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

ABSTRACT

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.


Subject(s)
Computer Graphics , Swimming , Humans
2.
IEEE Trans Vis Comput Graph ; 30(1): 316-326, 2024 Jan.
Article in English | MEDLINE | ID: mdl-37910407

ABSTRACT

We present an analysis of the representation of gender as a data dimension in data visualizations and propose a set of considerations around visual variables and annotations for gender-related data. Gender is a common demographic dimension of data collected from study or survey participants, passengers, or customers, as well as across academic studies, especially in certain disciplines like sociology. Our work contributes to multiple ongoing discussions on the ethical implications of data visualizations. By choosing specific data, visual variables, and text labels, visualization designers may, inadvertently or not, perpetuate stereotypes and biases. Here, our goal is to start an evolving discussion on how to represent data on gender in data visualizations and raise awareness of the subtleties of choosing visual variables and words in gender visualizations. In order to ground this discussion, we collected and coded gender visualizations and their captions from five different scientific communities (Biology, Politics, Social Studies, Visualisation, and Human-Computer Interaction), in addition to images from Tableau Public and the Information Is Beautiful awards showcase. Overall we found that representation types are community-specific, color hue is the dominant visual channel for gender data, and nonconforming gender is under-represented. We end our paper with a discussion of considerations for gender visualization derived from our coding and the literature and recommendations for large data collection bodies. A free copy of this paper and all supplemental materials are available at https://osf.io/v9ams/.


Subject(s)
Computer Graphics , Data Visualization , Humans , Surveys and Questionnaires
3.
IEEE Trans Vis Comput Graph ; 30(1): 1019-1029, 2024 Jan.
Article in English | MEDLINE | ID: mdl-37883265

ABSTRACT

We investigate the use of 2D black-and-white textures for the visualization of categorical data and contribute a summary of texture attributes, and the results of three experiments that elicited design strategies as well as aesthetic and effectiveness measures. Black-and-white textures are useful, for instance, as a visual channel for categorical data on low-color displays, in 2D/3D print, to achieve the aesthetic of historic visualizations, or to retain the color hue channel for other visual mappings. We specifically study how to use what we call geometric and iconic textures. Geometric textures use patterns of repeated abstract geometric shapes, while iconic textures use repeated icons that may stand for data categories. We parameterized both types of textures and developed a tool for designers to create textures on simple charts by adjusting texture parameters. 30 visualization experts used our tool and designed 66 textured bar charts, pie charts, and maps. We then had 150 participants rate these designs for aesthetics. Finally, with the top-rated geometric and iconic textures, our perceptual assessment experiment with 150 participants revealed that textured charts perform about equally well as non-textured charts, and that there are some differences depending on the type of chart.

4.
Article in English | MEDLINE | ID: mdl-37930918

ABSTRACT

We examined user preferences to combine multiple interaction modalities for collaborative interaction with data shown on large vertical displays. Large vertical displays facilitate visual data exploration and allow the use of diverse interaction modalities by multiple users at different distances from the screen. Yet, how to offer multiple interaction modalities is a non-trivial problem. We conducted an elicitation study with 20 participants that generated 1015 interaction proposals combining touch, speech, pen, and mid-air gestures. Given the opportunity to interact using these four modalities, participants preferred speech interaction in 10 of 15 low-level tasks and direct manipulation for straightforward tasks such as showing a tooltip or selecting. In contrast to previous work, participants most favored unimodal and personal interactions. We identified what we call collaborative synonyms among their interaction proposals and found that pairs of users collaborated either unimodally and simultaneously or multimodally and sequentially. We provide insights into how end-users associate visual exploration tasks with certain modalities and how they collaborate at different interaction distances using specific interaction modalities. The supplemental material is available at https://osf.io/m8zuh/?view only = 34bfd907d2ed43bbbe37027fdf46a3fa.

