1
|
- Human Visual Perception
- How it relates to creating effective information visualizations
- Understand Key Design Principles
- for Creating Information Visualizations
- Studied Major Information Visualization Tools
è Videos and Demos
- Studied Visual Text Retrieval Interfaces
- Hearst Overview
- Query Formulation, Document Attributes, Inter-Document Similarities
- Human Computer Interaction
- Heuristic Evaluation of searchCrystal
|
2
|
- Scientific Visualization
- Show abstractions, but based on physical space
- Information Visualization
- Information does not have any obvious spatial mapping
- Fundamental Problem
- How to map non–spatial abstractions
- into effective visual form?
- Goal
- Use of computer-supported, interactive, visual
- representations of abstract data to amplify cognition
|
3
|
- Use human perceptual capabilities
to gain insights into large data sets
that are difficult to extract
using standard query languages
- Exploratory Visualization
- Look for structure, patterns, trends, anomalies, relationships
- Provide a qualitative overview of large, complex data sets
- Assist in identifying region(s) of interest and appropriate parameters
for more focussed quantitative analysis
- Shneiderman's Mantra:
- Overview first, zoom and filter, then details-on-demand
- Overview first, zoom and filter, then details-on-demand
- Overview first, zoom and filter, then details-on-demand
|
4
|
- Information Visualization = Emerging Field
- Key Principles
- Abstraction
- Overview è Zoom+Filter è Details-on-demand
- Direct Manipulation
- Dynamic Queries
- Immediate Feedback
- Linked Displays
- Linking + Brushing
- Provide Focus + Context
- Animate Transitions and Change of Focus
- Output is Input
- Increase Information Density
|
5
|
|
6
|
|
7
|
- Sensory vs. Cultural
- Understanding without training
- Perceptual Illusions Persist
- Physical World Structured
- Smooth Surfaces and Motion
- Temporal Persistence
- Visual System Detects CHANGES + PATTERNS
- 1 Rapid Parallel Processing
- Feature Extraction: Orientation, Color, Texture, Motion
- Bottom-up processing
- Popout Effects
- Segmentation Effects: Edges & Regions
- 2 Slow Serial Goal-Directed
Processing
- Object Recognition: Visual attention & Memory important.
- Top-down processing
|
8
|
|
9
|
- Luminance Channel
- Detail
- Form
- Shading
- Motion
- Stereo
- Color Channels
- Surfaces of Things
- Sensitive to Small Differences
- Rapid Segmentation
- Categories (about 6-10)
- Not Sensitive to Absolute Values
- Unique Hues: Red, Green, Yellow, Blue
- Small areas = high saturation
- Large areas = low saturation
|
10
|
|
11
|
|
12
|
|
13
|
- Depth Cues
- Shape-from-Shading
- Shape-from-Contour
- Shape-from-Texture
- Shape-from-Motion
|
14
|
|
15
|
|
16
|
- Motion Coding
- Causality
- Object Constancy
- Anthropomorphic Form from Motion
demo
- 2D
- Simpler and occlusion less of problem
- 2D faster to render
- 3D
- Realistic 3D expensive to compute
- Increases information density
- Depth Cues è Occlusion
most important depth cue
- Motion important for 3D layout
- Shape-from-Shading and Shape-from-Texture important for surface
perception
- Stereo important for close interaction
|
17
|
|
18
|
- Enforce Visual Comparisons
- Width of tan and black lines gives you an immediate comparison of the
size of Napoleon's army at different times during march.
- Show Causality
- Map shows temperature records and some geographic locations that shows
that weather and terrain defeated Napoleon as much as his opponents.
- Show Multivariate data
- Napoleon's March shows six: army size, location (in 2 dimensions),
direction, time, and temperature.
- Use Direct Labeling
Integrate words, numbers & images
- Don't make user work to learn your "system.”
- Legends or keys usually force the reader to learn a system instead of
studying the information they need.
