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Interacting with Visualizations

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1 Interacting with Visualizations
Ware Chapter 10 University of Texas – Pan American CSCI 6361, Spring 2014

2 Interacting with Visualizations - Introduction The very big picture
Best visualizations support productive interaction Interactive visualizations Not merely static representations of data Though certainly has its place Allows, e.g., Inspection of underlying data from the visualization Transformation of data Filtering – removal of data by some criteria E.g., visual analytics systems we have seen clearly demonstrate use of highly interactive systems, indeed, across visual mappings E.g., “Overview first, zoom and filter, then details on demand” Shneiderman, 1996 (at class site) Though in fact may see interesting detail, zoom out, find others, zoom in, … VxInsight, Sandia Labs

3 Recall, Amplifying Cognition Norman, 1993
Humans think by interleaving internal mental action with perceptual interaction with the world This interleaving is how human intelligence is expanded Within a task (by external aids) Across generations (by passing on techniques) External graphic (visual) representations are an important class of external aids Don Norman is an influential cognitive scientist The power of the unaided mind is highly overrated. Without external aids, memory, thought, and reasoning are all constrained. But human intelligence is highly flexible and adaptive, superb at inventing procedures and objects that overcome its own limits. The real powers come from devising external aids that enhance cognitive abilities. How have we increased memory, thought, and reasoning? By the invention of external aids: It is things that make us smart. (Norman, 1993, p. 43) External Cognition

4 Introduction and Overview
Visualization as an “internal interface” Interface between human and computer in a man-machine problem-solving system Computer-based information system supports data gathering, calculation, and analysis Augments investigator’s working memory Provides visual markers for concepts Reveals structural relationships between problem components Some models of visualization – different takes on the same thing! Overview, zoom, filter, details (Shneiderman) Visualization Pipeline North (from Card et al.) Knowledge crystalization (Card et al.) Ware Model human processor (Card et al.) Motor processor – Ex: Fitts’ law Viewing information spaces Distortion techniques, fisheye views Navigation and Exploration

5 Example: “Overview, zoom and filter, details on demand” - Shneiderman
VxInsight demonstrates: “Overview, zoom and filter, details on demand” Saw earlier when talking about text representations (visual mappings) Again, visual analytics systems provide Developed by Sandia Labs to visualize databases “Elements of database can be “anything” For IV “abstract” e.g., document relations, company profiles Example screens show grant proposals Shows interactive capabilities

6 VxInsight: Overview vvv

7 VxInsight Interaction paradigm (Shneiderman): Or (Ware) … Overview
Zoom Filter Details on demand Browse Search query Or (Ware) … Lowest level Data manipulation loop Intermediate Exploration and navigation loop Highest Problem-solving loop

8 VxInsight - Overview Interaction paradigm Overview Zoom Filter
Details on demand Browse Search query

9 VxInsight - Zoom Interaction paradigm Overview Zoom Filter
Details on demand Browse Search query

10 VxInsightv - Details Interaction paradigm Overview Zoom Filter
Details on demand Browse Search query

11 VxInsightv - Query Interaction paradigm Overview Zoom Filter
Details on demand Browse Search query

12 Recall, Visualization Pipeline: Or, another take on interaction: Mapping Data to Visual Form
Raw Information Visual Form Dataset Views User - Task Data Transformations Mappings View F F -1 Interaction Perception Most fundamentally – Visualizations are: “adjustable mappings from data to visual form to human perceiver” Series of data transformations ( ) Multiple chained transformations Human adjusts the transformations - interaction Entire pipeline comprises an information visualization

13 Visualization Pipeline: Human might adjust any of the visualization Stages
Raw Information Visual Form Dataset Views User - Task Data Transformations Mappings View F F -1 Interaction Perception Data transformations (rarely): Map raw data (idiosynchratic form) into data tables (relational descriptions including metatags) Visual Mappings (sometimes): E.g., table to graph Transform data tables into visual structures that combine spatial substrates, marks, and graphical properties View Transformations (very often): E.g., zooming, …, changing viewpoint Create views of Visual Structures by specifying graphical parameters such as position, scaling, and clipping

14 Ware: Interactive Visualization: Interlocking Feedback Loops – Quick Look
Process made up of interlocking feedback loops Lowest level: Data manipulation loop Objects selected and moved Relies on eye-hand coordination Requires delay-free interaction Intermediate: Exploration & navigation loop User finds way in large visual space Searching a large data space part by part Building a cognitive map of the data/simulation Highest: Problem-solving loop Forming and testing hypotheses about data Refines hypotheses through augmented visualization Repeat through cycles, revising or replacing visualization New data added, problem reformulated, possible solutions identified Visualization as external representation of problem Extension of cognitive process Exploration and Navigation Problem Solving Data Manipulation

