Solo Controller

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Role
ID Contributor
ID Rendering
Packaging Design
Hardware UX Design
User Research

Cross-functional
Collaborators
Product
Firmware Engineer
Mechanical Engineer

Flight Controller
Overview

Solo packs many powerful drone capabilities. As the UX Lead I worked to make the controller a simple intuitive tool, that made sense as soon as you pick it up. I focused on making all functions highly discoverable and feel great in the hand.
 

 
 
 
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User Profile & Research Process

Our audience and user base is made up of GoPro users and prosumer videographers. My research included initial interviews with target users, ride-along trips, longitudinal diary studies with competitive products, and contextual tests using working prototypes. 

To make research findings digestible for the team, I compiled results into reports for our engineers, product managers, and my fellow designers. 

 

 
 
 
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Problem Set

Drone controllers frequently feature many "flight mode" toggles and customizable switches. In testing we found that users wanted to leverage these autopilot features, but had a difficult time discovering them. 

My response was to reframe "modes" as tools, and to streamline the controller into the tool our users wanted.

UX Opportunity

Our interviews with directors and cinematographers made it clear that the controller needed to enable Solo's powerful functions while allowing users to focus on their professional work. Like the controls in your car, purpose-built tools can be used without thinking about them.

Like any good tool, it had to feel great in the hand as well. 

 

 
 
 

Prototyping & Testing
Ergonomic and Fully Functional Models

To test the controller interaction design, I built ergonomic study models and fully functional prototypes. Ergonomic models were used to define CAD dimensions while functional prototypes were tested with target users to validate and explore usability. User flight tests were critical for our process, and of course also a heck of a lot of fun.   

Design Goals
Responding to Research

  • High discoverability: Rapidly learn button functions.

  • "Glanceable" feedback: All important info at a glance.

  • "Without thought": Users want to focus on creating. Controls should feel effortless and not add to cognitive load. Naoto Fukasawa's "without thought" approach was a major source of inspiration.

 
 
 

Discoverable Functions
Controls in Context

The on-screen UI is always there to guide the way. I coupled this with clear button icons to make the controller friendly for "walk-up" users as well as frictionless for professionals who just want to grab a pro tool and get the job done.

 
 
 

User Flow
Guiding the User 

 
 

The controller's screen is always there to guide the user. On-screen prompts give clear hints for how to complete takeoff, or use Smart Shots and special features on the A and B buttons. The controller strives to be your trusty sidekick. 

 
 
 

Interface & Ergonomics
Getting "Feel" Right

Buttons for in-flight actions are placed near the sticks. Their position is driven by what can be reached by the user's thumbs, even for smaller hand sizes. I conducted ergonomics studies with users across the range of hand sizes to determine these positions.

 

 
 
 

 

Camera Controls
Smooth Control, Easy Presets

The final Camera Angle Paddle at the left was shaped (literally) by adjusting mockups to our hands and those of our users. The Angle Presets at right allow the camera to smoothly tilt straight up or down at a single press. The dial allows you to quickly adjust the camera tilt speed. Even new users can try their hand at Stanley-Kubrick-smooth tilts and reveals. 

 

Case Studies