Play It Till You Make It: The Potential of Playful Role Enactment to Foster Digital AgencyTechnology use is always gendered: ideas about a person's abilities shape their approach to technologies and thus their digital agency. Yet, approaches towards fostering digital agency often focus only on competencies, falling short of accounting for the relationality and situatedness of agency. Based on a survey with 411 persons, we assessed gendered stereotype threat and agency-related experiences. We designed a workshop concept for providing spaces for agency exploration. We developed roles that address various gender-related stereotypes and embedded the workshop in a playful sci-fi setting. Through participant observations and group interviews, we analysed its potential. Our results show the relevance of understanding gendered notions and the need for a nuanced understanding of digital agency beyond dualistic thinking. Addressing stereotypes in digital agency must acknowledge the sociality and relationality of gender. Moreover, gendered aspects of identity can even serve as a basis for playful agency enactment and exploration, particularly through making.2025DBDiotima Bertel et al.AIT Austrian Institute of Technology GmbH, Center for Technology Experience; University of SalzburgGamification DesignGender & Race Issues in HCICHI
Introducing ROADS: A Systematic Comparison of Remote Control Interaction Concepts for Automated Vehicles at Road WorksAs vehicle automation technology continues to mature, there is a necessity for robust remote monitoring and intervention features. These are essential for intervening during vehicle malfunctions, challenging road conditions, or in areas that are difficult to navigate. This evolution in the role of the human operator—from a constant driver to an intermittent teleoperator—necessitates the development of suitable interaction interfaces. While some interfaces were suggested, a comparative study is missing. We designed, implemented, and evaluated three interaction concepts (path planning, trajectory guidance, and waypoint guidance) with up to four concurrent requests of automated vehicles in a within-subjects study with N=23 participants. The results showed a clear preference for the path planning concept. It also led to the highest usability but lower satisfaction. With trajectory guidance, the fewest requests were resolved. The study’s findings contribute to the ongoing development of HMIs focused on the remote assistance of automated vehicles.2025MCMark Colley et al.Ulm University; UCL Interaction CentreAutomated Driving Interface & Takeover DesignTeleoperated DrivingCHI
Embodied Measurement: Tangible Interactions to Enhance the Validity of Self-Report MeasuresThis work introduces the concept of Embodied Measurement (EM), designed to improve the validity and inclusivity of cognitive load assessments by incorporating physical interactions that mirror mental effort. We implemented a haptic force-feedback turning knob as an alternative to traditional Likert-scale ratings and compared it with visual (mouse-based) and combined (haptic and visual) modalities. Participants completed a cognitive load task with varying difficulty levels using each modality, while biosignals such as heart rate variability, skin conductance, and pupil size were recorded to objectively assess cognitive load. In addition, qualitative feedback was gathered to explore participants' experiences with each input method. Our findings highlight the potential of EM to offer more tangible and intuitive ways of measuring cognitive load, with the combined modality providing the most comprehensive feedback. This study contributes to human-computer interaction (HCI) research by proposing new approaches for measuring cognitive and emotional effort through physical interaction.2025JUJakob Carl Uhl et al.Austrian Institute of Technology; Paris Lodron University of SalzburgForce Feedback & Pseudo-Haptic WeightVisualization Perception & CognitionComputational Methods in HCICHI
Development and Evaluation of Advanced Cyclist Assistance Systems on a Bicycle SimulatorResearch on cycling safety has recently gained the attention of the HCI community. While there have been multiple proposals for automated driving features on bikes, we are unaware of a project that systematically aims to translate and evaluate driver assistance systems from the automotive to the bike domain to promote cycling safety in traffic. Thus, we implemented an adaptive cruise control and a lane-keeping/centering system with hard- and software on a motion-based bicycle simulator and investigated their potential in a virtual reality experiment. Based on performance measurements and subjective ratings, results showed significant improvements in technology acceptance, subjective workload, and driving performance regarding the cruise control. In contrast, the lane-centering and lane-keeping features were rated significantly worse than the baseline without such assistance. The paper concludes with a critical reflection on automated driving features for bicycles and a list of recommendations for future projects in this field.2024YWYu Wang et al.External HMI (eHMI) — Communication with Pedestrians & CyclistsHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)Micromobility (E-bike, E-scooter) InteractionAutoUI
Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory DesignParticipatory Design (PD) aims to create technological solutions that improve users’ lives and to foster users’ empowerment. While PD has received extensive attention regarding its processes and methods, less research exists on the effects of PD. With the increasing inclusion of Extended Reality (XR) into PD, this gap necessitates a critical analysis of how and to which end XR can be best used in PD activities to achieve the desired effects. Through the analysis of 16 XR prototyping workshops, we explore the impact of immersive and non-immersive XR prototyping on PD effects. Furthermore, we delineate differences between the immersive and non-immersive approaches. Our work contributes to a comprehensive understanding of the effects of XR prototyping for PD, rooted in theoretical and empirical insights. It further illustrates what each approach offers and presents design considerations to assist practitioners in successfully integrating XR prototyping into their design practice.2024QNQuynh Nguyen et al.Mixed Reality WorkspacesParticipatory DesignDIS
Choosing the Right Reality: A Comparative Analysis of Tangibility in Immersive Trauma SimulationsIn the field of medical first responder training, the choice of training modality is crucial for skill retention and real-world application. This study introduces the Green Manikin, an advanced Mixed Reality (MR) tool, conceptually combining the immersiveness of Virtual Reality (VR) with the tangibility of real-world training, and compares it against traditional real-world simulations and VR training. Our findings indicate that MR and real-world settings excel in Self and Social Presence, and in intention to use, offering heightened psychological presence suitable for complex training scenarios. Effort expectancy was highest in real-world environments, suggesting their ease of use for basic skill acquisition. This nuanced understanding allows for better tailoring of training modalities to specific educational objectives. Our research validates the utility of MR and offers a framework for selecting the most effective training environment for different learning outcomes in medical first responder training.2024JUJakob Carl Uhl et al.Austrian Institute of Technology, Paris Lodron University of SalzburgImmersion & Presence ResearchVR Medical Training & RehabilitationCHI
Sensing the Machine: Evaluating Multi-modal Interaction for Intelligent Dynamic GuidanceRecent research has demonstrated the potential for representing intelligent guidance using multi-modal cues, yet few guidelines or processes exist to guide the design of such a system. In this paper, we seek to address this gap by investigating the design of multi-modality assistant systems for setting the optimal parameters in industrial plants. We present the results of our study conducted with 22 participants to evaluate the effectiveness and experience of different combinations of visual (Highlights and Ambient lights) and haptic (Clicks and Vibration) modalities for providing intelligent dynamic guidance. Our findings demonstrate that providing the intelligent guidance with the multi modality of Highlights+Ambient resulted in shorter task duration and higher practicality than Ambient lights alone. Moreover, Highlights+Ambient+Vibration guidance was rated with lower usability than Highlights+Ambient as well as higher mental demand than merely Highlights.2024SZSetareh Zafari et al.In-Vehicle Haptic, Audio & Multimodal FeedbackForce Feedback & Pseudo-Haptic WeightIUI
Assertive Takeover Requests: Immediate and Sustained Effects on Stress and PerformanceIn conditionally automated driving, assertive takeover requests (TORs) have been found to elicit faster responses in the transition from automated to manual control. However, despite this apparent benefit, concerns have been raised that assertive signals can stress the drivers, resulting in worse takeover quality and subsequent driving performance. To investigate the phenomenon, we conducted a driving simulator study exploring the effects of assertive and non-assertive TOR signals. In a series of tasks where the drivers were required to take over control of the vehicle to manually maneuver a critical situation, immediate and sustained measures of driving performance, stress, and subjective perceptions were compared. Consistent with previous research, the assertive signal led to shorter reaction times and stronger braking. However, no other immediate or delayed differences in the measures were observed. These findings suggest that assertive TOR signals might be a preferable design option, however, the phenomenon should be further explored.2023VKVanessa Kraut et al.Automated Driving Interface & Takeover DesignHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)AutoUI
