Project

WARDEN — Automated C2 System

A high-fidelity operational concept C2 system.

Details

About

WARDEN is a fictional C2 platform. The system covers trajectory prediction, deviation scoring, and COA selection with decision windows.



Company

Speculative / Portfolio


Timeframe

March 2026


Tools

Figma, HTML, CSS, JavaScript, Three.js, GLSL, Claude


Problem

Operators face a critical gap between detection and actionable response. Existing tooling fragments the workflow across multiple views, forces operators to reconstruct context under time pressure, and fails to communicate prediction confidence in a way that supports fast, defensible decisions. WARDEN asks: what would it look like if the entire workflow lived in a single, coherent interface?


Questions

How might we design a discrete, auditable state transition from detection to response?

How might trajectory prediction communicate confidence decay rather than false certainty?

How might COA options be surfaced with enough context for an operator to justify a decision up the chain?

How might an operator reconstruct full situational context mid-shift without starting from scratch?

How might a mission-critical interface meet accessibility standards without sacrificing operational density?


My Contributions

Defined mission hard requirements and product requirements across seven feature areas

Conducted user research framing through operator personas and Jobs to Be Done

Using Claude, designed and built the full interactive prototype — HTML, CSS, JavaScript, and a custom Three.js Earth renderer with NASA Blue Marble and Black Marble textures

Implemented a GLSL day/night terminator shader with real-time J2000 solar ephemeris math

Applied WCAG 2.1 AA accessibility compliance throughout, including contrast ratios and minimum font sizing


Skillset

Product Strategy, UX Research, Interaction Design, Mission Workflow Design, Accessibility, Frontend Development, Data Visualization, Design + Dev


Process

Mission Objectives

Defined the operator context — an operator making high-stakes decisions fast, with incomplete information, zero tolerance for alert fatigue, and a need to see exactly why something was flagged

Established mission hard requirements: confidence-communicating trajectory prediction, COA surfaces with decision windows, always-accessible evidence

Product Requirements

Translated mission requirements into seven formal product requirements: state transition, single-view escalation surface, trajectory prediction with confidence decay, COA action component with decision windows, escalation evidence accessibility, deviation score transparency, logged decision package

Feature Engineering

Mapped the full workflow from baseline through resolution and shift handoff

Identified five discrete feature areas: alert and notification, details panel with deviation tab, COA tab, visualizer filters, and trajectory/confidence overlays

Conducted a technical review to assess feasibility, flagging visualizer confidence level as requiring further scoping

Usability Review

Reviewed isolated features before integration — alert component, deviation panel, COA panel, confirmation dialog

Discovered confirmation dialog requirement during review (user error prevention for an irreversible action)

Design + Dev

Built the full interface as a live deployed prototype using vanilla JS and Three.js

Replaced globe.gl with a custom Three.js Earth renderer featuring real NASA textures, a GLSL day/night terminator, and COA trajectory overlays



Highlights

Designed and built a full mission-critical prototype end to end — research through deployed product

Implemented a custom Three.js globe with GLSL shaders and real NASA satellite imagery

Designed an ideal shift workflow

Met WCAG 2.1 AA accessibility compliance throughout a dense, data-heavy operational interface


Conclusion

WARDEN demonstrates that mission interfaces don't have to choose between operational density and usability. By grounding every design decision in mission requirements, operator context, and engineering reality — then building the prototype to production quality — the project shows the full range of what a senior product designer can bring to a complex space software problem.

Gallery