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At least 19 records

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

User-Centered Software Design in the All Hazards Analysis Application

To design good software, you must always keep the end user in mind. Some benefits of incorporating the user-centered design process include saving users time and effort and helping them to utilize all capabilites of an application. In my work on the All Hazards Analysis (AHA) application, I employed principles of user-centered design to make the application easier for new users to navigate. This poster describes user-centered software design in general and showcases some of my user-centered design work on the AHA application.

58 GEOSCIENCES

How Qualitative Data Drives Design at NASA

There's a lot of paperwork to go to space! Building tools to help the folks "behind the scenes" at NASA takes a deep understanding of their complex worlds. In this lightning talk, David Luetger will discuss how San Jose State University Research Foundation at NASA Ames used qualitative data to support NASA's Space Launch System program, and introduced a new set of stakeholders to user-centered design.

User experience

Earthdata Search Usability Study Process

User experience (UX) design is the process of enhancing user satisfaction by improving various aspects of the user's interaction with an application or website. One aspect of UX design is usability, or the extent to which an application can be used to to accomplish tasks efficiently, effectively, and with satisfaction. NASA's Earthdata Search Client recently underwent a focused usability testing project to measure usability and gain valuable user feedback and insights to increase usability for its end-users. This presentation focuses on the process by which the usability tests were administered and the lessons learned throughout the process.

UI

Vertiport Automation Software Architecture and Requirements

The purpose of Vertiport Automation Software Architecture and Requirements was developed to mature the Vertiport Automation System (VAS) described in the High-Density Automated Vertiport ConOps, into a set of artifacts that enable the development of a VAS prototype. The scope of document was to develop: (1) A VAS Software Architecture diagram that logically organizes VAS functionality into specific software components; (2) VAS Software Trade Study identifying existing commercial products and NASA research that can be used in part or with modifications to fulfill VAS functionality. (3) A set of VAS Functional Requirements which decompose the VAS concept into software functionality, including any interfaces and data flows needed; (4) A set of VAS Test Approaches describing a methodology for verification of the VAS Functional Requirements; and (5) An application user experience (UX) design study describing the general features needed in a VAS user interface.

Advanced Air Mobility

CubeSub

This presentation introduces and discusses the development of the CubeSub submersible concept, an Autonomous Underwater Vehicle (AUV) designed around the CubeSat satellite form factor. The presented work is part of the author's MSc thesis in Aerospace Engineering at the Royal Institute of Technology, Stockholm, Sweden, and was performed during an internship at the Mission Design Division of the NASA Ames Research Center, Moffett Field, CA. Still in the early stages of its development, the CubeSub is to become a submersible test-bed for technology qualified for underwater and space environments. With the long-term goal of exploring the underwater environments in outer space, such as the alleged subsurface ocean of Jupiter's moon Europa, a number of technology and operational procedures must be developed and matured. To assist in this, the CubeSub platform is introduced as a tool to allow engineers and scientists to easily test qualified technology underwater. A CubeSat is a class of miniaturized satellite built to a standardized size. The base size is 1U (U for unit), corresponding to a 100 x 100 x 113.5 cu mm cube. A 1U CubeSat can in other words easily be held in one hand. Stacking units give larger satellite sizes such as the also commonly used 1.5U, 2U and 3U. The CubeSat standard is in itself already well established and hundreds of CubeSats have to date been launched into space. Compatible technology is readily available and the know-how exists in the space industry, all of which makes it a firm ground to stand on for the CubeSub. The rationale behind using the CubeSat form factor is to make use of this pre-existing foundation, making the CubeSub easy to develop, modular and readily available. It will thereby aid in the process of maturing the concept of a fully space qualified submersible headed for outer space. As a further clarification, the CubeSub is itself not meant for outer space, but to facilitate development of such a vessel. Along with its uses as a testbed, the CubeSub also holds the potential to become a useful tool for exploration and experimentation here on Earth. A highly standardized system utilizing well-known hardware can reduce the cost and required work load for researchers wishing to perform experiments and exploration. Users could design sensors and experiments to comply with the already well established CubeSat standard, which are then carried by the CubeSub to the region of interest. This in turn means that the end users can focus more on formulating the experiment itself and less about how to get it where they want it. The CubeSub is designed to be built up by modules, which can be assembled in different configurations to fulfill different needs. Each module will be powered individually and intermodular communication will be wireless, removing the need for wiring. The inside of the cylindrical hull will be flooded with ambient water to enhance the interaction between payloads and surrounding environment. The overall torpedo-like shape is similar to that of a conventional AUV, slender and smooth. This is to make for a low drag, reduce the risk of snagging on surrounding objects and make it possible to deploy through an ice sheet via a narrow borehole or navigate in tight areas. To keep costs low and further accelerate development, rapid prototyping is utilized wherever possible. Full-scale prototypes are being constructed through 3D-printing and using COTS (Commercial Off-The-Shelf) components. 3D-printing is used both for the largest hull components and the relatively small and delicate propellers. Arduino boards are used for control and internal communication

