带有语义图标的可视化:评估分心元素的参与度

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-07-23 DOI:10.1016/j.ijhcs.2024.103343
Muna Alebri , Enrico Costanza , Georgia Panagiotidou , Duncan P. Brumby , Fatima Althani , Riccardo Bovo
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引用次数: 0

摘要

随着可视化作品的受众范围越来越广,设计出能够吸引和吸引人的可视化作品变得越来越重要。先前的研究表明,语义图标能吸引读者并使其沉浸其中;然而,人们对其在信息任务中的影响以及当观众的注意力因分心元素而分散时的影响知之甚少。为了填补这一空白,我们首先探索了具有各种可视化属性的语义图标。在这些研究中,参与者在网页上看到了一个目标可视化图标和一个分散注意力的可视化图标,并被要求提取见解。他们的参与度通过三个因变量来衡量:(1)视觉注意力;(2)撰写见解的努力;(3)自我报告的参与度。在研究 1 中,我们发现带有语义图标的可视化一直被认为比普通版本更吸引人。但是,我们发现这两个版本在视觉注意力和努力程度上没有差异。因此,我们在进行研究 2 时,使用了更突出的语义图标,以达到最大的对比度。结果与第一项研究一致。此外,我们还发现,从参与者的角度来看,语义图标提高了对描述不那么有趣和吸引人的主题的可视化的参与度。除了第一印象的价值外,我们还扩展了先前的工作,在执行信息任务(提取见解)和对可视化进行反思后展示了语义价值。我们的研究结果可能有助于可视化设计者和故事讲述者利用有限的资源设计出引人入胜的可视化作品。我们还对可视化的参与度测量进行了反思,并提供了未来的发展方向。
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Visualisations with semantic icons: Assessing engagement with distracting elements

As visualisations reach a broad range of audiences, designing visualisations that attract and engage becomes more critical. Prior work suggests that semantic icons entice and immerse the reader; however, little is known about their impact with informational tasks and when the viewer’s attention is divided because of a distracting element. To address this gap, we first explored a variety of semantic icons with various visualisation attributes. The findings of this exploration shaped the design of our primary comparative online user studies, where participants saw a target visualisation with a distracting visualisation on a web page and were asked to extract insights. Their engagement was measured through three dependent variables: (1) visual attention, (2) effort to write insights, and (3) self-reported engagement. In Study 1, we discovered that visualisations with semantic icons were consistently perceived to be more engaging than the plain version. However, we found no differences in visual attention and effort between the two versions. Thus, we ran Study 2 using visualisations with more salient semantic icons to achieve maximum contrast. The results were consistent with our first Study. Furthermore, we found that semantic icons elevated engagement with visualisations depicting less interesting and engaging topics from the participant’s perspective. We extended prior work by demonstrating the semantic value after performing an informational task (extracting insights) and reflecting on the visualisation, besides its value to the first impression. Our findings may be helpful to visualisation designers and storytellers keen on designing engaging visualisations with limited resources. We also contribute reflections on engagement measurements with visualisations and provide future directions.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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