Exploring future work – Co-Designing a human-robot collaboration environment for service domainsThere has been increasing interest in the application of humanoid robots in service domains like retail or care homes in recent years. Here, most use cases focus on serving customer needs autonomously. Frequently, human intervention becomes necessary to support the robot in exceptional situations. However, direct intervention of service operators is often not possible and requires specialized personnel. In a co-design process with 13 service operators from a pharmacy, we designed a remote working environment for human-robot collaboration that enables first-time experiences and collaboration with robots. Five participants took part in an assessment study and reported on their experiences about the utility, usability and user experience. Results show that participants were able to control and train the robot through the remote control environment. We discuss implications of our results for future work in service domains and emphasize a shift of focus from full robot automatization to human-robot collaboration forms.2020DVDaryoush Daniel Vaziri et al.Human-Robot Collaboration (HRC)Teleoperation & TelepresenceDIS
A Wizard of Oz Study on Passengers’ Experiences of a Robo-Taxi Service in Real-Life SettingsAutonomous driving enables new mobility concepts such as shared-autonomous services. Although significant re-search has been done on passenger-car interaction, work on passenger interaction with robo-taxis is still rare. In this paper, we tackle the question of how passengers experience robo-taxis as a service in real-life settings to inform the interaction design. We conducted a Wizard of Oz study with an electric vehicle where the driver was hidden from the passenger to simulate the service experience of a robo-taxi. 10 participants had the opportunity to use the simulated shared-autonomous service in real-life situations for one week. By the week’s end, 33 rides were completed and recorded on video. Also, we flanked the study conducting interviews before and after with all participants. The findings provided insights into four design themes that could inform the service design of robo-taxis along the different stages including hailing, pick-up, travel, and drop-off.2020JMJohanna Meurer et al.Automated Driving Interface & Takeover DesignMotion Sickness & Passenger ExperienceDIS
Trust versus Privacy: Using Connected Car Data in Peer-to-Peer CarsharingTrust is the lubricant of the sharing economy. This is true especially in peer-to-peer carsharing, in which one leaves a highly valuable good to a stranger in the hope of getting it back unscathed. Nowadays, ratings of other users are major mechanisms for establishing trust. To foster uptake of peer-to-peer carsharing, connected car technology opens new possibilities to support trust-building, e.g., by adding driving behavior statistics to users' profiles. However, collecting such data intrudes into rentees' privacy. To explore the tension between the need for trust and privacy demands, we conducted three focus group and eight individual interviews. Our results show that connected car technologies can increase trust for car owners and rentees not only before but also during and after rentals. The design of such systems must allow a differentiation between information in terms of type, the context, and the negotiability of information disclosure.2020PBPaul Bossauer et al.University of SiegenPrivacy by Design & User ControlPrivacy Perception & Decision-MakingDeepfake & Synthetic Media DetectionCHI
Using Time and Space Efficiently in Driverless Cars: Findings of a Co-Design StudyThe alternative use of travel time is a widely discussed benefits of driverless cars. We therefore conducted 14 co-design sessions to examine how people manage their time, to determine how they perceive the value of time in driverless cars and derive design implications. Our findings suggest that driverless mobility will affect people's use of travel time and their time management in general. The participants repeatedly stated the desire of completing tasks while traveling to save time for activities that are normally neglected in everyday life. Using travel time efficiently requires using car space efficiently. We found out that the design concept of tiny houses could serve as common design pattern to deal with the limited space within cars and support diverse needs.2019GSGunnar Stevens et al.University of SiegenAutomated Driving Interface & Takeover DesignMotion Sickness & Passenger ExperienceCHI
