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Alfa Romeo IVI Design

Alfa Romeo IVI Design

Designing within a brand system I didn't create, for a context where every extra second of attention costs safety

Role
UX Designer (Solo)
Timeline
Sep 2025 – Dec 2025
Skills
Competitive Analysis, IVI Design, Visual Hierarchy, Usability Testing
Tools
Figma

The Constraint

Every competitor treats the screen like a phone. Drivers pay for that with attention they can't spare.

The Stellantis Brand Design team brought me in to rethink the Alfa Romeo in-vehicle experience. I inherited their color palette, typography system, and component library—non-negotiable. The brand team pushed for richer visual treatments: more gradient depth, more surface texture, more visible features on the landing screen. I pushed back where those treatments competed with glanceability. The negotiation was constant: which brand elements could coexist with functional clarity, and which ones had to yield.

The fundamental tension: Alfa Romeo's brand demands visual richness, but the driving context demands visual restraint. Finding the line between those two was the real design problem.


Demo

See the interface in action


01 // Research

Three competitors, the same mistake: optimizing for features, not glanceability

I analyzed the Tonale, BMW X1, and Nissan Rogue across 7 dimensions. The finding that shaped everything else: all three systems prioritize packing features onto the screen rather than optimizing for how quickly a driver can process information at a glance. They're designing for showroom demos, not highway driving.

3 Vehicles compared
7 Dimensions analyzed
3 Display types

Dimensions evaluated: Home View, Primary Nav Positioning, Status Bar, Navigation Active State, Layout, Design Language, and Breadcrumbs.

Competitive analysis matrix

What I found

  • 1. Showroom design vs. highway design: feature counts sell cars in dealerships, but every extra element on screen is a fraction of a second a driver isn't watching the road
  • 2. Fragmented task flows: adjusting climate or starting navigation required too many steps and screen transitions—the kind of friction that becomes dangerous at 70 mph
  • 3. No consistent interaction model: each system mixed touch, scroll, and menu patterns without hierarchy, meaning drivers couldn't build muscle memory

The design bet I made

  • 1. Treat attention as the scarcest resource: rather than competing on feature density, reduce interactions needed for the most frequent tasks. This meant saying no to features the brand team wanted visible
  • 2. One interaction model everywhere: consistent patterns across all screens so drivers build muscle memory. The alternative—screen-specific gestures—was flashier but unpredictable
  • 3. Context-driven UI over manual navigation: surface information based on driving state rather than requiring the driver to find it. The trade-off: less control, but faster access when it matters

02 // Wireframes

What gets seen in 0.5 seconds vs. what can wait

Each wireframe started with the same question: if a driver glances at this screen for half a second, what do they need to see? Everything else was pushed to a secondary layer or removed entirely.

Landing
Landing
Navigation
Navigation
Vehicle controls
Vehicle controls
Media
Media

03 // Visual Design

Working within brand rules I didn't write

Alfa Romeo's visual language—dark surfaces, Italian typography heritage, premium material cues—was handed to me, not chosen by me. I couldn't swap the typeface for something more legible at arm's length. I couldn't lighten the dark theme for better daytime contrast. So the work became: how do you make a prescribed aesthetic perform under safety constraints it wasn't designed for?

Style guide: typography, colors, iconography, spacing

Final Design

Center display

The primary touchscreen—and the biggest tension point with the brand team. They wanted the landing page to showcase the system's capabilities. I wanted it to show only what a driver needs right now. The compromise: three content panels that feel premium but contain only high-frequency information. Everything else requires a deliberate tap.

Landing Page

Navigation, media, and vehicle status—the three things drivers check most. Nothing else competes for the first glance.

Center display landing page

Media Controls

Playback state is immediately readable. AI search lives on the right side—accessible but never competing with what's currently playing.

Media controls Media with AI search

Quick Controls

Lights, drive modes, wipers, mirrors—all on one surface. Weather-adaptive assistance adjusts settings automatically, so the driver doesn't have to look down during a rainstorm.

Quick controls

HVAC

The biggest source of mid-drive screen interaction in my competitive analysis. I made the on/off state unmistakable and added smart climatization as the default, so most drivers never need to open this screen at all.

HVAC controls

Navigation

The map fills the screen. Turn-by-turn directions are overlaid, not placed in a sidebar that steals map real estate. When the next turn is 10 miles away, the overlay fades—no reason to display information the driver doesn't need yet.

Navigation with turn-by-turn

Cluster display

The screen behind the steering wheel—the one drivers actually look at most. This is where the 0.5-second rule is non-negotiable. Speed, navigation cues, and alerts have to be instantly parseable.

Cluster display — driving mode Cluster display — navigation mode

System Overview

Two displays, one information hierarchy

The cluster shows what's important in the moment—speed, next turn, active alerts. The center display holds everything else. This split means the driver's eyes rarely have to leave the road to find the right information.


Reflection

What designing within constraints taught me

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