Exploring User Experience Architecture for Augmented Reality on the Ship Bridge
"...the key challenge is how to improve the human-system interface and provide a mechanism to successfully manage the large and varied information layers that ships’ crews are exposed to." - SEDNA
Over 4 months, my project partner, Gustav Refsnes, and I worked with the Ocean Industries Concept Lab at AHO as part of the Design Studio course. The work focused on supporting the SEDNA Consortium's aim of creating a Safe Arctic Bridge by experimenting with augmented reality. Our goal for the semester was to explore the arctic and maritime context, to experiment with AR technology, and to lay the foundation of a user experience architecture for integrating AR onto the ship's bridge. Our process, along with the work of our 4 other classmates, is documented here.
Throughout the semester we took a highly explorative approach. We worked with video sketching as a means of getting to know the technology and exploring possible UX features. 4 months of continuous experimentation has given us a broad understanding of the opportunities and limitations of designing for AR. This deep experiential knowledge is our most important take away from this semester.
User experience ARchitecture
Our goal was not to design interfaces - rather, we tried to understand and develop a system that future interfaces would work within on the bridge. UX Architecture plays a similar role to traditional design guidelines for 2D UX, but provides a higher-level overview of how distributed interactions work in complex systems. Our main challenge was to understand AR, and design an adaptive system to integrate it into existing and future bridge systems.
Part of our role in the project was to develop UX guidelines for designing in VR for our classmates and future designers. We experimented with ergonomics, researched existing guidelines for VR and adapted them to AR, and tailored our learnings for the maritime context.
Through the course of our studies we found traditional UI sketching methods weren't quite up to the task of sketching for AR. We adapted some existing tools for sketching in VR, and developed some new tools to explore transitions, information spaces, and spatial relationships.