ADDY RUTH
Staff / Principal Level Product Designer
Automation  •  AI  •  Industrial UX  •  Decision Intelligence
TARGET / BEYOND THE INTERFACE

Designing for the Places the Product Couldn’t Reach

A desktop application could contain the right information and still be the wrong experience for the moment someone needed it.

Jetson primarily lived in a desktop/browser environment. Its users worked on warehouse floors, around equipment, in control rooms, during training and through live operational events.

Some needs belonged in software. Others were better served by a light, a printed guide, a large display, a mobile view or concise training. I treated physical context, timing and communication channel as part of the product experience.

IMPLEMENTED WORK · COMMUNICATION ARTIFACTS · CONCEPT

EXPERIENCE MODEL

The interface depended on where the decision happened.

At a workstation
Physical signal
On the floor
Mobile / handheld / QR access
In a control room
Desktop dashboard
Across a large room
Glanceable TV / wall display
During training or rollout
One-sheet / printed guide
For leadership or adoption
Explainer / capability overview

A map of decision environments and possible surfaces. It includes implemented touchpoints and explored channels; their statuses are separated below.

The product was the system of touchpoints around the work.

1 / THE TENSION

The desktop was not always where the work happened.

Users were walking the floor, inspecting equipment, supporting workers, troubleshooting and responding to alarms. Returning to a computer could interrupt both the physical task and the context they had just observed.

See issue on floorFind computerNavigate to the areaReconstruct the situation

Access to information was not the same as access at the right moment.

2 / THE CHANNEL WAS PART OF THE DESIGN

Match the experience to the moment.

Choose the surface that fits the decision.
NeedUseful surfacesQuestion to support
Immediate awarenessPhysical lights, alarms, glanceable displaysWhere does attention need to go?
InvestigationDesktop, reports, drill-down viewsWhat explains this condition?
In-field referenceHandheld, mobile, QR accessWhat is useful beside this equipment?
LearningTraining, one-sheets, FAQ, guidanceWhat does this mean, and how do I use it?
Shared understandingWall displays, explainers, diagramsHow do we build a common picture?

Channel-selection model, not an inventory of shipped features.

3 / PRODUCED · TARGET TOGETHER

Communicating the product was part of the product work.

I owned visual structure, layout and production of four printed pieces explaining Jetson, its capabilities and emerging direction.

Understanding Jetson OEE

METRIC EDUCATION

A concise guide to a complex operational metric.

My contribution: visual structure, hierarchy, layout and production / printing. Technical wording came primarily from existing materials and PM input.

OEE interpretation story →

All About Jetson

PRODUCT ORIENTATION

Explain what Jetson was, who it served and why it mattered. Research showed a broader audience than the perception of an Engineering-only tool.

My contribution: visual design, structure, layout, copy / wording and production.

Perspective at Your Fingertips

FIELD-ACCESS OPPORTUNITY

Communicate why operational perspective needed to reach users away from a desktop.

My contribution: visual design, layout, copy / wording, mobility framing and production.

Jetson Proof of Concept Initiatives

EXPERIMENTATION + LEARNING

Explain concepts and pilots across teams and sites as ways to learn which needs could become supported capabilities.

My contribution: visual design, layout, copy / wording and production.

The printed materials were produced. The mobility and proof-of-concept directions they described were not evidence of completed rollout. Internal collateral is not reproduced here.

4 / CONCEPT · GLANCEABLE EXPERIENCES

Help someone decide whether to look closer.

Large-format / TV-style concepts offered a glanceable layer: is the area healthy, is a condition isolated or systemic, and where should attention go first?

Glance → orient → investigate. A larger display needed a different information hierarchy, not a stretched desktop dashboard.

5 / CONCEPT · MOBILE + FIELD ACCESS

Preserve continuity between observation and investigation.

The field-access direction focused on what helps beside the equipment: location, current state, basic diagnostics, active issues, ownership, recent history, contacts and documentation.

The question was what belongs in that moment—not simply how to put Jetson on a phone.

6 / CONCEPT · QR NAVIGATION

The physical environment could become a navigation layer.

A physical location or device could link directly to its digital context: identification, diagnostics, documentation, training and support knowledge.

Sometimes the shortest path through software starts in the physical world.

These are explored directions. Mobile, QR and large-format concepts are not presented as implemented capabilities.

7 / TRAINING AS PRODUCT UX

Repeated explanation was a product signal.

Questions about OEE, definitions, terminology, system behavior and finding information exposed design opportunities. One-sheets, short explainers, orientation materials and role-relevant summaries could meet the immediate need while revealing what the product should explain better itself.

8 / IMPLEMENTED WORK · PHYSICAL + DIGITAL

Not every state needed a screen.

SICK signaling connected a worker’s observation to a physical stacklight and then digital location / state. The immediate request stayed where work happened instead of forcing a software task at the wrong moment.

Physical systems already communicate. UX can make that language intentional.

Human-Generated Signals / SICK →
Workflow: match the channel to the job
  1. Find the operational moment. Where is the user, and what are they doing?
  2. Determine urgency. Awareness, investigation, reference, learning or coordination?
  3. Match the surface. Signal, display, desktop, mobile, QR, print or training?
  4. Preserve continuity. Avoid making users reconstruct context when changing channels.
  5. Validate in the environment. Does the touchpoint work where people encounter it?

Channel choice is an interaction decision.

Evidence → decision → tradeoff

Evidence

Operational users needed information while moving, supporting workers or standing beside equipment.

Decision

Treat physical signals, mobile, displays, print and training as parts of one experience.

Tradeoff

More channels introduce more consistency, maintenance and governance work.

The direction was to meet users closer to the context of their decisions.

What shipped. What remained directional.

IMPLEMENTED / PRODUCED

Target Together materials, OEE education, training / explainers, product communication and physical SICK signaling work.

EXPLORED / DIRECTIONAL

Mobile / handheld access, QR navigation, large-format glanceable displays and broader field-access concepts. Implementation claims require an artifact audit.

From original work to current prototype

Original work: field observation → context mismatch → surface selection → Figma / visual design / print / prototype → training, field use and feedback.

Current reconstruction: recovered cross-channel patterns → connected physical/digital touchpoints → AI-assisted exploration → Codex Smart Warehouse prototype.

Current methods remain separate from the historical work. This is a summary of different delivery paths, not a claim that every concept completed every stage.

Reality check: more access also creates more places to drift

What worked

  • Simpler channels when the task called for them.
  • Technical communication outside the application.
  • Physical signaling without an unnecessary software task.
  • Training and adoption as part of UX.

What remained hard

  • Consistency and keeping materials current.
  • Device availability, security and access.
  • Installation constraints and network coverage.
  • Ownership of communication and documentation.
  • Knowing when a supporting artifact should become product functionality.

Design for the decision environment.

  1. Find the moment of need.
  2. Understand what the user is holding, looking at or doing.
  3. Match urgency and purpose to the channel.
  4. Use the lightest effective interface.
  5. Preserve context between physical and digital touchpoints.
  6. Treat adoption and understanding as part of the experience.

Useful anywhere work happens beyond the screen where the software was designed.