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[1] Understanding the Mechanics of Persuasive System Design: A Mixed-Method Theory-driven Analysis of Freeletics Behavioral Change / Schneider, Hanna / Moser, Kilian / Butz, Andreas / Alt, Florian Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.309-320
ACM Digital Library Link
Summary: While we know that persuasive system design matters, we barely understand when persuasive strategies work and why they only work in some cases. We propose an approach to systematically understand and design for motivation, by studying the fundamental building blocks of motivation, according to the theory of planned behavior (TPB): attitude, subjective norm, and perceived control. We quantitatively analyzed (N=643) the attitudes, beliefs, and values of mobile fitness coach users with TPB. Capacity (i.e., perceived ability to exercise) had the biggest effect on users' motivation. Using individual differences theory, we identified three distinct user groups, namely followers, hedonists, and achievers. With insights from semi-structured interviews (N=5) we derive design implications finding that transformation videos that feature other users' success stories as well as suggesting an appropriate workout can have positive effects on perceived capacity. Practitioners and researchers can use our theory-based mixed-method research design to better understand user behavior in persuasive applications.

[2] Murphy Miserable Robot: A Companion to Support Children's Well-being in Emotionally Difficult Situations Late-Breaking Works: Usable, Useful, and Desirable / Ullrich, Daniel / Diefenbach, Sarah / Butz, Andreas Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3234-3240
ACM Digital Library Link
Summary: The present research explores the potential roles that social robots could play for the well-being of wider parts of society. The present case focuses on a typical emotionally difficult situation for children and parents alike: The waiting situation in a pediatric practice. The children are bored or frightened, but parents cannot spend comfort at eye level, since they are not patients themselves. This is where Murphy Miserable Robot steps in. Unlike existing concepts, using robots in the health domain as an assistant or teacher, Murphy acts as a companion in misery. This is based on psychological theory and the emotional similarity hypothesis ("misery loves miserable company"). We present our concept and technical vision, as well as the results of an early concept evaluation and discuss next research steps.

[3] If Your Mind Can Grasp It, Your Hands Will Help What Your Body Can Do For You / Stusak, Simon / Hobe, Moritz / Butz, Andreas Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.92-99
ACM Digital Library Link
Summary: This paper describes a study comparing the information recall of participants using 2D and 3D physical visualizations. Specifically, it focuses on physical bar charts and evaluates the difference between a paper-based visualization and a version built with wooden blocks. We conducted a repeated measures study involving 16 participants in which we measured the recall of information immediately after the exploration and with a delay of one week. We used questionnaires and semi-structured interviews to obtain more information about the process of recall and participants' opinions whether and how the visualizations differ in their potential for memorizing information. The results point out that participants believe to remember the 3D visualizations better, but besides the recall of extreme values the quantitative data cannot completely verify this appreciation. Furthermore the results highlight that the in the study used physical interaction techniques are not able to compensate lacking visual differentiation. One surprising finding was the strong dependency of the different data sets on the recall performance.

[4] Content Destabilization for Head-Mounted Displays HMDs in Augmented & Virtual Reality / Lauber, Felix / Cook, Sophia / Butz, Andreas Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2139-2142
ACM Digital Library Link
Summary: With recent progress in display technology, visual see-through head-mounted displays are beginning to enter our everyday lives. Especially in cars they may replace head-up displays, as they can theoretically perfectly imitate them but are more flexible to use. However, prior work has shown that both screen- and vehicle-stabilized content suffer from drawbacks such as occlusion or technological limitations. As a potential alternative, we propose three concept alternatives, in which head rotation is used to manipulate the displayed content differently from both of the known stabilization techniques. In a qualitative user study, we identify the best concept proposal and then evaluate it against the established content stabilization techniques. The presented concept is perceived to be more applicable for the proposed use case and effectively reduces some of the known problems of both stabilization techniques.

