Kim Marriott

HC
15papers
563citations
Novelty36%
AI Score39

15 Papers

HCMay 4
Beyond Advocacy: A Design Space for Replication-Related Studies

Yiheng Liang, Kim Marriott, Helen C. Purchase

The importance of replication is often discussed and advocated -- not only in the domains of visualization and HCI, but in all scientific areas. When replicating a study, design decisions need to be made with regards which aspects of the original study will remain the same and which will be altered. We present a supporting multi-dimensional design space framework within which such decisions can be identified, categorized, compared and analyzed. The framework treats replication experimental design as a pairwise comparison problem, and represents the design by four practical dimensions defined by three comparison levels. The design space is therefore a framework that can be used for both retrospective characterization and prospective planning. We provide worked examples, and relate our framework to other attempts at describing the scope of replication studies.

HCFeb 22, 2022
GAN'SDA Wrap: Geographic And Network Structured Data on surfaces that Wrap around

Kun-Ting Chen, Tim Dwyer, Yalong Yang et al.

There are many methods for projecting spherical maps onto the plane. Interactive versions of these projections allow the user to centre the region of interest. However, the effects of such interaction have not previously been evaluated. In a study with 120 participants we find interaction provides significantly more accurate area, direction and distance estimation in such projections. The surface of 3D sphere and torus topologies provides a continuous surface for uninterrupted network layout. But how best to project spherical network layouts to 2D screens has not been studied, nor have such spherical network projections been compared to torus projections. Using the most successful interactive sphere projections from our first study, we compare spherical, standard and toroidal layouts of networks for cluster and path following tasks with 96 participants, finding benefits for both spherical and toroidal layouts over standard network layouts in terms of accuracy for cluster understanding tasks.

HCFeb 2, 2021
Technology Developments in Touch-Based Accessible Graphics: A Systematic Review of Research 2010-2020

Matthew Butler, Leona Holloway, Samuel Reinders et al.

This paper presents a systematic literature review of 292 publications from 97 unique venues on touch-based graphics for people who are blind or have low vision, from 2010 to mid-2020. It is the first review of its kind on touch-based accessible graphics. It is timely because it allows us to assess the impact of new technologies such as commodity 3D printing and low-cost electronics on the production and presentation of accessible graphics. As expected our review shows an increase in publications from 2014 that we can attribute to these developments. It also reveals the need to: broaden application areas, especially to the workplace; broaden end-user participation throughout the full design process; and conduct more in situ evaluation. This work is linked to an online living resource to be shared with the wider community.

HCSep 7, 2020
Supporting the Problem-Solving Loop: Designing Highly Interactive Optimisation Systems

Jie Liu, Tim Dwyer, Guido Tack et al.

Efficient optimisation algorithms have become important tools for finding high-quality solutions to hard, real-world problems such as production scheduling, timetabling, or vehicle routing. These algorithms are typically "black boxes" that work on mathematical models of the problem to solve. However, many problems are difficult to fully specify, and require a "human in the loop" who collaborates with the algorithm by refining the model and guiding the search to produce acceptable solutions. Recently, the Problem-Solving Loop was introduced as a high-level model of such interactive optimisation. Here, we present and evaluate nine recommendations for the design of interactive visualisation tools supporting the Problem-Solving Loop. They range from the choice of visual representation for solutions and constraints to the use of a solution gallery to support exploration of alternate solutions. We first examined the applicability of the recommendations by investigating how well they had been supported in previous interactive optimisation tools. We then evaluated the recommendations in the context of the vehicle routing problem with time windows (VRPTW). To do so we built a sophisticated interactive visual system for solving VRPTW that was informed by the recommendations. Ten participants then used this system to solve a variety of routing problems. We report on participant comments and interaction patterns with the tool. These showed the tool was regarded as highly usable and the results generally supported the usefulness of the underlying recommendations.

HCSep 1, 2020
"Hey Model!" - Natural User Interactions and Agency in Accessible Interactive 3D Models

Samuel Reinders, Matthew Butler, Kim Marriott

While developments in 3D printing have opened up opportunities for improved access to graphical information for people who are blind or have low vision (BLV), they can provide only limited detailed and contextual information. Interactive 3D printed models (I3Ms) that provide audio labels and/or a conversational agent interface potentially overcome this limitation. We conducted a Wizard-of-Oz exploratory study to uncover the multi-modal interaction techniques that BLV people would like to use when exploring I3Ms, and investigated their attitudes towards different levels of model agency. These findings informed the creation of an I3M prototype of the solar system. A second user study with this model revealed a hierarchy of interaction, with BLV users preferring tactile exploration, followed by touch gestures to trigger audio labels, and then natural language to fill in knowledge gaps and confirm understanding.

