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Stavros Tasoudis
Computer Science Ph.D. student, HCDI
T +44 (0) 7474093308
Brunel University London
College of Engineering, Design, and Physical Sciences. Department of Computer Science
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 02/2015 – Today Full time Computer Science Ph.D. student –
Brunel University London (Supervised by Dr. Mark Perry)
 09/2011 – 07/2012 Exchange Student MSc IDE, TU Delft in
Strategic Product Design (Strategic Automotive)
 09/2005 – 02/2014 University of the Aegean – Department of
Product & System Design Eng.
Stavros Tasoudis
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Intro
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 Remote Communication and
Participation
 Mediate the communication between
the driver/passenger and the designer
 Participation and co-creation in:
 Healthcare,
 Organization,
 Aviation,
 NOT Automotive.
Research area
Mediated
Participatory
design
Traditional context-aware methods (Contextual
inquiry, Ethnographic study, Cultural probing)
disadvantages [1] :
 Physical presence,
 Motion sickness,
 Intrusiveness,
 Privacy,
 Organizational challenges,
 Effort
‘trip experience sampling’ (TES) Meschtscherjakov et al. [2].
Related work (Deficiencies)1/2
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 Immediateness. Express feelings immediately after an event to
mitigate retrospective bias. [2] and
 Situatedness [3] are limitations for capturing the experience when it
happens.
Hassenzahl: ‘people are not able to report what happened if the event is not
memorable’ [4].
Productivity or learnability are not primary. The primary is the person’s
experience at the moment experienced [5].
Related work (Deficiencies)2/2
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 How can a telepresence system support experience designers in the
early stages of the design process?
 Sub question 1: How can designers design for automotive experiences
remotely?
 Sub question 2: How can a supportive system enhance their design results
while being more effective and efficient?
Research Question
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 Automotive HCI:
 Understanding of the process of Automotive UX design and how to
support it.
 And Participatory design in Automotive
 Remote communication: Development of remote participation systems
to support UX Design.
 Remote UX research
Significance
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 Design science research paradigm:
The designer answers questions relevant to human problems via
the creation of innovative artefacts.
 ‘Artefacts are not exempt from theories [8]:
They rely on kernel theories that are applied, tested, modified,
and extended’.
 Design Science supports a pragmatic research paradigm [7]:
Calls for the creation of innovative artefacts to solve real-world
problems.
Research Methodology
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Research Methods1/3
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 3 design cycles of inspiration, design and evaluation. [9,6]
 Participatory design[10,11,12]
 Cycle 1: Discovery process, Generative tools for capturing what people say
do and make.[13,14]
 Cycle 2: Prototyping, low fidelity paper prototype
 Cycle 3: PrototypingHigh fidelity interactive prototype
 Stakeholders:
 Cycle 1: UX professionals
 Cycle 2: UX Special Interest Groups
 Cycle 3: UX Special Interest Groups
Research Methods2/3
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Research Methods3/3
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Cycle 1:
Concept
Inspiration:
Literature review
State of the art and state of
Science
Design:
Participatory design,
Component Interaction
Design of the process
Evaluation:
Ethnographic interviewing
UX Think aloud
Data collected:
Formative and Summative
Say, Do, Make
Thematic analysis
Cycle 2:
LF Prototype
Inspiration:
Data analysis
Defining the ‘Goals’
Design:
Participatory design
Vision in Product design
session
Special Interest Groups
Evaluation:
Ethnographic interviewing
(Momentary)
Empathic
understanding(Episodic)
Data collected:
Formative and Summative
Say, Do, Make
Thematic analysis
Cycle 3:
HF Prototype
Inspiration:
Data analysis
Re-Defining the ‘Goals’
Extending the Theory and
Framing the Vision
Design:
High fidelity prototype
Participatory design
Evaluation:
UX Think aloud(Momentary)
Empathic
understanding(Episodic)
Data collected:
Formative and Summative
Say, Do
Thematic analysis
LF: Low fidelity
HF: High fidelity
Design Iterations
How telepresence can support in-vehicle context aware in-situ design
research.
 Communication Strategy (System & Process)
 Working System Prototype.
 Set of guidelines
 Evaluations report:
 Remote automotive experience design ‘Goals’.
 Effectiveness and efficiency
Expected findings/Outcomes
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
 Methodological strategy:
 Single in-depth method or mixed-methods approach
 Holistic understanding and triangulation?
 Artefact is a contribution by itself.
OR The artefact has to inform theory to be significant
 Summative and/or formative data.
 Contribution: Theory or Research artefact?
 Participatory design:
 Previous experiences, advantages and disadvantages.
 Groups/individuals, workshop , prototype .e.t.c.
 Other possible considerations  ?
Questions and issues
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Email: Stavros.tasoudis@brunel.ac.uk
Tel: 00447474093308
Questions and issues
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
1. A. Meschtscherjakov, D. Wilfinger, N. Gridling, K. Neureiter, and M. Tscheligi, “Capture the car!,” in Proceedings of the 3rd
International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI ’11, 2011, p. 105.
