Professional Documents
Culture Documents
Automotive Design
Rafael Gomez
BachBitEnv, GradDiplndDes
Principal Supervisor
Professor Vesna Popovic
Associate Supervisor:
Associate Professor Sam Bucolo
School of Design
Faculty of Built Environment and Engineering
Submitted for:
Masters by Research
December, 2005
Keywords
design and emotions, emotions and driving, emotions and traffic context,
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ii
Abstract
This thesis centres on experience design and automotive design. The aim is
question driving the study is: “How can experience design influence the
specified route while performing particular tasks with the vehicle interface. A
Findings indicate that context together with the emotional state of the driver
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positive emotional experiences. It appears that positive emotions associated
traffic contexts did not affect the overall experience. Another finding suggests
negative emotions.
challenging interactions.
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Table of Contents
Keywords i
Abstract iii
Table of Contents v
Statement of Original Authorship ix
Acknowledgements xi
Chapter 1
1.0 Introduction 3
1.1 Aim 5
1.2 Research Question 6
1.3 Thesis Structure 7
Chapter 2
2.0 Experience Design 13
2.1 Introduction 13
2.2 Background 14
2.3 Design for Experience 18
2.4 Summary 21
Chapter 3
3.0 Emotions 25
3.1 Introduction 25
3.2 Emotions and Design 26
3.3 Understanding Emotions 27
3.4 Emotions and Interactions 34
3.5 Summary 38
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Table of Contents (continued)
Chapter 4
4.0 Context 43
4.1 Introduction 43
4.2 Multiple Levels of Context 44
4.3 Nature of Context: Static and Dynamic 45
4.4 Summary 47
Chapter 5
5.0 Modelling the Driving Activity 51
5.1 Introduction 51
5.2 Activity Theory 52
5.3 Model of the Driving Activity 57
5.4 Summary 61
Chapter 6
6.0 Experiment: Exploring the Driving Experience 65
6.1 Introduction 65
6.2 Emotional Experience of Driving 65
6.3 Identifying Emotions 67
6.4 Method 70
6.5 Summary 81
Chapter 7
7.0 Analysis 85
7.1 Introduction 85
7.2 Analysing Emotions 85
7.3 Coding of Data 92
7.4 Summary 106
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Table of Contents (continued)
Chapter 8
8.0 Findings 109
Chapter 9
9.0 Discussion and Implications 133
Chapter 10
10.0 Conclusion and Future Directions 149
References 155
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viii
Statement of Original Authorship
“The work contained in this thesis has not been previously submitted for a
degree or diploma at any other higher education institution. To the best of my
knowledge and belief, the thesis contains no material previously published or
written by another person except where due reference is made.”
Signature:
Date:
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x
Acknowledgements
and associate supervisor, Associate Professor Sam Bucolo, for their guidance
encouragement whenever I needed it. I would also like to thank all the
participants who were involved in the experiment. Their involvement made this
research possible. Thank you also to my family for their constant and enduring
support. Last but not least, I would like to thank my girlfriend for her endless
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Introduction
Chapter One
INTRODUCTION
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Experience Design and Automotive Design
2
Introduction
1.0 Introduction
“What people really desire are not products, but satisfying experiences”
products to satisfy users (Fulton, 1993). The current thrust in design research
humans, products and the environment of use. As Selker and Burleson (2000)
note “the best products are the result of creative experimentation and close
attention to the human experience in specific contexts” (Selker & Burleson, 2000
set guidelines that relate to the product’s function and usability, which are
(Jordan, 1998b). Fulton acknowledges this and notes, “the emphasis still seems
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Experience Design and Automotive Design
aspects are emotions and contexts and how they are implicated in the overall
new; designers have always been interested in the emotional aspects of designs
have had limited established data to draw upon focusing on these issues.
Why is the experience design approach relevant for designers? Margolin points
and systems that support and allow users to engage in positive emotional
The impact this design approach may have on the business and marketing of
similarities in different market sectors (Desmet, 2002). Green and Jordan (1999)
point out that in this day and age consumers expect products to be functional,
4
Introduction
useable and ergonomically correct and are searching for new attractive qualities
in the products they purchase. The experience design approach, which focuses
on the emotional aspects of interaction, may be a step towards providing this new
benefit. The emotional experiences with products have implication for product
intentions and influence future purchase decision (Carbone & Haeckel, 1994;
Gobé, 2001; O'Shaughnessy & O'Shaughnessy, 2003; Pine & Gilmore, 1998). By
Given the importance that emotional experiences have on both design and
understand how they are elicited during product use and how they affect and
1.1 Aim
The aim of this research is to explore the emotional experience between human
experience of interaction with the vehicle interface within the driving activity and
relates to automotive design. Nonetheless, some of the main ideas and findings
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Experience Design and Automotive Design
driving as well as how emotions are elicited and affected during interaction
“Car design influences the lives of millions of people throughout the world.
extension of one’s personality, its design and brand will always attract
comment.”
The automobile, since its inception into society, has become one of the most
widely used methods of transportation. Statistics show that between 1999 and
2001, four-fifths of the distance travelled in Great Britain was made by car alone
(Department for Transport, 2002). The production of cars reached over 17 million
in 2002 for the European countries alone (Auto Industry, 2003). In today’s world,
people spend considerable time interacting with the vehicle while driving;
daily lives.
Available literature reveals that research has previously been conducted on the
6
Introduction
in relation to the social (Pelly, 1996) and cultural aspects of vehicles (Sheller,
2004) have also been explored. Jordan (Jordan, 2000) noted that research on
the emotional response humans have to the smell of new vehicle interiors has
also been conducted. However, there appears to be limited research into the
interaction during use as well as the memory of interaction after use. Exploring
enabling them to design products that support and enhance the overall emotional
experience of interaction.
outlining the development of experience design from a human factors and human
of experience design within the context of the driving activity. The critical issue
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Experience Design and Automotive Design
outlined in chapter two is that within design the focus is moving beyond
The focus is now on designing products and systems that allow human users to
explore the emotional experience of interaction hence this chapter aims to situate
emotions in the context of the driving activity. The nature of emotions, the
between emotions and moods are examined. Finally, the implication of emotions
on interactions is discussed.
examines the different levels within which context can exist and describes its
dynamic and static nature. At the conclusion of this chapter it is proposed that the
context of the driving activity is composed of two interactive levels and that it is
dynamic in nature.
The model of the driving activity is presented in chapter five. The foundation used
approach. The main aspects of activity theory used in the formation of the model
8
Introduction
are introduced. The model of the driving activity is presented and explained. The
model intends to capture the overall experience of interactions within the driving
situation is presented in chapter six. The aim was to identify different aspects of
the driving experience that may enhance or detract from the overall emotional
Chapter seven discusses the analysis of the data obtained. Firstly, a section
The findings in relation to design and their implications for automotive interface
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Experience Design and Automotive Design
vehicle interface designs and how they can be used to support and enhance
considered.
The conclusion summarises the thesis and presents an overview of the study and
the findings. The response to the research question that steered the thesis is
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Experience Design
Chapter Two
EXPERIENCE DESIGN
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Experience Design and Automotive Design
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Experience Design
2.1 Introduction
“Today, it’s not enough just to build into a product implicit qualities, such
appealing look and feel. You need to discover new, attractive qualities by
(Marzano, 1996)
designing products and systems that will elicit appropriate positive emotional
attachments between the user and the product in a diverse range of situations.
The emphasis is moving beyond the product and its features towards exploring
emotional experience and interaction through time. This approach to design can
be observed both in design research and design practice (Forlizzi & Ford, 2000;
Green & Jordan, 1999, 2002; Hummels, 2000; Jordan, 1998a, 2000; Moggridge,
1999; Sanders & Dandavate, 1999). Other approaches that are similar but
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Experience Design and Automotive Design
2004), high-design (Philips, 2001) and affective design (Picard, 1997) however
the term experience design appears to capture this recent design trend
successfully.
The following section examines how the fundamental ideas of experience design,
that is the issue of emotions and context, has developed in related design fields.
It follows on to describe experience design and what the approach entails for the
2.2 Background
Traditionally within design there has been a focus on creating products and
systems that are usable, functional, efficient and effective (Green, 2002; Jordan,
1998b). These issues relate to the physical and cognitive aspects of interaction
aspect of interaction (Brave & Nass, 2002; Jordan, 1999; Picard, 1997). A brief
demonstrating how the focus is moving towards exploring the emotional aspects
of interaction.
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Experience Design
For many years, human-factors experts applied methods and approaches that
with people’s needs, abilities and limitations (IEA Council, 2000). Different
Rosenberg, 1991; Dreyfuss, 1974; Grandjean, 1980; McCormick, 1970) but there
users.
how products that require some kind of interaction to carry out specific tasks are
much mental or physical effort on behalf of the user. This is the case with
surprises that could increase the risks already present in this environment.
