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Swervo
Honda x MHCI Capstone

Project Overview
Our relationship with cars presents a unique and under-utilized opportunity for connection for today’s modern family, with play as a powerful tool to spark this connection. Over the course of a 7 month capstone project, we explored how play can be used to create moments of connection and create value for Honda and the families that drive their cars.
Timeline
7 Months
My Roles
Experience Designer
UX Researcher
Teammates
Cam Davison
Victor Grajski
Lauren Hung
Jenny Ong
What is Swervo?
Swervo is a product-service ecosystem our team of Carnegie Mellon MHCI students developed as the culmination of our capstone project. Our client, 99P Labs, is a digital proving ground that helps further develop mobility and energy concepts through customer empathy, data science, and business innovation.

Swervo reimagines the car as a game console with the goal of fostering connection for families through unique combinations of play, interaction modalities, and the affordances of the car.
Diagram of SWERVO showing the relationship of play dynamics, interaction modalities, and affordances of the car
Cool! So what did you build?
To understand and validate the ideal combinations of play, interaction modalities, and affordances, we built three final experiential prototypes that we nicknamed Moe, Simón, and Martin.

These three prototypes were the result of months of ideation, exploration, and iteration and allowed us to evaluate the connection they fostered among families. Each prototype was designed for in car connection between families by combining elements from our design framework.

Moe

Moe combines a visual and conversational user interface with the changing exterior environment to facilitate conversation between parents and kids.
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Simón

Simón leverages the spatial arrangement of car seats and the physically confined space of a car through a haptic interface using cooperative play through buttons placed around the surfaces of the car.
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Martin

Marty combines haptic and kinetic input, the movement of the car, and cooperative play into a maze-solving game where seats become controllers.
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Wait how did you get here?
Let's start at the beginning. Our client, 99P Labs, tasked us with:

"Investigating a future in which automobiles promote spontaneous social interaction between drivers, passengers and pedestrians within the same human-driven vehicles and across human-driven vehicles".

From the outset, we recognized our project had a big problem space. Social interactions could mean any interaction between two or more people, and those interactions could happen in the car and between different cars. And thus started our long journey of future-facing exploration and ideation within the world of future social interaction in cars.
Double diamond diagram

Research Process

Domain Research
We first dove into domain research to understand what social and technological trends were emerging that might affect our work. We came to 4 driving themes that influenced our project: CASE, the attention economy, a recent shift in the perception of the car, and COVID-19. Swipe through below to learn more about each trend.
CASE

CASE represents a shift in the automotive industry in coming years that  projects a future where cars will be Connected, Autonomous, Shared, and Electric [1]. This promotes a future where the car interior is a space more conducive to the pressure of productivity and the draw of digital entertainment and communication to those outside the vehicle.

The Attention Economy

The attention economy has affected not only the way we interact with technology, but the way we interact socially [1]. Smart phones promise us a reality in which we never have to be bored, alone, or unproductive. The allure of the mobile phone has deteriorated in-person social interaction leading to what some scholars call the death of conversation [1].

Shift in Perception of the Car

In the past, cars represented freedom. Now, they are seemingly a burden. Younger generations see the burden and 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 [3], and less and less young people are opting to get their driver's license [2].

COVID-19 Pandemic

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, once again, cast cars as symbols of escape, freedom and adventure. The road trip came back as families are looking for safe and easy ways to get away as the risks of the pandemic slowly recede.

CASE

CASE represents a shift in the automotive industry in coming years that  projects a future where cars will be Connected, Autonomous, Shared, and Electric [1]. This promotes a future where the car interior is a space more conducive to the pressure of productivity and the draw of digital entertainment and communication to those outside the vehicle.

Attention Economy

The attention economy has affected not only the way we interact with technology, but the way we interact socially [2]. Smart phones promise us a reality in which we never have to be bored, alone, or unproductive. The allure of the mobile phone has deteriorated in-person social interaction leading to what some scholars call the death of conversation [3].

Shift in Perception of the Car

In the past, cars represented freedom. Now, they are seemingly a burden. Younger generations see the burden and 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 [4], and less and less young people are opting to get their driver's license [5].

