@misc{13443,
  author       = {{Schmid, Sophie}},
  keywords     = {{Künstliche Intelligenz, Logogestaltung, Kreativität, Design, Wahrnehmung, Markenidentität, Grafikdesign}},
  pages        = {{59}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Grafiker vs. KI: Ein Vergleich zwischen KI-generierten und menschlich gestalteten Logos}}},
  year         = {{2026}},
}

@misc{13534,
  author       = {{Westerheide, Wibke}},
  keywords     = {{Mediendesign, Konzeption, UX/UI Design, interaktive Anwendung, multisensorische Gestaltung, Raumkonzept}},
  pages        = {{125}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Regeneration als Leistungsfaktor im Leistungssport: Konzeption und Gestaltung eines Raum-in-Raum-Systems mit integrierter App}}},
  year         = {{2026}},
}

@misc{13120,
  abstract     = {{This paper introduces an approach that leverages large language models (LLMs) to convert detailed descriptions of an Operational Design Domain (ODD) into realistic, executable simulation scenarios for testing autonomous vehicles. The method combines model-based and data-driven techniques to decompose ODDs into three key components: environmental, scenery, and dynamic elements. It then applies prompt engineering to generate ScenarioRunner scripts compatible with CARLA. The model-based component guides the LLM using structured prompts and a “Tree of Thoughts” strategy to outline the scenario, while a data-driven refinement process, drawing inspiration from red teaming, enhances the accuracy and robustness of the generated scripts over time. Experimental results show that while static components, such as weather and road layouts, are well captured, dynamic elements like vehicle and pedestrian behavior require further refinement. Overall, this approach not only reduces the manual effort involved in creating simulation scenarios but also identifies key challenges and opportunities for advancing safer and more adaptive autonomous driving systems.}},
  author       = {{Danso, Aaron Agyapong and Büker, Ulrich}},
  booktitle    = {{Electronics}},
  issn         = {{2079-9292 }},
  keywords     = {{large language models, generation, Operational Design Domain, autonomous vehicles, simulation, CARLA, ScenarioRunner, prompt-engineering, fine-tuning}},
  number       = {{16}},
  pages        = {{3177}},
  publisher    = {{MDPI}},
  title        = {{{Automated Generation of Test Scenarios for Autonomous Driving Using LLMs}}},
  doi          = {{10.3390/electronics14163177}},
  volume       = {{14}},
  year         = {{2025}},
}

@misc{13186,
  abstract     = {{In der folgenden Bachelorarbeit wurde die Neuentwicklung des Corporate Designs und des Verpackungsdesigns für den Spieleverlag Prüdispiele umge-setzt. Das Ziel war es, ein einheitliches und wiedererkennbares Erscheinungs-bild zu schaffen, das die Identität des Verlags widerspiegelt und seine Spiele modernisiert. 
Dazu wurden zunächst theoretische Grundlagen zu den Themen Spiel, Corporate Identity, Corporate Design und Verpackungsdesign erarbeitet und durch eine Konkurrenz- und Ist-Analyse  des bestehenden Corporate  Designs von Prüdispiele ergänzt. Auf dieser Grundlage entstand ein neues  Corporate Design, das aus Logo, Farbgebung und Schriftkonzept sowie wei-teren Gestaltungselementen besteht. Parallel dazu wurde das Verpackungs-design exemplarisch am Spiel Hoch Bau Bum neu entwickelt.}},
  author       = {{Billen, Mirjam}},
  keywords     = {{Corporate Design, Verpackungsdesign, CI, CD}},
  pages        = {{132}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Neuentwicklung von Corporate Design und Verpackungsdesign für den Spieleverlag Prüdispiele}}},
  year         = {{2025}},
}

@misc{13205,
  abstract     = {{Diese Bachelorarbeit befasst sich mit der iterativen Entwicklung und Optimierung eines 
interaktiven Tutorials für das asymmetrische Koop-Spiel „Tabletop Tumult“, in dem ein 
VR-Spieler und ein PC-Spieler zusammenarbeiten, um eine Burg zu verteidigen. Da 
der Einstieg in Virtual-Reality-Umgebungen für unerfahrene Spieler oft eine Heraus
forderung darstellt, bestand die zentrale Problemstellung darin, spezifische Einstiegs
hürden im Onboarding-Prozess von „Tabletop Tumult“ zu identifizieren und zu behe
ben. 
Die Arbeit verfolgt einen iterativen Entwicklungsansatz, der auf Playtests und syste
matischem Nutzerfeedback basiert. Über drei Zyklen hinweg wurden das Tutorial kon
zipiert, implementiert, getestet und basierend auf den gesammelten Daten überarbei
tet. Zur Datenerhebung wurden sowohl qualitative Methoden wie Beobachtungen und 
Interviews als auch quantitative Methoden wie Fragebögen und spielinterne Metriken 
eingesetzt. 
Die Ergebnisse der iterativen Entwicklung zeigen eine signifikante Verbesserung der 
Spielerfahrung. Insbesondere die dritte Tutorial-Version führte zu einer messbaren 
Steigerung der Spielkompetenz, indem sich der durchschnittliche Highscore im Ver
gleich zur Vorversion mehr als verdoppelte (+101 %). Auch die Nutzung relevanter 
Spielmechaniken durch beide Spielerrollen stieg deutlich an, was auf eine erhöhte 
Lerneffektivität hinweist. Trotz dieser Erfolge deckte das qualitative Feedback weiter
hin Usability-Probleme auf, wie unklare Erklärungen zur Ressourcenverbindung zwi
schen den Spielern und Sprachbarrieren bei englischen UI-Texten. Die Arbeit schließt 
mit der Ableitung von Best Practices für das Onboarding in asymmetrischen VR-Spie
len und Implikationen für die weitere Entwicklung von Tabletop Tumult ab.}},
  author       = {{Happe, Tobit}},
  keywords     = {{Tutorial, Game Design, Tabletop Tumult}},
  pages        = {{75}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Interaktive Tutorials in digitalen Spielen: Eine iterative Entwicklung am Beispiel von Tabletop Tumult }}},
  year         = {{2025}},
}

@misc{13218,
  author       = {{Uhlstein, Finja}},
  keywords     = {{Corporate Design, Raumgestaltung, Co-Working-Space, CD, CI, Kreativwirtschaft}},
  pages        = {{50}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Kreativitätsförderung durch Raumgestaltung und Corporate Design: Konzeption eines Co-Working-Space in der Kreativwirtschaft}}},
  year         = {{2025}},
}

@misc{13310,
  abstract     = {{The mental health crisis among university students is gradually increasing, from psychological fatigue, burnout, and anxiety to suicide, forcing universities to integrate a mental health focus in sustainable campus planning. Mental health can be influenced, either alleviated or exacerbated, by the academic environment. Campus Sustainability Assessment Tools (CSATs) provided various indicators, but few include spatial indicators related to mental health. To bridge this gap, it is essential to understand the influence of spatial aspects on students’ psychological well - being. Identifying environmental stressors and spatial qualities and translating them into indicators that can be consistently defined and evaluated is relevant. This study aims to address the gap in CSATs regarding students' mental health and to develop spatial indicators for universities to embed mental health. The goal is to propose spatial indicators that allow universities to evaluate and measure the relationship between the built campus environment and mental health. A comparative analysis was conducted on ten CSAT frameworks and two related frameworks, including the Global Reporting Initiative (GRI) and the Circular Economy (CE), with a focus on identifying and evaluating existing assessments. In parallel, a review was conducted to analyze key psychological stressors and interventions in the academic environment for university students' mental health. This included formulating spatial indicators that describe, quantify, and assess the relationship to psychological outcomes. Findings show that existing CSATs prioritize curriculum and teaching approaches, and research includes scholarship, social network, and operational aspects. However, only the Sustainability Tool for Auditing Universities' Curricula in Higher Education (STAUNCH) and Sustainability Tracking, Assessment &amp; Rating System (STARS) explicitly reference mental health. Apart from STAUNCH and UI GreenMetric, which include indicators of biodiversity and green space ratio, respectively, nearly all frameworks focus on non - physical, conceptual metrics. The identification of spatial indicators is linked to specific design attributes — such as natural light, spatial openness, and access to nature — that promise reduced stress and enhanced emotional well - being. Key findings related to the study’s spatial indicators propose a three - part indicator set: 1. Psycho - spatial indicators (e.g., light, acoustic, and visual comfort, finishing material, accessibility, air quality, layout) . 2. Socio - spatial indicators (e.g., communal area, visibility, accessibility, safety, interconnection) . 3. Restorative spatial indicators (e.g., naturalness, spatiality, safety and security, privacy - public balance) . Universities must focus on preserving students’ mental health by improving their physical environments, especially because supporting and fostering mental health is no longer optional. Understanding the tangible ways in which space impacts mental health enables universities to define clear, measurable criteria for improvement. These findings offer a practical foundation for evaluating existing environments and guiding future design interventions. A three - part indicator set will be developed and applied through a mixed - method case study approach, implemented in two existing campuses, and it will be examined in depth via on - site observations, structured interviews, and student surveys to capture both measurable data and lived experiences. The framework aims to articulate the connection between spatial design and mental health and to establish a methodology for identifying, defining, and assessing these indicators across different university settings.}},
  author       = {{Nadia, Nathania and Pottgiesser, Uta}},
  booktitle    = {{Inżynieria Mineralna}},
  issn         = {{1640-4920}},
  keywords     = {{campus sustainability, mental health design, spatial indicators}},
  number       = {{2}},
  publisher    = {{Polskie Towarzystwo Przeróbki Kopalin}},
  title        = {{{Sustainable Design for Mental Health: A Framework of Spatial Indicators for University Campuses}}},
  doi          = {{10.29227/im-2025-02-02-098}},
  volume       = {{2}},
  year         = {{2025}},
}

@misc{12733,
  abstract     = {{Occupant satisfaction in office spaces is a critical factor influencing occupant’s productivity, satisfaction and overall workplace experience. This systematic review examines the methodologies and approaches used to assess occupant satisfaction with office space design, identifying key evaluation tools and research trends. The study explores the extent to which existing methodologies integrate environmental, spatial and design factors to provide a comprehensive understanding of user experience. Additionally, it highlights the limitations in current assessment tools, including the lack of standardised frameworks for capturing occupant feedback at different stages of the design process. The findings suggest a growing shift towards data-driven and real-time feedback mechanisms to enhance workplace adaptability. By synthesising existing research, this review aims to provide insights for designers, facility managers and policymakers to refine evaluation methods and integrate occupant-centric strategies into office space planning.}},
  author       = {{Dávalos Quevedo, María Victoria and Luna-Navarro, Alessandra and Pottgiesser, Uta and Blum, Ulrich}},
  booktitle    = {{Ergonomics}},
  issn         = {{1366-5847}},
  keywords     = {{Occupant satisfaction assessment, User-centered office design, Workplace experience, office environment evaluation}},
  pages        = {{1--21}},
  publisher    = {{Taylor & Francis}},
  title        = {{{Methods and approaches for evaluating occupant satisfaction with office space design: a systematic review}}},
  doi          = {{10.1080/00140139.2025.2480271}},
  year         = {{2025}},
}

@misc{12781,
  abstract     = {{Roller compaction/dry granulation (RC/DG) is a key process in pharmaceutical manufacturing for improving powder flowability, density, and segregation resistance. Advanced statistical modeling was used to optimize RC/DG process parameters and subsequently binder compositions by employing process and mixture design experiments. The authors used microcrystalline cellulose (MCC), silicified MCC (SMCC), and dicalcium phosphate (DCP) as filler-binder examples in RC/DG experiments. Granule and tablet properties, including flowability, bulk and tapped densities, as well as resistance to crushing, were analyzed using compendial methods. The process design experiments confirmed that RC/DG reduces manufacturability compared to direct compression. Optimal processing conditions, balancing sufficient tablet strengths and granule formation, were identified to be between 20 (SCF * ϑ) [kN/cm] and ∼ 60 (SCF * ϑ) [kN/cm]. Thereby (ϑ) is defined as the screw-to-roll speed ratio and (SFC) as the specific compaction force. Mixture design experiments revealed optimal mixtures balancing SMCC, MCC, and DCP to achieve desired properties like low angle of repose, high bulk density, and strong tablets. These findings provide guidance for selecting formulations and process parameters in RC/DG applications. The derived ‘SCF * ϑ’- factor was found to effectively describe the granulation intensity. A superimposed mixture design model based on precise target values of the parameters bulk density, flow properties, and breaking force allowed identification of the best formulation.}},
  author       = {{Märkle, Niclas and Warnke, Gernot and Pein-Hackelbusch, Miriam}},
  booktitle    = {{International Journal of Pharmaceutics: X}},
  issn         = {{2590-1567}},
  keywords     = {{Design of experiments, Roller compaction/dry granulation, RC/DG, Dicalcium phosphate, Microcrystalline cellulose, Silicified microcrystalline cellulose}},
  publisher    = {{Elsevier BV}},
  title        = {{{An iterative process and mixture design approach for dry granulated ternary blends of filler-binders}}},
  doi          = {{10.1016/j.ijpx.2025.100331}},
  volume       = {{9}},
  year         = {{2025}},
}

