


Designing AR System for NASA Astronauts
AR Design
AR Design
AR Design
UX/UI Design
UX/UI Design
UX/UI Design
VUI Design
VUI Design
VUI Design


The lunar environment presents limited light and resources, and spacesuits restrict astronauts' mobility. In such extreme conditions, a system that ensures astronaut safety and work efficiency is essential. To address these challenges, CLAWS designed and developed an interface that integrates AR and AI technologies, creating a system tailored to this harsh environment.
The lunar environment presents limited light and resources, and spacesuits restrict astronauts' mobility. In such extreme conditions, a system that ensures astronaut safety and work efficiency is essential. To address these challenges, CLAWS designed and developed an interface that integrates AR and AI technologies, creating a system tailored to this harsh environment.
Project
Team Project
(12 UX Team,
80 Overall Team)
Project
Team Project
(12 UX Team,
80 Overall
Team)
Project
Team Project
(12 UX Team,
80 Overall Team)
Role
UX Designer
UI Design
UX Research
Role
UX Designer
UI Design
UX Research
Timeframe
September 2024 - May 2025
Timeframe
September
2024 -
May 2025
Timeframe
September 2024 - May 2025
Tools Used
Figma
Hololens
Tools Used
Figma
Hololens
Context
Context
Safe and efficient lunar exploration for astronauts, powered by cutting-edge technology.
Safe and efficient lunar exploration for astronauts, powered by cutting-edge technology.
Safe and efficient lunar exploration for astronauts, powered by cutting-edge technology.
The challenge focuses on reimagining how future astronauts conduct spacewalks. With the integration of next-generation technologies such as augmented reality, edge computing, and AI, the goal is to design intuitive and interoperable interfaces between spacesuits and rovers that enhance astronauts' safety, efficiency, and overall mission success.
Outcome
NASA SUITS Challenge Finalist
The NASA SUITS Challenge 2025 is a national competition open to student organizations from universities across the United States. CLAWS was selected as one of the top 10 teams among all participating groups nationwide.

Research
Research
Since the users of this product are an extremely specialized group, conducting direct user research was nearly impossible. Given this limitation, I focused on secondary research methods rather than approaches that required direct user research. To better understand user needs and define the product direction, I conducted in-depth research based on the official documents provided by NASA for the challenge. This allowed me to establish a strong foundation and rationale for our design decisions.
Research Goals
Identifying issues in the current systems that assist astronauts.
Understanding the needs of astronauts to ensure mission success.
Researching the technical background of the technologies required by NASA.
Research Goals
Identifying issues in the current systems that assist astronauts.
Understanding the needs of astronauts to ensure mission success.
Researching the technical background of the technologies required by NASA.
User Interview
I gained meaningful insights for the challenge by analyzing the NASA-distributed paper "Interviews with the Apollo Lunar Surface Astronauts in Support of Planning for EVA Systems Design," which contains insights from astronauts who conducted lunar exploration.


Understanding the Lunar Mission Ecosystem
To design an intuitive system for lunar missions, I conducted research on how the key stakeholders—astronauts, the lunar rover, and the Lunar Mission Control Center (LMCC)—interact with each other. This exploration focused on understanding the communication flows, roles, and dependencies between stakeholders, with the goal of identifying opportunities for designs.


Why Augmented Reality?
Based on user interviews, we were able to understand why NASA aims to use AR as key tools for next-generation lunar exploration. The key insights are as follows, and they served as the foundation for planning a design that most effectively integrates the use of AR.


Research Findings
The need for an integrated system that supports limited mobility and provides easy access to essential information.
Alternative interaction methods that do not rely on hand use, enabling seamless control in restricted environments
Clear and structured information architecture to support quick decision-making and minimize cognitive load
Reliable and streamlined communication between astronauts, LMCC, and Rover to ensure safety and clarity
A flexible and autonomous system that supports astronauts’ independence in unpredictable conditions
Insights
How Might We?
How might we create a more intuitive interface for NASA astronauts and LMCC to carry out missions efficiently and ensure safety in highly constrained environments?
How might we create a more intuitive interface for NASA astronauts and LMCC to carry out missions efficiently and ensure safety in highly constrained environments?
Features
Among the many features, I was in charge of three features, and I centered my design around them.


Develop
Journey Map
I used a Journey Map to identify the pain points astronauts experience while performing tasks within the existing system, and then ideated design opportunities to address those pain points.


Wireframes
To determine the optimal layout and assess the design's feasibility, I created several rapid sketch wireframes to collaborate with developers and fellow UX designers.


Main Interface
In the main interface, it's important for users to quickly access essential information while keeping the display minimal enough not to obstruct their view. With this in mind, I designed the layout to balance clarity and unobtrusiveness.
Menu Bar
Support Clear Hands-Free Interaction by Eye Gaze
To accommodate users with limited mobility, I enabled menu access through eye gaze alongside hand gestures. Visual feedback, such as highlighting the button trim during interaction, is provided to enhance clarity and create a more intuitive user experience.