COVID-19 Pandemic

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 [6]. The pandemic, once again, cast cars as symbols of escape, freedom and adventure. The road trip came back as families are looking for safe and easy ways to get away as the risks of the pandemic slowly recede.

Exploring the Current State
We also began in-depth user research to continue building our understanding of the current state of the problem space. We wanted to start by exploring the many different social interactions happening in and around cars today.

To explore this, we conducted contextual directed storytelling sessions. We deliberately started with a broad user base; we spoke with car owners, ride sharers and public transport users, asking about memorable in-person and virtual interactions in transit. Through this method, we explored social behaviors in and around cars through storytelling.
Image of a participant showing items in his car

A participant during the directed storytelling study, showing us items in his car.

Given some early findings from our first round of user research where people often hinted at the connection between their car and their home, we wanted to further investigate:

What are the parallels between behavior in the car and home and where do they differ?

We designed a virtual scavenger hunt activity (asking participants to find things based on our prompts) to investigate to what extent the car is an emotional and mental extension of the home. This was an exploratory method digging beyond surface-level perceptions of the car and into users’ emotional experiences with the car and its relation to home.
Image showing many random items from a person's home

Sample of artifacts that represented different aspects of the symbolic relationship between a participant's car and her home.

By now, we had uncovered some poignant pain points and needs in our users' experiences in their cars. But, because our project was about imagining the future of social interactions, we wanted to push our thinking into futures that didn’t yet exist. Specifically, we wanted to both validate and explore identified pain points and uncover user values while exploring users' feelings about an imagined future space.

Participants were presented a series of storyboards, each highlighting a situational pain point of the car and two potential futuristic solutions to the pain point. We incorporated two solutions each to create a more co-creative and generative interview space. Participants were then asked a series of questions anchored around the relatability of the pain points and interest in the futuristic solutions.
example of future-facing storyboards exploring: How might cars encourage interactivity between people?

An example of our future-facing storyboards.

Insights
After looking at findings from each individual study, we then synthesized our data holistically to derive 5 driving insights from our user research.
Time spent in transit is overlooked and under-utilized.

People view the car as a utility to transport them from point A to point B, placing value on the destination rather than the journey. This perception overlooks the possible value of time spent in transit. People don’t view the car as a space for joy, connection or reflection. We heard people repeatedly reduce the meaning of the car to a utility that does not provide value other than as a transportation device. This focus on the functional element of the car reduced the perceived value of the time spent in transit.

Time in the car feels like lost time.

We heard people describe the time in the car as unintentional, “lost” time that forces them into a space between leisure and productivity. People told us they feel bored in the car. They wish they could use the time better, allowing them to be more productive or allowing them to relax, but the constraints of the car make them feel as though they can do neither.

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

Attention is a limited resource, one that is increasingly demanded and commoditized in today’s attention economy. The pressures of modern life demand constant consumption, communication, and productivity. However, the unique constraints of the car demand a level of disconnection from the outside world. The act of driving limits the ability to multitask and encourages respite from the world around you, making the world inside the car uniquely designed to facilitate moments of true presence. We saw the car used as a portable private space where people are able to be their true selves, and heard stories about moments where being in the car encouraged mindful reflection. 

The constraints of the car create a unique time and space for meaningful connections.

We repeatedly heard stories about meaningful conversations happening in cars. Stories about break ups, future plans, retirement, coming out, death in family, social pains, exciting life announcements, and many other intimate conversations. The car’s unique qualities and constraints such as limited distractions, perceived separation from the outside world, familiarity, and relaxed informality make it conducive to deep conversations and connection.

Opportunity Space
Upon reflection, we saw a gap emerging between how people perceived time in the car and how they were actually using it. In this gap we saw a rich opportunity for design.

On one side, valuable time is there for the taking and there’s an opportunity to reframe users’ mindsets from focusing on what they can’t do, to what they can do. On the other side, the car offers a unique space to find respite from the demands of everyday life and there's an opportunity to put the unique constraints of the car to work for human connection.

Valuable time is there for the taking and the car is well suited to make the most of that time. 

With this in mind, we set out to:

Design experiences to capitalize on this undervalued time and use the unique constraints of the car to create valuable moments of human connection and creativity for families in cars.