15 Interactive Visualization Recall, Problem Solving, Cognitive Amplification, Knowledge Crystallization, (Card et al.) Knowledge crystallization: Gather knowledge, make sense of it, use it in task Task operations Task Forage for data Write, decide, or act Overview Zoom Filter Details Browse Search query Extract Compose Reorder Cluster Class Average Promote Detect pattern Abstract Search for schema Problem-solve Read fact Read comparison Read patter Manipulate Create Delete Instantiate schema Instantiate

16 Again, Ware’s Interlocking Feedback Loops
Interactive visualization Process made up of interlocking feedback loops Lowest level: Data manipulation loop Objects selected and moved Relies on eye-hand coordination Requires delay-free interaction Intermediate: Exploration & navigation loop User finds way in large visual space Searching a large data space part by part Building a cognitive map of the data/simulation Highest: Problem-solving loop Forming and testing hypotheses about data Refines hypotheses through augmented visualization Repeat through cycles, revising or replacing visualization New data added, problem reformulated, possible solutions identified Visualization as external representation of problem Extension of cognitive process Exploration and Navigation Problem Solving Data Manipulation

17 1) Interacting Feedback Loops, and 2) Knowledge Crystallization, …
Knowledge crystallization: Gather knowledge, make sense of it, use it in task Different time spans Problem Solving - outer Longest time Exploration and Navigation Primary use of data and information visualizations Occurs for all elements of problem solving, knowledge crystallization Data Manipulation Motor, etc. Again, for all element of exploration and navigation Forage for data Write, decide, or act Problem-solve Instantiate schema Search for schema Task Exploration and Navigation Data Manipulation

18 Interacting Feedback Loops – Another Way Ware’s account with “gear” metaphor
As “gears” … Problem Solving (knowledge crystalization) Exploration and Navigation Data Manipulation Exploration and Navigation Problem Solving Data Manipulation

19 Lowest Level: Data Manipulation Loop
Exploration and Navigation Problem Solving Data Manipulation

20 Lowest Level: Data Manipulation Loop
Visual-Manual Control Loop Very carefully studied, for example … Choice reaction time: Hick-Hyman law Reaction time = a + b log2 (C) 2D positioning and selection: Fitts’ law – quickly, more later Part of ISO standard Protocols for evaluating user performance and comfort when using pointing devices with visual display terminals Selection time = a + b log2 (D/W + 1.0) Hitting smaller targets further away is harder Adding latency severely increases difficulty Fitts’ law, including lag Mean time = a + b (Human Time + Machine lag) log2 (D/W + 1.0) Control compatibility is important Offset and scale is easy to deal with; rotation is hard Reaction time in making choices >= 160 msec per doubling of the numbers of choices Faster if allowed to make mistakes Exploration and Navigation Problem Solving Data Manipulation

21 Model Human Processor + Attention Recall
A “useful” big picture - Card et al. ’83 plus attention Senses/input ® f(attention, processing) ® motor/output Notion of “processors” Purely an engineering abstraction Detail next

22 Model Human Processor + Attention
Sensory store Rapid decay “buffer” to hold sensory input for later processing Perceptual processor Recognizes symbols, phonemes Aided by LTM Cognitive processor Uses recognized symbols Makes comparisons and decisions Problem solving Interacts with LTM and WM Motor processor Input from cog. proc. for action Instructs muscles Feedback Results of muscles by senses Attention Allocation of resources

23 Model Human Processor Recall
Card et al. ’83 An architecture with parameters for cognitive engineering … Will see visual image store, etc. tonight Memory properties Decay time: how long memory lasts Size: number of things stored Encoding: type of things stored

24 Model Human Processor Motor Processor
tM = 70 (range 30-70) For repetitive tasks without feedback Tasks with feedback involve all: Perceptual processor Cognitive processor

25 Motor Processing Motor processor can operate in two ways:
1. Open-loop control Motor processor runs a program by itself – no feedback about correctness Maximum rate, cycle time is tM = Tmotor ~ 70 ms Experiment: Scribble without looking and trying to stay in lines 2. Closed-loop control Experiment: Looking at lines, draw within the lines Muscle movements (or their effect on the world) are perceived by cognitive system and compared with desired result Cycle time is Tprocess + Tcognitive + Tmotor ~ 240 ms The motor processor can operate in two ways. It can run autonomously, repeatedly issuing the same instructions to the muscles. This is “open-loop” control; the motor processor receives no feedback from the perceptual system about whether its instructions are correct. With open loop control, the maximum rate of operation is just Tm. The other way is “closed-loop” control, which has a complete feedback loop. The perceptual system looks at what the motor processor did, and the cognitive system makes a decision about how to correct the movement, and then the motor system issues a new instruction. At best, the feedback loop needs one cycle of each processor to run, or Tp + Tc + Tm ~ 240 ms. Here’s a simple but interesting experiment that you can try: take a sheet of lined paper and scribble a sawtooth wave back and forth between two lines, going as fast as you can but trying to hit the lines exactly on every peak and trough. Do it for 5 seconds. The frequency of the sawtooth carrier wave is dictated by open-loop control, so you can use it to derive your Tm. The frequency of the wave’s envelope, the corrections you had to make to get your scribble back to the lines, is closed-loop control. You can use that to derive your value of Tp + Tc.

