claire.say
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Stay on TrekNOV '20

Role
Researcher | UX/UI Designer

Platform
HoloLens Simulation & Mobile Application


My colleagues Zeynep Canli, Nadya Felissa and I worked through research, ideation and iteration to design a futuristic training experience for crew members onboard a commercial spacecraft.

Our Process

Our Process

Problem

Space travel has long intrigued humankind, and to date, outer space trips have been limited to scientific expeditions. However, growing interest from private companies, who are collaborating with government space travel initiatives, means space tourism and interplanetary travel is becoming more of a reality than ever before.

This design brief hence prompts us to imagine the various interactive applications and systems within pre, mid and post-flight situations, which may be integral to the commercial space experience of the future.

What have we yet to explore, in the great unknown?
Photo by Vincentiu Solomon on Unsplash

Context

To set the scene for the brief, we outlined a fictional context looking 50 years in the future. Mankind has successfully settled and begun building infrastructure on Mars. Space tourism has gained traction and the first space cruise to the Mars settlement, will hold 100 passengers and crew on board.

User Research

Each team member was assigned a unique research area to explore, but shared an identical research plan for consistency.

When prompted with the notion of commercial spaceflight, the first thing our minds turned to was the imminent risk. Emergency situations on Earth can be catastrophic without the correct preventative measures in place, so what more in an unfamiliar and isolated environment?

Research Objective

For consistency across our research, we shared an overarching objective:

To understand how emergency situations occur and can be addressed amid a spaceflight, to inform how we can better prepare and educate crew and passengers for safe and secure space travel.

Research Areas

Within this problem space, our team identified two key stakeholders – passengers and crew members. During an emergency, the behaviours, motivations and frustrations differ for each group, revealing a diverse range of problem areas to explore.

Additionally, emergency responses can be characterised by both pre-flight education and mid-flight communications.

What education and training procedures must crew participate in to prepare for emergency situations?

How are emergency situations internally communicated and addressed between crew members amid space-flight travel?

How knowledgeable are passengers of potential emergencies? How do emergency briefings and procedures affect perceptions of readiness in light of emergency situations?

How are alarms, alerts, and other communication methods used to disseminate critical safety information to occupants during emergency situations?

What education and training procedures must crew participate in to prepare for emergency situations?

How are emergency situations internally communicated and addressed between crew members amid space-flight travel?

How knowledgeable are passengers of procedures? How do briefings affect perceptions of readiness in light of emergencies?

How are alarms, and other communication methods used to disseminate critical safety information to occupants during emergency situations?

Hover for research questions.

Research Methods

Unlike any present day design problem, this brief called for the prediction of potential needs in a speculative world, existing far in the future. The bulk of our research centred around existing contexts similar to that of space travel, including everything from campuses to air travel, and mission-based spaceflight.

Background Research

To kick off, we conducted some background research of existing documentation and precedents. These studies were supplemented with a competitors analysis of existing solutions, and an online ethnography, where we harvested user content surrounding emergency experiences. The findings helped build foundational awareness and expectations for the problem space.

Interviews

To supplement these background studies, we also conducted remote, semi-structured interviews with relevant participants.

Four individuals were considered to be crew members, who have participated in emergency response training and hold responsibility over their respective occupants if an emergency were to occur.

Four individuals were interviewed as 'ordinary' occupants who have experienced true emergencies or drills in various contexts, typically within a public space.

We tailored interview questions for each group of participants, and probed further when interesting points were raised.

Findings

Analysis

Flooded with qualitative responses, we adopted a bottom up approach in our affinity diagramming, allowing themes to emerge from key quotes.

Affinity diagram

Key Findings

Having explored four distinct facets of the problem space, we came out of this phase with a vast number of insights about the context, and potential users. The following highlight some key issues.

Training and education methods that do not reflect realistic situations are poor means of teaching. Training methods are often generalised, and may not be relevant to one's role and responsibilities.

You do not really know how to react in emergencies until they happen...because confidence comes with experience.

One-way communication methods with poor feedback limits effective team responses under pressure.

Its hard to effectively communicate with others without two-way...the devices we use are restricting.

Occupants often fail to take emergency procedures seriously, and briefings that are repetitive in nature are not necessarily the most effective in getting the message home.

Watching the safety demo is like watching a boring TV commercial that you've seen hundreds of times.

Experiencing alarms frequently, especially drills, creates a culture of alarm fatigue and habitual ignorance to communications.

I feel like when I hear lots of alarms, I assume that they are all just practice runs.

Inversely, hearing or seeing emergency alarms often induces panic instead of a trained response.

I think I would panic hearing an emergency alarm because I won't know what to do.

Ideation

Sketching

We felt that all the insights we had extracted were valuable, and worth addressing, so we began by ideating concepts for all four of the problem areas. These began as quick one-line ideas, which we then elaborated through sketches.

Some early concept sketches

First Design Decisions

To supplement our decision making, we compared solutions within the specific problem area which they address, compiling scores in a Pugh Matrix.

