Visualization applications can enable interactions between people
in powerful and unexpected ways, as illustrated by the following two
personal experiences.
In the spring of 2003, the first author created PostHistory, an
application to visualize e-mail archives of individuals. (1) Given the
personal nature of the data, it was assumed the archive owner would view
the data alone. Indeed, during a usability study, the experimenters
carefully explained to participants that no one other than the owner
would have access to the visualizations. Yet, as soon as users had
access to the application, they began finding ways to share the
resulting images. Users mailed screen captures to friends and family;
they invited colleagues to sit with them to view the screen images
together. This sharing triggered deep reminiscing and long conversations
about events in their lives, which the users considered an important
benefit of the visualization system.
In the winter of 2005, the second author created NameVoyager, a
Web-based visualization of historical data on baby name popularity. (2)
NameVoyager helps expectant parents find names for their babies and
encourages individual exploration of the baby name data. As it turned
out, the data was explored, but not just in isolation. Thousands of
visitors to the site engaged in conversations about their findings,
using discussion forums and blog comments, collectively identifying
trends and anomalies and forming conjectures about the data.
Although not specifically designed for communication, the preceding
applications created rich opportunities for users to engage in
discussions about the data being displayed. Inspired by these
experiences, in this paper we introduce the concept of
communication-minded visualization (CMV), a visualization designed to
support communication and collaborative analysis. Our emphasis is on the
design of the user experience rather than the technical implementation
challenges.
We believe that designing for communication is essential because
users do not interact with visualizations solely to gain personal
insights. An insight that matters usually has to be communicated to
others. (3) As Johnson et al. point out, (4) visualization plays an
important role in many disciplines, such as biology, physics, and
genetics. To harness the power of visualization as a working tool for
multidisciplinary teams, designers need to pay close attention to how
visualization affects and enables the communication of discoveries and
the discussion of ideas within multiple contexts.
As in the preceding examples, communication of visualization
findings can take place in a variety of ways, ranging from the pervasive
screen capture to elaborate narrated videos. Also ubiquitous is the
practice of leaning over someone's shoulder to see what is
happening on his or her monitor. It is not uncommon to have up to six
viewers looking at the same visualization screen as one person interacts
with the data. (5) In business meetings screen captures or videos are
projected on a large screen. In presentations to professional
conferences video sequences have become more common as a way of making
interaction and transition techniques easily understandable to viewers.
Finally, printouts are used to share analysis and findings.
The process involved in sharing the visualization data is often
cumbersome, including screen captures, an image-editing program, and an
e-mail program. There seems to be a gap between the visualization
application and the sharing process. Current visualization platforms
lack support for communicating a user's findings.
Aside from the fact that communication and sharing capabilities are
often external to visualization systems, most ad hoc sharing practices
suffer from other drawbacks as well. They often rely on interactions
that are not very effective in screen capture or printed form. For
example, many popular visualizations, such as Map of the Market from
SmartMoney, (6) use tooltips--small windows that contain explanatory
text when the mouse moves over a target--which are lost in screen
capture form. For three-dimensional visual applications, removing the
motion element from the user interface means that the viewer loses one
of the strongest depth cues. (7) Videos of an interactive computer
session can be hard to follow if the viewer has no advance warning
regarding the part of the screen where the keyboard or mouse actions
take place. Aside from basic legibility problems of screen captures and
printouts, an inability to interact with the application (which applies
to canned video as well) may reduce the credibility of an analysis. As a
result, ad hoc sharing of noninteractive versions of a visualization is
not a satisfactory solution.
Although visualization-driven communication abounds in the real
world and although some commercial products have started to explore
CMV-style interaction, capturing and communicating visualization
interaction and discovery processes have received little attention from
the research community. In this paper we propose a conceptual framework
within which to pursue CMV issues, and we hope this framework will help
ground inquiry in this area as well as encourage the emergence of a
community of interest. We lay out the range of issues in the area,
associate this topic to related research areas, and provide initial
guidelines for CMV design and evaluation.
The rest of this paper is organized as follows. First, we describe
a number of commercial and experimental visualization systems that
address various communication needs. Second, we highlight established
research areas whose concerns are related to those in CMV. We point out
the relevant topics in these areas and how these issues emerge in CMV.
