Ronald Schroeter
Queensland University of Technology
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Ronald Schroeter.
designing interactive systems | 2012
Ronald Schroeter; Marcus Foth; Christine Satchell
A growing body of research is looking at ways to bring the processes and benefits of online deliberation to the places they are about and in turn allow a larger, targeted proportion of the urban public to have a voice, be heard, and engage in questions of city planning and design. Seeking to take advantage of the civic opportunities of situated engagement through public screens and mobile devices, our research informed a public urban screen content application DIS that we deployed and evaluated in a wide range of real world public and urban environments. For example, it is currently running on the renowned urban screen at Federation Square in Melbourne. We analysed the data from these user studies within a conceptual framework that positions situated engagement across three key parameters: people, content, and location. We propose a way to identify the sweet spot within the nexus of these parameters to help deploy and run interactive systems to maximise the quality of the situated engagement for civic and related deliberation purposes.
human factors in computing systems | 2014
Margot Brereton; Paul Roe; Ronald Schroeter; Anita Lee Hong
This paper explores an emerging paradigm for HCI design research based primarily upon engagement, reciprocity and doing. Much HCI research begins with an investigatory and analytic ethnographic approach before translating to design. Design may come much later in the process and may never benefit the community that is researched. However in many settings it is difficult for researchers to access the privileged ethnographer position of observer and investigator. Moreover rapid ethnographic research often does not seem the best or most appropriate course of action. We draw upon a project working with a remote Australian Aboriginal community to illustrate an alternative approach in Indigenous research, where the notion of reciprocity is first and foremost. We argue that this can lead to sustainable designs, valid research and profound innovation.
communities and technologies | 2015
Luke Hespanhol; Martin Tomitsch; Ian McArthur; Joel Fredericks; Ronald Schroeter; Marcus Foth
This paper presents a series of studies on situated interfaces for community engagement. Firstly, we identify five recurring design challenges as well as four common strategies used to overcome them. We then assess the effectiveness of these strategies through field studies with public polling interfaces. We developed two very different polling interfaces in the form of (1) a web application running on an iPad mounted on a stand, allowing one vote at a time, and (2) a playful full-body interaction application for a large urban screen allowing concurrent participation. We deployed both interfaces in an urban precinct with high pedestrian traffic and equipped with a large urban screen. Analysing discoverability and learnability of each scenario, we derive insights regarding effective ways of blending community engagement interfaces into the built environment, while attracting the attention of passers-by and communicating the results of civic participation.
automotive user interfaces and interactive vehicular applications | 2012
Ronald Schroeter; Andry Rakotonirainy; Marcus Foth
Digital information that is place- and time-specific, is increasingly becoming available on all aspects of the urban landscape. People (cf. the Social Web), places (cf. the Geo Web), and physical objects (cf. ubiquitous computing, the Internet of Things) are increasingly infused with sensors, actuators, and tagged with a wealth of digital information. Urban informatics research explores these emerging digital layers of the city at the intersection of people, place and technology. However, little is known about the challenges and new opportunities that these digital layers may offer to road users driving through todays mega cities. We argue that this aspect is worth exploring in particular with regards to Auto-UIs overarching goal of making cars both safer and more enjoyable. This paper presents the findings of a pilot study, which included 14 urban informatics research experts participating in a guided ideation (idea creation) workshop within a simulated environment. They were immersed into different driving scenarios to imagine novel urban informatics type of applications specific to the driving context.
australasian computer-human interaction conference | 2011
Marcus Foth; Ronald Schroeter; Irina Anastasiu
We have designed a mobile application that takes advantage of the built-in features of smart phones such as camera and GPS that allow users to take geo-tagged photos while on the move. Urban residents can take pictures of broken street furniture and public property requiring repair, attach a brief description, and submit the information as a maintenance request to the local government organisation of their city. This paper discusses the design approach that led to the application, highlights a built-in mechanism to elicit user feedback, and evaluates the progress to date with user feedback and log statistics. It concludes with an outlook highlighting user requested features and our own design aspirations for moving from a reporting tool to a civic engagement tool.
automotive user interfaces and interactive vehicular applications | 2014
Ronald Schroeter; Jim Oxtoby; D. Johnson
Young males are over-represented in road crashes. Part of the problem is their proneness to boredom, a hardwired personality factor that can lead to risky driving. This paper presents a theoretical understanding of boredom in the driving context and demonstrates convincing arguments to investigate the role of boredom further. Specifically, this paper calls for the design of innovative technologies and applications that make safe driving more pleasurable and stimulating for young males, e.g., by applying gamification techniques. We propose two design concepts through the following questions: A. Can the simulation of risky driving reduce actual risky driving? B. Can the replacement of risky driving stimuli with alternative stimuli reduce risky driving? We argue that considering these questions in the future design of automotive user-interfaces and personal ubiquitous computing devices could effectively reduce risky driving behaviours among young males.
