2025: Moon Rover

2024: Mars Spacesuit

2023: Moon Spacesuit

AR Suit Display for Astronauts

3x national finalists in the annual NASA SUITS Challenge

DISCIPLINES

Design systems, Usability testing, Project management

TOOLS

Figma, Illustrator, Magic Leap 2, Premiere

TIMEFRAME

Sept - May 2025

Sept - May 2024

Sept - May 2023

ROLE

Chief Designer

UI/UX Team Lead

UI/UX Designer

The Problem

01


How might we design a streamlined process to execute mission-critical tasks, helping astronauts overcome the challenges of safely navigating the moon ?

Credit: NASA

Imagine you are an astronaut on a spacewalk. You made the decision to explore that ominous crater. Mission control alert: your oxygen level is nearing 0%. You panic a little. Moondust slips out of your gloves. You need to get out of there, but you’re stranded at the edge of a 5-meter crater on the South Pole of the moon.

Human error accounts for approximately 70% of accidents in high-risk domains according to NASA’s Human Factors group. We can’t afford to lose anyone braving the new frontier.

Mission

For the third year in a row, my team competed in NASA’s Spacesuit User Interface Technologies for Students (SUITS) Challenge to design and develop a user interface for astronauts to establish a sustained human presence on the Moon. Extravehicular activities (EVA), or spacewalks, play a vital role in these missions and the pursuit of deeper space exploration.

Meet the Team!

Stakeholders

Skye Ray, NASA Evaluator

Credit: NASA photo, persona graphic made by Linlin Yu

Our AR and web tools helped NASA design evaluators assume the role of an astronaut. Evaluators tested our program in a simulated environment called the Rock Yard, which mimics conditions on the Moon.

Combining AR and Web solutions

Interfaces displayed in AR can provide real-time data directly in astronauts’ fields of view, while a traditional web interface acts as a control center. This includes navigation paths, points of interest, or hazard warnings. This reduces fear and removes the need to consult separate devices, allowing astronauts to stay focused on the following tasks:

Egress

Prepares suit to transition from pressurized homebase onto the moon.

Navigation

Guides user across the lunar surface, avoiding hazards.

LTV Commanding

Monitors the autonomous LTV to survey moon surface.

Lunar Sampling

Shows scientific info of lunar geology picked up during EVA.

Main Goals

02


Credit: 2021-2022 RISD SUITS Design (AR)

Show less information, more confirmation.

Our previous interfaces required tediously tapping buttons for access to info, which overwhelmed users and clouded their vision during testing. However, the previous year’s research helped us start off strong.

Credit: NASA

Design with physical limitations in mind.

The lunar landscape limits the ability to walk. "The current-generation suits are not designed for tasks requiring repeated bending or kneeling, causing astronauts to adopt awkward postures that increase the risk of injury during extended extravehicular activities." A HUD shouldn’t be an added burden.

Peter S.

Geological Sciences

James N.

Former Astronaut

Steve S.

Retired Astronaut

Jonathan L.

Cartographer

Jim H.

Geological Sciences

Isabel T.

UX Designer

Alejandro R.

VR/UX Specialist

James R.

Planetary Sciences

Minimize life or death scenarios, and always have a backup ready.

Confidence drives decisions in a life-or-death situation. I studied 2021’s interviews with eight specialists and formed three main insights:

Prototyping

03


I learned how to write effective callouts on our designs and create a clickable prototype so developers can better understand our 3D decisions through our 2D lens.

Credit: Photo of my team’s sketches taken by Linlin Yu

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.

Credit: Graphic of my team’s user flow

02 User Flows

“How do we divide work but ensure a linear sequence for the user? Brainstorm key features in 4 teams & regroup.

Credit: Graphic of my team’s low-fidelity screens

03 Wireframes

“How do we validate our ideas to user testers and devs?” Lay out lo-fi frames into one clickable wireframe.

Credit: Graphic of my team working together in real time

04 Clickable Prototype

“How do we make a minimum viable product?” Iterate for 3 months and implement hi-fi design into Unity.

Usability testing

04


We conducted usability research by asking college faculty to walk through our clickable prototype. We asked them to “think out loud” and had to intervene/skip tasks due to a lack of briefing on the simulation. We were gathering feedback from complete beginners of AR technology so it was impossible to have them pretend to be an astronaut on the first try, but their pain points regarding UI elements were unanimous. I specifically interviewed Matthew B.

Matthew B.

Senior Critic, RISD Industrial Design

Leah B.

Assistant Professor, RISD

Main Insights

Cheeny C-R.

Assistant Professor, RISD

“The symbols aren’t exactly intuitive. I need a tooltip.”

“How do I keep track of what I need to do next?”

Lo-Fi to Hi-Fi

05


I designed for AR

I worked with two designers and two developers to implement Geo Sampling. Throughout the year, I learned to create Figma assets, reviewed the accessibility with developers, made revisions to usability, and maintained constant communication with developers.

Credit: Graphics by Linlin Yu and team member Dong Yoon Shin

I designed to support AR

I led a subteam of 4 designers and worked with two developers to implement a mission control dashboard to support the astronauts out on the field. This was a high-level web application that consolidated every task the EV had to undertake, keeping track of EVA progress.

Credit: Linlin Yu, Elaine Zhang, Waverly Huang, Richard Cheng, Amy Ai

I led 15 designers on our brand and design system

After two years of learning the ropes, I recruited and directed the overall design of our Pressurized Rover control center software.

2024-2025

2023-2024

2022-2023

User Testing

06


“It’s very finnicky”

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.

Credit: Photos taken by Linlin Yu

“I wish there were backup options for when things fail”

Each May my team and I were invited to Houston to test & present our design at Johnson Space Center.

Credit: Photos taken by Jessica Young, Michael Wang, Linlin Yu, and NASA

UIA panel

Rock scanner

Rover

Final Prototypes 

07


Menu

✦ View shortcuts and tasks at hand

Egress 

✦ Tasks are auto-checked off once the switch is flipped

✦ Before proceeding to the next set of tasks, the user or ROVER must give a confirmation

Nav

✦ View all live assets

Place a waypoint or hazard on the map

LTV   

Drop a point of interest on the map to move the LTV

✦ Call back vehicle on the menu

Geo Sampling

Enter sampling session via menu

Scientific info is collected upon scanning with the RFID hand tool

Key Takeaways

01

Understand hardware and software limitations for developers’ and user’s sake

The HMD reads big motions better than precise finger taps

Create a linear process to avoid confusion

Credit: Graphics made by Jessica Young

02

Know my responsibilities and take responsibility to learn teammates’ ideas

Credit: Sunjoo Park

Credit: Su Hyun Ahn

Credit: NASA

03

Note the opportunities for next year’s team leads…(always!)

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:

Implement project management scrums - we want to run our club like a company to produce the best results for NASA thru teamwork!

Goal #3:

Divide and conquer - keep each team member accountable for their own part of the project!