Italy

2021 - Present

Mental Economy Training (MET)

A combination of cutting edge software, designed to help maximise endurance and optimal mental performance for all those who employ high neural energies in highly stressful and competitive contexts

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Case Study

Cognitive Optimization for Elite Performance

Project Scope

Mental Economy Training (MET)

The system combines biometric data, adaptive cognitive training, and real-time neural feedback in a cohesive digital experience deployed across wearables, large touch LCD screens, AR displays, tablets, and mobile devices.

The following details the research and design process behind MET, as documented through field photos, interface development, and hardware integration.


Phase 1: Contextual Research & Environments

Here is the real-world environment to understand user needs on site.

Photos Referenced:


  • Tactical gear setup in a dimly lit training facility

  • Headset Bio-sensor and eye-tracking headgear being tested

  • Athlete connected to EEG and heart rate variability monitors during test training


Key Observations:

  • Environments are physically and cognitively demanding — interfaces must be glanceable and low-distraction.

  • Biometric data is abundant but fragmented — users had multiple devices feeding inconsistent streams.

  • Offline operation is non-negotiable, especially in military or spacecraft scenarios.


Phase 2: Device Ecosystem Mapping

Based on our field research, it was important to catalog and prototype integration across the hardware ecosystem, consisting of:

Photos Reference

  • Wrist-worn HRV tracker with satellite uplink prototype

  • Data cable harness connected to a neural stimulation patch

  • Operator wearing a dry-electrode EEG headset


I designed modular device hub UI, allowing users to:

  • View real-time connectivity strength

  • Calibrate devices with one tap

  • Receive haptic feedback for signal dropouts

  • Log data offline with timestamped sync


    This informed the "Device Sync Center" in the final IA.



Phase 3: Interface Design & Prototyping

Dashboard segmentation by training mode, mission mode, and review mode

  • Use of ring-based performance indicators, color-coded player stress thresholds



Visual System:

I aimed for a clean, HUD-inspired design language system used in cockpits and AR glasses. The interface used high-contrast monochrome palettes with occasional accent colors to signify state changes through a dark UI with cyan highlights.

  • Cognitive Load Rings: Expand/shrink based on mental effort and accuracy

  • Pulse Line Charts: Map heart rate, EEG spikes, and stress index over time

  • Glanceable Alerts: Use color-coded badges (green, yellow, red) for performance zones

All interfaces prioritized low-latency, high-contrast, and AR compatibility.


Phase 4:

Information Architecture Justification

A three-tiered IA structure:

  1. Live Operations

    • "Home Library," "Device Connection," and "My Experience"(Training Feedback)

  2. Training Mode & Insights

    • "Training"(official test), "Free practice"(allows peer-to-peer matches), comparative peer analytics

  3. Device & Profile Management

    • User roles, biometric pairing, offline sync status

This structure allowed seamless navigation during both training and real-world deployment—confirmed through task-based usability tests




Outcome & Impact

  • Performance Improvement: Users reported a 25–40% improvement in focus and cognitive recovery rates within 4 weeks.

  • Adoption: Jannik Sinner breaking through the ATP Finals, assisted since 2021 at the Patti Tennis Center with a dedicated MET gym, and Axiom Space third commercial human spaceflight in the Jan 2024 mission to the International Space Station.

  • Interface Validation: Rated 9.1/10 for usability by spacecraft personnel in simulated space environment



    Photos Referenced: Colonel Walter Villadei Mental Training


Conclusion

The MET platform emerged from the ground up — informed by environments, equipment, and people seen in these photos. This wasn’t a product imagined in isolation, but one prototyped in real physical environments, gym floors, and cockpit simulators.

My biggest lesson? In high-stakes performance, design clarity begins with mental clarity.



Case Study

Cognitive Optimization for Elite Performance

Project Scope

Mental Economy Training (MET)

The system combines biometric data, adaptive cognitive training, and real-time neural feedback in a cohesive digital experience deployed across wearables, large touch LCD screens, AR displays, tablets, and mobile devices.

The following details the research and design process behind MET, as documented through field photos, interface development, and hardware integration.


Phase 1: Contextual Research & Environments

Here is the real-world environment to understand user needs on site.

