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Colin Ware Data Visualization Research Lab, CCOM, University of New Hampshire

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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Colin Ware Data Visualization Research Lab, CCOM, University of New Hampshire

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  1. 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

  2. Architecture for visual thinking

  3. Change Blindness Simons and Levin

  4. Central Problem: How do we perceivethe world in all its rich detail?

  5. The Nature of Visual Space

  6. Capacity of visual working memory (Vogal, Woodman, Luck, 2001) • Task – change detection • Can see 3.3 objects • Each object can be complex 1 second

  7. Sequential comparison task

  8. We can remember about 3-8 locations Gist Semantic content

  9. 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

  10. Task-related eye movements Hayhoe and Ballard, 2005

  11. Example 1: How to get focus and context? • Zooming (Bedersen) • Linked windows (Fowler & Ware) • Fisheye (Furnas, Carpendale)

  12. Zooming Vs Multiple Windows (Matt Plumlee) • Problem: When do we need extra windows? • Comparing parts of a visual scene. • 2 solutions: Zooming, multiple windows

  13. Task: searching for target patterns that match Conditons: Zooming vs Windows + eye movements 1,3,5,7 items per cluster

  14. 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

  15. Prediction Results As targets (and visual working memory load) increases, multiple Windows become more attractive.

  16. Design heuristic • When we need to compare more two or three simple pattern components add windows.

  17. Example 2 • Tools for finding new underwater behaviors from humpback whale tag data (Why turning time into space is a good idea)

  18. Dave Wiley The gear Big Eyes Antenna DTAG Mark Johnson

  19. 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

  20. The old way

  21. Solution 1. GeoZui 4D

  22. 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.

  23. Solution 2: trackplot

  24. Foraging patterns

  25. Traversing

  26. 2006 Mostly 04 06 06 07

  27. 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.

  28. Gain in efficiency – from playback tool to pattern finding tool • Many hours (with playback) • A few minutes (with patterns) • Approximately a factor of 100

  29. 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.

  30. Example 3: Network diagram

  31. Degree of relevance highlighting • User clicks on something • Computer shows related items • User conducts a visual search for task relevant information

  32. ME Graph Constellation

  33. Order of magnitude gain in size • Layout problem simplified • Applicable to many problems • Depends on information scent

  34. Review OBJECT FILES “Nexus”

  35. Where are we going? • Simple cognitive process models involving • Perceptual and cognitive operations • Interaction methods For Design

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