Johanna Beyer

HC
9papers
301citations
Novelty34%
AI Score22

9 Papers

CLAug 16, 2022
Interactive and Visual Prompt Engineering for Ad-hoc Task Adaptation with Large Language Models

Hendrik Strobelt, Albert Webson, Victor Sanh et al. · deepmind, ibm-research

State-of-the-art neural language models can now be used to solve ad-hoc language tasks through zero-shot prompting without the need for supervised training. This approach has gained popularity in recent years, and researchers have demonstrated prompts that achieve strong accuracy on specific NLP tasks. However, finding a prompt for new tasks requires experimentation. Different prompt templates with different wording choices lead to significant accuracy differences. PromptIDE allows users to experiment with prompt variations, visualize prompt performance, and iteratively optimize prompts. We developed a workflow that allows users to first focus on model feedback using small data before moving on to a large data regime that allows empirical grounding of promising prompts using quantitative measures of the task. The tool then allows easy deployment of the newly created ad-hoc models. We demonstrate the utility of PromptIDE (demo at http://prompt.vizhub.ai) and our workflow using several real-world use cases.

HCDec 6, 2021
Labeling Out-of-View Objects in Immersive Analytics to Support Situated Visual Searching

Tica Lin, Yalong Yang, Johanna Beyer et al.

Augmented Reality (AR) embeds digital information into objects of the physical world. Data can be shown in-situ, thereby enabling real-time visual comparisons and object search in real-life user tasks, such as comparing products and looking up scores in a sports game. While there have been studies on designing AR interfaces for situated information retrieval, there has only been limited research on AR object labeling for visual search tasks in the spatial environment. In this paper, we identify and categorize different design aspects in AR label design and report on a formal user study on labels for out-of-view objects to support visual search tasks in AR. We design three visualization techniques for out-of-view object labeling in AR, which respectively encode the relative physical position (height-encoded), the rotational direction (angle-encoded), and the label values (value-encoded) of the objects. We further implement two traditional in-view object labeling techniques, where labels are placed either next to the respective objects (situated) or at the edge of the AR FoV (boundary). We evaluate these five different label conditions in three visual search tasks for static objects. Our study shows that out-of-view object labels are beneficial when searching for objects outside the FoV, spatial orientation, and when comparing multiple spatially sparse objects. Angle-encoded labels with directional cues of the surrounding objects have the overall best performance with the highest user satisfaction. We discuss the implications of our findings for future immersive AR interface design.

CLOct 19, 2021
GenNI: Human-AI Collaboration for Data-Backed Text Generation

Hendrik Strobelt, Jambay Kinley, Robert Krueger et al.

Table2Text systems generate textual output based on structured data utilizing machine learning. These systems are essential for fluent natural language interfaces in tools such as virtual assistants; however, left to generate freely these ML systems often produce misleading or unexpected outputs. GenNI (Generation Negotiation Interface) is an interactive visual system for high-level human-AI collaboration in producing descriptive text. The tool utilizes a deep learning model designed with explicit control states. These controls allow users to globally constrain model generations, without sacrificing the representation power of the deep learning models. The visual interface makes it possible for users to interact with AI systems following a Refine-Forecast paradigm to ensure that the generation system acts in a manner human users find suitable. We report multiple use cases on two experiments that improve over uncontrolled generation approaches, while at the same time providing fine-grained control. A demo and source code are available at https://genni.vizhub.ai .

HCSep 29, 2021
Visualization Design Sprints for Online and On-Campus Courses

Johanna Beyer, Yalong Yang, Hanspeter Pfister

We present how to integrate Design Sprints and project-based learning into introductory visualization courses. A design sprint is a unique process based on rapid prototyping and user testing to define goals and validate ideas before starting costly development. The well-defined, interactive, and time-constrained design cycle makes design sprints a promising option for teaching project-based and active-learning-centered courses to increase student engagement and hands-on experience. Over the past five years, we have adjusted the design sprint methodology for teaching a range of visualization courses. We present a detailed guide on incorporating design sprints into large undergraduate and small professional development courses in both online and on-campus settings. Design sprint results, including quantitative and qualitative student feedback, show that design sprints engage students and help practice and apply visualization and design skills. We provide design sprint teaching materials, show examples of student-created work, and discuss limitations and lessons learned.

CVMay 14, 2021
VICE: Visual Identification and Correction of Neural Circuit Errors

Felix Gonda, Xueying Wang, Johanna Beyer et al.

