The white paper discusses two research studies on consumer perceptions and usability of gesture interaction in vehicles. The first study with 11 participants found that gestures were faster and more successful than traditional controls for most tasks, though opening the glovebox was slower. The second study with 45 consumers found initial skepticism toward gestures but most were able to successfully use gestures for tasks like lights and calls. Overall, gestures were seen as more enjoyable than traditional controls when focused on simple, valuable uses.
This white paper discusses two research studies on consumer perceptions of gesture interaction in vehicles. The first study evaluated the usability of predefined gestures and found that gestures were faster and more successful than conventional controls for most tasks. The second study assessed general consumer expectations and found initial skepticism toward gestures but that most participants could successfully control functions. Overall, gestures were seen as more enjoyable than conventional controls when focused on natural, simple gestures providing feedback. Cultural differences may also impact gesture design.
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Due to the increasing popularity of smart phones, mobile payment (m-payment) is now a reality which is about to transform consumers’ daily activities such as paying for purchases in retail. For this new technology to become successful mainstream in New Zealand, it is important for the local industry stakeholders to gain in-depth understanding of retailers’ motives to adopt and validate its suitability as a replacement for cash/EFTPOS.
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This white paper discusses two research studies on consumer perceptions of gesture interaction in vehicles. The first study evaluated the usability of predefined gestures and found that gestures were faster and more successful than conventional controls for most tasks. The second study assessed general consumer expectations and found initial skepticism toward gestures but that most participants could successfully control functions. Overall, gestures were seen as more enjoyable than conventional controls when focused on natural, simple gestures providing feedback. Cultural differences may also impact gesture design.
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The purpose of this essay is to evaluate ethical issues within the user experience (UX) profession. The ethical code of conduct provided by the User Experience Professionals Association (UXPA) will be referenced to set the basis for case analysis, along with an overview of what UX represents as a discipline. Five unique ethical issues (cases) related to the UX field will be summarized and analyzed, within the context of the following five ethical foundations: Consequences, principles, rights, justice, and virtues. Each of the five unique case discussions will be restricted to one of the aforementioned ethical foundations; thereby none of the unique cases will be evaluated on more than a single ethical foundation.
Due to the increasing popularity of smart phones, mobile payment (m-payment) is now a reality which is about to transform consumers’ daily activities such as paying for purchases in retail. For this new technology to become successful mainstream in New Zealand, it is important for the local industry stakeholders to gain in-depth understanding of retailers’ motives to adopt and validate its suitability as a replacement for cash/EFTPOS.
Thesis Blurb intro-Multisensory Warning Cue Evaluation in Driving-Jan18Yuanjing Sun
Multisensory cues can facilitate or impair driving performance depending on their congruency. The document proposes an experiment to test this using a lane change test. It involves presenting visual lane change cues with concurrent auditory cues varying in spatial, temporal and semantic congruency. Response times will be measured to see how congruent and incongruent multisensory cues impact driving performance compared to visual-only cues. The results could help understand how to best design in-vehicle multimodal displays.
The document outlines a student engineering design project to create a navigation aid for the visually impaired. It includes sections describing the design brief, problem description and process, plan of work log, and other typical project documentation. The team will divide into hardware and software subgroups. They will research navigational needs of the visually impaired and potential solutions, then design a prototype using a microcontroller and sensors to detect obstacles and notify the user. The goal is to produce a low-cost, effective device to help the visually impaired navigate more freely and independently.
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comparatively and statistically. It concludes by discussing the findings that has been obtained from those
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integrates concepts related to inspection and inquiry methods into a proposal. The proposal includes the
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process and the accessibility. This guide is based on the literature review and the author’s experience in
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2. Consumer Insights about Gesture
Interaction in Vehicles
Dr. Alexander van Laack1
, Oliver Kirsch2
, Gert-Dieter Tuzar3
, Judy
Blessing4
Design Experience Europe, Visteon Innovation & Technology GmbH1
Advanced Technologies, Visteon Electronics Germany GmbH2
Design Experience Europe, Visteon Electronics Germany GmbH3
Market & Trends Research Europe, Visteon Innovation & Technology GmbH4
Abstract
In this paper we present the findings of two research clinics, which focused on user
perception of gesture interaction in a vehicle. While one study focused on user experience
and usability of pre-defined gestures, the other study focused on general consumer
perception and expectations of gesture interaction. We conclude this paper with basic
recommendations, which can help interaction designers to create a more enjoyable user
interface.
1 Introduction
Social communication is more than just the spoken word. Non-verbal communication
is a way for human beings to express meanings and the fact that people move their
hands while talking is a phenomenon which can be observed across cultures and
ages. Even babies start gesturing long before they can articulate a word (Goldwin-
Meadow 1999). Although some may argue that the communicative value of gestures
is low, or even non-existent (Krauss 1991), we observe that even blind people use
gestures when communicating, although they have never seen themselves doing a
gesture, while the listener they are talking to may be blind as well (Iverson 1998).
