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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Position Paper: Collaborative Gamification Design for Scientific Software</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francisco Queiroz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Arts &amp; Design Dept.</institution>
          <addr-line>PUC-Rio Rio de Janeiro</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tecgraf Institute and Arts &amp; Design Dept.</institution>
          <addr-line>PUC-Rio Rio de Janeiro</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>- Gamification, a design trend that is extensively applied to education and citizen science, is regarded as a means to improve scientific software usability. However, development and use of scientific software have special needs and characteristics that might present design challenges. Our position is that gamification and usability design for scientific software should be facilitated by an open, collaborative design process supported by conversational media. We believe this approach is compatible with qualities often attributed to computational science community regarding openness and collaboration between members of varied professional backgrounds. Through an illustrative scenario, we exemplify the use of conversational media for collaborative design. We expect the synergy between collaborators to result in better usability, greater user acceptance, and adequacy to requirements, obtaining optimal design solutions in a sustainable way. Index Terms- Scientific software, gamification, usability, open design, collaboration.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Wolff [
        <xref ref-type="bibr" rid="ref49">49</xref>
        ] has proposed that gamification could improve
scientific software usability – an aspect that many researchers
consider neglected in that type of software [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ].
Despite gamification being a relatively recent trend, the notion of
bringing video game-like interfaces to scientific software is not
exactly novel: in the early 2000’s, Houstis and Rice have
predicted that, by this current decade, Problem Solving
Environments (PSEs) would resemble video games [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In fact, over
two decades ago, PSEs were already applying 3D and
multimedia technologies in data visualization [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Moreover, young
scientists have expressed the desire for game-like capabilities in
scientific software over ten years ago [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Recently, gamification of STEM software seems to be
advancing in engineering applications – especially CAD and
BIM (Building Information Modeling) software – which take
advantage of video games’ technologies, mechanics and
aesthetics [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Gamified engineering applications can provide
more compelling experiences [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and ease of learning through
playing, [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] or even by making games [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Gamification has
also been proposed as a mean to improve software engineering
practices such as requirement elicitation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and, in the specific
case of scientific software, community building [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>This work is licensed under a CC-BY-4.0 license</title>
      <p>
        More recently, gamified support forums have been used to
foster the exchange of knowledge among scientific software
users [
        <xref ref-type="bibr" rid="ref51">51</xref>
        ], [
        <xref ref-type="bibr" rid="ref52">52</xref>
        ]. Forums like these typically make use of reputation
systems to encourage user participation.
      </p>
      <p>
        Gamification is also extensively, and very successfully,
applied to science education [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and citizen science [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ], where it
is used to engage the general public into collecting and analyzing
scientific data for research purposes. Scientific software,
however, can be a very particular, idiosyncratic field regarding
development and use. It seems important, then, that gamification
initiatives and methods are adequate to scientific software
development environment, culture, and particular challenges. This
study reflects the current state of an ongoing doctoral research
and is primarily concerned about proposing adequate tools and
methods to assist with scientific software usability and
gamification design. We believe that open and collaborative
design can address those challenges by providing opportunities for
all stakeholders to take action and have a voice in that
discussion. In fact, collaborative design appropriately reflects a spirit
that has been strongly present in the computational science
community for over half a century [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>This paper is structured as follows: Background presents
information on research topics and, also, preceding studies
conducted by the authors, that inform and build up to the present
discussion. Agenda presents our position on collaborative design
for scientific software gamification. The Design Board proposes
and exemplifies the use of conversational media for approaching
scientific software usability design. Conclusion summarizes the
paper, also presenting opportunities for future research and a call
to action.</p>
    </sec>
    <sec id="sec-3">
      <title>II. BACKGROUND In this section, we present background information on gamification and contextualize this study by presenting findings from previous stages of its underlying research.</title>
      <sec id="sec-3-1">
        <title>A. Gamification</title>
        <p>
          Gamification has been defined as “the use of game design
elements in non-gaming contexts” [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. In some cases, that means
reconstructing an activity as a game, often by employing points,
levels, scoreboards, winning conditions, goals, and so forth as
motivational affordances [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. This approach is often called
gameful design [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. On the other hand, gamification might also
denote the use of game-like aesthetics and interactivity, and
privilege the transposition of the highly interactive quality of
games into usability design through the use of cross-media
references [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. The present research primarily aligns itself with
this approach for two main reasons: first, video games have
been, for over 40 years, a testbed for pleasurable interactive
experiences – not only because of their inherent challenge provided
by gameful elements, but largely for presenting interesting and
compelling interfaces between player and game. Second, often
justified as means to engaging users, design elements dedicated
to performance evaluation – usually associated with gameful
design – such as points and scoreboards, can be, in fact,
demotivating [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ], and less engaging than visual stimuli and interesting
aesthetics [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Furthermore, scientific software users have been
described as a highly motivated group [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] – in which case
gameful motivational affordances might be, at times,
unnecessary, or even counterproductive.
