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Taking the Offensive : Using nudge techniques to shape the players approach to playHelmers, Achim Carl, Wills, George Felix Bethune, Abdulrahman, Hind, Grigaraviciute, Indre January 2024 (has links)
This research investigates how players can be encouraged to alternate between offensive and defensive play within the game Martyr of Carnage (MoC), through the use of nudges. Nudges are subtle design elements that influence behavior without restricting choices, and they are commonly used in marketing, business, and government sectors. This study aims to extend the application of nudge theory to game design and find out if the theory is effective in altering playtester behavior in our game. The research was conducted using iterative game design methods, where various nudges were integrated and tested within the game environment. The main findings indicate that incorporating nudges in games serves as a useful analytical tool, effectively guiding player behavior and enhancing the overall gaming experience of Martyr of Carnage.
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AI features in Period-Tracking Applications : The effect of AI on user experience of period-tracking appsMirzaliyeva, Maysara January 2024 (has links)
Artificial intelligence (AI) in mobile applications has grown in popularity, changing the way people engage with technology. AI improves functionality, personalization, and efficiency across a wide range of mobile applications. One specific group of apps powered by AI is period-tracking applications, which is the focus of this master thesis. These apps utilize AI for features such as cycle predictions, fertility windows, symptom predictions, health insights, and chatbots. The aim of this project was to evaluate the performance of these advanced features, leading to the research question: “How do users perceive and experience the AI features in period-tracking applications?” To address this question, an observational mixed-method approach was employed. The research began with a survey, shared via social media platforms from February 19th, 2024, to April 2nd, 2024. The questionnaire included 20 open-ended and multiple-choice questions centered on AI features. By the end of the survey period, 61 responses were collected and analyzed. During the survey period, four participants were chosen for follow-up interviews, but three users’ responses were used in the analysis. The survey results underwent statistical tests to explore the relationship between monthly app usage, duration of app use, and satisfaction with cycle predictions. Later, interview results analyzed by using thematic analysis were integrated to the walkthrough method while assessing the functionality, interface, and user experience of AI features. The mixed-method study offered comprehensive insights into users' practices and experiences with AI features in period-tracking apps, revealing the need for future work to enhance the performance of these AI features for better user satisfaction.
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Interaction-Triggered Estimation of AR Object Placement on Indeterminate MeshesLuksas, John Peter 30 October 2024 (has links)
Current Augmented Reality devices rely heavily on real-time environment mapping to provide convincing world-relative experiences through user interaction with virtual content integrated into the real world. This mapping is obtained and updated through many different algorithms, but often results in holes and other mesh artifacts when generated in less ideal scenarios, like outdoors and with fast movement. In this work, we present the Interaction-Triggered Estimation of AR Object Placement on Indeterminate Meshes, a quick, interaction-triggered method to estimate the normal and position of missing mesh pieces in real-time with low computational overhead. We achieve this by extending the user's hand using a group of additional raycast sample points, aggregating results according to different algorithms, and then using the resulting values to place an object.
This thesis will first cover problems with current mapping techniques, thoroughly explain the rationale and algorithms behind our method, and then evaluate our method using a user study. / Master of Science / Augmented Reality (AR) technologies have the potential to change all our lives for the better through tight and seamless integration into our daily lives. Crucial to this seamless integration is the ability for users to manipulate virtual AR objects and interact effortlessly with real-world features around them. In order to facilitate this interaction, AR devices often create 3D maps of the real world to allow the device to recognize and respect the geometry of the world around it.
Unfortunately, many AR devices still have trouble creating and maintaining these maps in challenging environments, like outdoors or when moving fast, so the resulting 3D maps of the environments have holes and inaccuracies, causing user interaction with the environment to be unreliable and breaking the seamless integration. While many solutions look toward more advanced algorithms that require more specialized sensors or next-gen AR devices to improve this mapping issue, we see an opportunity to enhance any existing 3D maps using a novel interaction aggregation approach that can theoretically work with any mapping technology. In this work, we present the Interaction-Triggered Estimation of AR Object Placement on Indeterminate Meshes, a work-in-progress application providing a quick, interaction-triggered method to estimate the normal and position of missing mesh in real-time with low computational overhead.
