Role

 UX designer

Duration

  Months

Team

 1 UX Designer

1 UI Designer

 1 Project Lead (RE)

Tools

  Figma & Confluence

Task

  Conceptualization & Planning 

  Wireframing (mid-fi)

  Prototyping (mid-fi)

Size

  More than 8 features with their different use cases (Navigation, Music, Connectivity, System & Settings, Vehicle, etc) 

Client-Supplied Key Findings from Previous Motorcycle (Model 1)

  • The first model was functional yet had room for improvement, with riders recognizing its potential to be better.
  • The screen size was important, but less so than how the information was shown. It needed to be easy to see at a quick glance. This means the map needed to show the right amount of detail—not too much, not too little—like making sure the zoom was just right and that riders could see lane and street names clearly.
  • Riders needed a map to tell them where to turn next. And for long trips, it would be best to have just the turn directions on the center screen.
  • Every rider is different, so we needed to make the display adjustable. This way, riders could change the settings to match their style.


Conceptualization


Features:


  Settings

  Advanced Dashboard

  Phone

  Main level

  Warnings & Alerts

  Turn by Turn

  Navigation

  Music


Model 1


Before this project, our team at Luxoft had completed a motorcycle display for Royal Enfield, which we'll call (Motorcycle Model 1). It was a round screen about the size of your palm hand (no fingers). This screen could show you the dials like an old-fashioned bike, but it also has a digital screen for more modern info. 


Now, we have a new challenge (Motorcycle Model 2). Royal Enfield wanted something different. Instead of one round screen, we worked on two half-circle screens with a small, trapezoidal centrepiece. The left screen shows the Google GPS navigation. The right screen was an interactive hub for various motorcycle features riders need to have. 


Our job was to sustain the intuitive interactions of the Model 1 display while adapting to a new dual-screen configuration. In other words, we wanted to ensure riders could use the three new screens as smoothly as the old one.matter

Model 2


After several collaborative sessions with the client and gaining a deeper understanding of their vision, we arrived at an innovative solution for the display concept. The first step was to designate a fixed area for the telltales, adhering to motorcycle regulations that dictate specific requirements for color and placement—these elements couldn't be left to chance.


Next, we tackled the challenge of fitting alert and warning messages in one of the side screens without cluttering the vital information already displayed. This required flexibility in design; the space had to adapt to the rider's selected function at any given moment. Whether a rider chose to display navigation persistently, opt for turn-by-turn directions only, or even use both concurrently, our UX duty was to ensure a seamless experience for each scenario.


Constraints

  Our toolkit was straightforward but sparse: five core interactions—up, down, left, right, and center. Long presses, while useful, had to be employed sparingly, avoiding overcomplication for the rider. 


  The client held a clear vision: the left screen was to remain predominantly for navigation, keeping the rider's journey at the forefront. Given the modest size of the displays, this constraint posed a particular challenge, effectively shrinking the usable space.


  Deciding what content would populate the left versus the right screen often shifted, prompting us to revisit our concepts.


  Keeping It Familiar, we didn't want users of Model 1 to get confused or have to learn new ways of doing things.



Iteration


Motorcycle handlebar-mounted joystick

With the structure and positioning finalized, we turned our attention to the interactive elements of the display. Here, it's crucial to note the unique interface—a motorcycle handlebar-mounted joystick. Similar to those found in cars but with its limitations, it allowed riders to navigate through the display cluster—up, down, left, and right—along with various functionalities accessible through a long press, a back function, and more. Although the input options were limited, our goal was to create an intuitive interaction that felt as limitless as the open road.

Build prototypes


  Main level flow

  Navigation from A to B

  Music while navigating 

  Music while navigating from A to B

  Incoming call

Turn our wireframes into clickables prototypes


Transforming our wireframes into the final prototypes required numerous weeks dedicated to refining our low-fidelity wireframes. Employing the company's agile methodologies, we held two weekly meetings—one focused on user experience (UX) and the other on user interface (UI). These scrum grooming sessions were crucial for contributing ideas and aligning them with the client's specific requests.


The most challenging aspect was to ensure the interactions remained intuitive, mirroring those of Motorcycle Model 1.


The original model featured a single screen, while our new design incorporated three. This complexity was compounded by the client's desire for a virtual joystick representation—a visual cue on the display to mimic the buttons the user pressed for interaction.


Achieving this required a delicate balance of innovation and familiarity to ensure a seamless user transition from the old model to the new.

From UX to MVP 


Moving from wireframe iteration to the creation of the Minimum Viable Product (MVP) involved developing five mid-fidelity prototypes within the virtual joystick interface. We frequently encountered and adapted to changes during our design meetings, always striving to refine our approach.


A significant challenge throughout this process was the joystick's limited range of motion. We had to ensure that our design did not distract the rider and adhered strictly to automotive industry regulations regarding icon placement. Additionally, we needed to consider how users would interact with multiple features simultaneously, such as navigation and music.


Balancing these requirements was critical to creating a user-friendly interface that met all necessary standards without compromising on functionality. 


Prototype


Final Steps and Future Directions


To conclude our project, we prepared five prototypes that ten riders and two motorcyclists would test. This testing phase included special hardware to replicate our prototypes, allowing real-world interaction and evaluation.


Unfortunately, our consultancy's role did not extend to making adjustments based on the test results, as our project contract did not cover this. Instead, the client would handle any necessary revisions. 


The prototype embedded within the virtual joystick was showcased at several exhibitions, featuring representatives from clients in India and riders familiar with the brand. These events were critical for gathering feedback and making last-minute design changes.


While this new model has not yet been released to the market, unlike Model 1, the insights gained from these tests will undoubtedly influence its final design and functionality, ensuring it meets the expectations and needs of its future users.