Showing posts with label driver distraction. Show all posts
Showing posts with label driver distraction. Show all posts

Tuesday, March 18, 2014

Touch Screen User-Interfaces: Touching to KNOW vs.Touching to say NO

Touché to TOUCH?!

We have evolved the sense of Touch to Know, to glean information about an object.

In this context, a physical object is its own user-interface. It doesn't require a Capacitive or Inductive Touch Screen to probe it and get a pixilated answer on the screen!

Why?

By touching an object we learn about its status. Obtain feedback whether it is hot/cold, rough/smooth, dangerous/safe, clean/dirty, ripe/unripe, etc.

Sometimes we touch objects with a purpose.
  • to brush away dirt
  • to make indents
  • to scratch or scour it off some wanted or unwanted material

Touch as a Mode of Interaction

Physical manipulation -- pushing a button, flicking a toggle, pulling a T-handle, turning a knob/wheel, etc. -- was the norm for user-interaction in the industrial age. One literally had to overcome the force of the mechanism (which by the way also provided valuable haptic and kinesthetic feedback, but fatiguing from a muscular effort standpoint) while interacting with them. Thus they were referred to as Machine Cowboy interfaces.

Next came the Analog Professional where the physical effort was made easy due to hydraulics, solenoids and actuators (e.g., Power Steering). And user-interface technology and interaction grammar evolved over time. Now we are in the touch input epoch that has been extended to things such as Fly-by-Wire and Drive-by-Wire. Where an input, say, on a touch screen or joy stick is converted into a digital signal, which, in turn, changes the speed of the HVAC fan in a car or the flaps on the wing of a plane. 

But when and where did Touch interaction first appear? You would be surprised to learn that the earliest touch interaction was more on the physical continuum and didn't involve a LCD screen; because it was the degree of pressure exerted on the interface was the input!

The world's first touch interface was the Electronic Sackbut. (Follow this link for an illustrated history of Touch Input Technologies).

1948: The Electronic Sackbut: The right hand controls the volume by applying more or less pressure on the keys; the left hand control four different sound texture options via the control board placed over the keyboard (Courtesy: NPR

Now let us compare the Electronic Sackbut's user-interface with an ubiquitous piece of technology of our time, the iPhone.

iPhone's Touch Interface
The iPhone with its multi touch user-interface (e.g., pinch, rotate, swipe, etc.) is a marvel. But there is one big difference between the electronic sackbut and the iPhone. The gateway to touch interaction on the iPhone, the "icons" are filled with semiotic information: Symbols; Signs; Text.

Thus one needs to perceive and interpret the semiotic information, visually and cognitively, before deciding to do something with it. The iPhone certainly is not a problem when visual or cognitive attention are not fragmented, which is not the case when one is multitasking (e.g., driving and using the phone).  And, there are many other tasks besides driving, which involve multitasking.  For example, it could be a public safety professional such as a police officer who needs to be vigilant about his environment; that is, not be visually tunneled with his eyes riveted on the screen of his radio communication device, compromising his own safety in the process.

The challenges faced in user-interaction during multitasking not only apply to a touch screen, but also for an UI bedecked with an array of physical push-buttons that have similar characteristics.

Another important noteworthy point is that the touch and feel of the icons on the iPhone are one and the same. They don't distinguish themselves from each other on the tactile / haptic / pressure dimension. They all feel the same, even with a haptic vibe, and, thus, provide the same affordances.
An affordance is a property of an object, or an environment, which allows an individual to perform an action. For example, a knob affords twisting, and perhaps pushing, while a cord affords pulling. (via Wiki)

Varieties of Physical Affordances
Some affordances maybe contextually goal driven: e.g., using a hammer as a paper weight.

The concept of affordance has also been extended to encompass virtual objects. Although, some experts tend to disagree with this definition as it lacks physical feedback.  E.g., touching a touch-sensitive icon "affords" an action: a feature or app is opened. Or in a mouse point and click paradigm, icons, radio buttons and TABS are affordances (Figure below).

Virtual Affordances on a Graphical User-Interface (GUI)

Touching to KNOW vs. Touching to say NO

I began this article by explaining the importance of touching to "know," a naturally evolved human ability that makes interacting with objects in the world intuitive (second nature). Now, contrast this with touching to say No (Figure below).

"Touching to say 'No'": this is a touch interaction that is contingent on correctly comprehending and processing the semiotic information. It requires a higher level of visual attention and cognitive effort.

