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At least 19 records

NASTRAN: Users' experiences

The proceedings of a conference on NASA Structural Analysis (NASTRAN) to analyze the experiences of users of the program are presented. The subjects discussed include the following: (1) statics and buckling, (2) vibrations and dynamics, (3) substructing, (4) new capability, (5) user's experience, and (6) system experience. Specific applications of NASTRAN to spacecraft, aircraft, nuclear power plants, and materials tests are reported.

Source record

Applications Technology Satellite and Communications Technology Satellite user experiments for 1967-1980 reference book. Volume 4: Abstracts

The important user experiments conducted during the fourteen year period from 1966 to 1980 are summarized. A description of each of the satellites and a brief summary of each user experiment is presented. A cross index of user experiments sorted by various parameters and a listing of keywords versus experiment number is included. The experiments are grouped by type of service offered; for example, education, health services, and data transmission. A bibliography of reports by accession number and by author is also presented. User viewpoints of the systems are presented.

Engler, N. A.

Evaluation of User Experience of Self-Scheduling Software for Astronauts: Defining a Satisfaction Baseline

As NASA turns its sights to deep-space exploration, a greater focus on sup-porting crew autonomy has led to the development of Playbook, a self-scheduling software tool. Evaluating the user satisfaction of Playbook is essential in ensuring its usability for critical spaceflight operations. Satisfaction of an interface is often quantified with attitude surveys, such as the User Experience Questionnaire (UEQ). This paper demonstrates an application of the UEQ in comparing the user experience of Playbook interface de-signs for displaying graphical data. We lay the foundation for future user experience comparisons by defining a satisfaction baseline, which is crucial as more features are integrated into Playbook’s interface. This work ex-tends a validated user experience framework into a spaceflight domain, allowing optimization of human-computer interaction as future operational tools are developed.

user experience

Compendium of Applications Technology Satellite user experiments

The achievements of the user experiments performed with ATS satellites from 1967 to 1973 are summarized. Included are fixed and mobile point to point communications experiments involving voice, teletype and facsimile transmissions. Particular emphasis is given to the Alaska and Hawaii satellite communications experiments. The use of the ATS satellites for ranging and position fixing of ships and aircraft is also covered. The structure and operating characteristics of the various ATS satellite are briefly described.

Engler, N. A.

Designing the User Experience for Earth Observation Data Services in the Cloud

NASA's Earth Observation (EO) inventory is projected to grow by an order of magnitude over the next 5-6 years. The current mode for working with EO data of downloading the data to a local machine (laptop, desktop or server) will be difficult to sustain for these upcoming volumes. Therefore, NASA is in the process of developing a capability to host large volume data in commercial cloud, with an eye toward encouraging data analysis in the cloud. However, in order for the user community to take advantage of this new mode of data interaction, the user experience must be redesigned. Cloud-hosted data brings new challenges, such as managing the costs of data egress and working with data in Web Object Storage instead of a Posix filesystem. However, it also brings new opportunities. Scaling data transformation processes may permit more synchronous data services with near-immediate response vs. cumbersome ordering systems with latencies of hours or days. Data co-location in the cloud can facilitate data integration and fusion. Highly scalable filesystems and databases in the cloud support data reorganization to facilitate analysis at scale. In the course of NASA's reimagining of the User Experience for EO data usage relies on end user input gathered through surveys, workshops and meetings (such as this). At the same time, we have embarked on a course of pedagogy and capacity building to help the user community evolve to cloud-based analysis.

Lynnes, Christopher

Using UMM-Var and E2E to Improve the User Experience for Accessing NASA EOSDIS Data Sets

The UMM-Variables (Var) Metadata Model has been evolved to support an End-to-End Services (E2E) capability, which enables variable level subsetting, data transformation, and data reformatting. This talk will discuss what is new with the model, how users can get their metadata ready for the E2E capability, and include a demo of how the model is being used to drive and improve the user experience in Earthdata Search Client when accessing EOSDIS data sets.

Metadata Modeling

Qualitative Data Coding of User Experience with an Urban Air Mobility Fleet Manager Interface

The NASA Aeronautics Research Mission Directorate created the High Density Vertiplex (HDV) project to integrate and evaluate a prototype Urban Air Mobility (UAM) ecosystem. Part of the HDV testing environment included a prototype operator user interface called the Fleet Manager Interface (FMI). In 2023, HDV conducted flight testing with the FMI during which a user experience (UX) study was performed to assess the quality of UX and elicit design recommendations. As a result, a large database of open-ended, qualitative responses was generated and then coded using a new qualitative data coding technique called Directive String Coding, which used a blended coding approach to generate actionable heuristics that stakeholders (e.g., researchers, UI designers, software developers) could use to answer specific research questions and make future design decisions. The key themes that arose from the coded responses showed that the UX was pleasant, system notifications should be more salient, and information across multiple screens should be integrated into a central display. As the Fleet Manger operational role is still being defined, it is vital to increase our understanding of the tools and capabilities needed for such a role. The results from HDV work will eventually feed into standards for vertiport operations that will enable safe and scalable UAM operations in the United States.

high density vertiplex

Qualitative Data Coding of User Experience with an Urban Air Mobility Fleet Manager Interface

The NASA Aeronautics Research Mission Directorate created the High Density Vertiplex (HDV) project to integrate and evaluate a prototype Urban Air Mobility (UAM) ecosystem. Part of the HDV testing environment included a prototype operator user interface called the Fleet Manager Interface (FMI). In 2023, HDV conducted flight testing with the FMI during which a user experience (UX) study was performed to assess the quality of UX and elicit design recommendations. As a result, a large database of open-ended, qualitative responses was generated and then coded using a new qualitative data coding technique called Directive String Coding, which used a blended coding approach to generate actionable heuristics that stakeholders (e.g., researchers, UI designers, software developers) could use to answer specific research questions and make future design decisions. The key themes that arose from the coded responses showed that the UX was pleasant, system notifications should be more salient, and information across multiple screens should be integrated into a central display. As the Fleet Manger operational role is still being defined, it is vital to increase our understanding of the tools and capabilities needed for such a role. The results from HDV work will eventually feed into standards for vertiport operations that will enable safe and scalable UAM operations in the United States.

high density veriplex

Cognitive Modeling of Video Game Player User Experience

This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

Bohil, Corey J.

