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1.
IEEE Trans Vis Comput Graph ; 30(3): 1821-1836, 2024 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-38090861

RESUMEN

We report on challenges and considerations for supporting design processes for visualizations in motion embedded in sports videos. We derive our insights from analyzing swimming race visualizations and motion-related data, building a technology probe, as well as a study with designers. Understanding how to design situated visualizations in motion is important for a variety of contexts. Competitive sports coverage, in particular, increasingly includes information on athlete or team statistics and records. Although moving visual representations attached to athletes or other targets are starting to appear, systematic investigations on how to best support their design process in the context of sports videos are still missing. Our work makes several contributions in identifying opportunities for visualizations to be added to swimming competition coverage but, most importantly, in identifying requirements and challenges for designing situated visualizations in motion. Our investigations include the analysis of a survey with swimming enthusiasts on their motion-related information needs, an ideation workshop to collect designs and elicit design challenges, the design of a technology probe that allows to create embedded visualizations in motion based on real data (Fig. 1), and an evaluation with visualization designers that aimed to understand the benefits of designing directly on videos.


Asunto(s)
Gráficos por Computador , Natación , Humanos
2.
Artículo en Inglés | MEDLINE | ID: mdl-39250400

RESUMEN

We present the results of an exploratory study on how pairs interact with speech commands and touch gestures on a wall-sized display during a collaborative sensemaking task. Previous work has shown that speech commands, alone or in combination with other input modalities, can support visual data exploration by individuals. However, it is still unknown whether and how speech commands can be used in collaboration, and for what tasks. To answer these questions, we developed a functioning prototype that we used as a technology probe. We conducted an in-depth exploratory study with 10 participant pairs to analyze their interaction choices, the interplay between the input modalities, and their collaboration. While touch was the most used modality, we found that participants preferred speech commands for global operations, used them for distant interaction, and that speech interaction contributed to the awareness of the partner's actions. Furthermore, the likelihood of using speech commands during collaboration was related to the personality trait of agreeableness. Regarding collaboration styles, participants interacted with speech equally often whether they were in loosely or closely coupled collaboration. While the partners stood closer to each other during close collaboration, they did not distance themselves to use speech commands. From our fndings, we derive and contribute a set of design considerations for collaborative and multimodal interactive data analysis systems. All supplemental materials are available at https://osf.io/8gpv2.

3.
Artículo en Inglés | MEDLINE | ID: mdl-39269804

RESUMEN

We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice, when viewers are confronted with embedded visualizations, they often have to focus on a primary task and can only quickly glance at a visualization showing rich, often dynamically updated, information. As such, the visualizations must be designed so as not to distract from the primary task, while at the same time being readable and useful for aiding the primary task. For example, in games, players who are engaged in a battle have to look at their enemies but also read the remaining health of their own game character from the health bar over their character's head. Many trade-offs are possible in the design of embedded visualizations in such dynamic scenarios, which we explore in-depth in this paper with a focus on user experience. We use video games as an example of an application context with a rich existing set of visualizations in motion. We begin our work with a systematic review of in-game visualizations in motion. Next, we conduct an empirical user study to investigate how different embedded visualizations in motion designs impact user experience. We conclude with a set of considerations and trade-offs for designing visualizations in motion more broadly as derived from what we learned about video games. All supplemental materials of this paper are available at osf.io/3v8wm/.

4.
IEEE Trans Vis Comput Graph ; 29(9): 3758-3774, 2023 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-35507619

RESUMEN

In domains, such as agronomy or manufacturing, experts need to consider trade-offs when making decisions that involve several, often competing, objectives. Such analysis is complex and may be conducted over long periods of time, making it hard to revisit. In this paper, we consider the use of analytic provenance mechanisms to aid experts recall and keep track of trade-off analysis. We implemented VisProm, a web-based trade-off analysis system, that incorporates in-visualization provenance views, designed to help experts keep track of trade-offs and their objectives. We used VisProm as a technology probe to understand user needs and explore the potential role of provenance in this context. Through observation sessions with three groups of experts analyzing their own data, we make the following contributions. We first, identify eight high-level tasks that experts engaged in during trade-off analysis, such as locating and characterizing interest zones in the trade-off space, and show how these tasks can be supported by provenance visualization. Second, we refine findings from previous work on provenance purposes such as recall and reproduce, by identifying specific objects of these purposes related to trade-off analysis, such as interest zones, and exploration structure (e.g., exploration of alternatives and branches). Third, we discuss insights on how the identified provenance objects and our designs support these trade-off analysis tasks, both when revisiting past analysis and while actively exploring. And finally, we identify new opportunities for provenance-driven trade-off analysis, for example related to monitoring the coverage of the trade-off space, and tracking alternative trade-off scenarios.

