Design Management and Professional Practice
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VOLUME 10 ISSUE 3 The International Journal of Design Management and Professional Practice __________________________________________________________________________ The Lens of the Lab Design Challenges in Scientific Software FRANCISCO QUEIROZ AND REJANE SPITZ DESIGNPRINCIPLESANDPRACTICES.COM EDITORS Lorenzo Imbesi, Sapienza University of Rome, Italy Loredana Di Lucchio, University of Rome, Italy COMMUNITY EDITOR Jeremy Boehme, Common Ground Publishing, USA ADVISORY BOARD Genevieve Bell, Intel Corporation, USA Michael Biggs, University of Hertfordshire, UK Jeanette Blomberg, IBM Almaden Research Center, USA Patrick Dillon, Exeter University, UK Michael Gibson, University of North Texas, USA Loredana Di Lucchio, Sapienza University of Rome, Italy Jorge Frascara, Emily Carr University of Art and Design, Canada Judith Gregory, Institute of Design, USA; University of Oslo, Norway Christian Guellerin, L'École de design Nantes Atlantique, France Tracy S. Harris, The American Institute of Architects, USA Clive Holtham, City of London University, UK Lorenzo Imbesi, Sapienza University of Rome, Italy Hiroshi Ishii, MIT Media Lab, USA Gianni Jacucci, University of Trento, Italy Klaus Krippendorff , University of Pennsylvania, USA Bill Lucas, MAYA Fellow, MAYA Design, Inc., USA Ezio Manzini, Politecnico of Milano, Italy Mario Minichiello, University of Newcastle, Australia Guillermina Noël, Emily Carr University of Art and Design, Canada Mahendra Patel, Leaf Design, India Toni Robertson, University of Technology Sydney, Australia Terry Rosenberg, Goldsmiths, University of London, UK Keith Russell, University of Newcastle, Australia Maria Cecilia Loschiavo dos Santos, University of São Paulo, Brazil Louise St. Pierre, Emily Carr University of Art and Design, Canada ASSOCIATE EDITORS Articles published in The International Journal of Design Management and Professional Practice are peer reviewed by scholars who are active participants of the Design Principles and Practices Journal Collection or a thematically related Knowledge Community. 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The Lens of the Lab: Design Challenges in Scientific Software Francisco Queiroz, PUC-Rio, Brazil Rejane Spitz, PUC-Rio, Brazil Abstract: Playful and gameful design could improve the quality of scientific software. However, literature about gamification methods for that particular type of software is presently scarce. As an effort to fill that gap, this paper introduces a set of design challenges and opportunities that should be informative to professionals approaching the area. This research is based on literature review on scientific software development, also contemplating material on the gamification of science, software, and work. From the gathered information, we identify, map, and discuss key aspects of development and use of professional scientific software. Those findings are, then, formatted as a Design Lens—a set of questions designers should ask themselves to gain insight, from a particular perspective, on their work. We propose the Lens of the Lab as a design lens to support designers working in collaboration with scientists and software engineers in professional scientific software initiatives. Keywords: Specification, Gamification, Scientific Software Introduction t has been suggested that gamification should be applied to scientific software as a way to improve user experience (Wolff 2015). This paper investigates scientific software I characteristics, focusing on usability, to propose a set of principles organized as a design lens. Originally concerned about videogame-inspired experiences, the lens could be useful to UI/UX designers approaching scientific software. Definitions Before proposing a design lens to facilitate gamification and playful design of scientific software, we must introduce those terms. Scientific software is defined by three characteristics: (1) it is developed to answer a scientific question; (2) it relies on the close involvement of an expert in its scientific domain; and (3) it provides data to be examined by the person who will answer that question (Kelly 2013). In the light of the recent trend of citizen science, we should clarify that this paper is primarily concerned with software “developed by scientists for scientists” (Sletholt et al. 2012, 24)—even if aware and informed by gamified citizen science. Design lenses were first elaborated by Jesse Schell (2015) as a way of expressing principles that should inform design decisions. They are usually constituted by a brief explanation of a topic, followed by a set of questions. Originally developed for game design, they have been expanded to user experience (Scott 2010) and gamification practices (Deterding 2013). Gamification, “the use of game design elements in non-game contexts” (Deterding et al. 2011, 2), is typically associated with structured play (e.g., games) and gameful behavior (McGonigal 2011). It is opposite and complimentary to playful design, based on unstructured play (e.g., toys) (Deterding et al. 2011). For all practical purposes, this study embraces the whole spectrum from games to toys, ludus to paidia (Caillois 2001), toyplay to goalplay (Madsen et al. 2007), focusing on videogames as inspiration for better software. The International Journal of Design Management and Professional Practice Volume 10, Issue 3, 2016, www.designprinciplesandpractices.com © Common Ground Publishing, Francisco Queiroz, Rejane Spitz, Some Rights Reserved, (CC BY-NC-ND 4.0). Permissions: [email protected] ISSN: 2325-162X (Print), ISSN: 2325-1638 (Online) THE INTERNATIONAL JOURNAL OF DESIGN MANAGEMENT AND PROFESSIONAL PRACTICE Methodology Throughout the next subsections, we describe the semi-systematic literature review (SSLR) on which this study is based. Issues and Concerns Through this SSLR, we were interested in investigating: . How is scientific software developed and used? . How are user interfaces for scientific software designed? . Which guidelines and case studies can be used as reference? . How can scientific software be gamified? Sources, Queries, and Search Results We have selected the following databases for a thorough search: ACM Digital Library, IEEE Explore, Scopus, AIS Electronic Library, and Web of Knowledge. Aiming for a comprehensive result, searches for the following terms were performed: (1) “scientific software” and “gamification” (2) “citizen