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Mark Colley

Publications and source records attributed to Mark Colley.

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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BlurDriving: Investigating How Personalized Blur Techniques Impact Drivers' Performance in Virtual Reality

Distracted driving remains a major safety concern, motivating approaches that aim to reduce visual overload before attention breaks down. However, visual overload varies across individuals, making it difficult to determine appropriate interventions for each driver. We investigate whether controllable visual blur can simplify the driving scene and mitigate distraction. To address this challenge, we propose BlurDriving, a target-selective, distance-aware blur system in a Virtual Reality (VR) urban driving simulator, and employ a Human-in-the-Loop Multi-Objective Bayesian Optimization (HITL-MOBO) framework to personalize blur configurations. Across two VR user studies, we evaluated driving under normal conditions in Study 1 and under cognitively demanding conditions in Study 2. We found that personalization revealed strong individual differences in blur preference but did not lead to significant improvements in objective driving performance compared to a no-blur baseline. Qualitative feedback revealed polarized responses: some drivers reported improved focus, while others experienced uncertainty, fatigue, or discomfort. These findings suggest that visual blur is not universally effective. Instead, its benefits depend on individual perceptual strategies and tolerance for visual uncertainty. This work highlights the limits of personalized visual simplification in safety-critical driving and informs adaptive in-vehicle interface design.

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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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Improving Low-Vision Chart Accessibility via On-Cursor Visual Context

Despite widespread use, charts remain largely inaccessible for Low-Vision Individuals (LVI). Reading charts requires viewing data points within a global context, which is difficult for LVI who may rely on magnification or experience a partial field of vision. We aim to improve exploration by providing visual access to critical context. To inform this, we conducted a formative study with five LVI. We identified four fundamental contextual elements common across chart types: axes, legend, grid lines, and the overview. We propose two pointer-based interaction methods to provide this context: Dynamic Context, a novel focus+context interaction, and Mini-map, which adapts overview+detail principles for LVI. In a study with N=22 LVI, we compared both methods and evaluated their integration to current tools. Our results show that Dynamic Context had significant positive impact on access, usability, and effort reduction; however, worsened visual load. Mini-map strengthened spatial understanding, but was less preferred for this task. We offer design insights to guide the development of future systems that support LVI with visual context while balancing visual load.

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Peeking Ahead of the Field Study: Exploring VLM Personas as Support Tools for Embodied Studies in HCI

Field studies are irreplaceable but costly, time-consuming, and error-prone, which need careful preparation. Inspired by rapid-prototyping in manufacturing, we propose a fast, low-cost evaluation method using Vision-Language Model (VLM) personas to simulate outcomes comparable to field results. While LLMs show human-like reasoning and language capabilities, autonomous vehicle (AV)-pedestrian interaction requires spatial awareness, emotional empathy, and behavioral generation. This raises our research question: To what extent can VLM personas mimic human responses in field studies? We conducted parallel studies: 1) one real-world study with 20 participants, and 2) one video-study using 20 VLM personas, both on a street-crossing task. We compared their responses and interviewed five HCI researchers on potential applications. Results show that VLM personas mimic human response patterns (e.g., average crossing times of 5.25 s vs. 5.07 s) lack the behavioral variability and depth. They show promise for formative studies, field study preparation, and human data augmentation.

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See2Refine: Vision-Language Feedback Improves LLM-Based eHMI Action Designers

