13 research outputs found

    Understanding customers' holistic perception of switches in automotive human–machine interfaces

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    For successful new product development, it is necessary to understand the customers' holistic experience of the product beyond traditional task completion, and acceptance measures. This paper describes research in which ninety-eight UK owners of luxury saloons assessed the feel of push-switches in five luxury saloon cars both in context (in-car) and out of context (on a bench). A combination of hedonic data (i.e. a measure of ‘liking’), qualitative data and semantic differential data was collected. It was found that customers are clearly able to differentiate between switches based on the degree of liking for the samples' perceived haptic qualities, and that the assessment environment had a statistically significant effect, but that it was not universal. A factor analysis has shown that perceived characteristics of switch haptics can be explained by three independent factors defined as ‘Image’, ‘Build Quality’, and ‘Clickiness’. Preliminary steps have also been taken towards identifying whether existing theoretical frameworks for user experience may be applicable to automotive human–machine interfaces

    Module 4. Technical Skills Upgrade

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    Incorporar aquests documents a la Col·lecciĂł del Centre de Recerca i Estudis pel Desenvolupament Organitzatiu. Considerar que el registre tĂ© mĂ©s d'un arxiu, ja que s'incorpora traduĂŻt a diversos idiomes.This module is dedicated to capacity building to achieve a "Technical Skills Upgrade". The main focus will be laid on test facilities used in the automotive industry. So the training will start with an overview of test facilities in general and particular with the example of the proving ground of FH Joanneum and Hochschule Düsseldorf. The presentation will be continued answering the question how to build a test facility. Examples of projects conducted at the European partner institutions and examples of courses are presented. In a workshop the participants will have the opportunity to make up their minds how they advantageously could implement testing in class and in research

    The Role of Cajoling Strategies in Path Creation

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    Carving out new pathways can be challenging, particularly for established organizations resistant to change. Although research has identified the important role of peripheral entrepreneurs in path creation, identifying innovative ideas, and for being motivated to change the organization, less is known about what strategies peripheral entrepreneurs apply when moving ideas from the periphery to the center. This study examines how peripheral entrepreneurs, despite limited resources, effectively employed cajoling strategies over a 20-year span to instigate organizational change. Leveraging the rise in digitalization, these peripheral entrepreneurs utilized three distinct digital cajoling strategies: coaxing, enticing, and teasing to transform organizational structures, revamp work processes, and change established design regimes and traditional mindsets. We discuss the consequences of cajoling as it can be used for both good and bad purposes

    Gapeau: Enhancing the Sense of Distance to Others with a Head-Mounted Sensor

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    Human perception lacks the capabilities to accurately assess distance. The recent Covid-19 pandemic outbreak rendered this ability particularly important. Augmenting our sense of distance can help maintain safe separation from others when required. To explore how systems can help users maintain physical distance, we designed, implemented and evaluated Gapeau - a head-mounted system for augmenting the sense of distance. Our system uses proximity sensors and thermal sensing to detect and measure the distance to other people. We conducted a validation protocol, an experiment, in which we compared different feedback modalities, and an in-the-wild study to evaluate Gapeau\u27s performance and suitability for use in social contexts. We found that our system enabled users to more accurately determine whether they were maintaining a safe distance from others. Vibration and auditory feedback were found most effective and usable. Gapeau was perceived as socially acceptable. Our work contributes insights for augmented sensing systems with social relevance

    Augmented Reality Techniques in Industrial Warehouse Logistics in Mining Industry

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    Visualization techniques for augmented reality (AR) and mixed reality (MR) are developed well enough to display any data, if need be. This paper deals with a new data visualization technique for efficient product storage and use. The solution proposed herein applies AR visualization. The paper describes an application that displays all necessary data on the screen using AR-markers, and has an option of making them markers complicated and adding three-dimensional models of an object

    Use of Augmented Reality in Human Wayfinding: A Systematic Review

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    Augmented reality technology has emerged as a promising solution to assist with wayfinding difficulties, bridging the gap between obtaining navigational assistance and maintaining an awareness of one's real-world surroundings. This article presents a systematic review of research literature related to AR navigation technologies. An in-depth analysis of 65 salient studies was conducted, addressing four main research topics: 1) current state-of-the-art of AR navigational assistance technologies, 2) user experiences with these technologies, 3) the effect of AR on human wayfinding performance, and 4) impacts of AR on human navigational cognition. Notably, studies demonstrate that AR can decrease cognitive load and improve cognitive map development, in contrast to traditional guidance modalities. However, findings regarding wayfinding performance and user experience were mixed. Some studies suggest little impact of AR on improving outdoor navigational performance, and certain information modalities may be distracting and ineffective. This article discusses these nuances in detail, supporting the conclusion that AR holds great potential in enhancing wayfinding by providing enriched navigational cues, interactive experiences, and improved situational awareness.Comment: 52 page

