Measuring Real-World Understanding of Patterns in Data Graphics.

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Kiegan Rice, Sydney Bell, Taylor Wing, Heike Hofmann, Nola du Toit
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引用次数: 0

Abstract

Presenting data visually is a cornerstone of effective science communication. While prior studies have investigated humans' ability to effectively perceive values in charts, fewer have focused on the translation of perceived values to real-world conclusions. Those that do focus on real-world understanding often utilize convenience samples or focus on very simple graphic formats, resulting in an incomplete understanding of how viewers translate data graphics into meaningful conclusions. We utilize a probability-based sample of over 3,000 participants in the U.S. to test user understanding of three chart types and find that both educational attainment and age play a role in ability to interpret data graphics. Our work demonstrates a need for further study on how chart comprehension and comfort with drawing real-world conclusions differs across demographic groups and commonly-used chart types. Additionally, this work highlights that complex charts can be inaccessible to viewers who lack confidence in reading a chart.

测量真实世界对数据图形模式的理解。
可视化地呈现数据是有效科学传播的基石。虽然之前的研究已经调查了人类在图表中有效感知价值的能力,但很少有人关注将感知价值转化为现实世界的结论。那些专注于现实世界理解的人通常使用方便的样本或专注于非常简单的图形格式,导致对观众如何将数据图形转化为有意义的结论的理解不完整。我们利用美国3000多名参与者的基于概率的样本来测试用户对三种图表类型的理解,并发现教育程度和年龄都在解释数据图形的能力中发挥作用。我们的工作表明,需要进一步研究不同人口群体和常用图表类型对图表的理解和得出现实世界结论的舒适度是如何不同的。此外,这项工作强调,复杂的图表可能无法访问的观众缺乏信心阅读图表。
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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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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