SKY LANE v1.0
01 Overview 02 Product 06 Control 07 Rules 09 Visual 12 Glossary →

SPECULATIVE DESIGN · ZOE · 2026-10

Ride the sky with your body

Sky Lane is a speculative design project: SL-1, a hoverboard that flies point to point on autopilot, and a set of rules that lets every aircraft share the sky in order. The rider fine-tunes or takes over by shifting their centre of gravity; the board reads the way ahead, avoids traffic and lands on its own.

FORWARD 80 CM 56 CM 7 CM SL-180 × 56 × 7 CMHOVER · SCHEMATIC

Two layers. The body layer: how a person can safely control a hoverboard with the most natural body movements. The system layer: how thousands of boards can share the sky without collisions, chaos or disturbance. The HUD and rule feedback connect the two: rules are not written on paper; they are felt through the body.

Discover more →

01Overview

Two layers, one argument

The body layer governs control, the system layer governs order, and the HUD turns rules into bodily sensation.

2Layers
4Body-layer outputs
9System-layer outputs
LayerQuestionCore outputs
Body Layer How can a person safely control a hoverboard with the most natural body movements? Posture-to-action mapping, personal calibration, novice stabilisation, fail-safes
System Layer How can thousands of boards share the sky without collisions, chaos or disturbance? Height layers, lanes, junction protocol, right-of-way, take-off and landing, no-fly zones, AI avoidance, signage and light signals, HUD

02Product SL-1

One board, everywhere

Every image, 3D model and manual illustration shows the same SL-1.

80cmWidth
56cmDepth
7cmThickness

SL-1 Board Design Spec

The board in every image, 3D model and rulebook illustration must be the same board.

A stone smoothed by water, not a skateboard.

Dimensions

80 × 56 × 7 cm (W × D × H). The board travels along its short axis, with the forward long edge as the nose; the rider stands with feet side by side, facing the direction of travel.

TOP FORWARD 80 CM 20 20 30 56 CM PADS 20 × 30 CM × 2 · SIDE BY SIDE · 20 CM GAP · 40 CM CENTRES WHITE NOSE · ORANGE TAIL · SKY-BLUE SIDE LIGHTS · DASHED = FANS Ø18 FRONT · NOSE (LONG EDGE) 80 CM 7 CM SIDE · SHORT EDGE NOSE TAIL 56 CM BOTTOM · VIEWED FROM BELOW, NOSE UP Ø18 CM 4 × RECESSED DUCTED FANS · THIN NAVY RIMS 020 CMSCALE 1:25 · ALL VIEWS

SL-1 orthographic views · 1:25 · top / front / side / bottom · W 80 × D 56 × H 7 cm · recessed ducted fans at the four corners, Ø18 cm · white nose light · orange tail light · sky-blue side status lights

ItemSpec
ModelSL-1 (Sky Lane standard personal board)
FormA rounded "pebble" platform: a rounded rectangle in plan, slightly narrower front and rear; the side edges thin out towards the underside
Top surfaceMatte warm-white composite shell (one shade darker than #F4F1E8); two soft sky-blue foot pads (rounded, 20 × 30 cm, side by side, 20 cm gap, 40 cm centres, roughly a shoulder-width stance)
UndersideFour recessed ducted fans at the corners, approx. Ø18 cm, with thin deep-navy rims; no visible nozzles, no flames
LightingFront edge: thin white light bar (headlight); rear edge: thin orange light bar (tail and brake light); left and right edges: thin sky-blue light lines (status lights that follow the light signals)
Hover appearanceAt low altitude, a soft shadow and very faint air disturbance below; at altitude, no effects
Rider gearRounded helmet (warm white, one orange stripe); simple matte clothing (warm white / sand / light blue); couriers carry a warm-white delivery box (one orange stripe)
VariantsEmergency board: same form, orange-and-blue diamond pattern on top plus a long, thin orange light bar at the front; Seat module: a low cushioned seat with lumbar support that clips into the centre of the board
3D modelBuilt in Blender from a rounded cube and 4 cylindrical recesses (about 2 hours); the demo and the images share one scale

03Problem

Frameworks built for machines

Existing frameworks are designed for machines and operators; they lack rules centred on the body.

2Reference frameworks · FAA UAM / EU U-space
4Research questions RQ1–RQ4
6Design principles P1–P6

Context

Urban Air Mobility (UAM) has moved from science fiction into policy documents. The FAA's Urban Air Mobility Concept of Operations (UAM ConOps) envisages fixed UAM corridors above cities, traffic management supported by third-party service providers, and strategic deconfliction between operators through cooperative rules.

The EU's U-space framework (built on Implementing Regulation (EU) 2021/664) designates U-space airspace for drones and requires services such as network identification, geo-awareness, flight authorisation and traffic information.

Both frameworks are designed almost entirely for "aircraft and operators", not for "an ordinary person standing on a board and steering with their body". How does a rider know which layer they are in? Who yields at a junction? How are rules understood through the body?

FAA UAM ConOps and EU U-space are cited at a conceptual level only; Sky Lane is speculative design and claims no compliance with any specific provision.

Problem Statement

As personal flight becomes an everyday way to commute, existing frameworks remain centred on machines and operators. They lack a body-centred control method and an intuitively legible language of rules.

Sky Lane asks whether the body's centre of gravity as the control interface, and layered lanes plus a visual grammar as the rule interface, can let ordinary people share the city sky safely and calmly.

Research Questions
IDResearch questionHow it is answered (without external participants)
RQ1Can a camera-estimated centre of gravity control a virtual hoverboard within acceptable latency and error?Self-test protocol: route completion time, lateral deviation, false triggers, latency measurement
RQ2Do personal calibration and novice stabilisation lower the cost of learning?Self-test data compared across two conditions: "no calibration / fixed sensitivity" vs "calibration + adaptation"
RQ3Can speed-based layers, lanes and a junction protocol keep conflicts manageable at high density?AI rider stress test: conflicts, near misses, collisions and delays at different densities
RQ4Can a limited visual grammar (4 colours, a few shapes, a few light rhythms) cover every rule state without confusion?Rule–sign coverage matrix + AI-assisted heuristic evaluation

Design Principles

P1

Body before screen

What can be expressed through posture needs no button; feedback the body can feel (automatic slowing, lane snapping) is not left to text alone.

P2

Safe by default

Any uncertain state (lost tracking, conflicting rules, unclear signal) falls back to hovering in place. Hover is the system's brake.

P3

Layers make order

Altitude separates traffic of different speeds, rather than the rider's reflexes. Complexity is handled by spatial structure, not by the human brain.

P4

Legible over complete

Fewer, clearer rules. 15 signs, 4 colours and 3 light rhythms are enough to cover every state.

P5

Calm technology

Visually quiet, warm and light, avoiding cyberpunk tension. The system only gets "loud" (signal orange) when it must.

P6

Design for the most vulnerable

Novices, seated riders and people in emergencies come first, and the rules are more forgiving towards them.

04Personas & Scenarios

Three riders, three routes

Emergency yielding must be one coordinated, system-level action, not a split-second judgement.

