TY - JOUR A1 - Stadler, Sebastian A1 - Cornet, Henriette A1 - Frenkler, Fritz T1 - Towards user acceptance of autonomous vehicles: a virtual reality study on human-machine interfaces JF - International Journal of Technology Marketing: : IJTMkt N2 - 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. KW - virtual reality KW - autonomous mobility KW - human-machine interfaces KW - HMIs KW - usability testing KW - pedestrian safety KW - pedestrian simulator KW - pedestrian behaviour KW - evaluation of interfaces KW - head-mounted display Y1 - 2020 U6 - https://doi.org/10.1504/IJTMKT.2019.104601 SN - 1741-8798 SN - 1741-878X VL - 13 IS - 3/4 PB - Inderscience Enterprises CY - Olney, Bucks ER - TY - JOUR A1 - Stadler, Sebastian A1 - Cornet, Henriette A1 - Frenkler, Fritz T1 - Assessing Heuristic Evaluation in Immersive Virtual Reality: A Case Study on Future Guidance Systems JF - Multimodal Technologies and Interaction N2 - 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. KW - virtual reality KW - heuristic evaluation KW - human-computer interaction KW - user interfaces KW - guidance system Y1 - 2023 U6 - https://doi.org/10.3390/mti7020019 SN - 2414-4088 VL - 7 IS - 2 ER - TY - CHAP A1 - Stadler, Sebastian A1 - Cornet, Henriette A1 - Frenkler, Fritz ED - Boess, S. ED - Cheung, M ED - Cain, R. T1 - Collecting People’s Preferences in Immersive Virtual Reality: A Case Study on Public Spaces in Singapore, Germany, and France T2 - Synergy - DRS International Conference 2020, 11-14 August, held online N2 - 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. KW - virtual reality KW - participatory design method KW - user preferences KW - design guidelines Y1 - 2020 U6 - https://doi.org/10.21606/drs.2020.308 SP - 1185 EP - 1200 PB - Design Research Society ER -