Mars Rover Charging & Navigation

Mars Rover Charging & Navigation

Mars Rover Charging & Navigation

Problem Statement

What Tesla Asked: Design an in-vehicle Point of Interest (POI) card for Mars rover charging stations that appears in the navigation interface. The card must display:



  • Site name and location

  • Charging speed

  • Price

  • Amenities

  • Station states (available, occupied, offline, limited capacity)

    The Core Functionality: How can the POI card design influence driver behavior to prefer solar-powered stations—helping them save costs while supporting sustainable energy sources?

Problem Statement

What Tesla Asked: Design an in-vehicle Point of Interest (POI) card for Mars rover charging stations that appears in the navigation interface. The card must display:



  • Site name and location

  • Charging speed

  • Price

  • Amenities

  • Station states (available, occupied, offline, limited capacity)

    The Core Functionality: How can the POI card design influence driver behavior to prefer solar-powered stations—helping them save costs while supporting sustainable energy sources?

Solution

WHO framework:-

I recently learned the WHO framework during an internship chat with HR, where they used it to explain resume writing. I liked how clearly it broke things down, so I adapted it here to explain what I designed, how I approached it, and what came out of those decisions.

Solution

WHO framework:-

I recently learned the WHO framework during an internship chat with HR, where they used it to explain resume writing. I liked how clearly it broke things down, so I adapted it here to explain what I designed, how I approached it, and what came out of those decisions.

W
What i designed?

W
What i designed?

A Mars rover charging and navigation experience that helps drivers compare stations and prefer solar powered charging hubs.

H
How did I approached it?

H
How did I approached it?

I began with the prompt, researched vehicle HMI, driver distraction, ergonomics, and future mobility concepts, then iterated from Version 1 to Version 2 using first principles thinking.

O
Outcome of my descisions?

O
Outcome of my descisions?

The final concept evolved from a familiar car infotainment model into a more believable Mars rover system with a centered driving layout, panoramic display, and stronger solar first decision flow.

O
Outcome of my decisions?

The final concept evolved from a familiar car infotainment model into a more believable Mars rover system with a centered driving layout, panoramic display, and stronger solar first decision flow.

O
Outcome of my decisions?

The final concept evolved from a familiar car infotainment model into a more believable Mars rover system with a centered driving layout, panoramic display, and stronger solar first decision flow.

W
What i designed?

A Mars rover charging and navigation experience that helps drivers compare stations and prefer solar powered charging hubs.

H
How did I approached it?

I began with the prompt, researched vehicle HMI, driver distraction, ergonomics, and future mobility concepts, then iterated from Version 1 to Version 2 using first principles thinking.

O
Outcome of my descisions?

The final concept evolved from a familiar car infotainment model into a more believable Mars rover system with a centered driving layout, panoramic display, and stronger solar first decision flow.

O
Outcome of my decisions?

The final concept evolved from a familiar car infotainment model into a more believable Mars rover system with a centered driving layout, panoramic display, and stronger solar first decision flow.

O
Outcome of my decisions?

The final concept evolved from a familiar car infotainment model into a more believable Mars rover system with a centered driving layout, panoramic display, and stronger solar first decision flow.

Role

UX Designer

Team

Vaibhav Doifode - UX (Myself)

Duration

1 Week

Mars Rover
Mars Rover

Figma link

Figma link

Figma link

Assumptions set before starting
with research and designing interface

Before designing the interface, I set a few assumptions to ground the concept in a believable future.

Before designing the interface, I set a few assumptions to ground the concept in a believable future.

Time Period:

Year 5-10
Early establishment phase.

Settlement Type:

Scientific research & Resource extraction (water ice, minerals)

Charging Infrastructure:

Solar Stations + Supercharg Stations

This Means for the Rover:

Rugged Built for function & Survival-first design

How does navigation work on earth as of April 2026 (2026.8.6)
{To find a charging station & Amenities}

How does navigation work on earth as of April 2026 (2026.8.6)


{To find a charging station}

As of April 2026, there are two main ways to start navigation to a charging station on Tesla infotainment.

Option 1: Voice command

The fastest method is voice.
Just say, “Hey Grok, find the nearest charging station.”
The system quickly finds a location and starts the navigation flow.

Feature title.

Feature title.

Feature title.

OR

Option 2: Manual flow

The manual path takes about 5 clicks before navigation begins.

Feature title.

Feature title.

Feature title.

Click 1
Tap Navigate

Feature title.

Feature title.

Feature title.

Click 2 + Scroll
Tap the screen so the keyboard disappears, then scroll through the horizontal category tabs until you find Charging

Feature title.

Feature title.

Feature title.

Click 3
Choose between a Regular Charging Station or a Supercharger.

Feature title.

Feature title.

Feature title.

Click 4 + Scroll
Tap the Navigate icon to begin route guidance
You can also scroll first to review nearby amenities before starting the trip

Finally Navigation begins

Fun fact
It takes only 5 clicks to buy a Tesla, which creates an interesting comparison with the number of steps needed just to begin charging navigation.

