All work

CASE STUDY · MSc HCI · IN-CAR UX

AVENUE

How do we make a 4-hour car journey feel like 40 minutes for someone who isn’t driving?

PROBLEM

Rear-seat passengers have little control over their own journey: hard-to-read screens, voice commands that fail, and no access to air controls.

MY ROLE

UX Designer in a team of 6. I owned the context-of-use analysis and sketched and prototyped 4 core screens.

METHODS

5 interviews, Kano model, HTA, SHERPA, KLM, think-aloud testing with 8 people.

TIMELINE & TOOLS

13 weeks · Figma, Miro

52%

shorter task time across 4 key tasks (KLM-modelled)

48.5 → 69.4

net satisfaction, V1 to V2 (n=8)

8 of 8

participants rated V2 higher

6

potential errors caught before testing (SHERPA)

Open Figma prototype

ON THIS PAGE

The problem

Research

Context of use

Prioritisation

Design

Evaluation

Results

Reflection

THE PROBLEM

Rear-seat passengers are the forgotten users of the car. The driver gets navigation, climate and entertainment within arm’s reach. The person three feet behind them gets boredom, motion sickness, and a screen they have to ask someone else to control.

Our brief was open-ended: design an in-car rear-seat infotainment system. My team and I pushed back on that framing. Building another screen wasn’t the problem worth solving; the passenger experience was.

CONSTRAINTS

13 weeks, team of 6, Figma prototypes rather than real hardware

Users spanning kids, working professionals and elderly passengers, with conflicting needs

A moving vehicle: motion sickness, glare, awkward seating angles

A team split across time zones over the Easter break

WHAT 5 INTERVIEWS TOLD US

We interviewed 5 rear-seat passengers aged 24 to 58, about 30 minutes each, focused on the whole journey and not just the screen.

#

Pain point

Mentioned by

1

Hard to read screens in a moving car

3 of 5

2

Voice commands fail and need repeating

3 of 5

3

In-car UI doesn’t behave like a phone

4 of 5

4

Icons hard to find; navigation feels clunky

2 of 5

5

Motion sickness, no rear access to air controls

1 of 5 (but severe)

THE INSIGHT THAT SHAPED THE PRODUCT

Pain point 5 came from one participant, but it was the most visceral story we heard. It’s why rear passengers got their own climate, lighting and sound controls, even though the brief said “infotainment”.

Empathy map from our 5 interviews: what passengers think and feel, see, hear, say and do, plus their pains and gains. Click the map to open it full size.

DESIGNING FOR A MOVING BOX

I owned the context-of-use analysis. Standard frameworks assume a stationary user, so our analysis focused on four risks specific to a moving vehicle.

Motion sickness: led to an adaptive refresh rate and a motion-content filter while the car moves.

Glare and lighting: led to an anti-reflective screen, adjustable brightness and dark mode.

Shared space: led to a headphone jack, volume control and sharing with co-passengers.

Interruptions: led to offline media and a recently accessed section, so passengers can pick up where they left off.

Each factor was traced to a requirement and to the method we would use to evaluate it, so nothing in the spec was untestable.

See all 17 factors

Factor

Impact on UX

Associated requirement

Evaluation method

Task frequencies

Quick and efficient task completion

Shortcuts for high-frequency tasks

Usability testing

Task durations

Minimise user fatigue and frustration

Quick actions for regular tasks

Usability testing

Task flexibility

Customisable and flexible task performance

Support for multiple controls

Usability testing

Task dependencies

Ensure functionality and feature availability

Offline media and functionality

User testing, questionnaires

Physical & cognitive demands

Accommodate varying user abilities

Multi-modal delivery

Task load analysis

Task error risks

Minimise confusion and frustration

Privacy protection measures, error recovery

Usability testing

Group working

Support multi-user interactions

Multiplayer capabilities, user profiles

User observation

Assistance

Enhance ease of use and satisfaction

Voice instructions, tooltips

Questionnaires

Interruptions

Minimise negative impact on interactions

Quick physical controls

Usability testing

Communications

Seamless integration of networked communications

Video calls, microphone, speakers

Usability testing

Discretion

Provide alternatives for user interactions

Barge-in functionality, home button

Usability testing

Visual environment

Ensure legibility and readability

Adjustable brightness, dark/light mode

Usability testing

Auditory environment

Maintain audio quality and privacy

Volume control, headphone jack

User testing

Space constraints

Maximise usability within available space

Prioritise physical controls

Ergonomic testing

User posture

Accommodate different user postures

Physical controls, voice UI options

User testing

Physical location

Ensure comfort, visibility and ease of use

Screen mobility, glare reduction

Ergonomic testing

PRIORITISING WITH KANO

We used the Kano model to sort our requirements into Must-Haves, Performance and Delighters, so we had a real prioritisation conversation instead of agreeing to build everything. We wrote each requirement as a Volere card.

