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Enrico Rukzio

Publications and source records attributed to Enrico Rukzio.

At least 19 recordsLinked to original sources

Effects of Auditory Information for People With Visual Impairments in Highly Automated Vehicles

Automated vehicles promise to improve accessibility and access to personal mobility for everyone. However, their design and current research trends in visualizing relevant information do not reflect this commitment to accessibility for users with visual impairments. Therefore, we designed and implemented a visual and auditory communication concept for people with visual impairments seated inside fully automated vehicles. Furthermore, in an online video-based study (N=35, 12 with visual impairments), we compared three levels of auditory information communication: low (safety-relevant information only), medium (additionally including vehicle control and route updates), and high (additionally including sightseeing and destination information). Results showed that trust and user experience significantly improved with additional information, with a corresponding, albeit less robust, effect on perceived safety. However, they also revealed that a potential information saturation was reached with medium information. Our work helps to improve the accessibility of automated vehicles by guiding designers towards adequate information communication.

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Multi-Session User Experience Assessments of Computationally Optimized Automated Vehicle Functionality Visualizations

Understanding automated vehicles (AVs) is crucial to improving their acceptance. Numerous approaches to visualizing relevant traffic information to passengers have been proposed and empirically evaluated. As this is time-consuming, costly, and reduces the possible design parameters, we employed multi-objective Bayesian optimization to optimize the design of visualizations in AVs. In particular, we evaluated multi-session aspects involving iterative optimization. We optimized the design for passenger trust and perceived safety while minimizing cognitive load. Results from an online study (N=74) show that this method effectively identifies visualization design parameter values that improve trust, safety, and predictability while making the design process more efficient and scalable. However, shortcomings of the computational approach when optimizing for subjective measurements are highlighted and discussed.

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Can't Stop: How Context and Individual Traits Influence Effectiveness of Different Gradual Interventions for Infinite Scrolling on Short-Form Video Platforms

Infinite scrolling on short-form video platforms like TikTok encourages prolonged engagement and post-usage regret. Interventions aim to mitigate such behavior, but their effectiveness may depend on the interplay between intervention type, contextual factors, and individual traits. In a 7-day within-subject randomized field study (N=104), we compared a baseline pop-up and two gradually intensifying design frictions (visual and haptic). We evaluated behavioral changes and user experience using objective and subjective measures. Results showed that the pop-up was initially effective but quickly lost impact, whereas the visual gradual intervention sustained subjective ratings the longest. Bayesian modeling revealed that self-regulation traits moderate how participants responded to the three intervention types. For participants with low impulsivity, the type of intervention had little influence on its subjective effectiveness. For participants with high impulsivity, however, differences between intervention types were substantial, with the explicit baseline pop-up being most effective compared to the novel gradual interventions. Contextual factors, in contrast, showed little influence. These findings suggest that intervention modality and individual differences in self-regulation shape intervention effectiveness.

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Responsible Trauma Research: Designing Effective and Sustainable Virtual Reality Exposure Studies

Virtual reality exposure therapy (VRET) enables controlled exposure to trauma-related stimuli to facilitate memory access and emotional processing. However, the field remains underexplored for complex post-traumatic stress disorder (C-PTSD). Unlike single-trauma PTSD, C-PTSD requires highly individualized triggers that are difficult to identify and implement safely. We conducted a feasibility study with 11 patients, two trauma therapists, and a VR developer to explore integrating VRET into C-PTSD treatment while safeguarding all stakeholders. Initial findings indicate that simple objects can be just as effective as complex scenes, therapeutic success does not correlate with VR presence levels, and the design process itself became integral to therapy rather than preparatory. However, involving developers in therapy sessions led to considerable emotional stress and role confusion, which required a cautious approach. Based on these insights, we provide methodological recommendations for safe and patient-centered VRET studies that balance therapeutic effectiveness with stakeholder safety across the research process.

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Investigating the Effects of Eco-Friendly Service Options on Rebound Behavior in Ride-Hailing

Eco-friendly service options (EFSOs) aim to reduce personal carbon emissions, yet their eco-friendly framing may permit increased consumption, weakening their intended impact. Such rebound effects remain underexamined in HCI, including how common eco-feedback approaches shape them. We investigate this in an online within-subjects experiment (N=75) in a ride-hailing context. Participants completed 10 trials for five conditions (No EFSO, EFSO - Minimal, EFSO - CO2 Equivalency, EFSO - Gamified, EFSO - Social), yielding 50 choices between walking and ride-hailing for trips ranging from 0.5mi - 2.0mi (0.80km - 3.22km). We measured how different EFSO variants affected ride-hailing uptake relative to a No EFSO baseline. EFSOs lacking explicit eco-feedback metrics increased ride-hailing uptake, and qualitative responses indicate that EFSOs can make convenience-driven choices more permissible. We conclude with implications for designing EFSOs that begin to take rebound effects into account.