Tangible Immersive Trauma Simulation: Is Mixed Reality the next level of medical skills training?In medical simulation training two approaches are currently rather disjunct: realistic manikins are used to teach physical skills and procedures and VR systems are used to train situation assessment and decision making. We propose a mixed reality approach, which allows trainees to use real tools and their hands when interacting with a physical manikin overlaid with a responsive virtual avatar. In close exchange with first responder organizations, we developed and evaluated an MR training scenario. In the scenario, users can talk to injured people in a car accident, assess the threat of the environment, and utilize real medical equipment. Participants experienced high levels of physical- and self-presence, increased stress levels, and reported a high technology acceptance. The proposed main requirements of first responders regarding haptic multi-sensory skill training in MR and the lessons learned from the workshop aim to guide the design of training solutions for medical training in MR.2023JUJakob Carl Uhl et al.AIT Austrian Institute of Technology, PLUS University of SalzburgSocial & Collaborative VRVR Medical Training & RehabilitationHuman-Robot Collaboration (HRC)CHI
Mode Awareness Interfaces in Automated Vehicles, Robotics, and Aviation: A Literature ReviewWith increasing automation capabilities and a push towards full automation in vehicles, mode awareness, i.e., the driver's awareness of the vehicle's current automation mode, becomes an important factor. While issues surrounding mode awareness are known, research concerning and design towards mode awareness appears to not yet be a focal point in the automated driving domain. In this paper, we provide a state-of-the art on mode awareness from the related domains of automated driving, aviation, and Human-Robot Interaction. We present a summary of existing mode awareness interface solutions as well as existing techniques and recognized gaps concerning mode awareness. We found that existing interfaces are often simple, sometimes outdated, yet are difficult to meaningfully expand without overloading the user. We also found predictive approaches as a promising strategy to lessen the need for mode awareness via separate indicators.2021YÖYasemin Dönmez Özkan et al.Automated Driving Interface & Takeover DesignAI-Assisted Decision-Making & AutomationAutoUI
Stop or Go? Let me Know! A Field Study on Visual External Communication for Automated ShuttlesIn mixed traffic environments, highly automated vehicles (HAV) can potentially be disruptive and a source of hazards due to their non-human driving behavior and a lack of ``traditional'' communication means (gestures, eye contact, and similar) to resolve issues or otherwise unclear situations. As a result, additional external human-machine interfaces (eHMI) for automated vehicles that replace the now absent human element in communication have been proposed. In this paper, we present the results from a study, in which two versions of a light band eHMI to communicate driving intend of an automated shuttle were evaluated in a real driving environment. We found that the green-red traffic light metaphor and simple animations could improve interaction success in certain aspects. We also found and discuss that the effect of using vs. not using the visual eHMIs was overall lower than expected and that the shuttle's position and observable driving behavior seemed to play a larger role than anticipated.2021AMAlexander G. Mirnig et al.External HMI (eHMI) — Communication with Pedestrians & CyclistsAutoUI
Audio-Frequency Induction Loops (AFILs) as a Design Material for Architectural Interactivity: An Illustrated GuideAudio-frequency induction loops (AFILs) are commonly used as an assistive listening technology for hard-of-hearing individuals. They generate an electromagnetic field proportional to a sound source receivable by hearing aids. Our interactive system, the Sound of Space, is based on AFILs that generate a multi-dimensional soundscape in space. Cochlear implant (CI) listeners and hearing-aids wearers can experience the soundscape through bodily movement, whereas hearing individuals can experience it via a corresponding tangible device. While typical AFIL installations transmit a single sound source, in our interactive system we implement overlapping loops and their interference to locate multiple synchronised audio sources (i.e., corresponding electromagnetic fields) in space. The designed system is installed permanently in an integrative school for deaf, hard-of-hearing and hearing students and teachers. In this pictorial, we illustrate our design and implementation process and contribute our learnings of using AFILs as a design material for architectural interactivity.2021EEEleni Economidou et al.Shape-Changing Interfaces & Soft Robotic MaterialsDeaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)Digital Art Installations & Interactive PerformanceDIS
