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Earthdata User Interface (EUI) Library

As more remote sensing data moves to the cloud, the design tools we use to build user experiences and visualizations need to change and adapt to make the best use this new data reality. EUI 2.0, the next major iteration of the Earthdata User Interface Library, aims to make creating rich user experiences around NASA's Earth Observation System Data and Information System (EOSDIS) data easy and user-friendly. Building on a solid framework of design components, EUI 2.0 will be open source and have off-the-shelf integration with the Common Metadata Repository (CMR), basic mapping and visualization tools, a refreshed design toolkit for building apps and websites that fit the Earthdata design theme and guidelines. EUI 2.0 will allow for the rapid development of websites and applications based on EOSDIS tools and data holdings. It will also make use of cloud data availability to enable data visualization and analysis without the need to download and sync data.

Siarto, Jeff

The Hydropower Game: An Interactive Learning Tool for the Future Hydropower Workforce

This report documents a Seedling project supported by the U.S. Department of Energy (DOE) Water Power Technologies Office (WPTO), conducted by Argonne National Laboratory (ANL) and the National Laboratory of the Rockies (NLR). The Seedling and Sapling Program provides small grants over short duration to enable early-stage research at national laboratories. This funding mechanism is intended to cultivate innovative ideas and expand research road maps in hydropower and marine energy technologies. Under this Seedling award, the project team developed an educational outreach tool, or “serious game”, built in Python and powered by the Pygame library, aimed at teaching fundamental hydropower concepts through an engaging, interactive learning experience. The game features multiple lessons covering several hydropower topics while allowing for expansion and customization in the instance of future funding availability: • Hydropower Plant Types: Players explore and compare the mechanics and applications of run-of-river, dam hydropower, and pumped-storage hydropower. • Flow Dynamics and Power Generation: Interactive tasks demonstrate how release rate and hydraulic head combine to determine power output. • Grid Operations and Load Following: Simulations illustrate how hydropower facilities respond to fluctuating electricity demand to balance the grid. • Market Integration: Levels scaffold understanding of how hydropower interfaces with the broader energy market, including operational and economic considerations. The tool was showcased at several science, technology, engineering, and mathematics (STEM) outreach events, where it was demoed to students, educators, and the general public. These events provided valuable opportunities to collect feedback on the gameplay, storyline, and educational objectives from a wide audience. The game was presented at STEMapalooza, Introduce a Girl to Engineering Day, STEMCON, and Clean Currents 2025. Insights gathered during these demonstrations informed refinements to the game’s user experience and strengthened its effectiveness as an educational tool for teaching hydropower concepts. This report outlines the game’s design philosophy, educational objectives, technical implementation, user experience insights, and potential for broader deployment within educational and workforce development contexts. It emphasizes how gamified learning can demystify complex hydropower science and inspire interest in water-power technologies. The project’s success demonstrates the value of Seedling funding in fostering creative, lowcost educational tools that support DOE’s mission to advance energy literacy and innovation. The report concludes with recommendations for expanding the tool by adding new levels, integrating assessment metrics, and exploring commercialization or deployment pathways through future Sapling funding. The official webpage of the Hydropower Game, which includes a link to the educational tool, can be accessed at www.anl.gov/hydropower/hydropower-game.

13 HYDRO ENERGY

A User-Focused Renovation of CERES Metadata

Production software and public data products for Clouds and the Earth’s Radiant Energy System (CERES) continue to evolve as the project extends its climate data record. The data management team for CERES is currently undertaking major renovations of both code and data products, the latter of which is, of course, in service of improving user experience. A major mode of CERES’ data product improvement is in renovating products’ metadata. Metadata standards have evolved since CERES began producing its data products in 2000. In its twentieth year, CERES essentially asked the question: how would the project design its data products if it could start all over again? With forthcoming editions, this rebirth will be realized. CERES has redesigned its metadata standards to best position itself for data discoverability. The project has used the latest standards being developed in NASA’s Earth Science Data and Information Systems (ESDIS) Project’s Unified Metadata Model (UMM) documentation; collaborated with the Atmospheric Science Data Center (ASDC) to ensure compliance with Common Metadata Repository compatibility, and continued compliance with Climate and Forecast (CF) Conventions. In doing so, the team created its own, internal document for proper metadata creation and metadata verification software that is deployed prior to all code deliveries. This presentation will discuss this redesign process, as well as needs met and those that are still outstanding in the search for an improved user experience with CERES data products.

Kathleen Dejwakh

Dataset 1: A National and City Dataset on Human Factors in Pooled Rideshare, 2021

Dataset 1: A National and City Dataset on Human Factors in Pooled Rideshare, 2021. Dataset Description: Pooled Rideshare Acceptance Survey - Phase 1 (2021, N = 5,385). This dataset captures responses from a nationally representative sample of 5,385 adults across the United States to understand public acceptance, preferences, and behavioral intentions related to pooled rideshare (PR) services. The primary objective of this research is to provide actionable insights to inform the design, deployment, and policy development of sustainable shared mobility systems. Data was collected via an online survey administered through a national panel provider. Participants ranged in age from 18 to 95 years, and representation from all U.S. regions. The survey instrument was designed to explore numerous dimensions related to PR adoption including demographic traits, current travel habits, rideshare familiarity, trust, safety, environmental attitudes, and user experience preferences. Both rideshare users and non-users were included, offering a diverse range of perspectives. - Phase_1_Final - The dataset includes survey items developed from literature reviews, and prior field studies. Each row represents an individual respondent, and each column corresponds to a variable such as willingness to use pooled rideshare, attitudes toward specific service features, and sociodemographic data. The data is available in both .CSV and .SAV formats. - Phase_1_Final_MapFile - The accompanying data dictionary explains all variable labels, response scales, and codes. An .XLSX format of the full survey instrument is also included to support interpretation and reuse of the dataset.

