Advertisement

Gamification-supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions

  • Stefan Diewald
  • Andreas Möller
  • Tobias Stockinger
  • Luis Roalter
  • Marion Koelle
  • Patrick Lindemann
  • Matthias Kranz
Chapter

Abstract

When driving an unknown car, the interaction with its user interfaces and the operation of (comfort) vehicle functions can be very challenging and thus cause safety concerns. However, this problem can be overcome already with a short learning and practicing phase. For this reason, we analyze the potential of gamification for exploring and practicing the use of automotive user interfaces and vehicle functions. Based on the analysis of available examples, we have created a gamified automotive exploration and practicing framework. The framework allows exploring vehicle functions and user interfaces in real vehicles as well as in applications for mobile devices. By reflecting on the results of a first user study with the framework, we deliver a set of guidelines for designing and evaluating gamified applications for the automotive domain, which can serve as a support for future developments.

Keywords

Gamification Gameful design Automotive user interfaces Driver awareness 

Notes

Acknowledgments

We gratefully acknowledge the assistance in research and implementation of our student Duc Ha Minh and thank the Institute for Human-Machine Communication at Technische Universität München for letting us use their driving simulator.

References

  1. Abt, C. C. (2002). Serious games. Lanham, MD: University Press of America.Google Scholar
  2. Alonso, M., Vega, M. H., & Martín, O. (2012). Driving simulation study for the analysis of distraction effects in longitudinal driving behaviour. Cognition, Technology & Work, 14(4), 283–297. doi: 10.1007/s10111-011-0180-9.CrossRefGoogle Scholar
  3. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2013). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. doi: 10.1016/j.compedu.2012.03.004.CrossRefGoogle Scholar
  4. Deci, E. L. (1972). Intrinsic motivation, extrinsic reinforcement, and inequity. Journal of Personality and Social Psychology, 22(1), 113–120.CrossRefGoogle Scholar
  5. Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research, 71(1), 1–27.CrossRefGoogle Scholar
  6. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). Tampere, Finland: ACM. doi: 10.1145/2181037.2181040.
  7. Diewald, S., Möller, A., Roalter, L., Stockinger, T., & Kranz, M. (2013). Gameful design in the automotive domain: Review, outlook and challenges. Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 262–265). Eindhoven, Netherlands: ACM. doi: 10.1145/2516540.2516575.
  8. Diewald, S., Möller, A., Roalter, L., & Kranz, M. (2012). Gamification-supported exploration of natural user interfaces. Adjunct Proceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Portsmouth, NH (pp. 47–48).Google Scholar
  9. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63(1), 380–392. doi: 10.1016/j.compe2du.2012.12.020.CrossRefGoogle Scholar
  10. Ecker, R., Holzer, P., Broy, V., & Butz, A. (2011). EcoChallenge: A race for efficiency. Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services. Stockholm, Sweden: ACM. doi: 10.1145/2037373.2037389.
  11. Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011). Orientation passport: Using gamification to engage university students. Proceedings of the 23rd Australian Computer-Human Interaction Conference (pp. 122–125). Canberra, Australia: ACM. doi: 10.1145/2071536.2071554.
  12. Harbluk, J. L., Burns, P. C., Lochner, M., & Trbovich, P. L. (2007). Using the lane-change test (LCT) to assess distraction: Tests of visual-manual and speech-based operation of navigation system interfaces. Proceedings of the Fourth International Driving Symposium on Human Factors in Driver Assessment, Training and Vehicle Design, Stevenson, WA (pp. 16–22).Google Scholar
  13. Hsu, C.-L., & Lu, H.-P. (2004). Why do people play on-line games? An extended tam with social influences and flow experience. Information & Management, 41(7), 853–868. doi: 10.1016/j.im.2003.08.014.CrossRefGoogle Scholar
  14. Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the Challenges in Games AI Workshop at the 19th National Conference of Artificial Intelligence (pp. 1–5).Google Scholar
  15. Inbar, O., Tractinsky, N., Tsimhoni, O., & Seder, T. (2011). Driving the scoreboard: Motivating eco-driving through in-car gaming. CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. Vancouver, BC, Canada.Google Scholar
  16. Kern, D., & Schmidt, A. (2009). Design space for driver-based automotive user interfaces. Proceedings of the 1st International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 3–10). Essen, Germany: ACM. doi: 10.1145/1620509.1620511.