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Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia / BEYOND ERGONOMICS: THE ROLE OF INTENTIONS IN HUMAN-TECHNOLOGY INTERACTIONTRIBERTI, STEFANO 17 March 2016 (has links)
Storicamente, lo studio delle Nuove Tecnologie ha visto l’evoluzione di diverse discipline interessate alla valutazione delle stesse, in termini di sicurezza, usabilità, esperienza globale (dall’Ergonomia fino alla User Experience, passando per la cyberpsicologia). Tali discipline hanno identificato nei “bisogni degli utenti” la guida fondamentale di valutazione e design. Tuttavia, è mancata una contestualizzazione teorica del concetto di bisogno dell’utente. A tal proposito, questa tesi propone un modello teorico (PIM) basato sulla relazione tra tecnologie e intenzioni degli utenti. Queste ultime, sulla base della letteratura psicologica e filosofica, sono viste come l’antecedente mentale delle azioni, strutturate gerarchicamente. Sulla base del modello, vengono presentati tre esperimenti incentrati sull’interazione con le tecnologie e le intenzioni al livello motorio, prossimale e distale. I risultati del primo esperimento indicano che l’utilizzo di tecnologie interattive può modificare il contenuto rappresentazionale delle intenzioni motorie. Il secondo esperimento mostra che la presenza di intenzioni prossimali in utenti orienta la loro percezione di opportunità d’azione e la valutazione della tecnologia. Il terzo esperimento dimostra che la presenza di intenzioni distali negli utenti influenza la valutazione di usabilità di una tecnologia e le emozioni ad essa legate. La conclusione della tesi approfondisce l’importanza dell’analisi delle intenzioni nella valutazione delle tecnologie. / Historically, the study of New Technologies has seen the evolution of the various disciplines involved in technology evaluation, in terms of safety, usability, and the overall experience (from ergonomics to User Experience, and cyberpsychology). These disciplines have identified the "user needs" as the fundamental guideline for evaluation and design. However, a theoretical contextualization of the concept of user needs is still missing. This dissertation proposes a theoretical model (PIM) based on the relationship between technology and user intentions. Based on the psychological and philosophical literature, it defines intentions as the hierarchically-structured mental antecedents of actions. Starting from the model, three experiments are presented focusing on the interaction with the technologies and motor, proximal and distal intentions. The results of the first experiment indicate that the use of interactive technologies can modify the representational content of motor intentions. The second experiment shows that the presence of proximal intentions in users drives their perception of affordances in the technologies and their final evaluation. The third experiment shows that users’ distal intentions influence the evaluation of usability in the technology and the experience of usage-related emotions. The conclusion explores the importance of intention analysis in technology evaluation.
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Smarta hem och känslan av säkerhet : Hur upplevs säkerheten i smarta hem? / Smart homes and percieved security : How is the sense of security precieved in smart homes?Jansson, Robin January 2019 (has links)
Studien har syftat till att undersöka hur individers känsla av säkerhet kan påverkas i ett smart hem. Hemmet, smarta hem (SH) och känslan av säkerhet har definierats med hjälp av litteratur som är relevant för respektive område. Den teoretiska grunden tillsammans med studiens syfte ligger till grund för den designstrategi som använts för att undersöka detta på ett relevant sätt. Studien har baserats på ett induktivt angreppsätt där fokus har varit att identifiera aspekter som påverkar känslan av säkerhet i ett SH. Datainsamlingen har skett med hjälp av en enkät samt en fokusgrupp. Studien har identifierat fynd som resulterat i två övergripande aspekter vilket är kontroll samt tillit till systemet. Dessa aspekter består av sju mer specifika definitioner, vilket kan ligga till grund för fortsatt forskning kring hur SH påverkar de som bor i dem.
