@article{StadlerCornetFrenkler, author = {Stadler, Sebastian and Cornet, Henriette and Frenkler, Fritz}, title = {Towards user acceptance of autonomous vehicles: a virtual reality study on human-machine interfaces}, series = {International Journal of Technology Marketing: : IJTMkt}, volume = {13}, journal = {International Journal of Technology Marketing: : IJTMkt}, number = {3/4}, publisher = {Inderscience Enterprises}, address = {Olney, Bucks}, issn = {1741-8798}, doi = {10.1504/IJTMKT.2019.104601}, pages = {325}, abstract = {Technological advances in businesses related to automated transportation raise challenges. Indeed, ensuring safety for users is essential for the future commercial launch of this technology. Within this study, human-machine interfaces (HMIs) are evaluated regarding the communication between autonomous vehicles (AVs) and pedestrians in order to prepare a successful deployment of the technology on the market. Since real-life experiments involving AVs remain dangerous, experiments were conducted via virtual reality (VR). The results show that beyond the need for HMIs, display-based concepts were more usable than laser projections. The study impacts on: 1) substantiating the need for explicit HMIs on AVs (including concept recommendations) for a successful market entry; 2) proving that VR constitutes an advantageous alternative for conducting experiments in the field of autonomous transportation for both research and business. Further work is needed that involves more participants and an improved virtual environment.}, language = {en} } @article{StadlerCornetFrenkler, author = {Stadler, Sebastian and Cornet, Henriette and Frenkler, Fritz}, title = {Assessing Heuristic Evaluation in Immersive Virtual Reality: A Case Study on Future Guidance Systems}, series = {Multimodal Technologies and Interaction}, volume = {7}, journal = {Multimodal Technologies and Interaction}, number = {2}, issn = {2414-4088}, doi = {10.3390/mti7020019}, pages = {19}, abstract = {A variety of evaluation methods for user interfaces (UI) exist such as usability testing, cognitive walkthrough, and heuristic evaluation. However, UIs such as guidance systems at transit hubs must be evaluated in their intended application field to allow the effective and valid identification of usability flaws. However, what if evaluations are not feasible in real environments, or laboratorial conditions cannot be ensured? Based on adapted heuristics, in the present study, the method of heuristic evaluation is combined with immersive Virtual Reality (VR) for the identification of usability flaws of dynamic guidance systems (DGS) at transit hubs. The study involved usability evaluations of nine DGS concepts using the newly proposed method. The results show that compared to computer-based heuristic evaluations, the use of immersive VR led to the identification of an increased amount of "severe" usability flaws as well as overall usability flaws. Within a qualitative assessment, immersive VR is validated as a suitable tool for conducting heuristic evaluations involving significant advantages such as the creation of realistic experiences in laboratorial conditions. Future work seeks to further prove the suitability of using immersive VR for heuristic evaluations and compare the proposed method to other evaluative methods.}, language = {en} } @article{CornetStadlerKongetal., author = {Cornet, Henriette and Stadler, Sebastian and Kong, Penny and Marinkovic, Goran and Frenkler, Fritz and Sathikh, Peer Mohideen}, title = {User-centred design of autonomous mobility for public transportation in Singapore}, series = {Transportation Research Procedia}, volume = {41}, journal = {Transportation Research Procedia}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2352-1465}, doi = {10.1016/j.trpro.2019.09.038}, pages = {191 -- 203}, abstract = {The paper presents a set of methods for user-centred design of autonomous mobility for public transportation in the context of a multi-disciplinary research programme in Singapore, called TUMCREATE. While traffic engineers plan the operation of the new mobility system, the Industrial Designers of TUMCREATE take on the role of designing the autonomous vehicles (AVs) and infrastructure for greater comfort and a positive travel experience for users. Tasks have been identified to promote user acceptance and facilitate the operation of autonomously driven vehicles for public transport. To fulfil these tasks, conventional design methods have been enhanced with Virtual Reality (VR) technology and with simulations developed by the computer scientists of TUMCREATE. Since public transportation is a complex and broad area, it cannot be investigated with a single design method. First results showed that conventional methods that consider the Universal Design principles guarantee the accessibility, usability and understandability of AVs and stations. VR has been identified as a suitable tool for Industrial Designers to evaluate communication concepts between AVs and pedestrians. This confirms that digital tools (i.e. VR) enhance conventional design methods, especially with regard to technologies that are not available on the market yet (e.g. AVs)}, language = {en} } @inproceedings{StadlerCornetFrenkler, author = {Stadler, Sebastian and Cornet, Henriette and Frenkler, Fritz}, title = {Collecting People's Preferences in Immersive Virtual Reality: A Case Study on Public Spaces in Singapore, Germany, and France}, series = {Synergy - DRS International Conference 2020, 11-14 August, held online}, booktitle = {Synergy - DRS International Conference 2020, 11-14 August, held online}, editor = {Boess, S. and Cheung, M and Cain, R.