Advertisement

AutoPlay: Unfolding Motivational Affordances of Autonomous Driving

  • Sven KromeEmail author
  • Jussi Holopainen
  • Stefan Greuter
Part of the Human–Computer Interaction Series book series (HCIS)

Abstract

The AutoPlay prototypes have been designed to explore the implementation of non-driving activities into the context of a future autonomous driving situation. The conceptual design goal was to maintain a pleasurable situational awareness of the inactive driver by integrating the driving context as a meaningful input into the interaction system. In this chapter, we introduce the design of three experimental applications for autonomous driving and report on explorative user studies conducted to investigate the impact of the three AutoPlay prototypes: AutoGym, an in-car exertion game that translates car speed and traffic situations into an individual exercise program. AutoJam, a touch sensitive steering wheel cover to generate interactive music experiences in a creative interplay with car’s driving dynamics. AutoRoute, a discovery application for future urban commuting in autonomous cars that enables an exploration of the city based on spontaneous routing and rerouting. Furthermore, we reflect on the outcome of the user studies and propose three motivational affordances of autonomous driving: drivability, performability, and explorability. Each of these concepts, help to understand the motivational possibilities of the autonomous driving situation and facilitates a meaningful alignment of interaction systems and the driving context. We discuss the underlying concepts of the three affordances by relating them to the experiences identified in the user studies. Subsequently the contribution of this chapter is twofold: (1) We introduce the AutoPlay prototypes as inspirational concepts for aligning non-driving activities with the autonomous driving context and (2) we propose three motivational affordances as design targets for the implementation of non-driving activities in order to initiate a broader discussion on the pleasures of autonomous driving beyond instrumental motives.