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Experience Design and Automotive Design
experience through its interaction. This may be appropriate in situations when the
other circumstances, when the user is bored or exploring the product this may
more than just tools to help users achieve specific tasks; instead they should be
seen as ‘living objects’ that have ‘relationships’ with users (Jordan, 2000)
For these and other reasons certain researchers and authors (Fulton, 1993;
Green, 2002; Jordan, 2000) have begun to suggest that human-factor specialists
Human-Computer Interaction
Hoff et al (2002) give a summary on what they consider to be the two prominent
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Experience Design
the relationship between humans and artefacts. One is research driven while the
emerged during the 1950’s and 60’s (Hoff et al., 2002; Nardi, 1996a). From the
plans, procedures, tasks and goals; in other words, fixed modes of understanding
the human-artefact relationship (Dourish, 2001b). This led to research that dealt
with the mental aspects of human interaction, delving into the subjects of human
systematic and digital manner. Theories found in earlier HCI literature tended to
simplify the user-artefact interaction to minute levels and forget about the
meaning behind the activities and the broader aspects of interactions (Brave &
Nass, 2002; Nardi, 1996b). As a result, other aspects of the interactions such as
Likewise, the same can be said for the application driven approach in HCI. This
approach is found in the interface and software design areas. Although experts in
interface most user interface issues evolve from economical and technical factors
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Experience Design and Automotive Design
concentrate on the performance and practicality of the object alone such that
best assumed and at worst ignored the needs and preferences of end users”
Contrary to this, there has been a recent trend in HCI research and practice to
move beyond these traditional approaches and incorporate novel ways of looking
that other aspects are involved within the human-product relationship dependent
on the person and context of use. Humans behave in a manner that is governed
not merely by logic, but also more importantly by emotions (Lakoff & Johnson,
1999; Simon, 1996) and affected greatly by the context in which they experience
itself with the emotional experience of interaction. It stands on the premise that
interaction rather than on the product itself. In other words the product, its
function and its usability become important only in relation to the people’s
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Experience Design
between how people develop their individual and collective activities, and
context.
One issue that must be highlighted is that the goal of experience design is not
misinterpreted to imply that the design of products and systems will somehow
educe a specific experience through interactions; however, this is not the case.
Everyday experiences are only fully understood in the mind of individuals and are
impossible to predict, much less design, because it is difficult to control all the
contextual and subjective aspects of a situation at any given time (Sanders &
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Experience Design and Automotive Design
Dandavate, 1999). For example, one might find the experience of a roller coaster
exciting and fun, while another may find it terribly frightening, no matter when or
approach should be viewed as designing contexts for experiences rather than the
2002). To do this products and systems need to give users the opportunity to
contexts. In other words, the products and systems users interact with should
from effective, efficient and effortless interactions. However, enjoyment can come
is more about how the overall experience is perceived and managed over the
by Hummels (2000) when she points out that designers “…should not focus only
on the user or the product, but on the relationship between the user and the
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Experience Design
own experiences.”
From this view, artefacts and systems become entities that support appropriate
the user. This shifts the focus from solely looking at the user or the product
towards exploring the entire interactivity between the user, product and
2.4 Summary
human and the product. The focus is on the overall emotional experience
between the human user and product within context. First, the emotional
experience attained by the user during interaction is important thus emotions are
a central element. Second, since the focus is on interaction over time the issue of
chapter four focuses on context and the effect it has on the overall experience.
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Experience Design and Automotive Design
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Emotions
Chapter Three
EMOTIONS
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Experience Design and Automotive Design
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Emotions
3.0 Emotions
3.1 Introduction
In respect to the field of design Fulton comments “there are vast areas of human
Humans are affected greatly by emotions. Emotions are not separate from
reason and logic; instead they are an integral part of what is know as ‘intelligent
& Nass, 2002; Picard, 1997; Russell, 2003). As such, emotions form a critical
their environment their emotional condition will greatly affect how they will
perceive, understand, and recall that particular event. For all these reasons
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Experience Design and Automotive Design
emotions, how they are characterised, their nature, their influence during
As pointed out in chapter one, the field of design has traditionally concentrated
on issues relating to the usability and functionality of products and product use
but little has been done in the way of pleasurable aspects of design (Green,
2002). It is only recently that the field of design has begun to explore aspect of
interaction do not supersede or replace other issues in design; instead they help
There are several reasons why emotions have not been previously considered in
a formal manner within design. First, emotions are subjective and personal,
whereby two people can have completely different feelings about the same
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Emotions
to a degree. The idea is not to control the experience or the specific emotion a
user is going to feel; instead the objective is to design artefacts and systems that
variety of contexts.
even in dreams) people are inundated with emotional feelings; I feel like sleeping
in today. I don’t feel like going to go to work. That coffee was great! I love this
throughout the day. Nevertheless, even though people are adept at experiencing
accepted definition for emotion (Picard, 1997; Plutchik, 2003; Russell, 2003).
& Nass, 2002). The first is that emotions relate to the needs, goals or concerns of
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Experience Design and Automotive Design
and cognitive components). These two aspects form the underlying components
of emotions. Interactions between human users and products will often elicit
these types of reactions. A user will expect a product to fulfil a specific goal and if
the product cannot fulfil this goal, the user can become annoyed or frustrated.
needed.
addressed; are emotions learned through social interaction or are they innate?
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Emotions
On the one hand some theories maintain that emotions are almost entirely
socially learned (Brave & Nass, 2002; Johnson-Laird & Oatley, 2000). From this
they are seen as “based on beliefs, shaped by language and derived from
culture” (Johnson-Laird & Oatley, 2000 p.459). As such, from this view, emotions
are not universal and if different cultures exhibit comparable expressions for a
similarities.
In contrast evolutionary theories maintain that emotions are innate in nature and
1968; Plutchik, 1968, 2003). Evolutionary theorists believe that emotions are
displayed automatically without any social learning process involved. The basis is
that emotions have developed through an evolutionary process for the purpose of
survival and are thus universal in nature. For example, when afraid, our first
instinct is to flee the immediate area. In this regard, emotional expressions are
Lastly there are researchers that consider the nature of emotions to lie
somewhere in between these two views (Arnold, 1968a; Oatley & Johnson-Laird,
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Experience Design and Automotive Design
basic, object-oriented and complex. Basic emotions are innate, derived from
Complex emotions are formed using higher level processing as well as cultural
and social influences an include emotions like guilt, jealousy and embarrassment.
Basic emotions are thought to derive from survival instincts while object-oriented
circumstances (Arnold, 1968b; Stein, Trabasso, & Liwag, 2000). Thus, object
oriented and complex emotions are elicited in relation to the individual’s particular
concern, their goals and the meaning the individual attaches to the event.
Within the context of this study, the latter theory offers the most possibilities for
product. The idea of basic emotions is useful for explaining why people
sometimes like or dislike a product for no apparent reason as basic emotions are
automatic and need not be conscious (Johnson-Laird & Oatley, 2000). Also, this
view acknowledges and explains the conscious and complex emotional states
humans often engage in with products over the course of interaction. Appraisal
explain:
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Emotions
emotions, if the goal is attained they will experience positive emotions and if the
outcome. Another aspect the idea of appraisal helps to understand is why people
may experience different emotions towards the same product (Desmet, 2002).
Since people appraise interactions in different ways they will attach different
Essentially this view provides a framework for understanding how emotions are
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Experience Design and Automotive Design
From the overview discussed emotions can be classified into two types; primary
and secondary emotions (Brave & Nass, 2002; Frijda, 1986; Plutchik, 2003).
Primary or ‘lower-level’ emotions, such as fear and rage are instinctive, primal
urges to react in a particular way, such as fleeing or crying out when in danger.
There are also the more complex emotions, described as secondary or ‘higher-
level’ emotions. These emotions are formed using cognitive processing and
and embarrassment.
Within this study the focus is on the secondary or ‘higher-level’ type emotions
emotions are not disregarded since they are certainly experienced during
A distinction between the terms emotion and mood must be highlighted. The
terms are often used to describe the same phenomenon, however from a
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Emotions
Emotion and mood differ in respect to their object-directedness (Brave & Nass,
2002; Frijda, 1986). This suggests that emotions have a direct relationship with
and occur in response to objects and events. We get scared of something, happy
with someone, excited about an event (Brave & Nass, 2002). Moods, on the
other hand, do not occur in direct response to objects or events (although they
sad emotions are continually being experienced, that person’s mood will often
also differ from discreet emotions (Brave & Nass, 2002). Emotions tend to
influence action over the short term and are thus short-lived experiences. Moods
influence cognitive strategies over a longer period of time acting as general filters
emotional states, lasting for hours, days and even weeks (Picard, 1997). A good
mood will make a person appraise events in a positive light, while a bad mood
will tend make a person appraise events in a negative light (Brave & Nass, 2002).
