Leveraging AR to optimize lunar astronauts' workflows

Team

7 UX Designers
8 Engineers

Contribution

Product Thinking
Product Design
Generative + Evaluative Research

Duration

Sep 2021 - May 2022

Background

I was a UX Designer for CLAWS, multi-disciplinary group of students at the University of Michigan competing in the NASA SUITS Challenge. Our goal was to design and build an AR interface that assists astronauts complete their missions on the lunar surface.

Impact

We were selected as finalists and invited to the Johnson Space Center for Test Week. Our product, HOSHI, was successfully tested and evaluated by NASA engineers, scientists, and astronauts in a simulated lunar environment.

Opportunity

Astronauts struggle with executing complex protocols and tasks on the dangerous lunar surface

Ahead of the 2025 Artemis Missions, NASA is interested leveraging AR AR to help astronauts execute mission processes efficiently and safely.

Solution

HOSHI: an AR assistant streamlining lunar workflows and navigation to safely enhance astronauts' autonomy

Informed by extensive research with past astronauts and mission data, HOSHI enables its users to confidently complete tasks and respond to unexpected comlications.

Enhances lunar navigation

Relays crucial information to help crew independently navigate and maintain situational awareness

Optimizes geological sampling

Supports crews' data collection and preserves physical energy through hands-free control

Supports autonomy

Health metrics and safe, flexible route plans help astronauts confidently respond to emergencies

Contex

NASA selected us to develop an AR interface supporting astronauts during lunar missions

After submitting our proposal, my team was 1 of 11 student organizations selected to compete in the 2022 SUITS Challenge.

Process

Our flexibility and iterative approach enabled us to develop a successful end-to-end experience amid extreme ambiguity

Generative Research

With my research background, I helped my team create a plan to explore the problem space, assumptions, and opportunities

Only a few of us had designed for AR/VR, but none of us had designed for the moon. Leveraging several methods helped us build knowledge and refine interview protocols to maximize our time with experts.

5 Mission Briefings

Identified lunar equipment design + solution needs

4 Interviews

Uncovered Mission Control + astronaut workflows

Literature Review

Analyzed 200+ pages on past trips + spacesuit design

Pain Points

We unearthed 3 key pain points created by astronauts' dependence on Mission Control and outdated tools

Our desk research revealed that extra-vehicular activity (EVA) is highly regulated to ensure crew safety, but this creates extensive friction and hinders astronauts' autonomy.

Restricted actions and movement

Crew must wait for Mission Control to research, plan, and relay every route point

Ineffective cognitive support

Crew memorize protocols, use cuff checklists, or wait for audio guidance from experts

Disorientating environment

Poor depth perception and extreme lighting manipulate crews' vision accuracy

Design Tenets

We determined that our solution must be assistive, enabling astronauts to maintain their focus on real-world interactions

Our research revealed that AR interactions should be secondary to real-world mission tasks. With limited user access, we created these tenants using our research insights to stay aligned to this goal.

Balance safety + autonomy

Reduce cognitive load and empower astronauts with meaningful and actionable info

Preserve focus on the real world

Align interface with working conditions to support the crew's situational awareness

Trainability > learnability

Support crews' mental models, but assume they'll be extensively trained to use the product

Personas and Scenarios

Then we organized persona workshops with engineering to align our teams on scope and narrow product direction

Since we built the team from scratch, we wanted to foster a strong partnership and begin identifying technical constraints.

I led the Search + Rescue scenario ideation

After sharing research insights and Challenge requirements, I collaborated with 2 engineers to brainstorm and identify the key needs and interactions of this situation. I presented our scenario script to generate team-wide discussion and ensure we were agreed on anticipated tasks.

Ideation

These persona scenarios kept us focused on user goals as we ideated on potential features and interactions to implement

We started with sketches to quickly explore a breadth of solutions. Many of these ideas weren't included in the final solution, but since we hadn't spoken to target users, this phase was key for revealing our early assumptions and questions.  

Converging Ideation

Engineering wasn’t ready to build designs, so I helped my team quickly test concepts with lo-fi physical prototypes

During my VR internship, I learned how to test concepts using lo-fi physical prototypes. I helped my teammates layer interface elements to create low-cost, but accurate testing tools. We ran hallway usability testing with the engineering team for feedback and to determine viability.

Key Design Decision

But this couldn't fully replicate an AR device's field of view, so we increased fidelity using the HoloLens' design system

We needed to determine how engineering would deploy concepts on our HoloLens. After consideration, we opted to use a pre-built design system to help engineers dedicate more time to learning.

Option 1: Use the MRTK Design System

This provided us with pre-built Figma and Unity components for the HoloLens. Although we wanted flexibility with the UI, engineers could could create rapid prototypes to help us assess spatial interactions.

Option 2: Design and develop UI from scratch

This would maximize our control over the design, ensuring components aligned with research insights. But, design and engineering would have to dedicate more time to refining assets. We agreed wanted sufficient time to nail our delivery of features and interactions.

Mid-fi Ideation

Increasing fidelity helped me assess how potential solutions impacted users' cognitive load and environmental awareness

Below is an example of how I analyzed concepts for navigational support. Ground-level trails and meshes could provide astronauts with environmental guidance, at the cost of limiting their real-world visibility. In contrast, eye-level solutions were less intrusive and distracting, but didn't provide context.

Mid-Fi Testing and Iteration

With limited access to astronauts, we supplemented user feedback with hallway usability tests to strengthen decisions

I ran remote usability and concept testing on Figma to give astronauts a flexible way to share feedback and validate decisions. But 2D interfaces couldn’t replicate 3D elements in the real-world, so our devs deployed weekly to fix bugs and usability issues

Weekly usability testing with the HoloLens

Periodic testing with astronauts on Figma

Final Design

NASA judges praised our final design decisions and product during testing at the Johnson Space Center

Our presentation and testing session received overwhelmingly positive reviews from judges, including the Manager of NASA EVAs and a Director Specialist from Microsoft.


Directional aids and landmark indicators

Markers move around the viewport periphery to help astronauts quickly gauge their position relative to landmarks, rather than seeing a static map.

"I really like your aids that always point home. It's really easy to lose situational awareness... nice having a simple feature in case something goes wrong"



Prioritize critical information

Relaying crucial data helps crew confidently work and navigate, without increasing cognitive strain.


"The 'find your buddy' feature and navigation is great, and the way you talk that is how we would talk a crew rescue on board"



Minimize use of unsafe interaction methods

HOSHI's primary input is voice control, followed by eye gaze and physical hand gestures. Designing for mixed methods ensures HOSHI remains practical for the strenuous and unpredictable environment.


"I like the way you've thought about comm and that you have multiple comm paths... I also like the wake word (Hey VEGA)"

Reflection

As my first team project, HOSHI helped me delve into designing within extremely ambiguous problem spaces

Explore and research widely

Our curiosity enabled us to discover diverse inspiration sources. While many of our initial concepts would fail, ideating with this mindset helped us stay optimistic and flexible within uncharted territory.

Invest in partnerships

Starting a team from scratch initially created friction, but embedding team workshops quickly fostered trust and productive collaboration.