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ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving

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  • Mercedes-Benz

Abstract and Figures

In a fully autonomous driving situation, passengers hand over the steering control to a highly automated system. Autonomous driving behaviour may lead to confusion and negative user experience. When establishing such new technology, the user’s acceptance and understanding are crucial factors regarding success and failure. Using a driving simulator and a mobile application, we evaluated if system transparency during and after the interaction can increase the user experience and subjective feeling of safety and control. We contribute an initial guideline for autonomous driving experience design, bringing together the areas of user experience, explainable artificial intelligence and autonomous driving. The AVAM questionnaire, UEQ-S and interviews show that explanations during or after the ride help turn a negative user experience into a neutral one, which might be due to the increased feeling of control. However, we did not detect an effect for combining explanations during and after the ride.
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ExplAIn Yourself! Transparency for Positive UX in Autonomous
Driving
Tobias Schneider Joana Hois Alischa Rosenstein
Stuttgart Media University Mercedes-Benz AG Mercedes-Benz AG
Stuttgart, Germany Stuttgart, Germany Stuttgart, Germany
schneidert@hdm-stuttgart.de joana.hois@daimler.com alischa.rosenstein@daimler.com
Sabiha Ghellal Dimitra Theofanou-Fülbier Ansgar Gerlicher
Stuttgart Media University Mercedes-Benz AG Stuttgart Media University
Stuttgart, Germany Stuttgart, Germany Stuttgart, Germany
ghellal@hdm-stuttgart.de dimitra.theofanou- gerlicher@hdm-stuttgart.de
fuelbier@daimler.com
ABSTRACT
In a fully autonomous driving situation, passengers hand over the
steering control to a highly automated system. Autonomous driv-
ing behaviour may lead to confusion and negative user experience.
When establishing such new technology, the user’s acceptance and
understanding are crucial factors regarding success and failure. Us-
ing a driving simulator and a mobile application, we evaluated if
system transparency during and after the interaction can increase
the user experience and subjective feeling of safety and control. We
contribute an initial guideline for autonomous driving experience
design, bringing together the areas of user experience, explainable
articial intelligence and autonomous driving. The AVAM question-
naire, UEQ-S and interviews show that explanations during or after
the ride help turn a negative user experience into a neutral one,
which might be due to the increased feeling of control. However,
we did not detect an eect for combining explanations during and
after the ride.
CCS CONCEPTS
Human-centered computing User studies
; Empirical stud-
ies in visualization; Empirical studies in HCI.
KEYWORDS
user experience, explainable articial intelligence, autonomous driv-
ing
ACM Reference Format:
Tobias Schneider, Joana Hois, Alischa Rosenstein, Sabiha Ghellal, Dimitra
Theofanou-Fülbier, and Ansgar Gerlicher. 2021. ExplAIn Yourself! Trans-
parency for Positive UX in Autonomous Driving. In CHI Conference on
Human Factors in Computing Systems (CHI ’21), May 8–13, 2021, Yokohama,
Japan. ACM, New York, NY, USA, 12 pages. https://doi.org/10.1145/3411764.
3446647
Permission to make digital or hard copies of part or all of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed
for prot or commercial advantage and that copies bear this notice and the full citation
on the rst page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
CHI ’21, May 8–13, 2021, Yokohama, Japan
© 2021 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-8096-6/21/05.
https://doi.org/10.1145/3411764.3446647
1 INTRODUCTION
In the case of autonomous driving, replacing the human driver
with an articial intelligence (
AI
) may lead to users that are scep-
tical towards the system. Subjective well-being is decreased and
therefore, user experience (
UX
) is less positive. As Hartwich et al
.
demonstrated, passengers prefer human drivers over autonomous
vehicles, even though the ride was identical [
19
]. The negative ex-
periences may be, for example, due to users not being in control
of the system, not being able to actively engage in the situation,
disapproving the driving style, or not yet being familiar with au-
tonomous vehicles (
AV
s) and their services [
28
,
38
]. However, easy
accessibility and practicability also show that users have an interest
and curiosity in such new technology [44].
An in-depth survey is provided by Miller
[39]
on requirements
for system explanations for humans. So far, only a few approaches
have investigated whether available methods for explanations from
AI
systems can be directly provided to end-users [
4
,
5
,
35
]. Yet,
the question is how to implement insights from human needs for
explanation and how to comply with regulations for transparency
for a specic use case that also benets the system design with
regard to
UX
. This is also of interest, as design guidelines for AI
systems are available that recommend or even require systems to
be transparent and explain themselves to developers, and end-users
[26].
This paper focusses on vehicles with full driving automation
(SAE level 5 [
43
]) and investigates if system explanations can im-
prove the
UX
during autonomous rides. We conducted a user study
to determine whether explanations of the system during or after
an autonomous ride can improve the experience with the
AV
, or
even support passengers’ well-being. The focus was on rst-time
users or users who had only a few experiences with
AV
s so far. The
study intersects with the following two elds of research: (1) User
Experience Design (
UXD
) and interaction design which aim at pro-
viding a positive human-computer interaction and (2) Explainable
Articial Intelligence (
XAI
) that aims at increasing transparency in
system behaviour and insights in system predictions.
2 RELATED WORK
This paper is related to the research topics
UX
,
XAI
, user trust and
acceptance. It is applied in the context of rst-time users or users
This work is licensed under a Creative Commons Attribution International
4.0 License.
CHI ’21, May 8–13, 2021, Yokohama, Japan T. Schneider et al.
with little experience in autonomous driving. This paper is based on
the following theoretical background and related to the following
similar applications.
2.1 User Experience Design
When users encounter digital products, their interactions are com-
plex, dynamic and subjective.
UXD
provides methods to create
meaning and emotions during these product interactions [
15
,
23
].
Designing for
UX
supports designers in creating product interac-
tions and potentially associated emotions, even though emotions
cannot be designed for directly due to their subjectiveness [
8
,
23
].
This subjectiveness of
UX
can trigger feelings that cause users to
continue or stop their current product interaction [
32
]. For the ex-
perimental setup below, the following models are used to evaluate
the system interaction.
2.1.1 The Model of Pragmatic and Hedonic Qalities.
The model of pragmatic and hedonic qualities is a reduction-
ist model of
UX
to measure the subjectiveness of
UX
by using a
questionnaire [
21
]. It consolidates single experiences at dierent
abstraction levels, so-called meta experiences, to analyse the prag-
matic and hedonic dimension. The pragmatic dimension focuses
on usability and ease of use to achieve intended goals during the
interaction. The hedonic dimension focuses on the satisfaction of
the users’ well-being during the interaction based on the theory
of universal psychological needs [
21
,
22
]. The User Experience
Questionnaire - Short (
UEQ-S
) [
46
] is a semantic dierential ques-
tionnaire based on the model of pragmatic and hedonic qualities
that provides a measurement for
UX
. It applies a seven-point Likert
scale for eight items, four of which to measure the pragmatic and
hedonic quality each.
