Dr. Florian Brühlmann

Forschungsschwerpunkt Mensch-Maschine Interaktion

Picture of Dr. Florian Brühlamnn
Position:
Research Director Human-Computer Interaction

Email:
E-Mail

Phone:
Tel.+41 61 207 06 66

Address:
Office 01.003 (HH)
Missionsstrasse 62a
4055 Basel

Research Interests

I am interested in how good or bad user experiences emerge and how it affects the evaluation of a product and the user's cognition, emotion, and behavior. In order to study this, we need methods that reliably and validly measure various psychological constructs (e.g., motivation, trust, usability). Therefore I work on the development and validation of questionnaires and the replicability of research results.

Awards

  • 2018 CHIPLAY Best Paper Honorable Mention
  • 2017 CHIPLAY Best Paper Honorable Mention

Publications

Conference Proceedings

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

Journal Articles

2021
  • Pimmer, C., Brühlmann, F., Odetola, T. D., Dipeolu, O., Oluwasola, O., Jäger, J., & Ajuwon, A. J. (2021). WhatsApp for mobile learning. Effects on knowledge, resilience and isolation in the school-to-work transition. The Internet and Higher Education, 100809. https://doi.org/10.1016/j.iheduc.2021.100809
2020
  • Brühlmann, F., Baumgartner, P., Wallner, G., Kriglstein, S., & Mekler, E. D. (2020). Motivational Profiling of League of Legends Players. Frontiers in Psychology, 11, 1307. https://doi.org/10.3389/fpsyg.2020.01307
  • Brühlmann, F., Petralito, S., Aeschbach, L. F., & Opwis, K. (2020). The quality of data collected online: An investigation of careless responding in a crowdsourced sample. Methods in Psychology, 2, 100022. https://doi.org/10.1016/j.metip.2020.100022
  • Brühlmann, F., Petralito, S., Rieser, D. C., Aeschbach, L. F., & Opwis, K. (2020). TrustDiff: Development and Validation of a Semantic Differential for User Trust on the Web. Journal of Usability Studies, 16(1), 29–48. https://uxpajournal.org/trustdiff-semantic-differential-for-user-trust-web/
  • Buttrick, N. R., Aczel, B., Aeschbach, L. F., Bakos, B. E., Brühlmann, F., Claypool, H. M., Hüffmeier, J., Kovacs, M., Schuepfer, K., Szecsi, P., Szuts, A., Szöke, O., Thomae, M., Torka, A.-K., Walker, R. J., & Wood, M. J. (2020). Many Labs 5: Registered Replication of Vohs and Schooler (2008), Experiment 1. Advances in Methods and Practices in Psychological Science, 0(0), 2515245920917931. https://doi.org/10.1177/2515245920917931
  • Ebersole, C. R., Mathur, M. B., Baranski, E., Bart-Plange, D.-J., Buttrick, N. R., Chartier, C. R., Corker, K. S., Corley, M., Hartshorne, J. K., IJzerman, H., Lazarevic, L. B., Rabagliati, H., Ropovik, I., Aczel, B., Aeschbach, L. F., Andrighetto, L., Arnal, J. D., Arrow, H., Babincak, P., … Nosek, B. A. (2020). Many Labs 5: Testing Pre-Data-Collection Peer Review as an Intervention to Increase Replicability. Advances in Methods and Practices in Psychological Science, 0(0), 2515245920958687. https://doi.org/10.1177/2515245920958687
2019
  • Pimmer, C., Brühlmann, F., Odetola, T. D., Oluwasola, D. O., Dipeolu, O., & Ajuwon, A. J. (2019). Facilitating professional mobile learning communities with instant messaging. Computers & Education, 128, 102–112. https://doi.org/10.1016/j.compedu.2018.09.005
  • Vollenwyder, B., Iten, G. H., Brühlmann, F., Opwis, K., & Mekler, E. D. (2019). Salient beliefs influencing the intention to consider Web Accessibility. Computers in Human Behavior, 92, 352–360. https://doi.org/10.1016/j.chb.2018.11.016
2018
  • Pimmer, C., Brühlmann, F., Odetola, T. D., Dipeolu, O., Gröhbiel, U., & Ajuwon, A. J. (2018). Instant messaging and nursing students’ clinical learning experience. Nurse Education Today, 64, 119–124. https://doi.org/10.1016/j.nedt.2018.01.034
2017
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
2016
  • Bargas-Avila, J. A., & Brühlmann, F. (2016). Measuring user rated language quality: Development and validation of the user interface Language Quality Survey (LQS). International Journal of Human-Computer Studies, 86, 1–10. https://doi.org/10.1016/j.ijhcs.2015.08.010

Books

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

Book Chapters

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

masterthesis

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

bachelorthesis

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