A connectivity graph of neurons at the resolution of single synapses provides scientists with a tool for understanding the nervous system in health and disease. Recent advances in automatic image segmentation and synapse prediction in electron microscopy (EM) datasets of the brain have made reconstructions of neurons possible at the nanometer scale. However, automatic segmentation sometimes struggles to segment large neurons correctly, requiring human effort to proofread its output. General proofreading involves inspecting large volumes to correct segmentation errors at the pixel level, a visually intensive and time-consuming process. This paper presents the design and implementation of an analytics framework that streamlines proofreading, focusing on connectivity-related errors. We accomplish this with automated likely-error detection and synapse clustering that drives the proofreading effort with highly interactive 3D visualizations. In particular, our strategy centers on proofreading the local circuit of a single cell to ensure a basic level of completeness. We demonstrate our framework's utility with a user study and report quantitative and subjective feedback from our users. Overall, users find the framework more efficient for proofreading, understanding evolving graphs, and sharing error correction strategies.

HCApr 8, 2021
Towards an Understanding of Situated AR Visualization for Basketball Free-Throw Training

Tica Lin, Rishi Singh, Yalong Yang et al.

We present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world skill-based sports training and to provide insights for designing AR sports training systems. We design both a situated 3D visualization on a head-mounted display and a 2D visualization on a co-located display to provide immediate visual feedback on a player's shot performance. Using a within-subject study design with experienced basketball shooters, we characterize user goals, report on qualitative training experiences, and compare the quantitative training results. Our results show that real-time visual feedback helps athletes refine subsequent shots. Shooters in our study achieve greater angle consistency with our visual feedback. Furthermore, AR visualization promotes an increased focus on body form in athletes. Finally, we present suggestions for the design of future sports AR studies.

HCAug 23, 2020
Embodied Navigation in Immersive Abstract Data Visualization: Is Overview+Detail or Zooming Better for 3D Scatterplots?

Yalong Yang, Maxime Cordeil, Johanna Beyer et al.

Abstract data has no natural scale and so interactive data visualizations must provide techniques to allow the user to choose their viewpoint and scale. Such techniques are well established in desktop visualization tools. The two most common techniques are zoom+pan and overview+detail. However, how best to enable the analyst to navigate and view abstract data at different levels of scale in immersive environments has not previously been studied. We report the findings of the first systematic study of immersive navigation techniques for 3D scatterplots. We tested four conditions that represent our best attempt to adapt standard 2D navigation techniques to data visualization in an immersive environment while still providing standard immersive navigation techniques through physical movement and teleportation. We compared room-sized visualization versus a zooming interface, each with and without an overview. We find significant differences in participants' response times and accuracy for a number of standard visual analysis tasks. Both zoom and overview provide benefits over standard locomotion support alone (i.e., physical movement and pointer teleportation). However, which variation is superior, depends on the task. We obtain a more nuanced understanding of the results by analyzing them in terms of a time-cost model for the different components of navigation: way-finding, travel, number of travel steps, and context switching.

HCApr 17, 2020
SportsXR -- Immersive Analytics in Sports

Tica Lin, Yalong Yang, Johanna Beyer et al.

We present our initial investigation of key challenges and potentials of immersive analytics (IA) in sports, which we call SportsXR. Sports are usually highly dynamic and collaborative by nature, which makes real-time decision making ubiquitous. However, there is limited support for athletes and coaches to make informed and clear-sighted decisions in real-time. SportsXR aims to support situational awareness for better and more agile decision making in sports. In this paper, we identify key challenges in SportsXR, including data collection, in-game decision making, situated sport-specific visualization design, and collaborating with domain experts. We then present potential user scenarios in training, coaching, and fan experiences. This position paper aims to inform and inspire future SportsXR research.

HCAug 15, 2019
SAX Navigator: Time Series Exploration through Hierarchical Clustering

Nicholas Ruta, Naoko Sawada, Katy McKeough et al.

Comparing many long time series is challenging to do by hand. Clustering time series enables data analysts to discover relevance between and anomalies among multiple time series. However, even after reasonable clustering, analysts have to scrutinize correlations between clusters or similarities within a cluster. We developed SAX Navigator, an interactive visualization tool, that allows users to hierarchically explore global patterns as well as individual observations across large collections of time series data. Our visualization provides a unique way to navigate time series that involves a "vocabulary of patterns" developed by using a dimensionality reduction technique,Symbolic Aggregate approXimation(SAX). With SAX, the time series data clusters efficiently and is quicker to query at scale. We demonstrate the ability of SAX Navigator to analyze patterns in large time series data based on three case studies for an astronomy data set. We verify the usability of our system through a think-aloud study with an astronomy domain scientist.