2. A. Meschtscherjakov, D. Wilfinger, S. Osswald, N. Perterer, and M. Tscheligi, “Trip experience sampling,” in Proceedings of the
4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI ’12, 2012, p. 225.
3. M. Csikszentmihalyi, Flow and the Foundations of Positive Psychology. Dordrecht: Springer Netherlands, 2014.
4. M. Hassenzahl, “Experience Design: Technology for All the Right Reasons,” Synth. Lect. Human-Centered Informatics, vol. 3, no.
1, pp. 1–95, Jan. 2010.
5. Simon, Herbert A. 1996. The Sciences of the Artificial. MIT Press. Retrieved April 14, 2016
(https://books.google.com/books?hl=en&lr=&id=k5Sr0nFw7psC&pgis=1).
6. E. Kaasinen, V. Roto, J. Hakulinen, T. Heimonen, J. P. P. Jokinen, H. Karvonen, T. Keskinen, H. Koskinen, Y. Lu, P. Saariluoma,
H. Tokkonen, and M. Turunen, “Defining user experience goals to guide the design of industrial systems,”
http://dx.doi.org/10.1080/0144929X.2015.1035335, 2015.
7. H. A. Simon, The Sciences of the Artificial. MIT Press, 1996.
8. 8 A. Hevner and S. Chatterjee, Design Research in Information Systems, vol. 22. Boston, MA: Springer US, 2010.
9. A. Hevner and S. Chatterjee, Design Research in Information Systems, vol. 22. Boston, MA: Springer US, 2010.
10. M. J. Muller, “Participatory design: the third space in HCI,” pp. 1051–1068, Jan. 2002
11. J. Simonsen and T. Robertson, Routledge International Handbook of Participatory Design. Routledge, 2012.
12. F. Sleeswijk Visser, R. van der Lugt, and P. J. Stappers, "Sharing user experiences in the product innovation process:
Participatory design needs participatory communication." Creativity and innovation management 16.1 (2007): 35-45.
13. E. B.-N. Sanders and P. J. Stappers, “Co-creation and the new landscapes of design,”
http://dx.doi.org/10.1080/15710880701875068, 2008.
14. E. B.-N. Sanders and P. J. Stappers, “Probes, toolkits and prototypes: three approaches to making in codesigning,”
http://dx.doi.org/10.1080/15710882.2014.888183, 2014.
References
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.

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Mediated participatory design for contextually aware in vehicle experiences

  • 1. Stavros Tasoudis Computer Science Ph.D. student, HCDI T +44 (0) 7474093308 Brunel University London College of Engineering, Design, and Physical Sciences. Department of Computer Science AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 2.  02/2015 – Today Full time Computer Science Ph.D. student – Brunel University London (Supervised by Dr. Mark Perry)  09/2011 – 07/2012 Exchange Student MSc IDE, TU Delft in Strategic Product Design (Strategic Automotive)  09/2005 – 02/2014 University of the Aegean – Department of Product & System Design Eng. Stavros Tasoudis AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 3. AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US. Intro
  • 4. AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.  Remote Communication and Participation  Mediate the communication between the driver/passenger and the designer  Participation and co-creation in:  Healthcare,  Organization,  Aviation,  NOT Automotive. Research area Mediated Participatory design
  • 5. Traditional context-aware methods (Contextual inquiry, Ethnographic study, Cultural probing) disadvantages [1] :  Physical presence,  Motion sickness,  Intrusiveness,  Privacy,  Organizational challenges,  Effort ‘trip experience sampling’ (TES) Meschtscherjakov et al. [2]. Related work (Deficiencies)1/2 AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 6.  Immediateness. Express feelings immediately after an event to mitigate retrospective bias. [2] and  Situatedness [3] are limitations for capturing the experience when it happens. Hassenzahl: ‘people are not able to report what happened if the event is not memorable’ [4]. Productivity or learnability are not primary. The primary is the person’s experience at the moment experienced [5]. Related work (Deficiencies)2/2 AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 7.  How can a telepresence system support experience designers in the early stages of the design process?  Sub question 1: How can designers design for automotive experiences remotely?  Sub question 2: How can a supportive system enhance their design results while being more effective and efficient? Research Question AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 8.  Automotive HCI:  Understanding of the process of Automotive UX design and how to support it.  And Participatory design in Automotive  Remote communication: Development of remote participation systems to support UX Design.  Remote UX research Significance AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 9.  Design science research paradigm: The designer answers questions relevant to human problems via the creation of innovative artefacts.  ‘Artefacts are not exempt from theories [8]: They rely on kernel theories that are applied, tested, modified, and extended’.  Design Science supports a pragmatic research paradigm [7]: Calls for the creation of innovative artefacts to solve real-world problems. Research Methodology AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 10. Research Methods1/3 AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 11.  3 design cycles of inspiration, design and evaluation. [9,6]  Participatory design[10,11,12]  Cycle 1: Discovery process, Generative tools for capturing what people say do and make.