2.1.2 The Autonomous Vehicle Acceptance Model.
Hewitt et al
. [25]
have proposed a model to assess the accep-
tance of
AV
s, the Autonomous Vehicle Acceptance Model Ques-
tionnaire (
AVAM
). The model aims at addressing user engagement
and control when interacting with the
AV
, rather than technologi-
cal aspects of vehicles and their degree of autonomy. The
AVAM
consists of 26 items and 3 interaction control aspects, measured
on a seven-point Likert scale. Out of the 26 items, the following
factors are measured: Performance Expectancy, Eort Expectancy,
Social Inuence, Facilitating Conditions, Attitude Towards (Using)
Technology, Self-Ecacy, Anxiety, Behavioural Intention (to use
the vehicle), and Perceived Safety.
2.2 Explainable AI
Explainable AI (
XAI
) [
1
,
10
,
40
] is concerned with methods to ex-
plain why an AI algorithm predicts a certain result. Explanations
can be used for knowledge discovery, model verication, model
improvement, but also user acceptance. For AI developers,
XAI
helps to evaluate and improve AI models. For end-users, it helps to
clarify and improve the interaction with an AI system. With regard
to machine learning methods,
XAI
techniques have been developed
rather to analyse technical aspects than to present the explanations
to end-users [
11
]. As Samek and Müller point out “the optimisation
of explanations for optimal human usage is still a challenge which
needs further study” [45, p. 17].
Technical explanation possibilities of an AI system may not nec-
essarily be adequate or applicable for what end-users need in a
specic situation [
50
]. Individual users have particular needs and
preferences with regard to explanations under dierent conditions,
which a system should take into account [
39
]. The combination
of
XAI
and human reasoning is expected to benet the human-
AI-interaction [
42
] and individual needs during human reasoning
can be addressed by dierent
XAI
methods [
48
].
XAI
is one aspect
to support transparency in the human-AI interaction [
27
]. Fur-
thermore, transparency is also strongly recommended by dierent
guidelines for AI system design [
26
,
30
]. The European Commis-
sion’s guidelines [
26
], for instance, emphasise that explanations
from an AI systems should address the stakeholder concerns.
Connecting
UXD
and
XAI
to increase transparency in the human-
AI interaction motivates this paper. Although no specic
XAI
meth-
ods or implementations are used directly, dierent explanation
information types are evaluated for their eect on end-user inter-
actions and
UX
. The results contribute to a better understanding
when and how explanations can support the user interaction and
potentially increase the UX.
2.3 Autonomous Vehicle Interaction
As of yet, the technical requirements to reach the level of au-
tonomous or automated driving is an ongoing research topic [
36
].
Several aspects have to be taken into account for the interaction
between human users and semi-automated vehicles [
16
]. Design
recommendations are already available for semi-automated driv-
ing, e.g., handover scenarios [
41
]. For trust and user acceptance,
transparency in the decision-making of the autonomous shuttles is
essential [29].
Communicating
AI
decisions play an important role in au-
tonomous driving. The study of Jeon et al
.
has shown that pas-
sengers want to be in control of the
AV
at any time [
31
]. This is
particularly important in urban areas with a high number of simul-
taneous trac situations, as this can lead to trust issues and the fear
of automation failures [
17
]. An
AV
should thus communicate its
awareness and intent to increase the feeling of control and security
for passengers.
UX
and the feeling of trust in the system also in-
crease when presenting additional information to passengers, such
as head-up visualisations [
24
]. Trust is also increased in particularly
dicult driving scenarios [49].
Besides internal communication between vehicles and passen-
gers, external communication is also relevant for the communica-
tion with other trac participants [
9
] and can have a positive eect
on UX and pedestrians’ attitude towards AVs [13].
Explaining the behaviour of autonomous systems can increase
the user’s understanding of their actions, and the overall trans-
parency [
27
,
51
]. Explanations of
AV
s before their acting can further
improve the user trust [20].
When designing awareness and intent, designers should focus
on providing so-called why-information [
34
]. One way of design-
ing such a system can be feedback communicated through light
[
14
,
37
]. Another way to communicate awareness and intent is a
visualisation with object recognition [
12
]. User trust in
AV
s has
also been shown for driving performance and measured comfort
ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving CHI ’21, May 8–13, 2021, Yokohama, Japan
Figure 1: Exterior and interior of the driving simulator prototype.
[
47
], at least in the context of semi-autonomous vehicles. Further-
more, for visual communication text, icons, and augmented reality
should be used together [
18
]. While trust in autonomous vehicles
also increases over time [
44
] and passengers will most likely use
their driving time for other activities than following the trac and
vehicle behaviour [
33
], we explicitly focus on rst-time users or
users with little experiences to facilitate their acceptance and UX.
3 EXPERIMENTAL SETUP
3.1 Prototype
We conducted the study in a static (non-moving) driving simulator
that was equipped with four car seats (two in the front, two in the
back), one frontal display, two lateral displays on each side, and
lateral LED strip lights on the sides of the display and above the
lateral sides. The simulation is intended to represent the concept of
an autonomous (shared) shuttle. Participants entered the simulator
from the side and took a seat within the enclosed driving space, see
Figure 1. We constructed the shuttle as its own room to simulate a
van-sized shuttle experience.
A pre-recorded driving scenario was displayed to the participants
on all screens. We recorded the driving scene with three GoPro
Hero 5 cameras (front, left, right), and added AR-simulated visual-
isations manually with Adobe After Eects and motion tracking.
We assigned testers to two groups: Group A watched the origi-
nal version of the scene recording. Group B watched the scene
that was enhanced by simultaneous explanatory information (live
explanation):
(1)
overlay visualisations on the screen simulating augmented
reality
(2)
textual information on the screen regarding velocity, speed
limits, destination and time to reach the destination
(3) lighting on the LED strip lights in dierent colours and the
option to blink
These enhancements for individual driving situations and their
added information to the scene are described in Table 1. After the
ride, we provided both groups with information about the ride
via a mobile application, which allowed for comparing the eect
of live explanations versus delayed explanations on the
UX
. For
participants who had no live explanations, the mobile application
was the only source of information on the ride and therefore the
only way to better understand the shuttle’s behaviour (see Figure
3). The option to have a mobile application as a source of additional
information after the ride might be especially helpful for rst-time
users or users, who were confused by the shuttle’s behaviour and
were not provided with live explanations.
