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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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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↗

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↗

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↗

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↗

Usability Evaluation of NASA TOPS Open Science 101

This report presents a usability evaluation of NASA’s Open Science 101 (OS101) interface. It offers design recommendations for improving the user experience (UX) and user interface (UI) of the initial self-paced OS101 release. The author initially conducted an independent heuristic evaluation, followed by an analysis of written user feedback to corroborate findings. Overall, the usability evaluation found that the OS101 interface offers a linear and interactive UX, with areas for improvement across five major, three minor, and two cosmetic aspects of usability.

Human-Computer Interaction↗

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↗

Bridging the Gap Between Modern UX Design and Particle Accelerator Control Room Interfaces

Accelerator control systems often represent relatively complex and safety-sensitive human-machine interfaces within process control industries. These systems are technically robust and reflect the cumulative integration of solutions built and adapted across decades. One of the regular, unfortunate casualties of provisional accelerator control system updates is their human-system interfaces (HSIs) which often lag behind modern usability and design standards. An additional challenge is that although there is a multitude of established human factors (HF), and user experience (UX) principles for everyday digital applications, there are very few (if any) established principles for complex and safety-critical applications for an accelerator. This paper argues for the importance of established HF and UX principles (herein referred to as human-centered design principles) into the development of accelerator HSIs, emphasizing the need for clarity, consistency, responsiveness, and cognitive accessibility. Drawing from HF/UX best practices and human-centered design, this paper discusses how these approaches can enhance operator performance, reduce human error, and improve accelerator personnel collaboration. Case studies from Accelerator Control Operations Research Network (ACORN) at Fermilab are explored to demonstrate how interfaces built with human-centered design principles can scale with system complexity while remaining intuitive and efficient for diverse user roles including operators, machine experts, and engineers. By bridging the gap between traditional control system design and modern human-centered design methods, this paper provides a roadmap for evolving accelerator HSIs into more usable, maintainable, and effective tools.

Hill, Rachael [Idaho Natl. Lab.]↗

Earthdata Search UX Lessons Learned

Crafting a great user experience is hard. Crafting a great user experience for Earth science applications is fraught with challenges. From the variability in metadata to the experience profile of various users the possible permutations of use cases introduce layer upon layer of complexities that must be designed against. In this session, the Earthdata Search team would like to highlight lessons learned over the lifespan of the application the good, the bad, and the ugly.

Earthdata Search↗

Playbook for UAS: UX of Goal-Oriented Planning & Execution

We are evaluating Playbook for CASAS (Connected Autonomous Smart Aerospace Systems), a tool designed to aid first responders in disaster relief efforts. We are adapting an existing tool, Playbook, to support a future unmanned aircraft system (UAS) swarm demonstration. Playbook for CASAS will be used to plan, edit, and monitor simulated UAS swarms, and we are interested in evaluating the user experience of this prototype as well as developing recommendations for future UAS interfaces. Allocation of roles and responsibilities between human-automation systems is key to promoting productive cooperation between users and automation. Future interfaces, however, must allow for adaptive management of the swarm not a constant split in human-automation control. Our early research indicates that when a single pilot is controlling swarms of robotic agents, such as UAS or ground rovers, operators require a higher level, goal-based interface with usability at its core. Along with that high-level control, users can leverage sensors within the swarm to be notified when lower level actions must be taken by the pilot. First responders working in disaster relief efforts require a high level of situational awareness (SA) and precise control at key moments within a mission. This balance in operator workload paired with SA can lead to improved safety and mission outcomes. Our research below outlines leverage points as well as the balance between human involvement and autonomy in UAS interfaces.