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eHMI for All -- Investigating the Effect of External Communication of Automated Vehicles on Pedestrians, Manual Drivers, and Cyclists in Virtual Reality

With automated vehicles (AVs), the absence of a human operator could necessitate external Human-Machine Interfaces (eHMIs) to communicate with other road users. Existing research primarily focuses on pedestrian-AV interactions, with limited attention given to other road users, such as cyclists and drivers of manually driven vehicles. So far, no studies have compared the effects of eHMIs across these three road user roles. Therefore, we conducted a within-subjects virtual reality experiment (N=40), evaluating the subjective and objective impact of an eHMI communicating the AV's intention to pedestrians, cyclists, and drivers under various levels of distraction (no distraction, visual noise, interference). eHMIs positively influenced safety perceptions, trust, perceived usefulness, and mental demand across all roles. While distraction and road user roles showed significant main effects, interaction effects were only observed in perceived usability. Thus, a unified eHMI design is effective, facilitating the standardization and broader adoption of eHMIs in diverse traffic.

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MIRAGE: Enabling Real-Time Automotive Mediated Reality

Traffic is inherently dangerous, with around 1.19 million fatalities annually. Automotive Mediated Reality (AMR) can enhance driving safety by overlaying critical information (e.g., outlines, icons, text) on key objects to improve awareness, altering objects' appearance to simplify traffic situations, and diminishing their appearance to minimize distractions. However, real-world AMR evaluation remains limited due to technical challenges. To fill this sim-to-real gap, we present MIRAGE, an open-source tool that enables real-time AMR in real vehicles. MIRAGE implements 15 effects across the AMR spectrum of augmented, diminished, and modified reality using state-of-the-art computational models for object detection and segmentation, depth estimation, and inpainting. In an on-road expert user study (N=9) of MIRAGE, participants enjoyed the AMR experience while pointing out technical limitations and identifying use cases for AMR. We discuss these results in relation to prior work and outline implications for AMR ethics and interaction design.

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Shape of You: Implications of Social Context and Avatar Body Shape on Relatedness, Emotions, and Performance in a Virtual Reality Workout

It is obvious that emotions are causal variables of motivation, as they elicit states, forces and energies that trigger and guide labor behavior. Thus, a motivational tension that is not informed by needs alone, but also by emotions, intention, goals and means to achieve them is therefore generated within the mental, emotional and physical plane. Based on Montserrat's opinion (2004: 131), that "to motivate means, above all, to move and to transmit an emotion", we will undertake to identify the mutual influences between emotions and motivation. The main objectives of this article are to display a summary of the theories and definitions about emotions and to explore the links between emotions and motivation. Although interconnected, emotions and motivation can be contemplated from a double perspective: (1) emotions influence motivation and (2) motivation influences emotions. Moreover, we will consider motivation from three dimensions: (1) cognitive, (2) affective and (3) volitional. The ultimate purpose of this article is to issue a warning as to the importance of the emotional side of motivation. An important part in implementing such insight is to be played by managers (and by employees, also), who should develop the skills and know-how needed to keep a well-balanced emotional climate that effectively favors the maximization of individual and group motivation at the workplace.

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Put Your Muscle Into It: Introducing XEM2, a Novel Approach for Monitoring Exertion in Stationary Physical Exercises Leveraging Muscle Work

We present a novel system for camera-based measurement and visualization of muscle work based on the Hill-Type-Muscle-Model: the exercise exertion muscle-work monitor (\textit{XEM}$^{2}$). Our aim is to complement and, thus, address issues of established measurement techniques that offer imprecise data for non-uniform movements (burned calories) or provide limited information on strain across different body parts (self-perception scales). We validate the reliability of XEM's measurements through a technical evaluation of ten participants and five exercises. Further, we assess the acceptance, usefulness, benefits, and opportunities of \textit{XEM}$^{2}$ in an empirical user study. Our results show that \textit{XEM}$^{2}$ provides reliable values of muscle work and supports participants in understanding their workout while also providing reliable information about perceived exertion per muscle group. With this paper, we introduce a novel system capable of measuring and visualizing exertion for single muscle groups, which has the potential to improve exercise monitoring to prevent unbalanced workouts.

