Info Vis, Multitasking and Large Displays - PowerPoint PPT Presentation

1 / 63
About This Presentation
Title:

Info Vis, Multitasking and Large Displays

Description:

Title: Slide 1 Author: MARYCZ Last modified by: MARYCZ Created Date: 12/3/2001 6:45:24 PM Document presentation format: On-screen Show Company: Microsoft Corporation – PowerPoint PPT presentation

Number of Views:41
Avg rating:3.0/5.0
Slides: 64
Provided by: MARYCZ
Category:

less

Transcript and Presenter's Notes

Title: Info Vis, Multitasking and Large Displays


1
Info Vis, Multitasking and Large Displays
  •  Mary Czerwinski
  • Microsoft Research

2
(No Transcript)
3
Information Visualization
  • Main ThemeOffload cognitive work to the
    perceptual system
  • Focus on animated transitions to maintain context
  • Work with George Robertson, Kim Cameron, Daniel
    Robinson

4
Polyarchies
  • Visualizing multiple dimensions
    sequentially/simultaneously
  • Using animation to orient user spatially
  • Questions of timing, freeze frames, linkages,
    cognitive load
  • Multiple foci pivots
  • Iterative design with internal db stakeholders
    and developers

5
What is the problem?
  • Hierarchies are very common
  • 20 years of hierarchy visualization RD
  • Significant problems remain
  • New problems appearing (multiple hierarchies)

6
Current Approaches
  • Many 2D and 3D Hierarchy Visualizations
  • Each works for some tasks and some scales
  • Very few have had user testing
  • Windows Tree Control
  • Many observed problems

7
Whats wrong with this picture?
8
Problems Cognitive Overhead
  • Loss of context
  • Or loss of detail
  • Separate detail/overview ? extra attentional
    resource required
  • Multiple foci is difficult
  • Which item is open?

9
Basic View Strategies
  • Two view (separate detail/overview views)
  • Distorted view
  • Distorted data fisheye
  • Distorted space 3D, hyperbolic
  • Focus in Context (integrated view)
  • Many use ANIMATION during transitionsmost not
    empirically evaluated

10
Cone Tree Scales, Integrates Focus Context
  • Robertson, Mackinlay Card, Xerox PARC, CHI91
  • Limits
  • 10 levels
  • 1000 nodes
  • Up to 10,000
  • Animated, complex rotations

11
TreeMap Scales, Integrates Focus Context
  • Johnson Shneiderman, U. Maryland, Vis91
  • Space filling
  • 3000 objects
  • MicroLogics DiskMapper

12
Hyperbolic Browser - 1994
  • Lamping Rao, Xerox PARC, UIST94
  • Projected onto circle, animated
  • 1000s of nodes
  • Reaction to occlusion problem in Cone Trees

13
Sunburst - 2000
  • Stasko Zhang, Georgia Tech, InfoVis 2000
  • Radial space-filling
  • Techniques for viewing more detail, animated

14
Multiple Hierarchies (3 kinds)
  • One hierarchy changing over time
  • Time Tube (Chi et al., 1998)
  • Taxonomy visualization (Graham et al., 2000)
  • MultiTrees (shared subtrees)
  • XML3D (Munzner, 1997)
  • Polyarchy

15
People and Resources Example
  • Multiple Hierarchies Exist
  • Direct reporting
  • Cost or Profit Center
  • Location
  • Implicit relationships
  • But only one hierarchy shown at a time

16
Polyarchy 1 Selection, 1 Hierarchy
17
Figure . Polyarchy Visualization showing
relationship of three people in the management
hierarchy.
18
Two Styles of Visual Pivot
  • Rotating
  • Sliding

19
Visual Pivot (Rotation around Vertical Axis)
20
Schematic of Visual Pivot (rotation)
21
Rotation around Horizontal Axis
22
Sliding Animation
23
Stacked (w/links)
24
Animation Controversy
  • Tversky et al. (2001) - Animation not always
    useful unless interactive, user controlled
  • Robertson, Card Mackinlay (91) rotationsgood
    for maintaining context
  • Bartram (98) emergent property of grouping when
    similar motions occur across a dense data display
  • Bederson Boltman (98) 1 s. zoom reduced
    errors aided spatial memory

25
Proffitt and Kaiser (93)
  • Users analyze animations into relative (rotation)
    and common (translation) motion components
  • Designers of animation displays need to recognize
    that moving object configurations interact with
    their displacement perception
  • Secondly, rotation and translation motions have
    different perceptual significance
  • Rotations define 3D form, while translations
    define observer-relative displacements
  • This analysis suggests that the Visual Pivot
    sliding animation may be perceived as
    observer-relative while the rotating animations
    may be perceived as defining 3D form (shows
    relationships but less useful for our tasks?)

