reality appealing to users.
  • Kayser, D. (2021). I could do better! The Dunning-Kruger effect and its implications on player experience in League of Legends.
  • Saraceno, S. (2021). Rewards in Gamification: A Conceptual Replication and Extension.
  • Ueffing, D. (2021). The effects of smartphone app aesthetics: A boost in performance and usability.
  • Weder, L. (2021). Flavour choices in digital narrative games: The effect on identification and enjoyment.
  • Widmann, D. (2021). The impact of color on website aesthetics in regard to gender differences.
  • Baumgartner, P. (2020). Chasing the quitting player.
  • Bergamin, C. (2020). The influence of stress and task diffiuclty on usability.
  • Fenn, Z. (2020). Lassoing the loop: An examination of factors influencing trust in automation.
  • Mutuura, K. (2020). Can participation in a programming course make a difference in refugee’s lives? The refugees’ experience of a programming course in terms of perceived integration life satisfaction, prospects for the future and programming self-efficacy stress in technology use.
  • Perrig, S. (2020). Validating the AttrakDiff: Structured literature review and questionnaire validation in a mobile device setting.
  • Ruch, A. (2020). Antecedents of perceived stress in technology use.
  • Scharowski, N. (2020). Transparency and trust in AI: Measuring the effect of human-friendly AI explanations on objective and subjective trust.
  • Siebenmann, J. (2020). Emotional flow: Towards understanding the horror paradox in video games.
  • Venzin, C. (2020). Voluntary carbon offset options: Do they harm customer satisfaction and are fixed prices effective? An experiment in air travel online booking.
  • Wehrli, S. (2020). Virtual attachment: How attachment styles transfer into virtuality.
  • Aeschbach, L. (2019). Dating start! Identification facilitates relatedness to non-player characters.
  • Wolkow, E. (2019). “The graphic designer was a 5 year old drawing with their toes”: Applying natural language processing to rate user comments of the easyJet travel app by assessing the User Experience Questionnaire.
  • Lerch, V. R. (2018). Understanding fitness app usage over time: Two studies within the gamification framework.
  • Quanbrough, J. (2018). Brain drain revisited: Smartphone presence and its effects on cognitive performance in the light of smartphone attachment and fear of missing out.
  • Rutz, K. (2018). Time well spent: How eudaimonic motivation helps to understand users satisfaction with mobile application use in the long-term.
  • Stahl, L. (2018). Smartphone presence and its impact on cognitive impairment.
  • Endress, S. (2017). The paradox of enjoying frightening experiences but not liking being frightened: Gratifications of frightening game experiences.
  • Frese, L. (2017). Reference frame selection in different spatial learning profiles.
  • Gasser, A. (2017). A qualitative view on elders interacting with a health care robot with bodily movements.
  • Mall, J. (2017). Library service questionaire: Development and implementation of an online questionaire to measure user satisfaction with the services of the university libraries of Basel and Lucerne.
  • Martinis, F. (2017). Should users be given a choice about gamification?
  • Patsawee, R. (2017). Exploring creative cognition under a cultural lens: Considering early cultural mixing, cultural identity, bilingualism, online assessed divergent thinking and verbal fluency.
  • Quintana, L. (2017). The pretty and the useful: Effects of aesthetics and usability on mobile webshop evaluation.
  • Rieser, D. (2017). Measuring trust – Quick and dirty.
  • Troendle, A. (2017). First impression: The importance of aesthetics for a website’s success.
  • Forde, S. (2016). Informational but not instrinsicially motivating gamification.
  • Gonzalez, Y. (2016). Action or goal mode? The role of mode of use, needs and product perception in understanding user experiences with smartphones.
  • Jenny, M. (2016). Aesthetics and performance: Are users more efficient with beautiful websites?
  • Merz, B. (2016). Perceived user experience of animated transitions in mobile user interfaces.
  • Mueller, L. J. (2016). Enjoyment versus growing: Hedonic Enjoyment And Personal Expressiveness In Positive User Experiences [Thesis].
  • Savona, S. (2016). The effect of joint evaluation on omission bias in high-conflict moral dilemmas.
  • Schellenberg, M. (2016). The Influence of Product Presentation on Willpower.
  • Weidmann, M. (2016). Optimism bias and the influence of ego depletion.
  • Bernhard, O. (2015). Effects of expressive and classical design aesthetics on initial trust in ecommerce.