Memory Clippings, which lets passengers record moments from the journey, became one of the most distinctive features of the final system.

Our requirements, written as Volere cards (hover to pause)

FROM PAPER SKETCHES TO PROTOTYPE

I sketched and prototyped the Home screen, Videos library, Audio library and Media player.

Videos libraryAudio libraryMedia player
Videos library

Early sketches of the Videos, Audio and Media player screens

KEY DESIGN DECISIONS

Collapsible sidebar: collapsing the fixed sidebar to a thin icon rail kept it discoverable and freed up space for the main content.

AR toggle moved into the map: a permanent AR button for a feature used rarely was wasting the bottom bar.

Semi-circular temperature slider: temperature feels like a range with a comfortable middle, not a line.

TESTING IN TWO PHASES

Before bringing users in, we ran HTA and SHERPA to catch errors at the design stage. HTA showed that starting Maps in AR mode put extra steps between users and their directions, so we made the normal map the default and AR a toggle.

HIERARCHICAL TASK ANALYSIS

The Maps flow, from the full analysis

0

Facilitating access to entertainment, information and utility during a journey

1

Facilitating access to

INFORMATION

Maps flow

1.1 Journey information

1.1.1

Access maps & navigation

1.1.2

Use AR mode during navigation

1.1.3

View ETA

The Maps flow (1.1), the part of the task analysis that changed the design

See the full task analysis

HIERARCHICAL TASK ANALYSIS

Whole system, 4 goals

0

Facilitating access to entertainment, information and utility during a journey

1

Facilitating access to

INFORMATION

Maps flow

1.1 Journey information

1.1.1

Access maps & navigation

1.1.2

Use AR mode during navigation

1.1.3

View ETA

1.2 System information

1.2.1

Check connectivity

1.2.2

View notifications

1.2.3

Access help

1.3 Misc. information

1.3.1

Access news

1.3.2

Access weather

1.3.3

View time and date

2

Facilitating access to

ENTERTAINMENT

2.1 Playing media

2.1.1

Play music

2.1.2

Play videos

2.1.3

Play movies

2.2 Memory clippings

2.2.1

Record moments

2.2.2

Save to device

2.2.3

Manage and view the recordings

3

Facilitating access to

UTILITIES

3.1 Accessibility

3.1.1

Activate voice control

3.1.2

Adjust text size

3.1.3

Enable read out aloud

3.1.4

Choose light/dark mode

3.1.5

Adjust brightness

3.1.6

Enable closed captions

3.2 Controls and settings

3.2.1

Manage routines

3.2.2

Control AC

3.2.3

Adjust lighting

3.2.4

Adjust sound

3.2.5

Accessibility settings

3.2.6

On/off settings

3.2.7

Adjust volume controls

3.2.8

Manage privacy settings

3.3 Privacy and safety

3.3.1

Create & manage profiles

3.3.2

User modes

3.3.3

Enable SOS

4

Facilitating access to

APPS

4.1 Games

4.1.1

Browse game library

4.1.2

Select & launch game

4.2 Video calls

4.2.1

Access video call apps

4.2.2

Initiate video call

4.2.3

Manage video call settings

4.3 Movies

4.3.1

Browse movie app library

4.3.2

Select & play movie

4.4 Access apps

4.4.1

Open app market

4.4.2

Search for apps

4.4.3

Browse apps by category

4.4.4

Download and install apps

4.4.5

Manage installed apps

Apps (4) is also reached indirectly from Information, Entertainment and Utilities.

Hierarchical task analysis of the whole system, with the Maps flow (1.1) highlighted

Error found by SHERPA

Severity

Fix

Memory Clippings started recording on app open

Medium

Added an explicit Start Recording button

A sleeping passenger could be recorded for hours

High

Added a 10-minute inactivity auto-stop

Users couldn’t tell which profile mode they were in

High

Added a persistent profile indicator

Full-screen maps had no obvious exit

High

Added persistent close and minimise buttons

Then 8 participants used both versions with think-aloud, our 21-item AVENUEQ questionnaire and time-on-task.

