Automotive User Interfaces and Interactive Vehicular Applications
Automotive User Interfaces and Interactive Vehicular Applications
Automotive User Interfaces and Interactive Vehicular Applications
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incorporate natural breakpoints will only influence performance<br />
when users set appropriate priorities (i.e., “safety first”).<br />
A second problem is to choose the right amount of breakpoints. In<br />
a study where multiple breakpoints were provided we again found<br />
that people use these breakpoints [12]. However, they did not use<br />
all of them. This was probably because additional interleaving did<br />
not improve performance strongly. Future work should point out<br />
to what extent people can be guided in other ways (for example<br />
using feedback [13]) in how they make performance trade-offs.<br />
3. GENERAL DISCUSSION<br />
In this paper we have taken the position that considering natural<br />
breakpoints when designing in-car devices can be beneficial.<br />
Interleaving at natural breakpoints offers users many advantages,<br />
<strong>and</strong> people show a tendency to interleave here. Good design might<br />
therefore encourage how frequent people interleave between tasks<br />
by providing sufficient breakpoints. In the context of in-car<br />
systems this might make the difference between a driver that<br />
checks the road frequently <strong>and</strong> one that ignores the road<br />
altogether. However, there are limitations to this approach. Most<br />
importantly, drivers who don’t set safety as their priority tend to<br />
ignore cues for interleaving. It is therefore important to make<br />
them aware of the impact of multitasking on safety [see also 19].<br />
A limitation of our studies is that they were conducted in a lab<br />
setting. Surely in the real-world people’s priority is always to<br />
drive safely? Unfortunately this doesn’t seem to be the case.<br />
Closed test track studies have shown that people multitask in the<br />
car, even when they have full knowledge about future safer (nonmultitask)<br />
opportunities to perform a secondary task [8].<br />
Similarly, in-car phone use is still observed frequently [18].<br />
A complementary design solution to our work is to reduce drivers’<br />
need to make performance trade-offs altogether. For example,<br />
phones that have speech interfaces reduce the need to share visual<br />
<strong>and</strong> manual resources between the phone <strong>and</strong> the road. However,<br />
this approach also has limitations. First, the reduction of visualmanual<br />
interaction does not necessarily make it safe to make a<br />
phone call while driving (e.g., [10]). Second, even when “safer”<br />
interfaces are available, users might not always choose to use<br />
them, if the interaction style does not serve their objective. For<br />
example, audio interfaces might reduce visual distraction, but can<br />
also be slow to use compared to visual interfaces. <strong>User</strong>s might<br />
therefore choose to use a visual interface over an audio interface if<br />
they want to complete a task quickly [5]. Due to these limitations<br />
it is still worthwhile to think about natural breakpoints in tasks.<br />
4. ACKNOWLEDGMENTS<br />
This work was sponsored by EPSRC grant EP ⁄ G043507 ⁄ 1.<br />
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