Emotions – Experiencing ReConstructing the Wall by Tamiko Thiel & Teresa Reuter

Image by Tamiko Thiel & Theresa Reuter

Avatars and CUlture – 'Cross-Cultural Differences in the Perception of Avatars'

(Master's Thesis)

How do people perceive avatars? How is their perception influenced by their cultural upbringing?


I will research and evaluate different approaches to the perception of avatars and how peoples' assessment of an avatar impacts on their social interaction with the embodied other.


After a thorough literature research, I will conduct an empirical study with members of different cultures. The methodology will mainly remain qualitative this time. I will try to use some story-telling and thinking-aloud methods...


Super excited!

CoLAB – A mobile app and web interface designed to facilitate collaboration around Annenberg and the Annenberg Innovation Lab

Sometimes, when the right people collide, communicate and collaborate at the right moment in time, great things are created...


The Annenberg School for Communication and Journalism is blessed with stellar faculty and bright students. So many smart and motivated people get lost in the confusion of the Annenberg building day by day.


CoLab will make meeting the right people at the right place and the right time around Annenberg and the Annenberg Innovation Lab possible. Stay tuned for updates!


To be continued (hopefully)...

Girls, Guys, and gamers (with Kari Storla)

Together with my fellow PhD student Kari Storla, I designed an online experiment investigating whether the depiction of the average gamer has an influence on self-identification as gamers.


Although the average gamer is around 30 and gamers are almost evenly comprised of men and women, the stereotypic gamer is male, whereas female gamers are often referred to as "girl-gamers".


Does this common depiction of the average gamer has an influence on whether women self-identify as gamers and on their self-reported video game play?

EVE ONline – Learning to Play, Distrust and Protest

Josh Clark, Kari Storla and I will be looking at different aspects of the fascinating yet ridiculously diificult (and sometimes extremely frustrating) MMO EVE-Online.


Together, we are working on a paper on how a huge protest spread through networks of EVE players by looking at server data and forums. Furthermore, we are interested in how these protests might transform the relationships between developers, brand and community.


Another project involving EVE, yet to be determined in more detail, will investigate how trust or distrust are built and fostered.


Most interesting about these projects is that the three of us come from very different backgrounds and hope to combine our knowledge and methodological skills into an interesting new multidisciplinary approach to understanding social interactions as well as consumer-brand-interactions in MMOs.


(BTW: I am that stick figure just starting the approach of that incredibly scary overproportional incline...)

Image from the mmoreporter

2011 - 2012

LEIMERT PHONE CO – Hacking Pay Phones to Engage the Community

"A 5-week experiment at the cutting edge of transmedia, remixed technology, and neighborhood storytelling. Each design team of 3-5 people articulates a new mix of cultural preservation, edge artists and emerging business."


The Leimert Phone Company is an amazing project that finally got me "over the hedge" and away from the USC campus. I had the chance to work with an incredibly diverse and interesting team consisting of Leimert Park residents, activists, business owners, and USC people on one of the three pitches – Dial-a-Track!


Check out our homepage and our Dial-a-Track project wiki!

This project is part of my project course Emotion & Expression. We have the great opportunity to work with Tamiko Thiel, one of the developers of this artistic virtual environment. Together we want to explore which emotions narrative moments of impact actually evoke and whether these reactions correlate with variables such as age, personal experience with the Berlin Wall and so on.


Being able to work with Tamiko is fantastic because we not only have the chance to analyze recipients and media-product but also have the opportunity to interview Tamiko about her intentions.


We will be working with Noldus' FaceReader Software for the first time and are very excited how this new version of the software will perform.

BookPlace was the result of a project course in summer 2011. The assignment was to find new and creative applications for Microsoft's KINECT.


Sandra Richter, Richard Illig and I created the concept for this interactive projected bookshelf. Together with Philipp Schössler we were able to build and exhibit a prototype.


BookPlace not only combines the advantages of digital media with the benefits of conventional bookshelves, in addition it is one part of a greater vision for the future: context-based living.


Imagine the LED-wall in your apartment displaying BookPlace during daytime so that you can do research for your next paper. Later the bookshelf might be replaced by an interface for watching digital movies or a fireplace.

Human-Machine-Persuasion Ira: The Interpersonal Relationship Agent

Claudia Nichterlein, Marc Schumann, Richard Illig and I created the concept for ira, a persuasive smartphone application, as part of our special interest group Human-Machine-Persuasion.


ira facilitates communication and optimizes our relationships.


But ira is still in development and I don‘t want to blab, so you need to be patient...




Image by Marc Schumann – find more of his work on Epidotes

E-Books and visualization – Bookplace: An Interactive Non-Contact Interface for Reading E-Books

Please watch, rate and comment our BookPlace demo on YouTube

COMMUNICATION WITH THE INFORMED PATIENT Bachelor's Thesis

After completing my final project for the B.A. track on the brand identity of the Charité Berlin (see below), I decided to stay in the field of health communication for my bachelor's thesis.


For my thesis I researched how interpersonal communication between doctors and their patients is influenced by a change in the patient role – from passive and enduring to informed and resonsible.


It was a really fascinating subject and a good drill for setting up guidelines for qualitative interviews as well as conducting and evaluating them.





This is how qualitative interviews are categorized nowadays....

BRAND IDENTITY CHARITÉ BERLIN – Final Project for the B.A. Degree

The 'Communication-Project' is the final project of the B.A. program in Communication in Social and Economic Contexts. It is intended to demonstrate the students' ability to design a whole communication concept involving research, strategic planning and verbal as well as audio-visual design of the communication measures.


Our client for the project was the 'Stiftung Charité' and our assingment was to identify effective communication measures for introducing the new brand values to our target group, the patients. The Charité is one of Europe's most renowned hospitals and the second largest employer in Berlin.


Together with my project team I conducted several qualitative interviews, surveyed more than 150 patients, statistically evaluated the data, designed a strategy oriented on Porter's fit of organizational activities and created the concepts for several communication measures, e.g. posters, a new audio-book and iPod rental system for patients and a revised version of the website.



Cover for our project documentation (designed by Soo-Hee Kim)

2010