[5] Evaluating the Memorability of Physical Visualizations Natural User Interfaces for InfoVis / Stusak, Simon / Schwarz, Jeannette / Butz, Andreas Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3247-3250
ACM Digital Library Link
Summary: Physical Visualizations are currently mostly used in casual contexts, e.g., as artistic data sculptures. However, their measurable benefits for traditional information visualization are largely unexplored. As a step in this direction, we compared the memorability of physical visualizations to that of digital visualizations. We conducted a user study with 40 participants in which we measured the recall of three types of information immediately after exploration and with a delay of two weeks. The results show that the physical visualization led to significantly less information decay within this time span. Our results build on known effects from cognitive psychology and provide a first indicator for measurable benefits of physical visualizations regarding memorability.

[6] Delegation Impossible?: Towards Novel Interfaces for Camera Motion WIP Theme: Novel Interfaces and Interaction Techniques / Hoesl, Axel / Wagner, Julie / Butz, Andreas Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1729-1734
ACM Digital Library Link
Summary: When watching a movie, the viewer perceives camera motion as an integral movement of a viewport in a scene. Behind the scenes, however, there is a complex and error-prone choreography of multiple people controlling separate motion axes and camera attributes. This strict separation of tasks has mostly historical reasons, which we believe could be overcome with today's technology. We revisit interface design for camera motion starting with ethnographic observations and interviews with nine camera operators. We identified seven influencing factors for camera work and found that automation needs to be combined with human interaction: Operators want to be able to spontaneously take over in unforeseen situations. We characterize a class of user interfaces supporting (semi-)automated camera motion that take both human and machine capabilities into account by offering seamless transitions between automation and control.

[7] Augmenting the Driver's View with Peripheral Information on a Windshield Display Visualization / Video / Augmented Reality / Häuslschmid, Renate / Osterwald, Sven / Lang, Marcus / Butz, Andreas Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.1 p.311-321
ACM Digital Library Link
Summary: Windshield displays (WSDs) are information displays covering the entire windshield. Current WSD test setups place information at different distances, but always within the driver's foveal field of view. We built two WSD test setups, which present information not only at various distances within the driver's visual focus, but also in the peripheral field of view. Then we evaluated the display of information in the periphery on both WSD setups in a user study. While making sure the participants would look at the peripheral information, we measured the display's impact on driving performance. Subjects were also asked about their driving experience with the windshield displays and their preference among the two setups.

[8] You've Got the Look: Visualizing Infotainment Shortcuts in Head-Mounted Displays Podium Presentations: Investigating the impacts of novel user interfaces / Lauber, Felix / Böttcher, Claudius / Butz, Andreas AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2014-09-17 v.1 n.8 pages p.3
ACM Digital Library Link
Summary: Head-mounted displays (HMDs) have great potential to improve the current situation of car drivers. They provide every benefit of a head-up display (HUD), while at the same time showing more flexibility in usage. We built an infotainment system specifically designed to be displayed in an HMD. With this system, we then conducted a dual task study in a driving simulation, comparing different techniques of content stabilization (head- and cockpit stabilized visualizations). Interaction with the system took place via a physical input device (rotary controller) or indirect pointing gestures. While cockpit-stabilized content generally resulted in a slightly better driving performance, HMD visualizations suffered from technological limitations, partly reflected in the secondary task performance and subjective feedback. Regarding input modality, we found that horizontal gesture interaction significantly influenced the quality of lane keeping. Apparently, horizontal interaction with the one hand caused unintentional steering with the other.

[9] Heartbeat: Experience the Pulse of an Electric Vehicle Podium Presentations: Driver emotions and physiological state / Loehmann, Sebastian / Landau, Marc / Koerber, Moritz / Butz, Andreas AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2014-09-17 v.1 n.10 pages p.19
ACM Digital Library Link
Summary: Electric Vehicles (EVs) are an emerging technology and open up an exciting new space for designing in-car interfaces. This technology enhances driving experience by a strong acceleration, regenerative breaking and especially a reduced noise level. However, engine vibrations and sound transmit valuable feedback to drivers of conventional cars, e.g. signaling that the engine is running and ready to go. We address this lack of feedback with Heartbeat, a multimodal electric vehicle information system. Heartbeat communicates (1) the state of the electric drive including energy flow and (2) the energy level of the batteries in a natural and experienceable way. We enhance the underlying Experience Design process by formulating working principles derived from an experience story in order to transport its essence throughout the following design phases. This way, we support the design of a consistent experience and resolve the tension between implementation constraints (e.g., space) and the persistence of the underlying story while building prototypes and integrating them into a technical environment (e.g., a dashboard).

