K6.05.1HUD gaze displacementdesignresearch

HUD placement cuts the downward gaze

Aliases: gaze displacement · head-down glance · HUD placement

What it is

A head-up display throws a small patch of information toward the windscreen so gaze need not drop from the forward road to the cluster or the center stack. What it cuts is gaze displacement: the angle and path the eyes travel away from the road’s geometric centre. It does not automatically cut cognitive load, and it does not settle how the cluster and the center stack should divide work. If a virtual image sits on the lower windscreen and people still drop to the stack for the same fact, the placement advantage is unused.

Why it happens

From the road down to the center stack is a large saccade, often with a head drop, then a reacquisition of the lane on the way back. A HUD parks symbols near the forward visual axis, so that path shortens and a sample can return to the road sooner. Geometric nearness is not processing nearness: the person is still reading symbols, just without a large eye movement. Placement cannot save a stare. Content that must be watched will eat the short displacement with a long dwell. Windscreen curvature, seat height, and lateral offset can push the image off the comfortable axis; people then dip or tilt, and cabin geometry swallows the gain.

Studying it

Place the same information in a HUD, the cluster, and the center stack, and measure with eye tracking how far, how long, and how often gaze leaves the forward road. Simulators can insert events and score misses of forward-scene change while the information is being read.

Independent variables: depression angle of the virtual image from the visual axis, whether the HUD is the only copy or a duplicate of the stack, seat height. Dependent variables: downward amplitude, single off-road duration, time to look back, detection of forward events.

Lab seats and eye points are fixed; production sitting height, wheel rake, and left- versus right-hand drive move the same optics. Measuring “looked at the HUD” is not measuring “looked less at the stack”—people may look at both.

Where it stops holding

Short drivers, a very low seat, or an image clipped by the wheel rim reverse the placement gain; the HUD is then harder than the cluster. Motorcycle helmets and some truck eye points do not match passenger-car optics. Augmented reality that pins symbols to the distant road approaches zero displacement, but that is a different optical system; near combiner-HUD displacement data do not transfer. A large downward look at a parked navigation overview is fine; the HUD is not the main surface then.

Applying it

  • Put on the HUD only short status that must be sampled in motion: speed, limit, next exit. Use it to replace a down-glance, not to open another channel that must be watched.
  • Do not design an action as “saw it on the HUD, still confirm on the stack.” Placement cuts displacement only if the HUD copy is enough.
  • Check the image against real eye points (sitting heights, both hand-of-drive). If the wheel or a wiper clips it, fix the optics before asking people to dip.
  • Verify the same task HUD-only versus stack-only, comparing downward amplitude and return time. If people still drop hard with the HUD on, placement did not cut displacement.

Related

  • Within the group: K6.05.2 Too much HUD content occludes the road · K6.05.3 Virtual-image distance loads ocular accommodation
  • Adjacent: K6.02 Eyes-off-road Time · K6.01 Types of Driver Distraction
  • Search terms: HUD · gaze displacement · head-down display

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