3Proto-personas
3Scenarios S1–S3
9System functions covered

These are proto-personas, built from published reporting and research on urban commuting, on-demand delivery and emergency response, plus reasoning. They have not been validated through interviews.

A · Commuter

Lin Xia

  • Profile 29, product manager, lives on the city's edge, commutes 14 km across districts daily
  • Experience 3 months, basic licence, flies mainly in the L2 commuter layer
  • Goals On time, not tired, not tense the whole way; time to think about the day's meetings
  • Pain points Unsure who goes first at junctions; lower layers are crowded at rush hour, but she is wary of climbing to the express layer
  • Physical traits Sedentary, average core strength; some mornings carries a laptop bag that shifts her centre of gravity back
  • Design implications Steady cruise assist, a clear junction rhythm, centre-of-gravity calibration with a backpack

B · Courier

Ajie

  • Profile 34, on-demand delivery rider, 40+ orders a day
  • Experience 2 years, courier licence, cleared for the L3 express layer
  • Goals Fast, accurate, no penalties; fewer decisions on the way
  • Pain points Frequent take-offs and landings; detours around no-fly zones (schools, hospitals) cost time; rules change with the weather
  • Physical traits Skilled, large movements; carries a delivery box that raises his centre of gravity
  • Design implications Efficient take-off and landing, early no-fly-zone warnings, instant weather-rule alerts, more responsive control for skilled riders

C · Emergency responder (and the riders who yield)

Dr Zhou

  • Profile 41, emergency physician, flies an emergency hoverboard fitted with emergency lights
  • Goals Reach the scene as fast as possible without endangering other riders
  • Pain points Ordinary riders misread yield requests, react slowly and swerve unpredictably
  • Design implications Emergency priority must be system-level: advance broadcast and one standard yield manoeuvre (shift right + descend half a layer + hover), not each rider's split-second judgement
Scenarios
ScenarioWhat happens
S1 Rush-hour
Commute
07:50: Lin Xia takes off from the rooftop pad of her housing estate, climbs through the L1 slow layer and merges into the L2 commuter layer at the climb spiral. The HUD shows a roundabout junction 400 m ahead. She leans slightly forward to accelerate to 30 km/h, and the system holds a 2-second gap automatically. Before the junction, its light ring shifts from steady blue to a slow orange pulse, and she follows the ring lane to turn right. An AI rider merges from the right; the HUD marks it with an orange arc, and Lin Xia leans back slightly to slow and yield. 08:12: she lands on her office roof, guided step by step by the HUD.
S2 Rainy
Delivery
14:30: light rain begins, and the system broadcasts "Rain rule: speed limit −30% on all layers". Ajie is in the L3 express layer; his HUD speed cap drops from 50 km/h to 35 km/h. His route crosses a primary school's school-hours no-fly zone; the HUD shows a circular prohibition sign 30 m out and offers a detour. Before arriving, he requests a pad slot at L1 and is assigned pad 2. He lands by the hover–confirm–vertical descent sequence and clears the pad within 20 seconds.
S3 Emergency
Emergency
Dr Zhou activates emergency mode. The system declares an emergency corridor along 600 m of lane ahead of her. Every rider in the corridor (including the player) sees fast orange flashes and direction arrows at the HUD edge, prompting the yield manoeuvre: shift right to the lane edge, descend 3 m, hover. AI riders comply at once; if the player has not complied within 3 seconds, the system takes over and completes the yield, then shows "Yielded automatically". Once the emergency board has passed, the lane lights return to steady blue and riders resume cruising one by one, with staggered restarts so they do not all accelerate at once.
Scenario coverage of system functions · ● Core showcase ○ Present, not the focus+ Expand− Collapse
System functionS1 CommuteS2 DeliveryS3 Emergency
Calibration and body control●●●
Height layers and transition layers●●○
Lanes and following distance●●●
Junction protocol●○○
Take-off and landing●●
No-fly zones●
Weather rules●
Emergency priority and system takeover●
AI avoidance●●●

05Decision Log

Why this, not that

Every decision states why, and why not the alternatives.

16Decisions DL1–DL16
12wksProject timeframe
0Hardware cost · runs in a browser
Each decision states "why" and "why not something else"
#DecisionRationaleRejected alternatives and why
DL1Read the body with a standard webcam + MediaPipe PoseZero hardware cost, runs in a web page; in the prototype it stands in for the production board's foot-pad pressure sensingKinect / depth camera: hard to source, cannot be distributed on the web; phone gyroscope: measures a single point, cannot express postures such as "arms spread"; balance-board hardware: has to be built, beyond 12 weeks
DL2Control signals use the centre of gravity (CoG) offset from the calibrated pose, not absolute positionStance, height and distance from the camera differ for everyone; relative values are personalised by natureAbsolute coordinate thresholds: fail with a different person or a single step aside
DL3Lean forward / back uses multi-signal fusion (shoulder drop + apparent torso shortening + head moving forward)A front-facing camera cannot see depth well; any single signal is noisyHave users stand side-on: side lean becomes invisible; z-depth estimate only: MediaPipe's depth estimate is unstable
DL4Hover is the default safe stateThe safest thing a hoverboard can do is stay in place; follows Principle 2Hold the last command on lost tracking: could keep accelerating out of the lane; automatic landing: there may be streets and pedestrians below
DL5Arms spread = hover lockSpreading the arms is the instinctive balancing reflex when losing balance; it already means "steady"Hand raised = stop: easily confused with everyday gestures; voice commands: unreliable in noisy settings and exhibition halls
DL6Height layers by speed, not by directionSpeed differences are the main source of rear-end and other conflicts; similar speeds within a layer mean fewer conflictsLayers by direction (aviation's semicircular rule): city street grids have too many directions, so layers would multiply; completely free flight: uncontrollable at high density
DL7Lanes run above streets, at least 10 m from building façadesPrivacy (no flying past windows), safety (a fall lands in the street, not a rooftop or courtyard), easy navigation (existing mental map of the city)Straight shortest paths: would cross over homes; low social acceptance
DL8Junctions use vertical separation + a turning roundaboutStraight-through traffic is split by height within the layer and never waits; only turning boards enter the roundaboutTraffic lights: hovering in place wastes energy and causes queues; roundabout only: saturates at high density
DL9Right-of-way is a clear priority list, keeping aviation's "give way to the right" conventionPredictable; consistent with real aviation practice and explainableRight-of-way negotiated by AI in real time: unpredictable and unlearnable for human riders
DL10Emergency yielding is one standard manoeuvre + system takeoverChaotic, improvised evasion is more dangerous than not yieldingPrompt without takeover: slow riders block the way
DL11Violation feedback is graduated (prompt → warning → speed limit → guided landing → penalty points)Education before punishment; forgiving towards novicesImmediate fines / points: would make the system feel punitive and hostile in a speculative design
DL12The visual language is light, 4-colour, like an architectural model—Dark + neon: visual cliché, and poorly legible in a rulebook
DL13Signs follow "shape = category, colour = urgency"Shape reads first at distance, then colour; distinguishable for colour-blind usersColour-only coding: poor accessibility
DL14AI riders are rule-based agents + conflict prediction, not trained with machine learningExplainable, debuggable, achievable within 12 weeks; the rules themselves are the object of studyReinforcement-learning agents: demand heavy compute and expertise, and their behaviour cannot be explained
DL15Validate through self-testing + simulation + expert-style review, rather than pretending to have user researchThe most honest and structured option under the constraintsA casual try with friends written up as "user testing": dishonest and does not hold up to scrutiny
DL16Autopilot by default; the body fine-tunes and takes over3D air traffic demands reaction times beyond human ability, and autopilot ensures safety; body control keeps the intuition and joy of ridingFully manual: conflicts uncontrollable at high density; fully autonomous with no body input: loses the product's core experience

06Control Spec

Steer with your centre of gravity

Steer by the centre of gravity's offset from the calibrated pose; whenever in doubt, hover.

