After an historical review of evaluation methods, we describe an emerging research method called Multi-dimensional In-depth Long-term Case studies (MILCs) which seems well adapted to study the creative activities that...
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ISBN:
(纸本)1595935622
After an historical review of evaluation methods, we describe an emerging research method called Multi-dimensional In-depth Long-term Case studies (MILCs) which seems well adapted to study the creative activities that users of information visualization systems engage in. We propose that the efficacy of tools can be assessed by documenting 1) usage (observations, interviews, surveys, logging etc.) and 2) expert users' success in achieving their professional goals. We summarize lessons from related ethnography methods used in HCI and provide guidelines for conducting MILCs for information visualization. We suggest ways to refine the methods for MILCs in modest sized projects and then envision ambitious projects with 3-10 researchers working over 1-3 years to understand individual and organizational use of information visualization by domain experts working at the frontiers of knowledge in their fields. Copyright 2006 ACM.
This paper describes our recent experimental evaluation of Information-Rich Virtual Environment (IRVE) interfaces. To explore the depth cue/visibility tradeoff between annotation schemes, we design and evaluate two in...
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ISBN:
(纸本)1595930981
This paper describes our recent experimental evaluation of Information-Rich Virtual Environment (IRVE) interfaces. To explore the depth cue/visibility tradeoff between annotation schemes, we design and evaluate two information layout techniques to support search and comparison tasks. The techniques provide different depth and association cues between objects and their labels: labels were displayed either in the virtual world relative to their referent (Object Space) or on an image plane workspace (Viewport Space). The Software Field of View (SFOV) was controlled to 60 or 100 degrees of vertical angle and two groups were tested: those running on a single monitor and those on a tiled nine-panel display. Users were timed, tracked for correctness, and gave ratings for both difficulty and satisfaction on each task. Significant advantages were found for the Viewport interface, and for high SFOV. The interactions between these variables suggest special design considerations to effectively support search and comparison performance across monitor configurations and projection distortions. Copyright 2005 ACM.
Elementary-age children (ages 6-11) are among the largest user groups of computers and the Internet, so it is important to design searching and browsing tools to support them. However, many such tools do not consider ...
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Elementary-age children (ages 6-11) are among the largest user groups of computers and the Internet, so it is important to design searching and browsing tools to support them. However, many such tools do not consider their skills and preferences. In this paper, we present the design rationale and process for creating the searching and browsing tool for the International Children's Digital Library (ICDL), the results from a user study evaluating it, and the challenges and possibilities it presents for other children's interfaces. Copyright 2006 ACM.
Recent research has shown that developers spend significant amounts of time navigating around code. Much of this time is spent on redundant navigations to code that the developer previously found. This is necessary to...
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Social network analysis has emerged as a powerful method for understanding the importance of relationships among interacting units in a variety of domains. However, interactive exploration of social networks is challe...
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ISBN:
(纸本)1595932984
Social network analysis has emerged as a powerful method for understanding the importance of relationships among interacting units in a variety of domains. However, interactive exploration of social networks is challenging because: (1) it is difficult to comprehend the characteristics and structure of networks when there are many edges and nodes, and (2) current systems are often a medley of statistical methods and overwhelming visual output which leaves many analysts uncertain about how to explore in an orderly manner. This results in exploration that is largely opportunistic. The contributions of our work are principles and an interface to support systematic analysis of social networks. We believe our approach will enable users to better understand the structure of networks and the social groups within.
Empirical evidence of the benefits of immersion is an important goal for the virtual environment (VE) community. Direct comparison of immersive systems and non-immersive systems is insufficient because differences bet...
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ISBN:
(纸本)1595933212
Empirical evidence of the benefits of immersion is an important goal for the virtual environment (VE) community. Direct comparison of immersive systems and non-immersive systems is insufficient because differences between such systems may be due not only to the level of immersion, but also to other factors, such as the input devices and interaction techniques used. In this paper, a study is presented that separates the effects of level of immersion and 3D interaction technique for a six-degree-of-freedom manipulation task. In the study, two components of immersion - stereoscopy and field of regard - were varied and three 3D interaction techniques - HOMER, Go-Go, and DO-IT (a new keyboard- and mouse-based technique) - were tested. The results of the experiment show that the interaction technique had a significant effect on object manipulation time, while the two components of immersion did not. The implications of these results are discussed for VE application developers. Copyright 2006 ACM.
Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper demonstrates a tool, NetLens, to explore a Content-Actor paired...
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ISBN:
(纸本)1595933549
Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper demonstrates a tool, NetLens, to explore a Content-Actor paired network data model. The NetLens interface was designed to allow users to pose a series of elementary queries and iteratively refine visual overviews and sorted lists. This enables the support of complex queries that are traditionally hard to specify in node-link visualizations. NetLens is general and scalable in that it applies to any dataset that can be represented with our abstract Content-Actor data model.
computer displays can be helpful for making users aware of the remote presence of friends and family. In many of the research projects that have explored the use of novel displays, the real goal is to improve a user...
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ISBN:
(纸本)1595931783
computer displays can be helpful for making users aware of the remote presence of friends and family. In many of the research projects that have explored the use of novel displays, the real goal is to improve a user's sense of connectedness to those remote loved ones. However, very few have leveraged a user-centered design process or empirically studied the effects of using a display on users' sense of awareness and connectedness. In this paper, we present our multi-phase, user-centered design process for building displays that support awareness and connectedness: Presence Displays, which are physical, peripheral awareness displays of online presence of close friends or family. We present evidence, from a 5-week long field study, that these displays provide significantly better awareness of and connectedness to a loved one, than a traditional graphical display of online presence. Copyright 2006 ACM.
Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may redu...
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ISBN:
(纸本)1595933212
Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may reduce users' sense of presence, and if presence is correlated with performance as some have claimed, the real-world distractions may also hinder performance. Thus, VE designers may want to consider ways to reduce real-world distraction. This paper presents an experiment to investigate the effect of reduced visual stimulus in the peripheral area on user performance and the usability of an immersive VE. We carefully designed three tasks that cause different levels of awareness of the real-world distraction. Using these tasks, we evaluated users' performance and preference in two conditions. The low-stimulus condition was created by hanging a black cloth across the missing back wall of a CAVE. The high-stimulus condition was created by projected animations and real human motion outside the CAVE. The experiments show that reduced distraction may have a positive or negative effect on user performance, depending on the specific tasks and environments. Copyright 2006 ACM.
The interdisciplinary nature of system design can lead to communication problems between developers in different fields. This is becoming evident in the emerging field of agile software development which has largely i...
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ISBN:
(纸本)1595932984
The interdisciplinary nature of system design can lead to communication problems between developers in different fields. This is becoming evident in the emerging field of agile software development which has largely ignored or been unable to address usability. This work presents a development process and toolset that draws on extreme programming - an agile software development process, and scenario-based design - a usability engineering process. This approach will allow developers in both fields to better communicate and work together to efficiently design usable systems.
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