@misc{11119,
  abstract     = {{Das Thema der vorliegenden Bachelorarbeit ist dem Themenkomplex Softwarearchitektur zuzuordnen. Der Fokus liegt dabei explizit auf der Untersuchung der SOLID-Prinzipien hinsichtlich ihres Nutzens und ihrer Grenzen in der Spieleentwicklung. Um diese Untersuchung vorzunehmen, wurde die Spieleentwicklung als eine komplexe Form der Softwareentwicklung eingeordnet, in der sich Vorgehensmodelle wie Scrum und Anforderungsanalysen bewährt haben. Darüber hinaus wurden für die Untersuchung Anwendungsbeispiele der einzelnen SOLID-Prinzipien herangezogen, die dem eigens entwickelten Spiel entspringen. Die Entwicklung des selbst entwickelten Spiels wurde in der Unity Engine und der objektorientierten Programmiersprache C# durchgeführt. Um die fachliche Grundlage für die Anwendungsbeispiele zu liefern, wurden sowohl Grundprinzipien der objektorientierten Programmierung als auch elementare Funktionsweisen der Spiele-Engine Unity erläutert. Zusätzlich wurden Ziele der Softwarearchitektur dargelegt, um den Nutzen und die Grenzen der SOLID-Prinzipien entsprechend zu analysieren. Da die Entwicklung von digitalen Spielen eine komplexe Form der Softwareentwicklung ist, braucht es ein geplantes Vorgehen in der Entwicklung und eine angestrebte Softwarearchitektur. Diese Architektur kann durch die Entwurfsmuster der SOLID-Prinzipien erreicht werden. So ergibt sich bei Anwendung des Open-Closed-Prinzips ein Softwaresystem, das für den Fall, dass neue Funktionen oder Inhalte ergänzt werden sollen, erweiterbar bleibt. Dabei bleibt das System durch die Prinzipien Interface-Segregation, Dependency-Inversion und das Liskov’sche-Substitutions-Prinzip ein stabiles Konstrukt, bei dem keine problematischen Abhängigkeiten bestehen. Dadurch ist ein solches System einfach veränderbar, wenn nachträglich Anpassungen vorgenommen werden müssen, und besitzt
daher einen geringen Wartungsaufwand. Die Anwendung der SOLID-Prinzipien ist jedoch nicht immer sinnvoll. Bei der Anwendung des Interface-Segragation-Prinzip kann es zu einer hohen Anzahl von Schnittstellen kommen, die zu Unübersichtlichkeit führen kann. Dadurch werden Wartungsaufgaben intensiver, da sich zunächst ein Überblick über das kompliziert gestaltete System gemacht werden muss. Neben den SOLID-Prinzipien gibt es Entwurfsmuster, wie das Factory-Pattern und das Observer-Pattern, welche in dieser Arbeit nicht behandelt werden. Diese liefern, wie die SOLID-Prinzipien auch, Lösungen für wiederholt auftretende Problemstellungen in der Spieleentwicklung.}},
  author       = {{Sobioch, Till}},
  keywords     = {{Softwareentwicklung, Softwarearchitektur, Design-Patterns, Spieleentwicklung, Best Practices}},
  pages        = {{48}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Untersuchung der SOLID-Prinzipien: Nutzen und Grenzen in der Spieleentwicklung}}},
  year         = {{2024}},
}

@misc{11123,
  abstract     = {{Mehr und mehr kommt es einem so vor, als würde unsere Welt immer schneller und 
hektischer werden, und die Gesellschaft muss mitziehen. Auch Videospiele werden 
traditionell mit solchen Adjektiven beschrieben, jedoch stellt sich ein Gaming-Genre 
bewusst gegen diese Bewegung der Gesellschaft und zeigt, dass eine entspannte 
Herangehensweise an unseren heutigen Alltag durchaus eine valide Option ist. Es 
handelt sich hierbei um die sogenannten Cozy Games, „gemütliche“ Spiele, die den 
stressigen Alltag entschleunigen.
Diese Arbeit behandelt das Genre Cozy Games, wie es in der Branche einzuordnen
ist und sich darauf auswirkt, wieso es sich grade seit Beginn der 2020er an so 
großer Popularität erfreut und wie sich seine Zielgruppe zusammensetzt. Anhand 
dieser Erkenntnisse wird ein Konzept für ein eigenes Cozy Game erarbeitet und 
vorgestellt.
Das Cozy Games Genre gibt es so wie wir es heute kennen, noch nicht sehr lange, 
es nimmt auf dem Gaming-Markt aber zunehmend Platz ein. Angesiedelt in der 
Indie-Szene wird hier eine Relevanz deutlich. Denn Indie-Games gewinnen auf dem 
Videospielmarkt zunehmend an Bedeutung, was auch für die deutsche Wirtschaft 
im Games-Bereich einen wichtigen Faktor darstellt.
Was macht also ein Cozy Game aus und wie kann dies in einem Konzept umgesetzt 
werden?}},
  author       = {{Lewecke, Franziska}},
  keywords     = {{Game, Videospiel, Konzeptionierung, Game Design}},
  pages        = {{51}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeptionierung eines Cozy Games im  Hinblick auf die Popularität des Genres in  der Games-Branche}}},
  year         = {{2024}},
}

@misc{11258,
  author       = {{Büker, Denise}},
  keywords     = {{Editorial Design, Print}},
  pages        = {{112}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Geschichte des Editorial Designs}}},
  year         = {{2024}},
}

@misc{12167,
  abstract     = {{Deployment of Level 3 and Level 4 autonomous vehicles (AVs) in urban environments is significantly constrained by adverse weather conditions, limiting their operation to clear weather due to safety concerns. Ensuring that AVs remain within their designated Operational Design Domain (ODD) is a formidable challenge, making boundary monitoring strategies essential for safe navigation. This study explores the critical role of an ODD monitoring system (OMS) in addressing these challenges. It reviews various methodologies for designing an OMS and presents a comprehensive visualization framework incorporating trigger points for ODD exits. These trigger points serve as essential references for effective OMS design. The study also delves into a specific use case concerning ODD exits: the reduction in road friction due to adverse weather conditions. It emphasizes the importance of contactless computer vision-based methods for road condition estimation (RCE), particularly using vision sensors such as cameras. The study details a timeline of methods involving classical machine learning and deep learning feature extraction techniques, identifying contemporary challenges such as class imbalance, lack of comprehensive datasets, annotation methods, and the scarcity of generalization techniques. Furthermore, it provides a factual comparison of two state-of-the-art RCE datasets. In essence, the study aims to address and explore ODD exits due to weather-induced road conditions, decoding the practical solutions and directions for future research in the realm of AVs.}},
  author       = {{Subramanian, Ramakrishnan and Büker, Ulrich}},
  booktitle    = {{Eng : advances in engineering}},
  issn         = {{2673-4117}},
  keywords     = {{autonomous vehicles, operational design domain, computer vision, machine learning, road surface detection}},
  number       = {{4}},
  pages        = {{2778--2804}},
  publisher    = {{MDPI AG}},
  title        = {{{Study of Contactless Computer Vision-Based Road Condition Estimation Methods Within the Framework of an Operational Design Domain Monitoring System}}},
  doi          = {{10.3390/eng5040145}},
  volume       = {{5}},
  year         = {{2024}},
}

@misc{12263,
  author       = {{Lau, Evelin}},
  keywords     = {{Creature Design, Shape Language, Color Theory}},
  pages        = {{82}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Das Zusammenspiel von Form und Farbe im Creature Design von stilisierten Games}}},
  year         = {{2024}},
}

@misc{12501,
  abstract     = {{Fünf Tage für die Vision beruflicher Bildung. Wie Design Sprints die Qualität der Ausbildung verbessern können. 

Innovationen in der dualen beruflichen Ausbildung sind tendenziell mit langwierigen Prozessen verbunden und erfordern die Abstimmung einer Vielzahl von Akteuren (vgl. KMK 2021). Zudem wird die Gruppe der Auszubildenden selten aktiv einbezogen, auch wenn Partizipation und Mitgestaltung als wesentliche Bestandteile für zukunftsfähige Entwicklungen gelten. Umso wichtiger ist es vor dem Hintergrund zahlreicher unbesetzter Ausbildungsplätze und des verschärften Fachkräftemangels geworden, die zukünftigen Fachkräfte aktiv einzubinden. Auszubildende sollen in den Mittelpunkt gestellt werden, um ihren Ideen und Lösungsvorschlägen Raum zu geben.}},
  author       = {{Breternitz, Annika and Meyer, Kirsten and Brinkmann, Gero and Gassiev, Mikhail and Schneider, Birgit and Timmermann, Heike}},
  keywords     = {{Design Sprint, Bridge Days, Innovation, Berufliche Bildung, Lernortkooperation}},
  pages        = {{16}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Bridge Days & Wahlpflichtfach Coaching. Ein Innovationsevent für Auszubildende der dualen Ausbildung. }}},
  year         = {{2024}},
}

@misc{12575,
  author       = {{Schneider, Birgit and Schwarzer, Knut and Claes, Svenja}},
  keywords     = {{Design Sprint, Bridge Days, Innovation, Berufliche Bildung, Lernortkooperation, Transfer, Evaluation}},
  pages        = {{15}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Evaluation des Formats Transferworkshop Bridge Days - Ein kooperatives Lernformat aus dem InnoVET-Projekt Bildungsbrücken OWL}}},
  year         = {{2024}},
}

@book{12673,
  abstract     = {{Many African countries are home to extraordinary architecture that is virtually unknown. There are interpretations of Art Deco, International Style, Brutalism as well as of African vernacular architecture. Climate-responsive buildings with a fluidity of interior and exterior spaces play a large role. While many of these 20th century architects were of European origin, they were deeply influenced by their surroundings and found original, site-specific expressions, often in collaboration with African architects. A focus of the construction activities were educational buildings which played an important role for these young nations that mostly gained their independence in the 1960s. While some of the documented buildings have been restored, others are still awaiting reconstruction.}},
  editor       = {{Pottgiesser, Uta and Tostoes, Ana and Uduku, Ola}},
  isbn         = {{978-3-0356-2833-3}},
  keywords     = {{Modern Movement, Architecture Of Independence, Luanda, Maputo, Addis Ababa, Lagos, Accra, African Modernism, Brutalism, Art Deco, Mid-20th Century Architecture, African Modernist Architecture, Architectural Photography, Postcolonial Architecture, Vernacular Architecture, Postcolonial History, Hospital, School Building, Peatfield & Bodgener Architects, Tropical Modernism, Pancho Guedes, Church, Cathedral, Architectural Heritage, Modernist Design, Modern Design, Thermal Comfort, Climate Control, João Garizo Do Carmo}},
  publisher    = {{Birkhäuser}},
  title        = {{{Modernism in Africa The Architecture of Angola, Ghana, Mozambique, Nigeria, Rwanda, South Africa, Sudan, Tanzania, Uganda}}},
  doi          = {{https://doi.org/10.1515/9783035628357}},
  year         = {{2024}},
}

@misc{11599,
  abstract     = {{In a search for more sustainable materials, fungi have proven increasingly effective as a new building material. Mycelium composites are part of this discussion and experimentation. This research discusses the construction of a pavilion in a shell shape made of wooden construction elements filled with mycelium-hemp substrate. This paper explores how the fungus can work in symbiosis with other biomaterials, observing its behavior in two growth phases. The first growth phase took place in a temperature and humidity-controlled lab environment. The second phase was about testing the further growth behavior in an outdoor environment with a relatively wide range of temperature and humidity conditions.}},
  author       = {{Sanches Previti, Isabella and Sachs, Hans}},
  booktitle    = {{SIGraDi 2023  Accelerated Landscapes XXVII International Conference of the Ibero-American Society of Digital Graphics}},
  editor       = {{García Amen, Fernando  and Armagno, Armagno, Ángel and Goñi, Ana Laura}},
  keywords     = {{Digital fabrication, Mycelium-based construction, Growing phases, Computational design, Bioconstruction}},
  location     = {{Punta del Este, Maldonado, Uruguay}},
  pages        = {{409--420}},
  publisher    = {{CumInCAD}},
  title        = {{{Mycelion: A wood-mycelium composite-based, experimental pavilion with multiple growth phases}}},
  year         = {{2023}},
}

@misc{10009,
  abstract     = {{Die steigende Anzahl von Entwicklungsartefakten (z. B. mechanische oder elektronische Bauteile, Softwarefunktionen, Dokumente) konfrontiert klein- und mittelständische Unternehmen mit der Herausforderung, die vielfältigen Wirkbeziehungen zwischen Artefakten zu überblicken. Die fehlende Kenntnis von Artefaktbeziehungen verursacht Probleme, wie beispielsweise Fehleinschätzungen der Auswirkungen technischer Änderungen auf Abteilungen und das Gesamtsystem. Mit Hilfe der Design Structure Matrix (DSM) lassen sich die Elemente und Beziehungen von komplexen Systemen übersichtlich darstellen. Im vorliegenden Beitrag wird ein auf der DSM basierendes Assistenzsystem vorgestellt, welches Artefakte und Artefaktbeziehungen mittels dreidimensionaler graphbasierter Benutzungs-oberfläche darstellt. Das Assistenzsystem nutzt Algorithmen zur Berechnung von Graphlayouts, Clusteranalysen und Vorhersagen von Änderungsauswirkungen. Es werden die Algorithmen und die resultierenden Darstellungsformen beschrieben. Der Beitrag schließt mit einer Diskussion des Nutzens und zukünftiger Aktivitäten.}},
  author       = {{Herrmann, Jan-Phillip and Trojanowski, Christoph and Imort, Sebastian and Pankrath, Carolin and Deuter, Andreas and Tackenberg, Sven}},
  booktitle    = {{Tagungsband zum Stuttgarter Symposium für Produktentwicklung SSP 2023}},
  editor       = {{Hölzle, Katharina and Kreimeyer, Matthias and Roth, Daniel and Maier, Thomas and Riedel, Oliver}},
  issn         = {{2364-4885}},
  keywords     = {{Design Structure Matrix, Assistenzsystem, Benutzungsoberfläche, Produktentwicklung, Verwaltungsschale}},
  location     = {{Stuttgart}},
  pages        = {{282--293}},
  publisher    = {{Fraunhofer IAO}},
  title        = {{{Ein DSM-basiertes Assistenzsystem zur Visualisierung von Artefaktbeziehungen in der Produktentwicklung von KMU}}},
  year         = {{2023}},
}

