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Zooming, Focus + Context, and Distortion Presenters: Stephanie Hornung and Leah Zagreus
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Zooming, Focus + Context, and Distortion Large amount of data in small space Maximize use of screen real estate These techniques allow users to examine a local area in detail within context of the whole data set Today’s tools use one, two or all three of these techniques
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Zooming Zoom in: ability to see a portion in detail while seeing less of the overall picture Zoom out: see more of overall picture, but in less detail Animation (also provides F+C)
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Focus + Context Can go hand-in-hand with distortion – like fisheye Works with zooming if animated – Photomesa “Allows dynamic interactive positioning of the local detail without severely compromising spatial relationships.” –Leung & Apperley “One challenge in navigating through any large dataspace is maintaining a sense of relationship between what you are looking at and where it is with respect to the rest of the data.” –Bederson & Hollan
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Distortion With Focus + Context –Data not in focus is suppressed and distorted –Data of interest is larger and clearer (may still be distorted – polyfocal view)
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Readings “A Review and Taxonomy of Distortion-Oriented Presentation Techniques,” Leung & Apperley, 1994 “Information Visualization Using 3D Interactive Animation,” Robertson, Card, & Mackinlay, 1993 “Pad++: A Zooming Graphical Interface for Exploring Alternate Interface Physics,” Bederson & Hollan, 1994 “Data Mountain: Using Spatial Memory for Document Management,” Robertson, et al, 1998 “Fisheye Menus,” Bederson, 2000 “Quantum Treemaps & Bubblemaps for a Zoomable Image Browser,” Bederson, 2001
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Leung & Apperley: Distortion Unified theory of distortion techniques “…stretchable rubber sheet mounted on a rigid frame” Stretching = Magnification Stretching one part must equal shrinkage in other areas
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Piecewise Non-Continuous Magnification Functions Bifocal Display, Perspective Wall Bifocal DisplayPerspective Wall
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Bifocal Display Combination of detail view and two distorted side views Can be applied in 2D –Since the corners are distorted by the same amount in x and y, it’s just scaled, not distorted
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Perspective Wall Similar to Bifocal, except demagnifies at increasing rate, while Bifocal is constant Visualizes linear information such as timeline Adds 3D but wastes real estate on screen (which is contrary to prime objectives of distortion techniques)
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Continuous Magnification Functions Fisheye View, Polyfocal Display –Can distort boundaries because applied radially rather than x y 1D Fisheye2D Polyfocal
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Fisheye View Thresholding –Information elements have numbers based on relevance and distance from point of focus –Value then determines what information is to presented or suppressed Polar Fisheye View Image from Shishir Shaw University of Texas, Austin www.adires.com/~castleman/proj_02.html
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Polyfocal Display Highest peak is focus of display Distorts shape of boundaries Troughs surrounding peaks are highly distorted and can effectively be shrunk to nothing
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Comparisons Bifocal ViewPolyfocal View
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Conclusions Techniques presented aim to solve problems of presenting large amounts of data in a confined space.
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Robertson, Card & Mackinlay Tech advances: processing, networking Demand for info management apps Beyond the desktop metaphor –1980s: text-editing –1990s: information access
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Information Visualization “Information Visualization attempt to display structural relationships and context that would be more difficult to detect by individual retrieval requests.”
