98 research outputs found

    Investigating the use of a dynamic physical bar chart for data exploration and presentation

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    Physical data representations, or data physicalizations, are a promising new medium to represent and communicate data. Previous work mostly studied passive physicalizations which require humans to perform all interactions manually. Dynamic shape-changing displays address this limitation and facilitate data exploration tasks such as sorting, navigating in data sets which exceed the fixed size of a given physical display, or preparing “views” to communicate insights about data. However, it is currently unclear how people approach and interact with such data representations. We ran an exploratory study to investigate how nonexperts made use of a dynamic physical bar chart for an open-ended data exploration and presentation task. We asked 16 participants to explore a data set on European values and to prepare a short presentation of their insights using a physical display. We analyze: (1) users’ body movements to understand how they approach and react to the physicalization, (2) their hand-gestures to understand how they interact with physical data, (3) system interactions to understand which subsets of the data they explored and which features they used in the process, and (4) strategies used to explore the data and present observations. We discuss the implications of our findings for the use of dynamic data physicalizations and avenues for future wor

    Exploring interactions with physically dynamic bar charts

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    Visualizations such as bar charts help users reason about data, but are mostly screen-based, rarely physical, and almost never physical and dynamic. This paper investigates the role of physically dynamic bar charts and evaluates new interactions for exploring and working with datasets rendered in dynamic physical form. To facilitate our exploration we constructed a 10x10 interactive bar chart and designed interactions that supported fundamental visualisation tasks, specifically; annotation, filtering, organization, and navigation. The interactions were evaluated in a user study with 17 participants. Our findings identify the preferred methods of working with the data for each task i.e. directly tapping rows to hide bars, highlight the strengths and limitations of working with physical data, and discuss the challenges of integrating the proposed interactions together into a larger data exploration system. In general, physical interactions were intuitive, informative, and enjoyable, paving the way for new explorations in physical data visualizations

    Non-universal usability?: A survey of how usability is understood by Chinese and Danish users

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    ABSTRACT Most research assumes that usability is understood similarly by users in different cultures, implying that the notion of usability, its aspects, and their interrelations are constant across cultures. The present study shows that this is not the case for a sample of 412 users from China and Denmark, who differ in how they understand and prioritize different aspects of usability. Chinese users appear to be more concerned with visual appearance, satisfaction, and fun than Danish users; Danish users prioritize effectiveness, efficiency, and lack of frustration higher than Chinese users. The results suggest that culture influences perceptions of usability. We discuss implications for usability research and for usability practice

    Phenotypic Variation and Bistable Switching in Bacteria

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    Microbial research generally focuses on clonal populations. However, bacterial cells with identical genotypes frequently display different phenotypes under identical conditions. This microbial cell individuality is receiving increasing attention in the literature because of its impact on cellular differentiation, survival under selective conditions, and the interaction of pathogens with their hosts. It is becoming clear that stochasticity in gene expression in conjunction with the architecture of the gene network that underlies the cellular processes can generate phenotypic variation. An important regulatory mechanism is the so-called positive feedback, in which a system reinforces its own response, for instance by stimulating the production of an activator. Bistability is an interesting and relevant phenomenon, in which two distinct subpopulations of cells showing discrete levels of gene expression coexist in a single culture. In this chapter, we address techniques and approaches used to establish phenotypic variation, and relate three well-characterized examples of bistability to the molecular mechanisms that govern these processes, with a focus on positive feedback.

    Finding an Effective Classification Technique to Develop a Software Team Composition Model

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    Ineffective software team composition has become recognized as a prominent aspect of software project failures. Reports from results extracted from different theoretical personality models have produced contradicting fits, validity challenges, and missing guidance during software development personnel selection. It is also believed that the technique/s used while developing a model can impact the overall results. Thus, this study aims to: 1) discover an effective classification technique to solve the problem, and 2) develop a model for composition of the software development team. The model developed was composed of three predictors: team role, personality types, and gender variables; it also contained one outcome: team performance variable. The techniques used for model development were logistic regression, decision tree, and Rough Sets Theory (RST). Higher prediction accuracy and reduced pattern complexity were the two parameters for selecting the effective technique. Based on the results, the Johnson Algorithm (JA) of RST appeared to be an effective technique for a team composition model. The study has proposed a set of 24 decision rules for finding effective team members. These rules involve gender classification to highlight the appropriate personality profile for software developers. In the end, this study concludes that selecting an appropriate classification technique is one of the most important factors in developing effective models

    Evaluating Added Value of Augmented Reality to Assist Aeronautical Maintenance Workers - Experimentation on On-Field Use Case

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    Augmented Reality (AR) technology facilitates interactions with information and understanding of complex situations. Aeronautical Maintenance combines complexity induced by the variety of products and constraints associated to aeronautic sector and the environment of maintenance. AR tools seem well indicated to solve constraints of productivity and quality on the aeronautical maintenance activities by simplifying data interactions for the workers. However, few evaluations of AR have been done in real processes due to the difficulty of integrating the technology without proper tools for deployment and assessing the results. This paper proposes a method to select suitable criteria for AR evaluation in industrial environment and to deploy AR solutions suited to assist maintenance workers. These are used to set up on-field experiments that demonstrate benefits of AR on process and user point of view for different profiles of workers. Further work will consist on using these elements to extend results to AR evaluation on the whole aeronautical maintenance process. A classification of maintenance activities linked to workers specific needs will lead to prediction of the value that augmented reality would bring to each activity

    Commentary: Usability and Theory Building

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    Input techniques that dynamically change their cursor activation area: A comparison of bubble and cell cursors

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    Abstract Efficient pointing is crucial to graphical user interfaces, and input techniques that dynamically change their activation area may yield improvements over point cursors by making objects selectable at a distance. Input techniques that dynamically change their activation area include the bubble cursor, whose activation area always contains the closest object, and two variants of cell cursors, whose activation areas contain a set of objects in the vicinity of the cursor. We report two experiments that compare these techniques to a point cursor; in one experiment participants use a touchpad for operating the input techniques, in the other a mouse. In both experiments, the bubble cursor is fastest and participants make fewer errors with it. Participants also unanimously prefer this technique. For small targets, the cell cursors are generally more accurate than the point cursor; in the second experiment the box cursor is also faster. The cell cursors succeed in letting participants select objects while the cursor is far away from the target, but are relatively slow in the final phase of target acquisition. We discuss limitations and possible enhancements of input techniques with activation areas that contain multiple objects.
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