- XR + Simulation
- Tools & AI
- Delivered
MUMOSA Crisis Response
A graduate client project for the Army Research Laboratory. Our team redesigned ARL's MUMOSA dashboard so analysts can check AI answers against reports, images, timelines and reconstructed scenes after a crisis. I led the research and the spatial prototype, and built the Unreal proof of concept.
- My role
- Led research and spatial prototyping; contributed to the dashboard information architecture
- Team
- Three-person graduate team: Georgi Tsvetanski, Kelly Ehrlich and Kamilah S.
- Client
- DEVCOM Army Research Laboratory (ARL), via a University of Baltimore interaction design course
- Delivered
- Literature review, paper prototype, Axure dashboard, Unreal proof of concept, client report
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The brief
MUMOSA (MUlti-MOdal Situation Awareness) is ARL's research dashboard for making sense of a crisis from text reports, images, event structure and 3D reconstructions. Our course team was asked to recommend how its interaction design should evolve.
Analysts ask a question, check the supporting evidence, place events on a timeline, and open a reconstructed scene when location matters. The same flow should later accept new evidence while an incident is still unfolding.
Short term
Help investigators and instructors compare reports, images, events and timelines after a crisis.Long term
Extend the same structure to incoming evidence, changing timelines, hazard alerts and role-specific views.Our response
Put questions, sources, conflicts, timelines and spatial context in one evidence workspace.
What I built in Unreal
I turned the paper interaction model into a PC-first Unreal proof of concept. Analysts select evidence in the scene, see its confidence and timeline context, and follow it back to the source.
PC first, VR ready
Keyboard-and-mouse walkthrough first; OpenXR follows once the core interaction is proven.Evidence markers
Reusable C++ markers store the claim, confidence, timeline state, discrepancies and linked sources.Source-grounded panel
Selecting a marker opens its interpretation, confidence, timeline context and direct source links.Hazards and timeline states
Toggleable danger, smoke and uncertainty volumes. A four-state timeline (Before → Derailment → Smoke Spread → Response) changes which markers and hazards show.Dashboard handoff
The scene opens with a banner naming the dashboard question and focus object it was launched from. "Return to Dashboard" logs a mock payload of findings.
How the full pipeline would work (planned, not built)
The proof of concept covers the review layer. This is how a real deployment would get evidence into it: drones, robots and body cameras capture the scene, AI turns it into grounded evidence, and Unreal shows it.
Fidelity tiers
Active response needs answers in minutes, so low-fidelity Gaussian splats (about 5–15 min) show danger zones fast. Investigation uses full photogrammetry (about 30 min to 2+ hours).Raw scans in Nanite
Nanite renders messy photogrammetry at full detail without retopology. The prototype uses photoscanned Megascans debris to show the quality such a pipeline would give.Query to scene
A dashboard question goes to the AI, which picks relevant markers and highlights them in Unreal. The prototype mocks this with structured JSON in the shape a real query would return.
Paper prototype
Before any software, I made a low-fidelity VR prototype: a paper headset window, annotated controllers, a sketched crisis site, and evidence notes that appear when the investigator asks to verify a claim. It tested the questions that mattered first. Can people orient themselves? Can they check an AI summary against evidence? Does it stay simple?
The interaction model stayed modest on purpose:
- Teleport between scene zones instead of navigating menus.
- A visible "show source" action, so every AI summary leads back to its evidence.
- LiDAR measurement, zoom and alternate views only for deeper inspection.
- VR is a review mode paired with the web dashboard, not a replacement for it.
Scene first
A panoramic sketch of the site so investigators understand place and hazards before any interface.Evidence in context
Sticky-note overlays stand in for AI summaries, timestamps and next actions, anchored to the spot being inspected.Testable controls
Annotated paper controllers to test teleporting, source reveal, LiDAR measurement and zoom/select before writing software.
Scene sketches
The team's dashboard redesign
Spatial review only works as one mode of a larger investigation, so the team also reworked the flat-screen dashboard into a five-screen question-and-answer workspace. My part was the information architecture, the Axure build spec, the design system and the evidence-review interaction model.
Incident + question entry
Replaced the role picker with natural-language questions: pick an incident and timeframe, then ask from suggested prompts.Answer workspace
The AI answer with ranked confidence, text evidence, visual evidence and source metadata, all on one screen.Evidence comparison
Side-by-side text and image sources with discrepancy callouts, source chains and investigator notes.Timeline + event map
The most revised screen: a timeline with event nodes, a schema-backed relationship map with a legend, and a detail panel for participants, sources and conflicts.Simulation evidence
The spatial review screen, renamed from "VR Scene Review" to match ARL's paper: 3D reconstruction with question-driven annotations and linked sources.
Key team decisions and the planning board
Information architecture reset
From a generic event overview to a task flow: Ask → Answer → Compare evidence → Timeline + event map → Simulation evidence.Source-grounded AI
No AI answer without source cues: confidence badges, ranked evidence scores and discrepancy warnings on every answer card.Timeline critique
The first timeline had no legend and unclear nodes. The revision added a legend, source-linked nodes, participant roles and a detail panel.Investigator notes
My teammates carried forward note-taking and saved annotations so findings survive deeper review.
Research
My literature review grounded the redesign. It covers who uses the system, situational-awareness and cognitive-load heuristics, and multimodal crisis-response design. Three findings shaped the direction:
Cognitive load first
Responders and investigators already juggle too many information streams. The interface should reduce fragmentation and noise.AI claims need sources
Every AI summary should link to the report, image, event or scene evidence behind it.Post-crisis review first
Reconstruction and training are the clearest near-term uses for documents, event relationships and 3D scene review.
Outcome
A literature review and a paper sketch became a complete client package. The through-line is source grounding: whether someone reads an AI answer, compares images, rebuilds a timeline or steps into a 3D scene, the system shows what evidence supports the claim and where uncertainty remains.
- Literature review (mine): situational awareness, cognitive load and multimodal crisis-response heuristics.
- Low-fidelity team prototype: dashboard wireframes, my VR paper prototype, and a usability-test script.
- Revised five-screen dashboard and Axure prototype: I contributed the Axure build spec, design system and evidence-review interaction model.
- Unreal spatial review proof of concept (my lane): evidence markers, source-grounded UI, hazard context and a mock dashboard handoff.
- Client report and final presentation: research, prototypes, testing approach, lessons and recommendations.
The usability test we planned
The low-fidelity package included a usability script for an incident-analysis scenario:
Task 1: Orientation
Explore the dashboard freely, then explain what you would do first to understand the event.Task 2: Timeline
Find when the event happened and reconstruct the sequence leading up to it.Task 3: Evidence
Locate supporting evidence and describe how you would inspect the scene more closely.