NASA S.U.I.T.S. AR UI Challenge

Leadership




The Problem
Ok so… what exactly are the critical mission tasks astronauts must do? The purpose of lunar missions is to study the landscape for scientific research. Astronauts are tasked with:



The Solution
I created these Figma prototypes to demonstrate functionality and to assist hand-off to our developers.

Smoothly navigate on the moon with an immersive, real-time navigation path optimized to avoid obstacles.

Document geological samples using voice/video recordings and follow along with station-specific instructions.

Check vitals at a glance with intuitive graphs and metrics.
Engineering
To build our product, our developers created some technical innovations.



Process
I drove our team with curiosity and close collaboration between engineering, design, and research. By including cross-disciplinary perspectives early in our research and brainstorming, our team stood out with an MVP that was not only functional and fluid, but also technologically innovative.

Research
I led my team to organize interviews with three major subgroups: astronauts, field geologists, and augmented reality specialists. We watched previous lunar missions and read NASA documentation. From our responses we grouped common themes and identified the four following pain points:
Due to multitasking under high pressure and the tight schedule of lunar missions, astronauts may feel overwhelmed and struggle with processing information.

Because the unfamiliar lunar surface appears homogeneous under harsh lighting conditions, identifying hazardous craters and sharp rocks is laborious and intensive for astronauts.

The highly pressurized astronaut suit makes mission tasks tougher to complete because it's more difficult to grip, walk, and move.

Current augmented reality headsets have small viewports that require precise movements to interact with the interface, making goals such as documenting geological samples difficult for astronauts.

Ideation
Based on the astronauts' challenges and tasks, the team went through lightning rounds of brainstorming. For each pain point we generated sketches for our initial concepts.



The team was having difficulty designing for usability, so to create alignment I built this journey map — a tool to build empathy and help the team get in the mindset of what it's like to be an astronaut during a spacewalk.

To narrow down our collective brainstorming we mapped out the information architecture and separated the designs into user flows.

Validation
To test usability and viability we conducted multiple rounds of testing at all stages of the design: from desktop testing to a coded prototype on the HoloLens.

Due to students' schedules and the NASA timeline, we had a short dev cycle. I had to prioritize design to maximize utility and feasibility. Identifying the priorities and defining the bare-bones MVP experience kept my team on the same page and let us tackle the challenge with confidence.


Design Decisions


Participants indicated confusion when there are multiple free-floating interfaces in the physical environment, because the human attention span is limited to one plane of distance at a time. (e.g. when users focus on task selection on a menu in front of them, they're less likely to notice interface changes in the background environment.)
I simplified the navigation user flow to match natural behavior and reduce cognitive load by:


This redesign reduces the amount of free-floating interfaces and mimics natural human behavior, which increases workflow efficiency.

In the older version of the design, when users needed to navigate to a specific beacon location they had to:
I minimized the flow by:

This redesign automated the navigation process that initially involved 4 action triggers down to only 2.
Final Design


User selects a destination.

Line populates in the environment.

Select a station to view its cheat sheet.

Sampling procedures for the 3rd station.

Photograph a sample.
Validation


Recognition


Design emergency cases

Conduct usability testing
$XXX+ Million ARR
UI/UX · Patent-Pending
Design System