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.

HCAug 18, 2020
Scalability of Network Visualisation from a Cognitive Load Perspective

Vahan Yoghourdjian, Yalong Yang, Tim Dwyer et al.

Node-link diagrams are widely used to visualise networks. However, even the best network layout algorithms ultimately result in 'hairball' visualisations when the graph reaches a certain degree of complexity, requiring simplification through aggregation or interaction (such as filtering) to remain usable. Until now, there has been little data to indicate at what level of complexity node-link diagrams become ineffective or how visual complexity affects cognitive load. To this end, we conducted a controlled study to understand workload limits for a task that requires a detailed understanding of the network topology---finding the shortest path between two nodes. We tested performance on graphs with 25 to 175 nodes with varying density. We collected performance measures (accuracy and response time), subjective feedback, and physiological measures (EEG, pupil dilation, and heart rate variability). To the best of our knowledge, this is the first network visualisation study to include physiological measures. Our results show that people have significant difficulty finding the shortest path in high-density node-link diagrams with more than 50 nodes and even low-density graphs with more than 100 nodes. From our collected EEG data we observe functional differences in brain activity between hard and easy tasks. We found that cognitive load increased up to a certain level of difficulty after which it decreased, likely because participants had given up. We also explored the effects of global network layout features such as size or number of crossings, and features of the shortest path such as length or straightness on task difficulty. We found that global features generally had a greater impact than those of the shortest path.

HCJun 25, 2020
Tilt Map: Interactive Transitions Between Choropleth Map, Prism Map and Bar Chart in Immersive Environments

Yalong Yang, Tim Dwyer, Kim Marriott et al.

We introduce Tilt Map, a novel interaction technique for intuitively transitioning between 2D and 3D map visualisations in immersive environments. Our focus is visualising data associated with areal features on maps, for example, population density by state. Tilt Map transitions from 2D choropleth maps to 3D prism maps to 2D bar charts to overcome the limitations of each. Our paper includes two user studies. The first study compares subjects' task performance interpreting population density data using 2D choropleth maps and 3D prism maps in virtual reality (VR). We observed greater task accuracy with prism maps, but faster response times with choropleth maps. The complementarity of these views inspired our hybrid Tilt Map design. Our second study compares Tilt Map to: a side-by-side arrangement of the various views; and interactive toggling between views. The results indicate benefits for Tilt Map in user preference; and accuracy (versus side-by-side) and time (versus toggle).

HCMar 31, 2020
Tactile Presentation of Network Data: Text, Matrix or Diagram?

Yalong Yang, Kim Marriott, Matthew Butler et al.

Visualisations are commonly used to understand social, biological and other kinds of networks. Currently, we do not know how to effectively present network data to people who are blind or have low-vision (BLV). We ran a controlled study with 8 BLV participants comparing four tactile representations: organic node-link diagram, grid node-link diagram, adjacency matrix and braille list. We found that the node-link representations were preferred and more effective for path following and cluster identification while the matrix and list were better for adjacency tasks. This is broadly in line with findings for the corresponding visual representations.

HCAug 6, 2019
Origin-Destination Flow Maps in Immersive Environments

Yalong Yang, Tim Dwyer, Bernhard Jenny et al.

Immersive virtual- and augmented-reality headsets can overlay a flat image against any surface or hang virtual objects in the space around the user. The technology is rapidly improving and may, in the long term, replace traditional flat panel displays in many situations. When displays are no longer intrinsically flat, how should we use the space around the user for abstract data visualisation? In this paper, we ask this question with respect to origin-destination flow data in a global geographic context. We report on the findings of three studies exploring different spatial encodings for flow maps. The first experiment focuses on different 2D and 3D encodings for flows on flat maps. We find that participants are significantly more accurate with raised flow paths whose height is proportional to flow distance but fastest with traditional straight line 2D flows. In our second and third experiment, we compared flat maps, 3D globes and a novel interactive design we call MapsLink, involving a pair of linked flat maps. We find that participants took significantly more time with MapsLink than other flow maps while the 3D globe with raised flows was the fastest, most accurate, and most preferred method. Our work suggests that careful use of the third spatial dimension can resolve visual clutter in complex flow maps.

