“…While these approaches could enable us to reveal opportunities for users [53], users may not know what they want, and it is hard for the general public to engage with future artefacts and events [54,55]. Since using creative, playful, and artistic ideation methods and approaches can offer a solution for future imagining and engagement [56,57], this study implemented futureoriented methods to eliminate the disadvantages of the aforementioned user engagement and future imagining issues. The workshops included the following: (i) Brainstorming and group discussion, a well-known technique for collaborative idea generation, were implemented in the workshops.…”
Section: Study 1: Exploring In-vehicle User Contexts For Effortless I...mentioning
People are expected to have more opportunities to spend their free time inside the vehicle with advanced vehicle automation in the near future. This will enable people to turn their attention to desirable activities other than driving and to have varied in-vehicle interactions through multimodal ways of conveying and receiving information. Previous studies on in-vehicle multimodal interactions primarily have focused on making users evaluate the impacts of particular multimodal integrations on them, which do not fully provide an overall understanding of user expectations of the multimodal experience in autonomous vehicles. The research was thus designed to fill the research gap by posing the key question “What are the critical aspects that differentiate and characterise in-vehicle multimodal experiences?” To answer this question, five sessions of design fiction workshops were separately conducted with 17 people to understand the users’ expectations of the multimodal experience in autonomous vehicles. Twenty-two subthemes of users’ expected tasks of multimodal experience were extracted through thematic analysis. The research found that two dimensions, attention and duration, are critical aspects that impact in-vehicle multimodal interactions. With this knowledge, a conceptual model of the users’ in-vehicle multimodal experience was proposed with a two-dimensional spectrum, which populates four different layers: sustained, distinct, concurrent, and coherent. The proposed conceptual model could help designers understand and approach users’ expectations more clearly, allowing them to make more informed decisions from the initial stages of the design process.
“…While these approaches could enable us to reveal opportunities for users [53], users may not know what they want, and it is hard for the general public to engage with future artefacts and events [54,55]. Since using creative, playful, and artistic ideation methods and approaches can offer a solution for future imagining and engagement [56,57], this study implemented futureoriented methods to eliminate the disadvantages of the aforementioned user engagement and future imagining issues. The workshops included the following: (i) Brainstorming and group discussion, a well-known technique for collaborative idea generation, were implemented in the workshops.…”
Section: Study 1: Exploring In-vehicle User Contexts For Effortless I...mentioning
People are expected to have more opportunities to spend their free time inside the vehicle with advanced vehicle automation in the near future. This will enable people to turn their attention to desirable activities other than driving and to have varied in-vehicle interactions through multimodal ways of conveying and receiving information. Previous studies on in-vehicle multimodal interactions primarily have focused on making users evaluate the impacts of particular multimodal integrations on them, which do not fully provide an overall understanding of user expectations of the multimodal experience in autonomous vehicles. The research was thus designed to fill the research gap by posing the key question “What are the critical aspects that differentiate and characterise in-vehicle multimodal experiences?” To answer this question, five sessions of design fiction workshops were separately conducted with 17 people to understand the users’ expectations of the multimodal experience in autonomous vehicles. Twenty-two subthemes of users’ expected tasks of multimodal experience were extracted through thematic analysis. The research found that two dimensions, attention and duration, are critical aspects that impact in-vehicle multimodal interactions. With this knowledge, a conceptual model of the users’ in-vehicle multimodal experience was proposed with a two-dimensional spectrum, which populates four different layers: sustained, distinct, concurrent, and coherent. The proposed conceptual model could help designers understand and approach users’ expectations more clearly, allowing them to make more informed decisions from the initial stages of the design process.
“…On the other hand, traditional collaborative design methods aim to involve diverse stakeholders in design activities (Brandt et al, 2012) with a human-centred approach (Mattelmäki et al, 2011). These activities can be augmented with artistic methods and speculative design (Bozic-Yams and Aranda-Muñoz, 2021;Elsden et al, 2017), which can help introduce technology to people and engage them in the "inquiry of technological potentialities in the future of work" (Bozic-Yams and Aranda-Muñoz, 2021). In this context, the future of work is understood as how people will work, attending to influential factors related to society and technology (Gartner, 2022).…”
Futures Literacy is the capability to imagine and understand potential futures to prepare ourselves to act and innovate in the present. This pilot study aims to understand how artistic methodologies and speculative design can support the collaborative exploration of futures in the context of work and contribute to developing peoples’ capability of futures literacy. Our premise is that technologies such as Artificial Intelligence and the Internet of things can augment people and support their needs at work. To illustrate this process, we have presented a collaborative method that integrates an artistic intervention with speculative design activities. We tested the method in a full-day workshop with seventeen (17) participants from a Swedish academy responsible for enabling learning and competence development at work in the healthcare sector. The results indicate that the artistic intervention, combined with the speculative design activities, can challenge current participants’ perspectives and offer them new ways of seeing futures with technologies. These new ways of seeing reveal underlying premises crucial in developing the capability of futures literacy.
Artificial intelligence (AI) and machine learning (ML) are increasingly integrated into the functioning of physical and digital products, creating unprecedented opportunities for interaction and functionality. However, there is a challenge for designers to ideate within this creative landscape, balancing the possibilities of technology with human interactional concerns. We investigate techniques for exploring and reflecting on the interactional affordances, the unique relational possibilities, and the wider social implications of AI systems. We introduced into an interaction design course (n = 100) nine ‘AI exercises’ that draw on more than human design, responsible AI, and speculative enactment to create experiential engagements around AI interaction design. We find that exercises around metaphors and enactments make questions of training and learning, privacy and consent, autonomy and agency more tangible, and thereby help students be more reflective and responsible on how to design with AI and its complex properties in both their design process and outcomes.
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