RESUMO
Visualizations today are used across a wide range of languages and cultures. Yet the extent to which language impacts how we reason about data and visualizations remains unclear. In this paper, we explore the intersection of visualization and language through a cross-language study on estimative probability tasks with icon-array visualizations. Across Arabic, English, French, German, and Mandarin, n=50 participants per language both chose probability expressions - e.g. likely, probable - to describe icon-array visualizations (Vis-to-Expression), and drew icon-array visualizations to match a given expression (Expression-to-Vis). Results suggest that there is no clear one-to-one mapping of probability expressions and associated visual ranges between languages. Several translated expressions fell significantly above or below the range of the corresponding English expressions. Compared to other languages, French and German respondents appear to exhibit high levels of consistency between the visualizations they drew and the words they chose. Participants across languages used similar words when describing scenarios above 80% chance, with more variance in expressions targeting mid-range and lower values. We discuss how these results suggest potential differences in the expressiveness of language as it relates to visualization interpretation and design goals, as well as practical implications for translation efforts and future studies at the intersection of languages, culture, and visualization. Experiment data, source code, and analysis scripts are available at the following repository: https://osf.io/g5d4r/.
Assuntos
Gráficos por Computador , Idioma , Humanos , SoftwareRESUMO
Immersive visualization in virtual reality (VR) allows us to exploit visual cues for perception in 3D space, yet few existing studies have measured the effects of visual cues. Across a desktop monitor and a head-mounted display (HMD), we assessed scatterplot designs which vary their use of visual cues-motion, shading, perspective (graphical projection), and dimensionality-on two sets of data. We conducted a user study with a summary task in which 32 participants estimated the classification accuracy of an artificial neural network from the scatterplots. With Bayesian multilevel modeling, we capture the intricate visual effects and find that no cue alone explains all the variance in estimation error. Visual motion cues generally reduce participants' estimation error; besides this motion, using other cues may increase participants' estimation error. Using an HMD, adding visual motion cues, providing a third data dimension, or showing a more complicated dataset leads to longer response times. We speculate that most visual cues may not strongly affect perception in immersive analytics unless they change people's mental model about data. In summary, by studying participants as they interpret the output from a complicated machine learning model, we advance our understanding of how to use the visual cues in immersive analytics.
RESUMO
Visualization literacy is an essential skill for accurately interpreting data to inform critical decisions. Consequently, it is vital to understand the evolution of this ability and devise targeted interventions to enhance it, requiring concise and repeatable assessments of visualization literacy for individuals. However, current assessments, such as the Visualization Literacy Assessment Test (VLAT), are time-consuming due to their fixed, lengthy format. To address this limitation, we develop two streamlined computerized adaptive tests (CATs) for visualization literacy, A-VLAT and A-CALVI, which measure the same set of skills as their original versions in half the number of questions. Specifically, we (1) employ item response theory (IRT) and non-psychometric constraints to construct adaptive versions of the assessments, (2) finalize the configurations of adaptation through simulation, (3) refine the composition of test items of A-CALVI via a qualitative study, and (4) demonstrate the test-retest reliability (ICC: 0.98 and 0.98) and convergent validity (correlation: 0.81 and 0.66) of both CATs via four online studies. We discuss practical recommendations for using our CATs and opportunities for further customization to leverage the full potential of adaptive assessments. All supplemental materials are available at https://osf.io/a6258/.
RESUMO
Graphical perception studies typically measure visualization encoding effectiveness using the error of an "average observer", leading to canonical rankings of encodings for numerical attributes: e.g., position area angle volume. Yet different people may vary in their ability to read different visualization types, leading to variance in this ranking across individuals not captured by population-level metrics using "average observer" models. One way we can bridge this gap is by recasting classic visual perception tasks as tools for assessing individual performance, in addition to overall visualization performance. In this paper we replicate and extend Cleveland and McGill's graphical comparison experiment using Bayesian multilevel regression, using these models to explore individual differences in visualization skill from multiple perspectives. The results from experiments and modeling indicate that some people show patterns of accuracy that credibly deviate from the canonical rankings of visualization effectiveness. We discuss implications of these findings, such as a need for new ways to communicate visualization effectiveness to designers, how patterns in individuals' responses may show systematic biases and strategies in visualization judgment, and how recasting classic visual perception tasks as tools for assessing individual performance may offer new ways to quantify aspects of visualization literacy. Experiment data, source code, and analysis scripts are available at the following repository: https://osf.io/8ub7t/?view_only=9be4798797404a4397be3c6fc2a68cc0.
