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Visual Thinking and Visual Thinking Tools: Space, Time and Simple Cognitive Models to Support Design. Colin Ware Data Visualization Research Lab, CCOM, University of New Hampshire. Architecture for visual thinking. Change Blindness. Simons and Levin.
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Visual Thinking and Visual Thinking Tools:Space, Time and Simple Cognitive Models to Support Design Colin Ware Data Visualization Research Lab, CCOM, University of New Hampshire
Change Blindness Simons and Levin
Central Problem: How do we perceivethe world in all its rich detail?
Capacity of visual working memory (Vogal, Woodman, Luck, 2001) • Task – change detection • Can see 3.3 objects • Each object can be complex 1 second
We can remember about 3-8 locations Gist Semantic content
Solution • “The world is its own memory” O’Regan • Task-related active vision • “What you see is what you need” Treish et al. (2003) • Seeing is a process that helps us solve problems
Task-related eye movements Hayhoe and Ballard, 2005
Example 1: How to get focus and context? • Zooming (Bedersen) • Linked windows (Fowler & Ware) • Fisheye (Furnas, Carpendale)
Zooming Vs Multiple Windows (Matt Plumlee) • Problem: When do we need extra windows? • Comparing parts of a visual scene. • 2 solutions: Zooming, multiple windows
Task: searching for target patterns that match Conditons: Zooming vs Windows + eye movements 1,3,5,7 items per cluster
Cognitive Model (grossly simplified) • Time = setup cost + number of “visits” x time per visit • Number of visits is a function of number of objects to be compared and visual working memory capacity. Visits = n/M
Prediction Results As targets (and visual working memory load) increases, multiple Windows become more attractive.
Design heuristic • When we need to compare more two or three simple pattern components add windows.
Example 2 • Tools for finding new underwater behaviors from humpback whale tag data (Why turning time into space is a good idea)
Dave Wiley The gear Big Eyes Antenna DTAG Mark Johnson
Task: find new behaviors • = stereotyped patterns Cognitive Algorithm • repeat • Review behavior sequence looking for patterns. Remember patterns. • Look for more instances. • until no new patterns
Cognitive process for finding new behaviors • stereotyped patterns Cognitive Algorithm • repeat • Review behavior sequence looking for patterns by playback. Remember patterns using space-time notes. • Look for more instances. May involve reviewing all other whale tracks. • Until no new patterns • Cost k*playback time.
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Process for finding new behaviors • stereotyped patterns Cognitive algorithm • Get to a good viewpoint • repeat • Review behavior sequence looking for patterns eye movements. Remember patterns using visual working memory. • Look for more instances. May involve reviewing all other whale tracks. Can be posted on the wall • until no new patterns • Cost Nav + Eye Movement time *pattern matching.
Gain in efficiency – from playback tool to pattern finding tool • Many hours (with playback) • A few minutes (with patterns) • Approximately a factor of 100
Design heuristic • Whenever possible: Turn time into a spatial pattern – one that converts critical events into shapes or patterns • Try to make natural mappings – proper use of texture color, etc.
Degree of relevance highlighting • User clicks on something • Computer shows related items • User conducts a visual search for task relevant information
ME Graph Constellation
Order of magnitude gain in size • Layout problem simplified • Applicable to many problems • Depends on information scent
Review OBJECT FILES “Nexus”
Where are we going? • Simple cognitive process models involving • Perceptual and cognitive operations • Interaction methods For Design