Presentation is loading. Please wait.

Presentation is loading. Please wait.

Lecture 14 – Course Review

Similar presentations


Presentation on theme: "Lecture 14 – Course Review"— Presentation transcript:

1 Lecture 14 – Course Review
Human Visual Perception How it relates to creating effective information visualizations Understand Key Design Principles for Creating Information Visualizations Studied Major Information Visualization Tools  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 Problem Statement & Goal
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 Goal of Information Visualization
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

4 Information Visualization – Key Design Principles
Information Visualization = Emerging Field Key Principles Abstraction Overview  Zoom+Filter  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 Recall?

6 Recognize?

7 Human Visual System – Recap
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 Parallel Processes  Serial Processes
Parallel Processing Orientation Texture Color Motion Detection Edges Regions 2D Patterns Serial Processing Object Identification Short Term Memory 5 ± 2 = 3 to 7 Objects

9 Human Visual System – Recap (cont.)
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  Luminance More Important than Color

10 Pre-Attentive - Summary

11 Human Visual System – Recap (cont.)
3 6 1 2 N u m b e r o f d i s t a c 5 7 9 Pre-Attentive Processing Important for Design of Visualizations Pre-Attentive Properties can be perceived immediately Laws of Pre-Attentive Display Must Stand Out in Simple Dimension Position Color Simple Shape = orientation, size Motion Depth Pre-Attentive Conjunctions Position + Color Position + Shape Position + Form Color + Stereo Color + Motion Design of Symbols Simple Visual Attributes (or combination thereof) Distinct – Use different visual channels for different types of information

12 Proximity Similarity Continuity Symmetry Closure Relative Size
Gestalt Laws – Recap Proximity Similarity Continuity Symmetry Closure Relative Size Figure and Ground

13 Space Perception – Recap
Depth Cues Shape-from-Shading Shape-from-Contour Shape-from-Texture Shape-from-Motion

14 Simple Lighting Model – Recap
Light from above and at infinity Diffuse, Specular and Ambient Reflection Depth Cues Diffuse Lambertian Specular Ambient Shadows

15 Depth Cues – Relative Importance – Recap
, 96 Depth Contrast Depth (meters) 0.001 0.01 0.1 1.0 1 10 100 Motion parallax Occlusion Binocular disparity Relative size Convergence accommodation Aerial

16 Motion Coding 2D 3D Motion + 3D vs 2D 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  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 Recognition – Processing Stages

18 Tufte - Escape Flatland: Napoleon's March
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 Maximize data-ink ratio
Tufte’s Measures Data ink ratio = Data ink Total ink used in graphic Maximize data-ink ratio Maximize data density Data density of graphic = Number entries in data matrix Area of data graphic Measuring Misrepresentation  close to 1 Size of effect shown in graphic Size of effect in data Lie factor =

20 Tufte’s Principles – Summary
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 Human-Computer Interaction (HCI) - Recap
Define Target User Community Identify Usage Profiles 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 Recognize Diversity – Summary
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  Macros Interaction Styles Direct Manipulation  Novices Users Menu Selection  Novices and Intermittent Users Form Fillin  Intermittent and Expert Users Command Language  Expert Users Natural Language  Novices and Intermittent Users

23 HCI – Eight Golden Rules of Interface Design
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  middle  end Offer Error Prevention & Simple Error Handling Permit Easy Reversal of Actions Support Internal Locus of Control Reduce Short-term Memory Load

24 Review: User-Centered Product Design  Term Projects
High Concept Ethnographic Observation Prototype Anticipated Usage Profiles Use different Interaction Styles Scenario Development Participatory Design Software Development Expert Reviews Heuristic Evaluation Guidelines Review Consistency Inspection Cognitive Walkthrough Formal Usability Inspection Usability Testing Acceptance Testing Product Release Surveys Field Testing

25 User-Centered Design Methods
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  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  Find Flaws & Suggest Improvements

26 Goal of Usability Testing Effective Usability Testing
Find flaws and refine interface  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 Information Visualization – Design & Interaction

28 Interaction – Mappings + Timings
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  “Unprepared response” “10” seconds Pace of routine cognitive task

29 Information Visualization – Design & Interaction

30 ConeTree – Hierarchy Visualization

31 Hierarchy – Exponential Growth of Nodes
Levels Branching = 3 Base Width = B L - 1

32 ConeTree 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” Time Location Logarithmic IN / OUT linear

33 Information Visualizer
Reduce Information Access Costs Increase Screen Space  Rooms Create Visual Abstractions ConeTree PerspectiveWall Increase Information Density  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  Cognitive Co-Processor

34 Dynamic Queries & Starfields
Two Most Important Variables Mapped to “Scatterplot” Other Variables Mapped to “Controls” “Visual Display” and “Controls” Linked

35 Hierarchical Information – Recap
Treemap Traditional ConeTree SunTree Botanical

36 Treemaps – Other Layout Algorithms
Hard to Improve Aspect Ratio and Preserve Ordering Slice-and-dice Ordered, very bad aspect ratios stable Squarified Unordered best aspect ratios medium stability

37 Treemaps – Shading & Color Coding

38 Hierarchical Information
2D Hyperbolic Tree 3D Hyperbolic Tree

39 Focus+Context Interaction
Nonlinear Magnification InfoCenter Nonlinear Magnification = “Fisheye Views" = “Focus+Context" Preserve Overview enable Detail Analysis in same view

40 Table Lens sorting hidden focal Non focal spotlighting Control point

41 Interaction Benefits Direct Manipulation Reduce Short-term Memory Load
Immediate Feedback Permit Easy Reversal of Actions Linked Displays Increase Info Density Animated Shift of Focus Offload work from cognitive to perceptual system Object Constancy and Increase Info Density Dynamic Sliders Reduce Errors Semantic Zoom  O(LOG(N)) Navigation Diameter Focus+Context Details-on-Demand Reduce Clutter & Overload Output  Input

42 User Interfaces and Visualization for Text Retrieval
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 Starting Search – Expand Category  Cat-a-Cone

44 Query Formulation – “Power Set” Visualizations

45 Visualization of Document Attributes

46 Ranked List  Spiral

47 Visualization of Inter-Document Similarities

48 Visualization of Inter-Document Similarities  Point of Reference

49 Visualization of Inter-Document Similarities  2D Maps

50 Visualization of Inter-Document Similarities  2.5D Maps

51 Visualization of Inter-Document Similarities  3D

52 Information Visualization – “Toolbox”
Perceptual Coding Interaction Position Size Orientation Texture Shape Color Shading Depth Cues Surface Motion Stereo Proximity Similarity Continuity Connectedness Closure Containment Direct Manipulation Immediate Feedback Linked Displays Animate Shift of Focus Dynamic Sliders Semantic Zoom Focus+Context Details-on-Demand Output  Input Maximize Data-Ink Ratio Maximize Data Density Minimize Lie factor Information Density

53 Human Visual Perception Understand Key Design Principles
Course Review 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  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


Download ppt "Lecture 14 – Course Review"

Similar presentations


Ads by Google