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Completed Projects

Completed Research Projects of the IXD Group

2015 - 2018
More dimensions, more possibilities! The development of simple and intuitive 3D software is challenging terrain - whether for the desktop or in the areas of virtual and augmented reality. The development of intuitive 3D software is a challenge especially for small and medium enterprises, because there are no generally valid standards. The project 3D-GUIde wants to support these enterprises. Interaction patterns and relevant design guidelines have been developed to increase the competitiveness of small and medium enterprises.
The project 3D-GUIde was run from 2015 to 2018 by a consortium of research (Institute for Human-Computer-Media of the University of Würzburg, Information Experience and Design Research Group of the University of Media), industry (Industrielle Steuerungstechnik GmbH, RE'FLEKT GmbH, IPO.Plan GmbH, eparo GmbH) and an association (Virtual Dimension Center). An industrial advisory board also supported the project over the entire term.
Parts of the developed interaction patterns originated from prototyping with and for certain companies in the 3D area, such as ISG or Re'flekt, but also independent from companies with the focus on finding solutions where none existed. The solutions developed in prototyping as well as existing interaction solutions in various 3D software have been scientifically evaluated. In order to make the intuitive operationality of interaction concepts measurable, a newly developed evaluation method was used. With a total of 139 participants with different levels of knowledge, the various interaction concepts were tested in order to gain insights about good solutions and current problems regarding the interaction. More about the process of developing the patterns can be found on the website ("About us").
The results of the project 3D-GUIde are openly accessible via the website www.3d-guide.net. These include interaction patterns for interactions in 3D software, both for the desktop and augmented reality and virtual reality systems, concepts for positive experiences when using 3D interfaces ("UX patterns") and guidelines for the design of intuitive 3D interactions ("Design Guidelines"). In addition a workshop which is based on the results of the project will be offered to help you find the best way to make your software more user-friendly.
For further information please visit our project website: www.3d-intuitiv.de
From 2D to 3D: On the way to an intuitive interactiondesign (image source:
(c) panthermedia.net / sgursozlu).
The project consortium at the kickoff-event on 8th December 2015 in Fellbach.

Bundesministerium für Wirtschaft und Energie Mittelstand Digital

2014 - 2017
Since the beginning of 2014 the project team of Design4Xperience has been working on the question of how to support small and medium-sized software companies to successfully integrate positive user experience into their processes and products. The project will run until the end of 2016 and is financially supported by the Federal Ministry of Economics and Technology.
Until now the focus throughout software development has been on technical functionality and effective and efficient user guidance. Usability is about the avoidance of disturbances, obstacles, and stress. User experience refers to the feelings, emerging while using a product or service. Fundamental for a positive user experience is the satisfaction of human needs, e.g., competence or connectivity. Products with a positive user experience are used more often. They lead to a positive attitude toward the product and the producer. Furthermore positive user experience can increase users' motivation and their creativity while solving problems.
For further information please visit our project website: www.design4xperience.de
Bundesministerium für Wirtschaft und Energie
Mittelstand Digital

Digital Storytellings an innovative didactic approach for economics education The goal of this project ist to improve retail businss training by focusing a competency and action orientation. Learners should understand the importance of knowledge and the actual usage of both economic processes und structures for their future jobs. Using storytelling we want to labilize students emotionally to train their capability apply their knowledge in terms of a vocational action competency. Until December 2017 we will develop a concept for an transmedial story-based learning environment with several partners in retail business training. The concept will be implemented and evaluated with management assistants working in retail within their vocational training. The team at Stuttgart Media University is responsible for the scientific support and evaluation of the project itself and its results.

Conception and Design of an instruction video
The HdM is currently working on a project with Whirlpool in Schorndorf. Goal is to understand the process of critical parameter management and to create an informative instruction video. Critical Parameter Management is an engineering practice specifically aimed at maintaining the robustness of a system through detailed design and manufacturing. The video will be designed for engineers and aims to give an overview of the whole process.
Logo Whirlpool
Collaborative Digital Research Tool

Groupware systems are all about sharing information which has become a challenge in many institutions. Groupware systems support communication and cooperation in various companies. The existing products on the market cover diverse fields and functions like reference management, interactive whiteboards or even platforms for providing and managing a shared state of knowledge in a project.
At universities the collaboration of students, employees and professors is particularly important. In this context, systematic literature search is one of the essential activities that require efficient collaboration. The aim of the CDRT study was to take a closer look at the process of literature research and to develop a groupware system that supports group research. In the first part of the study existing Groupware systems were analyzed and interviews with eight people (students, research staff, professors) who were familiar with research activities were conducted. The interviews gave information about the demands that a groupware system should ensure. Moreover, the interviews helped to shape a process model defining four stages of the research process in a group
  1. Preparation (define research questions)
  2. Execution
  3. Acquiring and discussing the sources
  4. Writing

