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Automotive User Interfaces and Interactive Vehicular Applications

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Design <strong>and</strong> Make Aware: Virtues <strong>and</strong> Limitations of<br />

Designing for Natural Breakpoints in Multitasking Settings<br />

ABSTRACT<br />

Drivers are frequently observed interacting with in-car devices<br />

despite the well-documented dangers <strong>and</strong> (financial) penalties of<br />

such behavior. It is therefore useful to think about how to make<br />

such in-car multitasking situations safer. In this position paper we<br />

discuss how the consideration of “natural breakpoints” in tasks<br />

can be useful. We discuss the virtues of designing for such<br />

breakpoints, but also highlight limitations especially related to<br />

people’s awareness of their performance.<br />

Categories <strong>and</strong> Subject Descriptors<br />

H.5.2 [Information <strong>Interfaces</strong> <strong>and</strong> Presentation] <strong>User</strong><br />

<strong>Interfaces</strong>: Theory <strong>and</strong> methods; H.1.2 [Information Systems]<br />

<strong>User</strong>/Machine Systems: Human factors<br />

General Terms<br />

Performance, Design, Experimentation, Human Factors, Theory<br />

Keywords<br />

Natural Breakpoints; Performance Trade-offs, Multitasking<br />

1. INTRODUCTION<br />

In-car multitasking such as dialing while driving is observed<br />

frequently [18], despite over twenty year of research that has<br />

highlighted the dangers <strong>and</strong> despite legal bans [e.g., 7]. Given this<br />

natural urge for people to multitask in the car, the research<br />

community should consider ways to alleviate some of the<br />

problems associated with it. In this position paper, we discuss how<br />

designing in-car applications with “natural breakpoints” in mind<br />

might be valuable, <strong>and</strong> what limitations to such an approach are.<br />

2. NATURAL BREAKPOINTS<br />

Multitasking requires people to divide their attention between<br />

multiple tasks, such as between a phone conversation <strong>and</strong> control<br />

of the car. Although sometimes users can perform tasks truly in<br />

parallel, typically they can mostly focus on one task at a time as<br />

cognitive, perceptual, <strong>and</strong> motor resources are limited ([20], see<br />

also [17]). For example, in a driving situation the eyes cannot look<br />

at both the road <strong>and</strong> at the display of the radio. Due to these<br />

resource bottlenecks, multitasking often inherently requires<br />

people to make a performance trade-off in when to dedicate a<br />

Permission to make digital or hard copies of all or part of this work for<br />

personal or classroom use is granted without fee provided that copies are<br />

not made or distributed for profit or commercial advantage <strong>and</strong> that<br />

copies bear this notice <strong>and</strong> the full citation on the first page. To copy<br />

otherwise, or republish, to post on servers or to redistribute to lists,<br />

requires prior specific permission <strong>and</strong>/or a fee.<br />

Copyright held by author(s)<br />

<strong>Automotive</strong>UI'11, November 29-December 2, 2011, Salzburg, Austria<br />

Adjunct Proceedings<br />

Christian P. Janssen, Duncan P. Brumby<br />

UCL Interaction Centre, University College London<br />

Gower Street, London, WC1E 6BT, UK<br />

c.janssen@ucl.ac.uk, brumby@cs.ucl.ac.uk<br />

resource to a task [14, 15]. Dedicating a resource to a task can<br />

improve performance on that task, but might be at the cost of<br />

performance on another task. How do people make such tradeoffs?<br />

That is, how do they decide when to switch their attention?<br />

One factor that can guide this process is the task structure. Goal<br />

directed tasks can often be decomposed in a hierarchical manner<br />

[6] with higher level goals (e.g., making coffee) being<br />

decomposed into subgoals (e.g., pouring water into the coffee<br />

machine), which are decomposed into even smaller steps (e.g.,<br />

opening a lid). Research has shown that in multitasking situations<br />

people are likely to interleave at “natural breakpoints”, where one<br />

subtask has been completed <strong>and</strong> the next subtask is still to<br />

commence (e.g., [2, 16], for more discussion see [11, 12]).<br />

2.1 Virtues<br />

Interleaving at natural breakpoints compared to other positions in<br />

the task hierarchy offers many advantages (see also [11, 12]).<br />

First, switching attention after subtask completion avoids the need<br />

to remember details (to aid future resumption) about the state at<br />

which a task was ab<strong>and</strong>oned [3]. This reduces mental workload<br />

[2]. Second, this also avoids having to later retrieve this<br />

information, which makes task resumption faster [1]. Third, when<br />

a subtask is finished, resources are no longer needed for<br />

completion of the subtask. These then become available for other<br />

tasks, which avoids resource bottlenecks [20]. Fourth, interleaving<br />

at natural breakpoints compared to other points can also be<br />

explained because this can offer a speed-accuracy trade-off [4, 11,<br />

12]. Here the time cost to switch between tasks (e.g., the time<br />

needed to switch attention <strong>and</strong> to resume a task) is minimal, which<br />

makes it less costly to switch here compared to at other points.<br />

Given these benefits, it is worthwhile for designers of in-car<br />

systems to consider where the natural breakpoints in their<br />

products are. That is, it is useful to think about the task hierarchy.<br />

Recent systems have done this, by considering natural breakpoints<br />

in deciding when to provide users with system-driven<br />

interruptions (e.g., when to provide an e-mail alert) [9].<br />

2.2 Limitations<br />

Unfortunately, there are limitations to the use of natural<br />

breakpoints as a means to encourage task interleaving. In our lab<br />

we conducted studies in which participants had to steer a<br />

simulated vehicle while also performing secondary tasks<br />

(typically, manually dialing a phone number). We found that<br />

people’s use of natural breakpoints depended strongly on their<br />

priorities. Drivers that set safe driving as their priority made use<br />

of the natural breakpoints to interleave secondary tasks for driving<br />

[4, 11, 12]. However, drivers that set fast completion of the<br />

secondary task as their priority omitted interleaving that task for<br />

driving completely [4], or interleaved only at some of the natural<br />

breakpoints [11, 12]. This implies that designing tasks to

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