User-Centered Evaluation of Visualization Video from MD SHAHRIAR ISLAM / Pixabay Simone Kriglstein kriglstein@mail.muni.cz Image from https://extremepresentation.typepad.com/files/choosing-a-good-chart-09.pdf Success of a visualization depends strongly on the target users • their expectations and needs • how well they can interpret the data with the visualization • understandable/ correct interpretation • which visualization approach is better? • why does the approach not work? • what can we change? • how can we improve it? • …Photo by fotografierende from Pexels What will be evaluated? Photo by vjapratama from Pexels Prototyping There exist many types of prototypes of varying degrees of fidelity, e.g.: • single page vs. multipage such that the user can complete a task • realistic and detailed vs. hand-sketched • interactive (clickable) vs. static (a person simulates the system) Level of fidelity -> the level of detail and functionality • Low-fidelity • High-fidelity Fidelity of a prototype can vary: • Visual design • Content • Interactivity Source: https://www.nngroup.com/articles/ux-prototype-hi-lo-fidelity/ https://blog.adobe.com/en/publish/2017/11/29/prototyping-difference-low-fidelity- high-fidelity-prototypes-use.html#gs.qcml9j Bors, C., Gschwandtner, T., & Miksch, S. (2014). Qualityflow: Provenance generation from data quality. In Poster Proceedings of the EuroGraphics Conference on Visualization. Understanding the impact of operations on the data’s quality and structural changes Who will be evaluated? Photo by vjapratama from Pexels Expert evaluation Review of the visualization approach Good if you • have limited access to users • need to conduct an extremely fast review -> do not have time to recruit participants But experts are often not the user!!! Recommended before a user study to find large number of basic problems Ideally, experts in HCI and the domain (no or little involvement in the project) • rarely covered by one person -> 2-3 experts with different backgrounds Photo by Sora Shimazaki from Pexels Wilson, C. (2009). User experience re-mastered: your guide to getting the right design. Morgan Kaufmann. Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. User Study “Real” Target user Goal • Feedback on strengths and weaknesses of the design • Identify usability problems • Identify improvement possibilities • Comparison between different approaches Two approaches: • Attitudinal – you listen to users’ words (e.g., in interviews) • Behavioral – you watch their actions through observational studies Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. Source: https://www.interaction-design.org/literature/topics/user-research Photo by Sora Shimazaki from Pexels Where will be evaluated? Photo by vjapratama from Pexels User Study Testing Environment • Lab • User’s place (field study) Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. Photo by Sora Shimazaki from Pexels User Study Testing Environment • Lab • Simulate different testing setups/environments (e.g., office setting) • Same conditions -> better to compare • Controllable • Leaves the user and moderator alone • Observers are in a separate room • If you don’t have a lab -> portable lab equipment and a quiet room • Laptop for the user • Laptop for the moderator (e.g., to take notes) • Webcam to record the user • Input device Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. Source: https://www.nngroup.com/articles/traveling-usability-lab/ Image from: Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. (page 102) User Study Testing Environment • User’s site (field study) • Test in real context and location -> important if the environment can influence the design • Need special planning -> logistics are not trivial -> portable lab equipment • Decide where to best observe people in action • Be sensitive and considerate -> person’s personal space (workplace or home) Photo by Sora Shimazaki from Pexels Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. Source: https://www.nngroup.com/articles/field-studies/ How will be evaluated? Photo by vjapratama from Pexels User Study Test Preparation 1. Identify and specify the purpose and goals of the test • Specify the questions what you would like to answer with this test 2. Identify and define participant characteristics (e.g., background, expertise, domain,…) -> Personas can help 3. Recruit test persons -> needs time!! 4. Method(s) (test design) 5. Specify which data has to be collected 6. Specify the test environment and equipment (e.g., audio and/or video recorder, check batteries!!) 7. Specify the tasks for the test 8. Prepare materials (e.g., pen, notepad,…) 9. Prepare the test procedure/test plan 10. Letter of agreement (permission of the participants) Photo by Sora Shimazaki from Pexels Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. User Study Tasks Representative of typical user activities But: do not focus too much on a specific feature -> see how users will use the visualization Tasks should have the following characteristics: • Typical kind of things that people will do • Describe tasks as scenarios -> not too long and easy to understand • Tasks should have a specific end goal -> fulfilled/not fulfilled • Avoid giving clues -> Step descriptions often contain hidden clues Photo by Sora Shimazaki from Pexels Wilson, C. (2009). User experience re-mastered: your guide to getting the right design. Morgan Kaufmann. Source: https://www.nngroup.com/articles/task-scenarios-usability-testing/ User Study Qualitative data/methods • for answering questions about why or how to fix a problem • to get an in-depth understanding of the experiences and everyday lives of individual users or user groups • e.g.: observation notes, user explanations and opinions, non-numeric terms, anecdotes, transcripts,... Quantitative data/methods • for answering how many and how much • to measure user behavior in a way that can be quantified and used for statistical analysis • e.g.: logging of user actions, speed, error rate, counts of activities Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons. Source: https://www.interaction-design.org/literature/article/user-research-what-it-is-and-why-you-should-do-it https://www.nngroup.com/articles/which-ux-research-methods/ Photo by Sora Shimazaki from Pexels Purpose and goals of the test User Study Examples of methods: • Observation • Thinking Aloud • Interviews and questionnaires • Log file Photo by Sora Shimazaki from Pexels Video von Oleg Gamulinskiy / Pixabay Use Cases Gameplay Visualizations Heatmaps are very popular since they • are easy to create • indicate the frequency of occurrence of a variable (e.g., death locations of players) at a particular location Examples: Colors