A pure semiotic interface, with like-affordances, is just not limited to touch screens. But it may also include an array of buttons (same "push" affordance). Although, physically pushing a button, in an array of similar buttons has a tactile / kinesthetic dimension to it, one still needs to cognitively process the icon or label on the button. So in some ways, they are similar to icons arranged in an array on a touch screen, all with the same physical affordances. This indeed can pose a problem in multitasking environments, such as driving, where one may have to visually look at the buttons, perceive the semiotic information and select the appropriate one, and, then, push it.

The array of similar push buttons with same affordances (except for 3 knobs) on this multi band mobile radio used inside a police car provide a physical dimension to the interaction, which is good. But from a semiotic point of view, they are similar to a touch screen and may impose similar visual and cognitive workloads in a driving / multitasking context. (Image via Motorola Solutions)

Automotive Industry Going-ons with Touch Input

A recent headline was an eye grabber for designers in the automotive and technology worlds:


The Center Stack of a Ford Vehicle. Regardless of the control being virtual or a physical button, there is a heavy reliance on semiotic information, including very similar affordances ("push") (Image and full article at: Extreme Tech)
Ford's move towards replacing virtual touch buttons with physical buttons may yield some performance improvements but may not be a significant one. Due to reasons discussed above: similar affordances, semiotic dependence.

Besides a heavy reliance on semiotic information, there has also been a push towards a reliance on inferential reasoning and separated control-to-display relationships on different planes and surfaces that result in additional cognitive load. The Cadillac CUE Infotainment System (video) is one such example. It illustrates the amount of learning and inferential reasoning required to interact with it.

Cadillac CUE Infotainment System


But there is some good news. There have been some novel ideas about touch screen design for cars. See video below.

Novel Ideas for Touch Screen Interface in Cars (Detailed article in Wired)

The Future: Mixed Modal Interactions

Our naturally evolved way of interacting with other humans, animals, objects and artefacts in the world involve touch, speech, gestures, bodily-vocal demonstrations (including facial expressions), among other things. Could a human-machine interface, particularly in a critical piece of technology (medical, critical comms., aviation, automotive, command & control rooms, etc.), be built to be compatible with what's natural to us?

Speech interfaces have gained both credibility and popularity (thank you Siri) and gestural interfaces are moving on from gaming apps to other utilitarian technologies such as cars. See figure below.

Drawings from a 2013 Microsoft patent application suggests gestures that would serve, from left, as commands to lower and raise the audio volume and a request for more information.CreditUnited States Patent and Trademark Office  via New York Times

As we march into the future, be it a car, robot or a treadmill, a semiotically-laden, like-affordances heavy, buttons-galore or touch-only UI, filled with metaphors and inferential reasoning, may not be a good idea. Consider these two examples as my closing statement as to WHY?:

How many of us can recount the experience of inadvertently changing the speed instead of the incline when running on the treadmill? In most treadmills, both these controls have like-affordances (push buttons in ascending order or up/down arrows) and or mirror-imaged on either side of the display. But how many of us when running at 7 mph can distinguish the semiotics (text / symbol) on these buttons?
Or consider the case of Powering-off a Toyota Prius instead of putting it in Park? (both Power and Park controls are "push button" controls with like-affordances!)
Toyota Prius: Power and Park have the same affordances ("push"). When one is not paying sufficient attention, one is prone to commit the "Error of Commission." Pushing one for the other.

Going forward, we may need a mixed-modal UI that might present multiple ways of interacting with technology to accommodate what comes most naturally to the user based on his/her situation, context and current workload. This also is contingent on the levels of automation and intelligence that might be incorporated in a machine, device or appliance.

In the meantime let's keep in mind, as good as touch screens get to be, their qualities should not be viewed as the "Midas Touch" for user-interaction design.

In closing, every one of us must remember Bill Buxton's primary axiom for design in general and user-interfaces in particular:
"Everything is best for something and worst for something else."

The author, Moin Rahmanis a Principal Scientist at HVHF Sciences, LLC
For more information, please visit:

http://www.linkedin.com/in/moinrahman


HVHF Article Archive: http://hvhfsciences.blogspot.com/


E-mail: hvhf33322@gmail.com


Additional Reading





Monday, November 11, 2013

Human Factors Design of Onboard Critical Communication & Navigation technologies in Emergency Responder Vehicles

Performing any task under time pressure, leave alone high stakes, is hard enough. It gets harder when one is a driver; say, driving on a crowded freeway to the airport when we are running late to catch a flight.

