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Design of visualizations for human-information interaction : : a pattern-based framework /

By: Sedig, Kamran [author.].
Contributor(s): Parsons, Paul [author.].
Material type: materialTypeLabelBookSeries: Synthesis digital library of engineering and computer science: ; Synthesis lectures on visualization: # 5.Publisher: San Rafael, California (1537 Fourth Street, San Rafael, CA 94901 USA) : Morgan & Claypool, 2016.Description: 1 PDF (xv, 185 pages) : illustrations.Content type: text Media type: electronic Carrier type: online resourceISBN: 9781627057486.Subject(s): Information visualization | Human-computer interaction | visualization | human-information interaction | design thinking | design intention | pattern language | design framework | design process | systems theory | information space | visual representation | interaction design | interactivity | complex activities | tasks | theory | conceptual framework | information items | information mapping | science of visualizationDDC classification: 001.4226 Online resources: Abstract with links to resource Also available in print.
Contents:
1. Introduction -- 1.1 Overview and motivation -- 1.2 Audience -- 1.3 Approach, scope, and intended use -- 1.4 Structure --
2. Background -- 2.1 Notable contributions -- 2.1.1 Brief commentary -- 2.2 Comparison of this book to existing work -- 2.3 Science of visualization -- 2.4 Common terminology -- 2.5 Design patterns -- 2.6 Design frameworks --
3. Conceptual elements of framework -- 3.1 Systems theory -- 3.2 Space -- 3.3 Information space -- 3.4 Representation space -- 3.5 Encoding vs. representing -- 3.6 Abstract vs. concrete: techniques, structures, and marks -- 3.7 Visualization techniques -- 3.8 Visual marks -- 3.9 Visual structures -- 3.10 Visual variables --
4. Patterns -- 4.1 Definition and identification on patterns -- 4.2 Naming of patterns -- 4.3 Application of patterns -- 4.4 Anti-patterns -- 4.5 Instantiation and blending of patterns -- 4.6 Characterization of patterns -- 4.6.1 Token -- 4.6.2 Area -- 4.6.3 Branch -- 4.6.4 Cell -- 4.6.5 Coordinate -- 4.6.6 Cycle -- 4.6.7 Fusion -- 4.6.8 Group -- 4.6.9 Hierarchy -- 4.6.10 Link -- 4.6.11 List -- 4.6.12 Spectrum -- 4.6.13 Stack -- 4.6.14 Track -- 4.7 Categorization of patterns -- 4.8 Usage of patterns --
5. Blending of patterns -- 5.1 Blending of patterns -- 5.1.1 Syntax -- 5.1.2 Self-blending and nesting -- 5.2 Operation of pattern language -- 5.2.1 Primary patterns -- 5.2.2 Substrate patterns -- 5.2.3 Relational patterns -- 5.3 Design and structural analysis --
6. Human-information interaction -- 6.1 Human-visualization system -- 6.2 Activity, task, and interaction: a characterization -- 6.3 Interaction design -- 6.3.1 Interaction -- 6.3.2 Interactivity -- 6.3.3 Further sources --
7. Design process -- 7.1 Design stages -- 7.1.1 Stage 1: information space and task space -- 7.1.2 Stage 2: patterns, blendings, and abstract structures -- 7.1.3 Stage 3: visualization techniques -- 7.1.4 Stage 4: concrete encoding and interaction -- 7.2 Visualization design for complex cognitive activities --
8. Application of framework -- 8.1 Quality-of-life example -- 8.2 Genomics example -- 8.3 Education example --
9. Discussion and summary -- References -- About the authors.
Abstract: Interest in visualization design has increased in recent years. While there is a large body of existing work from which visualization designers can draw, much of the past research has focused on developing new tools and techniques that are aimed at specific contexts. Less focus has been placed on developing holistic frameworks, models, and theories that can guide visualization design at a general level--a level that transcends domains, data types, users, and other contextual factors. In addition, little emphasis has been placed on the thinking processes of designers, including the concepts that designers use, while they are engaged in a visualization design activity. In this book we present a general, holistic framework that is intended to support visualization design for human-information interaction. The framework is composed of a number of conceptual elements that can aid in design thinking. The core of the framework is a pattern language--consisting of a set of 14 basic, abstract patterns--and a simple syntax for describing how the patterns are blended. We also present a design process, made up of four main stages, for creating static or interactive visualizations. The 4-stage design process places the patterns at the core of designers' thinking, and employs a number of conceptual tools that help designers think systematically about creating visualizations based on the information they intend to represent. Although the framework can be used to design static visualizations for simple tasks, its real utility can be found when designing visualizations with interactive possibilities in mind--in other words, designing to support a human-information interactive discourse. This is especially true in contexts where interactive visualizations need to support complex tasks and activities involving large and complex information spaces. The framework is intended to be general and can thus be used to design visualizations for diverse domains, users, information spaces, and tasks in different fields such as business intelligence, health and medical informatics, digital libraries, journalism, education, scientific discovery, and others. Drawing from research in multiple disciplines, we introduce novel concepts and terms that can positively contribute to visualization design practice and education, and will hopefully stimulate further research in this area.
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Item type Current location Call number Status Date due Barcode Item holds
E books E books PK Kelkar Library, IIT Kanpur
Available EBKE708
Total holds: 0

Mode of access: World Wide Web.