Metric (AVENUEQ, n=8)

V1

V2

Change

Overall experience

3.00

4.40

+47%

Task straightforwardness

3.15

4.65

+48%

Mental effort (lower is better)

3.25

2.15

−34%

Net satisfaction score

48.5

69.4

+43%

THE HEADLINE NUMBER: 52% FASTER

Using the Keystroke-Level Model, we modelled four frequent tasks step by step in V1 and V2: changing user mode, playing or controlling media, switching apps, and toggling Bluetooth or Wi-Fi.

Task

V1

V2

Reduction

Total across 4 tasks

67.9 s

31.75 s

−52%

V2 addressed the issues we found when testing V1.

Videos libraryAudio libraryMedia player
Videos library

Final Videos, Audio and Media player screens

WHAT I’D DO DIFFERENTLY

Test with numbers earlier: a simple Likert score by week 6 would have shown which screens needed rework before I built them in high fidelity.

Plan for time zones: synchronous meetings across time zones slowed our decisions. Async reviews would have helped.

Interview a driver: drivers control the journey our users are on. One conversation would likely have surfaced ideas we missed.

Saying no to a feature is a design decision, not a failure to deliver.

The lesson I took from prioritising with Kano and moving the AR button into the map

LET’S TALK.

I’m looking for product and UX design roles in Mumbai, remote, or where relocation makes sense. I reply within a day.

© 2026 Hiral Mamaniya

Designed and built in Framer

All work

CASE STUDY · MSc HCI · IN-CAR UX

AVENUE

How do we make a 4-hour car journey feel like 40 minutes for someone who isn’t driving?

PROBLEM

Rear-seat passengers have little control over their own journey: hard-to-read screens, voice commands that fail, and no access to air controls.

MY ROLE

UX Designer in a team of 6. I owned the context-of-use analysis and sketched and prototyped 4 core screens.

METHODS

5 interviews, Kano model, HTA, SHERPA, KLM, think-aloud testing with 8 people.

TIMELINE & TOOLS

13 weeks · Figma, Miro

52%

shorter task time across 4 key tasks (KLM-modelled)

48.5 → 69.4

net satisfaction, V1 to V2 (n=8)

8 of 8

participants rated V2 higher

6

potential errors caught before testing (SHERPA)

Open Figma prototype

The problem

Research

Context of use

Prioritisation

Design

Evaluation

Results

Reflection

THE PROBLEM

Rear-seat passengers are the forgotten users of the car. The driver gets navigation, climate and entertainment within arm’s reach. The person three feet behind them gets boredom, motion sickness, and a screen they have to ask someone else to control.

Our brief was open-ended: design an in-car rear-seat infotainment system. My team and I pushed back on that framing. Building another screen wasn’t the problem worth solving; the passenger experience was.

CONSTRAINTS

13 weeks, team of 6, Figma prototypes rather than real hardware

Users spanning kids, working professionals and elderly passengers, with conflicting needs

A moving vehicle: motion sickness, glare, awkward seating angles

A team split across time zones over the Easter break

WHAT 5 INTERVIEWS TOLD US

We interviewed 5 rear-seat passengers aged 24 to 58, about 30 minutes each, focused on the whole journey and not just the screen.

#

Pain point

Mentioned by

1

Hard to read screens in a moving car

3 of 5

2

Voice commands fail and need repeating

3 of 5

3

In-car UI doesn’t behave like a phone

4 of 5

4

Icons hard to find; navigation feels clunky

2 of 5

5

Motion sickness, no rear access to air controls

1 of 5 (but severe)

THE INSIGHT THAT SHAPED THE PRODUCT

Pain point 5 came from one participant, but it was the most visceral story we heard. It’s why rear passengers got their own climate, lighting and sound controls, even though the brief said “infotainment”.

Empathy map from our 5 interviews: what passengers think and feel, see, hear, say and do, plus their pains and gains. Swipe sideways to explore, or tap the map to open it full size.

DESIGNING FOR A MOVING BOX

I owned the context-of-use analysis. Standard frameworks assume a stationary user, so our analysis focused on four risks specific to a moving vehicle.

Motion sickness: led to an adaptive refresh rate and a motion-content filter while the car moves.

Glare and lighting: led to an anti-reflective screen, adjustable brightness and dark mode.

Shared space: led to a headphone jack, volume control and sharing with co-passengers.

Interruptions: led to offline media and a recently accessed section, so passengers can pick up where they left off.

