User Interface
Special interview
 
VOl.01

The design goals
for the new AV receiver

Q: So first and foremost, you want it to be easy to use for drivers.

Kakimoto:

That's right. Actually, that same desire to make an easy-to-use product is also why we placed the buttons on the four sides of the LCD screen. Different users have different ways of pressing buttons and different parts of the screen they like to press. What's more, where the product is mounted will vary from car to car and that's why I wanted the button locations to be adjustable, to fit the needs of every driver regardless of vehicle.

Q: So you've given users that freedom - for ease and convenience.

Kakimoto:

Exactly. On the other hand, if you give users too many options, they're going to worry about how to make their setup just perfect. That's what led me to think up this unique and interesting way to customize the screen. You can touch and then drag your finger across the screen to change the areas where icons are located, and the areas with no icons become a sort of "free space" where you can express your individual preferences. So, you can adjust what parts of the wallpaper are showing or find other ways to enjoy this freedom by switching the layout from time to time.

Q: You're balancing the addition of new ideas while keeping everything easy and intuitive.

Akatsu:

When designing a manga or anime, there's basically no such thing as "addition by subtraction". You almost never end up removing a cool idea just to preserve the overall balance. In fact, you want to cram in an almost excessive amount of ideas to make your work the best it can be. That's the approach I've always taken to get people to look at, get into, and really understand my work. In some respects, it's the same idea as an attraction at an amusement park. I mean, what makes a roller coaster exciting is the contrast between the slow and fast parts of the ride.

Kakimoto:

Yes, exactly.

Akatsu:

If you're going to build a roller coaster, you may as well build it chock full of the thrills and spills that make roller coasters great. When making a manga or an anime, once you decide on the concept that serves as your starting point, you want to keep adding as many interesting details and twists to it as possible.

Kakimoto:

The idea is to get people to dive headlong into the world you've created. To apply this line of thinking to UXs and UIs, interfaces are like attractions too. But good attractions aren't simply presented and then forgotten. A good attraction leaves you with the memory of enjoying it, and the sense that you've grown a little bit once the experience is over. In the same way, I think high quality design work doesn't just end with the output of a finished product.

Akatsu:

Manga and anime are entertainment; they're designed to be an escape from daily life. UX and UI on the other hand, should fit more intuitively within people's lives. That's what sets UX and UI apart from the fantasy of manga and anime, and also what makes them appealing.

to be continued Vol.2

VOl.01

The design goals for the new AV receiver

VOl.02

The process of connecting
the UX and UI with the final design

VOl.03

Connecting with the market and the end-users

VOl.04

The future of animation and UX design

VOl.05

Pioneer's commitment to function
and form with the new AV series receivers