Design Process

Design
To kick off our design phase, we had to determine what fostering connection for families in the car meant for our project and how we would measure and design for it. Our explorations lead to a framework for experiential prototyping that combines play, interaction modalities, and the affordances of the car to create shared presence.  Finally, from that framework, we built our three experiential prototypes – Moe, Simón, and Martin (who you met earlier).
Defining "Connection"
When considering families as our users, we realized that an effective way of fostering connection between family members was through play.

Play is joyful, vivacious, and fosters true shared presence between family members. Thus, play is the ideal mechanism through which to design for family connection in the car.


Measuring "Connection" through Play
Image of interviewer talking to a family with speech bubble saying: "How did this game make you feel about your relationship to each other?"
Because we knew that play was the way to tap into connection, we were able to measure the success of our prototypes based on the play that they fostered among participants.

We developed a system of observational checklists and interview questions through which to measure connection through play. It was through iterations of these questions that we determined whether our prototypes were successful - that is, they were only successful if they fostered play, and therefore, connection.

Building a Framework
Next, to guide us in our design of unique experiences in the car we broke down our approach into three key topics that guided our design: 
The Car's Affordances

We flipped the perceived limitations of being in a car into design opportunities. For example, instead of viewing the confined space as constricting, we reframed it as a space for meaningful conversations.

Confined Space
Small fixed interior car space where walls and ceilings are reachable

Spatial Arrangement
Short rows of forward-facing seats, each rider often has a “designated” seat

Movement (People)
Constrained movement in a seated position

Movement (Car)
Riders subject to the physics of car movement

Exterior Environment
Constantly-changing exterior environment provides unique contextual stimuli

Play Dynamics

Next, we devised a list of different types of “play dynamics” that we could explore: 




Communicative

Play designed to encourage revealing information about oneself in order to get closer to other players

Cooperative
Play where players working together to achieve a common goal

Competitive
Play requires players to work against one another

Co-creative
Play designed to bring players together through collaborative creation

Educational
Play fosters connection through an engaging and informative medium

Interaction Modalities

Finally, we organized ways that users can interact with a digital and physical system into five categories of modality, borrowing from Cheryl Platz’s Design Beyond Devices.


Visual

Stimuli that is interpreted over optical channels

Auditory
The use of music, sound effect or language to communicate meaning

Haptic
The use of pressure, vibration, taps or clicks to communicate meaning

Kinetic  
Communication based on movement or orientation in space

Ambient
Inferred meaning driven by environmental or biometric conditions such as temperature, heart rate, lighting, etc.

test
Experiential Prototyping
Putting it all together, we mixed and matched elements from each category of the framework and rapidly prototyped ideas to answer the question:

Does this combination of interaction, and dynamic foster connection between family members in the car?

In total, we built 7 experiential prototypes and tested them with 52 participants across 14 distinct families. Our rapid prototyping process evolved into something that went a little like this...

  1. We started by picking an existing game convention to see how we might adapt them for a family drive scenario. This allowed us to focus on the interactions, affordances of the car, and play dynamic rather than focus on the game design.
  2. Once we decided on a game convention, we enacted a scenario as quickly and cheaply as possible. In the example below, watch us simulate a cooperative marble maze game using the movement of the car.

  3. Once we validated a basic concept, we increased the fidelity just enough to bring the idea to life in analog or Wizard of Oz form. After quick testing and some small iterations, we decided whether or not said idea was fit for testing with external participants. Below, see our cooperative, seat-controlled apparatus using foam core, pool noodles, and Legos that we built and internally tested in the course of an afternoon.

  4. To validate our static, early stage prototypes, we created our very own portable car buck (fake car) to meet families where they were, places like parks and playgrounds. The buck gave us enough simulated driving context to get actionable feedback from participants before dedicating resources toward building a particular prototype to high-fidelity and suited for a moving car.

Final Experience Prototypes
Our design process culminated in 3 experience prototypes, each consisting of a unique combination of play dynamic, interaction modality and constraints of the car. These 3 experiences proved to be successful in fostering connection in our final round of play-testing where 7 families drove in their own cars and played with our prototypes.
Moe

Moe facilitates conversations that promote self-disclosure between parents and kids by leveraging the psychological impact of the confined space of the car with the changing exterior environment through a visual and conversational interface.

