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A Dissertation
Submitted to the Department of Digital Arts, Newcastle College University Centre
In Partial Fulfilment of the Requirements for the Degree of Bachelor of Arts Honours
June 2020
10,974 Words
Copyright © 2020, Robin Tepe.
Robin Tepe 01 - 06 - 20 Research & Dissemination
Abstract
This dissertation describes the rising role of HCI within the automotive industry. It covers the
history of automotive human-machine interfaces from the first dashboard design and the discovery
of user experience, up to the introduction of the in-car radio, phone, navigation system, and
gesture controls, and voice user interface; together with its advantages and disadvantages from user
experience perspectives. The dissertation also explains why and how digital user experience within
cars are different and how automotive manufactures benefit and archive emotional design. Lastly,
the predicted future of the automotive industry is discussed, which includes generational
preferences of generation Z and generation alpha, vehicle connectivity, vehicular automation, and
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Contents Page
List of Figures 4
Glossary 7
Introduction 8
1. The History of Automotive Human-Machine Interfaces 10
1.1 Evolution of Dashboard Design 10
1.2 Core Instrument Clusters on a Dashboard Layout 10
1.3 Development of Interactive In-Car Functionalities 11
1.4 Development of Infotainment Systems 13
1.5 Increased Importance of In-Car Usability 14
1.6 Evolution of User Experience Design 15
2. Contemporary HCI Within the Automotive Industry 18
2.1 Contemporary Automotive Dashboard Technologies 18
2.2 The Difference Within Automotive HMI 25
2.3 Emotional Design 29
2.4 Climate and City 31
3. The Predicted Future of the Automotive Industry 34
3.1 Generational Preferences 34
3.2 Vehicle Connectivity 35
3.3 Vehicular Automation 37
3.4 Shared Mobility and City Efficiency 43
Conclusion 45
Bibliography 47
Reading List 57
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List of Figures
Fig. 1.1 Benz Patent Motor Car 1885 - 1886
• Daimler (n.d.). Benz Patent Motor Car: The First Automobile (1885-1886). [online]
Available at: https://www.daimler.com/company/tradition/company-history/
1885-1886.html [Accessed 15 Jan. 2020].
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Glossary
Term Definition
The interrelated conditions in which
Context something exists or occurs (Tscheligi,
2012).
The communication between a computer
Input/Output (I/O) Interface and the outside world, triggered by input
data.
A chain of interdependent actions and
reactions
Human-Computer Interaction (HCI)
between a user and a system (Tscheligi,
2012).
A group of devices or artificial objects that
System (Product/Service) are organised for a purpose (Tscheligi,
2012).
Someone who uses or employs something,
i.e. the role of a user is defined by the
User
process of interacting with a system
(Tscheligi, 2012).
A person’s perceptions and responses that
User Experience (UX) arise from the usage or anticipated use of a
system.
The space where a user will perform
User Interface (UI) /
interactions, mostly to control a computer or
Human-Machine Interface (HMI)
machine.
A human-computer interaction, based on
Voice User Interface (VUI)
the understanding of spoken commands.
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Introduction
The automotive industry is currently drastically changing. Not only have cars become more digital,
but the digital user experience (UX) and in-car usability also have never been more considered.
Together with autonomous driving vehicles and emission concerns, the future is more substantial to
change.
This dissertation starts with the history of dashboard design from 1900 BC (Tarr, 1969) and
the foundation of user experience design, approximately 4000 BC (Stevens, 2019). The history of
the automotive Human-Machine Interface (HMI) development starts with the introduction of in-
vehicle entertainment with the use of the radio, telephone, and GPS navigation. To reduce the
complexity of all these different user interactions, the infotainment was introduced where in-car
In the second chapter, the dissertation covers the following contemporary dashboard
integration, gesture controls, and voice user interface; together with its advantages and
disadvantages from a UX perspective. Because of limited human cognitive load, together with
safety consideration, the human-computer interaction (HCI) is substantially different within cars
than it is on other devices. Moreover, because vehicle manufacturers sell their products in a wide
range of countries, they have to define and adjust their HMI, based on cultural preferences and
because their product is mostly expensive, emotional design is essential and can be achieved within
their HMI too. Lastly, car manufacturing is under pressure because of emission concerns and to find
alternatives like non-fuel vehicles and car-sharing, which also require a pleasant UX to persuade
their customers.
The last chapter entirely focuses on the predicted future of the automotive industry. Because
this is highly influenced by the generations who are the most prosperous, this dissertation covers the
preferences of generation Z and generation alpha. Vehicle connectivity is currently one of the most
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researched technologies within the industry (Auto Connected Car News, 2014) and is covered by its
benefits, defined levels and challenges. Another essential future prediction is the development of
autonomous driving vehicles. It describes how autonomous driving is divided into six levels and
extent and how to gain the trust and acceptance of users. Together with the predicted digital UX
required within these vehicles and the legal constraints, the dissertation concludes with the
perspectives of full vehicle overtake and the prediction of shared mobility in cities.
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approximately 1900 BC (Tarr, 1969). It was a barrier created with wood or leather, fixed at the front
to shield the driver from mud thrown-up by horses’ hooves. When the first modern and publicly
(Fears, 2017). The wheels in front provided the same effect as the horse hooves with throw ups and
were therefore retained. Another main reason to retain the dashboard was because of safety reasons.
As the engine moved from the back to the front, it functioned as a boundary, separating the warmth
and oil of the cars’ motor. In 1948, the issue of safety importance shifted more prominent because
cars could drive faster, and Tucker became the first automobile with a padded dashboard. Twenty
years later, padded dashboard became the norm (Fears, 2017). The next significant move within the
area of safety was in the early 1990s, with the introduction of the airbag. Depending on
geographical location, they soon became legally required for contemporary cars.