@misc{10012,
  abstract     = {{Systems Engineering (SE) is becoming increasingly relevant in industrial application since more stakeholders are involved in engineering activities. To implement SE, companies have to adapt existing engineering processes and methods. This adaption requires knowledge about new methods as well as their integration into the engineering activities. In order to ensure goal-oriented identification of methods for different SE activities in this contribution an action field profile and the Systems Engineering Method Matrix are proposed. The development of both tools is driven by the assumption that most SE activities and methods can be described based on the artefacts the deliver. In order to get feedback about the proposed tools, semi-structured interviews with two industry partners were conducted, focussing on the tool's usability. These interviews underline the basic usability of the tools and their support to identify SE activities to be supported by (new) methods. Moreover, requirements for further development and adaption are derived from the interviews.}},
  author       = {{Ammersdörfer, Theresa and Inkermann, David and Müller, Johannes and Mandel, Constantin and Albers, Albert and Tekaat, Julian and Schierbaum, Anja and Anacker, Harald and Bitzer, Michael and Kleiner, Sven and Herrmann, Jan-Phillip and Krause, Patrik}},
  booktitle    = {{Proceedings of the International Conference on Engineering Design (ICED23)}},
  issn         = {{ 2732-527X}},
  keywords     = {{Systems Engineering (SE), Design methods, Case study, Design process}},
  location     = {{Bordeaux, Frankreich}},
  pages        = {{3245--3254}},
  publisher    = {{Cambridge University Press}},
  title        = {{{SUPPORTING SYSTEMS ENGINEERING ACTIVITIES BY ARTIFACT-ORIENTED DESCRIPTION AND SELECTION OF METHODS}}},
  doi          = {{https://doi.org/10.1017/pds.2023.325}},
  volume       = {{3}},
  year         = {{2023}},
}

@misc{10267,
  abstract     = {{Im Rahmen dieser Bachelorarbeit werden die cineastisch visuelle Gestaltung und die visuelle 
Narration in der Game-Engine Unreal untersucht. Das zentrale Ziel ist die Entwicklung einer 
eigenen Bildsprache und Bildästhetik durch eine umfassende Analyse von Kriegsdramen 
und der Anwendung von Filmstock Emulation und Compositing-Methoden. In diesem 
Kontext wird ein Anti-Kriegskurzfilm erstellt, der die erworbenen Techniken in die Praxis 
umsetzt und die Möglichkeiten und Limitationen der cineastischen Erzählweise in der 
Unreal Engine aufzeigt. Die Arbeit befasst sich zunächst mit der aktuellen Entwicklung in 
der Filmindustrie, insbesondere in Bezug auf neue Technologien wie künstlicher Intelligenz 
und der fortschreitenden Automatisierung in der Film- und Medienproduktion. Es wird sich 
darauffolgend mit den Herausforderungen von Echtzeitrendering-Engines beschäftigt. 
Anschließend erfolgt eine kurze historische Einordnung des Mediums Film, eine 
differenzierte Betrachtung der Unterschiede zwischen analogem und digitalem Film sowie 
der Funktionsweise von Filmkameras. Ein besonderer Fokus wird in diesem Zusammenhang 
auf die Nachstellung von Kameralinseneffekten und Filmstock Emulation gelegt. 
}},
  author       = {{Letmathe, Thilo}},
  keywords     = {{Unreal Engine, Game Engine, Echtzeitrendering, Prozedural, Automatisierung, Künstliche Intelligenz (KI), Virtual Film Production (VFP), Computer-Generated Imagery (CGI), Visual Effect (VFX), Filmstock Emulation, DaVinci Resolve, Compositing, Kameralinseneffekte, analoger Film, visuelles Erzählen, Kinematographie, Filmografie, Bildsprache, Bildgestaltung, Artdirecting, Cineastik, Realismus, Environmental design, Krieg, Film, Kurzfilm, Filmanalyse und Filmhistorie}},
  pages        = {{124}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe }},
  title        = {{{Die Macht des Bewegtbildes}}},
  year         = {{2023}},
}

@misc{12513,
  abstract     = {{Grenzen überschreiten - Brücken zwischen Bildungsbereichen öffnen neue Bildungswege.

Anhand von Beispielen aus den InnoVET-Projekten Bildungsbrücken OWL und BBChemie werden Chancen, Herausforderungen und Ideen zu folgenden Fragestellungen diskutiert:

Wie können Bildungskarrieren durch Zusatzangebote angereichert werden und dadurch attraktiver gestaltet werden?
Welche Chancen entstehen für Lernende, wenn berufliche und akademische Bildung zusammenkommen?
Wie kann ein bereichsübergreifendes Netzwerk die Lehrenden aus akademischer und beruflicher Bildung bereichern?
Wie gelingen bereichsübergreifende Lern- und Lehrangebote für theorieschwächere Azubis mit praktischen Potenzialen?
Das Forum ist im interaktiven Format des Disqspace gestaltet. Nach einem Auftaktimpuls finden zweimal nacheinander vier parallele Mini-Workshops statt. Die Ergebnisse werden im Plenum gesammelt.}},
  author       = {{Claes, Svenja}},
  keywords     = {{Lernortkooperation, Bildungskarrieren, Brücken, Bridge Days, Design Sprint}},
  location     = {{Berlin}},
  pages        = {{1}},
  title        = {{{Bridge Days: Lernen auf Augenhöhe. Welche Chancen entstehen für Lernende, wenn berufliche und akademische Bildung zusammenkommen? Bridge Days}}},
  year         = {{2023}},
}

@misc{12660,
  author       = {{Steltenkamp, Ralf and Claes, Svenja and Schneider, Birgit}},
  keywords     = {{Bridge Days, Berufliche Bildung, Innovation, Design Sprint, Vernetzung}},
  location     = {{Detmold}},
  title        = {{{Bridge Days - Fünf Tage für die berufliche Bildung der Zukunft}}},
  year         = {{2023}},
}

@misc{12662,
  author       = {{Brinkmann, Gero and Thiel, Marc}},
  keywords     = {{Berufliche Bildung, InnoVET, Bridge Days, Design Sprint, Innovation}},
  location     = {{Weiden Opf.}},
  title        = {{{Bridge Days - Fünf Tage für die berufliche Bildung der Zukunft}}},
  year         = {{2023}},
}

@misc{9902,
  abstract     = {{Diese Bachelorarbeit behandelt die praktische Umsetzung eines Arcade-inspirierten Videospiels mit der Game-Engine Unity. Der praktische Teil der Arbeit bildet den Hauptteil und wird in diesem Dokument durch eine Literaturarbeit theoretisch begleitet. Es werden grundlegende Prinzipien und Konzepte des Game-Designs behandelt und in das praktische Projekt überführt.  
Beginnend mit der Spieleidee, über die Konzeption bis hin zur Implementierung, findet sowohl eine praktische als auch eine theoretische Auseinandersetzung mit dem Thema Game-Design im Arcade-Game Genre, anhand eines praktischen Projektes statt. Begleitet von etablierter Literatur zu dem Thema, bezieht sich diese Arbeit insbesondere auf die Eigenheiten des Arcade-Game Genres und nimmt Bezug auf dessen Entstehungs- und Erfolgsgeschichte. Ziel ist es, fundiertes Wissen aus der Games Branche zu recherchieren, strukturieren und letztendlich praktisch anzuwenden. Mit dieser Vorgehensweise soll geklärt werden, was Arcade-Games im Kern ausmacht, woraus sie bestehen, was sie so beliebt macht und wie sie entstehen. Der praktische Teil der Arbeit basiert auf der theoretischen Auseinandersetzung und wird in diesem Dokument ausführlich beschrieben und dokumentiert. Zum Ende dieser Bachelorarbeit steht ein eigens erstelltes, vollständiges Videospiel, welches sich an den Charakteristiken des Arcade-Game Genres orientiert und eine schriftliche Ausarbeitung, welche dessen Entstehungsprozess, bezugnehmend auf bestehende Literatur dokumentiert. 
}},
  author       = {{Knof, Fabian}},
  keywords     = {{Arcade, Games, Videospiel, Game-Design, Unity}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity}}},
  year         = {{2023}},
}

@misc{9993,
  author       = {{Junker, Kira}},
  keywords     = {{Typografie, Design Thinking, Handbuch}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Typografie in der Medienproduktion: Konzeption und Gestaltung eines Handbuches zu den Grundlagen der Typografie mit Methoden des Design Thinking}}},
  year         = {{2023}},
}

@inbook{11148,
  author       = {{Hofmann, Martin Ludwig}},
  booktitle    = {{Graphic Design Is (...) Not Innocent}},
  editor       = {{Offermanns, Ingo}},
  keywords     = {{Design, Designtheorie, Kommunikation, TH OWL}},
  location     = {{Hamburg }},
  pages        = {{231--242}},
  publisher    = {{Valiz}},
  title        = {{{Semantic Battles. Or: Why Design Cannot Be Innocent}}},
  year         = {{2022}},
}

@misc{7794,
  abstract     = {{Nature is known for being rich in color. Throughout evolution, humankind’s brains have learned to respond to selected colors in multiple ways by assigning meanings to them. Since colors have an impact on our perception of the world, they can be artificially integrated into the media world in order to trigger thought processes. The media world utilises them as powerful tools to create impressions. This study aims to determine the natural and artificial occurrence of different hues in wildlife and their use in character/environment design. This thesis’ practical part uses the gathered information and integrates it actively into the short clip’s character design in rela- tion to its non vocal communication.

The methods of choice for the research were literature, studies, films, online articles, and analy- ses that addressed the topics of color psychology and non-verbal/vocal communication. The results suggest that an even wider range of color palettes can be implemented into media to create more advanced stunning motion pictures, although there already are very stereotypical schemes that can be relied on but should not.}},
  author       = {{Steinert, Paulina}},
  keywords     = {{CG, Design, Color Effects, Body Language, Animation}},
  pages        = {{67}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Psychology of Colors and Facial Expressions with Application on a CG Short Clip}}},
  year         = {{2022}},
}

@misc{7801,
  abstract     = {{Nature is known for being rich in color. Throughout evolution, humankind’s brains have learned to respond to selected colors in multiple ways by assigning meanings to them. Since colors have an impact on our perception of the world, they can be artificially integrated into the media world in order to trigger thought processes. The media world utilises them as powerful tools to create impressions. This study aims to determine the natural and artificial occurrence of different hues in wildlife and their use in character/environment design. This thesis’ practical part uses the gathered information and integrates it actively into the short clip’s character design in rela- tion to its non vocal communication.
The methods of choice for the research were literature, studies, films, online articles, and analy- ses that addressed the topics of color psychology and non-verbal/vocal communication. The results suggest that an even wider range of color palettes can be implemented into media to create more advanced stunning motion pictures, although there already are very stereotypical schemes that can be relied on but should not.}},
  author       = {{Steinert, Paulina}},
  keywords     = {{CG, Design, Color Effects, Body Language, Animation}},
  pages        = {{67}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Psychology of Colors and Facial Expressions with Application on a CG Short Clip}}},
  year         = {{2022}},
}

@article{10645,
  abstract     = {{Artificial Intelligence (AI)-based applications promise great potential benefits for companies. However, an isolated consideration of the technical system is not sufficient for the design. Rather, it is necessary to design the entire work system taking into account the socio-technical system approach. This enables the combination of the strengths of people and intelligent systems. This paper presents an approach for a socio-technical requirements elicitation in the design of AI-based systems by adapting the HTO-analysis. First, a mission statement is developed. Based on a detailed process modelling, existing data and systems are recorded. In addition, all relevant stakeholder groups are included by conducting interviews and surveys. Thus, the procedure enables the derivation of a comprehensive catalogue of requirements. The application of the approach is illustrated by using an example from industrial practice, the design of an intelligent workforce planning system.}},
  author       = {{Gabriel, Stefan and Bentler, Dominik and Grote, Eva-Maria and Junker, Caroline and Wendischhoff, David Meyer zu and Bansmann, Michael and Latos, Benedikt and Hobscheidt, Daniela and Kühn, Arno and Dumitrescu, Roman}},
  issn         = {{2212-8271}},
  journal      = {{Procedia CIRP}},
  keywords     = {{socio-technial design socio-technial design, requirements elicitation, AI-human-collaboration, work design : workforce planning requirements elicitation AI-human-collaboration work design workforce planning}},
  pages        = {{431--436}},
  publisher    = {{Elsevier BV}},
  title        = {{{Requirements analysis for an intelligent workforce planning system: a socio-technical approach to design AI-based systems}}},
  doi          = {{10.1016/j.procir.2022.05.274}},
  volume       = {{109}},
  year         = {{2022}},
}

@misc{12796,
  abstract     = {{This Design-Based Research (DBR) project aims to develop an intelligent tutoring system (ITS) for higher education. The system will collect teaching and learning materials in audio and video formats (e.g., podcasts, lecture recordings, screencasts, and explainer videos), and store them on a learning experience platform (LXP). Then, the ITS will process them with the help of speech recognition to gain data which, in turn, will be used to power further applications: Using artificial intelligence (AI), the platform will allow users to search the materials, automatically compiling them according to criteria like lesson subject, language, medium, or required prior knowledge. By the end of the last DBR cycle, the ITS will also provide a more active form of support: It will automatically generate exercises based on predefined patterns and teaching materials, thus allowing learners to check up on their learning progress autonomously. In order to closely match the ITS's features to the needs and learning habits of students in higher education, the development of this AI-based tutoring system is accompanied by an interdisciplinary team which will continuously re-evaluate and adapt the concept over the course of several DBR cycles. Our goal is to derive implications for the system's technical development by collecting and evaluating educational research data (mixed methods design; primary and secondary research methods).}},
  author       = {{Schmohl, Tobias and Schelling, Kathrin and Go, Stefanie and Thaler, Katrin Jana and Watanabe, Alice}},
  booktitle    = {{Proceedings of the 14th International Conference on Computer Supported Education - Vol. 2}},
  editor       = {{Cukurova, Mutlu  and Rummel, Nikol  and Gillet, Denis  and McLaren, Bruce  and Uhomoibhi, James }},
  keywords     = {{Artificial Intelligence in Higher Education, Design-based Research, Intelligent Tutoring System, Participatory Technology Design, Scoping Review}},
  location     = {{Online}},
  pages        = {{179--186}},
  publisher    = {{SCITEPRESS - Science and Technology Publications}},
  title        = {{{Development, Implementation and Acceptance of an AI-based Tutoring System: A Research-Led Methodology}}},
  doi          = {{10.5220/0011068500003182}},
  year         = {{2022}},
}

