Sven Krome

Sven Krome is a doctoral researcher at GEElab Europe. In colaboration with Audi Electronic Ventures, he is currently envisioning future autonomous driving experiences tapping into areas like well-being, creative traffic interventions and experiemental navigation models. Sven graduated from the Berlin University of the Arts having focused on the design of persuasive online experiences. Besides his research, he is working as a product/UX designer consulting projects in the intersection of design and heath technology.

Current Projects 

AutoPlay - Investigating the Design Space of Future Autonomous Driving Experiences

Sponsored by our research partner Audi Electronics Venture GmbH, since 2013 we have been investigating the future of autonomous driving from an experience and game design perspective. Following a research-through-design approach, we have been designing and evaluating in-car entertainment applications that fundamentally reframe urban commuting in the context of driving automation.

Gamifying Health and Quantified Self

Health expenses are hitting new records on an annual basis. Politics, doctors as well as insurance companies are demanding that people have to take responsibility for their own health. In recent years, self-tracking applications based on persuasive and engagement technologies like gamification as well as exergaming and serious games approaches have promised to solve health issues in an entertaining way.

In this workshop we will give a brief overview on the current situation of gameful health and fitness applications. In the first part we will dip into personal informatics movements such as the quantified self as well as into gamification for health purposes, persuasive technology and seamless self tracking environments. Based on current applications, we present how gameful thinking tackle specific health problems and how the users may benefit.

In the second part we are going to brainstorm potential health applications for “hidden” game spaces  such as bathrooms, elevators or cars, but also business or work/office situations. The objective is to explore use cases and corresponding interactions that may benefit from a gameful health intervention.

Finally we want to discuss our results critically and embed them into a greater discourse based on the following questions:

  • How can we, how can businesses benefit from gameful health approaches?
  • Which game spaces are suitable for an health innovation, why?
  • What business models are suitable for gameful health and self-tracking apps?
  • Can gamification provide a long term solution of health related issues?





Sven Krome