In this project, we built a prototype of a moped with the goal of making mopeds more accessible and user friendly for everyone. As this was a collaborative group effort, we divided most stages evenly across the team. My contributions included:
Created detailed wireframes
Building a physical prototype
Crafted high-fidelity interactive prototypes
Conducted user test sessions with other students
OVERVIEW
Ford is releasing a new semi-autonomous moped designed to help reduce the number of accidents on the road, making them more accessible for those with cognitive and physical disabilities. Ford came to us with the task of designing new controls and interaction paradigms for the moped.
UNDERSTANDING THE PROBLEM SPACE - THROUGH INTERVIEWS
We started out with the people we were designing for. To understand the problem space and the potential pain points that already existed surrounding mopeds, we conducted a guerrilla research session through user interviews and user feedback.
“I don’t know how to adapt my moped for use in different regions.”
“I really enjoy the flexibility that mopeds offer.”
“I was initially scared when driving a moped for the first time, but I was able to get comfortable after some time”
“I use a moped to go short distances, such as around the neighborhood, so I don’t know how to use them to adjust to different road conditions.”
DEEP DIVE INTO THE PROBLEM
Through this process, we identified key issues with mopeds that informed our design decisions. Here are the insights we uncovered about moped riders' needs and desires:
Inconsistent road regulations
Road regulations vary significantly across states and countries. This inconsistency can confuse users and create barriers, making mopeds less accessible for riders from diverse regions.
Limited suitability for all roads
While mopeds perform well on shorter trips and simpler routes, they are not the preferred choice for longer distances or more complex journeys. Their design and capabilities often restrict their versatility with certain road types.
Learning curve for new drivers
Driving a moped can feel intimidating to new users. However with time and practice, riders can become more comfortable navigating them.
Information overload on small digital interfaces
Small digital interfaces on mopeds limits the amount of visible information. However, these interfaces must still provide essential details like current speed, battery levels, and navigation to ensure driver safety.
TURNING RESEARCH INSIGHTS INTO DESIGN OPPORTUNITIES




Sketching out the moped


IDEATION - THROUGH LOW FIDELITY PAPER AND PHYSICAL PROTOTYPES
First, we sketched out our ideas onto a tablet-sized piece of paper and used a ‘Wizard of Oz’ technique to demonstrate the interaction design of our prototype.

mapping out the task / user flow of using our moped




TESTING
FEEDBACK AND DESIGN ITERATIONS
After making design changes after our initial user testing session, we then conducted another round of user testing with our classmates, after which we made substantial changes.
These are the issues we discovered from user testing, along with the respective changes we made to address each problem:
Problem: information architecture, being unable to return to the home screen once users had completed their ride (i.e., lack of wayfinding)

Trader Joes



You are right at your destination
Do you want to end the ride?
Yes
No
Manual
Autonomous
Tue Nov 14
10:15 PM
Clear 42℉
Speed
0 MPH
Miles Remaining
118 Miles
Battery
64%
+
-
40
MAX
Solution: easy navigation to the home screen

Trader Joes



You are right at your destination
Do you want to end the ride?
Yes
No
Manual
Autonomous
Tue Nov 14
10:15 PM
Clear 42℉
Speed
0 MPH
Miles Remaining
118 Miles
Battery
64%
+
-
40
MAX
Problem: users did not recognize the affordance of the autonomous/manual bar as buttons that they could press and interact with
unclear whether buttons are interactive

Solution: display this information as a slider, such that the toggling between states would be more intuitive.
better UI

When driving in autonomous mode:
Problem: Unclear visual hierarchy, users were confused about the difference between the current speed and the max speed, as well as the green ‘up’ arrow
unsure which part to pay most attention to

Solution: change the positioning of the maximum speed to introduce some clear visual hierarchy into the design, and separate current speed from the maximum speed the vehicle can reach.
Incorporating speed limit data allows users to have a metric by which to set the maximum speed against.
simplified information hierarchy

Changes to the physical prototype
Problem: Unsure how to start the vehicle, red circle was seen as the power button, rather than the horn
Solution: similar to how cars have their logos on their steering wheels, add Ford logo to the horn button




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Headlines
Titles

Style Guide
Takeaways
✧ I learned to conduct user tests with participants in person
In previous roles, I had experience with moderated user tests by setting up test protocols and reviewing how people interacted with my designs through video, but here I gained valuable experience with testing these prototypes and getting real-time feedback. This tested my ability for on-the-spot thinking.
✧ Learned how to use testing feedback to our advantage
We went through many rounds of user testing, with people familiar and unfamiliar with the project, people with varying levels of riding experience, and knowledge about UX and HCI. Each round of testing provided a unique situation in which I got to test my skills with conducting user tests. This allowed me to get more comfortable with explaining our project and context to all kinds of audiences.