@misc{12810,
  abstract     = {{Recent studies on assistance systems show that adaptive support for users is becoming increasingly important, as this is a promising approach to ensure acceptance, learning support, and appropriate assistance in the long term. Developers of assistance systems are therefore faced with the challenge of designing various dimensions of adaptivity in such a way that they are conducive to acceptance and support. In this paper, we consider the different dimensions and options for the adaptation of assembly assistance and present the results of a first survey to investigate users' expectations regarding the adaptability of assembly assistance systems. Our evaluation shows that users have clear preferences concerning the control over adaptation and adaptation goals, while other aspects of adaptation assistance do not indicate a clear tendency. The results of this survey should serve as a decision support in the design phase of adaptive assistance systems to choose between different implementation options and concepts.}},
  author       = {{Heinz-Jakobs, Mario and Oestreich, Hendrik and Wrede, Sebastian and Röcker, Carsten}},
  booktitle    = {{2022 15th International Conference on Human System Interaction (HSI)}},
  editor       = {{De Silva, Daswin and Ruminski , Jacek  and Manic, Milos }},
  issn         = {{978-1-6654-6823-7}},
  keywords     = {{adaptivity, assistance systems, survey, human-centred design, interaction design, self-adaptive systems}},
  location     = {{Melbourne, AUSTRALIA}},
  publisher    = {{IEEE}},
  title        = {{{User Expectations Regarding Design Dimensions of Adapative Assistance Systems}}},
  doi          = {{10.1109/hsi55341.2022.9869509}},
  year         = {{2022}},
}

@misc{8457,
  abstract     = {{Mass housing neighbourhoods (MHN) represent the leading pattern of urban transformation and expansion in the second half of the 20th century, and accordingly evaluation, regeneration and redesign of the MHN represent a necessary and challenging task in the contemporary research context. In the practical scope of MHN rehabilitation, various holistic approaches and design strategies are identified that affirm both ecological transition and social transformation of these urban settings. However, the level of application of such approaches across Europe varies greatly, and requires research initiatives of a comparative nature that open a cross-geographical debate at the European level. Although there is a series of evidence-based studies that define the conceptual framework of MHN, i.e., large-scale housing settlements, through historical-interpretative and chronological analyses, the academic debate on practical and feasible MHN rehabilitation and their sustainable integration into the urban development of cities at European level is underdeveloped. The specific objective of this paper is to establish preliminary insights into the current level of MHN rehabilitation and to identify challenges for further actions through (1) a comparative analysis of MHN role models from the second half of 20th century, and through (2) insights from an implemented expert questionnaire. The research engages a comparative case study analysis as the primary method and analyses MHN in Germany (as a representative of Western Europe) and in the two ex-Yugoslav countries, North Macedonia and Serbia (as representatives of Eastern Europe). This research has highlighted the main obstacles and challenges for MHN rehabilitation and demonstrated the importance of a multiscale approach to MHN analysis, having in mind that through the distribution of design values at the analysed spatial levels (neighbourhood level, building level, and apartment level) the application of affirmative indicators within different design values group is recognised.}},
  author       = {{Milovanovic, Aleksandra and Dragutinovic, Anica and Nikezic, Ana and Pottgiesser, Uta and Stojanovski, Mihajlo and Ivanovska Deskova, Ana and Ivanovski, Jovan and Damjanovska, Tea}},
  booktitle    = {{Sustainability / Multidisciplinary Digital Publishing Institute (MDPI)}},
  issn         = {{2071-1050 }},
  keywords     = {{mass housing neighbourhoods, rehabilitation, housing design values, comparative case study, questionnaire, multiscale approach, Germany, North Macedonia, Serbia}},
  number       = {{13}},
  publisher    = {{MDPI}},
  title        = {{{Rehabilitation of Mass Housing as a Contribution to Social Equality: Insights from the East-West European Academic Dialogue}}},
  doi          = {{10.3390/su14138106}},
  volume       = {{14}},
  year         = {{2022}},
}

@book{8640,
  author       = {{Vetter, Andreas}},
  isbn         = {{978-3-88778-612-0}},
  keywords     = {{Kleinmöbel, Ziergegenstand, Design, Geschichte 1950-1970}},
  pages        = {{359}},
  publisher    = {{Spurbuchverlag}},
  title        = {{{Unvernünftiges Design . Möbel und Wohnaccessoires der 1950er/1960er Jahre}}},
  year         = {{2022}},
}

@misc{8719,
  author       = {{Palagutin, Valeri}},
  keywords     = {{Fotografie, Grafikdesign, Foto, Fotobuch, Design}},
  pages        = {{22 / 43}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{„ICH BIN – ICH WAR“ – ein Fotobuch zum Thema Identität}}},
  year         = {{2022}},
}

@misc{9161,
  abstract     = {{Employees in household-related services have so far been neglected in research and practice. The overall goal of our project is to identify work-related stress of this special target group, develop recommendations, and disseminate them using low-threshold, attractive edutainment offers. In this context, this contribution presents a learning platform design for the special target group of domestic workers, such as gardeners or cleaners. The design is based on a requirements analysis with respect to this special target group, which we as well outline in this contribution.}},
  author       = {{Grimm, Valentin and Geiger, Laura and Rubart, Jessica and Faller, Gudrun}},
  booktitle    = {{DELFI 2022 : die 20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 12.-14. September 2022, Karlsruhe}},
  editor       = {{Henning, Peter A. and Striewe, Michael and Wölfel, Matthias}},
  isbn         = {{978-3-88579-716-6}},
  issn         = {{1617-5468}},
  keywords     = {{E-Learning, Minority Group, Gameful Design, Gamification}},
  location     = {{Karlsruhe, DE}},
  pages        = {{213--214}},
  publisher    = {{Gesellschaft für Informatik e.V.}},
  title        = {{{Requirements and Design of a Training System for Domestic Workers}}},
  doi          = {{10.18420/delfi2022-037}},
  volume       = {{P-322}},
  year         = {{2022}},
}

@misc{9360,
  abstract     = {{Background: 
Errors can have dangerous consequences, resulting in a preventive strategy in most company-based technical vocational education and training (TVET). On the contrary, errors provide a useful opportunity for learning due to mismatches of mental models and reality and especially to improve occupational safety and health (OSH). 
Objective: 
This article presents a didactic concept for developing a learning system based on learning from errors. Learners shall directly experience the consequences of erroneous actions through presenting error consequences in augmented reality to avoid negative, dangerous, or cost-intensive outcomes. 
Methods: 
Empirical data prove errors to be particularly effective in TVET. A formal description of a work system is systematically adopted to outline a connection between work, errors concerning OSH, and a didactic concept. A proof-of-concept systematically performs a use case for the developed learning system. It supports critical reflections from a technical, safety, and didactical perspective, naming implications and limitations. 
Results: 
By learning from errors, a work-based didactic concept supports OSH competencies relying on a learning system. The latter integrates digital twins of the work system to simulate and visualise dangerous error consequences for identified erroneous actions in a technical proof-of-concept. Results demonstrate the ability to detect action errors in work processes and simulations of error consequences in augmented reality. 
Conclusion: 
The technical learning system for OSH education extends existing learning approaches by showcasing virtual consequences. However, capabilities are limited regarding prepared learning scenarios with predefined critical errors. Future studies should assess learning effectiveness in an industrial scenario and investigate its usability.}},
  author       = {{Goppold, Marvin and Herrmann, Jan-Phillip and Tackenberg, Sven and Brandl, Christopher and Nitsch , Verena}},
  booktitle    = {{Work}},
  issn         = {{1875-9270 }},
  keywords     = {{Vocational education, digital twin, work system design}},
  number       = {{4}},
  pages        = {{1563--1575}},
  publisher    = {{IOS Press}},
  title        = {{{An error-based augmented reality learning system for work-based occupational safety and health education}}},
  doi          = {{10.3233/WOR-211243}},
  volume       = {{72}},
  year         = {{2022}},
}

@misc{6885,
  abstract     = {{Seit 2016 erscheint das urbanLab Magazin jährlich als Fachzeitschrift für Stadt- und Quartiersplanung mit dem Anspruch Forschung, Lehre und der Praxis in den Planungsdisziplinen des Spannungsfeldes Stadt und Quartier anhand konkreter Themencluster besser zu vernetzen. Wir geben zukunftsweisenden Ideen, Fachbeiträgen, Publikationen und kontroversen Diskussionen eine Plattform und bringen sie unterstützt durch Erkenntnisse aus unserer Forschung auf den Punkt. }},
  booktitle    = {{The Human Habitat in Times of TRANSFORMATION}},
  editor       = {{Hall, Oliver and Cardinali, Marcel and Dorf, Johanna Julia}},
  issn         = {{2566-8900}},
  keywords     = {{Regenerative Design, Human Centered Design, Data Driven Design}},
  number       = {{7}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{urbanLab Magazin - Fachzeitschrift für Stadt- & Quartiersplanung}}},
  year         = {{2021}},
}

@article{7035,
  abstract     = {{Technological progress, upcoming cyber-physical systems, and limited resources confront small and medium-sized enterprises (SMEs) with the challenge of complexity management in product development projects spanning over the entire product lifecycle. SMEs require a solution for documenting and analyzing the functional relationships between multiple domains such as products, software, and processes. The German research project FuPEP “Funktionsorientiertes Komplexitätsmanagement in allen Phasen der Produktentstehung” aims to address this issue by developing an assistance system that supports product developers by visualizing functional relationships. This paper presents the methodology and results of the assistance system’s requirements elicitation with two SMEs. Conducting the elicitation during a global pandemic, we discuss its application using specific techniques in light of COVID-19. We model problems and their effects regarding complexity management in product development in a system dynamics model. The most important requirements and use cases elicited are presented, and the requirements elicitation methodology and results are discussed. Additionally, we present a multilayer software architecture design of the assistance system. Our case study suggests a relationship between fear of a missing project focus among project participants and the restriction of requirements elicitation techniques to those possible via web conferencing tools.}},
  author       = {{Herrmann, Jan-Phillip and Imort, Sebastian and Trojanowski, Christoph and Deuter, Andreas}},
  issn         = {{2073-431X}},
  journal      = {{Computers}},
  keywords     = {{complexity management, assistance system, product development, systems engineering, design structure matrix, asset administration shell}},
  number       = {{11}},
  title        = {{{Requirements Elicitation for an Assistance System for Complexity Management in Product Development of SMEs during COVID-19: A Case Study}}},
  doi          = {{10.3390/computers10110149}},
  volume       = {{10}},
  year         = {{2021}},
}

@misc{7458,
  abstract     = {{Smart services have become increasingly important in the last few years. The provision of smart services combined with product portfolios is advantageous because individual contexts of customers who use the products are addressed. While various and frequently changing data are collected and analyzed, specific knowledge is necessary to turn data into valuable information. A knowledge management system (KMS) adapted to requirements of provided smart services is necessary to aggregate, maintain, and provide knowledge. With a comprehensive literature review over 157 papers, we extracted requirements for KMS for smart services (Smart Service KMS). We present ten design principles derived from the requirements focusing on how tailored Smart Service KMS can be designed. We contribute to the theory by providing an overview about crucial requirements of Smart Service KMS. Practitioners can use our design principles to develop efficient Smart Service KMS}},
  author       = {{Dreyer, Sonja and Werth, Oliver  and Olivotti, Daniel and Guhr, Nadine and Breitner, Michael H.}},
  booktitle    = {{e-Service Journal}},
  issn         = {{1528-8234}},
  keywords     = {{Design Principles, Design Science Research, Knowledge Management Systems, Smart Service KMS, Smart Services}},
  number       = {{2}},
  pages        = {{27--67}},
  publisher    = {{Indiana University Press}},
  title        = {{{Knowledge Management Systems for Smart Services: A Synthesis of Design Principles }}},
  doi          = {{10.2979/eservicej.13.2.02}},
  volume       = {{13}},
  year         = {{2021}},
}

@misc{7986,
  abstract     = {{Bioprocess development and optimization are still cost- and time-intensive due to the enormous number of experiments involved. In this study, the recently introduced model-assisted Design of Experiments (mDoE) concept (Möller et al. in Bioproc Biosyst Eng 42(5):867, https://doi.org/10.1007/s00449-019-02089-7, 2019) was extended and implemented into a software (“mDoE-toolbox”) to significantly reduce the number of required cultivations. The application of the toolbox is exemplary shown in two case studies with Saccharomyces cerevisiae. In the first case study, a fed-batch process was optimized with respect to the pH value and linearly rising feeding rates of glucose and nitrogen source. Using the mDoE-toolbox, the biomass concentration was increased by 30% compared to previously performed experiments. The second case study was the whole-cell biocatalysis of ethyl acetoacetate (EAA) to (S)-ethyl-3-hydroxybutyrate (E3HB), for which the feeding rates of glucose, nitrogen source, and EAA were optimized. An increase of 80% compared to a previously performed experiment with similar initial conditions was achieved for the E3HB concentration.}},
  author       = {{Moser, André and Kuchemüller, Kim B. and Deppe, Sahar and Hernández Rodriguez, Tanja and Frahm, Björn and Pörtner, Ralf and Hass, Volker C. and Möller, Johannes}},
  booktitle    = {{Bioprocess and Biosystems Engineering}},
  isbn         = {{1615-7591}},
  issn         = {{1615-7605}},
  keywords     = {{Biocatalysis, Monte Carlo methods, Fed-batch strategy, Model-assisted design of experiments, Quality by design}},
  number       = {{4}},
  pages        = {{683--700}},
  publisher    = {{Springer}},
  title        = {{{Model-assisted DoE software: Optimization of growth and biocatalysis in Saccharomyces cerevisiae bioprocesses}}},
  doi          = {{10.1007/s00449-020-02478-3}},
  volume       = {{44}},
  year         = {{2021}},
}

@misc{6485,
  author       = {{Wöstenmeyer, Dörthe}},
  keywords     = {{Magazingestaltung, Editorial Design}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe }},
  title        = {{{Canvas Designguide Ein Konzept für ein visuell ansprechendes Videospielemagazin}}},
  year         = {{2021}},
}

@misc{6619,
  author       = {{Batu, Celine}},
  keywords     = {{Grafik Graphic Design Twitch}},
  publisher    = {{Technische Hochschule OWL}},
  title        = {{{Entwicklung einer Corporate Identity für einen Gaming Kanal auf Twitch}}},
  year         = {{2021}},
}

