Publication statistics

Pub. period:2000-2010
Pub. count:21
Number of co-authors:25



Co-authors

Number of publications with 3 favourite co-authors:

Martin R. Gibbs:7
Stefan Agamanolis:7
Frank Vetere:6

 

 

Productive colleagues

Florian Mueller's 3 most productive colleagues in number of publications:

Manfred Tscheligi:105
Jesper Kjeldskov:63
Steve Howard:57
 
 
 

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Florian Mueller

Picture of Florian Mueller.
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Has also published under the name of:
"Florian Floyd Mueller", "Florian 'Floyd' Mueller", and ""

I am currently a Fulbright Visiting Scholar at Stanford University, USA, working with the Human-Computer Interaction group, the Persuasive Technology group, the Center for Design Research and the d.school.

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Publications by Florian Mueller (bibliography)

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2010
 
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Mueller, Florian, Vetere, Frank, Gibbs, Martin R., Edge, Darren, Agamanolis, Stefan and Sheridan, Jennifer G. (2010): Jogging over a distance between Europe and Australia. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 189-198.

Exertion activities, such as jogging, require users to invest intense physical effort and are associated with physical and social health benefits. Despite the benefits, our understanding of exertion activities is limited, especially when it comes to social experiences. In order to begin understanding how to design for technologically augmented social exertion experiences, we present "Jogging over a Distance", a system in which spatialized audio based on heart rate allowed runners as far apart as Europe and Australia to run together. Our analysis revealed how certain aspects of the design facilitated a social experience, and consequently we describe a framework for designing augmented exertion activities. We make recommendations as to how designers could use this framework to aid the development of future social systems that aim to utilize the benefits of exertion.

© All rights reserved Mueller et al. and/or their publisher

2008
 
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Mueller, Florian, Agamanolis, Stefan, Gibbs, Martin R. and Vetere, Frank (2008): Remote impact: shadowboxing over a distance. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2291-2296.

People use a wide range of intensity when interacting with artifacts and one another, spanning from subtle to brute force. However, computer interfaces so far have mainly focused on interactions restrained to limited force and do not consider extreme physical and brutal interactions, such as those encountered in contact sports. We present an interactive demonstrator that aims to facilitate "Brute Force" activities to aid designers who want to leverage the physical and mental health benefits of such forceful interactions. Our prototype demonstrates that augmenting Brute Force with computing technology can be beneficial: unlike traditional contact sports experiences, it supports distributed participants. Our aim is to encourage designers to extend their supported interactions to include extreme forceful behaviors, which can contribute to general fitness and weight loss while at the same time allowing socializing in an entertaining sportive way.

© All rights reserved Mueller et al. and/or ACM Press

 
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Bernhaupt, Regina, Ijsselsteijn, Wijand, Mueller, Florian, Tscheligi, Manfred and Wixon, Dennis (2008): Evaluating user experiences in games. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3905-3908.

 
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Mueller, Florian and Agamanolis, Stefan (2008): Exertion interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3957-3960.

Exertion as an interface for computing technology has generated increased attention recently due to the belief that it can address health issues such as obesity, contribute to social benefits, and open new markets for entertainment industries. We are proposing a workshop on this topic to bring researchers and industry participants from related areas together to strengthen the scientific influence on this field and promote a multidisciplinary agenda. The workshop will support the development of future collaborative efforts in this rapidly growing area.

© All rights reserved Mueller and Agamanolis and/or ACM Press

 
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Mueller, Florian, Gibbs, Martin R., Vetere, Frank and Agamanolis, Stefan (2008): Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis. In Computers in Entertainment, 6 (3) .

2007
 
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O'Brien, Shannon and Mueller, Florian (2007): Jogging the distance. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 523-526.

People enjoy jogging with others for social and motivational reasons. However, as reported by forum participants, finding a compatible, local jogging partner who shares the ability to jog at the same pace for the same duration is not always easy. One possible way to overcome this challenge is to expand the range of potential jogging partners by allowing for interaction with remote joggers. We investigated whether a jogging experience supporting conversation between remote partners could be desirable and motivating. We conducted an experiment with 18 volunteers using conventional mobile phones with headsets to support conversations as participants jogged in disjoint, outdoor areas. Results show that a simple audio connection supports participants' need to socialize and allows partners to encourage each other.

