Are we there yet? a probing study to inform design for the rear seat of family cars

27Citations
Citations of this article
46Readers
Mendeley users who have this article in their library.

Abstract

When researching interactive systems in the car, the design space can be divided into the following areas: driver, front seat passenger and rear seat. The latter has so far not been sufficiently addressed in HCI research, which results in an absence of implications for interaction designs in that space. This work presents a cultural probing study investigating the activities and the technology usage in the rear seat as social and physical space. The study was conducted with 20 families over a period of four weeks and unveiled aspects relevant for HCI research: aspects of diversion, educational motivation, togetherness, food as activity, physical space, perception of safety, and mobile computing. In relation to these areas, implications for the design and integration of interactive technology in the rear seat area are deduced. We show that cultural probing in the car is a promising and fruitful approach to get insights on passenger behavior and requirements for interactive systems. To improve the rear seat area and to show the potential of probing results to inform design, a design proposal for an interactive rear seat game called RiddleRide is introduced. © 2011 IFIP International Federation for Information Processing.

Cite

CITATION STYLE

APA

Wilfinger, D., Meschtscherjakov, A., Murer, M., Osswald, S., & Tscheligi, M. (2011). Are we there yet? a probing study to inform design for the rear seat of family cars. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6947 LNCS, pp. 657–674). https://doi.org/10.1007/978-3-642-23771-3_48

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free