5.
IEEE Trans Vis Comput Graph ; 29(1): 994-1004, 2023 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-36227814

RESUMEN

Storyline visualizations are a powerful way to compactly visualize how the relationships between people evolve over time. Real-world relationships often also involve space, for example the cities that two political rivals visited together or alone over the years. By default, Storyline visualizations only show implicitly geospatial co-occurrence between people (drawn as lines), by bringing their lines together. Even the few designs that do explicitly show geographic locations only do so in abstract ways (e.g., annotations) and do not communicate geospatial information, such as the direction or extent of their political campains. We introduce Geo-Storylines, a collection of visualisation designs that integrate geospatial context into Storyline visualizations, using different strategies for compositing time and space. Our contribution is twofold. First, we present the results of a sketching workshop with 11 participants, that we used to derive a design space for integrating maps into Storylines. Second, by analyzing the strengths and weaknesses of the potential designs of the design space in terms of legibility and ability to scale to multiple relationships, we extract the three most promising: Time Glyphs, Coordinated Views, and Map Glyphs. We compare these three techniques first in a controlled study with 18 participants, under five different geospatial tasks and two maps of different complexity. We additionally collected informal feedback about their usefulness from domain experts in data journalism. Our results indicate that, as expected, detailed performance depends on the task. Nevertheless, Coordinated Views remain a highly effective and preferred technique across the board.

6.
IEEE Trans Vis Comput Graph ; 28(10): 3546-3562, 2022 10.
Artículo en Inglés | MEDLINE | ID: mdl-35727779

RESUMEN

We contribute a research agenda for visualization in motion and two experiments to understand how well viewers can read data from moving visualizations. We define visualizations in motion as visual data representations that are used in contexts that exhibit relative motion between a viewer and an entire visualization. Sports analytics, video games, wearable devices, or data physicalizations are example contexts that involve different types of relative motion between a viewer and a visualization. To analyze the opportunities and challenges for designing visualization in motion, we show example scenarios and outline a first research agenda. Motivated primarily by the prevalence of and opportunities for visualizations in sports and video games we started to investigate a small aspect of our research agenda: the impact of two important characteristics of motion-speed and trajectory on a stationary viewer's ability to read data from moving donut and bar charts. We found that increasing speed and trajectory complexity did negatively affect the accuracy of reading values from the charts and that bar charts were more negatively impacted. In practice, however, this impact was small: both charts were still read fairly accurately.


Asunto(s)
Juegos de Video , Dispositivos Electrónicos Vestibles , Gráficos por Computador , Movimiento (Física)
7.
IEEE Trans Vis Comput Graph ; 28(1): 654-664, 2022 01.
Artículo en Inglés | MEDLINE | ID: mdl-34648448

RESUMEN

Problem-driven visualization work is rooted in deeply understanding the data, actors, processes, and workflows of a target domain. However, an individual's personality traits and cognitive abilities may also influence visualization use. Diverse user needs and abilities raise natural questions for specificity in visualization design: Could individuals from different domains exhibit performance differences when using visualizations? Are any systematic variations related to their cognitive abilities? This study bridges domain-specific perspectives on visualization design with those provided by cognition and perception. We measure variations in visualization task performance across chemistry, computer science, and education, and relate these differences to variations in spatial ability. We conducted an online study with over 60 domain experts consisting of tasks related to pie charts, isocontour plots, and 3D scatterplots, and grounded by a well-documented spatial ability test. Task performance (correctness) varied with profession across more complex visualizations (isocontour plots and scatterplots), but not pie charts, a comparatively common visualization. We found that correctness correlates with spatial ability, and the professions differ in terms of spatial ability. These results indicate that domains differ not only in the specifics of their data and tasks, but also in terms of how effectively their constituent members engage with visualizations and their cognitive traits. Analyzing participants' confidence and strategy comments suggests that focusing on performance neglects important nuances, such as differing approaches to engage with even common visualizations and potential skill transference. Our findings offer a fresh perspective on discipline-specific visualization with specific recommendations to help guide visualization design that celebrates the uniqueness of the disciplines and individuals we seek to serve.

