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Perhaps, but SpaceX interfaces share the same issue: focusing on looks at the cost of usability, so I would think that either he's involved in this quite a lot,
by orbital-decay 4y ago
Perhaps, but SpaceX interfaces share the same issue: focusing on looks at the cost of usability, so I would think that either he's involved in this quite a lot, or he built both companies to have similar cultures. For example, the first mockup of Dragon v2 control panel presented to the public [1] looked all sci-fi, but as someone who actually knows how spacecrafts function I can tell just by the look that this was unusable. They were forced to switch to a much more pragmatic design [2] during the development, probably because folks from NASA shared some real-life experience and had their own requirements written in blood. Still touchscreens, but only where it doesn't matter (hard to have tactile controls in a spacesuit anyway), with a handle to hold onto under acceleration and to provide a basepoint for muscle memory, and buttons under protective caps for critical commands.
[1] https://i.imgur.com/sWHPfFR.jpg https://i.imgur.com/sWHPfFR.jpg
[2] https://i.imgur.com/RZ7ucEu.jpg https://i.imgur.com/RZ7ucEu.jpg
- Cipater 4y agoSo what you're saying is that his company posted a mockup then listened to people with real life experience through the development process and produced a good actual product? Is this supposed to be a bad thing?