DevLan/vispubs huggingface dataset:
Evaluation of alternative glyph designs for time series data in a small multiple setting
Authors: Johannes Fuchs 0001, Fabian Fischer 0001, Florian Mansmann, Enrico Bertini, Petra Isenberg
Published at CHI, 2013

We present the results of a controlled experiment to investigate the performance of different temporal glyph designs in a small multiple setting. Analyzing many time series at once is a common yet difficult task in many domains, for example in network monitoring. Several visualization techniques have, thus, been proposed in the literature. Among these, iconic displays or glyphs are an appropriate choice because of their expressiveness and effective use of screen space. Through a controlled experiment, we compare the performance of four glyphs that use different combinations of visual variables to encode two properties of temporal data: a) the position of a data point in time and b) the quantitative value of this data point. Our results show that depending on tasks and data density, the chosen glyphs performed differently. Line Glyphs are generally a good choice for peak and trend detection tasks but radial encodings are more effective for reading values at specific temporal locations. From our qualitative analysis we also contribute implications for designing temporal glyphs for small multiple settings.
Exploring & designing tools to enhance falls rehabilitation in the home
Authors: Stephen Uzor, Lynne Baillie
Published at CHI, 2013

Falls are the leading cause of accidental injury-related deaths in the elderly; a fall can lead to a loss of independence, and a fear of falling. Rehabilitation programmes involving exercise have proved the most successful way to reduce the risk of falls. However, the limitations of standard care (e.g. booklets) could prevent home users from receiving the full therapeutic benefit that rehabilitation offers. Having consulted users and health experts, we developed games, and visualizations for falls rehabilitation that we believe could potentially overcome the main barriers to effective rehabilitation in the home. In this paper, we describe user studies that we carried out with older adults to evaluate the use of these visual tools versus standard care, both in the laboratory and in the home. Our main findings show that our visualizations and games were able to overcome the major limitations of standard care, and that they were usable and acceptable to the end users.
HeartLink: open broadcast of live biometric data to social networks
Authors: Franco Curmi, Maria Angela Ferrario, Jen Southern, Jon Whittle 0001
Published at CHI, 2013

A number of studies in the literature have looked into the use of real-time biometric data to improve one's own physiological performance and wellbeing. However, there is limited research that looks into the effects that sharing biometric data with others could have on one's social network. Following a period of research on existing mobile applications and prototype testing, we developed a system, HeartLink, which collects real-time personal biometric data such as heart rate and broadcasts this data online. Insights gained on designing systems to broadcast real-time biometric data are presented. In this paper we also report emerging results from testing HeartLink in a pilot study and a user study that were conducted during sport events. The results showed that sharing heart rate data does influence the relationship of the persons involved and that the degree of influence seems related to the tie strength prior to visualizing the data.
IllumiRoom: peripheral projected illusions for interactive experiences
Authors: Brett R. Jones, Hrvoje Benko, Eyal Ofek, Andrew D. Wilson
Published at CHI, 2013

IllumiRoom is a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional gaming experiences. We investigate how projected visualizations in the periphery can negate, include, or augment the existing physical environment and complement the content displayed on the television screen. Peripheral projected illusions can change the appearance of the room, induce apparent motion, extend the field of view, and enable entirely new physical gaming experiences. Our system is entirely self-calibrating and is designed to work in any room. We present a detailed exploration of the design space of peripheral projected illusions and we demonstrate ways to trigger and drive such illusions from gaming content. We also contribute specific feedback from two groups of target users (10 gamers and 15 game designers); providing insights for enhancing game experiences through peripheral projected illusions.
inAir: a longitudinal study of indoor air quality measurements and visualizations
Authors: Sunyoung Kim, Eric Paulos, Jennifer Mankoff
Published at CHI, 2013

Indoor air quality (IAQ) is important for health as people spend the majority of time indoors, and it is particularly interesting over outdoor air because it strongly ties to indoor activities. Some activities easily exacerbate IAQ, resulting in serious pollution. However, people may not notice such changes because many pollutants are colorless and odorless, while many activities are inconspicuous and routine. We implemented inAir, a system that measures and visualizes IAQ that households appropriate and integrate into everyday life. The research goals of this work include understanding the IAQ dynamics with respect to habitual behaviors and analyzing behavioral and quantitative changes towards improving IAQ by the use of inAir. From our longitudinal study for four months, we found that inAir successfully elicited the reflection upon, and the modification of habitual behaviors for healthy domestic environments, which resulted in the significant improvement of IAQ.
Individual user characteristics and information visualization: connecting the dots through eye tracking
Authors: Dereck Toker, Cristina Conati, Ben Steichen, Giuseppe Carenini
Published at CHI, 2013

