I Play and Drive


CALL: 2011

DOMAIN: IS - Telecommunication and Multimedia





HOST INSTITUTION: University of Luxembourg

KEYWORDS: collaborative in-vehicle game, user interface designs, decreased pollution, increased mobility, frustration, noise, safety, social and economic costs, manage traffic, human-factors

START: 2012-05-01

END: 2015-04-30

WEBSITE: https://www.uni.lu

Submitted Abstract

IPaD will develop and empirically test a proof concept collaborative in-vehicle game that is designed to reduce congestion and encourage better driving. In doing so, IPaD will move beyond the existing guidance offered by in-vehicle information systems (IVIS). In order to achieve this IPaD will adopt a contextual enquiry approach to identifying relevant scenarios, gaming concepts/incentives and user interface designs.Traffic congestion and its side-effects such as increased pollution, reduced mobility, frustration, noise, safety, social and economic costs are a major problem for Luxembourg, Europe and the globe. Indeed the estimated economic impact is €105bn per year for Europe alone with this situation likely to deteriorate as major public roads and infrastructure schemes are canceled due to economic limitations. However, the need for large-scale infrastructure can be reduced if novel approaches using information gained from drivers can be used to manage traffic. This in turn however requires that drivers have an incentive to use such a system and that the potential increase in information and decisions does not distract them from their primary task of driving safely. In order to achieve this IPaD will (1) undertake extensive fieldwork to identify potential scenarios and incentives (2) conduct extensive empirical testing of the scenarios and human-factors issues (3) identify novel approaches to representing and interacting with information. As a result the project will deliver the following aspects for in-vehicle information systems: (1) A proof of concept system to reduce traffic and encourage safer driving (2) Guidelines for the use of gaming concepts and incentives in IVIS systems (3) Novel interface techniques designed to reduce cognitive load and divided attention (4) An interaction model for game and incentive based IVIS systems.

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