User Experience of Visualizations in Motion: A Case Study and Design Considerations

Lijie Yao;Federica Bucchieri;Victoria McArthur;Anastasia Bezerianos;Petra Isenberg
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Abstract

We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice, when viewers are confronted with embedded visualizations, they often have to focus on a primary task and can only quickly glance at a visualization showing rich, often dynamically updated, information. As such, the visualizations must be designed so as not to distract from the primary task, while at the same time being readable and useful for aiding the primary task. For example, in games, players who are engaged in a battle have to look at their enemies but also read the remaining health of their own game character from the health bar over their character's head. Many trade-ofts are possible in the design of embedded visualizations in such dynamic scenarios, which we explore in-depth in this paper with a focus on user experience. We use video games as an example of an application context with a rich existing set of visualizations in motion. We begin our work with a systematic review of in-game visualizations in motion. Next, we conduct an empirical user study to investigate how different embedded visualizations in motion designs impact user experience. We conclude with a set of considerations and trade-offs for designing visualizations in motion more broadly as derived from what we learned about video games. All supplemental materials of this paper are available at osf.io/3v8wm/.
运动中可视化的用户体验:案例研究与设计考虑因素
我们介绍了一篇系统性综述、一项实证研究,以及设计动态可视化的第一套考虑因素,这些考虑因素来自于可视化被用于支持一项主要任务的具体场景。在实践中,当观众面对嵌入式可视化内容时,他们往往必须专注于一项主要任务,只能快速浏览显示丰富信息(通常是动态更新的信息)的可视化内容。因此,可视化的设计必须避免分散主要任务的注意力,同时还要具有可读性和实用性,以便为主要任务提供帮助。例如,在游戏中,参与战斗的玩家既要观察敌人,又要从角色头顶的健康条上读取自己游戏角色的剩余生命值。在这种动态场景中,嵌入式可视化的设计可能会有许多取舍,我们将在本文中以用户体验为重点进行深入探讨。我们以视频游戏为例,说明在运动可视化方面现有的丰富应用。我们首先对游戏中的动态可视化进行了系统回顾。接下来,我们进行了一项实证用户研究,调查不同的嵌入式运动可视化设计如何影响用户体验。最后,我们将从电子游戏中总结出一套更广泛的运动可视化设计注意事项和权衡方法。本文的所有补充材料可在osf.io/3v8wm/获取。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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