There is increasing evidence that users' characteristics such as cognitive abilities and personality have an impact on the effectiveness of information visualization techniques. This paper investigates the relationship between such characteristics and fine-grained user attention patterns. In particular, we present results from an eye tracking user study involving bar graphs and radar graphs, showing that a user's cognitive abilities such as perceptual speed and verbal working memory have a significant impact on gaze behavior, both in general and in relation to task difficulty and visualization type. These results are discussed in view of our long-term goal of designing information visualisation systems that can dynamically adapt to individual user characteristics.
Influencing visual judgment through affective priming
Authors: Lane Harrison, Drew Skau, Steven Franconeri, Aidong Lu, Remco Chang
Published at CHI, 2013

Recent research suggests that individual personality differences can influence performance with visualizations. In addition to stable personality traits, research in psychology has found that temporary changes in affect (emotion) can also significantly impact performance during cognitive tasks. In this paper, we show that affective priming also influences user performance on visual judgment tasks through an experiment that combines affective priming with longstanding graphical perception experiments. Our results suggest that affective priming can influence accuracy in common graphical perception tasks. We discuss possible explanations for these findings, and describe how these findings can be applied to design visualizations that are less (or more) susceptible to error in common visualization contexts.
Interactive horizon graphs: improving the compact visualization of multiple time series
Authors: Charles Perin, Frédéric Vernier, Jean-Daniel Fekete
Published at CHI, 2013

Many approaches have been proposed for the visualization of multiple time series. Two prominent approaches are reduced line charts (RLC), which display small multiples for time series, and the more recent horizon graphs (HG). We propose to unify RLC and HG using a new technique - interactive horizon graphs (IHG) - which uses pan and zoom interaction to increase the number of time series that can be analysed in parallel. In a user study we compared RLC, HG, and IHG across several tasks and numbers of time series, focusing on datasets with both large scale and small scale variations. Our results show that IHG outperform the other two techniques in complex comparison and matching tasks where the number of charts is large. In the hardest task PHG have a significantly higher number of good answers (correctness) than HG (+14%) and RLC (+51%) and a lower error magnitude than HG (-64%) and RLC (-86%).
Motif simplification: improving network visualization readability with fan, connector, and clique glyphs
Authors: Cody Dunne, Ben Shneiderman
Published at CHI, 2013

Analyzing networks involves understanding the complex relationships between entities, as well as any attributes they may have. The widely used node-link diagrams excel at this task, but many are difficult to extract meaning from because of the inherent complexity of the relationships and limited screen space. To help address this problem we introduce a technique called motif simplification, in which common patterns of nodes and links are replaced with compact and meaningful glyphs. Well-designed glyphs have several benefits: they (1) require less screen space and layout effort, (2) are easier to understand in the context of the network, (3) can reveal otherwise hidden relationships, and (4) preserve as much underlying information as possible. We tackle three frequently occurring and high-payoff motifs: fans of nodes with a single neighbor, connectors that link a set of anchor nodes, and cliques of completely connected nodes. We contribute design guidelines for motif glyphs; example glyphs for the fan, connector, and clique motifs; algorithms for detecting these motifs; a free and open source reference implementation; and results from a controlled study of 36 participants that demonstrates the effectiveness of motif simplification.
Patina: dynamic heatmaps for visualizing application usage
Authors: Justin Matejka, Tovi Grossman, George W. Fitzmaurice
Published at CHI, 2013

We present Patina, an application independent system for collecting and visualizing software application usage data. Patina requires no instrumentation of the target application, all data is collected through standard window metrics and accessibility APIs. The primary visualization is a dynamic heatmap overlay which adapts to match the content, location, and shape of the user interface controls visible in the active application. We discuss a set of design guidelines for the Patina system, describe our implementation of the system, and report on an initial evaluation based on a short-term deployment of the system.
Pt Viz: towards a wearable device for visualizing knee rehabilitation exercises
Authors: Swamy Ananthanarayan, Miranda Sheh, Alice Chien, Halley Profita, Katie A. Siek
Published at CHI, 2013

We present a wearable sensory display for visualizing knee rehabilitation as part of an in-home physical therapy program. Currently, patients undergoing knee rehabilitation have limited ways of assessing exercise form and extent of movement at home. To address this issue, we developed an exploratory wearable electronic prototype to visualize knee bend. We evaluated the device with physical therapy patients to get feedback on the design and to help us understand some of the challenges they face. We discovered that our current design is better suited for patients recovering from surgery as opposed to patients with chronic conditions.
Quantity estimation in visualizations of tagged text
Authors: Michael Correll, Eric C. Alexander, Michael Gleicher
Published at CHI, 2013

