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Nuclear Matters Exhibition at the Powerhouse Museum - Assignment Example

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The paper "Nuclear Matters Exhibition at the Powerhouse Museum" highlights that generally, GestureTek technology has enabled the integration of interactive technology to create magical gardens. This technology is durable and requires low maintenance…
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Executive summary A human computer interface is designed in such a manner that it appeals to the user in various ways. Such an interface is supposed to contain various features that appeal to the user in terms of user friendliness, goals destined for the user experience, design principles applied, heuristics and the usability goals. The “Nuclear Matters” exhibition at the powerhouse museum is a permanent exhibition that has been designed in such a manner that it helps people to learn all that nuclear science is about in an interactive manner. This exhibition has been divided into five areas which include the nuclear basics, nuclear in people’s lives such as in medicine and internal scanning of the body, nuclear science, nuclear power generation and the nuclear perspectives that have had an impact on the attitude of people in the 21st century. This paper looks at some of the interactive that are currently in the nuclear matters exhibition at the powerhouse museum. The paper will look at two of the interactives and consequently critique their user interfaces. The critique will be stepwise and will focus on the principles of human computer interaction. Introduction “Nuclear matters” is a highly interactive exhibition that explores the nuclear science world and also incorporates nuclear power and medicine. The main purpose of nuclear matters is to provide a high public understanding of nuclear science and its functions to our daily lives. In nuclear matters, there is a revelation of the various radio active features in our daily lives. The forum ties to explain what radiation is and also tries to explain the logic behind production of radiations. The exhibition has tried to explain the various applications of nuclear technology from the diagnosis of medical problems to generation of power. The exhibition also displays the materials that can be used to shield workers from radiation, the various ways in which we can deal with nuclear waste and the application of a nuclear suit. This exhibition has nine interactives which allow people to walk through the various aspects of the nuclear world in a very interesting way. One of the interactives allows the user to control a nuclear reactor from the touch of a knob. Another different interactive is for power generation. This one allows the user to pedal a stationery bike that in turn produces electrical energy which is then compared to other forms of energy such as nuclear, coal, gas and other renewable forms of energy. The “nuclear matters” exhibition is divided into five main areas which are Basics of nuclear Nuclear in our daily lives Nuclear science Power generation Nuclear perspectives In this exhibition there are various interactives. One of the interactives shows scienticists studying ice cores and climatic change in Antarctica. Another interactive shows the use of radiotherapy where a real medical scanner is being used to produce some images of body tissues and the interior parts of the body. This interactive uses a dummy patient. Below are images of the medical scanner. The gamma ray scanner and the dummy patient A gamma ray scanner behind a glass screen In nuclear matters, there is also a chance to see the changes that occur in people’s attitudes over some past couple of years. This is through an exploration of various radioactive products through the 20th century. In the course of this paper, two interactives will be looked at in details. The user interface features will be analyzed and both good and bad features will be stated clearly. In the critique and the analysis, the paper will take into consideration the principles of design such affordance, visibility, consistency, mapping and so on. It will also look at the user experience goals in the design of the interactives, the usability goals, and good and bad examples of heuristics. Description of interactive: The Gamma ray medical scanner The nuclear matters exhibition contains objects, interactives, graphics and other forms of media which have been used to cover the technological, science and the social issues found in the nuclear field. When one visits the science gallery in the powerhouse museum, he is drawn to the area housing nuclear matters by the beauty of the gamma ray scanner that is interactive as well as the mannequin patient. Above these, there are other sounds that come from the various other interactives and the space that surrounds them. The exhibition is open only to people above 15 years of age. The operation of the “gamma ray scanner” by visitors is through a large touch screen. The monitor has a capability of offering five scenarios for patients which are all suited to different medical technologies for imaging. In all these medical scenarios, there is a requirement for a various range of ionizing radiations, nuclear properties or scan geometries for the generation of the diagnostic image that is desired. In this realm, the visitor can be able to generate a diagnostic image of choice such as a gamma ray scan, X-ray CT scan, #D gamma ray scan or SPECT, PET scan or an MRI scan. On the adjacent side, there are objects that are related to isotopes that are used in the imaging of the gamma rays, medical materials that are sterilized by the gamma rays and other additional instruments that can be used for the placement of irradiating isotopes in the patient’s body. The diagram below shows the touch