AISep 27, 2024
Data Analysis in the Era of Generative AIJeevana Priya Inala, Chenglong Wang, Steven Drucker et al. · microsoft-research
This paper explores the potential of AI-powered tools to reshape data analysis, focusing on design considerations and challenges. We explore how the emergence of large language and multimodal models offers new opportunities to enhance various stages of data analysis workflow by translating high-level user intentions into executable code, charts, and insights. We then examine human-centered design principles that facilitate intuitive interactions, build user trust, and streamline the AI-assisted analysis workflow across multiple apps. Finally, we discuss the research challenges that impede the development of these AI-based systems such as enhancing model capabilities, evaluating and benchmarking, and understanding end-user needs.
HCAug 31, 2020
Data Visceralization: Enabling Deeper Understanding of Data Using Virtual RealityBenjamin Lee, Dave Brown, Bongshin Lee et al.
A fundamental part of data visualization is transforming data to map abstract information onto visual attributes. While this abstraction is a powerful basis for data visualization, the connection between the representation and the original underlying data (i.e., what the quantities and measurements actually correspond with in reality) can be lost. On the other hand, virtual reality (VR) is being increasingly used to represent real and abstract models as natural experiences to users. In this work, we explore the potential of using VR to help restore the basic understanding of units and measures that are often abstracted away in data visualization in an approach we call data visceralization. By building VR prototypes as design probes, we identify key themes and factors for data visceralization. We do this first through a critical reflection by the authors, then by involving external participants. We find that data visceralization is an engaging way of understanding the qualitative aspects of physical measures and their real-life form, which complements analytical and quantitative understanding commonly gained from data visualization. However, data visceralization is most effective when there is a one-to-one mapping between data and representation, with transformations such as scaling affecting this understanding. We conclude with a discussion of future directions for data visceralization.
HCApr 28, 2016
Development of a wearable haptic game interfaceJacques Foottit, Dave Brown, Stefan Marks et al.
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.
HCApr 21, 2016
An Intuitive Tangible Game ControllerJacques Foottit, Dave Brown, Stefan Marks et al.
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost, versatile and intuitive. Gesture based input allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. The movements are designed to allow a sense of immersion that would be difficult to achieve with an alternative interface. A vibrotactile based haptic feedback is incorporated in the device to further enhance the connection between the user and the game environment by providing immediate confirmation of game events. When used for navigating an aircraft simulator, this device invites playful action and thrill. It bridges new territory on portable, low cost solutions for haptic devices in gaming contexts.
HCApr 19, 2016
A wearable haptic game controllerJacques Foottit, Dave Brown, Stefan Marks et al.
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.