26 Fitts’s Law - demo Fitts’s Law
Fundamental law of human sensory-motor system Fitts, P. M. (1954). The information capacity of the human motor system in controlling the amplitude of movement. Journal of Experimental Psychology, 47, E.g., for direct (reach) and mouse use Demo: Best – won’t run on class box OK – no line plotted

27 Fitts’s Law - demo Fitts’s Law “tele-actor” results from demo:
Fundamental law of human sensory-motor system “tele-actor” results from demo:

28 Fitts’s Law Fitts’s Law
Fundamental law of human sensory-motor system E.g., for direct (reach) and mouse use The time to acquire a target is a function of distance to and width (size) of target T = f (D, S) Time T to move your hand to a target of size S at distance D away: T = ReactionT + MotorT = a + b * log2 (2 * D/S) Depends only on index of difficulty log(2D/S)

29 Explananation of Fitts’s Law
Moving hand to a target is closed-loop control Vs. open-loop control we saw for Card et al. model Each (correction) cycle covers remaining distance D, with error εD Smaller correction in position as get closer (because there is less distance with which to correct) Slower velocity (because don’t go so fast with shorter distance) We can explain Fitts’s Law by appealing to the human information processing model. Fitt’s Law relies on closed-loop control. In each cycle, your motor system instructs your hand to move the entire remaining distance D. The accuracy of that motion is proportional to the distance moved, so your hand gets within some error εD of the target (possibly undershooting, possibly overshooting). Your perceptual and cognitive processors perceive where your hand arrived and compare it to the target, and then your motor system issues a correction to move the remaining distance εD – which it does, but again with proportional error, so your hand is now within ε2D. This process repeats, with the error decreasing geometrically, until n iterations have brought your hand within the target – i.e., εnD ≤ ½ S. Solving for n, and letting the total time T = n (Tp + Tc + Tm), we get: T = a + b log (2D/S) where a is the reaction time for getting your hand moving, and b = - (Tp + Tc + Tm)/log ε. The graphs above show the typical trajectory of a person’s hand, demonstrating this correction cycle in action. The position-time graph shows an alternating sequence of movements and plateaus; each one corresponds to one cycle. The velocity-time graph shows the same effect, and emphasizes that hand velocity of each subsequent cycle is smaller, since the motor processor must achieve more precision on each iteration.

30 Implications of Fitts’s Law
Buttons, etc. should be reasonable size; hard to click small targets. Edges and corners of the computer display are easy to reach Mac single menubar better than multiple Windows menubars Also, pointer is "caught" at the edges Popup menus can usually be opened faster than pull-down menus User avoids movement Pie menu items are typically selected faster than linear menu items Small distance from the center of the menu Wedge-shaped target areas are large

31 Power Law of Practice Time to do a task decreases with practice
Obviously Involves all of perceptual-cognitive-motor system Time Tn to do a task the nth time: Decaying exponential rate Tn = T1n α α is typically Example: Novices get rapidly better at task with practice, but performance “levels off” Though still increasing performance

32 Intermediate Level: Exploration, View Refinement and Navigation
Problem Solving Data Manipulation

33 Intermediate Level: Exploration, View Refinement and Navigation
View navigation important when data space is too large to fit on screen Complex problem Considers theories of pathfinding and map use, cognitive spatial metaphors, direct manipulation, visual feedback Basic navigation control loop (below) Left is human – cognitive and spatial model with which user understands data space and progress through it Maintaining data space for some time may become encoded in long-term memory Right is system – visualization may be updated and refined from data mapped into spatial model Includes: 3D Locomotion and viewpoint control Pathfinding Focus + context Exploration and Navigation Problem Solving Data Manipulation

34 3D Locomotion and Viewpoint Control Navigation in 3D
Displaying data elements so looks like 3D landscape, vs. flat map, often used Follows from Gibsonian orientation Affordances Properties of the world perceived in terms of potential for action (physical model, direct perception) Problem with generalization to user interfaces/interaction Nevertheless, important and influential Have examined depth cues Embed objects in space, navigate space Flying viewpoint through the data space Constrain user to useful parts of the space to reduce cognitive load of navigation Surface of the ground Walkways within power plant Particular paths of interest Examples Web browser: Harmony Clustering of text, Wise et al.

