Simone Kriglstein

Simone is Associate Professor at the Masaryk University as well as scientist at the Austrian Institute of Technology and at the University of Vienna. She specializes in designing and evaluating user interfaces and interaction methods in different fields, including games. Her work has been published in international conference proceedings such as the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems and journals like Computer & Graphics and Computers in Human Behavior. Simone has received or has been nominated for several awards for her work on games, including the German Game Developer Newcomer Award 2006.




Selected Publications

Brühlmann, F., Baumgartner, P., Wallner, G., Kriglstein, S., & Mekler, E. D. (2020). Motivational Profiling of League of Legends Players. Frontiers in Psychology, 11, 1307.
Gerdenitsch, Cornelia, David Sellitsch, Markus Besser, Sophia Burger, Christine Stegmann, Manfred Tscheligi, and Simone Kriglstein. "Work gamification: Effects on enjoyment, productivity and the role of leadership." Electronic Commerce Research and Applications 43 (2020): 100994.
Wallner, Günter, and Simone Kriglstein. "Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps." In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 572-584. 2020.
Wallner, G., & Kriglstein, S. (2020, November). Masterclass on Information Visualization for Games Research. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (pp. 3-4).
Kriglstein, S., Hengstberger, F., Fribert, F., Stiehl, K., Schrank, B., Pfeiffer, A., ... & Wallner, G. (2020, November). Be a Buddy not a Bully-Two Educational Games to Help Prevent Bullying in Schools. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (pp. 287-291).
Kepplinger, D., Wallner, G., Kriglstein, S., & Lankes, M. (2020, April). See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-14).
Kriglstein, S., Wallner, G., Charleer, S., Gerling, K., Mirza-Babaei, P., Schirra, S., & Tscheligi, M. (2020, April). Be Part Of It: Spectator Experience in Gaming and Esports. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-7).
Regal, G., Sellitsch, D., Kriglstein, S., Kollienz, S., & Tscheligi, M. (2020, February). Be active! Participatory design of accessible movement-based games. In Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 179-192).
Gäbler, J., Winkler, C., Lengyel, N., Aigner, W., Stoiber, C., Wallner, G., & Kriglstein, S. (2019, October). Diagram safari: A visualization literacy game for young children. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 389-396).
Schertler, R., Kriglstein, S., & Wallner, G. (2019, October). User guided movement analysis in games using semantic trajectories. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 613-623).
Wallner, G., Kriglstein, S., & Drachen, A. (2019, August). Tweeting your destiny: Profiling users in the twitter landscape around an online game. In 2019 IEEE Conference on Games (CoG) (pp. 1-8). IEEE.
Kriglstein, S. (2019). A Taxonomy of Visualizations for Gameplay Data. Data Analytics Applications in Gaming and Entertainment, Günter Wallner (Ed.). CRC Press, Boca Raton, FL, US.
Perry, R., Drachen, A., Kearney, A., Kriglstein, S., Nacke, L. E., Sifa, R., ... & Johnson, D. (2018). Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. Computers in Human Behavior, 79, 202-210.
Wallner, G., Kriglstein, S., Gabriel, S., Loh, C. S., Sheng, Y., & Li, I. H. (2018, August). Lost my way: an educational geometry game for young children. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-4).
Wallner, G., & Kriglstein, S. (2018, August). Introducing PlaNet: a tool for visualizing player communities. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-4).
Drescher, C., Wallner, G., Kriglstein, S., Sifa, R., Drachen, A., & Pohl, M. (2018, April). What moves players? Visual data exploration of Twitter and Gameplay data. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (pp. 1-13).
Schaekermann, M., Ribeiro, G., Wallner, G., Kriglstein, S., Johnson, D., Drachen, A., ... & Nacke, L. E. (2017, October). Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game" Destiny". In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 143-156).
Wallner, G., & Kriglstein, S. (2016, October). Visualizations for retrospective analysis of battles in team-based combat games: A user study. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 22-32).
Wallner, G., Galbreath, L., & Kriglstein, S. (2016, September). Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions. In International Conference on Entertainment Computing (pp. 201-204). Springer, Cham.
Wallner, G., & Kriglstein, S. (2015). An introduction to gameplay data visualization. In Game research methods (pp. 231-250).
Wallner, G., & Kriglstein, S. (2015). Comparative visualization of player behavior for serious game analytics. In Serious games analytics (pp. 159-179). Springer, Cham.
Wallner, G., Kriglstein, S., Gnadlinger, F., Heiml, M., & Kranzer, J. (2014, November). Game user telemetry in practice: A case study. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (pp. 1-4).
Kriglstein, S., Wallner, G., & Pohl, M. (2014, April). A user study of different gameplay visualizations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 361-370).
Wallner, G., & Kriglstein, S. (2014). PLATO: A visual analytics system for gameplay data. Computers & Graphics, 38, 341-356.
Wallner, G., & Kriglstein, S. (2012, May). A spatiotemporal visualization approach for the analysis of gameplay data. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1115-1124).
Wallner, G., & Kriglstein, S. (2012, September). DOGeometry: teaching geometry through play. In Proceedings of the 4th International Conference on Fun and Games (pp. 11-18).
Wallner, G., & Kriglstein, S. (2011, November). Design and evaluation of the educational game DOG eometry: a case study. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (pp. 1-8).
Kriglstein, S., & Wallner, G. (2005, April). HOMIE: an artificial companion for elderly people. In CHI'05 extended abstracts on Human factors in computing systems (pp. 2094-2098).

