The goal of this research is to define an information acquisition strategy for use in the definition and development of visual analytics (VA) tools relevant to the domain of interest. The strategy will account for task and job requirements gathering and incorporate a wealth of human factors issues known to be important in critical system design, e.g., workload, situation awareness, automation, etc. Another goal is to provide valid information for the design of laboratory and field studies using existing or new VA tools or components as the study apparatus.
Before any game can begin development, an idea must be conceived and elaborated sufficiently that it can be given a “green light” by the publisher/developer. A running prototype is extremely helpful in obtaining that approval. Depending on the size of the publisher, however, there may be several rounds of pitches as the idea makes its way up through the layers of management meaning the prototype is demonstrated again and again, possibly being modified to meet the needs of different stakeholders.
Design teams perform goal-oriented decision making, while communities of interest excel at collective discovery. Small groups tend to both receive and present information that is already shared, and do not like to change initial preferences once formed, while good decisions require all the relevant information. There are strategies to mitigate this bias. Technology can harness the strengths of communities of interest to support these strategies.