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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.
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
Non-interactive, info-driven application.
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
Contextual Inquiry / Observation
Key Player and User Interviews
Analytics and Data Reviews
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
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
Initial wireframe and sketch
Initial user personas
5 of 20+ wireframe and sketch
Mood Board: Speed, Edge, Steel and more...
Practical screen map
Wireframe / Interactive Design Specification / Reviews
One of many "Pre Race day Detail Page" interaction design specification
One of final design styles that was not picked.
This design is a simple, flat graphic.
Review and feedback on wireframes of "Race Center flow"
One of our final design styles that was not selected.
This design is a simple, flat graphic.
31 of the 40+ module types created
Final design: Landing page
Final design: Favorite Driver page
High-fidelity comps