screen monitor that is used to assist the visitor to navigate through gamma ray scanner. Gamma ray scanner and a touch screen monitor Findings: User design principles that have been met The user design principles in a user interface are those principles that should be met by designers to improve the quality of the user interface. In the design of the interactive, these are the principles that can help the user learn more of what is in the world of nuclear science. The system has a touch screen that has been able to provide affordance. The affordance of a system is the series of actions that a person can be able to perform in a certain environment. This has been emulated by the five medical cases that can be performed by the user and available for choice through the touch of the screen. The affordances that have been provided by this system are in the category of perceptible affordances since the user can be able to develop an image of a certain state in the mannequin patient. On choice of a scenario, it is possible to get a CT scan or any other available development. The system has obeyed the principle of visibility from the fact that there is a correct sequence in the choice of options. The user has been given the ability of following whichever case scenario that is needed and consequently using the information chosen to follow the clear cut path of achieving what he wants. This has been done in a clear cut manner that can be able to serve even the fifteen year olds. In terms of visibility, making of choices in this system is so simplified such that one can hardly get confused whilst following the system. The system touch screen and the dummy patient have made the system obey the feedback principle to some extent. The essence of the gamma ray scanner is to get a view of a patient’s interior in order to be able to diagnose a certain ailment. In this respect, while navigating through the gamma ray scanner interactive, it is necessary that a person achieves the intended image. This has been ascertained in that the language that has been used in the description of processes is very concise. The user is accordingly informed of whatever choices that he takes in order ascertain the correct flow of procedure. There is some consistency in the design of the interactive and the procedure of use. This replicates itself in the touch screen through the availability of buttons tat can enable the user to “go back” or redo a certain action. The user can be consistent in his use of the system and all what the user might intend to do as long as it is in the process of ailment diagnosis has been well taken care of in this interactive. As a final point in consideration of the various principles of design that are required to be met in the design of any particular user interface, the “gamma ray medical scanner interactive” has been able to meet most of the user design requirements. Usability goals that have been met The system or the interactive has also managed to meet the standards of common usability goals that are required in the design of standard user interfaces. The touch screen provides both effectiveness and efficiency in the use of the system. From the touch screen a user has the access to the patient and has a consistent ability to manipulate the patient in the manner that he likes. This has been made possible through the use of consequential commands that have been provided once a person accesses the screen. The safety of the system has also been well taken care of. This results from the concealing of the mannequin patient from the user by a glass screen. This helps in protecting the users from effects of the rays. The system has been designed in a manner that is very easy to learn. This is made certain by the language that has been employed. Choice of a scenario is straightforward and requires a person to view and decide (not to recall). This makes it simple for almost anyone who has the capacity to read and write be able to use the system efficiently. The system’s heuristics are up to the standard recommended status. Ti simple matches to the real world due to the presence of an “ailing patient”. The dummy mannequin is a perfect fit that allows the user to feel that he is examining a real person. This has been additionally propped up by the use of a real machine that gives real images depending on the situation that has been chosen. The touch screen provides the system with the required system visibility. The feedback time is reasonable in that the response is immediate and the actions that the user commands take place almost simultaneously. On the glass screen that shields the user from the machinery, there is additional observance of heuristics through documentation. Some documentation has been affixed on the screen helping the user with some pertinent information on the safety procedures while using the interactive. The use of a touch screen that has been loaded with five scenarios aids the user to recognize the scenario of choice rather than be subdued to the task of recalling the next process in the set of procedures. The explanation of an incorrect procedure is precise, direct to the point and no code has been used. Visibility of the status of the system has been achieved through immediate switching of the touch screen after choice of an appropriate action. This makes the whole procedure smooth. The presences of buttons that can undo some actions have given freedom to the user. The standards and consistency heuristics have also been taken care of in the system in that can explicitly choose a certain action without really having to worry whether this action will yield a different result. For a certain disease scenario, the user can make whatever images that he requires for diagnosis. Stationery bike for electrical generation This exhibition has a stationery bike that is pedaled by the user