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Experience Design and

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

Experience design, automotive design, vehicle interface design, emotions,

design and emotions, emotions and driving, emotions and traffic context,

emotions and interaction, interaction and overall emotional experience, overall

emotional experience and driving, observational analysis, interior vehicle

design, future technologies and vehicle interface design.

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Abstract

This thesis centres on experience design and automotive design. The aim is

to investigate the emotional experience of the driving activity. The research

question driving the study is: “How can experience design influence the

driving activity?” Experience design proposes to explore emotional aspects of

interactions in context. A model of the human-product-environment

relationship, using activity theory as its foundation, is presented. The model is

used to situate the overall experience of driving.

An experiment exploring the overall emotional experience in real driving

situations was conducted. Participants were required to drive around a

specified route while performing particular tasks with the vehicle interface. A

data triangulation approach was employed involving interviews, think-aloud

protocols and observations.

Findings indicate that context together with the emotional state of the driver

before driving impacts the overall emotional experience. Positive emotional

states before driving with no interaction challenges in high-traffic contexts

generated neutral overall experiences. However, positive emotional states

before driving with interaction challenges in high-traffic contexts generated

negative overall experiences. Negative emotional states before driving

combined with interaction challenges in high-traffic contexts generated

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positive emotional experiences. It appears that positive emotions associated

with overcoming challenging interactions in high-traffic contexts reflect

positively on the overall experience. Emotions elicited in low and medium-

traffic contexts did not affect the overall experience. Another finding suggests

that extended visual interaction with interface in high-traffic context generates

negative emotions.

It is proposed that vehicle interfaces should adapt appropriately to their

surrounding context to support positive (and avoid negative) emotional

experiences. In low and medium-traffic contexts interfaces may encourage

interactions. In high-traffic contexts, if the driver is in a positive emotional state

before driving interfaces may discourage challenging interactions. If the driver

is in a negative emotional state before driving the interface may encourage

challenging interactions.

In conclusion, this study proposes the application of current and upcoming

technologies for future automotive interiors to enhance positive (and reduce

negative) emotional experiences within the driving activity.

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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

8.1 Introduction 109


8.2 Overall Emotional Experience: Impact of Context and
Emotional Condition before Driving 109
8.3 Emotions While Driving: Effect of Extended
Visual Interactions on the Emotions of Driver 126
8.4 Summary 130

Chapter 9
9.0 Discussion and Implications 133

9.1 Introduction 133


9.2 Examining the Findings 133
9.3 Implications for Automotive Design 135
9.4 Application of Current and Future Technologies 139
9.5 Summary 143

Chapter 10
10.0 Conclusion and Future Directions 149

References 155

Appendix A Information Package and Experiment Consent Form 165


Appendix B Initial Interview 171
Appendix C Retrospective Interview 175
Appendix D Time-Event Plot Files (CD) 181

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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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Acknowledgements

Firstly I would like to thank my principle supervisor, Professor Vesna Popovic,

and associate supervisor, Associate Professor Sam Bucolo, for their guidance

and support throughout my research. Their dedication, commitment and

invaluable comments have been greatly appreciated. Thank you also to my

fellow research colleagues at QUT for their helpful discussions and

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

reassurance and support, and who continuously inspires me.

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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”

(Moore, 2002 p.40).

Creating innovative designs no longer involves eliminating deficiencies in

products to satisfy users (Fulton, 1993). The current thrust in design research

and practice is based on exploring the overall emotional experience between

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

p.880). Traditionally designers have had available to them an excess amount of

set guidelines that relate to the product’s function and usability, which are

commonly aimed at trying to respond to faults and deficiencies in artefacts

(Jordan, 1998b). Fulton acknowledges this and notes, “the emphasis still seems

to be on avoiding trouble rather than positively enhancing the human

physiological experience” (Fulton, 1993 p.8). Positively enhancing the

psychological as well as the physiological experience is part of creating positive

overall emotional experiences.

Within the field of design an approach concentrating on the overall emotional

experience of interactions has emerged. This approach has been labelled as

experience design. Experience design centres on the overall emotional

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Experience Design and Automotive Design

experience of interaction between user, product and environment. The focal

aspects are emotions and contexts and how they are implicated in the overall

experience of interactions. Focusing on emotions and context is not completely

new; designers have always been interested in the emotional aspects of designs

as well as how context influences experience. Nevertheless, until recently, they

have had limited established data to draw upon focusing on these issues.

Why is the experience design approach relevant for designers? Margolin points

out “…experience broadens the discussion of function. It moves us from a focus

on the product’s mechanical operation to the way it fits in to a user’s activities”

(Margolin, 1997 p.229). By focusing attention on the overall experience, activities

performed between humans and products may be better understood,

consequently providing designers with relevant knowledge to design products

and systems that support and allow users to engage in positive emotional

experiences during interaction. In this way, designs that support emotional

aspects of interactions may be perceived as easier to use, more engaging and

more appealing to the user (Tractinsky, Katz, & Ikar, 2000).

The impact this design approach may have on the business and marketing of

products is also important. Nowadays, consumers find it difficult to differentiate

products based on their functional and technological features because of their

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

differentiation, brand image, brand recognition, customer loyalty, buying

intentions and influence future purchase decision (Carbone & Haeckel, 1994;

Gobé, 2001; O'Shaughnessy & O'Shaughnessy, 2003; Pine & Gilmore, 1998). By

incorporating emotional benefits into products, companies and manufacturers

can stay one step ahead of the competition.

Given the importance that emotional experiences have on both design and

marketing, it seems pertinent to explore overall emotional experiences to better

understand how they are elicited during product use and how they affect and

influence human users during interactions with products.

1.1 Aim

The aim of this research is to explore the emotional experience between human

user and product in context. Specifically, the focus is on the emotional

experience of interaction with the vehicle interface within the driving activity and

relates to automotive design. Nonetheless, some of the main ideas and findings

may be transferable to other products that are used in a variety of different

environments. The study attempts to explore emotions during the activity of

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Experience Design and Automotive Design

driving as well as how emotions are elicited and affected during interaction

between driver and vehicle interface while driving.

1.2 Research Question

“Car design influences the lives of millions of people throughout the world.

Whether the car serves as merely a practical means of transport or as an

extension of one’s personality, its design and brand will always attract

comment.”

(Newbury, 2002 p.11)

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;

consequently the design of vehicle interiors has a great influence on people’s

daily lives.

Available literature reveals that research has previously been conducted on the

negative emotions of driving (Mesken, 2001) and the impact of negative

emotional states on driving performance (Nasoz, Ozyer, Lisetti, & Finkelstein,

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Introduction

2002). Emotional response to exterior styling (Desmet, 2002) as well as emotions

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

overall emotional experience of interaction between driver and vehicle interface

in everyday driving situations (Mesken, 2001). As a result, this research

addresses the following question:

How can experience design influence the driving activity?

This is relevant to design practice, as emotional experience will impact the

interaction during use as well as the memory of interaction after use. Exploring

the emotional aspect of interaction opens up new areas of investigation helping

designers gain a better understanding of the human-product relationship and

enabling them to design products that support and enhance the overall emotional

experience of interaction.

1.3 Thesis Structure

The thesis begins by focusing on the experience design approach. It starts by

outlining the development of experience design from a human factors and human

computer interaction perspective. This is followed by a description and definition

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

investigating only the product’s attributes towards understanding the importance

of the overall emotional experience attained by human users during interaction.

The focus is now on designing products and systems that allow human users to

engage in positive emotional experiences in a variety of contexts.

Chapter three focuses on emotions. Understanding emotions is critical if one is 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

difference between primary and secondary emotions as well as the difference

between emotions and moods are examined. Finally, the implication of emotions

on interactions is discussed.

Chapter four focuses on the importance of context on interactions. This chapter

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

to develop the model was activity theory as it emphasises the importance of

interactions and activities through time, relating to the experience design

approach. The main aspects of activity theory used in the formation of the model

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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

context and is used as a fundamental framework for the driving experience

studied in this research.

An experiment focusing on the emotional experience of driving in a real 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

experience. An overview of the approach and a section describing the construct

used to identify emotions during observations is explained. Finally the method

utilised for observing the emotional experience of driving is presented.

Chapter seven discusses the analysis of the data obtained. Firstly, a section

highlighting how emotions were analysed is presented followed by a section

outlining the coding of the data obtained during the experiment.

Findings in relation to the overall emotional experience as well as in regards to

specific emotions while driving are discussed in chapter eight. Characteristic

examples of positive, negative and neutral emotional experiences from the

experiments are provided.

The findings in relation to design and their implications for automotive interface

design are discussed. The application of current and future technologies to

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Experience Design and Automotive Design

vehicle interface designs and how they can be used to support and enhance

overall positive (and reduce negative) emotional experiences are also

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

discussed and future study directions are suggested.

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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

2.0 Experience Design

2.1 Introduction

“Today, it’s not enough just to build into a product implicit qualities, such

as excellent functionality and usability, and explicit qualities, such as an

appealing look and feel. You need to discover new, attractive qualities by

considering the whole ‘experience’ of interaction between user and

product over time.”

(Marzano, 1996)

Design is no longer just about designing excellent product qualities or eliminating

deficiencies in products to satisfy users (Fulton, 1993, 2002). It is also about

designing products and systems that will elicit appropriate positive emotional

experiences in a variety of contexts, thus forming powerful 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

labelled differently include pleasurable design (Jordan, 2000), sensuality in

design (Hofmeester, Kemp, & Blankendaal, 1996) emotional design (Norman,

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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

study of the human-product relationship.

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

stemming from many disciplines including ergonomics and human-computer

interaction fields. Of late these disciplines are beginning to explore emotional

aspect of interaction (Brave & Nass, 2002; Jordan, 1999; Picard, 1997). A brief

overview of ergonomics and human-computer interaction is presented

demonstrating how the focus is moving towards exploring the emotional aspects

of interaction.

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Experience Design

Human-Factors and Ergonomics

For many years, human-factors experts applied methods and approaches that

concentrated on developing tasks, products and environments to be compatible

with people’s needs, abilities and limitations (IEA Council, 2000). Different

authors have derived slightly different definitions on human-factors (Cushman &

Rosenberg, 1991; Dreyfuss, 1974; Grandjean, 1980; McCormick, 1970) but there

is a general consensus that its objective is to maximise overall system

performance by creating effective and efficient systems as well as safe and

comfortable workspaces and environments based on the limitations of human

users.