        </p>
        <p>
          However, that does not mean that gameful design should be
discarded, as it can also be used to reinforce an activity’s
structure and translate game design into user-centric interaction [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
Work performed with scientific software can have its own
structure, motivations, preferable outcomes, time pressure, distinct
phases, recognition, and so forth. In this case, gameful elements
are best when used as feedback for the actual structure and
progress of scientific work – and not as a second arbitrary structure
overriding it
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Using Video Games as Inspiration for Scientific Software</title>
        <p>
          As a first experiment in scientific software gamification
within our doctoral research, we have conducted a
four-monthlong action research within a development group for a software
dedicated to visualization and simulation of oil &amp; gas production
fields [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. Throughout that study, we have looked for design
elements that could be ported from video games into the
software in question, in order to improve usability and interactivity.
We have searched for desirable features in games depicting
similar activities (e.g., tycoon and building simulators), games
featuring desirable functionalities (e.g., time manipulation), and
games supporting similar devices (in our particular case,
Nintendo’s Wiimote controller).
        </p>
        <p>In some cases, we had to adapt selected game design
elements to scientific software specific needs. The equipment
positioning tool, for instance, was inspired by building
placement tools found in titles such as FarmVille and the Sim
City series. However, whereas researched games restricted
building placement to fixed slots within a grid, the software’s
placement tool should allow for greater levels of precision. For
that reason, in addition to numerical input fields, a new mechanic
was designed: upon a directional key press, the increment to the
object’s position would be inversely proportional to its closeness
to the user’s point of view. In this case, zooming the camera into
the object would allow for more accurate positioning.</p>
        <p>
          Then, we have showcased new functionalities through an
interactive prototype. However, despite perceived improvement in
functionality and usability, prototyped features were not built
into the actual software, as difficulty and cost for
implementation were considered too high given development team size and
software production tools. In this case, although that study was
fruitful in terms of exploring solutions inspired by video games,
it failed to acknowledge and embrace scientific software
development characteristics such as software complexity, difficulties
in requirement elicitation [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ], and incremental changes [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ].
Overall, that study’s outcome suggested the need for additional
research on (a) scientific software characteristics and (b) on
methods for better collaboration and communication between
designers, developers, and other stakeholders.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>C. A Design Lens for Scientific Software</title>
        <p>
          In an effort to identify challenges and opportunities for
scientific software design, we have conducted a literature review
on scientific software usability, development, and gamification.
Based on its findings, we have proposed a Design Lens for
scientific software. Design Lenses were first elaborated by game
designer Jesse Schell [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ] as a series of principles for designers
to have in mind in when planning their games from a particular
perspective. Lenses are typically formatted as a statement on a
particular topic, followed by questions for the designer to reflect
upon. Table 1 shows the Lens of the Lab, generated through our
literature review [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ], which approaches issues related to
development, use, professional context, gamification practices,
science, and academia.