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Konceptdriven designforskning för onlinedejting : En studie om att främja användarupplevelsen av matchningsprocessen på Tinder / Concept driven design research for online dating : A study about promoting the user experience of the matching process on TinderEmbla, Stenström January 2018 (has links)
Mängden dejtingapplikationer för mobila enheter ökar stadigt och i Sverige dominerar Tinder som den mest populära mobila dejtingapplikationen. Matchningsprocessen på Tinder har dock fått motstå en del kritik då gränssnittet gör det väldigt enkelt att göra misstag. Syftet med det här examensarbetet är att undersöka matchningsprocessen på den mobila dejtingapplikation Tinder för att skapa ett nytt koncept med hjälp av metoden Konceptdriven designforskning. Med hjälp av Konceptdriven designforskning blir det nya konceptet utarbetat enligt en metodologisk guide där författaren jobbar med att granska kritik och teoretiskt förankra det mot en forskningsbakgrund för att hitta lösningar som förbättrar användbarheten. Arbetet leds av frågeställningen ”Hur kan matchningsprocessen på Tinder teoretiskt förankras och konceptualiseras i syfte att främja användarupplevelsen?” Författaren skapar en design för att visa det nya konceptet i sin helhet och testar det nya konceptet mot etablerade Tinderanvändare för att utvärdera användarupplevelsen. Resultatet visar att deltagarna ansåg att det nya konceptet är lättförståeligt, att det minskar antalet misstag vid matchningsprocessen och att det nya konceptet är mer användbart än Tinder. Det nya konceptet behåller stommen av Tinder men justerar applikationen utifrån kritik för att erbjuda en bättre användbarhet genom att luta alla ändringar mot en forskningsbakgrund med designprinciper och designriktlinjer för god användbarhet. I slutsatsen presenteras ett nytt koncept som är teoretiskt förankrat i tidigare forskning och som främjar användarupplevelsen genom att erbjuda ett gränssnitt som är mer användbart än det gränssnitt som Tinder idag erbjuder. / The amount of mobile dating applications are steadily rising and Tinder dominates as the most popular mobile dating application in Sweden. However, the matching process of Tinder has been criticized as the interface makes it very easy for the users to make mistakes. The purpose of this thesis is to investigate the matching process of the mobile dating application Tinder and create a new concept using the method Concept-driven design research. With the help of Concept-driven design research the new concept is being developed according to a methodological guide where the author is working to review criticism and set it against a research background to find solutions that improve usability. The author creates a design to show the concept in its entirety and test the concept against established Tinder users to evaluate the user experience of the new concept. As a result, the participants felt that the new concept was easy to understand, that it reduced the number of mistakes during the matching process and that the new concept was more useful than Tinder. The new concept keeps the backbone of Tinder but adjusts the application based on criticism to provide a better usability by basing all the changes on a scientific background with design principles and design guidelines for good usability. The conclusion presents a new concept based on a research background that promotes the user experience by offering an interface that is more useable than the interface offered by Tinder today.
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CMS och UX : tekniker för hur man utformar en god användarupplevelse / CMS and UX : techniques for how to design a good user experienceSjödin Peterson, Veronica, Prochownik, Natalia January 2015 (has links)
The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.
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Smartphone apps for bank services : A design caseMannerhagen, Anders January 2012 (has links)
The fast paced evolution of technology has changed the way people interact with service providers in a significant way; the introduction of new service delivery channels has mainly been based on technological advances rather than on customer needs. During the last 20 years the banks have extended their service offerings from just having the branch offices to the multichannel service delivery systems of today, including; phones, computers and smartphone apps. Previous research has concluded that there were many barriers for mobile banking to become a widespread service delivery channel for banks, such as technical limitations, trust issues and social obstacles. In order to understand the role of the smartphone in this multichannel ecology, a qualitative interview study was undertaken focusing on the customers’ perception of the bank. The results show that the choice of channel is dependent on personal characteristics, perceived risk, context and how the task itself is perceived. The results show that the current role of the smartphone is complementary to the other channels, providing the customer with basic banking services wherever they are; it supports the customer in the activity of managing ones private economy and providing the informant with the feeling of control. The results also include insights into the life of three customers and their interaction with their bank over the course of one month in the form of customer journey maps.