Finally, we outline proposals for the design and evaluation of CMV
applications.
EXISTING VISUALIZATION SYSTEMS
Designers of visualization systems have not completely ignored the
role of communication and group sharing. We describe here a number of
commercial and experimental visualization systems that have been
designed with communication in mind.
One such system is CoMotion **, a commercially available product
from Maya Viz, LLC. that allows users to synchronously and remotely
jointly perform visual data analysis tasks. In CoMotion each user opens
a window that provides a common view of the visualization target. Users
take turns interacting with the data in the shared view, chatting by
means of instant messaging.
The CoMotion architecture led to Command Post of the Future, an
application for the United States military that allows the members of a
command unit to share information through a collaborative visualization
application. All users are located in a command room in which a large
visualization screen is the focal point. In addition, users have
individual machines running a copy of the visualization application, and
the information they generate--manipulations and annotations of
maps--shows up at once on all other users' screens. In 2004, the
system was deployed in the field, and military personnel credit the
application with providing troops with the highest level of insight and
situational awareness they had ever experienced. (8)
Since the mid-1990s, several research projects have explored
synchronous remote sharing of scientific visualizations under the rubric
of "collaborative visualization." (9) Collaborative
visualization systems have become important data exploration tools in a
range of scientific fields from medical diagnosis (10) to archaeological
excavations. (11) The concerns of this field have primarily been related
to the technical problem of faithfully replicating one user's
experience for another at a different network location. Brodlie et al.
(12) provide an excellent survey of the state of the art.
Visualization sharing can also happen asynchronously. DecisionSite
** Posters from Spotfire, Inc. has been designed specifically to support
asynchronous sharing of visualizations. The application is a Web-based
client that allows users to capture interactive snapshots of analyses
and pass them as posters to a co-worker, who in turn can refine the
analysis. Users can make notes and set visualization
"bookmarks" (pointers to a specific state of the
visualization). The notes have associated threads and allow any
researcher to see comments made by others. DecisionSite Posters can also
be sent using regular e-mail; a recipient of a poster may then view and
interact with the poster with a Web browser and even follow the sequence
of steps taken by the sender.
DecisionSite Posters was launched in January of 2002 and has seen a
slow but steady rate of adoption. According to the company, the product
was created in response to customer interest in sharing and
collaboration. (5) So far, the communication capabilities in
DecisionSite Posters have been used in an unexpected way. Instead of
engaging in deeply nested threaded conversations by using the
conversation panel, as envisioned by the designers of the system, users
have largely used the tool just for presenting their findings to
colleagues. The ability to create commentary associated with pointers
into the visualization provides an easy way to choreograph a
step-by-step presentation. Having such paths coupled with the
full-fledged visualization makes it easy for viewers to take advantage
of the directed view of the data and at the same time break off, when
desired, to freely explore the visualization.
A final example that touches on the question of collocated
communication is PhotoMesa, (13) an experimental image browser. Inspired
by the desire to have his two-year-old daughter watch him browse without
getting lost, Ben Bederson, the creator of the application, set a design
goal that all viewers should be able to easily follow what the person
interacting with the tool is doing. To ensure that viewers follow the
sequence of navigational commands, PhotoMesa employs zooming and
highlighting to call attention to actions involving the mouse and other
I/O devices.
The visualization systems just described illustrate different
communication scenarios. Whereas DecisionSite Posters is designed for
asynchronous, remote communication of visualization findings, PhotoMesa
is intended for live, collocated sharing of visual data. CoMotion, on
the other hand, is an application for synchronous communication between
remote users. Though far from exhaustive, these examples begin to show
the variety of possible CMV scenarios. In the next section we anchor
this diversity of communication settings under a unifying conceptual
framework.
THEORETICAL BACKGROUND
CMV poses fundamentally new problems for visualization designers. A
CMV application has all the legibility, perception, and layout
challenges of any visualization application, in addition to a host of
new difficulties related to group communication practices. Of course
these collaboration challenges are not limited to visualization
applications. Group communication difficulties have been thoroughly
investigated in established research areas such as Computer Supported
Cooperative Work (CSCW). Although CMV raises a series of questions that
are specific to visualizations, it is beneficial to look at the vast
CSCW literature for guidance on collaboration/communication issues. In
this section we discuss a set of principles that are relevant to the
topic of visualization as a communication artifact.
