Research on User Needs of Digital Consumption Services in Communicating Vehicles Context
In trend of communicating vehicles, user needs become a central issue for automobile companies. Vehicles as digital mobile devices, users will not only have more comfortable driving experience, but also more efficient life. This paper main concern is about user needs, touch points and potential scenarios based on digital consumption services in communicating vehicle context. Several practical and innovative UX research and design methods and techniques were applied. We found 22 user needs clustered under 4 main themes. These findings suggest that in general vehicles satisfy possessive, create a sense of belonging and security. Vehicles create an independent space, can vent users’ emotions, also can drive far away from an unpleasant situation, or experience a new world. In the future, we should design more directly and efficiently way to interact with users, and consider the long-term problems of users.
KeywordsUser needs Digital consumption Communicating vehicles
The author wishes to thank the mentors of Communicating Vehicle Project for their valued co-operation: Professor Wei Liu, Lecture Yancong Zhu, also wish to thank team members: Meng Zhang, Tianyu Gao, Yuwei Fan, and all first-year master students of BNUX.
The publication of this research project was supported by the Fundamental Research Funds for the Central Universities (No. 01900-310422110).
- Barros, J.: How to build vehicular networks in the real world. In: ACM (2014)Google Scholar
- Vermesan, O., Blystad, L.C., et al.: Smart, connected and mobile: architecting future electric mobility ecosystems. In: Design, Automation & Test in Europe Conference & Exhibition, pp. 1740–1744. IEEE (2013)Google Scholar
- Xu Xu, J.: The development of the digital economy in China, new trends, new models and new path. Chinese Economic and Trade (THEORY EDITION) (2017)Google Scholar
- Tencent.: Tencent’s Operations in Third Quarter (2014). http://www.askci.com/finance/2014/11/13/105756upl_all.shtml
- Sanders, E.B.N., Jan Stappers, P.: Convivial toolbox. Generative Research For the Front End of Design, vol. 31, no. 10 Suppl., pp. 14–21. Auk (2013)Google Scholar
- Delft, T.H., Boeijen, A.V., Daalhuizen, J.: Delft Design Guide. BIS Publishers, Amsterdam (2013)Google Scholar
- Cross, N.: Engineering design methods. Wiley, Hoboken (2008)Google Scholar
- Romano, B.: Managing the internet of things. In: ACM Sigcse Technical Symposium, pp. 777–778. ACM (2017)Google Scholar
- Macaulay, C., Busse, D.: Using user research in creativity: informing systems, service and product experience design. In: ACM Conference on Creativity and Cognition, pp. 495–496. ACM (2009)Google Scholar
- Väänänen-Vainio-Mattila, K.: Towards user-centered mashups: exploring user needs for composite web services. In: CHI 2011 Extended Abstracts on Human Factors in Computing Systems, pp. 1327–1332. ACM (2011)Google Scholar