AAA: Vehicle Infotainment Systems Create More Distractions for Drivers

AAA: Vehicle Infotainment Systems Create More Distractions for Drivers

AAA is North America’s largest motoring and travel organization, serving more than 57 million members. Founded in 1902, it offers travel, insurance, financial, and automotive services, while advocating for traveler safety and security. Its mobile app helps users plan routes, check gas prices, find discounts, book hotels, and access roadside assistance.

Yes, navigation is one of the biggest sources of distraction inside the cabin, and the challenge is to make that experience as seamless as possible.

Iteration v1.0 to v2.0

Iteration v1.0 to v2.0

"Why does my Version 1.0 design look 80% exactly like the earth interface?"
I stepped back and viewed my own work from a 3rd person perspective. This forced me to confront an uncomfortable truth: I was unconsciously copying Tesla's constraints without validating whether they actually applied to my use case.

1 / 6
52%
1 / 6
16%
1 / 6
30%
1 / 6
39%
1 / 6
15%
1 / 6
35%

Version 1.0

Version 1.0

The first principle which got me to Version 2.0
I asked myself from 3rd POV why do my design look 80% exactly like the current design?
and i started digging with WHY? to reach the bedrock of this issue

↓ Why was I doing this?

↓ Why was I doing this?

THE REAL ISSUE
"Because I inherited assumptions without questioning them."
I was designing for a Mars rover/Cybertruck variant but applying passenger-vehicle constraints. I never asked: Do these constraints actually exist in my vehicle type?

SURFACE LEVEL
"Tesla uses one infotainment system across all vehicles."
This is the common assumption everyone accepts as fact in the automotive industry.

↓ Why?

LAYER 1
"Because it's economically efficient to standardize the UI."
Standardizing the user interface reduces development costs, maintenance overhead, and training complexity across the entire fleet.

↓ Why?

LAYER 2
"Because all vehicles don't have the same dashboard—there's limited real estate."
There are only 2 seats in front, and the only available space is between and behind the steering wheel. This physical constraint forces a single-display solution.

↓ Why?

LAYER 3
"Because passenger safety and ergonomic standards require this layout."
Regulatory requirements, steering wheel positioning, and the need to keep the driver focused on the road dictate the current architecture.

↓ Why can't we reuse them?

LAYER 4
"Because we've never questioned the two-seat assumption."
No physics law prevents multiple displays. No engineering impossibility exists. It's simply... habit.

Version 2.0

Version 2.0

The Realization

No inherited constraints. By establishing a fixed assumption and starting from first principles, everything became clear.

No inherited constraints. By establishing a fixed assumption
and starting from first principles, everything became clear.

The Framework

Vehicle: Rover (Cybertruck-inspired)

-Single operator seat (no passenger)
-Maximizes cargo/utility space
-Eliminates Tesla's space compromise

Vehicle: Rover
-Single operator seat (no passenger)
-Maximizes cargo/utility space
-Eliminates Tesla's space compromise

The Solution

One wide display divided into 3 sections:

  • Right: Navigation

  • Center: Diagnostics & control

  • Left: Cargo & system

Why It Works

Removing the two-seat assumption unlocks infotainment real estate. Pure, purposeful design built on actual rover needs—not borrowed passenger-vehicle constraints.

To follow AAA and make as seamless as possible

To follow AAA and make as seamless as possible

1 / 6
53%
1 / 6
18%
1 / 6
29%
1 / 6
45%
1 / 6
36%

Version 2.0

Version 2.0

44%
15%
26%
38%
13%
34%

Features included in version 2.0

Features included in version 2.0

16%
5%
8%
12%
4%
10%

User flow how a 5 click flow brought to 3 clicks

Design Rationale: Ergonomic & Safety Optimization

Design Rationale: Ergonomic & Safety Optimization

Proximity & Accessibility

Controls positioned near the steering wheel reduce interaction time. AAA research shows drivers distracted for 40+ seconds programming navigation. Closer controls minimize dangerous distraction periods.

Cognitive Load & Consistency

Consistent zones (navigation right, safety left) reduce cognitive demand through muscle memory. AAA data: removing eyes from road for 2 seconds doubles crash risk. On Mars terrain, 4-second distraction causes incidents.

Real Estate & Usability

Large buttons reduce misclicks. AAA found 23 of 30 vehicle systems generated high demand due to cramped interfaces. Unrestricted space eliminates cognitive overload.

Design Philosophy

Core driving tasks only—no unrelated functions. Follows NHTSA safety guidelines. Optimized for minimal cognitive and visual demand.

Thank you!!!

If you have any feedback,feel free to share it with me.
Your insights are valuable and will contribute to
my continuous improvement.

Thank you!!!

If you have any feedback,feel free to share it with me.
Your insights are valuable and will contribute to
my continuous improvement.

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