The hardest decision was agreeing we didn't need more screens.
CARA started as a one-line brief: build a voice-assisted interface for car owners, where the interface itself is the assistant, nothing more. The instinct on a project like this is to design more. The actual decision was designing less, and convincing everyone that was the feature.
The brief was one line: a voice-assisted interface for car owners, where the interface alone acts as the assistant. There was no existing pattern to copy from, and no shortage of instinct to fill that gap with a conventional app structure, tabs, settings, a menu.
That instinct was the actual risk. A voice-first assistant in a car has a different scarce resource than a typical app: the driver's attention, not screen space. The problem wasn't designing the assistant, it was resisting the default shape of a digital product long enough to ask what this one actually needed.
Unlike the AI-first work elsewhere in this portfolio, CARA's core design thinking used no HMHT and no simulated users, built the traditional way, with AI tools entering only once the structure was settled.
CARA live in the dashboard: one screen, a plain greeting, and exactly two controls, mute or stop. No menu underneath either of them.
The trade-off is real: a single-screen, voice-first interface puts enormous weight on voice recognition doing its job well, there's no menu to fall back on. That's the bet the product makes, and it shipped anyway. This one stands apart methodologically too, no HMHT, no simulated users, proof that AI-first isn't the only way to get to a strong answer.