33→ 11Landmarks per frame → used here
<150msLatency budget
60sTo complete calibration

The production board estimates the centre of gravity with a foot-pad pressure array + IMU; the interactive prototype simulates the same signal with camera pose estimation. The thresholds below are for the prototype.

CoG LR CAL 01 NEUTRAL→ Hold speedIN dead zoneFULL — 02 LEAN FWD→ AccelerateIN > 0.10FULL 0.35 03 LEAN BACK→ Slow · no reverseIN > 0.08FULL 0.30 04 LEAN L/R→ Turn L / RIN > 0.08×SWFULL 0.35×SW 05 CROUCH→ DescendIN > 0.12×TLFULL 0.35×TLHOLD 0.4 s
Fig. 06 · Pose → action · IN = trigger onset · FULL = full scale · dashed = calibrated neutral · orange dot = CoG (shoulders 0.4 + hips 0.6) · orange line = offset

Prototype input: camera pose estimation

MediaPipe Pose Landmarker (@mediapipe/tasks-vision) outputs 33 body landmarks per frame, each with x and y (0–1 coordinates relative to the frame), z (relative depth, unstable) and visibility (0–1).

Scale normalisation: every distance is divided by the calibrated shoulder width (SW) or torso length (TL = distance from shoulder midpoint to hip midpoint), so thresholds stay the same whether the rider is near or far, tall or short.

Centre of gravity (CoG): a weighted average of the shoulder midpoint (0.4) and hip midpoint (0.6). Not biomechanically exact, but stable enough for side lean and crouch.

Landmarks · index · use+ Expand− Collapse
LandmarkIndexUse
Nose0Head moving forward (secondary lean-forward signal)
L / R shoulder11 / 12Top of torso, side lean, shoulder width (scale reference)
L / R elbow13 / 14Arms-spread detection
L / R wrist15 / 16Arms-spread detection
L / R hip23 / 24Bottom of torso, crouch detection, CoG reference
L / R ankle27 / 28Standing reference (unused in seated mode)
Pose → Action Mapping Table
PoseWhat the body doesDetected signalTrigger onsetFull scaleMaps to
Lean forwardUpper body tilts forward, as if stepping aheadWeighted sum of three cues: shoulders drop from the calibrated position + torso shortens in frame + nose moves forwardIndex > 0.100.35Accelerate (0 → current layer's speed limit)
Lean backWeight shifts back, upper body tilts slightly backOpposite of lean forward; torso lengthens, shoulders riseIndex > 0.080.30Decelerate (hovers at 0, never reverses)
Lean leftUpper body tilts leftShoulder midpoint offset left of hip midpoint> 0.08 × SW0.35 × SWTurn left (turn rate decreases with speed)
Lean rightUpper body tilts rightAs above, to the right> 0.08 × SW0.35 × SWTurn right
CrouchBend the kneesHip midpoint lower than in the calibrated stance> 0.12 × TL, 0.4 s0.35 × TLDescend (layer changes only in transition zones or at pads)
RiseStand tall, rise slightly onto the toes or lift the chestHip midpoint higher than in the calibrated stance> 0.06 × TL, 0.4 s0.15 × TLClimb (same restriction)
Arms outRaise both arms out to the sidesWrist distance > 1.6 × SW, with both wrists between shoulder and hip heightHold 0.5 s—Hover lock; spread again for 0.5 s to release
NeutralStand naturallyEvery index inside its dead zone——Hold current speed (with cruise assist on) or slow gently (novice mode)

Mirroring: the code always uses the rider's own left and right, and the HUD body figure is shown from the rider's viewpoint. Leaning back stops at 0 and never reverses, since flying backwards means going against traffic; to reverse, hover → turn 180° → go forward, permitted only in L1.

Thresholds, dead zones and smoothing+ Expand− Collapse
AxisDead zoneNote
Forward / back±0.06Below this counts as neutral
Left / right±0.05 × SWRoughly the range of natural body sway
Up / down±0.05 × TLBreathing and slight knee flex

Latency budget: total camera-to-screen latency target < 150 ms (pose estimation approx. 30–60 ms + filtering approx. 30 ms + rendering approx. 16 ms).

  • Response curve From the dead zone to full scale, an ease-in curve: output = input to the power of 1.6. Novice mode uses 2.0 (steadier), expert mode 1.3.
  • Hysteresis Discrete actions use an entry threshold above the exit threshold: crouch engages at 0.12 × TL and releases only at 0.08 × TL, preventing jitter at the boundary.
  • Smoothing One Euro Filter (Casiez et al., 2012): stronger filtering during slow movement, lower latency during fast movement. Initial parameters minCutoff = 1.0 · beta = 0.02 · dCutoff = 1.0, tuned by self-testing. Fallback: EMA (α = 0.25).
Calibration Flow · novices need to read no instructions+ Expand− Collapse
StepOn screenRider actionSystem recordsDuration
C0 FramingBody outline + "Step into the frame"Step back until the whole body (upper body in seated mode) is in frameNumber of landmarks with visibility > 0.75–15 s
C1 Neutral stanceFigure icon + 3-second countdown ringStand naturally and relaxNeutral shoulder midpoint, hip midpoint, SW, TL (3-second mean)3 s
C2 Comfortable side leanArrow prompt "Lean left as far as is comfortable", then rightLean left and right once eachPersonal maximum comfortable side offset6 s
C3 Comfortable fore-aft leanAs aboveLean forward and back once eachPersonal fore-aft range6 s
C4 Crouch"Crouch gently"Crouch oncePersonal crouch depth3 s
C5 Arms out"Spread your arms, hold steady"Hold arms level for 1 secondPersonal maximum wrist distance2 s
C6 Test flightA floating board and a ring targetMove the board into the ring 3 times using the bodyCompletion time, as the basis for initial sensitivity15–20 s

Personal mapping

The calibrated personal comfortable maximum maps to 85% of full scale: reaching 85% of one's comfortable range gives full output. The default thresholds in the mapping table are fallbacks when uncalibrated.

