Cooper Seth, Sterling Amy L R, Kleffner Robert, Silversmith William M, Siegel Justin B
Northeastern University,
Princeton University,
FDG. 2018 Aug;2018. doi: 10.1145/3235765.3235770.
Scientific software is often developed with scientists in mind, resulting in complex tools with a steep learning curve. , however, are designed for scientists- members of the general public. These games maintain scientific accuracy while placing design goals such as usability and enjoyment at the forefront. In this paper, we identify an emerging , in the repurposing of citizen science games to be software tools for professional scientists in their work. We discuss our experience in two such repurposings: Foldit, a protein folding and design game, and Eyewire, a web-based 3D neuron reconstruction game. Based on this experience, we provide evidence that the produced for citizen science can be useful for professional scientists, and provide an overview of key design principles we found to be useful in the process of repurposing.
科学软件的开发往往以科学家为目标用户,这使得这些工具复杂且学习曲线陡峭。然而,公民科学游戏是为普通公众中的“科学家”设计的。这些游戏在保持科学准确性的同时,将可用性和趣味性等设计目标置于首位。在本文中,我们发现了一种新趋势,即将公民科学游戏重新用作专业科学家工作中的软件工具。我们讨论了在两次这样的重新利用中的经验:Foldit,一款蛋白质折叠与设计游戏;以及Eyewire,一款基于网络的3D神经元重建游戏。基于这些经验,我们证明了为公民科学制作的内容对专业科学家可能有用,并概述了我们发现在重新利用过程中有用的关键设计原则。