000 Informatik, Wissen, Systeme
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Many datasets have multiple perspectives – for example space, time and description – and often analysts are required to study these multiple perspectives concurrently. This concurrent analysis becomes difficult when data are grouped and split into small multiples for comparison. A design challenge is thus to provide representations that enable multiple perspectives, split into small multiples, to be viewed simultaneously in ways that neither clutter nor overload. We present a design framework that allows us to do this. We claim that multi-perspective comparison across small multiples may be possible by superimposing perspectives on one another rather than juxtaposing those perspectives side-by-side. This approach defies conventional wisdom and likely results in visual and informational clutter. For this reason we propose designs at three levels of abstraction for each perspective. By flexibly varying the abstraction level, certain perspectives can be brought into, or out of, focus. We evaluate our framework through laboratory-style user tests. We find that superimposing, rather than juxtaposing, perspective views has little effect on performance of a low-level comparison task. We reflect on the user study and its design to further identify analysis situations for which our framework may be desirable. Although the user study findings were insufficiently discriminating, we believe our framework opens up a new design space for multi-perspective visual analysis.
This paper introduces an approach for visualizing large spatial time series data sets on mobile devices. The HeatTile system (Meier et al. 2014) is used and extended with a progressive loading approach, the stream approach. By combining those two approaches, this study aimed to overcome the performance and bandwidth limitations inherent to mobile devices. This chapter focuses on the technological advantages of the presented approach in a performance comparison with other common approaches. Furthermore, an animated time series visualization is introduced, as well as an interface designed specifically for the presented method in order to emphasize the advantages of the approach. To further highlight the possible applications of the method, two real-world use cases are presented.
This paper presents a tabletop visualization of relations between geo-positioned locations. We developed an interactive visualization, which enables users to visually explore a geospatial network of actors. The multitouch tabletop, and the large size of the interactive surface invite users to explore the visualization in semi-public spaces.
For a case study on scientific collaborations between institutions, we applied and improved several existing techniques for a walk-up-and-use system aimed at scientists for a social setting at a conference. We describe our iterative design approach, our two implemented prototypes, and the lessons learnt from their creation. We conducted user evaluation studies at the two on-location demonstrations, which provide evidence of the prototype usability and usefulness, and its support for understanding the distribution and connectivity in a geospatial network.
This paper presents Muse, a visualization of institutional co-authorship of publications. The objective is to create an interactive visualization, which enables users to visually analyze collaboration between institutions based on publications. The easy to use multitouch interaction, and the size of the interactive surface invite users to explore the visualization in semi-public spaces.
Muse
(2010)
This paper introduces Muse, an interactive visualization of publications to explore the collaborations between institutions. For this, the data on co-authorship is utilized, as these signify an existing level of collaboration. The affiliations of authors are geo-located, resulting in relations not only among institutions, but also between regions and countries. We explain our ideas behind the visualization and the interactions, and briefly describe the data processing and the implementation of the working prototype. The prototype focuses on a visualization for large tabletop displays, enabling multiple users to explore their personal networks, as well as emerging patterns in shared networks within a collaborative public setting. For the prototype we used the publication data of the EC-TEL conference.
Venice unfolding
(2010)
We introduce Venice Unfolding, a case study on tangible geo-visualization on an interactive tabletop to enable the exploration of architectural projects in Venice. Our tangible user interface consists of a large display showing projects on a map, and a polyhedral object to browse these data interactively by selecting and filtering various metadata facets. In this paper we describe a prototype employing new methods to communicate territorial data in visual and tangible ways. The object reduces the barrier between the physical world and virtual data, and eases the understanding of faceted geographical data, enabling urban planners and citizens alike to participate in the discovery and analysis of information referring to the physical world.
Das Prinzip des Faltens soll als Metapher für grafische Benutzeroberflächen weiterentwickelt werden. Es soll untersucht werden, ob das Erlernen und das Verständnis der Bedienung bestimmter Programmfunktionen im Wesentlichen durch Faltprinzipien erleichtert werden. Eine Vielzahl von Funktionen wird heute in einem einzigen Gerät integriert. Die so entstehenden Hybriden stellen aus Sicht des Designs jedoch die Frage nach Form und Gestalt des Artefakts. Wegen der kleinen Größe der mobilen Geräte ist es folglich problematisch all diese unterschiedlichen Interfaces auf der Benutzeroberfläche zu integrieren. Versucht man diese unterschiedlichen Interfaces zu vereinen, ist das Ergebnis ein unübersichtliches, verwirrendes Interface mit eingeschränkter Bedienung. Zudem findet das Interface für die obsolete Desktop-Metapher immer noch Verwendung. Durch den bezug zu real existierenden Arbeitsumgebungen sind Desktop-Systeme zwar einfach zu bedienen und verständlich, doch können sie nicht ausgebaut werden. Problematisch ist vor allem die kleine Größe der Desktops, um die Desktop-Metapher konvenabel auszuführen. Demnach ist eine konvenable Bedienung aufgrund der veralteten Desktop-Metapher sowie des Interfaces hinsichtlich der Miniaturisierung der mobilen Geräte nur eingeschränkt möglich oder sogar undurchführbar. Die Arbeit erhebt hiernach den Anspruch, Überlegungen anzustreben, die den Begriff ‚Interface’ neu definieren sowie die daraus resultierende These „Das Paradigma ‚Falten‘ ist die Zukunft der ‚ePaper-Technologie‘ zu diskutieren.