8.
IEEE Trans Vis Comput Graph ; 16(6): 1073-81, 2010.
Artículo en Inglés | MEDLINE | ID: mdl-20975145

RESUMEN

GeneaQuilts is a new visualization technique for representing large genealogies of up to several thousand individuals. The visualization takes the form of a diagonally-filled matrix, where rows are individuals and columns are nuclear families. After identifying the major tasks performed in genealogical research and the limits of current software, we present an interactive genealogy exploration system based on GeneaQuilts. The system includes an overview, a timeline, search and filtering components, and a new interaction technique called Bring & Slide that allows fluid navigation in very large genealogies. We report on preliminary feedback from domain experts and show how our system supports a number of their tasks.

9.
IEEE Trans Vis Comput Graph ; 26(1): 375-385, 2020 01.
Artículo en Inglés | MEDLINE | ID: mdl-31443027

RESUMEN

Observing the relationship between two or more variables over space and time is essential in many domains. For instance, looking, for different countries, at the evolution of both the life expectancy at birth and the fertility rate will give an overview of their demographics. The choice of visual representation for such multivariate data is key to enabling analysts to extract patterns and trends. Prior work has compared geo-temporal visualization techniques for a single thematic variable that evolves over space and time, or for two variables at a specific point in time. But how effective visualization techniques are at communicating correlation between two variables that evolve over space and time remains to be investigated. We report on a study comparing three techniques that are representative of different strategies to visualize geo-temporal multivariate data: either juxtaposing all locations for a given time step, or juxtaposing all time steps for a given location; and encoding thematic attributes either using symbols overlaid on top of map features, or using visual channels of the map features themselves. Participants performed a series of tasks that required them to identify if two variables were correlated over time and if there was a pattern in their evolution. Tasks varied in granularity for both dimensions: time (all time steps, a subrange of steps, one step only) and space (all locations, locations in a subregion, one location only). Our results show that a visualization's effectiveness depends strongly on the task to be carried out. Based on these findings we present a set of design guidelines about geo-temporal visualization techniques for communicating correlation.

10.
IEEE Trans Vis Comput Graph ; 26(2): 1413-1432, 2020 02.
Artículo en Inglés | MEDLINE | ID: mdl-30281459

RESUMEN

Information visualization designers strive to design data displays that allow for efficient exploration, analysis, and communication of patterns in data, leading to informed decisions. Unfortunately, human judgment and decision making are imperfect and often plagued by cognitive biases. There is limited empirical research documenting how these biases affect visual data analysis activities. Existing taxonomies are organized by cognitive theories that are hard to associate with visualization tasks. Based on a survey of the literature we propose a task-based taxonomy of 154 cognitive biases organized in 7 main categories. We hope the taxonomy will help visualization researchers relate their design to the corresponding possible biases, and lead to new research that detects and addresses biased judgment and decision making in data visualization.


Asunto(s)
Sesgo , Cognición , Toma de Decisiones/fisiología , Estimulación Luminosa , Cognición/clasificación , Cognición/fisiología , Gráficos por Computador , Investigación Empírica , Humanos
11.
IEEE Comput Graph Appl ; 40(2): 98-102, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32149615

RESUMEN

We share our experiences teaching university students about clustering algorithms using EduClust, an online visualization we developed. EduClust supports professors in preparing teaching material and students in visually and interactively exploring cluster steps and the effects of changing clustering parameters. We used EduClust for two years in our computer science lectures on clustering algorithms and share our experience integrating the online application in a data science curriculum. We also point to opportunities for future development.

12.
IEEE Trans Vis Comput Graph ; 14(6): 1317-24, 2008.
Artículo en Inglés | MEDLINE | ID: mdl-18988979

RESUMEN

Exploring communities is an important task in social network analysis. Such communities are currently identified using clustering methods to group actors. This approach often leads to actors belonging to one and only one cluster, whereas in real life a person can belong to several communities. As a solution we propose duplicating actors in social networks and discuss potential impact of such a move. Several visual duplication designs are discussed and a controlled experiment comparing network visualization with and without duplication is performed, using 6 tasks that are important for graph readability and visual interpretation of social networks. We show that in our experiment, duplications significantly improve community-related tasks but sometimes interfere with other graph readability tasks. Finally, we propose a set of guidelines for deciding when to duplicate actors and choosing candidates for duplication, and alternative ways to render them in social network representations.