The live explanations were only shown on the front display.
The lateral displays showed slightly blurred scene recordings to
avoid distraction and foster a focus on the front display. The shuttle
prototype did not provide any audio or car sounds, as the original
audio le of the video recording had low quality due to wind noises.
3.2 Participant Groups
Overall, 40 participants were individually taking part in the experi-
ment, 20 participants in each of the following groups:
Group A
: During the drive, participants get no live explanations. After
the drive, participants are asked to interact with the drive
summary on a mobile app.
Group B
: During the drive, participants get live explanations. After
the drive, participants are asked to interact with the drive
summary on a mobile app.
The gender distribution of participants was 35% female and 65%
male (group A: 10 female, 10 male; group B: 4 female, 16 male).
Their average age was 24.65 (SD=4.97). The group-specic age
distribution for group A was 24.6 (SD=4.51) and for group B 26.1
(SD=5.43). The majority of participants primarily travels by public
transport with 55%, 37.5% travel by car, 5% by bicycle, and 2.5% by
foot. Based on their prior experiences with autonomous systems,
participants are distributed in: 25% had no prior experiences, 50%
had experiences with driving assistance such as cruise control,
12.5% had experiences with semi-automatic driving systems such
as lane assists, 5% had experiences with highly automated driving
systems such as highway and take-over driving assistants, and
7.5% had experiences with fully autonomous vehicles in research
contexts. The participant group consisted of employees of a German
automobile manufacturer, students and employees of a university as
well as employees of a research campus. Each participant received
a 10 Euro Amazon voucher for their participation.
CHI ’21, May 8–13, 2021, Yokohama, Japan T. Schneider et al.
Figure 2: Driving scenario no. 1 as displayed to participants of group A (left) and group B (right).
Figure 3: Dierent screens of the mobile application that
was shown to the testers after the ride.
3.3 Explanations of Driving Situations in
Shuttle Simulator and Mobile Application
For each participant, the experiment lasted 30 minutes on average.
As part of the experiment, the overall driving time in the shuttle
prototype was 8 minutes 25 seconds which is equivalent to an
average taxi ride in Germany [
3
]. The recorded driving situation
took place in an urban downtown area during the daytime. The
maximum speed during the recording was 50 km/h, which was also
the inner-city speed limit. The average velocity during the ride was
15 km/h, caused by the trac ow, trac lights, and obstacles.
During this driving time, eight driving situations were displayed
that happened unexpectedly and caused the simulated vehicle to
slow down and update its driving behaviour with regard to the
trac situation. The eight situations are listed in Table 1 together
with the live explanations for group B.
We introduced participants to the experiment with the infor-
mation that they are going to ll in questionnaires, take part in
an autonomous driving experiment, and interact with a mobile
app. Participants did not receive any additional tasks, e.g., about
reaching their destination in a given time, to reduce potential stress
and to let participants focus on the ride itself. As participants regu-
larly take part in public trac situations, they were naturally able
to judge the reaction of the vehicle during their ride, e.g., they
were able to evaluate the vehicle’s performance. During the ride,
participants did not perform any other activities.
An example of driving scenario number 1 is shown in Figure
2. Only the participants of group B received live explanations in
multiple ways. The LED lights were turned on and changed in
colour. The front display highlighted the intended route by a blue
transparent marking on the street. Detected objects in the street and
their status were also marked on the display if they were relevant
for the driving situation. The shuttle destination, the current road
name, and the shuttle velocity were displayed on the bottom of the
front display.
3.4 Experiment Design
Figure 4 shows the overall experimental sequence: (1) We intro-
duced participants to the experiment and asked questions on de-
mographic aspects, prior knowledge about
AV
s and their typical
mobility behaviour. (2) Participants then entered the shuttle sim-
ulator and experienced the autonomous ride. Only participants
of group B experienced the driving situations (Table 1) together
with the live explanations. (3) After participants exited the shuttle
simulator, they lled in the
AVAM
,
UEQ-S
, and one additional item
regarding their subjective feeling of control, i.e., participants were
asked to rate the statement “During the ride, I had the feeling to
stay in control. on a 7-point Likert-scale. This item was added, as
the
AVAM
only refers to the user’s control over body parts, which is
less relevant for our fully autonomous context. According to Ajzen
and Icek [
2
], the subjective feeling of control can be understood
as a person’s belief to be capable of obtaining a desired outcome
and achieving a given goal. Therefore, a user should be able to
experience a feeling of control even though they do not have actual
control over the vehicles’s behaviour during the ride or after using
the mobile application. After the questionnaires, we also asked
participants if they were feeling well or if anything was unclear
and what else they would like to express about the ride. Since we
focused on rst-time users, there was no pre-drive evaluation of
the participants
UX
. Instead, we emphasised a comparison between
the evaluation directly after the ride and after the interaction with
ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving CHI ’21, May 8–13, 2021, Yokohama, Japan
introduction,
demographic
questions
Group A. watch pre-recorded
ride without live explanation
Group B. watch pre-recorded
ride with live explanation
AVAM, UEQ-S,
interview
retrospective
interaction
with app
AVAM, UEQ-S,
interview
retrospective
interaction
with app
Group B. watch pre-recorded
ride with live explanation
Group A. watch pre-recorded
ride without live explanation
introduction,
demographic
questions
Figure 4: Experimental sequence for both participant groups.
Table 1: Driving situations and simultaneous explanatory information for participant group B.
No. (Minute) Situation Eect Live Explanations shown to group B
1 (1:33-1:51)
a construction site is
located in front of a
trac light and the
lane that goes straight
ends unexpectedly (cf.
