SY002-0001
Incorporating Interface Design Formalism into Space and Ocean Exploration Software

Monday, 7 December 2020
Poster
Helena Kent1, Michael Dille2 and Michael Furlong2, (1)The New School: Eugene Lang College and Parsons School of Design, New York City, NY, United States, (2)NASA Ames Research Center, Intelligent Robotics Group, Moffett Field, CA, United States
Abstract:
Scientists exploring space and the ocean often can’t physically visit the sites they study, instead conducting research remotely, relying on virtual tools and data visualizations. Often software for space and ocean research is developed ad hoc, and in silos. User interface design may only be a secondary consideration, if it is considered at all. Because of this, science software tools may leave their users feeling more frustrated than empowered, discouraging users from their research and interfering with scientific teams’ ability to efficiently achieve their shared goals.

The ability to act on scientific data is contingent in part on the ease of engaging with and interpreting information, thus interface experience is an essential enabler of that interpretation. There is a need to understand the role user interface design plays in the analysis of new information, for the purpose of improving the information presentation of space and ocean data visualization research.

Human Computer Interaction (HCI) and Cognitive Science have investigated user interfaces in fields like gaming and entertainment, however using those techniques to understand how scientists interpret information, specifically to inform space and ocean software interface design, merits further exploration. This study will use the techniques of iterative design, quantitative, and qualitative usability analysis, to study the needs of scientists and develop a methodology for science software interfaces.

To achieve this, we will develop interaction design prototypes, document scientists' use of these prototypes, analyze their interaction, and iterate the prototype based on scientists’ feedback. Each element of the prototype will be assigned a UX KPI (User Experience Key Performance Indicator) value, from which the metrics for the success of the prototype will be calculated. We will use our findings to create guidelines for improving the experience of scientific software, and of the scientific process itself.

Our world needs a diverse range of scientists to contribute to our understanding of life as we know it; Would more people be drawn to, and stay in, the field of science, if science software were designed in a way that empowered, rather than inhibited the process of analyzing and clearly communicating information?