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Kontrollierte Fragebogenentwicklung zur Messung erlebter Qualität von Produkten der Dräger Safety auf haptischer, optischer und akustischer EbeneSchneider, Julia, Wölfel, Christian, Wandel, Sarah, Richenberger, Michael 06 September 2021 (has links)
Das Design eines Produktes gibt immer Hinweise auf seine Funktionalität, was es kann oder nicht kann, was es aushält oder nicht aushält. Die menschliche Wahrnehmung solcher Eigenschaften und Qualitäten kann daher wesentlich dafür sein, wie das Produkt gehandhabt und benutzt wird. Qualität wird durch formale Eigenschaften, Form und Detailgestaltung wahrgenommen. Diese muss mit der tatsächlichen Robustheit eines Produktes übereinstimmen, um den beabsichtigten Gebrauch und Einsatz des Produktes zu provozieren. Ein Missverhältnis zwischen erlebter und tatsächlicher Qualität eines Produkts kann zu Ausfällen, hohen Wartungskosten, geringerer Benutzerzufriedenheit oder geringerem Markenwert führen. In der (interdisziplinären) kollaborativen Produktentwicklung basieren die Anforderungen und die Produktbewertung meist auf quantitativen Maßen. Während die Definition und Bewertung der tatsächlichen Qualität und Robustheit in der Produktentwicklung gut etabliert ist, fehlt noch eine standardisierte Methode zur Definition und Bewertung der erlebten Qualität eines Produkts. In diesem Beitrag wird ein Ansatz vorgestellt, durch den die Übereinstimmung zwischen tatsächlicher und erlebter Qualität durch eine objektive Skala festgelegt bzw. kontrolliert werden kann. Dazu wurde eine semantisch-differentielle Skala entwickelt, die relevante Aspekte der haptischen, visuellen und akustischen Eigenschaften von Produkten erfasst. Es kann sowohl in der Anforderungsdefinition, als auch in den Evaluationsphasen und der Produktentwicklung des Designprozesses eingesetzt werden. Dadurch kann kontrolliert werden, ob die Designziele erreicht wurden oder nicht.
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Adaptive Human Machine Interfaces in a Vehicle Cockpit: Indication, Impacts and ImplicationsPätzold, Anna 07 April 2021 (has links)
Die Zunahme technologischer Innovationen in unserem Alltag bietet uns neue Chancen und Herausforderungen - auch als Autofahrer. Wenngleich die breitere Verfügbarkeit und Funktionsvielfalt von sowohl Fahrerinformations- (Human Machine Interface, HMI) und -assistenzsystemen als auch mobilen Endgeräten der Erfüllung von Nutzerbedürfnissen dienen und bestenfalls der Fahrerablenkung entgegenwirken sollen, wird der Fahrer durch diese nicht notwendigerweise bei der Fahraufgabe unterstützt. Die Anforderungen an die Informationsverarbeitung steigen hingegen, gleichzeitig besteht die Versuchung die Aufmerksamkeit nicht-fahrrelevanten Tätigkeiten zuzuwenden.
Fahrerablenkung ist seit jeher Thema der Verkehrsforschung, denn die Ablenkung von der Fahraufgabe kann schwerwiegende Konsequenzen haben. Innerhalb der Interaktion von Fahrer, Fahrzeug und Umwelt spielt das HMI zur sicheren Erfüllung der primären Fahraufgabe hinsichtlich des Stabilisierens, Manövrierens und Navigierens eine essenzielle Rolle. Eine fahrsituationsabhängige Anpassung der dargestellten Informationen kann während dieser Interaktion variierender Anforderungen eine Unterstützung für den Fahrer darstellen.
Die vorliegende Dissertation hatte die Identifikation einer Gestaltungslösung für zukünftige Fahrerinformationssysteme, welche eine sichere und komfortable Nutzung während des Fahrens erlauben, zum Ziel. Hierfür wurde der nutzerzentrierte Gestaltprozess (User-Centred Design, UCD, DIN EN ISO 9241-210, 2010) verfolgt.
Im ersten Schritt, den Vor-Studien, wurden der Kontext und die Nutzeranforderungen in der Interaktion mit fahrfremden Tätigkeiten in einem explorativen Ansatz untersucht. Am häufigsten gaben die Fahrer an, ihr Smartphone während der Fahrt zur Navigation und Kommunikation zu nutzen. Die Bereitschaft sich einer fahrfremden Tätigkeit zuzuwenden, war maßgeblich von der Modalität dieser Tätigkeit in Interaktion mit dem aktuellen Fahrszenario abhängig. Insbesondere der Straßentyp beeinflusste die Entscheidung.
