In-Car Rear Seat Infotainment System 🚗

Developed a high-fidelity UI design for an in-car rear seat infotainment system 

OVERVIEW

Developed a UI design for an in-car rear seat infotainment system within a team of six. 

'Ride' is aimed at adult passengers travelling via private taxi service. The infotainment system provides rear-seat passengers with entertainment, journey information, news and games for their journeys. 

ROLE

I had the role of a UX researcher and designer. 

I was involved in the following activities in the research and user requirement gathering phase:


I was involved in the following activities in the prototyping phase:


I was involved in the following activities in the evaluating phase:

DURATION

3 months

RESEARCH PHASE

Market Research 

Initial market research was conducted into the infotainment system industry. Data was found from sources like manufacturers of vehicles and literature studies relating to automotive innovations to understand user needs and trends. 

User Interviews

To understand the consumer and the problems they face with currently infotainment systems, user interviews were conducted. 

A survey was designed with open-ended questions to allow for rich data, encourgaing participants to freely express their thoughts. To design the questions, 5 Ws and 1H framework was used (what, who, where, when, why and how). 

10 participants were recruited from the Human-Computer Interaction and Human Factors MSc courses. 

Data Analysis 

The data was analysed to form findings and draw conclusions from. The process involved the development of an empathy map, the utilisation of the user requirement shell to prioritise requirements, the implementation of the CoUA (context of user analysis) and MoSCoW technique to streamline and comprehend the interview data, and the subsequent integration of this information into the product design planning and execution. 

The data analysis revealed the following information:


Consolidated Findings
The initial stage of the design was initiated by grouping together recurring themes found in the examined data from the study

After the research phase was complete, the design process began by settling on a name for the product (‘Ride’) and developing a proposition statement that articulated the product's primary purpose.

DESIGN PHASE

User Journey

The user journey help to define the entire process that users go through, giving us a sense of the users' experiences and the type of experience that the system can provide throughout the journey. This helped to summarise, prioritise and list the user requirements to facilitate sketching the wireframes. Achievable metrics were divided into into hardware and software categories.

Wireframes

Version 1

In this version, the team realised the importance of the bottom navigation bar. The mental model of new users adapting to such systems will be based on the skills, rules and knowledge-based behaviour in interacting (Rasmussen, 1983). Incorporating bottom navigation bar to the design increases the ease of use in adapting to new systems which is much similar to apps on their smartphones.

The welcome and goodbye screens in the wireframe serves two purposes: to provide empathy for the user's journey and to allow the user to use the system with privacy protection, even without logging in. Additionally, the system automatically logs out the user at the end of their journey.

Version 2

In this version, the team realised the importance enhancing the situation awareness of users by conveying information about their current ride, providing alternate ways to authenticate their ride other than verbal communication with driver and their smartphone, giving access to media control before starting the journey.

Version 3

In this version, the team decided to incorporate the above two versions and put in the best elements to start with the prototype.

Prototype 

Please see below for the welcome and home screen. Feel free to contact me if you are interested in seeing more images of the protoype!

EVALUATION

User-Based Testing

University students were recruited to participate from various courses to test the interface. The participants were familiar with interactive products but had no prior hands-on experience of the testing equipment or anything similar, particularly regarding the tasks.

Participants were encouraged to "think aloud" about their thought processes. The moderator contextualised and explained the tasks, and the users were observed completing them. Time taken to complete each scenario was measured, along the number of errors made and clicks. Comments from the participants were noted. Upon completion of the tasks, the participants were asked to complete a questionnaire that focused on prototypes usability.


Each user had one minute to become acquainted with and understand the prototype before the trial began. An observer timed users on each activity's completion (efficiency) and how successfully it was completed (effectiveness) throughout the trial. The moderator took note of the feedback provided by users as they interact with the prototype to assess user satisfaction.

To capture how the user's hands interacted with the physical interface of the prototype or product, two strategically placed cameras recorded the user performing the tasks. Users' camera and screen recording, which enabled audio and video recording of tasks and the visuals of displays accessed by them, was used to assist all experiment monitoring and recording.  

System Usability Scale (SUS)

SUS was used in the experiment to assess the prototype's usability. Due to its simplicity and dependability, even with tiny samples, this is a widely used instrument to quickly evaluate the usability of products or systems, as experienced by users Ten statements—five positive and five negatives—about the usability of the system or product make up the SUS questionnaire. On a 5-point Likert scale, users rate their level of agreement with the assertions. The score from the application of SUS surveys can be anywhere between 0 and 100. The system's usability is considered adequate if the SUS score is higher than 70 and unacceptable usability if lower than 50.

The tasks were selected on the frequency and must have features in the taxi as they were selected to be most important. They were as follows:


The users were assessed on the following basis:

Findings and Recommendations

From the sample of six participants, the prototype achieved an SUS rating of 86.4 which is considered 'Good'.

Considering the goals of the system, scope, constraints, priority of must-have features, and discussion with team members, users the recommendations for further development for prototypes are:

The prototype could be improved by having a demo video before they use the system. It is essential to gather further feedback from a diverse group to ensure that the input represents the target user group and to consider these suggestions carefully during the design process.