        </p>
        <p>The Lens of the Lab is meant to be a design aid to designers
and developers envisioning interface functionalities and
evaluating its feasibility, as it should serve as a reminder of which
aspects and stakeholders to consider when designing interfaces
for scientific software, gamified or otherwise.</p>
        <p>The Lens of the Lab
Scientific software should augment insight, productivity, and knowledge.
It should facilitate and integrate supported stages of scientific work
(modeling, simulation and result analysis), and generate output for
publication, sharing, or further research. When designing for scientific
software, consider the questions:
• How can the interface represent the scientific matter, reinforce
the way it works and support the theory behind it? How can it present and
explore complex data at high levels of precision? How can it prevent and
fix errors?
• Is the user interface intuitive, consistent and uncluttered? Is it
flexible enough to allow for incremental expansion and customization? Is
it adequate to the platforms it was designed for, and to other software it
should be integrated to?
• How do scientists work? How is the work environment,
culture, ethics, conventions, current practices and best practices? What do
users need and expect? How can design embrace different levels of
scientific specialization, computer literacy, and programming skills? How
can it promote and attract collaboration or community building?
• How can games inform and inspire the software aesthetics and
interactivity? Which game design elements could provide structure, goals,
feedback, guidance, progression, flow, fun and experimentation? Would
competition and point-based systems motivate or demotivate?
• Is implementation feasible regarding scope, planning,
timescale, technologies, human resources, and software lifecycle?
III. AGENDA</p>
        <p>Having identified main characteristics of scientific software
development and use – and their potential impact on usability
design – we were left with the need for identifying and
generating methods for collaboration and communication between
developers, users, designers and other members of software’s
development community. We have found in collaborative,
participative, and open design, the potential for conducting informed
and sustainable design practices.</p>
      </sec>
      <sec id="sec-3-4">
        <title>A. Collaborative and Open Design in Scientific Software</title>
        <p>
          Scientific software is usually developed for a very
specialized group of users. Understanding their needs and how they
work is a major concern for those in charge of usability [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ],
[
          <xref ref-type="bibr" rid="ref43">43</xref>
          ], [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Bringing users into the design process can be a way of
gathering requirements, validating ideas and, overall, ensuring
the design is adequate. There are numerous documented
examples of successful collaborative efforts in scientific software
design. The Project Community, for instance, is a platform for all
project stakeholders, users, and even external members to
contribute and discuss requirements and other usability issues of
OMERO software [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. Community-based solutions and
discussion tools were also contemplated by the European Middleware
Initiative (EMI) when envisioning an open source community
for scientific applications [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The development process for
STAR software shows how a collaborative effort supports
iterative design [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          More recently, researchers from the University of Illinois
have promoted a hackathon for taxonomists, developers and
information scientists to co-design the interface of a taxonomy
software [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ]. Initiatives like these are successful in responding
to series of challenges in scientific software development such
as: responding to the needs of an actual user-base and allowing
them to add value to the software [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]; balancing and integrating
information from different disciplines [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], different visions for
the project [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ] and individual notions of authorship [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ];
dealing with scientists’ busy schedules [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          In some cases, collaboration can be extended from design to
programming. That is the case for biok, a programmable
software for biologists, which was co-designed and co-developed by
its users [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. This approach seems to integrate, in a consistent
and coordinated way, two concepts: (1) the philosophy behind
open design and (2) the spirit of “professional end user
developer”. Open design celebrates the democratization of design, a
“do-it-yourself” mentality, the cult of the amateur, and shared
knowledge between amateurs and professional designers [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
Furthermore, it promotes innovation in thinking and making
design in a way that mirrors scientific thinking [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. It is worth
noting that open design takes inspiration from the open source
movement which, in its turn, is rooted in computational science,
a pioneering field for open source which has been fostering
collaboration for over 60 years [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. As in open design, scientific
software development often carries a “do-it-yourself” mindset,
which can be exemplified by the figure of the “professional end
user developer”: a domain-expert who is apt to develop software
for himself or his community, but is not formally trained in
software engineering, hence adopting an informal development
process [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ].