Selected Awards

2021 Honorable Mention Award for the paper “What Players Want: Information Needs of Players on Post-GameVisualizations” received at the ACM Conference on Human Factors in Computing Systems (CHI)
2020 Honorable Mention Award for the paper “See, Feel, Move–Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement” received at the ACM Conference on Human Factors in Computing Systems (CHI)
2019 Honorable Mention Award for the paper “User Guided Movement Analysis in Games using Semantic Trajectories” received at the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY)
2018 Certificate of Recognition from the Dr. Maria Schaumayer Stiftung for the habilitation thesis “Human-Centered Design of Change Visualizations for Business Processes”
2011 Best Student Paper award for the paper “Development Process and Evaluation of the Ontology Visualization Tool Knoocks – A Case Study” received at the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP/IVAPP 2011)
2011 Paper award for the paper “The Curriculum as an Ontology - A Human Centered Visualization Approach” received at the World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-MEDIA 2011)
2011 First place at the 2nd Annual Games for Learning Design Competition 2011 with the game “Metry Mouse Missions“
2010 SIGGRAPH 2010 - Disney Learning Challenge finalist with the game "DOGeometry"
2006 Second place at the German Game Developer Awards 2006 (Newcomer Award for the game “Crazy Furry Animals”)

Selected Professional Activities

Since 2019 SIGCHI Communications Committee
2020-2021 Social Media Chair of the ACM Conference on Human Factors in Computing Systems (CHI)
2020-2021 Work in Progress Chair for the ACM SIGCHI Conference on Computer-Human Interaction in Play (CHI Play)
2021 Publicity Chair of the ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI)
2021 Organizer Member of the International CHI Special Interest Group The Present and Future of Esports in HCI in conjunction with the ACM Conference on Human Factors in Computing Systems (CHI)
2020 Organizer Member of the International CHI Workshop on Be Part Of It: Spectator Experience in Gaming and eSports in conjunction with the ACM Conference on Human Factors in Computing Systems (CHI)
2016 Local Chair of the IFIP International Conference on Entertainment Computing (ICEC)
2012-2017 Organization Committee Member of the 6th International Workshop on Theory and Application of Visualizations and Human-centric Aspects in Processes (TAProViz) in conjunction with the 15th International Conference on Business Process Management (BPM)