The IOC is built around a single three-dimensional map, wrapped in a fixed frame of regions: a header across the top, a metrics panel down the left, a summary strip along the bottom, a legend and a recommended-action card laid over the map, a camera panel on the right, and a slim tool strip on the right edge. That frame never moves. It stays the same for every persona and every destination, and only the content inside each region changes with the role you are signed in as. The walkthrough below uses one persona for its examples, but every region behaves the same way for all four.
The header
The header runs across the top of the screen and stays constant wherever you are. On the left it names the operations centre and the destination currently in focus, here Shura Island. The element in the centre is a compass and orientation readout for the three-dimensional view, so you always know which way the map is facing. To its right sits a live environment readout, wind, sea, air, and air quality, which is measured for the whole destination and reads the same in every persona. On the far right are the account menu and the clock. Because each login is tied to a single persona, everything on screen belongs to that persona, and the account menu simply shows who you are signed in as.
The header. Destination identity on the left, the live wind, sea, air, and air-quality readout in the centre right, and the account menu and clock on the right.
The left panel
The left panel holds the active persona's numbers for whatever place is in focus. The top of the panel names the persona and the place, here Guest Experience at the Marina. Directly below, an analysis window switches the whole reading between Now, Daily, and Weekly, so the same metrics can be read as a live snapshot or as a trend. The rest of the panel is a stack of metric cards grouped into labelled sections, and those sections are whatever the persona tracks. In this example the guest trip is split into Pre-Trip, Trip, and After-Trip, but the underlying layout, a window toggle sitting above grouped cards, is identical in every persona.
The left panel. The persona and the place in focus at the top, an analysis window for Now, Daily, or Weekly, then the persona's metric cards grouped into sections.
The bottom strip
The strip along the bottom is a fast read of the headline numbers, grouped by theme so the state of the destination is legible at a glance. It rescopes with the map detail level. At the wide view it summarises the whole destination.
The bottom strip at the wide view, reading the whole destination.
Drill into a district and the same strip rescopes to that district: the title picks up the district name and the fields shift to district-scoped versions, such as the number of stations over capacity within that district. It is the same persona and the same themes, read at a narrower scope.
The same strip at the district view, rescoped to one district, with the district name added to the title.
The map legend
The legend sits at the bottom left of the map. Its severity key colour-codes items from Critical down through to Low and Info, with a live count beside each level, so you can see at a glance both how many things need attention and how serious they are. Below the key, the data inputs line names the feed driving the current view and shows whether that feed is live. When you need the map space back, collapse the legend with the chevron.
The map legend. A severity key with live counts, and the data feed driving the view with a live indicator.
The recommended action card
This card is what makes the IOC proactive rather than merely informative. When the system detects something that warrants attention, it raises a card over the map that carries everything an operator needs to act, in one place: a badge naming the trigger state, here Temp Rising, a plain-language recommended action as the headline, a live camera of the location, a one-line reason with the numbers behind it, and a pair of buttons. The primary button carries the action out, Remind me later defers it, and the X dismisses it. The pattern is identical in every persona; only the trigger and the recommended action change. These cards appear at the close-up level, the moment a threshold is crossed.
A recommended-action card. A trigger badge, the suggested action, a live camera of the place, the reason, and act or defer buttons.
The CCTV panel
The right side of the screen is the camera wall for the area in focus. Its header carries two viewing modes, Auto Roaming and Virtual Patrol, a breadcrumb showing where you are, a search box, a grid-size selector, and the current camera count. Below the header are the live tiles, each labelled with its name and identifier. You can page through the tiles with the controls at the bottom, change the grid size to show more or fewer cameras at once, search for a specific camera, and open any tile full-screen for a closer look. Selecting a tile also focuses its location on the map, so the camera and the map stay in step. The panel appears wherever cameras are available for the persona.
The right CCTV panel. Roaming and patrol modes, search, grid size, the camera count, live tiles, and paging.
The toolbar
The toolbar is the control cluster on the right edge, the same in every persona. The markers, alerts, and recenter sit at the top, and search with the zoom controls sit at the foot. The Assets control expands a row of layer toggles beside the stack. What that row offers, and the treatment of the strip, change with the level of detail and the context.
LOD 1 and 2:
Across the wide views the strip takes the lighter treatment: the markers, alerts, and recenter at the top, search and zoom at the foot. Opening Assets expands the physical layers beside the stack, cameras, vehicles, and chargers.
The LOD 1 and 2 toolbar, collapsed on the left and with the Assets row expanded on the right.
LOD 3:
In the close-up the same controls take the darker treatment, and a history control appears in the middle of the strip. Assets again expands the camera, vehicle, and charger layers.
The LOD 3 toolbar, collapsed on the left and with the Assets row expanded on the right.
In simulation:
A back control sits at the top to leave the run, a level selector, 2 over 1, sits in the middle to step between detail levels, and the Assets row swaps from the physical layers to the simulation layers: airflow, temperature, cameras, and crowd.
The LOD 3 toolbar in simulation, with the back control, the level selector, and the Assets row swapped to the simulation layers.
Personas and your login
The IOC has four persona views, Guest Experience Manager, Operations Manager, Environment Manager, and Marine Operations Manager, each documented in its own chapter. Your login is tied to one of them. When you sign in, the entire interface, the left panel, the bottom strip, the legend feed, and the cameras, loads for that persona, and that is the view you work in. Each persona is a separate signed-in experience, so you only ever see your own.
Navigating map detail
Moving through the map is the same gesture at every level: select to go deeper, and zoom out to step back.
- Start at the wide view for the whole destination.
- Select a district to drop to the district view, and watch the bottom strip rescope.
- Select a site to drop to the close-up view, where the recommended-action cards appear.
- Zoom back out with the toolbar, or step up one level at a time.
The frame is constant, but everything inside it is persona-scoped. The numbers, cameras, and alerts you see always belong to your persona, which is set by your login.