 interfaces of various kinds. We have GPS, we have our car dashboards, we have our smart watches, we have our MP3 players. So the whole point of talking about this is, so since we are talking about design and aviation, I would like you to know how did it actually start, like how the design was in aviation first. So this is what it is, and nowadays all our products are getting converted to, you know, flat screen or they have interface panel in them where we are interacting with. But how is it in past? Like that time did we have any touch interfaces? Or like we can call them around, there was some displays with some controls, that's what we could call them. And this is how it was, like we did have display and we did have controls, but yeah, they were not the touch panels, I would say, touch screens, but we still used to interact with them, right, and these are the set of products that we still used to use them. So I would say interaction design per se, it was still there before, but now the only thing with technology it has changed now, right, and if we have to see were those designs were good design, what do you think? Like this is a video cassette player or cassette player, like do you think it was a good design or a bad design? Yeah, yeah, that time of course, yeah, yeah. It was a good, yes. So like I've written it, did you ever see the time actually set on these? So you know there are these small, these kind of details which was set there. So that's what actually defines the product, those small features and those small details that you put in defines the whole experience of the product. So this was what used to happen before. Then everybody knows about this, right? So again, you think was it a good design? And what do you think, what made it a good design? Simplicity in what terms? Right, right, okay, what else? Easy controls, right? So it was actually known for its T9 keypad. So like if you see, there are just these number of controls and you can actually text, you can make calls, you can do multiple actions with that. So it was really simple and that's what it made it successful, right? And then as technology evolved, then the press buttons actually got converted to fully functional graphical interface. So iPhone came into the picture, the phone went to a flat screen, the physical buttons got converted to, you know touch buttons, touch screens and this is where the evolution started. So when things got evolved, so basically first hardware got evolved, with which we started having like fully functional graphical interface and the products got evolved with time. So, and with again technology getting evolved, the way we interact with the products, that also changed. So if you see we have augmented reality, we have a virtual reality application. These are something, again, these are the part of your experiences, right? So if you see technology evolved, it started to feature more realistic images and a lifelike images. So again, people are still interacting with the products but we are still, we want to keep, give them a lifelike experience, right? We still want them to give them that realistic feel. So that's what again technology is doing and we as a designers, we are trying to, you know, keep that connection together. So that was the thing and then, but again, all this thing is about the products but how was it in design or how is it there in design now? So a few years back in aviation industry, human factors, I don't know if you guys know about this term, human factor, it was a very popular term. So this was around in 70s and 80s when of course the cockpit had just those controls and there was no screen at all where they used to see the routes and all those things, there was nothing there. So this human factors, it used to be a profession, they used to call it human factor specialist where all the aviation companies they used to hire and what did they actually do? Like what exactly is human factors? So in simple words, human factors use knowledge of human abilities and limitations. So if I have to say, there's something like what we used to keep in mind, suppose if they're designing a product or in software applications, they used to keep in mind what are the areas where a human error can happen and they are trying to solve and rectify their problems. So suppose if any incident happened due to human error and not due to the mechanical failure in aircraft while they are flying, so this is where their responsibility used to come, that there shouldn't be any human error. So again, how do they place the controls? There shouldn't be any touch error, not touch error, basically interaction error where the controls are set. So these kind of things they used to keep in mind and they used to take care of those things. So again, I've just listed like what all areas they used to focus back then, they used to be something like flight, deck design, that's again a cockpit kind of a thing. Then crew resource management, maintenance resource management. So these are sort of the parameters you see, they used to look at the cognitive psychology. Again, there are, I don't know, almost hundreds of controls in the cockpit. What is the cognitive psychology? If you show 10,000 buttons to the user, what will they interact with? So you have to think about all those things. What are the actions they need to perform? How will the human performance, will they be confused? Is it easy for them to perform the action? Those kind of things. So human factors, that's what they used to do back then. But again, as the technology evolved, we got into user experience, right? And now companies like, this is what sort of we are also doing to create the experiences. And now we call it as user experience. So I'll move on to the selected areas of aviation where a lot of design work is happening as of now. So these are the places where, as a designer, you guys can contribute. And if you guys are like the aviation enthusiast, you can look forward to