Figure 2)
the vehicle has to stop
and update the route,
as the road straight
ahead is blocked and
the lanes only allow to
turn left or right
(1) the LED strip lights turn yellow, (2) the (simulated) AR visualisation
highlights the obstacle in a yellow box, adjusts the size and reduces
its colour intensity of the expected lane, visualises a processing status,
displays ‘road changed’ with an ETA update, and updates the lane
visualisation excluding the obstacle, (3) the vehicle continues to turn
right
2 (3:37-3:48)
a pedestrian is cross-
ing the street in front
of the shuttle
the (already waiting)
vehicle has to wait be-
fore it continues its
drive
(1) the LED strip light that is closest to the pedestrian turns yellow, (2)
the AR visualisation highlights the pedestrian with a yellow bound-
ing box and adjusts the size and reduces its colour intensity of the
expected lane, (3) after the pedestrian has left the road the bounding
box disappears from the display
3 (3:51-4:56) a bicycle drives rather
slowly in front of the
shuttle on the road
the vehicle has to slow
down and is not able to
safely pass the cyclist
(1) the initial red LED strip lights turn yellow and the cyclist is high-
lighted with a yellow bounding box on the front display, (2) the AR
visualisation adjusts the size and reduces its colour intensity of the ex-
pected lane, (3) after the cyclist has left the road, the visual information
disappears
4 (4:07-4:13)
a delivery person en-
ters the road from be-
hind a van and crosses
the street
the vehicle has to stop
abruptly
(1) the LED strip lights turn red, (2) the AR visualisation highlights
the delivery person with a red bounding box and adjusts the size and
reduces its colour intensity of the expected lane, (3) after the delivery
person has left the road, the visualisations disappear
5 (4:14-4:20)
another vehicle takes
the right of way
the vehicle has to slow
down almost to a halt
as the oncoming vehi-
cle takes the right of
(1) the LED strip lights turn yellow, (2) the AR visualisation highlights
the oncoming vehicle with a yellow bounding box and adjusts the
size and reduces its colour intensity of the expected lane, (3) after the
oncoming vehicle has left the road, the visualisations disappear
way
6 (5:17-5:30)
a delivery person
opens the driver’s
door of the delivery
truck on the opposite
lane
the vehicle has to slow
down and halt as the
open door makes the
lane too narrow to
pass
(1) the LED strip light closest to the delivery person turns yellow,
(2) the AR visualisation highlights the delivery person with a yellow
bounding box and adjusts the size and reduces its colour intensity of
the expected lane, (3) after the delivery person has closed the door, the
visualisations disappear
7 (5:35-6:03)
another
tempts
park
vehicle at-
to parallel the vehicle has to re-
verse to make room
for the other vehicle to
park
(1) the LED strip lights turn yellow, (2) the AR visualisation highlights
the other vehicle with a yellow bounding box and adjusts the size and
reduces its colour intensity of the expected lane, it shows a processing
circle and informs about the resulting ‘backwards’ manoeuvre, (3) after
the other vehicle has parked, the visualisations disappear
8 (6:38-6:42)
a driver is opening the
door of their car that is
parked parallel to the
road
the vehicle has to slow
down slightly and
passes the driver at a
distance
(1) the LED strip light closest to the driver turns yellow, (2) the AR
visualisation highlights the driver with a yellow bounding box and
adjusts the size and reduces its colour intensity of the expected lane,
(3) after passing the driver, the visualisations disappear
CHI ’21, May 8–13, 2021, Yokohama, Japan T. Schneider et al.
the mobile application. (4) We then asked participants to interact
with the app. It shows the (simulated) driven route and provides
additional information about each driving scenario. Participants
were asked to look at their ride again, and the dierent situations
from Table 1. The location together with visual and textual infor-
mation, which was already shown to group B on the frontal screen
during the ride, was presented in the app. (5) Finally, participants
lled in the
AVAM
,
UEQ-S
, including the adjusted control item and
they were able to express their thoughts on the mobile app.
We chose a mixed-method within-subjects design since we stud-
ied whether the
UX
diers for live feedback during the ride and
an app usage after the ride (retrospective feedback and its impli-
cations). Therefore, we did not let participants experience the ride
twice (with and without live explanations) since this would have
created a bias. This would have also undermined the purpose of the
mobile application and therefore, not allowed us to nd out if it is a
useful method. For these reasons, we chose an independent control
group without live explanations but retrospective explanations.
We chose the situations above to reect driving situations that
require an update of the planned ride as a reaction to the envi-
ronment. Furthermore, they took place in an urban area to take
the possibility of trust issues and fear of automation failures into
account as described in [
17
]. The situations typically caused the
shuttle to slow down or drive slowly. These situations reect that
the autonomous drive always prioritises safety. We expect this be-
haviour to cause impatience or confusion among the passengers,
which is expected to lead to a decrease in their UX.
3.5 Hypotheses
The assumed hypotheses for the experimental setup are:
H1.1
Hypothesis
1.1
Increased Perceived Feeling of Safety. The ve-
hicle often drives slowly to demonstrate a careful and safety-
oriented driving behaviour. This is expected to increase a
feeling of safety during the autonomous ride for passengers,
and thus an increase in user experience. In this case, signi-
cant dierences in
AVAM
question items ‘24. I believe that
using the vehicle would be dangerous’, ‘25. I would feel safe
while using the vehicle’, ‘26. I would trust the vehicle’ are
expected between group A and B during the ride, as group B
receives live explanations about the vehicle behaviour, and
between group A during the ride and during the app usage,
as the app provides additional information about the vehicle
behaviour.
H1.2
Hypothesis
1.2
Increased Understanding and Ease of Use. Pro-
viding passengers with live explanations or with information
after the ride about the
AV
’s actions will increase their under-
standing and ease of use of the shuttle. Signicant dierences
are expected in
AVAM
question items ‘4. I would nd the ve-
hicle easy to use’, ‘5. My interaction with the vehicle would
be clear and understandable’, ‘6. It would be easy for me to
use the vehicle’ between group A and B as well as within
group A during and after the ride while interacting with the
app.
H1.3
Hypothesis
1.3
Increased Interest. Live explanations about the
AV
’s actions will make the autonomous ride more interesting
for passengers. Signicant dierences are expected in
AVAM
question items ‘14. The vehicle would make driving more
interesting’, ’15. Using the vehicle would be fun’.
H2
Hypothesis
2
Increased User Experience. Providing passen-
gers with live explanations during the ride or after the ride
via a mobile app about the
AV
’s actions will increase their
UX
of the ride. Signicant dierences are expected in
UEQ-S
results for pragmatic quality (
PQ
) and hedonic quality (
HQ
).
H3
Hypothesis
3
Increased Perceived Feeling of Control. Providing
passengers with explanations during or after the ride will
increase their perceived feeling of control. Participants were
presented with a 7-point Likert scaled question item ‘During
the ride, I had the feeling to stay in control’ and expect
signicant dierences.
4 RESULTS
4.1 Autonomous Vehicle Acceptance Model
Questionnaire
To verify the hypotheses H
1.1
, H
1.2
and H
1.3
we used the
AVAM
[
25
].
The results of the groups were not normally distributed. Therefore,
a Wilcoxon Signed Ranks test was performed for the dependent
samples and a Mann-Whitney test for the independent samples
instead of an ANOVA. We calculated the Cronbach Alpha [
6
] for
all variables to see if they have an adequate internal consistency.
Results with p<0.05 are reported as signicant. Since the question-
naire has 26 items and was used four times during the tests the
focus lies on the questions relevant for the hypotheses.
