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Vehicular lifelogging

2012, CHI '12 Extended Abstracts on Human Factors in Computing Systems

This paper presents an automotive lifelogging system that uses in-car sensors to engage drivers in ongoing discoveries about their vehicle, driving environment, and social context throughout the lifecycle of their car. A goal of the design is to extend the typical contexts of automotive user-interface design by (1) looking inward to the imagined "character" of the car and (2) looking outward to the larger social context that surrounds driving. We deploy storytelling and theatrical strategies as a way of moving our thinking outside the familiar constraints of automotive design. These methods help us to extend the concept of a lifelog to consider the "lives" of objects and the relationship between humans and non-humans as fruitful areas of design research.

Vehicular Lifelogging: New Contexts and Methodologies for Human-Car Interaction Joshua McVeigh-Schultz Avimaan Syam University of Southern California USC, SCA, IMD (USC), School of Cinematic Arts [email protected] (SCA), Media Arts and Practice program (iMAP) Amanda Tasse [email protected] USC, SCA, iMAP [email protected] Jennifer Stein USC, SCA, iMAP Michael Annetta [email protected] USC, SCA, IMD [email protected] Jacob Boyle USC, SCA, Interactive Media Simon Wiscombe Division (IMD) USC, SCA, IMD [email protected] [email protected] Emily Duff Scott S. Fisher USC, SCA, IMD USC, SCA, Assoc. Dean of Research [email protected] and Founding Chair of IMD [email protected] Jeff Watson USC, SCA, iMAP [email protected] Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI’12, May 5–10, 2012, Austin, Texas, USA. Copyright 2012 ACM 978-1-4503-1016-1/12/05...$10.00. Abstract This paper presents an automotive lifelogging system that uses in-car sensors to engage drivers in ongoing discoveries about their vehicle, driving environment, and social context throughout the lifecycle of their car. A goal of the design is to extend the typical contexts of automotive user-interface design by (1) looking inward to the imagined “character” of the car and (2) looking outward to the larger social context that surrounds driving. We deploy storytelling and theatrical strategies as a way of moving our thinking outside the familiar constraints of automotive design. These methods help us to extend the concept of a lifelog to consider the “lives” of objects and the relationship between humans and non-humans as fruitful areas of design research. Keywords lifelogging; storytelling; car-human relationship; memory annotation; design fiction; experience design ACM Classification Keywords H.5.1 Multimedia Information Systems [Miscellaneous]; D.2.2 Design Tools and Techniques [Miscellaneous]; H.5.2 User Interfaces [Theory and Methods]; H.5.2 User Interfaces [Evaluation/methodology] General Terms Design; Experimentation Memex system, Gordon Bell began recording his life using MyLifeBits [10] a software later augmented by the SenseCam video recording system [7,11]. Introduction Automobiles have become mobile sensing and computing devices that can support contextually rich interfaces and interactions. However, innovation in automotive design tends to be dominated by a focus on driver-assistance, efficiency, and safety [16]. This emphasis, while understandable, can constrain automotive design by limiting its context to the goals of driving. Alternative research has challenged these constraints in a number of ways: by researching the larger social contexts of driving [24], by designing interfaces for passengers and drivers to interact together [3], or by considering the internal psychology of drivers who project anthropomorphic identity onto their cars [8]. This paper presents novel design methodologies for exploring these expanded notions of context in and around the car. In particular, we used storytelling strategies and experience design methods as a way of envisioning novel relationships between incar sensors and meaningful drive scenarios. These novel interpretations of sensor states then became the basis for an automotive lifelog design. Lifelog The concept of a lifelog, as a record or index of personal information, has emerged in various contexts. As early as 1945, Vannevar Bush proposed a hypothetical device, the Memex, to exhaustively record and organize the details of a researcher’s mental and physical experience [6]. In the 1980s Steve Mann began experimenting with streaming video and started recording his life using the Wearable Wireless Webcam in 1994 [14]. Later, inspired by Bush’s vision of the Lifelogs for Objects and Environments More recently, attention has turned to the relationship between a lifelog system and objects in the environment. For example, Lee et al designed a lifelog system that capture images and other data from the perspective of objects (in proximity to humans) [12]. However, such research is less interested in the possibility that objects and environments might themselves be positioned as the subjects of lifelogging. The work of the University of Southern California’s Mobile and Environmental Media Lab (MEML) looks at objects and environments as entities with their own stories to tell. Through projects like The Million Story Building [19] and StoryObjects [10] we have explored the lifelog as a narrative platform for objects and buildings [18]. This model of lifelog research has led to insights about how to animate built environments using networked objects [20]. In more recent work, PUCK positions lifelogging as a platform for supporting relationships between a building and its inhabitants [22]. This work departs from the familiar emphasis on video recording as the primary tool of the lifelog. Addressing concerns of surveillance [13], we align with research that confronts this issue by emphasizing mutual or horizontal participation [1]. In this way, our design strategy aims