According to Paul Fears (2017), the dashboard eventually was found to be the ideal location to
display system statuses and controls. Instrument clusters in a modern car convey vital information
while driving. Most instruments are gauge cluster and are located behind and around the steering
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wheel. It contains a speedometer which monitors the speed of the vehicle. These speedometers do
play a more prominent role since the introduction of speed limits. Moreover, it contains a fuel gauge
by the use of a floater-type mechanism. This mechanism changes position depending on the level of
gas in the tank. The tachometer, the most crucial equipment in the racing industry, measures the
revolutions of the engine per minute (rpm). These tachometers are mostly located in a dominant
area of the dashboard because ignoring the rpm can cause significant engine damage. Another
instrument is the Odometer. This meter keeps track of the mileage of the vehicle. They used to be a
rolling-odometer display, similar to an older alarm clock with rolling numbers. Modern vehicles
have these digitally, mostly on a screen which can also display other information such as mileage
per trip, tire pressure, fuel economy, oil life percentage and the time. The instrument panel on the
dashboard also displays warning and information lights. These are incredibly important as they can
prevent early damage or unwanted situations such as a flat tyre or dis-functional airbags. The
temperature gauge and voltmeter used to be in a more prominent position than nowadays as many
technological systems can prevent overheating, which used to be a common issue. As time evolves,
interactive in-car functionalities are profoundly affected by new technologies that users got used to
1901 by Italian inventor and engineer Guglielmo Marconi, and the first automotive suitable radio
was introduced in 1922. Although the dashboard instruments always had the task to provide
information, the radio was the first step towards the entertainment of the driver. Following Gerrit
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Meixner and Christian Müllers (2017), the adoption of the in-car radio still procrastinated slowly. In
1954, radios were accessories only optional for some premium cars. Nevertheless, Mark Dressekie
(2019) stated that the significance of in-car amusement grew undeviatingly. The popularity
increased in 1960, probably because there was no other way to listen to media than broadcasting.
This situation changed eight years later, in 1968, when Philips created the first cassette player who
could be used within the car. The follow-up, the in-car CD player in 1983, can still be found in
1876 by Alexander Graham Bell. The long adoption time was because the original invention
required the use of wires rather than service networks to operate. Nearly a century later in the
1970s, the service network became more prevalent and therefore became the automotive phone
service more mainstream. Although, the car phones lost popularity in the 1990s because mobile
cellphones became more affordable than a separate car phone (Meixner and Müllers, 2017). A
solution was brought by company Bluetooth which enables users to connect their mobile cellphones
wirelessly to their car and call hands-free, something which is required in Europe and many other
countries today because it leads to dangerous distraction (Jeanne Breen Consulting, 2009).
important” (Meixner and Müllers, 2017). The solution was in the hands of the US military with the
invention of the Global Positioning System in the 1970s. According to Mark Dressekie (2019) with
the use of a satellite, the geolocation and time information could be received from everywhere. Not
much later, in 1981, Toyota was the first car manufacturer who delivered in-vehicle navigation on
its Celica model (Toyota, 2015). A microcomputer displayed graphs of direction to a pre-coded
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destination continuously to guide the user. The database of the road is a vector map and human-
known information like street names, house numbers and waypoints are encoded as geographic
coordinates. This encoding is an excellent example of enhancing the user experience; because
manufacturers of these devices like Philips, Microsoft and Pioneer understood that it would be
impossible for the user to remember coordinates (ex: 54.966889, -1.627682) to navigate, they
created a decoding system to input recognised information. The technology improved the years
after with an essential step in 2004 when the Navigation Data Standard (NDS) initiative arrived.
Manufacturers of cars and navigation systems came together with map data suppliers to standardise
the data format and update capability. After the NDS became a registered association in 2009, over
twenty manufacturers had the same navigation maps and improved interoperability (Navigation
complexity of automotive HMI. This complexity was especially the case when various
manufacturers came up with the solution to develop a single graphic user interface (GUI) to reduce
complexity and enhance user experience. These functionalities within a single GUI have become as
it is now known, the infotainment system. This system combines the provision of erudition with
entertainment functionalities. The kind of information provided to the driver is also improved. So it
shows not only crucial car system information as discussed earlier, but also information about
traffic business and internet connectivity has been integrated as well because of car connectivity.
connectivity features. The first car manufacturer that introduced connected car features in 1996 was
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General Motors (GM) with its subsidiary company OnStar (Shar, 2015). The connectivity was
highly focussed on safety features; it provided the possibility to let users get emergency help after a
car accident. The human-computer interaction (HCI) was quite futuristic: users could get help with
the use of voice user interface (VUI), and the GPS location was sent to the call centre. The OnStar
system was qualified as a success, and many other manufacturers followed with similar
implementations. Nowadays, vehicle connectivity relates more towards the communication between
the vehicle and others such as infrastructures, other vehicles and a cloud systems as further
1500 B, produced between 1962 and 1977. This model would later become the BMW 3-Series,
which its interior is displayed in Fig. 1.3. In almost sixty years, it is clear that the infotainment
system and digitalisation have taken up a large part of the interior attention. Mainly because of the
diversity of various input and output interfaces (I/O interfaces), the complexity of HMI increased.
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anticipated use of a system (Derome, 2015). Since the complexity of HMI increased for machines
which can be used by uneducated users, it has become a more important discipline in the last
philosopher Feng Shui in 4000 BC. Shui described how the spatial arrangement of objects
concerned the flow of energy and how the arrangement of surroundings is the most optimal,
harmonious and user-friendly, considering everything from materials and colours to layout and
framework (Stevens, 2019). Another origin can be found later around 500 BC when the Ancient
Greeks designed their workspaces and materials to increase efficiency and comfort. Principles such
as correct lighting and good standing or sitting were described as well as the position of tools to
make them easily reachable (National Technical University of Athens, n.d.). These principles can
directly refer to contemporary dashboard design, where the position of screens, buttons and usage
By the 1940s, UX design became aware in the business world, specifically within the
production system of Toyota. To respect factory workers, they enhanced the environment with
human-focussed design. Workers could stop the production line if they had any feedback or
suggestion to improve the process (Stevens, 2019). This was unique within this period because
engineers used to develop such environments without communicating or reflecting with the people
who use their product. Nowadays, UX designers are aware that talking, reflecting and observing
users is necessary to create a better product. Shortly after in 1955, Henry Dreyfuss published the
book ‘Designing for People’ about his work, containing the improvement of usability with everyday
consumer products like telephones, vacuum cleaners, typewriters, and locomotives. His philosophy
was based on scientific approaches and common sense. Dreyfuss explained the core of UX clearly:
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“If the point of contact between the product and the people becomes a point of friction, then the
industrial designer has failed. If, on the other hand, people are made safer, more comfortable, more
eager to purchase, more efficient - or, just plain happier - the industrial designer has succeeded.”
