Private case study

Come behind the work.

This is the longer version of one project, written for the people I might end up working with. It is less about the finished pixels and more about how I think when a brief is large. What I ask first. How decisions get made when nobody has all the answers. The practical methods I lean on when a team needs to move together. If we are talking about working together, you should have the password.

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Lynk and Co 900 3D operating system One year, concept to production

A screen three times wider.
A system that had to think differently.

A flagship vehicle. A new cabin experience. A 3D operating system built in Unreal Engine, designed from the first hand sketch to the production car. This is how we shipped it, and where I led.

Scroll to begin
The role

Design lead. Senior UX/UI.
Motion design.

I led the OS work end to end and stayed on the tools the whole year. Interface in Figma and Adobe. Blender for 3D prototypes and render tests in the cabin. Motion design for the exterior lighting when that team needed a hand.

The team I led
29 people, across four disciplines.
8 UX & UI designers
6 Developers
3 Blender & motion designers
12 Unreal Engine developers
Aligned with
Interior design Exterior design CMF Brand

Four sibling teams owned pieces of the car I did not. Interior owned the physical cabin. Exterior owned the body language. CMF owned the materials and finishes. Brand owned the voice. The OS had to sit alongside all of them, without stepping on any of them.

Timeline

Almost a year. Concept to production.

Outcome

Shipped in the Lynk and Co 900. Sold in China today.

The project at a glance

A year of work,
in six chapters.

Almost a year with the team. Six phases, from the first briefing to the show. Research shaped the brief. The brief shaped the concept. The concept became a system, then a shipped OS, then a car on the Shanghai floor.

Chapter 01

Discover

Weeks 1-6

Ran alignment workshops with the design team. Interviewed users across Sweden and China. Built six personas together from real people.

Chapter 02

Insight

Weeks 6-8

We read the research together. Named the divide between digital natives and analogue drivers. It rewrote the brief.

Chapter 03

Define

Weeks 8-14

Ran stakeholder workshops with brand, engineering, and product. Designed the touchable home screen with the team. Four rounds of Figma tests.

Chapter 04

Concept

Weeks 14-24

The deepest hands-on chapter. I led the invention of the 360 camera framework. Shaped the brand direction with the brand team. Built the 3D foundation with the motion designers.

Chapter 05

Build

Weeks 24-44

Hands on the tools with the team. Figma. Blender. After Effects. Unreal. Twenty-nine of us built the design system from zero.

Chapter 06

Ship

Weeks 44-52

Handed the work to production. Reviewed every release with the team. Set up the design community for the next generation.

The thread traces where I stayed hands-on Peak marks the deepest hands-on moment

01 The brief

A screen three times wider.
A system that could not keep up.

The brief looked simple. Design the operating system for the next flagship.

Then the numbers arrived. A screen three times wider than anything we had shipped. Four screens in the cabin, not one. A six-seat family, three rows. Every pixel live in three dimensions, in Unreal Engine. None of this had been done in a production car.

The cabin as one system

Four surfaces. One design language. One OS running live across all of them.

DIM

Driver Information Module

The instruments. Speed, range, warnings. The driver's peripheral vision.

CSD

Center Stack Display

The wide 32:10 canvas. Shared by driver and passenger. The heart of the cabin.

HUD

Head-Up Display

Projected on the windshield. What the driver needs at speed, without looking away.

RSE

Rear Seat Entertainment

Folds down from the ceiling. Same canvas as the front. For the family in the back.

The real transformation

Not just bigger.
Three‑dimensional.

2D interface

Live 3D · Unreal Engine

The real shift was not size. It was depth. A whole design system, built in three dimensions. Every menu, every state, every transition, rendered live in Unreal Engine. Not a car with 3D moments. A car with a 3D operating system.

The product brief

A whole new cabin operating system.

01

The cabin

Four surfaces, one design system. DIM. CSD. HUD. RSE.

02

System

Not an evolution. A rebuild from zero.

03

Technology

Live 3D. Unreal Engine. Every frame at production fidelity.

04

Identity

Upgrade every feature. Keep the DNA.

The market brief

Built for the most demanding buyers on earth.