Now let us switch roles and imagine that we are driving a first responder vehicle, a fire truck or an ambulance to the airport, in response to a major fire. Where initial reports suggest that many are seriously injured, which includes a few fatalities whose number might grow if the situation is not brought under control.  Needless to say, the sooner we get to the airport, more the lives that can be saved.

As an emergency responder our drive to the airport is filled with the percussive blare of the sirens wailing, lights flashing; including, a variety of in-vehicle radio communications (voice and data), which provide continuous updates to us, on issues ranging from coordination to what to expect on the scene. So that we are mentally, physically and organizationally prepared when we arrive on the scene.

An emergency response driver may have to participate in these communications as s/he must build a mental model of the unfolding emergency situation. He does this when driving at or above the speed limit, and deftly maneuvering the vehicle, through heavy traffic. Stated otherwise, the emergency vehicle driver's situational awareness of the road, traffic conditions and heading (navigation) should be above the norm to avoid collisions or getting lost -- which only delay the emergency response.

Distraction takes on an entirely different meaning when you compare the citizen-driver with that of the emergency vehicle driver.  However, you would be surprised to hear that for all the attention "distracted driving" has received with regards to the citizen / consumer car (texting, cell phones, etc.), the emergency vehicle has received little attention, if any, in research, design & engineering and the popular press.

The current approach to designing the emergency vehicle, be it a fire truck or a police car, is simply to pack it with more and more technology (2-way radios; data terminals; lights & siren controls; etc., etc.). Furthermore, in most cases, general consumer vehicles conceptualized and designed with very different goals, have been adapted (retrofitted) with emergency responder vehicle technology. It is akin to taking a pleasure yacht -- then stripping and retrofitting it with suitable technology and offensive capabilities -- to turn it into a navy frigate. (see below).

 Retrofitting a pleasure yacht to do the job of a naval frigate (USS Bainbridge, shown above) to patrol the pirate infested seas off the Horn of Africa is not the kind of solution that would be desired by the US Navy

Much needs to be done in the design of emergency responder vehicles. Just adding (literally) bells & whistles won't do.  They under serve the emergency responder due to poor ground-up human engineering and top-down human-system integration of technology within and without the vehicle -- compromising safety for all concerned.

Distracted Driving

Driver Distraction due to onboard technologies -- voice calls or text messaging on cellphones being the most ubiquitous culprit of our times -- has received widespread attention both in academic research and the popular media.  It is a very serious topic because a distracted driver can inflict great harm to him or herself, and others on the road.  Cell phones aside, there are many other interactions (and distractions) due to onboard technology, e.g., the entertainment system, navigation device, HVAC -- and other non-technology-related activities (eating to rubbernecking).

This is in the consumer world. But let us now dive deeper into the world of emergency responders.

Professional Emergency Responder Drivers

Emergency vehicles are driven by the need to deliver a quick response at the site of the incident or accident and/or transport injured people to the appropriate emergency medicine or trauma center. Public safety personnel (law enforcement, firefighting or EMS) who are charged with the delivery of on-scene, first line of response have to arrive in the shortest possible duration without compromising either their safety or that of citizens or property.  To accomplish this, first responders or emergency responders utilize various surface transportation modes (e.g., police car, motorbike, fire truck, ambulance).  More often than not, the emergency responder may also assume the role of the driver (a.k.a., EVO: Emergency Vehicle Operator); The EVO has to communicate, coordinate, collaborate, navigate and signal (C3nS), to enable him/her to arrive at the right location; and develop the correct mental model and situation awareness a priori to enable him/her deliver the appropriate response.  Thus the visuo-spatial-cognitive demands placed on the EVO, due to the primary task of high velocity, tactical driving and high priority, secondary tasks (C3nS) that must get done on the move, can be overwhelming due to the following reasons:
  • Disparate human-machine interfaces (HMIs) or user-interfaces (UIs) and their spatial location of the various C3nS technologies inside the cabin or cockpit (see Figure below).
  • The emergency situation or danger-induced emotional modulation and impoverishment of cognition (a.k.a., High Velocity Human Factors; Rahman, 2007)


Emergency responder technologies (2-way radio communication, mobile data terminal, etc.) found in a police cruiser. Note the disparate human-machine interfaces and technologies, including their spatial locations.

Distracted Driving: The Emergency Responder Case

Several definitions for distracted driving have emerged over the years and there is no one generally acceptable definition (Trezise et al., 2006).  In its most basic essence, one of the best definitions for distracted driving is described as “attention given to a non-driving-related activity, typically to the detriment of driving performance” (Pettitt, Burnett, & Stevens, 2005). 