  • Bopp, J. (2015). Negative Emotion, Positive Experience? Emotionally Moving Moments in Digital Games.
  • Brühlmann, F. (2015). The Effects of Framing in Gamification: A Study of Failure.
  • Hongler, K. I. (2015). Superiority of Paper as Text Presentation Medium for Effective and Efficient Learning – Is it Just an Illusion?
  • Keller, T. M. (2015). Learning with digital maps: Does touch matter?
  • Martig, A. L. (2015). Can personality predict the importance of digital game characteristics for enjoyment?
  • Ruf, A. (2015). Short- and long-term modality effect in multimedia learning.
  • Schmid, G.-M. (2015). Evaluation of musical instruments from the musician’s perspective: A questionnaire for assessing the musician’s perception of the experiential qualities of musical instruments.
  • Steinemann, S. T. (2015). Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation.
  • Steiner, C. (2015). Gaming for good: Altruistic in-game decisions increase donation behavior and affect product preference.
  • Iten, G. (2013). Impact of interactive visualization in statistics: The role of interactive visualizations in improving knowledge and understanding of statistics.
  • Seger, D. (2013). Not a Question of If, but When? Choosing the Right Trigger to Encourage Keyboard Shortcut Use.
  • Haenggli, P. (2012). Testing 20 guidelines for usable web forms: How do they perform when used together?
  • Hanchar, A. (2012). Simple Beauty: The impact of visual complexity, prototypicality and color typicality on aesthetic perception in initial impression of websites.
  • Nugaeva, C. (2012). Unblinding Internet Users to Online Ad Banners: The Effects of Task Orientation and Context Congruence on Memory and Attitude.
  • Aeberhard, A. (2011). FUS - Form Usability Scale. Development of a Usability Measuring Tool for Online Forms.
  • Chresta, P. (2011). Mental Models for Online Shops - The Influence of Location Typicality on Usability over Time.
  • Mekler, E. (2011). Awesome, but Impractical? The Impact of Novelty and Typicality on the User’s Perception of Online Shop Aesthetics and Usability.
  • Petralito, S. (2011). Erfolgsfaktoren bei der Erinnerung von Plakatwerbung – Eine Feld- und Laborstudie.
  • Seckelmann, S. (2011). The impact of user reach of personalized advertisements on the clickthrough rate.
  • Seckler, M. (2011). User-friendly Locations of Error Messages in Web Forms: The right place is on the right side of the erroneous input field.
  • Tschapnizky, D. (2011). User experience over time – A longitudinal study with iPhone users.
  • Weber, D. (2010). Explorative Studie zu Flugunfällen, Flugvorfällen und Airprox- Ereignissen in der Schweiz von 1998 bis 2007.
  • Boss, J. (2009). The Indirect Influence of Counter System Usability on Customer Satisfaction.
  • Brenzikofer, O. (2009). Empirical-based Guidelines for Usable Web Form Desig [Empirical-based Guidelines for Usable Web Form Design].
  • Cortesi, S. (2009). ZeGo 2008: Zufriedenheit im eGovernment gemessen an den 26 Kantonsportalen der Schweiz.
  • Heinz, S. (2009). Visualisation of the Account Balance With a Bar Chart The Influence on Table Search.
  • Linxen, S. (2009). The Impact of Navigation and Language on International E-learning.
  • Ritzmann, L. (2009). Using Autosuggest and Dynamic Querying to Enhance the Usability of Online Banking Interfaces.
  • Hah, E.-J. (2008). Cinematographic Techniques in Architectural Animations and Their Effects on Viewers’ Judgment.
  • Keller, P. (2008). Profiling Video Gamers - An Exploratory Study.
  • Orsini, S. (2008). Autosuggest in Dynamic Forms: The Effect of Response Formats on Response Time and Data Quality.
  • Tuch, A. N. (2007). Visual Complexity of Websites and its Effects on Experiential, Psychophysiological, Visual Search Reaction Time and Recognition Responses.
  • de Vito, M. (2007). ZeGo - Zufriedenheit im eGovernment.
  • Loetscher, J. (2006). Intranet Satisfaction Questionnaire Entwicklung eines Messinstruments zur Erhebung der Benutzerzufriedenheit im Intranet.
  • Pauwels, S. (2006). Getting to know the online booker An exploratory study of online travel purchase behavior.
  • Rohner, M. (2006). CAT – Development of a German Computer Proficiency Test.