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Creators/Authors contains: "Pu, Xiaoying"

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  1. Visualization grammars, often based on the Grammar of Graphics (GoG), have much potential for augmenting data analysis in a programming environment. However, we do not know how analysts conceptualize grammar abstractions, or how a visualization grammar works with data analysis in practice. Therefore, we qualitatively analyzed how experienced analysts (N = 6) from TidyTuesday, a social data project, wrangled and visualized data using GoG-based ggplot2 without given tasks in R Markdown. Though participants’ analysis and customization needs could mismatch with GoG component design, their analysis processes aligned with the goal of GoG to expedite visualization iteration. We also found a feedback loop and tight coupling between visualization and data transformation code, explaining both participants’ productivity and their errors. From these results, we discuss how future visualization grammars can become more practical for analysts and how visualization grammar and analysis tools can better integrate within a programming (i.e., computational notebook) environment. 
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  2. Graphical perception studies typically measure visualization encoding effectiveness using the error of an “average observer”, leading to canonical rankings of encodings for numerical attributes: e.g., position > area > angle > volume. Yet different people may vary in their ability to read different visualization types, leading to variance in this ranking across individuals not captured by population-level metrics using “average observer” models. One way we can bridge this gap is by recasting classic visual perception tasks as tools for assessing individual performance, in addition to overall visualization performance. In this article we replicate and extend Cleveland and McGill's graphical comparison experiment using Bayesian multilevel regression, using these models to explore individual differences in visualization skill from multiple perspectives. The results from experiments and modeling indicate that some people show patterns of accuracy that credibly deviate from the canonical rankings of visualization effectiveness. We discuss implications of these findings, such as a need for new ways to communicate visualization effectiveness to designers, how patterns in individuals’ responses may show systematic biases and strategies in visualization judgment, and how recasting classic visual perception tasks as tools for assessing individual performance may offer new ways to quantify aspects of visualization literacy. Experiment data, source code, and analysis scripts are available at the following repository: https://osf.io/8ub7t/?view_only=9be4798797404a4397be3c6fc2a68cc0 . 
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  3. Visualizations depicting probabilities and uncertainty are used everywhere from medical risk communication to machine learning, yet these probabilistic visualizations are difficult to specify, prone to error, and their designs are cumbersome to explore. We propose a Probabilistic Grammar of Graphics (PGoG), an extension to Wilkinson's original framework. Inspired by the success of probabilistic programming languages, PGoG makes probability expressions, such as P(A|B), a first-class citizen in the language. PGoG abstractions also reflect the distinction between probability and frequency framing, a concept from the uncertainty communication literature. It is expressive, encompassing product plots, density plots, icon arrays, and dotplots, among other visualizations. Its coherent syntax ensures correctness (that the proportions of visual elements and their spatial placement reflect the underlying probability distribution) and reduces edit distance between probabilistic visualization specifications, potentially supporting more design exploration. We provide a proof-of-concept implementation of PGoG in R. 
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