so as to provide electrical energy. This energy is then compared to other forms of energy such as renewable sources, coal, nuclear and gas fired energy. Stationary bike for electrical generation This exhibition has a Stationary bike that is pedaled by the user so as to provide electrical energy. This energy is then compared to other forms of energy such as renewable sources, coal, nuclear and gas fired energy. Findings: User design principles that have been met The user design principles in a user interface comprise those principles that should be met by designers to improve the quality of the user interface. In the design of the stationary bike interactive, these are the principles that can help the user learn more of what is in the world of nuclear science and alternative energy. The system consists of a stationary bike that users have affordance. The affordance of a system is the series of actions that a person can be able to perform in a certain environment. The affordances that have been provided by this system are in the category of perceptible affordances since the user can be able to generate power that can be used on small appliances and lights. A touch-screen display is also attached with the stationary bike. This displays the output from the user actions and compares it to other energy sources. The system has obeyed the principle of visibility from the fact that there is a correct sequence in the choice of options. The user has been given the ability of following whichever case scenario that is needed and consequently using the information chosen to follow the clear cut path of achieving what he wants. This has been done in a clear cut manner that can be able to serve even the fifteen year olds. In terms of visibility, making of choices in this system is so simplified such that one can hardly get confused whilst following the system. The system touch screen has made the system obey the feedback principle to some extent. The essence of the stationary bike is to generate electrical power that can alternatively be used as an energy source. In this respect, while operating the stationary bike interactive, it is necessary that a person achieves and maintains the intended speed. This has been ascertained in that the language that has been used in the description of processes is very concise. The user is accordingly informed of whatever choices that he takes in order ascertain the correct flow of procedure. There is some consistency in the design of the interactive and the procedure of use. This replicates itself in the touch screen through the availability of buttons that can enable the user to alternate view of the output of his actions on the stationary bike and compare this to other energy sources such as coal and nuclear power. The user can be consistent in his use of the system and all what the user might intend to do as long as it is in the process of power generation has been well taken care of in this interactive. As a final point in consideration of the various principles of design that are required to be met in the design of any particular user interface, the “stationary bike interactive” has been able to meet most of the user design requirements. Usability goals that have been met The system or the interactive has also managed to meet the standards of common usability goals that are required in the design of standard user interfaces. The touch screen provides both effectiveness and efficiency in the use of the system. From the touch screen a user has the access to the power output measurement and has a consistent ability to manipulate the power output measurement in the manner that he likes. He also has the capability of comparing the power output with that of other sources. This has been made possible through the adjustment of operating speeds. The safety of the system has also been well taken care of. This results from the elaborate insulations of cables conducting electrical energy. The ergonomics of the system has been accurately implemented. This helps in protecting the users from possible electric shock and incurrence of injuries. The touch-screen system of the stationary bike has been designed in a manner that is very easy to learn and understand. This is made certain by the language that has been employed. Choice of a scenario is straightforward and requires a person to view and decide (not to recall). This makes it simple for almost anyone who has the capacity to read and write be able to use the system efficiently. The system’s heuristics are up to the standard recommended status. This simply matches to the real world due to the presence of a bike. The stationary bike allows the user to feel that he is riding a real bike. This has been additionally propped up by the use of a touch-screen display that gives output information depending on operating speeds and the format that has been chosen. The touch-screen provides the system with the required system visibility. The feedback time is reasonable in that the response is immediate and the actions that the user commands take place almost simultaneously. On the glass screen that shields the user from the touch-screen display, there is additional observance of heuristics through documentation. Some documentation has been affixed on the screen helping the user with some pertinent information on the safety procedures while using the interactive. The use of a touch screen that has been loaded with four scenarios aids the user to recognize the scenario of choice rather than be subdued to the task of recalling the next process in the set of procedures. The explanation of an incorrect procedure is precise, direct to the point and no code has been used. Visibility of the status of the system has been achieved through immediate switching of the touch screen after choice of an appropriate action. This makes the whole procedure