This approach to design is appropriate in many respects. Preece (2002) explains

how products that require some kind of interaction to carry out specific tasks are

normally designed to optimise the performance of its functions. It is evident that

in some circumstances interactions need to be effective and efficient without too

much mental or physical effort on behalf of the user. This is the case with

machines in an industrial setting required to do a very specific and focused job

without a great deal of peripheral activity. In these settings, it is inappropriate to

have an interface that provides the user with unnecessary entertainment or

surprises that could increase the risks already present in this environment.

However, in other circumstances, it may be limiting to focus solely on issues of

function as this could undermine other aspects of interaction (Jordan, 2000).

Basing design purely on effectiveness and efficiency limits the type of

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Experience Design and Automotive Design

interactions a person may experience. Take the design of a personal digital

assistance (PDA) as an example. Following ergonomic principles, the PDA could

be designed to be effective and efficient in every situation providing a reliable

experience through its interaction. This may be appropriate in situations when the

user is in a hurry or requires a specific function to be performed. However, in

other circumstances, when the user is bored or exploring the product this may

not produce an enjoyable overall experience, instead it may produce more

negative feelings relating to boredom or even feelings of dislike. In these

circumstances, it may be possible to design an interface that provides the user

with added entertainment or surprise. Thus, in certain situations artefacts are

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)

depending on the circumstance and situation.

For these and other reasons certain researchers and authors (Fulton, 1993;

Green, 2002; Jordan, 2000) have begun to suggest that human-factor specialists

begin to look at broader issues such as affective or pleasurable aspects relating

to the user-artefact relationship.

Human-Computer Interaction

Hoff et al (2002) give a summary on what they consider to be the two prominent

approaches in human-computer interaction (HCI) that have intensely investigated

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Experience Design

the relationship between humans and artefacts. One is research driven while the

other is the application driven approach.

The research driven approach is said to be based on cognitive psychology that

emerged during the 1950’s and 60’s (Hoff et al., 2002; Nardi, 1996a). From the

very beginning, HCI took a computational view of interactions that consisted of

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

cognition and information processing. It was believed that human thought

processes resembled that of advanced computers, which functioned in a purely

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

emotions “…seemed at best marginally relevant to human-computer interaction”

(Brave & Nass, 2002 p.3).

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

this field have developed substantial know-how to what constitutes a good

interface most user interface issues evolve from economical and technical factors

based on usability problems (Hoff et al., 2002). These issues tended to

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Experience Design and Automotive Design

concentrate on the performance and practicality of the object alone such that

“software designers tended toward a computer-centred design approach that at

best assumed and at worst ignored the needs and preferences of end users”

(Gay & Hembrooke, 2004 p.1).

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

at interactions (Nardi, 1996a; Picard, 1997; Suchman, 1987). There is recognition

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

interactions (Gay & Hembrooke, 2004; Nardi, 1996b).

2.3 Design for Experience

The focus on emotional experience of interactions has driven novel approaches

to design including the experience design approach. Experience design concerns

itself with the emotional experience of interaction. It stands on the premise that

users are interested in the overall emotional experience attained throughout

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

interactions and activities, or more precisely, their everyday experience. This

approach has brought about new challenges to the field of design:

“Designers need to explore in greater depth the interactive relation

between how people develop their individual and collective activities, and

the ways that new products influence this process.”

(Margolin, 1997 p.228)

Designers need to build up a greater understanding of humans and their activities

so as to fit the artefact into this complex inter-relationship. Experience design is

not in essence a new approach; instead it intends to build upon traditional

approaches in design rather than reject them. Experience design is a re-

emphasis of the multitude of factors existing in the human-artefact relationship by

focusing on the emotional aspects during interaction within the surrounding

context.

One issue that must be highlighted is that the goal of experience design is not

about trying to design a specific experience. “Experience design” can be

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

how it is experienced. Taking this into consideration the experience design

approach should be viewed as designing contexts for experiences rather than the

experiences themselves (Overbeeke, Djadjadiningrat, Hummels, & Wensveen,

2002). To do this products and systems need to give users the opportunity to

engage in experiences that are personal, appealing and enjoyable in a variety of

contexts. In other words, the products and systems users interact with should

support positive emotional experiences.

What constitutes a positive experience? Positive experiences may come about

from effective, efficient and effortless interactions. However, enjoyment can come

from challenging, seductive, playful or surprising interactions requiring a certain

level of engagement or complexity (Hummels, 2000; Overbeeke et al., 2002).

Instead of thinking of positive interactions as simply being effortless interactions it

is more about how the overall experience is perceived and managed over the

course of interaction within a given situation. A good example of this is described

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

product” and goes on to “…propose a design shift from creating products to

creating contexts for experiences” (Hummels, 2000 p.1.16)

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Experience Design

“A context for experience shifts the focus from the products as an

impersonal straightjacket to an open system with which users create their

own experiences.”

(Hummels, 2000 p. 1.16)

From this view, artefacts and systems become entities that support appropriate

positive emotional interactions as opposed to forcing a particular experience on

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

environment over time.

2.4 Summary

Experience design proposes to explore a broad view of interactions between

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

context is important. Chapters three examines the importance of emotions while

chapter four focuses on context and the effect it has on the overall experience.

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Emotions

Chapter Three
EMOTIONS

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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

experience that we have barely begun to explore – particularly those to do with

people’s emotional response to things” (Fulton, 2002 p.161). Although the

underlying mechanisms of emotions may be uncontrollable it is still relevant to

have an understanding of the nature of emotions, how they are elicited in

everyday activities and their implications to design.

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

thinking’ (Damasio, 1994). Human emotions influence reflexes, feelings, moods,

cognition, and behaviour. Additionally, they are implicated in attention,

perception, thinking, judgment, mental stimulation and retrieval of memory (Brave

& Nass, 2002; Picard, 1997; Russell, 2003). As such, emotions form a critical

component of everyday experiences. When humans interact with artefacts in

their environment their emotional condition will greatly affect how they will

perceive, understand, and recall that particular event. For all these reasons

emotions are relevant to the study of human-artefact relationship.

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Experience Design and Automotive Design

To recognise how emotions fit within the human-product relationship it is

important that the subject of emotion is examined. This chapter examines

emotions, how they are characterised, their nature, their influence during

interactions and their implications for design.

3.2 Emotions and Design

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

emotions within the human-product relationship, especially in respect to

interactions between human and product during use. Emotional aspects of

interaction do not supersede or replace other issues in design; instead they help

to form a more complete picture of interactions promoting a better understanding

of the human-product relationship.

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

event. Second, feelings can be directly influenced by context, including

environment, time of day, place, weather and social situation. Third, an

experience can elicit a mixture of emotions from a variety of sources making it

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Emotions

difficult to attribute the emotional experience to one particular object.

Nevertheless, emotional and affective issues relating to design can be managed

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

present users with the opportunity to engage in enjoyable experiences in a

variety of contexts.

3.3 Understanding Emotions

Emotions appear to be an easy concept to understand, after all people

experience a plethora of emotions on a daily basis. Throughout the day (and

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

movie! These statements are all examples of self-emotional states experienced

throughout the day. Nevertheless, even though people are adept at experiencing

and acknowledging emotions, understanding the concept of human emotions is

complicated and challenging.

Although various theories of emotion abound, there is no one universally

accepted definition for emotion (Picard, 1997; Plutchik, 2003; Russell, 2003).

Nonetheless, emotions are generally characterised by two distinct aspects (Brave

& Nass, 2002). The first is that emotions relate to the needs, goals or concerns of

an individual. Secondly, emotions are composed of psychological, affective,

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Experience Design and Automotive Design

behavioural and cognitive aspects. For instance, happiness is a reaction to a

situation relating to one’s goals or concerns in a congruent manner and may

result in a smile (behavioural component) a comprehension that something is

good (cognitive component) and a feeling of satisfaction and contentment

(combination of affective and cognitive components). Fear on the other hand is a

reaction to a situation perceived as threatening and may elicit sweating and

screaming (behavioural component) a comprehension that something is amiss

(cognitive component) and a feeling of alarm and fright (combination of affective

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.

Although this explains the basic characteristics of emotions, a deeper

examination of emotions as well as how they are elicited during interactions is

needed.

3.3.1 The Nature of Emotions

To arrive at a deeper understanding of how emotions are formed during

interactions with the external environment, the following question needs to be

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

perspective, emotions are believed to change as social structures change since

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

particular emotion it is due to similar social structures rather than biological

similarities.

In contrast evolutionary theories maintain that emotions are innate in nature and

relate to basic, biological and behavioural foundations (Darwin, 1965; McDougall,

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

used as preparations for actions as well as communicative tools between animals

about what is likely to occur in a given situation (Plutchik, 2003).

Lastly there are researchers that consider the nature of emotions to lie

somewhere in between these two views (Arnold, 1968a; Oatley & Johnson-Laird,

2002; Panksepp, 1998). These theorists consider certain emotions to be innate

and others to be socially constructed depending on the type of emotion

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experienced. Johnson-Laird and Oatley (2000) distinguish between three types:

basic, object-oriented and complex. Basic emotions are innate, derived from

biological mechanism. Object-oriented emotions relate to the feelings of

attraction or repulsion toward particular objects or events and are based on

biological procedures as well as higher-level cognitive appraisal of events.

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

and complex emotions are connected to the individual’s appraisal of the

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

understanding emotions over the course of interaction between human and

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

relating to object oriented and complex emotions provides a framework for

understanding how emotions are elicited during interactions. As Stein et al (2000)

explain:

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Emotions

“Changes are perceived when goals are blocked, attained or

threatened…and perceiving changes in goal states induces immediate

changes in emotional states and general states of well being.”

(Stein et al., 2000 p.439)

If the goal or intent of the user is blocked, attained or threatened during

interaction with products, individuals will experience an emotional state.

Generally speaking, if the goal is blocked people will experience negative

emotions, if the goal is attained they will experience positive emotions and if the

goal is threatened they will experience a mixture of emotions depending on 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

meanings to the same product thus educe a different emotional response.

