It looks like this will give me a rough rule of thumb for what it's like, despite being deprecated technology.
Does anyone have any resources (books, similar tutorials, etc.) where I can start to dip my toes into this type of work?
Try to walk in their footsteps to see how information should be displayed to them first. Then you can go on what that information might be.
It will be a feedback loop of constant improvement and you will need to tie a lot of that into the backend as well. There was a project called Open Flight Linux[2] which was an effort to duplicate the objectives of Flight Linux[3]. You may want to take a browse at the documentation to see what types of information would be useful to display.
You'll need some sort of existing reference to see what additional data can be pulled up.[4]
Edit: With regard to ChuckMcM's recommendation (which is very useful!) The NASA Tech Briefs should be on your path to glance at what might be in store for you.[5]
[1] http://www.visitnasa.com
[2] http://web.archive.org/web/20100306001043/http://openflightlinux.org
[3] http://web.archive.org/web/20080102134626/http://flightlinux.gsfc.nasa.gov/
[4] https://www.google.com/search?&hl=en&tbm=isch&q=orbiter+cockpit
https://www.google.com/search?&hl=en&tbm=isch&q=spaceshiptwo+cockpit
[5] http://www.techbriefs.com/tech-briefsWe (oewf.org) have analog missions, too. With rovers, equipment, on-site (analog Mars) control stations. And we have a Mission Control Center, what about better UIs for the ground station? (But I think you should be in Europe for that, working remote is certainly difficult in such a case.)
Another possible partner: Look at the Google Lunar X Prize teams. Some (of the advanced ones) could be interested in UIs for their Mission Control.
I started a remake of a space video game a few years back which I didn't end up finishing, but I did tackle a lot of problems like 3D navigation. Here's a screenshot: http://pdevine.users.sonic.net/images/sundog-cockpit.png If you're interested, the code is all there and runs in Python/OpenGL.
It was linked to in the Star Citizen forums, in a thread that talked about adapting a HOTAS (throttle and joystick system) to be used in space simulators, but it goes into a bit of the UI design of various real-world spacecraft (and the language is heavily influenced by Heinlein, which I kinda love).
Isn't it actually more advanced today to a degree, in terms of getting the job done?
How many lines of code would a moon landing guidance system be today? How many modules and dependencies?
Which one wold be more redundant ( I feel the comparison is obvious here if not: simple program whose redundancy is in its simplicity, and a complex program where redundancy is with multiple levels of checks within)
Dr. Brooks at MIT built a lander system with "modern" (at the time, Pentium-3 level) chips for DARPA and it was pretty straightforward, at a talk I attended he suggested that by this time (actually by 2006) he expected the whole package would be less than $100 worth of parts.
The only 'big' thing left between Earth and a regular visit to the Moon is some sort of on-orbit refuelling capability. Once you knock down that particular challenge lifting the parts into LEO which can then be refuelled and sent to L1, and then refuelled again and sent to the moon and back to L1 to top up, and back to LEO. There are existing systems for all the other pieces [1].
[1] So there are liquid fuelled engines, that can be refuelled under gravity, but none have been tested which can be refuelled in zero G. A proponent at ULA proposed a gas pump that would spin creating the necessary force to move propellant from tank to tank without the need for an additional non-dilutive pressurizing agent. But it is a fair criticism that we don't have zero g refillable engines yet.
Its sad how the steam of space exploration and development got dispersed after Apollo. If it had continued at that rate who knows where we would be now. Perhaps even a small station at L1 with small crew... Thankfully I feel we might be in the beginning of a new renaissance thanks to lower costs and open source tech. Somehow the $/lb needs to drastically get reduced. There was a space cannon called project harp that could launch 180kg up to 110 mi. Its a shame they stopped it because the costs per kg are insanely cheap. Perhaps with todays robotics components could be accumulated in orbit.
Long story short, we need zero G refueling and zero G assembly. Next gen space vehicles need to be assembled in orbit.