UID:
kobvindex_INTbi00005058
Format:
48 pages :
,
illustrations ;
,
30 x 21 cm.
Content:
MACHINE-GENERATED SUMMARY NOTE :
We are living in the age of entertainment. It almost seems like every product and service is tailored to us. Let it be movies, shows, video games, smartphones, etc. Cars are no different. The automotive industry is changing rapidly. With most cars becoming electric and autonomous, the driver will not be the focus anymore because there will be no driver, only passengers sitting in a »moving living room. « With that, the automotive industry is also separating into two parts. One is for the »regular« people where the main focus is transportation – getting from point A to point B in the most non-obtrusive and comfortable way possible. And the other part is for more »adventurous« individuals if you will. Some people still want to own and operate their cars because it gives them a sense of freedom and control over their own lives – much like some people ride motorcycles, and some still like to ride horses.
How one feels behind the steering wheel of a car is one of, if not the most important aspect of a car, let alone a hypercar. The sitting position, the driver's view, how one holds the steering wheel, and how one interacts with things in the interior contribute to better driving and the driving experience overall, especially in electric performance cars, or more specifically – electric hypercars.
This research aims to explore car interiors, how they became what they are, how they will continue to change, and what makes the ultimate driving experience.
This research aims to investigate car interiors, their evolution, how people viewed cars and driving in the past, how they do now, and how they likely will in the future. It explores what driving joy is, why do people like to drive and what makes a car fun to drive. Also, it focuses on what problems exist regarding the transition from internal combustion engine cars to electric cars and how to make the electric car interior which will provide the ultimate driving experience.
Note:
DISSERTATION NOTE : submitted as b-pd Berlin International University of Applied Sciences, 2021
,
MACHINE-GENERATED CONTENTS NOTE :
1. INTRODUCTION.................................................................................................. 6
Problem Statement...................................................................................................7 Research question ....................................................................................................7 Methodology ............................................................................................................ 7
2. CARS AND THEIR INTERIORS ............................................................................. 8
History of car interiors ..............................................................................................8
Cars and their interiors now ...................................................................................11
3. CHANGING SENTIMENT ABOUT CARS AND DRIVING .................................. 13
4. DRIVING: MORE THAN GETTING FROM POINT A TO POINT B..................... 15 Driving as an activity...............................................................................................15 What make driving fun?..........................................................................................15 Driving as a form of entertainment.........................................................................16
5. UNDERSTANDING THE DRIVING EXPERIENCE ............................................... 18 Different interiors for different types of cars ..........................................................18 Racing cars and their relation to road cars.............................................................19 Hypercars................................................................................................................ 20 User Experience......................................................................................................22
6. DESIGN PROJECT ............................................................................................. 26
.................................................................................................................................. 27 Briefing ...................................................................................................................28
6.1.1. Target audience ..........................................................................................................28
6.1.2. Goals ...........................................................................................................................28
Design Development..............................................................................................29
6.2.1. Design language .........................................................................................................29
6.2.2. Initial concept sketches ...............................................................................................30
6.2.3. Defining the concept...................................................................................................31
Concept .................................................................................................................. 33 .................................................................................................................................. 41
7. CONCLUSION ................................................................................................... 42
8. BIBLIOGRAPHY.................................................................................................. 43
9. LIST OF FIGURES............................................................................................... 45
Language:
English
Keywords:
Academic theses
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