All-inclusive TORs: Cross-Cultural and Age-Sensitive Design for Take-Over Requests in Level 3 Cars Transitioning to manual control following a Take-Over Request (TOR) in Level 3 autonomous cars is challenging, requiring drivers to re-engage with driving after engaging with Non-Driving Related Tasks (NDRTs). Effective TOR design can mitigate this challenge. We present the first study on how culture, age, and NDRT intersect to shape TOR design. In a cross-cultural study across the UK (high traffic-law compliance) and Israel (low compliance), involving older and younger drivers, participants designed TORs for four NDRTs in a real car setting. Results revealed a universal preference for re-purposing NDRT-devices to issue TORs. Older drivers preferred tri-modal TORs that suspend the NDRT; younger drivers favoured bi-modal TORs allowing NDRT interruption management. Due to altered alert sensitivity and low law compliance, Israeli participants included a RiskMeter to assess hazard criticality. We introduce novel TOR designs and taxonomy features to guide culturally and age-sensitive TOR development, key for global Level 3 adoption.2025RZRawan Srour Zreik et al.Glasgow UniversityAutomated Driving Interface & Takeover DesignCHI
The Spin Doctor: Leveraging Insensitivity to Passive Rotational & Translational Gain For Unbounded Motion-Based VR ExperiencesResearch on rotational gain has been done largely under active self-motion, where users control their own movement. In multiple XR scenarios, the user is under passive self-motion: their body is moved by a training simulator, a motorised gaming chair, or a vehicle-based XR application. Users may be less sensitive to manipulation under passive motion - especially when engaged in a secondary task - meaning motion experiences could be expanded by high gains and even opposed virtual-physical motion. We identified both the perceptible and maximum comfortable thresholds of rotational gain when passively turned in a motorised chair, with and without a task, for the first time. We then applied those thresholds to an 'unbounded' in-car VR game where the user experiences an entirely different route to their physical movement. We provide the first guidelines for creating enhanced passive motion experiences and open the design space to new applications not restricted by physical movement2025GWGraham Wilson et al.University of Glasgow, School of Computing ScienceMotion Sickness & Passenger ExperienceImmersion & Presence ResearchCHI
Can You Hazard a Guess?: Evaluating the Effect of Augmented Reality Cues on Driver Hazard PredictionSemi-autonomous vehicles allow drivers to engage with non-driving related tasks (NDRTs). However, these tasks interfere with the driver's situational awareness, key when they need to safely retake control of the vehicle. This paper investigates if Augmented Reality (AR) could be used to present NDRTs to reduce their impact on situational awareness. Two experiments compared driver performance on a hazard prediction task whilst interacting with an NDRT, presented either as an AR Heads-Up Display or a traditional Heads-Down Display. The results demonstrate that an AR display including a novel dynamic attentional cue improves situational awareness, depending on the workload of the NDRT and design of the cue. The results provide novel insights for designers of in-car systems about how to design NDRTs to aid driver situational awareness in future vehicles.2024TGThomas Goodge et al.University of GlasgowHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)Voice User Interface (VUI) DesignCHI
The Ergonomic Benefits of Passive Haptics and Perceptual Manipulation for Extended Reality Interactions in Constrained Passenger SpacesExtended Reality (XR) technology brings exciting possibilities for aeroplane passengers, allowing them to escape their limited cabin space. Using nearby physical surfaces enables a connection with the real world while improving the XR experience through touch. However, available surfaces may be located in awkward positions, reducing comfort and input performance and thus limiting their long-term use. We explore the usability of passive haptic surfaces in different orientations, assessing their effects on input performance, user experience and comfort. We then overcome ergonomic issues caused by the confined space by using perceptual manipulation techniques that remap the position and rotation of physical surfaces and user movements, assessing their effects on task workload, comfort and presence. Our results show that the challenges posed by constrained seating environments can be overcome by a combination of passive haptics and remapping the workspace with moderate translation and rotation manipulations. These manipulations allow for good input performance, low workload and comfortable interaction, opening up XR use while in transit.2023DMDaniel Medeiros et al.University of GlasgowMid-Air Haptics (Ultrasonic)Full-Body Interaction & Embodied InputImmersion & Presence ResearchCHI
