Teen Driver Audio Interface
My team and I designed a driving simulation for a reminder-based audio interface to help teen drivers learn and practice driving. Targeting new drivers (typically 15 to 16 years of age), we performed extensive user research to understand the user's needs and what kind of interface would be the most effective. I built the environment of the simulation in Unity, took part in selecting the audio and feature list, and helped develop the back-end of our simulation.
Tools: Unity | Adobe Premiere Pro | Ocenaudio | Audacity Key Words: User Research | Prototype | Audio | Simulation Category: School |
Defining the Problem
According to research, accidents caused by drivers ages 15 to 16 typically are not related to reckless driving but are more influenced by the general unawareness and inexperience of these new drivers.
To tackle this problem, our solution was to create a reminder interface for new drivers. Instead of forming a visual interface, we primarily focused on a sound-based system with spatial auditory cues that would seamlessly integrate the new system into their driving experience.
The main problems the reminder interface addresses are:
To tackle this problem, our solution was to create a reminder interface for new drivers. Instead of forming a visual interface, we primarily focused on a sound-based system with spatial auditory cues that would seamlessly integrate the new system into their driving experience.
The main problems the reminder interface addresses are:
- Maintaining speed limit
- Not paying attention
- Drifting out of lanes
- Scanning intersections when crossing
- Checking blind spots before switching lanes
- Following to closely to other cars
Prototype 1: Sound Research & Simulations
The first prototype of the car reminder interface consisted of a set of sounds that were edited to fit our user needs. Using Unity 3D, I created a simplified driving simulation environment for our interface. For this prototype iteration, the roads and cars were built and movement capabilities were implemented. The audio cues were spatially placed in order to give an understanding of the full experience.
We broke down our initial sounds into what it would sound like and how it would change in the specific environments.
Feedback
Some of the feedback we received from the review of Prototype 1 was to include a visual interface to reinforce the sounds in case they didn't understand what they meant. Our professor also suggested more complex uses of our audio cues that fluctuate based on the actions of the driver.
We broke down our initial sounds into what it would sound like and how it would change in the specific environments.
- Speed: Ambient Sound (Constant when following speed limit; pitch and volume is manipulated according to higher or lower speeds)
- Hey Pay Attention!: Friendly alert (played at a regular interval, used to remind user not to fall asleep or daydream)
- Scan Intersection: Soft Metallic Swoosh (sweep back and forth between left and right speakers)
- Out of Lane: Buzzer (when crossing into another lane without a signal)
- Check Blind Spot: Two-tone Chime (plays from the appropriate back speaker)
Feedback
Some of the feedback we received from the review of Prototype 1 was to include a visual interface to reinforce the sounds in case they didn't understand what they meant. Our professor also suggested more complex uses of our audio cues that fluctuate based on the actions of the driver.
Prototype 2: Integrated Sounds & Driving Capability
Using the feedback collected from the first prototype, we continued to work on the functionality of the car and integrating the sounds into the system. An additional sound was created for following too closely to cars in front. Interface screens were also added on the dashboard to provide further explanation of how to improve driving.
Usability Testing
User evaluation data was collected from people who were also taking the course as well as people who were not. We did this to ensure that the focus of our user testing was on the concept of our simulation rather than merely the functionality and controls of the car. The test instruments used were the keypad and mouse to control the Unity prototype and earphones.
The users performed Think Alouds during their experience and answered a post-test questionnaire based on their thoughts on the sounds chosen, their effectiveness and any other opinions they had.
Overall, the feedback we received was very helpful and helped us create an improved iteration of our project. Some suggestions and solutions included:
The users performed Think Alouds during their experience and answered a post-test questionnaire based on their thoughts on the sounds chosen, their effectiveness and any other opinions they had.
Overall, the feedback we received was very helpful and helped us create an improved iteration of our project. Some suggestions and solutions included:
- To expand the field of view to make it easier for the user to tell what counts as paying attention
- To make checking the blind spot a dynamic sound (pitch and frequency change based on distance instead of simply playing the original sound)
- To make speed sound louder when speeding
- To change the out-of-lane buzzer sound to have the wah-wah effect, now less harsh
- To add a new functionality that detects when the user is following too closely to the car in front and changes the sound dynamically based on distance
Final Simulation
Demo Reel