{"title":"In-vehicle nudging for increased Adaptive Cruise Control use: a field study","authors":"Pär Gustavsson, Mikael Ljung Aust","doi":"10.1007/s12193-024-00434-z","DOIUrl":null,"url":null,"abstract":"<p>Close following to lead vehicles is associated with increased risk of rear-end crashes in road traffic. One way to reduce instances of close following is through increased use of the Advanced Driver Assistance System (ADAS) Adaptive Cruise Control (ACC), which is designed to adjust vehicle speed to maintain a safe time headway. Since the activation of ACC is driver-initiated, there is a need to influence the propensity of drivers to use the function. This research aimed to explore whether in-vehicle nudging interventions could be effective for this purpose. A field trial was conducted to consecutively assess the effects of two nudges on drivers’ utilization of ACC, compared to baseline usage. Exposing the participants (<i>n</i> = 49) to the first ambient design nudge resulted in a 46% increase in ACC usage on average. Following the introduction of the second nudge (a competitive leaderboard nudge), the average increase among participants (<i>n</i> = 48) during the complete treatment period reached 61%. The changes in ACC utilization varied between individual drivers, highlighting the need to monitor behavioral outcomes of nudges and adapt them when needed. In conclusion, this research shows that utilizing in-vehicle nudging is a promising approach to increase the use of vehicle functions contributing to improved traffic safety.</p>","PeriodicalId":17529,"journal":{"name":"Journal on Multimodal User Interfaces","volume":"37 1","pages":""},"PeriodicalIF":2.2000,"publicationDate":"2024-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal on Multimodal User Interfaces","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s12193-024-00434-z","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
Close following to lead vehicles is associated with increased risk of rear-end crashes in road traffic. One way to reduce instances of close following is through increased use of the Advanced Driver Assistance System (ADAS) Adaptive Cruise Control (ACC), which is designed to adjust vehicle speed to maintain a safe time headway. Since the activation of ACC is driver-initiated, there is a need to influence the propensity of drivers to use the function. This research aimed to explore whether in-vehicle nudging interventions could be effective for this purpose. A field trial was conducted to consecutively assess the effects of two nudges on drivers’ utilization of ACC, compared to baseline usage. Exposing the participants (n = 49) to the first ambient design nudge resulted in a 46% increase in ACC usage on average. Following the introduction of the second nudge (a competitive leaderboard nudge), the average increase among participants (n = 48) during the complete treatment period reached 61%. The changes in ACC utilization varied between individual drivers, highlighting the need to monitor behavioral outcomes of nudges and adapt them when needed. In conclusion, this research shows that utilizing in-vehicle nudging is a promising approach to increase the use of vehicle functions contributing to improved traffic safety.
期刊介绍:
The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.