        </p>
        <p>
          It seems clear that scientific software development can
benefit from formal software engineering practices [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
However, it should be acknowledged that professional end user
developers have, indeed, explored creative solutions when
designing and developing software that is adequate to scientific
inquiry. Collaborative and open design could be, then, a channel
and a laboratory for their ideas, allowing them to contribute to
the design process from the perspective of their specialized
knowledge and skills.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>B. Open Gamification Design</title>
        <p>We propose that scientific software usability issues could be
adequately addressed by open gamification design: open access,
for all stakeholders, to the conceptualization and planning of
gamified functionalities in a collaborative manner, in order to
make the design phase as informed as possible. We are not
proposing, however, that the design process itself should be
gamified – although we would not have any objections to that.</p>
        <p>
          In the context of open design, the role of the designer would
shift from single-handedly conceiving the end product to
creating, researching, organizing and facilitating the design process
[
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]. The designer could also apply his professional skills and
design literacy in refining, researching, and generating content
for user interfaces – a role that others might regard as “the last
thing a scientist wants to deal with” [
          <xref ref-type="bibr" rid="ref27">27, 497</xref>
          ]. For those reasons,
we believe that the design process should ideally include a
professional from that area, or at least a team member from another
specialization willing to play that role.
        </p>
        <p>
          Regarding the relationship between game design and open
design, it is worth noting that game design elements and
interactivity patterns are commonly sampled, borrowed and
adapted from one game to another. That applies in particular to
user interface design, which can take advantage from copying
(and adapting) user interfaces of successful titles, with “the
benefit of being a familiar interface to your users” [
          <xref ref-type="bibr" rid="ref38">38, 274</xref>
          ].
That also happens with game design patterns commonly found
in many titles and genres that have become design conventions
(e.g., Boss Monsters, Levels, Time Limit, Bluffing, and so
forth), which can help generating, structuring, refining and
communicating design ideas [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ]. This appropriation and
modification of preexisting models and patterns strongly relate to open
design culture.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. THE DESIGN BOARD In this section, we propose the use of conversational media as a tool for collaborative gamification design of scientific software.</title>
      <sec id="sec-4-1">
        <title>A. Overview</title>
        <p>Conversational media allows users to exchange messages,
documents, images and, in some cases, audio and video clips.
Examples of conversational media include online services such
as blogs and online forums; development-dedicated platforms
such as Confluence, Trello and Slack; code hosting services such
as GitHub; digital whiteboards such as Realtimeboard and
Stormboard; and even their analogic counterparts, such as
whiteboards and noticeboards. Conversational media could be a
platform for a design board: a channel for communication between
developers, users, and other members of scientific software
development community dedicated to discussing the software’s
usability and interface design. It should serve as a place for
presenting usability needs and issues, proposing ideas, and
discussing their feasibility. It should be a venue for dialogue between
all stakeholders and the search for optimal solutions. It should
be a place for the exchange of ideas, information, and the
construction of a design vocabulary. It should be used as a repository
for ideas on usability, design, and interactivity, informed by the
specialized knowledge of every participant involved. While it
could be a place for imaginative, experimental and speculative
ideas, it should also be dedicated to evaluation, validation, and
assessment of the viability of those ideas. Furthermore, although
envisioned to assist with gamification processes, it could be
applied to general usability and UI design.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Adequacy to Scientific Software Development</title>
        <p>We propose that the design board should be used in
conjunction with the Lens of the Lab, which provides a set of design
issues and opportunities that are particular to scientific software.