to support reciprocal relationships and learning experiences between objects and humans. Vehicular Lifelogging Building on this work, the MEML team designed a vehicular lifelog prototype for a MINI Countryman. This research relied on strategies of storytelling and experience design to help us envision new driving scenarios. In particular we were interested in understanding how a vehicle-based lifelog might (1) impact the way that drivers project character onto their cars, (2) support data-driven discoveries about user patterns, and (3) point to new models of lifeannotation. Using the various in-car sensors within the MINI, we have designed a lifelogging system that tracks events, milestones, achievements, and tallies associated with driving. These modes of interaction offer opportunities for the car to reveal its “character” by surprising the driver with contextually relevant messages displayed on the MINI infotainment system. In addition, we developed an iPad-based lifelog interface, which enables users to review the various events collected by the car’s lifelog. Future iterations of this platform will provide the driver with opportunities teach the car about important social contexts that lie beyond the car’s sensor capabilities. Methodology Our approach to vehicular lifelogging project draws on storytelling and performative methodologies for rapid prototyping. Housed within USC’s School of Cinematic Arts, MEML straddles the cultures of interaction design, visual storytelling, and performance. We borrow strategies from the filmmaker’s toolkit—storyboarding, video mock-ups, and narrative-driven experience demos—in order to prototype new interactive contexts. This approach draws on performative methodologies familiar to the interaction design world, including bodystorming [5,15] and experience prototyping [4]. Our methodology shares with these approaches an emphasis on enacting scenarios as a tool for rethinking context. However, there are also important differences between our approach and more familiar theatrical design techniques. In this project, since we were interested in discovering potential story in lifelog data and in mapping new relationships between sensors and context, our objectives were often design-problem agnostic. In this sense, we had to move beyond the usual anchors of improvisational brainstorming. And since lifelogging technologies imply longer durations of interaction than are possible in real-time interaction scenarios, many of our “discoveries” had to be made during the story-crafting phase as opposed to the experience-enacting phase. Within automotive user interface research, these techniques are less familiar, but there is emerging interest in performative and narrative based design methodologies. For example, the theater-system technique—a more dynamic variation on the “Wizard of Oz” approach—has been used as a rapid prototyping method in automotive design [17]. Our approach is not only performative in this sense, but also seeks to discover novel interaction scenarios by using the tools of storytelling in visual media to prototype longer durations of use. Storyboarding As a way of understanding how car-sensors might map onto potential lifelog scenarios, we developed short scripts for use-cases and then worked with an illustrator to envision the narrative context of a user experience. The comic-style storyboards illustrated in [Fig 1.] and [Fig 2.] present an example scenario that we crafted to help us envision possible contexts of lifeannotation. By forcing ourselves to construct a robust narrative context for this scenario, we needed to grapple with a car’s entire lifecycle, which could Storyboarding Process: • • • • Scripting Workshopping and revision Collaboration with illustrator Scenario crafting potentially include being passed down through multiple generations of drivers. In this example, a mother passes on the car to her daughter. By framing vehicular lifelogging in this way, we had to think more deeply about the implications of multiple drivers and multiple layers of lifelog information. Additional storyboard scenarios—not pictured here—focused on (1) surprising Benefits: This storytelling strategy helped us to probe the possibilities of vehicular lifelogging by: 1. 2. 3. raising questions about multiple drivers, enabling us to envision the lifelog over an extended duration, encouraging us to consider novel subjects like location-based memory annotation as a conceivable topic of automotive design Credit: Illustrations by Bryant Paul Johnson Figure 1. sensor-based achievements, (2) in-car alternate reality games, (3) practices of community lifelogging among drivers, and (4) the discovery of patterns in aggregate data. For each of these examples, the process of creating storyboards served as an entry point into questioning our assumptions about the context of design and enabled us to imagine valuable alternatives. Using storyboards to prototype longer durations of interaction: Typical interaction-design prototypes are intended to be tested over minutes rather than years. By conducting narrative exercises in visual media, designers can gain access to a deeper understanding of time and duration of interaction. In this way, we use narrative structure to speculate about the ways that experience unfolds over the entire lifecycle of the car. Figure 2. Design Fiction Our strategies of storytelling draw on an increasingly innovative area of design research known as design fiction. Bruce Sterling uses the concept of design fiction to describe “a space between design and science fiction” and points to “the deliberate use of diegetic prototypes to suspend disbelief about change” [23]. Our work similarly constructs narrative worlds for our prototypes as a way of probing the unknown contexts of an alternative future. In this sense, design fictions can serve as conversation pieces that provoke new ways of imagining alternative worlds and novel