SWERVO logo

Client

99P - Honda

Team

Victor Gradski
Sarah Hand
Lauren Hung
Jenny Ong

Timeline

Spring + Summer 2021

Problem

Connectivity, mobile devices and an autonomous future are disrupting the way we spend time in cars, making new experiences possible. Honda asked our MHCI Capstone team to investigate a future where the intelligence and data gained from this ecosystem could be used to inform new social interactions.

Solution

SWERVO reimagines the car as a game console, using data to create dynamic games with unique combinations of play, interaction modalities, and the affordances unique to the car. The play that ensues fosters connection and maximizes time in the car.

My Role

I was a product design and client lead, driving strategic direction,  conceiving research initiatives, and designing in-car experiences, while managing client expectations and shaping results into stories for  presentation.

Solution

SWERVO

SWERVO is a system that reimagines the car as a game console. It uses personal, contextual, and telematics data to create dynamic gameplay, unique to the driving experience, turning drive time into moments of connection for families.

Animation of car outlining benefits of SWERVO

Proof of concept prototypes

In early explorations, we discovered that connection in cars could be created by combining elements from our design framework consisting of the car's affordances, a play dynamic and interaction modality. We validated this framework and the concept for SWERVO, after testing three experiential prototypes:

shapes making Moe logo
shapes making Simon logo
shapes making Moe logo

Moe

Moe combines a visual and conversational interface with data from the exterior environment to facilitate a question + answer game, promoting self disclosure.

Simón

Simón leverages the spatial arrangement of car seats and the confined space, through a haptic (buttons) interface and cooperative play.

Marty

Marty combines haptic and kinetic input, the movement of the car, and cooperative play into a game where seats are the controllers.

Research

From 'blue sky' to insight

From the outset, we recognized our project had a broad problem space.  To gain a foundation, I conducted research with my team to understand automotive trends, what people enjoyed about their in-car experience, their pain points and what they wished they could do in cars.

Themes that drove us

METHODS:
EXPERT INTERVIEWS
+
DOMAIN RESEARCH

Through academic literature review and expert interviews, we uncovered four trends spanning culture, automotive, and technology domains, that would guide our early thinking.

C.A.S.E: Disrupting the automotive industry

Connectivity, autonomous, shared, electric. These trends were disrupting the mobility ecosystem. For our project, this meant that the car interior was becoming  more conducive to the pressure of productivity and the draw of digital entertainment and social connectivity.

Attention: A valued commodity, but at what cost?

The ubiquity of mobile devices and connectivity has turned peoples’ attention into a commodity companies are seeking to obtain.  This, however, is coming at a cost where we are seeing a deterioration or in-person social interactions.

Global pandemic = Resurgence of the car?

As the world shut down during the COVID-19 pandemic, a renewed appreciation of the car emerged. In 2020, domestic travel increased as the car was one of the only ways to safely participate in the world. The pandemic cast cars as symbols of escape, freedom and adventure. The road trip came back as families were looking for safe and easy ways to escape as the  pandemic slowly receded.

A shift in the perception of the car

In the past, cars represented freedom. Now, they are a burden. Younger generations see the responsibility of owning a car outweighing the value of transportation - especially given the prevalence of other easy transportation options, such as Uber or bike-sharing , and less and less young people are opting to get their driver's license.

How are people spending their time in cars?

METHODS:
CONTEXTUAL INQUIRY
+
DIRECTED STORYTELLING
+
STRUCTURED INTERVIEWS

During combined directed story-telling / contextual inquiry sessions and a virtual scavenger hunt study, we inquired about memorable transit moments and artifacts that were important to users in their cars or during their time in transit. By having users tell stories we received richer emotional data and could use that to inform our contextual inquiry.

Our research revealed an underlying tension. While people would express frustration toward the driving experience, they would show us unique artifacts and tell us stories about positive experiences in the car. People were carving out a unique time and space to be in the car, yet they were't consciously appreciating it.

collection of items users presented from their cars
Sample of artifacts that represented different aspects of the symbolic relationship between a participant's car and her home.

Exploring the future

METHODS:
STORYBOARDING
+
SPEED DATING

Because our project was future-facing, we wanted to push users to think about the future to see how they reacted. Participants were presented storyboards with a pain point and two future solutions. To encourage a generative session, participants chose between the solutions. Three findings impacted the project:

01

People saw time in the car as transactional but were interested in more of an experience when prompted

02

Experience could not come at the cost of safety or distraction - even with increased autonomy

03

People were ok with a tradeoff between data and intelligent features - as long as the car was a facilitator and not actively involved in experiences

example of a storyboard used for user research
Example of story board presented to users

Narrowing to insights

Research generated a vast amount of data. We created an affinity diagram from each study then looked at findings holistically to narrow to themes. I organized the data and pushed the team to challenge our thinking and reframe ideas. This resulted in 4 insights that became the foundation of our project.

