In this paper, we review the use of gameful design in the automotive domain. Outside of vehicles the automotive industry is mainly using gameful design for marketing and brand forming. For in-vehicle applications and for applications directly connected to real vehicles, the main usage scenarios of gameful design are navigation, eco-driving and driving safety. The objective of this review is to answer the following questions: (1) What elements of gameful design are currently used in the automotive industry? (2) What other automotive applications could be realized or enhanced by applying gameful design? (3) What are the challenges and limitations of gameful design in this domain especially for in-vehicle applications? The review concludes that the use of gameful design for in-vehicle applications seems to be promising. However, gamified applications related to the serious task of driving require thought-out rules and extensive testing in order to achieve the desired goal.
Figure 1. We present and evaluate a novel user interface for indoor navigation, incorporating two modes. In augmented reality (AR) mode, navigation instructions are shown as an overlay over the live camera image and the phone is held as depicted in Picture a). In virtual reality (VR) mode, a correctly oriented 360 • panorama image is shown when holding the phone as in Picture b). The interface particularly addresses the vision-based localization method by including special UI elements that support the acquisition of "good" query images. Screenshot c) shows a prototype incorporating the presented VR user interface. ABSTRACTMobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in an experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and orientation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work.
Abstract. Average users lack the technical expertise to understand SSL certificates and security is not their primary goal. Thus, it is very hard to create a notable impact on user behavior using SSL-status indicators. However, with the introduction of web browser Personas (simple skins) as a possibility to change the browser's chrome, it becomes possible to provide a large status indicator without wasting screen real estate. In this work, we present an evaluation of Personas to represent the current SSL status combined with newly designed SSL warning messages, both in the lab and in the field. Results suggest that the concepts positively influenced security awareness.
People do not always think and behave rationally. Behavioral economics has produced theories to explain when and why people make such allegedly irrational decisions, for example if it comes to spending money. However, humans tend to use reference points to judge and decide. Nowadays, mobile devices can work as flexible tools to create reference points thus supporting decisions without being explicit about it. We discuss if and how mobile apps can influence decision making. As a consequence, apps can be built to better fit into the decision making progress. We argue that applying concepts from behavioral economics can increase user experience in a subtle manner.
When driving an unknown car, the interaction with its user interfaces and the operation of (comfort) vehicle functions can be very challenging and thus cause safety concerns. However, this problem can be overcome already with a short learning and practicing phase.For this reason, we analyze the potential of gamification for exploring and practicing the use of automotive user interfaces and vehicle functions. Based on the analysis of available examples, we have created a gamified automotive exploration and practicing framework. The framework allows exploring vehicle functions and user interfaces in real vehicles as well as in applications for mobile devices. By reflecting on the results of a first user study with the framework, we deliver a set of guidelines for designing and evaluating gamified applications for the automotive domain, which can serve as a support for future developments.
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