[13,14]  Cycle 2: Prototyping, low fidelity paper prototype  Cycle 3: PrototypingHigh fidelity interactive prototype  Stakeholders:  Cycle 1: UX professionals  Cycle 2: UX Special Interest Groups  Cycle 3: UX Special Interest Groups Research Methods2/3 AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 12. Research Methods3/3 AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US. Cycle 1: Concept Inspiration: Literature review State of the art and state of Science Design: Participatory design, Component Interaction Design of the process Evaluation: Ethnographic interviewing UX Think aloud Data collected: Formative and Summative Say, Do, Make Thematic analysis Cycle 2: LF Prototype Inspiration: Data analysis Defining the ‘Goals’ Design: Participatory design Vision in Product design session Special Interest Groups Evaluation: Ethnographic interviewing (Momentary) Empathic understanding(Episodic) Data collected: Formative and Summative Say, Do, Make Thematic analysis Cycle 3: HF Prototype Inspiration: Data analysis Re-Defining the ‘Goals’ Extending the Theory and Framing the Vision Design: High fidelity prototype Participatory design Evaluation: UX Think aloud(Momentary) Empathic understanding(Episodic) Data collected: Formative and Summative Say, Do Thematic analysis LF: Low fidelity HF: High fidelity Design Iterations
  • 13. How telepresence can support in-vehicle context aware in-situ design research.  Communication Strategy (System & Process)  Working System Prototype.  Set of guidelines  Evaluations report:  Remote automotive experience design ‘Goals’.  Effectiveness and efficiency Expected findings/Outcomes AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 14.  Methodological strategy:  Single in-depth method or mixed-methods approach  Holistic understanding and triangulation?  Artefact is a contribution by itself. OR The artefact has to inform theory to be significant  Summative and/or formative data.  Contribution: Theory or Research artefact?  Participatory design:  Previous experiences, advantages and disadvantages.  Groups/individuals, workshop , prototype .e.t.c.  Other possible considerations  ? Questions and issues AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 15. Email: Stavros.tasoudis@brunel.ac.uk Tel: 00447474093308 Questions and issues AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
  • 16. 1. A. Meschtscherjakov, D. Wilfinger, N. Gridling, K. Neureiter, and M. Tscheligi, “Capture the car!,” in Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI ’11, 2011, p. 105. 2. A. Meschtscherjakov, D. Wilfinger, S. Osswald, N. Perterer, and M. Tscheligi, “Trip experience sampling,” in Proceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI ’12, 2012, p. 225. 3. M. Csikszentmihalyi, Flow and the Foundations of Positive Psychology. Dordrecht: Springer Netherlands, 2014. 4. M. Hassenzahl, “Experience Design: Technology for All the Right Reasons,” Synth. Lect. Human-Centered Informatics, vol. 3, no. 1, pp. 1–95, Jan. 2010. 5. Simon, Herbert A. 1996. The Sciences of the Artificial. MIT Press. Retrieved April 14, 2016 (https://books.google.com/books?hl=en&lr=&id=k5Sr0nFw7psC&pgis=1). 6. E. Kaasinen, V. Roto, J. Hakulinen, T. Heimonen, J. P. P. Jokinen, H. Karvonen, T. Keskinen, H. Koskinen, Y. Lu, P. Saariluoma, H. Tokkonen, and M. Turunen, “Defining user experience goals to guide the design of industrial systems,” http://dx.doi.org/10.1080/0144929X.2015.1035335, 2015. 7. H. A. Simon, The Sciences of the Artificial. MIT Press, 1996. 8. 8 A. Hevner and S. Chatterjee, Design Research in Information Systems, vol. 22. Boston, MA: Springer US, 2010. 9. A. Hevner and S. Chatterjee, Design Research in Information Systems, vol. 22. Boston, MA: Springer US, 2010. 10. M. J. Muller, “Participatory design: the third space in HCI,” pp. 1051–1068, Jan. 2002 11. J. Simonsen and T. Robertson, Routledge International Handbook of Participatory Design. Routledge, 2012. 12. F. Sleeswijk Visser, R. van der Lugt, and P. J. Stappers, "Sharing user experiences in the product innovation process: Participatory design needs participatory communication." Creativity and innovation management 16.1 (2007): 35-45. 13. E. B.-N. Sanders and P. J. Stappers, “Co-creation and the new landscapes of design,” http://dx.doi.org/10.1080/15710880701875068, 2008. 14. E. B.-N. Sanders and P. J. Stappers, “Probes, toolkits and prototypes: three approaches to making in codesigning,” http://dx.doi.org/10.1080/15710882.2014.888183, 2014. References AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.

Editor's Notes

  1. Emerging role of telepresence as in the early stages of the design process.
  2. The research methods for the inspiration, design and evaluation of the proposed remote participation system as a User Experience, contribute to the currently growing UX research as a Strong Concept
  3. Artefacts and theorys(extended) How is this connected with my study
  4. Collect rich data that can reflect the interactive experience. Concerns: Time-intensiveness Effort and Participation Mixed methodology.
  5. They can be paper-based and two-dimensional with components made from words, phrases, quotes, shapes, photos, diagrams, pictures, sketches etc.
  6. (Communication Theory, Models, communication modes and communication technology) that supports design for in-vehicle experiences in the early stages. The ‘goals’ as defined by Kaasinen et al. [6], of the proposed remote participatory design system, for the early stages of designing for in-vehicle experiences.