RICARD LÁZARO

RICARD LÁZARO

RICARD LÁZARO

DESIGNING CUPRA’S IN-CAR EXPERIENCE

As Product Designer at North, working for Cupra & Seat (Volkswagen Group), I worked in parallel on two fronts: a conceptual project exploring what the car’s infotainment system could look like in the future, and the ongoing UX/UI optimization of models already in production.

Company

North

Client

Seat & Cupra

Project year

2023 - 2026

Role

Product Designer

DESIGNING CUPRA’S IN-CAR EXPERIENCE

As Product Designer at North, working for Cupra & Seat (Volkswagen Group), I worked in parallel on two fronts: a conceptual project exploring what the car’s infotainment system could look like in the future, and the ongoing UX/UI optimization of models already in production.

Company

North

Client

Seat & Cupra

Project year

2023 - 2026

Role

Product Designer

DESIGNING CUPRA’S IN-CAR EXPERIENCE

As Product Designer at North, working for Cupra & Seat (Volkswagen Group), I worked in parallel on two fronts: a conceptual project exploring what the car’s infotainment system could look like in the future, and the ongoing UX/UI optimization of models already in production.

Company

North

Client

Seat & Cupra

Project year

2023 - 2026

Role

Product Designer

The problem

Cupra wanted to explore what its infotainment system could look like in the future, with total creative freedom within what the brand stands for. The challenge was to propose something that felt unmistakably Cupra, without a previous reference from the brand to build on. In parallel, models already in production couldn’t wait for that potential future: they still needed constant UX/UI improvements, so the work moved between two very different paces.

THE CHALLENGES
THE CHALLENGES

Innovating without straying from the brand

There was no existing proposal from the brand to build on: we had to imagine what its infotainment system could look like in the future, with creative freedom but staying unmistakably Cupra.

The present doesn't stop

While that possible future was being explored, current cars kept needing UX/UI fixes and improvements day to day.

MY ROLE
MY ROLE

Alongside the visual UI proposals, I worked on the UX side: benchmarking, defining user flows for the different functions, preparing the assets so the development team could build the prototype, and helping prepare and analyze the user test.

The process

RESEARCH, DECIDE & DESIGN
Automotive benchmark
Automotive workshop
Automotive Wireframe
Automotive user testing
Graphic style moodboard

Benchmarking

Analysis of around 80 brands in the sector to understand their UX/UI, whether they had native AI, and what features they had that Cupra didn't, among other aspects to assess.

Workshops

UX definition

User testing

UI visual proposals

Automotive benchmark
Automotive workshop
Automotive Wireframe
Automotive user testing
Graphic style moodboard

Benchmarking

Analysis of around 80 brands in the sector to understand their UX/UI, whether they had native AI, and what features they had that Cupra didn't, among other aspects to assess.

Workshops

UX definition

User testing

UI visual proposals

*Given the confidentiality of the project, these images have been recreated with AI and do not represent the actual project.

The process

RESEARCH, DECIDE & DESIGN
Automotive benchmark
Automotive workshop
Automotive Wireframe
Automotive user testing
Graphic style moodboard

Benchmarking

Analysis of around 80 brands in the sector to understand their UX/UI, whether they had native AI, and what features they had that Cupra didn't, among other aspects to assess.

Workshops

UX definition

User testing

UI visual proposals

*Given the confidentiality of the project, these images have been recreated with AI and do not represent the actual project.

CONSTRAINS
CONSTRAINS

The steering wheel as a design constraint, not a detail

The space the steering wheel covers and the shadow it casts on the screen directly shaped where each interface element could go — a physical limitation that simply doesn't exist on a desktop or mobile screen.

Regulation designs too

Certain functions had to appear on the homescreen without exception, by regulation — a constraint that came neither from research not from the user.

USER TESTS
USER TESTS

Three paths, one verdict

The three UX paths were tested with users to determine which one was the most intuitive. The result pointed to which direction to take, and it also revealed some recurring friction points, such as: in several cases, users weren't sure how to go about editing the widgets — which led to proposing the addition of a shortcut button for editing widgets.

RESULTS
RESULTS

Due to NDA, I can't share screenshots of unpublished work or closed-off result figures. The project stayed at the conceptual proposal stage, without reaching a final implementation. What was delivered was the process up to that point — benchmarking, information architecture, three UX paths, the analysis of the user validation results, and the visual proposals.

In parallel, the outcome of the production project was ongoing rather than a single deliverable: UI improvements that did make it into models already on the road, the result of daily work alongside development teams to solve implementation issues without compromising the user experience.

Cupra Formentor car
Cupra`s infotainment homescreen
Cupra Terramar Car
Cupra's infotainment driving modes
Cupra Raval Car
Cuora's infotainment clima
Cupra Formentor car
Cupra`s infotainment homescreen
Cupra Terramar Car
Cupra's infotainment driving modes
Cupra Raval Car
Cuora's infotainment clima
Cupra Formentor car
Cupra`s infotainment homescreen
Cupra Terramar Car
Cupra's infotainment driving modes
Cupra Raval Car
Cuora's infotainment clima

*Official Cupra press images from the production project — not actual screenshots of the design work, which I can't share due to NDA.

LEARNINGS
LEARNINGS

Constantly shifting scale

Working in parallel on such different horizons —a future concept that doesn’t exist yet and models that are already on the road— forces you to constantly shift scale, without losing rigor in either one.

Handing off without seeing the end

In an agency, you don't always see a project through to the end: knowing how to hand off a solid, well-documented process that can stand on its own no matter what happens afterward is just as important as the design itself.

Designing motion too

Designing several graphic styles in parallel with the motion team adds an extra layer: the design is no longer just static, you also have to think about how it moves.

Deciding fast, deciding reversibly

Working on the production side trained me to make fast, reversible design decisions, knowing that any change would go through a technical conversation within the following weeks — a very different pace from the conceptual project.

WHERE TO FIND ME

I don't promise daily activity, but this is where you can find me. To get in touch, it's best to use the contact form.

Ricard Lázaro

08025, Barcelona. Spain

© Ricard Lázaro, 2026

LET'S BUILD WHAT

USERS GET

Ricard Lázaro

08025, Barcelona. Spain

© Ricard Lázaro, 2026

LET'S BUILD WHAT

USERS GET

Ricard Lázaro

08025, Barcelona. Spain

© Ricard Lázaro, 2026

LET'S BUILD WHAT

USERS GET