A vast cornucopia of research and literature on driver distraction, including reviews (e.g., Reagan, Lee and Young, 2009; Young & Regan, 2007), naturalistic studies (Dingus, et al., 2006), and distraction mitigation (Engstrom & Victor, 2009; Donmez, et al., 2008), which address the topic from multiple perspectives (theory, empirical research, modeling, design, engineering, etc.) in the consumer and commercial vehicular is available. However, there is a paucity of driver distraction research insofar EVOs are concerned.

Nevertheless, the issue of injuries and fatalities resulting due to emergency vehicle crashes has been recognized and has been reported (FEMA, 2004; USFA, 2011). Driver distraction and human factor elements of emergency vehicle operations have been recognized (FEMA, 2004; IAFC, et al., 2010) as safety issues and guidelines (policies & procedures) have been published.   No literature that report findings on driver distraction caused by in-vehicle emergency responder technologies – basic or applied research (simulator or naturalistic driving) – to my knowledge is available in the public domain. However, a recent initiative by the United States Fire Administration (USFA, 2011) was announced to initiate a public safety emergency vehicle study.

Emergency Responder vs. General Public Driver

Emergency responders differ from the general public drivers in a number of ways, given their overarching goal of arriving at the scene or transporting the patient to the hospital in the shortest possible duration; or in some cases, embarking on hot pursuits (law enforcement). These cognitive and behavioral differences, as it applies to the in-vehicle experience and driving, are listed below:
  • Emergency event or [high speed] driving caused affective arousal (neural, hormonal, physiological) and its positive and negative modulation of perception, cognition and decision making (Rahman, 2011).
  • Time pressure: high speed driving; distortion of time perception; and speed induced under-estimation of speed and trip related durations (Cœugnet, et al., 2013)
  • Knowledge, skills and abilities specific to emergency vehicle operations (e.g., police officers; Coyne, 2000)
  • Differences in vehicular platforms (motor bikes to heavy vehicles), between consumer/commercial vehicles and emergency responder vehicles, including in-vehicle technologies.
  • Emergency responder drivers are usually not in a position to exhibit operational-level, compensatory behaviors on the primary task of driving, unlike regular drivers who, for example, may reduce their speed when performing secondary tasks (e.g., talking on the cell phone) [Young & Regan, 2007].

Research, Design & Engineering (RD&E) of Emergency Responder Vehicles

Consider fire trucks. Pumpers, ladders, rescuers and tanker trucks are highly customized creations for the Fire Department from an operational standpoint. A truck maybe fitted with a 2000 gallon tank or with a pump capable of delivering 500 GPM.  But scant attention is likely to have been paid to the in-vehicle technologies the crew and the driver have to interact with enroute to an incident. Same applies to a police car.  The communicate, coordinate, collaborate, navigate and signal (C3nS) capabilities might have just been retrofitted. Driver distraction, human factors and social intra- and inter-crew(s) interfacing, during a mission within and between first responder agencies may not have been addressed at all.

The RD&E must move away from the current retrofitting paradigm of civilian vehicles. This neither serves the emergency responders, citizens nor industry as it compromises safety and results in poor efficiencies. From a business standpoint, the incentives are lacking for industry -- automobile manufacturers to emergency communication vendors -- to change this paradigm.  

As a first step, mobile radio and computing technologies that are currently being retrofitted into a range of vehicles should stop taking the one-size fits all approach. Their design should be considered from the standpoint of what they need to do -- and assist EVOs and first responders in transit -- from an emergency communication and information transaction standpoint without causing "cognitive distractions" (taking the mind off the road and/or other higher priority tasks pertaining to driving and navigation.) Next, their user-interface design should go beyond run-of-the-mill ergonomics -- such as where to place knobs, size of push buttons or graphics of the screen -- but should also consider the cognitive, social and affective aspect of interaction brought about by high velocity human factors / HVHF (stress-induced emotional modulation of cognitive and perceptual capabilities of the body and the brain). 

Ultimately, creative business models, public-private partnerships, and human factors standards and guidelines are required to design emergency vehicles ground-up that deliver unrivalled safety and utility. This is contrast to the piecemeal and ad hoc retrofitting of consumer or commercial vehicles that is done today to transform them into emergency responder vehicles. 

