Internet has already posted a lot about the new Tesla Model 3. I want to say something since the launch’s day, but first to start writing down this post, I read dozens of articles and their comments for understanding exactly what happened in the automotive industry and what kind of innovation is really bringing the Model 3.
Why Model 3 is a design success?
Tesla built an incredible brand. Tesla is the youngest automotive company that consumers remember like the older and biggest ones like Toyota, Wolkswagen, Nissan, BMW or Daimler. But unlike them, Tesla made the miracle of giving a desirability aura to electric vehicles and it did it not only making fast, efficient and advanced vehicles, but even having the courage to revolutionize the design of its (future) best-selling model.
A research conducted by Cox Automotive for two of the biggest car shopping and research websites in the US, Autotrader and Kelley Blue Book, describes the purchasing intention of the Generation Z.
Generation Z is composed by young that are actually between 12 and 17 years old. For the automotive industry they are evaluated 3.2 trillion of dollars by 2020, so it’s really interesting to understand what they will look into their future cars.
The most important insights that I read are:
- 92% wants to own a car
- they don’t care a lot about style and design
- they remind some old-fashioned brands like Ford, Chevrolet and Honda for their solidity
- they care more about saving money (in the purchase and running costs) than in saving the environment
- they care more about safety than infotainment
- they’d like to have autonomous vehicles for increasing security, but they don’t trust in that technology at all
- they’ll buy a car in a car dealer, not online
Looking with attention the slide where the generations are described, I found some new interpretative keys of the Gen Z’s purchase intentions.
Drivin‘ is a Car Pooling and Neighbourhood social platform that I designed almost three years ago for sharing car’s rides with people that have similar transportation needs, and for creating a trusted network for empowering the local sharing economy.
I presented the project many times to many developers and Startup events but as usual, being just an idea, nobody cared about it. Actually I abandoned the desire of developing the service because the concept was realized by many many other startups, plus some big companies like Lyft with its Lift Lyne. I sincerely don’t know if these apps are having the success that a service like this should merit. The Instant Car Pooling (or ride sharing) is the real alternative to the private car and to the public transportation but the security issues, the business model and the critical mass needed for creating a real instant service are really big challenges.
By the way, I’m proud that a 3 years old project is still actual and has a lot of potential. All the world’s Transportation Authorities together with the car manufacturer (and Google and Apple) are looking forward for creating the mobility pattern of the future. Not only because of the pollution or the metropolitan congestion, but because cities and citizens have changed their concept of mobility. Because thank to the social networks we have lost anonymity and we trust more one to each other (we know that we are monitored). Because we don’t like to lose time and money for daily commutes. Because we trust that technology could do things that we don’t like to do.
Following the slides of the Drivin’ project that I posted on Slideshare. On YouTube the pitch that I did on May 2013.
The recent research “Great cars need great Radios” conducted in UK, Germany and France by Radioplayer and BBC reports that:
- Essential: 82% of drivers would not consider buying a car without a radio
- Dominant: 75% of all in-car listening is to the radio, even in modern cars
- Frequent: 84% always or mostly listen to the radio on every journey
- Free: 90% believe radio should always be free and easy to listen to
During the last years I developed a strange professional syndrome.
Everytime I use an object I analyze usability and functions trying to learn or imaging improvements. Today the interaction between humans and machines is powered by all kind of sensors that can interpret imput like natural voice commands, objects movements, touch and hand free, etc.
Today I want to introduce you my concept for an in-ear headphones touch gestures. As you can see in the following gifs, I imagined to turn the headphones cables in a control device dedicated to the four most common commands used during the music listening: volume up, volume down, next song and last song.
For designing the in-ear headphones touch gestures I was inspired by the “traditional” touch pattern gestures and by the emerging smart clothing technology. I admit even that sometimes during my trainings or in a crowded metro I’d appreciated these gestures because I didn’t have how to switch that shitty song that everyone have on its library.
Following the in ear headphones touch gestures concept.
Volume up: thumb + index finger down on the right cable
I work in Digital Communication and I’ve worked on the functional & user experience design of websites, mobile applications, advergames, digital signage systems and info kiosks.
I love cars and motorcycles since when I was a child. I remember very well the “procedure” that my parents had to apply first to start our old Fiat 500, the incredible internal design of the Renault 4 of my neighbour and the unintelligible fashion of the Motobecane Mobyx parked in my garage.
I think that cars and motorcycles are the most impressive demonstration of the humankind power of imagination and adaptation. Imagination because who put together the technology necessary for an “autonomous run” of a 4/2 wheels object for me was an artists, not an engineer. Adaptation because driving a car or a motorcycle is one of the most complex mixture of unnatural gestures that we have on the earth.
That’s the point. That’s the Driving Paradox.
Soli is a Google’s Project that enable users to interact with digital devices without touching them. Nothing really new, except for the hardware technology that concentrates everything in one small “piece of sand” on the electronic device board.
Using the same “approach” that is already used by dolphins, whales and bats, the Google researchers created a single chip that can identify and translate simple gestures in effective commands even through other materials.
This is the post that I wrote after the event “Design beyond design boundaries” for the Milan’s group of the Interaction Design Foundation.
Last Saturday September 20th, IDF Milan organized its 4th event “Design beyond visual boundaries” in collaboration with the Italian startup Horus Technology. The main objective of the workshop was to start designing the User Interface of their product.
Horus is a device that supports visually impaired people like a virtual assistant. It will be positioned on normal glasses and it will interact through audio bone conduction and a manual controller with buttons. Horus will have two 5mpx cameras, a separated battery pack and it won’t rely on internet/bluetooth connections to be functional.
I work in Digital Communication since 2005. I’ve a humanistic university background but instead of specializing in Contents and Social Media, I’ve always studied technical, graphic and design subjects.
After almost 10 years of experiences, today I can setup and manage an ecommerce like Shopping in Italy; I can film videos like these; I can create a site like the Italia Centro di Capoeira one. Read my resume for having a look of my “technical skills”.
From March of this year, I’m frequenting the online courses of the Interaction Design Foundation, becoming at the same time the European Continent Manager, the Italian Country Manager and the Milan Local Leader.
This post question is: Why a Digital Product Manager must be skilled in User Experience Design?
Because Digital Communication is User Experience and because User Experience is Communication.
From the interface, the colours and the images pleasantness, to the functions simplicity. From the contents readability, to the reactivity of the digital products, everything is User Experience.
Lavoro nella comunicazione digitale dal 2005 e nonostante la mia preparazione fortemente umanistica, invece che specializzarmi su contenuti e social media, ho sempre cercato di approfondire tematiche tecniche, di grafica e design.
Dopo quasi 10 anni di esperimenti oggi sono in grado di creare e gestire un ecommerce come Shopping in Italy, girare e montare video come questi, fare un sito come quello dell’Italia Centro di Capoeira e fare una serie di altre cosine che puoi leggere sul mio CV.
Da marzo di quest’anno, a quanto imparato fino ad oggi, ho deciso di aggiungere anche lo User Experience Design frequentando i corsi dell’Interaction Design Foundation di cui gestisco sono diventato anche l’European Continent Managaer, l’Italian Country Manager e il Milan Local Leader.
Ma perché un Digital Product Manager deve saperne di User Experience e Interaction Design?
Perché nel digitale tutto è esperienza utente e tutto è comunicazione.
A partire dalla piacevolezza dell’interfaccia, dei colori e delle immagini, fino alla semplicità di utilizzo delle funzioni, la leggibilità dei contenuti e la velocità di risposta del prodotto digitale, tutto è User Experience.