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VIP-Sim: A User-Centered Approach to Vision Impairment Simulation for Accessible Design

People with vision impairments (VIPs) often rely on their remaining vision when interacting with user interfaces. Simulating visual impairments is an effective tool for designers, fostering awareness of the challenges faced by VIPs. While previous research has introduced various vision impairment simulators, none have yet been developed with the direct involvement of VIPs or thoroughly evaluated from their perspective. To address this gap, we developed VIP-Sim. This symptom-based vision simulator was created through a participatory design process tailored explicitly for this purpose, involving N=7 VIPs. 21 symptoms, like field loss or light sensitivity, can be overlaid on desktop design tools. Most participants felt VIP-Sim could replicate their symptoms. VIP-Sim was received positively, but concerns about exclusion in design and comprehensiveness of the simulation remain, mainly whether it represents the experiences of other VIPs.

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Mind Games! Exploring the Impact of Dark Patterns in Mixed Reality Scenarios

Mixed Reality (MR) integrates virtual objects with the real world, offering potential but raising concerns about misuse through dark patterns. This study explored the effects of four dark patterns, adapted from prior research, and applied to MR across three targets: places, products, and people. In a two-factorial within-subject study with 74 participants, we analyzed 13 videos simulating MR experiences during a city walk. Results show that all dark patterns significantly reduced user comfort, increased reactance, and decreased the intention to use MR glasses, with the most disruptive effects linked to personal or monetary manipulation. Additionally, the dark patterns of Emotional and Sensory Manipulation and Hiding Information produced similar impacts on the user in MR, suggesting a re-evaluation of current classifications to go beyond deceptive design techniques. Our findings highlight the importance of developing ethical design guidelines and tools to detect and prevent dark patterns as immersive technologies continue to evolve.

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Rethinking Accessible Prototyping Methods for Blind and Visually Impaired Passengers in Highly Automated Vehicles

Highly Automated Vehicles (HAVs) can improve mobility for blind and visually impaired people (BVIPs). However, designing non-visual interfaces that enable them to maintain situation awareness inside the vehicle is a challenge. This paper presents two of our participatory design workshops that explored what information BVIPs need in HAVs and what an interface that meets these needs might look like. Based on the participants' insights, we created final systems to improve their situation awareness. The two workshops used different approaches: in the first, participants built their own low-fidelity prototypes; in the second, they evaluated and discussed the initial prototypes we provided. We will outline how each workshop was set up and share lessons learned about prototyping methods for BVIPs and how they could be improved.

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Describe Me Something You Do Not Remember - Challenges and Risks of Exposure Design Using Generative Artificial Intelligence for Therapy of Complex Post-traumatic Disorder

Post-traumatic stress disorder (PTSD) is associated with sudden, uncontrollable, and intense flashbacks of traumatic memories. Trauma exposure psychotherapy has proven effective in reducing the severity of trauma-related symptoms. It involves controlled recall of traumatic memories to train coping mechanisms for flashbacks and enable autobiographical integration of distressing experiences. In particular, exposure to visualizations of these memories supports successful recall. Although this approach is effective for various trauma types, it remains available for only a few. This is due to the lack of cost-efficient solutions for creating individualized exposure visualizations. This issue is particularly relevant for the treatment of Complex PTSD (CPTSD), where traumatic memories are highly individual and generic visualizations do not meet therapeutic needs. Generative Artificial Intelligence (GAI) offers a flexible and cost-effective alternative. GAI enables the creation of individualized exposure visualizations during therapy and, for the first time, allows patients to actively participate in the visualization process. While GAI opens new therapeutic perspectives and may improve access to trauma therapy, especially for CPTSD, it also introduces significant challenges and risks. The extreme uncertainty and lack of control that define both CPTSD and GAI raise concerns about feasibility and safety. To support safe and effective three-way communication, it is essential to understand the roles of patient, system, and therapist in exposure visualization and how each can contribute to safety. This paper outlines perspectives, challenges, and risks associated with the use of GAI in trauma therapy, with a focus on CPTSD.

