shapeSIFT: Evaluating InfoVis Tools for Eco-Conscious Design

Author(s):  
Devarajan Ramanujan ◽  
William Z. Bernstein ◽  
Devadatta Kulkarni ◽  
Jeffrey Tew ◽  
Karthik Ramani

In this paper, we present the methodology and results from the evaluation of shapeSIFT: a multi-dimensional visualization tool for exploring part repositories in the context of eco-conscious design. The goals of this work are twofold, to create a categorization scheme for user evaluation methods specific to information visualization tools in eco-conscious design, and to formulate a user study for the shapeSIFT interface based on the developed categorization scheme. Our proposed scheme categorizes user evaluation methods based on two axes, (a) focus of the conducted user evaluation, and (b) development stage of the tool being evaluated. This scheme was used as the basis for conducting a guided formative expert review of the shapeSIFT interface with five domain experts in an industry setting. In this study we gathered experts’ comments, feedback, and usage behaviors, while they used the shapeSIFT interface to perform tasks reflective of real-world design practices. Results from the study show that shapeSIFT was easy-to-use and effective for part selection in the context of redesign. Motivated by these positive preliminary results, we intend to improve the shapeSIFT interface and conduct follow-up studies with a larger pool of designers.

2017 ◽  
Vol 25 (1) ◽  
pp. 81-87 ◽  
Author(s):  
Gaurav Trivedi ◽  
Phuong Pham ◽  
Wendy W Chapman ◽  
Rebecca Hwa ◽  
Janyce Wiebe ◽  
...  

Abstract The gap between domain experts and natural language processing expertise is a barrier to extracting understanding from clinical text. We describe a prototype tool for interactive review and revision of natural language processing models of binary concepts extracted from clinical notes. We evaluated our prototype in a user study involving 9 physicians, who used our tool to build and revise models for 2 colonoscopy quality variables. We report changes in performance relative to the quantity of feedback. Using initial training sets as small as 10 documents, expert review led to final F1scores for the “appendiceal-orifice” variable between 0.78 and 0.91 (with improvements ranging from 13.26% to 29.90%). F1for “biopsy” ranged between 0.88 and 0.94 (−1.52% to 11.74% improvements). The average System Usability Scale score was 70.56. Subjective feedback also suggests possible design improvements.


2021 ◽  
pp. 147387162110649
Author(s):  
Javad Yaali ◽  
Vincent Grégoire ◽  
Thomas Hurtut

High Frequency Trading (HFT), mainly based on high speed infrastructure, is a significant element of the trading industry. However, trading machines generate enormous quantities of trading messages that are difficult to explore for financial researchers and traders. Visualization tools of financial data usually focus on portfolio management and the analysis of the relationships between risk and return. Beside risk-return relationship, there are other aspects that attract financial researchers like liquidity and moments of flash crashes in the market. HFT researchers can extract these aspects from HFT data since it shows every detail of the market movement. In this paper, we present HFTViz, a visualization tool designed to help financial researchers explore the HFT dataset provided by NASDAQ exchange. HFTViz provides a comprehensive dashboard aimed at facilitate HFT data exploration. HFTViz contains two sections. It first proposes an overview of the market on a specific date. After selecting desired stocks from overview visualization to investigate in detail, HFTViz also provides a detailed view of the trading messages, the trading volumes and the liquidity measures. In a case study gathering five domain experts, we illustrate the usefulness of HFTViz.


Author(s):  
Stella Sylaiou ◽  
Martin White ◽  
Fotis Liarokapis

This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.


Author(s):  
Jan Willem Streefkerk ◽  
Myra P. van Esch-Bussemakers ◽  
Mark A. Neerincx ◽  
Rosemarijn Looije

Evaluation refines and validates design solutions in order to establish adequate user experiences. For mobile user interfaces in dynamic and critical environments, user experiences can vary enormously, setting high requirements for evaluation. This chapter presents a framework for the selection, combination, and tuning of evaluation methods. It identifies seven evaluation constraints, that is, the development stage, the complexity of the design, the purpose, participants, setting, duration, and cost of evaluation, which influence the appropriateness of the method. Using a combination of methods in different settings (such as Wizard-of-Oz, game-based, and field evaluations) a concise, complete, and coherent set of user experience data can be gathered, such as performance, situation awareness, trust, and acceptance. Applying this framework to a case study on context-aware mobile interfaces for the police resulted in specific guidelines for selecting evaluation methods and succeeded to capture the mobile context and its relation to the user experience.


Data ◽  
2019 ◽  
Vol 4 (2) ◽  
pp. 74 ◽  
Author(s):  
Kahin Akram Hassan ◽  
Yu Liu ◽  
Lonni Besançon ◽  
Jimmy Johansson ◽  
Niklas Rönnberg

The indoor climate is closely related to human health, well-being, and comfort. Thus, an understanding of the indoor climate is vital. One way to improve the indoor climates is to place an aesthetically pleasing active plant wall in the environment. By collecting data using sensors placed in and around the plant wall both the indoor climate and the status of the plant wall can be monitored and analyzed. This manuscript presents a user study with domain experts in this field with a focus on the representation of such data. The experts explored this data with a Line graph, a Horizon graph, and a Stacked area graph to better understand the status of the active plant wall and the indoor climate. Qualitative measures were collected with Think-aloud protocol and semi-structured interviews. The study resulted in four categories of analysis tasks: Overview, Detail, Perception, and Complexity. The Line graph was found to be preferred for use in providing an overview, and the Horizon graph for detailed analysis, revealing patterns and showing discernible trends, while the Stacked area graph was generally not preferred. Based on these findings, directions for future research are discussed and formulated. The results and future directions of this research can facilitate the analysis of multivariate temporal data, both for domain users and visualization researchers.