Not an engineer, but often hailed as one of the first UX designers is Walter Disney
(Dickerson, 2013). “Disney was obsessed with creating magical, immersive, near-perfect user
experiences, and the way he set about building Disney World was a true stroke of UX genius.”
(Vieira, 2020). The park focusses on creating a special and unique positive experience and is
carefully designed by ‘Imagineers’, as Disney called his engineers. They designed down to the
exact details rather than adding more attributes, like training the cast members how to treat the
customers and providing instructions on how to wave and smile. The Imagineers also tested the
loudness of sound effects and redesigning the queue so that people have extra shade and fans. He
described the park as a place where “the latest technology can be used to improve the lives of
people.” (Walter Disney, 1966). Essentially, that is the goal of contemporary UX designers through
all industries and also within the automotive industry where brands differentiate each other with
new technologies.
At the point where HMI is finding its way as GUI on personal computers, UX was
happening, and some revolutionary companies were aware of the importance but did not have a
name for it. This situation changed when Don Norman, an American cognitive scientist, started
working as User Experience Architect at Apple, inc. in the early 90s, making him the first person
with UX in the job title. He describes UX as the complete experience of any product, from the first
impression in the store up to bringing it home and using the product. In 1988, he published ‘The
Design of Everyday Things’ which made him famous within his discipline. In 2016, Norman
explained how the term UX is often misused nowadays. Website and app designers call themselves
UX designer. However, they have no clue that user experience stretches towards how users
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experience the world, their lives and the complete service of a product, rather than just a website or
an app.
Concluding; although the dashboard was initially developed as a barrier to protect the driver
from mud thrown-up, it was soon after used as a cluster where feedback of the advanced machine
was shown. Because in-car functionalities are affected by technologies of everyday lives, in-car
entertainment, telephone adoption, GPS navigation, and vehicle connectivity found their ways on
the dashboard. Therefore, UX and usability became a more crucial asset and can be seen directly
while comparing dashboards over time. Another important highlight is how the evolution of UX
occurred and what persons interplayed an essential role within this advancement.
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automotive dashboard technology has a lot to offer, especially in comparison with the
procrastination of earlier bespoken history. Car manufacturers focus more on user experience and
safety than before. The attention on these two factors is mainly because Generation Z (late-1990s -
early-2010s) seems to value these factors stronger than previous generations like Millennials,
2.1.1 Touchscreens
The revolution of touchscreen devices has also
instrument cluster. An example of this is the Porsche Taycan interior in Fig. 2.1, where four
touchscreens are present. Touchscreens allow the car manufacturers to add more functionalities
without too much clutter as vehicles are becoming more technical, sophisticated and with many
functionalities.
A problem with touchscreens is that these can be distracting and take eyes away from the
road. A study by Benjamin Wolfe et al. (2019) states that vision is the distracting factor, more than
the brain is. Because HCI with touchscreens requires visual engagement, it causes cognitive
overload and danger, even more when the interface does lack haptic feedback (Gitlin, 2019).
Although Mark Webster, Director of Product at Adobe, concluded that “If you use a touchscreen in
a complicated interface, it is distracting and not a good experience. However, something like Apple
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CarPlay, or Android Auto, that is bringing in an interface that you’re familiar with, that feels
natural, intuitive, that you’re used to dealing with on your phone all the time. That’s actually a place
where I think the design of that interface in a touchscreen works really well for that.” (Webster,
Several design factors interplay in the HUD design. One of the most important ones is the
Field of View (FOV) which indicates the angle(s) subtended at the eye of the user. On cars, the
FOV is currently quite small in proportion with the size of the windshield (Fig. 2.1) so that the user
can keep most attention to the road. On fighter jets and transport aircrafts, the HUD is much larger
and covers more of the windshield as seen on Fig. 2.3. The FOV might increase on cars when
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The second design factor does not apply to all HUD’s but can be found on more valuable
models and professional equipment. The collimation is the technology which enables the HUB to
make the light rays parallel. Therefore, the images displayed on the HUB can be seen with the same
eye focus point as the outside world. This means that the eye does not have to refocus, and the user
can participate faster, based on the provided information. Perceiving the information without
disruption, and therefore providing a pleasant UX, is also related to the eye box. This stands for the
optical collimator that produces a cylinder of parallel light which can be viewed when the eyes are
some whence in that cylinder. This allows head movement by the user. Luminance or contrast is, as
on every HMI, substantial together witch scaling and compatibility with other displays.
Although HUDs are developed to reduce the distraction of the driver, a study by the
University of Toronto announces that HUDs can have the reverse outcome. Professor Spence (2015)
conducted the research and stated that the multiple sources of information from both the road and
the HUD, harms the concentration of the driver. “Not only will drivers, as they always did, have to
concentrate on what is happening on the road, but they will have to attend to whatever information
pops up on the windshield in front of them” (Spence, 2015). Therefore, in real-world driving, a
HUD increases the visual information and users experience this as extra stressful. Moreover, drivers
warnings may be more dangerous than no warning at all” (Spence, 2015). Simplifying HMI does
not mean removing all the driver input. Tejas Desai (2013) suggest that the flow of information
need to be balanced at all times: plenty to keep the driver involved, but not so abundant that it
creates overwhelm.
top of the real-world environment and therefore creates an interactive experience. From an
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present information. Also, it is essential to reduce the cognitive load by structuring the user maps
and information flow to reduce the learning curve. Especially within the automotive design, where
the system adds information on top of the real-world environment, filmed with the car’s front
camera. This functionality adds clarity to the given information (directions). AR can also be
implemented within the earlier described HUD [2.1.2, p. 21]. Some implementation examples by
Bernard Marr (2019) on this HMI are projecting navigational directions, data from gauges, road
A completely different way car manufacturers can take advantage of AR is by replacing the
hundreds of pages of owner manuals by an app which allows users to film a part they are unfamiliar
Wise, 2013).