The last step describes further processing of research findings. The interviews revealed that this step is very important and part of the research process because the information gathered in the steps before will be used in this step and sometimes iterations between these four steps are necessary. If new questions appear while writing, the previous steps have to be repeated.
While none of the analyzed groupware systems covered the research process as a whole, the new tool will support all four stages of the model and offers various group functions to support the collaborative work. A first web-based prototype has already been developed.
In the second part of the study the prototype was validated with the same target groups as before (students, research staff, professors). The results of the validation pointed out the strengths and weaknesses of the system and where the existing concept has to be further adapted. For more information please contact us or have a look at our webblog , where the study is described in more detail.
2010 - 2013
Shadow Robotic System for Independent Living (SRS)
The SRS project developed a semi-autonomous control architecture and user interfaces for a service robot to assist elderly people in their home. The robot can manipulate and carry objects and provide assistance in cases of emergency. When the robot encounters a problem it cannot solve autonomously, operators at a remote location (e.g. family members or call center staff) can assist task execution or take complete control of the robot. Stuttgart Media University's responsibilities were to determine user needs, to design the human-robot interaction, and to evaluate the user interfaces in an iterative process.

Further information (some of it in German language):
[Project website]
[SRS robot demo video]
[NTV national TV program with SRS footage starting at 6:00min, June 2013]
[RegioTV broadcast on SRS user evaluation, March 2013]
[Spiegel.de robot video, March 2013]
[Newspaper article on SRS user evaluation, Stuttgarter Zeitung, March 2013]
[HdM press release on SRS user evaluation, March 2013]
[HdM news release on House of Lords event, Nov 2012]
[Interview on SRS project goals, March 2010]
[Interview on SRS progress]

2009 - 2013
Formative UX Evaluation Methodology
In this project we developed evaluation methods for assessing the effects of the design of interactive products on users' feelings. The goal of such evaluations is to provide designers with the necessary information to improve their products to offer a better user experience. This project was self-funded. A main outcome was the development of the valence method. See publication record of, e.g., Prof. Michael Burmester between 2010 and 2013 for publications on this method. [Publications on the valence method]

2011 - 2012
Enhancing Interconnectivity Through Infoconnectivity (IC-IC)
The IC-IC project's aim was to enhance interconnectivity of short and long distance transport networks through passenger-focused interlinked information connectivity. [project website]

2007 - 2011
User Habits in Visual Scanning of Web Pages
In this project we investigated spatiotemporal patterns in attention shifts of users repeatedly visiting web pages.
[more on Tobii.com]

Improving the User Experience of Mobile Phone Photography
Taking photos and shooting videos with mobile phones are increasingly popular activities. The project's goal was to increase the joy of use and perceived pleasure while using the camera function of a mobile phone. To achieve this, several experimental product concepts were developed and evaluated and design recommendations were derived. This project was carried out for a corporation who wished to stay anonymous and results were not made public.

2010 - 2011
Visual Rhetorics 2: Rules, Scope, and Rhetoric Zero
The Visual Rhetorics project was lead by Bern University of the Arts and funded by the Swiss National Science Foundation. The project investigated the effects of intentions of designers (expressed through stylistic devices) on users' responses and emotions. Stuttgart Media University developed and applied interview techniques and eye movement analysis to elucidate these relationships. [project website]

2010 - 2011
Emotional and Aesthetic Effects of Medical Equipment's User Interface Design
The project studied the effects of design aspects and stylistic devices on the emotions and aesthetic perceptions of professional users in the medical domain. The goal was to be able to make design decisions based on a deeper understanding of these mechanisms. The project was carried out in co-operation with the User Interface Design department of the Corporate Technology devision of Siemens AG in Munich.

2009 - 2010
Theoretical Foundations, Reception, and Design of Interactive Information Graphics
This project focused on the experience and design of interactive information graphics. It was funded by the federal state's Ministry of Science, Research, and the Arts (Ministerium für Wissenschaft, Forschung und Kunst Baden-Württemberg). The project's concluding symposium took place in November 2011. [poster Mensch & Computer 2012]

2009 - 2010
User Experience Quantification
We developed methods for measuring and evaluating user experience in this project with partner Deutsche Telekom Laboratories.

(Projects completed before 2010 not listed)