Autoui2013 rick swette-talk

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Automotive UI 2013 - Design Talk - Auditory Menus and Interaction design For the Vehicle. 3 Design takeaways.

Transcript

Comparing three novel multimodal touch interfaces for infotainment menus

“The New Standard”

http://www.youtube.com/watch?v=F-oE3ZzkqxY

“How can we use sound to improve the driving experience?”

The “experience” is some combination of allowing the user to engage in secondary activities while always prioritizing safety.

The Goal

Demonstrate a device that has the following qualities:

Reduce the negative impact of secondary task on driving performance or total visual demand,

At an acceptable cost for secondary navigation speed.

How

Compare them experimentally against common methods (i.e. direct touch) on a common task (i.e. menu navigation).

The Study

4 interfaces

see them in action

Measuring....

- Driving Performance- Total Visual Demand- Speed of operating the menu

see this in action

While.....

Selecting items which are either 1 – 3 levels deep in a hierarchical menu

(same video as on previous slide)

Results

Serial Swiping had significantly better driving performance than the

rest.

(lowest deviation)

...But under Direct Touch users were twice as fast to complete the menu operation task

as all the others.

2 TIMES AS FAST!!!!!

Best Driving Performance!!!!!

Total visual demand of the “visual based” Direct Touch screen was equal to that of the multimodal Serial Swipe.

.` =

No significant differences in the distribution of glance lengths either, but definitely some longer looks

Gaze Percentage:Time Looking at the Interface / Total Task completion time.

Same total visual demand distributed over a much shorter amount of time =

Worse Driving Performance

Results Part 2:

Diving deeper

~2.5 seconds

~1.25 seconds

That’s an average of about 1~ second of waiting around before hitting the target.

~4 seconds

~4 seconds

Users begin working immediately and in parallel to driving.

Time To Complete

while driving

while not driving.

In the lane change task every ~10 seconds a command is sent.

Often the user can execute a changing of the menu with little risk of missing a command.

but the story may change for multiple-step tasks.

It is likely the results would not have been significant if multiple step tasks were not introduced.

no change in total task time between 2 and 3 step tasks!

The willingness to commit such actions so speedily in succession is the real problem.

Users are either...

Adding on one more step and not waiting at all between one of the steps

or...

waited on average less between each selection simply because they were given more work.

User’s exhibiting wonderful stair-case like sub-tasking.

Compare to our winner:

Lessons Learned:

3 lessons for designing in the vehicle

Because Direct Touch is faster, the user may be

tempted to fit more selections

before the next command,

1.

and maybe make a miss.

For the GRUV prototypes, work is lost if you remove your hand from the touchpad. In other words, regaining your position is too difficult.

It’s exactly the opposite for Serial Swipe, which does not require “starting over” when interrupted.

3.

Lesson 3

Afford interruption.

Progress must not be lost if interrupted.

Discussion Questions

Discussion QuestionHow could these principles be applied to context where

safety should be considered when wearing Google Glass?

1. Built in slowness 2.Design out “shortcuts” 3. Design for interruption

http://www.youtube.com/watch?v=IZdkIVS53Uw

driving constructionhttp://www.youtube.com/watch?v=yWK-Uinxn40

Discussion QuestionCan voice do it all? I’d argue no.

In the following example, a user can choose up to 3 ways of doing the same thing.

So then, how do you afford the “right mode switching” without suffering the costs of modes?

http://www.youtube.com/watch?v=F-oE3ZzkqxY

Discussion Question

Is the touchpad where it’s at – how can the touchpad realize its full potential ?

http://www.youtube.com/watch?v=t3SpNJT88_o

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