
Redesigning the Car Buying Experience
DriveK collaborated with the User Experience and User Interface Design executive courses to challenge students on a real digital product: improving the car purchasing journey for a mobile-first audience. Starting with DriveK’s platform and user archetypes, students worked on research, user journey mapping, product discovery, information architecture, wireframing, and interface design. The project evolved into a comprehensive learning experience where strategic thinking, UX methodology, and visual design merged to create high-fidelity solutions.
Academic Program
Academic Year
2025-2026
Sector
Automotive digital experience
Company
DriveK
Duration
88h UX Design + 88h UI Design
Challenge Overview
Simplifying a mobile-first automotive funnel
DriveK challenged students to rethink key moments in its digital funnel, focusing on a mobile-first audience approaching the car buying journey with different needs, expectations, and levels of confidence.
Starting from the archetypes provided by the partner, the students developed a research plan, mapped the current experience, and identified opportunities to make the platform clearer, more intuitive, and easier to navigate.
Methodology
Research, discovery and interface definition
The process moved from research to product definition. Students worked on document analysis, user journey mapping, product discovery, and information architecture, translating their insights into workflows, high-fidelity wireframes, and initial prototypes. Through reviews with the DriveK team, each group refined their design direction, balancing user needs, business priorities, and product constraints.
Result
Transform user insights into flows, wireframes, and visual interface concepts
The students began with UX research to define the target user group for their design. Different user groups (from private drivers to rental car users to delivery companies) and their needs were considered. The students also chose to design in-car navigation experiences for both traditional and electric vehicles.
With the support of the instructors, each group defined their concept and developed an interactive prototype. The solutions were then subjected to testing sessions, complemented by eye-tracking activities, to gather concrete feedback and identify opportunities for improvement before the final presentation at DriveK.
Impact
From customer feedback to design iteration
The project immersed students in a real-world professional context, with UX and UI developed as separate yet connected courses through the sharing of project results. The insights, flows, and wireframes produced during the UX phase served as the starting point for the UI work, ensuring continuity throughout the design process.
For DriveK, the collaboration offered new perspectives on the platform experience, highlighting opportunities to simplify the journey and better support users throughout the entire car purchasing decision-making process.
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