Case Study

MMO for EO

Redesigning a mission orchestration tool for satellite operators at Thales Alenia Space.

UI/UXDesign System

Client

Thales Alenia Space

Year

2025

Type

Enterprise UX

Role

UX Research, UI Design, Prototyping, User Testing

Deliverables

Interactive prototype, Design system extension, Backlog

Satellite mission operators at Thales Alenia Space were spending an average of 40 minutes per shift navigating a legacy orchestration interface built in the early 2010s. The tool had grown through layers of feature additions, creating a fragmented information architecture that required extensive onboarding and caused frequent errors during time-critical operations. The challenge: redesign the Mission Management Orchestration (MMO) tool for Earth Observation (EO) operators — without breaking the mental models of experienced users who had been working with the system for years. The brief had one non-negotiable constraint: zero tolerance for errors that could compromise satellite integrity. This was not a consumer product. Every interaction decision had real stakes.

MMO current state — legacy interface overview

I ran five contextual inquiry sessions with operators across two shifts. Rather than asking what they wanted, I watched what they actually did — where eyes went first, what keyboard shortcuts they used instinctively, which error dialogs they had learned to ignore. Three patterns emerged immediately: operators treated the map view as their primary orientation anchor regardless of the task; the timeline was used reactively, not proactively; and the alert system had been tuned down by 80% of operators because it triggered too often for non-critical events.

Affinity mapping

After contextual inquiries I ran a full affinity mapping session with the product and engineering team. 156 observations collapsed into 12 insight clusters. The most critical: operators were doing 6-step workarounds to perform a 1-step task because the direct action was buried 4 levels deep in a settings panel. This became the north star for the redesign: surface the actions operators perform most, reduce depth, increase confidence.

Affinity mapping session — 156 observations on 12 clusters
Early wireframe — dashboard overview layout
Wireframe iteration — timeline redesign
Wireframe — mission detail panel
Wireframe — alert triage view
The new timeline makes me feel like I'm ahead of the mission instead of catching up to it."

— Senior EO operator, Thales Alenia Space

MMO redesign — final dashboard with mission timeline and map view
Redesigned alert system with priority tiers
Mission detail panel — consolidated view
Proactive timeline with prediction windows
Settings panel — reduced depth

Enterprise UX is an exercise in earning trust. Operators had been burned by redesigns before — tools that looked cleaner but made their job harder. The only way to earn credibility was to show up at their desk and watch how they worked before drawing a single wireframe. The hardest decision was removing a feature that 30% of operators said they used, after discovering through observation that no one actually used it — they just thought they did. Removing it saved 15 minutes of onboarding time per new operator. If I could redo one thing: involve engineering earlier in the constraint conversations. Two of my proposed interactions had to be descoped because the backend architecture made them prohibitively expensive. Understanding those limits earlier would have let me find creative solutions rather than compromises.