
Assignment Submission
Submitted by
Saurabh Sharma
Core Approach
When designing a space travel experience for the year 2045, my primary assumption was a shift in hardware.
by 2045, spatial computing and AR devices (like the Apple Vision Pro) will have largely replaced traditional smartphones. Therefore, I didn't design a flat mobile app. I designed an immersive, spatial UI.
The problem with booking space travel isn't just buying a ticket. it's a massive financial and physical commitment. An AR interface allows users to truly visualize what they are buying, from the pod they will sleep in to the orbit they will travel, building trust and excitement right from their living room.
UV STRYKR
I introduced a proprietary wearable ecosystem called UV STRYKR (a future varient to Ultraviolette's current helmet).
Available as an In-Lens Micro-Projector (Eye STRYKR) or a hand wearable, this device is the golden thread of the entire experience.

On Earth
It tracks your passive health baselines to ensure you are physically ready for G-force and microgravity.
In Space
It becomes your personal Head up Display and tour guide, projecting critical data right into your field of view.
Product page and checkout
I designed the booking flow to feel like a premium, high-end concierge service accessed via a VisionOS-style spatial interface
Users can browse missions (like "UV Earthrise"), select their departure windows based on orbital alignments, and visually explore their pods (Solo, Cupola Suite, etc.) in 3D space.

During checkout, the user selects their preferred companion device (UV Hand or Eye STRYKR), integrating the hardware seamlessly into the ticket price.

Users can add on Extravehicular Activities (EVAs) or specialized culinary programs, making the trip highly personal.

Medical & Mission Prep
You can't just board a rocket like a commercial flight. After the booking, UV STRYKR will be delivered to your home for Prep.

It shows a checklist for necessary tests like Cardiac, Vestibular, and Bone Density. For tests requiring physical presence, the interface allows users to seamlessly book slots at local "Ultraviolette Med" centers using gaze-and-hold interactions.
The Ascent & In-Flight Experience
Once the journey begins, the UI shifts from a booking tool to a spatial companion, utilizing the environment around the user.


As the user looks out the spacecraft window, the STRYKR lens overlays a HUD directly onto the glass. It shows the ignition sequence countdown, velocity, altitude, and even identifies passing objects (like "Comet Detected").
I relied heavily on "Gaze to interact" or "Hold gaze to start" mechanics, allowing hands-free operation.
Before stepping out, the user gets a spatial checklist overlay (Suit checked, Pre-breathe in progress) to ensure safety.

Planetary Exploration
Where the STRYKR device truly shines as a survival and exploration tool.

Conclusion
Instead of focusing solely on the booking phase, I designed an end-to-end user journey. This holistic approach covers every touchpoint. The initial reservation, the pre-travel preparation, the transit itself, and the post-landing experience. I strategically integrated the 'Strykr' device or the 'Ultraviolette' experience throughout this timeline to provide continuous user support. The final result is a seamless, closed-loop experience that transports a user from their living room on Earth directly to the surface of another planet.
Thank you!!!