26
User Studies
  • Study 1 Mockup of visual pivot
  • Issues list guided development of prototype
  • Study 2 Prototype 2D vs 3D
  • Visual Pivot animation was misleading
  • Animation speeds were too slow

27
User Studies
  • Study 3 Animation Styles and Speeds
  • Six animation styles Picked 2 best (sliding and
    rotating)
  • Twice as fast as study 2 Still too slow
  • Study 4 Prototype 2D vs 3D
  • Identified most effective animation style-sliding
  • Identified best speed range0.5 sec.
  • Study 5 Examined complexity of query and sliding
    v. stacked animations both effective

28
Animation Styles Learning
29
Animation Timing
30
(No Transcript)
31
Unresolved Problems
  • Hierarchy ordering
  • Server returns siblings in undetermined order
  • When 2 or more foci and pivot occurs, 2
    selections may be reversed
  • Default is alphabetical ordering
  • Text Rendering
  • Text rendered in 3D could provide ideal depth
    cues (e.g., change in size depending on distance
    from observer)

32
Notifications Reminders
  • Over 2 years of empirical findings-gt principles
    of notification design
  • Principles distributed and adopted by many
    notification design teamsongoing
  • Ongoing work with Eric Horvitz
  • Research to support the design of intelligent
    notifications platforms
  • Current work is focused on reminding and
    reinstating context after a task switch

33
(No Transcript)
34
(No Transcript)
35
Messenger Math Problems
36
Attention-Based Principles of Notifications 1
  • Unless you are absolutely sure the user wants to
    know what youre telling them at that moment, be
    careful of very salient notifications
  • Autoarchive in Outlook
  • Frequent audio alerts from messenger
  • Users trust is fragile. Once they perceive a
    system is unreliable, it is very hard to win them
    back
  • Be cautious repeating information it might be
    outdated or irritating

37
Attention-Based Principles of Notifications 2
  • Make notifications situation-awarepresent
    between cognitive chunks
  • Early in a task is the worst time to interrupt if
    you want user to remember what they were doing
  • When possible, use smart monitoring
  • Monitor the user (what are they doing?)
  • Content of interruptionrelevant content less
    disruptive, privacy issues
  • Demands of current task

38
Women Take a Wider View
  • Mary Czerwinski, Desney Tan, George Robertson
  • Microsoft Research and CMU

39
Large Display Efforts
  • Gender/FOV/Large Display Findings
  • Women take a wider field of view to build
    cognitive maps of virtual spaces
  • Elegant principle of nav design that benefits
    females without male cost
  • Unlocking the code behind principles from
    psychology and good design in navigation tasks

40
Prior WorkNav Gender
  • Females known to tend to navigate by landmarks in
    the environment
  • Importance of landmarks acknowledged in virtual
    world design (e.g., Darken, Elvins, Vinshon,
    etc.)
  • Men known to navigate by broader bearings (e.g.,
    N, S, E W)
  • Gender differences often magnified in virtual
    worlds (e.g., Waller, Hunt Knap, 1998)

41
Prior Work--FOV
  • Much evidence that restricting FOV leads to
    performance decrements
  • Increasing FOV to 90 degrees allows overlapping
    sequence of fixations in memory faster cognitive
    map construction
  • Wider FOV results in better eye-hand coordination
    and tracking behavior
  • Especially when visual complexity increases
  • No gender effects mentioned in literature

42
Experiments 1 2 (CHI 2001)
  • Examined novel navigation techniques
  • Used large, 36 inch display (Arcturus)
  • 2 rear projectors onto a a semi-curved tinted
    Plexiglas surface using Windows multimonitor
    support
  • 83 aspect ratio (twice as wide as normal
    displays)
  • 36 x 14 inches
  • 2048 x 768 pixel display surface
  • FOV 75 degrees
  • Also smaller, 17 inch display (33 degree FOV)

43
Experiment 1 Test Design
  • 17 users (7 female)
  • Procedure
  • Find, identify, pick up, drop cubes at target
    pads
  • Cubes scattered randomly
  • Participants placed 4 cubes on 4 pads in each of
    4 conditions, all counterbalanced
  • Deadline of 5 minutes
  • Testing nav techniques
  • Measured trial times