Essentially this view provides a framework for understanding how emotions are

elicited during interactions and offers a good foundation for understanding

emotions within the context of this study.

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3.3.2 Primary and Secondary Emotions

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

conscious appraisal of events; these include emotions like pride, contentment

and embarrassment.

Within this study the focus is on the secondary or ‘higher-level’ type emotions

given that during interactions there is a certain level of cognitive appraisal

involved in the formation of overall emotional experiences. Nevertheless, primary

emotions are not disregarded since they are certainly experienced during

interactions with products.

3.3.3 Emotion and Mood

A distinction between the terms emotion and mood must be highlighted. The

terms are often used to describe the same phenomenon, however from a

psychological perspective they are used to define different emotional attributes.

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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

can be indirectly caused by them); instead they are often a reflection of a

general, global feeling toward the surrounding environment (Frijda, 1986). A

joyous mood is a reflection of a general feeling of happiness. Moods can also

arise when a particular type of emotion is frequently activated (Picard, 1997). If

sad emotions are continually being experienced, that person’s mood will often

become depressed or negative in nature. From a functional perspective, moods

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

to appraise internal and external events. They also tend to be long-term

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

continues to experience difficulties over the course of interaction, that individual’s

emotional state may become one of annoyance or irritation causing an overall

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

longer periods of time. It is suggested that emotions (short lived emotional

experiences) will be elicited during driving while moods (longer emotional states)

will represent the overall emotional experience within the driving activity.

3.4 Emotions and Interactions

What is it about emotions that make them important for design? How do they

help designers better understand interactions? Traditionally, emotions were

branded as disadvantageous for rational and logical thinking processes. They

were believed to impede our ability to think logically, to function in a rational

manner and our general ability to make sense of our situations; nowadays,

emotions are thought to be essential for rational and intelligent behaviour (Picard,

1997). An examination of how emotions are implicated in attention, perception,

34
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

interests on particular events or aspects occurring in the environment. These

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

interaction is causing a problem and becoming frustrating, attention will be

directed more and more towards that problem until it is solved. On the other

hand, if an interaction is considered inconsequential, and it is becoming

frustrating, attention will be diverted away from that situation completely so as to

eliminate the negative feelings of frustration. Moods also affect attention, but in a

less direct way. Generally speaking, attention is devoted to aspects of

surrounding environment that concur with a current mood state. However, mood

states are regulated such that people seek interactions that will generate a

desired mood and offset an undesired mood.

It is important to consider how emotional reactions to products will affect the

individual’s attention and concentration. If a product is poorly designed and users

experience negative emotions towards it they will likely lose interest and

discontinue using the product. If the product is designed to support positive

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Experience Design and Automotive Design

emotional experiences, the individual will become interested and be more

inclined to continue using the product.

Perception

Perceptions about interactions are influenced by moods. Studies in this area

suggest that people will judge their surrounding environment in a mood-

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

generally judge events in a negative light. If individuals attribute negative moods

to a product their judgement of that product will be biased in a negative way.

Likewise, if individuals attribute positive emotions to a product their perception of

that product will be biased in a positive way (Brave & Nass, 2002). Therefore, by

supporting positive emotional experiences, appropriately designed products will

continuously keep users in a positive mood, promoting the perception of an

overall positive experience.

Performance

Mood states have been shown to influence the cognitive performance and

decision-making abilities of individuals. Positive mood states increase creativity

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

36
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.

The relationship between emotions and memory is important for designers to

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

experience will be remembered. It is important to try and avoid negative emotions

during interaction with a product since negative emotions are remembered more

readily. If this occurs, unless the emotion changes throughout the interaction, the

individual will associate the product with a negative emotional experience. If an

individual remembers the experience of an interaction with a product as negative

that person will be less likely to want to use that product in the future. If, on the

other hand, the overall experience is remembered as positive it may encourage

future use of that product.

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Experience Design and Automotive Design

Attention, memory, performance and judgements are important mental

components of interactions between users and products. It is relevant to have an

understanding of how emotions and moods affect these cognitive aspects so as

to be better equipped to design products that support positive experiences.

3.5 Summary

This chapter presented an overview of the subject of emotions. Theories

proposing that emotions are generated by appraisal of events offer the most

possibilities within this study. From this view, emotions arise when events and

activities are appraised as corresponding or conflicting with the individual’s

concern. Emotions can also be characterised as primary, driven by instinct, or

secondary, requiring cognitive processing. Within this study the focus is primarily

on secondary emotions as they are often elicited during prolonged interactions

with products, however primary emotions are not dismissed as they are

implicated in interactions between humans and products. The difference between

emotions and moods was also outlined. Emotions are short-lived experiences

and relate to specific objects in the environment while moods are long-term

experiences and may be caused by no obvious object in the environment.

Recurring emotions can cause moods to arise, while moods can bias what type

of emotions will be educed. Emotions arise from direct interactions between

person and product while moods reflect feelings about the overall experience of

interaction. Finally the implication of emotions and moods in attention,

38
Emotions

perception, performance and memory, was outlined. Outlining these different

aspects of emotions help to emphasise how they are implicated in interactions.

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Experience Design and Automotive Design

40
Context

Chapter Four
CONTEXT

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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

understand without that context” (Kuutti, 1996 p.26). The experiences of

interactions are influenced by the surrounding context in which it occurs. Context

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

with the ever-growing development of smaller, portable and more powerful

computing hardware has recently driven studies into context-aware computing

(Dey et al., 2001; Dourish, 2001a).

Although context is known to influence emotions, designers have had limited

amount of information defining how contexts affect emotional experiences during

interactions. This chapter does not specifically describe how context is implicated

in emotional experiences; instead, in an attempt to bridge this gap, it explores the

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

overall emotional experiences.

4.2 Multiple Levels of Context

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

physical environment interface. Likewise, Nardi (Nardi, 1996c) describes two

levels of context: internal and external. Internal involves people, composed of

objects (objectives) and goals, while external involves people, artefacts, other

people and specific settings. Other researchers in the field of human-computer

interaction and ubiquitous computing have defined similar levels for context (Dey

et al., 2001; Tamminen, Oulasvirta, Toiskallio, & Kankainen, 2004). There is a

third level in which context can exist, derived from a sociological perspective,

which includes the connection between persons, artefacts, environments, other

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

consisting of two levels, similar to the classification made by Kaptelinin (1996a)

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

surrounding physical environment. For instance consider the interaction between

44
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

interface between human-computer and environment consisting of the

aforementioned aspects as well as space, lighting, temperature, noise-level or

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.

In order to understand the overall experience of interactions, the second level of

context needs to be acknowledged during interactions. While the first level

provides a good framework for understanding interaction between people and

products, the second level takes into account the users overall intentions and

goals during interactions, as a result reflecting overall experiences more

accurately.

4.3 Nature of Context: Static and Dynamic

An aspect that needs clarification is the nature of contexts in relation to

interaction, which can be classified as either static or dynamic. Within design

contexts have traditionally been characterised as static (Gay & Hembrooke,

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

Nevertheless, as Greenberg (2001) maintains, most human-product interactions

take place within dynamic contexts. Dynamic refers to the changing physical

environment as well the fluid nature of the relationship between user, product and

environment in real life interactions (Greenberg, 2001; Nardi, 1996b; Suchman,

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

the surrounding environment changes including traffic density, weather, location

and time of day.

Developmental Relationships

Another aspect of a dynamic context is its developmental nature during

interactions (Kaptelinin, 1996b; Kuutti, 1996; Suchman, 1987). A developmental

nature refers to the changing and evolving relationship between human-product

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

46
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

between human-product and environment not only refers to the surrounding

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

automatically. In each of these cases, the interaction between driver and

interface is different as the surrounding context changes across different

locations and time.

These are just simple examples, however they illustrate how the different levels

of contexts; human-product and human-product-environment, are connected and

shifting continuously as the interaction evolves over time.

4.4 Summary

Contexts have a significant influence on the overall emotional experience.

Although the importance of contexts in emotional experiences has been

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

overall emotional experiences during interactions.

To lay the groundwork for understanding the relationship between context and

experiences during interactions, two main issues were examined. Contexts can

be characterised as existing in two distinct levels, a first-level context, which

exists between user and product, and a broader second-level context existing

between user-product and the surrounding environment. The focus in this study

is on the second level context as it reflects the overall experience more

comprehensively. Also, contexts can be static or dynamic in nature. Static

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

surrounding environment is constantly changing and this change is constantly

affecting the developmental aspects of interaction. This assists in defining and

characterising different features of the overall experience.

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Modelling the Driving Activity

Chapter Five
MODELLING THE
DRIVING ACTIVITY

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Modelling the Driving Activity

5.0 Modelling the Driving Activity

5.1 Introduction

Chapters three and four explored interactions in relation to emotion and context.

This chapter integrates these aspects by inferring a model that endeavors to

capture overall experiences of interactions, specifically the driving experience.

The focus in this research was on the driving activity for two reasons. First, there

appears to be a gap in the literature dealing with emotional experiences during

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

interface is designed to be enjoyable and pleasurable as well as usable and

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

within the surrounding environment and emphasize the importance of focusing on

interaction through time. However, activity theory was chosen as the main source

of information since it focuses on the practical and applied side of scientific

research (Nardi, 1996a).

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Experience Design and Automotive Design

5.2 Activity Theory

Modelling overall experiences involves understanding how activities and

interactions develop over time and within context. Petersen et al (2002) note,

current usability methodologies do little to represent or help understand

development of activity through use. Nardi (1996a) illustrates how cognitive

science studies have previously concentrated on the interpretation and

transmission of information, while forgetting the actions of an interaction as it is

being performed. This section presents the main concepts of activity theory that

help to infer the model of the driving experience.

Activity theory attempts to understand the relation between consciousness and

activity (Nardi, 1996a p.). Consciousness refers to intention, a human aspect,

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

development of activities through time. By concentrating on these issues the

process of interaction between human user and product over time is understood

in a more comprehensive manner, emphasising the overall experience of

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

of focusing on the actions of users, as in the case of many laboratory

experiments, it is the user’s activities (in context) which should be the basic unit

of investigation. Activities are long-term formations within interactions, while

actions are small, discreet components of activities. As Kuutti (1996) explains,

“actions cannot be understood… without a frame of reference created by the

corresponding activity” (Kuutti, 1996 p.30). In other words, experiences do not

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

important factors that need to be considered when trying to understand

behaviours and actions (Malone, 1983). They are the drivers that promote

interactivity between humans and products. Without understanding an

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

“Whether a certain hand movement is a greeting, an attempt to swat a fly,

a gymnastics exercise, or even an involuntary muscular reflex depends on

the constituent components of the action, in particular its intention.”

