Logitech G · Experience design

Logitech G
Gaming Wheel

Empowering Racers Through Intuitive Tuning Interfaces

Two drivers using Logitech G racing wheels in a blue-lit simulator experience
Project type
Micro-display design, Connected experiences
Team
Rahim · Industrial designer
Duration
2018-19

Dynamic Tuning for Every Stage of the Race

As a User Experience Designer for the next-generation Logitech racing wheel, my objective was to explore and evaluate experience solutions for tuning and fine-tuning the wheel at various stages of gameplay. Driven by insights gathered from user research and competitive studies, this project focused on delivering an advanced force feedback experience across both PC and console platforms.

Understanding the drivers

Different expectations of control

The study distinguished three approaches to tuning. Pro racers wanted complete control. Advanced drivers wanted guidance toward a good setup. Aspiring racers wanted the settings to stay out of their way. I used these differences to explore how much control the wheel should expose, and how.

Pro

“Give me complete control”.

Advanced

“Guide me to success”.

Aspiring Racer

“Make it invisible”.

The initial phase focused on conceptualizing and evaluating various interaction systems for wheel tuning. Four primary concepts were explored:

Concept 1: Tune in display

See the setting before changing it

Concept 1: Tune in display: annotated hardware diagram

This concept integrates a display directly into the wheel to manage profiles and settings.

Hardware Elements: It utilizes a throttle indicator, a dedicated tune-in button, an embedded display, and two menu dials.

Interaction: Users can press the tune-in button and turn a menu dial to switch profiles before starting a race. During advanced tuning in game mode, the display shows data like speed, lap times (e.g., 43.50), and gear shifts. Users can adjust specific settings—such as reducing Force Strength from 80 to 60—by turning the dials and saving changes with the tune button.

Storyboard showing the tuning button and dial changing a racing profile
Storyboard showing force-strength adjustment on the wheel display

Concept 2: Voice input

Talk to a crew chief

Concept 2: Voice input: annotated hardware diagram

A voice-activated, hands-free tuning system.

Hardware Elements: Requires a microphone, speaker, menu dial, and throttle indicator integrated into the wheel.

Interaction: Users can ask the "Crew Chief" to identify the active profile (e.g., "Rally") and request a change (e.g., "Change to F1 profile"). Advanced tuning can be done without interrupting gameplay by giving commands like "reduce it to 60%" for Force Strength.

Voice interaction storyboard for checking and changing a wheel profile
Voice interaction storyboard for changing force strength while racing

Concept 3: A tuning knob

Muscle memory for speed

Concept 3: A tuning knob: annotated hardware diagram

This concept relies on physical muscle memory for quick, tactile actions.

Hardware Elements: Features a tuning knob, a menu dial, and a throttle indicator.

Interaction: Users turn the tuning knob to select a specific setting—such as Profile, Force, Spring, Angle, Friction, Brake, Dual Clutch, Clutch Bite, or Clutch Pedal. Once selected, turning the menu dial increases or decreases the value linearly, accompanied by visual cues from the throttle LEDs.

Changing profile with the tuning knob

Changing profile

User sets the tuning knob to “Profile” and then turns the menu dial. This switches profiles in a linear sequence, with the selection shown by the throttle LEDs.

Adjusting advanced settings with the tuning knob

Tuning advanced settings

User sets the tuning knob to the desired setting—in this example, “Center spring”—then turns the menu dial to increase or decrease the value. The LEDs provide an additional visual cue.

Concept 4: Seamlessly connected

Better integration with games.

Concept 4: Seamlessly connected: annotated hardware diagram

This approach shifts the tuning interface to the game screen itself.

Hardware Elements: Uses the game D-pad, game options button, and throttle indicator on the wheel.

Interaction: Wheel settings (such as Force strength, Center spring, and Rotation angle) are displayed directly on the monitor or TV. Users navigate these on-screen menus using the wheel's D-pad.

Checking the wheel profile and using the D-pad
Two-frame storyboard showing profile selection and returning to racing

The wheel was only one place to change settings. I also mapped how onboard controls, G Hub and the game could work together. A dynamic profile concept switched between onboard and game modes according to context, keeping a backup on the wheel and avoiding several levels of navigation.

System map connecting the racing experience to game, G Hub and onboard settings
G Hub profile architecture and onboard profile navigation

Evaluating pros & cons

I compared the four concepts against discoverability, feedback, learning effort and technical dependencies. The display offered visible, immediate feedback, with limits around screen size and information already available in the game. I took that concept further through an experience map and low-fidelity prototypes.

On-wheel display

Strengths

  • Easily discoverable
  • Instant feedback
  • Intuitive interaction

Trade-offs

  • Limited display size
  • Repeats information already available in the game
  • Shares some limitations of existing wheels

Voice input

Strengths

  • Hands-free control
  • A distinctive experience in the market

Trade-offs

  • Discoverability
  • Requires a microphone, speaker and voice-engine integration
  • May require additional memory or connectivity with G Hub

Tuning knob

Strengths

  • Muscle memory
  • Closer to a real racing wheel
  • Easy access to presets

Trade-offs

  • Cognitive load for users
  • Complex settings require additional instructions, such as a quick-start guide or video

Game integration

Strengths

  • Most intuitive
  • Synchronized with the game

Trade-offs

  • Requires a partnership with each supported game, or a shared wheel-settings API adopted by games

Choosing a direction

Information architecture & experience map

Experience map connecting idle, game, profile selection and tuning screens

The screen elements were designed to dynamically support the user’s current mode:

Idle Mode UI: Displays the current profile (e.g., P2), live feedback for Clutch, Brake, and Accelerator, and the wheel rotation angle (e.g., 1080°).

Game Mode UI: Shows the active profile (e.g., P1), current gear from the game shifter (e.g., 5), and the speed of the car (e.g., 114).

Settings Mode UI: Accessed by pressing the tuning button. The first press shows a scrollable list of profiles (e.g., Drift, Touring) with the selected one highlighted. A second press enters advanced tuning, displaying the abbreviated setting name (e.g., P1 FORCE) and a glanceable progress bar with a numerical value (e.g., 75%).

Before the race

Check the wheel and pedals, confirm the active profile, and see the wheel’s rotation angle.

During the race

Keep the profile visible and make speed and gear information easy to glance at.

While tuning

Browse profiles and settings, with a clear indication of the current value and feedback when it changes.

Simulated navigation

Putting the modes in motion

The animated prototype demonstrated how the screen moved between idle, racing and profile selection. It made the navigation sequence visible before building the physical test setup.

Physical prototyping

Testing at the wheel

The concept was validated using a “Paper to Mobile” prototyping method, where a mobile phone displaying the digital UI was mounted directly onto a physical Logitech wheel base to simulate the in-game navigation and racing experience.

Paper force-setting screen attached to a Logitech racing wheel
Mobile phone mounted above the wheel to prototype its display

G Hub desktop application for the wheel

Ultimately, this project was about finding the right balance between quick hardware adjustments and deep software customization. While the on-wheel concepts allow users to intuitively tune the wheel at various stages in the game, the heavy lifting of the initial wheel setup still lives in the G HUB desktop app.

G Hub desktop steering wheel configuration with sensitivity, operating range and force feedback controls
G Hub desktop shifter button assignments
G Hub desktop pedal configuration with clutch, brake and gas sensitivity controls

As a designer, I learned that we didn’t need to cram every single setting onto the physical wheel to create a successful product. The best experience comes from letting G HUB handle the granular details, while giving racers just enough on-the-fly interaction to stay focused on the track.