- Design Content-driven
|
19
|
|
20
|
- Good Information Design = Clear Thinking Made Visible
- Greatest number of Ideas
in Shortest Time
with Least Ink in the Smallest Space
- Principles
- Enforce Visual Comparisons
- Show Comparisons Adjacent in Space
- Show Causality
- Show Multivariate Data
- Use Direct Labeling
- Use Small Multiples
- Avoid “Chart Junk”: Not needed extras to be cute
|
21
|
- Define Target User Community
- Perform Task Analysis to ensure proper functionality
- Define tasks and subtasks
- Establish task frequencies of use
- Matrix of users and tasks helpful
- Select Evaluation Measures
- Time to learn
- Speed of performance for key benchmarks
- Rate and nature of common user errors
- Retention over time
- Subjective satisfaction: free-form comments and feedback
- Create & Test Design Alternatives
- Use a wide range of mock-ups
|
22
|
- Usage Profiles
- Novice or First-Time Users
- Use familiar vocabulary and offer few choices
- Knowledgeable Intermittent Users
- Emphasize recognition instead of recall
- Expert Frequent Users
- Seek to get work done quickly è Macros
- Interaction Styles
- Direct Manipulation è Novices
Users
- Menu Selection è Novices
and Intermittent Users
- Form Fillin è Intermittent
and Expert Users
- Command Language è Expert
Users
- Natural Language è Novices
and Intermittent Users
|
23
|
- Strive for Consistency
- Terminology, Prompts, Menus, Help screens, Color, Layout, Fonts
- Enable frequent users to use Shortcuts
- Abbreviations, Special keys, Hidden commands, Macro facilities
- Informative Feedback
- Design Dialogs to Yield Closure
- Sequences of actions should be organized into groups
- Beginning è middle è end
- Offer Error Prevention & Simple Error Handling
- Permit Easy Reversal of Actions
- Support Internal Locus of Control
- Reduce Short-term Memory Load
|
24
|
|
25
|
- Heuristic Evaluation
- Quick and cheap
- Suitable for early use in usability engineering lifecycle
- Evaluate compliance with recognized usability principles
(the "heuristics").
- Three to five evaluators: more è diminishing returns
- Nielsen's Ten Usability Heuristics
- Visibility of system status
- System matches the real world
- User control and freedom
- Consistency and standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help users recognize, diagnose, and recover from errors
- Help and documentation
- è Find Flaws &
Suggest Improvements
|
26
|
- Goal of Usability Testing
- Find flaws and refine interface è create report with findings
- Effective Usability Testing
- Encourage users to think aloud (two people together can be better)
- Support users in completion of task list
- Invite general comments or suggestions afterwards
- Videotaping
- Show designers actual user behavior
- Surprise of Usability Testing
- Speed–up of project and dramatic cost savings
- Limitations of Usability Testing
- Emphasizes first-time usage
- Limited coverage of the interface features.
- Expert reviews can supplement usability testing
|
27
|
|
28
|
- Mapping Data to Visual Form
- Variables Mapped to “Visual Display”
- Variables Mapped to “Controls”
- “Visual Display” and “Controls” Linked
- Interaction Responsiveness
- “0.1” second
- Perception of Motion
- Perception of Cause & Effect
- “1.0” second
- “10” seconds
- Pace of routine cognitive task
|
29
|
|
30
|
|
31
|
|
32
|
- How to manage exponential growth of nodes?
- Use 3D to “linearize” problem – width fixed
- Use “logarithmic” animation of object or point of interest
to create “Object Constancy”
|
33
|
- Reduce Information Access Costs
- Increase Screen Space è
Rooms
- Create Visual Abstractions
- Increase Information Density è 3D and Animation
- Overload Potential
- Create “Focus + Context” display with Fisheye Distortion
- Logarithmic Animation to
rapidly move Object into Focus
- Object Constancy
- Shift Cognitive Load to
Perceptual System
- Tune System Response Rates to “Human Constants”
- 0.1 second, 1 second, 10 seconds
- è Cognitive
Co-Processor
|
34
|
|
35
|
|
36
|
- Hard to Improve Aspect Ratio and Preserve Ordering
|
37
|
|
38
|
|
39
|
- Nonlinear Magnification InfoCenter
- http://www.cs.indiana.edu/~tkeahey/research/nlm/nlm.html
- Nonlinear Magnification
- = “Fisheye Views"
- = “Focus+Context"
|
40
|
|
41
|
|
42
|
- Users have fuzzy understanding of their information need
- Information Access = Iterative
process
- User Interface should help users
- Formulate Queries
- Select Information Sources
- Understand Search Results
- Track Progress of Search
|
43
|
|
44
|
|
45
|
|
46
|
|
47
|
|
48
|
|
49
|
|
50
|
|
51
|
|
52
|
|
53
|
- Human Visual Perception
- How it relates to creating effective information visualizations
- Understand Key Design Principles
- for Creating Information Visualizations, Web Sites and Film / Video
- Studied Major Information Visualization Tools
è Videos and Demos
- Studied Visual Text Retrieval Interfaces
- Hearst Overview
- Query Formulation, Document Attributes, Inter-Document Similarities
- Human Computer Interaction
- Heuristic Evaluation of Grokker and Ujiko
|