Emotions are attributed directly to objects since they occur while one is
interacting with products and last for short periods of time. Moods on the other
hand represent overall emotional states and occur over the course of interaction
lasting for long periods of time. Particular interactions with objects may affect the
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Experience Design and Automotive Design
emotions of a user, and consequently affect the mood. For instance, a person
may become frustrated when experiencing difficulty with a product. If that person
negative mood.
Within the context of this study, understanding the difference between emotions
and moods is important. In the driving activity, emotions may be elicited during
interaction between driver and interface while moods will become active over
experiences) will be elicited during driving while moods (longer emotional states)
will represent the overall emotional experience within the driving activity.
What is it about emotions that make them important for design? How do they
manner and our general ability to make sense of our situations; nowadays,
emotions are thought to be essential for rational and intelligent behaviour (Picard,
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Emotions
performance, and memory (essential aspects for interacting with the surrounding
environment) is presented.
Attention
Emotions have a great effect on attention and concentration and direct human
aspects that attract attention have to do with the individuals concerns or needs.
The higher the significance of an event, the higher the emotional state and the
more it will capture the attention of the individual. For instance, if a significant
directed more and more towards that problem until it is solved. On the other
eliminate the negative feelings of frustration. Moods also affect attention, but in a
surrounding environment that concur with a current mood state. However, mood
states are regulated such that people seek interactions that will generate a
experience negative emotions towards it they will likely lose interest and
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Experience Design and Automotive Design
Perception
congruent manner (Frijda, 1986; Plutchik, 2003). A person in a positive mood will
tend to judge events in a positive light, whereas a person in a negative mood will
that product will be biased in a positive way (Brave & Nass, 2002). Therefore, by
Performance
Mood states have been shown to influence the cognitive performance and
and problem-solving abilities while negative mood states leads to less creativity
and pragmatic thinking (Frascara, 1999). This suggests that a product that
sustains positive emotions will keep individuals happy during an interaction and if
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Emotions
this is the case minor difficulties encountered will be overcome more effectively
and efficiently.
Memory
Since emotions focus attention on particular events, the memory of that event is
also affected. Highly arousing emotional states will tend to be remembered more
than events that do not stimulate any emotional state at all (Buchanan & Adolphs,
2002). Also, negative emotional experiences are remembered more than positive
emotional events.
recognize since memory of an interaction will influence future use of that product.
Emotions elicited during interaction with products will impact greatly on how that
during interaction with a product since negative emotions are remembered more
readily. If this occurs, unless the emotion changes throughout the interaction, the
that person will be less likely to want to use that product in the future. If, on the
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Experience Design and Automotive Design
3.5 Summary
proposing that emotions are generated by appraisal of events offer the most
possibilities within this study. From this view, emotions arise when events and
secondary, requiring cognitive processing. Within this study the focus is primarily
with products, however primary emotions are not dismissed as they are
emotions and moods was also outlined. Emotions are short-lived experiences
and relate to specific objects in the environment while moods are long-term
Recurring emotions can cause moods to arise, while moods can bias what type
person and product while moods reflect feelings about the overall experience of
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Emotions
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Experience Design and Automotive Design
40
Context
Chapter Four
CONTEXT
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Experience Design and Automotive Design
42
Context
4.0 Context
4.1 Introduction
In life, events and interactions always occur within context. As Kuutti (1996)
explains, “actions are always situated into a context, and they are impossible to
has implications for the enhancement (or detraction) of the user experience as
our feelings and emotions are shaped by our surrounding situations (Dey,
Abowd, & Salber, 2001; Gallagher, 1994). There is a growing realisation that
“good” design is one that takes into account the changing context of use within
interactions (Dourish, 2001b; Lieberman & Selker, 2000). This aspect, coupled
interactions. This chapter does not specifically describe how context is implicated
different levels of contexts, the difference between stable and dynamic contexts
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Experience Design and Automotive Design
in which interactions can subsist and examines how these aspects are relevant to
Contexts can exist on different levels. Kaptelinin (1996a) identifies two levels, the
first is the human-product interface while the second is the human-product and
objects (objectives) and goals, while external involves people, artefacts, other
interaction and ubiquitous computing have defined similar levels for context (Dey
third level in which context can exist, derived from a sociological perspective,
people as well as the broader social and cultural settings (Dourish, 2001a).
Although the social and cultural level of context is valid, it is too broad in scope to
be used for this study. As such, within this study, context is characterised as
and Nardi (1996c). The first level consists of the interface between human and
product alone. The second level consists of the human and product within the
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Context
a person and a computer in a home environment. One level involves the interface
between the person and the product consisting of keyboard, mouse and screen.
However, the human-product interaction occurs within another broader level; the
other people. The same can be said for the driving activity. One level comprises
the driver and vehicle while another comprises the driver-vehicle and surrounding
environment.
products, the second level takes into account the users overall intentions and
accurately.
2004) and as such, systems and products were usually designed to remain the
same and to be operated within a limited range of physical contexts (Sato, 2003).
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Experience Design and Automotive Design
take place within dynamic contexts. Dynamic refers to the changing physical
environment as well the fluid nature of the relationship between user, product and
1987). The two aspects of a dynamic context are considered in relation to the
driving activity.
Changing Environment
Many products people interact with are versatile, used in a range of different
situations, at different locations and at different times of the day. As a result, the
physical contexts in which these types of products are used in changes over
time. This applies to many modern-day products and the same can be said for
vehicles since they are driven from one place to another where many elements of
Developmental Relationships
and environment over time. For instance, in fine weather and low traffic
conditions a driver may have no problem interacting with the car’s radio interface.
In bad weather and high traffic situations the driver may decide to wait for an
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Context
appropriate time to interact with the radio interface since attention is being
diverted. In extreme weather and high traffic conditions the driver may decide
against even attempting to interact with the radio interface. Developmental nature
context, but also to the interaction between human and product across time. For
example, when a person first buys a car, the radio interface may be confusing
because it has never been encountered. However, as the person becomes more
familiar with the car, operating the radio may become easier because many steps
that would have initially confused the user are now performed almost
These are just simple examples, however they illustrate how the different levels
4.4 Summary
acknowledged (Lieberman & Selker, 2000; Mesken, 2003; Selker & Burleson,
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Experience Design and Automotive Design
2000), there is limited information for designers outlining how context influence
To lay the groundwork for understanding the relationship between context and
experiences during interactions, two main issues were examined. Contexts can
exists between user and product, and a broader second-level context existing
between user-product and the surrounding environment. The focus in this study
contexts are predictable and stable over time. Dynamic contexts are constantly
changing, both in physical location and in its developmental aspects. Within this
study it is argued that the driving activity occurs within a dynamic context as the
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Modelling the Driving Activity
Chapter Five
MODELLING THE
DRIVING ACTIVITY
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Experience Design and Automotive Design
50
Modelling the Driving Activity
5.1 Introduction
Chapters three and four explored interactions in relation to emotion and context.
The focus in this research was on the driving activity for two reasons. First, there
interactions between driver and vehicle interface (Mesken, 2001). Second, due to
the large scale use of vehicles around the world people spend a large amount of
time interacting with the vehicle interface, as such, it is important that the vehicle
functional.
Various theories exist to support the proposed model including situated action
(Suchman, 1987) distributed cognition (Holland, Hutchins, & Kirsh, 2000) and
activity theory (Nardi, 1996b). All three explore the nature of human interaction
interaction through time. However, activity theory was chosen as the main source
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Experience Design and Automotive Design
interactions develop over time and within context. Petersen et al (2002) note,
being performed. This section presents the main concepts of activity theory that
while activities refer to the issue of interaction occurring between human and
artefact over time. The focus is on practice and doing which concerns the
process of interaction between human user and product over time is understood
interactions.
One of the central aspects of activity theory is the idea that artefacts are
mediators of human activity (Nardi, 1996b). Tools and artefacts are used by
people to achieve a greater goal that usually exist beyond the tool or artefact
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Modelling the Driving Activity
itself (Kaptelinin, 1996b). Artefacts are the means to an end, not the end itself.
Artefacts humans use are simply mediating interaction instead of being the
central focus of attention during interactions; they exist to help people achieve a
greater goal. This guides the idea that during interactions the focus should be on
the overall activity (the “greater goal”) rather than solely on the actions between
person and artefact. Kuutti (1996) argues that to study real-life situations, instead
experiments, it is the user’s activities (in context) which should be the basic unit
occur in discreet moments of action, but rather form over longer periods of time.
