Have you ever noticed how dated the interface looks on your brand new car? Skeumorphic was so cool back when the design team actually created it. How sad it’s not flat like your new smart watch.
A panel of experts will discuss the challenges of designing cool, high-tech digital user interfaces for automobiles that people want to keep forever but be as cool as their latest tech gadget.
The panel will include: 1) a human factors expert with years of experience evaluating automobile cockpits among other things, 2) a user interface design consultant with decades of experience designing everything from cockpits to farm tractors, 3) an automotive industry insider with years of HMI strategy experience, and finally, 4) a cognitive psychologist with significant industry experience.
2. Mark Palmer
Vice President, Human Centered Design
Lextant
Russell J. Branaghan, Ph.D.
Associate Professor, Human Systems Engineering
Arizona State University
Scientific Advisor, Research Collective
Steve Simula
Senior Director, User Experience
Design
Lextant
Mark Duer
Design Researcher, User Experience
Design
Ford Motor Company
3. Our goal for today …
• Introduce you to the state of UX in cars
• Discuss specific challenges designing
car interfaces
• Share our vision of how interfaces
should be designed
4. Big ideas to take away …
• Technology changes a lot fast than
people evolve
• Interface technology changes faster
than cars
• Great interface design requires
prioritized user needs
• Physical controls work best in cars
33. If you watched a move about a guy who wanted a
Volvo and worked for years to get it, you wouldn’t cry at
the end when he drove off the lot, testing the windshield
wipers. You wouldn’t tell your friends you saw a
beautiful movie or go home and put a record on to thing
about the story you had seen.
The truth is, you wouldn’t remember that movie a week
later, except you’d feel robbed and want your money
back.
Nobody cries at the end of a movie about a guy who
wants a Volvo.
But we spend years actually living those stories, and
expect our lives to be meaningful.
34.
35.
36.
37.
38.
39.
40. “Many of us have the sensation we are standing two inches
away from a huge screen; and it’s noisy and crowded and its
changing with every second.
That screen is our lives.
And it’s only by stepping back, and then further back and
holding still that we can begin to see what the canvas means,
and to catch the larger picture.
41. So in the age of acceleration,
nothing can be more exhilarating than going slow.
And in an age of distraction
nothing is more luxurious than paying attention.
And in an age of constant movement,
nothing is so urgent as sitting still.
So you can go on your next vacation (destination) to Paris,
Hawaii, New Orleans (Text, Tweet, Make A Phone Call, Surf
the Internet) I bet you’ll have a wonderful time.
But, if you want to come back home alive, full of fresh hope and
in love with the world, I think you might want to try considering
going nowhere.”
42. There is no such thing as the creative type.
As if creative people can just show up and make stuff up. As if
it were that easy.
I think people need to be reminded that creativity is a verb;
a very time consuming verb.
It’s about taking an idea in your head
and transforming it into something real.
And that is always going to be a long and difficult process.
If you are doing it right, it is going to feel like work.
47. Evolution of Apple CarPlay & Android Auto
https://techpinions.com/the-evolution-of-carplay/38762
48.
49. “In this great future you can’t
forget your past.”
- Bob Marley
50. Millions of Years ago
Past
Presen1234
Australopithecus
Walked upright
4 million years ago
Homo Habilis
Stone tools
2 million years ago
Homo Erectus - Fire
1.8 million years ago
Homos Sapiens
Buried Dead
300, 000 years ago
I attended UXPA for the first time last year and was very impressed with the quality of the presentations and the overall vibe of the conference. However, I noticed that no one was talking about automotive interfaces … and we all use them – a lot. So I contacted some colleagues and pulled this panel together.
Pictures of the panel with titles
Introduce team.
Lextant introduction: Lextant is a Human Experience Consultancy headquartered in Columbus, Ohio. We help out clients to succeed by having a deeper understanding of their customers’ experiences. I run the HCD group at Lextant … a group combining UX research and UX design.
A good part of our work is in the automotive industry … with long-term relationships with several manufacturers and suppliers.
My teams have spent thousands of hours riding with people in cars watching, listening, and questioning.
If you drive a late model vehicle there is a fairly good chance Lextant has some part in its development.