AUV

Practicing UX at NASA

My experiences practicing UX at NASA in an engineering driven organization and thoughts on how to communicate the value of user research, usability, and design to skeptics. In this environment hard numbers, requirements, and acronyms rule the conversation. How do you communicate the value of softer concepts such as user research, usability, and design?

UX designer user experience

CCSI Toolset 3.22 Release

CCSI Toolset 3.22 Release Highlights The Sequential Design of Experiments user interface was updated to resolve an issue where the results would fail to plot in some cases (e.g., Non-Uniform Space Filling designs). The Machine Learning/Artificial Intelligence module was updated to support Keras 3 and to reflect changes made to dependencies’ syntax. A check was added to ensure PSUADE is installed and available at FOQUS startup. If PSUADE is not installed, a link to the FOQUS documentation is displayed and FOQUS is closed. The copyright year was updated to include 2024 in places where it had not previously been updated. Typographical errors were corrected to improve clarity in variable names and documentation. The FOQUS documentation was updated to reflect the fact that ALAMO can have two executables and indicates the correct executable to add to the Settings path. SimSinter was updated to version 3.1.0. This version removed gPROMS support and included security updates.

AS

Improving the User Interface of the DeepLynx Data Warehouse

DeepLynx is an open-source ontology-based data warehouse created by INL to support the creation and life cycle of digital engineering projects, with a particular emphasis on digital twins [1]. Digital twins are systems that represent physical assets and process in a real-time digital environment [1]. Most well-known commercial data warehouses use Graphical User Interfaces (GUIs) for users to interact with their systems [3]. Limited publications have addressed the design of these interfaces and understanding of their target users. The current users and development team acknowledge the need to improve the current UI, not just for aesthetics but to improve functionality and workflow of DeepLynx. Traditional data warehouse users are developers, data scientists and business analysts [2]. DeepLynx users have a vast range of experience using data warehouses, and diverse roles, including engineers, scientists and management positions. Because there is a broader audience of target users for DeepLynx than a typical data warehouse, it is essential that DeepLynx has a useable and intuitive user interface. To achieve this the team performed human-computer interaction methods, including a Heuristic Evaluation of current UI using Neilsen’s Usability Heuristic, create personas based on current users by designing a user survey, data analysis and develop of personas. Followed by a redesign of the UI following using Neilsen’s Usability Heuristic and Norman’s Principles of Interactive Design in industry standard software Figma. Lastly a Heuristic Evaluation of new UI design, using Neilsen’s Usability Heuristic and User testing of redesign UI and have a group of users complete a Thinking Aloud Test of the new UI. Preliminary results of the Heuristic Evaluation of current UI arise issue with Consistency and Standards, Visibility of System Status, Match System and Real World and Recognition Rather than Recall. These issues were addressed in the proposed redesign by applying Neilsen’s Usability Heuristic and Norman’s Principles of Interactive Design. Next steps include formalized list of lessons learned and design implications for future publications.

97 MATHEMATICS AND COMPUTING

Designers' models of the human-computer interface

Understanding design models of the human-computer interface (HCI) may produce two types of benefits. First, interface development often requires input from two different types of experts: human factors specialists and software developers. Given the differences in their backgrounds and roles, human factors specialists and software developers may have different cognitive models of the HCI. Yet, they have to communicate about the interface as part of the design process. If they have different models, their interactions are likely to involve a certain amount of miscommunication. Second, the design process in general is likely to be guided by designers' cognitive models of the HCI, as well as by their knowledge of the user, tasks, and system. Designers do not start with a blank slate; rather they begin with a general model of the object they are designing. The author's approach to a design model of the HCI was to have three groups make judgments of categorical similarity about the components of an interface: human factors specialists with HCI design experience, software developers with HCI design experience, and a baseline group of computer users with no experience in HCI design. The components of the user interface included both display components such as windows, text, and graphics, and user interaction concepts, such as command language, editing, and help. The judgments of the three groups were analyzed using hierarchical cluster analysis and Pathfinder. These methods indicated, respectively, how the groups categorized the concepts, and network representations of the concepts for each group. The Pathfinder analysis provides greater information about local, pairwise relations among concepts, whereas the cluster analysis shows global, categorical relations to a greater extent.