Another point is the importance of the human within interactions. Activity theory
argues that intentions and motives are the primary factors behind activities
(Kuutti, 1996). This emphasises the importance of the human within interactions
because intentions and motives are distinct human characteristics. Intentions are
behaviours and actions (Malone, 1983). They are the drivers that promote
individual’s intention, two different behaviours or actions can seem similar, when
in fact they are distinctly different. Greve (2001) offers an example of this:
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Experience Design and Automotive Design
It is the why that is important during an action, as well as the what. Conversely,
there is the issue that an act can consist of very different observable movements,
for example to attract someone’s attention, one can tap on the shoulder, wave,
wink, smile, grab another’s arm and many other observable actions. Therefore, it
primary indicator of behaviour when the actions or activities are being conducted
in an unpredictable context (Wood, Quinn, & Kashy, 2002). If the intentions of the
Another significant aspect is the recognition that focusing on activities over time
particular subject has been summarised in the previous chapter. The main issue
is to recognise that context plays a critical role within the overall experience
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Modelling the Driving Activity
Activity theory proposes to view the relationship between human, artefact and
(Kaptelinin, 1996b; Nardi, 1996a). For example, when a person is driving, the
state of the vehicle will affect how the user performs within his or her surrounding
environment. If the environment changes the driver will have to adapt and drive
the vehicle differently. Alternatively, if the driver decides to change where to go,
the surrounding environment and the state of the vehicle will obviously change.
This dynamic relationship always exists within activities and the way they affect
• People have motives / intentions and are not merely agents in a system
These issues represent the main aspects derived from activity theory that were
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5.2.1 Activities
can be broken down into three levels consisting of basic operations, which
Activities are driven by motives and intentions. Actions are tentatively planned
behaviours that relate to activities. Actions are formed through sets of well-
defined habitual (or learnt) routines called operations, which are in response to
conditions faced while performing actions (Kuutti, 1996). Each of the levels:
intent in this instance would be to travel from one location to another. This activity
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Modelling the Driving Activity
consist of changing gears, steering and observing other traffic. This illustrates
how activities are formed through actions, which are in-turn formed by
operations.
In section 5.2 it was identified that activities are not fixed or definitive, instead
flexibility, which takes into account the unpredictable nature of interactions. For
instance, while driving the car may unexpectedly stop. In this case, as the driver
attempts to turn the car back on, the focus is no longer on driving to another
location; instead the focus is shifted to trying to turn the vehicle on. Starting the
vehicle becomes the activity, searching for the problem turns into the action and
the operations become looking at the fuel gauge, attempting to turn the key in the
ignition, looking for smoke coming out of the hood and so on. Once the problem
The aspects of activity theory in conjunction with the framework for activities were
used to model the driving experience (Figure 2). The model is intended to
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Figure 2. Human – Artefact – Activity within surrounding context forms overall experience.
interaction (micro and macro) between human-artefacts and context, user intent /
aspects are relevant to the model and contribute to form an overall experience.
There are two interaction levels existing within the framework. The first, micro-
interaction level, consists of the interface between user and product (Figure 3,
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Modelling the Driving Activity
consists of driver interacting with vehicle interface in highway traffic. The macro-
interaction level takes into account the physical environment as well as the users
The model captures how activities with artefacts are motivated by human
intention. For example a human’s desire to get to work in the morning (intention)
will necessitate the need to drive a vehicle (activity). As a result of this the
intentions and are mediated by an artefact (Figure 3, right). The artefact acts as a
mediator between humans and their activities since the artefact is not the
ultimate concern, rather, it is just and agent that is used to perform activities
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Interactions are dynamic and evolving. As such, each of the aspects: user,
change. The human directs activities with intentions; however, the surrounding
Sometimes, the surrounding context will overpower the intentions of the user and
shopping using a car. While driving the weather deteriorates and traffic conditions
become dangerous. The driver decides to turn around and drive home, not
can affect the experience. Consider the same example of a person intending to
go shopping, instead this time the weather is fine but the car will not start.
environment is often more complex in real life. Nevertheless, the important issue
to consider is the idea that what may seem as separate aspects are in-fact
connected and have an affect on one another during the course of an interaction.
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5.4 Summary
This chapter presented a model of the overall driving activity. Activity theory was
Several issues from activity theory were considered. Humans are driven to action
by motives and intentions and utilise artefacts to achieve desired goals. Artefacts
evolve and as such the focus is on interactions over time, rather than a
momentary point in time. Context also plays an important part in forming activities
overall experience of interactions within the driving context and was utilised to
explore and situate the driving experience. The next chapter describes the
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Experiment: Exploring the Driving Experience
Chapter Six
EXPERIMENT: EXPLORING THE
DRIVING EXPERIENCE
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Experiment: Exploring the Driving Experience
6.1 Introduction
This chapter presents an experiment that was conducted exploring the emotional
experience of interaction between driver and vehicle interface within a real driving
situation.
presented.
interaction with the vehicle interface while driving. In doing so, the intention was
to identify some of the aspects that influence the emotional experience of driving.
The experiment was conducted in a real driving situation since the surrounding
context was seen as a critical aspect that will influence how the overall emotional
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individual in a given task, in a real situation, on the basis of lab tests” (Frascara,
1999). Maguire (2001) points out, although many experiments performed in the
situations. This is often due to the fact that something is missing if the experiment
context formed an important part of the findings and this would not have been
The experiment was organised such that the participant’s emotional condition
was gauged before, during and at the end of the drive by analysing observations,
experiment. This was realized by setting up the experiment in three steps starting
with an initial interview, followed by the drive itself and concluding with a
condition could be established before and after the drive, and the aspects that
affected this deviation during the course of the drive could be investigated.
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The findings from these experiments provided an insight into the emotional
experience of driving as well as identifying its influential factors. The purpose was
to provide a direction for how to design interfaces that will provide positive
One of the central parts of the experiment was to identify emotions. There were
two stages where emotions were studied including during the interviews and
during the coding of the observations. To identify any type of emotion it was
necessary to work with a basic construct that was easy, accessible and useful.
Russell (2003) provides a basic model for articulating emotions. This model has
during mobile phone use (Fagerberg, Stahl, & Hook, 2004). Russell’s
Affect’ (Russell, 2003), stands on the premise that emotions can be described
“At any given moment, the conscious experience (the raw feeling) is a
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Experience Design and Automotive Design
displeasure, ranges from one extreme (e.g. agony) through a neutral point
Core affect in this instance describes a state that is consciously accessible as the
(Russell, 2003). It was designed to capture the general feelings of the participant
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The words are used as descriptors of emotions that fit into the chart. It also
describes the intensity from neutral (midpoint) to moderate (first set of circles
emanating from the midpoint) through to extreme (periphery of the diagram). For
furthest out from the centre along the line leading to ‘happy’ (Figure 5, right).
Figure 5. Examples of Emotional Chart representing moderate feeling of annoyed (left) and
An aspect of this model is that emotions can be classified into positive and
negative (Figure 6). The right hemisphere represents positive emotions while the
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left represents negative emotions. This chart was used to study emotions at
6.4 Method
threats to the validity of the experiment because it offers the researcher a variety
disadvantage of using this type of approach is that the information from the
different sources may be conflicting; however this was not a problem because
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during the analyses stage the data between interviews, observations and think-
behaviour) in conjunction with self-report methods were explored. The reason for
according to some authors (Frijda, 1986; Johnstone & Scherer, 2000; Picard,
1997) emotions are entities of a multi-component nature such that a person will
Laird, & Cavallaro, 1999). For instance, an emotion can be misjudged when
(Mesken, 2001) since they are easily observable, easily accessible and do not
using these sources of data individually as people are able to manipulate their
emotional expressions as well as what they self-report. However, since all of the
methods were used in conjunction with each other, it was less likely that
participants would be able to manipulate all of them. For these reasons, it was
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judged that reliable results would be obtained using this combined approach than
Participants
Fifteen participants took place in the experiments consisting of eight males and
population with ages ranging from 24 to 50. They were also selected because
they were able to obtain the required license to drive the QUT-owned vehicles
used throughout the experiment. The participants were asked to volunteer their
Equipment
All of the experiments were conducted using QUT owned vehicles. A Toyota
Corolla hatchback 2000 model (Figure 7) was used for fourteen experiments
while a Toyota Camry wagon 2000 model (Figure 8) was used for one
experiment. This was due to the available time and availability of vehicles at the
the buttons and controls the driver interacted with were the same (Figure 7 and
8).
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Experiment: Exploring the Driving Experience
Two video capturing devices were used to record the visual and audio data from
the experiment. A mini digital video (DV) camera fixed on a tripod was situated
on the back seat (Figure 9). This was used to record the participant’s bodily
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behaviour and their physical interaction with the interface. In addition, a web
camera was located on the dashboard (Figure 10) to record the participant’s
facial expression during the drive. This web camera was connected to a laptop
that was positioned on the passenger seat. The image from the two videos were
then mixed into one file (Figure 11) and used during the analysis stage of the
experiment.