© All rights reserved O'Brien and Mueller and/or ACM Press

 
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Mueller, Florian and Gibbs, Martin R. (2007): Evaluating a distributed physical leisure game for three players. In: Proceedings of OZCHI07, the CHISIG Annual Conference on Human-Computer Interaction November 28-30, 2007, Adelaide, Australia. pp. 143-150.

Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical location to play. We have developed a networked table tennis-like game that is played with a real paddle and ball, augmented with a large-scale videoconference. Unlike existing commercial console games that encourage physical activity, our system supports social interaction through an audio and video communication channel, offers a familiar gaming interface comparable to a traditional leisure game, provides non-virtual force feedback and can be enjoyed by players in three geographically separate locations simultaneously. We are presenting results from an empirical evaluation of "Table Tennis for Three" with 41 participants. The players reported that they had fun, used the game to build social rapport and experienced a sense of playing "together". Some participants did not enjoy the game, and we present informed opinions to explain their reactions. With our work, we provide other HCI researchers with a further example of an evaluation of a novel type of experience that lies in the realms of physical activity, fun and social interactions. We hope we can inspire designers to consider our results in their future game designs by looking at the characteristics of traditional physical leisure games to promote similar benefits such as exercise, enjoyment and bringing people together to socialize.

© All rights reserved Mueller and Gibbs and/or ACM Press

 
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Mueller, Florian, Agamanolis, Stefan, Vetere, Frank and Gibbs, Martin (2007): Brute force as input for networked gaming. In: Proceedings of OZCHI07, the CHISIG Annual Conference on Human-Computer Interaction November 28-30, 2007, Adelaide, Australia. pp. 167-170.

Bodily activities such as sports have many physical and mental health benefits. The associated physical interactions are often of an exertion character and facilitate the use of brute force and intense physical actions. On the other hand, computer interfaces so far have mainly focused on interactions that use limited force and often ignored the existence of extreme brutal interactions that can be encountered in everyday life, in particular in contact sports. We present our initial investigations on the concept of "Brute Force" interfaces in HCI and describe work-in-progress on a prototype that aims to facilitate brute force interactions. We hope with our work we can aid designers who want to leverage the physical and mental health benefits of such physically intense behaviors that people do exhibit in their lives.

© All rights reserved Mueller et al. and/or ACM Press

 
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Mueller, Florian (2007): How to build a hard-to-use mouse. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 244-245.

 
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Mueller, Florian and Gibbs, Martin R. (2007): Building a table tennis game for three players. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 179-182.

 
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Mueller, Florian, Stevens, Gunnar, Thorogood, Alex, O'Brien, Shannon and Wulf, Volker (2007): Sports over a Distance. In Personal and Ubiquitous Computing, 11 (8) pp. 633-645.

2006
 
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Mueller, Florian, Kethers, Stefanie, Alem, Leila and Wilkinson, Ross (2006): From the certainty of information transfer to the ambiguity of intuition. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 63-70.

Handovers between shifts are known causes of preventable adverse events in hospitals. In order to gain an insight into the information transfer that occurs between shifts of senior staff in an emergency department, we observed handovers, interviewed practitioners and distributed questionnaires. We found that merely considering the transfer of "hard data", such as patients' heart rate, blood pressure, etc. can be insufficient: the transfer of "soft data" such as the ambiguity of intuition is also a central aspect in this type of work environment and vital for successful cross-coverage. We describe design concepts that address capture, visualization and transfer of intuition for the handover process. Addressing the issue of intuition support can be a challenge but also a rewarding opportunity for human-computer interaction research in supporting health care handovers.

© All rights reserved Mueller et al. and/or their publisher

 
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O'Brien, Shannon and Mueller, Florian (2006): Holding hands over a distance: technology probes in an intimate, mobile context. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 293-296.

While apart, couples can verbally and visually communicate through existing technologies such as mobile phones, text messaging, videoconferencing and email. Yet, other important means of communication, such as holding hands, can only happen when couples are co-located. We investigated if geographically distant handholding in a mobile context is important for young-adult couples by deploying a simple technology probe. Unfortunately, the design of our probe fell short in encouraging participants to engage with it. While it is important for technology probes to be simple, they need to be well designed. Our current and future work incorporates form design into the technology probe method to better support intimate, mobile contexts.

© All rights reserved O'Brien and Mueller and/or their publisher

 
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Mueller, Florian and Gibbs, Martin (2006): A table tennis game for three players. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 321-324.

