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动态可视化的用户体验:一个案例研究及设计考量

User Experience of Visualizations in Motion: A Case Study and Design Considerations.

作者信息

Yao Lijie, Bucchieri Federica, McArthur Victoria, Bezerianos Anastasia, Isenberg Petra

出版信息

IEEE Trans Vis Comput Graph. 2025 Jan;31(1):174-184. doi: 10.1109/TVCG.2024.3456319. Epub 2024 Nov 25.

DOI:10.1109/TVCG.2024.3456319
PMID:39269804
Abstract

We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice, when viewers are confronted with embedded visualizations, they often have to focus on a primary task and can only quickly glance at a visualization showing rich, often dynamically updated, information. As such, the visualizations must be designed so as not to distract from the primary task, while at the same time being readable and useful for aiding the primary task. For example, in games, players who are engaged in a battle have to look at their enemies but also read the remaining health of their own game character from the health bar over their character's head. Many trade-ofts are possible in the design of embedded visualizations in such dynamic scenarios, which we explore in-depth in this paper with a focus on user experience. We use video games as an example of an application context with a rich existing set of visualizations in motion. We begin our work with a systematic review of in-game visualizations in motion. Next, we conduct an empirical user study to investigate how different embedded visualizations in motion designs impact user experience. We conclude with a set of considerations and trade-offs for designing visualizations in motion more broadly as derived from what we learned about video games. All supplemental materials of this paper are available at osf.io/3v8wm/.

摘要

我们展示了一项系统综述、一项实证研究以及从一个具体场景中得出的关于设计动态可视化的第一组考量因素,在该场景中这些可视化被用于支持一项主要任务。在实践中,当观众面对嵌入式可视化时,他们通常必须专注于一项主要任务,并且只能快速瞥一眼显示丰富且通常是动态更新信息的可视化。因此,可视化的设计必须做到既不会分散对主要任务的注意力,同时又要易于阅读且有助于主要任务。例如,在游戏中,正在进行战斗的玩家既要看着敌人,又要从角色头顶的生命值条读取自己游戏角色的剩余生命值。在这种动态场景中嵌入式可视化的设计存在许多权衡之处,我们将在本文中深入探讨,重点关注用户体验。我们以电子游戏为例,它是一个具有丰富现有动态可视化集的应用场景。我们首先对游戏中的动态可视化进行系统综述。接下来,我们进行一项实证用户研究,以调查不同的动态嵌入式可视化设计如何影响用户体验。我们从对电子游戏的了解中得出了一组更广泛地设计动态可视化的考量因素和权衡之处,并以此作为结论。本文的所有补充材料可在osf.io/3v8wm/获取。

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