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Experiment: Exploring the Driving Experience
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Procedure
The recruitment process was done by means of introductory emails sent out to
staff members from the School of Design and Built Environment asking if they
this email were sent an information package (Appendix A) explaining the aims,
methods and expected results of the experiment. This helped the participants
understand from a very early stage what the experiment was about, as well their
form (Appendix A) which they were required to bring with them to the experiment
an initial interview, followed by the drive itself where the observation and think-
using this three-step process was to determine the overall emotional experience
attained by the participant. This was achieved by analysing the initial emotional
Following is the details of each of the three steps performed during the
experiment.
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(Appendix B). This initial interview was primarily set up to record their emotional
state prior to the drive by noting their emotions on the emotional chart (Figure
12). General questions about themselves and about previous driving experiences
Figure 12. Example of initial interview and emotions recorded on the emotional chart
The participants were then asked to drive around a specified route in and around
the central business district of Brisbane, which took them through a low-traffic
area, a medium-traffic area and a high-traffic area (Figure 13). To keep the study
as consistent as possible, the test for all of the participants was performed
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Figure 13. Driving route indicating low, medium and high-traffic areas (University of Queensland,
2005)
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Experiment: Exploring the Driving Experience
Participants were asked to perform specific tasks during the drive, including:
• Inserting a CD
• Washing the front and back windscreen with water and wipers
The reason for choosing these tasks was because they represent common,
perform these tasks in any order they liked and whenever they felt safe to
execute them. Participants performed the activities evenly throughout the drive.
Participants were also asked to think-aloud and verbally express what they were
feeling about the tasks as they were performing them. During the drive the
experimenter was seated in the back seat of the vehicle to aid the participant with
directions as well as remind them of the tasks they were required to perform.
During the drive participants remembered to perform the majority of the tasks but
often forgot one or two of them and asked the experimenter which tasks they had
overlooked. The experimenter reminded them of the tasks and also re-stated that
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they could perform them in any order and at any time they felt comfortable and
emotional state. To do this, participants were asked to note how they felt on an
Figure 14. Example of retrospective interview and emotions recorded on the emotional chart
They were asked to explain why they felt the way they did about the overall drive.
Questions concerning how they felt regarding each of the activities they
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Experiment: Exploring the Driving Experience
6.5 Summary
This chapter described the experiment performed, which focused on the overall
emotional experience of driving in a real situation. The aim was to collect data
about the emotional experience perceived by the driver and the factors that
influenced this. The fundamental construct for identifying emotions within the
experiment was presented. The experiment was described along with the data
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Analysis
Chapter Seven
ANALYSIS
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Analysis
7.0 Analysis
7.1 Introduction
was in video, audio and written format and was qualitative in nature. This chapter
As explained in section 6.4 the study was set-up in three basic steps. Emotions
were analysed at each of these stages using different techniques. During the
were used to identify the participant’s emotions. During the observation stage,
different stages of the experiment and the methods used to identify emotions at
each stage. This section highlights how emotions were analysed using self-report
method and bodily expressions during the different stages of the experiment.
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Analysis
Emotional Self-Report
used during the observation stage. Participants were asked to perform a think-
aloud protocol during interaction with the car interface, requiring them to
interacted with the radio and they experienced frustration they were asked to
verbalise their feelings and emotions in words. Robinson and Clore (2002)
information about how they are feeling at that point in time, thus making it more
likely that they are describing their current emotional state appropriately.
Participants were also required to self-report during the initial and retrospective
interviews conducted before and after the drive. In the initial interview,
were required to verbally report on their emotional state at the end of the drive as
well as recall how they were feeling during each of the tasks performed.
Robinson and Clore (2002) describe this as ‘episodic memory’ retrieval, which
involves trying to report on specific moments from the past. Some problems arise
with this type of retrieval because as time elapses loss of information may occur
and the emotion described may be different to what it actually was. However,
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Experience Design and Automotive Design
reporting of emotions at this stage was only used to support the actual emotions
As Brave and Nass (2002) observe self-report is an effective technique that has
currently serve as the primary method for ascertaining emotion, mood and
sentiment during an interaction” (Brave & Nass, 2002 p.31). Certain authors have
gone as far as to say that self-reports is possibly the best method to measure
The most pertinent problem that arises with self-reporting is that only the
answers provided by participants about their personal feelings and emotions may
acceptable. However, the self-report method was not used exclusively, instead it
was used in conjunction with the observations to help overcome these problems.
determining the emotions experienced. Physical expressions and actions are the
Nass, 2002; Darwin, 1965; Frijda, 1986; Lewis & Haviland-Jones, 2000;
Mehrabian, 1981).
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Analysis
The focus in the experiment was on facial expressions while vocal intonations
and body movement and gestures were used as support. Facial expressions are
a fundamental and natural way humans read and detect emotions and can
therefore be used as a source to help identify basic emotions (Brave & Nass,
(Scherer, 2003). Picard (1997) notes that young babies can recognize emotions
emotions. Body postures and gestures are also linked to emotions (Wallbott,
1998).
understand what emotion has been experienced and expressed by the individual.
For example some researchers argue using only facial expressions to identify
not consistent across different cultures while others do not elicit any facial
each other and relative to the context of the situation. Table 2 summarises the
work of several researchers (Brave & Nass, 2002; Frijda, 1988; Johnstone &
Scherer, 2000; Wallbott, 1998) and describes emotions (relating to the emotional
chart presented in section 6.3) and the associated facial, vocal and bodily
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expressions corresponding with the emotion. The information from this table was
Excited
• Increased • Faster speech rate • Head movement
concentration on • Higher intensity toward object
object through facial • Increase in
behaviour articulation rate
• Eyebrows slightly
raised
(Extravagantly
expressed, expectation
to act in some way)
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Analysis
Table 2 continued
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Table 2 continued
Distressed • Expansive
• Higher pitch rate
movements
• Higher intensity
The coding of the data was supported using a professional behavioural analysis
computer program called The Observer (v.5). The subject, behaviours and
activities and corresponding emotional response were recorded during the drive.
Subjects were entered individually corresponding with the order in which they
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Analysis
performed the experiment. The video data required a coding scheme that would
be used to classify the various aspects of the driving activity including emotions,
activities, and traffic context. Table 3 displays the breakdown of the coding
scheme used.
The data was coded by one researcher on two occasions using the coding
system presented (Table 3). The coding sessions were performed in two blocks.
The first eight participants were coded over a period of two weeks. The data from
the remaining seven participants were coded approximately three months later
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over a period of one week. The same coding system was used for all fifteen
participants.
behaviours, and a category labelled modifiers. Emotions were split into the
behaviours of neutral excited, happy excited, happy, happy calm, neutral calm,
unhappy calm, unhappy, and unhappy excited (Figure 15) which were used as
labels for the coding of the different segments of the emotional chart (Figure 4
p.68) presented in section 6.3. These behaviours were further defined into the
expressions.
Figure 15. Labels for the different segments of the emotional chart used for coding
interaction, visual interaction, and driving. Correct interaction was coded when
the participant’s intention (through physical interaction) was achieved without any
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Analysis
problems while performing tasks with the interface. For instance when a
participant wanted to switch the radio on and pressed the correct button to
interaction) or could not perform the intended activity while performing tasks with
the interface. For instance, ‘incorrect interaction’ would be coded if the participant
wanted to turn on the air conditioning but pressed an incorrect button. Visual
Interaction referred to an action between the participant and the interface that
was purely visual. The final behaviour was driving, which was used to code the
periods when the participant was doing anything else other than the tasks
vehicle interface the participants were required to interact with including radio,
compact disc, front windscreen wiper, back windscreen wiper and air
conditioning.
Context was split into behaviours that related to the four traffic density areas of
the route (Table 3 p.93 and Figure 13 p.78). These consisted of Driving out of
QUT, Freeway, Inner City Bypass and finally driving through Brisbane City
centre. The modifiers were defined into low, medium and high. These referred to
the traffic congestion level of the different areas. Leaving QUT, was defined as
low-traffic context, Freeway and Inner City Bypass were defined as medium-
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For the coding to function appropriately within the Observer software, the
and exhaustive. This meant that only a single behaviour and modifier from a
corresponding to the same behavioural class was entered, the previous code
participant is driving in a high context area. The participant intends to turn the
radio on but on her first attempt can’t find the ‘on’ button (Figure 16, left image). A
few seconds later, she turns the radio on (Figure 16, middle image) and smiles
contently as she hears the music coming through the speakers (Figure 16, right
image).