01

Users

A family flagship. Every seat is a user, not just the driver's.

02

Competitors

NIO Xpeng Tesla
03

Expectation

Chinese buyers use the most advanced tech on earth. The car had to match.

04

Position

Built around its digital experience. Not a car with screens bolted on.

Lynk and Co 900 3D OS, the 32 by 10 canvas
02 From concept to production

A natural continuity.

Before the 900, there was the concept car. I led the cabin interface, from first sketches to the show car in Shanghai. The reveal landed. Press covered it. Lynk and Co decided to build it for real.

When production started, I stayed on. That continuity is rare. Concept work usually loses something on the way to production. Keeping one designer through both phases meant the original intent made it into the car.

Concept car shown at Shanghai Auto Show
The show car Shanghai Auto Show
First ideation sketches
First idea
And the world reacted

Coverage across design outlets, automotive media, and China's specialist car press. That response is what made the production version real.

Motor1 Jun 2022

"The Next Day" Concept Debuts To Preview New Design Language

Concept
designboom Jun 2022

Lynk & Co unveils the dramatic "next day" car concept

Concept
Carscoops Jan 2025

Lynk & Co's 900 Has Two 30-Inch 6K Screens And Up To 845 HP

Production
CarNewsChina Apr 2025

Tech-packed SUV with rotating seats challenges premium rivals

Production
CnEVPost Mar 2025

Lynk & Co 900 opens pre-sales at 330,000 yuan, 40,000 orders in weeks

Production
China PEV Apr 2025

All-new flagship six-seat SUV debuts on SPA Evo architecture

Production

A selection of coverage. Real headlines from published outlets.

03 Methods, team alignment

Before designing anything,
everyone needed to be aligned.

Week one. Design team in the room. I ran a workshop using methods I trust from teaching at Umeå University. Each one does a specific job. Together they made sure nobody left with a different picture of what we were building.

Method 01

Lotus Blossom

One core problem in the middle. Eight sub-problems bloom around it. Then eight more for each. The pattern forces depth.

Lotus Blossom board with LYNK & Co 900 at the centre

Method 02

Assumption Mapping

Every belief on a note. Sorted by certainty and risk. The disagreements came up fast.

Assumption Mapping wall, certainty against risk

Method 03

How Might We

Every tension became a question. "The 3D transition is complex" became "how might we make it feel seamless." Small grammar shift. Big design shift.

How Might We wall pairing tensions with opportunities

Method 04

Future State Journey Map

The user's whole day, mapped. Before any screens existed. The picture on the wall became what we designed toward.

Future State Journey Map: The Day with Lynk & Co 900

Visuals recreated for confidentiality. The content, methods and outcomes are from the real workshops at Lynk and Co.

04 Stakeholder alignment

Brand, engineering, product, management,
and VQM from China, all in one room.

Different backgrounds. Different definitions of success. A second workshop, this time with stakeholders and our China partners at VQM, so everyone was pointing the same way before any design started. The hard conversations were going to happen anyway. I wanted them in this room, not at production handover.

Method 01

Hopes and Fears

Each stakeholder wrote what they hoped for. And what they feared. The expectations and anxieties came up before they became blockers.

Hopes and Fears wall — two columns of stakeholder notes

Method 02

Rose, Thorn, Bud

What is working. What hurts. What could grow. Three simple questions. Powerful for aligning a mixed room quickly.

Rose Thorn Bud framework with three columns of stakeholder input

Method 03

Lightning Demos

Stakeholders shared inspiration from outside cars. Chinese craft. Gaming. Mega-city aesthetics. We broadened the reference frame.

Lightning Demos board — inspiration from beyond the car

Method 04

Visioning Session

Each stakeholder described what success looks like in two years. We mapped it together. Then worked backwards from there.

Visioning Session outcome projected on the wall

Visuals recreated for confidentiality. The content, methods and outcomes are from the real workshops.

05 Field research

Field research in Sweden and China.

The team studied reviews and walkthroughs of every premium SUV in the segment, in both markets. We mapped what each brand was getting right and where they fell short. What we wanted was a clear picture of where Lynk and Co could lead, not just where we could match.

Field research, competitive review

Competitive field research across premium SUVs in Sweden and China.