experiences [2]. Others have extended this position by describing the ways in which design is an active construction of culture [9]. Design fiction represents a reflective mode of speculative thinking that can open up new questions and unfamiliar opportunities. In our own research, especially during the preliminary ideation phase, visual storytelling helps us to think outside the constraints of familiar user interaction scenarios. Experience Prototyping The second core component of our methodology involves translating our narrative scenarios into experience prototypes. For vehicular lifelogging, this process involved (1) paper prototyping, (2) demo drives, (3) theatrical “Wizard of Oz” techniques, (4) interactive prototypes of sensor-driven events, and (4) prototyping of lifelog review interfaces on an iPad. The interactive prototypes enabled in-car sensors to communicate with an iOS device through the MINI infotainment system. Sensors triggered contextually relevant pop-ups (during a drive), and these notifications could be reviewed later in our lifelog review interface (iPad application). Demo drives were organized into multiple theatrical “Acts” separated by an imagined passage of time. This enabled us to explore longer durations of interaction by acting out various vignettes within the lifecycle of a car. System Design We designed and implemented a system that allowed us to rapidly prototype and iterate on Lifelog Events. The system consists of two major pieces: an iOS app, and a server-based component. In our first version of the system, the iOS app read sensor data from the car and watched for Lifelog Events, then communicated these events to the server. The server—written in PHP and using a MySQL database—recorded the events it received from the client and then visualized them according to time and location. This initial version proved difficult to work with, as all events had to be manually written and compiled into the iOS app. As a result, we reengineered the server component to not only track which events were found, but define which events we were looking for—which the iOS app would load upon connect. From here we created a simple web interface for defining new—or modifying existing—events. This new interface changed the creation of lifelog events from an engineering task to a writing and storytelling task. Vehicular Lifelog Taxonomy In our lifelog system a variety of lifelog events can occur during a drive. Achievements, Tallies, Memories and sensor-specific notifications appear as popups on the MINI infotainment system. These notifications are triggered by: location data, sensor data, and annotated lifelog events that appear when a particular location is revisited. Achievements use sensor data and location information to signal accomplishments and can only be received once. A driver is notified in real time when an achievement has been unlocked, and will also see a badge appear at the location received on map while reviewing the lifelog after a drive. Tallies represent accumulations of collected instances of Lifelog Events. Moments and memories are location-based events that have been annotated within a driver’s lifelog after a drive, but reappear within the MINI infotainment system on a future drive in the same location as the original event. Finally, sensor-specific notifications make drivers aware of particular events such as RPM data, braking data, and acceleration data. These events can be tallied so that, for example, the MINI might alert a driver to the number of close calls they have had (based on rapid deceleration events). Whose Lifelog? According to our system, a car has a single lifelog, but multiple drivers can contribute to that lifelog independently. By default, a driver’s contributions are visible to other drivers, but one can also choose to make their portion of the lifelog hidden. Since car and driver behaviors are so interlinked, it is difficult to position the vehicular lifelog as exclusively “owned” by the vehicle. Instead, it makes most sense to think about the vehicular lifelog as a document of the relationship between a car and its driver(s). Rethinking Context in Sensor Driven Lifelog Events The storytelling and experience prototypes described above led us to unexpected ways of interpreting automotive sensor-states. For example, in a demo drive scenario depicting a late-afternoon coffee run at McDonalds, we used a combination of location, time, and the rolling down of a driver’s-side window to infer that the car was approaching a drive-through window. We created a tally called “Afternoon Pick Me Up” that was tied to this particular location. Figure 3. At the drive-through, our system recognizes that the driver’s side window is being lowered at the same time that a GPS reading indicates a food location. Figure 4. The recognition of the sensor states in [Fig. 3] (along with a recognition of the time of day) triggers an event that adds to the “Afternoon Pick Me Up” tally. The caption reads “Congratulations! You’ve collected an afternoon pick me up at this location 10 times!” A Note on Character Many of the achievements we developed can be read as subtly ironic or teasing. For example, drivers earn a “Close call commander” achievement for slamming on the breaks too hard. This decision about the car’s “voice” was a deliberate attempt at crafting a particular personality for our MINI (as whimsical, geeky, and a touch sarcastic). So, while tallies for returning to a particular vendor may seem to incentivize repeat visits, there is also the possibility that the car is “teasing” its driver by pointing out how many times the driver has, in this case, gone to McDonalds. In this sense, by pointing out redundant patterns in driver-profile data, the lifelog can also serve to encourage greater exploration of anomalous contexts. Consecutive Sensor States Another avenue that helped us to rethink the relationship between sensor states surrounding