System requirements: Adobe Acrobat Reader.

Part of: Synthesis digital library of engineering and computer science.

Includes bibliographical references (pages 165-184).

1. Introduction -- 1.1 Overview and motivation -- 1.2 Audience -- 1.3 Approach, scope, and intended use -- 1.4 Structure --

2. Background -- 2.1 Notable contributions -- 2.1.1 Brief commentary -- 2.2 Comparison of this book to existing work -- 2.3 Science of visualization -- 2.4 Common terminology -- 2.5 Design patterns -- 2.6 Design frameworks --

3. Conceptual elements of framework -- 3.1 Systems theory -- 3.2 Space -- 3.3 Information space -- 3.4 Representation space -- 3.5 Encoding vs. representing -- 3.6 Abstract vs. concrete: techniques, structures, and marks -- 3.7 Visualization techniques -- 3.8 Visual marks -- 3.9 Visual structures -- 3.10 Visual variables --

4. Patterns -- 4.1 Definition and identification on patterns -- 4.2 Naming of patterns -- 4.3 Application of patterns -- 4.4 Anti-patterns -- 4.5 Instantiation and blending of patterns -- 4.6 Characterization of patterns -- 4.6.1 Token -- 4.6.2 Area -- 4.6.3 Branch -- 4.6.4 Cell -- 4.6.5 Coordinate -- 4.6.6 Cycle -- 4.6.7 Fusion -- 4.6.8 Group -- 4.6.9 Hierarchy -- 4.6.10 Link -- 4.6.11 List -- 4.6.12 Spectrum -- 4.6.13 Stack -- 4.6.14 Track -- 4.7 Categorization of patterns -- 4.8 Usage of patterns --

5. Blending of patterns -- 5.1 Blending of patterns -- 5.1.1 Syntax -- 5.1.2 Self-blending and nesting -- 5.2 Operation of pattern language -- 5.2.1 Primary patterns -- 5.2.2 Substrate patterns -- 5.2.3 Relational patterns -- 5.3 Design and structural analysis --

6. Human-information interaction -- 6.1 Human-visualization system -- 6.2 Activity, task, and interaction: a characterization -- 6.3 Interaction design -- 6.3.1 Interaction -- 6.3.2 Interactivity -- 6.3.3 Further sources --

7. Design process -- 7.1 Design stages -- 7.1.1 Stage 1: information space and task space -- 7.1.2 Stage 2: patterns, blendings, and abstract structures -- 7.1.3 Stage 3: visualization techniques -- 7.1.4 Stage 4: concrete encoding and interaction -- 7.2 Visualization design for complex cognitive activities --

8. Application of framework -- 8.1 Quality-of-life example -- 8.2 Genomics example -- 8.3 Education example --

9. Discussion and summary -- References -- About the authors.

Abstract freely available; full-text restricted to subscribers or individual document purchasers.

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Interest in visualization design has increased in recent years. While there is a large body of existing work from which visualization designers can draw, much of the past research has focused on developing new tools and techniques that are aimed at specific contexts. Less focus has been placed on developing holistic frameworks, models, and theories that can guide visualization design at a general level--a level that transcends domains, data types, users, and other contextual factors. In addition, little emphasis has been placed on the thinking processes of designers, including the concepts that designers use, while they are engaged in a visualization design activity. In this book we present a general, holistic framework that is intended to support visualization design for human-information interaction. The framework is composed of a number of conceptual elements that can aid in design thinking. The core of the framework is a pattern language--consisting of a set of 14 basic, abstract patterns--and a simple syntax for describing how the patterns are blended. We also present a design process, made up of four main stages, for creating static or interactive visualizations. The 4-stage design process places the patterns at the core of designers' thinking, and employs a number of conceptual tools that help designers think systematically about creating visualizations based on the information they intend to represent. Although the framework can be used to design static visualizations for simple tasks, its real utility can be found when designing visualizations with interactive possibilities in mind--in other words, designing to support a human-information interactive discourse. This is especially true in contexts where interactive visualizations need to support complex tasks and activities involving large and complex information spaces. The framework is intended to be general and can thus be used to design visualizations for diverse domains, users, information spaces, and tasks in different fields such as business intelligence, health and medical informatics, digital libraries, journalism, education, scientific discovery, and others. Drawing from research in multiple disciplines, we introduce novel concepts and terms that can positively contribute to visualization design practice and education, and will hopefully stimulate further research in this area.

Also available in print.

Title from PDF title page (viewed on May 13, 2016).

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