Confession: As car owners, and especially as UI designers, I imagine you recognize that the bar for good UI design is not that high in the automotive space.
We’re going to talk about the challenges of designing experiences in the automotive industry.
Even with these challenges it’s a great time to be involved in UX design in this industry … connectivity, automation technologies, driverless cars, they’ve got a lot to deal with and in some ways they’re way over their head. We, as User Centered Design community, need to help.
Spoiler alert. We’re not fans of digital interfaces in cars!
Cars have been around for about 130 years. That’s 130 iPhone generations!
They’ve undeniably had a huge role in defining a global culture. As a technology they radically impacted our lifestyle.
A car is still the second most expensive item most of us purchase in our lifetimes.
Car ownership is emotional – good and bad, and used as a reflection of who we are, or aspire to be
Cars have changed, but the pace of change is slow. Extremely slow
How have they traditionally innovated?
Each other
… Benchmarking—all of them.
They all look to see what their competitors are doing and should they follow. So if they’re all looking at each other that doesn’t afford a lot of breakout thinking.
Sometimes a new technology comes around and someone briefly breaks from the pack and tries something new.
Digital tech:
For some years now they’ve been looking beyond their competitors to other technology.
Because everyone loves their phones and tablets so why not put it in cars? A lot of reasons, but they did it anyway.
They also chase other tech– mid air gestures, VR, HUDs, etc.
CES has replaced Auto shows at the place to show off Auto Tech … they always have prototypes to get people excited about tech in cars … often they have nothing really to do with driving
…
But there seems to be a moment right now … an inflection point … where external forces are going to force change, maybe faster than the industry can handle.
Cars got smart!
- Cars can see things and discriminate detail.
- They can make decisions – most of them good. Grin
- They almost never kill off the human race after they achieve consciousness
Elon Musk is a nut. In a good way.
I admit I have a love/hate relationship with Tesla
- I love driving it – so fast, so many cool features.
It’s exciting to get into one … it’s like sitting down with the latest tablet, or phone, or computer … it’s cool!
Ludicrous speed, volume level 11 (spinal tap), door handles extending out as you approach … etc
Love this quote.
I’ve thought about this a lot and realized that the opposite of English Butler is the French Maid.
Where he blends into the background, She is designed to stand out … to always be noticed.
Love this quote.
I’ve thought about this a lot and realized that the opposite of English Butler is the French Maid.
Where he blends into the background, She is designed to stand out … to always be noticed.
Maid or Butler
Driving is the primary task … everything else is secondary.
A car’s UI should not be captivating.
Big hand held tablets are great, if you’re holding them in your hands. Not so great at arms length during a bumpy ride.
There are complex visual displays everywhere in the car …. cluster, center stack, and now HUDs … they are over loading our vision
Design for the blind.
BTW … How did the automotive manufacturers respond to Tesla?
BENCHMARKING: huge touch screens for everyone.
OEMs are scrambling to get bigger touchscreens, in spite of the fact that when tested they are not usable and people don’t like them
They want drivers as customers. They want to take over the car’s cockpit. They have started out by claiming to introduce app like features that use phone, navi and music. Now they’re talking about taking over climate control, and most other features.
It appears that the more people pay for something the longer they want to keep it. Car ownership is now over 11 years. That means that the average age of cars on the road is around 11 years. The iPhone came out in 2007.
I bought my truck on 2004 and I love it. If I needed my mobile phone to interact with it I’d be using a Motorola RAZR flip phone.
Blah …..
For the 5 to 6 years following the recession, average age increased about five times its traditional rate.
Embedded vs. CarPlay vs. Android Auto: Changing between systems is confusing.
Switching is a new distraction
Mike McCloskey, an expert on aggression and a professor of psychology at Temple University in Philadelphia, says one of the aspects about driving that makes some people so angry is that it is stressful: "The days of taking a leisurely drive have kind of gone. Now when you're driving, you're really trying to get from A to B, and you usually haven't given yourself enough time to do that. So just the trip itself is very, very stressful.“
Are we contributing, even elevating this level of stress with the type of interactions we are bringing into the vehicle?
If we are going to create a Sanctuary in the vehicle, what does a Sanctuary look, at and feel like? How is sanctuary defined in the mind of the actual consumers.
