Mars Rover - Esque

a HUD/FUI design for immersive visual experience

Duration

Date

Tools

7 Weeks

August, 2019

Adobe Illustrator
Adobe Photoshop

Background

Motivation

The concept is based on a HUD/FUL system adopting different situations while a Mars Rover proceeds to Mars. It starts from the pilot’s perspective involved with gaming elements in various stages of each interface design. Each design had to function the same yet different in its own style and voice that was unique to the character or machine being played.

I intended to create an visually attractive and functional Head-up display that can be utilized in various fields, such as games, movies, industrial products, etc. This project explores how graphical elements can lead to a more visually immersive experience for users with different Purpose.

Context

Setting

Developing the assets by focusing on the orientation elements. I gradually constricted my ideal picture through sketches and determined that my perfect theme was the science fiction display system with many geometric visual elements.

Tier System

During the UI development stage, I divided the system into three parts: reminder words, graphic elements, and warning windows. Moreover, I divide the entire system into different tiers; the Boot-up mode will be tier 1, tier 2 and tire 3 will be the later more complex modes. The tier system allows me to effectively grasp the screen's uniformity and adjust the elements for different methods.

Tier 3

Tier 1

Tier 2

Mode

Boot-Up Setting

Dormant Setting

Targeting Setting

Cricial Setting

Different display modes while Operators operating Mars Rover-Esque;  I developed from the initial loading mode to the later fully lock mode warning mode, a total of five different display modes.

Boot-Up Mode

Targeting Mode

Loading Mode

Dormant Mode

Crucial Mode

Takeaways

I learned from this project that if the HUD is designed for a video, game, or animation, it is more important to focus on the visual aspect to immerse the viewer into the experience than practicality. In contrast, if the design is for daily use, such as a vehicle or machine dashboard, more user-related research, useability test, and accessibility must be adopted and considered.

Mars Rover - Esque

a HUD/FUI design for immersive visual experience

Duration

Date

Tools

7 Weeks

August, 2019

Adobe Illustrator
Adobe Photoshop

Background

Motivatioin

The concept is based on a HUD/FUL system adopting different situations while a Mars Rover proceeds to Mars. It starts from the pilot’s perspective involved with gaming elements in various stages of each interface design. Each design had to function the same yet different in its own style and voice that was unique to the character or machine being played.

I intended to create an attractive and functional Head-up display that can be utilized in various fields, such as games, movies, industrial products, etc.

This project explores how graphical elements can lead to a more visually immersive experience for users with different Purpose.

Setting

Developing the assets by focusing on the orientation elements. I gradually constricted my ideal picture through sketches and determined that my perfect theme was the science fiction display system with many geometric visual elements.

Tier System

During the UI development stage, I divided the system into three parts: reminder words, graphic elements, and warning windows. Moreover, I divide the entire system into different tiers; the Boot-up mode will be tier 1, tier 2 and tire 3 will be the later more complex modes. The Tier system allows me to effectively grasp the screen's uniformity and adjust the elements for different methods.

Tier 3

Tier 1

Tier 2

Mode

Loading Mode

Boot-up Mode

Targeting Mode

Dormant Mode

Crucial Mode

Different display modes while Operators operating Mars Rover-Esque;  I developed from the initial loading mode to the later fully lock mode warning mode, a total of five different display modes.

Dormant Setting

Targeting Setting

Cricial Setting

Boot-Up Setting

Challenges & Takeaways

I learned from this project that if the HUD is designed for a video, game, or animation, it is more important to focus on the visual aspect to immerse the viewer into the experience than practicality. In contrast, if the design is for daily use, such as a vehicle or machine dashboard, more user-related research, useability test, and accessibility must be adopted and considered.