Designing experiences for a sustainable and responsible future.
I think it’s important for us as designers to not just look at how well a design solution solves a problem, but also to scrutinize and assess the entirety of its impact and possible negative connotations. An important step often missed in the design process is accountability - being responsible for all possible scenarios how the product or service could be used (or misused).
I was inspired to look at how different products age based on this quote by Bill Moggridge. The rate of evolution of technology far outpaces advances in other industries.
We are no longer in the era of knobs and dials. We are in the era of screens. This made me wonder about the expectations we have from the cars we buy and use.
What experiences are at the core of people's life that they want translated into mobility?
How do cars age? At what rate do different parts of the a car age?
What happens to your car ten years from now?
I discussed these probes with a few subject matter experts.
In the age of experience, how do we ensure that our vehicles stay as current and relevant as we want? How might we ensure that the direct manipulation interfaces in the cabin deliver an experience that stays true to the expectations of users?
I narrowed down the brief based on my initial findings
Enjoy tuning and tinkering with the car
Enjoy DIYs, adjusting parameters
Are open to building/purchasing custom-made accessories to personalize their experience
Early adopters and promoters of new and interesting features
Mindful of the latest technological advances
Enjoy crafting a socially and environmentally conscious image of themselves
How can their Car's User experience reflect their philosophy?
Can we do the same with UX?
Designing for Delight
A premium service or an opt-in service offered by OEMs
Easter eggs for customers to discover throughout the lifetime of the car
Over-the-air software updates
Disaster management / battery pack management
Holistic HMI Experience
In a traditional car, a human driver is responsible for navigating the vehicle. An information console helps the driver to assist in driving functions.
A fully autonomous car, does not have a driver. The car plays the role of the driver, navigator, chaperone, assistant.
Participatory Design User Probes
I conducted the Co-design exercise to tease out the most relevant pieces of information that people look for when not in control of the vehicle.
I provided interface elements for them to configure their interface design. The elements are based on the interfaces of Waymo and UISEE.
Maps: top view and first-person view.
Trip progress bar and arrival time.
Final Design Concept