ALLO explores how autonomous vehicles can support immersive gaming without allowing screens to dominate the journey. The concept coordinates seating, displays, interaction modes, and external services based on passengers’ changing levels of engagement.
Autonomous mobility transforms passengers’ attention from driving to activities such as entertainment, work, conversation, and rest. However, bringing gaming into the vehicle introduces a new challenge: the experience must support immersion without isolating passengers or allowing screens to dominate the shared space.
Mobility ShiftThis project explores an in-car gaming experience for Level 4 autonomous vehicles.
ALLO coordinates seating, displays, and services as one adaptive environment. Rather than treating gaming as a permanent layer, the system changes with passenger intent, supporting focused play when desired and receding during conversation or rest.
Conventional vehicle seats assume a fixed, forward-facing posture. In an autonomous vehicle, seating can instead support multiple modes of engagement. The interior allows passengers to shift between individual gaming, shared play, conversation, and rest without treating one posture as the default.
Displays emerge when focused interaction is needed and recede when passengers shift toward conversation or rest. This reduces visual dominance while allowing the same interior to move between immersive and socially open states.
Rest Mode gradually reduces visual density and interaction demands. As the display docks, it retains only essential controls such as climate, lighting, audio, and journey information, helping passengers decompress without abruptly disconnecting them from the environment.
The concept explores how an autonomous vehicle could connect with external services during longer journeys. A delivery interface and docking robot allow passengers to receive food without leaving the shared environment or interrupting an active session.
Rather than treating seating as a fixed, forward-facing posture, this project questioned how cultural habits shape comfort, attention, and social interaction during extended periods of play.
By rethinking seats as multi-posture surfaces rather than chairs, the interior supports gaming, rest, and conversation without privileging a single “correct” way to sit.
The team translated the digital and spatial experience into a 1:6 physical prototype, integrating the exterior form, adaptive interior, seating configuration, and display placement. The final model was exhibited at Design Korea.
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