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Automotive User Interfaces and Interactive Vehicular Applications

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<strong>and</strong> more of a locked computer system to its everyday<br />

driver/user. What Chalmers <strong>and</strong> MacColl meant with<br />

seamful designs was that the functionality <strong>and</strong> the internal<br />

connections between various parts of a system would be<br />

underst<strong>and</strong>able to users in how they were connected <strong>and</strong> in<br />

some sense why. Very much similar to what Ishii <strong>and</strong><br />

Ullmer wanted with their tangible bits, to make the internal<br />

structure of some system more underst<strong>and</strong>able to its users<br />

so that they if not could help their system connect by<br />

moving the GPS system closer to the window or similarly,<br />

but at least underst<strong>and</strong> why the system at some point in<br />

time was not working as it should.<br />

All this again becomes highly relevant when we now as<br />

interaction systems designers enter the world of wireless<br />

sensor technologies, in the car, <strong>and</strong> elsewhere.<br />

FROM BITS TO MATERIALITY<br />

Another issue we have though when now entering this<br />

new world of digital materials, i.e. mobile sensor<br />

technologies, is that the digital, hardware <strong>and</strong> software,<br />

always has been, but now even more, a very complicated<br />

design material for many designers to work with. As any<br />

other designer, such as textile designers or artists,<br />

interaction systems designers should be able to h<strong>and</strong>le <strong>and</strong><br />

play around with their design material, in their case the<br />

digital, while working out a design in order to make use of<br />

all the potentials that comes with this brilliant material of<br />

digital technologies. At the same time though, it is very<br />

rarely that we see someone perfectly skilled in creative<br />

design <strong>and</strong> hardcore engineering, all embodied into one<br />

person alone. More <strong>and</strong> more common in HCI are therefore<br />

interdisciplinary design teams, where dancers,<br />

psychologists, behavioral scientists <strong>and</strong> others work<br />

together with creative designers <strong>and</strong> engineers developing a<br />

specific design solution together. As HCI experts we can<br />

only guess that the same goes for design teams involved in<br />

car development. As it is not possible to touch or feel<br />

digital materials at any given moment, underst<strong>and</strong>ing<br />

properties <strong>and</strong> potentials of digital materials is a major<br />

challenge for design teams <strong>and</strong> management. Methods <strong>and</strong><br />

tools are needed that enable these interdisciplinary design<br />

teams to work with digital materials as a shared resource<br />

within design innovation. The novel Inspirational Bits<br />

approach [7] is one such method. In this method the<br />

engineers in parallel with the designers conceptual work<br />

develop quick <strong>and</strong> dirty designs in materials that appear<br />

likely to be used. This they do for two reasons, first to<br />

allow themselves to get an underst<strong>and</strong>ing of the design<br />

materials at h<strong>and</strong> <strong>and</strong> their interactional material properties<br />

that cannot be felt <strong>and</strong> thereby not completely<br />

underst<strong>and</strong>able if not set together into a running system.<br />

But also they do this in order to become able to<br />

communicate these properties in a fun, inspiring <strong>and</strong><br />

underst<strong>and</strong>able way to the rest of the design team, for<br />

everyone to become able to use the material properties as<br />

inspiration for the design they develop together. This we<br />

find would be a very interesting method to use in the very<br />

technically advanced material context of the car.<br />

CONCLUSION<br />

To conclude, this rough walk through of some of the issues<br />

concerning the development of gesture <strong>and</strong> movementbased<br />

interaction in HCI we want to state that the car is a<br />

limited physical space <strong>and</strong> as researchers <strong>and</strong> designers in<br />

this design space we need to be very sensitive to the issues<br />

of safety <strong>and</strong> driving. But with that in mind there are great<br />

possibilities here for what more natural user interfaces<br />

involving gestures <strong>and</strong> speech can do towards reducing<br />

driver distraction in certain cases but also towards services<br />

that allow for new bodily experiences in the car. Of course<br />

we do not see a future where the driver or the passengers<br />

will be dancing in cars, but we do see a future with more<br />

bodily experiences in the car, such as the bodily<br />

experiences of singing out load or the bodily experiences of<br />

backseat gaming [2]. But we also see how the HCI<br />

community in general has perhaps a longer history of<br />

discussing issues of movement-based interaction, bodily<br />

experiences <strong>and</strong> material possibilities, which is why we<br />

with this position paper hope to draw attention to some of<br />

these issues for the car research field now to build further<br />

upon, <strong>and</strong> build on from all the great possibilities of the<br />

specifics of the digital materials in the car.<br />

Acknowledgements The financial support by the Federal Ministry of<br />

Economy, Family <strong>and</strong> Youth <strong>and</strong> the National Foundation for Research,<br />

Technology <strong>and</strong> Development is greatly acknowledged (Christian Doppler<br />

Laboratory for Contextual <strong>Interfaces</strong>).<br />

REFERENCES<br />

1. Benford, S., Schnädelbach. H., et al. (2005). Expected,<br />

Sensed, <strong>and</strong> Desired: A Framework for Designing<br />

Sensing-Based Interaction. ACM Transactions on<br />

Computer-Human Interaction, Vol. 12/1, p. 3 30.<br />

2. Brunnberg, L. (2002). Backseat gaming: expolaration of<br />

mobile properties for fun. CHI '02 extended abstracts on<br />

Human factors in computing systems. Minneapolis,<br />

Minnesota, USA, ACM: 854-855.<br />

3. Camurri, A., C. Canepa, et al. (2008). Social active<br />

listening <strong>and</strong> making of expressive music: the<br />

interactive piece the bow is bent <strong>and</strong> drawn.<br />

DIMEA 08, Athens, Greece, ACM: 376-383.<br />

4. Chalmers, M. <strong>and</strong> MacColl, I. (2003) Seamful <strong>and</strong><br />

seamless design in ubiquitous computing. Workshop At<br />

the Crossroads: The Interaction of HCI <strong>and</strong> Systems<br />

Issues in UbiComp.<br />

5. Ishii, H. <strong>and</strong> B. Ullmer (1997). Tangible bits: towards<br />

seamless interfaces between people, bits <strong>and</strong> atoms.<br />

Proc. of the SIGCHI conference on Human factors in<br />

computing systems. Atlanta, Georgia, United States,<br />

ACM: 234-241.<br />

6. Rekimoto, J. (2002). SmartSkin: an infrastructure for<br />

freeh<strong>and</strong> manipulation on interactive surfaces. CHI<br />

2002, Minneapolis, Minnesota, USA.<br />

7. Sundström, P., Taylor, A. S., et al. (2011). Inspirational<br />

Bits - Towards a Shared Underst<strong>and</strong>ing of the Digital<br />

Material. CHI'11, May 7-11, Vancouver, BC, Canada.

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