The document discusses future human vehicle interaction and user experience with autonomous vehicles. It covers several topics:
1. Intuitive Driving 4.0, discussing new user experiences and challenges with non-driving tasks in vehicles.
2. 5G-enabled human vehicle interaction, explaining how 5G can improve infrastructure for interaction and applications like anticipatory services.
3. Rethinking guidelines, outlining principles from sources like the European Statement of Principles and ISO standards for safety and usability.
4. Future scenarios, imagining how self-driving vehicles could benefit communities like the blind and uncertainties around transitioning to autonomy.
Future Human Vehicle Interaction: UX Redefined (자동차와 사람 사이, 그 혁신적 경험을 쫓다)
1. Future
Human Vehicle Interaction:
UX Redefined
(자동차와 사람 사이, 그 혁신적 경험을 쫓다)
2017
Billy(최병호)/BillyChoi@gmail.com
Seoul Social Economy Center strategy consultant/
중앙대학교 교수/
성균관대학교 일반대학원 휴먼ICT융합학과 교수/
홍익대학교 영상대학원 강사(HCI개론 강의)/
연세대학교 공학대학원 강사(서비스디자인경영 강의)/
InnoUX CEO/
Research Data: http://www.slideshare.net/BillyChoi/
Blog: http://blog.naver.com/soularchitec
Twitter/Facebook: ILOVEHCI
6. Key insight… Westworld
Westworld Season 1 Episode 10
“It was Arnold’s key insight, the thing that
led the hosts to their awakening suffering.
The pain that the world is not as you want it
to be.”
9. Key insight… My research…차단(사람의 감각기관과 메모리 그리고 행동패턴의 제약조
건)이 혁신을 불러온다; based Vehicle Are Social Actors with Similarity-attraction
Susan M. Weinschenk, “100 Things Every Designer Needs to Know About People” (2011).
시각: 완벽하게 어두운 곳에 서 있다면 약 48킬로미터 밖의 촛불을 인지할 수 있다.
청각: 아주 조용한 방 안에 있다면 약 6미터 밖의 손목시계 소리를 들을 수 있다.
후각: 약 72제곱미터 내에 떨어진 향수 한 방울의 냄새를 맡을 수 있다.
촉각: 피부 위에 올려진 머리카락 한 올을 느낄 수 있다.
미각: 7.5리터의 물에 들어간 1티스푼 분량의 설탕을 느낄 수 있다.
10. INTUITIVE DRIVING 4.0: NEW USER EXPERIENCE
PHILIPPE GOUGEON, "HMI AND USER PERSPECTIVE INTUITIVE DRIVING 4.0" (2017).
based Vehicle Are Social Actors
with Similarity-attraction
11. What non-driving tasks consumers admit to doing while driving;
이 모든 태스크를 허하라!
https://www.2025ad.com/latest/car-hmi-usa-2017-driverless-cars/
12. Theoretical Underpinnings of Distraction(NHTSA, 2012a);
이 모든 것을 허해라!
Ekandem, Joshua Ime Asukwo, "Ambient hues and audible cues: An approach to automotive user interface design using multi-modal feedback" (2017).
13. Mental workload during driving;
사람의 한계는 축복이니 사랑하게 하소서. 더 이상 자격증 장사는 그만 하시오.
Lucas Noldus, Tobias Heffelaar and Evaldas Laurinavicius, “MENTAL WORKLOAD IN VARIOUS DRIVING SETTINGS” (2017).
14. I love it…A dream from 1956
Tim Gordon, "Role of the Human Driver in Highly Automated Vehicles" (2017).
15. Interaction model of autonomous driving levels; 복잡성 보존의 법칙…
구보람, 주다영, “사용자 관점의 자율주행 단계 별 인터랙션 특성” (2017).
30. WHAT’S AT STAKE?: 운전 상황의 지배 욕구, 자신만의 서비스 플랫폼 이식 추구
Strategy Analytics, “Automotive Infotainment & Telematics”(2017).
31. Human Vehicle Interaction classification based on controlled functions
Sauras-Perez, Pablo, "A Voice and Pointing Gesture Interaction System for Supporting Human Spontaneous Decisions in Autonomous Cars" (2017).
32. Automated driving will offer new possibilities for car interior design
https://www.2025ad.com/latest/car-hmi-usa-2017-driverless-cars/
35. The 5 common automotive HMI usability pitfalls
ADAM EMFIELD, "The 5 common automotive HMI usability pitfalls" (2017). https://goo.gl/1n1Q64
• Pitfall 1: Poor Input (audio and touch)
• Pitfall 2: Giving the users too much
• Pitfall 3: Mismatched prompts and dialog
• Pitfall 4: Trying too hard to avoid errors
• Pitfall 5: Assuming a shorter interaction is a better or safer interaction
36. European Statement of Principles(ESoP) on Human Machine Interface
Miguel Angel Galarza,1 Teresa Bayona,2 and Josep Paradells3, “Integration of an Adaptive Infotainment System in a Vehicle and Validation in Real Driving
Scenarios” (2017).