[10] EVIS 2014: 3rd Workshop on Electric Vehicle Information Systems EVIS 2014 3rd Workshop on Electric Vehicle Information Systems / Osswald, Sebastian / Schroeter, Ronald / Loehmann, Sebastian / Butz, Andreas / Lundström, Anders / Lienkamp, Markus AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Adjunct Proceedings 2014-09-17 v.2 n.6 pages p.19
ACM Digital Library Link
Summary: The effort to push the electric vehicle development worldwide is continuously rising. Production sites for electric vehicle components are built, billions are invested to create new battery electric vehicle concepts (BEV) and new players are entering the market. The information systems of electric vehicles (EVIS) need to cope with a variety of new features that are related to changes of vehicle components and driving behavior, but also with changes and new systems that are silently introduced into the vehicles. Sustainability, mobility concepts and smart mobility are just a few points out of many that can be attributed to the "silent" category. With this workshop, we continue to bring together researchers, designers and practitioners to explore the related field and generate a state of the art perspective on EVIS.

[11] PapAR: Paper Prototyping for Augmented Reality Work in Progress / Lauber, Felix / Böttcher, Claudius / Butz, Andreas AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Adjunct Proceedings 2014-09-17 v.2 n.6 pages p.37
ACM Digital Library Link
Summary: Paper prototyping is a well-established technique in traditional user interface design as it supports design teams in early development phases to communicate and discuss their ideas. Unfortunately, there is no equivalent technique for the development of augmented reality (AR) applications. We developed PapAR, a prototyping technique with the same simplicity as using pen and paper but taking into account important specifics of AR applications. By drawing on two layers instead of one, with PapAR it is possible to represent the dynamic behavior of different content stabilization techniques as well as the interplay of virtual content and the underlying real world (Fig. 1). We used PapAR in the early design phase of a user interface, which is specifically designed to be displayed in a head-mounted display (HMD) in the car. In this paper we first present the PapAR technique itself and then discuss our first experiences of using it.

[12] What you see is what you touch: visualizing touch screen interaction in the head-up display Touch / Lauber, Felix / Follmann, Anna / Butz, Andreas Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.171-180
ACM Digital Library Link
Summary: Touch screens are increasingly used for secondary in-vehicle controls. While they are more flexible than traditional knobs and dials, interacting with them requires more visual attention. In this paper, we propose several variations of a concept we call "What You See Is What You Touch" (WYSIWYT), which allows touch screen interaction without removing one's eyes from the road. This becomes possible by showing both, the current content of the touch screen as well as the position of the user's hand in relation to it, within the car's head-up display (HUD). In an initial study we compared six different variations of this concept in a driving simulation mockup. After excluding some concept variations, we conducted a second study comparing the remaining ones with traditional touch interaction. The best performing variation obtains better subjective ratings without any significant disadvantages in driving performance.

[13] The puppeteer display: attracting and actively shaping the audience with an interactive public banner display Urban screens / Beyer, Gilbert / Binder, Vincent / Jäger, Nina / Butz, Andreas Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.935-944
ACM Digital Library Link
Summary: We present a wide interactive banner display installed at a city sidewalk and the findings from two long-term field studies investigating the opportunities of public displays to actively shape the audience. In order to improve parallel usage and dissolve crowds, our wide display subtly directs individual users by visual stimuli and manipulates the audience like a puppeteer, thus reversing the notion of adaptive content being implicitly manipulated by the users.
    We first investigated visual signifiers which attract initial users approaching sideways, and then others, which actively influence user positions and regulate audience constellations. We found that dynamic visual stimuli such as frames and ellipses are effective (1) to direct users in front of the display, (2) to distribute multiple users along the display, (3) static frames are more effective than moving or interactive ones, and (4) these visual stimuli also work indirectly by inducing social pressure among users.