4.1.1 Hypothesis
1.1
Increased Perceived Feeling of Safety. We
grouped question item 24, 25 and 26 under the variable perceived
safety by the
AVAM
. This variable does not show any signicant
changes between the groups, see Table 2. Hence, there is no evidence
that supports hypothesis H1.1.
Table 2: AVAM items 24, 25 and 26 combined to one variable
(1–disagree, 7–agree). Group A was not presented with live
explanations during the ride.
Perceived Safety (Items 24, 25, 26)
Cronbach α: 0.871
values Adrive
5.23 Aapp
5.30 Bdrive
5.45 Bapp
5.62
SD 1.30 1.53 1.14 1.23
p 0.1865 0.136
values Adrive
5.23 Bdrive
5.45 Aapp
5.30 Bapp
5.62
SD 1.30 1.14 1.53 1.23
p 0.3405 0.3615
4.1.2 Hypothesis
1.2
Increased Understanding and Ease of Use.
Question items 4, 5, and 6 are grouped under the variable eort
expectancy by the AVAM. The results are shown in Table 3.
We expected a positive eect of additional explanatory infor-
mation on the perceived ease of use and the understanding of the
system. It was found that the mobile application could signicantly
increase the perceived ease of use and the understanding of the
ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving CHI ’21, May 8–13, 2021, Yokohama, Japan
system. This, however, was only true for group A where no live ex-
planations were provided (A
drive
=5.15, A
app
=5.93, p=0.0025). In the
case of group B, who had live explanations, the mobile application
used after the drive had no signicant eect. Furthermore, there
was a signicant dierence between the groups during the drive
(A
drive
=5.15, B
drive
=5.82, p=0.0495). Overall, group B, where live
explanations were provided, had higher ratings in ease of use and
understanding of the system than group A. Regarding the mobile
application, the group comparison was not signicant.
Table 3: AVAM items 4, 5, and 6 combined to one variable
(1–disagree, 7–agree). Group A was not presented with live
explanations during the ride.
Eort Expectancy (Items 4, 5, 6)
Cronbach α: 0.8
values Adrive
5.15 Aapp
5.93 Bdrive
5.82 Bapp
6.05
SD 1.19 1.12 0.86 0.81
p 0.0025 0.1175
values Adrive
5.15 Bdrive
5.82 Aapp
5.93 Bapp
6.05
SD 1.19 0.86 1.12 0.81
p 0.0495 0.4835
4.1.3 Hypothesis
1.3
Increased Interest. The
AVAM
groups the
question items 13, 14, and 15 under the variable attitude towards
using technology. The results are shown in Table 4. None of the
questions relevant to hypothesis H
1.3
showed signicant changes.
Hence, there is no evidence that supports hypothesis H
1.3
from the
experiment.
Table 4: AVAM items 13, 14, and 15 combined to one variable
(1–disagree, 7–agree). Group A was not presented with live
explanations during the ride.
Attitude Towards Using Technology (Items 13, 14, 15)
Cronbach α: 0.769
values Adrive
4.17 Aapp
4.33 Bdrive
4.55 Bapp
4.60
SD 1.38 1.45 1.44 1.38
p 0.251 0.312
values Adrive
4.17 Bdrive
4.55 Aapp
4.33 Bapp
4.60
SD 1.38 1.44 1.45 1.38
p 0.204 0.2485
4.2 User Experience Questionnaire
We analysed the
UEQ-S
to verify the hypothesis H
2
Increased User
Experience. Figure 5 shows the results for the four dierent user test
runs. The questionnaire reliability was measured using Cronbach
alpha [
6
]. The
UEQ-S
denes values > 0.8 as a positive evaluation
and values < -0.8 as a negative evaluation. Looking at the
UEQ-S
results, there is a strong indication that the hypothesis H
2
is valid.
Table 5: Results for feeling of control (1–disagree, 7–agree).
Group A was not presented with additional explanatory in-
formation during the ride.
Item: During the ride I had the feeling to stay in control.
values Adrive
2.70 Aapp
3.40 Bdrive
3.70 Bapp
4.20
SD 1.69 1.35 1.34 1.51
p 0.0205 0.0255
values Adrive
2.70 Bdrive
3.70 Aapp
3.40 Bapp
4.20
SD 1.69 1.34 1.35 1.51
p 0.0175 0.044
Table 6: Correlation between the feeling of control and the
UEQ-S.
UEQ-S item Pearson Corr. Sig. (1-tailed)
obstructive supportive 0.255* 0.011
complicated easy 0.071 0.265
inecient ecient 0.219* 0.026
clear confusing 0.328** 0.001
boring exciting 0.359** 0.001
not interesting interesting 0.341** 0.001
conventional inventive 0.335** 0.001
usual leading edge 0.333** 0.001
Participants rated the drive without live explanations (A
drive
)
with a neutral
PQ
(M=-0.59,
α
=0.67), a negative
HQ
(M=-1.41,
α
=0.88) leading to a negative overall score (M=-1.00). They rated
the mobile application after the drive without live explanations
(A
app
) with a neutral
PQ
(M=0.06,
α
=0.55) and a neutral
HQ
(M=-
0.26,
α
=0.86) leading to a neutral overall score (M=-0.08). For the
drive with live explanations (B
drive
) participants evaluated the
PQ
(M=0.18,
α
=0.89) and the
HQ
as neutral (M=-0.51,
α
=0.71) which
resulted in a neutral overall score (M=-0.17). The mobile application
after the drive with explanations (B
app
) was rated with a neutral
PQ
(M=0.30,
α
=0.90), a neutral
HQ
(M=-0.50, (
α
=0.89) and a neutral
overall score (M=-0.10) by the participants. A Wilcoxon Signed Rank
test revealed signicant changes between A
drive
and A
app
(p<0.001).
A Mann-Whitney test showed signicant changes between A
drive
and Bdrive (p<0.001).
The
UEQ-S
results show that providing information on a mobile
app after the drive without live explanations signicantly increased
the passengers’
UX
from negative to neutral. Using the application
after the drive with additional explanatory information produced
almost the same results and did not show an increased
UX
. Provid-
ing passengers with additional explanatory information during the
drive, compared to no additional explanatory information, signi-
cantly increases their
UX
from negative to neutral. The results show
that live explanations or explanations after the ride can increase
the passengers’
UX
. However, as the results are still far from being
above 0.8, the hypothesis is partly accepted.
CHI ’21, May 8–13, 2021, Yokohama, Japan T. Schneider et al.