Moe builds upon the traditional “I Spy” game that many families are familiar with, and it pushes it further by using contextual data of the exterior environment to generate prompts designed for parents and kids to learn more about each other. For example, crossing a bridge can trigger a question about "where you would most want to go if you had a bridge to anywhere". We simulated a “contextually aware” system by showing families recorded video of a drive with pre-written question prompts that a WoZed conversational UI would read aloud at certain moments in the video, all while participants sat in a stationary car.

Happy family in car


In follow up interviews after final testing, both parents and kids told us that having Moe in the car is more fun than their typical drives, and parents from all 7 families said that they learned something new about their kids. With one family in particular, the father told us in the follow up interview that he is now considering hiring a coach for his son based on what he learned about him during the game.

The key takeaway of this prototype is that contextual triggers are effective at getting parents and kids to share and learn about each other and create moments of joy and connection.

Image describing an interaction between child participants and Moe
Simón

Simón aims to foster connection among players by leveraging the specific spatial arrangement of car seats and the physically confined space of a car through a haptic interface with cooperative play.

Simón’s experience is based around colored buttons that are placed around the car in different locations depending on how many people are in the car and where they are sitting. This experience was designed to test haptic interaction with different parts of the car.

To implement this, we were inspired by the classic game "Simon", where you have to mimic the color pattern the system gives you. In our version of the game, players had to work together to hit the buttons around the car in the right order - what we called interdependent cooperative play.

Happy family in car


Unsurprisingly, kids loved pressing buttons. Moreover, they found ways to work together, and they tried out different strategies for collaboration and cooperation that added to the family’s enjoyment of the game.

It’s clear that the key elements of Simón that made it effective at fostering connection in the car were cooperative play and haptic interaction with different portions of the car. This combination was effective because it required communication and collaboration toward a shared goal while utilizing the affordances of the car in a unique and fun way.

In fact, all users said that their drive with Simón was more enjoyable and made them feel closer to each other than their average drive.

Happy family playing with an early version of the marble game in an outdoor fake car
Martin

Martin combines haptic and kinetic input, the movement of the car, and cooperative play to create shared presence for families.

What sets Marty apart most is that the seat itself becomes the controller and players have to physically move to use it. Reframing this affordance of the car points the way to numerous use cases for existing sensors and opportunities to introduce new sensors.

To test the basic viability of this combination of interaction, movement, and cooperation, the first version of Martin used foam core, pool noodles, and Legos. Our participants used the static car simulator seats as controllers to collaboratively navigate a maze using a marble, as seen in the picture from early prototyping below. Even with this simple, analog prototype, players laughed together often, and they were highly motivated to complete the maze.

Happy family playing with an early version of the marble game in an outdoor fake car


To implement a version of Martin fit for a moving car as well as explore underlying technologies, this higher-fidelity version culminated in a cyber-physical system where players each sat on a phone enclosed in a specially-designed pillow that transmits its accelerometer data to a Raspberry Pi which correspondingly turns servo motors using Arduino, thus moving the game board.

diagram of the cyberphysical system


Testing with families confirmed that Martin successfully fostered cooperation and connection. Players loved how they had to physically move in order to control the game, and parents loved how their kids had to talk to each other and work together in order to play.

As a proof of concept for combining a seat controller, car movement, and cooperative play, Martin was a resounding success.

Family playing with the later version of the marble game in a car
Swervo as a System
While our prototypes individually explored combinations of play, affordances, and interaction modalities, they add up to a reframing of the car as a console we affectionately named Swervo.

Swervo leverages personal, contextual, and telematic data to create engaging gameplay, foster connection, and turn lost time into quality time for families.

Diagram of SWERVO showing the relationship of play dynamics, interaction modalities, and affordances of the car
Recap
Early in our project, we discovered an opportunity to utilize idle time in the car for family connection, leveraging play dynamics to create moments of joy, cooperation, and engagement while sharing information and ideas. By designing a drive-specific experience using various interaction modalities to engage and enrich the experience, we generated business impact for Honda while fostering family bonds.

SWERVO: Drive Play Connect