Observer automatically affixed all the codes with a time stamp to produce
information about the location in time and the duration of any activity being
recorded. Detailed coding could be achieved since the video could be paused,
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Analysis
played at a slower speed and rewound if required. After the coding was
performed for each participant, time-event tables and time-event plots of the
time event table is a sequential listing of the recorded events from the
observations. In this instance, the table consists of columns (from left to right)
modifier, end time of the event and overall duration (in seconds) of the event. The
highlighted section refers to the codes represented in the time-event plot in figure
18.
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time axis (in seconds). The multi-coloured lines represent the sequence of
represents activities and the bottom line represents emotions. Each code is
corresponds to its duration. The time-event tables and plots were used to obtain
The time-event plots for each participant were examined to determine how
emotions elicited while performing activities within each traffic context affected
the overall emotional experience. This process involved separating the time-
event plots into low, medium, and high-traffic context. Within each context the
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Analysis
amount of time performing the various activities (Table 3 p.93) was established.
The amount of time expressing the various emotions as per the coding scheme
Figure 19. Portion of participant 2 time-event plot showing time segments in seconds for activities
Figure 19 is a portion (first 140 seconds) of the time-event plot for participant 2
(to see the full results for each context refer to Tables 4, 5 and 6). It
demonstrates how the amount of time (seconds) for activities and emotions was
calculated using the timeline. For instance, looking at the tasks/activities timeline,
the first 92 seconds (grey bar) were spent driving, the next 4 seconds (sky blue
bar) were spent visually interacting with the vehicle interface and the following 3
seconds (red bar) were spent performing incorrect interactions. In the emotions
timeline, the first 5 seconds (orange bar) were coded as happy excited, the next
25 seconds (red bar) were coded as unhappy excited, while the following 6
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seconds (white bar) were coded as neutral calm. During this part of the process
emotions were grouped together into four main categories consisting happy,
unhappy, calm and concentrated (Figure 20). This was performed due to
as “Calm”. The proportion of time for each activity and emotion in relation to the
overall time of the corresponding context was calculated. This process was done
to determine how the emotions and activities performed within each context
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Analysis
influenced the overall emotional experience. The following section outlines how
The following tables demonstrate the proportion of time for activities and
and a high-traffic context (Table 6) using data from participant 2. This information
was used to determine how emotions and activities affected the overall emotional
experience of the driving activity. The relevant information was the overall time of
Emotions
Unhappy - - -
Activities
Visual 4, 2, 4, 7 17 5%
Incorrect interaction 3, 4, 1 8 2%
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Emotions
Unhappy 6, 4 10 6%
Happy - - -
Medium-traffic Context
Activities
Visual 3, 5 8 5%
Incorrect interaction - - -
Emotions
Unhappy 6 6 2%
Happy 2, 5, 4 11 5%
High-traffic Context
Activities
Visual 7, 1, 2, 5, 2, 2 19 8%
Incorrect interaction - - -
Correct interaction 1, 7, 3, 5, 1 17 7%
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Analysis
The columns for each table read (from left to right); traffic context, the different
activities and emotions, the time segments for each activity/emotion recorded,
the sum of the time segments, and the proportion they represent within the
overall time for that particular context. Proportion was calculated by dividing the
sum of the time segments for activity/emotion over the overall time of the context
and multiplying it by 100. For instance, table 4 shows that the sum of the time
segments for the activity of driving equalled 285 seconds. The overall time spent
in this context was 352 seconds. Therefore the proportion of overall time can be
calculated as 81%.
This process was performed for the entire driving experience of all fifteen
participants involved in the experiment. Once this was complete, the relationship
the overall emotional experience was studied. The results from this analysis are
The next step involved analysing the overall emotional experience for each
the emotional condition before the drive and the emotional condition after the
drive.
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Participants were asked to note how they felt during the initial and retrospective
negative change in the emotional condition before and after the drive. If
participants recorded their emotional condition as positive before the drive and
negative after the drive (Figure 21), the change was negative in nature therefore
Figure 21. Negative change in emotional condition before and after driving
emotional condition as negative before the drive and positive after the drive
(Figure 22), the change was positive in nature thus the overall experience was
classified as positive.
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Analysis
Figure 22. Positive change in emotional condition before and after driving
between the initial emotional condition and the final emotional condition (Figure
23).
Figure 23. Neutral change in emotional condition before and after driving
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7.4 Summary
This section outlined the process involved in analysing the data obtained from the
scheme used was presented. Data was coded into emotions, activities and
driving contexts. This data was then analysed to identify different aspects of the
driving activity including how context affected the overall emotional experience as
well as how the overall emotional experience perceived was characterised. The
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Findings
Chapter Eight
FINDINGS
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Findings
8.0 Findings
8.1 Introduction
This chapter reviews the main findings from the experiments. The findings
demonstrate that it is the context in combination with the emotional state of the
driver prior to driving that determines the overall emotional experience perceived
by the driver. These findings support the two interaction levels identified in the
model of the driving activity (Figure 3 p.59). Within the driving activity two levels
of interaction exist; the micro-level, which consists of the driver and vehicle
interface (Figure 3, left p.59) and the macro-level consisting of the driver and
This chapter goes on to outline two issues. First, from a macro-level view, the
effect of context and the emotional state prior to driving on the overall emotional
different activities on the emotions of the driver while driving are outlined.
combination with the emotional condition of the driver prior to driving have on the
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elicited during interaction with the vehicle in high-traffic context are remembered
the individual (Gomez, Popovic, & Bucolo, 2004b). In combination with context,
the emotional condition of the driver prior to driving affected the overall emotional
experience.
experience.
The data presented here is taken from participant 12. To begin with, the
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Findings
comparing their emotional condition before the drive in relation to their emotional
condition after the drive (Section 7.3.1). In this instance during the initial interview
(Figure 24).
Figure 24. Participant 12: emotional state before (left) and after (right) driving
Comparing the emotional state before the drive and after the drive indicated that
observations were analysed and a time-event plot was produced. The time-event
plot was used to determine how the emotions and activities in each context
affected the overall experience. The overall proportions of time for activities and
emotions within each context were calculated following the same method
explained in section 7.3.1. Three tables (Table 7, 8 and 9) present the data from
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Emotions
Unhappy 7, 2 9 3%
Happy 17, 3 20 6%
10, 12, 9, 2, 10
Activities
Visual 4, 2, 5, 3, 6 20 6%
Incorrect interaction 2, 19 21 7%
Emotions
Unhappy 4, 6, 6, 2 18 6%
Happy 2, 4, 4 10 3%
Activities
Incorrect interaction 4, 2 6 2%
Correct interaction 2, 4, 6 12 4%
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Findings
Emotions
Unhappy - - -
Happy 2, 4, 6 12 4%
Concentration 2, 5, 7, 1, 3, 7, 3, 2, 2, 7, 53 18%
High-traffic Context
10, 5
Activities
Visual 5, 3, 5, 2, 2 17 6%
Incorrect interaction 3 3 1%
Correct interaction 1, 8, 2, 4, 2 16 5%
Figure 25 shows the overall driving experience from left to right (before the drive
and after the drive respectively) and data from Tables 7, 8 and 9 in a graphical
format. The small characters represent the participant and his feelings before and
after the drive. The coloured blocks represent the proportions of the activities and
emotions within each context. The top segments represent emotions while the
bottom represents activities. The size of each coloured block corresponds to the
proportions of the activity/emotion within the context. For example, in the high-
traffic context, participant 12 made correct interactions with the vehicle interface
5% of the time (depicted by the blue band of colour in the activity segments).
Also, in the high-traffic context the participant felt happy 4% of the time (depicted
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Figure 25. Participant 12: a neutral overall experience showing proportions of emotions and
experience:
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Findings
in low and medium-traffic context, the participant did not refer to them in the
did not elicit positive overall emotional experience. A positive emotional state
traffic context resulted in a neutral overall emotional experience (Figure 25). The
negative experience.
The data presented here is taken from participant 1. The process was the same
across the analysis of the experiment so to begin with the overall emotional
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Figure 26. Participant 1: emotional state before (left) and after (right) driving
Comparing the emotional state before the drive and after the drive indicated that
time for activities and emotions within each context were calculated following the
same method explained in section 7.3.1. The following tables (Table 10, 11 and
12) present the data from the observations of participant 1 according to the
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Findings
Table 10. Proportion of time for activities and emotions in low-traffic context
(Overall time spent in low-traffic context = 239 seconds)
Emotions
Unhappy - - -
Happy 9 9 4%
Low-traffic Context
Activities
Visual - - -
Incorrect interaction - - -
Correct interaction - - -
Table 11. Proportion of time for activities and emotions in medium-traffic context
(Overall time spent in medium-traffic context = 177 seconds)
Emotions
Unhappy 6, 3, 4 13 7%
Happy 3, 4, 2 9 5%
Medium-traffic Context
Activities
Visual 4, 1, 4 9 5%
Incorrect interaction 3, 7 10 6%
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Table 12. Proportion of time for activities and emotions in high-traffic context
(Overall time spent in high-traffic context = 386 seconds)
Emotions
Unhappy 5, 3, 13 21 5%
Happy - - -
41, 3, 5, 62, 5
Activities
Visual 6 6 2%
Incorrect interaction 7, 5 12 3%
Correct interaction 9, 3, 1, 3, 3 19 5%
Figure 27 shows the overall driving experience from left to right (before the drive
and after the drive respectively) and data from Tables 10, 11 and 12 in a
graphical format.
