62 research outputs found
Data craft: integrating data into daily practices and shared reflections
We explore data craft as a means to create mementos that integrate data about personal and shared experiences into people’s everyday lives. Digital mementos, e.g., in form of visualizations, aim to support personal and joint reminiscing by leveraging personal data archives. However, their digital nature can complicate value construction and integration with social and everyday practices. We propose to consider data craft—the manual crafting of functional objects that incorporate personal visualizations—as an opportunity to create meaningful physical objects. We suggest that the manual creation and habitual use of these objects adds to their perceived value and authenticity and can spark recollection based on digital traces of personal and shared experiences. We illustrate the concept of data craft through examples and reflect on the resulting objects as keepsakes and gifts that strengthen social relationships.PostprintPeer reviewe
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Subjectivity in personal storytelling with visualization
In this article we explore visualization for personal storytelling and investigate techniques for communicating subjective experiences in personal visual narratives. Personal stories are often subjective and storytellers omit, make up, or embellish details to craft engaging stories or to communicate a perspective. As growing personal data collections allow individuals to leverage visualizations, we explore how personal visual narratives can express subjectivity. From an analysis of personal visualizations created by data enthusiasts, designers and artists, we collect techniques for deliberately expressing subjectivity during data collection, processing, visual encoding, and presentation. Our results prompt a discussion about the role and potential of subjectivity in personal visual storytelling
A Change of Perspective: How User Orientation Influences the Perception of Physicalizations
As physicalizations encode data in their physical 3D form, the orientation in which the user is viewing the physicalization may impact the way the information is perceived. However, this relation between user orientation and perception of physical properties is not well understood or studied. To investigate this relation, we conducted an experimental study with 20 participants who viewed 6 exemplars of physicalizations from 4 different perspectives. Our findings show that perception is directly influenced by user orientation as it affects (i) the number and type of clusters, (ii) anomalies and (iii) extreme values identified within a physicalization. Our results highlight the complexity and variability of the relation between user orientation and perception of physicalizations
Self-reflection and personal physicalization construction
Self-reflection is a central goal of personal informatics systems, and constructing visualizations from physical tokens has been found to help people reflect on data. However, so far, constructive physicalization has only been studied in lab environments with provided datasets. Our qualitative study investigates the construction of personal physicalizations in people's domestic environments over 2-4 weeks. It contributes an understanding of (1) the process of creating personal physicalizations, (2) the types of personal insights facilitated, (3) the integration of self-reflection in the physicalization process, and (4) its benefits and challenges for self-reflection. We found that in constructive personal physicalization, data collection, construction and self-reflections are deeply intertwined. This extends previous models of visualization creation and data-driven self-reflection. We outline how benefits such as reflection through manual construction, personalization, and presence in everyday life can be transferred to a wider set of digital and physical systems.Postprin
The visual and beyond : characterizing experiences with auditory, haptic and visual data representations
Research in sonification and physicalization have expanded data representation techniques to include senses beyond the visual. Yet, little is known of how people interpret and make sense of haptic and sonic compared to visual representations. We have conducted two phenomenologically oriented comparative studies (applying the Repertory Grid and the Microphenomenological interview technique) to gather in-depth accounts of people's interpretation and experience of different representational modalities that included auditory, haptic and visual variations . Our findings show a rich characterization of these different representational modalities: our visually oriented representations engage through their familiarity, accuracy and easy interpretation, while our representations that stimulated auditory and haptic interpretation were experienced as more ambiguous, yet stimulated an engaging interpretation of data that involved the whole body. We describe and discuss in detail participants' processes of making sense and generating meaning using the modalities' unique characteristics, individually and as a group. Our research informs future research in the area of multimodal data representations from both a design and methodological perspective.Postprin
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State of the Art of Sports Data Visualization
In this report, we organize and reflect on recent advances and challenges in the field of sports data visualization. The exponentially-growing body of visualization research based on sports data is a prime indication of the importance and timeliness of this report. Sports data visualization research encompasses the breadth of visualization tasks and goals: exploring the design of new visualization techniques; adapting existing visualizations to a novel domain; and conducting design studies and evaluations in close collaboration with experts, including practitioners, enthusiasts, and journalists. Frequently this research has impact beyond sports in both academia and in industry because it is i) grounded in realistic, highly heterogeneous data, ii) applied to real-world problems, and iii) designed in close collaboration with domain experts. In this report, we analyze current research contributions through the lens of three categories of sports data: box score data (data containing statistical summaries of a sport event such as a game), tracking data (data about in-game actions and trajectories), and meta-data (data about the sport and its participants but not necessarily a given game). We conclude this report with a high-level discussion of sports visualization research informed by our analysis—identifying critical research gaps and valuable opportunities for the visualization community. More information is available at the STAR’s website: https://sportsdataviz.github.io/
Activity River: Visualizing Planned and Logged Personal Activities for Reflection
We present Activity River, a personal visualization tool which enables
individuals to plan, log, and reflect on their self-defined activities. We are
interested in supporting this type of reflective practice as prior work has
shown that reflection can help people plan and manage their time effectively.
Hence, we designed Activity River based on five design goals (visualize
historical and contextual data, facilitate comparison of goals and
achievements, engage viewers with delightful visuals, support authorship, and
enable flexible planning and logging) which we distilled from the Information
Visualization and Human-Computer Interaction literature. To explore our
approach's strengths and limitations, we conducted a qualitative study of
Activity River using a role-playing method. Through this qualitative
exploration, we illustrate how our participants envisioned using our
visualization to perform dynamic and continuous reflection on their activities.
We observed that they were able to assess their progress towards their plans
and adapt to unforeseen circumstances using our tool.Comment: 9 pages, 6 figures, AVI '20, September 28-October 2, 2020, Salerno,
Italy 2020 Association for Computing Machiner
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On Birthing Dancing Stars: The Need for Bounded Chaos in Information Interaction
While computers causing chaos is acommon social trope, nearly the entirety of the history of computing is dedicated to generating order. Typical interactive information retrieval tasks ask computers to support the traversal and exploration of large, complex information spaces. The implicit assumption is that they are to support users in simplifying the complexity (i.e. in creating order from chaos). But for some types of task, particularly those that involve the creative application or synthesis of knowledge or the creation of new knowledge, this assumption may be incorrect. It is increasingly evident that perfect order—and the systems we create with it—support highly-structured information tasks well, but provide poor support for less-structured tasks.We need digital information environments that help create a little more chaos from order to spark creative thinking and knowledge creation. This paper argues for the need for information systems that offerwhat we term ‘bounded chaos’, and offers research directions that may support the creation of such interface
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