Each factor was traced to a requirement and to the method we would use to evaluate it, so nothing in the spec was untestable.

See all 17 factors

Task frequencies

IMPACT ON UX

Quick and efficient task completion

ASSOCIATED REQUIREMENT

Shortcuts for high-frequency tasks

EVALUATION METHOD

Usability testing

Task durations

IMPACT ON UX

Minimise user fatigue and frustration

ASSOCIATED REQUIREMENT

Quick actions for regular tasks

EVALUATION METHOD

Usability testing

Task flexibility

IMPACT ON UX

Customisable and flexible task performance

ASSOCIATED REQUIREMENT

Support for multiple controls

EVALUATION METHOD

Usability testing

Task dependencies

IMPACT ON UX

Ensure functionality and feature availability

ASSOCIATED REQUIREMENT

Offline media and functionality

EVALUATION METHOD

User testing, questionnaires

Physical & cognitive demands

IMPACT ON UX

Accommodate varying user abilities

ASSOCIATED REQUIREMENT

Multi-modal delivery

EVALUATION METHOD

Task load analysis

Task error risks

IMPACT ON UX

Minimise confusion and frustration

ASSOCIATED REQUIREMENT

Privacy protection measures, error recovery

EVALUATION METHOD

Usability testing

Group working

IMPACT ON UX

Support multi-user interactions

ASSOCIATED REQUIREMENT

Multiplayer capabilities, user profiles

EVALUATION METHOD

User observation

Assistance

IMPACT ON UX

Enhance ease of use and satisfaction

ASSOCIATED REQUIREMENT

Voice instructions, tooltips

EVALUATION METHOD

Questionnaires

Interruptions

IMPACT ON UX

Minimise negative impact on interactions

ASSOCIATED REQUIREMENT

Quick physical controls

EVALUATION METHOD

Usability testing

Communications

IMPACT ON UX

Seamless integration of networked communications

ASSOCIATED REQUIREMENT

Video calls, microphone, speakers

EVALUATION METHOD

Usability testing

Discretion

IMPACT ON UX

Provide alternatives for user interactions

ASSOCIATED REQUIREMENT

Barge-in functionality, home button

EVALUATION METHOD

Usability testing

Visual environment

IMPACT ON UX

Ensure legibility and readability

ASSOCIATED REQUIREMENT

Adjustable brightness, dark/light mode

EVALUATION METHOD

Usability testing

Auditory environment

IMPACT ON UX

Maintain audio quality and privacy

ASSOCIATED REQUIREMENT

Volume control, headphone jack

EVALUATION METHOD

User testing

Space constraints

IMPACT ON UX

Maximise usability within available space

ASSOCIATED REQUIREMENT

Prioritise physical controls

EVALUATION METHOD

Ergonomic testing

User posture

IMPACT ON UX

Accommodate different user postures

ASSOCIATED REQUIREMENT

Physical controls, voice UI options

EVALUATION METHOD

User testing

Physical location

IMPACT ON UX

Ensure comfort, visibility and ease of use

ASSOCIATED REQUIREMENT

Screen mobility, glare reduction

EVALUATION METHOD

Ergonomic testing

PRIORITISING WITH KANO

We used the Kano model to sort our requirements into Must-Haves, Performance and Delighters, so we had a real prioritisation conversation instead of agreeing to build everything. We wrote each requirement as a Volere card.

Memory Clippings, which lets passengers record moments from the journey, became one of the most distinctive features of the final system.

Our requirements, written as Volere cards (hover to pause)

FROM PAPER SKETCHES TO PROTOTYPE

I sketched and prototyped the Home screen, Videos library, Audio library and Media player.

Videos libraryAudio libraryMedia player
Videos library

Early sketches of the Videos, Audio and Media player screens

KEY DESIGN DECISIONS

Collapsible sidebar: collapsing the fixed sidebar to a thin icon rail kept it discoverable and freed up space for the main content.

AR toggle moved into the map: a permanent AR button for a feature used rarely was wasting the bottom bar.

Semi-circular temperature slider: temperature feels like a range with a comfortable middle, not a line.

TESTING IN TWO PHASES

Before bringing users in, we ran HTA and SHERPA to catch errors at the design stage. HTA showed that starting Maps in AR mode put extra steps between users and their directions, so we made the normal map the default and AR a toggle.

