Contemporary car design must not only focus on technology supporting the driver and the driving task: it needs to create positive experiences for drivers and passengers alike. This case study, the <i>Clique Trip</i>, is an example of designing a positive social (i.e. relatedness) experience in the automotive context, addressing the analysis, the design, and… (More)
The objective of Advanced Driver Assistance Systems (ADAS) is to support drivers in mastering the driving task. Until now, the development of ADAS has mainly focused on technology, safety and comfort. This paper aims to complement this by a more experiential view. A study explored how Adaptive Cruise Control (ACC), as an example of ADAS, impacts people's… (More)
We present <i>Last Gentlemen</i> a simple interactive in-car system designed to foster considerate driving. Based on interviews about considerate driving and general psychological research on prosocial behavior, we designed a concept revolving around the activation of according norms (i.e., to take responsibility for the "weaker") and their internalization… (More)
This paper describes a workflow for designing experiences while interacting with an advanced driver assistant system. Future driver assistance systems that utilize sensors and Car2X-communication in order to detect threats in the car environment can help the driver to avoid collisions. To increase the acceptance of such a system, the interaction between the… (More)
In-car navigation systems are designed with effectiveness and efficiency (e.g., guiding accuracy) in mind. However, finding a way and discovering new places could also be framed as an adventurous, stimulating experience for the driver and passengers. Inspired by Gaver and Martin's (2000) notion of "ambiguity and detour" and Hassenzahl's (2010) Experience… (More)
 Morris DGS, Kreighbaum E. Dynamic visual acuity of varsity women volleyball and basketball players.  Marées H de. Aspekte des visuellen Systems im Sport.