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Mercedes-BenzUX research · Interaction design · Connected experiences

Designing continuity across connected experiences.

A comparative UX study of how interaction models should carry over between in-vehicle systems and personal devices.

Organization
Mercedes-Benz AG, Sindelfingen
Project
MBUX companion app — master’s thesis research
Period
Aug 2018 – Apr 2019
Role
Master’s thesis, User Experience
Worked with
The Mercedes-Benz UX Design & HMI team
Methods
Comparative evaluation · Task-based testing · Behavioural observation · Interactive prototyping
The MBUX companion app’s massage screen on a phone, beside the Mercedes-Benz star.

Interfaces and scenes on this page are re-created for publication. The research material stays with Mercedes-Benz.

At a glance

The question
Should familiarity come from the platform — iOS and Android conventions — or from the product, the logic people already know from MBUX?
The approach
Stop debating. Build both interaction models, put them in front of 32 people on smartphones and tablets, and observe behaviour rather than ask for preference.
The outcome
On smartphones, 75% of interaction patterns favoured the MBUX-adapted model — a research-based direction for the companion experience.

Who did what

An independent study — my master’s thesis, in collaboration with Mercedes-Benz and its UX Design & HMI team. I defined the question, designed both concepts and their prototypes, designed and ran the study, and wrote the recommendation. No stakeholder owned either concept, which is part of why the answer held.

01Context

One product experience. Multiple interfaces.

A vehicle experience now extends beyond the built-in displays. Passengers adjust comfort from a rear-seat screen, then reach for a companion app on their own phone or tablet. Each device has its own conventions, capabilities and ergonomics — but people may well understand them as parts of one product.

The same massage controls on the vehicle’s rear-seat screen and on a phone held by a passenger.
Rear-seat screen and phone, side by side: the logic carries over even though the controls belong to their own device.

Most mobile apps follow the conventions of iOS or Android, which usually reduces friction. A companion app has a different role. Following platform conventions could make it feel familiar as a phone app — while forcing people to relearn interactions they already understood in the vehicle.

02Research question

Where does familiarity come from?

Two competing approaches were both plausible, and each rested on an assumption that could be tested:

  • Platform-first

    Follow established mobile conventions. The assumption: familiar smartphone interactions reduce cognitive effort.

  • Product-first

    Adapt MBUX’s interaction principles to mobile. The assumption: what people learned in the vehicle transfers to the companion app.

Neither could be chosen with confidence on visual preference alone. The decision needed research.

03My role

From research question to evaluated interaction concepts.

The study was my master’s thesis, carried out in collaboration with Mercedes-Benz’s UX Design & HMI team. I was responsible for:

  • Defining the research question.
  • Designing the two competing interaction concepts.
  • Building the interactive prototypes.
  • Designing the evaluation and running every session.
  • Interpreting the findings and turning them into design recommendations.

04Methodology

Comparing behaviour rather than asking for preference.

Thirty-two participants completed the same comfort-related tasks with both concepts, on smartphones and on tablets. Instead of asking which interface they liked better, the study observed how they behaved: how confidently they completed the tasks, whether they could predict how the system would respond, and how easily knowledge carried over between devices.

Participants
32
Interaction concepts, same functionality
2
Device classes — smartphone and tablet
2

Both concepts covered the same functionality, so differences in behaviour could be attributed to the interaction model rather than to the task.

05The two concepts

Platform familiarity versus product continuity.

The platform-first concept used established mobile patterns: a navigation bar, a grouped list, a checkmark for the selection. The product-first concept carried the logic of MBUX into the phone: the seat as the anchor, programmes as tabs, the vehicle’s own vocabulary. Same screen, same task, two answers.

InteractiveThe same screen, two interaction modelsReconstructed for this portfolio

Pick a massage programme, then switch concepts — your selection carries over.

The interface follows established mobile interaction patterns. The assumption: familiar mobile conventions reduce cognitive effort.

Massage

Programme

Intensity

Level — 3 of 5

Concept A, platform-first, shows the massage programmes as a standard iOS-style list with a back button and a Done action. Concept B, product-first, shows the same programmes the way MBUX does: a seat diagram, programme tabs and the current level, on a dark surface.

06Findings

Familiarity with the product mattered.

Participants didn’t treat the companion app as a separate mobile application. Rather than relying on smartphone conventions, they reused the interaction principles they had learned in MBUX.

InteractiveWhich model people’s behaviour favoured, by device

Switch between smartphone and tablet.

Share of interaction patterns favouring each model.

Product-first, MBUX-adaptedPlatform-first, native

On smartphones, 75% of interaction patterns favoured the product-first, MBUX-adapted model. On the smaller screen, passengers reused what they already knew from the vehicle.

N = 32 · identical comfort tasks on smartphone and tablet · behavioural measures, not stated preference

On smartphones, 75% of interaction patterns favoured the product-first, MBUX-adapted model and 25% the platform-first one. On tablets the split was close to even. N = 32, identical comfort tasks, behavioural measures rather than stated preference.

The tablet result matters as much as the headline. With more screen space the advantage narrowed — device size changes how people read an interface’s structure. The insight isn’t that mobile conventions should be ignored. It’s that continuity with the product can be worth more than consistency with the surrounding platform, especially on the device that is furthest from the vehicle’s own screen.

07Recommendation

Preserve the mental model, adapt the interface.

A phone shouldn’t simply reproduce an in-vehicle interface. Different devices need different layouts, navigation and ergonomics. But the underlying interaction logic can stay the same. The recommendation was to keep MBUX’s familiar principles and adapt how they are implemented to the constraints of each device — so nobody has to learn the product twice.

The companion app’s massage screen: the programme list with “Wave” selected, intensity 3 of 5.
The product-first direction on the phone: the same programmes, the same order, the same words as the vehicle — reached the way a phone is reached.
PrototypeThe handoff, reconstructedReconstructed for this portfolio

Choose a programme on the vehicle screen, then play the handoff to the phone.

iPhone linked10:24
Intensity3/5
10 min · flowing
10:24
Massage
Intensity3/5
10 min · flowing
A reconstruction built for publication: the vehicle’s comfort screen and a phone, sharing one interaction logic. A programme started in the car continues on the phone with the same names, order and controls.

08Outcomes

Evidence replaced an unresolved design debate.

  • A research-based direction for the companion experience, grounded in observed behaviour rather than design opinion.
  • A demonstration of how two credible interaction concepts can be settled by testing them side by side.
  • A broader principle for connected products: continuity depends on preserving how people understand the product, not on making every interface look identical.
Concepts tested head to head
2
Participants in the study
32
Of smartphone interaction patterns favoured the MBUX-adapted model
75%

09Reflection

Consistency is cognitive before it is visual.

This project taught me to test design assumptions rather than argue them. Two approaches can both look reasonable; research shows how people actually read and use them. The goal was never to prove that one design looks better, but to understand which interaction model helps people complete their tasks.

Continuity lives in the mental model people carry from one screen to the next. Protect that, and the interface is free to change.