Persona wall, printed and pinned in the studio
06 Personas

Real people, before any journey was drawn.

Personas are not a research deliverable. They are the lens that shapes every decision that follows. We built six distinct personas from real users. Real photos, real quotes, real daily habits. So the team could see who we were designing for every time we walked into the studio.

Six personas, not one user. The daily commuter. The family traveller. The long distance driver. The city explorer. The weekend escape. The digital native. All real members of the Lynk and Co car club, not invented archetypes.

We printed them and pinned them on the wall. The team passed them every day. The personas stayed alive in conversation, not buried in a PDF nobody opens.

07 Ethnographic journey mapping

Not assumptions. Lived days.

Most journey maps start with assumptions about what users do. We started with their full day, mapped together with them in real time. The interview itself became the design tool.

Step 01

Persona segmentation first

I set the research up around persona segments first, so each group was studied in their own context. The daily commuter and the long distance driver were not interviewed the same way.

Persona wall pinned in the studio

Step 02

Ethnographic depth interviews

Participants narrated their full driving day from morning to night. We kept probing on motivation and mental models, not just observed behaviour. The touchpoints surfaced over time.

Ethnographic interview session with journey being sketched

Step 03

Live co creation of the map

We drew the journey visually as they spoke. When they could see their own day, they corrected it, refined it, surfaced things they would never have said out loud. Bias dropped.

Team co creating a journey map on the wall

Six personas. Thirty two interviews. One shared picture of the day with Lynk and Co.

08 The power of the method

When touchpoints overlap,
the real pain becomes visible.

This method becomes most powerful when multiple stakeholders share the same information from different angles. The gap between what each person sees is where the real problems live. The clearest version I have run sits outside automotive. I include it here because the same shape drove the Lynk and Co cabin work.

Heart failure device, MedTech

Patient and hospital, two views of the same day.

The patient tracked daily symptoms, took medication, lived with the condition. The hospital monitored data remotely, scheduled check ins, responded to alerts. Mapping where their touchpoints met revealed missed information windows. The system was losing patients in the gaps.

Lynk and Co 900, automotive

Driver and passenger, two views of the same cabin.

The driver: approach, set off, drive, pause, arrive. The passenger: entertainment, comfort, navigation interest, transitions between rides. Mapping where their journeys overlapped revealed shared moments where the car was failing both. The cockpit was designed for one user, not six.

Workshop, overlapping journeys

Same method. Different stakes. From saving lives to saving the first impression.

We designed for the digital native, with respect for the analogue driver.

The key insight

09 The insight

Two generations,
two definitions of premium.

The research surfaced a divide most automotive briefs would have papered over. Two clear user worlds. Each with a different mental model of what a great car experience feels like.

Generation A

Digital natives

Grew up with smartphones. Expect the car to know them. AI is not a feature for them, it is the baseline. They glance, swipe, speak. They are forgiving of complexity if it feels intelligent.

Generation B

Analogue drivers

Built habits with manual cars and physical buttons. They want predictability over surprise, reliability over novelty. They trust what they can feel, see and hear without thinking.

We designed for the digital native, with respect for the analogue driver. That is where the target market is. That is where the world is moving. A year ago ChatGPT was a wizard tool. Today everyone uses it. The bar moves fast. The car has to move with it.

10 What the research changed

Three findings that
rewrote the brief.

The research did not just confirm what we suspected. It rewrote the brief in three specific places.

Finding 01

Icon placement

Drivers do not navigate cars like cars anymore. They navigate them like smartphones. The hierarchy had to be built for the eye trained by ten years of iOS, not the eye trained by a previous generation dashboard.

Finding 02

Touch navigation

A decade of smartphone habit shapes every interaction. Drivers expect tap targets, swipe gestures, predictive defaults. The 3D system had to honour those habits, not retrain them.

Finding 03

AI expectations

Users expected the car AI to feel like the AI in their pocket. Conversational. Contextual. Patient. The bar was set by ChatGPT, not by previous car assistants.

11 From research to system

Every layer of the OS
traces back to research.

The research did not stop at a report. Each finding pushed one specific decision. Each decision became a layer in how the OS was built. This is why the interface looks and feels the way it does today.