@article{4897,
  abstract     = {{Assistance is becoming increasingly relevant in carrying out industrial work in the context of cyber-physical production systems (CPPSs) and Industry 4.0. While assistance in a single task via a single interaction modality has been explored previously, crossdevice interaction could improve the quality of assistance, especially given the concurrent and distributed nature of work in CPPSs. In this paper, we present the theoretical foundations and implementation of MiWSICx (Middleware for Work Support in Industrial Contexts), a middleware that showcases how multiple interactive computing devices such as tablets, smartphones, augmented/virtual reality glasses, and wearables could be combined to provide crossdevice industrial assistance. Based on activity theory, MiWSICx models human work as activities combining multiple users, artifacts, and cyber-physical objects. MiWSICx is developed using the actor model for deployment on a variety of hardware alongside a CPPS to provide multiuser, crossdevice, multiactivity assistance.}},
  author       = {{Dhiman, Hitesh and Röcker, Carsten}},
  issn         = {{2288-4300 }},
  journal      = {{Journal of Computational Design and Engineering}},
  keywords     = {{human–technology interaction, human–computer interaction, crossdevice interaction, cyber-physical systems, assistance, smart factory, middleware, actor model, information system design, industry 4.0}},
  number       = {{1}},
  pages        = {{428--451}},
  publisher    = {{Oxford University Press}},
  title        = {{{Middleware for providing activity-driven assistance in cyber-physical production systems}}},
  doi          = {{10.1093/jcde/qwaa088}},
  volume       = {{8}},
  year         = {{2021}},
}

@misc{5345,
  author       = {{Baumann, Tom}},
  keywords     = {{Corporate Design Manual, Corporate Identity}},
  pages        = {{124}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Entwicklung der Corporate Identity für den SV SW Sende & die Entwicklung von Social Media für Amateurvereine}}},
  year         = {{2021}},
}

@misc{12789,
  abstract     = {{Additive manufacturing is being increasingly focused on the production of end-use parts. Compared to the prototyping application, the production of end-use parts demands a higher level of repeatability and process quality. To achieve this, increased knowledge is required about the influence of various process parameters on the part characteristics and the parameter interrelations. Design of Experiment methods can be applied to gain knowledge on the process behavior, but the applicability of different DoE methods for AM processes has to be validated. This paper describes the application of a definitive screening design for the identification of influencing parameters in Laser Powder Bed Fusion of CoCrW alloy. The impact of various hatch parameters on the part porosity is analyzed. The experimental setup and results are described. The results are validated in an additional test series, comparing the part quality achieved by parameter-sets obtained by different optimization approaches. Furthermore, the correlation of the porosity towards mechanical properties is investigated. Finally, the opportunities and limitations of the method are discussed.}},
  author       = {{Huxol, Andrea and Villmer, Franz-Josef}},
  booktitle    = {{International Journal of Computer Integrated Manufacturing}},
  issn         = {{1362-3052}},
  keywords     = {{Additive manufacturing, quality control, process qualification, process control, screening design}},
  number       = {{4-5}},
  pages        = {{556--567}},
  publisher    = {{Taylor & Francis}},
  title        = {{{Experimental approach towards parameter evaluation in laser powder bed fusion of metals}}},
  doi          = {{10.1080/0951192x.2021.1901313}},
  volume       = {{35}},
  year         = {{2021}},
}

@misc{13372,
  abstract     = {{This bachelor thesis explores the adaptive reuse of the former Telekom high-rise at Kesselbrink in Bielefeld, a vacant modernist office tower awaiting new purpose. The project proposes a mixed-use transformation that reinterprets the building as a “city within the city,” inspired by Le Corbusier’s Unité d’Habitation in Marseille. The existing structure is strategically reduced to its essential load-bearing concrete frame and floor slabs, preserving the structural skeleton while enabling radical spatial reconfiguration.
Prefabricated timber modules are inserted and cantilevered between the reinforced-concrete columns, extending the usable floor area and introducing a warm, contemporary material contrast to the original façade. This intervention not only increases density and flexibility but also redefines the tower’s appearance, giving it a cosmopolitan and forward-looking architectural identity. The ground floor is conceived as an open and publicly accessible urban platform, activating the surrounding plaza and strengthening social interaction. Upper floors are redesigned as affordable and attractive living spaces for young residents, encouraging a diverse and vibrant community within the building.
A newly designed park-like rooftop landscape provides recreational space and panoramic views over the city, enhancing environmental quality and urban connectivity. By combining structural preservation, modular timber construction, public programming, and residential reuse, the proposal demonstrates how high-rise retrofitting can generate social, ecological, and economic value simultaneously. The project positions adaptive reuse as a viable strategy for sustainable urban regeneration and architectural longevity.}},
  author       = {{Konschake, Leon}},
  keywords     = {{Adaptive Reuse, Mixed-Use Development, High-Rise Transformation, City within the City, Modular Timber Construction, Prefabrication, Structural Preservation, Concrete Skeleton, Cantilevered Modules, Urban Regeneration, Public Ground Floor, Youth Housing, Rooftop Landscape, Sustainability, Social Impact, Ecological Design, Economic Viability, Cosmopolitan Architecture}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{TreeTower}}},
  year         = {{2020}},
}

@inproceedings{5847,
  abstract     = {{Urban noise pollution is a major environmental health problem. International organizations are making efforts to prevent health damage due to high levels of noise in cities, but the design of the built environment typically neglects the acoustic impact of architectural projects. Building facades, covering a substantial part of the vertical surfaces of the urban fabric, have a significant effect on the wellbeing of the population and on the environmental impact of buildings. Facade geometries and materials interact with the diversity of sounds in the city composing soundscapes that influence the health, comfort, and productivity of people inside and outside of buildings. This study gives an overview of the elements involved in the composition of the urban soundscape and revises the potential effects of sound-reflective and sound-absorptive facades. With the purpose of exemplifying the integration of acoustic data into facade design processes, a parametric design workflow is developed to experiment with acoustic simulations of a street environment, alternating between sound-reflective and sound-absorptive facades.}},
  author       = {{Balderrama, Alvaro and Arztmann, Daniel and Schulz, Jens-Uwe}},
  booktitle    = {{Facade Tectonics 2020 World Congress}},
  keywords     = {{acoustics, sustainability, computational design, parametric workflows}},
  location     = {{Los Angeles}},
  title        = {{{Influence of Façade Materials on the Acoustic Environment}}},
  year         = {{2020}},
}

@inproceedings{5848,
  abstract     = {{Urban noise pollution is a major environmental health problem. International organizations are making efforts to prevent health damage due to high levels of noise in cities, but the design of the built environment typically neglects the acoustic impact of architectural projects. Building facades, covering a substantial part of the vertical surfaces of the urban fabric, have a significant effect on the wellbeing of the population and on the environmental impact of buildings. Facade geometries and materials interact with the diversity of sounds in the city composing soundscapes that influence the health, comfort, and productivity of people inside and outside of buildings. This study gives an overview of the elements involved in the composition of the urban soundscape and revises the potential effects of sound-reflective and sound-absorptive facades. With the purpose of exemplifying the integration of acoustic data into facade design processes, a parametric design workflow is developed to experiment with acoustic simulations of a street environment, alternating between sound-reflective and sound-absorptive facades.}},
  author       = {{Arztmann, Daniel and Ramirez, Jhosangela and Mena Lozada , Tomas}},
  booktitle    = {{Facade Tectonics 2020 World Congress}},
  keywords     = {{acoustics, sustainability, computational design, parametric workflows}},
  location     = {{Los Angeles}},
  title        = {{{Facade 4.0 – The new digital life-cycle of the building envelope}}},
  year         = {{2020}},
}

@inbook{4313,
  abstract     = {{This paper reports on a study (N = 471) exploring the acceptance of video-based home monitoring systems as well as criteria influencing their acceptance. While most participants stated that they would home monitoring solutions under certain conditions, the majority of participants is rather reluctant to use systems that transmit visual and acoustical information to remote medical personnel. Besides age, most user characteristics, which played important roles in technology acceptance research for many years, do not appear to be decisive factors for the acceptance of electronic home-monitoring services.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Intelligent Human Systems Integration 2019}},
  editor       = {{Karwowski, Waldemar and Ahram, Tareq}},
  isbn         = {{978-3-030-11050-5}},
  keywords     = {{Active assisted living, Electronic homecare, e-health : Video-based monitoring, Technology acceptance, User-centered design, Study}},
  location     = {{San Diego, California, USA}},
  pages        = {{551 -- 556}},
  publisher    = {{Springer}},
  title        = {{{Exploring the Acceptance of Video-Based Medical Support}}},
  doi          = {{10.1007/978-3-030-11051-2_83}},
  volume       = {{903}},
  year         = {{2019}},
}

@misc{12791,
  abstract     = {{Additive manufacturing is being increasingly focused on the production of end-use parts. Compared to the prototyping application, the production of end-use parts demands a higher level of repeatability and process quality. To achieve this, increased knowledge is required about the influence of various process parameters on the part characteristics and the parameter interrelations. Design of Experiment methods can be applied to gain knowledge on the process behavior, but the applicability of different DoE methods for AM processes has to be validated. This paper describes the application of a definitive screening design for the identification of influencing parameters in Selective Laser Melting. The experimental setup and results are described and opportunities and limitations of the method are discussed. (C) 2019, IFAC (International Federation of Automatic Control) Hosting by Elsevier Ltd. All rights reserved.}},
  author       = {{Huxol, Andrea and Villmer, Franz-Josef}},
  booktitle    = {{13th International-Federation-of-Automatic-Control (IFAC) Workshop on Intelligent Manufacturing Systems (IMS)}},
  issn         = {{2405-8963}},
  keywords     = {{Additive manufacturing, quality control, process qualification, process control, screening design}},
  location     = {{Oshawa, CANADA}},
  pages        = {{270--275}},
  publisher    = {{Elsevier BV}},
  title        = {{{DoE Methods for Parameter Evaluation in Selective Laser Melting}}},
  doi          = {{10.1016/j.ifacol.2019.10.041}},
  volume       = {{52}},
  year         = {{2019}},
}

@inproceedings{4320,
  abstract     = {{The use of Assistive Technology (AT) plays a significant role in the advancement of greater independence for individuals with disabilities in their work life. In particular, digital step-by-step support can enable people to perform production tasks that were formerly difficult to accomplish. In this paper, we focused on finding a solution for a specific production process. To this end, we set up a prototype assistive system for performing a cutting task which provides step-by-step support for people with disabilities. In an evaluation study with impaired people, we investigated how our assistive system affects the task efficiency as well as participants’ subjective evaluation of perceived mental effort and system usability. Results show advantages for step-by-step support with regard to users’ task efficiency and subjective evaluation.}},
  author       = {{Aksu, Volkan and Jenderny, Sascha and Martinez, Sascha and Röcker, Carsten}},
  booktitle    = {{Advances in Usability, User Experience and Assistive Technology}},
  editor       = {{Ahram, Tareq Z. and Falcão, Christianne}},
  isbn         = {{978-3-319-94946-8}},
  keywords     = {{Assistive Technology, People with disabilities, User-centered, Design, Human-computer-interaction, Production Step-by-step instructions}},
  location     = {{Orlando, Florida, USA}},
  pages        = {{775--785}},
  publisher    = {{Springer}},
  title        = {{{A Digital Assistance System Providing Step-by-Step Support for People with Disabilities in Production Tasks}}},
  doi          = {{10.1007/978-3-319-94947-5_76}},
  volume       = {{794}},
  year         = {{2018}},
}

@misc{699,
  author       = {{Warwitz, Maximilian}},
  keywords     = {{Game Design, 3D-Asset, Workflow, Videospiel, Computerspiel}},
  pages        = {{93}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Workflow zur Erstellung von 3D-Assets für Computer- und Videospiele}}},
  year         = {{2018}},
}

@misc{701,
  author       = {{Sebon, Patrizia}},
  keywords     = {{Game Design}},
  pages        = {{51}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Secrets of Mu - Konzeptentwicklung für ein Kampfsystem-freies Action-Adventure Spiel}}},
  year         = {{2018}},
}

@misc{703,
  author       = {{Buschmeier, Regina}},
  keywords     = {{2D Animation, Bachelor, Corporate Design, Grafik, Sounddesign}},
  pages        = {{52}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{IJÓMA : Storytelling eines Spiels und die Bedeutung von Corporate Design und Sound für die Spielerfahrung}}},
  year         = {{2018}},
}

@misc{705,
  author       = {{Schrewe, Manuela}},
  keywords     = {{3D Modeling, Character Design, Concept Art, Spiel, Unreal Engine 4}},
  pages        = {{81}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{IJÓMA – Die Erstellung eines Spielekonzepts in den Produktionsschritten Concept Art | Character Design | Level- \& Gameplay Design 3D Modeling | Umsetzung in Unreal Engine 4}}},
  year         = {{2018}},
}

@misc{714,
  author       = {{Vietmeier, Jana}},
  keywords     = {{Corporate Design, Entwicklung, Kinder und Jugendliche, Konzeption, Psychotherapeutische Praxis}},
  pages        = {{104}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption und Entwicklung eines Corporate Designs für eine psychotherapeutische Praxis für Kinder und Jugendliche}}},
  year         = {{2018}},
}

@inproceedings{552,
  abstract     = {{Since additive manufacturing (AM) is continuously growing, the influence of processing conditions and setup parameters on microstructural and mechanical properties of additively manufacturedcomponents needs to be clarified. The paper discusses an experimental approach for the identification of influencing parameters in Selective Laser Melting; this consists of an evaluation of the mechanical and physical properties of final parts, depending on the chosen process parameters. The Design of Experiments is used to get valid results from a limited number of experiments. The research work focuses on the application of a Definitive Screening Design to identify the most important influencing parameters: Several parameters of the hatch and the contour exposure are varied, as well as the position and orientation of the samples in the build chamber. A maraging steel and a CoCr alloy are used, and the mechanical and physical properties of the samples are evaluated. The interdependencies between the variation of the factors and the observed properties are analyzed.}},
  author       = {{Simoni, F. and Huxol, Andrea and Villmer, Franz-Josef}},
  booktitle    = {{Production Engineering and Management}},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  isbn         = {{978-3-946856-03-0}},
  keywords     = {{Additive manufacturing, Process parameters, Design of Experiments, Density measurement}},
  location     = {{Lemgo}},
  number       = {{1}},
  pages        = {{43--55}},
  title        = {{{Analysis of Influencing Parameters on Mechanical and Physical Properties of SLM Parts}}},
  year         = {{2018}},
}