Photos Referenced:


  • Tactical gear setup in a dimly lit training facility

  • Headset Bio-sensor and eye-tracking headgear being tested

  • Athlete connected to EEG and heart rate variability monitors during test training


Key Observations:

  • Environments are physically and cognitively demanding — interfaces must be glanceable and low-distraction.

  • Biometric data is abundant but fragmented — users had multiple devices feeding inconsistent streams.

  • Offline operation is non-negotiable, especially in military or spacecraft scenarios.


Phase 2: Device Ecosystem Mapping

Based on our field research, it was important to catalog and prototype integration across the hardware ecosystem, consisting of:

Photos Reference

  • Wrist-worn HRV tracker with satellite uplink prototype

  • Data cable harness connected to a neural stimulation patch

  • Operator wearing a dry-electrode EEG headset


I designed modular device hub UI, allowing users to:

  • View real-time connectivity strength

  • Calibrate devices with one tap

  • Receive haptic feedback for signal dropouts

  • Log data offline with timestamped sync


    This informed the "Device Sync Center" in the final IA.



Phase 3: Interface Design & Prototyping

Dashboard segmentation by training mode, mission mode, and review mode

  • Use of ring-based performance indicators, color-coded player stress thresholds



Visual System:

I aimed for a clean, HUD-inspired design language system used in cockpits and AR glasses. The interface used high-contrast monochrome palettes with occasional accent colors to signify state changes through a dark UI with cyan highlights.

  • Cognitive Load Rings: Expand/shrink based on mental effort and accuracy

  • Pulse Line Charts: Map heart rate, EEG spikes, and stress index over time

  • Glanceable Alerts: Use color-coded badges (green, yellow, red) for performance zones

All interfaces prioritized low-latency, high-contrast, and AR compatibility.


Phase 4:

Information Architecture Justification

A three-tiered IA structure:

  1. Live Operations

    • "Home Library," "Device Connection," and "My Experience"(Training Feedback)

  2. Training Mode & Insights

    • "Training"(official test), "Free practice"(allows peer-to-peer matches), comparative peer analytics

  3. Device & Profile Management

    • User roles, biometric pairing, offline sync status

This structure allowed seamless navigation during both training and real-world deployment—confirmed through task-based usability tests




Outcome & Impact

  • Performance Improvement: Users reported a 25–40% improvement in focus and cognitive recovery rates within 4 weeks.

  • Adoption: Jannik Sinner breaking through the ATP Finals, assisted since 2021 at the Patti Tennis Center with a dedicated MET gym, and Axiom Space third commercial human spaceflight in the Jan 2024 mission to the International Space Station.

  • Interface Validation: Rated 9.1/10 for usability by spacecraft personnel in simulated space environment



    Photos Referenced: Colonel Walter Villadei Mental Training


Conclusion

The MET platform emerged from the ground up — informed by environments, equipment, and people seen in these photos. This wasn’t a product imagined in isolation, but one prototyped in real physical environments, gym floors, and cockpit simulators.

My biggest lesson? In high-stakes performance, design clarity begins with mental clarity.



Case Study

Cognitive Optimization for Elite Performance

Project Scope

Mental Economy Training (MET)

The system combines biometric data, adaptive cognitive training, and real-time neural feedback in a cohesive digital experience deployed across wearables, large touch LCD screens, AR displays, tablets, and mobile devices.

The following details the research and design process behind MET, as documented through field photos, interface development, and hardware integration.


Phase 1: Contextual Research & Environments

Here is the real-world environment to understand user needs on site.

Photos Referenced:


  • Tactical gear setup in a dimly lit training facility

  • Headset Bio-sensor and eye-tracking headgear being tested

  • Athlete connected to EEG and heart rate variability monitors during test training


Key Observations:

  • Environments are physically and cognitively demanding — interfaces must be glanceable and low-distraction.

  • Biometric data is abundant but fragmented — users had multiple devices feeding inconsistent streams.

  • Offline operation is non-negotiable, especially in military or spacecraft scenarios.


Phase 2: Device Ecosystem Mapping

Based on our field research, it was important to catalog and prototype integration across the hardware ecosystem, consisting of:

Photos Reference

  • Wrist-worn HRV tracker with satellite uplink prototype

  • Data cable harness connected to a neural stimulation patch

  • Operator wearing a dry-electrode EEG headset


I designed modular device hub UI, allowing users to:

  • View real-time connectivity strength

  • Calibrate devices with one tap

  • Receive haptic feedback for signal dropouts

  • Log data offline with timestamped sync


    This informed the "Device Sync Center" in the final IA.