  1. 04

    Touchable 3D home

    A live 3D car, ready to your hand. What all the other layers land on.

    Rooted in journey mapping. Users wanted the car itself, not a menu.

  2. 03

    Conversational AI

    The car listens like the phone in your pocket. Full sentences. Not commands.

    Rooted in Finding 03. The bar was set by ChatGPT, not previous car assistants.

  3. 02

    Gesture language

    Tap. Swipe. Predictive default. Ten years of iOS, honored not retrained.

    Rooted in Finding 02. The smartphone habit was already there.

  4. 01

    Grid hierarchy

    Icons on a grid the eye already knows. Never scattered like a dashboard.

    Rooted in Finding 01. Drivers now navigate cars like smartphones.

  5. 00

    Two-mode foundation

    Digital native or analogue driver. Same OS. Two faces. The system adapts to the person.

    Rooted in the key insight. Two generations, two definitions of premium.

Every layer earned its place through research. Nothing in the OS is decorative.

12 Define

The screen followed
the research.

The architecture set the shape. What lived inside it, we still had to decide. The journeys told us what people wanted quick access to. The findings told us the hierarchy their eye already knew. Every screen decision, from the landing page to the media room, came from something the research surfaced first.

Decision 01

The landing page as a car you can touch

The journeys showed users wanted quick access to the physical car. Seats, climate, doors. So the home screen became a 3D car you can touch and click. Seats are seats. Climate is climate. The interface is the car.

Decision 02

Media as community

Users described driving as their alone time, their social time, their family time. We built Club, a media space that recognises the car as more than a player. It is the room you are in.

Decision 03

Icon placement, iOS-first

Finding 01 was clear. Drivers navigate cars like smartphones now. So the home grid honoured the eye trained by ten years of iOS, not the eye trained by a dashboard.

Decision 04

Four rounds of Figma AB

Hierarchy tested with Lynk and Co car club members in Figma prototypes. Four rounds. Each iteration narrowed what mattered and removed what did not.

3D launcher design specification, the home screen as a touchable car

3D launcher specification. The home screen as a touchable car.

13 The two phases

First in 2D.
Then translated into 3D.

Building the launcher in 2D first was a design call, not a delay. Hierarchy, priority, and the look and feel had to land before we spent time on depth. Once the framework held, we lifted the whole system into live 3D in Unreal.

Phase 01 · Weeks 1 to 14

Framework in 2D

DIM, HUD, CSD and PSD wireframes. Around seventeen apps sketched. The frame that held the whole cabin. Reviewed in cycles with VQM, our stakeholders in China.

  • Status bar and bottom bar behaviours
  • Driver only launcher versus driver and passenger launcher
  • ADAS floating window, quick drawer, media, energy, climate

Phase 02 · Weeks 14 to 24

Lifted into 3D

Same system, same hierarchy, now with depth. Figma to Blender to Unreal. Live prototype the room could touch. Every state rendered in real time.

  • Main launcher with real-time weather and five times of day
  • Seamless transitions into Climate, Seats and Energy
  • Real time data visualisation on the wide right side of the screen
Phase 01, a 2D ADAS wireframe frame from the Figma framework, delivered to VQM
Phase 01 · Figma wireframe from the ADAS system. One frame from the full 2D framework.
Phase 02, the same launcher rebuilt in 3D and running on the real center screen
Phase 02 · The same launcher, live 3D on the real CSD screen.

Phase 01, in detail

The framework, at a glance.

Eight systems, drawn first in Figma. Each one reviewed in cycles with VQM. Only then translated into 3D. This is the shape of the hierarchy that let the 3D system land cleanly.