CMV design space
What is the structure of the CMV design space? A good structure
should ideally produce an organized view of existing systems while
highlighting areas that have been underexplored. We believe
Johansen's well-known time-space matrix (12,14) does both (see
Figure 1A).
[FIGURE 1 OMITTED]
The matrix posits two independent dimensions on which systems may
differ: space and time. In some cases people use the system
synchronously (at the same time), and in other cases they communicate
asynchronously (at different times). Orthogonal to time is space;
communication can take place at a single location (same place) or at
several different places. The time-space matrix in Figure 1B lists
experimental and commercial products that have been designed with
communication capabilities in mind; they populate the four different
quadrants produced by the two dimensions. The matrix is a helpful way to
organize this diverse set of systems.
Perhaps more important, Figure 1A makes clear that a relatively
neglected area exists. Synchronous collaborative scenarios have been
much more widely explored than asynchronous visualization-based
communication. Except for DecisionSite Posters, virtually no work has
been done in this area in either research or industry. We believe that
asynchronous communication of visualization-driven insights is a key
aspect of CMV and an important research topic. As global usage of e-mail
attests, lightweight, asynchronous communication is a ubiquitous and
powerful flavor of computer-mediated communication. By not fully
exploring asynchronous communication of visualization discoveries and
processes, the research community is missing an opportunity to make
important contributions to visualization research.
Increasing adoption of CMV applications
There is extensive literature in the field of CSCW regarding the
obstacles encountered when new groupware applications are introduced in
organizations. Such work raises practical concerns for technology in
real-world scenarios, ranging from the social aspects of communication
processes to the political agendas of various actors in a group. An
early and influential survey of these concerns was published by Grudin.
(15) The survey lists eight challenges for developers of CSCW
applications, with a careful eye to the different stakeholders of
large-scale collaborative systems (purchasers of such systems,
management, and users). By analyzing which groups of stakeholders
benefit from the deployment of CSCW systems, Grudin concludes that there
will always be disparities in the accruing benefits for different groups
of users (for instance, between those who use the system to get work
done and those who use the system to monitor others' work). Unless
the systems address and minimize these disparities, they are doomed to
fail. In order to encourage the adoption of CMV systems, it is essential
to understand the social dynamics involving collaborative systems.
Since Grudin's survey, collaboration technologies have evolved
considerably, creating new social situations and raising additional and
unexpected challenges for adoption. The following list of guidelines is
partially based on Grudin's survey and also includes more recent
concerns involving collaborative systems.
1. Balancing effort and benefit--CMV should not significantly
increase the level of additional work for individuals who do not
perceive a direct benefit from the use of the application.
Example: There are likely to be different kinds of users that
interact with a CMV program. For instance, some users may take full
advantage of the visual analysis and communication capabilities of the
application, whereas others may use the program simply for information
viewing (which is a task that could easily be accomplished by using some
other graphical program with which the user is already familiar). It is
important that there be no additional work for the viewer-type user in
order to use the CMV application. Spotfire's DecisionSite Posters
provides a good example of this principle because sharing a particular
visualization does not require a viewer-type user to install any special
software.
2. Critical-mass adoption--The benefits of using CMV has to be
sufficiently clear in order to enlist critical-mass adoption. Note that
since Grudin's survey the World Wide Web has exploded in
popularity, providing an important avenue for amplifying usage once
critical mass has been reached.
Example: NameVoyager provides a clear benefit to expectant parents.
It has been suggested that other types of users saw benefits as well: a
chance to socialize, explore, or just cause trouble. (2) Once an initial
core of bloggers--the critical mass--began discussing the Web site,
usage soared. The NameVoyager experience suggests that it is worth
taking into account the various types of users and that the Web can be a
powerful tool for increasing usage of the CMV application.
In The Social Life of Information, Brown and Duguid argue that much
of the value of real-world processes and tools is derived from the
social context that surrounds them. (16) As the NameVoyager and
PostHistory (1) experiences suggest, data visualization has the
potential to generate contextual social activity. As described in
Reference 2, the discussions surrounding NameVoyager contain a huge
amount of detailed analysis that greatly enhances the value of the data
contained in the visualization itself.