Multilayer Haptic Feedback for Pen-Based Tablet InteractionWe present a novel, multilayer interaction approach that enables state transitions between spatially above-screen and 2D on-screen feedback layers. This approach supports the exploration of haptic features that are hard to simulate using rigid 2D screens. We accomplish this by adding a haptic layer above the screen that can be actuated and interacted with (pressed on) while the user interacts with on-screen content using pen input. The haptic layer provides variable firmness and contour feedback, while its membrane functionality affords additional tactile cues like texture feedback. Through two user studies, we look at how users can use the layer in haptic exploration tasks, showing that users can discriminate well between different firmness levels, and can perceive object contour characteristics. Demonstrated also through an art application, the results show the potential of multilayer feedback to extend on-screen feedback with additional widget, tool and surface properties, and for user guidance.2019EKErnst Kruijff et al.Bonn-Rhein-Sieg University of Applied SciencesIn-Vehicle Haptic, Audio & Multimodal FeedbackVibrotactile Feedback & Skin StimulationForce Feedback & Pseudo-Haptic WeightCHI
Navigation Interfaces for Virtual Reality and Gaming: Theory and PracticeIn this course, we will take a detailed look at various breeds of spatial navigation interfaces that allow for locomotion in digital 3D environments such as games, virtual environments or even the exploration of abstract data sets. We will closely look into the basics of navigation, unravelling the psychophysics (including wayfinding) and actual locomotion (travel) aspects. The theoretical foundations form the basis for the practical skillset we will develop, by providing an in-depth discussion of navigation devices and techniques, and a step-by-step discussion of multiple real-world case studies. Doing so, we will cover the full range of navigation techniques from handheld to full-body, highly engaging and partly unconventional methods and tackle spatial navigation with hands-on-experience and tips for design and validation of novel interfaces. In particular, we will be looking at affordable setups and ways to “trick” out users to enable a realistic feeling of self-motion in the explored environments. As such, the course unites the theory and practice of spatial navigation, serving as entry point to understand and improve upon currently existing methods for the application domain at hand.2018EKErnst Kruijff et al.Bonn-Rhein-Sieg University of Applied SciencesFull-Body Interaction & Embodied InputImmersion & Presence ResearchCHI
Do Students’ Learning Behaviors Differ When They Collaborate in Open-Ended Learning Environments?Researchers have long recognized the importance of using technology to support students’ collaboration in learning and problem solving tasks. Recently, there has been a lot of research in capturing and characterizing student discourse and how they regulate each other when they perform learning tasks in pairs or in small groups. In this paper, our goal is to dive a little deeper into how students collaborate, and the learning behaviors they exhibit when working in pairs on a learning by modeling task, while also teaching a virtual agent in the Betty’s Brain system. We report the results of a quasi-experimental study, where students were divided into two groups: one group worked in pairs and the other group worked individually. The results illustrate that students in the collaborative group built more correct causal maps than those working individually, and their pre-post test results show significantly higher learning gains in the science content. A differential sequence mining algorithm applied to their action sequences captured in log files showed differences in the learning behaviors between the two groups. The differences imply that the collaborative groups were better at debugging their evolving causal maps than the students who worked individually.2018MEMona Emara et al.LearningCSCW
Navigation Interfaces for Virtual Reality and Gaming: Theory and PracticeIn this course, we will take a detailed look at various breeds of spatial navigation interfaces that allow for locomotion in digital 3D environments such as games, virtual environments or even the exploration of abstract data sets. We will closely look into the basics of navigation, unravelling the psychophysics (including wayfinding) and actual locomotion (travel) aspects. The theoretical foundations form the basis for the practical skillset we will develop, by providing an in-depth discussion of navigation devices and techniques, and a step-by-step discussion of multiple real-world case studies. Doing so, we will cover the full range of navigation techniques from handheld to full-body, highly engaging and partly unconventional methods and tackle spatial navigation with hands-on-experience and tips for design and validation of novel interfaces. In particular, we will be looking at affordable setups and ways to “trick” out users to enable a realistic feeling of self-motion in the explored environments. As such, the course unites the theory and practice of spatial navigation, serving as entry point to understand and improve upon currently existing methods for the application domain at hand.2018EKErnst Kruijff et al.Bonn-Rhein-Sieg University of Applied SciencesFull-Body Interaction & Embodied InputAR Navigation & Context AwarenessImmersion & Presence ResearchCHI