5.
IEEE Trans Vis Comput Graph ; 29(1): 363-373, 2023 01.
Article in English | MEDLINE | ID: mdl-36155461

ABSTRACT

We developed and validated a rating scale to assess the aesthetic pleasure (or beauty) of a visual data representation: the BeauVis scale. With our work we offer researchers and practitioners a simple instrument to compare the visual appearance of different visualizations, unrelated to data or context of use. Our rating scale can, for example, be used to accompany results from controlled experiments or be used as informative data points during in-depth qualitative studies. Given the lack of an aesthetic pleasure scale dedicated to visualizations, researchers have mostly chosen their own terms to study or compare the aesthetic pleasure of visualizations. Yet, many terms are possible and currently no clear guidance on their effectiveness regarding the judgment of aesthetic pleasure exists. To solve this problem, we engaged in a multi-step research process to develop the first validated rating scale specifically for judging the aesthetic pleasure of a visualization (osf.io/fxs76). Our final BeauVis scale consists of five items, "enjoyable," "likable," "pleasing," "nice," and "appealing." Beyond this scale itself, we contribute (a) a systematic review of the terms used in past research to capture aesthetics, (b) an investigation with visualization experts who suggested terms to use for judging the aesthetic pleasure of a visualization, and (c) a confirmatory survey in which we used our terms to study the aesthetic pleasure of a set of 3 visualizations.


Subject(s)
Computer Graphics , Pleasure , Esthetics , Beauty , Judgment
6.
IEEE Trans Vis Comput Graph ; 28(10): 3546-3562, 2022 10.
Article in English | MEDLINE | ID: mdl-35727779

ABSTRACT

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.


Subject(s)
Video Games , Wearable Electronic Devices , Computer Graphics , Motion
7.
IEEE Comput Graph Appl ; 42(1): 84-94, 2022.
Article in English | MEDLINE | ID: mdl-33848242

ABSTRACT

We present BitConduite, a visual analytics approach for explorative analysis of financial activity within the Bitcoin network, offering a view on transactions aggregated by entities, i.e., by individuals, companies, or other groups actively using Bitcoin. BitConduite makes Bitcoin data accessible to nontechnical experts through a guided workflow around entities analyzed according to several activity metrics. Analyses can be conducted at different scales, from large groups of entities down to single entities. BitConduite also enables analysts to cluster entities to identify groups of similar activities as well as to explore characteristics and temporal patterns of transactions. To assess the value of our approach, we collected feedback from domain experts.


Subject(s)
Commerce , Financial Management , Benchmarking , Humans
8.
IEEE Trans Vis Comput Graph ; 28(1): 868-878, 2022 01.
Article in English | MEDLINE | ID: mdl-34596542

ABSTRACT

We present a visual analytics tool, MiningVis, to explore the long-term historical evolution and dynamics of the Bitcoin mining ecosystem. Bitcoin is a cryptocurrency that attracts much attention but remains difficult to understand. Particularly important to the success, stability, and security of Bitcoin is a component of the system called "mining." Miners are responsible for validating transactions and are incentivized to participate by the promise of a monetary reward. Mining pools have emerged as collectives of miners that ensure a more stable and predictable income. MiningVis aims to help analysts understand the evolution and dynamics of the Bitcoin mining ecosystem, including mining market statistics, multi-measure mining pool rankings, and pool hopping behavior. Each of these features can be compared to external data concerning pool characteristics and Bitcoin news. In order to assess the value of MiningVis, we conducted online interviews and insight-based user studies with Bitcoin miners. We describe research questions tackled and insights made by our participants and illustrate practical implications for visual analytics systems for Bitcoin mining.

9.
IEEE Trans Vis Comput Graph ; 28(1): 497-507, 2022 01.
Article in English | MEDLINE | ID: mdl-34587032

ABSTRACT

We present an exploratory analysis of gender representation among the authors, committee members, and award winners at the IEEE Visualization (VIS) conference over the last 30 years. Our goal is to provide descriptive data on which diversity discussions and efforts in the community can build. We look in particular at the gender of VIS authors as a proxy for the community at large. We consider measures of overall gender representation among authors, differences in careers, positions in author lists, and collaborations. We found that the proportion of female authors has increased from 9% in the first five years to 22% in the last five years of the conference. Over the years, we found the same representation of women in program committees and slightly more women in organizing committees. Women are less likely to appear in the last author position, but more in the middle positions. In terms of collaboration patterns, female authors tend to collaborate more than expected with other women in the community. All non-gender related data is available on https://osf.io/ydfj4/ and the gender-author matching can be accessed through https://nyu.databrary.org/volume/1301.


