Experience Prototyping for Automotive Applications

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Experience Prototyping for Automotive Applications EXPERIENCE PROTOTYPING FOR AUTOMOTIVE APPLICATIONS DISSERTATION an der Fakultät für Mathematik, Informatik und Statistik der Ludwig-Maximilians-Universität München vorgelegt von Diplom-Medieninformatiker SEBASTIAN LÖHMANN München, den 22. Januar 2015 iii Erstgutachter: Prof. Dr. Andreas Butz Zweitgutachter: Prof. Dr. Albrecht Schmidt Tag der mündlichen Prüfung: 18. März 2015 iv v ABSTRACT In recent years, we started to define our life through experiences we make instead of objects we buy. To attend a concert of our favorite musician may be more important for us than owning an expensive stereo system. Similarly, we define interactive systems not only by the quality of the display or its usability, but rather by the experiences we can make when using the device. A cell phone is primarily built for making calls and receiving text messages, but on an emotional level it might provide a way to be close to our loved ones, even though they are far away sometimes. When designing interactive technology, we do not only have to answer the question how people use our systems, but also why they use them. Thus, we need to concentrate on experiences, feelings and emotions arising during interaction. Experience Design is an approach focusing on the story that a product communicates before implementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers and specialists in human-computer interaction, we applied an Experience Design process to the automotive domain. A major challenge for car manufacturers is the preservation of these experiences throughout the development process. When implementing interactive systems engineers rely on technical requirements and a set of constraints (e.g., safety) oftentimes contradicting aspects of the designed experience. To resolve this conflict, Experience Proto- typing is an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Pro- totyping. Within the automotive context, I report on three case studies implementing three kinds of interactive systems, forming and following our approach. I implemented (1) an electric vehicle information system called Heartbeat, communicating the state of the electric drive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heart- beat into the dashboard of a car mock-up with respect to safety and space requirements but at the same time holding on to the story in order to achieve a consistent experience. With (2) the Periscope I implemented a mobile navigation device enhancing the social and relatedness experiences of the passengers in the car. I built and evaluated several experience prototypes in different stages of the design process and showed that they transported the designed ex- perience throughout the implementation of the system. Focusing on (3) the experience of freehand gestures, GestShare explored this interaction style for in-car and car-to-car social experiences. We designed and implemented a gestural prototypes for small but effective social interactions between drivers and evaluated the system in the lab and and in-situ study. The contributions of this thesis are (1) a definition of Experience Prototyping in the automo- tive domain resulting from a literature review and my own work, showing the importance and feasibility of Experience Prototyping for Experience Design. I (2) contribute three case studies and describe the details of several prototypes as milestones on the way from a an experience story to an interactive system. I (3) derive best practices for Experience Proto- typing concerning their characteristics such as fidelity, resolution and interactivity as well as the evaluation in the lab an in situ in different stages of the process. vii ZUSAMMENFASSUNG Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durch Produkte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabei wichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewerten wir nicht mehr nur nach der Qualität des Displays oder der Benutzerfreundlichkeit, sondern auch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurde hauptsächlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emo- tionalen Ebene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zu sein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systeme müssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Er- lebnisse, Gefühle und Emotionen, die während der Interaktion entstehen, spielen dabei eine wichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert, die ein Produkt erzählt, bevor es tatsächlich implementiert wird. In einem interdisziplinären Team aus Psychologen, Industrie-Designern, Produktentwick- lern und Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis- Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über den gesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilher- steller. Ingenieure hängen bei der Implementierung interaktiver Systeme von technischen, sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestalteten Erlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Über- setzung von Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsicht- lich der Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automo- bilen Bereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemen umfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zu- stand des elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell und haptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unter Berücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in die Armaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis ver- loren gegangen ist. (2) Das Periscope ist ein mobiles Navigationsgerät, das den Insassen soziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stärkt. Durch die Implementie- rung mehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Ent- wicklungsprozesses konnten die gestalteten Erlebnisse konsistent erhalten werden. (3) Im Projekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeug untersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionen mit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert und auch in einer Verkehrssituation evaluiert. Die wichtigsten Beiträge dieser Dissertation sind (1) eine intensive Betrachtung und An- wendung von Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung, beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; viii (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenen Phasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung von Erlebnis-Prototypen hinsichtlich der Eigenschaften wie Nähe zum finalen Produkt, Anzahl der implementierten Details und Interaktivität sowie zur Evaluation im Labor und in tatsäch- lichen Verkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses. ix DISCLAIMER Publications and Own Contribution The work reported in this thesis would not have been possible without the support by the members of the CAR@TUM project "User Experience" and three Media Informatics stu- dents. Parts of this thesis are based on papers that have been published at international peer-reviewed conferences. Some of the projects have been supported by Master or Bache- lor theses. The following sections will provide further information. Chapter5. Heartbeat: An Electric Vehicle Information System is based on Loehmann, S., Landau, M., Koerber, M. and Butz, A. Heartbeat: Experience the Pulse of an Electric Vehicle at AutomotiveUI 2014 [64] where the design (section 5.2), prototypes and study results (sections 5.3 and 5.4) have been published. I supported the team in the design of the experience by implementing and evaluating a preliminary prototype (section 5.3.1) and providing constant feedback on story and storyboard (section 5.2). I implemented both experience prototypes (sections 5.3.2 and 5.4.2). I planned and conducted both user studies (sections 5.3.3 and 5.4.3) in close cooperation with the project team. Chapter6. The Periscope: A Mobile Navigation Device is based on Loehmann, S., Landau, M., Koerber, M., Hausen, D., Proppe, P. and Hacken- schmied, M. The Periscope: An Experience Design Case Study at AutomotiveUI 2014 [65] where the design (section 6.2), prototypes and study results (sections 6.3 and 6.4) have been published. I supported the team in the design of the experience by implementing and eval- uating a preliminary prototype (section 6.3.1) and providing constant feedback on story and storyboard (section 6.2). I supervised two Bachelor students [26, 83] implementing the prototypes described in sections 6.3 and 6.4. I planned both user studies (sections 6.3.3 and 6.4.2) in close cooperation with the students and the project team and supervised
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