@inproceedings{557,
  abstract     = {{Current processes for designing manual assembly workstations do not consider the need for employee-appropriate, product-specific and operating resources-specific factors. A systematic design tool would help to minimize cycle times, increase productivity and improve ergonomic criteria. Therefore, a literature research concerning workplace design for manual assembly was conducted. Additionally, a guided Interview and a questionnaire were developed and approached on the trade show “Motek” with 14 participants.The study shows evidence for the assumption that there is no systematic approach todesigning manual assembly workstations.}},
  author       = {{Gote, Henning and Glatzel, Thomas}},
  booktitle    = {{Production Engineering and Management}},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  isbn         = {{978-3-946856-03-0}},
  keywords     = {{Manual assembly, Workplace design, Ergonomic workstations, SME}},
  location     = {{Lemgo}},
  number       = {{1}},
  pages        = {{137--148}},
  title        = {{{Empirical Study of Workplace Design of Manual Assembly Workstations in SME}}},
  year         = {{2018}},
}

@misc{1000,
  author       = {{Pris, Lina}},
  keywords     = {{Charakterdarstellung, Film, Szenenbild, Production Design}},
  pages        = {{67}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Charakterdarstellung durch Production Design}}},
  year         = {{2018}},
}

@misc{1011,
  author       = {{Behne, Michelle}},
  keywords     = {{Corporate Design, Logo, Programmiertes Gestalten, Zeichenentwicklungen}},
  pages        = {{128}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Zeichen sagen mehr als tausend Worte - Sachlich programmierte Gestaltung - Vom Zeichen zum Signet}}},
  year         = {{2018}},
}

@misc{864,
  author       = {{Kurschildgen, Christiane}},
  keywords     = {{Design, Didaktik, Gestaltung, Lehrbuch}},
  pages        = {{66}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Aktivierende Lehrbuchgestaltung : Das Zusammenspiel von Design und Didaktik}}},
  year         = {{2018}},
}

@misc{998,
  author       = {{Gabriel, Lydia}},
  keywords     = {{Design, Feminismus, Gesellschaft, Grafikdesign, Magazin}},
  pages        = {{123}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Die gesellschaftliche Verantwortung des Designs in Bezug auf frauenspezifische und feministische Magazine unter Berücksichtigung von Frauen im Design}}},
  year         = {{2018}},
}

@misc{786,
  author       = {{Weihrich, Marie}},
  keywords     = {{Corporate Design}},
  pages        = {{39}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption und Gestaltung eines Corporate Designs für ein Black Fashion Label}}},
  year         = {{2017}},
}

@misc{833,
  author       = {{Sundermann, Sebastian}},
  keywords     = {{Corporate Design}},
  pages        = {{268}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Heisusu : Handcrafted Products Made in Lippe . Konzeption, Gestaltung und Realisation eines Corporate Designs für den Nähladen Heisusu von Frau Heike Sundermann, Detmold.}}},
  year         = {{2017}},
}

@misc{853,
  abstract     = {{Das Ziel dieser vorliegenden Bachelorarbeit ist eine Konzeption eines Corporate Designs sowie eines Schulungskonzeptes für das Bezirksjugendwerk der Arbeiterwohlfahrt (AWO), welches nach Möglichkeit auch im Einvernehmen mit dem Kunden steht, zu entwickeln. Das Jugendwerk verfügt bis Dato kein Corporate Design (CD) bzw. keinerlei Richtlinien für die Gestaltung der Printmedien. Das vorhandene Logo, welches Bundesweit genutzt wird, dient als einzige Vorlage und darf nicht verändert werden.}},
  author       = {{Demirayak, Samet}},
  keywords     = {{Arbeiterwohlfahrt, Corporate Design, Corporate Identity}},
  pages        = {{157}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Die Erstellung eines Corporate Designs für das Bezirksjugendwerk der Arbeiterwohlfahrt (AWO).}}},
  year         = {{2017}},
}

@inproceedings{4299,
  abstract     = {{With the advances of technology, intelligent assistive systems that adapt to individual humans will become feasible. However, application areas of such systems are rarely discussed within the Industry 4.0 community. Most assistive systems that have been presented have been developed for specific task, such as assembly support or warehouse picking, but there might be a huge uncovered design space to be explored. With this work, we want to step back from existing systems and analyze the design opportunities of assistive systems especially for small and medium-size enterprises (SME). To achieve this goal we conducted a study in four SME, consisting of observations and interviews. Here we present our findings about the potential future application areas of human-centered assistive systems.}},
  author       = {{Mucha, Henrik and Büttner, Sebastian and Röcker, Carsten}},
  booktitle    = {{Human-Computer Interaction – Perspectives on Industry 4.0. Workshop at i-KNOW 2016 }},
  keywords     = {{Industry 4.0, Assistive Systems, Small and Medium-Sized Enterprises, SME, Human-Centered Design, Human-Computer Interaction for Industry}},
  location     = {{Graz, Austria}},
  publisher    = {{TU}},
  title        = {{{Application Areas for Human-Centered Assistive Systems}}},
  year         = {{2016}},
}

@inproceedings{4300,
  abstract     = {{Human-centered design methods are nowadays widely used in the design of consumer products. These methods aim at designing products with a high usability and a positive user experience (UX). However, in the domain of the design of industrial machines, design is often driven by functional requirements mostly neglecting the usability and user experience of products. Together with a medium-sized manufacturer of industrial laundry machines we applied the human-centered design process in an industrial context. In this field report, we describe the human-centered design methods applied in the project, the adaptations we had to make in the process and the challenges and opportunities for applying human-centered design in an industrial environment in general. }},
  author       = {{Büttner, Sebastian and Röcker, Carsten}},
  booktitle    = {{Human-Computer Interaction – Perspectives on Industry 4.0. Workshop at i-KNOW 2016}},
  keywords     = {{Design Methods, Human-Centered Design, Industrial Human-Computer Interaction, Industry 4.0}},
  location     = {{Graz, Austria}},
  publisher    = {{TU}},
  title        = {{{Applying Human-Centered Design Methods in Industry – a Field Report}}},
  year         = {{2016}},
}

@inproceedings{4328,
  abstract     = {{This paper discusses the relevance of beauty and aesthetic values for an aesthetically pleasing design of technology-enhanced spaces in the context of ergonomics, usability, and technology acceptance. Under the concept of Aesthetic Intelligence we subsume various aspects, including conceptual scoping, formal design skills and creative methodologies. Our goal is to provide a concept for the exchange of ideas, initiation of collaborations and the development of methodological practices for facilitating effective and pleasurable designs.}},
  author       = {{Plewe, Daniela Alina and Röcker, Carsten}},
  booktitle    = {{Advances in Affective and Pleasurable Design}},
  editor       = {{Chung, WonJoon and Shin, Cliff Sungsoo }},
  isbn         = {{978-3-319-41660-1}},
  keywords     = {{Aesthetic intelligence, Aesthetics, Design methodologies, Ambient intelligent systems}},
  location     = {{Walt Disney World®, Florida, USA}},
  pages        = {{385--390}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence for Effective and Pleasurable Design}}},
  doi          = {{10.1007/978-3-319-41661-8_37}},
  volume       = {{483}},
  year         = {{2016}},
}

@inproceedings{457,
  abstract     = {{Additive Manufacturing (AM) increasingly enables the realization of structures, which have a much greater freedom of design und can therefore better  use  nature  as  a  design  ideal.  Bionic  design  principles  have  already been introduced  into  general  design  approaches,  and  several topology optimization systems (TO) are available today to increase structural stiffness and  to  enable  lightweight  design.  AM  and  TO,  used  in  synergy,  promise completely  new  application areas. However,  staircase effects resulting from a  layer-by-layer  build  process  and  unavoidable  support  structures  which must be mechanically removed afterwards are disadvantageous with respect to surface texture and strength properties.
The present article addresses the question  of how far the notches resulting from the staircase effect of Additive Manufacturing and the support structures  removed  decrease  the  strength  of  components.  Most  engineers try  to follow the inner flow of forces in a part’s design by smoothening surfaces in notched areas. Considering  this,  a  elected component  is investigated  with  finite  element  analysis  (FEA)  with  special  regard  for  the concentration  of  tress arising from surface notch effects. An outlook is given as regards how a reduction of the notch effect from the taircase effect can be achieved effectively.}},
  author       = {{Scheideler, Eva and Villmer, Franz-Josef and Adam, G. and Timmer, Mirco}},
  booktitle    = {{Production Engineering and Management Proceedings 6th International Conference}},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  isbn         = {{978-3-946856-00-9}},
  keywords     = {{Additive  Manufacturing, Topology optimization, Staircase effect, Support structures, Stress concentration, Lightweight construction, Design rules, Notch effect}},
  location     = {{Lemgo}},
  number       = {{1}},
  pages        = {{39--50}},
  title        = {{{Topology Optimization and Additive Manufacturing – A Perfect Symbiosis?}}},
  year         = {{2016}},
}

@inproceedings{472,
  abstract     = {{In the context of Industrie 4.0 respectively direct digital manufacturing, seamless process chains are an important factor. The objective is to shorten the time between quoting for individually designed products and their production and delivery. Therefore, reliable automated and fast evaluation procedures are needed to ensure the quality of the individually designed products in terms of product safety and reliability. This paper aims 
to demonstrate how a metamodel, generated on simulated data, adapts to the type of product and delivers the required quality and evaluation procedure. The metamodel guarantees the requested characteristics of the final product without the consultation of human expert knowledge. As proof of concept, a simple, well-documented  task from the field of construction has been chosen. The estimation from of the metamodel will meet all safety  requirements, is based on the individual input variables and is confirmed without expert interaction. Fast, reliable prediction models deriving from complex simulation models are indispensable conditions for direct digital manufacturing. Using metamodels in automation contexts will be a foundation of manufacturing in future.}},
  author       = {{Scheideler, Eva and Ahlemeyer-Stubbe, Andrea}},
  booktitle    = {{Production engineering and management : proceedings 6th international conference, September 29 and 30, 2016 Lemgo, Germany }},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  keywords     = {{Simulation, Metamodel, Computer experiment, Design of experiments}},
  location     = {{Lemgo}},
  number       = {{1}},
  pages        = {{269--280}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Expert Knowledge Systems to Ensure Quality and Reliability in Direct Digital Manufacturing Enviroments}}},
  volume       = {{2016}},
  year         = {{2016}},
}

@misc{846,
  author       = {{Treptow, Melanie}},
  keywords     = {{Corporate Design}},
  pages        = {{108}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Entwicklung eines Stadtlogos als Beitrag zur städtischen Entwicklung der Alten Hansestadt Lemgo}}},
  year         = {{2016}},
}

@misc{954,
  author       = {{Janko, Ulrike}},
  keywords     = {{Design Manual, Logo, Ulrike Janko, Corporate Identity, Entwicklung, Naturheilkunde, Planung, Realisierung, Werbekonzeption}},
  pages        = {{105}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption, Gestaltung und Realisation eines Corporate Designs für die Naturheilkundepraxis von Corrina Koch in Kassel}}},
  year         = {{2016}},
}

@misc{963,
  author       = {{Reetz, Dennis}},
  keywords     = {{Corporate Design Manual, Software as a Service, Webentwicklung, Cloud Computing, Corporate Design, Digitalisierung}},
  pages        = {{97}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption einer Webanwendung als Software as a Service-Dienst f\"ur die Erstellung, Verwaltung und Bereitstellung von Gestaltungsrichtlinien}}},
  year         = {{2016}},
}

@misc{965,
  abstract     = {{Pocket Guide zum Thema Grundlagen Grafikdesign}},
  author       = {{Ellerbrok, Daniela}},
  keywords     = {{Design, Gebrauchsgrafik, Kommunikationsdesign, Visualisierung}},
  pages        = {{98}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Grundlagen Grafikdesign}}},
  year         = {{2016}},
}

@misc{986,
  author       = {{Kopp, Andreas}},
  keywords     = {{Corporate Design, Corporate Identity, Klein- und Mittelbetrieb}},
  pages        = {{68}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Erstellung und Überarbeitung des Corporate Designs der Firma IN Avia GmbH}}},
  year         = {{2016}},
}

@misc{988,
  author       = {{Ast, Sophie-Catrin}},
  keywords     = {{Editorial Design, Magazin, Magazinentwicklung, Magazingestaltung, Zeitschrift, Design, Konzeption, Layout, Magazin <Zeitschrift>, Typografie, Zeitschrift}},
  pages        = {{77}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption, Gestaltung und Realisation eines Magazins : Entwicklung des neuartigen Faltmagazins „Folded“}}},
  year         = {{2016}},
}

@article{2140,
  abstract     = {{Recent industrial applications are implemented in a modular way, resulting in flexibility during the whole life cycle, i.e., setup, operation, and maintenance. This applies especially to larger applications like logistic, production, and printing processes. Their modular character is resulting from the constantly increasing complexity of such installations, which makes their supervision for securing reliable operation a difficult task: the data of hundreds (if not thousands) of signal sources must be acquired, communicated, and evaluated for system diagnosis. In this contribution we summarize the challenges arising in such applications and show that distributed sensor and information fusion for modular self-diagnosis tackles these challenges. Here, we propose an innovative distributed architecture encompassing intelligent sensor nodes, self-configuring real-time communication networks, and a suitable sensor and information fusion system for condition monitoring. New challenges arise in the context of distributed information fusion systems, which are identified and to which an outlook on future solutions is provided. A number of these solutions have already been discovered, implemented, and are evaluated in the context of a demonstrator, which resembles a real-world printing application.}},
  author       = {{Mönks, Uwe and Trsek, Henning and Dürkop, Lars and Geneiß, Volker and Lohweg, Volker}},
  issn         = {{0957-4158}},
  journal      = {{Mechatronics}},
  keywords     = {{Cyber-physical systems, Information fusion, Fusion system design, Intelligent sensors, Self-configuration, Intelligent networking}},
  number       = {{34}},
  pages        = {{63--71}},
  publisher    = {{Elsevier}},
  title        = {{{Towards distributed intelligent sensor and information fusion}}},
  doi          = {{10.1016/j.mechatronics.2015.05.005}},
  year         = {{2015}},
}

