The aim of visualization is to support humans in dealing with large and complex information structures, to make these structures more comprehensible, facilitate exploration, and enable knowledge dis- covery. However, users often have problems reading and interpreting data from visualizations, in particular when they experience them for the first time. A lack of visualization literacy, i.e., knowledge in terms of domain, data, visual encoding, interaction, and also analyti- cal methods can be observed. To support users in learning how to use new digital technologies, the concept of onboarding has been successfully applied in other domains. However, it has not received much attention from the visualization community so far. With our position paper, we aim to work towards filling this gap by proposing a design space of onboarding in the context of visualization.
Journalists need visual interfaces that cater to the exploratory nature of their investigative activities. In this paper, we report on a four‐year design study with data journalists. The main result is netflower, a visual exploration tool that supports journalists in investigating quantitative flows in dynamic network data for story‐finding. The visual metaphor is based on Sankey diagrams and has been extended to make it capable of processing large amounts of input data as well as network change over time. We followed a structured, iterative design process including requirement analysis and multiple design and prototyping iterations in close cooperation with journalists. To validate our concept and prototype, a workshop series and two diary studies were conducted with journalists. Our findings indicate that the prototype can be picked up quickly by journalists and valuable insights can be achieved in a few hours. The prototype can be accessed at: http://netflower.fhstp.ac.at/
Education is an important component of every healthcare system. Patients need to be educated about their planned procedures; healthcare professionals need to be trained in their respective profession. Both patient education and the training of healthcare professionals are often completed in person, which requires resources and is bound to certain times and places. Virtual educational environments can potentially save human and monetary resources, increase learner engagement, and enable users to learn according to their own schedules. This design study describes proofs of concept for two augmented reality-enabled (AR) educational tools, utilizing a Microsoft HoloLens head-mounted display. In the first use case, we demonstrate an AR application which could be used to educate cancer patients about their radiotherapy treatment and potentially reduce patient anxiety. The second use case demonstrates an AR training environment, which could complement the practical training of undergraduate radiography students. Two prototypes—VIPER, for patient education, and ARTUR for the training of radiography students—were developed and tested for viability and usability, both based on individual user tests. Both patient and student education were evaluated as viable and usable additions to conventional educational methods, despite being limited in terms of accessibility, usability, and fidelity. Suitable hardware is becoming more accessible and capable, and higher-fidelity holograms, better utilization of real-world objects, and more intuitive input methods could increase user immersion and acceptance of the technology.
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