Phase 3: Interface Design & Prototyping

Dashboard segmentation by training mode, mission mode, and review mode

  • Use of ring-based performance indicators, color-coded player stress thresholds



Visual System:

I aimed for a clean, HUD-inspired design language system used in cockpits and AR glasses. The interface used high-contrast monochrome palettes with occasional accent colors to signify state changes through a dark UI with cyan highlights.

  • Cognitive Load Rings: Expand/shrink based on mental effort and accuracy

  • Pulse Line Charts: Map heart rate, EEG spikes, and stress index over time

  • Glanceable Alerts: Use color-coded badges (green, yellow, red) for performance zones

All interfaces prioritized low-latency, high-contrast, and AR compatibility.


Phase 4:

Information Architecture Justification

A three-tiered IA structure:

  1. Live Operations

    • "Home Library," "Device Connection," and "My Experience"(Training Feedback)

  2. Training Mode & Insights

    • "Training"(official test), "Free practice"(allows peer-to-peer matches), comparative peer analytics

  3. Device & Profile Management

    • User roles, biometric pairing, offline sync status

This structure allowed seamless navigation during both training and real-world deployment—confirmed through task-based usability tests




Outcome & Impact

  • Performance Improvement: Users reported a 25–40% improvement in focus and cognitive recovery rates within 4 weeks.

  • Adoption: Jannik Sinner breaking through the ATP Finals, assisted since 2021 at the Patti Tennis Center with a dedicated MET gym, and Axiom Space third commercial human spaceflight in the Jan 2024 mission to the International Space Station.

  • Interface Validation: Rated 9.1/10 for usability by spacecraft personnel in simulated space environment



    Photos Referenced: Colonel Walter Villadei Mental Training


Conclusion

The MET platform emerged from the ground up — informed by environments, equipment, and people seen in these photos. This wasn’t a product imagined in isolation, but one prototyped in real physical environments, gym floors, and cockpit simulators.

My biggest lesson? In high-stakes performance, design clarity begins with mental clarity.



Description

The Formula Medicine team partnered with PwC Italia to created a mental training program for formula 1 racers and expanding to elite level athletes, military forces and even astronauts: Mental Economy Training (MET) and its Home Kit version. I'll discuss how developed a training software that retains users’ attention and help them develop their skills, what functions help with remote training, and what problems we ran into while adapting MET to different devices.

Description

The Formula Medicine team partnered with PwC Italia to created a mental training program for formula 1 racers and expanding to elite level athletes, military forces and even astronauts: Mental Economy Training (MET) and its Home Kit version. I'll discuss how developed a training software that retains users’ attention and help them develop their skills, what functions help with remote training, and what problems we ran into while adapting MET to different devices.

Description

The Formula Medicine team partnered with PwC Italia to created a mental training program for formula 1 racers and expanding to elite level athletes, military forces and even astronauts: Mental Economy Training (MET) and its Home Kit version. I'll discuss how developed a training software that retains users’ attention and help them develop their skills, what functions help with remote training, and what problems we ran into while adapting MET to different devices.

Team

  • PwC: 2 Project Manager

  • Formula Medicine: 2 medical teams, 2 coaching teams

  • Developers: 2

  • Designers: 1

Team

  • PwC: 2 Project Manager

  • Formula Medicine: 2 medical teams, 2 coaching teams

  • Developers: 2

  • Designers: 1

Team

  • PwC: 2 Project Manager

  • Formula Medicine: 2 medical teams, 2 coaching teams

  • Developers: 2

  • Designers: 1

MET x Axiom 3 Mission

About

During the Ax-3 mission, the crew members will represent their nations in low-Earth orbit (LEO) and perform scientific experiments and demonstrations that are of high national importance. Axiom Space’s crew of four astronauts will conduct more than 30 different experiments while aboard the space station.

Data collected through MET on ground, before and after the mission, as well as in flight will impact understanding of human physiology on Earth and on orbit, as well as advance scientific understanding, harness opportunities for industrial advancements, and develop technologies for humanity’s progress.

Axiom-3 Mission Space

https://www.axiomspace.com/missions/ax3

MET x Axiom 3 Mission

About

During the Ax-3 mission, the crew members will represent their nations in low-Earth orbit (LEO) and perform scientific experiments and demonstrations that are of high national importance. Axiom Space’s crew of four astronauts will conduct more than 30 different experiments while aboard the space station.