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Information Workspace Workspace for information access
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Information Workspace, cont’d Low-cost, immediate access to stored objects Exploits power of new computers Intends to answer demand for information management applications Information’s “cost structure”
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Strategies Large workspace Multiple agents Real-time interaction Visual abstractions
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Large workspace Add virtual screen space –Rooms –Extend the “WIMP” desktop metaphor Increase density –Animation –3D perspective
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Multiple agents Delegate parts of workload Search Organize Interactive Objects
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Real-time interaction Increase real-time interaction between user and system
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Visual abstractions Shift cognitive load to application Abstract information structures speed user’s ability to assimilate and retrieve information
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Interactive objects Room surfaces Controls Visualization
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3D Navigation Walking Metaphor Point of Interest Logarithmic Flight Object of Interest Logarithmic Manipulation Doors Overview
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3D/Rooms Intends to make screen space effectively larger, and denser
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Visualizers “attempt to present abstractions of large amounts of data tuned to the pattern detection properties of the human perceptual system” Interactive animation 3D perspective
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Visualizers, cont’d Hierarchical: Cone Tree Linear: Perspective Wall Spatial: Floor Plan Continuous: Data Sculpture Unstructured: Information Grid
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Cone Tree 3D hierarchies Transparent Rotation –Rotating = scrolling www.techfak.uni-bielefeld.de/ ~walter/lehre/dm2/vis/
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Cone Tree, cont’d Difficult to see all contents of a directory “Gratuitous dimensionality” – Kevin Mullet, Icarian.com
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Perspective Wall Descendant of Bifocal Display 3D aspect decreases cognitive load
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Perspective Wall, cont’d Typical example use is file navigation –However few files can be displayed at once –Shown by date, type Provides Focus + Context, but wastes screen real estate
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Conclusions Interactive animation to shift cognitive load 3D to maximize effective use of screen space Implemented new innovations Works toward further innovation Need more examples of real-world use Need usability studies
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Bederson & Hollan: Pad++ Beyond the desktop metaphor Informational physics –Representational cues a natural product of interaction (e.g., dog-eared books) –History-enriched digital objects Believes desktop metaphor underutilizes mechanisms of new media Too much information
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Pad++ Not an application Component employed by other applications Supports text, files, hypertext, graphics and images Semantic zooming: different representations of objects at different zoom levels
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Interface Graphical interface based on zooming Attempts to tap into our natural spatial ways of thinking Intuitive interface for finding information in large dataspace on small display Interface design as a “development of a physics of appearance and behavior for collections of informational objects.”
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Physics
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Pad++ Physics View information at different scales Relationship between elements in application Furnas’ DOI approach Focus + Context Zoom Smooth animation on zoom maintains context
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Potential Implementations Hypertext –Parent-child relationship between links Recommender system Directory browser –Precursor to PhotoMesa “A Zooming Web Browser,” Bederson et al, 1996
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Physics v. Metaphor Initial use of metaphor restricts potential functionality Dead metaphors? –Files, menus, windows, desktop –But these metaphors work! Combine physics with desktop metaphor for hypertext application, others
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Conclusions Learnability consequences Need more applications utilizing Pad++ Usability studies
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Robertson et al: Data Mountain “novel user interface for document management designed specifically to take advantage of human spatial memory.” Attempts to apply mental mapping of physical space to virtual space – i.e. finding a piece of paper using spatial memory
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Key Attributes Place documents arbitrarily 2D interaction in 3D space Active page avoidance Audio cues Page titles Landmarks
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Document Placement Arbitrary placement allows users to create their own organizational schemes Act of placement aids spatial memory
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3D Space 2D interaction allows use of familiar mouse Cues include: perspective view, occlusion, landmarks and shadows Can display more information without increasing cognitive load –Pre-attentive processing of perspective views
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Page Avoidance Behavior Initially, did nothing –System was lifeless, weakened metaphor Simulated tall grass –Two pages can end-up in same place, occlusion Minimum distance between pages –Gives consistent feedback –Prevents pages from being obscured
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Audio Cues Audio cues are meant to reinforce visual cues –Are they a bit much? –Perhaps they would be more useful if more subtle
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Page Titles Second design addresses those issues: –‘halo’ –titles appear immediately Similar to Tool Tips, but hover time too long Initially, the titles were not connected to the page Difficult to determine thumbnail the title applied to
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Landmarks Surface has colored areas to facilitate conceptual organization Landmarks can assist in spatial navigation –Add visual cues to improve recall
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User Study Our first user study… yeah! Compares Data Mountain with Internet Explorer 4 Users organized 100 pre-selected pages and then retrieved them with either title, summary, thumbnail or all three as cues
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IE4 v. Data Mountain IE4 excelled with title cues, but other cues were deleterious to retrieval
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IE4 v. Data Mountain, cont’d Data Mountain 2 (with page avoidance and ‘halos’) showed significant improvements over earlier version – especially in incorrect retrievals
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User Study Flaws Impact of time between storage and retrieval? Retrieval tests should be based on information need, not simple cues – like Kobsa paper from last week
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Conclusions Need better user study Should incorporate features requested by users (i.e. group labels, ability to move landmarks) User study helps designers learn from others’ mistakes
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Bederson: Fisheye Menus Dynamically change the size of a menu item to provide a focus area around the mouse pointer, while allowing all menu items to remain on screen
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Menu Design Standard menu design appropriate for selecting operations –Well grouped –In consistent locations
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Menu Design, cont’d Menus now include data items (i.e. bookmarks/favorites) –Tend to be longer –Users are less likely to know text of each item Supporting browsing is important Length is crucial in usability
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Other Menu Approaches Scrolling Arrows Hierarchical Scrollbars
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Scrolling Arrows User required to move mouse to arrows to scroll Access time is proportional to length
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Hierarchical Requires user to know what group desired element is in Works well if user knows structure Okay for stable menus Uncommon for data-driven menus (what about Favorites/Bookmarks?)