work around it. So I'll just give a brief introduction of these topic. I won't go through them all because it's a huge list. But let me just give the introduction. So like flight navigation system. So this system, like this is alone a system where you know, you have multiple flights flying from one place to another. How do you plan the flight routes? There are multiple flights going. So how do you plan the traffic around it? So there are multiple things involved. And again, as a user experience designer, you have to maybe design a tool around it. How to manage the operations and then multiple things. So this is just one area to work upon. This is UAV. You have drones coming up, drones, the various application and innovative products coming around drones like for surveillance, emergency services. That's again one of the areas. We have something called cabin maintenance system. You all must have flown, right? And especially for international flights, you have those small screens with you where you have entertainment and all those things. Again, how do you make the experience better for the user? So these are sort of the areas. We have other areas, maintenance, aircraft maintenance. There's something called pilot training, flight simulators, flight deck. These are the various areas where a lot of work is happening. And for us, these are actually where you can contribute and work upon if you join in Boeing or any other aviation company. This is just an introduction that what's actually happening. Yeah, I won't say exactly department, but yes, I'll just give you an example of Boeing. So Boeing has three or four verticals. Like one is defense, one is BGS. So I'm part of BGS. It's Boeing Global Services. We deal mostly into the digital solutions. So few of them might come under this, few of them might not. So it's just a sector. So yeah, it might come under one vertical might not. But these are the areas where different projects can come in. And these are the different domain where you have to actually know in depth about when you're working around the thing. So this was just a given idea what all areas you can work on. So with interest of time, I've just included one case study. I had two initially, but I'm just presenting one. So this is the project called Pilot Inside that I'm currently working in Boeing. To just give a short introduction about it, it is for pilots to fly more efficiently. So I belong to a team which works around fuel efficiency and which makes the airline, like hold their economies based on how much fuel the aircraft is using. So we are sort of helping the pilot to know them how to fly better, how is their performance. You guys drive, you guys ride, right? So based on your performance, your car health will matter the way you drive. Your fuel consumption matters. So same applies for pilot. So there was no way for them. So these are the problem areas, yeah. So there was no way for them to actually identify, like you know how their performance is. Like they're flying, but if they want, like after their flight, if they want to check, like you know, what was their performance and what can they improve on. They had no idea about this. And we thought, okay, we can bring like a solution around it and we can work for it. So the design solution initially was that the proposal was almost like we'll, the proposal was a desktop tool which gives us smart recommendations on flying methods, fuel consumption and performance. So we sort of what we did. We had pilots flying history. We have aircraft details, their health status. We have smart fuel suggestions, analytics. And we have pilots performance data. So combining this, there are other pilots flying on the same route, right? There must be like from, if it's Delhi to Mumbai, there must be other airlines also flying. We are trying to collect all the data because he also needs to know what is the best way to fly and how other fuel flights are flying, right? So we have sort of collected all this data and we thought we can give a smart recommendations. But again, do you think this is the best solution or can we do something better? So this was the initial concept that came from business and the engineering team. But then again, as a user experience designer, we have to look at the user's journey, right? And what they said, we'll have a desktop tool. And again, pilot is not the one who would actually sit in front of desktop for his whole day, right? So that's when we looked back into it. Then I did like a user research kind of a thing. What we did was I divided pilot's journey into four phases. One was pre-flight. Pre-flight was almost like before he gets into the flight. What was his role? What all action does he needs to take? Second was at gate. So this is almost like when he's in the aircraft, but about to start, not yet started. So again, what all his activities are? Third is when he's cruising. That's like when he's already flying. And that's almost like when they are into autopilot mode and they might have some time, they might not so depend. So that's one of the phases. And the fourth one is post-flying. Post-flying is he's done with the flying. If he wants to look back to his performance and all those things, that is one of the stages. And based on the data that we had with us, we wanted to understand which all phases where they'll be using those data. So that actually helped us with creating that user journey and verifying the details that we had. So basically that actually helped us to create the features and the definition of the product. And then you could actually align. So I'll just show you. So this is just like then we actually thought of making an iPad application, which is more mobile. So one of the findings was pilots when they go to aircraft, when they're at gate and they're just sitting in the aircraft, they used to carry a log book kind of a thing, but they have all the aircraft details and they're flying what needs to be done. Nowadays, they