Pugh Matrices for decision making

We decided on solutions that not only satisfied the criteria, but could add value for our users, which led to us pursuing a total of four concepts – the most relevant one for each problem space.

With these concepts ready to go, we discussed ideas as we worked, visually telling through further annotated sketches. We used these sketches as artefacts in our first round of evaluations, asking potential users for their opinions regarding the concepts. This session allowed us to get on the same wavelength as our users and understand their initial perceptions.

Passenger Educational Modules Concept
Crew Educational Modules Concept
Passenger Smartwatch Communications Concept
Crew Smartwatch Communications Concept

Some key issues with our designs that had emerged during user evaluations were underlying problems that we had overlooked, such as that holding one's arm up to use a smartwatch as a communication device would be tiring and cause discomfort. Early testing with users was highly beneficial for pointing out blindspots before we pursued a design.

Low Fidelity

Based on this feedback from potential users, we were able to address any issues raised, before creating lo-fi Balsamiq wireframes for a minimum viable experience.

Stay on Trek - Crew Education

Stay on Trek is a HoloLens emergency training simulation supplemented with a mobile application for additional mid-emergency support.

Athena Intelligent Agent - Crew Communications

The Athena intelligent agent for smart glasses is designed to support efficient emergency communication amongst crew through voice interactions and simple visual feedback.

Exploring Ship - Passenger Education

Exploring Ship is a VR-based decision-inspired-outcome experience to educate passengers of correct emergency procedures through realistic scenarios.

Colby Intelligent Agent - Passenger Communications

Colby is a holographic intelligent agent installed on a smartwatch device. Colby acts as a guide for alerting passengers and communicating emergency procedures.


Low Fidelity Usability Testing

To evaluate the usability of these concepts, we conducted one round of usability testing with five potential users. For each concept, we outlined a set of tasks, which participants would perform as they interacted with the low-fidelity prototype. We requested that they think aloud while performing tasks, so we could understand their thought process.

All our concepts were flawed, and this round of evaluations inspired a number of structural improvements. We ended the low-fidelity iterations with journey maps to summarise the proposed concepts.

Stay on Trek Journey Map
Athena Journey Map
Exploring Ship Journey Map
Colby Journey Map

High Fidelity

Despite all four design solutions being viable and worth pursuing, turning them all into high-fidelity designs would be a time and resource intensive move. Making justified design decisions early is a vital step towards achieving a tangible solution. For this very reason, our team opted to conduct persona-based walkthroughs and a heuristics evaluation to objectively decide which idea to continue with.

Discussing our evaluation findings

Based on evaluation outcomes, we came to the decision to pursue Stay on Trek as our final concept, turning the wireframes into high-fidelity prototypes in Figma for the mobile application, and Unity for the HoloLens simulation.

Why Stay on Trek?

For consistency across the entire application and HoloLens experience, we developed a style guide, inspired by the unusual vibes of outer-space, to bring a practical design vision to life.

A style guide
Improving from lo-fi to hi-fi

We put this first high-fidelity prototype through a round of heuristic evaluations prior to a final round of usability testing, to iron out unforeseen problems with the interface.

High Fidelity Usability Testing

Without a proper HoloLens headset, or equipment like a fire extinguisher, we did our best to simulate the experience with a Wizard of Oz inspired setup. With a limited interactive Unity prototype, we could 'fake' gesture-based interactions to make the experience as believable as possible.

Wizard of Oz testing

The outcome of the final user-testing session gave us further insights from which we iterated upon our interface designs and interactions, one more time.

Solution

Stay on Trek is a crew training and resource solution for commercial spaceflight situations. Its main function supports HoloLens simulation modules that crew members must complete, either pre-flight, or as a refresher midflight. Thus, through immersive training experiences (HoloLens) and supplementary repositories of emergency procedures (Mobile App),

Stay on Trek aims to elicit an effective and efficient crew response during emergency situations amid a commercial spaceflight.
Learning how the interaction works - HoloLens
What does this do? - HoloLens
Putting out virtual fires! - HoloLens
Accessing and managing modules - app
Emergency resources - app

How does it address user needs?

Crew interact with a real environment and respond to simulated emergencies through the HoloLens experience

Engaging muscle memory helps to instil intuitive responses in preparation of real crisis situations

Modules are tailored to support key needs and skills according to a user's role and responsibilities

This helps make team and individual learning organised, informed and engaging

The application provides additional support through resources such as procedures, checklists and maps

These resources may help quell panic when making mistakes or forgetting correct response procedures in the moment

The following is a video walkthrough and screen flow for the entire interactive experience (app & HoloLens).

Interface Video Walkthrough
Full Screen Flow

Key Takeaway

It always seems impossible until it’s done

This project appeared insurmountable at the very beginning, and in the time period given to complete each step, it seemed as though it would be impossible to achieve a phenomenal outcome. However, this project taught me the importance of breaking big goals into little steps, setting milestones for each team member to meet a deadline in time. The end result that we finished with blew our own expectations out of the water.