HIERARCHICAL TASK ANALYSIS

The Maps flow, from the full analysis

0

Facilitating access to entertainment, information and utility during a journey

1

Facilitating access to

INFORMATION

Maps flow

1.1 Journey information

1.1.1

Access maps & navigation

1.1.2

Use AR mode during navigation

1.1.3

View ETA

The Maps flow (1.1), the part of the task analysis that changed the design

See the full task analysis

HIERARCHICAL TASK ANALYSIS

Whole system, 4 goals

0

Facilitating access to entertainment, information and utility during a journey

1

Facilitating access to

INFORMATION

Maps flow

1.1 Journey information

1.1.1

Access maps & navigation

1.1.2

Use AR mode during navigation

1.1.3

View ETA

1.2 System information

1.2.1

Check connectivity

1.2.2

View notifications

1.2.3

Access help

1.3 Misc. information

1.3.1

Access news

1.3.2

Access weather

1.3.3

View time and date

2

Facilitating access to

ENTERTAINMENT

2.1 Playing media

2.1.1

Play music

2.1.2

Play videos

2.1.3

Play movies

2.2 Memory clippings

2.2.1

Record moments

2.2.2

Save to device

2.2.3

Manage and view the recordings

3

Facilitating access to

UTILITIES

3.1 Accessibility

3.1.1

Activate voice control

3.1.2

Adjust text size

3.1.3

Enable read out aloud

3.1.4

Choose light/dark mode

3.1.5

Adjust brightness

3.1.6

Enable closed captions

3.2 Controls and settings

3.2.1

Manage routines

3.2.2

Control AC

3.2.3

Adjust lighting

3.2.4

Adjust sound

3.2.5

Accessibility settings

3.2.6

On/off settings

3.2.7

Adjust volume controls

3.2.8

Manage privacy settings

3.3 Privacy and safety

3.3.1

Create & manage profiles

3.3.2

User modes

3.3.3

Enable SOS

4

Facilitating access to

APPS

4.1 Games

4.1.1

Browse game library

4.1.2

Select & launch game

4.2 Video calls

4.2.1

Access video call apps

4.2.2

Initiate video call

4.2.3

Manage video call settings

4.3 Movies

4.3.1

Browse movie app library

4.3.2

Select & play movie

4.4 Access apps

4.4.1

Open app market

4.4.2

Search for apps

4.4.3

Browse apps by category

4.4.4

Download and install apps

4.4.5

Manage installed apps

Apps (4) is also reached indirectly from Information, Entertainment and Utilities.

Hierarchical task analysis of the whole system, with the Maps flow (1.1) highlighted

Error found by SHERPA

Severity

Fix

Memory Clippings started recording on app open

Medium

Added an explicit Start Recording button

A sleeping passenger could be recorded for hours

High

Added a 10-minute inactivity auto-stop

Users couldn’t tell which profile mode they were in

High

Added a persistent profile indicator

Full-screen maps had no obvious exit

High

Added persistent close and minimise buttons

Then 8 participants used both versions with think-aloud, our 21-item AVENUEQ questionnaire and time-on-task.

Overall experience

V1

3.00

V2

4.40

CHANGE

+47%

Task straightforwardness

V1

3.15

V2

4.65

CHANGE

+48%

Mental effort (lower is better)

V1

3.25

V2

2.15

CHANGE

−34%

Net satisfaction score

V1

48.5

V2

69.4

CHANGE

+43%

THE HEADLINE NUMBER: 52% FASTER

Using the Keystroke-Level Model, we modelled four frequent tasks step by step in V1 and V2: changing user mode, playing or controlling media, switching apps, and toggling Bluetooth or Wi-Fi.

Total across 4 tasks

V1

67.9 s

V2

31.75 s

REDUCTION

−52%

V2 addressed the issues we found when testing V1.

Videos libraryAudio libraryMedia player
Videos library

Final Videos, Audio and Media player screens

WHAT I’D DO DIFFERENTLY

Test with numbers earlier: a simple Likert score by week 6 would have shown which screens needed rework before I built them in high fidelity.

Plan for time zones: synchronous meetings across time zones slowed our decisions. Async reviews would have helped.

Interview a driver: drivers control the journey our users are on. One conversation would likely have surfaced ideas we missed.

Saying no to a feature is a design decision, not a failure to deliver.

The lesson I took from prioritising with Kano and moving the AR button into the map

LET’S TALK.

I’m looking for product and UX design roles in Mumbai, remote, or where relocation makes sense. I reply within a day.

© 2026 Hiral Mamaniya

Designed and built in Framer

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