Designing for the unrelatable.
At Teague, we’ve designed experiences and environments in aerospace for more than 50 years. As experts in human-centered design (HCD), we’ve interviewed astronauts, tested designs via mock-ups, and leveraged VR and AR tools to simulate microgravity and envision future use case scenarios.
However, microgravity is not something we can relate to in a strictly Earth-bound human experience. At the same time, commercial space is broadening access to low Earth orbit and beyond for more of humankind. To enable more people to go to space and contribute to new discoveries and innovations, we must design microgravity habitats that are more accessible and easier to use for lesser-trained future crews.
Having access to microgravity as part of Teague’s design and development process is an important tool to inform our understanding, influence design directions, and guide our recommendations for these new off-world environments.
Moving through microgravity.
As a first-time flier on a research flight with about 30 parabolas, it took me 10-15 parabolas to begin feeling capable in the environment. I thought I knew what to expect, but the reality of moving in microgravity was more sensitive than I imagined.
Having access to microgravity as part of Teague’s design and development process is an important tool to inform our understanding, influence design directions, and guide our recommendations for these new off-world environments.
In my first few parabolas, I was shocked to find myself shooting up and subsequently “stuck” against the ceiling. Over time, I was able to maneuver more effectively: pinching a padded panel to shift direction, lightly pushing off the ceiling to gently redirect my path towards the floor, and gliding above and under other humans in unexpected but delightful ways.
I learned which restraint and mobility aids (R&MAs) I preferred when I needed stability, and how useless my limbs were in “righting” myself. I bounced off my backside in Lunar Gravity (a fun surprise!) because I couldn’t get my feet back under me once they got ahead of my body. Through countless moments like this, I better appreciated the importance of accessible R&MAs.
I was inspired to imagine how we might design in new ways for humans in different microgravity environments. For example:
- How can we design R&MAs differently for bouncy Lunar-G versus a suspended Zero-G state?
- How many R&MAs are acceptable or necessary? For what types of crew and environments?
- What physiological and design cues can we provide to reduce feelings of disorientation for novice crew?
In sharing my experience, I’ve heard many interesting responses from team members across Teague, sparking ideas they’d like to explore. Imagine the knowledge base we could pull from if more designers, researchers, artists, and makers could bring their perspectives to a Zero-G flight, make new connections, and identify new possibilities!