Gillan, Douglas J.

Initial User Study Insights Clarified Community Requirements & Early Feedback on Conceptual Design

The HPDF User Experience (UX) team conducted eight semi-structured interviews with twelve individuals leading data and computing infrastructure work at DOE Office of Science (SC) user facilities or projects. This report presents key takeaways synthesizing community perspectives and needs, along with recommendations for the project. These insights should be considered as conceptual design work continues, early partnerships begin, workflow readiness activities evaluate and enhance key scientific tools, and early access systems are made available to the Office of Science (SC) community. Vigilance in meeting community requirements and ensuring workflow readiness will be needed to ensure HPDF’s success.

97 MATHEMATICS AND COMPUTING

Earthdata Search Client: Usability Review Process, Results, and Implemented Changes, Using Earthdata Search Client as a Case Study

User experience and visual design are greatly improved when usability testing is performed on a periodic basis. Design decisions should be tested by real users so that application owners can understand the effectiveness of each decision and identify areas for improvement. It is important that applications be tested not just once, but as a part of a continuing process that looks to build upon previous tests. NASA's Earthdata Search Client has undergone a usability study to ensure its users' needs are being met and that users understand how to use the tool efficiently and effectively. This poster will highlight the process followed for usability study, the results of the study, and what has been implemented in light of the results to improve the application's interface.

design

Integrating Immersive Visualization in Molten-Salt Reactor Waste Management for Experimental Design and Planning

The Molten Salt Reactor (MSR) represents a significant innovation in nuclear technology, offering several operational and safety benefits over traditional solid-fuel reactors. However, MSRs face uncertainties in waste management due to their flexible designs and variable waste compositions. To address these challenges, we propose a visualization platform that illustrates solutions and performance predictions for various waste management strategies, enhancing user experience and improving strategy and communication. Immersive visualizations are widely used in the nuclear industry for training, simulation, and safety enhancement. Our project aims to develop a visualization platform incorporating virtual reality (VR) technologies to illustrate MSR characteristics immediately following reactor shutdown. This immersive simulation will allow users to interact, explore, and understand different waste management strategies. The platform will display MSR reactor characterizations, including nuclide decay, salt solidification, and corrosion, which are crucial for assessing and selecting backend management strategies. Using the Meta Quest 3 VR headset with Unity software, our platform will provide real-scale visualizations, enabling users to experience and evaluate designs and plans as if they were physically present. This user-friendly interface will make complex data accessible and understandable for non-domain experts, aiding in decision-making for MSR waste management. Our proposed visualization workflow can be applied to other nuclear reactors, assisting in the design and planning of waste management strategies.

11 - NUCLEAR FUEL CYCLE AND FUEL MATERIALS

Integrating Human System Information with the Systems Platform for Aggregating and Relating Capabilities (SPARC)

Within Human Health and Performance, there exists a wealth of human system information that’s used a regular basis in support of NASA human exploration objectives, but the challenge is that all of this information was stored in multiple different locations and organized for specific uses, limiting its effectiveness and straining communication across multiple groups. To address this challenge, our project, the Systems Platform for Aggregating and Relating Capabilities (SPARC) was tasked with developing a new NASA internal web application that aggregates and relates multiple programs’ human system products, such as technical standards, program requirements and verifications, human system risks, research and evidence, and exploration capabilities, into one centralized platform that addresses the needs of human health and performance from multiple different perspectives. Using agile development methodologies, user-experience (UX) driven design principles, data visualization, and a strong emphasis on continuous improvement though consistent stakeholder engagement, the SPARC project released a beta version in less than 4 months, broadly launched version 1.0.0 Agency-wide three months after the beta, and has over 180 users in the first year of development. Our second year of development will see us moving from our initial capabilities to increasingly robust and complex integrations and visualizations, including Directed Acyclical Graphs (DAGs), natural language processing (NLP) for dynamic generation of relationships between the sources of truth, and an expansion into hierarchical levels of system design in support of the human exploration programs.

Data science