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INDYCAR Mobile App

The application allows fans to keep up with the latest content of their favorite drivers or teams. Racing fans will not miss a single turn or checkered flag. Deliver the excitement of the IndyCar to the user.

DRIVERS, START YOUR ENGINES! 

PROJECT DETAILS 
Client: Indycar
Studio: Omnigon
Platform: iOS / Android
UX/Creative: James Hwang
JAMES' CONTRIBUTION
UX Direction 
Interactive Design
Visual Design
GOAL

Create a mobile application that engages the INDYCAR fans by submerging them directly into the live racing experience for the thrill and excitement second only being there.

PROBLEM

Information and data overload causes the user to make poor decisions all the time, and most disastrously on a racing day.  The consequent loss of time and attention causes the rate to drop as well as retention issues.

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Solution

Convert massive data, telemetry, and information relating to the favorite driver performances to provide the user with a superior video game experience.

Enhance the home page base with times of events, pole position in the test race day, racing day, and off-race day.

Comparison

New Experience
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Non-interactive, info-driven application.

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This engaging, smart application displays, by pole-position, date, or racing date tracking, users' favorite driver with videos, radio, cockpit views, and by tracking the race. It dynamically updates the modular card, which knows whether its users are in the race or off-track.

Efforts

Process

Research/Analytics/Sketch

Develop the foundation for the UX strategy by creating:

Market Landscape Overview

Competitor Matrix/Benchmark

Analysis of key points

Creative brief and use-case flow

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Contextual Inquiry / Observation

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Key Player and User Interviews

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Analytics and Data Reviews

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Literature Reviews

What makes racing exciting?

We asked everyone from racing fanatics,  enthusiasts, to casual watchers to tell us, "What makes racing so exciting?" The results can be seen in Figure 1-1.   We used interviews at first, then switched to card sorting to discover patterns of behavior.   

We asked users, "what makes racing exciting?"

Figure 1-1: We used interviews at first, then, card sorting to find  patterns and determine what factors excite them.   

Building a block of excitements

Create building block Figure 1-2, using top sorting cards for the game like experiences throughout the application to bump up excitements to another level of satisfaction.

Figure 1-2: building block card sorting

Insights

People love to hear the engines before the race.

When people hear engine sounds, that earth-moving sound, their adrenaline is pumped for the race.  The excitement begins before they even enter the race track.

" My heart was pumping fast just  by hearing the engine sound"

Participant 3

Scenarios

3 different scenarios (at the race track, at home, on the road) multiple events during the off-racing day, pole position day, racing time and after the race.  The flow chart shows unique moments in time for the user to engage with the application. 

Design

Wireframe and mood board 
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Initial wireframe and sketch

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Initial user personas

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5 of 20+ wireframe and sketch

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Mood Board: Speed, Edge, Steel and more...

Practical screen map
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Wireframe / Interactive Design Specification / Reviews
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One of many "Pre Race day Detail Page" interaction design specification

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One of final design styles that was not picked.

This design is a simple, flat graphic.

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Review and feedback on wireframes of "Race Center flow"

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One of our final design styles that was not selected.

This design is a simple, flat graphic.

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31 of the 40+ module types created

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Final design: Landing page

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Final design: Favorite Driver page

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High-fidelity comps

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