3D Launcher framework, overview page of the four 3D applications, Climate, Seats, Charging, Launcher
03 3D Launcher The home. Four 3D applications live inside it.
Transitions framework, opening Climate from the launcher, showing camera movement flow
02 Transitions Tap a temperature. Watch the camera move to the interior.
3D Climate first row, dragging the 3D view to adjust perspective
04 3D Climate Drag the 3D view. See the vents. Feel the air.
3D Seat settings framework, lateral menu with top view of the seats and interactive 3D seat area
05 3D Seat Settings Lateral top view, presets, live 3D seat adjustment.
RSD three-room concept, camera moves across TV room, Living room, Kids room
06 RSD Launcher One indoor space. Three rooms. Camera arcs between them.
Access to Launcher Charging Mode and the Energy Center app, six UI states in a flow
07 Charging Mode Six flows for one moment. Even the errors were designed.
VPA Lynkie main positions, twelve locations mapped across the cabin sound zones
08 VA · Lynkie Six sound zones. Lynkie speaks from where you sit.
Right side CSD Data Visualisation, vertical carousel with swipe up and down interaction
09 Data Visualisation Right third of the wide screen. Swipe up. Swipe down.

Every page went through cycles of review with VQM in China before we touched a Blender file.

You cannot design depth on top of a hierarchy that is not right. So we did not.

14 How we built it

Four tools.
One continuous loop.

A 3D OS is not built in one tool. Each step in the pipeline answers a different question. The loop runs in a specific order, and every revision sends it back to the start. This is how the 2D framework became a live 3D product.

Figma

Where every idea begins. Wireframes, hierarchy, components. The structural thinking before any depth or motion.

After Effects

First test of motion. How does the screen feel when it breathes. Pace, timing, entrance, exit. Fast iteration before the heavy tools come in.

Blender

The 3D geometry layer. Building the actual spatial elements. The car, the menus, the depth that gives the OS its identity.

Unreal Engine

Live test. The truth of the experience. Lighting, performance, interaction at production fidelity. If it does not work here, it goes back to Figma.

Figma to After Effects to Blender to After Effects to Figma. Then Unreal. Then back to the start. Every loop tightened the design.

15 Inside the process

A 360 camera
that had never existed before.

A traditional infotainment system swaps screens. Our system moves a camera through a live 360 degree environment. There was no existing framework for this in production cars. We had to invent one. Design language and technical architecture evolving in parallel.

Principle 01

Rendered live, not from a file

Every transition runs live in Unreal Engine, not as a stored video. The camera had to respond to user input instantly, smoothly, predictably.

Principle 02

360 degrees of possibility

The camera could move anywhere in the 3D cabin space. Every angle and every path was a design decision, not a default.

Principle 03

UX and engineering in parallel

A new framework meant the design language and the technical architecture had to evolve together. We were inventing both at the same time.

In 2D you change a screen.
In 3D you move a camera.

The big challenge

16 The big challenge

When a layout problem
becomes a film problem.

That single shift changed everything. The interface stopped being a layout problem and became a film problem. One that had to live inside automotive safety rules older than the screen itself.

Constraint 01

Every interaction is a journey

Climate. Seats. Music. Navigation. Each transition is a camera moving through space. Get it wrong and the driver feels carsick in their own car.

Constraint 02

Beautiful is not enough

Transitions had to be elegant at every frame, not just at the destination. The middle of the motion matters more than the end.

Constraint 03

Predictable is the new premium

A driver at 120 km an hour cannot afford a surprise. The motion language had to be learnable, repeatable, almost invisible after the first day.

Constraint 04

Designing around regulation

Automotive safety rules dictate icon placement, contrast, alert behaviour, hazard glyph positions. Decades of legacy constraints. The job was not to break those rules, but to design a system harmonic with them.

17 Physical controllers, AB tested

Two prototypes.
Twelve testers. One winner.

A 3D OS lives behind a physical control. I ran the hardware AB test with the same rigour as the software. Blind. Task-based. Four criteria. Four rounds. Every finding fed back into the next round of shapes. What survived the loop became the Rotary Vortex.

12 Car club testers 4 Rounds 4 Criteria Blind Method
Variant A

Early prototype

  • Reach 3.2
  • Grip 4.1
  • Click depth 2.4
  • Blind operation 2.6
Variant B

Rotary Vortex

  • Reach 4.6
  • Grip 3.4
  • Click depth 4.8
  • Blind operation 4.3

The iteration loop

R1 Ergonomic shape R2 Click depth R3 Grip texture R4 Blind operation

Every round narrowed the shape based on the previous round's data. By round four, the winner was obvious.