Journal of Safety Research | 2016
Fabius Steinberger; April Moeller; Ronald Schroeter
INTRODUCTION Road crash statistics are evidence of the severe consequences resulting from human error, especially among young adult males. Drivers perform best and safest when they are adequately engaged in the driving task. Boredom and a lack of engagement in the driving task may cause risk taking and phone use. However, the antecedents to driver boredom, the subjective experience itself, as well as the coping strategies to combat boredom are not well understood. The aim of this study was to investigate these aspects. METHOD We carried out a qualitative study in a simulated, safe, yet highly immersive driving environment. The 24 participants included male drivers aged 18 to 25 susceptible to risky driving and phone use. A phenomenological framework was used to analyze their accounts of the experience of boredom while driving. RESULTS Results indicate that situations giving rise to driver boredom include low traffic, slow or constant speed, and routine drives. Feelings comprising the experience were frustration, vigilance, relaxing, autopilot, mind wandering, and discomfort. Coping mechanisms manifest themselves in approach strategies related to the driving task such as speeding, which are often dangerous, and avoidance strategies, which include phone use. CONCLUSIONS We conclude that driver boredom bears similarities to the experience of boredom at work (unlike boredom at home) due to the situational constraints, where people feel stuck, trapped, or obliged to remain vigilant. PRACTICAL APPLICATIONS The findings present an opportunity for the road safety and automotive technology community to address the issue of under-stimulation through safety interventions aimed at increased task engagement. Our work can also aid in investigating driver experiences in partially automated driving, which is likely to induce boredom as well.
automotive user interfaces and interactive vehicular applications | 2015
Fabius Steinberger; Ronald Schroeter; Verena Lindner; Zachary Fitz-Walter; Joshua V. Hall; D. Johnson
This paper explores novel driving experiences that make use of gamification and augmented reality in the car. We discuss our design considerations, which are grounded in road safety psychology and video game design theory. We aim to address the tension between safe driving practices and player engagement. Specifically, we propose a holistic, iterative approach inspired by game design cognition and share our insights generated through the application of this process. We present preliminary game concepts that blend digital components with physical elements from the driving environment. We further highlight how this design process helped us to iteratively evolve these concepts towards being safer while maintaining fun. These insights and game design cognition itself will be useful to the AutomotiveUI community investigating similar novel driving experiences.
automotive user interfaces and interactive vehicular applications | 2014
Alessandro Soro; Andry Rakotonirainy; Ronald Schroeter; Sabine Wollstädter
Automotive interactive technologies represent an exemplar challenge for user experience (UX) designers, as the concerns for aesthetics, functionality and usability add up to the compelling issues of safety and cognitive demand. This extended abstract presents a methodology for the user-centred creation and evaluation of novel in-car applications, involving real users in realistic use settings. As a case study, we present the methodologies of an ideation workshop in a simulated environment and the evaluation of six design idea prototypes for in-vehicle head up display (HUD) applications using a semi-naturalistic drive. Both methods rely on video recordings of real traffic situations that the users are familiar with and/or experienced themselves. The extended abstract presents experiences and results from the evaluation and reflection on our methods.
human factors in computing systems | 2017
Fabius Steinberger; Ronald Schroeter; Marcus Foth; D. Johnson
Low levels of engagement while driving can pose road safety risks, e.g., inattention during low traffic or routine trips. Interactive technologies that increase task engagement could therefore offer safety benefits, e.g., through performance feedback, increased challenge, and incentives. As a means to build upon these notions, we chose to explore gamification of the driving task. The research aim was to study how to design gamified applications that make safe driving more engaging. We present six design lenses which bring into focus considerations most relevant to creating engaging car applications. A user study enhanced our understanding of design requirements and revealed user personas to support the development of such applications. These lenses and personas informed two prototypes, which we evaluated in driving simulator studies. Our results indicate that the gamified conditions increased driver engagement and reduced driving speeds. As such, our work contributes towards the design of engaging applications that are both appropriate to the safety-critical driving context and compelling to users.