@inproceedings{4330,
  abstract     = {{Catchwords such as “Cyber-Physical-Systems” and “Industry 4.0” describe the current development of systems with embedded intelligence. These systems can be characterized by an increasing technical complexity that must be addressed in the user interface. In this paper we analyze the specific requirements posed by the interaction with cyber-physical-systems, present a coordinated approach to these requirements and illustrate our approach with a practical example of an assistance system for assembly workers in an industrial production environment.}},
  author       = {{Paelke, Volker and Röcker, Carsten}},
  booktitle    = {{Design, User Experience, and Usability: Design Discourse}},
  isbn         = {{978-3-319-20885-5}},
  keywords     = {{Industrial IT, User-Centered design, Usability, User interfaces, Cyber-Physical-Systems, Industry 4.0, Augmented reality, Development processes and methods}},
  location     = {{Los Angeles, CA, USA}},
  pages        = {{75--85 }},
  publisher    = {{Springer}},
  title        = {{{User Interfaces for Cyber-Physical Systems: Challenges and Possible Approaches. }}},
  doi          = {{10.1007/978-3-319-20886-2_8}},
  volume       = {{9186}},
  year         = {{2015}},
}

@inproceedings{4334,
  abstract     = {{This paper presents several conceptual approaches for improving user engagement and happiness in mass transport systems by effectively integrating principles of ambient and aesthetic intelligence. We introduce themed passenger carriages as constructed spaces with an overarching topic or narrative, designed to make commuting a meaningful and immersive experience. We examine the challenges for commuters and the existing solutions. Following which, we develop scenarios related to the fields of recreation, culture, education, business and entertainment. With an increasing interest of policy-makers in the concept of happiness as a socioeconomic measure for national wellbeing, we identify generic approaches for future research.}},
  author       = {{Rui, Ang Sheng and Plewe, Daniela Alina and Röcker, Carsten}},
  booktitle    = {{Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 }},
  issn         = {{2351-9789}},
  keywords     = {{Ambient intelligence, Aesthetic intelligence, Hedonic design, Transportation, User-centered design : Gamification}},
  location     = {{Las Vegas, Nevada, USA}},
  pages        = {{2103--2109}},
  publisher    = {{Elsevier}},
  title        = {{{Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence}}},
  doi          = {{10.1016/j.promfg.2015.07.348}},
  volume       = {{3}},
  year         = {{2015}},
}

@article{688,
  abstract     = {{In this paper, we analyze the specific requirements of interacting with cyber-physical systems and propose a design approach that is driven by user needs and makes use of an expanded toolbox that contains state-of-the-art interaction technologies including Smart Glasses and Wearables. We present several examples of assistance systems in industrial production that use these interaction technologies and discuss the corresponding usability and implementation aspects. }},
  author       = {{Paelke, Volker  and Röcker, Carsten and Koch, Nils and Flatt, Holger and Büttner, Sebastian}},
  issn         = {{2196-677X}},
  journal      = {{at - Automatisierungstechnik}},
  keywords     = {{User centred design, user interfaces, user expe-rience, cyber-physical systems, smart glasses, wearables}},
  number       = {{10}},
  pages        = {{833--843}},
  publisher    = {{De Gryter Oldenbourg}},
  title        = {{{User Interfaces for Cyber-Physical Systems : Expanding the Designer’s Toolbox}}},
  doi          = {{10.1515/auto-2015-0016}},
  volume       = {{63}},
  year         = {{2015}},
}

@misc{937,
  author       = {{Lücking, Marcus}},
  keywords     = {{Design, Graphik, Traum}},
  pages        = {{178}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Somniatis}}},
  year         = {{2015}},
}

@inbook{4375,
  abstract     = {{This chapter starts with an overview of the technical innovations and societal transformation processes we have seen in the last decades and as well as the consequences those changes have for the design of pervasive healthcare systems. Based on this theoretical foundation, emerging design requirements and research challenges are outlined, which are crucial to be addressed when developing future health technologies.}},
  author       = {{Röcker, Carsten and Ziefle, Martina and Holzinger, Andreas}},
  booktitle    = {{Pervasive Health}},
  editor       = {{Holzinger, Andreas and Ziefle, Martina and Röcker, Carsten}},
  isbn         = {{978-1-4471-6412-8}},
  issn         = {{1571-5035}},
  keywords     = {{Pervasive health, Ambient assisted living, E-Health, Trends, Research challenges, Design requirements}},
  pages        = {{1 -- 17}},
  publisher    = {{Springer}},
  title        = {{{From Computer Innovation to Human Integration: Current Trends and Challenges for Pervasive Health Technologies}}},
  doi          = {{10.1007/978-1-4471-6413-5_1}},
  year         = {{2014}},
}

@article{4376,
  abstract     = {{This paper analyzes the requirements of users of different generations with regard to future e-banking systems. An empirical study was conducted to verify six previously formulated hypotheses. The results show that the acceptance of such systems highly depends on factors such as age, gender and general technical affinity. It turned out that most of the older people are not yet willing to use such systems at all – independent of specific system characteristics. Additionally, it is more likely that men will use smart banking systems than women and that technical affinity has a positive influence on the general usage intention.}},
  author       = {{Röcker, Carsten and Kaulen, Daniel}},
  issn         = {{2368-6103}},
  journal      = {{International Journal of Virtual Worlds and Human Computer Interaction}},
  keywords     = {{Smart Banking, User Study, Technology Acceptance, Design Requirements.}},
  number       = {{1}},
  pages        = {{83 -- 91}},
  publisher    = {{Avestia Publishing, International ASET Inc.}},
  title        = {{{Smart Banking: User Characteristics and Their Effects on the Usage of Emerging Banking Applications}}},
  doi          = {{10.11159/vwhci.2014.009}},
  volume       = {{2}},
  year         = {{2014}},
}

@inproceedings{671,
  abstract     = {{Additive manufacturing processes such as laser sintering are characterized by a high rate of innovation, are a standard procedure in rapid prototyping and are becoming increasingly important in small-series production. Despite the growing importance of additive manufacturing processes, there are no comprehensive ergonomic studies about work using additive manufacturing systems. This study therefore investigates the working processes of laser sintering systems. The method is guided by the DIN EN ISO 9241-210:2011 standard and helps to record the context of use, to accomplish usability tests and to develop design recommendations. The outcome of the study shows that the efficiency of the laser sintering operating process can be significantly increased by implementing ergonomic recommendations and consequently further improve the employees’ working conditions.}},
  author       = {{Riediger, Daniel and Hinrichsen, Sven and Villmer, Franz-Josef}},
  booktitle    = {{Production Engineering and Management}},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  keywords     = {{ergonomic design, additive manufacturing, laser sintering, usability}},
  location     = {{Lemgo}},
  number       = {{10}},
  pages        = {{61--68}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Ergonomic Design of Laser Sintering Systems - Results of an Empirical Study}}},
  year         = {{2014}},
}

@book{2855,
  editor       = {{Hofmann, Martin Ludwig and Vetter, Andreas}},
  isbn         = {{3770556410}},
  keywords     = {{Creative thinking, Design, Design Thinking, Industrial design, Innovationsprozess, Kreatives Denken, Kreativität, Methode, Product design, Produktgestaltung, Theorie}},
  pages        = {{198}},
  publisher    = {{Wilhelm Fink}},
  title        = {{{Design Thinking. Das Denken, das Apple & Co. gross gemacht hat}}},
  year         = {{2014}},
}

@misc{1125,
  author       = {{Tusch, Anna}},
  keywords     = {{Corporate Design, Einzelhandel}},
  pages        = {{213}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Corporate Identity : Corporate Design eines Tierladens}}},
  year         = {{2013}},
}

@inproceedings{4379,
  abstract     = {{One of the open questions in the concept of ambient intelligence regards user interfaces to these invisible computers. If at all, how do they show up – and how does ambient intelligence in general and the user interfaces in particular change architectural space. As computers become ubiquitous or ambient, they create spatial relations towards other devices and to the place that they are located in. This paper formulates chances and challenges for both architecture and HCI.}},
  author       = {{Kasugai, Kai and Röcker, Carsten}},
  booktitle    = {{Evolving Ambient Intelligence}},
  editor       = {{O’Grady, Michael  and  Vahdat-Nejad, Hamed and  Wolf, Klaus-Hendrik and  Dragone, Mauro and Ye, Juan  and Röcker, Carsten  and  O'Hare, Gregory }},
  isbn         = {{978-3-319-04405-7}},
  issn         = {{1865-0929}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, HCI, Ambient Assisted Living}},
  location     = {{Dublin, Ireland}},
  pages        = {{213--216}},
  publisher    = {{Springer}},
  title        = {{{Computer-Mediated Human Architecture Interaction}}},
  doi          = {{10.1007/978-3-319-04406-4_21}},
  volume       = {{413}},
  year         = {{2013}},
}

@inbook{4382,
  abstract     = {{This paper illustrates the motivation and objectives of the third international workshop on Aesthetic Intelligence. The workshop aims at bringing together researchers as well as industry practitioners from the fields of computer science, engineering, architecture, industrial and interface design to discuss ongoing research activities and emerging trends in the area of smart environments. A special focus of the workshop is on the role of aesthetic design for the acceptance and adoption of services in smart environments.   }},
  author       = {{Röcker, Carsten and Kasugai, Kai and Plewe, D. A. and Kiriyama, Takashi and Rozendaal, Marco}},
  booktitle    = {{Ambient Intelligence}},
  editor       = {{Augusto, Juan Carlos}},
  isbn         = {{978-3-319-03646-5}},
  issn         = {{0302-9743}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Dublin, Ireland}},
  pages        = {{307--308}},
  publisher    = {{Springer}},
  title        = {{{When Design Meets Intelligence: Incorporating Aesthetic Intelligence in Smart Spaces}}},
  doi          = {{10.1007/978-3-319-03647-2}},
  volume       = {{8309}},
  year         = {{2013}},
}

@inproceedings{4383,
  abstract     = {{With the emergence of technology-enhanced environments, new forms of communication and interaction will become possible. The initial design of such environments is likely to have a considerable impact on the way, people communicate and interact in the future. Hence, it is important to identify the requirements that potential users have, in order to accept and actually live in such intelligent spaces. This talk addresses the design, implementation and evaluation of future information and communication technologies. Based on different prototypes of Intelligent objects and environments, important aspects within an user-centered development process are illustrated. The focus of the talk is especially on the acceptances of alternative design concepts and the development of different communication prototypes, both for home and office use.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Central European Conference on Information and Intelligent Systems}},
  editor       = {{Hunjak, Tihomir  and Lovrenčić, Sandra  and Tomičić, Igor }},
  issn         = {{1848-2295}},
  keywords     = {{User-Centered Design, Ambient Assisted  Living, Intelligent  Environments, Design  Requirements.}},
  location     = {{ Varazdin, Croatia}},
  pages        = {{4--11}},
  publisher    = {{University of , Faculty of Organization and Informatics Varaždin}},
  title        = {{{User-Centered Design of Intelligent Environments: Requirements for Designing Successful Ambient Assisted Living Systems}}},
  year         = {{2013}},
}

@article{4384,
  abstract     = {{The number of elderly people requiring long-term care is rising every year. In this context, intelligent environments are often cited as a promising solution for providing personalized medical support in domestic spaces. This paper provides an overview over the most influential approaches in the area of intelligent environments and discusses the problems that might arise through computer-supported care concepts.}},
  author       = {{Röcker, Carsten}},
  issn         = {{2010-0248 }},
  journal      = {{International Journal of Innovation, Management and Technology : IJIMT}},
  keywords     = {{Intelligent environments, ambient assisted living, e-health, user-centered design.}},
  number       = {{1}},
  pages        = {{76 -- 79}},
  publisher    = {{International Association of Computer Science and Information Technology Press }},
  title        = {{{Intelligent Environments as a Promising Solution for Addressing Current Demographic Changes}}},
  doi          = {{10.7763/IJIMT.2013.V4.361 }},
  volume       = {{4}},
  year         = {{2013}},
}

@misc{1075,
  author       = {{Wallraf, Kathrin}},
  keywords     = {{Corporate Design, Druckerei}},
  pages        = {{118}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Neuentwicklung des Corporate Designs der Firma Wallraf : Konzeption, Gestaltung und Realisierung}}},
  year         = {{2012}},
}

@misc{1081,
  author       = {{Konerow, Janine}},
  keywords     = {{Corporate Design, Lemgo / Institut für Kompetenzförderung}},
  pages        = {{112}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Corporate Design für das Institut für Kompetenzförderung}}},
  year         = {{2012}},
}

@misc{1088,
  author       = {{Osmers, Dirk}},
  keywords     = {{Corporate Design, Klein- und Mittelbetrieb}},
  pages        = {{98}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption, Gestaltung und Realisation eines Corporate Designs für das Unternehmen Meißner van Lil, Bremen}}},
  year         = {{2012}},
}

@misc{1092,
  author       = {{Hadi, Mir Alham }},
  keywords     = {{Corporate Design, Kabul / Universität Kabul}},
  pages        = {{83}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption, Gestaltung und Realisation eines Corporate Design für die Kabul Medical University}}},
  year         = {{2012}},
}

@misc{1096,
  author       = {{Hoge, Felix Alexander}},
  keywords     = {{Corporate Design, Musikgruppe, Web Site, Werbung}},
  pages        = {{101}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{STEREOTYPE : Corporate Design, Webpräsenz und Werbung für die Band STEREOTYPE}}},
  year         = {{2012}},
}

@misc{1153,
  author       = {{Jäger, Thomas}},
  keywords     = {{Design, Finnland, Web log}},
  pages        = {{54}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Finnland Design - eine Dokumentation : Konzeption, Gestaltung und Realisierung eines Weblogs}}},
  year         = {{2012}},
}

