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Lockheed MartinProduct Visualizer

Product Visualizer

A Sentinel A4 exhibit for AUSA, designed across an interactive touchscreen and a large LED display. My UI/UX work connected hands-on exploration with the larger-screen story.

THE THINKING BEHIND THE EXPERIENCE
VISUAL DOCUMENTLockheed Martin Sentinel A4 exhibit with a touchscreen kiosk in front of a large LED display
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THE DESIGN CHALLENGE

The brief. The responsibility.

THE CHALLENGE

Lockheed Martin needed to present Sentinel A4 at AUSA through an exhibit that made its capabilities tangible. My UI/UX challenge spanned two surfaces: an interactive touchscreen and a much larger LED display.

The approach

A paired-screen experience gives visitors a hands-on interface alongside a shared visual story. I designed the touchscreen experience and worked out what belonged on the LED screen, in collaboration with the development team.

Design goals
  1. 01Give the touchscreen and LED display distinct purposes.
  2. 02Make hands-on exploration easy to follow.
  3. 03Prioritize a readable story on the larger screen.
  4. 04Connect the two surfaces through a shared design language.
  5. 05Balance individual interaction with a shared presentation.
  6. 06Carry the UI/UX design into development collaboratively.
My contribution

UI/UX, wireframes, styleframes, and interactive experience creation with the developers at The Virtual Wild. My scope included both the touchscreen interface and the content approach for the larger LED screen.

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EXPERIENCE STRUCTURE

Two surfaces. One experience.

Two Screens / One Experience

The first design problem was deciding what each surface needed to do. A touchscreen is operated at close range; the LED display is viewed by people around the booth. My responsibility covered both, so the experience needed to make sense at these two scales.

The exhibit pairs an interactive kiosk with a 15 × 7-foot LED screen. The photographs show how the product and its content occupy the physical space.

VISUAL DOCUMENTTouchscreen and LED display / published exhibit photograph
Wireframes / Touchscreen Structure

The touchscreen side of my UI/UX work focused on the visitor’s path through the experience: how to explore, understand the current view, and move between pieces of content.

That design problem calls for clear choices and visible controls close to the point of interaction. The wireframe sample gallery below is reserved for original design artifacts.

Selected Wireframes

Wireframe samples coming soon.

Styleframes / LED Content Direction

I also had to determine what the larger LED screen should show. This introduced a different design question: which content communicates well at a distance, and which detail belongs with the person using the touchscreen?

The styleframe stage connects those decisions to composition and hierarchy. It is a way to consider the large display as part of the experience, alongside the interface being touched.

Selected Styleframes

Styleframe samples coming soon.

Interaction / Developer Collaboration

As on Mattermost, my role combined UI/UX with creating the interactive experience alongside developers, including work with Rive. For this exhibit, that collaboration also had to account for the touchscreen and larger display as a pair.

The key handoff question was how the designed interaction and screen content would read together in the installed experience.

VISUAL DOCUMENTThe installed experience / photograph from The Virtual Wild
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ART DIRECTION / VISUAL SYSTEM

The visual language.

The published kiosk photograph shows numbered comparison points, an active selection, and an Exit control. These sit beneath the product view and explanatory copy, establishing a visible relationship between navigation and content.

Touchscreen / Controls Within Reach
VISUAL DOCUMENTTouchscreen comparison view / published exhibit photograph
LED / A Shared View

The LED photograph combines a large product view with a capability heading and supporting text. The screen provides a shared visual focus while the kiosk gives a visitor a surface to operate.

Consistency Across Scale

My design task was to connect the two surfaces without treating their layouts as interchangeable. The same experience has to accommodate a person reaching toward a control and an audience looking toward the larger display.

That distinction gives the visual system its purpose: consistent orientation, with content priorities suited to each screen.

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THE COMPLETED EXPERIENCE

Design in context.

VISUAL DOCUMENTLarge-format product storytelling on the LED display
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DESIGN RATIONALE / TAKEAWAYS

Why the approach works.

01 / DESIGN TAKEAWAY

A Clear Division Of Roles

The two-screen approach makes the UI/UX problem concrete: one surface supports direct interaction, while the other supports shared viewing. Treating both as part of the design scope lets the interface and larger presentation be considered together.

02 / DESIGN TAKEAWAY

Designed For The Exhibit

This project extended my role beyond a single interface. I had to consider where a visitor interacts, where the wider audience looks, and how those experiences connect.

The Virtual Wild’s case study documents the installed exhibit and its reported results.

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