Adrive
drive Aapp Bdrive
Mean
PQ
2
1
0
-1
-2
2
1
0
-1
-2
2
1
0
-1
-2
HQ Overall PQ HQ Overall
Mean Mean
PQ: -0.59 (-0.88 – -0.29)
HQ: -1.41 (-1.81 – -1.01)
Overall: -1.00 (-1.26 – -0.74)
PQ: 0.06 (-0.02 – 0.34)
HQ: -0.26 (-0.63 – 0.18)
Overall: -0.08 (-0.37 – 0.20)
PQ: 0.18 (-0.21 – 0.56)
HQ: -0.51 (-0.84 – -0.19)
Overall: -0.17 (-0.44 – 0.11)
Cronbach Alpha Cronbach Alpha Cronbach Alpha
Pragmatic Quality: 0.67
Hedonic Quality: 0.88
Pragmatic Quality: 0.55
Hedonic Quality: 0.86
Pragmatic Quality: 0.89
Hedonic Quality: 0.71
PQ HQ Overall
drive Bapp
2
1
0
-1
-2
Mean
PQ: 0.30 (-0.02 – 0.62)
HQ: -0.50 (-0.91 – -0.09)
Overall: -0.10 (-0.41 – 0.21)
Cronbach Alpha
Pragmatic Quality: 0.90
Hedonic Quality: 0.89
PQ HQ Overall
appapp
Figure 5: UEQ-S results of the dierent interactions during and after the ride for both participant groups. Values in brackets
show lower to upper 95% condence intervals.
4.3 Perceived Feeling of Control
All groups showed signicant dierences regarding the feeling of
control, see Table 5. Providing an application after the ride signi-
cantly increases the feeling of control for both groups (A
drive
=2.70,
A
app
=3.40, p=0.0205) (B
drive
=3.70, B
app
=4.20, p=0.0255), meaning
that even passengers who received livde explanations benet from
the mobile app. Providing passengers with live explanations during
the ride also increases the feeling of control compared to the group
that did not receive any information during the drive (A
drive
=2.70,
B
drive
=3.70, p=0.0175). Hence, there is a strong indication that hy-
pothesis H3 Increased Feeling of Control is valid.
Subsequently, we further analysed the relationship between the
UX
and the feeling of control (see Table 6). All word pairs, except
complicated easy, showed a weak to medium signicant corre-
lation to the feeling of control. As expected, we saw a positive
correlation between a clear
UX
and feeling of control. However, the
HQ
dimensions are correlating stronger than the
PQ
. Therefore, a
subjective feeling of control is a relevant factor when aiming for a
positive UX.
4.4 Post Interview
As described in Table 4, we conducted interviews after the ride and
after the app usage in addition to the questionnaires. We asked
participants to describe how they felt during the ride, if there were
situations in which something was unclear or in which they felt
unwell. Participants were also asked how they would evaluate
their system interaction particularly with regard to the shuttle’s
communication. They were also asked if they had anything else
to add. Participants were able to freely articulate their thoughts
during these interviews.
A summary of the transcribed and shortened statements from
participants of both group A and B are shown in Table 7. The
original statements were given in German. We clustered similar
meanings together and referenced them by a shortened statement.
The clustering was based on an inter-rater agreement of three raters
on those terms. The overall numbers show how many of the partic-
ipants have expressed the statement. It does certainly not indicate
that other participants would have agreed or disagreed with the
statement. The statements should only be seen as complementary
to the questionnaire results above.
The shuttle’s driving is evaluated as slow from both groups.
However, there is a distinction in the utterances if either the shut-
tle’s driving itself is seen as slow or the time it took the shuttle to
make a decision is seen as slow. The latter is mostly expressed by
participants from group B, as they had access to the visualisations
and the additional information from the shuttle during the ride.
This indicates that they were more aware of the shuttle’s actual
manoeuvre planning, and it seems that the attention shifted from
the shuttle’s slow driving to the shuttle’s slow decision making.
For 13 participants of group A, who did not get live explana-
tions, the shuttle’s driving reactions were not clear. 7 participants
of group B shared this opinion. In contrast, the shuttle’s driving
reactions were clear to 12 participants of group B, and 11 partici-
pants of group B also stated that the live explanations on the screen
were comprehensible. These statements support the increased
HQ
between A
drive
and B
drive
in the
UEQ-S
results as well as the sig-
nicant changes in the
AVAM
eort expectancy shown in Table
3.
Only few participants commented that the ride was interesting
(4 from group A, 2 from group B), 9 participants from group A and
3 from group B commented the ride to be boring. Similarly, we
did not nd a clear distinction for hypothesis H
1.3
with regard to
AVAM’s attitude towards using technology shown in Table 4.
In terms of perceived feeling of control, 5 people of group A
stated that they did not feel in control compared to 3 of group B.
These statements slightly support the signicant result of Table 5
of hypothesis H
3
. A large number of participants stated to feel well
during the ride, namely 10 of group A and 14 of group B.
When asked about the app usage, a larger number of participants
from group A found the app to be helpful, whereas a larger number
of participants of group B found the app to be unnecessary or
unhelpful. This seems comprehensible as participants of group B
already got the live explanations during the ride and had no interest
in seeing them again after the ride. This adds to the dierences
between before and after app usage of group A and B, as described
in section 4.2.
ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving CHI ’21, May 8–13, 2021, Yokohama, Japan
Table 7: Post interview answers of the participants grouped by statement.
Statement category. Statements regarding the drive. Adrive Bdrive
Shuttle manoeuvre The situation detection is slow. 2 12
Shuttle manoeuvre The shuttle drives cautiously and slowly. 8 3
Shuttle manoeuvre A human would have reacted faster. 1 4
Shuttle manoeuvre Interesting to see how the shuttle acts. 4 2
Shuttle manoeuvre In some situations, the shuttle’s reaction was unclear. 13 7
Shuttle manoeuvre The shuttle’s reactions were (always) clear. 5 12
Shuttle communication The AR information is comprehensible. 11
Shuttle communication The AR information was shown too late. 2
Participant feelings I am not in control. 5 3
Participant feelings The drive is boring. 9 3
Participant feelings I was feeling well. 10 14
App Statements regarding the app.
The app is unnecessary or not helpful. Aapp
6 Bapp
13
App The app is helpful. 14 6
5 DISCUSSION
Our goal was to investigate the eects of system explanations on
the
UX
in an autonomous driving scenario. In order to do so, two
experimental groups, one being provided with live explanations
during the driving scenario and one having no explanations, were
compared. Both groups, however, were able to interact with a mo-
bile app that summarised the drive and explained the autonomous
shuttle manoeuvres afterwards. As we expected, the
UX
is aected
by the explanations that were provided during and after the drive.
