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Automotive User Interfaces and Interactive Vehicular Applications

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From Tangible Bits to Seamful Designs: Learnings from<br />

HCI Research<br />

Petra Sundström, Sebastian Osswald, Manfred Tscheligi<br />

Christian Doppler Laboratory for "Contextual <strong>Interfaces</strong>"<br />

HCI & Usability Unit, ICT&S Center,<br />

University of Salzburg<br />

Sigmund-Haffner-Gasse 18, 5020 Salzburg, Austria<br />

firstname.lastname@sbg.ac.at<br />

ABSTRACT<br />

In this two-page position paper we draw attention to a few<br />

design concepts <strong>and</strong> learnings from the HCI community<br />

that we find important for car researchers to learn from<br />

when now entering the design space of gestures <strong>and</strong><br />

movement-based interaction in the car.<br />

Keywords<br />

Tangible Bits, Gestures, Movement-Based Interaction,<br />

Seamful Designs, Materiality <strong>and</strong> Interdisciplinary Design.<br />

INTRODUCTION<br />

As the call for this workshop states, natural user interfaces<br />

(NUIs) by means of gesture <strong>and</strong> speech interaction is<br />

becoming an important topic in car related research as well<br />

as already for products related to infotainment <strong>and</strong><br />

entertainment. In HCI, tangibility, gestures <strong>and</strong> movementbased<br />

interaction have received great attention for at least<br />

the last fifteen years, since Ishii <strong>and</strong> Ullmer introduced<br />

their notion of Tangible Bits in 1997 [5]. We therefore for<br />

this workshop want to direct attention to a few of the<br />

advances <strong>and</strong> issues on these matters from the HCI<br />

community in general. We bring attention to Benford <strong>and</strong><br />

colleagues framework on Sensing-Based Interaction [1],<br />

Chalmers <strong>and</strong> MacColl s argumentation for seamful<br />

designs [4], as well as the coming research trends in HCI<br />

concerning Materiality <strong>and</strong> Interdisciplinary Design.<br />

FROM TANGIBILE BITS TO FREE MOVING GESTURES<br />

Ishii <strong>and</strong> Ullmer were groundbreaking when they in 1997<br />

introduced their concept of Tangible Bits [5]. What Ishii<br />

<strong>and</strong> Ullmer suggested was to make the background<br />

happenings of a computer system more underst<strong>and</strong>able to<br />

its users by connecting the underlying bits /happenings to<br />

physical objects the user could interact with <strong>and</strong> thereby<br />

come to underst<strong>and</strong> how these underlying events were<br />

connected to each other in the interaction. From tangible<br />

designs, but also on its own, systems using free moving<br />

gestures developed, from systems using simply h<strong>and</strong><br />

gestures [6] to systems using full body movements, as in<br />

dancing interaction for example [3]. Today we even see<br />

more <strong>and</strong> more commercial systems letting users interact<br />

with their whole body freely in space, e.g. the Kinect<br />

system.<br />

A slightly forgotten issue though when leaving the specifics<br />

of button pressing for more free physical interaction, is the<br />

notion of what aspects of those body movements or<br />

gestures a system need/should pick up upon in order to<br />

fulfill a desired user experience. Is it really the specific<br />

gesture as such a system needs to know of in order to make<br />

the internal decisions for what feedback to return to the<br />

user, or is it the overall shape or size of the gestures that are<br />

needed, or the effort required or the intensity or perhaps it<br />

is some other aspect of the movements that is required?<br />

There is a brilliant paper by Benford <strong>and</strong> colleagues<br />

discussing these issues of connecting the users<br />

expectations of a system with what the system is/can be<br />

sensing in order to fulfill what is desired of a specific<br />

system design [1]. To capture the complete picture of some<br />

movements is, if not impossible, but very hard to<br />

accomplish. Since it most often is not the complete picture<br />

that is needed there should be thorough discussions on<br />

these matters in the interdisciplinary design team, so that<br />

the designer not has one thing in mind <strong>and</strong> the engineer<br />

another <strong>and</strong> also so that not time is wasted trying to<br />

accomplish something that actually is not needed to allow<br />

for some desired user experience.<br />

FROM SEAMLESSNESS TO SEAMFULNESS<br />

In order to track some characteristic or some characteristics<br />

of free moving gestures there is today a range of new<br />

sensor technologies, such as accelerometers, RFID tags,<br />

NFC, various other radio technologies, such as WiFi or<br />

Bluetooth, <strong>and</strong> in the car also various camera technologies<br />

can be possible.<br />

When these technologies first became possible for<br />

designers to work with it was the ubiquitous society we<br />

were talking of, a world where every thing <strong>and</strong> every user<br />

would be smoothly connected <strong>and</strong> the user would be able to<br />

interact with anything, anywhere without having to think<br />

about it. That world never really happened, instead we<br />

found ourselves both as designers <strong>and</strong> users struggling with<br />

being connected <strong>and</strong> underst<strong>and</strong>ing why we, or some<br />

equipment we had, were not connected all the time (that<br />

more or less until now). And even though being connected<br />

now in many ways can be said to be a resolved problem,<br />

<strong>and</strong> that perhaps especially in the car, Chalmers <strong>and</strong><br />

MacColl s spot on argumentation for seamful designs [4] in<br />

opposition to this dream of seamlessness is still relevant,<br />

<strong>and</strong> that perhaps especially in the car that nowadays is more

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