October- December 2023 | Advanced Visual Design Studio Project

F42 2.0-  Designing for Aliens

A travel “app” designed with spatial accuracy for the inhabitants of OX3 (a fictional planet) based on their physiology and environment.
Role
Sole Designer
Landing view of the interface

When images of extraterrestrial skeletal remains surfaced online, I already had a travel app designed for them.

Extraterrestrial skeletal remains found on earth (supposedly)

The more I studied the anatomy, the clearer it became that my design wouldn't work for them.

Three long narrow fingers. A deep skull. Eye sockets that suggested no peripheral vision. Each constraint I pulled on led to another. If they couldn't hold a phone, what was the device? If they had no peripheral vision, what was the interface? If touch didn't work, what did interaction even mean for them?

To answer those questions, I needed to understand where exactly I had gone wrong in V1.

F42 Version 1

I had previously designed a travel app for the extraterrestrial beings of OX3 to help them find the meaning of life by exploring the universe. The visual design was focussed on what each element on the screen would look like if the user (the alien) was looking at it with a blue filter.

Screens from F42 V1
Check out version 1 case study here.

Drawbacks with V1

Device

Interactions

AI generated image of an OX3 alien holding an iPhone.

Emotion

The copy was designed to elicit an emotional response. Bold of me to assume that it would work on a non-human.
Snippets from V1 that were designed to elicit an emotional response

Booking Process

The process of booking a trip was very human. It followed logic as we know it which included selecting one option that works out of multiple options and choose a package that matches the vibe of the trip.

Friction

The number of clicks involved in completing an action was as human as it could get because of the friction that was introduced deliberately.

Commerce

  • There were multiple options for vehicles, stays and activities.
  • Payment was a part of the trip confirmation process.
The booking user flow in V1
V1 had been designed for a user I imagined. V2 would be designed for a user I could study.

The User

Meet Xylo 👋
AI generated image of Xylo

My Approach

Device
  • I started by mapping the position of their eyes to see if any of the earthly devices would work for them but wearing a rather heavy 3D camera that would anyway restrict their field of view didn’t make a lot of sense.
  • I decided to start from scratch and think outside the boundaries of a device. It couldn’t be handheld and the elements on the screen had to be visible to a user who only has central vision and everything they look at looks blue.
  • Removing all boundaries from the interface would be the most comfortable option and the more I thought about it, there really did not have to be a device.
Initial sketch to evaluate different interface options

Activating the Interface

Having established that no one on OX3 experiences emotions, it follows that their sense of ethics would be fundamentally different. That means their inhibitions would be different too.

So, they have a gadget installed within them that would activate this application when they need it and all interactions are based on their thoughts and vibration(sound).
User Flow
As I was removing all forms of capitalism from the design, I removed everything that caused friction because it wasn’t necessary anymore and this reduced the number of clicks by 90%.
Initial sketch of the user flow
Experimenting with different selection patterns

Spatial Design

Here’s a video demonstration of my proposal-

Visual Design

3D

Objects

Materials

Exploring Spline's AI Texture Generator

Lighting

Motion

Sound

Critique

I wanted to make sure people got to see what Xylo would be seeing. So, everyone in the room viewed the prototype with an alien eyes cutout which was layered with blue cellophane sheet which I used while designing the user flow.
Design Critique Day

I designed an ad for OX3 inhabitants to promote the app. The sound conveys the message to those who live on OX3. The visuals and text help the rest of us understand it.

Prototype

Interactive prototype of the booking user flow on Spline

Reflection

The constraints were so far outside anything familiar that there was no existing reference to work from. Every decision had to be justified from first principles. One constraint led to the next and the bigger picture arrived at the end.

When new evidence appeared mid-process, it made the design better. That's the part I'd repeat on every project.

Credits