Maestro Robot GUI

ROLE

Product Redesign

Product Redesign

Design System

Design System

Usability Testing

Usability Testing

Robot Interface

Robot Interface

DURATION

Jul' 24 - Sep' 24

As the sole Product Designer at Moon Surgical, I redesigned their robot's second-generation human interface to drive expansion across U.S. hospitals. Through analysis of screens, logs, and feedback, I addressed visual hierarchy and cognitive load issues. The new icon-focused system streamlined use, improved recognition, and boosted adoption nationwide.

Preview of the robot's second generation human-machine interface

Preview of the robot's second generation human-machine interface

Project Overview

CONTEXT

Surgical teams use Maestro's human-machine interface to control the robot digitally

The interface lets them set up the robot for specific laparoscopic surgeries. The set up includes choosing procedure, poses, positioning, arm presets, camera modes, force, etc.

Close-up of Maestro Robot's GUI in action

Close-up of Maestro Robot's GUI in action

GOAL

Identifying friction points of users and creating a design system which tackles those problems and supports widespread adoption

Our team had a high level idea of user problems and needs and were aware that we needed a new design system. I focused on pinpointing friction areas by talking to users.

Problem

WHY WAS A REDESIGN NEEDED?

Moon Surgical's ground support team flagged that Maestro assisted surgeries were often getting cancelled midway due to problems with robot's touch controls.

The Maestro system is a compact robot, which helps surgeons perform minimally invasive surgeries with precision.

We analyzed the user complaints and spoke to them which uncovered issues such as clutter, confusion, cognitive overload. These high level reasons caused the users to cancel robotic surgeries and continue traditional ones.

Research revealed 3 key problems with the interface

Research revealed 3 key problems with the interface

Excessive touch targets in a linear flow

Users expected to follow a linear, three step journey to complete the robot setup, but the interface showed too many touch targets in a disorganized, often close packed fashion, causing cognitive fatigue, hesitation, and errors.

Touch Targets

Touch Targets

Screenshot of the GUI showing high number of touch targets in boxes

Screenshot of the GUI showing high number of touch targets in boxes

Unclear Instructions

Guided instructions for setup lacked visual hierarchy and clarity, leaving users unsure of what to do next - leading to backtracking, and time consuming setup.

Instructions

Instructions

Screenshot of the GUI with instructions highlighted in boxes

Screenshot of the GUI with instructions highlighted in boxes

Fault modals with no context

When a fault occurs, modals appear without contextual fault message or recovery option, often blocking the entire interface - forcing users to restart the system - breaking trust and disrupting critical workflows.

Faults

Faults

Screenshot of the GUI showing fault modals blocking the interface

Screenshot of the GUI showing fault modals blocking the interface

Design Process

DESIGN PRINCIPLES

To solve these problems, I followed three key design principles for the redesign.

The principles addressed several of these issues, including an icon based system with less clutter and higher focus. Because faults in a high stake system should be easier to deal with, handling was prioritized. Finally, the flow was simplified by making it more straight forward.

Emphasis on icons

Prioritize Fault Handling

Movement Guidance

DESIGN SYSTEM

Using the principles, I created a design system

Using the principles, I created a design system

I followed the atomic design methodology to create the design system, keeping in mind the established design principles.

Canvas showing some of the design system components

Canvas showing some of the design system components

Solution

IMPLEMENTATION

With the new design system, I was able to address the three concerns

With the new design system, I was able to address the three concerns

Reduction in touch targets

Reduction in touch targets

To reduce cognitive overload and make the process simple and clear, only the must have features were surfaced during setup (positioning, locking, etc).

Screenshot of GUI 2.0 showing the setup screen with minimal touch targets

Screenshot of GUI 2.0 showing the setup screen with minimal touch targets

Improved Fault Handling

Improved Fault Handling

Instead of displaying screen blocking modals with no context, bright labels are displayed at the top which does not hinder user's view of other elements and give more information.

Screenshot of GUI 2.0 showing the setup screen with contextual fault label

Screenshot of GUI 2.0 showing the setup screen with contextual fault label

Guided Instructions

Guided Instructions

We decided to only have must have instructions as immersive animation to briefly guide the user through the adjustment process. Everything else was loaded into a reference manual.

Video of GUI 2.0 showing immersive instructions to adjust arms

Video of GUI 2.0 showing immersive instructions to adjust arms

Finally, a 3 step linear flow

Finally, a 3 step linear flow

To maintain cognitive clarity, the process was visually divided into 3 different screens, prerequisites, setup, and surgery. It was a linear process.

Video of GUI 2.0 showing ideal linear user journey

IMPACT

We launched the product in Dec'24 and gauged the impact until Mar'25

We launched the product in Dec'24 and gauged the impact until Mar'25

TAKEAWAY

Product Development is rarely linear.

Product Development is rarely linear.

Research helped me re-question assumptions and reframe success around real-world value.

Research helped me re-question assumptions and reframe success around real-world value.

Real-world testing shaped real-world priorities.

Real-world testing shaped real-world priorities.

Contextual testing helped us prioritize what truly mattered in the OR.

Contextual testing helped us prioritize what truly mattered in the OR.

Adoption is emotional, not just functional.

Adoption is emotional, not just functional.

I learned that trust is earned when tools feel intuitive, not imposed.

I learned that trust is earned when tools feel intuitive, not imposed.