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!