Abstract Color encoding is foundational to visualizing quantitative data. Guidelines for colormap design have traditionally emphasized perceptual principles, such as order and uniformity. However, colors also evoke cognitive and linguistic associations whose role in data interpretation remains underexplored. We study how two linguistic factors, name salience and name variation, affect people's ability to draw inferences from spatial visualizations. In two experiments, we found that participants are better at interpreting visualizations when viewing colors with more salient names (e.g., prototypical ‘blue’, ‘yellow’, and ‘red’ over ‘teal’, ‘beige’, and ‘maroon’). The effect was robust across four visualization types, but was more pronounced in continuous (e.g., smooth geographical maps) than in similar discrete representations (e.g., choropleths). Participants' accuracy also improved as the number of nameable colors increased, although the latter had a less robust effect. Our findings suggest that color nameability is an important design consideration for quantitative colormaps, and may even outweigh traditional perceptual metrics. In particular, we found that the linguistic associations of color are a better predictor of performance than the perceptual properties of those colors. We discuss the implications and outline research opportunities. The data and materials for this study are available athttps://osf.io/asb7n
more »
« less
ProcessGallery: Contrasting Early and Late Iterations for Design Principle Learning
Traditional design galleries enable users to search for examples based on surface attributes (e.g., color or style), and largely obscure underlying principles (e.g., hierarchy or readability). We conducted three studies to explore how galleries could be constructed to help novices learn key design principles. Study 1 revealed that novices gain perspective by observing how designs evolve throughout a process. Study 2 found that novices are better at identifying design issues when viewing iterations that show improvements for just one principle at a time, rather than multiple. Building on these insights, we created ProcessGallery, a tool that enables users to browse contrasting pairs of early-and-late iterations of designs that highlight key improvements organized by design principles. In Study 3, a within-subjects experiment, sixteen participants iterated on a seed design after viewing examples in ProcessGallery versus a traditional gallery. Using ProcessGallery, participants found more appropriate examples, assessed designs better, and preferred ProcessGallery for learning compared to a traditional gallery.
more »
« less
- Award ID(s):
- 2009003
- PAR ID:
- 10523825
- Publisher / Repository:
- ACM
- Date Published:
- Journal Name:
- Proceedings of the ACM on Human-Computer Interaction
- Volume:
- 8
- Issue:
- CSCW1
- ISSN:
- 2573-0142
- Page Range / eLocation ID:
- 1 to 35
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)Open-ended programming increases students' motivation by allowing them to solve authentic problems and connect programming to their own interests. However, such open-ended projects are also challenging, as they often encourage students to explore new programming features and attempt tasks that they have not learned before. Code examples are effective learning materials for students and are well-suited to supporting open-ended programming. However, there is little work to understand how novices learn with examples during open-ended programming, and few real-world deployments of such tools. In this paper, we explore novices' learning barriers when interacting with code examples during open-ended programming. We deployed Example Helper, a tool that offers galleries of code examples to search and use, with 44 novice students in an introductory programming classroom, working on an open-ended project in Snap. We found three high-level barriers that novices encountered when using examples: decision, search, and integration barriers. We discuss how these barriers arise and design opportunities to address them.more » « less
-
null (Ed.)Problem framing—the process of defining a problem—has been described by many researchers and designers as the crux of the design process. However, novice designers struggle with problem framing. To better understand this process and the potential for scaffolding, we conducted two studies. In the first study, we analyzed 41 problem statements from an introductory design course and found that novices often omit key information, like the primary stakeholder or the obstacles they face. To get novices to reflect on and include necessary design information, we created a tool called ProbLib that cues novices to explicitly reflect on aspects of the problem such as the stakeholders. To evaluate this approach, we conducted a between-subjects study (N=73) to compare ProbLib with an unstructured open text form. We found that participants using ProbLib wrote higher quality statements, included more information, and were more confident about specifying design needs. We observed creative behaviors such as brainstorming and analogical reasoning.more » « less
-
Deceptive design patterns (sometimes called “dark patterns”) are user interface design elements that may trick, deceive, or mislead users into behaviors that often benefit the party implementing the design over the end user. Prior work has taxonomized, investigated, and measured the prevalence of such patterns primarily in visual user interfaces (e.g., on websites). However, as the ubiquity of voice assistants and other voice-assisted technologies increases, we must anticipate how deceptive designs will be (and indeed, are already) deployed in voice interactions. This paper makes two contributions towards characterizing and surfacing deceptive design patterns in voice interfaces. First, we make a conceptual contribution, identifying key characteristics of voice interfaces that may enable deceptive design patterns, and surfacing existing and theoretical examples of such patterns. Second, we present the findings from a scenario-based user survey with 93 participants, in which we investigate participants’ perceptions of voice interfaces that we consider to be both deceptive and non-deceptive.more » « less
-
Recent robot collections provide various interactive tools for users to explore and analyze their datasets. Yet, the literature lacks data on how users interact with these collections and which tools can best support their goals. This late-breaking report presents preliminary data on the utility of four interactive tools for accessing a collection of robot hands. The tools include a gallery and similarity comparison for browsing and filtering existing hands, a prediction tool for estimating user impression of hands (e.g., humanlikeness), and a recommendation tool suggesting design features (e.g., number of fingers) for achieving a target user impression rating. Data from a user study with 9 novice robotics researchers suggest the users found the tools useful for various tasks and especially appreciated the gallery and recommendation functionalities for understanding the complex relationships of the data. We discuss the results and outline future steps for developing interface design guidelines for robot collections.more » « less
An official website of the United States government