35 3D Locomotion and Viewpoint Control: Spatial Metaphors
Evaluation Exploration and Explanation Cognitive and Physical Affordance Task 1: Find areas of detail in the scene Task 2: Make the best movie 3D environments: Hallway, extended terrain, closed object. World-in-hand Good for discrete objects Poor affordances for looking scale changes – detail Problem with center of rotation when extended scenes Eye-in-hand Easiest under some circumstances Poor physical affordances for many views Subjects sometimes acted as if model were actually present Walking Flying vehicle control Hardest to learn but most flexible Non-linear velocity control Spontaneous switch in mental model The predictor as solution

36 3D Locomotion and Viewpoint Control: Wayfinding, Cognitive, and Real Maps
Worldlets Can be rotated to facilitate recognition

37 Frames of Reference Egocentric, Exocentric
Use of maps implies ability to apply another perspective To physical, e.g., road map (view from above), Or abstract … another frame of reference Egocentric view from user Exocentric View from outside the user Road map just one of many exocentric view Movement of body (vs. eyes) affects orientation most Pan, tilt, …, but not rotation, so dof constrained in practice

38 Frames of Reference Tethered view, world view
Various views illustrated

39 Mutiple Simultanous Views
Represent data space in different forms in different views E.g., “spiral calendar”

40 Focus, Context, and Scale
Saw this earlier, here, in Ware

41 Focus, Context, and Scale
Problem of finding detail in larger context Again, spatial navigation Wayfinding problem may be considered as discovering specific objects in a larger context Addressed by multiple views at differing spatial scales Movement between views at different scales (and frames of reference) Changing spatial scale E.g., overview + detail Addressed, also, by changing structural scale E.g., collapsing lines of code in display of software systems

42 Focus, Context, and Scale: Overview and Detail
Fred Brooks’ GRIP project at UNC Molecular structure solution, docking Architectural walkthrough Users always going from detail to overview Then overview to detail… Then detail to overview… Options Provide display of both Provide easy, non-jarring switch between them Multiple-Window Zoom with Callouts …

43 Focus+Context: Fisheye Views, 1
Detail + Overview Keep focus, while remaining aware of context Fisheye views Physical, of course, also .. A distance function. (based on relevance) Given a target item (focus) Less relevant other items are dropped from the display Classic cover New Yorker’s idea of the world

44 Focus+Context: Fisheye Views, 2
Detail + Overview Keep focus while remaining aware of context Fisheye views Physical, of course, also .. A distance function. (based on relevance) Given a target item (focus) Less relevant other items are dropped from the display Or, are just physically smaller – distortion

45 Distortion Techniques, Generally
Distort space = Transform space By various transformations “Built-in” overview and detail, and landmarks Dynamic zoom Provides focus + context Several examples follow Spatial distortion enables smooth variation

46 Focus + Context, 1 Fisheye Views
Keep focus while remaining aware of the context Fisheye views: A distance function (based on relevance) Given a target item (focus) Less relevant other items are dropped from the display. Demo of Fisheye Menus:

47 Focus + Context, 2 Bifocal Lens
Database navigation: An Office Environment for the Professional by R. Spence and M. Apperley

48 Focus + Context, 3 Distorted Views
The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus + Context Visualization for TabularInformation by R. Rao and S. K. Card A Review and Taxonomy of Distortion Oriented Presentation Techniques by Y. K. Leung and M. D. Apperley

49 Focus + Context, 4 Distorted Views
Extending Distortion Viewing from 2D to 3D by M. Sheelagh, T. Carpendale, D. J. Cowperthwaite, F. David Fracchia Magnification and displacement:

50 Focus + Context, 5 Demo Alternate Geometry
The Hyperbolic Browser: A Focus + Context Technique for Visualizing Large Hierarchies by J. Lamping and R. Rao Demo

51 Other Navigation Techniques: GeoZui3D, Zooming + 2 dof rotations
Translate point on surface to center Then scale Or translate and scale

52 View Refinement and Navigation (optional, from 2nd ed.)
Transparency: When there is the perception of direct contact with the data, the interface becomes transparent Big idea in interfaces Temporal feedback rapid (< 1/10 second) Response is compatible with interaction method Interactive adjustment of ranges Zoom in on data area of interest Sometimes nonlinear mapping brings area of interest into range where patterns are easy to see (logarithmic)

53 Interaction vs. Animation
Ware comments: Exploration (interaction) vs. Presentation (animation) Flexibility vs. Efficiency Active vs. Passive Participation Immediacy of response and engagement Control promotes understanding Person moving learns more than partner watching Active control increases sense of presence

54 End .


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