Data collected through MET on ground, before and after the mission, as well as in flight will impact understanding of human physiology on Earth and on orbit, as well as advance scientific understanding, harness opportunities for industrial advancements, and develop technologies for humanity’s progress.

Axiom-3 Mission Space

https://www.axiomspace.com/missions/ax3

MET x Axiom 3 Mission

About

During the Ax-3 mission, the crew members will represent their nations in low-Earth orbit (LEO) and perform scientific experiments and demonstrations that are of high national importance. Axiom Space’s crew of four astronauts will conduct more than 30 different experiments while aboard the space station.

Data collected through MET on ground, before and after the mission, as well as in flight will impact understanding of human physiology on Earth and on orbit, as well as advance scientific understanding, harness opportunities for industrial advancements, and develop technologies for humanity’s progress.

Axiom-3 Mission Space

https://www.axiomspace.com/missions/ax3

Project

Project

Project

Mental Economy Training (MET)

Training for the next big race or match at the Olympics goes beyond training one's body.

MET is configured as a methodological path of psychological transformation, where the athlete becomes the architect of his own mental evolution that allows to preserve brain energy, rationalizing cognitive resources and governing emotional dynamics in high-tension contexts.

Mechanics and Visual Style

At first, the MET interface was designed in a “Grunge” style, with aggressive lines, dark and fiery colors. We realized it influenced the perception of performers leading to more impulsive actions and prioritizing competition over a state of mental clarity and focus visible also through their body responses (increased heart rate, fidgeting, and anxiety levels).


Our target audience required a different approach.

Read Case study

Cognitive Optimization for Elite Performance

Project Scope

Mental Economy Training (MET)

The system combines biometric data, adaptive cognitive training, and real-time neural feedback in a cohesive digital experience deployed across wearables, large touch LCD screens, AR displays, tablets, and mobile devices.

The following details the research and design process behind MET, as documented through field photos, interface development, and hardware integration.


Phase 1: Contextual Research & Environments

Here is the real-world environment to understand user needs on site.

Photos Referenced:


  • Tactical gear setup in a dimly lit training facility

  • Headset Bio-sensor and eye-tracking headgear being tested

  • Athlete connected to EEG and heart rate variability monitors during test training


Key Observations:

  • Environments are physically and cognitively demanding — interfaces must be glanceable and low-distraction.

  • Biometric data is abundant but fragmented — users had multiple devices feeding inconsistent streams.

  • Offline operation is non-negotiable, especially in military or spacecraft scenarios.


Phase 2: Device Ecosystem Mapping

Based on our field research, it was important to catalog and prototype integration across the hardware ecosystem, consisting of:

Photos Reference

  • Wrist-worn HRV tracker with satellite uplink prototype

  • Data cable harness connected to a neural stimulation patch

  • Operator wearing a dry-electrode EEG headset


I designed modular device hub UI, allowing users to:

  • View real-time connectivity strength

  • Calibrate devices with one tap

  • Receive haptic feedback for signal dropouts

  • Log data offline with timestamped sync


    This informed the "Device Sync Center" in the final IA.



Phase 3: Interface Design & Prototyping

Dashboard segmentation by training mode, mission mode, and review mode

  • Use of ring-based performance indicators, color-coded player stress thresholds



Visual System:

I aimed for a clean, HUD-inspired design language system used in cockpits and AR glasses. The interface used high-contrast monochrome palettes with occasional accent colors to signify state changes through a dark UI with cyan highlights.

  • Cognitive Load Rings: Expand/shrink based on mental effort and accuracy

  • Pulse Line Charts: Map heart rate, EEG spikes, and stress index over time

  • Glanceable Alerts: Use color-coded badges (green, yellow, red) for performance zones

All interfaces prioritized low-latency, high-contrast, and AR compatibility.


Phase 4:

Information Architecture Justification

A three-tiered IA structure:

  1. Live Operations

    • "Home Library," "Device Connection," and "My Experience"(Training Feedback)

  2. Training Mode & Insights

    • "Training"(official test), "Free practice"(allows peer-to-peer matches), comparative peer analytics

  3. Device & Profile Management

    • User roles, biometric pairing, offline sync status

This structure allowed seamless navigation during both training and real-world deployment—confirmed through task-based usability tests




Outcome & Impact

  • Performance Improvement: Users reported a 25–40% improvement in focus and cognitive recovery rates within 4 weeks.