Group A, who had no live explanations, rated the
UX
signicantly
lower than group B with live explanations. Additionally, the mobile
application afterwards was evaluated dierently. While passengers
with no live explanations seem to benet from the mobile applica-
tion after the drive, passengers who were not provided with live
explanations do not. This nding, while preliminary, suggests that
live explanations are sucient to neutralise the possible negative
eects autonomous driving has on the
UX
. The UEQ-S showed that
the explanations helped to neutralise the negative eects on the
HQ while it was possible to reach a positive PQ.
Our hypothesis regarding increased feeling of safety and the
attitude towards using technology are not supported by the data.
These results may be explained by the experimental setup of the
study. As the experiment took place in a non-moving
AV
simulator,
participants were continuously aware that they were not actually
driven through real trac by an autonomous system. A real driving
scenario was only simulated. This may have inuenced participants
during their questionnaires and interview, particularly their estima-
tion of feeling safe. This could explain the lack of signicant results
for hypothesis H
1.1
. This explanation is supported by the fact that
the rating for perceived safety was high among all groups and con-
ditions and is backed by the qualitative results of the post-drive
interviews. Regardless of the experimental group, a noteworthy
number of people stated they have felt well during the drive. These
comments might also reect on insignicant results of the
AVAM
’s
perceived safety variable in Table 2. However, the large number of
statements is also a result of the interview, where participants were
asked if they felt unwell or if anything was unclear.
Hypothesis H
1.3
about increased interest in using the vehicle
was also not supported by the data. The UEQ-S revealed that the
dimension boring-interesting had the highest negative eect on the
HQ among all groups and conditions. This might partly be explained
by the fact that the driving scenario was only simulated and the
driving was considered careful and slow by a large number of
people. The results, however, implicate that creating an interesting
experience for the user should be kept in focus when aiming for
a positive
UX
. This might be achieved in a more tailored way of
communicating with the passenger to ensure that only information
of interest is provided. Therefore, a natural progression of this
work is to analyse the eect of the user’s preference as well as the
impact of individual dierences to allow for a more personalised
communication. Additionally, ways of actively interacting with the
AV
or choosing and changing the communication and transparency
settings might be helpful to avoid unnecessary explanations. This
might be especially important in the long run, expecting the need for
explanations to change when interacting with a system repeatedly.
Since the focus of this study was on rst-time users, more work will
need to be done to determine the long-term eects of transparency
on UX.
Regarding the feeling of control, the mobile application made
a signicant dierence. This was true for both groups, i.e., the
mobile application was benecial even for passengers with live
explanations. This is especially relevant since the subjective feeling
of control was found to correlate positively with almost any dimen-
sion of the
UEQ-S
. This relationship should be evaluated further in
future research.
The qualitative post-drive interviews largely support these re-
sults. Participants who had live explanations predominantly eval-
uated the communication as clear and comprehensive, whereas
participants without live explanations stated more unclear situ-
ations and negative descriptions of the AV such as being boring
and slow. The mobile application was described as unnecessary
CHI ’21, May 8–13, 2021, Yokohama, Japan T. Schneider et al.
live explanations:
during the ride
retrospective:
after the ride
increase of
understanding
and ease of use
i
LIVE
i
OR
increase of
perceived
feeling of control
i
LIVE
i
AND
increase of
user
experience
i
LIVE
i
OR
F1
F2
F3
F3
F4
F5
Figure 6: Annotated ndings and contribution (numbers are
broken down in section 7).
much more frequently by participants who were provided with
live explanations. The evaluation of the app, however, might be
inuenced by the overall high feeling of safety during the ride. It is
quite possible that more complex or more critical situations during
the ride may increase the need to get in-depth explanations after
the driving situation. This might be especially true in the case of a
real driving scenario instead of a simulated one.
6 LIMITATIONS
As the experiment was conducted in a non-moving
AV
simulator,
participants were continuously aware that they were not actually
driving through real trac by an autonomous vehicle. This may
have inuenced participants during their questionnaires and in-
terview, particularly their estimation of feeling safe. This might
explain the lack of signicant results for hypothesis H
1.1
. Recent
studies estimate that more than 50% of asked consumers regard
autonomous driving as being safe [
7
], which is in contrast to the
rather high numbers (above 5 across all test groups) for perceived
safety shown in Table 2. Another aspect that has to be taken into
account are the rather young participants with 25 years on aver-
age, which might be a reason for their positive attitude towards
AV
s. Furthermore, the low age average does not represent a wider
population, and thus, we did not analyse age-specic eects.
The simulator did also lack some aspects to support an immersive
experience: no driving noise was available during the experiment,
no visual depth was provided by the displays, and the display vi-
sualisations only simulated augmented reality. Also, as the visual
enhancements on the displays were done manually, the intended
route and marked items were perfectly highlighted without errors.
In reality, visualisations would probably be less perfect.
With regard to the experimental task, participants were only
“attending” the driving situation. They did not intend to travel from
one location to another. If and how fast they reached the destination
was of less importance to them, and they were also not instructed to
pay attention to reaching the destination. As we focus on rst-time
users or users with little experience in autonomous driving, this
is not a long-term study and participants were using the shuttle
simulator only once during the experiment. When using the shuttle
several times, however, the
UX
and interaction will most likely
change while users become more familiar with the system.
Methodologically, the hypotheses could mostly be determined
by the
AVAM
questionnaire variables. The additional hypothesis
about a feeling of control, however, is not part of the
AVAM
and
participants were only asked to answer one item. In future exper-
iments, we will extend items regarding control to evaluate if its
signicance prevails.
7 SUMMARY OF FINDINGS AND
CONTRIBUTION
The main contribution of our paper is an initial guideline for au-
tonomous driving experience design, bringing together the areas of
UX, XAI and autonomous driving. These ndings (F1-F5) may help
other researchers to design for positive UX in autonomous driving
(see annotated Figure 6).
F1)
Our study shows that possible negative eects of AD on the
UX can be prevented by providing passengers of an AV with
live explanations.
F2)
Retrospective explanations of the AV’s reaction to situations
that happened during the ride, e.g. presented via a mobile
app, show the same positive inuence on the UX. However,
they do not prevent any negative experiences during the
ride. Furthermore, retrospective feedback does not show any
additional positive eect on the UX if live explanations were
provided.
F3)
Using live explanations and retrospective feedback, e.g. via a
mobile application, positively inuence the perceived feeling
of control. Retrospective feedback shows a positive eect
on the perceived feeling of control, even if live explanations
were provided.
F4)
Providing live explanations during the ride increase the un-
derstanding and ease of use of the AV.
