[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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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.