AI adaptive sensitivity

  • Saturation At full scale more than 30% of the time within 10 seconds → full-scale threshold lowered by 10%
  • Never used Never above 40% of full scale within 60 seconds → threshold raised by 10%
  • ≤ 10% per change, at most once every 20 seconds; the HUD shows "Sensitivity adjusted"

Novice stabilisation · first 5 minutes or first 3 flights

  • Speed capped at 70% of the current layer's limit
  • Lane snapping: returns to the centreline when steering is released
  • Auto-levelling: visual bank angle at most 15°
  • Layer changes need an extra 0.4 s hold to confirm
  • Earlier deceleration in conflicts (warning distance × 1.5)
Failsafes
TriggerSystem responseHUD feedback
Visibility < 0.5 for 0.3 sInput frozen in the dead zone; gentle deceleration beginsBody figure greys out; yellow edge prompt "Can't see you"
Tracking lost > 1.0 sAuto-hover, holding current altitude and shifting to the lane edge to clear the main lineSlow orange pulse, "Auto-hover on"
Tracking lost > 10 sHazard lights on; requests a guided landing at the nearest padMap shows the nearest pad and estimated time
Two people in frameLocks onto the calibrated person nearest the frame centre; hovers if unsure"Multiple people detected"
Single-frame jump > 0.5 × SWTreated as a detection error; frame discardedNone
Tab loses focus / < 15 fpsAuto-hover"Low performance, hovering"
All axes at full scale at onceTreated as loss of balance; hover lock engages"Steadied"

Recovery: once tracking returns, the rider must hold a neutral stance for 1 second before auto-hover releases, so a leftover posture cannot launch the board.

Seated Mode · wheelchair users, riders with limited lower-limb mobility, exhibition and desk demos+ Expand− Collapse
ActionStandingSeated
AccelerateLean forwardLean the upper body forward in the chair (shoulder drop + head forward only)
DecelerateLean backLean against the backrest
TurnSide leanTilt the shoulders left or right (threshold lowered to 0.06 × SW)
DescendCrouchPress one hand down (wrist below hip, held 0.5 s)
ClimbRiseRaise one hand (wrist above shoulder, held 0.5 s)
Hover lockArms outArms out (same)

Other accessibility

  • Keyboard / gamepad fallback WASD or arrow keys + Space (hover) + Q/E (climb / descend); also for quick trials and debugging
  • One-sided mode Hover and climb / descend with one arm only
  • Colour-blind safe Every state is encoded by shape and rhythm as well
  • Reduced movement Turn on cruise assist and move only to make changes
  • Privacy Camera frames are processed locally in the browser and never uploaded; the demo's start page states this clearly

07Rules System

Layers make order

Height layers by speed hand complexity to spatial structure, not to the human brain.

3Passenger cruise layers L1–L3
3.8mLane width · board width + side margins · rounded to 4 m
2sFollowing gap · novices 3 s
1 1 2 3 4 JUNCTION PROTOCOL · L2 N/S through · upper 39–45 m E/W through · lower 30–36 m Turn roundabout Ø50 m · CCW Right-side turn lane 1150 m out: split by height 2100 m out: enter turn lane 3Entry: yield to the ring Right-of-way ring 4 > merge 6 4Exit to through half-layer Full-layer lanes after 150 m Equal rank: right has priority 7 L3 grade-separated · L1 ring Ø24 m
Fig. 07 · Junction plan · through traffic separated by height, never crossing · turns via the roundabout · numbers match the protocol steps; right-of-way numbers match the priority list

The source text for the visual rulebook and the parameter table for the demo's rule engine. All values are design assumptions, implemented in the demo at 1:1 in metres. Heights are above ground level (AGL); buffer bands separate the layers, where cruising is not allowed and crossing is permitted only in transition zones.

L4 FREIGHT100–120 M E EMERGENCY85–95 M L3 EXPRESS60–80 M · 35–50 BUFFER 45–60 L2 CRUISE30–45 M · 20–35 BUFFER 20–30 L1 SLOW10–20 M · 5–20 BUFFER 5–10 L0 PAD0–5 M · 0–6 0120 SPIRAL Ø40 · ↑OUTER ↓INNER AGL ELEVATION · 1:1 M · KM/H

Layer coding: L1 dotted · L2 thin solid · L3 double solid · E orange dashed · L4 thin grey, used consistently across the demo, rulebook and AI images

Altitude Layers
LayerNameHeight AGLSpeedUsersSpecial rules
L0Pad0–5 m0–6 km/hEveryone, within pad areas onlyVertical take-off and landing only; horizontal movement limited to aligning on the pad
—Buffer5–10 m——No stopping
L1Slow10–20 m5–20 km/hNovices, visitors, short trips, older riders, seated ridersThe only layer allowing U-turns and sightseeing hovers; 12 km/h limit near buildings
—Buffer20–30 m——Crossing permitted inside climb spirals
L2Cruise30–45 m20–35 km/hEveryday riders with a basic licence2 lanes each way; minimum speed 20 km/h (slower riders must drop to L1)
—Buffer45–60 m——As above
L3Express60–80 m35–50 km/hAdvanced / courier licence holders2 lanes each way; few junctions, mainly along arterial roads; closed to novice mode
EEmergency85–95 mUnrestricted (≤ 80 advised)Emergency boards onlyNormally empty; in an emergency, boards can drop straight into an emergency corridor on any layer
L4Freight100–120 mManaged by the drone systemAutonomous delivery dronesClosed to passenger hoverboards

Minimum speed: a floor on L2 effectively sends slower riders down, keeping the speed spread within any layer to about 15 km/h.

Lane Geometry+ Expand− Collapse
ParameterValueNote
Lane width3.8 m (rounded to 4 m)Board width 0.8 m (the rider's approx. 0.5 m shoulders fall within it) + approx. 1.5 m margin each side = 3.8 m, rounded to 4 m in the design
Lane depth6 mLets riders drift slightly up and down within the lane
Lanes per directionL1: 1; L2, L3: 2Outer slow lane, inner overtaking lane
Median strip3 mA thin dashed orange line in the HUD; no crossing
Distance from façades≥ 10 mPrivacy and safety; on L1 can drop to 6 m along shopping streets
Traffic sideKeep rightMatches ground traffic (the example city drives on the right)
Following gap2 s (novices 3 s)Time-based, so the gap grows with speed
Minimum turn radius6 / 15 / 30 mL1 / L2 / L3, prevents sharp turns
OvertakingLeft side onlyReturn right afterwards; the overtaken rider must not accelerate
Climb spiralEvery ~600 m, Ø40 mThe only route between layers; climb on the outer ring, descend on the inner

Junction protocol · vertical separation + turning roundabout

  • 1 Through split 150 m before the junction, the layer splits into upper and lower halves: north–south through traffic takes the upper half (e.g. 39–45 m on L2), east–west the lower half (30–36 m). They never cross, so through traffic never waits.
  • 2 Turning roundabout Turning boards enter a right-hand turn lane 100 m before the junction and merge into the ring lane at mid-layer (50 m diameter, one-way anticlockwise).
  • 3 Entry rule Traffic in the ring has priority; steady blue light ring = merge, slow orange pulse = slow and watch, fast orange flash = stop and hover.
  • 4 Exit Return to the matching through half-layer; full-layer lanes resume after 150 m.
  • 5 L3 Very few junctions, fully grade-separated; to turn, descend to L2 first.
  • 6 L1 Small roundabouts (24 m diameter), no vertical split.