AB test prototype, Jan 2024
Final Rotary Vortex, production
Controller AB test prototype
Final Rotary Vortex

From physical test, to Figma design, to production. Every shape earned its place.

Interaction taxonomy

The rotary, designed on paper first.

Before the shape was tested, the behaviour was defined. Long press. Rotate. Toggle. Short press. Every category of function, mapped to a specific gesture. Every gesture drawn as a flow with time-outs, fallbacks, and default states.

Rotary introduction, top view of the cabin with the rotary knob at the center of the console
01 Position in the cabin Center of the console. Reachable from driver and passenger.
Rotary functions and interactions, categories mapped to long press, rotate, toggle, single press
02 Functions and gestures Media, temperature, fan, drive mode. Each with its own gesture.
Rotary menu functionality flow, long press opens menu, toggle browses, short press selects, time out fades UI
03 Menu functionality flow Menu opens, browses, selects, fades. Even the time-outs are designed.
Live on the CSD · Production
Four rotary cards on the 32:10 canvas. Temperature. Air Volume. 3D Surround. Drive Mode. Each mode reassigns the physical rotary to a specific function.
18 Brand direction

"The Next Day."
A morning, not a manifesto.

The brand team and I shaped the visual language together. The Next Day captures the moment when the morning sun hits a modern city. Confident, warm, alive. We had to land between Zeekr, our more clinical sibling, and the existing Lynk and Co warmth.

Tension 01

Sibling rivalry, sibling respect

Zeekr leans clinical and futuristic. Lynk and Co had to feel warmer and more human, without losing technical confidence. Two brands, one Geely family, two clear voices.

Tension 02

Mid age, with a child in the back

Our target driver has lived a few decades. Has seen tech come and go. Has people they care about in the car. Not minimal. Not crazy. Familiar enough to trust on day one, deep enough to discover for years.

Tension 03

Material translated to interface

The CMF themes, Sunlight Beige, Crimson Sunset, Starry Night Blue, became digital surface treatments. The screen became part of the cabin, not a separate object.

19 Signature features

The moments that made
the OS feel alive.

The shell was set. Then we designed what lived inside it. Signature features. Small worlds. Each with its own reason for being there.

Feature 01

Camping Mode

Immersive day and night sequences, thirty seconds each, at production render fidelity.

Camping Mode, day scene with tent, campfire, mountains and the L946

Feature 02

Car Wash Mode

A full cabin transformation, day and night. Not a screensaver.

Car Wash Mode, exterior render on wet ground

Feature 03

Music Visualizer

Coins that flip in time with real audio. Rain, wind, sea. Each with its own rhythm.

Music Visualizer with spatial audio UI and cabin view

Feature 04

Rotary Cards

Seven new icons, plus a bounce the moment the driver hits the far edge. Small feedback, big feel.

Rotary Cards UI with four cards, temperature, air, sound, drive mode

Feature 05

Energy Center

Happy path, plus every failure state. Charging error. Gun insertion. Battery warmup. Designed on paper, not discovered on the road.

Energy Center charging screen with 3D car and station

Feature 06

Showfloor Mode

The OS staged for the sales floor. Confident, calm, ready to be walked around.

Showfloor Mode, L946 silhouette with dramatic LED lighting

One camping scene took thirty six hours to render. Every exterior design change meant rebuilding the car in the scene, then waiting the render out again. Design at this scale is patience.

20 A design system that lives in light

Five times of day.
One brand identity.

Most design systems have a light mode and a dark mode. Ours had to live in actual light. Unreal Engine renders the cabin under sunlight conditions that match the real world, not arbitrary theme switches. So we built five palettes that move with the sun.

Dawn light state Dawn
Morning light state Morning
Midday light state Midday
Dusk light state Dusk
Night light state Night

Each palette tested against the actual cabin under live Unreal Engine lighting.

21 The design system

The invisible skeleton
underneath every screen.

The moments you see are held up by a system you don't. A grid. An icon library. A component set. A button library. Plug-ins the team ran every day. Icons for the physical panels. All rebuilt from zero. Made to travel to the next car.

Piece 01

Flexible Grid

One component size for CSD and RSD. Portable across L946 and the next flagship (L955). Same skeleton, different bodies.