A valuable task in text visualization is to have viewers make judgments about text that has been annotated (either by hand or by some algorithm such as text clustering or entity extraction). In this work we look at the ability of viewers to make judgments about the relative quantities of tags in annotated text (specifically text tagged with one of a set of qualitatively distinct colors), and examine design choices that can improve performance at extracting statistical information from these texts. We find that viewers can efficiently and accurately estimate the proportions of tag levels over a range of situations; however accuracy can be improved through color choice and area adjustments.
Reveal-it!: the impact of a social visualization projection on public awareness and discourse
Authors: Nina Valkanova, Sergi Jordà, Martin Tomitsch, Andrew Vande Moere
Published at CHI, 2013

Public displays and projections are becoming increasingly available in various informal urban settings. However, their potential impact on informing and engaging citizens on relevant issues has still been largely unexplored. In this paper, we show that visualizations displayed in public settings are able to increase social awareness and discourse by exposing underlying patterns in data that is submitted by citizens. We thus introduce the design and evaluation of Reveal-it!, a public, interactive projection that facilitates the comparison of the energy consumptions of individuals and communities. Our in-the-wild deployment in three distinct physical locations provided insights into: 1) how people responded to this form of display in different contexts; 2) how it influenced people's perception and discussion of individual and communal data; and 3) the implications for a public visualization as a tool for increasing awareness and discourse. We conclude by discussing emerging participant behaviors, as well as some challenges involved in facilitating a socially motivated crowd-sourced visualization in the public context.
SpaceTop: integrating 2D and spatial 3D interactions in a see-through desktop environment
Authors: Jinha Lee, Alex Olwal, Hiroshi Ishii 0001, Cati N. Boulanger
Published at CHI, 2013

SpaceTop is a concept that fuses spatial 2D and 3D interactions in a single workspace. It extends the traditional desktop interface with interaction technology and visualization techniques that enable seamless transitions between 2D and 3D manipulations. SpaceTop allows users to type, click, draw in 2D, and directly manipulate interface elements that float in the 3D space above the keyboard. It makes it possible to easily switch from one modality to another, or to simultaneously use two modalities with different hands. We introduce hardware and software configurations for co-locating these various interaction modalities in a unified workspace using depth cameras and a transparent display. We describe new interaction and visualization techniques that allow users to interact with 2D elements floating in 3D space. We present the results from a preliminary user study that indicates the benefit of such hybrid workspaces.
Talking about tactile experiences
Authors: Marianna Obrist, Sue Ann Seah, Sriram Subramanian
Published at CHI, 2013

A common problem with designing and developing applications with tactile interfaces is the lack of a vocabulary that allows one to describe or communicate about haptics. Here we present the findings from a study exploring participants' verbalizations of their tactile experiences across two modulated tactile stimuli (16Hz and 250Hz) related to two important mechanoreceptors in the human hand. The study, with 14 participants, applied the explicitation interview technique to capture detailed descriptions of the diachronic and synchronic structure of tactile experiences. We propose 14 categories for a human-experiential vocabulary based on the categorization of the findings and tie them back to neurophysiological and psychophysical data on the human hand. We finally discuss design opportunities created through this experiential understanding in relation to the two mechanoreceptors.
The dubuque electricity portal: evaluation of a city-scale residential electricity consumption feedback system
Authors: Thomas Erickson, Ming Li 0009, Younghun Kim, Ajay Deshpande, Sambit Sahu, Tian Chao, Piyawadee Sukaviriya, Milind R. Naphade
Published at CHI, 2013

This paper describes the Dubuque Electricity Portal, a city-scale system aimed at supporting voluntary reductions of electricity consumption. The Portal provided each household with fine-grained feedback on its electricity use, as well as using incentives, comparisons, and goal setting to encourage conservation. Logs, a survey and interviews were used to evaluate the user experience of the Portal during a 20-week pilot with 765 volunteer households. Although the volunteers had already made a wide range of changes to conserve electricity prior to the pilot, those who used the Portal decreased their electricity use by about 3.7%. They also reported increased understanding of their usage, and reported taking an array of actions - both changing their behavior and their electricity infrastructure. The paper discusses the experience of the system's users, and describes challenges for the design of ECF systems, including balancing accessibility and security, a preference for time-based visualizations, and the advisability of multiple modes of feedback, incentives and information presentation.
The efficacy of human post-editing for language translation
Authors: Spence Green, Jeffrey Heer, Christopher D. Manning
Published at CHI, 2013

Language translation is slow and expensive, so various forms of machine assistance have been devised. Automatic machine translation systems process text quickly and cheaply, but with quality far below that of skilled human translators. To bridge this quality gap, the translation industry has investigated post-editing, or the manual correction of machine output. We present the first rigorous, controlled analysis of post-editing and find that post-editing leads to reduced time and, surprisingly, improved quality for three diverse language pairs (English to Arabic, French, and German). Our statistical models and visualizations of experimental data indicate that some simple predictors (like source text part of speech counts) predict translation time, and that post-editing results in very different interaction patterns. From these results we distill implications for the design of new language translation interfaces.
TouchViz: a case study comparing two interfaces for data analytics on tablets
Authors: Steven Mark Drucker, Danyel Fisher, Ramik Sadana, Jessica Herron, m. c. schraefel
Published at CHI, 2013