State machine: APPROACH → SPLIT → YIELD_CHECK → IN_RING → EXIT → CRUISE

Right-of-way priority · lower number goes first; the lower-priority party yields

RankWhoNote
1Emergency board on a mission (emergency lights on)Everyone must perform the yield manoeuvre
2Rider in failsafe or distressCannot manoeuvre; others route around
3Rider taking off or landing (inside the cone)Those inside the cone have priority
4Rider already in the roundabout or junctionRiders waiting to merge yield
5Rider cruising in the layerPriority over those changing layer or merging
6Rider merging or changing layerMust find a gap before entering
7Equal rankThe rider from the right has priority
8Head-on encounterBoth shift to their right
9OvertakingThe overtaken rider has priority; the overtaker passes on the left with ≥ 2 m lateral clearance

Novice marker: a slow blue flash on the tail; nearby riders keep 1.5 × the usual gap. Not higher right-of-way, but a larger safety bubble.

Take-off and landing · pad Ø8 m, thin orange ring; cone 15 m high, Ø20 m at the top; 2–4 pads per station+ Expand− Collapse
LandingActionRule
1 RequestPad requested automatically 500 m from the destinationIf none is free, wait at an L1 holding point
2 ApproachEnter the top of the cone along L1≤ 10 km/h
3 Hover confirmHover 2 s at the cone top; the HUD shows the pad and descent linePad light ring steady blue
4 Vertical descentTriggered by crouching, 0.5–1.0 m/sLocked to the cone axis; offsets > 1 m corrected automatically
5 TouchdownFrom 0.3 m, automatic soft descent to contactBoard lights change to white breathing
6 Clear padStep off and leave the pad within 20 sOn timeout the pad light flashes fast orange and the pad is locked

Take-off: step on → calibration check (recalibrate if > 24 hours since the last) → request a slot → pad light steady blue → rise / raise a hand to climb vertically to the cone top (1 m/s) → find a gap and merge into L1 (priority 6)

No-fly Zones+ Expand− Collapse
ZoneTypeActiveExtentBehaviour
SchoolsTime-restricted no-flySchool days 07:00–18:00Campus boundary + 30 m, from ground to the top of L3Automatic detour; may pass high, below L4 (L3 only, no lower than 60 m)
HospitalsPermanent no-fly + medical corridor24 hHospital grounds + 50 mOnly emergency boards and holders of a medical access permit, via the medical corridor
Government and critical infrastructurePermanent no-fly24 hDefined by the cityHard fence, no entry
Major eventsTemporary no-fly2 hours before and afterVenue + 100 mPublished 24 hours ahead; navigation avoids it automatically
Parks and waterHeight and speed limits24 hAirspace above the areaL1 only, 12 km/h limit, to reduce noise
Residential windowsPrivacy distance24 h10 m from the façadeNo approach on any layer

Geofence · alert ring

60 m

60 m from the boundary: the HUD shows the matching sign and navigation reroutes.

Geofence · warning ring

30 m

30 m from the boundary: slow orange pulse, board speed automatically cut to 50%.

Geofence · hard boundary

0 m

The board steers itself along the boundary and cannot cross it (a "soft wall"). This follows the U-space idea of geo-awareness: know in advance where you cannot fly, instead of being penalised afterwards.

Weather rules · a weather banner slides in at the top of the HUD and takes effect after a 10-second countdown+ Expand− Collapse
LevelConditions (example thresholds)Rule changes
W0 ClearWind < 8 m/s, visibility > 2 kmNormal
W1 Light rain / moderate windLight rain, or wind 8–12 m/sSpeed limit −30% on all layers; following gap +1 s; novice mode enforced
W2 Heavy rain / strong windHeavy rain, or wind 12–15 m/sL3 closed; L2 limited to 25 km/h; advanced licence holders only
W3 FogVisibility < 300 mL3 closed; all boards on full lights; every junction routed through the roundabout
W4 Thunderstorm / galeLightning, or wind > 15 m/sCitywide grounding; airborne riders guided by the system to the nearest pad
NightAfter sunsetFull lights mandatory; L1 limited to 15 km/h; pads illuminated

Emergency Priority

  • 1 The emergency board creates an emergency corridor 600 m ahead along its route (8 m wide, on the side next to the central median).
  • 2 Riders in the corridor perform the standard yield manoeuvre: shift right to the outer lane edge → descend 3 m → hover.
  • 3 For anyone who has not complied within 3 seconds, the system takes over and completes it (the HUD shows "Yielded automatically").
  • 4 Emergency boards can drop from layer E into any layer; riders within 200 m either side of the entry point yield in advance.
  • 5 The corridor clears 5 seconds after the board passes; riders resume in order, staggered 1 s apart, to prevent rear-end collisions.
  • 6 Emergency board at a junction: every roundabout entry flashes fast orange; riders in the ring leave at the nearest exit and hover.
Violations and feedback · graduated+ Expand− Collapse
LevelExample triggersSystem feedback
F1 Prompt> 1.5 m off centre; speed near the limitLight HUD prompt; lane lines brighten
F2 WarningCrossing into the median; speeding > 10%; following gap < 1 sSlow orange pulse + short tone
F3 Speed limit3 × F2 within 10 minutesSpeed cap lowered to the layer minimum for 5 minutes
F4 Guided landingAttempted entry into a hard no-fly zone; emergency yield not performed and takeover impossibleSystem takes over and guides the board to the nearest pad
F5 Penalty pointsF4 or repeated F3Licence points (the "safety score" in the demo)

Safety Score: starts at 100 · F2 −5 · F3 −10 · F4 −25 · collision −30; also one of the self-test metrics

Rule–sign–light coverage matrix (excerpt) · every rule state has at least two encodings; the basis for evaluating RQ4+ Expand− Collapse
Rule stateSignLight signalHUD state
Layer speed limitS02 Layer speed-limit sign—H1 Cruise
Climb spiralS05 Climb spiralBlue chaser light rising on the outer ringH2 Layer change
Roundabout mergeS07 RoundaboutEntry light ring: blue / slow orange / fast orangeH3 Junction
No-fly zoneS09 / S10Slow orange pulse at the boundaryH5 Warning
Take-off and landingS12 PadPad light ringH4 Landing
Emergency yieldS14 Emergency corridorFast orange flash + directional chaserH6 Emergency yield

08AI Collision Avoidance

Look, predict, yield

Predict conflicts 4 seconds ahead, then yield by right-of-way with the lowest-cost manoeuvre.

0.1sDecision cycle
4sPrediction window
3mSafe radius · novices 4.5 m

The same algorithm runs on every SL-1 (onboard, with input from cameras, radar and V2X) and drives the AI riders in the prototype.

