GO-OS: A Universal Car Infotainment System

A mockup of GO-OS integrated into the dashboard of a car.

Overview

GO-OS (Go Operating System) is a conceptual universal car infotainment system designed to standardize the user experience across multiple vehicle brands. Unlike current infotainment systems that vary drastically between manufacturers, GO-OS aims to create a consistent, user-friendly interface that feels as intuitive as a smartphone or tablet.

Through user research, comparative analysis, and design iterations, this project focuses on minimizing driver distraction, improving accessibility, and streamlining controls for navigation, music, and climate settings.

The Problem

  • Lack of a Universal Infotainment Standard – Each car manufacturer uses a different UI, forcing drivers to re-learn controls when switching vehicles.

  • Cognitive Overload & Distraction – Poor UX leads to slow interactions, increasing risk while driving.

  • Inconsistent Control Placement – Some systems bury essential controls under multiple menus.

  • Low Engagement with Infotainment Features – Survey data revealed that many users rarely use their infotainment systems beyond basic functions.

Persona used to understand the needs of my target users for GO-OS.

Site Architecture Map for GO-OS

Conducting a comparative analysis using my friend’s Tesla.

User Flow Map for GO-OS.

The Design Process

  1. User Research & Surveys

    • Target Users: Drivers aged 25-49 with moderate to high tech proficiency.

    • Key Findings:

      • Music & navigation were the most-used features.

      • Many drivers ignored infotainment features due to complexity.

      • Users wanted camera integration, real-time traffic updates, and wireless charging as additional features

  2. Competitive Analysis

    • Key insights from existing systems (Tesla, Mazda, etc.):

      • Tesla’s infotainment is highly responsive with smooth animations.

      • Mazda’s system had delayed on-screen interactions, making it feel slow.

      • Lack of animation between screens in some systems led to disjointed UX.

  3. Initial Wireframes & Prototyping

    • Created low-fidelity sketches focused on reducing clutter.

    • Introduced three primary widgets: Media, Navigation, and Climate Control for quick access.

    • Designed focused screens that expand on interaction but don’t overload the home interface.

  4. Applying UX Laws & Cognitive Load Considerations

    • Hick’s Law: Reduced decision-making time by limiting choices on screen.

    • Gestalt Principles: Grouped related controls for a more intuitive layout.

    • Fitt’s Law: Made frequently used buttons larger & closer to primary touch areas for ease of use.

  5. Final High-Fidelity UI & Iterations

    • Major Revisions Across Versions:

      • V1: Initial UI still had too many options on the home screen.

      • V2: Introduced a slide-in overlay system to declutter the main interface.

      • V3: Further minimized displayed options—added gesture-based interactions (swipe to access quick apps & overlays).

  6. The Solution: GO-OS Features

    • Universal Interface – Works across multiple car brands with a consistent layout.

    • Smart Overlays – Slide-in panels for quick access to music, climate, and notifications.

    • Gesture-Based Navigation – Mimics smartphone UI for faster interactions.

    • Error Prevention System – Prevents the use of distracting apps while driving.

    • Adaptive Display – Prioritizes essential functions while in motion.

Early concept of GO-OS.

High fidelity screen for GO-OS.

Key Takeaways & Learnings

  • Consistency is Key – A standardized UX could improve infotainment adoption.

  • Minimizing Choices = Safer Driving – Reducing options enhances usability & focus.

  • Animations & Gestures Improve UX – Smooth transitions make interfaces feel more intuitive.

Interactive Prototype

Previous
Previous

Beer & Bagel: The To-Do List Maker

Next
Next

Weero: A UX/UI Design System for Cockatiel Cottage