
CLIENT:
SIMEI ITE
TIMELINE:
3 MONTHS
ROLE:
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UI UX DESIGN
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LEAD DESIGN
Project Type:
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PROJECTION MAPPING
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Multi-touchpoints
PROJECT CONTEXT
From passive lessons to interactive learning
This project reimagines a traditional classroom into a multi-touchpoint learning environment integrating a 3D airport model, interactive wall, and tablet controller to enhance engagement and retention.
Problem Statement
Traditional aviation training relied heavily on lectures and videos, which failed to engage trainees with short attention spans. The goal was to transform passive observation into active learning through immersive technology.
The Goal
To design a digital simulation ecosystem that allows trainees to apply theoretical knowledge to real-world airport operations, bridging the gap between classroom learning and practical experience.
My Role
As the lead UX/UI Designer, I collaborated closely with stakeholders, lecturers, and developers to design a connected ecosystem spanning physical and digital touchpoints.
My Responsibility
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UX & UI Design Execution
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Interaction Flows, Wireframes, Prototypes
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Usability Testing
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Cross-functional Collaboration
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Multimedia Content Strategy
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Art Direction, Graphics, and Motion Design Support

Lecturers
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Varying levels of technical proficiency
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Needed a low learning curve.
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Required an intuitive interface that supports confident control under time pressure.
Trainees/Students
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Digital natives who lose focus with traditional lectures.
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Needed visual, interactive content to sustain attention and engagement.
Users & Research
Who we design for — and what they need
The classroom experience needed to serve two distinct user groups with different needs and behaviors:
Research & Discovery
Through interviews and collaborations with stakeholders, we mapped current teaching flows and identified where technology could enhance instruction without disrupting lessons.
Research Goals
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Identify pain points in lesson delivery
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Validate mental models of lecturers & trainees
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Define the control paradigm for teaching.
Methods
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Stakeholder Interviews to understand challenges, teaching flow, and desired outcomes.
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Usability analysis to reveal friction and refine user flow.
Research Goals
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Lecturers disliked multi‑step setups that interrupted teaching flow
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Trainee attention dropped during passive video segments after ~15 minutes.
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Lecturers needed fewer steps and faster transitions between teaching scenarios.

Image source: Lander Simulation
Core Challenge
The system must feel natural and intuitive for lecturers, not technical – no manual, no second guessing.
Design Challenge
Designing a Unified Experience
The challenge was not only to design multiple interfaces but to make them work as one cohesive system—synchronized, responsive, and simple enough for anyone to operate.
Strategy & APPROACH
Principles that shaped the experience
To ensure the solution addressed real classroom needs, we proposed a strategy built on three principles:
1 · Simplify the Complex
Focused on action-based interfaces with clear hierarchy, large touch targets, and minimal text to reduce decision fatigue.
2 · Synchronize Content
Ensured that wall displays and tabletop projections move in sync — turning lessons into coordinated experiences.
3 · Centralized Control
A single tablet interface acts as the command center, enabling control of videos, projection layers, and 3D models within three taps.
1. Discovery & Research
Define problems, user journeys, and technical constraints.
2. Concept Development
Sketch interaction models linking physical and digital touchpoints.
3. Wireframes & Prototypes
Created detailed flowcharts, build
low- to mid-fidelity prototypes for early testing.
4. Prototyping & Testing
Prototypes tested via UAT led to refined workflows, button locations, response timing, and system feedback.
5. Implementation & Collaboration
Collaborate with developers to fine-tune animations, sync timing, and system communication.
Process
Iterative design grounded in collaboration
Through an iterative process and close collaboration with lecturers and developers, workflows were continuously refined, making complex concepts simple and usable.
Design, Iterate AND Prototype
Three touchpoints, one lesson
Three synchronized touchpoints formed the classroom experience:


3 · Tablet Controller
The central control hub for lecturers — designed for ease, speed, and confidence.
1 · 3D Airport Model Table (6m × 4m)
A physical model of Changi Airport with projected overlays showing terminals, runways, and aprons. Animations and lighting highlight operational areas and key procedures.

2 · Interactive Wall Display
Dual-purpose display for video playback and real-time 3D model interaction (rotate, zoom, annotate).






OUTCOME and impact
Principles that shaped the experience
Although formal metrics were not measured, early pilot sessions revealed positive engagement and ease of adoption among lecturers:
⏱︎ Fast Onboarding
Lecturers were confident after a single demo
↑ Higher Engagement
Interactivity sustained focus throughout lessons
✦ Scalable Design
Modular system architecture supports future updates.
Reflection & LEarnings
Making technology invisible
This project reinforced that UX isn’t about technology — it’s about trust.
By focusing on lecturer comfort and a “3-click rule,” we kept interaction invisible so that teaching could take the spotlight.
I learned that simplicity is not about fewer features, but about fewer moments of doubt.
Key Takeaways
What this project taught me
Designing the airport workflow taught me that good UX turns complexity into clarity. When every interaction feels natural, the design disappears and learning takes the lead.
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Simplicity drives confidence in fast-paced, live environments.
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System synchronization is a design choice, not just a technical one.
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Prototyping in real context reveals constraints early.
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Scalability thinking future-proofs experiences beyond first use.