  • Adoption: Jannik Sinner breaking through the ATP Finals, assisted since 2021 at the Patti Tennis Center with a dedicated MET gym, and Axiom Space third commercial human spaceflight in the Jan 2024 mission to the International Space Station.

  • Interface Validation: Rated 9.1/10 for usability by spacecraft personnel in simulated space environment



    Photos Referenced: Colonel Walter Villadei Mental Training


Conclusion

The MET platform emerged from the ground up — informed by environments, equipment, and people seen in these photos. This wasn’t a product imagined in isolation, but one prototyped in real physical environments, gym floors, and cockpit simulators.

My biggest lesson? In high-stakes performance, design clarity begins with mental clarity.



Read Case study

Cognitive Optimization for Elite Performance

Project Scope

Mental Economy Training (MET)

The system combines biometric data, adaptive cognitive training, and real-time neural feedback in a cohesive digital experience deployed across wearables, large touch LCD screens, AR displays, tablets, and mobile devices.

The following details the research and design process behind MET, as documented through field photos, interface development, and hardware integration.


Phase 1: Contextual Research & Environments

Here is the real-world environment to understand user needs on site.

Photos Referenced:


  • Tactical gear setup in a dimly lit training facility

  • Headset Bio-sensor and eye-tracking headgear being tested

  • Athlete connected to EEG and heart rate variability monitors during test training


Key Observations:

  • Environments are physically and cognitively demanding — interfaces must be glanceable and low-distraction.

  • Biometric data is abundant but fragmented — users had multiple devices feeding inconsistent streams.

  • Offline operation is non-negotiable, especially in military or spacecraft scenarios.


Phase 2: Device Ecosystem Mapping

Based on our field research, it was important to catalog and prototype integration across the hardware ecosystem, consisting of:

Photos Reference

  • Wrist-worn HRV tracker with satellite uplink prototype

  • Data cable harness connected to a neural stimulation patch

  • Operator wearing a dry-electrode EEG headset


I designed modular device hub UI, allowing users to:

  • View real-time connectivity strength

  • Calibrate devices with one tap

  • Receive haptic feedback for signal dropouts

  • Log data offline with timestamped sync


    This informed the "Device Sync Center" in the final IA.



Phase 3: Interface Design & Prototyping

Dashboard segmentation by training mode, mission mode, and review mode

  • Use of ring-based performance indicators, color-coded player stress thresholds



Visual System:

I aimed for a clean, HUD-inspired design language system used in cockpits and AR glasses. The interface used high-contrast monochrome palettes with occasional accent colors to signify state changes through a dark UI with cyan highlights.

  • Cognitive Load Rings: Expand/shrink based on mental effort and accuracy

  • Pulse Line Charts: Map heart rate, EEG spikes, and stress index over time

  • Glanceable Alerts: Use color-coded badges (green, yellow, red) for performance zones

All interfaces prioritized low-latency, high-contrast, and AR compatibility.


Phase 4:

Information Architecture Justification

A three-tiered IA structure:

  1. Live Operations

    • "Home Library," "Device Connection," and "My Experience"(Training Feedback)

  2. Training Mode & Insights

    • "Training"(official test), "Free practice"(allows peer-to-peer matches), comparative peer analytics

  3. Device & Profile Management

    • User roles, biometric pairing, offline sync status

This structure allowed seamless navigation during both training and real-world deployment—confirmed through task-based usability tests




Outcome & Impact

  • Performance Improvement: Users reported a 25–40% improvement in focus and cognitive recovery rates within 4 weeks.

  • Adoption: Jannik Sinner breaking through the ATP Finals, assisted since 2021 at the Patti Tennis Center with a dedicated MET gym, and Axiom Space third commercial human spaceflight in the Jan 2024 mission to the International Space Station.

  • Interface Validation: Rated 9.1/10 for usability by spacecraft personnel in simulated space environment



    Photos Referenced: Colonel Walter Villadei Mental Training


Conclusion

The MET platform emerged from the ground up — informed by environments, equipment, and people seen in these photos. This wasn’t a product imagined in isolation, but one prototyped in real physical environments, gym floors, and cockpit simulators.