Automated vehicles lack natural communication channels with other road users, making external Human-Machine Interfaces (eHMIs) essential for conveying intent and maintaining trust in shared environments. However, most eHMI studies rely on developer-crafted message-action pairs, which are difficult to adapt to diverse and dynamic traffic contexts. A promising alternative is to use Large Language Models (LLMs) as action designers that generate context-conditioned eHMI actions, yet such designers lack perceptual verification and typically depend on fixed prompts or costly human-annotated feedback for improvement. We present See2Refine, a human-free, closed-loop framework that uses vision-language model (VLM) perceptual evaluation as automated visual feedback to improve an LLM-based eHMI action designer. Given a driving context and a candidate eHMI action, the VLM evaluates the perceived appropriateness of the action, and this feedback is used to iteratively revise the designer's outputs, enabling systematic refinement without human supervision. We evaluate our framework across three eHMI modalities (lightbar, eyes, and arm) and multiple LLM model sizes. Across settings, our framework consistently outperforms prompt-only LLM designers and manually specified baselines in both VLM-based metrics and human-subject evaluations. Results further indicate that the improvements generalize across modalities and that VLM evaluations are well aligned with human preferences, supporting the robustness and effectiveness of See2Refine for scalable action design.

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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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ProVoice: Designing Proactive Functionality for In-Vehicle Conversational Assistants using Multi-Objective Bayesian Optimization to Enhance Driver Experience

The next step for In-vehicle Conversational Assistants (IVCAs) will be their capability to initiate and automate proactive system interactions throughout journeys. However, diverse drivers make it challenging to design voice interventions tailored towards individual on-road expectations. This paper evaluates the effectiveness of Human-in-the-Loop (HITL) Multi-Objective Bayesian Optimization (MOBO) in design by implementing ProVoice: a Virtual Reality (VR) driving simulator integrating MOBO to investigate the effects of IVCA design variants on perceived mental demand, predictability, and usefulness. By reporting the Pareto Front from a within-subjects VR study (N=19), this paper proposes optimal design trade-offs. Follow-up analysis demonstrates MOBO's success in discovering effective intervention strategies, with reduced participant mental demand, alongside enhanced predictability and usefulness while engaging with the proactive IVCA. Implications for computational techniques in future research on proactive intervention strategies are discussed. ProVoice can extend to include alternative design parameters and driving scenarios, encouraging intervention design on a broad scale.

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GTA: Generative Traffic Agents for Simulating Realistic Mobility Behavior

People's transportation choices reflect complex trade-offs shaped by personal preferences, social norms, and technology acceptance. Predicting such behavior at scale is a critical challenge with major implications for urban planning and sustainable transport. Traditional methods use handcrafted assumptions and costly data collection, making them impractical for early-stage evaluations of new technologies or policies. We introduce Generative Traffic Agents (GTA) for simulating large-scale, context-sensitive transportation choices using LLM-powered, persona-based agents. GTA generates artificial populations from census-based sociodemographic data. It simulates activity schedules and mode choices, enabling scalable, human-like simulations without handcrafted rules. We evaluate GTA in Berlin-scale experiments, comparing simulation results against empirical data. While agents replicate patterns, such as modal split by socioeconomic status, they show systematic biases in trip length and mode preference. GTA offers new opportunities for modeling how future innovations, from bike lanes to transit apps, shape mobility decisions.

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Towards Inclusive External Human-Machine Interface: Exploring the Effects of Visual and Auditory eHMI for Deaf and Hard-of-Hearing People

External Human-Machine Interfaces (eHMIs) have been proposed to facilitate communication between Automated Vehicles (AVs) and pedestrians. However, no attention was given to Deaf and Hard-of-Hearing (DHH) people. We conducted a formative study through focus groups with 6 DHH people and 6 key stakeholders (including researchers, assistive technologists, and automotive interface designers) to compare proposed eHMIs and extract key design requirements. Subsequently, we investigated the effects of visual and auditory eHMI in a virtual reality user study with 32 participants (16 DHH). Results from our scenario suggesting that (1) DHH participants spent more time looking at the AV; (2) both visual and auditory eHMIs enhanced trust, usefulness, and perceived safety; and (3) only visual eHMIs reduced the time to step into the road, time looking at the AV, gaze time, and percentage looking at active visual eHMI components. Lastly, we provided five practical implications for making eHMI inclusive of DHH people.