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Findings
Figure 27. Participant 1: a negative overall experience showing proportions of emotions and
gives me time to change and experience the features, without having to worry
about traffic… felt I had more control. However it still did annoy me (this
situation)”
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This example illustrates that she remembered clearly the negative emotions and
the problems experienced in the high-traffic context. The participant did not
overall emotional experience (Figure 27). The same pattern was found for
3, 4, 6, 7 and 8.
experience. It must be noted that the participants were able to overcome the
challenges with the interface. It seems that the positive emotions of achievement
and success associated with overcoming these challenges elicited the positive
The data for this example is taken from participant 15. To begin with the overall
emotional experience was identified (Figure 28). Comparing the emotional state
before the drive and after the drive indicated an overall positive emotional
experience.
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Figure 28. Participant 15: emotional state before (left) and after (right) driving
Next, the observations were analysed. The overall proportions of time for
activities and emotions within each context were calculated following the method
explained in section 7.3.1. The following tables (Table 13, 14 and 15) present the
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Table 13. Proportion of time for activities and emotions in low-traffic context
(Overall time spent in low-traffic context = 268 seconds)
Emotions
Unhappy 2 2 - (insignificant)
Happy 7, 7, 7, 3 24 9%
5, 13, 13, 2
Activities
Incorrect interaction 7 7 3%
Correct interaction 3 3 1%
Table 14. Proportion of time for activities and emotions in medium-traffic context
(Overall time spent in medium-traffic context = 262 seconds)
Emotions
Unhappy 3, 2, 2 7 3%
Happy 5, 2, 6 13 5%
4, 1, 7, 4, 3, 4, 2, 4, 2
Activities
Visual 2, 1, 3, 4, 3, 3, 3, 2 21 8%
Incorrect interaction - - -
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Findings
Table 15. Proportion of time for activities and emotions in high-traffic context
(Overall time spent in high-traffic context = 580 seconds)
Emotions
Unhappy 2, 8, 1, 1, 4, 1, 2, 1, 2, 2, 1, 43 7%
4, 2, 2, 4, 2, 2, 2
Happy 6, 2, 1, 3, 4, 4, 3, 4, 3, 2, 3, 73 13%
3, 2, 4, 4, 3, 5, 5, 3, 2, 3, 4
2, 7
Activities
Figure 29 shows the overall driving experience from left to right (before the drive
and after the drive respectively) including the activities and emotions as
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Figure 29. Participant 15: a positive overall experience showing proportions of emotions and
a challenge:
“Good that it’s over… Nervous excitement about it at the start… was a
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Findings
emotional experience. The overall experience was determined by two factors: the
emotional state of the participant before driving, and the context in which
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context had on the emotions of the driver while driving. This relates to the micro-
level aspects of the driving experience (Figure 3, left p.59). As was observed,
after the drive has been completed thus they are implicated in overall emotional
influence the emotions of drivers while driving as this may have implications for
memory (Section 3.4) and ultimately affect driver safety. When the micro-level
interactions were explored, the findings indicated that extended visual interaction
with the interface often elicited negative emotions as well as higher concentration
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Findings
extended visual interaction with the interface in high-traffic context led to negative
and concentrated emotions. The process involved examining the time-event plot
files and identifying the relationships between visual interactions and the
Characteristic Examples
driver. The light blue bar on the tasks/activity timeline represents visual
interaction with the interface. The green bar on the emotions timeline represents
Figure 30. Participant 2: time-event plot and associated still images from video showing visual
interactions (light blue) eliciting negative emotions (green) in high traffic context
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Seven seconds of visual interaction with the interface led to approximately six
A second example is presented (Figure 31). This time four seconds of visual
Figure 31. Participant 4: time-event plot and associated still images from video showing extended
visual interactions (light blue) eventually eliciting negative emotions (green) in high traffic context
The same pattern is observed in a third example (Figure 32). This time two
seconds of visual interaction with the interface led to seven seconds of elevated
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Findings
Figure 32. Participant 8: time-event plot and associated still images from video showing extended
visual interactions (light blue) eliciting negative emotions (green) in high traffic context
Table 17. Extended visual interaction in high-traffic contexts generates negative emotions
Negative emotions
generates negative emotions while driving. Many of the participants exhibited the
same pattern. This indicates that extended visual interaction will affect the
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8.4 Summary
This section has presented the main findings from the experiment conducted.
The findings from the experiment supported the model of the driving activity
presented in section 5.3. It was identified that the driving experience comprises a
micro and macro interaction level (Figure 3 p.59). Within the macro-level, the
emotional condition of the driver prior to driving significantly affect the overall
emotional experience. Within the micro-level it was found that extended visual
interaction with the interface led to negative emotions and concentration. The full
time-event plot files for the participants used as examples in this chapter (1, 2, 4,
8, 12, and 15) are provided in Appendix D. The next section reviews the findings
automobile interiors.
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Discussion and Implications
Chapter Nine
DISCUSSION AND
IMPLICATIONS
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Discussion and Implications
9.1 Introduction
This section examines the results in relation to design. The focus is on the
current and future technologies into vehicle interface designs to support and
emotional experience of driving observed within the study. Cheng (2004) offers a
theory to explain the findings by noting “…our total affective experience is larger
than the sum of positive, negative and neutral moments” (Cheng, 2004 p.907)
and adds “A positive experience which has little or no effect ordinarily would go a
long way at hard times. On the contrary, when life is smooth, the effect of adding
more positive experiences may just be marginal” (Cheng, 2004 p.907). Cheng
simply about the sum of their individual experiences, but rather has to take into
that the difference between positive and negative emotions have a contrasting
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experience the difference between the similar emotions creates only a marginal
The last point helps to explain why participants in a positive state before driving
experiences. The reason being that the positive emotions prior to driving followed
emotional change between the two events and thus the driver perceived the
overall emotional experience as neutral. The same idea also helps to understand
traffic contexts. The reason being that the positive emotions associated with
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Discussion and Implications
emotional experience.
The second finding in regards to the effect of extended visual interaction on the
overall emotional experience. The findings indicate that negative emotions within
high-traffic contexts are magnified and remembered by the driver even after the
drive has finished. As such, it is important to eliminate the need to interact with
the interface visually for extended periods of time in high-traffic contexts as this
may lead to negative emotions and consequently affect the overall emotions
How do these findings affect the future design of automobile interfaces? The
human and artefact that is important, but rather it is about the context in which
these emotions occur. Also, the emotional state before driving will impact on the
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experience:
be magnified and remembered even after the drive has being completed.
emotional experiences.
interfaces should be able to perform in one mode within low and medium-traffic
contexts and in another mode in high-traffic contexts. The mode in this case
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Discussion and Implications
during interactions in these contexts will not critically affect the overall
• Avoid interfaces that require extended visual interaction from the driver
experiences.
experiences.
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Experience Design and Automotive Design
interfaces that are not only effortless and efficient during use but also surprising,
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Discussion and Implications
across varying contexts? This requires the input of current and future
One of the main implications of the findings for the design of automobile interiors
is the idea that interfaces should be context-aware and adapt accordingly to its
satisfaction and pleasure of use (Friend & Thorpe, 2003). From the findings of
products in varying contexts can also be used to help support and engage users
create interiors that are sensitive to the emotional condition of drivers. Digital
interfaces between the driver and vehicle. Haptic and tactile interfaces could also
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Experience Design and Automotive Design
contexts.
Context-Aware Technologies
Context aware suggests that the interface recognises the surrounding context in
which it is in as well as the context it has just left. There is a lot of research into
variety of contexts (Dey et al., 2001; Dourish, 2001a; Kim et al., 2004; Leong,
gather information (temperature, noise levels, visual information and so on) about
the vehicle interface about the current context so that it may be able to adapt
systems that are being trialled within the area of automotive telematics (Vidales &
Stajano, 2002).
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Discussion and Implications
emotional state of the driver (Nasoz et al., 2002; Teller, 2004). ‘Sensitive’ in this
case, does not imply that the interface can identify a specific emotion;
negative emotional states vary. For instance, some researchers are developing
(Healey & Picard, 2000; Nasoz et al., 2002). Another method utilises speech
2003).
The application of digital screens is currently possible and easily accessible for
application into vehicle interface design. In this way, interfaces could possibly
surrounding.