In the engineering world, the vehicle Controller Area Network (CAN) interface is designed with great attention to detail so all digital components in the automobile work flawlessly, lest they cause a critical malfunction resulting in a safety hazard. Now the time has come to pay equal, if not more, attention to the emergency responder vehicle Human-Machine Interface (HMI). This is to ensure that emergency responder vehicle's onboard technologies do not result in driver distraction -- compromising safety -- where the emergency responder vehicle ends-up costing lives instead of saving lives.

Moin Rahman is a Principal Scientist at HVHF Sciences, LLC. He specializes in:

"Designing systems and solutions for human interactions when stakes are high, moments are fleeting and actions are critical."

For more information, please visit:



E-mail: moin.rahman@hvhfsciences.com

Key References 
Cœugnet, S., Miller, H., Anceaux, F., & Naveteur, J. (2013). How do time pressure drivers estimate speed and time? Accident Analysis & Prevention, Vol. 55, 211-218.

Coyne, P. (2000). Roadcraft: The Police Drivers Manual. London: HMSO.

Dingus, T.A., Klauer, S.G., Neale, V.L., Petersen, A., Lee, S.E., Sudweeks, J., et al. (2006). The 100-car Naturalistic Driving Study, Phase II: Results of the 100-Car field experiment (Tech. Rep. No. DOT HS 810 593). Washington, DC: National Highway Traffic Safety Administration.

Donmez, B., Boyle, L.N., & Lee, J.D. (2008). Mitigating driver distraction with retrospective and concurrent feedback. Accident Analysis & Prevention, 40, 776-786.

Eisenberg, C. (2006). SLP-11: Law Enforcement Vehicle Pursuits - Policies, Training, Tactics and Technology. Retrieved on May 13, 2013, from http://www.fdle.state.fl.us/Content/getdoc/f2088557-2016-418e-8f5e-8f6e87635200/eisenberg,-clyde-paper-pdf.aspx

Engstrom, J., & Victor, T. (2009). Real-time distraction countermeasures. In M.A. Regan, J.D. Lee, & K.L. Young (Eds.), Driver distraction: Theory, effects, and mitigation (pp. 465-484). Boca Raton, FL: CRC Press.

FEMA (2004). FA 272: Emergency Vehicle Safety Initiative.

Hedlund, J. (2006). International Conference on Distracted Driving. Summary of Proceedings and Recommendations. International Conference on Distracted Driving. October 2005.

IAFC, AFL-CIO & CLC (2010). Best Practices for Emergency Vehicle and Roadway Operations Safety in the Emergency Services. Washington, DC: Authors.

Moore, G.A. (1999). Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers. New York: HarperBusiness

McGehee, D.V. (2011). The Building Blocks of Driver Distraction Policy. Ergonomics in Design, Vol. 19(4), 25-27.

Pettitt, M., Burnett, G., & Stevens, A. (2005). Defining driver distraction. Paper presented at World Congress on Intelligent Transport Systems, San Francisco, CA.

Rahman, M. (2007). High Velocity Human Factors: Human factors in mission critical domains in Nonequilibrium. In Proceedings of the Human factors and Ergonomics 51st Annual Meeting (pp.273-277). Santa Monica, CA: Human Factors and Ergonomics Society.


Rahman, M. (2012). Emergency Medical Responders and Physicians: Diagnostics, Decision Making and Therapeutic Care in High Stakes Situations. Proceedings of the 2012 Symposium of Human Factors and Ergonomics in Healthcare. Santa Monica, CA: Human Factors and Ergonomics Society.

Regan, M.A., Lee, J.D., & Young, K.L. (2009). Driver Distraction: Theory, effects, and mitigation. Boca Raton, FL: CRC Press.

Trezise, I., Stoney, E. G., Bishop, B., Eren, J., Harkness, A., Langdon, C., & Mulder, T. (2006). Report of the road safety committee on the inquiry into driver distraction. Rep. No. 209. Melbourne, Victoria, Australia: Road Safety Committee, Parliament of Victoria.

USFA (2011). USFA, Justice Department Initiate Public Safety Emergency Vehicle Safety Study. Retrieved on May 8, 2013, from http://www.usfa.fema.gov/media/press/2011releases/102411.shtm

Young, K. & Regan, M. (2007). Driver distraction: A review of the literature. In: I.J. Faulks, M. Regan, M. Stevenson, J. Brown, A. Porter & J.D. Irwin (Eds.). Distracted driving. Sydney, NSW: Australasian College of Road Safety. Pages 379-405.