have started carrying iPads with them because everything is getting digitized and things can get pushed to them directly on the iPad. We thought since they're already using an extra device and they're already placing in the cockpit, why not make an iPad applications which will be there with him always and he can see it. So I've just shown like three screens here. Yeah. So if you see, I don't think it's very clear, but if you see the first half of it, it's actually, so this section is called my flights details. So this is something where his flight, so basically this is the screen which he'll be using post flying. So how did he perform in his last flight? So there was something, if you see this blue and white line, so we are showing the routes planned versus actual. What route was actually planned for him, but the actual he actually took. So planned is the one that we are recommending to him and actual one is maybe due to bad weather condition or due to the traffic, air traffic, he had to change the route. So again, the whole fuel consumption and the time varies in that case, right? So we are sort of showing those analytics to him and then these are the different graphs. So these are the methods at what is the best altitude to take and we are telling them different methods to you. So again, if you compare it with car, there's various way like you need to start the car and then you start it initially, like you don't start it at fifth gear initially or something like that, right? Like there's a way that you do it. So those are different methods that pilot use and we are recommending them the best one. And again his flying performance is based on lot of things. Like suppose if the aircraft runway is shorter, then the amount or the pressure used to fly an aircraft is more. Versus if the runway is longer. So there are various things that we have to keep in account and obviously those things are calculated in back-in but we are just showing them the best method that they can use. So if you see here, this is actually a section it's called fuel saving actions. So these are different flight phases if you see and at every stage, he'll be performing different tasks, right? Or methods he'll be using to fly. So we are suggesting this is recommended and this is maybe the altitude you need to fly. This is what you need to use. So we're giving them these sort of recommendations based on how other pilots are flying. So this was overall of what pilot insight was and yeah, that's what I'm always done. So takeaways for you. I'm just keeping it very short because I don't have much time. So learning and impact of user experience and aviation industry. So first is success is when nothing happens. So if you see when aircraft is flying properly, if you reach on time to the destination and if everything is going good, nobody blames the aircraft industry or anything, right? Or airlines. But one day if the aircraft falls, everybody still starts calling a company like, oh, this company is bad or something like that. So one of the challenge here is in aircraft industry again, when everything is working fine, that's actually a success but you don't actually realize. But if you have to measure the success of your product, it's mainly like better measurement of success is repeated engagement, frequency of use, high number of conversion. So these are very simple things but that's what matters to us a lot. Nobody's coming and appreciating us. Oh, you guys are flying on time. That's really good. Obviously, nobody would do that. That's expected. So that's one of the measurement for us. Things are made better over multiple iterations. So this is when again, if you see in again in aviation industry what happens one product, every product is associated to other products because it's a system level thing, right? So in case if there's impact on any other product or at the system level if something changes, that indirectly impacts the product. So when you're defining the product from starting, you need to look at what all details are there and so that's like the first vision you do and then you have to keep coming back to see if there's any changes or not and then you have to keep improvising. So that's when an iterative approach is the best way forward. It sometimes helps to anticipate some problem ahead of time based on the experience of the designer. So that was one of the things. Last screen, design more satisfying workflows. This was more into, I'll just give you an example. Again, when pilot is flying, his work is very time critical. Like there are a few actions he need to take quickly and you don't have time for that. But again, if you want him to perform that action, how does he do that? So there are various methods. You can chunk few of those steps into smaller steps which makes them easier to handle, create a sense of completion, also lead to a satisfaction of user mind. So if one action is cut down to smaller action items and which gives them the sense of completion and satisfaction, that will encourage him to go head forward. So that's Sagar and one of the things that he can do. And the last one is know your points of inspection. So as I had already told about human factors which focuses on the error, like those human errors, what are the areas that can affect? So this is mainly around that. So there are specific points of failure for every application, right? So suppose if at one point of application doesn't work, what does the user do? And as a user experience designer, we need to think of all the aspect. If he can't do this, if suppose if one function doesn't work for whatever reason, what is the next step for him? And we need to work around all the steps around that. So that's what there are specific points of failure for every application that should be examined on frequent basis, as they indicate the health of the user experience. So this is what the overall user experience of aviation industry is, and yeah, that's it. Thank you.