(Greve, 2001 p.436)

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

must be understood that one cannot exclusively observe another’s behaviour to

attain intentions (Greve, 2001). Nevertheless, intentions can be used as the

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

human can be identified at a particular instant within the human-artefact

relationship then it can be used to understand certain aspects of behaviour.

Another significant aspect is the recognition that focusing on activities over time

requires understanding the contexts in which these activities occur. This

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

attained by the individual and therefore needs to be acknowledged.

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Modelling the Driving Activity

Activity theory proposes to view the relationship between human, artefact and

environment as reciprocal and dynamic in nature. Although distinctions can be

made between human, artefact and environment these components are

interconnected, constantly affecting and changing each other during interactions

(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

each other is automatic and dependant on the situation.

In summary, the main points presented include:

• Artefacts act as mediators of activities and behaviours

• Focus on use / doing / activity over time

• People have motives / intentions and are not merely agents in a system

• Activities occur within a context

• Human / artefact / environment subsist in a reciprocal relationship

These issues represent the main aspects derived from activity theory that were

used to infer the model of the driving activity.

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Experience Design and Automotive Design

5.2.1 Activities

Activity theorists consider activities as the fundamental unit of study. Activities

can be broken down into three levels consisting of basic operations, which

structure actions, which in turn form activities (Figure 1) (Kuutti, 1996).

Figure 1. Levels of activities (after Kuutti, 1996)

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:

activities, actions and operations, are in constant dynamism, affecting and

influencing one another.

Consider the driving activity. Using figure 1 as a framework, the overarching

intent in this instance would be to travel from one location to another. This activity

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Modelling the Driving Activity

is composed of sets of actions and subsets of operations. Actions consist of

stoping at lights, merging into traffic and turning at intersections. Operations

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

they are in constant change. An important aspect of the framework is its

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

is fixed, the activity converts back to driving.

5.3 Model of the Driving Activity

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

capture the human-artefact relationship occurring over time and interactions

within a driving context.

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Experience Design and Automotive Design

Figure 2. Human – Artefact – Activity within surrounding context forms overall experience.

Using activity theory as a theoretical framework, an overall experience (Figure 2)

is composed of humans, artefacts and activities/intentions framed by a

surrounding context. The model attempts to encapsulate and convey several

ideas about interactions based on activity theory, including: different levels of

interaction (micro and macro) between human-artefacts and context, user intent /

artefact as mediators, and the dynamic aspect of interactions. All of these

aspects are relevant to the model and contribute to form an overall experience.

Following is a more in-depth description of each of these concepts.

Micro and Macro Interaction Levels

There are two interaction levels existing within the framework. The first, micro-

interaction level, consists of the interface between user and product (Figure 3,

left). For instance the micro-interaction level within a driving situation is

composed purely of the driver interacting with the vehicle interface.

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Modelling the Driving Activity

The second, macro-interaction level consists of the user-product within the

surrounding environment (Figure 3, right). In this case the macro-interaction level

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

activities with the artefact,.

Figure 3. Micro (left) and Macro (right) interaction levels

User Intent / Artefact as Mediator

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

artefact becomes a mediator to achieve the human’s intention. The model

presented considers this particular issue by illustrating how activities constitute

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

through the actions and operations of the user.

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Experience Design and Automotive Design

Dynamic Aspect of Interactions

Interactions are dynamic and evolving. As such, each of the aspects: user,

artefact, activities and surrounding context, are in constant dynamism and

change. The human directs activities with intentions; however, the surrounding

contexts as well as the artefacts themselves are involved in forming activities.

Sometimes, the surrounding context will overpower the intentions of the user and

overwhelm the activity completely. For instance, a person may want to go

shopping using a car. While driving the weather deteriorates and traffic conditions

become dangerous. The driver decides to turn around and drive home, not

wanting to risk a traffic accident. So, regardless of the person’s intention to go

shopping (activity / intention) and access to a car (artefact), the activity is

completely overwhelmed by the surrounding context. Alternatively, the artefact

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.

Regardless of the person’s intent to go shopping (activity / intention) and the

surrounding conditions permitting, the artefact influences the activity.

These examples are intended to represent a clear-cut account of the dynamism

during an interaction. However, the dynamism between human-artefact-

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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Modelling the Driving Activity

This framework was used as a foundation to situate human-vehicle interaction

within the driving experience (Chapter 8).

5.4 Summary

This chapter presented a model of the overall driving activity. Activity theory was

the primary source used to support the model.

Several issues from activity theory were considered. Humans are driven to action

by motives and intentions and utilise artefacts to achieve desired goals. Artefacts

are understood to be mediators of human experience. Activities develop and

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

and encompasses the overall experience. The relationship between

human/artefact/environment is reciprocal and constantly shifts as interactions

progress. Activities (overarching motives) were defined as long-term formations

composed of actions (intermediate unit of activities), which are in-turn composed

of operations (fundamental unit of activities). The model intends to infer the

overall experience of interactions within the driving context and was utilised to

explore and situate the driving experience. The next chapter describes the

experiment conducted exploring the emotional experience of driving.

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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

6.0 Experiment: Exploring the Driving Experience

6.1 Introduction

This chapter presents an experiment that was conducted exploring the emotional

experience of driving. Specifically, the focus was on the overall emotional

experience of interaction between driver and vehicle interface within a real driving

situation.

To begin with the concept of emotional experience of driving is explained by

providing an overview of the approach taken for the experiment. A section

describing the theoretical construct used to identify emotions during the

interviews and observations follows. Finally, the method of the study is

presented.

6.2 Emotional Experience of Driving

The experiment performed aimed to investigate the emotional experience of

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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Experience Design and Automotive Design

experience will be perceived. Also, researchers have noted the difficulty in

gathering relevant data from lab-based experiments that will be applicable to

real-life situations, “It is quite difficult to estimate the cognitive proficiency of an

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

laboratory are worthwhile, sometimes the findings do not translate to real-world

situations. This is often due to the fact that something is missing if the experiment

is not performed in its respective context. Consequently, this experiment was

conducted in as real a driving condition as possible as opposed to a closed

track/circuit or virtual environment. This proved to be critical as the surrounding

context formed an important part of the findings and this would not have been

established if the experiment had been conducted in a more controlled situation.

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,

interviews and think-aloud protocols conducted at different stages throughout the

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

retrospective interview. This way, any deviations in the participant’s emotional

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

emotional experiences during interaction in a variety of circumstances. The

findings provide designers with a better understanding of how to design

interfaces to support positive emotional experiences within the driving context.

6.3 Identifying Emotions

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

previously been used as a foundation for emotions in studies that relate to

emotional response to products (Desmet, 2000, 2002), and emotional expression

during mobile phone use (Fagerberg, Stahl, & Hook, 2004). Russell’s

representation of basic emotions, graphically presented in his model of ‘Core

Affect’ (Russell, 2003), stands on the premise that emotions can be described

using two underlying dimensions:

“At any given moment, the conscious experience (the raw feeling) is a

single blend of two dimensions… the horizontal dimension, pleasure-

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displeasure, ranges from one extreme (e.g. agony) through a neutral point

(adaptation level) to its opposite extreme (e.g. ecstasy)… the vertical

dimension, arousal, ranges from sleep, then drowsiness, through various

stages of alertness to frenetic excitement… Core affect can be neutral (the

centre point), moderate, or extreme (the periphery).”

(Russell, 2003 p.148).

Core affect in this instance describes a state that is consciously accessible as the

fundamental feeling in emotions and mood (Russell, 2003).

Figure 4. Emotional Chart (after Russell, 2003)

Figure 4 represents a modified version of Russell’s original model of Core Affect

(Russell, 2003). It was designed to capture the general feelings of the participant

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Experiment: Exploring the Driving Experience

at different stages of the experiment. It depicts the horizontal axis of feeling,

labelled happy-unhappy, and the vertical axis of energy, labelled excited-calm.

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

example, to articulate a moderate feeling of annoyed on the chart it would be

placed in the middle of the line in-between ‘tense/jittery’ and upset/distressed’

(Figure 5, left). To articulate an intense feeling of happiness, it would be placed

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

intense feeling of happiness (right)

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

different stages within the study.

Figure 6. Hemispheres for negative and positive emotions

6.4 Method

The experiment methodology was based on a data triangulation approach

(Denzin, 1989) consisting of observations, interviews and think-aloud protocols.

According to Robson (2002) data triangulation can help to counter particular

threats to the validity of the experiment because it offers the researcher a variety

of different channels to acquire and analyse data. The only foreseeable

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-

aloud protocols corresponded with each other.

To assist in determining the emotions experienced by the participant, physical

and behavioural responses (facial expressions, vocal expression and bodily

behaviour) in conjunction with self-report methods were explored. The reason for

gathering physical and behavioural data from a variety of sources is that

according to some authors (Frijda, 1986; Johnstone & Scherer, 2000; Picard,

1997) emotions are entities of a multi-component nature such that a person will

normally express emotions using a number of bodily behaviour channels (Flack,

Laird, & Cavallaro, 1999). For instance, an emotion can be misjudged when

simply looking at another’s facial expression. However, it is possible to infer

another’s emotional state by observing a range of physical and behavioural

expressions. Furthermore, there is evidence within the literature to support this

particular combined approach to measure emotions within real traffic situations

(Mesken, 2001) since they are easily observable, easily accessible and do not

require a large amount of equipment compared to studying physiological

reactions of emotions. There are some problems in trying to identify emotions

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

what would be gained by simply utilising one technique.

Participants

Fifteen participants took place in the experiments consisting of eight males and

seven females. Participants were full-time staff members of Queensland

University of Technology (QUT) from the School of Design and Built

Environment. The participants represented a good cross-section of the driving

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

time and were not paid for their participation.

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

university. Although one experiment utilised a different vehicle (Toyota Camry),

the buttons and controls the driver interacted with were the same (Figure 7 and

8).

