AR Display for Astronauts
2x national finalists in the annual NASA SUITS Challenge
TIMEFRAME
Sept 2022 - May 2023
ROLE
UI UX designer
TOOLS
Figma, Illustrator
DISCIPLINES
AR design, Interaction design, Usability testing
The Problem
01
How might we design an AR interface for NASA astronauts/engineers to explore the moon?
THE MISSION
Spacesuit User Interface Technologies for Students (SUITS) challenges students to design and develop an augmented reality (AR) display for NASA’s researchers to test for the sake of astronauts on future Artemis moon missions. The AR interface is built into the spacesuit and should provide an intuitive, seamless experience.
Microsoft HoloLens 2
Rover
Rock scanner
THE EQUIPMENT
THE TEAM
LEADERSHIP
Ashley Fan
Michael Wang
Jessica Young
DESIGN
Hermione Hsieh
Ryan Lee
Keya Shah
Dong Yoon Shin
Bill Xi
Bryce Yao
Linlin Yu (Me)
DEVELOPMENT
Julius Beberman
Jamie Chen
Danielle Kim
Martin Ma
George Xu
FACULTY
Michael Lye
Skye Ray, Evaluator 1
Kelly Mann, Evaluator 2
FEATURE OVERVIEW
We’ll be implementing 4 sequential procedures to protect the user during their spacewalk.
Egress
Prepares astronaut to properly exit from lander onto the moon.
Navigation
Guides astronaut across the lunar surface, avoiding hazards.
Geological Sampling
Displays scientific info of lunar geology gathered during the EVA.
I designed this procedure!
Rover Commanding
Drives the moon buggy vehicle to survey the lunar surface.
Physical display
THE USER
Our AR program is centered around NASA design evaluators assuming the role of an astronaut. Evaluators will test our program in a simulated environment called the Rock Yard, which is similar to the conditions on the moon.
Our Solution
02
Task progression
Egress
Placing a waypoint on the map
Nav
Placing a ROVER waypoint
Rover
Performing sampling (Click to enlarge)
Geo
The Research
03
Less Information, More Confirmation
2022’s interface required tediously tapping buttons for access to info, which overwhelmed users and blocked their vision during testing. However, the previous year’s research helped us start off strong.
Physical > Virtual
The moon landscape limits the ability to walk, so astronauts jump around. We needed to design a display that complements bodily actions.
James H. Newman
Former Astronaut
Steve Swanson
Retired Astronaut
Peter H. Schultz
Geological Sciences
Jonathan Levy
Cartographer
Isabel Torron
UX Designer
Alejandro Romero
VR/UX Specialist
Jim Head
Geological Sciences
James Russell
Planetary Sciences
Empathize with Experts
Confidence drives decisions in a life-or-death situation. We went over the interviews with eight specialists from the 2022 challenge to launch our project:
-
“What’s closer to the user is more important, which means it should be higher in the visual hierarchy”
-Romero
“Be as minimal as you can. It’s not great for all controls to disappear [on the AR display], but it can help with organization”
-Levy
-
“With bulky gloves, there's no tactile feedback”
-Swanson
“The main challenge is the gloves because they are airtight and large, so mobility is tough”
-Torron
“Use bigger hand movements!”
-Romero
-
“A procedure list and suit status are necessary”
-Torron
“A checklist relies on memorization and the current one looks like a poorly designed book”
-Newman
Prototyping
04
As a team with 4 subteams, we had a hard time explaining our ideas to non-designers and grasping the idea of spatial limitations. We learned to write callouts on Figma so developers can better understand our decisions and to wear the HoloLens directly to test our solutions.
01 Sketches
“How do we design a moving display in a 3D space?” Draw it on paper and hold it at arms length as you walk.
02 User Flows
“How do we divide work but ensure a linear sequence for the user? Brainstorm key features in 4 teams & regroup.
03 Wireframes
“How do we validate our ideas to user testers and devs?” Lay out lo-fi frames into one clickable wireframe.
04 Unified Design
“How do we make a minimum viable product?” Iterate for 3 months and implement hi-fi design into MRTK3.
Interviews
05
We conducted preference research by asking RISD faculty to walk through our clickable wireframes. We asked them to “think out loud” and had to intervene/skip tasks due to a bad understanding of the simulation. We learned the importance of briefing - to not go into it blind!