New technologies, such as time-of-flight (ToF) cameras, allow us to also use human
hand gestures as an additional input modality in the vehicle cockpit. To understand
how people want to use gestures in a vehicle and which gestures are most intuitive,
substantial consumer research is needed. To start these research activities, Visteon
implemented a gesture recognition system in a test vehicle as shown in Figure 1.
3. Figure 1: Hand gesture interaction within Visteon’s test car
1.1 Investigation of Use Cases beyond Simple 3D Gestures
Because the ToF camera system provides - besides the amplitude image - also
depth information, it can be used to do more than just detecting simple gestures (like
a swipe or approach in a short range). The camera sees the details of the scene (i.e.
number of visible fingers and pointing direction) and the exact position in 3D space.
Therefore, the target is ready to realize a more natural human machine interaction
(HMI) within a large interaction space.
Figure 2: Examples of hand gestures and hand poses for HMI interaction
Use cases such as hand pose detection, touch detection on display, and driver/co-
driver hand distinction are already integrated and showcased in the technology
vehicle to demonstrate the potential of the technology and enabling new ways of
interacting with the vehicle (See also Figure 2).
4. 2 Consumer Insight Studies
2.1 Usability Research Project
Prior to the ToF implementation in the car, a qualitative pilot study was conducted to
identify users’ expectations on gesture control in order to control specific car
functions that could be implemented. Figure 3 depicts six use cases with their
highest acceptance for gesture control. After the ToF technology was successfully
implemented in the headliner of the test vehicle, a qualitative user research clinic
was conducted to identify the ease of use and the efficiency of the developed
system. In this approach, subjective user data and objective data were collected and
evaluated. As this study was conducted with a small sample size of only 11
participants, it was not intended to present statistically significant research data at
this point, but rather give an indication on how to approach the topic of in-vehicle
gesture interaction.
The clinic was structured in 60 minute interviews applying a “think aloud” technique
to gather data. Prior to testing, participants were shown an instruction video and
introduced to general gestures. It was ensured that the selected participants drove
more than 12,000 km per year in a new vehicle. As the gesture system was installed
in a Ford C-Max, the conventional Ford C-Max controls were used as baseline for
this study.
2.1.1 Time to goal
During a “time to goal” approach, participants were asked to perform pre-defined
tasks with regular interaction modalities, such as switches, to compare with gesture
interaction. The time to fulfill each task is measured and gives an indication about
the efficiency of the two systems for each particular use case.
5. Figure 3: "Time to Goal" results for different use cases
Figure 3 visualizes the results of the six use cases presented during this clinic. In
five out of six use cases the “time to goal” for gesture interaction is shorter than
using conventional controls. During use case 1, the user opened the glove box by
approaching the glove box with the hand. The gesture camera recognizes the
approach and opens it automatically. Unfortunately, there was a learning curve to
get the gesture right to the point where the system could understand it correctly.
This resulted in a longer interaction time to reach the goal. In contrast, the
conventional way to open the glove box was done without any mistakes by 100
percent of participants.
2.1.2 Task success rate
How successfully each task was completed is visualized in Figure 4. It becomes
obvious that there are significant differences between the use cases - and, in some
cases, the conventional control created more mistakes than the gesture interaction.
6. Figure 4: Results on success (objective)
2.1.3 User experience
In addition to the task completion time and measuring the success rate, we
investigated the subjective perception of each use case. Participants were asked to
rate their experience for each use case and each modality on a scale from 1 - being
very good, to 5 - being very poor.
The results presented in Figure 5 show that for four out of six use cases, the gesture
interaction was on average rated better than the conventional system. In general, we
found that concepts of simple and “magical” use cases, which are providing added
value, are rated highest. Therefore, turning on the light with a simple gesture was
one of the most compelling use cases for the participants.
7. Figure 5: Results on user experience (subjective on concept)
2.2 Consumer Research Clinic
In addition to the first usability investigations, a consumer research clinic was
conducted to test how the ToF gesture interaction fits to the ideal consumer
experience. In total 45 consumers, 69 percent males and 31 percent females,
participated in this research clinic. The majority of participants were D-segment
drivers with 67 percent, 30 percent E-segment drivers, and 4 percent were driving a
B-Segment car. About 40 percent were between the ages of 33 and 45, 27 percent
were between 18 and 32 years old, and 33 percent were between 46 and 65 years
of age.
2.2.4 Image of gesture interaction
To evaluate the image of gesture interaction, participants were asked what comes to
their mind when they think about operating functions in the car using gestures.
Concerns about gesture interaction prevailed from the start, which can be explained
by the fact that this is still a very new and not yet widely experienced technology.
Also, gesture interaction is also not common in current consumer electronics (CE)
devices.
