A dark interface for a dark room
EnvironmentBright screens in a dark room tire the eyes over a long shift and wash out the shared displays.
Santiago's bus control room watched thousands of buses on many small screens, in a dark room, and gave instructions by phone. I designed one map with semantic zoom, so operators could go from the whole city to one bus without changing tools.

Twelve operators watch Santiago's buses 24 hours a day, alongside police and metro liaisons. They worked in a dark room with many small screens, handed over between shifts, and gave instructions to drivers by phone.
Twelve years after Santiago's transit system launched, the center's tools were obsolete: operators copied information from one tool to another to make a decision or log an event. I ran contextual observation and interviews with operators, the operations manager and the project manager. Watching the control room showed what the interface had to fit:


I then ran participatory design sessions with operators to define the key concepts, group the information and set the interactions.


Bright screens in a dark room tire the eyes over a long shift and wash out the shared displays.
Five groups of information at once would overwhelm. Zoomed out, the map shows alerts, incidents and traffic; zoomed in, it shows each bus.
Football matches, protests and concerts repeat. A history view lets operators plan from what happened last time.
I built the map from an open-source library and wrote the first front-end, so we could test with real data volumes.





One tick per route: 384 in all. The ring is a unit chart, so its density is the number.
Operators said they were much better prepared to plan for and react to contingencies, and the dashboard became one of the center's most important tools.
Designing with operators in participatory sessions, then prototyping the map in code, meant we tested real concepts with real data volumes early.
Static and real-time data came in very different volumes. I'd prototype with the full live stream sooner, to find performance limits before the design settled.