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Exploring the Impacts of Background Noise on Auditory Stimuli of Audio-Visual eHMIs for Hearing, Deaf, and Hard-of-Hearing People

External Human-Machine Interfaces (eHMIs) have been proposed to enhance communication between automated vehicles (AVs) and pedestrians, with growing interest in multi-modal designs such as audio-visual eHMIs. Just as poor lighting can impair visual cues, a loud background noise may mask the auditory stimuli. However, its effects within these systems have not been examined, and little is known about how pedestrians -- particularly Deaf and Hard-of-Hearing (DHH) people -- perceive different types of auditory stimuli. We conducted a virtual reality study (Hearing N=25, DHH N=11) to examine the effects of background noise (quiet and loud) on auditory stimuli (baseline, bell, speech) within an audio-visual eHMI. Results revealed that: (1) Crossing experiences of DHH pedestrians significantly differ from Hearing pedestrians. (2) Loud background noise adversely affects pedestrians' crossing experiences. (3) Providing an additional auditory eHMI (bell/speech) improves crossing experiences. We outlined four practical implications for future eHMI design and research.

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TailCue: Exploring Animal-inspired Robotic Tail for Automated Vehicles Interaction

Automated vehicles (AVs) are gradually becoming part of our daily lives. However, effective communication between road users and AVs remains a significant challenge. Although various external human-machine interfaces (eHMIs) have been developed to facilitate interactions, psychological factors, such as a lack of trust and inadequate emotional signaling, may still deter users from confidently engaging with AVs in certain contexts. To address this gap, we propose TailCue, an exploration of how tail-based eHMIs affect user interaction with AVs. We first investigated mappings between tail movements and emotional expressions from robotics and zoology, and accordingly developed a motion-emotion mapping scheme. A physical robotic tail was implemented, and specific tail motions were designed based on our scheme. An online, video-based user study with 21 participants was conducted. Our findings suggest that, although the intended emotions conveyed by the tail were not consistently recognized, open-ended feedback indicated that the tail motion needs to align with the scenarios and cues. Our result highlights the necessity of scenario-specific optimization to enhance tail-based eHMIs. Future work will refine tail movement strategies to maximize their effectiveness across diverse interaction contexts.

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Understanding the Video Content Creation Journey of Creators with Sensory Impairment in Kenya

Video content creation offers vital opportunities for expression and participation, yet remains largely inaccessible to creators with sensory impairments, especially in low-resource settings. We conducted interviews with 20 video creators with visual and hearing impairments in Kenya to examine their tools, challenges, and collaborative practices. Our findings show that accessibility barriers and infrastructural limitations shape video creation as a staged, collaborative process involving trusted human partners and emerging AI tools. Across workflows, creators actively negotiated agency and trust, maintaining creative control while bridging sensory gaps. We discuss the need for flexible, interdependent collaboration models, inclusive human-AI workflows, and diverse storytelling practices. This work broadens accessibility research in HCI by examining how technology and social factors intersect in low-resource contexts, suggesting ways to better support disabled creators globally.

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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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Automating eHMI Action Design with LLMs for Automated Vehicle Communication

The absence of explicit communication channels between automated vehicles (AVs) and other road users requires the use of external Human-Machine Interfaces (eHMIs) to convey messages effectively in uncertain scenarios. Currently, most eHMI studies employ predefined text messages and manually designed actions to perform these messages, which limits the real-world deployment of eHMIs, where adaptability in dynamic scenarios is essential. Given the generalizability and versatility of large language models (LLMs), they could potentially serve as automated action designers for the message-action design task. To validate this idea, we make three contributions: (1) We propose a pipeline that integrates LLMs and 3D renderers, using LLMs as action designers to generate executable actions for controlling eHMIs and rendering action clips. (2) We collect a user-rated Action-Design Scoring dataset comprising a total of 320 action sequences for eight intended messages and four representative eHMI modalities. The dataset validates that LLMs can translate intended messages into actions close to a human level, particularly for reasoning-enabled LLMs. (3) We introduce two automated raters, Action Reference Score (ARS) and Vision-Language Models (VLMs), to benchmark 18 LLMs, finding that the VLM aligns with human preferences yet varies across eHMI modalities.

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