F5)
Retrospective explanations show the same eect if live ex-
planations were not provided.
In addition, we found a correlation between the perceived feeling
of control and the UX. However, at this point, we cannot nd the
exact reason. Do users have a better UX when they feel in control
as they are able to understand the system better (even though when
in fact they do not have any control)? In particular, more specic
questionnaire items for this factor could lead to more insights. This
will be further explored in a future mixed-method study.
8 CONCLUSION & OUTLOOK
In this paper we contribute an initial guideline for autonomous driv-
ing experience design, bringing together the areas of
UX
,
XAI
and
autonomous driving. Our goal was to evaluate if a positive eect on
UX
can be achieved by explanations about the
AV
driving during
and after the ride. Focussing on visual explanations seemed most
adequate as the shuttle simulated the ride primarily on its screens.
Using additional modalities, which are also related to driving, such
as sound or seat vibration, could be tested further. Yet, it is to be
expected that there is a threshold at which additional information
confuses or overwhelms the passenger. In an early design phase,
we had the idea to see if it makes a dierence whether explana-
tions are presented on the vehicle’s display or on a passenger’s
personal mobile phone, i.e., if the use of a personal item may cause
a priori trust. Thus, using personal, familiar display items versus
non-familiar display items could be another experimental setup.
While the use of an
AV
simulator creates a better live experience
than just a screen, it is still not a real driving situation. Putting
ExplAIn Yourself! Transparency for Positive UX in Autonomous Driving CHI ’21, May 8–13, 2021, Yokohama, Japan
the test scenario into a driving simulator or a real trac context
could also be an option to pursue further. Our experiment focused
solely on rst-time users who did not interact with
AV
s before or
users with little experience in that area. We expect that the need for
explanations decreases over time when passengers are more used
to the interaction. Assuming that passengers will use their driving
time for other activities during their ride, the driving situation and
its explanations may become less relevant. Longitudinal studies
can lead to further insights.
Given that our research falls into the intersection of
UX
and
XAI
,
there are more questions in general. One question is whether
UX
is
more positive when using the exact algorithmic output from a visual
recognition system on the screen or the more abstract (visual and
verbal) descriptions on it. Providing the option to browse through
dierent layers, from low-level feature analysis to high-level expla-
nations, could be of interest to users and improve their technical
understanding and potentially their
UX
and trust in the system,
at least for certain user groups. Other user groups might prefer
information that is further reduced, thus having a personalised way
to let passengers choose their information channel is an interesting
topic to pursue. Again, the eect of prolonged use, including critical
situations, needs to be examined in further studies.
The acknowledgments section is dened using the "acks" en-
vironment (and NOT an unnumbered section). This ensures the
proper identication of the section in the article metadata, and the
consistent spelling of the heading.
ACKNOWLEDGMENTS
This work was carried out as part of the FlexCAR project and par-
tially funded by the German Federal Ministry of Education and
Research (funding number: 02P18Q647). It was executed in coop-
eration with the research campus Arena2036, the Stuttgart Media
University and the Mercedes-Benz AG. The physical driving simu-
lator build and the recording of the driving scenes were carried out
by students of the Stuttgart Media University based on our speci-
cations (in alphabetical order): P. Antony, F. Dimmler, F. Dums,
L. Dutt, T. Hezel, A. Knizia, C. Knödler, B. Kramser, V. Lukina, M.
Merz, N. Müller, K. Stängle, C. Zysk.
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... Such work emphasizes the need for in-situ explanations [15-17, 19, 34, 48, 94] to foster user trust and collaboration, especially during unexpected AV behaviors [47,59]. Providing explanations during the ride, especially focusing on answering "why" questions, can enhance user experience, perceived safety, and trust while reducing negative emotions [21,49,64,77]. However, existing XAI approaches in AVs still face challenges in addressing the specific needs of various stakeholders, such as balancing intelligibility with technical complexity [65,66,68,99]. ...
... Situational awareness directly influences trust in AVs [81], as it affects their ability to avoid hazards, plan routes, and maintain safety. Our findings reiterate the need for providing adaptable and context-sensitive explanations [19,21,34,94] during or immediately after a ride [77]. Further, addressing passengers' concerns about an AV's situational awareness could foster appropriate trust, bridging the gap between user expectations and the vehicle's capabilities. ...
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Improving end-users' understanding of decisions made by autonomous vehicles (AVs) driven by artificial intelligence (AI) can improve utilization and acceptance of AVs. However, current explanation mechanisms primarily help AI researchers and engineers in debugging and monitoring their AI systems, and may not address the specific questions of end-users, such as passengers, about AVs in various scenarios. In this paper, we conducted two user studies to investigate questions that potential AV passengers might pose while riding in an AV and evaluate how well answers to those questions improve their understanding of AI-driven AV decisions. Our initial formative study identified a range of questions about AI in autonomous driving that existing explanation mechanisms do not readily address. Our second study demonstrated that interactive text-based explanations effectively improved participants' comprehension of AV decisions compared to simply observing AV decisions. These findings inform the design of interactions that motivate end-users to engage with and inquire about the reasoning behind AI-driven AV decisions.
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In today's digitally driven world, human interaction has transformed significantly, particularly with the emergence of parasocial relationships and virtual influencers. This chapter applies Horton and Wohl (1956) parasocial interaction (PSI) framework to critically analyze how audiences connect with virtual influencers. It examines their appeal to younger demographics like Generation Z, who are more receptive to AI-driven figures, and explores how brands employ these influencers as marketing agents. Ethical concerns are highlighted, including transparency, manipulation, and the promotion of unrealistic standards. The chapter also questions the authenticity of virtual influencers, given their entirely orchestrated personas. Further, the chapter provides a comprehensive exploration of these developments, emphasizing the need for ethical responsibility as technology continues to blur the lines between the virtual and real worlds.
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Uncovering the mysterious ways machine learning models make decisions.
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In recent years, machine learning (ML) has become a key enabling technology for the sciences and industry. Especially through improvements in methodology, the availability of large databases and increased computational power, today’s ML algorithms are able to achieve excellent performance (at times even exceeding the human level) on an increasing number of complex tasks. Deep learning models are at the forefront of this development. However, due to their nested non-linear structure, these powerful models have been generally considered “black boxes”, not providing any information about what exactly makes them arrive at their predictions. Since in many applications, e.g., in the medical domain, such lack of transparency may be not acceptable, the development of methods for visualizing, explaining and interpreting deep learning models has recently attracted increasing attention. This introductory paper presents recent developments and applications in this field and makes a plea for a wider use of explainable learning algorithms in practice.