smooth. The standards and consistency heuristics have also been taken care of in the system in that one can explicitly choose a certain action without really having to worry whether this action will yield a different result. General trends In the nuclear matters exhibitions, there cannot be defined general trends that have been adhered to in the exhibition and amongst all the interactives. The major trend however that can be noticed is that of informatory kind of nature. The nuclear matters exhibition has been geared towards providing the user with pertinent information on the vitality of nuclear matters in our today’s world. The magic gardens The magic garden is an interactive unit designed for kids. Besides being a source of fun, it also helps to inculcate healthy eating habits and activities among kids. The interface consists of an imaginative environment. This interface has been developed by consultation with health experts. The interactivity of the magic garden combines both physical and imaginative activities of the kids. The application of various senses while at play encourages learning. Kids can muster problem solving skills, build confidence and also enhance their imagination. The interface is an effective way of communicating to kids particularly concerning healthy eating. It enables children to view the benefits associated with healthy living. This includes low fat and sugar diet coupled with high intake of fresh fruits and vegetables. It also emphasizes on regular exercise through play. In a similar manner, by pressing a button, the children can have an insight into the future after two decades of junk food, high sugar drinks and lack of regular exercise. This will help in reducing the influx of obesity cases in Australia. The interface comprises nine interactives: pumpkins, mushrooms, fish and butterflies among others. This attracts playful kids ranging between two and eight years. Kids are able to climb and play inside the virtual pumpkin and chase virtual fish in a pond. They can also catch small virtual insects and butterflies at the gate. Alternatively, kids can opt to customize an outdoor picnic of their own where they feast at a virtual table. The magic garden of the Powerhouse Museum has been created using GestureTek’s 3-Dimensional Interactive Virtual Reality Technology. This technology incorporates a range of computing surfaces that respond to multiple touches and 3-dimensional digital screens capable of sensing depth. It also provides a virtual reality education and entertainment that necessitates no user input devices. The interfaces are controlled by use of hands and the body. The kids use their hand and feet movements to control dynamic images on the screens. The GestureTek utilizes software designed with intelligent gesture recognition capabilities. This software keeps track of motion of hands and the full-body. Real-time changes are then executed to the on-screen multimedia content in response to the movement. The result is a three-dimensional interactive session in which the kid has total control over the preceding events. Kids having fun at the magic garden The GestureTek technology being implemented at the Powerhouse Museum allows interactivity for the kids at the magic gardens. The technology also provides a platform through which museums creatively communicate elaborate and complex concepts to visitors with minimal risks and greater impact. The deployment of natural user interfaces makes the experience more attractive and worthwhile for the kids at the magic gardens and other visitors too. In conclusion, the magic garden is a spectacular place for children to visit. It serves as an informative source through health awareness among children. The nine interactive’s at the magic garden engage the children in multiple senses. This is essential for educational development of the kids. The GestureTek technology has enabled the integration of interactive technology to create the magical gardens. This technology is durable and requires low maintenance. It can be used to creatively display priceless artifacts and communicate a phenomenon that occurs naturally without the incidence of risk. This is a major boost to the Powerhouse Museum. A scene from the magic garden EcoLogic The EcoLogic exhibition at the Powerhouse Museum aims at unraveling the Science behind the changes in climate. It has several interactives which include: the Bigfoot program, a weather map and an iPad game. It provides adequate knowledge about global warming and the preventive measures that should be adopted to minimize it. EcoLogic gives insight into the future of the planet earth. For instance, predictions are rife among scientists that the earth will continue becoming hotter. The three-dimensional graph shows the fluctuations in levels of carbon dioxide over the years. The diagram below is a sketch of the exhibition. Ecologic is a good source of knowledge. Through the use of the iPad game, one can test his ability to manage the water cycle of a town. This includes checking the ph-levels of water from different sources in the water laboratory and checking on the healthy-water indicative insects. By use of a microscope, one can observe the microorganisms that are eliminated from water supplies such as Cryptosporidium and Giardia. Ecologic educates on the benefits of adopting recycling and finding alternative energy sources. It emphasizes on consumption of Australian cultivated foods. On the other hand, the Bigfoot comprises of an interactive program which estimates the ecological footprint of a person. To accomplish this, one has to answer fifteen questions. A view inside the EcoLogic exhibition Appendices Appendix A: Scenarios 1. Exhibition 1: gamma ray medical scanner 2. Exhibition 2: stationery bike for electrical generation Read More
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