170518| grs60312 ron van lammeren...demonstrate the understanding of the proper use of gis- and...
TRANSCRIPT
Maps for monitoring
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http://www.nytimes.com/2012/03/04/business/ibm-takes-smarter-cities-concept-to-rio-de-janeiro.html?pagewanted=all&_r=0
What type of design?
http://www.marinetraffic.com/
Learning outcomes*
Design and develop a Digital Earth application for a specified use case
according to the concepts of integration in the geo-information cycle
Demonstrate the understanding of the proper use of GIS- and remote
sensing concepts, methods and data
when carrying out a project from A to Z.
*course guide GRS60312 – 2016/2017
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Communication
sender
Just bought a dog
A big one ?
No, not so big ...
Long hair?
No, short hair !
What colour?
White black spotted...
What a nice dog !
Isn’t it ?
receiver sender
receiver
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GeoVisualization
Geovisualization can be described as a loosely bounded domain that addresses the visual exploration, analysis, synthesis and presentation of geospatial data by integrating approaches from cartography with those from other information representation and analysis disciplines, including scientific visualisation, image analysis, information visualisation, exploratory data analysis and GI Science“ Kraak 2005, after Dykes, et al., 2005
6/46 Roth, 2013
Geo-visualization communication
Sender: geo-referenced message
Receiver:(un) intended interpretation
interface
geo-visualisation
interface
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Geo-visualisation 2-way communication
Receiver: (un) intended information (data)
Sender: intended message
interface
geo-visualisation
interface
Visualization of geo-data
static-dynamic?
2D-3D?
Interface design
What interaction?
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Interaction Design
setup
- Need to Know : N2K
- Usability
User centered design
Usability evaluation
- Trends
?
?
design evaluate
Interaction design: designing interactive products to support the way people
communicate and interact in their everyday and working lives
IDV: designing ‘interactive’ product [ ‘digital earth’ ] to support user groups to
communicate about real world phenomena
2 items - visualisation of geodata - interaction with visualised geodata
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Visualisation knowledge
KA |Cartography and Visualization
o History and trends
o Data considerations
oPrinciples of Map Design
o Graphic presentation techniques
o Map production
o Map use and Evaluation
BoK, Geo-Information (2006, DiBiase)
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Geo-data and geo-data visualization
Geo-data
‘Single’ Visual
‘Multiple’ Visuals
‘Sensors’
Usability
Frameworks
‘3D’
‘2D’
Data Visualisation Communication Data collecting
http://www.objectvision.hosting.it-rex.nl/ 13/47
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1a
1b
3a
4b
4a 2a
2b
2c 3b
1b transformation
2d
production flow
Lammeren et al, 2007
Geo-visualisation : Transformations
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N2K ?
G.Bertin – cartographic semiotics
C.Ware - gestalt theory [ http://bit.ly/1svCxty ] and
perception mechanisms
S.Few - graphs and diagrams
C.Brewer - colour use [ http://colorbrewer2.org/ ]
J.Itten - colour harmony
E.Tufte - visualization of quantitative data
S.Sheppard - 3D visualisation quality issues
A.MacEachren – visual analytics – geodata visualisation
G.Andrienko - visual analytics – location based / tracks
A.Cairo - infographics, colour harmony
Rogers et al. - Human Computer Interaction | Usability
Dodge, Kitchin, Perkins 2011 15/47
Visual display and RV continuum
user based apps
old methods in latest technology
internet/web based
Nothelfer et al, 2008 AGILE, 2017
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Usability of Geo-Data Visualizations
Usability Making products and systems easier to use,
and
matching them more closely to user needs and requirements
International standard, ISO 9241-11:
The extent to which a product can be used by specified users to
achieve specified goals with effectiveness, efficiency and satisfaction
in a specified context of use.
www.usabilitynet.org
http://icaci.org/research-agenda/usability-of-maps-and-gi/
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Usability goals
Effective to use (effectiveness)
Efficient to use (efficiency)
Safe to use (safety, error tolerant)
Have good utility (in line with required tasks)
Easy to learn (learnability)
Easy to remember how to use (memorability)
Rogers, Sharp, Preece 2011
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User experience goals
Desirable aspects
● Satisfying, enjoyable, challenging, helpful, pro-active, ..
Undesirable aspects
● Frustrating, Boring, Patronizing, Cutesy, ..
The users - who is using the product?
highly trained and experienced users, or novices?
Their goals - what are the users trying to do with the product
does it support what they want to do with it?