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When Do We Feel Present in a Virtual Reality? Towards Sensitivity and User Acceptance of Presence Questionnaires

Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is little research on their validity regarding specific presence dimensions and their responsiveness to differences in perception among users. We investigated four presence questionnaires (SUS, PQ, IPQ, Bouchard) on their responsiveness to intensity variations of known presence dimensions and asked users about their consistency with their experience. Therefore, we created five VR scenarios that were designed to emphasize a specific presence dimension. Our findings showed heterogeneous sensitivity of the questionnaires dependent on the different dimensions of presence. This highlights a context-specific suitability of presence questionnaires. The questionnaires' sensitivity was further stated as lower than actually perceived. Based on our findings, we offer guidance on selecting these questionnaires based on their suitability for particular use cases.

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Light My Way: Developing and Exploring a Multimodal Interface to Assist People With Visual Impairments to Exit Highly Automated Vehicles

The introduction of Highly Automated Vehicles (HAVs) has the potential to increase the independence of blind and visually impaired people (BVIPs). However, ensuring safety and situation awareness when exiting these vehicles in unfamiliar environments remains challenging. To address this, we conducted an interactive workshop with N=5 BVIPs to identify their information needs when exiting an HAV and evaluated three prior-developed low-fidelity prototypes. The insights from this workshop guided the development of PathFinder, a multimodal interface combining visual, auditory, and tactile modalities tailored to BVIP's unique needs. In a three-factorial within-between-subject study with N=16 BVIPs, we evaluated PathFinder against an auditory-only baseline in urban and rural scenarios. PathFinder significantly reduced mental demand and maintained high perceived safety in both scenarios, while the auditory baseline led to lower perceived safety in the urban scenario compared to the rural one. Qualitative feedback further supported PathFinder's effectiveness in providing spatial orientation during exiting.

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OptiCarVis: Improving Automated Vehicle Functionality Visualizations Using Bayesian Optimization to Enhance User Experience

Automated vehicle (AV) acceptance relies on their understanding via feedback. While visualizations aim to enhance user understanding of AV's detection, prediction, and planning functionalities, establishing an optimal design is challenging. Traditional "one-size-fits-all" designs might be unsuitable, stemming from resource-intensive empirical evaluations. This paper introduces OptiCarVis, a set of Human-in-the-Loop (HITL) approaches using Multi-Objective Bayesian Optimization (MOBO) to optimize AV feedback visualizations. We compare conditions using eight expert and user-customized designs for a Warm-Start HITL MOBO. An online study (N=117) demonstrates OptiCarVis's efficacy in significantly improving trust, acceptance, perceived safety, and predictability without increasing cognitive load. OptiCarVis facilitates a comprehensive design space exploration, enhancing in-vehicle interfaces for optimal passenger experiences and broader applicability.

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PlantPal: Leveraging Precision Agriculture Robots to Facilitate Remote Engagement in Urban Gardening

Urban gardening is widely recognized for its numerous health and environmental benefits. However, the lack of suitable garden spaces, demanding daily schedules and limited gardening expertise present major roadblocks for citizens looking to engage in urban gardening. While prior research has explored smart home solutions to support urban gardeners, these approaches currently do not fully address these practical barriers. In this paper, we present PlantPal, a system that enables the cultivation of garden spaces irrespective of one's location, expertise level, or time constraints. PlantPal enables the shared operation of a precision agriculture robot (PAR) that is equipped with garden tools and a multi-camera system. Insights from a 3-week deployment (N=18) indicate that PlantPal facilitated the integration of gardening tasks into daily routines, fostered a sense of connection with one's field, and provided an engaging experience despite the remote setting. We contribute design considerations for future robot-assisted urban gardening concepts.

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Bumpy Ride? Understanding the Effects of External Forces on Spatial Interactions in Moving Vehicles

As the use of Head-Mounted Displays in moving vehicles increases, passengers can immerse themselves in visual experiences independent of their physical environment. However, interaction methods are susceptible to physical motion, leading to input errors and reduced task performance. This work investigates the impact of G-forces, vibrations, and unpredictable maneuvers on 3D interaction methods. We conducted a field study with 24 participants in both stationary and moving vehicles to examine the effects of vehicle motion on four interaction methods: (1) Gaze&Pinch, (2) DirectTouch, (3) Handray, and (4) HeadGaze. Participants performed selections in a Fitts' Law task. Our findings reveal a significant effect of vehicle motion on interaction accuracy and duration across the tested combinations of Interaction Method x Road Type x Curve Type. We found a significant impact of movement on throughput, error rate, and perceived workload. Finally, we propose future research considerations and recommendations on interaction methods during vehicle movement.

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