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Figure 7. Toyota Corolla interior

Figure 8. Toyota Camry interior

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.

Figure 9. Mini digital camera set-up

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Experiment: Exploring the Driving Experience

Figure 10. Web-cam and laptop set-up

Figure 11. Two video sources mixed

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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

would like to participation in the experiments. Staff members that responded to

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

involvement in the experiment. Furthermore, they were asked to sign a consent

form (Appendix A) which they were required to bring with them to the experiment

should they choose to participate.

As explained earlier, the experiment was organised in three steps consisting of

an initial interview, followed by the drive itself where the observation and think-

aloud protocol was conducted, and a retrospective interview. The purpose of

using this three-step process was to determine the overall emotional experience

attained by the participant. This was achieved by analysing the initial emotional

state (initial interview) in relation to the participant’s final emotional state

(retrospective interview). Interactions while driving (observation stage) were also

analysed to determine how they affected the overall emotional experience.

Following is the details of each of the three steps performed during the

experiment.

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(a) Initial Interview

Prior to driving, participants were given a short semi-structured interview

(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

were also obtained.

Figure 12. Example of initial interview and emotions recorded on the emotional chart

(b) Observation and Think Aloud Protocol

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

between 11:00am and 2:00pm.

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Experience Design and Automotive Design

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:

• Turning on the radio

• Tuning to 97.3fm radio station

• Inserting a CD

• Playing a specific track on the CD

• Turning on the air-conditioning

• Adjusting the air-conditioning features to suit their needs

• Washing the front and back windscreen with water and wipers

The reason for choosing these tasks was because they represent common,

everyday activities that people perform in vehicles. The participants could

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

safe to do so. The drive took approximately twenty minutes to complete.

(c) Retrospective Interviews

Immediately following the drive a retrospective semi-structured interview

(Appendix C) was conducted primarily aimed at gauging the participant’s

emotional state. To do this, participants were asked to note how they felt on an

emotional chart (Figure 14).

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

performed during the drive were also asked.

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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

triangulation method used, consisting of interviews, observations, and think-aloud

protocols. The next chapter describes the analysis of the data.

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Analysis

Chapter Seven
ANALYSIS

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Analysis

7.0 Analysis

7.1 Introduction

To explore the emotional experience of driving, it was necessary to identify the

emotions of participants during the interviews and observations. Data obtained

was in video, audio and written format and was qualitative in nature. This chapter

covers coding and data analysis.

7.2 Analysing Emotions

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

interviews (initial and retrospective) and think-aloud protocol, self-report methods

were used to identify the participant’s emotions. During the observation stage,

bodily expressions were used to identify emotions. Table 1 summarises the

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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Table 1. Methods used to identify emotions at different stages of the experiment

Stage Method Used

Initial Interview Emotional Chart - Self-report


(Participant noted emotional
state on emotional chart)

Observation Think-aloud protocol - Self-report


(Verbal report of emotions
while driving)

Bodily expression - Bodily expression


(Analysed emotions primarily
using facial expressions using
vocal and gesture expressions
for support)

Retrospective Interview Emotional Chart - Self-report


(Participant noted emotional
state on emotional chart in
conjunction with verbally
reporting the reasons why they
felt the way they did)

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Emotional Self-Report

As shown in Table 1 there were different stages in the experiment where

participants were required to self-report on their emotional state. Self-report was

used during the observation stage. Participants were asked to perform a think-

aloud protocol during interaction with the car interface, requiring them to

verbalise their emotions as they experienced them. For instance if a participant

interacted with the radio and they experienced frustration they were asked to

verbalise their feelings and emotions in words. Robinson and Clore (2002)

termed this type of information retrieval as ‘experiential knowledge’. The

advantage of this type of information retrieval is that participants are recovering

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,

participants were required to self-report their emotions on the emotional chart.

The same occurred during the retrospective interview. In addition, participants

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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reporting of emotions at this stage was only used to support the actual emotions

experienced while driving.

As Brave and Nass (2002) observe self-report is an effective technique that has

been used to measure emotions, “Post-interaction questionnaires, in fact,

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

emotional experiences (Robinson & Clore, 2002). Nevertheless, self-report

methods present distinct challenges if used exclusively to measure emotions.

The most pertinent problem that arises with self-reporting is that only the

conscious experience of the emotion or mood can be measured and that

answers provided by participants about their personal feelings and emotions may

be misleading as they are filtered as to what they may consider to be socially

acceptable. However, the self-report method was not used exclusively, instead it

was used in conjunction with the observations to help overcome these problems.

Physical Expressions of Emotions

The participant’s physical bodily expressions were examined to assist in

determining the emotions experienced. Physical expressions and actions are the

primary means by which humans express or communicate emotions (Brave &

Nass, 2002; Darwin, 1965; Frijda, 1986; Lewis & Haviland-Jones, 2000;

Mehrabian, 1981).

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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,

2002). Voice is another means by which to further evaluate a particular emotion

(Scherer, 2003). Picard (1997) notes that young babies can recognize emotions

through voice intonation and volume before understanding language

emphasising the fact that voice plays an important role in communicating

emotions. Body postures and gestures are also linked to emotions (Wallbott,

1998).

These behavioural indicators are not independent of each other or of the

particular circumstance so it is important to examine them collectively to

understand what emotion has been experienced and expressed by the individual.

For example some researchers argue using only facial expressions to identify

emotions is not appropriate as facial expression can be misinterpreted, some are

not consistent across different cultures while others do not elicit any facial

expressions at all (Russell, 1995). Thus, to provide a reliable prediction of the

type of emotion elicited required examining all three components in relation to

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

used throughout the coding stage of the experiment to identify emotions

expressed by the participants from the observations.

Table 2. Emotion and Facial, Vocal and Body Expressions

Emotion Facial Vocal Body

Focused/ • Horizontal frown – • Slight head


Concentration (when puzzled or movement toward
confused) object
• Increasing attention
and force to object

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)

Ebullient • Faster speech rate • Head movement


• Increased
• Higher pitch average backwards
concentration on
• Higher intensity • High movement
object through facial
behaviour • Increase in activity
articulation rate • Expansive
• Eyebrows raised
movements
• High movement
dynamics

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Analysis

Table 2 continued

Emotion Facial Vocal Body

Elated • Increased • Head movement


concentration on backwards
• Faster speech rate
object through facial • High movement
behaviour • Higher pitch average
activity
• Delighted gaze • Higher intensity
• Expansive
• Relaxed eyes • Increase in movements
articulation rate
• Eyebrows slightly • High movement
raised dynamics
• Open mouth
• Smile
• Laughter (not
always)

Happiness • Relaxed eyes • Faster or slower • Low movement


• Relaxed eyebrows speech rate dynamics
• Compression of • Much higher pitch
muscles under skin average
• Smile (not always) • Higher intensity
• Relaxed mouth • Breathy, blaring
voice quality
• Normal articulation

Contented • Relaxed eyes – • Low movement


• Relaxed eyebrows dynamics
• Smile (not always)
• Relaxed mouth

Calm • Relaxed eyes – • Low movement


• Relaxed eyebrows dynamics

Tired – • Slower speech rate • Low movement


activity
• Inexpansive
movements
• Low movement
dynamics

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Table 2 continued

Emotion Facial Vocal Body

Unhappy Silent passive sadness • Slightly slower • Low movement


• Depressed corners speech rate dynamics
of mouth • Slightly lower pitch
• Downcast eyes average
• Passiveness • Higher intensity
(absence of interest) • Resonant voice
quality
Withdrawal sadness • Slurring articulation
(grief)
• Eyebrows drawn
downwards or
oblique eyebrows
• Agitations and
restlessness

Distressed • Expansive
• Higher pitch rate
movements
• Higher intensity

Tense • Frowning of the • Higher pitch rate • Expansive


mouth may occur • Higher intensity movements
• Bending of head

Jittery – • Higher pitch rate • Expansive


• Higher intensity movements

7.3 Coding of Data

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.

Table 3. Coding system of observations

Behavioural classes Behaviours Modifiers

Emotions Neutral excited


Happy excited
Happy
Happy calm Low
Neutral calm Average
Unhappy calm High
Unhappy
Unhappy excited

Activities Correct (physical) interaction Radio


Incorrect (physical) interaction Compact Disc
Visual interaction Front windscreen wiper
Driving Back windscreen wiper
Air conditioning

Context Leaving QUT


Freeway Low
Inner city Bypass Medium
City High

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.

The categories for coding consisted of behavioural classes, their corresponding

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

modifiers of low, medium or high, relating to the intensity of the emotional

expressions.

Figure 15. Labels for the different segments of the emotional chart used for coding

Activities were split into behaviours defined as correct interactions, incorrect

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

achieve this task, ‘correct interaction’ would be coded. Incorrect interaction

referred to an action where the participant made an error (through physical

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

required. The modifiers for these activities corresponded to features of the

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-

traffic context while City was defined as high-traffic context.

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For the coding to function appropriately within the Observer software, the

behaviours and modifiers within a behavioural class had to be mutually exclusive

and exhaustive. This meant that only a single behaviour and modifier from a

particular behavioural class could be active at one time. If a new code

corresponding to the same behavioural class was entered, the previous code

would be automatically deactivated. For example, consider an instance when a

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).

Figure 16. Example of coding sequence

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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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

stored data could be produced.

Figure 17. Portion of participant 8 time-event table

Figure 17 demonstrates an example of a time-event table (participant 8). 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)

indicating the start time of an event, subject, behaviour, behavioural class,

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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Figure 18. Portion of participant 8 time-event plot

The time-event plot is a graphical representation of the information on the

corresponding time-event table. Figure 18 is an example of participant 8 time-

event plot, (first 60 seconds) showing behaviours plotted horizontally against a

time axis (in seconds). The multi-coloured lines represent the sequence of

behaviours. The uppermost line corresponds to context, the middle line

represents activities and the bottom line represents emotions. Each code is

represented in a different colour (shown in the legend) with a length that

corresponds to its duration. The time-event tables and plots were used to obtain

different sets of data for the findings.

7.3.1 Analysing Coded Data from Observations

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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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 15) was also determined within each context.

Figure 19. Portion of participant 2 time-event plot showing time segments in seconds for activities

and emotions in a low-traffic context

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

similarities across different emotions.