In that case, those issues and opportunities could be adequately
addressed by specialists on the topics at hand, and also discussed
from the perspectives of professionals from diverse
backgrounds. Moreover, we believe the design board is suited to
iterative development, small increments and emergent
requirements that are typical of scientific software development.</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Sustainability</title>
        <p>
          Usability is an important aspect of sustainability [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ]. The
design board should foster more efficient, effective and
satisfactory ways of user interaction. It is worth noting that the Lens of
the Lab reinforces other sustainable aspects such as scalability
and interoperability. Moreover, developers could potentially
incorporate the design board into whatever preexisting
conversational media is in use by the software community, reducing the
need for additional infrastructure.
        </p>
      </sec>
      <sec id="sec-4-4">
        <title>D. Design Board Features</title>
        <p>Conversational media is a very inclusive term, which can
describe a broad range of products and services. We believe the
idea of a design board should not be exclusive or restricted to
individual products. Instead, it could be adapted to any platform
that allows participants to:
 Initiate and join public discussions.
 Publish and access supportive material (e.g., text
documents, images).
 Search and/or browse past discussions.
 Access to appropriate design guidelines (i.e., the Lens
of the Lab)</p>
        <p>Those are general terms to describe popular functionalities,
commonly found across platforms mentioned in the previous
subsection. However, each platform might offer those
functionalities in a particular way: initiating a discussion in Trello, for
instance, requires the user to add a new card to a list. GitHub, on
the other hand, would require the user to add a new issue to the
project. Likewise, whereas the Lens of the Lab could be
displayed in a dedicated list in Trello, it could be posted as a
Wiki page on GitHub. Both platforms, however, should be apt
to support the design board - even if presenting the necessary
capabilities in different ways.</p>
      </sec>
      <sec id="sec-4-5">
        <title>E. Illustrative Scenario</title>
        <p>Through the next subsections, we present the working
dynamics of a design board through a fictional case inspired by a
usability issue reported by a user of an engineering software
made by a university-based scientific software development
team.</p>
      </sec>
      <sec id="sec-4-6">
        <title>1) Issue / Request:</title>
        <p>User A works with the engineering software ‘X’ to
categorize hundreds of 3D geometry pieces from a CAD model. In
order to do that, he must follow these steps: (1) turn on the
‘picking’ tool by clicking on the appropriate toolbar icon UI; (2)
navigate the viewport for the 3D scene; (3) keep the CTRL key
down to activate selection of multiple pieces; (4) click on 3D
geometry pieces from a common category, thus highlighting the
names of those pieces on a hierarchical tree view window; (5)
Drag highlighted items from the tree view into a folder, named
after the category items belong to, in a second hierarchical tree
view window. He posts the following usability issue in the
Design Board:</p>
        <p>“I am having problems with the current workflow for
categorizing geometry. First, having to keep the CTRL key down all
the time feels tiring and unnecessary. Second, whenever I
accidently release the key, it makes me unselect everything, and I
have to start all over. Third, dragging names between
hierarchical tree views often causes me to unselect everything”.</p>
      </sec>
      <sec id="sec-4-7">
        <title>2) Design Suggestion:</title>
        <p>Designer B reads User A’s issue. After reflecting on the Lens
of the Lab (How can games inform and inspire the software
aesthetics and interactivity?), he looks for inspiration in games that
make use picking mechanics and, later, replies:</p>
        <p>“After looking into games featuring mechanics for picking
objects, I’ve found that Popcap’s casual game Bookworm
(Figure 1) had an interesting mechanic: you could select pieces
by clicking on them and double-click the last one to submit the
selection, triggering an animation effect portraying selected
pieces being directed to outside the board. You can try it at
www.mousebreaker.com/game/bookworm.</p>
      </sec>
      <sec id="sec-4-8">
        <title>Perhaps we could do the same, but instead of animating</title>
        <p>pieces, we could highlight the folder named after the selected
category”.</p>
      </sec>
      <sec id="sec-4-9">
        <title>3) A Developer’s Perspective:</title>
        <p>Developer C has been following the discussion. He also