Matthew Bird
Senior Critic, RISD Industrial Design
Cheeny Celebrado-Royer
Assistant Professor, RISD
Leah Beeferman
Assistant Professor, RISD
Professor Insights
-
“I don’t know what’s real and not real…Am I supposed to click on this?”
-Bird
“What’s the red triangle? Warning? Arrow? Volcano?”
-Celebrado-Royer
-
“It would help to merge ROVER command into the navigation map, since both you and the vehicle are navigating”
-Bird
“The key thing is about making the buttons consistent in word and icon choice to make it easily understandable every time”
-Celebrado-Royer
-
“It’s difficult to see the white icons. There’s so many”
-Beeferman
“Icons have no outline. Words are too small, line weight is too thin. Warning signs & top right notifications are too big and block my view”
-Bird
What do these symbols mean?
Do these visuals inspire confident decisions?
REVISED USER FLOW
(Click the arrows to see more)
Lo-Fi to Hi-Fi
06
AR DISPLAYS
I worked with two designers and two developers to implement Geo Sampling. We made Figma wireframes and uploaded them into MRTK.
DESIGN SYSTEM
I helped design the compass, hazard button, and geological sampling components. We had originally used MRTK’s default assets as placeholders to test usability on the headset.
Development
07
Our devs worked tirelessly to implement the designs into the Mixed Reality Toolkit 3 (MRTK3). I met with devs Danielle Kim and Jamie Chen twice a week while communicating via Zoom, Slack, & GitHub. .
The HoloLens supports both the Unreal & Unity engines. For the challenge, the devs used Unity.
Using MRTK3 to implement a range of functionalities such as spatial mapping, gesture recognition, and object manipulation.
User Testing
08
“It’s very finnicky”
MARCH 2023 in the dark
To extract errors in our design and code, we conducted in-environment testing called “Human-In-The-Loop (HITL)” at two local state parks to simulate the moon environment. (Click to see more)
“I wish there were backup options for when things fail”
MAY 2023 at NASA
My team and I were invited to Houston to test & present our design at Johnson Space Center from May 18th to the 23rd. (Click to see more)
TEST WEEK REVISIONS
I was one of two UI UX designers on site making these revisions on the go:
-
✦ Edited unclear icons.
✦ Created new buttons for newly added features.
✦ Distinguished visual and haptic assets.
-
✦ Task progress bar added.
✦ “Loading” icons added.
✦ "Proceed to next step” button added to provide confirmation.
-
✦ Added coordinates to bottom left of map to specify which point of interest is being clicked.
✦ Adapts to latest changes in GPS coordinates.
Watch us present our design!
-
✦ Revised sample info display.
✦ Created clearer scan completion indicator.
✦ Added confirmation for ending geological sampling session.
Final Design
09
Suit vitals info in menu
Menu
✦ Flip left hand to open shortcuts
Task progression
Egress
✦ Tasks are auto-checked off once the switch is flipped
✦ Before proceeding to the next set of tasks, the user must click confirm
Physical switches, virtual guidance
Map and compass
Nav
✦ A head tilt brings the compass into sight
✦ Place a waypoint or hazard on the map
Placing a user waypoint
Placing a ROVER waypoint
ROVER en route at NASA’s Rock Yard
Rover
✦ Drop a point of interest on the map to move the ROVER
✦ Call back ROVER on the palm menu
Performing sampling (Click to enlarge)
Geo Sampling
✦ Enter sampling session via menu
✦ Scientific info is collected upon scanning with the RFID hand tool
✦ End sampling to start navigation
Key Takeaways
01
Understand hardware and software limitations for developers’ and user’s sake
The HoloLens reads big motions better than precise finger taps
Create a linear process to avoid confusion
02
Know my responsibilities and take responsibility to learn teammates’ ideas
What I needed to design
What I didn’t need to design, but helped design
03
Note the opportunities for next year’s challenge…
Goal #1:
Add backup options - functions WILL fail during testing (ex. we need to research hand tracking to ensure the palm menu works every time)!
Goal #2:
Test on the HoloLens more - the flat Figma interface presents itself differently on the spatial HoloLens!
RISD SUITS had a blast in 2023.
With the Success of 2023, I have become the Team Lead for the Local Mission Control Console team (new for 2024)! Stay tuned for more updates.
Goal #3:
Divide and conquer - keep each team member accountable for their own part of the project!