It looks like this will give me a rough rule of thumb for what it's like, despite being deprecated technology.
Does anyone have any resources (books, similar tutorials, etc.) where I can start to dip my toes into this type of work?
It looks like this will give me a rough rule of thumb for what it's like, despite being deprecated technology.
Does anyone have any resources (books, similar tutorials, etc.) where I can start to dip my toes into this type of work?
Try to walk in their footsteps to see how information should be displayed to them first. Then you can go on what that information might be.
It will be a feedback loop of constant improvement and you will need to tie a lot of that into the backend as well. There was a project called Open Flight Linux[2] which was an effort to duplicate the objectives of Flight Linux[3]. You may want to take a browse at the documentation to see what types of information would be useful to display.
You'll need some sort of existing reference to see what additional data can be pulled up.[4]
Edit: With regard to ChuckMcM's recommendation (which is very useful!) The NASA Tech Briefs should be on your path to glance at what might be in store for you.[5]
[1] http://www.visitnasa.com
[2] http://web.archive.org/web/20100306001043/http://openflightlinux.org
[3] http://web.archive.org/web/20080102134626/http://flightlinux.gsfc.nasa.gov/
[4] https://www.google.com/search?&hl=en&tbm=isch&q=orbiter+cockpit
https://www.google.com/search?&hl=en&tbm=isch&q=spaceshiptwo+cockpit
[5] http://www.techbriefs.com/tech-briefsWe (oewf.org) have analog missions, too. With rovers, equipment, on-site (analog Mars) control stations. And we have a Mission Control Center, what about better UIs for the ground station? (But I think you should be in Europe for that, working remote is certainly difficult in such a case.)
Another possible partner: Look at the Google Lunar X Prize teams. Some (of the advanced ones) could be interested in UIs for their Mission Control.
I started a remake of a space video game a few years back which I didn't end up finishing, but I did tackle a lot of problems like 3D navigation. Here's a screenshot: http://pdevine.users.sonic.net/images/sundog-cockpit.png If you're interested, the code is all there and runs in Python/OpenGL.
It was linked to in the Star Citizen forums, in a thread that talked about adapting a HOTAS (throttle and joystick system) to be used in space simulators, but it goes into a bit of the UI design of various real-world spacecraft (and the language is heavily influenced by Heinlein, which I kinda love).