Die berichtete Bereitschaft zu fahrfremden Tätigkeiten wurde im zweiten Schritt des UCDs in einer Fahrsimulatorstudie, Studie I, untersucht. Sowohl für visuell-manuelle als auch kognitiv- auditive Nebentätigkeiten war die zuvor berichtete Nutzungsbereitschaft Prädiktor für das Fahrererleben und -verhalten. In Fahrszenarien, in denen die Bereitschaft für Nebentätigkeiten gering war, wurde eine höhere Beanspruchung wahrgenommen. Die Reaktionszeiten für die visuell-manuelle Aufgabe stiegen in Fahrszenarien geringer Bereitschaft. Für kognitiv-auditive Aufgaben wurden geringere Spurabweichungen und Geschwindigkeitsvarianzen in Fahrszenarien hoher Bereitschaft gefunden.
Diese Befunde flossen in die Gestaltung erster adaptiver HMIs ein, Schritt drei des UCDs, und wurden im vierten Schritt in einem Fahrsimulator gegen ein statisches sowie ein konfigurierbares HMI getestet, Studie II. Abhängig von der Komplexität des Fahrszenarios wurde die Informationsmenge der adaptiven HMIs erhöht bzw. reduziert. Keines der getesteten Konzepte beeinträchtigte die Bedienbarkeit des Systems oder das Fahrverhalten und Blickverhalten. Die adaptiven und das statische HMI unterschieden sich nicht hinsichtlich der subjektiven Beurteilungen und der Verhaltensmetriken. Das konfigurierbare HMI war den adaptiven und dem statischem hinsichtlich der User Experience (UX), Beanspruchung, dem Bedienkomfort und der Akzeptanz überlegen und zog weniger Aufmerksamkeit auf das Mittelkonsolendisplay.
Im Rahmen des UCDs wurden die adaptiven HMIs in einem iterativen dritten und vierten Schritt auf Basis der Ergebnisse der Studie II modifiziert und in einer Realfahrtstudie evaluiert, Studie III. Die adaptiven HMIs wurden gegen ein reduziertes, ein informationsreiches, und ein kontrollierbares HMI getestet. Einhergehend mit den Ergebnissen aus Studie II beeinträchtigte keines der Konzepte die Systembedienbarkeit oder das Fahr- und Blickverhalten. Alle Konzepte wurden gleichermaßen hoch in der UX und dem Bedienkomfort bewertet. Die Akzeptanz für das kontrollierbare Konzept war höher als für die adaptiven Konzepte. Das informationsreiche HMI erzeugte eine höhere subjektive Beanspruchung, insbesondere durch die wahrgenommene visuelle Belastung. Ebenso wurden längere Blickabwendungen von der Straße gefunden.
Das Adaptieren der Nutzeroberfläche ohne den direkten Einfluss des Nutzers birgt das Risiko ein Gefühl der Bevormundung hervorzurufen. Im Rahmen dieser Dissertation wurde ein Verfahren zur Erfassung der Bevormundung durch Technologie mittels eines kombinierten Experten- und Novizenansatzes durch Interviews, Onlineumfragen und eines psycho- lexikalischen Ansatzes entwickelt. Die Ergebnisse des finalen Fragebogens (Technology Paternalism Questionnaire, TPaQ) zeigten eine höhere wahrgenommene Bevormundung der adaptiven Systeme im Vergleich zu den konfigurierbaren und kontrollierbaren. Kein Unterschied bestand hingegen zu den statischen Systemen, was für ein allgemein erhöhtes Bevormundungsgefühl durch vordefinierte Systeme spricht.