Author(s):  
Simon Walk ◽  
Jan Pöschko ◽  
Markus Strohmaier ◽  
Keith Andrews ◽  
Tania Tudorache ◽  
...  

With the emergence of tools for collaborative ontology engineering, more and more data about the creation process behind collaborative construction of ontologies is becoming available. Today, collaborative ontology engineering tools such as Collaborative Protégé offer rich and structured logs of changes, thereby opening up new challenges and opportunities to study and analyze the creation of collaboratively constructed ontologies. While there exists a plethora of visualization tools for ontologies, they have primarily been built to visualize aspects of the final product (the ontology) and not the collaborative processes behind construction (e.g. the changes made by contributors over time). To the best of the authors’ knowledge, there exists no ontology visualization tool today that focuses primarily on visualizing the history behind collaboratively constructed ontologies. Since the ontology engineering processes can influence the quality of the final ontology, they believe that visualizing process data represents an important stepping-stone towards better understanding of managing the collaborative construction of ontologies in the future. In this application paper, the authors present a tool – PragmatiX – which taps into structured change logs provided by tools such as Collaborative Protégé to visualize various pragmatic aspects of collaborative ontology engineering. The tool is aimed at managers and leaders of collaborative ontology engineering projects to help them in monitoring progress, in exploring issues and problems, and in tracking quality-related issues such as overrides and coordination among contributors. The paper makes the following contributions: (i) They present PragmatiX, a tool for visualizing the creation process behind collaboratively constructed ontologies (ii) the authors illustrate the functionality and generality of the tool by applying it to structured logs of changes of two large collaborative ontology-engineering projects and (iii) they conduct a heuristic evaluation of the tool with domain experts to uncover early design challenges and opportunities for improvement. Finally, the authors hope that this work sparks a new line of research on visualization tools for collaborative ontology engineering projects.


2001 ◽  
Vol 25 (2) ◽  
pp. 119-131 ◽  
Author(s):  
F. Routhier ◽  
C. Vincent ◽  
M-J. Morissette ◽  
L. Desaulniers

This study was designed to investigate the satisfaction level of young users of myoelectric prostheses who received an upper limb myoelectric prosthesis, to assess their dropout rate and to identify which factors influence the use or non-use of the upper limb myoelectric prosthesis in the eastern part of Quebec (Canada). The users were fitted between 1990 and 1999 at the Quebec Rehabilitation Institute, a major rehabilitation centre located in the province of Quebec. This rehabilitation centre provides cutting-edge expertise not only for the eastern part of Quebec, but also across the entire province, because it is one of only two highly specialised centres serving all of Quebec.A literature review was completed to compile the results obtained in other rehabilitation centres and to identify factors influencing the use or non-use of paediatric upper limb myoelectric prostheses. The Quebec User Evaluation of Satisfaction with Assistive Technology (QUEST) was used in order to assess the degree to which the children were satisfied with their prostheses.Eighteen (18) children were fitted and trained to use an upper limb myoelectric prosthesis. A total of 10 children and parents agreed to participate. Some 80% of participants said that they were satisfied with their prostheses. A dropout rate of 53% for the overall group (participants and non-participants) seems high compared with that of other studies. Recommendations linked to factors identified in the literature are made. The authors conclude that a multidisciplinary team and structured training and follow-up can improve the clinical results pertaining to all the factors proposed in the literature.


Author(s):  
Ralph Stelzer ◽  
Erik Steindecker ◽  
Bernhard Saske ◽  
Stefanie Lässig

Augmented Reality (AR) is a technology used for maintenance support of existing products. The service instructions are depicted directly into the operator’s vision and enhance his product view while maintaining the item. In order to provide high-quality maintenance support the manuals have to be created and tested at the development stage of the product. This paper describes a possible solution for testing AR instructions on virtual prototypes by combining AR and Virtual Reality (VR) technology. Technical aspects for combining VR and AR displays are outlined and a combined system is presented. Furthermore, the paper shows the development of a specific test scenario for evaluating the created system and contains design patterns for depicting AR instructions in Virtual Environments. Finally, the usability of the solution is tested by a user study.


2014 ◽  
Vol 668-669 ◽  
pp. 1399-1402 ◽  
Author(s):  
Yao Hua Yu

This paper presents a study of an intelligent augmented reality tourist guide application aiming to run on Android smart phones. The strategy for positioning the target scene and intelligent planning strategy of tourist routes are proposed. Some important parts in the system implement stage are also described in detail. The results of a follow-up user study show that the intelligent augmented reality tourist guide application is very helpful for tourists, particularly enhancing self-guided tours and improving tourists’ experience in their touring.


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