Time spent in transit is overlooked and underutilized

People view the car as a utility to transport them from point A to point B, placing value on the destination over the journey, overlooking the possible value of time spent in transit.

Being in the car feels like lost time

People described time in the car as forcing them into a space between leisure and productivity. They want to use the time better, but the constraints of the car make it feel like neither is possible.

The car is an under-explored escape from the demands of everyday life

The constraints of the car demand a level of disconnection from the outside world. We saw the car used as a portable private space where people were free to be 'themselves', and where the car encouraged mindful reflection and presence.

The constraints of the car create a unique time and space for moments of connection

We repeatedly heard stories about meaningful moments happening in cars. A first kiss, breakups, coming out to a parent, addressing a death in the family, life announcements, and other intimate moments. The car affords a level of limited distraction, perceived separation, familiarity and a relaxed informality that make it conducive to deep conversations and connection.

Opportunity

Carving an opportunity from a broad problem space

With insights to guide us, our next step was to define a design opportunity and target. As a team, we used our insights to reframe pain points as opportunities for design.

Finding our user

Part of our project was identifying a user group on which to focus. Because so many conversations, memories and stories from our research centered around family moments in the car, families made the most sense as our target. Adding to this, our trends signaled that families are spending more time in the car  and tensions surrounding children and technology usage are growing. Finally, families, as a target, aligned with Honda's strategic vision. We had our target.

Reframing to an opportunity

Our insights revealed a gap between how people perceived time in the car, compared to how they were actually using it.

People were spending valuable time in the car which presented an opportunity to reframe focus from what they can’t do, to what they can do. At the same time, our insights also told us that the car offered a unique space for presence and connection. This gap presented a rich space for design and added up to our opportunity space:

Design experiences that capitalize on undervalued time in the car, using the unique constraints of the car to encourage moments of human connection for families.

We captured our work in a concept video, which was presented to Honda during our research presentation. I conceptualized, wrote, and storyboarded the video and worked with my teammate Lauren and a colleague to bring it to life. Our Clients said that this was one of the most powerful expressions of a customer centric problem they had seen.

Design

Designing for connection

We had gone from blue sky to insight and from insight to design opportunity. With a timeframe of three months remaining, we needed to move from opportunity to action, so we could test with users as soon as possible.

Defining connection

Our first step was to determine what connection meant for our project. In early stage ideation, game ideas were prevalent and warranted further exploration. Through research we found that play helped create a shared presence where people would be actively enjoying time with each other. We decided that shared presence was what we were hoping to achieve and that play was the vehicle we would use to get there.

Animation describing the different attributes of play

Creating a design framework

As we generated and evaluated ideas, a pattern emerged. Often, ideas would consist of a play dynamic, interaction modality and an affordance specific to the car. As we continued to encounter this, we created a model framework to systematically generate and evaluate experiences. The model would also help us convey our thinking and process to Clients and Stakeholders.

Affordance

Play Dynamic

Interaction Mode

Flipped the perceived limitations of the driving experience into design opportunities.
Determined complimentary play dynamics to encourage shared presence + connection.
Put play to work with different physical + digital interaction modes. (inspired by Cheryl Platz Design Beyond Devices)
Confined Space
Spatial Arrangement
Changing Exterior
Passenger Movement
Car Movement
Communication
Cooperative
Competitive
Co-creation
Educational
Visual
Auditory
Haptic
Kinetic
Ambient
Affordance
Flipped the perceived limitations of the driving experience into design opportunities.
Confined Space
Spatial Arrangment
Changing Exterior
Passenger Movement
Car Movement
Play Dynamic
Determined complimentary play dynamics to encourage shared presence + connection.
Communication
Cooperative
Competitive
Co-creation
Educational
Interaction Mode
Put play to work with different physical + digital interaction modes. (inspired by Cheryl Platz Design Beyond Devices)
Visual
Auditory
Haptic
Kinetic
Ambient

Prototyping

Rapidly building to validate our framework

With the framework in place, we shifted our mindset to 'building to learn'. With a number of unknowns, rapid prototyping helped us move past them and eventually became our team's greatest strength, building + testing 7 prototypes with 14 different families in a 2 month period.

