In-Vehicle Infotainment System
Project Overview
Tools
Teamcenter
Illustrator
Photoshop
After Effects
Qt
Blender
Figma
Duration
2+ Years
In-vehicle infotainment (IVI) is a centralized display in the interior of B9 model that keeps all the attention of the people who are sitting or living interior of the car. It is a centralized unit in the center of the dashboard that collects all the control functionality inside such as climate settings, vehicle lighting, feature configuration, alarm, hazards, radio and connectivity like Bluetooth as well. This is the biggest motivation that I worked on very complicated and sophisticated UX designs.
We should, of course, provide a unique user experience that must be a part of the interior atmosphere. From my point of view, IVI was the only unit that had communication with the people in the interior that made a living area for them.
I designed a number of features in GÜNSEL EV's latest infotainment system.
Roles
UX Design Engineer
Tasks
Benchmarking
Requirement Define & Analysis
User Flow
UX Design
Low & High Fidelity Wireframes
User Testing
Design & Development Process
Research & Discover
Regulations
Competitor Analysis
User Research
Society Research
Market Research
Analysis & Ideation
Brand UX Definition
Strategy
Development
Define
User Journey
Information Architecture
Task Flow
Design & Development
Sketch
Wireframes
Design System
User Interface
Prototype
Function Testing
Dev Testing
Deliver
User Testing
Development Testing
Beta Release
First Version of In-Vehicle Infotainment
I was involved team 4 months ago before the car launch.
In-Vehicle Infotainment ( IVI) was a off the shelf product. Team was trying to change some text and visuals.
My task is providing asset to the software team.
Research
Competitor Analysis
Research & Discovery
Survey is conducted to get the most relevant and recent data experience from EV drivers and non-EV drivers.
The summary of this survey from 190 respondents will develop the user persona for car interface
I was involved in the market analysis of the project. It was important for me because it was required information for me to define the theme, color and functionalities of the screen layout. We picked many samples from different competitors. In the end, we tested and analyzed almost 12 infotainment systems from different brands to identify their pros and cons and improve to define our feature set.
In the project's early stages, we jointly plan research methods, develop plans, work on research tasks, and share and summarize results.
We perform comprehensive primary and secondary research to understand future mobility user needs, covering various countries, regions, genders, and age groups. Our designers and technologists explore the latest technologies to expand human-computer interaction possibilities.
Future mobility experiences involve more than screen-based interactions, encompassing tactile, physical (body, gesture), voice, AI, and XR interactions.
Personas
Use Case Diagrams
To create a seamless and effective user experience, we focused on simplicity and adapted learned interaction patterns of mobile touch devices. Creating a user diagram was a way to convert functional requirements into a visualization. It was like a common language with software guys and UX guys. See below for the details of different use cases.
High Fidelity Wireframes
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