Challenge Process Solution Report Team
NASA Rover Planning & In-Situ Retasking
Since the 1960s, NASA has focused on exploring mars. Initially sending flybys, NASA then moved on to launching orbiters and more recently has put efforts into developing landers and rovers. The success of the two rover missions has proved that the work and determination of NASA has paid off. As technology improves, the capabilities of the rovers and landers are greatly increasing and the activity schedules of spacecraft are becoming more complex and dynamic. Because of this increase in complexity, scientists and rover operators are requiring improved interaction with mission schedules. The challenge of facilitating the interaction between human operators and the robotic rovers and landers has been gaining importance.

The Team
In January of 2005, our team, consisting of six Masters of HCI students from Carnegie Mellon University, was formed. For our Masters capstone project, the Human Computer Interaction (HCI) group at NASA Ames Research Center presented our team with the task of designing and developing an interface to facilitate in-situ re-tasking of generalizable robotic platforms. The goal of this interface design is to address the new challenges of human-mission interaction.

The Challenge
As a way to test the functionality of our interface, the HCI group at Ames developed a game that was analogous to scientific data collection on Mars. The game has users acquire points by taking pictures of science targets. Each target provides points and a clue to the value of adjacent targets. The game board consists of an area of the floor with target blocks placed within a grid. The game pieces are two working robots: a Personal Exploration Rover (PER) and a Lego Mindstorm rover.

The Approach
The team approached the problem by basing our research and core design ideas on space exploration as well as the game. The game provided simple activity plans and an easily understood context, which faciliated idea generation and the design process. The game also helped us produce simple tasks for our interface to support during usability studies.

The Design
At its core, the design supports all stages of the planning process within a unified system. This allows the user to build a plan from the ground up, becoming more detailed as he or she proceeds. The user starts with an initial strategic drive path using the map, then adds key activities such as photos within the map, and finally adds precise detail to each activity through the use of a unique graphical text editor. From pre-planning through data analysis, the interface supports the user in advanced and unique ways.
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