How HMI understands your body language

Driver-centered HMI solution, internal project

How HMI understands your body language

Driver-centered HMI solution, internal project

UI identity is a “route” to take when deciding what kind of experience requested from an UI is. Current mainstream trends favor minimalism over rich UI design solution. Instead of reaching out to users and emphasizing the existence and appearance of UI, UI is designed in a way to be streamlined with the main functionality, content, or flow.

On the other hand, UI identity differentiates one solution from another, differentiates brands and offers unique appearance in the market.

UI itself should bear identity in a couple of neat graphical solutions, while maintaining neutral appearance and not competing with the main functionalities offered (e.g. multimedia content, navigation maps, etc).

Clean cues would be among the identity enablers. Finding all options easily should be one of the key principles. Users need to be aware of UI, UI should be identifiable seamlessly. However, UI should never work above and beyond user’s most frequent needs.

Menu hierarchy should not be visually respected. For mobility HMI solutions it is essential that all options are at the disposal within a first glance, or at hand with a button press. Therefore, going back and forth in the hierarchy would be complex, distracting and not suitable for the in-vehicle UX. Therefore, instead of hierarchy, we are using visual composition which means that all relevant components are available within the UI space.

Our HMI solutions include infotainment head units, head-up displays, instrumental clusters, rear seat entertainment displays, and HUD augmentations while taking into consideration jog shuttle, gaze detection, voice control, touch gestures and haptic touch, to minimize driver disturbance and optimize user experience.

Head-up display holds a status scene component, showing the most relevant information, always. The status scene shall potentially be located between the primary and the secondary scene.

The application launcher consists of two side menus on top and bottom of the screen. Menu items in the top row are climate control, navigation and cameras, while bottom menu is made of media, phone, and list of all available apps.

The user can see one scene from the menu row at the time, or one from the bottom and one from the top in which case active scenes are visible in a half screen mode.

Each scene is designed in a full and half view. Switching from full to half view is done by selecting one of the menu items in the opposite menu. Switching from half to full view could be done either by sliding separator in the middle of the screen in the direction of app which should be closed or deselecting one of the active apps (in which case the one that remains switches to full screen).

Home and settings are also part of the launcher menu but they are always visible in the full screen mode and by selecting one of them the user is deselecting visibility for all other apps.
Home screen is made of most viable widgets to ensure comfort and safe driving.

The home screen can be customized depending on the user and demonstrated through profile changes. Widgets contain most used features of the main apps along with most important information about vehicle and its locking system. Some of the layout examples are represented trough wireframes below.

Custom widgets

  • Player widget – basic playback controls and information about currently playing media
  • AC widget – synced temperature and fan speed setting
  • Navigation widget – information about destination if navigation is active
  • Locks and door widget – ability to lock all locks, activate child lock, indication for each individual lock, trunk, hood and gas tank
  • Weather widget – weather info of desired location
  • Phone/contacts widget – shortcut favorite contact or shortcut to types of calls
  • Mode switch widget – user can quickly switch to desired mode
  • Favorite apps widget – Shortcut to favorite apps

Home screen is adaptable to context, meaning that all triggers and events available within the car may influence the state of the UI. For example, contexts such as driving, parking, preparing to start, stopping and exiting, waiting on a traffic light or else are considered. UI is tailored in a way to give room to options and/or functions which are suitable to a certain context, with the goal to minimize access time and to maximize UX factor.


User experience should keep fluidity, and interaction with the UI should be fluid. This would basically resemble an easy ride from place to place (as you normally do while driving a car). Therefore, each UI command is not manifesting itself as opening, page switching or popup instantiation. Instead, we are nurturing movement, expansion, and revelation as key principles.

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