My biggest lesson? In high-stakes performance, design clarity begins with mental clarity.



Read Case study

Cognitive Optimization for Elite Performance

Project Scope

Mental Economy Training (MET)

The system combines biometric data, adaptive cognitive training, and real-time neural feedback in a cohesive digital experience deployed across wearables, large touch LCD screens, AR displays, tablets, and mobile devices.

The following details the research and design process behind MET, as documented through field photos, interface development, and hardware integration.


Phase 1: Contextual Research & Environments

Here is the real-world environment to understand user needs on site.

Photos Referenced:


  • Tactical gear setup in a dimly lit training facility

  • Headset Bio-sensor and eye-tracking headgear being tested

  • Athlete connected to EEG and heart rate variability monitors during test training


Key Observations:

  • Environments are physically and cognitively demanding — interfaces must be glanceable and low-distraction.

  • Biometric data is abundant but fragmented — users had multiple devices feeding inconsistent streams.

  • Offline operation is non-negotiable, especially in military or spacecraft scenarios.


Phase 2: Device Ecosystem Mapping

Based on our field research, it was important to catalog and prototype integration across the hardware ecosystem, consisting of:

Photos Reference

  • Wrist-worn HRV tracker with satellite uplink prototype

  • Data cable harness connected to a neural stimulation patch

  • Operator wearing a dry-electrode EEG headset


I designed modular device hub UI, allowing users to:

  • View real-time connectivity strength

  • Calibrate devices with one tap

  • Receive haptic feedback for signal dropouts

  • Log data offline with timestamped sync


    This informed the "Device Sync Center" in the final IA.



Phase 3: Interface Design & Prototyping

Dashboard segmentation by training mode, mission mode, and review mode

  • Use of ring-based performance indicators, color-coded player stress thresholds



Visual System:

I aimed for a clean, HUD-inspired design language system used in cockpits and AR glasses. The interface used high-contrast monochrome palettes with occasional accent colors to signify state changes through a dark UI with cyan highlights.

  • Cognitive Load Rings: Expand/shrink based on mental effort and accuracy

  • Pulse Line Charts: Map heart rate, EEG spikes, and stress index over time

  • Glanceable Alerts: Use color-coded badges (green, yellow, red) for performance zones

All interfaces prioritized low-latency, high-contrast, and AR compatibility.


Phase 4:

Information Architecture Justification

A three-tiered IA structure:

  1. Live Operations

    • "Home Library," "Device Connection," and "My Experience"(Training Feedback)

  2. Training Mode & Insights

    • "Training"(official test), "Free practice"(allows peer-to-peer matches), comparative peer analytics

  3. Device & Profile Management

    • User roles, biometric pairing, offline sync status

This structure allowed seamless navigation during both training and real-world deployment—confirmed through task-based usability tests




Outcome & Impact

  • Performance Improvement: Users reported a 25–40% improvement in focus and cognitive recovery rates within 4 weeks.

  • Adoption: Jannik Sinner breaking through the ATP Finals, assisted since 2021 at the Patti Tennis Center with a dedicated MET gym, and Axiom Space third commercial human spaceflight in the Jan 2024 mission to the International Space Station.

  • Interface Validation: Rated 9.1/10 for usability by spacecraft personnel in simulated space environment



    Photos Referenced: Colonel Walter Villadei Mental Training


Conclusion

The MET platform emerged from the ground up — informed by environments, equipment, and people seen in these photos. This wasn’t a product imagined in isolation, but one prototyped in real physical environments, gym floors, and cockpit simulators.

My biggest lesson? In high-stakes performance, design clarity begins with mental clarity.



About
About
About

MET into Space with Axiom-3


The first all-European commercial astronaut mission to the International Space Station, Axiom Mission 3 (Ax-3) redefines the pathway to low-Earth orbit for nations around the globe.

The goal of this project is to investigate whether specific skills and cognitive abilities (concentration, focused attention, reactivity, stress management, memory, and others) are affected by spaceflight and how MET™ could be implemented for future crew.

Data collected by Axiom Space’s crew of four astronauts on more than 30 different experiments on ground, before and after the mission as well as in flight will impact understanding of human physiology on Earth and on orbit, as well as advance scientific understanding, harness opportunities for industrial advancements, and develop technologies for humanity’s progress.

Learn more on https://www.axiomspace.com/research/mental-economy