[14] Is Anyone Looking? Mitigating Shoulder Surfing on Public Displays through Awareness and Protection Papers Session #1 / Brudy, Frederik / Ledo, David / Greenberg, Saul / Butz, Andreas Proceedings of the 2014 ACM International Symposium on Pervasive Displays 2014-06-03 p.1-6
ACM Digital Library Link
Summary: Displays are growing in size, and are increasingly deployed in semi-public and public areas. When people use these public displays to pursue personal work, they expose their activities and sensitive data to passers-by. In most cases, such shoulder-surfing by others is likely voyeuristic vs. a deliberate attempt to steal information. Even so, safeguards are needed. Our goal is to mitigate shoulder-surfing problems in such settings. Our method leverages notions of territoriality and proxemics, where we sense and take action based on the spatial relationships between the passerby, the user of the display, and the display itself. First, we provide participants with awareness of shoulder-surfing moments, which in turn helps both parties regulate their behaviours and mediate further social interactions. Second, we provide methods that protect information when shoulder-surfing is detected. Here, users can move or hide information through easy to perform explicit actions. Alternately, the system itself can mask information from the passerby's view when it detects shoulder-surfing moments.

[15] In-your-face, yet unseen?: improving head-stabilized warnings to reduce reaction time Head-worn displays / Lauber, Felix / Butz, Andreas Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3201-3204
ACM Digital Library Link
Summary: One unique property of head-mounted displays (HMDs) is that content can easily be displayed at a fixed position within the user's field of view (head-stabilized). This ensures that critical information (e.g. warnings) is continuously visible and can, in principle, be perceived as quickly as possible. We examined this strategy with a physically and visually distracted driver. We ran two consecutive studies in a driving simulator, comparing different warning visualizations in a head-up display (HUD) and a HMD. In an initial study, we found no significant effects of warning type or display technology on the reaction times. In a second study, after modifying our visualization to include a visual reference marker, we found that with only this minor change, reaction times were significantly lower in the HMD when compared to the HUD. Our insights can help others design better head-stabilized notifications.

[16] Peripheral interaction: shaping the research and design space Workshop summaries / Bakker, Saskia / Hausen, Doris / Selker, Ted / van den Hoven, Elise / Butz, Andreas / Eggen, Berry Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.99-102
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Summary: In everyday life, we are able to perform various activities simultaneously without consciously paying attention to them. For example, we can easily read a newspaper while drinking coffee. This latter activity takes place in our background or periphery of attention. Contrarily, interactions with computing technology usually require focused attention. With interactive technologies becoming increasingly present in the everyday environment, it is essential to explore how these technologies could be developed such that people can interact with them both in the focus and in the periphery of attention. This upcoming field of Peripheral Interaction aims to fluently embed interactive technology into everyday life. This workshop brings together researchers and practitioners from different disciplines to share research and design work and to further shape the field of Peripheral Interaction.

[17] I feel it in my fingers: haptic guidance on touch surfaces In focus or not? / Zimmermann, Simone / Rümelin, Sonja / Butz, Andreas Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.9-12
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Summary: Touch screens are on the rise and replace traditional knobs and buttons at a fast pace. However, their lack of tangible guidance and feedback can become a problem in scenarios where visual attention is scarce. Besides dynamic tactile feedback by vibrations, the usability of touch screens can be improved by static haptic structures such as shaped or structured surfaces. In this paper we describe the prototype of an in-vehicle application using unimanual four-finger interaction and haptic guidance in order to avoid visual distraction from the primary task of driving. We built a low fidelity prototype with static haptics using an Android tablet and silicone foil. A user study showed that flexible positioning of touch buttons mapped to the user's fingers was more convenient and produced fewer errors than fixed positioning. A curved haptic border provided the user with orientation and allowed a new selection mode: dragging buttons over the edge resulted in a reduced interaction time when compared to double tapping. We present several different variants for unimanual multifinger interaction on planar and non-planar surfaces. Our results can support the development of future concepts for blind interaction.