Asunto(s)
Algoritmos , Análisis por Conglomerados , Gráficos por Computador , Almacenamiento y Recuperación de la Información/métodos , Modelos Teóricos , Apoyo Social , Interfaz Usuario-Computador , Simulación por Computador
13.
IEEE Trans Vis Comput Graph ; 24(1): 749-759, 2018 01.
Artículo en Inglés | MEDLINE | ID: mdl-28866571

RESUMEN

We explore how to rigorously evaluate multidimensional visualizations for their ability to support decision making. We first define multi-attribute choice tasks, a type of decision task commonly performed with such visualizations. We then identify which of the existing multidimensional visualizations are compatible with such tasks, and set out to evaluate three elementary visualizations: parallel coordinates, scatterplot matrices and tabular visualizations. Our method consists in first giving participants low-level analytic tasks, in order to ensure that they properly understood the visualizations and their interactions. Participants are then given multi-attribute choice tasks consisting of choosing holiday packages. We assess decision support through multiple objective and subjective metrics, including a decision accuracy metric based on the consistency between the choice made and self-reported preferences for attributes. We found the three visualizations to be comparable on most metrics, with a slight advantage for tabular visualizations. In particular, tabular visualizations allow participants to reach decisions faster. Thus, although decision time is typically not central in assessing decision support, it can be used as a tie-breaker when visualizations achieve similar decision accuracy. Our results also suggest that indirect methods for assessing choice confidence may allow to better distinguish between visualizations than direct ones. We finally discuss the limitations of our methods and directions for future work, such as the need for more sensitive metrics of decision support.

14.
Artículo en Inglés | MEDLINE | ID: mdl-30136982

RESUMEN

A common challenge faced by many domain experts working with time series data is how to identify and compare similar patterns. This operation is fundamental in high-level tasks, such as detecting recurring phenomena or creating clusters of similar temporal sequences. While automatic measures exist to compute time series similarity, human intervention is often required to visually inspect these automatically generated results. The visualization literature has examined similarity perception and its relation to automatic similarity measures for line charts, but has not yet considered if alternative visual representations, such as horizon graphs and colorfields, alter this perception. Motivated by how neuroscientists evaluate epileptiform patterns, we conducted two experiments that study how these three visualization techniques affect similarity perception in EEG signals. We seek to understand if the time series results returned from automatic similarity measures are perceived in a similar manner, irrespective of the visualization technique; and if what people perceive as similar with each visualization aligns with different automatic measures and their similarity constraints. Our findings indicate that horizon graphs align with similarity measures that allow local variations in temporal position or speed (i.e., dynamic time warping) more than the two other techniques. On the other hand, horizon graphs do not align with measures that are insensitive to amplitude and y-offset scaling (i.e., measures based on z-normalization), but the inverse seems to be the case for line charts and colorfields. Overall, our work indicates that the choice of visualization affects what temporal patterns we consider as similar, i.e., the notion of similarity in time series is not visualization independent.

15.
Artículo en Inglés | MEDLINE | ID: mdl-30137000

RESUMEN

Human decisions are prone to biases, and this is no less true for decisions made within data visualizations. Bias mitigation strategies often focus on the person, by educating people about their biases, typically with little success. We focus instead on the system, presenting the first evidence that altering the design of an interactive visualization tool can mitigate a strong bias - the attraction effect. Participants viewed 2D scatterplots where choices between superior alternatives were affected by the placement of other suboptimal points. We found that highlighting the superior alternatives weakened the bias, but did not eliminate it. We then tested an interactive approach where participants completely removed locally dominated points from the view, inspired by the elimination by aspects strategy in the decision-making literature. This approach strongly decreased the bias, leading to a counterintuitive suggestion: tools that allow removing inappropriately salient or distracting data from a view may help lead users to make more rational decisions.

16.
Artículo en Inglés | MEDLINE | ID: mdl-30138911

RESUMEN

We present the results of two perception studies to assess how quickly people can perform a simple data comparison task for small-scale visualizations on a smartwatch. The main goal of these studies is to extend our understanding of design constraints for smartwatch visualizations. Previous work has shown that a vast majority of smartwatch interactions last under 5 s. It is still unknown what people can actually perceive from visualizations during such short glances, in particular with such a limited display space of smartwatches. To shed light on this question, we conducted two perception studies that assessed the lower bounds of task time for a simple data comparison task. We tested three chart types common on smartwatches: bar charts, donut charts, and radial bar charts with three different data sizes: 7, 12, and 24 data values. In our first study, we controlled the differences of the two target bars to be compared, while the second study varied the difference randomly. For both studies, we found that participants performed the task on average in <300 ms for the bar chart, <220 ms for the donut chart, and in <1780 ms for the radial bar chart. Thresholds in the second study per chart type were on average 1.14-1.35× higher than in the first study. Our results show that bar and donut charts should be preferred on smartwatch displays when quick data comparisons are necessary.

