Objective

The U.S. Navy sought to upgrade its battle-space visualization technology and enlisted us to design and build a prototype interface for next-generation 3D displays.

Project requirements

  • Must be collaborative

  • Require no headwear such as VR or AR goggles

  • Capable of various interaction inputs (touch screen, game controller, 3D mouse, etc.)

Skills

Hardware and Software Development

  • Human factors research

  • Concept design

  • Prototyping

  • 3D modeling

  • User interviews

  • Information architecture

  • Wireframing

  • User flows

  • Communication & presentation

Role

As the principal investigator, I led a team of three engineers through research, design, and development. We built a functional, collaborative three-person workstation prototype within 12 months, regularly testing and refining the system at the Naval Postgraduate School.

Solution

We began by analyzing Navy research on tactical displays to address warfighter stress. We also consulted with the MOVES Institute and drew inspiration from advanced interfaces by companies like SpaceX and Apple. These insights informed our design of an immersive, collaborative UI/UX.

Impact

Initial testing revealed a 2–3x increase in engagement for collaborative tasks using the PRISM workstation. Testing will conclude by Q2 2024, and positive feedback has already led to negotiations for two additional R&D projects.

Project Highlights

Hardware Development:

We developed workstation concepts simulating large-scale 3D displays. The Navy favored our “in-the-round” battlespace display but requested it be functional for seated users aboard ships. In response, we reimagined the design using recessed gaming monitors arranged in a circular layout, providing unique 3D perspectives for collaborative work. This concept became the foundation of PRISM.

Two prototypes were produced—one for ongoing development in Austin, TX, and another shipped to the Naval Postgraduate School in Monterey, CA.

Software Development:

Pain Points:

  • Outdated, complex, and non-intuitive interfaces.

  • No 3D visualization for data.

  • Collaboration hindered by the setup of displays/workstations.

  • Difficulty in prioritizing threats in simple scenarios.

Solution:

  • Develop a 3D geospatial environment to integrate all sensor data.

  • Display critical asset details (type, location, status, capability) within the scene.

  • Apply doctrinal rules to rank threats and suggest tactics, techniques, and procedures systematically.

We crafted user requirements and interface guidelines for BattleView's development, leading six bi-monthly iterative cycles. These guided our creation of wireframes, graphics, 3D models, and visualizations, culminating in updates to the latest build after each cycle.

Touchscreen Interface

Early in development, we opted for a touchscreen interface due to several advantages:

  • Familiarity: Users naturally gravitate toward touch interfaces for their intuitive operation.

  • Flexibility: The UI can adapt to different tasks and workflows.

  • Adaptability: Regular updates can introduce new roles and procedures.

  • Industry Alignment: Touchscreen interfaces are increasingly becoming the standard for human-machine interfaces (HMI).

The final interface includes:

  • A widescreen layout with a central 3D view surrounded by “red” and “blue” panels for asset information

  • A tactical timeline and alert system

  • A large trackpad for 3D navigation and control

  • A mini-map for quick reference

  • Tools for overlay management, camera control, and asset filtering

Conclusion

Leading the PRISM project was both challenging and deeply rewarding. I gained invaluable insights throughout the process, and I look forward to seeing how the PRISM system evolves.

Most of all, I’m excited about the future of collaborative, in-the-round workstations and how this concept will continue to grow alongside emerging technologies.

Design by Aaron Harlan 2024

Austin, TX