[18] Evaluating peripheral interaction In focus or not? / Hausen, Doris / Tabard, Aurélien / von Thermann, Attila / Holzner, Kerstin / Butz, Andreas Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.21-28
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Summary: Peripheral interaction, like ambient information systems (AIS), aims at leveraging the periphery of our attention. While ambient information systems address the perception of information, peripheral interaction targets lightweight interaction outside of the current focus of attention. A number of prototypes have demonstrated the value of peripheral interaction through long-term in-situ deployments. Such studies are particularly suited to evaluate peripheral interaction since they enable the integration of devices into daily routines and thereby move interaction to the periphery of attention. However, they do not lend themselves well to early design phases. In fact, the design process completely lacks early evaluation tools to assess design choices.
    We propose an experimental method for the evaluation of peripheral interaction in early design phases. In a case study, we compared the results of an eight-week in-situ deployment with the results of this laboratory experiment. We carried out the study with both, novice and experienced users (who had participated in the in-situ), and found comparable results across all three situations (in-situ and lab with novice and experienced users).

[19] Free-hand pointing for identification and interaction with distant objects Interaction techniques 2 -- pointing / Rümelin, Sonja / Marouane, Chadly / Butz, Andreas AutomnotiveUI 2013: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2013-10-28 p.40-47
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Summary: In this paper, we investigate pointing as a lightweight form of gestural interaction in cars. In a pre-study, we show the technical feasibility of reliable pointing detection with a depth camera by achieving a recognition rate of 96% in the lab. In a subsequent in-situ study, we let drivers point to objects inside and outside of the car while driving through a city. In three usage scenarios, we studied how this influenced their driving objectively, as well as subjectively. Distraction from the driving task was compensated by a regulation of driving speed and did not have a negative influence on driving behaviour. Our participants considered pointing a desirable interaction technique in comparison to current controller-based interaction and identified a number of additional promising use cases for pointing in the car.

[20] How to make large touch screens usable while driving Interaction techniques 2 -- pointing / Rümelin, Sonja / Butz, Andreas AutomnotiveUI 2013: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2013-10-28 p.48-55
ACM Digital Library Link
Summary: Large touch screens are recently appearing in the automotive market, yet their usability while driving is still controversial. Flat screens do not provide haptic guidance and thus require visual attention to locate interactive elements that are displayed. Thus, we need to think about new concepts to minimize the visual attention needed for interaction, to keep the driver's focus on the road and ensure safety.
    In this paper, we explore three different approaches. The first one is designed to make use of proprioception. The second approach incorporates physical handles to ease orientation on a large flat surface. In the third approach, directional touch gestures are applied. We describe the results of a comparative study that investigates the required visual attention as well as task performance and perceived usability, in comparison to a state-of-the-art multifunctional controller.
    We found that direct touch buttons provide the best results regarding task completion time, but with a size of about 6x8 cm, they were not yet large enough for blind interaction. Physical elements in and around the screen space were regarded useful to ease orientation. With touch gestures, participants were able to reduce visual attention to a lower level than with the remote controller. Considering our findings, we argue that there are ways to make large screens more appropriate for in-car usage and thus harness the advantages they provide in other aspects.

[21] A case study of object and occlusion management on the eLabBench, a mixed physical/digital tabletop Latency and occlusion + CSCW / Tabard, Aurelien / Gurn, Simon / Butz, Andreas / Bardram, Jakob Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.251-254
ACM Digital Library Link
Summary: We investigate how users managed physical and digital objects during the longitudinal field deployment of a tabletop in a biology laboratory. Based on the analysis of 15 hours of video logs, we detail the objects used, their presence, use and organization, in this particular setting. We propose to consider occlusion as a situation which should be prevented rather than reacted to, particularly to avoid distracting changes or animations. This implies (1) pre-positioning digital content in locations where it is not likely to be occluded and (2) acknowledging that some physical objects are deliberately put in occluding positions. Since users want to interact with them conveniently, occlusion management action should not necessarily be triggered immediately.