    Experience Prototyping for Automotive Applications

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    In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe 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 thoughthey are far away sometimes. When designing interactive technology, we do not only haveto 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 beforeimplementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat 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 relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial 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 automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der QualitĂ€t des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsĂ€chlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systememüssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,Gefühle und Emotionen, die wĂ€hrend der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzĂ€hlt, bevor es tatsĂ€chlich implementiert wird. In einem interdisziplinĂ€ren Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über dengesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilhersteller.Ingenieure hĂ€ngen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Übersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBerücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles NavigationsgerĂ€t, das den Insassensoziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stĂ€rkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert. Die wichtigsten BeitrĂ€ge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie NĂ€he zum finalen Produkt, Anzahlder implementierten Details und InteraktivitĂ€t sowie zur Evaluation im Labor und in tatsĂ€chlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses

    Multimodal interaction for deliberate practice

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    The use of augmented reality on sensory evaluation of liked or disliked products : A Dissertation submitted in partial fulfilment of the requirements for the Degree of Master of Science in Food Innovation at Lincoln University

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    Augmented reality (AR) applications in the food industry, are considered innovative to enrich the interactions between consumers and food products, especially for benefitting online retailers. Otherwise, the boosting market of dairy-free foods, alternative proteins and upcycled foods are driven by consumers’ pursuit of healthy and functional foods, vegetarian diets and environment sustainability. This study combined and applied these recent food trends in the sensory evaluation of food products. AR HoloLens two headsets were used to set up two product’s AR environments: (1) AR coconut view (ARC), and (2) AR dairy view (ARD). Three products were testes: (1) a dairy-free yoghurt based on a vanilla bean-flavoured coconut milk-based yoghurt (coconut yoghurt), and (2) a dairy yoghurt based on a vanilla bean-flavoured cow milk-based yoghurt (dairy-yoghurt), and (3) a transitional yoghurt named “mixed yoghurt” (made by half coconut yoghurt and half dairy yoghurt) to avoid appearance bias. The study aimed to investigate the hedonic ratings, just-about-right (JAR) ratings, check-all-that-apply (CATA) attribute terms, emotional response, purchase intent and consumer shopping behaviours of these three yoghurts (coconut yoghurt, dairy yoghurt and mixed yoghurt) under ARC, ARD and sensory booths (SB) using a 3 x 3 factorial design. The results showed that the liking scores of dairy yoghurt and mixed yoghurt were generally higher than coconut yoghurt regardless of the environments. The interaction effect of yoghurts and environments were statistically significant in terms of appearance, taste/flavour, sweetness, mouthfeel, aftertaste and overall liking. Moreover, AR contextual environments potentially improve the liking scores of the evaluated yoghurt samples. JAR and penalty analysis revealed that most of the consumers rated the sourness, sweetness, and mouthfeel of the dairy and mixed yoghurt to be just-about-right. At the same time, consumers penalized the coconut yoghurt for being “too much” in sourness, “too little” in sweetness, and “too thin” in mouthfeel. For the CATA analysis, attribute terms positively associated with overall liking (such as “sweet”, “smooth” and “creamy”), which were selected for coconut yoghurt and dairy yoghurt; whereas, the attribute terms against overall liking (such as “firm”, “heavy” and “astringent”) were selected for coconut yoghurt. No effects of environments on emotional responses were found among yoghurt types. Regarding purchase intent and the investigations of yoghurt consumption behaviour, the purchase intent of dairy yoghurt and mixed yoghurt were higher than coconut yoghurt, and “taste” and “health” were considered to be the most critical reasons for yoghurt consumption. The use of augmented reality in the sensory evaluation could affect the discrimination of food products. For instance, the significant difference of liking scores between mixed yoghurt and coconut yoghurt was found under SB, but the difference was not significant under ARC. Whether ecological validity could be improved by augmented reality in sensory studies will be investigated in further study
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