show where players died most often in each map http://www.wired.com/images/article/magazine/1509/ff_ halo5_350.jpg Halo 3 http://www.polygon.com/2012/11/27/3682896/ho w-call-of-duty-elite-evolved Call of Duty Team Fortress 2 http://tf2wiki.net/wiki/File:Valve_stats_cp _dustbowl_deaths.jpg Gameplay Visualizations Analysis of multiple variables (e.g., attackers versus victims) is difficult with heatmaps Attackers Victims Attackers + Victims Gameplay Visualizations Two visualization techniques were developed as suitable alternatives to classic heatmaps that • use clustering to group nearby data points Enclosure Circle Test Case A (team-based) first-person shooter • Heatmaps are commonly used in this genre to communicate data about gameplay back to the player Team Fortress 2 • Popularity • Log-files contain information about the spatial coordinates of players for specific events Image from http://www.hlportal.de/images/images/original/13682.jpg Test Case For the evaluation, we used data from the following two maps: Gravel Pit (GP) Gold Rush(GR) Test Case We extracted • players’ death locations and weapons which have been used • locations where players were located when killing another player The positions (attacker, victim) were represented as small colored circular nodes Sample We selected participants with • varying gaming experience • different knowledge of Team Fortress 2 29 participants • 23 males and 6 females between 22 and 34 years • played digital games • were familiar with FPS Photo by Sora Shimazaki from Pexels Tasks Participants were asked to use the different visualizations to analyze the provided data and to report their observations Participants had to find the area on the map where a single variable occurred most frequently Participants had to find the areas on the map where one variable occurred more frequently in relation to other variables Photo by fotografierende from Pexels Methods Thinking aloud Observation Questionnaire • if the representation was suitable to solve the task after each round • which of the three representations they preferred • for which tasks the different visualizations are more suitable • which representation caused greater confidence with his/her solutions • advantages as well as disadvantagesPhoto by fotografierende from Pexels Sample & Procedure 5 Experts from the game industry Duration: 2-hour sessions Introduction about the purpose of the study They were asked to sign a consent form informing them about which data is collected and how it will be used They played the game for ten minutes to allow them to familiarize themselves with the game After that, the visualization system was introduced to explain the functionality and navigation Solved tasks with focus on movement, gaze, emotion, and their combination Photo by Sora Shimazaki from Pexels Kepplinger, D. Wallner, G., Kriglstein, S., and Lankes, M.: See, Feel, Move - Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement. Proc. of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 2020 Sample & Procedure Participants were asked to rate the helpfulness of the tool for the given task on a 5-point Likert-like scale anchored by not helpful (1) and very helpful (5) After they finished they were asked, e.g., • how helpful the tool was for analyzing gameplay data • which features they liked the most • which aspects of the tool they think need further refinement Photo by Sora Shimazaki from Pexels Kepplinger, D. Wallner, G., Kriglstein, S., and Lankes, M.: See, Feel, Move - Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement. Proc. of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 2020 Motivation • Node-link diagrams and matrix representations are two popular ways to visualize graphs Images from Wallner, G., & Kriglstein, S. (2014). PLATO: A visual analytics system for gameplay data. Computers & Graphics, 38, 341-356. Node-link diagrams … • allow users to directly see the connections between the nodes as lines • can easily lead to clutter Matrix representations … • use space more efficiently and do not lead to clutter • detection of relationships is not as intuitive Often hybrid visualizations are used to combine the strengths of both representations Analyzing and interpreting the same data from different viewpoints can be challenging in order to see the connections between them Goal is … • to get more detailed understanding of the conceptual problems which may occur when people have to convert node-link diagrams to matrices and vice versa Photo by fotografierende from Pexels Research Questions Correctness and Efficiency • Do participants convert node-link diagrams to matrix or vice versa more correctly? Interpretation • How do participants convert node-link diagrams to matrices and vice versa? • How do they transform the connections between those two representations? • How do they transform the nodes from a node-link diagram to a matrix and vice versa? Photo by fotografierende from Pexels Method Hand drawn sketches are an effective method • offer creative freedom • help to express, develop, and communicate concepts with a low entry • avoid any restrictions or influences resulting from any software Materials 2 test cases with the following 4 types of examples were generated Sample & Procedure The experimental session was conducted in a quiet seminar room The average duration was about 47 minutes 12 participants (average age of 25.16) with at least basic knowledge with matrix and node-link visualizations Photo by Sora Shimazaki from Pexels Kriglstein, S., Pohl, M., & Haider, J. D. (2018, June). How Users Transform Node-Link Diagrams to Matrices and Vice Versa. In International Conference on Theory and Application of Diagrams (pp. 526-534). Springer, Cham. Sample & Procedure A short introduction and participants had the possibility to ask questions to clarify any issues with the study To counteract learning effects the participants were divided into two groups • One group got the four matrices from one test case and had to draw the corresponding node-link diagrams • After they finished they got the four node-link diagrams from the other test case and had to draw the corresponding matrices • For the other group, the order was reversed Participants were asked if they found it difficult to convert matrices into the corresponding node-link diagram and vice versa Photo by Sora Shimazaki from Pexels Kriglstein, S., Pohl, M., & Haider, J. D. (2018, June). How Users Transform Node-Link Diagrams to Matrices and Vice Versa. In International Conference on Theory and Application of Diagrams (pp. 526-534). Springer, Cham. User-Centered Evaluation of Visualization Video from MD SHAHRIAR ISLAM / Pixabay Simone Kriglstein kriglstein@mail.muni.cz