Flexible Grid, One App, Two Apps, Three Apps zone diagrams with column measurements

Piece 02

Brand Icons

Redrawn in five fixed sizes. Rescaling stopped costing designers their afternoon.

Brand Icons, headlight glyphs at five progressive sizes for the DIM cluster

Piece 03

Exterior Icons

Low resolution icons for the LED screens on the outside of the car. Pushing what an exterior screen could say.

Exterior LED icons, pixel silhouettes for thumbs up, smile, wave, heart, hand

Piece 04

Rebuilt Components

Every Meizu component redrawn from zero. Centralised. No more chasing "the latest" file.

Rebuilt Meizu components in the Figma library across Buttons, Lists, Controls, Widgets, Notifications, Topbars, Popup

Piece 05

Button Library

Any button, any state, any mode. Editable straight from a Figma dropdown. Works in light and dark.

Button library matrix, text and icon variants across dark, light, green and red states

Piece 06

Plug-ins

Custom coded, thanks to Eduardo. Designers could find and verify the right component in a click. No hunt.

Template Creator, the custom Figma plug-in built by Eduardo for the team

Piece 07

Physical Icons

The icons on the steering wheel, doors and panels. Designed with the interior team, so screen and hardware spoke the same language.

Physical Icons on the L946 steering wheel control pad
22 Rear seat

The back seat
is where the family lives.

The front cabin gets the attention. The back seat is where the children ride, where the parents settle, where the long trip actually happens. The rear display had to earn its own design.

First concept

One room, one story

Old RSD concept, single 3D living room with TV, controller, chairs at sunset

A single 3D room with a day-to-night shift across the ride. Beautiful. But one scene, one story, one atmosphere.

New concept

A room of your own

New RSD concept, three 3D rooms side by side, TV Room with aurora, Living Room, Kids Room

Three small worlds. Each with its own atmosphere, its own props, its own micro-life. Passengers pick where they want to be for the ride.

An inspiration board became a design language. The back seat stopped being an afterthought.

23 Delivery

Shipped to production.
Running on real roads.

A flagship production vehicle, sold in China today. Six seats. The most demanding silicon on the market. The longest AR HUD ever shipped in a production vehicle. More than ten thousand exterior LEDs. All driven by one design language.

6

Seat configuration with full HMI integration across every row.

Snapdragon 8295 chipsets driving the 3D OS in real time.

95″

AR HUD spanning the windshield, designed in step with the OS.

256

RGB ambient lighting gradients, synced to the UI and the music.

10,192

Exterior LED units coordinated with cabin states.

Thor

Nvidia Drive Thor. The next generation compute platform behind the experience.

24 Built to last

I built the infrastructure
to outlast the project.

Senior design work is not measured in pixels shipped. It is measured in the team you leave behind. The one capable of taking the work further than you could alone.

Legacy 01

Internal design community

Designers across Stockholm and Shanghai meeting regularly. Sharing work. Learning from each other.

Legacy 02

Knowledge sharing sessions

Methodology, brand, system, motion. Recorded, documented, accessible to every new designer.

Legacy 03

OTA generation reviews

A repeatable process for every software release. No more breaking what already worked.

Legacy 04

A design system that evolves

Not a frozen artefact. A living foundation for the next generation of Lynk and Co cars.

25 Reflection

What I would
do differently.

Every project teaches you something. Honesty about what could have been better is part of the craft. Three things I would change with the perspective of now.

Lesson 01

Bring engineers in earlier

Unreal engineers joined from concept through delivery, but not in the very first sketches. Earlier collaboration would have surfaced constraints before they became compromises.

Lesson 02

Sharpen the generational insight sooner

The digital native versus analogue driver finding came mid research. Had it surfaced earlier, the entire brief would have crystallised faster.

Lesson 03

Build the community from day one

I built the design community after the system shipped. With hindsight it should have started during the work, not after.

Complex systems with real engineering constraints can still be beautifully designed.

That is the standard I carry into every project. Mo Aldulaymi · calminterface.com

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Happy to walk through any of this live. Sketches, archived prototypes, the messy middle.

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