@inproceedings{4385,
  abstract     = {{This paper illustrates the rationale behind the second international workshop on Aesthetic Intelligence. The workshop addresses the multiple facets of aesthetics in the design process of Ambient Intelligence technologies, especially in the fields of architecture, industrial and interface design as well as human-computer interaction.}},
  author       = {{Röcker, Carsten and Kasugai, Kai and Plewe, Daniela and Kiriyama, Takashi and Lugmayr, Artur}},
  booktitle    = {{Ambient Intelligence}},
  editor       = {{Paternò, Fabio  and de Ruyter, Boris  and Markopoulos, Panos  and Santoro, Carmen }},
  isbn         = {{978-3-642-34897-6}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Pisa, Italy}},
  pages        = {{445--446}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence: The Role of Design in Ambient Intelligence}}},
  doi          = {{10.1007/978-3-642-34898-3_41}},
  volume       = {{763}},
  year         = {{2012}},
}

@inproceedings{4386,
  abstract     = {{This paper illustrates the development of the roomXT system, a mixed reality communication system for the home domain. RoomXT virtually extends a user's physical environment by providing a “life-like” communication channel for informal and spontaneous interactions. We use a wall-sized display together with head-tracking and 3D rendering to achieve visual contiguity between the real and a virtual environment. As one possible application of this system, we set up a remote dining situation for two users. The dinner table is visually extended into the virtual environment in which a live video stream of the dining partner is shown. Great care was taken in regard to the aesthetic and device-free integration into the living room. First impressions of potential users support the validity of our design decisions.}},
  author       = {{Heidrich, Felix and Kasugai, Kai and Röcker, Carsten and Russell, Peter and Ziefle, Martina}},
  booktitle    = {{6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth)}},
  keywords     = {{pervasive health, ambient assisted living, video, communication, user-centered design}},
  location     = {{San Diego, CA, USA }},
  pages        = {{211 -- 214}},
  publisher    = {{IEEE}},
  title        = {{{roomXT: Advanced Video Communication for Joint Dining over a Distance}}},
  doi          = {{10.4108/icst.pervasivehealth.2012.248679}},
  year         = {{2012}},
}

@inbook{4387,
  abstract     = {{This paper reports on the ideas and results of the First International Workshop on Aesthetic Intelligence (AxI’11) held as a satellite workshop during the International Joint Conference on Ambient Intelligence (AmI’11).}},
  author       = {{Kasugai, Kai and Röcker, Carsten and Plewe, Daniela and Kiriyama, Takashi and Oksman, Virpi}},
  booktitle    = {{Constructing Ambient Intelligence}},
  editor       = {{Wichert, Reiner  and Van Laerhoven, Kristof  and Gelissen, Jean }},
  isbn         = {{978-3-642-31478-0}},
  keywords     = {{Ambient Intelligence, Aesthetics, Design, Architecture}},
  location     = {{Amsterdam, Netherlands}},
  pages        = {{1--4}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence – Concepts, Technologies and Applications}}},
  doi          = {{10.1007/978-3-642-31479-7_1}},
  volume       = {{277}},
  year         = {{2012}},
}

@inbook{4388,
  abstract     = {{Research in the field of smart home environments is still very much technology driven. While technical aspects like system reliability, performance or data security are undeniable important design factors, potential end users desire more than pure technical functionality favoring systems with high social and hedonic value. So far, the integration of digital information layers into the architectural environment and their consequences for human perception are still largely unexplored. In this paper we present three examples of interactive architecture for increased quality of life in domestic spaces: myGreenSpace, meetingMyEating and ubiGUI.}},
  author       = {{Röcker, Carsten and Kasugai, Kai}},
  booktitle    = {{Constructing Ambient Intelligence }},
  editor       = {{Wichert, Reiner and Van Laerhoven, Kristof and Gelissen, Jean}},
  isbn         = {{978-3-642-31478-0}},
  keywords     = {{Ambient Intelligence, Large Domestic Screens, Smart Spaces, Aesthetics, Design, Architecture}},
  location     = {{Amsterdam, Netherlands}},
  pages        = {{12--18}},
  publisher    = {{Springer}},
  title        = {{{Interactive Architecture in Domestic Spaces}}},
  doi          = {{10.1007/978-3-642-31479-7_3}},
  volume       = {{277}},
  year         = {{2012}},
}

@misc{1478,
  abstract     = {{Diese Dokumentation behandelt die drei Kernbereiche: Licht-, Bild- und Farbgestaltung anhand des Kurzfilms "Der letzte Tag", welche Besonderheiten diesen Film auszeichnen und wie diese sich auf die visuelle Gestaltung ausgewirkt haben.}},
  author       = {{Gohlke, Markus}},
  keywords     = {{Bildgestaltung, Farbkorrektur, Lichtsetzung, der letzte tag camera, color correction, lighting, pictorial design Bildaufbau, Farbe, Kamera, Kurzfilm, Licht Kunst Licht}},
  pages        = {{96}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Licht-, Bild- und Farbgestaltung eines narrativen Kurzfilms - die visuelle Gestaltung von "Der letzte Tag"}}},
  year         = {{2011}},
}

@misc{1486,
  author       = {{Sajok, Stefan}},
  keywords     = {{Corporate Design, TYPO3, Website}},
  pages        = {{123}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Neuentwicklung des Corporate Design und Internetauftritt der Paderborner Brauerei}}},
  year         = {{2011}},
}

@misc{1494,
  author       = {{Edelmeier, Daniel}},
  keywords     = {{Corporate Design}},
  pages        = {{155}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Corporate Design für den Inside Club Dortmund}}},
  year         = {{2011}},
}

@inproceedings{4479,
  abstract     = {{This paper reports on the first international workshop on Aesthetic Intelligence. The focus of the workshop is on the relevance of beauty and aesthetic values for Ambient Intelligence and the meaning of aesthetically pleasing design for usability, technology acceptance, and well-being in technology-enhanced spaces.}},
  author       = {{Kasugai, Kai and Röcker, Carsten and Bongers, Bert and Plewe, Daniela and Dimmer, Christian}},
  booktitle    = {{Ambient Intelligence}},
  editor       = {{Keyson, David V.  and Maher, Mary Lou  and Streitz, Norbert  and Cheok, Adrian  and Augusto, Juan Carlos }},
  isbn         = {{978-3-642-25166-5}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Amsterdam, The Netherlands}},
  pages        = {{ 360--361}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence: Designing Smart and Beautiful Architectural Spaces}}},
  doi          = {{10.1007/978-3-642-25167-2_51}},
  volume       = {{7040}},
  year         = {{2011}},
}

@misc{1195,
  author       = {{Murday, Philipp}},
  keywords     = {{Corporate Design, Kirchlengern, Kommunales Kino}},
  pages        = {{136}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Kommunales Kino Lichtblick Kirchlengern : Konzeptionierung und Realisierungeines Corporate Designs}}},
  year         = {{2011}},
}

@misc{1296,
  abstract     = {{Diese Bachelorarbeit handelt von Corporate Identity und Corporate Design. Es werden die Geschichte, die Definition, die Struktur und die Ziele, die Wirkung und die Probleme behandelt. Im darauf folgenden Teil wird ein Corporate Design für die gEbäudereinigungsfirma Erich Niediek GmbH & Co. KG erstellt.}},
  author       = {{Machaczek, Daniel}},
  keywords     = {{Corporate Identity, Corporate Design, Styleguide}},
  pages        = {{47}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption und Gestaltung eines Corporate Design für die Firma Erich Niediek GmbH & Co. KG}}},
  year         = {{2010}},
}

@misc{1299,
  abstract     = {{The aim of the project is to combine the knowledge of audio, video, interaction design and performing art into a media based content. A media worker without previous knowledge of electronics tends to achieve the task to work out the communication between media and interactive device. By means of an interactive installation, the technical and aesthetical opportunities are explored to find new ways to present the performance of musicians as well.}},
  author       = {{Hsieh, Mong-Gan}},
  keywords     = {{Visual Music, Mapping Projection, Interaction Design, Digital Performance, Audiovisual, Arduino, Pure Data}},
  pages        = {{53}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Interactive Audiovisual Performance : Realtime Interaction with Improvising Music and Mapping Projection}}},
  year         = {{2010}},
}

@inproceedings{4501,
  abstract     = {{This paper describes first steps in the design process of an open and integrative test bed for studying the acceptance of Ambient Assisted Living technologies. The research work reported in this paper was conducted within the project “eHealth - Enhancing Mobility with Aging”, an interdisciplinary research project funded by the Excellence Initiative of the German Federal and State Governments. In the first part of the paper, several formative studies are described, which were conducted in order to analyze personal and medical needs of potential end users, as well as the habits they have in dealing with their illnesses. The insights gained in these studies were used to define fundamental requirements for the design of an intelligent home environment. The second part of the paper shows how the concept was realized and presents several technical prototypes of intelligent home components.}},
  author       = {{Röcker, Carsten and Wilkowska, Wiktoria and Ziefle, Martina and Kasugai, Kai and Klack, Lars and Möllering, Christian and Beul, Shirley}},
  booktitle    = {{Proceedings of the 18th Biennial Conference of the International Communications Society: Culture, Communication and the Cutting Edge of Technology}},
  keywords     = {{Ambient Intelligence, Ambient Assisted Livin, Ubiquitous Computing, User Interfaces, User-Centered Design, User Study}},
  location     = {{Tokyo, Japan}},
  title        = {{{Towards Adaptive Interfaces for Supporting Elderly Users in Technology-Enhanced Home Environments}}},
  year         = {{2010}},
}

@misc{1389,
  author       = {{Hoppe, Nicole}},
  keywords     = {{Chile Projekt 2009, Design, Leitfaden}},
  pages        = {{105}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Das Chile Projekt 2009 : Entwicklung eines Basisdesign und eines Leitfadens für das sozial-kulturelle Projektteam der HS OWL zur Unterstützung des sog. Chile Projekts der Fundacion Juan XXIII}}},
  year         = {{2009}},
}

@inproceedings{4675,
  abstract     = {{This paper analyzes if, and in which extend, the social work situation influences the intention of potential users to employ Ambient Intelligence technologies in work environments. In a first step, existing application scenarios and prototype applications were analyzed to identify characteristic functionalities of future workplace systems. In the second step, it was tested whether potential end users are willing to employ the identified functionalities in different social situations. The results of the evaluation show, that the social work situation, in which a functionality is going to be used, has a highly significant influence on the participants’ usage intention.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Proceedings of the 9th International Conference on Work With Computer Systems (WWCS'09), Beijing, China}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Beijing, China}},
  title        = {{{Acceptance of Future Workplace Systems: How the Social Situation Influences the Usage Intention of Ambient Intelligence Technologies in Work Environments}}},
  year         = {{2009}},
}

@misc{1592,
  author       = {{Bazir, Polina}},
  keywords     = {{Anwaltspraxis, Corporate Design, Rechtsanwalt, Web Site}},
  pages        = {{103}},
  publisher    = {{Fachhochschule Lippe und Höxter}},
  title        = {{{Corporate Design für Fischer & Kollegen Rechtsanwälte}}},
  year         = {{2007}},
}

@misc{1609,
  author       = {{Arndt, Stefanie}},
  keywords     = {{Corporate Design, Die Grünen <Partei>, Erneuerbare Energien, Kongress}},
  pages        = {{109 / 21}},
  publisher    = {{Fachhochschule Lippe und Höxter}},
  title        = {{{Corporate Design für den Umweltkongress der GRÜNEN in OWL}}},
  year         = {{2007}},
}

@misc{1628,
  abstract     = {{Idee einer Neugestaltung des Botanischen garten Bielefelds. Dem Garten soll eine neues Aussehen gegeben werden, angefangen beim Logo und dem gesamten Corporate Design bis hin zu einem Leit- und Orientierungssystem mit neuer Beschilderung.}},
  author       = {{Niemann, Meike}},
  keywords     = {{Botanischer Garten, Corporate Design, Corporate Identity, Leitsystem, Orientierung}},
  pages        = {{55}},
  publisher    = {{Fachhochschule Lippe und Höxter}},
  title        = {{{Konzeption, Gestaltung, Realisierung einer CI und eines Leit- und Orientierungssystems für den Botanischen Garten Bielefeld}}},
  year         = {{2007}},
}

@inbook{4766,
  abstract     = {{This chapter presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Hinske, Steve and Lampe, Matthias}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  isbn         = {{978-3-8322-6224-2}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, Human Computer  Interaction, User Requirements, Design Guidelines, Interface Design}},
  publisher    = {{Shaker}},
  title        = {{{Designing User-Friendly Interfaces for Pervasive Gaming Applications}}},
  volume       = {{67-83}},
  year         = {{2007}},
}

@inproceedings{4830,
  abstract     = {{We present a ubiquitous computing environment that consists of the Hello.Wall in combination with ViewPorts. Hello.Wall is a new wall-sized ambient display [4,2] that emits information via light patterns and is considered informative art. As an integral part of the physical environment, Hello.Wall constitutes a seeding element of a social architectural space conveying awareness information and atmospheres in organizations or at specific places. The display is context-dependent by reflecting identity and distance of people passing by. Hello.Wall can "borrow" other artefacts in order to communicate more detailed information. These mobile devices are called ViewPorts. People can also further interact with the Hello.Wall using ViewPorts via integrated WaveLAN and RFID technology.}},
  author       = {{Prante, Thorsten and Röcker, Carsten and Streitz, Norbert and Stenzel, Richard and Magerkurth, Carsten and van Alphen, Daniel and Plewe, D. A.}},
  booktitle    = {{Video Track and Adjunct Proceedings of the Fifth International Conference on Ubiquitous Computing (UBICOMP’03)}},
  editor       = {{Ljungstrand, P. and Brotherton, J.}},
  keywords     = {{Ambient display, informative art, social architectural space, context-dependent, sensor-based  interaction, interactive  wall, interaction  design, mobile  devices, smart  artefacts, ubiquitous computing environment, calm technology}},
  location     = {{Seattle, Washington, USA,}},
  pages        = {{277--278}},
  title        = {{{Hello.Wall – Beyond Ambient Displays}}},
  year         = {{2003}},
}