The usage situation (or 'context of use')
where and how is the product being used?
Rogers, Sharp, Preece 2011
What to support the user’s interest?
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Process of interaction design
User centered
Personas & requirements
Design principles
Demonstrator / Prototype
Evaluate
“ the user never makes an error “
Wassink et al 2008
Applying a user-centered development cycle to interactive visualization design
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Engineering/Design stages
1. Early envisioning phase
Analysis of current situation (users, environments, tasks)
- personas and requirements
2. Global specification phase of early prototypes
Design (by use scenarios), Proposal of solutions, Present to users and
other stakeholders
3. Detailed specification phase of complete prototypes
Based on evaluation of 2.; visual representation and interaction styles
Rogers, Sharp, Preece 2011
http://www.usabilitynet.org/tools/13407stds.htm
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Early envisioning : Personas
personal characteristics, activities, interests that may lead to use scenarios
Rich descriptions of typical user of the product.
Personas represent a synthesis of a number of real people and
are characterized by a unique set of goals relating to the product intended.
Personas profiles Psychological characteristics: cognitive style, motivation Knowledge and experience: ranking novices to experts Physical discomfort: colour blind, pattern recognition Task related: role, frequency of use
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Techniques to define Personas
Questionnaires (many users, difficult to design)
Interviews (exploring, time consuming)
Existing documentation (trustworthy?)
Observation (creates understanding, time consuming)
Participation
Focus groups
Develop Use Scenarios
How to create Personas?
Haklay & Zafiri 2008 25/47
User Requirements
Statement about an intended product that specifies what it should do or how it should perform (Rogers et al, 2011; p 355)
Requirements describe the formal specifications required to implement the system
Lessons !!!
o !! mistakes in a final product are expensive !!
o do not decide for the user, but check with the users
o produce a stable set of requirements (eg Volere skeleton template chapters 9/17)
o getting requirements right is crucial
o Setting requirements generates most failures
o try to understand underlying needs
http://www.volere.co.uk/template.htm
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Interaction design principles
• Visibility highly visibly attracts attention
• Feedback important to know how to continue
• Constraints eg. deactivating options
• Consistency locations on a screen
• Affordance a mouse button affords to click, a door handle to push
Rogers, Preece, Sharp, 2011
http://asktog.com/atc/principles-of-interaction-design/
How about ArcGIS ?
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Usability | Methods & Tools
Some of the same methods are used in design and evaluation differently Different methods are often combined in one study
http://www.usabilitynet.org/tools/methods.htm 32/47
Usability evaluation
?
?
Just bought a dog
A big one ?
No, not so big ...
Long hair?
No, short hair !
What colour?
White black spotted...
What a nice dog !
Isn’t it ?
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Usability evaluation – how?
Approaches
Controlled settings involving users like Living labs
Natural settings involving users like Field studies
Controlled settings without users like Expert reviews
Methods and techniques
Quantitative or qualitative
Formative or summative
Users or experts (latter by eg. heuristic evaluation)
http://www.useit.com/jakob/
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Evaluation approaches
Living Labs Field studies Expert reviews
Users do specific tasks do natural tasks not involved
Location controlled daily / natural
environment
laboratory
When prototype early use stage prototype
Data quantitative qualitative “qualitative”
Feedback measures &
errors
descriptions problem finding
Type applied naturalistic expert based
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Evaluation methods
Method Living labs Field studies Expert reviews
Observing x x
Asking users x x
Asking experts x x
Testing x
Modeling x
http://www.groenmonitor.nl/groenindex
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Usability evaluation methods in detail
Usually lab experiments
Performance metrics
Issues based metrics
Self-report measures
Behavioural and physiological metrics
Tullis, Albert 2008
http://www.youtube.com/watch?v=WqD2pXqT0Z0
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Trends | medium is the message
http://bit.ly/cSNvc1 / Rogers et al, 2011 (p 482 -487) https://www.youtube.com/watch?v=pQHX-SjgQvQ
What went wrong?