You spin me right 'round, baby, right 'round: Examining the Impact of Multi-Sensory Self-Motion Cues on Motion Sickness During a VR Reading TaskMotion sickness is a problem for many in everyday travel and will become more prevalent with the rise of automated vehicles. Virtual Reality (VR) headsets have shown significant promise in-transit, enabling passengers to engage in immersive entertainment and productivity experiences. In a controlled multi-session motion sickness study using an actuated rotating chair, we examine the potential of multi-sensory visual and auditory motion cues, presented during a VR reading task, for mitigating motion sickness. We found that visual cues are most efficient in reducing symptoms, with auditory cues showing some beneficial effects when combined with the visual. Motion sickness had negative effects on presence as well as task performance, and despite the cognitive demand and multi-sensory cues, motion sickness still reached problematic levels. Our work emphasises the need for effective mitigations and the design of stronger multi-sensory motion cues if VR is to fulfil its potential for passengers.2023KPKatharina Margareta Theresa Pöhlmann et al.University of GlasgowMotion Sickness & Passenger ExperienceImmersion & Presence ResearchCHI
Keep it Real: Investigating Driver-Cyclist Interaction in Real-World TrafficCyclists encounter drivers in many traffic scenarios; good communication is key to avoiding collisions. Little is known about everyday driver-cyclist interaction and communication. This is important in designing Automated Vehicles (AVs) that must drive safely around cyclists. We explored driver-cyclist interaction across diverse scenarios through in-the-wild observations (N=414) and a naturalistic study involving cyclists wearing eye-trackers (N=12). Results showed cyclists attended to road markings and traffic signs in controlled traffic scenarios but to vehicle sides and windows in uncontrolled encounters. Interactions were unlikely at controlled intersections, but various techniques were used to negotiate right-of-way in uncontrolled scenarios, e.g. cyclists used arm gestures and shoulder checks to communicate their intent and awareness when lane merging. Drivers communicated these through on-vehicle signals and head movements at roundabouts. We discuss the implications of driver-cyclist interaction behaviour on AV interaction design and offer insights into system requirements to support cyclists riding in traffic.2023AAAmmar Al-Taie et al.University of GlasgowExternal HMI (eHMI) — Communication with Pedestrians & CyclistsPedestrian & Cyclist SafetyCHI
First Steps Towards Designing Electrotactons: Investigating Intensity and Pulse Frequency as Parameters for Electrotactile Cues.Electrotactile stimulation is a novel form of haptic feedback. There is little work investigating its basic design parameters and how they create effective tactile cues. This paper describes two experiments that extend our knowledge of two key parameters. The first investigated the combination of pulse width and amplitude Intensity on sensations of urgency, annoyance, valence and arousal. Results showed significant effects: increasing Intensity caused higher ratings of urgency, annoyance and arousal but reduced valence. We established clear levels for differentiating each sensation. A second study then investigated Intensity and Pulse Frequency to find out how many distinguishable levels could be perceived. Results showed that both Intensity and Pulse Frequency significantly affected perception, with four distinguishable levels of Intensity and two of Pulse Frequency. These results add significant new knowledge about the parameter space of electrotactile cue design and help designers select suitable properties to use when creating electrotactile cues.2022YAYosuef Alotaibi et al.University of GlasgowVibrotactile Feedback & Skin StimulationElectrical Muscle Stimulation (EMS)CHI
Automating the Administration and Analysis of Psychiatric Tests: The Case of Attachment in School Age ChildrenThis article presents the School Attachment Monitor, a novel interactive system that can reliably administer the Manchester Child Attachment Story Task (a standard psychiatric test for the assessment of attachment in children) without the supervision of trained professionals. Attachment problems in children cause significant mental health issues and costs to society which technology has the potential to reduce. SAM collects, through instrumented doll-play games, enough information to allow a human assessor to manually identify the attachment status of children. Experiments show that the system successfully does this in 87.5% of cases. In addition, the experiments show that an automatic approach based on deep neural networks can map the information collected into the attachment condition of the children. The outcome SAM matches the judgment of expert human assessors in 82.8% of cases. This is the first time an automated tool has been successful in measuring attachment. This work has significant implications for psychiatry as it allows professionals to assess many more children cost effectively and to direct healthcare resources more accurately and efficiently to improve mental health.2019GRGiorgio Roffo et al.University of GlasgowCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Mental Health Apps & Online Support CommunitiesCHI
