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Creators/Authors contains: "Zong, Jonathan"

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  1. Free, publicly-accessible full text available April 25, 2026
  2. Current dark pattern research tells designers what not to do, but how do they know what to do? In contrast to prior approaches that focus on patterns to avoid and their underlying principles, we present a framework grounded in positive expected behavior against which deviations can be judged. To articulate this expected behavior, we use concepts—abstract units of functionality that compose applications. We define a design as dark when its concepts violate users’ expectations, and benefit the application provider at the user’s expense. Though user expectations can differ, users tend to develop common expectations as they encounter the same concepts across multiple applications, which we can record in a concept catalog as standard concepts. We evaluate our framework and concept catalog through three studies, illustrating their ability to describe existing dark patterns, evaluate nuanced designs, and document common application functionality. 
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  3. We present Animated Vega-Lite, a set of extensions to Vega-Lite that model animated visualizations as time-varying data queries. In contrast to alternate approaches for specifying animated visualizations, which prize a highly expressive design space, Animated Vega-Lite prioritizes unifying animation with the language's existing abstractions for static and interactive visualizations to enable authors to smoothly move between or combine these modalities. Thus, to compose animation with static visualizations, we represent time as an encoding channel. Time encodings map a data field to animation keyframes, providing a lightweight specification for animations without interaction. To compose animation and interaction, we also represent time as an event stream; Vega-Lite selections, which provide dynamic data queries, are now driven not only by input events but by timer ticks as well. We evaluate the expressiveness of our approach through a gallery of diverse examples that demonstrate coverage over taxonomies of both interaction and animation. We also critically reflect on the conceptual affordances and limitations of our contribution by interviewing five expert developers of existing animation grammars. These reflections highlight the key motivating role of in-the-wild examples, and identify three central tradeoffs: the language design process, the types of animated transitions supported, and how the systems model keyframes. 
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  4. Chasins, Sarah; Glassman, Elena; Sunshine, Joshua (Ed.)
    A domain-specific language (DSL) design space describes a collection of related languages via a series of, often orthogonal, dimensions. While PL and HCI researchers have independently developed methods for working with design spaces, the communities have yet to fully benefit from each others' insights. In pursuit of new approaches informed by both PL and HCI, we first review existing approaches researchers employ to conceptualize, develop, and use design spaces in DSL design across the two disciplines. For example, HCI researchers, when developing interfaces backed by DSLs, often treat the design process as core to their research contributions and theory-building. In PL, researchers have explored formal approaches to design spaces that help automate design space exploration and provide powerful conceptual clarity to language design tradeoffs. We then discuss areas where the two fields share common methods and highlight opportunities for researchers to combine knowledge across PL and HCI. 
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    Establishing common ground and maintaining shared awareness amongst participants is a key challenge in collaborative visualization. For real-time collaboration, existing work has primarily focused on synchronizing constituent visualizations - an approach that makes it difficult for users to work independently, or selectively attend to their collaborators' activity. To address this gap, we introduce a design space for representing synchronous multi-user collaboration in visualizations defined by two orthogonal axes: situatedness, or whether collaborators' interactions are overlaid on or shown outside of a user's view, and specificity, or whether collaborators are depicted through abstract, generic representations or through specific means customized for the given visualization. We populate this design space with a variety of examples including generic and custom synchronized cursors, and user legends that collect these cursors together or reproduce collaborators' views as thumbnails. To build common ground, users can interact with these representations by peeking to take a quick look at a collaborator's view, tracking to follow along with a collaborator in real-time, and forking to independently explore the visualization based on a collaborator's work. We present a reference implementation of a wrapper library that converts interactive Vega-Lite charts into collaborative visualizations. We find that our approach affords synchronous collaboration across an expressive range of visual designs and interaction techniques. 
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