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Semi-Autonomous Scooter

Timeframe2025
ProjectScoot
RoleProduct Designer, Design Engineer
ToolsFigma · Physical Prototyping

Summary

ScootScoot is a concept for a semi-autonomous e-scooter, designed with a team of four for a graduate interaction design course at Carnegie Mellon. The brief was open-ended: explore new control ideas and user experiences for a vehicle that can partially drive itself. I worked across research, interface design, and physical prototyping, building the working handlebar prototype (brake, blinker, horn, mode dial) alongside the Figma dashboard it was wired to control.

Annotated final cardboard-and-PVC scooter handlebar prototype with camera, brake, blinker, horn, mode dial, and accept/accelerate control

Research & Insights

We ran guerrilla interviews with six current e-scooter riders (a student athlete, engineering and business students, and a professor) to understand how people actually use and feel about their scooters. Three insights shaped everything that followed.

It transports me, but I also transport it

Riders carry their scooter as much as they ride it: up stairs, onto buses, into buildings.

Everywhere, but not seen using it

People rely on their scooter for daily trips but are self-conscious about riding it in front of others.

It has to suit every need

Riders will only adopt a scooter if it holds up across weather, terrain, and errands, not just a commute.

From Sketches to a Working Prototype

We converged on ideas from individual thumbnail sketches (a fold mode for compact storage, GPS navigation with rerouting, physical dashboard controls, road-obstruction alerts, hands-on unlocking, and an autopark mode), then built a physical handlebar out of cardboard, PVC pipe, and a phone mount, wired to a Figma prototype so it could actually be "driven." A rubber band gave the brake real resistance; a repurposed water bottle became a swiveling kickstand.

Designing the Interactions

The dashboard had to communicate state at a glance: unlocking, mode changes, and moments when the rider needed to take back control. Resting a hand on each grip triggers an unlock animation; a fold-mode confirmation uses clear green/red semantic cues before the scooter folds itself down for storage.

Final dashboard screens showing the hands-on unlock sequence and fold mode confirmation flow

Field Testing & Iteration

We tested the paper prototype on real riders and rebuilt based on what confused them. Every participant overlooked the autopark option at the start of a route, so we moved it to appear after arrival instead. A speedometer icon read as unclear for "accelerate," so we relabeled it "GO." And nobody found the blinker until we added simple arrow icons.

Process & Outcome

My focus was the physical side of the prototype: building the handlebar so it looked, and where it mattered, felt real: real resistance on the brake, a horn you press rather than tap, a mode dial with feedback that matched its on-screen state. Getting strangers to actually try it, sticky-note affinity mapping as a team, and watching small changes (a label, an icon, a screen's position in the flow) measurably reduce confusion were the most valuable parts of the process.

We delivered a fully working low-fidelity hardware prototype alongside a high-fidelity Figma dashboard, refined through two rounds of user testing. If I carried it further, the dashboard itself is what I'd revisit next, testing whether an even smaller screen, closer to a smartwatch, could keep the same functionality with a lighter footprint.