Die Befunde dieser Dissertation liefern eine Gestaltungslösung zur Unterstützung des Fahrers in der Interaktion mit dem Fahrzeug und der Umwelt. Informationen im HMI konnten reduziert und situationsabhängig adaptiv dargestellt werden, ohne das Fahrererleben und -verhalten zu beeinträchtigen. Um dem Gefühl der Bevormundung entgegenzuwirken und die UX zu erhöhen, sollte der Inhalt des HMIs für den Nutzer konfigurierbar, bzw. kontrollierbar sein.:1 INTRODUCTION
2 THEORETICAL BACKGROUND
2.1 Driving Models and Driving Tasks
2.1.1 Information Processing
2.1.2 Driver Distraction
2.2 System Attitude Model
2.2.1 User Experience
2.2.2 Behavioural Adaptations
2.2.3 Driver Capabilities
2.2.4 Driving Task Demands
2.3 HMI Design Solutions
2.3.1 Indication of Adaptation
2.3.2 Adaptation Contexts
2.3.3 Adaptive User Interfaces
2.3.4 Challenges for Adaptive User Interfaces
3 AIM OF THE THESIS AND RESEARCH QUESTIONS
4 PRE-STUDIES: USER REQUIREMENTS AND NEEDS
4.1 Creativity Workshops
4.1.1 Background and Research Questions
4.1.2 Method
4.1.3 Results
4.1.4 Summary
4.2 Focus Group
4.2.1 Background and Research Questions
4.2.2 Method
4.2.3 Results
4.2.4 Summary
4.3 Online Survey
4.3.1 Background and Research Questions
4.3.2 Method
4.3.3 Results
4.3.4 Summary
4.4 Discussion
5 STUDY I: INTERACTION OF DRIVING SCENARIOS AND NON-DRIVING-RELATED
TASKS
5.1 Background and Aim of the Study
5.1.1 Driver Distraction Effects under different NDRT Modalities
5.1.2 Driving Scenarios
5.2 Method
5.2.1 Independent Variables
5.2.2 Dependent Variables
5.2.3 Study Procedure
5.3 Results
5.3.1 Manipulation Check
5.3.2 Subjective Perceptions
5.3.3 Behavioural Adaptations
5.4 Discussion
6 TECHNOLOGY PATERNALISM
6.1 Theoretical Background
6.1.1 Paternalism
6.1.2 Previous Research
6.1.3 Research Questions
6.2 Methodological Approach
6.3 Expert Approach
6.3.1 Method
6.3.2 Results
6.3.3 Summary
6.4 Novice Approach
6.4.1 Interviews: Perception of (Technology) Paternalism
6.4.2 First Online Survey: Psycholexical Approach
6.4.3 Second Online Survey: Experiences with Patronisation by Technology
6.5 Technology Paternalism Model
6.5.1 Identified Definition
6.5.2 Model Assumptions
6.6 First Validation
6.7 Test Statistics
6.7.1 Psychometric Criteria
6.7.2 Factor Structure
6.7.3 Moderation and Mediation Analyses
6.8 Conclusion and Implications
6.9 Final Questionnaire
7 STUDY II: ADAPTIVE HUMAN MACHINE INTERFACES
7.1 Background and Aim of the Study
7.1.1 Needed Information in an Automotive HMI
7.1.2 HMI Designs for the Simulator Study
7.1.3 Adaptive, static and configurable HMI Concepts in the Simulator Study
7.2 Method
7.2.1 Independent Variables
7.2.2 Dependent Variables
7.2.3 Study Procedure
7.3 Results
7.3.1 Manipulation Check
7.3.2 Subjective Perceptions
7.3.3 Behavioural Adaptations
7.3.4 Configuration of the HMI
7.4 Discussion
8 STUDY III: ADAPTIVE HUMAN MACHINE INTERFACES IN THE FIELD
8.1 Background and Aim of the Study
8.1.1 HMI Designs for the Field Study
8.1.2 Adaptive, non-adaptive and controllable HMI Concepts in the Field Study
8.2 Method
8.2.1 Independent Variables
8.2.2 Dependent Variables
8.2.3 Study Procedure
8.3 Results
8.3.1 Manipulation Check
8.3.2 Subjective Perceptions
8.3.3 Behavioural Adaptations
8.3.4 Controllable HMI
8.4 Discussion
9 GENERAL DISCUSSION
9.1 Effects of the Driving Scenario on NDRT Engagement Willingness and Driver Behaviour
9.2 Impacts of Adaptive HMI Concepts
9.3 Evaluation of Configurable and Controllable HMI Concepts
9.4 Patronisation through Technology
9.5 Limitations
9.6 Future Research and Theoretical Implications
9.7 Practical Implications
10 CONCLUSION
BIBLIOGRAPHY
APPENDIX
CURRICULUM VITAE
PUBLICATIONS LIST / As technology increases throughout our daily lives we are faced with new chances and challenges, also as car drivers. Extended availability and functionalities of in-vehicle information systems (IVIS) and driver assistance systems (ADAS) in addition to mobile device features tempt the driver into distraction from the driving task. Although the intent of the integration of new technologies is the fulfilment of drivers’ needs, it does not necessarily truly support the driver or counteract driver distraction.
