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Last active August 29, 2015 14:13
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Principles in car UX according to my capricious whims
###Principles in car UX according to my capricious whims.
Don't distract the driver
This should be a obvious. A driver shouldn't spend active brain time to do things like change the channel. It should be reflex, quick and easy.
Don't impede the driver from driving
Bright screen at night time? Long, intricate voice prompts that need active attention? Come on guys.
Be easy to scan for needed info
'Rhetorical' meaningless form should be avoided, weird gradient backgrounds, etc are a hindrance if they make important information harder to find. Typographic hierarchy! Is Channel number the most useful piece of info while you are tuned to a single channel, etc
Be easy for repetitive or frequent tasks
scanning through stations, incrementing volume
Give non visual feedback, haptics?, audio?
I honestly think touch screens have no place in arms reach of the driver, but if you're doing them, make it easier to tell that you're doing the right thing.
Be concise in your feedback (Voice commands I'm looking at you)
Bing! for success, maybe with in dash feedback confirming what exactly that means.
Bong! for fail, maybe longer verbal prompts when repeated fails happen
A longer essay is deserved on how dumb current gen voice controls are.
Use tactile physical controls when possible
click knobs, depressible buttons with edges, large enough to hit blind
Make things easy to undo/stop, like, one step.
This is more for things like phone calls, or other complicated procedures like exiting a nested menu (WHICH YOU SHOULDN'T EVEN HAVE WHILE IN MOTION)
Don't do everything
Prioritize what baseline features need to happen, radio, the time, climate control. Nail those to the floor. Then if there's things that make sense to add, add them without hindering the core features.
Be an intelligent client to other devices (read, standardize generic device interop)
Is the in dash solution going to be better than google maps? Probably not. Maybe find a way to be a first party interface for that over making a triangle shaped wheel. This has the benefit of helping make you cars better as other organizations provide tie ins
Be similar enough car to car to not be a hindrance (read, standardize UI)
At least among a sticker, I was in 3 new GM vehicles recently with completely different control affordances for a 80% similar 'infotainment' system.
Age gracefully.
Think of the classic car market in 30 years. Is anyone going to want your infotainment?
Avoid modality
Don't have controls do crazy different things in different contexts. Knobs should act like knobs. Buttons should act like buttons.
Don't design a instrument/console cluster for aesthetics first, it needs to be used more than looked at.
Avoid gadgetry
A center console storage compartment that opens and closes automagicaly with a capacitive touch control is harder to figure out than a more conventional one, and ultimately can only work as well as one with a handle, while being harder to do blind.
Don't mix driving functions with entertainment functions.
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