Fig. 2.5
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processing, perception, motion, manipulation, social intelligence and general intelligence. It can be
An interesting field where AI can benefit from the car industry is within safety and self-
driving capabilities [3.3, p. 39]. Following Rilind Elezaj (2019), AI can be beneficial with analysing
data from vehicle sensors and can predict whenever human errors are going to be made. Therefore,
it can take over the action and improve SAE autonomous driving level 3, 4, and 5 [3.3.1, p. 40]. For
example, it can control the vehicle in emergencies, detect cross-traffic, synchronise with traffic
signals, brake in case of emergency and actively monitor the blind spots of the vehicle
Besides validating the car’s surrounding, it can also validate the vehicles’ physical
condition. By its self-learning capability, data from usage can be processed for predictive and
prescriptive maintenance. This same data sources can be used for insurance companies. Based on
behaviour, a better driver risk assessment can be created, and the costs of insurance could be
adjusted based on this information. A current example of this is the sale which the Dutch car insurer
Royal Dutch Touring Club (ANWB) offers when their customers use their app and car beacon
which can detect their driving style. It measures the users’ speed, corner taking, braking,
acceleration and use of phone while driving. Every ten days, the user receives feedback to improve
their driving behaviour. The apps create a score from 0 to 100 and award the user with sale up to
Most cars are created to serve the majority of their target audience, although personal
customisation can be fulfilled more often nowadays, offering add-on options like colours, materials
and certain functionalities. Some car brands take this a step further, by letting the customers
personalise up until the smallest details like BMW Group invested in recently with MINI Yours
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(Fig. 2.6 and Fig. 2.7), BMW Individual, and Rolls-Roys Bespoke. Elezaj (2019) stated that AI
could develop this further by monitoring the driver and user behaviour. For example, AI can provide
customised entertainment during travel based on earlier collected data. It can also predict
preferences based on current user behaviour, like adjusting the seat position and mirrors, regulating
the climate-control and playing certain songs. These adjustments all together can create the perfect
personalised experience which complements the car customisations and enhances the user
cars. Not only is it possible to connect the (smart) phone with or without a wire, but also to use the
manufacturers GUI associated with the smartphone Operating System (OS). Following Statista
(2019), the smartphone OS worldwide market share has never been less divided. Only two OS’s
play a role in December 2019: Android (74.13%) and iOS (24.79%). It is therefore very likely
(almost 99%) that a car customer does have a smartphone running one of the two. These OS’s also
have two car integration softwares: Android Auto (2015) and Apple CarPlay (2014), which has been
rapidly adopted and are ‘must-haves’ for many new-vehicle owners (JD Power, 2018). Kristin
Kolodge, Executive Director of Driver Interaction & HMI Research at JD Power stated that users
consider phone systems better in navigation and VUI. Furthermore, the services are free in
comparison with buying new maps or having a subscription plan at their car manufacturer. Kolodge
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added: “consumers are challenging the level of usefulness that some automotive technology
provides, including whether it is needed at all. For example, although automakers’ built-in
navigation systems are appreciated for image quality, owners often prefer using smartphone-based
user can, therefore, interact with a computer system without direct physical contact. Touch-less
interfaces are also called Natural User Interface (NUI). Within the automotive industry, there are
currently two ways gesture recognition is being used: To open/close the boot and to interact with the
infotainment system.
Ford launched the first handsfree boot opening in 2013 (Dow, 2017). With the combination
of keyless entry and gesture control, the boot can be opened when the user swings a foot under the
rear bumper.
Cat Dow (2017) also states that the Jaguar XF Sportbrake is the first production vehicle
which supports cabin gesture recognition in 2014. This is used not to operate the infotainment
system, but to open and close the sunroof when the user waves a hand. BMW followed in 2016 with
its top-of-the-line 7-series which supports gesture control technology to operate parts of the
infotainment system, such as adjusting the volume, responding to incoming calls and viewing
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Pankaj Singh (2019) states that NUI within cars does highly contribute to the next level of road
safety, gesture controls improve the overall driving experience and minimise the distraction, which
would occur with the use of buttons or touchscreens. It also makes it less attractive to have people
recognition are in-car voice user interfaces (VUI) or speech recognition. Although users seem to
prefer the voice assistant on their phone (J.D. Power, 2018), the in-car VUI's are becoming more
advanced. They can easily be used to perform simple interactions like cooling the cabins’
challenges. For example, users suffer from weak discoverability. It is challenging to understand the
capabilities of the system without a GUI. It would need to enumerate the available options so users
will not report confusions over what they can say and if the system would understand them.
Moreover, systems still have difficulties with recognising words and sentence differentiation,
because the primary user task in a car is driving instead of interacting with a system. People have a
limited amount of brain processing capacity, comprehended as cognitive workload within the UX
load increases, raising the drivers’ stress level and inattention towards the road (Laubheimer, 2018).
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2.2.1 Distractions
The infotainment system is the largest distractor within the car interior, particularly when visual
commands are required, such as interaction with touchscreens. An experiment of Tuoma Kujala and
Pertty Saariluoma (2011) concluded that all the visual-manual assignments led to distraction.
Especially hand- and keyboard text entry and scrolling is significantly more distracting than voice
commands. Although, these results depend on the user-friendliness of the voice recognition system
as they might cause more distraction when they perform unexpectedly. Another negative influence
while driving is auditory and visual notifications, while Kujala and Saariluoma found that GPS
displays introduce fewer distractions. The chance of being involved in a car crash because of
distraction is high. In a test by CBS This Morning (2015), 58% of accidents happened because of
distraction among teen drivers. Although this does not have to involve technology, as talking to a
passenger is also distracting, it has been in many cases. Within the test, a driver looks at their phone
for an average of 4.1 seconds. One second with eyes off the road while driving 65mph is equivalent
of driving the length of a basketball court, making it easy to be involved within an accident.