01 DETECT80 m horizontal±10 m vertical 02 PREDICTTCPA ≤ 4 sDCPA min. dist. 03 CONFLICT?DCPA<safeR YES 04 I YIELD?Right-of-way NO NO · next cycle 100 ms YES safeR 1.5 m × 2novice 2.25 m × 2 05 YIELD · lowest cost first 1 Slow down2 Shift right in lane ≤ 1.5 m3 Change lane, same layer4 Hover5 Change layer · spiral/emergency First action giving DCPA ≥ safeR log YIELD 06 RESUMEAfter 2 s without conflictBack to lane centre + target speed back to 01
Fig. 08 · Avoidance logic · derived from the pseudo-code · runs once per rider every 100 ms · conflicts handled in order of TCPA, most urgent first

Every 0.1 s · each AI rider and the player's assist system

  • Perceive Every board within 80 m around and 10 m above or below.
  • Predict Assuming constant speed and heading, compute the time of closest approach within the next 4 seconds (TCPA) and the distance at that moment (DCPA).
  • Judge A conflict exists when that distance is below the safe radius (3 m, novices 4.5 m) and TCPA is within 4 seconds.
  • Decide By the right-of-way list, the lower-priority party yields; at equal rank, the rider from the right and the rider being overtaken have priority.
  • Resolve In order of cost: slow down → shift laterally within the lane → move to another lane in the same layer → hover → change layer (only inside a climb spiral or in an emergency). Choose the first manoeuvre that removes the conflict.
  • Recover 2 seconds after the conflict clears, return smoothly to the original lane and target speed.

Rule-based agents + conflict prediction: easy to explain and debug; velocity obstacles / ORCA could serve as an optional comparison.

Pseudo-code

every 100 ms, for each rider R:
    neighbors = riders within 80 m horizontally and 10 m vertically of R
    conflicts = []
    for each N in neighbors:
        relPos = N.position - R.position
        relVel = N.velocity - R.velocity
        if |relVel| < 0.01:
            tcpa = 0
        else:
            tcpa = - dot(relPos, relVel) / dot(relVel, relVel)
        if tcpa > LOOKAHEAD: continue             # LOOKAHEAD = 4 s
        tcpa = max(tcpa, 0)                       # already diverging -> now
        dcpa = | relPos + relVel * tcpa |
        safeR = SAFE_RADIUS(R) + SAFE_RADIUS(N)   # 1.5 m each, beginner 2.25 m
        if dcpa < safeR:
            conflicts.append({N, tcpa, dcpa})

    sort conflicts by tcpa (most urgent first)
    for each C in conflicts:
        if mustYield(R, C.N):                     # right-of-way table
            action = firstWorking([
                slowDown(R, toAvoid=C),
                shiftWithinLane(R, side=RIGHT, max=1.5 m),
                changeLaneSameLayer(R),
                hover(R),
                changeLayer(R) if R.inSpiral or EMERGENCY
            ], test = predictedDcpa(action) >= safeR)
            R.apply(action); log("YIELD", R, C.N, action)
            break
    if no conflicts for 2 s:
        R.recoverTo(laneCenter, targetSpeed)

function mustYield(R, N):
    if priority(R) != priority(N): return priority(R) > priority(N)  # larger number = lower priority
    if headOn(R, N):    return true                # both shift right
    if overtaking(R, N): return true               # overtaker yields
    if N is on R's right: return true              # right-hand rule
    return false

AI rider "personality" parameters · drawn at random per rider

ParameterRangePurpose
Target speed factorLayer limit × 0.75–1.0Creates speed differences
Reaction delay0.2–0.8 sSimulates human reaction time
Following preference2.0–3.0 sCautious or aggressive
Compliance rate0.95–1.0 (down to 0.85 in stress tests)Occasional violations to test robustness
RoleCommuter 70% / courier 20% / novice 10% / emergency (event-triggered)Sets layer and priority

Logging

Each avoidance writes one log entry, exported from the browser as CSV, as the data source for stress tests:

time, riderId, otherId, layer, tcpa, dcpa, action, resolved(bool)

Collisions (board centres < 1.0 m apart) and near misses (< 2.0 m) are logged separately.

09Visual Language

Orange is the only loud colour

Shape signals category, colour signals urgency, and rhythm carries information.

4Colours
15Sky signs S01–S15
≤5%Signal orange screen share
A PALETTE OFF-WHITE#F4F1E860–75% · background SKY BLUE#A8D8FF15–25% · passable SIGNAL ORANGE#FF6B35≤ 5% · caution/yield DEEP NAVY#141A33Lines only B SHAPE GRAMMAR 35 L2 20 Circle · prohibitS02 Limit 35 Triangle · warnS06 Merge Rounded sq. · infoS01 Layer sign L2 Hexagon · mandatoryS03 Minimum 20 Diamond · emergencyS14 Emerg. corridor C LIGHT RHYTHM SteadyStable state Slow pulse 1 HzCaution / change Fast flash 3 HzAct now / stop Breathing 0.3 HzStandby, landed 01 s2 s3 s
Fig. 09 · Palette · shape grammar with example signs · light rhythms (3-second timeline) · navy is used only for lines, so it is shown as thin lines
AFC BDEG A Layer indicatorTop centre · layer, AGL B SpeedBottom left · arc dial C Next actionTop right · icon, range D Body figureBtm right · 3 pointers E Conflict arcsEdges · thicker=urgent F BroadcastBelow A · slides in/out G Lane projection3D scene · 200 m ahead 16:9 · HUD < 12% of screen when cruising · max one orange element at a time
Fig. 09b · Fixed HUD layout · dashed boxes = zones · orange arc = example conflict direction · blue lines = lane projection

Off-white

#F4F1E8 · 60–75%

Sky, backgrounds, paper, building masses

Sky Blue

#A8D8FF · 15–25%

"Passable / normal": lanes, layers, steady lights, the HUD's normal state. Never used for warnings

Signal Orange

#FF6B35 · ≤ 5%

"Caution / yield / prohibited": warnings, no-fly zones, emergencies, tail lights. Never used for large fills

Deep Navy

#141A33 · lines

Lines and text only. Never used for fills, backgrounds or shadow blocks

Principles and accessibility

Supporting neutrals (rulebook and HUD only): mid grey #8A8F9C (secondary text, inactive states) and pale blue-grey #DCE6EE (layer fills at 40% opacity).

If orange exceeds 5% of a frame, the frame is too tense or orange is being overused.

Sky blue has low contrast against off-white, so blue never carries text; all text is deep navy. Every blue/orange distinction is also marked by shape or rhythm.