Making Un-Use: When Humans Disengage with TechnologyHumans frequently discontinue to use certain technologies, services, or platforms: they deactivate accounts, block content, or find workarounds for un-using functionalities or devices. This is noticeable in contemporary trends, such as digital detox, where an entire market emerged to support users in discontinuing their use. In this essayistic paper, we reflect on a collection of examples where humans disengage with technology by applying Vardouli's concept of 'making use' to the context of discontinued use. We propose making un-use as an epistemological perspective to 'human-artefact engagements'; one that emphasises un-users as enactors of open-ended, temporarily evolving, and creative activities. We depict making un-use as transformational acts, and discuss epistemological and designerly consequences of making un-use to shed light on a not yet explored site of inquiry and a design space that is about to evolve: a design space for making and makers of un-use.2021AKAlina Krischkowsky et al.University of SalzburgInclusive DesignTechnology Ethics & Critical HCIUser Research Methods (Interviews, Surveys, Observation)CHI
Grandparents and Grandchildren Meeting Online: The Role of Material Things in Remote SettingsGrandparents and grandchildren, who cannot meet face-to-face (e.g., due to dislocation or physical distancing induced by a pandemic), often use audio-visual communication tools in order to maintain their relationship online. In a qualitative online survey (n = 85), we inquired into the various ways that grandparents and grandchildren came up with when being physically distant; many of them are tangible in nature as they include ''things'' or incorporate ''spaces''. In this paper, we illustrate related temporal and spatial trajectories and unpack how online meetings are characterized by constant negotiations of agency. We discuss how online meetings could complement face-to-face meetings, instead of mimicking or replacing them. We finally articulate a collection of design sensitivities with the aim to both inspire and question designing for intergenerational online meetings.2021VFVerena Fuchsberger et al.University of SalzburgTeleoperation & TelepresenceMuseum & Cultural Heritage DigitizationCHI
Chase Lights in the Peripheral View: How the Design of Moving Patterns on an LED Strip Influences the Perception of Speed in an Automotive ContextLEDs on a strip, when turned on and off in a specific order, result in the perception of apparent motion (i.e. beta movement). In the automotive domain such chase lights have been used to alter drivers' perception of driving speed by manipulating the pixel speed of LEDs. We argue that the perceived velocity of beta movement in the peripheral view is not only based on the actual pixel speed but can be influenced by other factors such as frequency, width and brightness of lit LED segments. We conducted a velocity matching experiment (N=25) by systematically varying these three properties, in order to determine their influence on a participant's perceived velocity in a vehicle mock-up. Results show that a higher frequency and stronger brightness increased perceived velocity, whereas segment width had no influence. We discuss how findings may be applied when designing systems that use beta movement to influence the perception of ambient light velocity.2020AMAlexander Meschtscherjakov et al.University of SalzburgHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)In-Vehicle Haptic, Audio & Multimodal FeedbackCHI
"Where Does It Go?" - a Study on Visual On-Screen Designs for Exit Management in an Automated Shuttle BusRiding a highly automated bus has the potential to bring about a set of novel challenges for the passenger. As there is no human driver present, there is no one to talk to regarding driving direction, stops, or delays. This lack of a human element is likely to cause a stronger reliance on the in-vehicle means of communication, such as displays. In this paper, we present the results from a qualitative study, in which we tested three different on-screen visualizations for passenger information during an automated bus trip. The designs focused primarily on signaling the next stop and proper time to request the bus to stop in absence of a human driver. We found that adding geo-spatial details can easily confuse more than help and that the absence of a human driver makes passengers feel more insecure about being able to exit at the right stop. Thus, passengers are less receptive for visual cues signaling upcoming stops and more likely to input stop requests immediately upon leaving the station.2019AMAlexander G. Mirnig et al.Motion Sickness & Passenger ExperienceSocial & Collaborative VRAutoUI
