Developing GUI for Controlled Vehicle for Underwater Exploration
UI UX Design
UI UX Development
2019, 6 Week Project
UI UX Development
2019, 6 Week Project
Design Goal How might we provide the first “Community Controlled Vehicle (CCV)” for underwater exploration for researchers, explorers, and everyone who is interested in discovering and learning the unknown in ocean
Exploring Under the Sea
Aalto Explorer originated in 2017 from the Aalto University Product Development Project (PdP) course as a student project sponsored by the company Aalto Industries. A multidisciplinary team of over 10 experts in the fields of engineering, design and business gathered for an ambitious vision: making everyone an ocean explorer, starting by sending a remotely-controlled underwater vehicle to the Baltic Sea in the summer.
Aalto Explorer (AE) envisions a remote vehicle and a network application – the so-called expedition platform – to be controlled by the community and be made available to any oceanenthusiasts, casual explorers and life-long learners, sending them on exciting journeys of oceanic exploration on their own terms and at their own pace. The community and/or experts can organise and book an expedition on one of the AE units deployed around the world.
Developing GUI for Underwater Sea Exploration
When I first time got a brief to develop a GUI for sea exploration in Aalto Explorer, the first I think that how I can create enhanced sea exploration experience that different with others. The biggest challenge on this project is on how to create an exploration experience that can preserve curiosity and giving an exploration feeling rather than just observing. Starts from exploring the sea expedition that can be accessed up to the features that can be accessed when onboarding based on the user.
For developing the GUI, we decide to use Figma for developing the GUI because of the practicality in delivering the end product between designer and developer, and the cloud-based toolkit where the internal team can access it in any computer. We also use Adobe XD for creating the first prototype that can be presentable.
The reason user has their own feature that can be accessed when they exploring is because every user has different goal and needs in exploring. For instance, explorer only need to has experience in seeing what is under the sea, meanwhile, Captain needs to know the roover condition under the sea so they can keep monitoring the expedition. By exploring on what user needs, we want to keep information will be based on user need. We design in order to ensure the user can be focused on sea exploration and achieving what they need rather than overwhelm with information that they don’t need it.
There are two key element in user flow element in exploration in on Aalto Explorer, Browsing Expedition and Onboard Expedition
Browsing Expedition flow is about how the user can browse sea expedition that they can join and choose the role that they want to be in a particular expedition. User will be entered to Aalto Explorer web-based dashboard. The UI will be map-based, where use can browse expedition based on location on the map, or browse using a list of expedition that offered. In this flow, can decide on what roles that they want to be in a particular expedition.
After choosing the sea expedition and roles, the user will be lead to Onboard Expedition UI. Onboard Expedition contains 3 different user flow, Researcher, Captain, and Explorer.
Every role has their own UI elements feature, for instance as Captain they have access to know the information about FindX and able to control it. The general key elements on Onboard expedition UI are all roles can see around the Find X by accessing our 360 camera that installed in FindX.
All the included functions and properties build the situational awareness in harbor - you are able to see the condition from multiple viewpoints and get a good overall view of what is going on. By providing a lot of information, it’s help user to accomplish tasks and optimize operation
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