Driver distraction is an everlasting topic in driving research as failures in managing the driving task can have severe effects. Within the interaction of the driver, the vehicle and the environment, in-vehicle information systems are crucial in guaranteeing a fulfilment of the primary driving tasks of navigating, stabilizing and manoeuvring. To support the driver in this interaction of varying demands a contextual, driving scenario-based adaptation of the content in the information system poses an opportunity.
The present doctoral thesis aimed at identifying a potential design solution for an IVIS to provide a safe and comfortable usage while maintaining safe driving behaviour. Therefore, an iterative user-centred design approach (UCD, DIN EN ISO 9241-210, 2010) was pursued. As a first step, the context and user requirements in interacting with non-driving-related tasks (NDRTs) were identified in the Pre-Studies following an explorative approach. Most prevalently, drivers engaged in using their smartphones for navigation and communication. The willingness to engage in an NDRT was reported to be dependent on the modality of the task in interaction with the driving scenario, where the road type had the highest impact.
As the second step, the reported engagement willingness was evaluated in a driving simulator, Study I. For both visual-manual and cognitive-auditory NDRTs the reported engagement willingness predicted the perceived workload. A higher workload was perceived in driving scenarios of a lower reported engagement willingness for NDRTs. This finding was supported by the driving behaviour. For the visual-manual task, behavioural data showed an increase in reaction times in the scenarios where engagement willingness was reported to be lower. For cognitive-auditory tasks lower lane departures and speed variances were observed in the driving scenarios with a higher reported engagement willingness.
These results fed into the third and fourth steps of the user-centred design process, Study II, in which first designs of an adaptive Human Machine Interface (HMI) were realised and tested in a driving simulator against a static and a configurable HMI. Based on the complexity of the driving scenario the information content in the HMI was reduced or increased. None of the HMI concepts adversely affected system usability, driving performance, or eye glance behaviour. The adaptive and the static concepts did not differ in subjective perceptions and
behavioural adaptations. The configurable HMI was superior to the adaptive and static HMI concepts in user experience (UX), perceived usability, subjective workload, as well as acceptance, and attracted less glances to the centre stack display (CSD).
Iteratively, the results of Study II were integrated in the adaptive HMI concepts and then tested in an on-road study, Study III. Two adaptive HMI concepts of higher adaptation degrees, a reduced, a loaded and a controllable HMI concept were evaluated regarding subjective perceptions and behavioural adaptations. Supporting the findings of Study II, the HMI concepts did not adversely affect system usability and driver behaviour. All concepts were equally high in UX and perceived usability. The controllable HMI showed some advances, as acceptance was higher than for the adaptive concepts. The loaded HMI provoked a higher workload, especially due to the visual load, and longer glances away from the road scene.
Changing the user interface (UI) without the users’ direct control poses responsibility on the system designer: Users can feel patronised by the technical system. A method to assess Technology Paternalism was developed applying a combined expert and novice approach, including interviews, online surveys and a psycholexical approach. The final questionnaire, the Technology Paternalism Questionnaire (TPaQ), showed good reliability and validity. The results of the TPaQ indicated that the adaptive HMI concepts were perceived more patronising than the configurable and controllable HMI concepts. Though, the adaptive concepts did not differ to the static concepts, speaking for a general feeling of patronisation through pre-defined concepts. Solely the control over the visualisation reduced the perceived patronisation by a technical system.