Digital touch screens could be applied to design the entire centre console
(including radio and CD, air-condition, navigation), speedometer, fuel gauge and
so on in a way that the entire interface could change and adapt depending on the
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Experience Design and Automotive Design
enjoyment for the driver (Walker, Stanton, & Young, 2001). Essentially the benefit
of these types of technologies is that they would allow for customisation by the
driver or other passengers in the vehicle, as well as allow the vehicle itself to
automatically.
Smart Materials
Smart materials are another type of technology that could be utilised within
(Friend & Thorpe, 1999) that can change and adapt dynamically to its
there are polymers that are able to change dynamically to respond to different
conformable elastic materials that can change shape, adapting to the users grip
or force applied (Friend & Thorpe, 2003). This could be utilised on steering
and comfort.
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Discussion and Implications
Sensory Fabrics
sensors in fabrics and other materials (Swallow & Thompson, 2001). Essentially
this technology acts as a physical input device requiring pressure to activate the
switch or sensor in the fabric. Although sensory fabrics have been used for
personal devices, as educational tools and for the PC, there is an opportunity to
Haptic and tactile interfaces are primarily said to be used to increase driver safety
(Burnett & Porter, 2001). However it is argued that the appropriate application of
negative emotions while driving. As the findings have shown, extended visual
interaction with the interface in high-traffic contexts will elicit negative emotions;
therefore, interfaces that demand less time observing may reduce these types of
9.5 Summary
This chapter summarised and discussed the findings in relation to design and
how they are implicated in automotive interface design. The findings suggest that
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Experience Design and Automotive Design
interfaces.
In high-traffic contexts:
• Avoid interfaces that require extended visual interaction from the driver
while driving.
applied in ways that correlate with the findings of the research. Also, it is
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Discussion and Implications
anticipated that these be implemented in a way that does not take the control
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Conclusion and Future Directions
Chapter Ten
CONCLUSION AND
FUTURE DIRECTIONS
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Conclusion and Future Directions
between human user and product in context. Specifically, the focus was on the
design.
The research question driving the study was: “How can experience design
context were examined to understand how they are implicated in the driving
activity. A model of the driving activity was developed using activity theory as its
interactions. The model was later used to describe the driving experience.
driving activity. The goal was to determine the main factors influencing emotions
during interaction with the vehicle interface in a real driving situation. To do this, a
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detract from the emotional experience of driving were attained. It was discovered
that it is not so much the type of emotions elicited during interactions but the
context in which they are experienced that influences the overall emotional
overall experience. It seemed that emotions elicited during interactions in low and
medium-traffic contexts did not affect the overall emotional experience of driving.
The findings respond to the research question by indicating that to support and
contexts, if the driver is in a positive emotional prior to driving the interface may
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Conclusion and Future Directions
before driving the interface may encourage challenging interactions. The element
of safety is always a priority and introducing challenges does not imply increasing
the risk of driving, instead the intent is to appropriately design and implement
current and future technologies could be used in future automotive interiors. This
interfaces and sensory fabrics to be used throughout the vehicle interiors. The
intent is for these types of technologies to be applied in ways that correlate with
This study has opened up other avenues for research in the area of experience
design and automotive design. Future directions in this area include focusing on
Nigh-time driving offers further avenues for research. The implication of different
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Experience Design and Automotive Design
to enable them to design automotive interfaces that aim to support and enhance
the driving activity. Through experiments and its related findings this study
proposes the application of current and upcoming technologies and design for
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Appendix A
Appendix A
INFORMATION PACKAGE AND EXPERIMENT
CONSENT FORM
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Appendix A
Rafael Gomez
Masters of Applied Science
Queensland University of Technology
2 George St. Brisbane, 4001.
School of Design and Built Environment
Ph: 3864 9184
Description
I am currently doing a Masters of Applied Science at the Queensland University
of Technology. As part of the study I am conducting a pilot study. Its purpose is to
investigate the driving experience of individuals.
The expected outcome is that you will have a good or bad experience depending
on the ease of the tasks and the context of the drive. The results will help further
my study, which is aimed towards enhancing the driving experience. The results
will be published in my thesis and any other published research papers,
Furthermore some or all of the results may be presented at various conferences
and presentations.
Recruitment process
You have been identified as a possible candidate for this test through the
university email list. Currently neither the principal researcher nor the research
team has any personal information about you other than that you are an
employee of the university.
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Once I have received a reply from you I will be conducting a simple screening of
the potential candidates. The screening is essentially designed to gather
candidates who are able to perform the test in a safe and beneficial manner.
Because the testing involves driving a vehicle, for legal reasons it is required that
you are over 18 years of age and have a current valid Australian driver’s license.
Furthermore, for safety purposes it is necessary that you are not on any kind of
medication or drugs that may affect your driving performance.
For the purposes of this test, it is also necessary that you have not driven the
Toyota corolla (2000 model) to a great extent. This is so that the data gathered
from the study is consistent among the various participants.
Expected Benefits
Your involvement in this project will not carry any direct benefits.
Risks
As you are required to perform certain tasks while driving and asked to talk about
your experience while you perform the tasks, this may expose you to some risks
due to lapse of concentration on the road. Also, because you are being video and
audio taped during the drive, this may cause some discomfort while driving.
However, the risks involved are not significantly greater than ordinary driving.
The test has been designed to minimize and reduce any additional risks that may
be encountered thus you will not be facing more risks than during an ordinary
driving situation.
The tasks you will be asked to perform will not involve any illegal activities or
anything that will expose you to harm or injury. The tasks are everyday actions
such as:
You can perform the tasks at any time you consider safe, so there will be no
added pressure to perform them at a specific time (as long as you can complete
them during the drive). Furthermore, the fact that you are asked to talk about
your experience while performing the tasks will not expose you to any more risks
than ordinary conversation with other passengers while driving.
The cameras and audio devices will be as unobtrusive as possible and will not
interfere with your visibility. They will be in a fixed position and you will be
informed where they are located before you begin driving.
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Appendix A
Furthermore I will be in the vehicle while the test is being performed for
assurance if anything out of the ordinary occurs during the drive.
Confidentiality
Only the research team will have access to the information you provide. Your
anonymity and confidentiality will be safeguarded in any publication of the results
of this research, through the use of pseudonyms.
Although you will be videotaped and others may view this video, your details
including your name will not appear on any of the footage. Only the research
team will be able to connect you with your personal information.
Voluntary participation
Your decision whether to participate in this project is voluntary and you can withdraw
at any time without comment or penalty.
Questions/further information
If you have any questions regarding the project please contact me (on the above details) at any time or the
Research Ethics Officer (07) 3864 2340 or ethicscontact@qut.edu.au
Concerns/complaints
If you have any concerns/complaints they should be directed to the Research
Ethics Officer (07) 3864 2340 or ethicscontact@qut.edu.au
Feedback
You will be contacted via email when the main body of the project is completed.
AV Recording
The video and audio data collected will be stored in a secure place which will
only be accessed by the research team. The recordings will not be destroyed
after use, instead it will be stored in a secure place as backups. Participation in
this project is not possible without being video taped.
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CONSENT FORM
Rafael Gomez
Masters of Applied Science
Queensland University of Technology
2 George St. Brisbane, 4001.
School of Design and Built Environment
Ph: 3864 9184
Mob: 0408002774
• understand that if you have any additional questions you can contact the research team;
• understand that you are free to withdraw at any time, without comment or penalty;
• understand that you will be video and audio taped and that the data will be kept in a safe
and secure place where only the research team can access it;
• understand that if you have any concerns/complaints they should be directed to the
Research Ethics Officer (07) 3864 2340 or ethicscontact@qut.edu.au: and,
Further, by signing below, you are stating that you will not take any alcohol or
drugs* likely to affect your driving performance within 24 hours of the study, and
that you will not in any way be under the influence of alcohol or drugs.
Name
Signature
Date / /
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Appendix B
Appendix B
INITIAL INTERVIEW
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Appendix B
Initial Interview
1. Name:
2. Age bracket:
Please tick in the box what you consider to be the most appropriate for each question
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8. How do you feel when you cannot work the different functions in the vehicle (in
general)?
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Appendix C
Appendix C
RETROSPECTIVE INTERVIEW
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Appendix C
Retrospective Interview
2. (a) Were there any problems with the operation of the stereo?
(Probe) if not
• Why not?
If so
• What were they and why?
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(b) Taking this into account (their answer), rate how you felt about operating the
stereo
(Probe) if not
• Why not?
If so
• What were they and why?
(b) Taking this into account (their answer) ,rate how you felt about operating the air-
conditioning
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Appendix C
(Probe) if not
• Why not?
If so
• What were they and why?
(b) Taking this into account (their answer), rate how you felt about cleaning the
windows?
• Thank you very much for your participation, it has been greatly appreciated.
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