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N2K Trends
o History and trends
o Data considerations
o Principles of Map Design
o Graphic presentation techniques
o Map production
o Map use and Evaluation
BoK, Geo-Information (2006, DiBiase)
http://www.gi-n2k.eu/ (2014-2016)
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N2K | Visualisation next generation
KA |Cartography and Visualization
o History and trends
o Data considerations | global coverage (spatio-temporal resolution!),
3D, big data/data ensembles
o Principles of Map Design | seamless map+ zoom levels, temporal,
3D+LOD, animation, story telling / infographics
o Graphic presentation techniques | static to dynamic, web-map and -
scenes, virtual globes, virtual to augmented reality continuum
o Map production | paper to any device (any screen size to HoloLens),
interactive maps
o Map use and Evaluation | role of new technologies
http://www.gi-n2k.eu/
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Usability influenced by trends
Increasing demand for 3D, “realistic” visualizations, animation | mixed reality
Driven by familiarity with latest technology
3D, realistic visualizations are aesthetically pleasing
benefits of realism
● minimize interpretive effort
● feels complete, accurate, easy (available instantly and constantly)
http://viscog.beckman.illinois.edu/flashmovie/15.php
http://www.youtube.com/watch?v=IjMVsTFVX10
3D & animated http://thenextweb.com/insider/2016/04/23/guide-to-3d-tech/
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3D visualizations | depth cue or parallax trigger
If the data themselves are 3D, the third dimension communicates important information
3D useful for:
visualizing volumes, and sightlines (instead of making mental models by combining 2D visualizations)
communicating the concept place
navigating through areas
Realistic texturing, illumination:
may facilitate feeling of ‘presence’ in a location
may introduce affective appraisal of an area
http://assassinscreed.ubi.com/revelations/en-GB/home/
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Preference for realism
• extraneous realism slowed response time and lead to more eye fixations on both task-relevant and task-irrelevant regions of the displays • some participants persisted in favoring these realistic displays over non-realistic maps.
Hegarty et al, 2011
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Users prefer realistic, complex and high-fidelity displays, even when their performance is lower (extra information is not task relevant, and distracting)
Users have more confidence in data presented in realistic displays
Appreciation of the 3D visualization may transfer to the content of the data
User preferences, even those of domain experts, are not a good indication of effectiveness; testing required.
Attractive things work better
when we feel attracted, we overlook design faults
Smallman, St John 2005
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Attractive things work better
when we feel attracted, we overlook design faults
Donald Norman (2002)
“.. any pleasure, derivable from the appearance or functioning of the tool increases positive affect, broadening the creativity and increasing the tolerance for minor difficulties and blockages.
The changes in processing style released by positive affect aid in creative problem solving that is apt to overcome both difficulties encountered in the activity and those created by the interface design.
“Tools that are meant to support serious, concentrated effort (…), are best served by designs that emphasize function and minimize irrelevancies. “
Here the normal tensions of the situation are beneficial. The design should not get in the way; it must be carefully tailored for the task.
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Some conclusions……
Proper visualization techniques
using cartographic / geo-visualisation concepts
applying user centered design
by defining Personas and Requirements
and developing demonstrators / prototypes
including interaction design rules
reviewing demonstrators via usability evaluation
check unwanted side-effects ( eg. ‘affect’)
Geo-visualisation trends lead to next generation
applications that need usability evaluation to understand
impact on communication by geo-information.
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170518| ron van lammeren | www.geo-informatie.nl
Based and inspired by Joske Houtkamp lectures, Rogers et al, projects of Peter Verweij; MGI/GIMA thesis studies (2000 – 2015) of
Bos, Hoogerwerf, Ottens, Davelaar, de Roo, Momot, Velema, Witte, Gaertner, Zhou, Luisman, Milosz, Getachew, Valster, van Rooij,
Gold, Link, Petrenko, van der Mijden, Smit, Scheerooren Text and pictures from DiWi, Foulkes, GESO, PSPE, QUICKS, VOLANTE projects
IDV |
Communication
and
Visualisation
http://www.tableau.com/about/blog/2012/11/top-5-visualizations-all-time-19810
Self-report measures
Ask users about their perception of the application and
their interaction with it
Semantic differential scales
Beautiful o o o o o o o Ugly
Likert scales
“The information was easy to find”
strong disagree / disagree / neither agree nor disagree / agree / strong agree
Open-ended questions
(Which 5 elements did you like the least/most? Reasons for assessments)
Standard questionnaires:
SUS (System usability scale),
QUIS (user interface satisfaction),
USE (Usefulness, Satisfaction and ease of Use)
Example screenshot study for GIS
Goals:
How do GIS users organise and customise the interface?
Study common users in daily usage
Users were asked: - to send a screenshot of their entire screen when working on routine tasks
- to fill in a Questionnaire to provide additional information
Analysis:
proportion of interface assigned to map-other parts of interface (e.g. toolbars)
User experience
Screen resolution
Result: simple technique to understand how GIS is used in situ
Haklay & Zafiri 2008