Case study, Part 1

Designing a Drone Console in a Case

Part 1, exploring the requirements for a portable command station
Final portable command case with the situation screen in the lid and hand controls in the base Download the PDF (2.8 MB)
Product and interaction design case studyOctober 2026
01 · The design challenge

A command station you can carry

When you fly a small group of drones, the drones are the easy part to carry. Everything that lets one person supervise them safely is not. There are screens to see the flock, a radio and antenna for each drone, beacons so the drones know where they are indoors, batteries, chargers, a computer and the power to run it all. On a workbench that kit spreads across a table and a tangle of cables. Out in the world it has to travel with the operator and work wherever they arrive.

So the idea became a case. Picture the operator walking into a room they have never seen, carrying everything in one hand. They set the case down, open the lid, place a few beacons on the walls, and within minutes the case tells them whether the room is ready. From then on the case is their command station, the screen they glance at, the controls under their hands and the stop they can find without looking.

The case journey

CarryOne person, one hand, through doors and up stairs. Nothing left behind because everything has a place.
ArriveA room they have never seen, with its own furniture, walls and people. No time to study it.
Open and set upLid up, beacons out, power on. The case guides the steps and checks the room.
Ready to flyA clear go or no go, then a command station that stays calm until it needs them.
We weren't really designing a box of electronics. We were designing a way for one person to arrive anywhere, be ready quickly and stay oriented while several autonomous machines make decisions around them.
Part 1, what this article covers
This is the first part of an ongoing case study, and it focuses on the case itself. It covers our research, our initial exploration of what the case needs to do, the concepts we sketched and how the design team evaluated them. The on screen interface is part of that story, because the screen is one of the things that has to live in the case, but the case and its requirements are the centre. This is design work, not a field trial. Everything here comes from desk research, sketching, prototyping in software and walkthroughs by the design team. No user testing with real operators has happened yet. Where we describe what we learned, we say how we learned it, and where something still needs testing, we say that too.
01 · The design challenge

Once the lid is open

The situation

Picture a demonstration in a borrowed meeting room. Four palm sized drones lap a course of gates between the tables. An audience stands along one wall. Someone is explaining what is happening while also watching the drones, the people and a screen. Most of the time nothing goes wrong, and that is exactly the problem. When nothing goes wrong for long enough, people stop watching closely, and the first sign of trouble arrives when their attention is somewhere else.

Why a conventional controller is not enough

It assumes one aircraftA hobby controller is built for one pilot flying one drone with both thumbs. Here there are four, and the person is supervising rather than steering.
It assumes the picture is trueOutdoors, position comes from satellites and is usually good. Indoors it comes from beacons on the walls, and it quietly gets worse behind a shelf or a person.
It hides who is in chargeWhen software flies and a human can take over, the most dangerous question is whose hands the drone is in. Typical screens answer it in small print, if at all.
The central tension is autonomy against attention. The more the machines handle, the less the person watches, yet the person is the safety net.

That tension shaped everything that followed. If the design demanded constant attention, it would defeat the point of autonomy. If it asked for none, the operator would not be ready in the few seconds that matter. We needed a case, and a screen inside it, that stays quiet when things are normal, speaks up early and clearly when they are not, and puts the right control under the operator's hand when they have to act.

02 · Understand the context

Who stands at the case, and what else they are doing

Before drawing a single screen we tried to understand the place and the person. The context of use changed the problem more than any technical constraint did. The operator is standing, often holding something, talking, and watching a room with people in it. The screen is something they glance at, not something they read.

THE ROOM, SEEN FROM ABOVEFlight volume, roughly 6 by 5 metresW1W2W3W4People zoneaudience, visitors,no flying hereShelvingblocks somebeaconsCaseOperatorSpotterWhat the operator attends toEyes on the drones in the roomA glance down at the caseEars and peripheral vision on peoplePosition beacons on wallsWhat they are physically doingStanding, often moving a step or twoOne hand holding a grip, one freePossibly wearing glovesTalking to an audience or a spotterGlancing, not readingWhy it mattersEvery second spent looking downis a second not watching the room.The screen has to be read in a glance,and safety has to be found by hand.
Context map. The operator's attention is split three ways, between the drones, the case and the people. The design has to respect that split rather than compete with it.

Proto-personas

These are design constructs built from the project brief and our desk research. They are not people we interviewed. We used them to keep three very different levels of experience in view.

PROTO-PERSONA

The builder operator

Knows the system deeply and flies it often. Their risk is trusting it too much on a good day.
Hardest moment a drone behind shelving looks confident on screen but is in the wrong place.
PROTO-PERSONA

The demonstrator

Runs the flock in front of an audience, talking while flying. Attention is always shared.
Hardest moment a visitor walks toward the course mid lap.
PROTO-PERSONA

The safety spotter

Has one job, to stop the flock. May be new to the system and wearing gloves.
Hardest moment cannot find the stop, or is not sure it worked.
02 · Understand the context

A good day, and the hardest moment

A good day
The room is set up, the drones take off, the course runs. One drone runs low on battery and lands itself on schedule. The operator glances down three or four times, answers questions and never touches a control. Success here means the interface was almost invisible.
The hardest moment
A visitor steps toward the course while all four drones are flying. The operator has perhaps a second or two to stop the flock without making things worse. Success here means they did the right thing without having to think about where it was.
THE HARDEST MOMENT, AS A TASK FLOWNoticesA visitor stepstoward the course.Spotter calls outDESIGN NEEDSSound, movement, avoice. Not the screenReachesHand goes to thestop withoutlooking downDESIGN NEEDSBig, unique shape ina fixed placePressesOne push latches.Nothing more toconfirmDESIGN NEEDSNo menu, no secondstepChecksGlances up. Everydrone is holdingDESIGN NEEDSMode turns amber,words say what ishappeningWatchesDrones land one ata time on clearpadsDESIGN NEEDSEach card counts downto touchdownHandles exceptionsOne drone has lostits positionDESIGN NEEDSFlagged on its own,descends slowly inplaceRecoversAll down. Talks tothe visitor, thenresetsDESIGN NEEDSClear end state,reset is deliberateUnder two seconds, eyes mostly on the room
Task flow for the hardest moment. Each step shows what happens and what the design must provide. The three highlighted steps have to happen with eyes mostly on the room.

Jobs to be done

SuperviseWhen the flock is flying, I want to know at a glance whether anything needs me, so I can keep my attention on the room.
TrustWhen a drone looks fine on screen, I want to know whether that picture is reliable, so I am not caught out by a confident mistake.
Step inWhen one drone misbehaves, I want to take it over without upsetting the others, so the session can carry on.
StopWhen someone is at risk, I want to stop everything in one movement and see that it worked, so I can deal with the person, not the machine.

Task analysis

Run a flock sessionSet up the roomCheck it is safeto flyLaunchSupervise theflockStep in for onedroneStop everythingLand and packdownHighlighted tasks happen while the drones are flying, so they carry the most attention cost and became the focus of the design.
Breaking a session into tasks showed us where attention is scarcest. Set up and pack down can ask for focus. The middle three cannot.