MOBILITY INTERACTION / 2025

DEV

Keep the road
in the conversation.

Designing attention-aware interactions for delivery riders—across a phone, a helmet HUD, and voice.

Explore the case study
DEV helmet HUD concept: a road view with a turn cue and contextual minimap
DEV OS · Contextual navigation concept
Final design phase
Sep–Dec 2025
Team
Jin Lee + Dongeun Kim
My role
UI / UX design
Outcome
XR prototype + exhibition

01 / FROM DELIVERY WORK TO A DESIGN QUESTION

One rider.
Two places to look.

Both designers worked as delivery riders. That experience brought a recurring conflict into focus: the phone asks for attention while the road needs it.

01 / THE INTERACTION PROBLEMRoad ↔ phone
Look down→Read + touch→Return to road
02 / THE DESIGN INTENTHUD + voice
Look ahead→Speak + receive guidance→Continue
Interaction model, not measured gaze data. DEV explores removing the phone detour; an in-view cue can still compete for attention.
DESIGN QUESTION

How might riders interact while riding—
without looking down or reaching for a phone?

01 / DESIGN MOVE

Interact by voice while riding

Touching the phone to respond

Hands-free voice interaction

Let riders respond to the device through speech while keeping their hands on the handlebars.
02 / DESIGN MOVE

Keep navigation in view

Looking down at phone navigation

Guidance through the helmet HUD

Bring directions into the rider’s forward view to support attention to the road.

Firsthand experience informed the framing, rather than a formal observational study. These design moves are hypotheses about interaction, not demonstrated safety improvements.

02 / INTERACTION ARCHITECTURE

Prepare on the phone.
Ride with HUD + voice.

During the ride, voice supports hands-free responses and the HUD brings navigation into view. The phone handles setup before the ride and review afterward.

01
BEFORE / STOPPED

Prepare

Original phone screen for helmet connection and settings
PHONE · TOUCH
  • Connect the helmet
  • Set guidance preferences
  • Start the session
02
DURING THE RIDE

Navigate + respond

Original DEV-R helmet concept
HELMET · HUD + VOICE
  • Follow the next-turn cue
  • See context at intersections
  • Respond to selected prompts
03
AFTER / STOPPED

Review

Original phone screen with earnings and recent orders
PHONE · TOUCH
  • Review earnings
  • Check completed orders
  • Manage the next session
SETUP & ROUTE DATA→GUIDANCE IN VIEW→POST-RIDE REVIEW
Intended interaction distribution · Original app screens and helmet concept. Connections are conceptual.
THE REMAINING TRADE-OFF
Hands-free≠Attention-free

A spoken response removes the touch action. The order still asks for a decision.

How the project’s scope evolved +

Early exploration · Week 4

The initial presentation proposed an electric motorcycle and XR helmet, with form studies, technology references, branding, and a companion app among the planned outputs.

Final direction · Fall 2025

The exhibition brought together helmet and scooter display models, a VR riding experience, and supporting interface presentations. This case study focuses on the interaction design across the phone, helmet, and HUD. The physical models communicate the product concept; they do not demonstrate working vehicle or protective hardware.

03 / THE FINAL INTERACTION DESIGN

Different moments.
Different interfaces.

A preparation surface, a contextual riding interface, and a physical device that brings them into one concept.

01 / PREPARE

A control hub for stopped moments.

Setup, settings, and history stay on the phone. Riding navigation moves to the helmet.

DEV mobile screens for delivery setup, menu, helmet connection, earnings and order history
Original mobile UI · Preparation and management live on the phone.
02 / RIDE

Change the information with the situation.

Start with the next action. Add route context at an intersection. Compare what appears—and why.

Original DEV HUD concept showing a left turn in 120 meters without a full map
A turn cue stays at the edge of the view. The default state limits navigation to the next action, alongside speed and destination information.

Original concept screens · Select a scenario to compare information states. This is a walkthrough, not a working helmet simulation.

03 / VR UI EXPLORATIONS

Four moments inside the visor.

Explore the original interface studies: how navigation, delivery, media, and messaging occupy the rider’s field of view.

DEV OS / FIELD OF VIEW
01 / 04Order summary · Pickup map · Media cardVR UI STUDY

A new order enters the view.

Pickup location, distance, and expected earnings sit together. The music card shows how another service might share the same visual field.

THE DESIGN QUESTION

Which information should make room for an order?

Original UI studies · Media and messaging explore a broader scope than the final concept shown above.

DEV OS / VR UI EXPLORATIONS

Delivery alert

04 / WEAR

The helmet is an interface location.

DEV-R gives the interface a physical location: a visor for guidance and integrated sensing. Hardware feasibility and protective performance remain untested.

DEV-R helmet concept renders showing the visor, front sensors and side detail
DEV-R · Original hardware concept renderings.
05 / CONCEPT FILM

DEV in motion.

DEV · Riding animation

04 / EXPLORATORY XR EVALUATION

Which placement
was easier to read?

Three delivery-experienced riders compared two simulated UI distances while looking forward. ShapesXR supported an initial choice about placement.

ShapesXR simulation with HUD at 0.5 meters
0.5 mSelected placement
ShapesXR simulation with HUD at 0.7 meters
0.7 mComparison condition
SHAPESXR / EXPLORATORY COMPARISON3 riders · 2 conditions

Recognition time

Seconds · shorter is better

0.5 m
1.4 ± 0.3 s
0.7 m
2.1 ± 0.4 s
0123 s

Readability

Rating out of 5 · higher is better

0.5 m
4.3 / 5
0.7 m
3.4 / 5
012345
DESIGN DECISION0.5 m

Selected for the final simulated UI.

Reported values from the final portfolio. Bars start at zero; ± values are transcribed as reported, with their meaning unspecified. No statistical significance is claimed.
Readable in a simulation ≠ proven safe on the road.

Small sample · Simulated riding · No demonstrated reduction in accidents or cognitive load.

Study details & limitations +

Participants had delivery-riding experience. The measures were information recognition time and subjective readability. My study documentation does not include trial counts, condition order, raw observations, statistical testing, or a definition of the reported ± values. The results describe this exploratory simulation; they do not establish an optimal optical distance for a real helmet.

05 / IN THE EXHIBITION

DEV, on display.

DEV / EXHIBITION
DEV exhibition booth with helmet and scooter models, project posters, a riding interface on a monitor, a tablet, and a VR headset.
01 / 05

06 / REFLECTION & NEXT QUESTIONS

Attention depends on
when a system asks for it.

DEV shifted my focus from designing an individual screen to deciding which interactions belong on each device—and at which moment they should appear.

NEXT / ERROR RECOVERY

When voice fails

Explore how to defer or recover from an unrecognized command without requiring a phone interaction while moving.

NEXT / CONTEXT

When to stay quiet

Test whether incoming orders should be postponed during demanding riding situations, and how riders understand that delay.

NEXT / EVALUATION

Beyond readability

Use controlled riding simulations with more participants to study glance behavior, hazard detection, workload, and errors before considering road trials.

Placing information in the field of view is only a starting point. An attention-aware system must also decide when information deserves to be there.

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