Mission Control with Jay Trimble

by Gillian Parker, Tamalpais HS         
Have you ever wondered what happens down at mission control? Who supports astronauts from below? Jay Trimble leads the User Centered Technology Group at NASA Ames Research Center (NASA-Ames Website). The UCT Group is a collection of people with various specialties from  anthropology to computer science that work together to create software for mission control. Jay also led another team called Mars Exploration Rover Human Centered Computing Project, which worked on Mar Rover Operations. Read the following interview with Jay Trimble to find out more about mission control.
Jay Trimble

1. What are some of the projects that the User Centered Technology (UCT) Group at NASA Ames Research Center has worked on?
The UCT Group has focused on component software that allows users to build their own software with compositions, meaning users can essentially assemble their own software using drag and drop. The software is open source, it’s called Open Mission Control Technologies. You can learn more about the software at http://ti.arc.nasa.gov/OpenMCT/, or on GitHub at https://github.com/nasa/mct. The UCT group has also built software to assist scientist in archiving planetary science data. 


2. What is the process of making software at the UCT Group like?
The process for making software is focused on the users. We use a range of methods to connect with users and translate what we’ve learned into the design of the software. We observe users doing their work in their own environment. This is important because observing users gives you a perspective that you won’t get by talking to them, though talking to users is also important. We interview users as well to better understand their work. We develop prototypes and iteratively improve them. Ideas are communicated and tested visually before committing to code. 

3. How did the Mars Exploration Rover Human Centered Computing Project improve the process and technology of Mars Rover Operations?
For Mars Rover Operations we worked with the Jet Propulsion Lab (JPL). We were part of a team looking at science processes. We developed software that ran on large touch screens that allowed the scientists to plan several days out what they wanted to be doing. 

4. What are your favorite/ least favorite parts of your job?
My favorite parts of my job are being part of space exploration and the people I work with. My least favorite part of the job is the uncertainty of the federal budget process. 

5. What do you see in the future of the UCT Group, and space-related technology in general?
That’s a very broad question. My group is working on a Lunar Rover Mission to conduct surface exploration in polar regions to prospect for water and other resources. That’s our focus at the moment. We are also continuing to work with JPL on software for monitoring solar system exploration spacecraft. I think space technology in general in focused on moving us beyond low Earth orbit and out into the solar system. 
6. How did you decide your career path?
I decided my career path based on my interest in the space program that began in grade school when we were landing on the Moon. 

Come to the Marin Science Seminar on Wednesday May 21 at Terra Linda High School, San Rafael; Physiology Lab 207 from 7:30-8:30 to learn more

Educational Video Games: No Longer a Contradiction

by Claire Watry, Terra Linda HS
The definition of a video game according to Merriam-Webster is: an electronic game played by means of images on a video screen and often emphasizing fast action. The definition does include the phrases “must contain violence,” “must be uneducational” or “guaranteed to turn children into zombies.” Video games are often stigmatized as a waste of time, and few realize that video games can actually be educational and help children’s learning rather than hindering it. With proper implementation, educational video games have the potential to transform traditional education and propel students into high-profile jobs in the tech-savvy world.

Video games are an innovative way to engage students in science. The Massachusetts Institute of Technology in partnership with the Smithsonian Institution experimented with alternative methods of teaching science and created the video game Vanished where students are presented with the scenario that in the future all historical records are destroyed, and are asked by the people of the future to investigate the causes of this catastrophe by researching and recording data about present-day Earth. The game incorporates problem-solving and analytical skills in an interactive way of exploring science in the hopes that science is seen as an “engaging process of mystery and discovery” rather than the sadly common perception that is a boring process full of memorization. Vanished gives the students a hands-on experience by requiring them to go out into their neighborhoods to research and record what they experience instead of  just memorizing vocabulary and looking up the answers on the internet. Although the trial run of Vanished is over, researchers hope to use the game as a model to create interactive educational tools for teaching science.

A leader in the use of education video games in the classroom is the Redwood-City-based GlassLab (Games, Learning, and Assessment Lab). The goal of the video games is to engage the students in an interactive manner and stimulate their interest in the fields of STEM (Science, Technology, Engineering, and Mathematics). For their first project, GlassLab took the commercially-successful SimsCity video game and modified it to be educational. The science-based video game titled SimCityEDU: Pollution Challenge! challenges middle-school students to run a successful town by considering the environmental impacts their actions have while maintaining employment levels and citizen happiness. For example, in the game a city will run out of electricity and the students must then solve the issue and return power to the city. The video game engages the students’ critical thinking and allows them to gain valuable insight into real world problems and potential solutions. The game follows lesson plans and assesses the students’ progress by tracking their progression through the various scenarios. Check out the video below to learn more about SimCityEDU: Pollution Challenge!.



For more information about GlassLab visit http://glasslabgames.org/
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Learn more about educational gaming at The Making of an App—The First Official Rube Goldberg Invention Game” with David Fox, of Electric Eggplant, Marin County –Wednesday, September 25th, 2013, 7:30 – 8:30 pm, Terra Linda High School, San Rafael, Room 207.

Links:
Claire Watry