what are some of the problems with the user interface of computers in cars(media, maps, vehicle/travel data)? what works in terms of interaction types - manipulating, conversing, instructing , dare i say exploring? how do they stand up to Nielsen's and Norman's heuristics? what doesn't work? what is the way forward?
closed as not a real question by ChrisF, JonW♦ Jul 5 '12 at 9:01
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Jacob Nielsen offered this analysis of the first version of BMWs 'iDrive' interface: http://www.useit.com/alertbox/20040315.html Here are just few examples of the BMW 745i's clueless interaction design:
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The biggest problem with the user interface is the amount of twiddling you have to do. For example, if you want to hear a certain artist's songs from your iPod you have to go through a lot of changes while attempting to keep your eyes on the road. Voice activated blue tooth for your phone and navigation is helpful, but the radio/CD player/MP3 player is almost never voice activated. This will lead to accidents, but maybe not as many as with texting and driving. If you do that, it's only a matter of time before you get in an accident. In short, the controls needed to drive a car are simple, well thought out, and can be used without active thought (about the control). These are all very good things. However, the creature features on the console are not nearly as well thought out. They require more steps than you would normally have to do with equivalent products dedicated to the task (such as trip planning, music selection, climate control). As a counter example of blue tooth voice activation being helpful, consider the process the Nissan Altima forces you through to register your phone.
All of this would be quicker, easier, and less painful if they simply used the media screen to set up the phone call. The problem is that they are different systems. The only interface to your phone is through the voice activated dialog. That also means that if you didn't spring for the full navigation package you can't stream audio using blue tooth. A car is a system of isolated components that on the whole seem like they are put together. For some systems it is quite useful, and provides redundancy for safety reasons. For the creature features it becomes a great hindrance, and reduces the quality of user interface. I can't answer who it applies to Nielson or Norman's heuristics. The way forward is to provide more than one interface to the cockpit functions. That means a passenger should be allowed to connect a new phone while the car is in motion. That means really thinking about interacting with the media devices--and tying the systems together. While we are at it, if an iPod can contain a complete character set for Unicode, why can't a car? It's rather silly for a Japanese designed car not to be able to display Japanese characters just because it was manufactured in America. As a result some lesson titles on my iPod show up blank on the console monitor. Voice activation is useful, but simplify the interface and allow the user to interrupt with their voice. |
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Driver distractions are the leading cause of most vehicle crashes and near-crashes. One of the main causes are related with use of GUI's. Learning: The whatever interface is additional and should work as much intuitive as possible. The lower the extra cognitive effort for using it can be the better and more safer the solution is. Guided simplicity over rules efficiency, I would say. For instance kinetic list scrolling vs paging. Usually you would browse a list via kinetic scrolling so that it feels smooth when you flick through it. In a car this doesn't work, because you can't watch the list until the scroll slows down. Otherwise you risk an accident. So as a result, you would use scroll buttons (paging) to go through the list. Because it is just simple and easy to use. There are many more aspects. But I guess it would be too much for this thread here. |
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