RESUMO
Data visualization is powerful in large part because it facilitates visual extraction of values. Yet, existing measures of perceptual precision for data channels (e.g., position, length, orientation, etc.) are based largely on verbal reports of ratio judgments between two values (e.g., [7]). Verbal report conflates multiple sources of error beyond actual visual precision, introducing a ratio computation between these values and a requirement to translate that ratio to a verbal number. Here we observe raw measures of precision by eliminating both ratio computations and verbal reports; we simply ask participants to reproduce marks (a single bar or dot) to match a previously seen one. We manipulated whether the mark was initially presented (and later drawn) alone, paired with a reference (e.g. a second '100%' bar also present at test, or a y-axis for the dot), or integrated with the reference (merging that reference bar into a stacked bar graph, or placing the dot directly on the axis). Reproductions of smaller values were overestimated, and larger values were underestimated, suggesting systematic memory biases. Average reproduction error was around 10% of the actual value, regardless of whether the reproduction was done on a common baseline with the original. In the reference and (especially) the integrated conditions, responses were repulsed from an implicit midpoint of the reference mark, such that values above 50% were overestimated, and values below 50% were underestimated. This reproduction paradigm may serve within a new suite of more fundamental measures of the precision of graphical perception.
RESUMO
Recent visualization research efforts have incorporated experimental techniques and perceptual models from the vision science community. Perceptual laws such as Weber's law, for example, have been used to model the perception of correlation in scatterplots. While this thread of research has progressively refined the modeling of the perception of correlation in scatterplots, it remains unclear as to why such perception can be modeled using relatively simple functions, e.g., linear and log-linear. In this paper, we investigate a longstanding hypothesis that people use visual features in a chart as a proxy for statistical measures like correlation. For a given scatterplot, we extract 49 candidate visual features and evaluate which best align with existing models and participant judgments. The results support the hypothesis that people attend to a small number of visual features when discriminating correlation in scatterplots. We discuss how this result may account for prior conflicting findings, and how visual features provide a baseline for future model-based approaches in visualization evaluation and design.
Assuntos
Gráficos por Computador , Julgamento/fisiologia , Psicofísica/métodos , Percepção Visual/fisiologia , Feminino , Humanos , Masculino , Modelos EstatísticosRESUMO
The diverse and vibrant ecosystem of interactive visualizations on the web presents an opportunity for researchers and practitioners to observe and analyze how everyday people interact with data visualizations. However, existing metrics of visualization interaction behavior used in research do not fully reveal the breadth of peoples' open-ended explorations with visualizations. One possible way to address this challenge is to determine high-level goals for visualization interaction metrics, and infer corresponding features from user interaction data that characterize different aspects of peoples' explorations of visualizations. In this paper, we identify needs for visualization behavior measurement, and develop corresponding candidate features that can be inferred from users' interaction data. We then propose metrics that capture novel aspects of peoples' open-ended explorations, including exploration uniqueness and exploration pacing. We evaluate these metrics along with four other metrics recently proposed in visualization literature by applying them to interaction data from prior visualization studies. The results of these evaluations suggest that these new metrics 1) reveal new characteristics of peoples' use of visualizations, 2) can be used to evaluate statistical differences between visualization designs, and 3) are statistically independent of prior metrics used in visualization research. We discuss implications of these results for future studies, including the potential for applying these metrics in visualization interaction analysis, as well as emerging challenges in developing and selecting metrics depicting visualization explorations.