Advanced Driver Assistance Systems for Aging Drivers - Insights on 65+ Drivers' Acceptance of and Intention to Use ADASAdvanced Driver Assistance Systems (ADAS) aim to increase safety by supporting drivers in the driving task. Especially older drivers (65+ years), given the nature of aging, could benefit from these systems. However, little is known about older drivers' acceptance of ADAS in general and how particular acceptance aspects influence their intention to use such systems. To address this research gap, we present results from a large-scale online survey (n=1328) with aging drivers, which was conducted in three European countries in 2019. We identified several demographic and driving-related variables, which are significantly related to acceptance. Furthermore, we found that older drivers' intention to use ADAS is most strongly predicted by favorable acceptance aspects (i.e., usefulness, reassurance, and trust), while unfavorable aspects (i.e., annoyance, irritation, and stress) were found to have less to none predictive power. The findings are discussed considering future research directions in this area.2019HBHanna Braun et al.Head-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)AutoUI
The Insurer's Paradox: About Liability, the Need for Accident Data, and Legal Hurdles for Automated DrivingIn light of recent incidents, it has become increasingly relevant to determine who is responsible in case of accidents involving automated vehicles. In this paper, we investigate the question of liability in automated vehicles of SAE levels 3 and above. We claim that there is a mismatch between current liability practices, where a designated driver is usually held responsible, and future perspectives, where the human assumes more and more a passive passenger-like role. Our claims are supported by the results from an interview study with insurance companies from two European countries. We show that insurers lack sufficient data to make informed decisions on how to apportion liability in SAE level 3+ scenarios. We discuss how these considerations have to be reflected in interfaces for the driver in order to make the legal status transparent for the driver.2019AMAlexander G. Mirnig et al.Automated Driving Interface & Takeover DesignPrivacy by Design & User ControlAutoUI
Do We Care About Diversity in Human Computer Interaction: A Comprehensive Content Analysis on Diversity Dimensions in ResearchIn Human-Computer Interaction (HCI) research, awareness for the relevance of diversity of users is increasing. In this work, we analyze whether the articulated need for more diversity-sensitive research led indeed to a higher consideration of diversity in HCI research. Based on a comprehensive collection of diversity dimensions, we present results of a quantitative content analysis of articles accepted in the Proceedings of the Conference on Human Factors in Computing Systems 2006, 2011, and 2016. Results demonstrate how many and how intensively diversity dimensions were considered, and moreover highlight those dimensions that have so far received less attention. Uncovering continuous and discontinuous trends across time and differences between subfields of research, we identify research gaps and aim at contributing to a comprehensive understanding of diversity supporting diversity-sensitive research in HCI.2019JHJulia Himmelsbach et al.AIT Austrian Institute of Technology GmbHInclusive DesignGender & Race Issues in HCICHI
Socio-technical Dynamics: Cooperation of Emergent and Established Organisations in Crises and DisastersIncreasing ubiquitousness of information and communication technology exerts influence on crisis and disaster management. New media enable citizens to rapidly self-organise in emergent groups. Theoretical framing of their interactions with established organisations is lacking. To address this, we conduct a thematic analysis on qualitative data from the European migration crisis of 2015. We draw on context-rich material from both emergent groups and established organisation. To represent our findings, we introduce the notion of socio-technical dynamics. We derive implications for computer supported cooperative work in crises and disasters. These insights contribute to the efficient involvement of emergent groups in established systems.2019DADaniel Auferbauer et al.AIT Austrian Institute of TechnologyUncertainty VisualizationCommunity Engagement & Civic TechnologyField StudiesCHI