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Are We There Yet? A Probing Study to Inform Design for the Rear Seat of Family Cars

机译:我们到了吗?家用汽车后座通知设计的探索性研究

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When researching interactive systems in the car, the design space can be divided into the following areas: driver, front seat passenger and rear seat. The latter has so far not been sufficiently addressed in HCI research, which results in an absence of implications for interaction designs in that space. This work presents a cultural probing study investigating the activities and the technology usage in the rear seat as social and physical space. The study was conducted with 20 families over a period of four weeks and unveiled aspects relevant for HCI research: aspects of diversion, educational motivation, togetherness, food as activity, physical space, perception of safety, and mobile computing. In relation to these areas, implications for the design and integration of interactive technology in the rear seat area are deduced. We show that cultural probing in the car is a promising and fruitful approach to get insights on passenger behavior and requirements for interactive systems. To improve the rear seat area and to show the potential of probing results to inform design, a design proposal for an interactive rear seat game called RiddleRide is introduced.
机译:当研究汽车中的交互式系统时,设计空间可以分为以下区域:驾驶员,前排乘客和后排座椅。到目前为止,在HCI研究中还没有充分解决后者的问题,这导致对该空间中的交互设计没有影响。这项工作提出了一项文化探索性研究,以调查后座中的活动和技术在社会和自然空间的使用。这项研究是在四个星期的时间内与20个家庭进行的,揭露了与人机交互研究相关的方面:转移,教育动机,团结,作为活动的食物,物理空间,安全感和移动计算等方面。关于这些区域,推论了后座区域中交互技术的设计和集成的意义。我们表明,在车上进行文化探索是一种有前途且富有成果的方法,可以深入了解乘客的行为和对交互系统的要求。为了改善后座区域并显示探测结果的潜力来告知设计,引入了一种称为RiddleRide的交互式后座游戏的设计建议。

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