User experience with on-road electric vehicles in the U.S.A. and Canada

Approximately 3000 on-road electric passenger cars and delivery vans are now in use in the U.S.A. and Canada. The owners and operators of almost one-third of these vehicles have been surveyed directly in an attempt to determine the suitability of commercially sold electric vehicles for real on-road jobs. This paper is primarily concerned with the analysis of the engineering aspects of the user experience with electric vehicles, i.e., mileage and application, failure modes and rates, energy economy, maintenance requirements, life cycle costs, and vehicle performance characteristics. It is concluded that existing electric vehicles can perform satisfactorily in applications that have limited performance requirements, particularly in terms of range.

Sandberg, J. J.

Exposing the Strategies that Can Reduce the Obstacles: Improving the Science User Experience

It is now well established that pursuing generic solutions to what seem are common problems in Earth science data access and use can often lead to disappointing results for both system developers and the intended users. This presentation focuses on real-world experience of managing a large and complex data system, NASAs Earth Science Data and Information Science System (EOSDIS), whose mission is to serve both broad user communities and those in smaller niche applications of Earth science data and services. In the talk, we focus on our experiences with known data user obstacles characterizing EOSDIS approaches, including various technological techniques, for engaging and bolstering, where possible, user experiences with EOSDIS. For improving how existing and prospective users discover and access NASA data from EOSDIS we introduce our cross-archive tool: Earthdata Search. This new search and order tool further empowers users to quickly access data sets using clever and intuitive features. The Worldview data visualization tool is also discussed highlighting how many users are now performing extensive data exploration without necessarily downloading data. Also, we explore our EOSDIS data discovery and access webinars, data recipes and short tutorials, targeted technical and data publications, user profiles and social media as additional tools and methods used for improving our outreach and communications to a diverse user community. These efforts have paid substantial dividends for our user communities by allowing us to target discipline specific community needs. The desired take-away from this presentation will be an improved understanding of how EOSDIS has approached, and in several instances achieved, removing or lowering the barriers to data access and use. As we look ahead to more complex Earth science missions, EOSDIS will continue to focus on our user communities, both broad and specialized, so that our overall data system can continue to serve the needs of science and applications users.

communications

Hosting Hyrax in the Cloud While Preserving the User Experience

Cloud object stores enable data providers to reduce costs and provide uniform data servers across organizational divisions. This talk will address how new capabilities provided by cloud computing can be used with existing software so that users get the benefits provided by cloud technology (access to data at lower cost, e.g.) without disrupting their existing workflow(s). We will address ways to reduce response latency often associated with Cloud object stores and ways to simulate the hierarchy of a POSIX file system using a key-value object store. This work is based an on-going NASA EED2 project to enhance the Hyrax data server for operation in the Amazon Web Services Cloud.

Hyrax server

NASTRAN users' experience of Avco Aerostructures Division

The NASTRAN experiences of a major structural design and fabrication subcontractor that has less engineering personnel and computer facilities than those available to large prime contractors are discussed. Efforts to obtain sufficient computer capacity and the development and implementation of auxiliary programs to reduce manpower requirements are described. Applications of the NASTRAN program for training users, checking out auxiliary programs, performing in-house research and development, and structurally analyzing an Avco designed and manufactured missile case are presented.

Blackburn, C. L.

IMPACT User Experience

NASA Human Research Project (HRP) and Exploration Medical Capabilities (ExMC) team identified a need to implement a human-centered design approach for a computational tool that performs detailed trade space analysis and research prioritization, known as Informing Mission Planning via Analysis of Complex Tradespaces (IMPACT). IMPACT processes numerous parameters such as space vehicle design, mission objectives, evacuation capability, medical events, and mission constraint, including but not limited to; duration, mass, volume, equipment, and medical capability, each with complex and interconnected relationships. The ability for users to navigate through these complexities and provide an intuitive report is critical to aiding stakeholders in the decision-making process of future missions. In this presentation we will discuss how the IMPACT team has applied human-centered design strategies to improve system usability by modelling human-system integration (i.e., task analysis) with the MagicDraw SysML modelling application and performing A/B testing of user interface prototypes.

S Ozbek

NASTRAN: Users' Experiences

The maintenance and development of NASTRAN has been centralized at the Langley Research Center in the NASTRAN Systems Management Office (NSMO ). Several important system improvements are in progress which will result in a significant reduction of average computer run time. The maintenance contractor, MacNeal-Schwendler, is also engaged in the addition of comprehensive substructuring capability. A dummy element capability which allows the test, evaluation, checkout, and temporary use of a new element in the NASTRAN environment is also underway and planned for inclusion in Level 15. Several new elements and a comprehensive heat transfer capability are in development under a contract with the Bell Aerospace Company. These enhancements are planned for inclusion in Level 16. In summary, NASTRAN has emerged as a powerful , generalized facility for the analysis of complex aerospace structures and is rapidly gaining acceptance from the community of aerospace and industrial users. NASA is, therefore, committed to manage and maintain the NASTRAN system as a valuable national resource.

Phillip R Wilcox