NOVA

An adaptive automotive HMI that changes with the driver’s level of attention.

Nova rethinks how information, interaction, and automation should shift as responsibility moves between the driver and the vehicle.

Nova adaptive automotive HMI interface

Quick read

Challenge

Drivers need information without being overloaded by it.

Modern in-car interfaces expand what drivers can do, but the same interface can become distracting when attention needs to stay on the road.

Approach

Make the interface respond to driving context.

We structured information and interaction around changing levels of driver attention and vehicle automation.

Outcome

A three-mode adaptive HMI, validated through iterative testing.

The final prototype reached a SUS score of 91.2 and was refined through in-person, remote, and A/B testing.

The problem

The more drivers can do, the more attention the interface can demand.

In-car screens have become essential for navigation, media, communication, and vehicle control. But while driving, every added interaction competes for a limited resource: attention.

4.8-13.6 sec

Complex touchscreen interactions can divert a driver’s attention for several seconds at a time.

How much should the interface ask from the driver at any given moment?

Distraction isn’t one thing.

Driving interfaces can compete with attention visually, manually, and cognitively. The risk increases when a single interaction demands all three at once.

VisualEyes leave the road
ManualHands leave the controls
CognitiveAttention leaves the driving task

High interaction cost

Design implicationInstead of treating every feature as equally available, we needed to control when information and interaction should surface.

I wanted to understand what drivers actually reach for, and when.

As project lead, I guided our research around everyday driving behavior, interface preference, and attitudes toward assisted driving.

  • Photo DiariesEveryday controls and interfaces
  • Surveys + InterviewsBehavior and comfort around device use
  • In-Vehicle ObservationHands-on exploration of a modern EV interface

Synthesis

The interface needed to know when to step forward, and when to get out of the way.

  1. 01

    Clarity before capability

    Drivers need to understand what the vehicle is doing before they can trust what it can do.

  2. 02

    Attention changes with context

    A dense interface may be useful when attention is available and dangerous when it isn’t.

  3. 03

    Automation changes what the interface can become

    As driving responsibility shifts, previously restricted information and interactions can safely surface.

How might the HMI adapt as the driver’s attention changes?

System architecture

One HMI. Three levels of attention.

Driver attention

HighLow
  1. Focus
  2. Comfort
  3. Relax
Driving responsibility
Driver-ledAssisted / sharedSignificantly reduced
Driver attention
HighSharedLow
Information density
MinimalBalancedExpanded
Interaction depth
Essential onlyContextualRicher / immersive
  1. Focus

    Driver-led. Driver attention: High. Information density: Minimal. Interaction depth: Essential only.

  2. Comfort

    Assisted / shared. Driver attention: Shared. Information density: Balanced. Interaction depth: Contextual.

  3. Relax

    Significantly reduced. Driver attention: Low. Information density: Expanded. Interaction depth: Richer / immersive.

Driver attention

HighLow

Driver attention

HighLow

Focus

Driver-led

Driver attention
High
Information density
Minimal
Interaction depth
Essential only

Comfort

Assisted / shared

Driver attention
Shared
Information density
Balanced
Interaction depth
Contextual

Relax

Significantly reduced

Driver attention
Low
Information density
Expanded
Interaction depth
Richer / immersive

Before designing screens, we defined what deserved attention.

I structured the HMI around information priority rather than individual screens, defining what should remain persistent, what could appear contextually, and what should stay hidden until the driving state allowed it.

Information priorityFocusComfortRelax

Layer 01

Persistent

Speed · Vehicle status · Driving mode · Critical warnings

Primary

Persistent

Persistent

Layer 02

Contextual

Navigation · Cameras · Notifications · Schedule

Held back

Selected

Contextual

Layer 03

Expanded

Media · Communication · Entertainment · Environmental information

Held back

Held back

Expanded

Layer 01

Persistent

Speed · Vehicle status · Driving mode · Critical warnings

Layer 02

Contextual

Navigation · Cameras · Notifications · Schedule

Layer 03

Expanded

Media · Communication · Entertainment · Environmental information
Focus

Primarily Layer 01

Comfort

Layer 01 + selected Layer 02

Relax

Layer 01 + Layer 02 + expanded Layer 03

The system scales information density with the amount of attention available.

Structure first. Visual detail second.

Once the behavioral rules were defined, we translated the architecture into progressively higher-fidelity prototypes, using each stage to refine hierarchy, interaction, and visual emphasis.

Lo-Fi

Information zones

Mid-Fi

Hierarchy and interaction

Hi-Fi

Visual language and state feedback

Testing showed where calm became unclear.

3In-person testing sessions
10Remote Maze participants
6A/B testers
91.2Final SUS score

Key testing themes

  1. 01

    overly dominant speedometer presentation

  2. 02

    small or unclear interactive controls

  3. 03

    related actions being visually separated

  4. 04

    limited personalization

  5. 05

    mode transitions needing clearer feedback

  6. 06

    layouts benefiting from further simplification

Before

Related actions were visually separated.

After

Grouped contextual actions reduced search effort.

Final experience

Focus

Only what matters when the driver is in control.

Focus prioritizes essential driving information and suppresses unnecessary interaction for dense, attention-heavy environments.

Comfort

More context when the vehicle can share the workload.

As assistance increases, Comfort introduces contextual information without removing the driver from the loop.

Relax

When attention is available, the interface opens up.

Relax expands the experience toward media, environment, and shared content when driving responsibility is significantly reduced.

Nova Relax interface

An interface designed around attention, not screen space.

91.2 System Usability Scale

Testing reinforced a simple principle: clearer hierarchy and more deliberate transitions helped the interface feel calmer and easier to understand.

Nova final vehicle interior interface

What I’d carry into the next HMI I design

Nova changed how I think about automotive interfaces. The hardest problem wasn’t deciding what information a vehicle could show, but deciding what deserved the driver’s attention at any given moment.

Leading the project pushed me to think beyond individual screens and design relationships between context, responsibility, information, and interaction. That systems-level thinking is something I want to continue exploring in automotive HMI and other complex, safety-critical experiences.