Subject(s)
Computer Graphics , Female , Humans
10.
IEEE Trans Vis Comput Graph ; 28(1): 22-32, 2022 01.
Article in English | MEDLINE | ID: mdl-34587071

ABSTRACT

We explore how the lens of fictional superpowers can help characterize how visualizations empower people and provide inspiration for new visualization systems. Researchers and practitioners often tout visualizations' ability to "make the invisible visible" and to "enhance cognitive abilities." Meanwhile superhero comics and other modern fiction often depict characters with similarly fantastic abilities that allow them to see and interpret the world in ways that transcend traditional human perception. We investigate the intersection of these domains, and show how the language of superpowers can be used to characterize existing visualization systems and suggest opportunities for new and empowering ones. We introduce two frameworks: The first characterizes seven underlying mechanisms that form the basis for a variety of visual superpowers portrayed in fiction. The second identifies seven ways in which visualization tools and interfaces can instill a sense of empowerment in the people who use them. Building on these observations, we illustrate a diverse set of "visualization superpowers" and highlight opportunities for the visualization community to create new systems and interactions that empower new experiences with data Material and illustrations are available under CC-BY 4.0 at osf.io/8yhfz.


Subject(s)
Computer Graphics , Immersion , Cognition , Humans , Perception
11.
IEEE Comput Graph Appl ; 42(4): 89-102, 2022.
Article in English | MEDLINE | ID: mdl-34161239

ABSTRACT

We report on the process and design of our visual analytics graph analysis challenge winning entry. Specifically, our team addressed the IEEE VAST 2020 Mini-Challenge 1 that asked participants to identify a group of people that accidentally caused an internet outage. To identify this group, we were given a network profile and a large multivariate social network to search in. Our approach involved statistical and graphical analysis as well as the design of three custom visual analytics tools. The submitted solution and visualizations are available at https://graphletmatchmaker.github.io/.

12.
IEEE Trans Vis Comput Graph ; 27(9): 3826-3833, 2021 Sep.
Article in English | MEDLINE | ID: mdl-33502982

ABSTRACT

We present the VIS30K dataset, a collection of 29,689 images that represents 30 years of figures and tables from each track of the IEEE Visualization conference series (Vis, SciVis, InfoVis, VAST). VIS30K's comprehensive coverage of the scientific literature in visualization not only reflects the progress of the field but also enables researchers to study the evolution of the state-of-the-art and to find relevant work based on graphical content. We describe the dataset and our semi-automatic collection process, which couples convolutional neural networks (CNN) with curation. Extracting figures and tables semi-automatically allows us to verify that no images are overlooked or extracted erroneously. To improve quality further, we engaged in a peer-search process for high-quality figures from early IEEE Visualization papers. With the resulting data, we also contribute VISImageNavigator (VIN, visimagenavigator.github.io), a web-based tool that facilitates searching and exploring VIS30K by author names, paper keywords, title and abstract, and years.

13.
IEEE Trans Vis Comput Graph ; 27(7): 3135-3152, 2021 07.
Article in English | MEDLINE | ID: mdl-31899429

ABSTRACT

We present a systematic review of visual analytics tools used for the analysis of blockchains-related data. The blockchain concept has recently received considerable attention and spurred applications in a variety of domains. We systematically and quantitatively assessed 76 analytics tools that have been proposed in research as well as online by professionals and blockchain enthusiasts. Our classification of these tools distinguishes (1) target blockchains, (2) blockchain data, (3) target audiences, (4) task domains, and (5) visualization types. Furthermore, we look at which aspects of blockchain data have already been explored and point out areas that deserve more investigation in the future.

