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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

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

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.

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 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

Transportable Applications Environment (TAE) Tenth Users' Conference

Conference proceedings are represented in graphic visual-aid form. Presentation and panel discussion topics include user experiences with C++ and Ada; the design and interaction of the user interface; the history and goals of TAE; commercialization and testing of TAE Plus; Computer-Human Interaction Models (CHIMES); data driven objects; item-to-item connections and object dependencies; and integration with other software. There follows a list of conference attendees.

Rouff, Chris

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

Development of user guidelines for ECAS display design, volume 1

Experiment computer application software (ECAS) display design and command usage guidelines were developed, which if followed by spacelab experiments, would standardize methods and techniques for data presentation and commanding via ECAS. These guidelines would provide some commonality among experiments which would enhance crew training and flight operations. The guidelines are applicable to all onboard experiment displays, whether allocated by ECAS or a dedicated experiment processor. A brief description of the spacelab data display system characteristics and of the services provided by the experiment computer operating system is included. Guidelines concerning data presentation and layout of alphanumeric and graphic information are presented along with guidelines concerning keyboard commanding and command feedback.

Dodson, D. W.

The Fluids And Combustion Facility Combustion Integrated Rack And The Multi-User Droplet Combustion Apparatus: Microgravity Combustion Science Using Modular Multi-User Hardware

The Fluids and Combustion Facility (FCF) is a multi-rack payload planned for the International Space Station (ISS) that will enable the study of fluid physics and combustion science in a microgravity environment. The Combustion Integrated Rack (CIR) is one of two International Standard Payload Racks of the FCF and is being designed primarily to support combustion science experiments. The Multi-user Droplet Combustion Apparatus (MDCA) is a multi-user apparatus designed to accommodate four different droplet combustion science experiments and is the first payload for CIR. The CIR will function independently until the later launch of the Fluids Integrated Rack component of the FCF. This paper provides an overview of the capabilities and the development status of the CIR and MDCA.

OMalley, Terence F.

The Point-Focusing Thermal and Electric Applications Project - A progress report

The paper discusses the Point-Focusing Thermal and Electric Applications Project which encompasses three primary activities: (1) applications analysis and development, in which potential markets for small power systems (less than 10 MWe) are identified and characterized in order to provide requirements for design and information for activities relating to market development; (2) systems engineering and development, for analyses that will define the most appropriate small power system designs based on specific user requirements; and (3) experiment implementation and test, which deals with the design and placement of engineering experiments in various applications environments in order to test the readiness of the selected technology in an operational setting. Progress to date and/or key results are discussed throughout the text.

Marriott, A. T.

ERTS-1 data collection system: Status and performance

The Data Collection System flown on the first Earth Resources Technology Satellite (ERTS-1) relays earth resources data from remotely located in-situ sensors to Goddard Space Flight Center. Data is received at Goddard at least twice each day from every sensor installation and is distributed to users (who operate the sensors and transmitters) by mail and teletype. The system consists of a data formatting and transmitting unit, called the Data Collection Platform (DCP), a receiver and a retransmitter aboard ERTS-1; and receiving, demodulating and decoding equipment located at the Goldstone, California and Goddard data acquisition stations. Data is transmitted from the data acquisition stations to the ERTS Control Center at Goddard, then to the NASA (ERTS) Data Processing Facility (NDPF) where it is processed and distributed to users. Experience to date indicates that the design of the ERTS-1 Data Collection System is adequate for operational use for 50% of the users and, with minor modifications, could meet the requirements of 75%. Some users will have to augment the system by other data collection techniques to meet their operational requirements.

Painter, J. E.

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