can partly be solved by UX designers. Good in-vehicle interface design should include safety and
usability in the design process from the start (Green, 2008). Moreover, the systems should be tested
as much as possible during the design process by real drivers instead of engineers. Those tests can
identify the concepts which would not be easy to use. An essential part of this design process is
Besides the UX design of in-car devices like the infotainment system, it is hard to answer
the question if UX designers also have to take into account that mobile devices are used while
driving. Although it is forbidden by law in many countries, it still happens (IIHS, 2019) . As
emphasised earlier, there is a substantial difference between the HMI of in-car technology and those
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on other devices. While UX designers have to take cognitive load and road safety very seriously by
in-car technology, mobile HMI’s do not have to take these considerations into account. As users sit
on their desk or couches, a cognitive strain that appears from a shortage of usability seems to be a
minor inconvenience. Although taking longer to perform tasks can make a real difference while
driving (Laubheimer, 2018). Providing mobile HMI’s with strong signifiers, the visual elements that
informs which interaction a user has to perform can help reduce the time spend to figure out how to
use the software (Norman 2013, p. 13-19). Even if a UX designer decides to optimise its software
for in-car usage, it is important not to advertise with this functionality. If it is very likely that the
app will be used while driving, the UX designer might need to consider the use of the sensors of the
device and provide a warning when the device is moving at a certain speed.
A UX design solution to analyse and take action when a driver is distracted or tired is also a
modern vehicle implementation. An excellent example of such a system is Attention Assist from
Mercedes-Benz. The system analyses the driver within the first minutes of driving and makes up an
individual profile, recognising driver behaviour when he is alert. The system then uses this profile
for the rest of the ride and monitors steering movement and steering speed. When errors appeal
repeatedly, the systems checks other relevant parameters like the trip duration, HMI interaction and
external influences like bad roads and wind. If the results are unequivocal, Mercedes-Benz indicates
Fig. 2.9
within automotive HMI design. These cultural differences also appear on other devices but are
especially important within the automotive industry because of the earlier mentioned cognitive
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overload and the interpretation of signifiers. Most car manufacturers are focussed on and based in
Western Europe and the United States. This localisation harms Asian countries like China (Young et
al., 2011) and Indian (Khan et al., 2016). An example of this harm is that Chinese drivers prefer a
higher density of screen information and can cope with a more significant amount of simultaneous
responsibilities in their HMI’s, as opposed to the UK and German drivers (Heimgartner, 2007;
Heimgartner and Holzinger, 2005). Moreover, Tawhid Khan and Mark Williams (2014) discovered
that Bluetooth and infotainment systems do specifically satisfy the visual perceptions and decoding
capabilities to interact with the systems successfully in the UK culture, while the India culture
struggles with task completion and suffers from a high error rate.
getting an understanding of the cultures a UX designer creates for. Especially within visual design
or UI, elements mean different things in different cultures (Engelbrecht, 2016). After the research,
designers should test with different people, change elements and adapt to their preferences. It is not
new to car manufacturers to change their products, based on geographical location and local needs.
For example, BMW used to have a car especially designed and produced for China: the BMW 1-
this car, such as they did not with other Fig. 2.10
European models. This most likely creates a misunderstanding and errors in their target audience.
Other companies outside the car industry do also change their (digital) products like websites and
apps to be better understood and attract more customers from different backgrounds (Engelbrecht,
2016).
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decision making. Emotional design is about delivering value which is important for human beings
(CNN, 2015). Within emotion, there are three levels: firstly, visceral, which is about the emotion
people are born with and is the most fundamental. Secondly, behaviour, which is about how we use
something and how it feels what we are doing and lastly reflective, which is about thinking back
after an experience and what that makes us feel. The first and second are conscious, and the third
subconscious (NNgroup, 2016). Donald Norman (2004) highlights in his book ‘Emotional Design’,
a car review in the New York Times where the reviewer states that the Mini Cooper is so fun to
drive and look at, that he suggests overlooking its faults. This statement makes it quite clear that
emotional design can put cognition into perspective. Because cars are advanced machines with a
relatively high price point for a consumer, emotional design is an important consideration factor for
automotive manufacturers.
else on the road might show behaviour that calls for negative emotion, while preferred music can
evoke positive ones. Most car manufacturers create vehicles with particular driving experience. For
example, Alfa Romeo steers more precise and has a more sporty chassis than equivalent brands
while Audi, a brand within the same segment, tries to smooth out the route so that the driver has less
feeling of the road and steering. The experience which manufacturers deliver can put their mistakes
into perspective and increases customer loyalty because they like the way the car handles.
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Not only can emotional design be applied within the aesthetics of a vehicle or the experience it
delivers while driving, but emotional design can also be applied within HMI and automotive HMI
specifically.
Tesla has many jokes or ‘Easter eggs’ within its infotainment system. There are multiple
ways of enabling them, but they are always hidden as the name Easter egg suggests. Drivers can
activate, for example, a Mario Kart rainbow road (Fig. 2.11), ‘Santa Mode’, fart pillows and even a
James Bond Lotus submarine mode (Fig. 2.12). Although it does presumably create positive
emotions by a selected group of drivers, the cognitive workload might over increase, causing
danger to drivers.
hockey stick-style tachometer [1.2, p. 12], shown in Fig. 2.13. This design might be less practical
than the original round shape, but highlights the importance of the brand within the racing industry
and therefore, might increase customer loyalty and brand values associations.
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drivers start the vehicle. For example, in Fig. 2.14, the BMW M340i displays the car in its correct
colour with its type of indication, together with the drivers’ name and M-branding in the left-hand
corner at the bottom. The M340i model is more expensive because of its focus on sportiness,
resulting in a faster engine, sportier look and larger alloys. Extending this exclusiveness in the
instrument cluster evokes positive emotions, rationalises the cost better and make people buy the
Keohane, 2019; Moody-Stuart, 2019) agree that fossil-powered vehicles have, up to a certain
extent, a share in climate change. This climate change is because “pollutants from cars contribute to
various types of air pollution” (Brinson, 2012). The air pollution from cars is believed to cause
cancer and contribute to other medical problems like asthma and heart diseases. Especially in cities,
inhabitants suffer from these conditions (World Health Organization, n.d.). NASA (2010) even
declared that automobiles were the most significant net contributor to pollution.
