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04Mobility
MOBILITY / UI

Carluex — Next-gen in-car infotainment

An automotive interface exploration built around glanceability, hierarchy and a cohesive visual language.

ROLEUI/UX Designer
SCOPEAutomotive UI · Information hierarchy · Interaction patterns · Visual system
CASE STUDYProduct design process · selected work
●●●PRODUCT / EXPERIENCE
09:41HOME24°
↗
ARRIVE 10:1218 min12.4 km · Main Boulevard
♫Media
⌖Navigation
☼Climate
◉Vehicle
01Approved product mockup / presentation visualScroll to explore ↓
THE CONTEXT

Start with the why.

Carluex is publicly listed in Tayyaba’s Behance work as a next-generation in-car infotainment UI/UX project. The strongest design lens is therefore the constraint: the interface must work while attention is divided.

01 / DISCOVERY

What the experience revealed.

Before shaping the interface, the work is framed around the user's mental model, moments of friction and the opportunities that can change the journey.

KEY OBSERVATIONS
01

Glanceability matters more than information density while driving.

02

Controls should adapt to context and remain predictable.

03

Navigation, media and vehicle status compete for limited attention.

PAIN POINTS
×

Dense dashboard hierarchy

×

Small or inconsistent targets

×

Context switching between vehicle tasks

OPPORTUNITIES
↗

Prioritize one primary task per state

↗

Use large glanceable modules

↗

Keep secondary controls consistent and discoverable

02 / INFORMATION ARCHITECTURE

Structure before surface.

The interface follows a clear information hierarchy so visual polish supports the product model rather than hiding it.

01Home→
02Navigation→
03Media→
04Vehicle→
05Climate→
06Settings
THE PROBLEM

In a vehicle, the interface competes with the road, passengers and physical controls. Dense dashboards, tiny targets and decorative interactions can create unnecessary cognitive load.

DESIGN HYPOTHESIS

If the interface prioritizes glanceable hierarchy, context-specific controls and consistent interaction behavior, users can access more capability without the screen feeling busy.

WHO IT SERVESDrivers and passengers using navigation, media, vehicle information and connected controls in an in-car environment.
03 / USER JOURNEY

From first intent
to useful outcome.

The journey is intentionally expressed as a sequence of decisions, not a list of screens. This keeps the case study about behavior and product thinking.

01Glance at current stateentry
02Choose a contextdecision
03Perform the primary actiondecision
04Confirm without losing orientationdecision
05Return to the driving contextoutcome
04 / PROCESS

How the work moved forward.

01

01 — Context

Define what deserves attention while driving versus what can wait until the vehicle is stationary.

Context mapPriority matrixSafety assumptions
02

02 — Hierarchy

Create large, predictable information zones and reduce competing emphasis.

Layout systemControl groupsNavigation model
03

03 — Interaction

Prototype transitions and states that preserve orientation as the driver moves between contexts.

Interaction modelMotion statesPrototype
04

04 — Polish

Apply a premium visual language while protecting legibility, contrast and consistency.

Visual systemComponent statesUI polish
05 / DESIGN DECISIONS

Small choices create the experience.

These are the decisions that make the final interface feel coherent rather than merely polished.

01

Keep primary driving information persistent.

02

Group controls by context instead of feature inventory.

03

Use motion to explain state change, not to decorate.

04

Design large targets and clear return paths.

06 / UI SYSTEM

A visual language that scales.

Instead of designing each screen independently, repeated behavior becomes a system. That gives future screens the same rhythm and makes implementation more predictable.

COMPONENTS
01Media player↗
02Navigation card↗
03Vehicle status↗
04Context controls↗
05Glanceable alerts↗
Designed around the decision.
07 / OUTCOME

The project becomes a strong visual proof point for systems thinking: a coherent interface language across a constrained, high-attention environment.

Project framing is based on the publicly listed Behance project title/context; no performance claims are inferred.

All workNEXT CASE STUDYEvelingo — Learning that feels alive