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Mixed methods · Human factors

Remote parking experience

I tested repeated parking manoeuvres with 21 participants across three experience levels, separating first-use friction from learnability and prototype limitations.

Abstract top-down vehicle and remote interaction study.
Visual note

Repeated attempts compared so first-use errors did not get mixed up with recurring problems.

My role
I led the 21-person evaluation and the final action plan. I also kept prototype faults separate from interface findings.
Study scope
21 participants · 7 novice, 7 intermediate and 7 experienced users
Methods
Task-based evaluation · Observation · Ratings · Repeated measures

Which parts of the remote parking experience were ready to retain, and which interaction or vehicle behaviours could undermine trust?

The experience combined a phone, an in-vehicle activation step and real vehicle movement. A first attempt could not tell us whether a problem belonged to the interface, the learning curve or the prototype.

Compare first use with learned behaviour

  1. Participant groups

    Recruit across three levels of parking-system familiarity

    The panel included equal novice, intermediate and experienced groups so first-use expectations could be compared.

  2. Repeated scenarios

    Observe learning across a sequence of manoeuvres

    Participants completed repeated parking, obstacle and error scenarios so early mistakes could be compared with later attempts.

  3. Short debriefs

    Ask what changed between attempts

    Short debriefs between phases captured what participants had learned, what still felt uncertain and where confidence had shifted.

  4. Prototype log

    Keep prototype effects visible in the analysis

    I documented where braking, obstacle behaviour or extra prototype steps could inflate or suppress the experience ratings.

What changed across repeated trials

Missed activation fell from six people to two.

The early and final scenarios made change over time visible, while the three participant groups kept different starting expectations in the analysis.

Project 03
Early scenarios and the final repeated scenario are shown separately.

Missed activation fell from six people to two; other problems remained.

The sequence of trials made the difference visible: missed steps reduced, attention changed and a smaller set of problems persisted.

Repeated trials / debriefs
  1. 01

    Learnability

    The activation step improved with repetition

    Six participants missed the in-vehicle step in early scenarios; this fell to two in the final repeated scenario.

  2. 02

    Attention and trust

    People gradually divided attention between vehicle and phone

    Confidence increased with experience, while observation showed attention shifting from the vehicle alone to both vehicle and interface.

  3. 03

    Interface friction

    Alignment and visual hierarchy still needed work

    Small text and arrows, together with difficult alignment, remained important redesign points.

  4. 04

    Prototype effects

    Unexpected vehicle behaviour needed separate follow-up

    Braking and obstacle behaviour could affect the ratings, so those issues stayed separate from interface recommendations.

The action plan had two separate lists

The recommendation kept the useful scenarios, changed visual hierarchy, warning language and alignment support, and separated interface work from vehicle and prototype issues.