90 research outputs found

    Modeling Complex High Level Interactions in the Process of Visual Mining

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    Visual Mining refers to the human analytical process that uses visual representations of raw data and makes suitable inferences. During this analytical process, users are engaged in complex cognitive activities such as decision making, problem solving, analytical reasoning and learning. Now a days, users typically use interactive visualization tools, which we call as visual mining support tools (VMSTs), to mediate their interactions with the information present in visual representations of raw data and also to support their complex cognitive activities when performing visual mining. VMSTs have two main components: visual representation and interaction. Even though, these two components are fundamental aspects of VMSTs, the research on visual representation has received the most attention. It is still unclear how to design interactions which can properly support users in performing complex cognitive activities during the visual mining process. Although some fundamental concepts and techniques regarding interaction design have been in place for a while, many established researchers are of the opinion that we do not yet have a generalized, principled, and systematic understanding of interaction components of these VMSTs, and how interactions should be analyzed, designed, and integrated to support complex cognitive activities. Many researchers have recommended that one way to address this problem is through appropriate characterization of interactions in the visual mining process. Models that provide classifications of interactions have indeed been proposed in the visualization research community. While these models are important contributions for the visualization research community, they often characterize interactions at lower levels of human information interaction and high level interactions are not well addressed. In addition, some of these models are not designed to model user activity; rather they are most applicable for representing a system’s response to user activity and not the user activity itself. In this thesis, we address this problem through characterization of the interaction space of visual mining at the appropriate level. Our main contribution in this research is the discovery of a small set of classification criteria which can comprehensively characterize the interaction space of visual mining involving interactions with VMSTs for performing complex cognitive activities. These complex cognitive activities are modeled through visual mining episodes, a coherent set of activities consisting of visual mining strategies (VMSs). Using the classification criteria, VMSs are simply described as combinations of different values of these criteria. By considering all combinations, we can comprehensively cover the interaction space of visual mining. Our VMS interaction space model is unique in identifying the activity tier, a granularity of interactions (high level) which supports performance of complex cognitive activities through interactions with visual information using VMSTs. As further demonstration of the utility of this VMS interaction space model, we describe the formulation of an inspection framework which can provide quantitative measures for the support provided by VMSTs for complex cognitive activities in visual mining. This inspection framework, which has enabled us to produce a new simpler evaluation method for VMSTs in comparison to existing evaluation methods, is based soundly on existing theories and models. Both the VMS interaction space model and the inspection framework present many interesting avenues for further research

    Representation Challenges

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    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections

    Understanding how to design health data visualizations for Chilean older adults on mobile devices

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    Mobile devices, including activity trackers and smartwatches, can help older adults monitor health parameters passively and unobtrusively. Most user interactions with small devices consist of brief glances at the time or notifications. Consuming information from small displays poses challenges, which have been seldom studied from the perspective of older users. In this paper, we worked with older adults towards creating health data visualizations for them for small devices. We conducted a mixed-methods study with 30 older adults, in which we (1) conducted group discussions to understand participants’ opinions, (2) measured times taken to interpret health data visualizations with and without progress information, (3) measured how much information they could manage to see during brief glances. When data was visualized without progress indicators, participants took less time to understand the data and made fewer errors. Participants preferred health data visualizations that featured peaceful, and positive pictorial representations. We present design opportunities for older adults’ data visualizations in small devices

    USING SOCIAL ANNOTATIONS TO IMPROVE WEB SEARCH

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    Web-based tagging systems, which include social bookmarking systems such as Delicious, have become increasingly popular. These systems allow participants to annotate or tag web resources. This research examined the use of social annotations to improve the quality of web searches. The research involved three components. First, social annotations were used to index resources. Two annotation-based indexing methods were proposed: annotation based indexing and full text with annotation indexing. Second, social annotations were used to improve search result ranking. Six annotation based ranking methods were proposed: Popularity Count, Propagate Popularity Count, Query Weighted Popularity Count, Query Weighted Propagate Popularity Count, Match Tag Count and Normalized Match Tag Count. Third, social annotations were used to both index and rank resources. The result from the first experiment suggested that both static feature and similarity feature should be considered when using social annotations to re-rank search result. The result of the second experiment showed that using only annotation as an index of resources may not be a good idea. Since social Annotations could be viewed as a high level concept of the content, combining them to the content of resource could add some more important concepts to the resources. Last but not least, the result from the third experiment confirmed that the combination of using social annotations to rank the search result and using social annotations as resource index augmentation provided a promising rank of search results. It showed that social annotations could benefit web search
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