17.
IEEE Trans Vis Comput Graph ; 23(1): 471-480, 2017 01.
Artículo en Inglés | MEDLINE | ID: mdl-27875163

RESUMEN

The attraction effect is a well-studied cognitive bias in decision making research, where one's choice between two alternatives is influenced by the presence of an irrelevant (dominated) third alternative. We examine whether this cognitive bias, so far only tested with three alternatives and simple presentation formats such as numerical tables, text and pictures, also appears in visualizations. Since visualizations can be used to support decision making - e.g., when choosing a house to buy or an employee to hire - a systematic bias could have important implications. In a first crowdsource experiment, we indeed partially replicated the attraction effect with three alternatives presented as a numerical table, and observed similar effects when they were presented as a scatterplot. In a second experiment, we investigated if the effect extends to larger sets of alternatives, where the number of alternatives is too large for numerical tables to be practical. Our findings indicate that the bias persists for larger sets of alternatives presented as scatterplots. We discuss implications for future research on how to further study and possibly alleviate the attraction effect.

18.
IEEE Trans Vis Comput Graph ; 23(8): 1936-1951, 2017 08.
Artículo en Inglés | MEDLINE | ID: mdl-27448363

RESUMEN

Wall-displays allow multiple users to simultaneously view and analyze large amounts of information, such as the increasingly complex graphs present in domains like biology or social network analysis. We focus on how pairs explore graphs on a touch enabled wall-display using two techniques, both adapted for collaboration: a basic localized selection, and a propagation selection technique that uses the idea of diffusion/transmission from an origin node. We assess in a controlled experiment the impact of selection technique on a shortest path identification task. Pairs consistently divided space even if the task is not spatially divisible, and for the basic selection technique that has a localized visual effect, it led to parallel work that negatively impacted accuracy. The large visual footprint of the propagation technique led to close coordination, improving speed and accuracy for complex graphs only. We then observed the use of propagation on additional graph topology tasks, confirming pair strategies on spatial division and coordination.

19.
IEEE Trans Vis Comput Graph ; 23(7): 1863-1879, 2017 07.
Artículo en Inglés | MEDLINE | ID: mdl-27046902

RESUMEN

We systematically reviewed 64 user-study papers on data glyphs to help researchers and practitioners gain an informed understanding of tradeoffs in the glyph design space. The glyphs we consider are individual representations of multi-dimensional data points, often meant to be shown in small-multiple settings. Over the past 60 years many different glyph designs were proposed and many of these designs have been subjected to perceptual or comparative evaluations. Yet, a systematic overview of the types of glyphs and design variations tested, the tasks under which they were analyzed, or even the study goals and results does not yet exist. In this paper we provide such an overview by systematically sampling and tabulating the literature on data glyph studies, listing their designs, questions, data, and tasks. In addition we present a concise overview of the types of glyphs and their design characteristics analyzed by researchers in the past, and a synthesis of the study results. Based on our meta analysis of all results we further contribute a set of design implications and a discussion on open research directions.

20.
IEEE Trans Vis Comput Graph ; 20(12): 2251-2260, 2014 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-26356939

RESUMEN

We conducted three experiments to investigate the effects of contours on the detection of data similarity with star glyph variations. A star glyph is a small, compact, data graphic that represents a multi-dimensional data point. Star glyphs are often used in small-multiple settings, to represent data points in tables, on maps, or as overlays on other types of data graphics. In these settings, an important task is the visual comparison of the data points encoded in the star glyph, for example to find other similar data points or outliers. We hypothesized that for data comparisons, the overall shape of a star glyph--enhanced through contour lines--would aid the viewer in making accurate similarity judgments. To test this hypothesis, we conducted three experiments. In our first experiment, we explored how the use of contours influenced how visualization experts and trained novices chose glyphs with similar data values. Our results showed that glyphs without contours make the detection of data similarity easier. Given these results, we conducted a second study to understand intuitive notions of similarity. Star glyphs without contours most intuitively supported the detection of data similarity. In a third experiment, we tested the effect of star glyph reference structures (i.e., tickmarks and gridlines) on the detection of similarity. Surprisingly, our results show that adding reference structures does improve the correctness of similarity judgments for star glyphs with contours, but not for the standard star glyph. As a result of these experiments, we conclude that the simple star glyph without contours performs best under several criteria, reinforcing its practice and popularity in the literature. Contours seem to enhance the detection of other types of similarity, e. g., shape similarity and are distracting when data similarity has to be judged. Based on these findings we provide design considerations regarding the use of contours and reference structures on star glyphs.

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