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John Kosinski II June 2015 IUE 2015 The Evolving Vehicle Interface UX in the Automotive Environment http://www.acea.be/ http://www.iueconference.com/

The Evolving Vehicle Interface

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John Kosinski II June 2015

IUE 2015

The Evolving Vehicle Interface UX in the Automotive Environment

http://www.acea.be/ http://www.iueconference.com/

•  There’s a software gap in automotive when it comes to connectivity and innovation.

•  Connected hardware platforms and automotive product cycle restrictions removed.

•  New industry opportunities related to transportation.

•  Autonomous vehicle.

•  IoT

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Automotive Now Next frontier for connectivity

Federighi announced, among other things, that CarPlay will begin allowing automakers to add apps into the system starting with the release of iOS 9 this fall. That means the system will be gaining a far tighter bond with the car in which it’s running than it’s had so far. An automaker’s CarPlay app could, for instance, control the FM / AM radio or the climate control — functions that run very close to the car’s hardware.

At present, control of a car’s most basic functions typically requires that a driver switch out of CarPlay and into the car’s native user interface. For users, it’s a jolting experience — if you’re routing to a destination using Apple Maps and listening to music on iTunes (or, soon, Apple Music) but you want to up the cabin temperature one degree, you’ve got to bounce out to a system that looks completely different, then switch back into CarPlay when you’re done. Theoretically, this new feature would prevent that kind of context-switching by turning all of a car’s functionality into an app or two.

http://www.theverge.com/2015/6/8/8748023/apple-carplay-automaker-apps-take-over-the-dashboard

Apple CarPlay WWDC Keynote Opportunity

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In the vehicle, the primary task is driving. How would you modify your interface from a primary to a secondary task?

Primary / Secondary Task UX Design Challenge

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When designing for the web, the primary task uses a desktop or mobile device environment.

5 http://www.distraction.gov/stats-research-laws/facts-and-statistics.html

Distracted driving is any activity that could divert a person's attention away from the primary task of driving. All distractions endanger driver, passenger, and bystander safety. These types of distractions include:

o  Texting o  Using a cell phone or smartphone o  Eating and drinking o  Talking to passengers o  Grooming o  Reading, including maps o  Using a navigation system o  Watching a video o  Adjusting a radio, CD player, or MP3 player

But, because text messaging requires visual, manual, and cognitive attention from the driver, it is by far the most alarming distraction.

What is distracted driving? distraction.gov

“Eyes on road, hands on wheel, mind on drive”

A Brief History of Human Factors

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Human Factors History

Pre-WWII Often an emphasis on training the person to fit the device or tool

Post-World War II Drivers

Unexplained problems - Airplanes crashing without apparent mechanical failures or external events

Information theory - Feedback, channel capacity, bandwidth and “Human as computer” metaphor

Expanding capabilities – Mechanical, Sensory, and Cognition.

Today, research is focusing on Cognitive load related to information processing.

Today – Toys, Tools, “Usability” as “good” human factors (Landauer, 1995)

Attention – The selective focusing of consciousness

•  Selective attention – Monitoring or scanning several sources for certain conditions

•  Crossing a busy street

•  Focused attention – Suppressing “noise” while monitoring a signal

•  Listening to someone in a loud bar •  Cocktail party effect

•  Divided attention – Switching between multiple tasks simultaneously

•  Driving a car while dialing a cell phone

•  Sustained attention – Extended focus to a specific task

•  Address Entry, Contact List

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Human Factors Attention

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Human Factors Cognitive Load

The amount of information a human is trying to process in working memory at any one time. When doing more than one task at the same time, performance on both tasks declines. Cognitive Limit: The maximum number of chunks of information a human can process in working memory at any one time is 7 ± 2 (George Miller 1956)

John Sweller 1988, divides the load into three types: § Extraneous Load: Distractions from the task “switch tasking” giving less processing

resources to the dominant task.

§  Intrinsic Load: How complex a task “needs to be broken down” into manageable chunks.

§ Germaine Load: Open resources for processing “Schemas/Memory Chunking”

User Interfaces Easy to Use

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“That was Easy to Use”

•  Previously learned the interaction logic

•  Screen graphic style/icon/layout is familiar to the user

•  Learning curve is simple and short •  Consistent logic utilizing simple and intuitive tasks

•  Minimal steps to complete task

•  Keep arm & hand movement to a minimum

After repeating a task many times, people believe they can do a task blindfolded. In reality “A Blind Operation” is task memory chunking. You just don’t remember you did it. This can lead the user to a false sense of ability

Desktop and Mobile Application requirements do not take into account the time involved to complete a task.

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Interface Design The Time Requirement

Time - is a key additional requirement to an In-Vehicle user interface design.

The recommendation is 6 steps or less (@ 2 seconds or less per step) resulting in a task completion time no more than 12 seconds.

Reduce Errors

Design approaches intended to mitigate the likelihood of errors

Lockout (exclusion) – Make it impossible for error to occur •  Shifting car our of park without foot on brake •  Jam cell phones while driving

Constrain (prevention) – Make it difficult but not impossible •  “Disclaimer” to use navigation system while driving •  “Emergency” use only phone calls

Consequence (fail-safe) – Reduce cost of errors •  “Back” button – Reversibility of selection •  Redundancy (in some cases)

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Interface Design Techniques Performance and Error

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Developing In-Vehicle User Interfaces Conclusion

Conclusion

ü  Driving is the primary task

ü  Each solution will have advantages and disadvantages

ü  Accommodate a wide user base

ü  Minimize the learning curve using consistency and reuse

ü  It’s inevitable there will be a merger of design logic between web, mobile and automotive environments.