We are at a threshold for inclusion. We are now at a point when the absence of digital technology is not only optimal, but actually desired.
Continual growth and the “accumulation of moments” are symbolized with a radial flower-like metal emblem installed on the hood of the car.
This concept is communicated through a handsome aluminum 100-year meter with hands that count the passage of days and years over 100-year timespans.
5 to 7 years to design a car, 6 months for phone OS updates
New tech comes out every year - displays, controllers
Results in systems that look and feel dated
Many departments working together (not!)
Everybody wants display real estate
Engineers – goal to reduce variability
Designers – goal to increase variability
Researchers – goal to make sure what is designed is relevant to users
Generic UIs controlled by OEMs - iPods plugged in
Extending OS-specific UIs for navigation, audio, phone
Broader in-car functionality - HVAC, gauge clusters, etc.
Building their own cars
Improve the match between people and the world
What can the past teach us about tools?
Bacteria on planet for 3 billion years
Mammals about 300 million years
Hominids
Australopithecines (walked upright) about 4 million years
Homo habilus (used tools) about 2 million years
Homo erectus (used fire) about 1.8 million years
Homo sapiens (us) 300,000 years
Agricultural revolution about 15,000 years
Industrial revolution about 400 years
Information revolution about 60 years
Vast majority of our human heritage has been spent in hunter-gatherer tribes
The world that made us was relatively stable and limited
World was a few dozen miles for a person.
Societies of 50-500 individuals
Our tools were made of rocks and sticks
Evolution is frugal
Does not favor organisms that waste energy on sensory frills
If energy could not be used for survival, reproduction or care of offspring, then it is not selected for
We are not perfect, we are good enough.
Nature doesn’t care if a solution is elegant, only if it works.
The human spine
Most primates can sit upright, stand and walk briefly
Cling vertically to a tree, swing through branches
Bipedalism built on that
Our spines’ double curve, bring head and torso into line above feet.
Our spines are modifications from primates who moved horizontally. Their spine was a flexible suspension bridge, supporting body.
Our spine is a weight bearing column, leading to stress, injury and pain.
Evolution makes slight modifications to what exists
The human genome (nucleotide by nucleotide) is 98.5% identical to the chimpanzee’s.
We evolved in the context of creatures who did not have language or culture
The stuff we associate with being human was built atop of materials created for other purposes
Nature does not optimize, it satisfices (Herbert Simon).
Natural selection is only as good as the random mutations that arise. If a particular change never arises by chance, it cannot be selected.
Consists of small sharp flakes which could be used for a wide range of cutting tasks. These were created by hitting a core with a hammerstone, smashing off the aforementioned flake. The core itself could also be shaped by removing flakes in from certain places, turning it into a more substantial tool which may have been used for cutting wood and other hard substances or digging up roots, tubers and other buried items.
As one of the earler species of the genus Homo, Homo habilis is also known as "Handy Man," which was given in 1964 because they were the first to make tools out of stone.
hand ax that the Home Erectus would use as you can imagine it would be an amazing and effective tool for many different tools.From the useful Bola to the deadly hand ax the biggest accomplishment for the Homo Erectus was the strategy to make fire. Fire blackened hearths fossils found dating back to 360,000 years ago. Most earlier hominids would be afraid of the fire but they slowly learned to take advantage of the fire. Scientists think that they originally could not make fire by them selves but it happened naturally from lightning or volcanic activity. Over time they were able to create the fire by smashing rocks together to make sparks or to rub sticks together to make friction. They later found out that they could cook meat and that it was easier to chew than raw meat and also to keep away predators.Fire helped them survive 7,000 years in the freezing ice age and other diverse environments.
Writing and mathematics
First largely cognitive tools
Began to decouple cognition from tis physical components
Stone
Sticks
Bone
Fire
Stones wrapped in skin
Hunter gatherer tools are multi-modal
Multimodal
Kinesthetic
Haptic
Visual
Auditory
In our ancestral environment, no two things can occupy the same space at the same time
Finding a target
Multiple layers of menus
Quick glances
Multiple glances to orient
Choosing a target Hick’s law – lots of options
Driving reaching for a target – Fitts law – small size distance from target
Motion – only one motion – pushing
Feedback – Ok visual, poor tactile, really poor auditory
High consequences