Mini Map
Quick glance to identify location
The minimap, which uses contour lines to represent the surrounding terrain, helps astronauts identify their location based on the landscape.
Pins placed around the edges of the minimap indicate key directions or objects that serve as reference points, making it easier for astronauts to orient themselves.
Main Task Access
Recognize and access to details
Performing tasks is the top priority for astronauts during lunar exploration. I designed the interface to reduce cognitive load by allowing quick access to current tasks and related information like location and details at any time.

LLM AI Voice Assistant (VEGA)
VUI Design
Reducing the effort required to use the system
In addition to enabling hands-free system use through voice interaction, the design leverages AI to allow users to access multi-step information with a single spoken command, streamlining the overall process.
User Flow & Color Coding
Transparent system to prioritize reliable execution
The Voice Assistant makes the command execution process transparent to the user, enabling quick recovery in case of errors. Color coding is also used to help users instantly recognize the current status of the voice assistant and understand what it’s doing at any given moment.
To clearly define this process and communicate effectively with developers, I created detailed user flows.



LMCC Rover Information
The LMCC needs access to accurate task instructions and comprehensive information to effectively oversee the overall situation. During rover exploration, I designed a layout that includes a screen displaying the rover’s status and the current task location. Additionally, I organized trip information to help facilitate planning for upcoming tasks more efficiently.
Outcome
Prototype Exhibition
After completing the final design, our team created product prototypes using a 3D printer and showcased them at the exhibition, along with an introduction video and character figures.




Insights
How Might We?
How might we create a more private space for women to learn about their bodies and develop independent perspectives?
After the survey and background research, I recognized that there’s a lack of proper education for women on the subject, making it difficult for many to address their sexual health and related issues. Even though many women have a desire to learn, they often don’t have the chance to think independently about their own bodies.
Ideation
Storyboard
To identify user pain points and explore potential interactions, I created a storyboard based on the persona "Seyoon," highlighting her journey and experience with Katti.


User - Product Interaction
Creating a Private Space


Bathroom
An ideal space for users to observe their bodies, with shower time offering a quiet, uninterrupted moment for reflection.
Statistics show that 50% of Koreans aged 19 to 34 live with their parents, and since our target includes those aged 15 to 18, an even higher percentage likely lives with family. Given the likelihood of education being hindered by family presence, we chose the bathroom for a private and safe place for users to interact.
Research
Secondary Research
Research Goals
Identifying the issues in current school-based sex education
Understanding the shifts in societal interest in sex education and women's health
Researching existing organizations related to sex education and women's health
Connect to Content
Add layers or components to make infinite auto-playing slideshows.
User Research
To gain deeper insights into young women's perceptions of sexuality and the surrounding contexts, we conducted a survey with 44 women aged 14 to 24.
I contributed by designing the questionnaires.
Connect to Content
Add layers or components to make infinite auto-playing slideshows.
Research Findings
"The perception that sexuality is something shameful prevents proper sex education from taking place."
The first step is to bring discussions about sexuality into the open.
Create a safe space where young people can openly express their concerns about sexuality.
Increase access to counselors who can provide practical answers to their questions.
Utilize personal spaces like computers and mobile phones, which young people use for information search.
Mobile Design
Developing Mobile Phone UI
Rapid Sketching and Wireframes
Our team used rapid sketches to brainstorm possible screens and selected a few that aligned with user needs to develop into low-fidelity wireframes. After creating the prototype, we conducted early-stage user testing to evaluate the flow and refine the design for a better user experience.


Takeaways
Takeaways
Working with developers and effective communication
In the process of handing off the design to developers and turning it into a working system, I learned that it's not just about creating visually appealing designs — it's also about understanding whether the design is technically feasible. Through communicating with developers and learning about technical limitations, I realized the importance of not just delivering the design, but also discussing how it functions, what the key considerations are, and how it can be adjusted without compromising those core principles.
Dealing with ambiguity
When designing interfaces for unfamiliar contexts, there are inevitably moments of ambiguity. To overcome this, I learned to conduct as much research as possible within the given constraints, identify what is most essential to the system, and use those insights as the foundation to develop the design.
Working with developers and effective communication
In the process of handing off the design to developers and turning it into a working system, I learned that it's not just about creating visually appealing designs — it's also about understanding whether the design is technically feasible. Through communicating with developers and learning about technical limitations, I realized the importance of not just delivering the design, but also discussing how it functions, what the key considerations are, and how it can be adjusted without compromising those core principles.
Dealing with ambiguity
When designing interfaces for unfamiliar contexts, there are inevitably moments of ambiguity. To overcome this, I learned to conduct as much research as possible within the given constraints, identify what is most essential to the system, and use those insights as the foundation to develop the design.
Working with developers and effective communication
In the process of handing off the design to developers and turning it into a working system, I learned that it's not just about creating visually appealing designs — it's also about understanding whether the design is technically feasible. Through communicating with developers and learning about technical limitations, I realized the importance of not just delivering the design, but also discussing how it functions, what the key considerations are, and how it can be adjusted without compromising those core principles.
Dealing with ambiguity
When designing interfaces for unfamiliar contexts, there are inevitably moments of ambiguity. To overcome this, I learned to conduct as much research as possible within the given constraints, identify what is most essential to the system, and use those insights as the foundation to develop the design.