68% of them did not even consider the environment within their decision for their next vehicle (The
Zebra, 2019). Examples of alternative fuels for vehicles are biofuel, electricity, steam, kinetic, heat,
hydrogen, air, nitrogen and LPG (RAC, 2018). Electricity or electric vehicles are most familiar with
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customers and do mostly use kinetic energy as well to enlarge their range. One of the reasons why
the majority of customers do not purchase an alternative fuelled vehicle is because of ‘range
anxiety’. This term refers to the drivers’ anxiety to fail in accomplishing the desired trip and do,
therefore, have to charge at a recharging station and will run out late for appointments. Although, a
study by Zachary Needell et al. (2016) shows that 87% of drivers would reach their daily
destination with a low-cost electric vehicle in the US. Assumably, this percentage would even be
more abundant in European countries because driving distances are shorter on average. UX
designers can also help to reduce range anxiety and communicate the range differently. For
example, a navigation system that considers the range could help as the shortest route is not always
the most range-friendly. Hills and high speeds to drain the battery-life substantially and can be
avoided.
in larger cities a solution to common problems like lack of parking spots, parking costs, little car
use and high risk of damage. It is expected to have an annual growth of 28% from 2015 to 2030
(Grosse-Ophoff et al.,2017). Especially the rise of autonomous driving vehicles [3.3, p. 39] will
The UX, while sharing a car, has to be excellent in order to convince more users as it might
be more time-consuming and less efficient in comparison with owning a vehicle. Claire Evans
(2019) tests car-sharing in London and makes use of Zipcar. She was surprised by the excellent
customer care and “the process of using the app to unlock the car and lock it again after the trip was
effortless”. Although, she considered “the Golf was a bit grubby inside”, and the second time when
she borrowed a vehicle using the platform from an owner, she was nervous about knocking on the
door of a stranger to get his car keys. She advises to check the vehicle for damages and make many
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close-up pictures around the vehicle “as evidence you can use in case of a fraudulent claim.”. This
occurrence all together might conclude that the experience is too inefficient and time-consuming to
convince the more frequent drivers to sell their car and use car sharing at this time. The current
target audience of vehicle sharing does use their cars three times less than car owners and use more
sustainable transport modes like walking, cycling and public transport (Karbaumer, 2018).
with it. This evolution includes touchscreens, HUD’s, AR, AI, smartphone integration, gesture
recognition, and VUI. An essential part of this chapter is the research about how HMI in vehicles is
different from others because of distractions, UX design safety solutions and cultural differences.
Moreover, it reveals how car manufacturers are using emotional design and UX on a wide variety of
locations to make up for the customers’ investment. Lastly, this chapter incorporates climate and
city health, what problems the industry is facing and how UX designers can help to solve these
problems.
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For the near future, this will be generation Z (born late-1990s - early-2010s). The preferences of
this generation will influence the directions of car manufacturers in the short term. Another future
generation is generation alpha (born early-2010s - mid-2020s) (Robinson, n.d.). This generation
still much uncertainty about the interpretation of generation Z because of their current age. “Nearly
70% of Gen Z respondents do not have their driver’s license. Of those, 30% have no intention or
desire to get one.” (Gazdik, 2019), while Cox Automotive states that 92% of generation Z still plans
to own a car (2016). This generation believes that “a car represents freedom and convenience. Car
ownership is so important to generation Z; they say they would be willing to give up social media,
new clothes, events, and eating out for a year to have one. Surprisingly, a third of them even say
currently young, 77% believes the price is an essential factor. In line with less budget, 67% consider
gas mileage as a critical component. 49% takes style in consideration and 43% values safety
features. Other components are infotainment (35%), environmental friendliness (27%) and brand
(23%). When purchasing a vehicle, they value a positive experience. Surprisingly, this digital
generation values face-to-face interactions more than other generations. In comparison, millennials
and generation X value convenience the most and boomers the price (Cox Automotive, 2016).
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previous generation and life-long-car owners suffer from the idea of self-driving cars, generation
alpha does value ease of use, user experience and purpose more than horsepower and tyre size
(Schlereth, 2019). It is expected that “most people in generation alpha do not have a driver’s
license” (Schlereth, 2019). Frequently and autonomous driving five-to-eight-person shuttles might
bring people everywhere in a city for little money (Volkswagen AG, n.d.). Fleet operators will
mostly provide long-distance trips with a bus that possibly combines travel with a motel (Cabin
devices in other networks or services outside the car such as other vehicles, buildings, and
infrastructures. The connectivity and automation of vehicle technologies are one of the most
3.2.1 Benefits
According to the U.S. Department of Transportation (2015), 94% of serious crashes was assigned to
the driver while only 2% of the crashers was due to a vehicle component’s failure or degradation.
Some of the advantages of connected and automated transportations include crash elimination,
reduced need for new infrastructure, travel time dependability, productivity improvements,
improved energy efficiency, new models for vehicle ownership, and new business models and
between the vehicle and its surroundings (Auto Connected Car News, 2014).
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are ‘Red Light Violation Warnings’, ‘Work Zone Warnings’, Curve Speed Warnings’,
V2V: Vehicle-to-Vehicle, has the ability to wirelessly exchange information about speed,
position, and heading with other similarly equipped vehicles. With the use of visual,
tactile, and audible alerts, this system can actively help to avoid crashes, make traffic
V2C: Vehicle-to-Cloud exchanges vehicle information from and to a cloud system. This
sending and receiving this information increases, based on new broadband cellular
technologies like 5G. Furthermore, the driver can use information from cloud-
connected industries like energy, transportation and smart homes. From this level,
applications that can be applied are ‘Intersection Movement Assist’, where a driver
will be alert when it enters an unsafe intersection; a ‘Do not Pass Warning’, where
drivers will be warned that it is not safe to pass a slower moving vehicle; an ‘Emergency
Electronic Brake Light Warning’, where a driver will be notified if there is a sudden-braking
ahead and ‘Forward Collision Warning’, where a driver will be alerted because a vehicle
although numbers of deathly crashes are declining because of safer vehicles, the
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number of deaths in these groups remain consistent. With the use of mobile
devices, the safety of these groups can be improved (US Department of Transportation,
n.d.).
communication with each other. This makes the technology the final and most
of these technologies as well as possible. Firstly, it will cost an unpredictable but large amount of
government money to equip all or most infrastructures to a network. Secondly, to make the second
level of connectivity (V2V) possible, all vehicles on the road must be equipped with the technology
necessary to communicate with each other. According to ACEA (2020), the average age of
passenger cars in the EU in 2017 is 11.1 years old and heavy commercial vehicles are even 12 years
old. This means that it will take decades to fully use the second level of connectivity. Adding
connectivity might also arise issues with security, privacy, and data analytics because a large
small. Especially with the help of existing technologies like AI [2.1.4, p. 24], vehicular automations
might be much closer than expected. Most likely, this will decrease the amount of accidents and
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of autonomous driving are defined by the Society of Automotive Engineers (SAE) (SAE, 2018).
