impact

full platform build
structured design process
design decisions
stakeholder presentation
the problem
cognitive overload
Investigators had to mentally reconstruct 3D spatial relationships from 2D data which is a process that's slow, error-prone, and exhausting under pressure.
missed vertical separation
2D displays represent altitude as a text label which are easy to miss, hard to reason about spatially. Near mid-air collisions involving vertical proximity are particularly difficult to analyze on a flat screen.
no shared context
Traditional tools are single-user. When multiple investigators or non-technical stakeholders need to understand the same incident, there's no way to share a live, spatial view of what happened.
time-consuming analysis
Calculating vertical separation and closure rates manually is slow and demands expertise that not every stakeholder has. The analysis process needed to become intuitive, not just accurate.
research
Aviation incident investigation wasn't something I'd ever worked near. I didn't know what STARS or ERAM were. I didn't know what a squawk code meant. So I read everything I could, talked to our RTX partner Omar, consulted domain experts like Brice, and spent time with flight analysts and incident investigators to understand their world before I tried to design for it.
What I kept hearing from investigators and experts:
playback control
"I need to be able to pause, rewind, and move frame by frame. The moment of the incident is never obvious on first watch."
fewer clicks, faster clarity
"Every extra click to identify an aircraft is a second I lose. In a high-stakes review, that adds up fast."
data on demand
"I don't need all the metadata all the time — I just need it instantly when I do. Clutter is the enemy of analysis."
comfort in VR
"If I get motion sick in the first five minutes, I'm not using it — no matter how accurate it is. Comfort isn't a nice-to-have."
design implication
Every insight pointed to the same thing: the UI should get out of the way of the data. I landed on a core principle early and held it across every feature decision. The airspace is the product and everything else should be invisible until needed.
design process
Comfort over control even when it felt limiting.
Don't compete with the scene.
Make spatial history visible without asking for it.
Leverage familiar patterns. Zero learning curve.
design showcase
The final product runs in both desktop and Meta Quest 3 VR. Four core features where each feature tied directly to something investigators told us they needed.
001 — Incident Analysis
002 — VR Environment
003 — Playback and Investigation
what i learned
Some key takeways were:
The UI should get out of the way of the data.
Ambiguity is where design decisions actually live.
Comfort is a technical requirement, not a preference.
Impact
Glad our paths crossed. Let's keep in touch!
@ Jerry Nguyen 2026