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Scrollbars Better search time than arrows – fixed But rarely used for pull-down menus in applications
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Fisheye Menu Design All elements are visible but items near cursor are full-size, further away are smaller “bubble” of readable items move with cursor
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Distortion Function Maximum font size Focus length (number of items at full size) –Together these control the trade-off between the number of items at full size and the size of the smallest item Focus length small items distortion
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Alphabetic Index Indexes can decrease search time Index is positioned so that if cursor is aligned with it, the item will be the first one for that letter –Initial design had current position, but this was confusing because it moved
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Focus Lock Item are difficult to select because small mouse movements result in change of focus “Focus Lock” allows user to freeze focused area and move mouse freely –If cursor moves outside focus area, the area will expand, and perhaps push ends off the screen Demo: http://www.cs.umd.edu/hcil/fisheyemenu http://www.cs.umd.edu/hcil/fisheyemenu
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Evaluation Small 10 person test, ½ programmers Compared hierarchy, fisheye, scrollbar, and arrow bar (scrolling arrows) Looking for trends
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Evaluation Findings Hierarchy was best for goal-directed task Fisheye preferred for browsing –Not significantly though –Non-programmers rated it much lower than programmers Only one person discovered Focus Lock Index was thought to be interactive
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Conclusions Author sees needs for improvements –Focus lock should be more intuitive Could be useful for long menus, such as fonts, favorites, etc. if implemented well –Similar viz is part of Mac OS X!
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Bederson: PhotoMesa Zoomable Image Browser Quantum Treemaps –Variation on existing treemaps –Difference: objects of elemental size –Build on Ordered Treemap algorithm, but guarantee aspect ratio Bubblemaps also quantum, but non- rectangular; use space more efficiently
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PhotoMesa http://www.cs.umd.edu/hcil/photomesa
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Motivation Image browsing –Regardless of IR system, must browse results –Often browse along with other people Current systems –Grid with vertical scrollbar –Custom albums time-consuming Concentrate on images
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Goal Automatically lay out images Use immediately – little setup time Large set of images in context
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Organization of Images Default groupings are by directory, time, or filename –No hierarchy Makes managing photos difficult: can delete, but reorganization a problem Can add metadata
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PhotoMesa Interface Zooming = primary presentation mechanism Zoom in, zoom out on levels of thumbnails Quickly drill down to individual picture (at full resolution) Outline shows area of next zoom level History of views Thumbnail zooms up when hover w/cursor Export images Cluster by filename
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Focus + Context Animated zoom Temporary magnification –Common uses: character map
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Quantum v. Ordered Treemaps Quantum Treemaps better in terms of aspect ratio But, QT wastes space Most importantly, QT always produce layouts where elements are the same size
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Bubblemaps Like Quantum Treemaps, elements guaranteed to be same size Arbitrary shapes No wasted space May be harder to visually parse than QT
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Use of PhotoMesa No controlled studies –Bederson uses with daughter –Members of Bederson’s lab
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Future Work Further usability studies Additional image types –Currently JPEG, GIF only Performance
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Overall Conclusions The techniques all facilitate user comprehension the relationship between selected information and other items Screen real estate use –Zoom and focus + context combined maximize screen space –Depending on the application, adding distortion can be helpful
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