Our creative and technical challenges were immense. Our CTO initially bet on Android to run the apps on the helmet, only to change course and switch to Linux/4JS soon before the hardware was supposed to ship in late 2016. Unfortunately we all learned the hard way that we can't develop workplace products exclusively in a lab. The helmet, was a highly specialized piece of equipment with sensors like a thermal camera and much more. Unfortunately, my research would reveal that workers in the field often only cared about much simpler features, like the ability to see what's behind them. Or they didn't want to be bothered with technology at all and found all the bells and whistles alienating. What could possibly go wrong?
The new lay of the land.
I had consolidated the strengths of each previous effort into a new and uniformed visual identity. I now had a Design System Library to use to guide our efforts.
Armed with my new creative vision, we could confidently pursue an extended approach across all future display mechanisms.
With all design aspects dialed in, we were able to integrate consistently across publishing platform and remote smart devices.
Enter the outside app development firm Carbon 5. After some vetting, they were hired and I kicked off an on-boarding to get them up to speed. I presented my DSL, our brand guidelines and extensively reviewed our product and market fit. Additionally, I led the creative sessions in which a general approach was agreed upon based on my (earlier) initial concepts. This way I was able to set us all up for success. With my conceptual direction in place, we worked closely over the next month or so, to execute on the following tablet application.
Demanding, to say the least. K.I.S.S. – would become our guiding motto. Armed with this laser-focused understanding of the why and what, I had created a series of concepts for the application. With the layout dictated by the structure within 4D Studio, I focused great attention on minimizing all non-essential UI elements so as to not hamper the user in the completion of their tasks. The UX was designed to allow quick access to primary functions of the application while also embedding "power user" functionality a tap or two away.
Later, the team and I collaborated to further refine my initial concepts into a visually stunning UI.
The final look & feel is readily recognizable from my design work featured on 4D Studio. This is intentional and a natural extension as well as progression of my product design vision.
The first challenge here was the same as with our tablet app – design and deploy a mobile application that would work in conjunction with 4D Studio. However, this time it was different. Very different. Our device would be using gaze-based interactions to control applications. A digital artifact, called the reticle, appears on the displays in front of the user in space and follows their head motion. There would be no mouse for interacting with the UI. The decision came down from above to use a gaze tracking and a reticle as a controller.
The Daqri Smart Helmet (DSH) was conceived to make industrial jobs easier by overlaying instructions on complex equipment — a relatively common use for AR headsets. It was envisioned as a combination safety helmet and AR headset that overlays virtual instructions, safety information, training and visual mapping on a real-world background. Workers in the oil and gas, automation and manufacturing sectors often need to understand complicated instructions to perform complex processes. The DSH would enable them to see digital information overlying different contexts — a physical controller, a scanning device or quality control meteorology equipment.
The core user of these apps were typically field workers. The worker that is out there day in and day out, in the physical environment. A field engineer may be responsible for 600 different work packages, using some perhaps only once in a career. Having the added data when it’s needed makes a big impact. With the 4D Studio platform users were desktop bound. However, these users were the "consumers" of that content and on the go.
The first major roadblock of this challenge was the fact that our hardware wasn't even out of the lab.
"I know you don't have access to our hardware, but I need you to create the mobile apps that will be running on it when it's ready. Is that going to be a problem?"
"We need to switch our tech stack immediately. I know I said we were betting on Android, however that's changed. We will now be developing our apps using Linux and 4JS. Sorry guys, you'll have to redirect all your previous efforts." – Daqri CTO
"Hey Neil, can you design a logo and App Store icon for our custom 4JS framework in between your current work? We will be releasing this shortly to our developer network as a company-branded offering." – Daqri CTO
But the design team was now growing. Fortunately as time passed and we progressed, I joined forces with not only a dedicated researcher, but also two other product designers to help me hone and perfect our outcome.
Up to now, the approach was primarily based on our assumptions. With our new researcher on board, user research and testing served to inform and validate our design approach. Users were brought in, interviewed and allowed to interact with the early work. Notes were taken and reactions recorded. Our reviews and testing suggested we revisit and challenge some of our previous understandings which led to many iterations. On top of that, we were often re-directed throughout due to frequently changing design leadership.
"I'd like to introduce you all to our new Chief Creative Officer. He will be taking over for name redacted and guiding us towards his new direction for our suite of apps. Now let's give him a warm welcome and all get back to work." – Daqri CEO
My final act saw me working very closely with my fellow designer and our engineering team to bring to production the last iteration of our software. Anthony, Sterling and I had taken our 'final' release to new heights. We had traversed many diverging roads and overcome huge obstacles. Through it all, we had done it together. We were finally at a state where we had a working hardware prototype and an implemented software suite running on it. We had gotten the opportunity to do some initial testing and the feedback was encouraging for our design work. I was looking forward to learning more, to doing more iterations. But that was not to be. We, the entire design team, had been selected as the tip of the spear with the first round of cuts. Perhaps we were a casualty of our own successes?
Users of our product are on a mission. They came to our product with a goal in mind. My job is to help them accomplish their goal in the most direct and pleasing way possible. I believe we would have received favorable results with our work had we been given the chance to fully complete the design cycle. Our influence would have continued to shape the future of our product and help users reach their goals. But we would never get the chance to really know the impact of our work.
The following production-level UI release wouldn't have been possible without the close collaboration between myself and my fellow designers Sterling & Anthony.
The previous case study introduced 4D Studio as the AR Enterprise software platform that allowed planners/engineers to create and publish their own AR scenes, work instructions and workflows to mobile devices. This is the follow-on story of my journey creating our custom suite of mobile applications. Initially, a new iPad app, followed by our first-ever 4JS app for our custom hardware. At he onset, I was the sole full-time UI/UX Designer within this area of the start-up. I was tasked with extending my new comprehensive design across the following app platforms. I took a very hands-on role, designing, directing and leading most aspects of the work as I collaborated with an expanding team.
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