Typography+ Expand− Collapse
UseLatinChineseSpec
DisplayInter Tight / Inter (SemiBold)Noto Sans SC / Source Han Sans (Medium)Tracking −1%, line height 1.2
BodyInter (Regular)Noto Sans SC / Source Han Sans (Regular)10–11 pt print, 16 px screen, line height 1.6
Data and HUDIBM Plex Mono / JetBrains MonoSource Han Sans (figures in Latin monospace)Speed, altitude, layer number, time
SignageInter (Bold, all-caps abbreviations such as L2, 35)No Chinese on signsNumbers and symbols wherever possible, to reduce language dependence
Shape Grammar · floating translucent panels facing oncoming traffic; side length L1 1.2 m · L2 2 m · L3 3 m, legible from 2 seconds' travel away
ShapeMeaningAnalogy
Circle + orange outlineProhibition / restrictionRoad prohibition signs
Triangle (point up) + orangeWarningWarning signs
Rounded square + blueInformation / directionDirection signs
Hexagon + solid blueMandatory (must do this)Mandatory signs
Diamond + orange and blueEmergency-relatedUnique to this system
Sky Signs · 15+ Expand− Collapse
IDNameMeaningForm
S01Layer IDCurrent layerRounded square, blue ground, large "L2" at centre, the layer's line style below
S02Layer Speed LimitMaximum speed for this layerOrange-outlined circle, "35" at centre, small km/h below
S03Minimum SpeedBelow this speed, change down a layerSolid blue hexagon, "20" at centre, a short bar below
S04Keep RightKeep right in two-way lanesBlue hexagon, curved arrow pointing down-right
S05Layer-change SpiralLayer change possible aheadRounded square, spiral; outer arrow up, inner arrow down
S06MergeMerging traffic aheadOrange triangle, two lines joining into one
S07Ring IntersectionTurning roundabout aheadBlue hexagon, three anticlockwise circular arrows
S08Grade SplitNorth–south upper half-layer / east–west lower half-layerRounded square, two parallel arrows offset vertically, labelled N/S and E/W
S09No-flyPermanent no-fly zone aheadOrange-outlined circle + slash, board silhouette at centre
S10Timed No-flyTime-restricted no-fly zone, e.g. schoolsAs S09, with a small clock dot at bottom right
S11Privacy BufferKeep 10 m from façadesRounded square, window icon and double arrow "10 m"
S12Landing PadPad station aheadRounded square, concentric circles with a downward arrow at centre
S13Holding PointHover and wait hereBlue hexagon, small floating square at centre with short lines above and below
S14Emergency CorridorPerform the yield manoeuvre nowOrange-and-blue diamond, arrow stepping right then down
S15Weather RestrictionWeather rule in effectOrange triangle, cloud + wind lines, temporary speed limit below

Each sign in the rulebook: front view + location in the city + one-line meaning + the rider's required action (body figure diagram)

Light grammar · colour × rhythm × direction

DimensionValueMeaning
ColourWhiteOwn lighting / stationary
Sky blueNormal, passable
Signal orangeCaution, yield, prohibited
RhythmSteadyStable state
Slow pulse 1 HzAbout to change / caution
Fast flash 3 HzAct now / stop
Breathing 0.3 HzStandby, landed
DirectionChaseIndicates direction (up, right, detour)

Only 3 colours: light signals must be recognisable in rain and fog and in peripheral vision; rhythm carries most of the information, which also helps colour-blind users

Combinations+ Expand− Collapse
SituationLight signal
Lane availableBlue · steady
Roundabout: mergeEntry light ring blue · steady
Roundabout: slow and watchOrange · slow pulse
Roundabout: stop and waitOrange · fast flash
Climb spiralBlue · chase (outer ring up, inner ring down)
No-fly boundaryOrange · slow pulse (vertical light columns along the boundary)
Emergency corridorOrange · fast flash + chase to the right
Pad free / occupied / timed outBlue steady / white steady / orange fast flash
Board: headlightWhite · steady
Board: tail lightOrange · steady, slow pulse when decelerating
Board: side linesBlue · steady; novice mode blue · slow pulse; failsafe orange · fast flash
Board: landedWhite · breathing
Fixed HUD layout · 16:9+ Expand− Collapse
ZonePositionContent
A Layer indicatorTop centreLayer number (L2) + condensed scale of the layers above and below, current altitude
B SpeedBottom leftCurrent speed (large monospace figures) + arc scale of the layer's minimum and maximum
C Next actionTop rightIcon + distance for the next junction or action (e.g. "Roundabout, turn right · 380 m")
D Body figureBottom rightLive skeleton figure + fore-aft / left-right / up-down pointers; calibration and failsafe states
E Conflict arcsAround the edgesOrange arcs in the direction of a conflict; thicker means more urgent
F Broadcast bannerTop, below ASystem broadcasts such as weather, emergencies and no-fly zones; slides in and out
G Lane projectionIn the 3D sceneLane lines for the next 200 m projected into the world as thin blue lines

At most one orange element holds the visual centre at a time · HUD area < 12% of the screen when cruising · all figures in monospace

HUD states+ Expand− Collapse
StateTriggerVisual change
H0 CalibrationFirst launch / manualFull-screen body outline and step ring; other zones hidden
H1 CruiseDefaultMinimal elements: A, B, C, D small, G lane lines
H2 Layer changeEntering a climb spiralZone A enlarges; target layer and climb/descent scale animate
H3 Junction150 m from the junctionZone C expands into a junction mini-map, synced with the entry lights
H4 LandingAfter requesting a padCentral descent line and pad number; zone D prompts "Crouch to descend"
H5 WarningF2 / no-fly warning ring / TCPA < 2 sOrange arc in zone E + F banner; other elements fade by 50%
H6 Emergency yieldInside an emergency corridorFast orange flash around the screen edge + central yield diagram (shift right + descend) + 3-second countdown
H7 FailsafeTracking lostZone D figure greys out; "Auto-hover on" at centre; board side lights flash fast orange
H8 NoviceNovice modeAs H1 with thicker lane lines, plus a following-gap bar

10Onboard System

It sees, plans and flies

SL-1 flies point to point on autopilot by default; the body fine-tunes and takes over, and avoidance is always on.

3Driving modes
7Sensor types
80mSensing radius

Modes

ModeWho fliesRole of body inputWhere available
Autopilot
Default
The system: plans a point-to-point route on the lane map and handles take-off, layer changes, junctions and landingNo input needed; leaning only expresses intent (e.g. "overtake"), and the system decides whether to act on itAll passenger layers L1–L3
Body assistSystem + riderAdjust speed within the current layer's limit; shift left or right within the lane (≤ 1.5 m)L1–L3
ManualRiderFull control through the pose mapping tableL1 slow layer and pad areas only

In every mode, the avoidance algorithm overrides body input, and rule-breaking input (flying against traffic, crossing the median, entering a no-fly zone) is never executed.

Sensing

SensorPositionFunction
4 × wide-angle camerasOne on each edge, stitched to 360°Detect other riders, drones, birds, sky signs and light signals
4 × mmWave radarFour cornersRange and speed; reliable in rain, fog and at night
Downward ToF rangefinderCentre of the undersideHeight above ground / pad, for take-off and landing
Foot-pad pressure arrayInside both foot padsMeasures pressure distribution under both feet to estimate the rider's centre of gravity, the input for body control
IMUInside the boardBoard tilt, angular rate and acceleration
GNSS + RTKInside the boardCentimetre-level positioning, matched to the lane map
V2XInside the boardBroadcasts position, speed and intent every 100 ms; receives emergency, weather and no-fly-zone updates

Sensing range matches the avoidance algorithm: ≥ 80 m horizontal, ±10 m vertical. Cameras + radar + V2X give triple redundancy: if any one type fails, the board enters failsafe (auto-hover or landing at the nearest point).