Defining our process: rapid experiential prototyping

Using our framework, we mixed and matched elements from each category and rapidly prototyped ideas to answer the question: does this combination of affordance, play dynamic and interaction mode create connection between family members in the car?

To do this we created a prototyping process to test and learn as quickly as possible.

Enactment

With an idea in mind, the team would enact the scenario as users, quickly and cheaply. This allowed us to build empathy with our users, find early challenges or successes and decide if it was in our best interests to iterate or move on.

Rapid prototyping: teammates spin on chairs to mimic movement of car
Simple enactment of a collaborative game involving movement of the car and passengers

Low Fidelity Prototype

If validated through enactment, we increased fidelity just enough to bring the idea to life in analog or using Wizard of Oz tactics. This  informed iterations, using our framework, and optimization toward higher fidelity prototypes.

The pandemic complicated testing and made recruitment difficult. To overcome this, we built a car simulator using foam core, chairs, a TV, speakers and iPads, that we could safely test outdoors, using 'guerrilla' tactics.

user research: family plays game in car simulator in a park
Family testing a low fidelity prototype in the simulator in the park.
user research: car simulator and team controlling it from a deck behind
The driving simulator in action with the team controlling the experience in the background.

Mid - High Fidelity Prototype - In Car Testing

Our final step was testing refined prototypes, with technology we built, in cars with families. For these tests, my role was designing the experience so it felt seamless to the user. We were using a mixture of 'Wizard of Oz' tactics along with technology we built. I designed the experiences and acted as 'the wizard' behind the scenes, bringing them to life for our users.

diagram of technology prototype Marty used
A diagram of 'Marty'. Marty used user movement as an input by collecting accelerometer data from two phones in cushions in the seat. The data was sent to a raspberry pi which powers servo motors, moving the game board. Credit to my teammate Lauren for the sketch and Victor for leading the coding effort.

Validating our framework

Our iterative process culminated with three experience prototypes, each consisting of a combination of our design framework. In our final round of testing we validated the framework as a tool Honda could use to build similar experiences.

user research: Family playing question + answer game Moe in the car

Moe

Moe combines a visual and conversational interface with the changing exterior environment to facilitate a question/trivia game aimed at promoting self disclosure between parents and kids.

Affordance: confined space, spatial arrangement, changing exterior
Play Dynamic: communication
Interaction Mode: visual, auditory
user research: Family playing button pressing game  Simon in the car

Simón

Simón leverages the spatial arrangement of car seats and the confined space, through a haptic (buttons) interface and cooperative play. Players must repeat a sequence by pressing buttons, similar to the game 'Simon'.

Affordance: confined space, spatial arrangement, movement
Play Dynamic: visual, auditory, haptic
Interaction Mode: cooperative
user research: Family playing movement based game Marty in the car

Marty

Marty combines haptic and kinetic input, the movement of the car, and cooperative play into a game where seats are the controllers. Players had to move the board so the marble hit the colored side of the board indicated by the screen + voice agent.

Affordance: spatial arrangement, passenger + car movement
Play Dynamic: cooperative, co-creation
Interaction Mode: visual, auditory, kinetic

Deliverable

Presenting the 'Power of Play' to Honda

In the end, we provided Honda with a proven process and framework to rapidly design for connection and build empathy with customers. When we took a holistic and system based view of our three prototype experiences, a concept was developed, named SWERVO.

SWERVO

SWERVO reimagines the car as a system, similar to a game console, that uses personal, contextual and telematic data to create dynamic gameplay unique to the driving experience, all based on elements from our framework. The system brought value to Honda in three primary ways:

Data Stream

Personal, contextual and car sensor data combine to create new and valuable data streams for Honda, allowing them to optimize SWERVO and new in-car experiences.

Adaptable

With connection and play as the core idea of the system, SWERVO is designed to be adaptable to changing trends and technology.

Scaleable

SWERVO can grow from  leveraging existing technology and sensors - leveling up to a data ecosystem where the car could interpret meaning and customize experiences.
Client Reception

We presented our concept to an Associate Director of Mobility Innovation, Mobile Research Engineer and a number of senior engineers at Honda. Overall, they were thrilled with the viability of the concept, despite it being forward thinking and innovative.

Specifically, they were impressed with the quality of research, the simple way we validated a complex concept and how we created an implementation plan that takes advantage of existing technology and sensors.

"This project is amazing and has so much potential. The team is already excited about potential use cases"
- Director of Mobility Innovation, Honda