[22] Become a member of the last gentlemen: designing for prosocial driving Empirical studies / Knobel, Martin / Hassenzahl, Marc / Männlein, Simon / Lamara, Melanie / Schumann, Josef / Eckoldt, Kai / Laschke, Matthias / Butz, Andreas Proceedings of the 2013 Conference on Designing Pleasurable Products and Interfaces 2013-09-03 p.60-66
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Summary: We present Last Gentlemen a simple interactive in-car system designed to foster considerate driving. Based on interviews about considerate driving and general psychological research on prosocial behavior, we designed a concept revolving around the activation of according norms (i.e., to take responsibility for the "weaker") and their internalization through subtle positive feedback. An in-situ exploration of an experiential prototype showed that participants actually enjoyed considerate driving and felt positively, but unobtrusively supported by Last Gentlemen in identifying potential situations and implementing appropriate behavior.

[23] Paperbox: a toolkit for exploring tangible interaction on interactive surfaces Creativity support tools for reflection and exploration / Wiethoff, Alexander / Schneider, Hanna / Küfner, Julia / Rohs, Michael / Butz, Andreas / Greenberg, Saul Proceedings of the 2013 ACM Conference on Creativity and Cognition 2013-06-17 p.64-73
ACM Digital Library Link
Summary: There is a well-established culture of early prototyping when designing digital interactive systems, such as paper prototyping and wireframe methods. The culture of designing physical objects is somewhat different: early explorations of form is still prototyped via 2D sketches or renderings, but -- mostly because of the construction effort involved -- prototyping of actual physical objects is deferred to later stages. A problem occurs when designing mixed physical-digital systems, such as tangible user interfaces (TUIs) on interactive surfaces: the high degree of interactivity means that early prototyping is vital, yet there is no viable process for prototyping both the physical and digital aspects simultaneously on a low-fidelity (low-fi) level. Our solution is Paperbox, a toolkit for exploring design ideas for tangible interaction on interactive surfaces. It supports the early exploration of different form factors and immediately provides digital interactivity for the low-fidelity TUI prototypes built with it. We observed our toolkit in use in various settings: as a brainstorming tool by junior designers; in the development of a consumer electronics product in a large industrial company by senior designers; and in a usability study comparing the effect of different levels of fidelity on the outcome. The lessons learnt will enable others to replicate and extend our approach.

[24] A trip into the countryside: an experience design for explorative car cruises Interaction and experience design / Knobel, Martin / Hassenzahl, Marc / Schumann, Josef / Lamara, Melanie / Eckoldt, Kai / Butz, Andreas Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.565-570
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Summary: In-car navigation systems are designed with effectiveness and efficiency (e.g., guiding accuracy) in mind. However, finding a way and discovering new places could also be framed as an adventurous, stimulating experience for the driver and passengers. Inspired by Gaver and Martin's (2000) notion of "ambiguity and detour" and Hassenzahl's (2010) Experience Design, we built ExplorationRide, an in-car navigation system to foster exploration. An empirical in situ exploration demonstrated the system's ability to create an exploration experience, marked by a relaxed at-mosphere, a loss of sense of time, excitement about new places and an intensified relationship with the landscape.

[25] Comparing modalities and feedback for peripheral interaction Inputs / Hausen, Doris / Wagner, Christine / Boring, Sebastian / Butz, Andreas Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1263-1268
ACM Digital Library Link
Summary: When executing one task on a computer, we are frequently confronted with secondary tasks (e.g., controlling an audio player or changing the IM state) that require shifting our attention away from the actual task, thus increasing our cognitive load. Peripheral interaction aims at reducing that cognitive load through the use of the periphery of our attention for interaction. In previous work, token- or tag-based systems alongside wearable and graspable devices were the dominant way of interacting in the periphery. We explore touch and freehand interaction in combination with several forms of visual feedback. In a dual-task lab study we found that those additional modalities are fit for peripheral interaction. Also, feedback did not have a measurable influence, yet it assured participants in their actions.
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