UAS↗

UNIX-based operating systems robustness evaluation

Robust operating systems are required for reliable computing. Techniques for robustness evaluation of operating systems not only enhance the understanding of the reliability of computer systems, but also provide valuable feed- back to system designers. This thesis presents results from robustness evaluation experiments on five UNIX-based operating systems, which include Digital Equipment's OSF/l, Hewlett Packard's HP-UX, Sun Microsystems' Solaris and SunOS, and Silicon Graphics' IRIX. Three sets of experiments were performed. The methodology for evaluation tested (1) the exception handling mechanism, (2) system resource management, and (3) system capacity under high workload stress. An exception generator was used to evaluate the exception handling mechanism of the operating systems. Results included exit status of the exception generator and the system state. Resource management techniques used by individual operating systems were tested using programs designed to usurp system resources such as physical memory and process slots. Finally, the workload stress testing evaluated the effect of the workload on system performance by running a synthetic workload and recording the response time of local and remote user requests. Moderate to severe performance degradations were observed on the systems under stress.

Chang, Yu-Ming↗

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↗

X-HAB 2020: AR Field Treks Summary and Conclusions

As part of the FY20 X-Hab Challenge, BLiSS sought to create an Augmented Reality (AR) toolkit to help with analog field trek operations under the supervision of the Solar System Exploration Research Virtual Institute (SSERVI). These treks are operational and technical demonstrations at space-like destinations on Earth to test current extra-vehicular activity (EVA) techniques. While BLiSS as an organization has experience studying operational tasks such as this, it has never developed AR software at this scale. For that reason, another team at the University was brought on to work in parallel. The Collaborative Lab for Advancing Work in Space (CLAWS) is a veteran group of the NASA Spacesuit User Interface Technologies for Students (SUITS) challenge in which Hololens displays for astronauts are created within a year. The operational and technological pairing was ideally suited for tackling this problem. The team divided its responsibilities so that BLiSS would handle the research required to shape the project. As this deliverable had an end user, it was decided that interviewing these field geologists and operations specialists would provide the best insight. These interviews paired with literature review would reveal niche applications for AR that remained within feasible bounds. These science-driven EVAs in unknown terrain require more flexible tools than the current generation of EVA assistants. Rather than focus on sequential instructions, there instead needs to be a broad toolkit that's only called upon in specific instances. This AR Toolkit for Lunar Astronauts and Scientists (ATLAS) became the development goal of the project: create a non-intrusive assembly of tools that could be accessed in AR on the field. The current ATLAS design makes use of a geospatially and temporally annotated eld note system called GeoNotes. This allows for data to be collected and coordinated in a way that's synchronized across time, space, and different users. A Mission Control Center (MCC) and Mobile Support Equipment (MSE) were all needed to transport the AR headset into the field with the user. A network infrastructure was designed and set up within the University to enable this functionality. The software is based on a Protocol-Module structure that allows for modular development of each capability. A Protocol Manager coordinates different protocols that make use of modules. Each module tackles a different individual task while the protocol puts each one to use. The protocol manager coordinates when these are called to be used. This software is hosted on a head-mounted display (HMD) with the MCC acting as support from afar. While the software would be unit-tested at each level and each hardware component verified, a final demonstration would serve to prove the system's capabilities: an analog field trek. The team would prepare to support a user in a remote location from the MCC back at the University. A local area near campus would be tested before going out to do sample field geology further away. This unfortunately became impossible with the arrival of COVID-19. Access to all of the facilities to complete the project as planned were shut down. Our team was scattered across the globe and forced to complete the rest virtually. Adjustments were made to produce a small virtual concept in Adobe XD in the meantime. Even digital surveys were created based on the NASA task-load index (TLX) originally intended for testing actual users. The goal shifted towards completing software and getting feedback on the user interfaces (UI) and user experiences (UX). This team has reformed in response to COVID and its focus has shifted to what can be done remotely. There is still an intention to finish the original deliverable described in this report. The work has been expanded beyond the original X-Hab challenge and has instead become its own research e ort to be continued afterwards. This report collects the processes and knowledge gained from a year of studying and working at this problem with two teams. It should preserve it for the time until the world returns to normal and work can resume. CLAWS will be taking over full responsibility from that point forward, eventually surpassing the original needs of the project. While this document captures the work done towards an eventual end, the CLAWS team has written their own proposal alongside it. It outlines a new future for ATLAS beyond X-Hab, BLiSS, and hopefully beyond COVID-19. This project began as a vague goal hoping to place a new technology into the unique setting of exploration science. The project has since comfortably taken root and will hopefully bloom over the next year.

Alex Sena↗