Figure 20. Categories of emotional chart

Happy, happy-excited and happy-calm were grouped into “Happy” category.

Unhappy, unhappy-excited and unhappy-calm were grouped into “Unhappy”

category. Neutral-excited was categorised as “Concentration” and neutral-calm

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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influenced the overall emotional experience. The following section outlines how

this was performed.

Analysing Emotions and Activities in relation to Context

The following tables demonstrate the proportion of time for activities and

emotions within a low-traffic context (Table 4), medium-traffic context (Table 5)

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

each of the behaviours.

Table 4. Proportion of time for activities and emotions in low-traffic context


(Overall time spent in low-traffic context = 352 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy - - -

Happy 5, 9, 2, 7, 10, 65 98 28%

Concentration 21, 21, 9, 3, 12, 4, 9, 2, 15, 144 41%


Low-traffic Context

13, 11, 4, 3, 14, 3

Calm 6, 30, 8, 49, 17 110 31%

Activities

Driving 92, 3, 5, 2, 50, 133 285 81%

Visual 4, 2, 4, 7 17 5%

Incorrect interaction 3, 4, 1 8 2%

Correct interaction 13, 6, 13, 6, 4 42 12%

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Table 5. Proportion of time for activities and emotions in medium-traffic context


(Overall time spent in medium-traffic context = 174 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 6, 4 10 6%

Happy - - -
Medium-traffic Context

Concentration 4, 10, 3, 21, 11, 5, 12, 3, 4, 84 48%


5, 6

Calm 29, 11, 40 80 46%

Activities

Driving 117, 11, 2, 14, 3 147 84%

Visual 3, 5 8 5%

Incorrect interaction - - -

Correct interaction 6, 3, 1, 4, 5 19 11%

Table 6. Proportion of time for activities and emotions in high-traffic context


(Overall time spent in high-traffic context = 239 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 6 6 2%

Happy 2, 5, 4 11 5%
High-traffic Context

Concentration 2, 4, 6, 2, 2, 9, 36, 15 76 32%

Calm 17, 8, 15, 29, 77 146 61%

Activities

Driving 57, 7, 15, 7, 117 203 85%

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

between the proportions of activities/emotions within each context in relation to

the overall emotional experience was studied. The results from this analysis are

discussed in chapter eight.

Classifying Overall Emotional Experiences

The next step involved analysing the overall emotional experience for each

participant. It was established that the overall emotional experience could be

classified as negative, neutral or positive depending on the difference between

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

interviews (Table 1 p.86). A negative overall experience was characterised by a

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

the overall experience was classified as negative.

Figure 21. Negative change in emotional condition before and after driving

A positive overall experience was characterised by a positive change in the

emotional condition before and after driving. If participants recorded their

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

A neutral overall experience was characterised by an indistinguishable difference

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

experiments. Self-report methods and observing bodily behaviours were the

methods used to analyse emotions throughout the experiments. The coding

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

following section presents the findings from the experiments.

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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

vehicle interface within the surrounding environment (Figure 3, right p.59).

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

experience is discussed. Second, from a micro-level view, the implications of

different activities on the emotions of the driver while driving are outlined.

8.2 Overall Emotional Experience: Impact of Context and Emotional

Condition before Driving

This section discusses the impact of interactions in high-traffic context in

combination with the emotional condition of the driver prior to driving have on the

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overall emotional experience perceived. Findings revealed that the emotions

elicited during interaction with the vehicle in high-traffic context are remembered

and had a significant impact on the overall emotional experience perceived by

the individual (Gomez, Popovic, & Bucolo, 2004b). In combination with context,

the emotional condition of the driver prior to driving affected the overall emotional

experience by the individual (Gomez, Popovic, & Bucolo, 2004a).

Overall fifteen participants were studied; six participants experienced a neutral

overall emotional experience, six experienced a negative overall emotional

experience while three participants experienced a positive overall emotional

experience. To illustrate three characteristic examples are presented. The first

example demonstrates an overall neutral experience the second example an

overall negative experience while the third demonstrates an overall positive

experience.

Neutral Experience – Characteristic Example

This section presents a characteristic example of a neutral experience. A positive

emotional state before driving in combination with no significant incorrect

interactions with the interface in high-traffic contexts resulted in an overall neutral

experience.

The data presented here is taken from participant 12. To begin with, the

participant’s overall emotional experience was established. This required

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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

and retrospective interviews the participant recorded a calm emotional state

(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

participant 12 had experienced an overall neutral emotional experience. Next, the

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

the observations of participant 12 in the different traffic contexts.

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Table 7. Proportion of time for activities and emotions in low-traffic context


(Overall time spent in low-traffic context = 312 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 7, 2 9 3%

Happy 17, 3 20 6%

Concentration 42, 25, 4, 3, 19, 8, 9, 10, 163 52%


Low-traffic Context

10, 12, 9, 2, 10

Calm 24, 17, 34, 10, 3, 7, 10, 15 120 39%

Activities

Driving 164, 27, 19, 1, 25 236 76%

Visual 4, 2, 5, 3, 6 20 6%

Incorrect interaction 2, 19 21 7%

Correct interaction 13, 3, 7, 12 35 11%

Table 8. Proportion of time for activities and emotions in medium-traffic context


(Overall time spent in medium-traffic context = 301 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 4, 6, 6, 2 18 6%

Happy 2, 4, 4 10 3%

Concentration 4, 3, 10, 5, 5, 6, 3, 7, 4, 4, 1, 121 40%


3, 10, 6, 3, 4, 9, 2, 6, 6, 4
Medium-traffic Context

Calm 10, 27, 22, 4, 3, 25, 31, 9, 1, 152 51%


20

Activities

Driving 21, 2, 1, 61, 6, 1, 79, 4, 2, 1, 232 77%


54

Visual 3, 16, 2, 1, 1, 7, 6, 2, 8, 2, 2, 51 17%


1

Incorrect interaction 4, 2 6 2%

Correct interaction 2, 4, 6 12 4%

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Table 9. Proportion of time for activities and emotions in high-traffic context


(Overall time spent in high-traffic context = 295 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

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

Calm 11, 14, 25, 6, 40, 53, 81 230 78%

Activities

Driving 31, 56, 90, 5, 77 259 88%

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

in yellow in the emotions segments).

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Figure 25. Participant 12: a neutral overall experience showing proportions of emotions and

activities in low, medium and high-traffic contexts

During the retrospective interview participant 12 described the driving

experience:

“…Wasn’t stressful. Tasks weren’t hard. Probably wouldn’t do windscreen

wiping while driving (which occurred within high-traffic context)… enjoy

driving new car”

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Findings

The information about the perceived driving experience by the participant

illustrates two interesting points. Although incorrect interactions were performed

in low and medium-traffic context, the participant did not refer to them in the

retrospective interview, instead he referred to the windscreen wipers, an activity

performed in high-traffic context. Another interesting aspect is that the mere

absence of problems during interaction with the interface in high-traffic contexts

did not elicit positive overall emotional experience. A positive emotional state

prior to driving in combination with no significant incorrect interaction in high

traffic context resulted in a neutral overall emotional experience (Figure 25). The

same pattern occurred for participants that underwent a neutral overall

experience including participant 2, 5, 10, 11, 12, and 14.

Negative Experience – Characteristic Example

This section presents a characteristic example of a negative experience. A

positive emotional state before driving in combination with significant incorrect

interactions with the interface in high-traffic contexts resulted in an overall

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

experience was identified (Figure 26).

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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

the participant in this instance underwent an overall negative emotional

experience. Next, the observations were analysed. The overall proportions of

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

different traffic contexts.

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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)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy - - -

Happy 9 9 4%
Low-traffic Context

Concentration 19, 11, 4 34 14%

Calm 76, 32, 88 196 82%

Activities

Driving 239 239 100%

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)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 6, 3, 4 13 7%

Happy 3, 4, 2 9 5%
Medium-traffic Context

Concentration 10, 9, 1, 5, 2, 2, 5, 7, 7, 4, 72 41%


11, 4, 5

Calm 4, 32, 15, 7, 5, 20 83 47%

Activities

Driving 46, 30, 1, 9, 3, 7, 32 128 72%

Visual 4, 1, 4 9 5%

Incorrect interaction 3, 7 10 6%

Correct interaction 2, 18, 7, 3 30 17%

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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)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 5, 3, 13 21 5%

Happy - - -

Concentration 1, 3, 8, 6, 8, 6, 6, 9, 7, 11, 181 47%


High-traffic Context

41, 3, 5, 62, 5

Calm 33, 24, 10, 18, 23, 16, 8, 184 48%


45, 7

Activities

Driving 34, 65, 2, 22, 26, 200 349 90%

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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Figure 27. Participant 1: a negative overall experience showing proportions of emotions and

activities in low, medium and high-traffic contexts

During the retrospective interview participant 1 referred to a specific instance in

the high-traffic context where difficulty was experienced with a task:

“Felt tense… felt apprehensive. Appreciated stopping at lights because that

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

description was referring to incorrect interactions performed during high traffic

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

comment on any of the incorrect interactions or negative feelings experienced in

low and medium-traffic contexts. A positive emotional state prior to driving in

combination with incorrect interactions in high traffic context resulted in a neutral

overall emotional experience (Figure 27). The same pattern was found for

participant’s that underwent negative overall experiences including participant 1,

3, 4, 6, 7 and 8.

Positive Emotional Experience – Characteristic Example

This section presents a characteristic example of a positive experience. A

negative emotional state before driving in combination with incorrect interactions

with the interface in high-traffic contexts resulted in an overall positive

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

emotional experience as opposed to the incorrect interactions itself.

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

data from the observations of participant 15 in the different traffic context.

