Exploring alternative interactions in touchscreen based IVIS interfaces
A Research Through Design approach to automotive HCI design
This project was conducted in relation to my master thesis together with Andreas Dehn and Nicolai Otto. Herein we sought to explore alternative forms of touch screen interaction with touch-based IVIS interfaces (in-vehicle infotainment system).
The motivation for our research stemmed from frustrations with the user experience of digital interfaces in modern electric vehicles. During the project's six-month run-time we conducted 17 user tests, 3 expert interviews and anauto-ethnographic field study across 4 design phases and 3 design iterations. For the purpose of the project we constructed a car simulator to test and evaluate our prototypes in a simulated real context.
The Problem
While the issue of distracting touch screens in cars might simply be viewed as growing pains of the electrification and technology-driven recent developments in the automotive industry, the consequences are clear. The usage of touch screens in cars requires significantly more visual attention from the driver to operate, which in turn can impose strenuous visual workload on the user (Pitts et al., 2009).
Additionally 80% of all driving-related information is currently obtained visually, a problematic pattern starts to become apparent (Chen & Terken, 2023). An extensive study from the American National Highway Traffic Safety Administration (NHTSA), which indicates that visual distraction from the primary task of driving causes up to 60% of crashes, near-crashes and incidents (Klauer et al., 2006). While this does not mean that 60% of crashes are caused by touchscreens it underlines the potential safety issues of relying on current touch-based interactions in IVIS (in-vehicle infotainment system) interfaces (Klauer et al., 2006; Pitts et al., 2009). This pattern also indicates that the relationship between the driver and the IVIS interface, is a key factor, when it comes to the challenge of ensuring safe and pleasurable driving.
Building a driving simulator
To properly evaluate designs in a form of realistic context, we decided to construct a simulated driving experience. This allowed us reliably and ethically usertest our prototypes with having to worry about the safety of our participants. Research also states that the basic cognitive psychology is similar, as the emotional reactions of drivers in simulators is comparable to real driving and can therefore also be used for emotional research.
Once constructed we could perform replicable and rigorous design experiments of prototypes as well as observe the degree of driver distraction. Herein our testing framework contained a counter-balanced experiment supplemented by an observation study, quantitative AttrakDiff survey measures and a qualitative post-interview (Goodman & Kuniavsky, 2012; Hassenzahl, 2001).
Results
Once constructed we could perform replicable and rigorous design experiments of prototypes as well as observe the degree of driver distraction. Herein our testing framework contained a counter-balanced experiment supplemented by an observation study, quantitative AttrakDiff survey measures and a qualitative post-interview (Goodman & Kuniavsky, 2012; Hassenzahl, 2001).
Select references
Chen, F., & Terken, J. (2023). Automotive Interaction Design: From Theory to Practice. https://doi.org/10.1007/978-981-19-3448-3
Goodman, E., & Kuniavsky, M. (2012). Observing the user experience: A practitioner’s guide to user research. Elsevier.
Hassenzahl, M. (2001). The Effect of Perceived Hedonic Quality on Product Appealingness. International Journal of Human–Computer Interaction, 13(4), 481–499. https://doi.org/10.1207/S15327590IJHC1304_07
Wilson, C. (2013). Brainstorming and beyond: A user-centered design method.
Newnes.
Zimmerman, J., Forlizzi, J., & Evenson, S. (2007). Research through design as amethod for interaction design research in HCI. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 493–502. https://doi.org/10.1145/1240624.1240704