1: An Advanced Driver Assistance System (ADAS) assist the user with driving which
2: The ADAS assist with both braking/accelerating and steering (for example: adoptive
cruise control).
3: An Automated Driving System (ADS) can perform the task of driving under
specific circumstances. The user will be requested to take back the task of driving at
4: The ADS performs all tasks of driving in certain circumstances and constantly
monitors the driving environment. The user does not have to pay attention on those
5: The ADS performs all the tasks of driving in all circumstances. The user is not
qualified as driver but as passenger and therefore not responsible (not permitted).
Hartwig (2020) defined the following information and technologies necessary to realise SAE level
five: firstly, the driving order most be ‘known’ by the vehicle to determine where to go and where it
is expected to be present. Technologies like navigational systems and V2C vehicle connectivity
[3.2.2, p. 38] can help to accomplish this. Secondly, self-positioning is required. The vehicle needs
to ‘know’ where it is located using GPS [1.3.3, p. 15]. Radio Frequency Identification (RFID) can
also contribute. These are small chips, applied in the road, which corresponds with a transmitter-
receiver in the vehicle. Thirdly, self-status detection, existing out of many sensors to provide
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information about the vehicle status such as direction, speed, temperature, etcetera. Fourthly,
roadway and environmental conditions. This information is required to ensure the fastest and safest
way. The information can be gained from V2I connectivity [3.2.2, p. 38]. Fifthly, traffic situations.
“The vehicle needs the exact position of buildings and other fixed obstacles, the current position,
the outline, the speed, and the direction of movement of all road users in the area” (Hartwig, 2020).
technology and change a habit or pleasure. One of the most critical determinants is the trust in
automated driving technology (Ayoub et al., 2019). Currently, 43% of people who participated
within a survey conducted by PSB Research indicated that they do not feel safe around autonomous
driving vehicles (Wiggers, 2018). A reason for the lack of trust is that contemporary technologies
require the driver to keep paying attention and hold their hands on the wheel to take over control
when necessary. “The uncertainty and vulnerability involved in the system are often not transparent
and thus the level of trust tends to fluctuate, which affects their acceptance of highly automated
Researchers Kristin Schaefer et al. (2016) identified three constituents that can influence the
trust and acceptance of automated driving. The first one is human-related, where experience,
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knowledge, and age interplays a role. Secondly, automation-related, where the focus is on the trust a
user has in the information the system provides and how the vehicle reacts in specific
manufacturers (OEMs).
It is highly essential that UX designers understand and take these identified factors into
account to grow trust and acceptance from drivers. Jiin Lee et al. (2016) suggests that consecutive
evaluation of the vehicle’s performance by the driver, providing the driver with external and in-car
information about the current driving situations and enhancing the vehicle’s role by incorporating
emotional interactions with the driver [2.3, p. 31]. When users will not trust autonomous driving
vehicles, lots of technology and research will be taken for granted (Moyers, 2017).
situations. Not only by using their turn signal, hazard lights, and horns but also with body
expression like gestures (Dey and Terken, 2017), eye contact (Ren et al., 2016), and smiling
(Guéguen, 2015). Although, at level five, drivers become passengers and are therefore not within
the need or awareness of communicating with other road users, which is especially crucial with
To remain a safe road and communicate clearly, automotive manufactures need to develop
an advanced communication interface which informs pedestrians and bicyclists about the current
state and future behaviour of an autonomous driving vehicle (Cœugnet et al., 2018; Habibovic et
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to signal other information to communicate awareness. Another example is from Chia-Ming Chang
et al. (2017), which developed eyes in the headlights to help pedestrians make better and quicker
street-crossing decisions and Yeti Li et al. (2018) developed an external display to communicate
informs the user. According to NHTSA (2016), the vehicle should inform the user about its
condition, its system status and request of control transition. An excellent digital UX does highly
Trust has to be gained stepwise. The more the user will trust the vehicle over time, the more
opportunities do arise for the in-car UX (Moyers, 2017). One of them is that the cognitive load [2.2,
p. 27] does not have to be taken into account any longer. The infotainment system [1.4.1, p. 16] can
become more complex and might turn out to be the essential element in the cars’ interior. The
experience can be more personalised with customer relationship management (CRM), even when
the user makes use of a shared mobility solution [3.4, p. 45]. The infotainment system can also
expand itself with a more extensive HUD [2.1.2, p. 21] and might turn in a futuristic hologram later.
(Foundry, n.d.).
It will require a lot of time and testing before the ultimate solutions and formulas of in-
autonomous-vehicle UX design will be clear and work. Considering the current evolution of user
behaviour, the chance is significant that it will focus on personalisation (Carter, 2019), even when
the vehicle is shared. Some users might find it difficult to trust the vehicle, while others do not mind
and would prefer shopping while driving. The future might find solutions for both users within one
construction.