context was to draw connections across consecutive sensorstates. [Fig. 5] depicts a driver filling up her car with gas immediately after the drive-through scenario described earlier. In this case, the lifelog system recognizes that both human and car are being “fed”—a moment of anthropomorphic identification that could strengthen the relationship between driver and car. We characterized this event with an achievement called “Sharing a meal together.” Figure 6. Rain sensors, originally intended to trigger the automatic windshield wipers, were used instead to trigger a “Car Wash” event. Figure 5. Soon after the events in [Fig. 3] and [Fig. 4] the driver, fills up the gas tank, earning a “”Sharing a Meal” achievement. Figure 7. When exploring a new part of Los Angeles, the lifelog system displays an “LA Dystopia" achievement for driving by the Bradbury Building. Caption reads: “…famous location from the movie Bladerunner.” Reciprocation Our lifelog events often adapted sensors for unexpected purposes. For example, we used the rain sensors (which were designed to trigger the automatic windshield wipers) to indicate that the car was being washed [Fig. 6]. If the current weather report says clear skies but the rain sensors have been triggered, then the lifelog system can infer that a car wash has taken place. This recognition enabled us to create notifications that demonstrated the car’s gratitude to the driver. During informal interviews with drivers who tend to anthropomorphize their cars, we found that the act of washing the car was an important ritual because it enabled them to reciprocate and “give back” to the car for all of the effort that their car has expended on their behalf. Exploring the environment We also used the lifelog as a platform for enabling drivers to see their environments in a new way. In a demo drive through Los Angeles’s history theater district, we used GPS points to trigger exploration achievements tied to notable locations. For example, [Fig. 7] depicts the “LA Dystopia” achievement for passing by the Bradbury building (a famous location from the movie Bladerunner). Recognizing Social Context Often the lifelog events we prototyped provided new ways of understanding the relationship between sensors and social context. For example, we acted out a scenario in which a change in the seat sensor and a recognition of a GPS location would enable the lifelog to infer that a child had been dropped off at school [Fig. 8]. Similarly, seat sensors recognize the first instance of a baby seat and GPS coordinates match this event with the location of a hospital. Later, when the driver returns to the vicinity of this location, a “Memory” event is triggered [Fig 9]. Figure 8. Using the seat sensor, the lifelog recognizes that a passenger (in a child-seat) has been dropped off. This information, paired with GPS coordinates for a local school, adds an instance to the “Dropping Off Child” tally. Figure 10. The lifelog tablet interface organizes the events of the lifelog according to time, space, and event definitions. Figure 9. Memory detected: “Baby on Board.” Caption reads: “new addition to the family recorded on 11/10/2010.” Conclusions and Future Directions The concept of lifelogging can increasingly be extended beyond human subjects to include objects and built environments. A crucial aspect of lifelogging involves choosing what parameters to keep track of. This is essentially a question of what inputs matter and why. Novel lifelogging subjects (like cars) require innovative approaches to these questions. In an effort to explore the possibilities of vehicular lifelogging we have deployed methods of visual storytelling, theatrical experience design, rapid prototyping, and flexible information-system design. These methods help to defamiliarize the context of automotive design by encouraging creative remapping of the relationship between sensors and driving contexts. We propose a new approach to automotive design that looks “in” to the imagined space of a car’s character and “out” to the surrounding social contexts in which a car exists as a lived experience. Lifelog Review Interface Acknowledgements Lifelog events trigger fleeting popup notifications on the MINI infotainment system, but a much richer iPad interface was also designed to enable users to review their car’s lifelog outside the car (or inside, in the case of passengers) [Fig. 10]. Designed using Google’s SIMILE API, this interface maps lifelog events according to location, time, and event definition. This application was intended to help users visualize their experience with their car as an unfolding relationship. Future iterations of this interface will enable users to sift through a rich array of sensor data in order to make discoveries about patterns in their car’s lifelog. This research was made possible by the support of the BMW Group Technology Office in Mountain View, CA. Special thanks to Stephan Durach and Stefan Hoch, who provided critical guidance throughout the project and Paul Doersch who assisted with MINI infotainment system-iPhone integration. We would also thank Cecilia Fletcher, Bryant Paul Johnson, Michael Lin, Hyung Oh, and Peter Preuss, who all lent valuable contributions to the development of this project. References [1] Albrechtslund, A. and Ryberg, T. Participatory Surveillance in the Intelligent Building. Design Issues 27, 3 (2011). [2] Bleecker, J. Design Fiction: A short essay on design, science, fact and fiction. Near Future Laboratory, 2009. [3] Broy, N., Goebl, S., Hauder, M., et al. A Cooperative In-Car Game for Heterogeneous Players. AutomotiveUI, (2011). [4] Buchenau, M. and Suri, J.F. Experience prototyping. DIS, ACM Press (2000), 424-433. [5] Burns, C., Dishman, E., Verpiank, W., and Lassiter, B. Actors, Hairdos & Videotape - Informance Design. CHI, (1994), 119-120. [6] Bush, V. As we may think. Atlantic, 1945. 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