RESUMO
Physical and digital objects often leave markers of our use. Website links turn purple after we visit them, for example, showing us information we have yet to explore. These "footprints" of interaction offer substantial benefits in information saturated environments - they enable us to easily revisit old information, systematically explore new information, and quickly resume tasks after interruption. While applying these design principles have been successful in HCI contexts, direct encodings of personal interaction history have received scarce attention in data visualization. One reason is that there is little guidance for integrating history into visualizations where many visual channels are already occupied by data. More importantly, there is not firm evidence that making users aware of their interaction history results in benefits with regards to exploration or insights. Following these observations, we propose HindSight - an umbrella term for the design space of representing interaction history directly in existing data visualizations. In this paper, we examine the value of HindSight principles by augmenting existing visualizations with visual indicators of user interaction history (e.g. How the Recession Shaped the Economy in 255 Charts, NYTimes). In controlled experiments of over 400 participants, we found that HindSight designs generally encouraged people to visit more data and recall different insights after interaction. The results of our experiments suggest that simple additions to visualizations can make users aware of their interaction history, and that these additions significantly impact users' exploration and insights.
RESUMO
Prostate cancer is the most common cancer among men in the US, and yet most cases represent localized cancer for which the optimal treatment is unclear. Accumulating evidence suggests that the available treatment options, including surgery and conservative treatment, result in a similar prognosis for most men with localized prostate cancer. However, approximately 90% of patients choose surgery over conservative treatment, despite the risk of severe side effects like erectile dysfunction and incontinence. Recent medical research suggests that a key reason is the lack of patient-centered tools that can effectively communicate personalized risk information and enable them to make better health decisions. In this paper, we report the iterative design process and results of developing the PROgnosis Assessment for Conservative Treatment (PROACT) tool, a personalized health risk communication tool for localized prostate cancer patients. PROACT utilizes two published clinical prediction models to communicate the patients' personalized risk estimates and compare treatment options. In collaboration with the Maine Medical Center, we conducted two rounds of evaluations with prostate cancer survivors and urologists to identify the design elements and narrative structure that effectively facilitate patient comprehension under emotional distress. Our results indicate that visualization can be an effective means to communicate complex risk information to patients with low numeracy and visual literacy. However, the visualizations need to be carefully chosen to balance readability with ease of comprehension. In addition, due to patients' charged emotional state, an intuitive narrative structure that considers the patients' information need is critical to aid the patients' comprehension of their risk information.
Assuntos
Gráficos por Computador , Tomada de Decisões Assistida por Computador , Comunicação em Saúde/métodos , Neoplasias da Próstata , Idoso , Humanos , Masculino , Medição de RiscoRESUMO
Decades of research have repeatedly shown that people perform poorly at estimating and understanding conditional probabilities that are inherent in Bayesian reasoning problems. Yet in the medical domain, both physicians and patients make daily, life-critical judgments based on conditional probability. Although there have been a number of attempts to develop more effective ways to facilitate Bayesian reasoning, reports of these findings tend to be inconsistent and sometimes even contradictory. For instance, the reported accuracies for individuals being able to correctly estimate conditional probability range from 6% to 62%. In this work, we show that problem representation can significantly affect accuracies. By controlling the amount of information presented to the user, we demonstrate how text and visualization designs can increase overall accuracies to as high as 77%. Additionally, we found that for users with high spatial ability, our designs can further improve their accuracies to as high as 100%. By and large, our findings provide explanations for the inconsistent reports on accuracy in Bayesian reasoning tasks and show a significant improvement over existing methods. We believe that these findings can have immediate impact on risk communication in health-related fields.
Assuntos
Teorema de Bayes , Tomada de Decisões/fisiologia , Navegação Espacial/fisiologia , Percepção Visual/fisiologia , Adulto , Idoso , Sistemas de Apoio a Decisões Clínicas , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Modelos Estatísticos , Análise e Desempenho de Tarefas , Adulto JovemRESUMO
Despite years of research yielding systems and guidelines to aid visualization design, practitioners still face the challenge of identifying the best visualization for a given dataset and task. One promising approach to circumvent this problem is to leverage perceptual laws to quantitatively evaluate the effectiveness of a visualization design. Following previously established methodologies, we conduct a large scale (n=1687) crowdsourced experiment to investigate whether the perception of correlation in nine commonly used visualizations can be modeled using Weber's law. The results of this experiment contribute to our understanding of information visualization by establishing that: (1) for all tested visualizations, the precision of correlation judgment could be modeled by Weber's law, (2) correlation judgment precision showed striking variation between negatively and positively correlated data, and (3) Weber models provide a concise means to quantify, compare, and rank the perceptual precision afforded by a visualization.