110,679 research outputs found

    Learning to Use Visualizations (an example with elevation and temperature)

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    The purpose of this activity is to introduce students to visualizations as a tool for scientific problem-solving, using elevation and temperature as an example. Students color in visualizations of elevation and temperature so that important patterns in the data become evident. The relationship between the two quantities is studied by using them to compute the lapse rate, the rate at which temperature falls with increasing elevation. Intended outcomes are that students can identify and communicate important patterns in a dataset by drawing a visualization, can begin to interpret those patterns, and can analyze the correlation between two variables using visualization as a tool. Educational levels: Middle school, High school

    Doctor of Philosophy

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    dissertationThis dissertation establishes a new visualization design process model devised to guide visualization designers in building more effective and useful visualization systems and tools. The novelty of this framework includes its flexibility for iteration, actionability for guiding visualization designers with concrete steps, concise yet methodical definitions, and connections to other visualization design models commonly used in the field of data visualization. In summary, the design activity framework breaks down the visualization design process into a series of four design activities: understand, ideate, make, and deploy. For each activity, the framework prescribes a descriptive motivation, list of design methods, and expected visualization artifacts. To elucidate the framework, two case studies for visualization design illustrate these concepts, methods, and artifacts in real-world projects in the field of cybersecurity. For example, these projects employ user-centered design methods, such as personas and data sketches, which emphasize our teams' motivations and visualization artifacts with respect to the design activity framework. These case studies also serve as examples for novice visualization designers, and we hypothesized that the framework could serve as a pedagogical tool for teaching and guiding novices through their own design process to create a visualization tool. To externally evaluate the efficacy of this framework, we created worksheets for each design activity, outlining a series of concrete, tangible steps for novices. In order to validate the design worksheets, we conducted 13 student observations over the course of two months, received 32 online survey responses, and performed a qualitative analysis of 11 in-depth interviews. Students found the worksheets both useful and effective for framing the visualization design process. Next, by applying the design activity framework to technique-driven and evaluation-based research projects, we brainstormed possible extensions to the design model. Lastly, we examined implications of the design activity framework and present future work in this space. The visualization community is challenged to consider how to more effectively describe, capture, and communicate the complex, iterative nature of data visualization design throughout research, design, development, and deployment of visualization systems and tools

    Draw Your Own Visualization

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    The purpose of this activity is to learn about visualizations by designing and drawing one. Students draw a visualization based either on their interests and ideas about the world or based on actual GLOBE data. They are asked to justify the design choices they make and to interpret the visualizations of their peers. Intended outcomes are that students learn to identify and communicate important patterns in a dataset by drawing a visualization, and begin to interpret those patterns. Students select and specify colors, units, and ranges of values to communicate data effectively in a visualization. Educational levels: Middle school

    Design, Implementation, and Evaulation of GIS-Based Learning Materials in an Introductory Geoscience Course

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    Little is known about how well GIS-based learning lives up to its potential for improving students' skills in problem solving, analysis, and spatial visualization. This article describes a study in which researchers determined ways to quantify student learning that occurred with a GIS-based module on plate tectonics and geologic hazards, and to improve the materials design with the use of classroom observations and field testing. The study found that student difficulties in working with GIS-based activities can be overcome by making some features of the GIS transparent to the user, that a lack of basic geography skills can interfere in the progression of a GIS-based activity, and that some conceptual difficulties can be overcome by providing guiding questions that help students interrogate visual data. In addition, it was noted that some misconceptions in interpretation of two-dimensional maps and three-dimensional block diagrams can persist even after direct instruction. In general, a positive correlation was noted between spatial thinking and GIS-based learning. Educational levels: Graduate or professional

    Developing student spatial ability with 3D software applications

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    This paper reports on the design of a library of software applications for the teaching and learning of spatial geometry and visual thinking. The core objective of these applications is the development of a set of dynamic microworlds, which enables (i) students to construct, observe and manipulate configurations in space, (ii) students to study different solids and relates them to their corresponding nets, and (iii) students to promote their visualization skills through the process of constructing dynamic visual images. During the developmental process of software applications the key elements of spatial ability and visualization (mental images, external representations, processes, and abilities of visualization) are carefully taken into consideration

    Sticks, balls or a ribbon? Results of a formative user study with bioinformaticians

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    User interfaces in modern bioinformatics tools are designed for experts. They are too complicated for\ud novice users such as bench biologists. This report presents the full results of a formative user study as part of a\ud domain and requirements analysis to enhance user interfaces and collaborative environments for\ud multidisciplinary teamwork. Contextual field observations, questionnaires and interviews with bioinformatics\ud researchers of different levels of expertise and various backgrounds were performed in order to gain insight into\ud their needs and working practices. The analysed results are presented as a user profile description and user\ud requirements for designing user interfaces that support the collaboration of multidisciplinary research teams in\ud scientific collaborative environments. Although the number of participants limits the generalisability of the\ud findings, the combination of recurrent observations with other user analysis techniques in real-life settings\ud makes the contribution of this user study novel
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