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Baykar – Ground Control Station

UI/UX Design, Product Research

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Case study: Baykar 2026
UI/UX Design Vehicle & Control Interfaces User Research & Prototyping

Ground control for a drone swarm

As a case study set in the context of Baykar, I designed a ground control station interface that lets a single operator command a multi-drone firefighting swarm. The design was grounded in extensive research: HCI literature such as Hick's Law, Fitts's Law and Endsley's Situational Awareness model, military interface standards MIL-STD-1472H and MIL-STD-2525D, professional fleet/crisis-management software including DJI FlightHub/Terra, Palantir Foundry and Anduril Lattice, and the fast unit-selection and micro/macro control patterns of strategy games like StarCraft II, Homeworld, Age of Empires and Rise of Nations. That research shaped a "one-page" information architecture built to manage cognitive load: a top bar for global system status, a left panel of dynamic widgets, a center map as the main operation area, a right panel for mission/unit detail, and a bottom bar that surfaces on-demand data like weather and system alerts. I built a tiered yellow/red alert system, with irreversible commands such as return-to-launch guarded behind a dual-confirmation step. The most distinctive layer is the "Node Mode" command plane — a Unity-like infinite canvas where the operator right-clicks to spawn nodes (fleet controllers, routes, return-to-launch) and connects them via drag-and-drop, composing complex multi-fleet operations in seconds.

This is a case study, not a client project carried out with Baykar.

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