As more applications move from the desktop to touch devices like tablets, designers must wrestle with the costs of porting a design with as little revision of the UI as possible from one device to the other, or of optimizing the interaction per device. We consider the tradeoffs between two versions of a UI for working with data on a touch tablet. One interface is based on using the conventional desktop metaphor (WIMP) with a control panel, push buttons, and checkboxes -- where the mouse click is effectively replaced by a finger tap. The other interface (which we call FLUID) eliminates the control panel and focuses touch actions on the data visualization itself. We describe our design process and evaluation of each interface. We discuss the significantly better task performance and preference for the FLUID interface, in particular how touch design may challenge certain assumptions about the performance benefits of WIMP interfaces that do not hold on touch devices, such as the superiority of gestural vs. control panel based interaction.
Using fNIRS brain sensing to evaluate information visualization interfaces
Authors: Evan M. Peck, Beste F. Yuksel, Alvitta Ottley, Robert J. K. Jacob, Remco Chang
Published at CHI, 2013

We show how brain sensing can lend insight to the evaluation of visual interfaces and establish a role for fNIRS in visualization. Research suggests that the evaluation of visual design benefits by going beyond performance measures or questionnaires to measurements of the user's cognitive state. Unfortunately, objectively and unobtrusively monitoring the brain is difficult. While functional near-infrared spectroscopy (fNIRS) has emerged as a practical brain sensing technology in HCI, visual tasks often rely on the brain's quick, massively parallel visual system, which may be inaccessible to this measurement. It is unknown whether fNIRS can distinguish differences in cognitive state that derive from visual design alone. In this paper, we use the classic comparison of bar graphs and pie charts to test the viability of fNIRS for measuring the impact of a visual design on the brain. Our results demonstrate that we can indeed measure this impact, and furthermore measurements indicate that there are not universal differences in bar graphs and pie charts.
Weighted graph comparison techniques for brain connectivity analysis
Authors: Basak Alper, Benjamin Bach, Nathalie Henry Riche, Tobias Isenberg 0001, Jean-Daniel Fekete
Published at CHI, 2013

The analysis of brain connectivity is a vast field in neuroscience with a frequent use of visual representations and an increasing need for visual analysis tools. Based on an in-depth literature review and interviews with neuroscientists, we explore high-level brain connectivity analysis tasks that need to be supported by dedicated visual analysis tools. A significant example of such a task is the comparison of different connectivity data in the form of weighted graphs. Several approaches have been suggested for graph comparison within information visualization, but the comparison of weighted graphs has not been addressed. We explored the design space of applicable visual representations and present augmented adjacency matrix and node-link visualizations. To assess which representation best support weighted graph comparison tasks, we performed a controlled experiment. Our findings suggest that matrices support these tasks well, outperforming node-link diagrams. These results have significant implications for the design of brain connectivity analysis tools that require weighted graph comparisons. They can also inform the design of visual analysis tools in other domains, e.g. comparison of weighted social networks or biological pathways.
A case study: Tracking and visualizing the evolution of dark matter halos and groups of satellite halos in cosmology simulations
Authors: Jay Takle, Deborah Silver, Katrin Heitmann
Published at VAST, 2012

In this poster, we track the evolution of cosmic structures and higher level host structures in cosmological simulation as they interact with each other. The structures found in these simulations are made up of groups of dark matter tracer particles called satellite halos and groups of satellite halos called host halos. We implement a multilevel tracking model to track dark matter tracer particles, satellite halos and host halos to understand their behaviour and show how the different structures are formed over time. We also represent the evolution of halos in the form of merger trees for detailed analysis by cosmologists.
A correlative analysis process in a visual analytics environment
Authors: Abish Malik, Ross Maciejewski, Niklas Elmqvist, Yun Jang, David S. Ebert, Whitney Huang
Published at VAST, 2012

Finding patterns and trends in spatial and temporal datasets has been a long studied problem in statistics and different domains of science. This paper presents a visual analytics approach for the interactive exploration and analysis of spatiotemporal correlations among multivariate datasets. Our approach enables users to discover correlations and explore potentially causal or predictive links at different spatiotemporal aggregation levels among the datasets, and allows them to understand the underlying statistical foundations that precede the analysis. Our technique utilizes the Pearson's product-moment correlation coefficient and factors in the lead or lag between different datasets to detect trends and periodic patterns amongst them.