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Multimodal Eco-Driving Display Project

CS 8903 Special Problems Project - Fall, 2016

The purpose of this project with the Sonification Lab was to design and prepare an experimental procedure to test the effect of multimodel eco-driving display in a driving simulator. The team, myself and MS-HCI student Sharon Ang, was responsible for background research, design of the Eco-Driving HUD to be tested, and pilot testing.

Backgroup & HUD Design

The Eco-Driving HUD was designed to assist the driver in improving fuel efficiency. It would be projected on the "windshield" of the driving simulator and provides two types of information:

  1. The large arch conveys continuous and informative rating of the driver's fuel efficiency.
  2. The arrows underneath provides instantaneous instruction to ease off on the accelerator/brake, accompanied by auditory instructions to "ease off"

Experimental Method

The planned study is a within-participants study, recruiting from 30 to 60 students. Each participant would go through three conditions:

  1. normal drive (Eco-Driving HUD disabled)
  2. normal drive with eco-driving mindset (Eco-Driving HUD disabled, participant asked to be fuel efficient)
  3. experimental drive with Eco-Driving HUD enabled

At the end of the semester, Sharon Ang and I ran a number of pilot tests. The initial results showed that, with the HUD enabled, the participants tend to be more fuel-efficient.

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Displays for Automatic Lane Keeping

CS 8803 SRD Course Project - Spring, 2016

The lane keeping research project focused on designing and running a study to test various multi-modal icons for automatic lane keeping. My responsibility in the project included icon design, experimental design, data collection, and presentation.

I designed many of the icons for the experiment with the goal of conveying similar ideas ("the car is doing fine," "the car is having trouble lane keeping," and "You need to drive, now!") in as many different ways as possible. The icons had to be done without color, and the experiments needed two types of icons: informative and instructive.

The project resulted in a poster presentation at Georgia Tech's GVU Demo Day and a paper submission to the Human Robot Interaction conference. Below are example of the icons I designed.

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Hit the Gym!

Georgia Tech HCI Course Project - Fall, 2015

As part of the core MS-HCI course, this semester-long group project lets the students experience the iterative HCI process of design-implement-evaluate.

App & Problem Space

My group's design was a mobile app that aims to help gym users plan their visit to a particular gym (Georgia Tech Campus Recreation Center, or CRC) by providing the current and predictive usage information, inspired by weather forecasting and mobile weather app designs.

Our group tried to create a product that can be integrated seamlessly into a user's workout routine. We decided to create a mobile app because gym-goers already bring their phones regularly to the gym.

Design & User Research Process

The group began with quick interviews of gym-goers at the CRC to understand their preparation and behavior during a typical workout visit. Based on the information, the group decided on our gym-usage forecasting idea.

While we attempted to design with novel form factors (e.g. an interactive bottle), we ultimately settled on a mobile phone app. The mobile phone form factor is familiar, easy to design, easy to understand, and most importantly, frequently brought by the gym-goers to their workouts (does not require a separate device).

The mobile phone interface underwent three different designs, with the final version done after user feedback/expert evaluation to improve the usability of the interface.

Personal Contribution

Despite my primarily psychology-based skillset, I was involved through every phase of this project, except for programming the prototype itself. My largest contribution lies in conducting user tests and creating posters for presentation, but I was also heavily involved in the initial designing and prototyping.

Artifacts of Our Design Process (click to enlarge)

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You are Doing Great! — An HCI Project

HCI Project with Prof. Jason Watson of UNA - Spring, 2015

Question: Would video game players be more likely to continue playing a game when it automatically provides encouraging feedback on performance?

For this project, I designed a simple Tetris game against an AI, with a comment on user performance at the end of each play session.

From the preliminary findings, it would appear that players who received positive performance feedback have a stronger tendency to continue playing. They also tend to express more positive experience. However, all the players I tested understood that their opponent was a computer designed to beat them at the game.

During the Spring of 2015, the project was presented at two separate undergraduate research venues: Alabama Science Academy Conference at University of West Alabama, and Research Day at University of West Alabama. The project underwent two prototypes, but is currently on hold.