Table tennis is a game that can provide healthy exercise and is also a social pastime for players of all ages across the world. However, players have to be collocated to play, and three players cannot usually play at the same time in fair or equitable manner. We have developed a networked table tennis like game called Table Tennis for Three (TTT). TTT is a game played with bat and ball by three people on three physically separated table tennis tables. The players of TTT can interact with one another through the use of augmented virtuality -- the augmentation of virtual systems with elements of physical game play. TTT uses the physicality of table tennis combined with the communicative media typically associated with videoconferencing. TTT has been developed with the aim of achieving similar benefits to those of co-located table tennis such as exercise, enjoyment and bringing people together to socialize.

© All rights reserved Mueller and Gibbs and/or their publisher

 
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Mueller, Florian, Cole, Luke, O'Brien, Shannon and Walmink, Wouter (2006): Airhockey over a distance: a networked physical game to support social interactions. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 70.

2005
 
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Vetere, Frank, Gibbs, Martin R., Kjeldskov, Jesper, Howard, Steve, Mueller, Florian, Pedell, Sonja, Mecoles, Karen and Bunyan, Marcus (2005): Mediating intimacy: designing technologies to support strong-tie relationships. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 471-480.

Intimacy is a crucial element of domestic life, and many interactive technologies designed for other purposes have been appropriated for use within intimate relationships. However, there is a deficit in current understandings of how technologies are used within intimate relationships, and how to design technologies to support intimate acts. In this paper we report on work that has addressed these deficits. We used cultural probes and contextual interviews and other ethnographically informed techniques to investigate how interactive technologies are used within intimate relationships. From this empirical work we generated a thematic understanding of intimacy and the use of interactional technologies to support intimate acts. We used this understanding to inform the design of intimate technologies. A selection of our design concepts is also presented.

© All rights reserved Vetere et al. and/or ACM Press

 Cited in the following chapters:

User Experience and Experience Design: [/encyclopedia/user_experience_and_experience_design.html]

Mobile Computing: [/encyclopedia/mobile_computing.html]


 
 
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Mueller, Florian, Vetere, Frank, Gibbs, Martin R., Kjeldskov, Jesper, Pedell, Sonja and Howard, Steve (2005): Hug over a distance. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1673-1676.

People in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. Based on the results of an ethnographic study with couples, a prototype was developed to test the feasibility of technology in the domain of intimacy. Hug Over a Distance is an air-inflatable vest that can be remotely triggered to create a sensation resembling a hug. Although the couples did not consider the vest to be useful in their daily lives, the prototype served to provoke and stimulate design ideas from the couples during participative design workshops. An additional and unexpected benefit was also found: the prototype enhanced the couples' understanding of the researchers' methods, suggesting that prototypes can serve as tools to make participatory design volunteers aware of their importance in academic research.

© All rights reserved Mueller et al. and/or ACM Press

 Cited in the following chapter:

Human-Robot Interaction: [/encyclopedia/human-robot_interaction.html]


 
 
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Mueller, Florian and Agamanolis, Stefan (2005): Sports over a distance. In Computers in Entertainment, 3 (3) p. 4.

2003
 
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Mueller, Florian, Agamanolis, Stefan and Picard, Rosalind W. (2003): Exertion interfaces: sports over a distance for social bonding and fun. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 561-568.

2000
 
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Mueller, Florian (2000): Mediacaptain - an interface for browsing streaming media. In: ACM Multimedia 2000 2000. pp. 419-421.

 
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Mueller, Florian (2000): mediacaptain - a demo. In: ACM Multimedia 2000 2000. pp. 485-486.

 
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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/florian_mueller.html

Publication statistics

Pub. period:2000-2010
Pub. count:21
Number of co-authors:25



Co-authors

Number of publications with 3 favourite co-authors:

Martin R. Gibbs:7
Stefan Agamanolis:7
Frank Vetere:6

 

 

Productive colleagues

Florian Mueller's 3 most productive colleagues in number of publications:

Manfred Tscheligi:105
Jesper Kjeldskov:63
Steve Howard:57
 
 
 

Upcoming Courses

go to course
The Psychology of Online Sales: The Beginner's Guide
Starts tomorrow LAST CALL!
go to course
Human-computer Interaction
86% booked. Starts in 9 days
 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

 
 
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
start reading
 
 
 
 
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
start reading
 
 
 
 
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
start reading
 
 
 
 
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
start reading