SPECULATIVE · 2040

2040 Speculative Sensing

The table above combines technologies that exist today. Below are SL-1's speculative capabilities in 2040: speculative design, not existing technology.

The future board does not just see others; it feels the sky, reads intent and thinks together with the whole city.

  • 01

    Lateral-line Skin

    The fish lateral line: sensing unseen neighbours through changes in water pressure

    A mesh of micro pressure sensors in the shell senses airflow disturbance, feeling the wake of a board behind or a gust at a building corner before either is seen.

  • 02

    Intent Pre-read

    Muscle (EMG) signals precede limb movement

    Foot pads and insoles read leg EMG and anticipate an intended turn before the body actually leans, so control has almost no latency.

  • 03

    Sky Mesh

    Local coordination in bird flocks and fish schools

    Every board, drone and building is a network node, continuously exchanging trajectories for the next few seconds; conflicts are negotiated before they are seen.

  • 04

    See-around-corners

    Urban digital twins

    Sensors on buildings and street lights share their view with the board, so it can see an aircraft about to emerge from behind a building.

  • 05

    Draft Flocking

    The V formation of migrating geese

    Riders on the same route automatically form low-energy formations, saving power in the airflow of the board ahead; the HUD shows them as a shared band of light.

  • 06

    Bird-first

    Urban ecology and migration routes

    Acoustic arrays detect flocks of birds; in migration season, boards automatically cede lanes and lower fan noise.

  • 07

    Vital Guard

    Wearable health monitoring

    Foot pads read heart rate and balance; if the rider becomes dizzy or loses balance, the board hovers, lands at the nearest point and calls an emergency board.

  • 08

    Silent Corridor

    The owl's silent flight

    Fans reshape their blade noise and emit anti-noise, so boards pass hospitals, schools and bedrooms at night almost unheard.

Pipeline

Sensor fusion → localisation (GNSS + RTK + IMU, matched to the lane map) → prediction (TCPA / DCPA, 4 s look-ahead) → planning (lane-map route + right-of-way table) → control (thrust allocation across the 4 ducted fans).

Rider's centre of gravity (foot-pad pressure array) → intent recognition → one input to the planning layer, fused with autopilot commands.

MAIN CHAIN · ONBOARD 01 SENSECamerasRadarToFV2X 02 LOCALISEGNSS+RTK+ IMUMap-matched 03 PREDICTTCPA/DCPA4 s ahead 04 PLANLane route+ right-of-way+ intent 05 CONTROLThrustallocation 4 × FANSDuctedfans BRANCH · BODY Foot-pad pressure + IMUPressure under both feetTilt · rate · acceleration CoGestimate Intente.g. wantsto overtake Avoidance overrides body inputRule-breaking inputs rejected
Fig. 10 · Onboard system diagram · main chain: sensing → fusion and localisation → prediction → planning → control → 4 × fans · branch: foot-pad pressure array + IMU → centre-of-gravity estimate → intent → feeds planning · orange line = avoidance overrides body input

Interactive Prototype

The project demonstrates the system as a web-based 3D prototype: a computer webcam + MediaPipe pose estimation estimates the rider's centre of gravity, simulating the production board's foot-pad pressure array; the other riders in the city are driven by the same avoidance algorithm.

Privacy: camera frames are processed locally and never uploaded.

Prototype modules · pose / control / board / rules / agents / hud / world / lanes / log / sim+ Expand− Collapse
ModuleResponsibilityMain technologyDifficulty (for a non-programmer)
pose/Open the camera, run MediaPipe, output landmarks@mediapipe/tasks-vision PoseLandmarkerMedium (official examples to adapt)
control/Landmarks → calibration → dead zone / curve / filter → control commands (throttle, steering, climb/descend, hover)Plain JavaScriptMedium
board/Turn control commands into position, velocity and heading (simplified kinematics, no real physics)three.js vector mathsLow–medium
world/Generate the street grid, buildings, pads, climb spirals and no-fly zonesthree.js; CC0 low-poly assets (e.g. Kenney City Kit)Medium
lanes/Describe the lane map as nodes + edges, each edge with layer, direction and speed limitPlain JavaScript data structuresMedium
rules/Evaluate speed limits, lanes, no-fly zones, weather, emergencies and violation levelsPlain JavaScript, state machinesMedium
agents/Fly along lane paths and run the avoidance logicPlain JavaScriptMedium–high
hud/Display the HUD layout and statesHTML + CSS overlaid on the 3D viewLow
log/Record metrics and events, export CSV/JSONPlain JavaScriptLow
sim/Run fast AI rider stress tests without renderingReuses agents + rulesMedium

Data flow: camera → PoseLandmarker (approx. 30 fps) → control → board (60 fps) → rules → hud; agents update every 100 ms, and every event is written to log

11Validation

Honest evidence, four ways

The project's evaluation methods: planned or in progress, with no completed results yet.

4Evaluation methods A–D (planned / in progress)
4Research questions RQ1–RQ4
0External participants

No participants does not mean no validation; it means a different, honest combination of evidence. The table lists four complementary evaluation methods the project plans to use. Each will answer different research questions, and each has clear limitations. They describe how evaluation will be carried out, not conclusions already reached: the tests are still planned or in progress, and no results have been produced yet.

MethodWill answerEvidence to be collectedMain limitations
A Structured
Self-testing
RQ1, RQ2Quantitative logs + screen / camera recordingsA single body; the designer is an "expert user", so results skew optimistic
B AI rider stress test
Agent simulation
RQ3Large-sample simulation dataTests the logical consistency of the rules, not human behaviour
C Expert-style
Heuristic eval · AI-assisted
RQ4, overall usabilityIssue list + severity ratingsReviewed by AI, not real users or human experts
D Version comparison
v1 vs v2
Whether design iterations workBefore-and-after comparison across methods A, B and CRepeated testing by one person introduces learning effects

12Glossary

Terms

Thirteen terms across body control, air traffic and research methods.

5Body control terms
5Air traffic terms
3Research method terms
TermDefinition
CoG (Centre of Gravity)Estimated here as a weighted average of the shoulder and hip midpoints
LandmarkA body-part coordinate output by MediaPipe
Dead zoneA non-responsive range around neutral that prevents drift
HysteresisDifferent entry and exit thresholds, preventing jitter at the boundary
One Euro FilterAn adaptive low-pass filter: smoother when slow, more responsive when fast
AGL (Above Ground Level)Height above the ground
TCPA / DCPATime to closest point of approach / distance at closest point of approach
GeofenceA virtual boundary that restricts where aircraft may fly
UAM (Urban Air Mobility)Air transport within cities
U-spaceThe EU's airspace and service framework for drone traffic management
Heuristic evaluationAn evaluation method that checks an interface for problems against established design principles
AblationRemoving one part of a system at a time and observing how results change, to show what that part contributes
Proto-personaA persona built from secondary sources and reasoning, not validated through interviews