}, publisher = {Design Research Society}, doi = {10.21606/drs.2020.308}, pages = {1185 -- 1200}, abstract = {In the design of urban public spaces, the inclusion of diverse voices enhances the development of products and services by synchronising designer expertise with people's preferences. Multiple participatory methods exist, each with their respective benefits and drawbacks in terms of the quality of results, time and cost needed for preparing and conducting studies, and knowledge required for participation. Providing more concrete representations of abstract or intangible design concepts would be beneficial for laypeople unfamiliar with design or the case study. We propose a Virtual Reality (VR) platform to discover subjective preferences on public waiting rooms through immersive design experiences. The VR platform was tested with 463 participants with variety in age and cultural background. Following a qualitative data analysis, we discuss the suitability of our VR platform for fostering inclusive participation and how it impacts the role of the designer, as well as propose design guidelines for future VR studies.}, language = {en} } @incollection{StadlerFrenklerCornet, author = {Stadler, Sebastian and Frenkler, Fritz and Cornet, Henriette}, title = {Design Thinking und Virtual Reality zur F{\"o}rderung von Innovation innerhalb von Unternehmen}, series = {Intrapreneurship : Unternehmergeist Systeme und Gestaltungsm{\"o}glichkeiten}, booktitle = {Intrapreneurship : Unternehmergeist Systeme und Gestaltungsm{\"o}glichkeiten}, editor = {Kraus, Rafaela and Kreitenweis, Tanja and Jeraj, Brigita}, publisher = {Springer Gabler}, address = {Berlin}, isbn = {978-3-662-64101-9}, doi = {10.1007/978-3-662-64102-6_10}, pages = {147 -- 164}, abstract = {Neue Herangehensweisen im Innovationsprozess werden f{\"u}r Unternehmen immer wichtiger, um konkurrenzf{\"a}hig zu bleiben. So bezeichnet Intrapreneurship das Vorgehen, Angestellte innerhalb von Unternehmen selbst als Unternehmerinnen und Unternehmer agieren zu lassen, um so Innovation zu f{\"o}rdern. Der Begriff Design Thinking beschreibt ein Vorgehen, mit Hilfe dessen uneindeutig definierte Probleme behandelt und nutzerzentrierte Produkte entwickelt werden k{\"o}nnen. Die Pr{\"a}misse dieses Beitrags ist es, dass die Kombination von neuartigen Technologien und besonders Virtual Reality mit Design Thinking den Innovationsprozess innerhalb von Unternehmen f{\"o}rdern kann. Anhand zweier Fallbeispiele wird dargestellt, dass neben Nachteilen technischer Natur besonders die M{\"o}glichkeit fiktive Szenarien in VR darzustellen und valide Nutzerdaten in labor{\"a}hnlichen Verh{\"a}ltnissen zu sammeln, Innovation in Unternehmen anregen kann. In weiteren Schritten soll die Nutzung von Design Thinking und Virtual Reality in neuen Applikationsdom{\"a}nen sowie die Nutzung weiterer Designmethoden untersucht werden.}, language = {en} } @inproceedings{StadlerBraunFrenkler, author = {Stadler, Sebastian and Braun, Carmen and Frenkler, Fritz}, title = {The Usage of Mixed Reality for Presentations: A Comparative Evaluation}, series = {XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA}, booktitle = {XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA}, editor = {Dieck, M. Claudia tom and Jung, Timothy and Kim, Yen-Soon}, publisher = {Springer Nature}, isbn = {978-3-031-50558-4}, doi = {10.1007/978-3-031-50559-1_6}, pages = {77 -- 86}, language = {en} } @inproceedings{StadlerCornetMazeasetal., author = {Stadler, Sebastian and Cornet, Henriette and Mazeas, Damien and Chardonnet, Jean-Remy and Frenkler, Fritz}, title = {IMPRO: IMMERSIVE PROTOTYPING IN VIRTUAL ENVIRONMENTS FOR INDUSTRIAL DESIGNERS}, series = {Proceedings of the Design Society: DESIGN Conference 2020}, booktitle = {Proceedings of the Design Society: DESIGN Conference 2020}, publisher = {Cambridge University Press}, doi = {10.1017/dsd.2020.81}, pages = {1375 -- 1384}, abstract = {Computer-Aided Design (CAD) constitutes an important tool for industrial designers. Similarly, Virtual Reality (VR) has the capability to revolutionize how designers work with its increased sense of scale and perspective. However, existing VR CAD applications are limited in terms of functionality and intuitive control. Based on a comparison of VR CAD applications, ImPro, a new application for immersive prototyping for industrial designers was developed. The user evaluations and comparisons show that ImPro offers increased usability, functionality, and suitability for industrial designers.}, language = {de} } @misc{StadlerCornetHuangetal., author = {Stadler, Sebastian and Cornet, Henriette and Huang, Danqing and Frenkler, Fritz}, title = {Designing Tomorrow's Human-Machine Interfaces in Autonomous Vehicles: an Exploratory Study in Virtual Reality}, series = {Augmented Reality and Virtual Reality: Changing Realities in a Dynamic World}, journal = {Augmented Reality and Virtual Reality: Changing Realities in a Dynamic World}, editor = {Jung, Timothy and tom Dieck, M. Claudia and Rauschnabel, Philipp A.}, publisher = {Springer}, isbn = {978-3-030-37869-1}, doi = {10.1007/978-3-030-37869-1_13}, pages = {151 -- 160}, abstract = {Technical advances in the automotive industry strive in the direction of full automation. However, besides advantages like improving traffic and fuel efficiency, people do not always trust Autonomous Vehicles (AVs) to make critical decisions. With the ultimate goal of reducing anxiety of passengers of AVs, this explorative study (i) proposes possible design concepts and variants for Human-Machine Interfaces (HMI) for passengers inside the AV using a requirements catalogue, (ii) evaluates the HMI concepts and variants thanks to an experience simulation in Virtual Reality (VR), and (iii) derives the most suitable HMI concept and refines it based on observations of participants' behaviours during the experience simulation in VR, as well as questionnaires and interviews. The results show that the HMI concepts help passengers to reduce anxiety in the AV. Overall, VR turned out to be a suitable tool for this exploratory study. Further work will focus on testing HMI concepts in a variety of more complex scenarios to ensure user acceptance.}, language = {en} }