1. The system should not give rise to potentially hazardous behaviours and should prevent the distraction
of the driver.
2. The information should be displayed in a uniform manner and be consistent among available interfaces.
3. Relevant information should be clearly displayed and the user should be able to detect and understand it
with a few glances.
4. Priority should be assigned to the information so that may be displayed as rapidly as possible. Furthermore,
it should be organized in such a way as to avoid the presentation of simultaneous messages and be
displayed in a sufficient amount of time. Similarly, auditory messages should not mask high priority
messages or warnings.
5. The manual-visual action function should not be interrupted, although exceptionally it may be cancelled
automatically or by the user when a certain amount of time has passed; for example, the driver should be
able to enter half of a phone number, continue driving for some time and then go back to finish writing the
phone number.
6. It is recommended that information unrelated to primary driving tasks should not be displayed while the
vehicle is in motion. Moreover, the information should not be restored immediately when the vehicle is
stopped, but only after a certain amount of time.
37. Stevens, Quimby, Board, T Kersloot and P Burns,"Design guidelines for safety of in-vehicle information systems"(2002).
Measures of IVIS Safety and Usability Performance
39. ISO, “ISO and road vehicles” (2016).
ISO and road vehicles
40. Human Interface Guidelines for CarPlay apps
https://developer.apple.com/carplay/human-interface-guidelines/overview/introduction/
41. Methodological rules for the adaptation module
Valeria Villani, Lorenzo Sabattini, Julia N. Czerniak, Alexander Mertens, Birgit Vogel-Heuser and Cesare Fantuzzi, "Towards Modern Inclusive Factories: A
Methodology for the Development of Smart Adaptive Human-Machine Interfaces" (2017).
42. 대시로봇
노예경, 남택진, “자율 주행 차량-운전자의 감성적 인터랙션을 위한 대시보드 디자인 - 부분 자율 주행 상황에서 반려동물 특성을 적용한 사례 개발을 중심으로”
(2017).
43. 10 Principles For Design In The Age Of AI
https://www.fastcodesign.com/3067632/10-principles-for-design-in-the-age-of-ai
1. DESIGN SOLVES AN IMPORTANT HUMAN PROBLEM.
2. DESIGN IS CONTEXT SPECIFIC (IT DOESN’T FOLLOW HISTORICAL CLICHES).
3. DESIGN ENHANCES HUMAN ABILITY (WITHOUT REPLACING THE HUMAN).
4. GOOD DESIGN WORKS FOR EVERYONE, EVERYDAY.
5. GOOD TECH AND DESIGN IS DISCREET.
6. GOOD DESIGN IS A PLATFORM THAT GROWS WITH NEEDS AND OPPORTUNITIES.
7. GOOD DESIGN BRINGS ABOUT PRODUCTS AND SERVICES THAT BUILD LONG-TERM RELATIONSHIPS (BUT
DON’T CREATE EMOTIONAL DEPENDENCY).
8. GOOD TECHNOLOGY DESIGN LEARNS AND PREDICTS HUMAN BEHAVIOR.
9. GOOD DESIGN ACCELERATES NEW IDEAS.
10. GOOD DESIGN REMOVES COMPLEXITY FROM LIFE.
45. The Blind community has high hopes for self-driving cars
Say Hello to Waymo https://youtu.be/uHbMt6WDhQ8
World’s First Fully Self-Driving Ride on Public Roads (Highlights) https://youtu.be/ArYTxDZzQOM
46. The Blind community has high hopes for self-driving cars(cont.)
TECH M, “The Blind community has high hopes for self-driving cars” (2017).
• Advocates for the visually impaired are talking to companies and legislators about developing vehicles they
will be able to drive independently.
• Advocates for the blind – at Perkins and beyond – say driverless cars could revolutionize their lives,
provided the vehicles are designed to be accessible.
• Perkins employees say they gave the startup numerous suggestions, such as making sure to provide
adequate floor space for service dogs.
• They also emphasized the need for a nonvisual interface that passengers could use to communicate with
the car. For example, a touch-screen-controlled vehicle could accommodate blind users by integrating
voice technology or haptic feedback.
47. Driver at the wheel? Uncertainties and scenarios
Dr.ir. Taede Tillema, "Paths to a self-driving future Five transition steps identified" (2017).
48. Transition paths: the story line
Dr.ir. Taede Tillema, "Paths to a self-driving future Five transition steps identified" (2017).
49. Two paths towards the scenario worlds
Dr.ir. Taede Tillema, "Paths to a self-driving future Five transition steps identified" (2017).