In collaboration with NASA professionals, UX Designers, and Industrial Designers, our team conceptualized an innovative mixed-reality product aimed at enhancing future human space travel to Mars. This mixed-reality device was specifically designed to mitigate communication latency issues, enabling astronauts to connect and interact with their family members in a more immersive environment. As the Team Lead and Product Designer, I spearheaded this group project, working closely with Coco Fan (Product Designer), Kemodo (Industrial Designer), and Milos Delic (Industrial Designer).
Address a challenge astronauts are anticipated to encounter during future manned missions to Mars.
Mitigate the impact of latency by offering immersive mixed reality experiences to astronauts, enhancing their communication with family members.
I conducted extensive research on the literature concerning both the long-term and short-term effects of latency issues on astronauts, including their living and working conditions in space and on the International Space Station (ISS). After identifying communication as the primary challenge for astronauts, I evaluated the technological timeline of various technologies, including displays, augmented reality/virtual reality (AR/VR), wearable tech, and more. Subsequently, the research narrowed to a focused market analysis of existing AR/VR technologies.
Elena Watson
36
Astronaut
Elena is a well trained Astronaut and an Astronautical Engineer. She is the Lead Astronaut for the long haul space journey to Mars. She is from Miami, Florida and wanted to travel to Mars and Moon after learning about Buzz Aldrin's documentary when she was eight.
Goals
To keep connection with family and relatives.
To have a joyful space journey to Mars.
Motivation
Exploration. Curiosity. Adventurous.
Frustration
It’s hard to be connected with family on the Earth.
Facing latency while communicating with family when exiting Earth orbit.
Sophia Zhang
39
Astronaut
Sophia is a well trained Astronaut and an Mechanical Engineer. She is the astronaut selected for the long haul space journey to Mars. She is from San Francisco, California and wanted to do a space walk when she was six.
Goals
To be among the first humans to set foot on Mars.
To stay connected with her friends on Earth
Motivation
Exploration. Thrill. Inovation.
Frustration
It is hard for her to stay connected with her best friends on Earth.
Experiences stress and emotional distress due to the inability to regularly communicate with friends.
Mark Wood
30
Astronaut
Mark is a well trained Astronaut and an Psychologist. He is the astronaut selected for the long haul space journey to Mars. He is from Chicago, Illinois and wanted to explore the unknown since he was a child.
Goals
To explore new landscapes on Mars.
To stay in touch with his patients back on Earth
Motivation
Curiosity. Knowledge. Thirst.
Frustration
Wants to stay in touch with his patients on Earth.
Can't stay in touch with his grandfather on Earth.
There are two Latency scenarios that Astronauts face
Low Latency, ranging from 0 to 10 seconds, enables astronauts to have near real-time video calls with family
High Latency, ranging from 1 to 21 minutes, enables astronauts to have pre-recorded video calls with family
I developed initial wireframes adhering to Apple's Human Interface Guidelines for VisionOS, reflecting contemporary spatial OS interfaces. Given the project's 2045 timeline, I aimed to evolve the design towards a futuristic and minimalist aesthetic. However, these preliminary wireframes were not approved upon review, prompting me to innovate further for a UI suitable for 2045.
The suit, powered by the astronaut's body, is equipped with an array of sensors and haptic feedback systems, enabling tactile interaction with augmented reality objects. Its core, a triangular case, houses all the processing units. Additionally, the astronaut is outfitted with two earpieces that project a holographic display, facilitating an immersive mixed reality experience.
The prototype, crafted in Figma and Protopie, showcases two user flows that address low and high latency scenarios. In the first flow, astronauts engage in live video calls with their families, offering an immersive communication experience. For instances of high latency that preclude live interaction, the second flow allows for the exchange of immersive pre-recorded videos. In both cases, astronauts can experience a three-dimensional interaction space, complete with tactile, auditory, visual, and taste sensations.
This video presents the user flows created in Protopie, featuring animations and micro-interactions, and highlights the UX design of the device.
Redesigned a present-day standard UI to meet the futuristic and innovative needs of a 2045 project timeline.
Creating a 3D UI for AR/VR was new and challenging. I learned and overcame obstacles throughout design and prototyping, solving all problems.
Leading a group project with UX and industrial designers and NASA professionals enhanced my leadership and taught me about interdisciplinary teamwork.