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interactions with the results obtained. To take the previous example, testing auditory
HMIs in a real situation requires, among other things, the background noise inside
but also outside the vehicle to be controlled.
The question of context also goes via the experimental guidelines, the role of
which is to present the experiment, but also to condition the psychological and
mental state of participants before the test. This instruction can be given according
to different modes: verbally, by reading a text; visually via photos and/or videos, etc.
On this subject, Susini et al. [SUS 09] showed in a general manner that the
instruction format (nothing/text/text + images) influenced the perceptive judgment
of an auditory sequence linked to the welcoming phase of a vehicle.
8.5.2.2. Consideration of the interaction
As well as their realism, the contexts of study of auditory HMIs generally have
an interactive dimension. Indeed, to different degrees, in most cases a HMI
resembles a perception/action retroactive cycle in which the user is inserted during
the handling of the interface.
Other than the most simple cases, where sound only has an alarm role - like a
simple switch with two positions ( on/off ) - this cycle can be resumed in the
following manner: the use of the system produces a sound that provides auditory
feedback to the user who consequently adapts his action on the system, etc. Figure
8.10 illustrates this process schematically.
Figure 8.10. Diagram showing the principle of the perception/action interaction cycle
This dynamic characteristic that takes into account the temporal support of the
auditory HMI, i.e. its ability to evolve over time, induces an additional complexity
not only in terms of design (by analogy with the visual, it is necessary to design a
series of images at a certain cadence - i.e. a film - and not a fixed and isolated
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