HCAug 6, 2019
Maps and Globes in Virtual Reality

Yalong Yang, Bernhard Jenny, Tim Dwyer et al.

This paper explores different ways to render world-wide geographic maps in virtual reality (VR). We compare: (a) a 3D exocentric globe, where the user's viewpoint is outside the globe; (b) a flat map (rendered to a plane in VR); (c) an egocentric 3D globe, with the viewpoint inside the globe; and (d) a curved map, created by projecting the map onto a section of a sphere which curves around the user. In all four visualisations the geographic centre can be smoothly adjusted with a standard handheld VR controller and the user, through a head-tracked headset, can physically move around the visualisation. For distance comparison, exocentric globe is more accurate than egocentric globe and flat map. For area comparison, more time is required with exocentric and egocentric globes than with flat and curved maps. For direction estimation, the exocentric globe is more accurate and faster than the other visual presentations. Our study participants had a weak preference for the exocentric globe. Generally, the curved map had benefits over the flat map. In almost all cases the egocentric globe was found to be the least effective visualisation. Overall, our results provide support for the use of exocentric globes for geographic visualisation in mixed-reality.

HCAug 6, 2019
Many-to-Many Geographically-Embedded Flow Visualisation: An Evaluation

Yalong Yang, Tim Dwyer, Sarah Goodwin et al.

Showing flows of people and resources between multiple geographic locations is a challenging visualisation problem. We conducted two quantitative user studies to evaluate different visual representations for such dense many-to-many flows. In our first study we compared a bundled node-link flow map representation and OD Maps [37] with a new visualisation we call MapTrix. Like OD Maps, MapTrix overcomes the clutter associated with a traditional flow map while providing geographic embedding that is missing in standard OD matrix representations. We found that OD Maps and MapTrix had similar performance while bundled node-link flow map representations did not scale at all well. Our second study compared participant performance with OD Maps and MapTrix on larger data sets. Again performance was remarkably similar.

HCAug 4, 2019
Interactive Visualisation of Hierarchical Quantitative Data: An Evaluation

Linda Woodburn, Yalong Yang, Kim Marriott

We have compared three common visualisations for hierarchical quantitative data, treemaps, icicle plots and sunburst charts as well as a semicircular variant of sunburst charts we call the sundown chart. In a pilot study, we found that the sunburst chart was least preferred. In a controlled study with 12 participants, we compared treemaps, icicle plots and sundown charts. Treemap was the least preferred and had a slower performance on a basic navigation task and slower performance and accuracy in hierarchy understanding tasks. The icicle plot and sundown chart had similar performance with slight user preference for the icicle plot.

CGNov 14, 2013
Improved Optimal and Approximate Power Graph Compression for Clearer Visualisation of Dense Graphs

Tim Dwyer, Christopher Mears, Kerri Morgan et al.

Drawings of highly connected (dense) graphs can be very difficult to read. Power Graph Analysis offers an alternate way to draw a graph in which sets of nodes with common neighbours are shown grouped into modules. An edge connected to the module then implies a connection to each member of the module. Thus, the entire graph may be represented with much less clutter and without loss of detail. A recent experimental study has shown that such lossless compression of dense graphs makes it easier to follow paths. However, computing optimal power graphs is difficult. In this paper, we show that computing the optimal power-graph with only one module is NP-hard and therefore likely NP-hard in the general case. We give an ILP model for power graph computation and discuss why ILP and CP techniques are poorly suited to the problem. Instead, we are able to find optimal solutions much more quickly using a custom search method. We also show how to restrict this type of search to allow only limited back-tracking to provide a heuristic that has better speed and better results than previously known heuristics.

HCAug 29, 2013
Incremental Grid-like Layout Using Soft and Hard Constraints

Steve Kieffer, Tim Dwyer, Kim Marriott et al.

We explore various techniques to incorporate grid-like layout conventions into a force-directed, constraint-based graph layout framework. In doing so we are able to provide high-quality layout---with predominantly axis-aligned edges---that is more flexible than previous grid-like layout methods and which can capture layout conventions in notations such as SBGN (Systems Biology Graphical Notation). Furthermore, the layout is easily able to respect user-defined constraints and adapt to interaction in online systems and diagram editors such as Dunnart.