DesignABILITY: Framework for the Design of Accessible Interactive Tools to Support Teaching to Children with DisabilitiesDeveloping educational tools aimed at children with disabilities is a challenging process for designers and developers because existing methodologies or frameworks do not provide any pedagogical information and/or do not take into account the particular needs of users with some type of impairment. In this study, we propose a framework for the design of tools to support teaching to children with disabilities. The framework provides the necessary stages for the development of tools (hardware-based or software-based) and must be adapted for a specific disability and educational goal. For this study, the framework was adapted to support literacy teaching and contributes to the design of educational/interactive technology for deaf people while making them part of the design process and taking into account their particular needs. The experts' evaluation of the framework shows that it is well structured and may be adapted for other types of disabilities.2019LFLeandro Flórez-Aristizábal et al.Institución Universitaria Antonio José CamachoUniversal & Inclusive DesignSpecial Education TechnologyParticipatory DesignCHI
Investigating Perceptual Congruence Between Data and Display Dimensions in SonificationThe relationships between sounds and their perceived meaning and connotations are complex, making auditory perception an important factor to consider when designing sonification systems. Listeners often have a mental model of how a data variable should sound during sonification and this model is not considered in most data:sound mappings. This can lead to mappings that are difficult to use and can cause confusion. To investigate this issue, we conducted a magnitude estimation experiment to map how roughness, noise and pitch relate to the perceived magnitude of stress, error and danger. These parameters were chosen due to previous findings which suggest perceptual congruency between these auditory sensations and conceptual variables. Results from this experiment show that polarity and scaling preference are dependent on the data:sound mapping. This work provides polarity and scaling values that may be directly utilised by sonification designers to improve auditory displays in areas such as accessible and mobile computing, process-monitoring and biofeedback.2018JFJamie Ferguson et al.University of GlasgowVisualization Perception & CognitionBiosensors & Physiological MonitoringCHI
Object Manipulation in Virtual Reality Under Increasing Levels of Translational GainRoom-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended by amplifying the mapping of physical to virtual movement (translational gain). Although amplified movement has been used since the earliest days of VR, little is known about how it influences reach-based interactions with virtual objects, now a standard feature of consumer VR. Consequently, this paper explores the picking and placing of virtual objects in VR for the first time, with translational gains of between 1x (a one-to-one mapping of a 3.5m*3.5m virtual space to the same sized physical space) and 3x (10.5m*10.5m virtual mapped to 3.5m*3.5m physical). Results show that reaching accuracy is maintained for up to 2x gain, however going beyond this diminishes accuracy and increases simulator sickness and perceived workload. We suggest gain levels of 1.5x to 1.75x can be utilized without compromising the usability of a VR task, significantly expanding the bounds of interactive room-scale VR.2018GWGraham Wilson et al.University of GlasgowFull-Body Interaction & Embodied InputImmersion & Presence ResearchCHI
Point-and-Shake: Selecting from Levitating Object DisplaysAcoustic levitation enables a radical new type of human-computer interface composed of small levitating objects. For the first time, we investigate the selection of such objects, an important part of interaction with a levitating object display. We present Point-and-Shake, a mid-air pointing interaction for selecting levitating objects, with feedback given through object movement. We describe the implementation of this technique and present two user studies that evaluate it. The first study found that users could accurately (96%) and quickly (4.1s) select objects by pointing at them. The second study found that users were able to accurately (95%) and quickly (3s) select occluded objects. These results show that Point-and-Shake is an effective way of initiating interaction with levitating object displays.2018EFEuan Freeman et al.University of GlasgowMid-Air Haptics (Ultrasonic)CHI
Mid-Air Haptics for Control InterfacesControl interfaces and interactions based on touch-less gesture tracking devices have become a prevalent research topic in both industry and academia. Touch-less devices offer a unique interaction immediateness that makes them ideal for applications where direct contact with a physical controller is not desirable. On the other hand, these controllers inherently lack active or passive haptic feedback to inform users about the results of their interaction. Mid-air haptic interfaces, such as those using focused ultrasound waves, can close the feedback loop and provide new tools for the design of touch-less, un-instrumented control interactions. The goal of this workshop is to bring together the growing mid-air haptic research community to identify and discuss future challenges in control interfaces and their application in AR/VR, automotive, music, robotics and teleoperation.2018MGMarcello Giordano et al.UltrahapticsMid-Air Haptics (Ultrasonic)CHI