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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)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 2 2 - (insignificant)

Happy 7, 7, 7, 3 24 9%

Concentration 7, 20, 23, 10, 5, 7, 10, 3, 2, 120 45%


Low-traffic Context

5, 13, 13, 2

Calm 10, 4, 11, 16, 15, 6, 9, 4, 122 46%


30, 6, 11

Activities

Driving 40, 157, 30 227 85%

Visual 6, 14, 4, 7 31 11%

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)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

Emotions

Unhappy 3, 2, 2 7 3%

Happy 5, 2, 6 13 5%

Concentration 3, 5, 11, 8, 3, 1, 10, 6, 2, 7, 87 33%


Medium-traffic Context

4, 1, 7, 4, 3, 4, 2, 4, 2

Calm 12, 6, 12, 7, 6, 26, 33, 27, 154 59%


11, 14

Activities

Driving 30, 1, 7, 6, 138, 3, 27 212 81%

Visual 2, 1, 3, 4, 3, 3, 3, 2 21 8%

Incorrect interaction - - -

Correct interaction 5, 2, 17, 2, 3 29 11%

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Table 15. Proportion of time for activities and emotions in high-traffic context
(Overall time spent in high-traffic context = 580 seconds)

Time segments Sum of time Proportion of


(s) segments overall time
(s) (%)

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

Concentration 19, 4, 4, 7, 5, 7, 16, 2, 5, 3, 236 41%


23, 3, 1, 1, 3, 8, 7, 4, 5, 3,
4, 3, 3, 6, 4, 6, 5, 6, 7, 4,
10, 2, 7, 1, 8, 2, 3, 6, 5, 5,
High-traffic Context

2, 7

Calm 2, 3, 2, 20, 27, 11, 3, 6, 34, 228 39%


9, 6, 36, 3, 3, 3, 5, 55

Activities

Driving 39, 2, 32, 1, 24, 24, 5, 8, 386 67%


90, 57, 42, 2, 60

Visual 2, 6, 27, 1, 11, 2, 1, 5, 5, 5, 128 22%


4, 7, 3, 7, 4, 9, 3, 2, 8, 2, 5,
3, 2, 2, 2,

Incorrect interaction 12, 4, 2, 7, 2, 3, 2, 2, 1, 3, 43 7%


2, 1, 2

Correct interaction 4, 2, 10, 2, 1, 2, 2 23 4%

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

presented in Tables 13, 14 and 15 in a graphical format.

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Figure 29. Participant 15: a positive overall experience showing proportions of emotions and

activities in low, medium and high-traffic contexts

During the retrospective interview participant 15 refers to the experience as being

a challenge:

“Good that it’s over… Nervous excitement about it at the start… was a

challenge (referring to the interactions in high-traffic context)”

She acknowledged the positive emotions associated with overcoming the

challenging experience within the high-traffic context. This indicates a negative

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emotional state prior to driving in combination with overcoming challenging

interactions in high traffic context resulted in a positive overall emotional

experience. This pattern was consistent for participants that experienced a

positive overall experience including participant 9, 13 and 15.

In summary, participants experienced either a neutral, negative or positive overall

emotional experience. The overall experience was determined by two factors: the

emotional state of the participant before driving, and the context in which

emotions were elicited.

Table 16. Summary of neutral, negative and positive emotional experiences

Emotional State Before Activities in High Traffic Overall Emotional


Driving Context Experience

Positive Overall Neutral


No significant challenges
+ during interactions =

Positive Overall Negative


Challenges during
+ interactions =

Negative Overall Positive


Challenges during
+ interactions =

A summary of emotional experiences is shown in Table 16. The table illustrates

that a positive emotional state before driving in combination with no significant

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challenges during interaction in high-traffic contexts resulted in neutral overall

experiences. Six participants expressed neutral overall emotional experiences. A

positive emotional state before driving in combination with challenges during

interaction in high-traffic contexts resulted in a negative overall experience. Six

participants expressed a negative overall emotional experience. A negative

emotional state before driving in combination with challenges during interaction in

high traffic contexts resulted in a positive overall experience. Three participants

expressed a positive overall emotional experience.

8.3 Emotions While Driving: Effect of Extended Visual Interactions on

the Emotions of Driver

This section discusses the impact extended visual interactions in high-traffic

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,

negative emotions experienced in high-traffic contexts are remembered even

after the drive has been completed thus they are implicated in overall emotional

experiences. Also, it is pertinent to identify how different types of interactions

influence the emotions of drivers while driving as this may have implications for

cognitive aspects of driving including attention, perception, performance, and

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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levels. This section illustrates three examples indicating instances where

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

succeeding emotions elicited within high-traffic contexts.

Characteristic Examples

Figure 30 is the first example depicting visual interaction in high-traffic context

leading to negative emotions and higher concentration levels on behalf of the

driver. The light blue bar on the tasks/activity timeline represents visual

interaction with the interface. The green bar on the emotions timeline represents

negative emotions while the red portion represents concentration.

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

seconds of negative emotions followed by ten seconds of elevated concentration

levels expressed by participant 2.

A second example is presented (Figure 31). This time four seconds of visual

interaction led to higher levels of concentration while a further five seconds of

visual interaction eventually led to eighteen seconds of negative emotions.

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

levels of concentration while a following four seconds of visual interaction

eventually led to fourteen seconds of negative emotions.

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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

Activity Context Emotions

Negative emotions

Visual interaction + High traffic context =

Table 17 illustrates how extended visual interaction within high-traffic contexts

generates negative emotions while driving. Many of the participants exhibited the

same pattern. This indicates that extended visual interaction will affect the

emotional condition of the driver in a negative fashion.

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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

emotions elicited during interactions in high-traffic context combined with 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

in relation to design and discusses their implications to the design of future

automobile interiors.

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Discussion and Implications

Chapter Nine
DISCUSSION AND
IMPLICATIONS

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Discussion and Implications

9.0 Discussion and Implications

9.1 Introduction

This section examines the results in relation to design. The focus is on the

findings relating to the overall emotional experience followed by the results in

relation to the implication of extended visual interactions on emotions. The use of

current and future technologies into vehicle interface designs to support and

enhance the overall emotional experience of driving is also considered.

9.2 Examining the Findings

Table 16 (p.125) summarises the different findings in respect to the overall

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

proposes that people’s perception of their overall emotional experience is not

simply about the sum of their individual experiences, but rather has to take into

account the contrasting effects between individual experiences. This suggests

that the difference between positive and negative emotions have a contrasting

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effect on the overall emotional condition of an individual. For instance, if a

negative experience is followed by a positive experience, the difference between

the contrasting emotions creates a noticeably positive overall experience. If a

positive experience is followed by a negative experience the difference between

the contrasting emotions creates a noticeably negative overall experience. This

theory also suggests that if a positive experience is followed by another positive

experience the difference between the similar emotions creates only a marginal

positive overall experience.

The last point helps to explain why participants in a positive state before driving

that experienced no significant challenges with the interface in high-traffic

contexts underwent neutral overall experiences instead of overall positive

experiences. The reason being that the positive emotions prior to driving followed

by the positive emotions of completing tasks without difficulty produced minimal

emotional change between the two events and thus the driver perceived the

overall emotional experience as neutral. The same idea also helps to understand

why participants in a negative emotional state prior to driving experienced overall

positive experiences when overcoming challenges during interaction in high-

traffic contexts. The reason being that the positive emotions associated with

overcoming the challenges were in stark contrast to the participant’s negative

emotions prior to driving. The same applies to participants in positive emotional

state prior to driving who experienced challenges in high-traffic contexts. The

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Discussion and Implications

contrasting emotions between the two events resulted in an overall negative

emotional experience.

The second finding in regards to the effect of extended visual interaction on the

emotions of the driver is also relevant. Recognising that extended visual

interaction in high-traffic contexts leads to negative emotions is important for 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

experience in a negative manner.

9.3 Implications for Automotive Design

How do these findings affect the future design of automobile interfaces? The

findings suggests that if designers are to consider overall emotional experiences

of driving it is not so much the emotions elicited during interaction between

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

perception of the emotions elicited during interactions in high-traffic context, thus

affecting the overall emotional experience.

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Several conclusions can be deducted in regards to the overall emotional

experience:

• Emotions elicited by interactions in low and medium-traffic contexts do not

influence the overall emotional experience perceived by the driver.

• Emotions elicited by interactions in high-traffic contexts have a significant

impact on the overall emotional experience.

• When a driver is in a positive emotional condition before driving, any

negative emotions associated with interactions in high-traffic contexts will

be magnified and remembered even after the drive has being completed.

• When a driver is in a negative emotional condition before driving, positive

feelings associated with overcoming interaction challenges in high-traffic

contexts are remembered and assist in generating overall positive

emotional experiences.

• Extended visual interactions with the vehicle interface in high-traffic

contexts will elicit negative emotions while driving.

These points suggest that to support emotional experiences, automobile

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

would be determined by the emotional state of the driver prior to driving so

vehicle interiors should be sensitive to the driver’s emotional state.

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Discussion and Implications

Within low and medium-traffic contexts:

• Vehicle interfaces may encourage interactions, as the emotions elicited

during interactions in these contexts will not critically affect the overall

experience perceived by the driver.

• The interface could introduce the element of enjoyment or delight by

presenting a variety of interfaces rather than a static interface.

Within high-traffic contexts:

• Avoid interfaces that require extended visual interaction from the driver

while driving in high-traffic contexts as this may elicit negative emotions.

• If the driver is in a positive emotional state before driving, the interface

may discourage incorrect interaction, as any negative emotions associated

with challenging interactions will generate negative overall emotional

experiences.

• If driver is in a negative emotional state before driving, the interface could

encourage interactions, as the positive emotions associated with

overcoming challenging interactions lead to overall positive emotional

experiences.

By “challenging” it is not suggested that interfaces become more difficult to use in

high-traffic contexts, instead it is suggested that consideration be paid to

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interfaces that are not only effortless and efficient during use but also surprising,

challenging and stimulating as this may lead to overall positive emotional

experiences. Table 18 presents a summary of the findings from the experiment

and the implications for design.

Table 18. Summary of findings and implications for design

Findings Implications for design

Emotions during interaction in low and • Interface to encourage interaction


medium traffic =
• Interface to be flexible, adaptive
no influence on overall experience

Emotions during interaction in high traffic • Adaptable, flexible interface according to


context = emotional state of driver prior to driving

Influence on overall emotional • Interior sensitive to emotional state of driver


experiences

Positive mood before driving + no


challenging interactions in high traffic =

Neutral overall experience • Interface that adapts and discourages


incorrect interactions

Positive mood before driving + challenging • Simplified interface


interactions in high traffic =

Negative overall experience

Negative mood before driving + challenging


interactions in high traffic = • Interface that adapts and encourages
interactions
Positive overall experience

Extended visual interaction with interface in


high traffic = • Interface that discourages extended visual
interaction
Negative emotions

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Discussion and Implications

How can automobile interfaces support these different types of interactions

across varying contexts? This requires the input of current and future

technologies and design. This particular issue is discussed in section 9.4.