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however, will always be an aspect of motor vehicle travel, and it must be decided who is to be held
responsible in such cases.” (Ilková and Ilka, 2017). The legal aspects of autonomous driving do
The United States of America (USA) was the first jurisdiction in the world which made
autonomous vehicles on public road legal (Committee on Transportation, 2011). Even though the
country approved these vehicles under conditions like being ensured for five million dollars, not
exceeding thirty-five miles per hour, and sharing testing data with the government; individual states
can still prohibit the usage. Currently, the “nine states California, Florida, Louisiana, Utah,
Michigan, North Dakota, Tennessee, Nevada, Virginia, and Washington D.C., have passed
In the European Union (EU), almost all country members, except for Spain and the United
Kingdom, have approved the ‘Convention on Road Traffic’ or ‘Vienna Convention’ (United
Nations, 1968). In contrast to the USA, it requires a human driver to be in charge of the travelling
vehicle always. Although the EU is not left behind within the technical development of cooperative
vehicles, the pressure is intensifying for participating institutions like insurance companies and
Countries in Asia do not have an umbrella union. In China, it even depends on specific
cities. Since “the end of 2018, more Chinese cities have started promulgating new road testing rules
to give the green light to self-driving vehicles undertaking passenger-carrying road tests.” (Herbert
Smith Freehills, 2019). Moreover, Japan allows up to SEA Level three automated vehicles on public
roads from May 2020 (Herbert Smith Freehills, 2019). Singapore is ranked second in the world that
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autonomous driving development (Lago and Trueman, 2019). In conclusion, some Asian countries
do work hard to participate in this evolution. Countries like Indonesia, The Philippines, and
Thailand do not have any legal allowance for the connected and autonomous driving industry,
facing their constraints such as poor urban planning, lack of customer interest and other compelling
acceptance, road users interaction, in-vehicle digital UX and legal aspect have to be solved
completely. It will most likely reduce the number of crashes (U.S. Department of Transportation,
2015; Hartwig, 2020), increase traffic flow and traffic efficiency (Hartwig, 2020), positively
influence job opportunities (Jadhav, 2018) and make transport more safe, affordable, accessible, and
sustainable (United Nations, 2019). Although, experts predict it might take decades before SAE
Level five will be available for customers (Gessner, 2019). “I think that SAE Level five will remain
a dream for quite a long time, but SAE Level four Technology V2V and V2X will be very
beneficial and more important than what the current discussion implies for the majority of valuable
predicted to continue in the future, most likely in other form factors. Because cities are becoming
more crowded (AFP, 2011), shared mobility is expected to become more essential to increase space
efficiency. Considering that a car is 80% vacuous when driven by an individual (Plumer, n.d.) and is
parked for 95% of the time (Morris, 2016): “It all seems rather inefficient and wasteful. If cities
could reclaim even a fraction of this land from vehicles, they could build more housing, or stores, or
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city more efficient (SFMTA, 2016), as seen in Fig. 3.3. The city will partner with the University of
California Berkeley together with tech organisations to accomplish a shift from personal cars to car
sharing, making public services more affordable and move to automated electric vehicles in the
future (Plumer, n.d.). These plans are in line with the expectation of generation alpha [3.1.3, p. 37]
to have a frequently and autonomous driving five-to-eight-person shuttle that brings people
everywhere in a city for little money, from the concept of Volkswagen AG (n.d.).
The last chapter highlighted the predicted future of the automotive industry and its UX.
Because design is about humans, preferences of the upcoming generations are essential to analyse
because they profoundly influence the future. Vehicle connectivity and the broad topic of vehicular
automation with its benefits and challenges were covered. It was made clear how UX designers can
influence the trust and acceptance of these new technologies as well as how their work will
contribute to a safer road environment. Shared mobility and city efficiency are very likely to be an
important future topic as well, together with how UX designers can contribute to this area.
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Conclusion
The role of digital UX within the automotive industry is rising. The infotainment system was the
telephone and GPS navigation. From that moment forward, the foundation of vehicle connectivity
was introduced in 1996 by GN and in-car usability became more critical because new technologies
Although most technologies have been created to benefit the UX of the driver, this
dissertation makes clear that touchscreens and HUDs do negatively benefit the human cognitive
load and leads to distraction. At the same time, AR and VUI depend on the user-friendliness of the
systems as they might cause more distraction when they perform unexpectedly. AI, smartphone
integration and gesture control do almost always positively influence the drivers’ UX. Therefore,
one could conclude that implementing new and accepted technologies might not benefit the user at
all times. It was found that HCI in vehicles is different compared to other devices because the
primary user task in a car is driving instead of interacting with a system. Therefore, good in-vehicle
interface design should include safety and usability in the design process from the start. It was also
found that the HCI was different across cultures. Because of this, a UX designer has to start with
getting an understanding of the cultures it creates for to avoid misunderstanding, frustration and
unsuccessful navigation. Especially within visual design or UI, elements mean different things in
other cultures.
Another element that car manufactures have to take into account is emotional design. This
can put cognition into perspective. Because cars are advanced machines with a relatively high price
point for a consumer, emotional design is an important consideration factor for automotive
manufacturers. These emotions can be achieved with visual appearance, specific driving behaviour
and HMI adjustments. Cars contribute to medical problems like asthma and heart diseases.
Manufactures try to reduce this by delivering non-fossil fuel vehicles and city sharing. Although,
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most customers do not consider the environment while looking for a car, car sharing is expected to
The dissertation explored the the predicted future by researching the wishes of upcoming
generation Z and generation alpha. While 92% of generation Z plans to purchase a car, it is
expected that most people in generation alpha will not have a drivers' license. Vehicle connectivity
is a highly researched topic. It has many advantages like crash elimination, reduced need for new
new models for vehicle ownership, and new business models and scenarios. Constraints are the
costs, relatively old vehicles and privacy concerns. Vehicular Automation has six SAE-levels of
automation and requires much technology to work entirely independently. Also, customers have to
trust and accept these vehicles based on human-related, automated-related and environment-related
topics. UX designers are partly able to solve this problem by providing the driver with external and
in-car information about the current driving situations and enhancing the vehicle’s role by
incorporating emotional interactions with the driver. Designers have the challenge in the future to
successfully communicate with other road users and the users inside the vehicle. Moreover, some
legal aspects might stand in the way of fully autonomous driving even when it will most likely
reduce the number of crashes, increase traffic flow and traffic efficiency, positively influence job
opportunities and make transport more safe, affordable, accessible, and sustainable. Both vehicle
connectivity as vehicular automation will contribute to cleaner and more efficient cities. Therefore,
the technology does not have to take a long route , but the user will have to.!
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