COX Marine builds powerful diesel outboard engines used on fast patrol craft, racing boats and workboats. As these engines moved to fully digital cluster displays, the company needed a partner who could design a family of interfaces that would feel dependable in harsh conditions. Our role was to act as a marine product design agency with a focus on embedded interfaces, not to decorate screens.
This project is part of our continued work in marine HMI and industrial interface design, where evidence based UX, multi-engine display architecture and rugged operational constraints shape interfaces for demanding maritime environments.
Together with the engineering and product leads we set up an R&D phase engagement. The objective was simple to state and complex to realise. Create a layout system that scales from one to six engines, works across several helm displays, and remains readable when the vessel is moving hard. For COX this was not only a UX exercise. The cluster displays would sit beside established marine electronics from brands such as Garmin and Simrad, so the result had to meet the same expectations.
We applied Dynamic Systems Design, a method that grows solutions through embedded experimentation, resolves tensions between local optimization and system coherence, and stewards implementation until organizations gain independence.
From the beginning we approached the work as industrial interface design for demanding environments rather than a standard app project.
Marine Field Research
Multi-Engine Architecture
Modular Layout System
Option Space Mapping
Scenario Validation
Interactie ontwerp
UI Design - Day/Dusk/Night
Ontwerp systeem
Designing marine display design for real vessels starts from the helm, not from a design tool. A planing boat at speed does not behave like a stable lab environment. At forty knots the hull slams, vibration makes fine control difficult and the operator braces with both feet. Gloved hands land less precisely on the screen and spray or rain often hits the glass.
Visibility is another constraint. Displays must remain readable in bright sun, in heavy overcast and in night conditions including military night vision modes. We worked with sunlight readable LCDs and considered brightness, contrast and colour use rather than relying on office screen assumptions.
Data arrives through NMEA 2000 and related engine protocols. Telemetry for each engine includes rpm, coolant temperature, oil pressure, fuel rate and trim, with update rates that vary by condition. At high load the frequency and importance of these values change. The interface must help operators notice what matters without scanning every number.
Throughout we used human factors principles such as generous touch targets informed by Fitts law, restrained choice complexity in line with Hick law and a constant focus on situational awareness in rough water.
The project ran alongside engine and hardware development, so UX exploration and engineering feasibility were evaluated together through Sandbox Experiments. We worked with engine telemetry specialists, cluster display engineers, software developers and product managers in one combined team. This was not a linear handover. Design work informed engineering decisions and engineering constraints shaped the design.
We framed our approach as a multi configuration display architecture. Instead of promising a single ideal layout, we agreed with COX that the goal was a framework that could cope with different engine counts, display types and customer profiles without redesigning everything each time. Within that frame we then looked for the clearest possible solution.
Our sessions were structured. Early workshops clarified what each stakeholder group needed from the displays. Engineering wanted predictable layouts that match hardware limits. Product wanted a clear family identity across models. Distributors cared about simple configuration. Operators cared about not missing alarms in difficult sea states. This gave us a shared map of concerns before we drew a single screen.
Supporting from one to six engines on a single set of displays is a central challenge in boat interface design. A layout that works beautifully for a single engine can collapse into clutter when there are five more. We began by defining the core unit of information, the engine tile, which carries the key telemetry for a single engine.
For a single engine the main display can show one large tile with rich detail, surrounded by supporting data. For four or six engines the same tile concept repeats in a grid, but with secondary values simplified and alarms handled in a shared strip. A separate detail view provides depth when the operator needs it. This gives a consistent mental model through tension-driven reasoning. The operator always looks for the same patterns in the same places, regardless of configuration.
We checked every layout against real engine signals. For example, during a high speed run one view focuses on rpm, coolant temperature and oil pressure with clear alarm thresholds. During docking or low speed manoeuvres trim and gear state gain visual prominence. The architecture allowed these emphasis shifts without breaking the overall structure.
COX needed the system to work across three main display families, from a compact auxiliary screen to a large primary helm display with touch and physical controls. Instead of designing fixed pages, we defined a set of reusable modules. These included engine tiles, overall fuel blocks, alarm banners, status bars and context panels.
Each module had clear rules for content, minimal size and behaviour. On a small display some modules compress or rotate between overview and detail. On larger displays several modules combine into a more comprehensive view. Because the modules share proportions and behaviour, the family feels coherent even when installations differ.
This modular approach also created business value. Engineering can add a new engine variant or display size by reusing the same modules instead of commissioning a fresh interface. Distributors can configure views for different customer segments without breaking the design system. For COX this reduced long term maintenance effort and made future product planning more flexible. It is an example of rugged UI design that respects both hardware limits and product strategy.
Interface decisions for marine electronics UX must be tested in conditions that resemble real use. Together with COX we built a simulator environment that replayed representative engine data and vessel states. Experienced operators and internal experts walked through key scenarios such as start up checks, fast transit in chop, fault during high speed and return to harbour.
One scenario focused on a multi engine fault at speed. Early layouts made it too easy to see that something was wrong but not which engine needed attention first. In response we changed how engine tiles highlight alarm states and created a consistent area on the display where the most critical fault is always summarised. Another scenario revealed that some night colour choices interfered with night vision equipment, so we adjusted the palette and contrast.
These sessions did not produce dramatic stories, but they generated a steady stream of specific refinements through lateral exploration. The result was a set of layouts that we had seen perform under realistic attention pressure, not only in quiet meeting rooms.
Once the layout architecture and modules were stable we moved into formalising the design system for engineering. We documented each module, its interaction behaviour, admissible data ranges and appearance in different modes such as day, dusk and night. The system included component libraries, layout rules and colour and typography tokens that could be mapped into code.
Handover was not a single document transfer. We held joint sessions with software developers and hardware engineers to walk through the structure and answer detailed questions during Implementation Partnership. This reduced ambiguity and avoided later reinterpretation of design intent. The result was an implementable system rather than a beautiful but vague set of visuals.
For COX this fit the way their teams work. They retained a clear, shared reference for future development, and our role as an embedded system design firm was to leave behind a framework that engineering can extend confidently.
The immediate outcome of the project was a coherent family of cluster display interfaces that scales across engine counts and displays while respecting real marine constraints. Operators gain clearer information in moments that matter, such as fault handling at speed or long operations in poor conditions. The interface supports glove use, heavy motion and demanding visibility without overloading the user with detail.
For product management the modular architecture provides a stable base for future engine models and display updates. New variants can use the same patterns rather than starting from scratch. This supports faster development and more predictable behaviour across the range.
At a market level the work positions COX engines with instrumentation that can stand beside well known marine displays. It shows that a specialist marine HMI agency and industrial UX consultancy can add value in an R and D context where engineering constraints are tight and the stakes on the water are high.
The organization gained intangible resources: judgment about what matters in multi-engine vessel control under demanding conditions, shared product intuition about how marine displays should scale across configurations and operational modes, and reasoning capability that allows teams to extend display systems across new engine variants without fragmenting the interaction model. The system maintains competitive position by delivering clear, reliable information during critical marine operations, while competitors who prioritize visual density over operational clarity and modular scalability struggle to serve professional operators working in real sea states with safety-critical vessel control responsibilities.
UX en UI ontwerp opgeleverd in 12 weken
Ontwerp voor drie verschillende instrumentenclusterdisplays
Geschikt voor zowel touchschermen als non-touchschermen
Het beste tijdloze ontwerp in zijn klasse
Volledig compatibel over het hele spectrum van toepassingen