9.4 Application of Current and Future Technologies

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

surrounding environment. Context-aware type systems are said to help maximise

system performance (Sato, 2003) as well as the possibility of improving

satisfaction and pleasure of use (Friend & Thorpe, 2003). From the findings of

the experiment conducted, it is argued that context-awareness and adaptability of

products in varying contexts can also be used to help support and engage users

in positive emotional experiences.

Ubiquitous, embedded, and ambient technologies could be applied within interior

vehicle designs to make interfaces aware of their surrounding context as well as

create interiors that are sensitive to the emotional condition of drivers. Digital

screens, smart materials and sensory fabrics could be used as adaptable

interfaces between the driver and vehicle. Haptic and tactile interfaces could also

be utilised to reduce the visual demand on users while driving. Although an

adaptable interface is a key aspect for supporting emotional experiences, the

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adaptation needs to be specific and dependant on the surrounding context and

situation. This is the reason why context-aware technologies need to be applied

in order to determine how these types of technologies should adapt in varying

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

context-aware computing to support the development of adaptable interfaces in a

variety of contexts (Dey et al., 2001; Dourish, 2001a; Kim et al., 2004; Leong,

Kobayashi, Koshisuka, & Sakamura, 2005; Teller, 2004).

Context aware computing would require ubiquitous, embedded or ambient

technologies to be applied to the vehicle interior so as to acquire relevant

knowledge about the surrounding situation and environment. These types of

technologies are composed of distributed miniature computing input devices that

gather information (temperature, noise levels, visual information and so on) about

the environment. It is proposed that these context aware-technologies can inform

the vehicle interface about the current context so that it may be able to adapt

accordingly. Currently there appears to be no production vehicle that utilises

context aware computing as described above, however there are context-aware

systems that are being trialled within the area of automotive telematics (Vidales &

Stajano, 2002).

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Discussion and Implications

Emotionally Sensitive Technologies

Technology exists that could be applied to vehicle interiors to sense the

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;

nevertheless, identifying whether a driver is in a negative emotional state or a

positive emotional state is possible. The methods used to detect positive or

negative emotional states vary. For instance, some researchers are developing

wearable devices that detect emotional states via physiological responses

(Healey & Picard, 2000; Nasoz et al., 2002). Another method utilises speech

recognition techniques to detect emotions while driving (Fernandez & Picard,

2003).

Digital Touch Screens

The application of digital screens is currently possible and easily accessible for

application into vehicle interface design. In this way, interfaces could possibly

adapt to different surrounding context or user inputs. Navigation systems are a

simple example of digital screen technology that responds to its changing

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

surrounding context. There is literature suggesting this type of technology is

already being considered by major car manufacturers to enhance safety and

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

utilise context-aware technologies to adapt to the surrounding context

automatically.

Smart Materials

Smart materials are another type of technology that could be utilised within

vehicle interiors. The term ‘smart’ refers to materials such as thermochromic

materials, shape memory alloys and polymers and electro-rheological fluids

(Friend & Thorpe, 1999) that can change and adapt dynamically to its

environment. Smart materials offer versatility depending on the surrounding

environment, as well as adaptability to the driver’s requirements. For example,

there are polymers that are able to change dynamically to respond to different

stimuli, changing from a high level of stiffness to a low level of stiffness

depending on the circumstances. Also, there is ongoing experimentation on

conformable elastic materials that can change shape, adapting to the users grip

or force applied (Friend & Thorpe, 2003). This could be utilised on steering

wheels, buttons or other areas on the driver-vehicle interface to enhance usability

and comfort.

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Discussion and Implications

Sensory Fabrics

Sensory fabrics use electrically conductive textiles to create switches and

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

use these types of fabrics within automotive interiors.

Haptic and Tactile Interfaces

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

these types of interfaces may be implicated in reducing the chance of eliciting

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

negative emotions being elicited.

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

interfaces need to be context-aware and adaptable across a variety of

surrounding environments. To support overall positive emotional experiences

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Experience Design and Automotive Design

(and assist in reducing negative experiences) the interface needs to adapt in

different ways, for instance:

In low and medium-traffic context:

• Vehicle interfaces may encourage interactions

• The interface could introduce the element of fun by presenting a variety of

interfaces.

In high-traffic contexts:

• Avoid interfaces that require extended visual interaction from the driver

while driving.

• If the driver is in a positive emotional state before driving, the interface

may discourage interaction.

• If driver is in a negative emotional state before driving, the interface could

encourage physical interactions.

It is proposed that context-aware and adaptable technologies be applied to future

automotive interface designs to support and enhance overall emotional

experiences in varying contexts. To achieve this, the technologies should be

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

away from the driver while driving.

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Experience Design and Automotive Design

146
Conclusion and Future Directions

Chapter Ten
CONCLUSION AND
FUTURE DIRECTIONS

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Experience Design and Automotive Design

148
Conclusion and Future Directions

10.0 Conclusion and Future Directions

The aim of this research was to explore experience design in respect to

automotive design. The objective was to investigate the emotional experience

between human user and product in context. Specifically, the focus was on the

emotional experience of the driving activity and therefore relates to automotive

design.

The research question driving the study was: “How can experience design

influence the driving activity?” Experience design involves exploring the

emotional aspects of interactions in context, its central concern being emotions

and interactions in context. In response to the research question, emotions and

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

foundation. The model encapsulates the concept of experience design relevant to

product use by capturing the human-product-environment relationship during

interactions. The model was later used to describe the driving experience.

An experiment was conducted exploring the overall emotional experience of the

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

data triangulation approach was utilised involving interviews, think-aloud

protocols and observations. Findings in relation to aspects that enhance or

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Experience Design and Automotive Design

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

experience. The emotional state before driving is implicated in determining the

overall emotional experience perceived. A positive emotional state before driving

combined with no significant interaction challenges in high-traffic contexts

generates a neutral overall experience. A positive emotional state before driving

combined with interaction challenges in high-traffic contexts generates a negative

overall experience. A negative emotional state before driving combined with

challenging interactions in high-traffic contexts generates a positive emotional

experience. It seems that positive emotions associated with overcoming

challenges with the interface in high-traffic contexts reflects positively on the

overall experience. It seemed that emotions elicited during interactions in low and

medium-traffic contexts did not affect the overall emotional experience of driving.

Another finding suggests that extended visual interaction in high-traffic context

impacts negatively on emotions, but not necessarily on the overall experience.

The findings respond to the research question by indicating that to support and

enhance emotional experiences in the driving activity vehicle interfaces need to

adapt and adjust appropriately to their surrounding environment. In low and

medium-traffic contexts interfaces may encourage interactions. In high-traffic

contexts, if the driver is in a positive emotional prior to driving the interface may

discourage challenging interactions. If the drive is in a negative emotional state

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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

interesting and challenging vehicle interfaces. To achieve this, the application of

current and future technologies could be used in future automotive interiors. This

includes context-aware computing to asses the surrounding environment and

adaptable interfaces such as digital touch screens, smart materials, haptic

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

the findings so as to enhance the emotional experience of the driving activity.

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

different contexts, situations and environments including suburban traffic

environments, outer-city driving environments, and coastal driving environments.

Nigh-time driving offers further avenues for research. The implication of different

emotional experiences to the safety aspects of driving is also proposed as a

future research possibility. These different driving situations may provide

additional knowledge on aspects that affects the emotional experience of driving

and may impact on the design of future automotive interiors.

In summary, experience design offers a novel perspective for exploring and

investigating the driving activity as it focuses on the issues of emotions and

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Experience Design and Automotive Design

interactions in context. The findings provide new knowledge to designers in order

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

future automotive interiors that aim to enhance positive emotional experiences

within the driving activity.

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Appendix A

Appendix A
INFORMATION PACKAGE AND EXPERIMENT
CONSENT FORM

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Experience Design and Automotive Design

164
Appendix A

Experience Design and Automotive Design

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 test consists of an initial interview, an observation study and a retrospective


interview. The initial interview will involve face to face conversation where some
primary information will be gained from you. You will then be asked to drive from
one location to another (in a specific route) in which time you will be video and
audio recorded. During the drive you will be asked to perform some tasks and
talk about the experience while you perform the tasks. Directly following the drive
will be a face to face interview where some questions about the overall driving
experience will be asked. The time involved for the entire test will be
approximately one hour.

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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Experience Design and Automotive Design

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:

• Turning on the radio


• Tuning to a radio station
• Playing a CD
• Turning on the air-conditioning
• Cleaning the windscreen with the wipers and water spray.

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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Experience Design and Automotive Design

CONSENT FORM

Experience Design and Automotive Design

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

By signing below, you are indicating that you:


• have read and understood the information sheet about this project;

• have had any questions answered to your satisfaction;

• 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,

• agree to participate in the project.

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.

*some examples include antihistamines, tranquillisers, pain killers.

Name

Signature

Date / /

168
Appendix B

Appendix B
INITIAL INTERVIEW

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Experience Design and Automotive Design

170
Appendix B

Initial Interview

1. Name:

2. Age bracket:

17-25 25-35 35-45 45-55 Over 55

3. How long have you been driving?

4. Do you like to drive?

5. What is it about driving that you enjoy?

Please tick in the box what you consider to be the most appropriate for each question

6. How are you currently feeling?

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Experience Design and Automotive Design

7. Normally, how do you feel when you drive a car?

8. How do you feel when you cannot work the different functions in the vehicle (in
general)?

172
Appendix C

Appendix C
RETROSPECTIVE INTERVIEW

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Experience Design and Automotive Design

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Appendix C

Retrospective Interview

1. (a) How do you feel about the overall drive?

(b) Why was it a good/bad/neutral experience?

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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Experience Design and Automotive Design

(b) Taking this into account (their answer), rate how you felt about operating the
stereo

3. (a) Were there any problems with operating the air-conditioning?

(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

176
Appendix C

4. (a) Were there any problems with cleaning the windows?

(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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Experience Design and Automotive Design

178

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