  17. Kranz, M., Möller, A., Hammerla, N., Diewald, S., Plötz, T., Olivier, P., et al. (2013). The mobile fitness coach: Towards individualized skill assessment using personalized mobile devices. Pervasive and Mobile Computing, 9(2), 203–215. doi: 10.1016/j.pmcj.2012.06.002.CrossRefGoogle Scholar
  18. Kranz, M., Murmann, L., & Michahelles, F. (2013). Research in the large: Challenges for large-scale mobile application research—A case study about NFC adoption using gamification via an app store. International Journal of Mobile Learning and Organization, 5(1), 45–61. doi: 10.4018/jmhci.2013010103.Google Scholar
  19. Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: A gamified tutorial system for first time AutoCAD users. Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology, Cambridge, MA (pp. 103–112). doi: 10.1145/2380116.2380131.
  20. Malone, T. W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. Proceedings of the 3rd ACM SIGSMALL Symposium and the 1st SIGPC Symposium on Small Systems (pp. 162–169). Palo Alto, CA: ACM. doi: 10.1145/800088.802839.
  21. McCall, R., & Koenig, V. (2012). Gaming concepts and incentives to change driver behaviour. Proceedings of the 11th Annual Mediterranean Ad Hoc Networking Workshop (pp. 146–151). Ayia Napa, Cyprus.Google Scholar
  22. McCallum, S. (2012). Gamification and serious games for personalized health. Studies in Health Technology and Informatics, 177, 85–96.Google Scholar
  23. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: The Penguin Group.Google Scholar
  24. Merugu, D., Prabhakar, B. S., & Rama, N. S. (2009). An incentive mechanism for decongesting the roads: A pilot program. Proceedings of the ACM Workshop on the Economics of Networked Systems. ACM.Google Scholar
  25. Michael, D. R., & Chen, S. (2005). Serious games: Games that educate, train, and inform. Boston: Thomson Course Technology.Google Scholar
  26. Möller, A., Thielsch, A., Dallmeier, B., Roalter, L., Diewald, S., Hendrich, A., et al. (2011). MobiDics—improving university education with a mobile didactics toolbox. Video Proceedings of the 9th International Conference on Pervasive Computing, San Francisco, CA.Google Scholar
  27. Muntean, C. I. (2011). Raising engagement in e-learning through gamification. Proceedings of the 6th International Conference on Virtual Learning (pp. 323–329). Taipei, Taiwan.Google Scholar
  28. NHTSA. (2009). Traffic safety facts—Research note DOT HS 811 216. Washington, DC: U.S. Department of Transportation.Google Scholar
  29. Novick, D. G., & Ward, K. (2006). Why don’t people read the manual? Proceedings of the 24th International Conference on Design of Communication, Myrtle Beach, SC (pp. 11–18). doi: 10.1145/1166324.1166329.
  30. Rouzikhah, H., King, M., & Rakotonirainy, A. (2013). Examining the effects of an eco-driving message on driver distraction. Accident Analysis and Prevention, 50(1), 975–983. doi: 10.1016/j.aap.2012.07.024.CrossRefGoogle Scholar
  31. Shi, C., Lee, H. J., Kurczak, J., & Lee, A. (2012). Routine driving infotainment app: Gamification of performance driving. Adjunct Proceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Portsmouth, NH (pp. 181–183).Google Scholar
  32. Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. doi: 10.1016/j.chb.2012.06.007.CrossRefGoogle Scholar
  33. Stockinger, T., Koelle, M., Lindemann, P., Witzani, L., & Kranz, M. (2013). SmartPiggy: A piggy bank that talks to your smartphone. Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia (pp. 42:1–42:2). Luleå, Sweden: ACM. doi: 10.1145/2541831.2541869.
  34. Tillström, J. (2012). Gamification in automotive marketing—A conceptual framework for implementation. Helsinki, Finland: Helsinki Metropolia University of Applied Sciences.Google Scholar
  35. Tractinsky, N., Inbar, O., Tsimhoni, O., & Seder, T. (2011). Slow down, you move too fast: Examining animation aesthetics to promote eco-driving. Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 193–202). Salzburg, Austria: ACM. doi: 10.1145/2381416.2381447.
  36. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, CA: O’Reilly Media.Google Scholar
  37. Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25–32. doi: 10.1109/MC.2005.297.CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Stefan Diewald
    • 1
  • Andreas Möller
    • 1
  • Tobias Stockinger
    • 2
  • Luis Roalter
    • 1
  • Marion Koelle
    • 2
  • Patrick Lindemann
    • 2
  • Matthias Kranz
    • 2
  1. 1.Technische Universität MünchenDistributed Multimodal Information Processing GroupMunichGermany
  2. 2.University of PassauPassauGermany

Personalised recommendations