The findings within this doctoral thesis provide a design solution to face the issue of driver distraction and support the interaction of the driver, vehicle and environment. Information content in the HMI could be reduced and contextually adapted, as no adverse effects on drivers’ subjective perceptions and behavioural adaptations were found. In order to counteract a feeling of patronisation and increase the UX, the information content in the HMI should be configurable or controllable.:1 INTRODUCTION
2 THEORETICAL BACKGROUND
2.1 Driving Models and Driving Tasks
2.1.1 Information Processing
2.1.2 Driver Distraction
2.2 System Attitude Model
2.2.1 User Experience
2.2.2 Behavioural Adaptations
2.2.3 Driver Capabilities
2.2.4 Driving Task Demands
2.3 HMI Design Solutions
2.3.1 Indication of Adaptation
2.3.2 Adaptation Contexts
2.3.3 Adaptive User Interfaces
2.3.4 Challenges for Adaptive User Interfaces
3 AIM OF THE THESIS AND RESEARCH QUESTIONS
4 PRE-STUDIES: USER REQUIREMENTS AND NEEDS
4.1 Creativity Workshops
4.1.1 Background and Research Questions
4.1.2 Method
4.1.3 Results
4.1.4 Summary
4.2 Focus Group
4.2.1 Background and Research Questions
4.2.2 Method
4.2.3 Results
4.2.4 Summary
4.3 Online Survey
4.3.1 Background and Research Questions
4.3.2 Method
4.3.3 Results
4.3.4 Summary
4.4 Discussion
5 STUDY I: INTERACTION OF DRIVING SCENARIOS AND NON-DRIVING-RELATED
TASKS
5.1 Background and Aim of the Study
5.1.1 Driver Distraction Effects under different NDRT Modalities
5.1.2 Driving Scenarios
5.2 Method
5.2.1 Independent Variables
5.2.2 Dependent Variables
5.2.3 Study Procedure
5.3 Results
5.3.1 Manipulation Check
5.3.2 Subjective Perceptions
5.3.3 Behavioural Adaptations
5.4 Discussion
6 TECHNOLOGY PATERNALISM
6.1 Theoretical Background
6.1.1 Paternalism
6.1.2 Previous Research
6.1.3 Research Questions
6.2 Methodological Approach
6.3 Expert Approach
6.3.1 Method
6.3.2 Results
6.3.3 Summary
6.4 Novice Approach
6.4.1 Interviews: Perception of (Technology) Paternalism
6.4.2 First Online Survey: Psycholexical Approach
6.4.3 Second Online Survey: Experiences with Patronisation by Technology
6.5 Technology Paternalism Model
6.5.1 Identified Definition
6.5.2 Model Assumptions
6.6 First Validation
6.7 Test Statistics
6.7.1 Psychometric Criteria
6.7.2 Factor Structure
6.7.3 Moderation and Mediation Analyses
6.8 Conclusion and Implications
6.9 Final Questionnaire
7 STUDY II: ADAPTIVE HUMAN MACHINE INTERFACES
7.1 Background and Aim of the Study
7.1.1 Needed Information in an Automotive HMI
7.1.2 HMI Designs for the Simulator Study
7.1.3 Adaptive, static and configurable HMI Concepts in the Simulator Study
7.2 Method
7.2.1 Independent Variables
7.2.2 Dependent Variables
7.2.3 Study Procedure
7.3 Results
7.3.1 Manipulation Check
7.3.2 Subjective Perceptions
7.3.3 Behavioural Adaptations
7.3.4 Configuration of the HMI
7.4 Discussion
8 STUDY III: ADAPTIVE HUMAN MACHINE INTERFACES IN THE FIELD
8.1 Background and Aim of the Study
8.1.1 HMI Designs for the Field Study
8.1.2 Adaptive, non-adaptive and controllable HMI Concepts in the Field Study
8.2 Method
8.2.1 Independent Variables
8.2.2 Dependent Variables
8.2.3 Study Procedure
8.3 Results
8.3.1 Manipulation Check
8.3.2 Subjective Perceptions
8.3.3 Behavioural Adaptations
8.3.4 Controllable HMI
8.4 Discussion
9 GENERAL DISCUSSION
9.1 Effects of the Driving Scenario on NDRT Engagement Willingness and Driver Behaviour
9.2 Impacts of Adaptive HMI Concepts
9.3 Evaluation of Configurable and Controllable HMI Concepts
9.4 Patronisation through Technology
9.5 Limitations
9.6 Future Research and Theoretical Implications
9.7 Practical Implications
10 CONCLUSION
BIBLIOGRAPHY
APPENDIX
CURRICULUM VITAE
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