After unprompted discussion, participants were shown a video of the previously
introduced gesture use cases, which were demonstrated in the test vehicle.
Interviewers asked the consumers if and how they thought differently about gesture
interaction after having seen the video. The results were sobering as the negative
feelings were not reduced. People were skeptical about the technology’s precision
and that it might cause more distraction.
8. 2.2.5 Controlling functions with gesture
After the initial perception of gesture interaction was gauged, consumers were asked
to control the functions inside the vehicle. Similarly to the usability research, it was
measured to what extent participants could interact with the vehicle functions without
further support.
Figure 6: Ranking of use case preferences (overall, mean values, female ranking, and male ranking)
In spite of the initial skepticism, most participants did not have significant problems
operating vehicle functions with gestures. Comparable to the results of the first
clinic, turning on the interior light and accepting phone calls were the easiest use
cases for consumers. Overall gesture interaction found acceptance with about half
of the respondents, with only very little differences between the various use cases,
as shown in Figure 6.
3 Conclusion
Overall the user research showed that gesture control can be more enjoyable than
conventional interaction. However, it also became obvious that not all interactions
with the vehicle should be substituted by gestures. Gesture control should only be
offered for dedicated interactive functions and not for safety-relevant functions. Best
experiences are established when focusing on natural and simple gestures with a
feedback for each interaction step.
Additional cultural differences should also be considered when a system like this is
introduced to the market. They do not only play a significant part in the judgmental
evaluation but also a relevant part in gesture interaction. (van Laack 2014)
9. 4 Literature References
Goldin-Meadow, S. (1999). The role of gesture in communication and thinking. In: Trends in
Cognitive Sciences, Vol. 3, No. 11, November 1999, p. 419
Iverson, J.M. & Goldin-Meadow, S. (1998). Why people gesture as they speak. In: Nature,
Vol. 396, p. 228
Krauss, R.M. & Morrel-Samuels, P., Colasante, C. (1991). Do conversational hand gestures
communicate? In: Journal of Personality and Social Psycholgy. Vol. 61, pp. 743–754
van Laack, A.W. (2014). Measurement of Sensory and Cultural Influences on Haptic Quality
Perception of Vehicle Interiors. Aachen: van Laack GmbH Buchverlag
10. 5 Authors
Dr. Alexander van Laack
As human-machine interaction (HMI) and technical design
manager in Visteon’s European design experience group, Dr.
Alexander van Laack is responsible for developing strategies for
the use of specialized, automotive-related HMI concepts. In his
role, he leads driving simulated user experience research
initiatives and is responsible for HMI and user experience
concept implementation.
Dr. van Laack has more than eight years of automotive
experience.
He previously held a position as research engineer at Ford
Research and Advanced Engineering developing methodologies
to measure user experience and quality perception of interiors
and HMIs.
Dr. van Laack has a master's degree in business administration
and engineering, as well as a PhD in engineering, from the
RWTH University of Aachen in Germany.
Judy Blessing
Judy Blessing brings 17 years of research experience to her
manager position in market and trends research. Her in-depth
knowledge of all research methodologies allow her to apply the
proper testing and analysis to showcase Visteon´s automotive
intellect to external customers and industry affiliates. Judy holds
a German University Diploma degree in Marketing/ Market
Research from the Fachhoch-schule Pforzheim, Germany.
Judy Blessing has more than ten years of automotive
experience, investigating topics like consumer perceived quality,
user experience, usability and advanced product research.
She previously held positions as researcher in different
technology companies and research institutes, measuring
consumer reactions to innovative products.
11. Gert-Dieter Tuzar, MFA
As Principal Designer HMI and Human Factors Expert in
Visteon’s European design experience group, Gert-Dieter Tuzar
is responsible for Human Centered HMI Design Development
Process and Interaction Concepts. In his role he leads HMI
Design Development for Infotainment products, and Driver
Information Systems.
Gert-Dieter Tuzar has more than twenty years of automotive
experience. He has a Masters of Fine Arts degree from The Ohio
State University, Columbus, OH, USA as well as a Diplom-
Industrie-Designer (FH) degree from The University of Applied
Science in Pforzheim, Germany.
Oliver Kirsch
As Innovation Project Manager in Visteon’s European Advance
Innovation Group, Oliver Kirsch is responsible for investigating
new technologies from technology monitoring to proof of
concept. In his role he investigates advanced camera
technologies for interior applications with a focus on computer
vision algorithms for Time of Flight based 3-D hand gesture
recognition. Previously, he held roles in other areas of cockpit
electronics like instrument clusters and head-up displays.
Oliver Kirsch applies more than twenty years of automotive
engineering experience. He earned a degree in electrical
engineering from the Bergische University Wuppertal, Germany.
Note: Co-author Oliver Kirsch’s contributions to this paper were
made during his previous employment at Visteon Corporation.