44
World Dimensions
  • Tutorial world
  • 300 x 300 meters, 4 objects
  • Test world
  • 500 x 500, 23 objects (tents, roller coasters,
    and rides)
  • Both worlds had 4 target cubes and target drop
    pads
  • Object was to put 4 cubes on 4 corresponding pads
    as quickly as possible

45
Experiment 2 Conditions
  • Chose best nav techniques from Exp. 1
  • Exp. 2 3x2 within subjects design

Small Display
Large Display



Basic navigation Speed-coupled flying with
orbit Speed-coupled flying with orbit/glide
46
(No Transcript)
47
Experiments 1 2 Summary
  • Larger display may narrow gender gap on
    performance in 3D navigation
  • Unanswered questions
  • What tasks do they enhance? Why?
  • What about them causes better/worse performance?
  • Cause of gender effect for navigation tasks?

48
Experiment 3
  • Goals--replicate and extend findings from
    Experiment 2
  • Hypothesis wider FOV benefits females more than
    males
  • Also, better control for display size (all on one
    display)
  • DFOV to GFOV ratios identified
  • Design
  • FOV x display size x gender
  • 32.5 v. 75 degree FOVs, 18 36 inches wide
    displays

49
Experiment 3 Methods
  • 32 intermediate to advanced PC users (17
    Female)--No 3D gamers
  • Avg. age 41 (19 to 60 years old)
  • DFOV x GFOV ratios
  • Small-narrow 11, small-wide12,
    large-narrow21, and large-wide11
  • FOV means GFOV from here on out
  • All conditions run on large display

50
Experiment 3 Procedure
  • Same task as in Experiments 1 2
  • After 4 cubes found, 3 pointing trials
  • 1 object and 1 drop pad were removed from world
  • Participants had to point at each object from 3
    random locations (spatial memory measure)
  • 450 MHz Pentium II Dell computer

51
Experiment 3 Dependent Measures
  • Trial time (for all 4 cubes)
  • Travel distance
  • Travel height (measure of efficiency)
  • User satisfaction
  • Pointing error
  • Kit of Factor Referenced Cognitive Tests MV2 and
    MV3map memory measures

52
Experiment 3 Results
  • Map Memory, N.S., t(29)-0.29, p.77
  • Performance data
  • 2 (gender) x 2 (screen size) x 2 (FOV) repeated
    measures MANOVA
  • Percent correct, N.S.
  • Main effects
  • Gender
  • Males faster (193 v. 226 seconds) and flew higher
    (16.5 v. 13.8 meters)

53
Experiment 3 Results
  • Main effects continued
  • Larger display conditions on avg. resulted in
  • Less pointing error (14.8 v. 15.4 meters error)
  • Greater distance traveled (6918 v. 5461 meters)
  • More flying (15.5 v. 14.9 meters height)
  • Faster trial times (205 v. 214 seconds)

54
Experiment 3 Results
  • Wider FOVs on avg. resulted in
  • Less pointing error (14.8 v. 15.3 meters error)
  • Shorter distance traveled (5777.4 v. 6601.7 m.)
  • Higher flying (15.8 v. 14.6 meters)
  • Faster trial times (199.85 v. 218.7 seconds)
  • Planned comparison M-F difference in large
    display, wide FOV condition N.S.

55
Experiment 3 Trial Times
56
Difference between M-F Trial Times
57
Experiment 3 Pointing Error
58
Gender Strategy Differences
59
Experiment 3 Discussion
  • User Satisfaction 12/15 males and 14/17 females
    preferred wider fov conditions
  • Observed typical overall male superiority
  • Large display, wide FOV condition reduces that
    superiority (trial times, pointing error)
  • Opposing gender strategies for wide fov conditions

60
Preliminary PrinciplesField of View
  • Use a wider field of view (gt75 degrees) coupled
    with a large display (gt36 inches) for better
    female navigability
  • Works for both simple and complex information
    spaces (Exp. 4 not reported)
  • Ensures females navigate as quickly and
    accurately as males on search and manipulation
    tasks in novel environments
  • Could be critical in educational and training
    settings

61
Future DisplaysMass Multiples
62
Future Displays Stanfords I-Room
63
Conclusion
  • User research plays pivotal role in developing
    advanced technology _at_MSR
  • Leading to better designs
  • Identifying new psychological principles
  • Blurring the line between basic and applied
    research
  • Product teams see value (e.g., big display
    surfaces are hot due to gender findings)
Write a Comment
User Comments (0)
About PowerShow.com