impressions from the prototype and study with children
Comparing Shape-changing and Vibrotactile Steering Wheels for Take-over Requests in Highly Automated Driving

Automation shortcomings in highly automated driving (level 3) might require the driver to take over vehicle control. When the vehicle issues a take-over request (TOR), the driver has to immediately comprehend the situation, which highly demands visual attention. Therefore, haptic channel has the potential to be used for conveying information about driving context at take-over to assist decision making. In this work, we introduce the concept and prototype design of a shape-changing steering wheel which conveys contextual information at take-over. We evaluated this concept in comparison with an identical wheel with vibration cues. Results showed that haptic cues on steering wheel at TOR reassure drivers of their decisions rather than assisting them in decision making, and overall workload ratings are decreased using vibration cues. To assist decision making, contextual haptic cues in level 3 should be located on-body or on drivers’ seat.

impressions from the prototype and study with children
Face2Emoji: Using Facial Emotional Expressions to Filter Emojis

One way to indicate nonverbal cues is by sending emoji (e.g.,😹), which requires users to make a selection from large lists. Given the growing number of emojis, this can incur user frustration, and instead we propose Face2Emoji, where we use a user’s facial emotional expression to filter out the relevant set of emoji by emotion category. To validate our method, we crowdsourced 15,155 emoji to emotion labels across 308 website visitors, and found that our 202 tested emojis can indeed be classified into seven basic (including Neutral) emotion categories. To recognize facial emotional expressions, we use deep convolutional neural networks, where early experiments show an overall accuracy of 65% on the FER-2013 dataset. We discuss our future research on Face2Emoji, addressing how to improve our model performance, what type of usability test to run with users, and what measures best capture the usefulness and playfulness of our system.

impressions from the prototype and study with children
Towards a Tangible Storytelling Kit for Exploring Emotions with Children

A key aspect of children’s development is the ability to manage personal feelings, understand others’ feelings and needs, and interact positively with others. Storytelling is one approach to help children develop emotional literacy and deal with their own feelings constructively. To facilitate and complement this process, we developed an interactive storytelling prototype to help children and parents explore emotional situations. Specifically, the tangible modular toolkit, enables the re-creation of different narratives using a multimodal user interface. We evaluated the preliminary prototype with parents and children to get feedback on the design and to help us better understand the design space. Our findings revealed how children engaged with tangible storytelling, how they explored emotional states in narratives, and what challenges they faced. We also explored the routines and practices parents used and the issues they faced while helping their children express emotions more easily.

input methods
Comparison of in-situ mood input methods on mobile devices

The exchange of daily moods is an important part of interpersonal communication over a distance. Mobile devices offer a platform for sharing on the go, and keeping in touch regularly. However, it is still a challenge to design an input for mood, such that the sharing easily integrates into the daily life and is engaging for a longer time. To design an input, which overcomes these challenges, we explore the use of four different methods for expressing mood on mobile devices, drawn from previous work in psychology. We aim to verify the usefulness of these methods and want to investigate this by conducting a comparative study of these four input methods, regarding the following factors: intuitiveness, inconvenience, speed of input, everyday use, expressiveness and overall suitability. Results show that use of photographs and emotion terms are suitable to describe the many facets of moods for most participants. Most of the participants prefer personalized input methods as well as combined methods.

storybox prototyp
StoryBox: Design of a System to Support Experience Sharing through Visual Stories

Modern communication technologies, like messengers or social networks, enable people to exchange experiences continuously. However, these technologies exclude some groups, that are not familiar with the use of such services and devices. We present and discuss requirements from interviews and a focus group for a device to engage users in an easy content creation and sharing. Based on our findings, we designed StoryBox, an early prototype that eases the way people can share experiences, memories and moods using visual stories. Further we discuss our future research agenda related to sharing visual stories and present a study design to evaluate our prototype in a two step field evaluation.

Forget-Me-Not prototyp
Forget-Me-Not: Connecting Palliative Patients and Their Loved Ones

Interpersonal social interaction, building relationships and the communication with others are key needs of every human being. In particular, people who are suffering from a serious illness will often experience a strong desire to communicate how they feel, their worries and sorrows, or important experiences to gain support from people they trust like friends & relatives. In this work we discuss the requirements for the design of unobtrusive technologies to support the communication between patients and their relatives. We also present design concepts and prototypes based on these requirements. These devices are especially useful when illness inhibits the patient from using conventional methods of communication or if the patient doesn’t wish to burden their loved ones with the depth of intimacy they crave.

RemoTable: Sharing daily activities and moods using smart furniture

Social Interaction and the feeling of emotional closeness to beloved ones is mainly driven by the communication with each other. For patients suffering from a serious disease due to intense mood changes, it is difficult to keep regular contact with relatives. This affects the need for direct and verbal communication with relatives. To continue the participation in each others lives, we have developed a concept to share daily activities, current moods and presence information using a smart livingroom table. A first lab study with a prototype showed promising results with regard to expressiveness, joy of use and usability.

SocialWall: Photo-based Participation in the Life of Loved Ones

Social interaction is an importand factor to our quality of life and well being. Interacting with friends and family members, exchanging experiences is important to everyone. In co-located groups and families, spontaneous communication occurs day-to-day, and therefore allows the continuous exchange of news and experiences within the family. However, for family members that are living remotely from their loved ones, the exchange of experiences and the participation in family events is not as easy as for co-located persons. The use of synchronous verbal communication via the phone or video chats, enables people to participate in the life of loved ones, but requires simultaneous presence. To support an asynchronous exchange of events and experiences within the family we want to investigate the use of a photo-based diary to support an ongoing exchange of experiences as well as an easy and continuous way to reflect on them.

WorkStar: Involving young adults to design a serious game for working life integration

The serious game ”WorkStar” aims at the problem of integrating young people into the working life by motivating them to gather information about interesting job fields and to get in contact with possible future employers. The game encourages the player to collect these information in the real world and therefore to extend his in-game character.

The game is currently in evaluation with young adults who are up to entering the working life in the near future. The prototype of the game and the project itself got a lot of media coverage (german only) e.g. [Here], [Here] and [Here]