Keywords

User Study Situational Awareness Adaptive Cruise Control Traffic Situation Steering Wheel 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. Alt, F., Kern, D., Schulte, F., et al. (2010). Enabling micro-entertainment in vehicles based on context information. In Proceedings of the 2nd International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 117–124). ACM.Google Scholar
  2. Baltodano, S., Sibi, S., Martelaro, N., et al. (2015). The RRADS platform: A real road autonomous driving simulator. In Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 281–288). ACM.Google Scholar
  3. Beattie, D., Baillie, L., Halvey, M., McCall, R. (2013). Maintaining a sense of control in autonomous vehicles via auditory feedback. In Proceedings of PQS Conference, Austria.Google Scholar
  4. Beattie, D., Baillie, L., Halvey, M., McCall, R. (2014). What’s around the corner? enhancing driver awareness in autonomous vehicles via in-vehicle spatial auditory displays. In NordiCHI’14 (p. 10). ACM.Google Scholar
  5. Bengler, K., Dietmayer, K., Farber, B., et al. (2014). Three decades of driver assistance systems: Review and future perspectives. IEEE Intelligent Transportation Systems Magazine, 6, 6–22.CrossRefGoogle Scholar
  6. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3, 77–101.CrossRefGoogle Scholar
  7. Bull, M. (2004). Automobility and the power of sound. Theory, Culture & Society, 21, 243–259. doi: 10.1177/0263276404046069.CrossRefGoogle Scholar
  8. Diefenbach, S., Kolb, N., & Hassenzahl, M. (2014). The “Hedonic” in Human-Computer Interaction—History, Contributions, and Future Research Directions. In Proceedings of the DIS 2014, pp. 305–314. doi: 10.1145/2598510.2598549.
  9. Eckoldt, K., Knobel, M., Hassenzahl, M., & Schumann, J. (2012). An experiential perspective on advanced driver assistance systems. Information Technology, 54, 165–171. doi: 10.1524/itit.2012.0678.
  10. Gibson, J. J. (2014). The ecological approach to visual perception: Classic edition. New York: Psychology Press.Google Scholar
  11. Goffman, E. (1975). The presentation of self in everyday life.Google Scholar
  12. Goffman, E. (1974). Frame analysis: An essay on the organization of experience. Cambridge: Harvard University Press.Google Scholar
  13. Holopainen, J., & Stain, M. (2015) Dissecting playfulness for practical design. Gameful World Approaches, Issues, Appl 419.Google Scholar
  14. Juhlin, O. (2010). Social media on the road: The future of car based computing. London: Springer.CrossRefGoogle Scholar
  15. Koo, J., Kwac, J., Ju, W., et al. (2015). Why did my car just do that? Explaining semi-autonomous driving actions to improve driver understanding, trust, and performance. International Journal on Interactive Design and Manufacturing, 9, 269–275. doi: 10.1007/s12008-014-0227-2.CrossRefGoogle Scholar
  16. Koslowsky, M., & Kluger, A. N. (1995). Commuting stress: Causes, effects and methods of coping. New York: Springer.Google Scholar
  17. Krome, S. (2017a). AutoGym: An exergame for autonomous driving. Manuscript submitted for publication.Google Scholar
  18. Krome, S. (2017b). Autojam: Exploring interactive music experiences in stop-and-go traffic. Manuscript submitted for publication.Google Scholar
  19. Krome, S. (2017c). AutoRoute: Designing pleasurable commuting experiences for future autonomuos driving. Manuscript submitted for publication.Google Scholar
  20. Krome, S., Goddard, W., Greuter, S., et al. (2015). A context-based design process for future use cases of autonomous driving: Prototyping AutoGym. In AutomotiveUI 2015.Google Scholar
  21. Krome, S., Walz, S. P., Greuter, S. (2016). Contextual inquiry of future commuting in autonomous cars. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3122–3128). ACM.Google Scholar
  22. Lyons, G., Jain, J., & Holley, D. (2007). The use of travel time by rail passengers in Great Britain. Transportation Research Part A: Policy and Practice, 41, 107–120. doi: 10.1016/j.tra.2006.05.012.Google Scholar
  23. Norman, D. A. (2013). The design of everyday things: Revised and expanded edition. Basic Books.Google Scholar
  24. Proper, K. I., Koning, M., Van der Beek, A. J., et al. (2003). The effectiveness of worksite physical activity programs on physical activity, physical fitness, and health. Clinical Journal of Sport Medicine, 13, 106–117.CrossRefGoogle Scholar
  25. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 344–360. doi: 10.1007/s11031-006-9051-8.CrossRefGoogle Scholar
  26. Sheldon, K. M., Elliot, A. J., Kim, Y., & Kasser, T. (2001). What is satisfying about satisfying events ? Testing 10 Candidate Psychological Needs, 80, 325–339. doi: 10.1037//O022-3514.80.2.325.
  27. Sheller, M. (2004). Automotive emotions: Feeling the car. Theory, Culture & Society, 21, 221–242. doi: 10.1177/0263276404046068.CrossRefGoogle Scholar
  28. Sicart, M. (2014). Play matters. New York: MIT Press.Google Scholar
  29. Steg, L. (2005). Car use: lust and must. Instrumental, symbolic and affective motives for car use. Transportation Research Part A: Policy and Practice, 39, 147–162. doi: 10.1016/j.tra.2004.07.001.Google Scholar
  30. Stenros, J. (2015). Playfulness, play, and games: A constructionist ludology approach.Google Scholar
  31. Taylor, A. H. A., & Dorn, L. (2006). Stress, fatigue, health, and risk of road traffic accidents among professional drivers: The contribution of physical inactivity. Annual Review of Public Health, 27, 371–391. doi: 10.1146/annurev.publhealth.27.021405.102117.CrossRefGoogle Scholar
  32. Zhang, P. (2008). Motivational affordances: Reasons for ICT Design and Use. Communications of the ACM, 51, 145–147. doi: 10.1145/1400214.1400244.CrossRefGoogle Scholar
  33. Zimmerman, J., Forlizzi, J., & Evenson, S. (2007). Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems—CHI ’07 493. doi: 10.1145/1240624.1240704.

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.Center for Game Design ResearchRMIT UniversityMelbourneAustralia

Personalised recommendations