32 ENERGY CONSERVATION, CONSUMPTION, AND UTILIZATI

ZNetUS: A User's Experience

Explore the source record for details and available documents.

Smith, Trevor Johannes [Sandia National Laboratori

NASTRAN: User's Experiences

Papers given at the colloquium are presented. Topics discussed include NASTRAN status and plans, computer operations, thermal analysis, NASTRAN applications, vibrations, dynamics, and finite element analysis.

Source record

NASTRAN: User's Experiences

The application of NASTRAN to a wide variety of static and dynamic structural problems is discussed. The following topics are focused upon: (1) methods of analysis; (2) hydroelastic methods; (3) complete analysis of structures; (4) elements and material studies; (5) critical comparisons with other programs; and (6) pre- and post-processor operations.

Source record

Nimbus-7 Stratospheric and Mesospheric Sounder (SAMS) experiment data user's guide

The Stratospheric and Mesospheric Sounder (SAMS) aboard Nimbus-7 observes infrared radiation from the atmospheric limb. Global upper atmosphere temperature profiles and vertical concentrations of H2O, NO, N2O, CH4 and CO2 are derived from these measurements. The status of all channels was carefully monitored. Temperature and composition were retrieved from the measurements by linearizing the direct equation about an a priori profile and using an optimum statistical estimator to find the most likely solution. The derived temperature and composition profiles are archived on two tape products whose file structure and record formats are described in detail. The gridded retrieved temperature tape (GRID-T) contains daily day and night average temperatures at 62 pressure levels in a 2.5 degree latitude by 10 degree longitude grid extending from 67.5 degrees N to 50 degrees S. The zonal mean methane and nitrous oxide composition tape (ZMT-G) contains zonal mean day and night average CH4 and N2O mixing ratios at 31 pressure levels for 2.5 degrees latitude zones extending from 67.5 degrees N to 50 degrees S.

Taylor, F. W.

Recommended Practice: Seamless Retry for Electric Vehicle Charging

This work introduces the concept of seamless retry in the electric vehicle (EV) charging domain. Its primary aim is to enhance the reliability and user experience of EV charging by reducing the frequency of user-required interventions in EV charging. This is achieved through an automated retry mechanism that activates upon encountering errors during the EV charging process.

29 ENERGY PLANNING, POLICY, AND ECONOMY

Human factors aspects of control room design

A plan for the design and analysis of a multistation control room is reviewed. It is found that acceptance of the computer based information system by the uses in the control room is mandatory for mission and system success. Criteria to improve computer/user interface include: match of system input/output with user; reliability, compatibility and maintainability; easy to learn and little training needed; self descriptive system; system under user control; transparent language, format and organization; corresponds to user expectations; adaptable to user experience level; fault tolerant; dialog capability user communications needs reflected in flexibility, complexity, power and information load; integrated system; and documentation.

Jenkins, J. P.

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

Evolving UMM-S to Better Accommodate NASA EOSDIS Web User Interfaces and Downloadable Tools for Data Use

EOSDIS has a services metadata model that is growing too complex and trying to serve multiple use cases. A potential solution being explored is to break out the model for front-end and back-end use cases. This talk will discuss how best to accommodate web user interfaces and downloadable tools in NASA's Common Metadata Repository (CMR) and how to model this information for improved discovery centered around the user experience (UI/UX) approach. The challenges and strategy for addressing the evolution of the model will be discussed along with a proposed path forward for implementation.

User Experience

Next Gen One Portal Usability Evaluation

Each exercise device on the International Space Station (ISS) has a unique, customized software system interface with unique layouts / hierarchy, and operational principles that require significant crew training. Furthermore, the software programs are not adaptable and provide no real-time feedback or motivation to enhance the exercise experience and/or prevent injuries. Additionally, the graphical user interfaces (GUI) of these systems present information through multiple layers resulting in difficulty navigating to the desired screens and functions. These limitations of current exercise device GUI's lead to increased crew time spent on initiating, loading, performing exercises, logging data and exiting the system. To address these limitations a Next Generation One Portal (NextGen One Portal) Crew Countermeasure System (CMS) was developed, which utilizes the latest industry guidelines in GUI designs to provide an intuitive ease of use approach (i.e., 80% of the functionality gained within 5-10 minutes of initial use without/limited formal training required). This is accomplished by providing a consistent interface using common software to reduce crew training, increase efficiency & user satisfaction while also reducing development & maintenance costs. Results from the usability evaluations showed the NextGen One Portal UI having greater efficiency, learnability, memorability, usability and overall user experience than the current Advanced Resistive Exercise Device (ARED) UI used by astronauts on ISS. Specifically, the design of the One-Portal UI as an app interface similar to those found on the Apple and Google's App Store, assisted many of the participants in grasping the concepts of the interface with minimum training. Although the NextGen One-Portal UI was shown to be an overall better interface, observations by the test facilitators noted specific exercise tasks appeared to have a significant impact on the NextGen One-Portal UI efficiency. Future updates to the NextGen One Portal UI will address these inefficiencies.

Cross, E. V., III

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