reflects on the Lens of the Lab (Which game design elements could
provide feedback and progression? Is implementation
feasible?). He decides to contribute to the discussion:</p>
        <p>“I like your suggestions, but highlighting a layer on the
hierarchy tree view might be unfeasible given our UI development
framework. Maybe we could display an on-screen message such
as ‘100 objects have been added to Category A layer, and also
add an object counter beside that layer’s name in the tree view.</p>
      </sec>
      <sec id="sec-4-10">
        <title>Also, we could add a counter for uncategorized items”.</title>
      </sec>
      <sec id="sec-4-11">
        <title>4) Mockups, Diagrams, and Prototypes:</title>
        <p>After all participants have expressed their satisfaction with
the idea proposed, Designer B starts producing ways of
demonstrating the proposed solution – which could be done through
UML use-case diagrams, low or hi-fidelity prototypes,
illustrative mockup screens, and so forth. Later, Designer B posts an
illustration of the solution designed (Figure 2).</p>
      </sec>
      <sec id="sec-4-12">
        <title>5) Implementation:</title>
        <p>Once approved by all discussion participants (and other
community members, if required), the feature can have its
implementation planned according to the methodology used by
the development team.</p>
      </sec>
      <sec id="sec-4-13">
        <title>F. Potential Gains</title>
        <p>We expect design boards to improve software usability and
development process in a number of ways.</p>
      </sec>
      <sec id="sec-4-14">
        <title>1) Better Usability:</title>
        <p>The discussion of ideas supported by the design board could
lead to better products informed by participants’ remarks on
innovative practices, industry standards, case studies, and
professional experience. Combined knowledge and availability of
design references could lead to insights on usability and
interactivity.</p>
      </sec>
      <sec id="sec-4-15">
        <title>2) Better Compliance and User Acceptance:</title>
        <p>Close involvement of all stakeholders should facilitate the
gathering of all sorts of requirements, special needs and
specifications, mitigating the risk of impediments and the need for
redesign.</p>
      </sec>
      <sec id="sec-4-16">
        <title>3) Less time from design to implementation:</title>
        <p>We believe the design board should foster active
collaboration between participants, accelerating the design process.</p>
        <p>Gamification has the potential to improve scientific software
usability. However, that requires attention to characteristics of
that type of software regarding both use and development, also
demanding clear communication between users, developers, and
other software community members. Having those challenges,
opportunities and obstacles in mind, we have positioned
ourselves in favor of gamification design supported by open and
collaborative design processes. Encouraged by a number of
successful initiatives, we have argued for an inclusive, open design
process that, in consonance with scientific software
development culture, values participation and input from developers,
specialists, and users alike. In addition, we have positioned
ourselves for gamification processes primarily concerned about
improving usability through video-game inspired interactivity – an
approach that is also in consonance with open design. We have,
then, proposed and exemplified ways for conversational media
to support that process, based on dialogue and the articulation of
knowledge imparted by all participants. As a result, we expect a
well-informed design phase capable of delivering satisfying
results by respecting iterative design, small increments, system
complexity and other characteristics of computational science.</p>
        <p>As the underlying research moves forward, further research
will focus on testing both the Lens of the Lab and the design
board in scientific software development and also on finding
ways of reinforcing the structure of scientific work with gameful
design elements. Moreover, we would like to encourage all
members of the scientific software community to try using
design boards and the Lens of the Lab in their projects and give us
their feedback, suggestions, and comments on whether and how
those tools might have helped to improve their software’s
usability in a sustainable manner.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>ACKNOWLEDGMENT</title>
      <p>We would like to thank the anonymous reviewers for their
feedback and suggestions on how to improve the quality of this
paper. Also, we would like to thank WSSSPE4 Organizing
Committee and The Gordon and Betty Moore Foundation for
their travel funding support. Finally, we thank PUC-Rio and
Tecgraf Institute for making this research possible.</p>
    </sec>
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