More projects coming soon :-)
Designing Accessible Human–Technology Interaction – A Guideline Framework for Software Developers Based on Legal Requirements, Standards, and Best Practices
Marcel Endres (M.Sc.), Anton Steckert (Can. B.A.) & Prof. Dr. Zeynep Tuncer
The aim of this research project is to develop a practice-oriented guide that supports software developers in designing accessible digital applications. The methodology is based on a structured literature review and a systematic analysis of applicable laws, standards, and guidelines (including WCAG 2.1, BITV 2.0, and BFSGV). The resulting recommendations were thematically grouped and visualised. The project concludes with a structured catalogue of requirements that facilitates the practical implementation of accessible web development.
As part of a comprehensive literature review, a guide was developed and structured into two main sections. The first section contains 18 recommended requirements, each presented with a clear structure comprising headings, basic requirements, and specific testing criteria. Each criterion refers to the original definitions in the relevant standards or regulations (BFSGV, WCAG 2.1, and BITV 2.0) to provide additional context. A distinctive feature of this guide compared to existing literature is the visual presentation of the defined requirements. These are grouped into predefined thematic clusters to provide software developers with structured and practical support. The guideline serves as an orientation aid to ensure compliance with legal and normative requirements and to support the development of accessible web applications. The focus is on analysing the accessibility of digital products and online services, particularly in the context of web applications for computers and mobile devices. Endres, M., Steckert, A. & Tuncer, Z. Barrierefreie Interaktion zwischen Mensch und Technologie – Konzept eines Leitfadens für Softwareentwickler:innen basierend auf Gesetzen, Normen und Richtlinien. Z. Arb. Wiss. 79, 159–180 (2025). https://doi.org/10.1007/s41449-025-00465-6 |
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Attracting the Next Generation:
Social Media Recruitment Strategies for Inclusive Talent Acquisition
MMK21 & Prof. Dr. Zeynep Tuncer
In collaboration with John Deere Mannheim, students from DHBW Mannheim conducted a comprehensive research project aimed at enhancing the company’s recruitment strategies—specifically targeting increased engagement of female applicants in STEM fields. The project was initiated in the context of a reverse mentoring program and conducted within the “Scientific Research Methods” module under the guidance of Prof. Dr. Zeynep Tuncer.
Through a multi-method approach—including expert interviews, A/B testing, usability analysis, surveys, and content benchmarking—the students analyzed John Deere’s current social media presence across TikTok, Instagram, Facebook, LinkedIn, and Indeed. Special focus was placed on optimizing employer branding and improving the visibility and appeal of career opportunities to Gen Z and female audiences. Key outcomes included platform-specific recommendations, user personas, and mockups for improved digital communication. The project culminated in a live presentation of findings and a strategic content playbook, which provided actionable guidelines for inclusive and modern employer branding. The research not only offered valuable insights into social media-based recruitment but also exemplified how interdisciplinary student collaboration can drive real-world impact in corporate diversity and digital transformation initiatives. |
Analysis and Integration of Green Nudging in Social Media with a Focus on Instagram (Best Poster Award)
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Interactive MusicTable
Development of an interactive multi-touch table with object recognition including ergonomics
Sinha Fürbeck (B.Sc.), Prof. Dr. Zeynep Tuncer, Prof. Dr. Peter Zöller-Greer
This project explores the extent to which interactive systems utilizing tangible user interfaces (TUIs) can evoke a joy of use. To investigate this question, a multi-user application was developed as part of the bachelor’s thesis. The application runs on a multi-touch table and enables users to place physical models of musical instruments onto the surface in order to trigger pre-composed sound files in various musical styles. Through additional interactions with the tangible instruments, users can modify both musical parameters and the style of the music in real time.
The project serves as a prototype use case for a multi-touch table, designed to be presented at a trade fair to both expert audiences and visitors unfamiliar with this technology. The conceptual development included scenario design, content structuring, and process planning using the method of storyboarding. Following implementation, user studies were conducted using the System Usability Scale (SUS) and AttrakDiff to evaluate the application's usability, user experience, and its potential to elicit joy of use. Results indicate that the application achieved an excellent usability score of 97.32 (SUS) and successfully generated both a positive user experience and a measurable joy of use. |
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Coach Buster – A digital fitness coach. Development of an augmented reality fitness app
Martin Laechele (M.Sc.), Dr. Thomas Kalbe, Prof. Dr. Zeynep Tuncer
This paper describes the concepts and implementation of a native android fitness app in context of augmented reality.
Google’s frameworks ARCore and Sceneform provide access to 3D features inside the camera view through OpenGL without the need of actually writing plain OpenGL code. The app brings a digital fitness coach to everyone’s home through augmented reality to show and explain different fitness exercises. ![]()
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