14.
IEEE Trans Vis Comput Graph ; 27(2): 464-474, 2021 02.
Article in English | MEDLINE | ID: mdl-33074819

ABSTRACT

We contribute MobileVisFixer, a new method to make visualizations more mobile-friendly. Although mobile devices have become the primary means of accessing information on the web, many existing visualizations are not optimized for small screens and can lead to a frustrating user experience. Currently, practitioners and researchers have to engage in a tedious and time-consuming process to ensure that their designs scale to screens of different sizes, and existing toolkits and libraries provide little support in diagnosing and repairing issues. To address this challenge, MobileVisFixer automates a mobile-friendly visualization re-design process with a novel reinforcement learning framework. To inform the design of MobileVisFixer, we first collected and analyzed SVG-based visualizations on the web, and identified five common mobile-friendly issues. MobileVisFixer addresses four of these issues on single-view Cartesian visualizations with linear or discrete scales by a Markov Decision Process model that is both generalizable across various visualizations and fully explainable. MobileVisFixer deconstructs charts into declarative formats, and uses a greedy heuristic based on Policy Gradient methods to find solutions to this difficult, multi-criteria optimization problem in reasonable time. In addition, MobileVisFixer can be easily extended with the incorporation of optimization algorithms for data visualizations. Quantitative evaluation on two real-world datasets demonstrates the effectiveness and generalizability of our method.

15.
IEEE Comput Graph Appl ; 40(2): 82-90, 2020.
Article in English | MEDLINE | ID: mdl-32149613

ABSTRACT

The visualization research community can and should reach broader audiences beyond data-savvy groups of people, because these audiences could also greatly benefit from visual access to data. In this article, we discuss four research topics-personal data visualization, data visualization on mobile devices, inclusive data visualization, and multimodal interaction for data visualization-that, individually and collaboratively, would help us reach broader audiences with data visualization, making data more accessible.

16.
IEEE Comput Graph Appl ; 40(2): 98-102, 2020.
Article in English | MEDLINE | ID: mdl-32149615

ABSTRACT

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.

17.
IEEE Trans Vis Comput Graph ; 26(1): 364-374, 2020 Jan.
Article in English | MEDLINE | ID: mdl-31425109

ABSTRACT

We compare the efficacy of animated and small multiples variants of scatterplots on mobile phones for comparing trends in multivariate datasets. Visualization is increasingly prevalent in mobile applications and mobile-first websites, yet there is little prior visualization research dedicated to small displays. In this paper, we build upon previous experimental research carried out on larger displays that assessed animated and non-animated variants of scatterplots. Incorporating similar experimental stimuli and tasks, we conducted an experiment where 96 crowdworker participants performed nine trend comparison tasks using their mobile phones. We found that those using a small multiples design consistently completed tasks in less time, albeit with slightly less confidence than those using an animated design. The accuracy results were more task-dependent, and we further interpret our results according to the characteristics of the individual tasks, with a specific focus on the trajectories of target and distractor data items in each task. We identify cases that appear to favor either animation or small multiples, providing new questions for further experimental research and implications for visualization design on mobile devices. Lastly, we provide a reflection on our evaluation methodology.

18.
IEEE Comput Graph Appl ; 39(5): 8-17, 2019.
Article in English | MEDLINE | ID: mdl-31442961

ABSTRACT

When assessing the value of visualizations, researchers traditionally focus on efficiency, comprehension, or insight. However, analyzing successful data physicalizations leads to a deep appreciation for hedonic qualities. Informed by the role of emotion in psychology, art, design, marketing, and HCI, we argue for an expanded definition of value, applicable to all forms of data visualization.

19.
IEEE Trans Vis Comput Graph ; 25(1): 619-629, 2019 01.
Article in English | MEDLINE | ID: mdl-30137001

ABSTRACT

In the first crowdsourced visualization experiment conducted exclusively on mobile phones, we compare approaches to visualizing ranges over time on small displays. People routinely consume such data via a mobile phone, from temperatures in weather forecasting apps to sleep and blood pressure readings in personal health apps. However, we lack guidance on how to effectively visualize ranges on small displays in the context of different value retrieval and comparison tasks, or with respect to different data characteristics such as periodicity, seasonality, or the cardinality of ranges. Central to our experiment is a comparison between two ways to lay out ranges: a more conventional linear layout strikes a balance between quantitative and chronological scale resolution, while a less conventional radial layout emphasizes the cyclicality of time and may prioritize discrimination between values at its periphery. With results from 87 crowd workers, we found that while participants completed tasks more quickly with linear layouts than with radial ones, there were few differences in terms of error rate between layout conditions. We also found that participants performed similarly with both layouts in tasks that involved comparing superimposed observed and average ranges.

20.
Article in English | MEDLINE | ID: mdl-30138911

ABSTRACT

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.

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