3. Support for social processes--As much as possible CMV should
complement established social processes so as not to disrupt existing
practices and discourage users who are crucial to its success. In other
words, because features that support group processes may be used
relatively infrequently, CMV should be seamlessly integrated with
heavily used features.
Example: The emergence of CMV does not mean that users will stop
conducting visual analysis on their own and start exploring
visualizations in groups all the time. CMV should be seen as an
additional option for doing data analysis. As such, it is crucial that
these applications be well integrated into the environments in which
users now carry out individually most of their data exploration.
Specifically, if e-mail is the main way in which a group of people
communicates, it makes sense for the visualization application to be
integrated with e-mail at some level--the entire application need not
work within e-mail, but e-mail should be part of how users communicate
about the visualization without having to switch contexts. Few
visualization applications work well in the context of e-mail, despite
the vast amount of collaboration that occurs in that medium. Users of
visualization tools are often reduced to sending screen captures or even
elaborate textual directions for what to look at. Exceptions are current
Web-based mapping programs, such as Google Maps (17) or MapQuest. (18) A
combination of location and zoom level can be bookmarked through an
ordinary URL, which is easily sent by e-mail or instant messaging.
The fact that DecisionSite Posters requires that users move from
their standard desktop analysis tools to a special, stripped-down Web
client may be one of the reasons why it is not being used more
frequently for collective data analysis. Given this lack of integration,
it is perhaps not surprising that the software is currently used mainly
for presentation purposes.
4. Privacy--Data sharing leads to diminished privacy. As
collaborative systems become more powerful and data streaming more
seamless, excessive exposure becomes a problem. By their very nature,
visualization systems reveal patterns and connections in large data sets
that might not have been easily perceivable before. Consider the privacy
concerns that arise when a revealing visualization is shared among
dozens, maybe hundreds of other viewers. CMV systems should give users
nuanced control of how much of their data sets they might like to share
with others. Such control could affect both the data segments that are
shared and the ways in which data are presented (e.g., the ability to
make names anonymous, to aggregate data points to higher levels of
granularity, etc.).
Example: Erickson et al. (19) argue for social translucence,
suggesting that total transparency is undesirable in some situations. In
the case of visualization, there are several scenarios where it could be
better to show less information rather than more. For instance, a user
may wish to share a visualization of an e-mail in-box, but with the
proviso that all names are made anonymous. In the realm of public data,
a user study conducted by Viegas and Smith (20) shows that even
visualizations of publicly available data such as Usenet conversations
have the potential to raise privacy issues. It may be desirable to
implement "privacy filters" that protect sensitive data. It
may also be important to create "audience filters" that gear
different views of a visualization to different kinds of audiences.
Information foraging theory for groups
Finally, it is worth asking how standard theories of the value of
information visualization may apply to group usage. In this section we
consider a well-known framework for analyzing visualizations and other
information interfaces, information foraging theory. (21) Based on an
analogy with strategies used by animals foraging for food, this theory
describes how people navigate when searching for information. Central
concepts in the theory are the idea of an information patch (a small,
easily explored subset of a large collection of data) and that of
information scent--hints that a subset of data might be a valuable or
relevant information patch. In the foraging model, a user alternates
between searching for information patches (found by their
"scent"), and exploiting patches (typically reading a document
or examining particular data points in detail).
How might this model apply to an information search performed by a
group rather than an individual? Several investigators have studied how
group information foraging may benefit an individual. Collaborative
filtering can be described as a group foraging activity, and Reference
22 advocates creating "history-enriched" objects so that
individuals may learn from the previous searches of others. Neither of
these models, however, addresses the question of how a group may
successfully forage for data.
Here we provide a very brief sketch of a theory of information
foraging for groups and how it may support CMV. Imagine that many people
are analyzing a data set that contains an important undiscovered
pattern. What is the optimal exploration strategy for the group?
Assuming that communication between people is efficient, the best
strategy is to avoid redundant searching; that is, to follow an approach
in which individuals explore distinct parts of the data set in parallel.
To maximize the speed of discovery, the searchers should look first at
patches with a high information scent. When a discovery is made by one
person, it can then be quickly communicated to the rest of the group.
In a tightly controlled organization, this process may be
formalized, with people explicitly dividing the work of inspecting a
data set--consider a group of lawyers sifting through a box of
subpoenaed documents. In many other contexts, however, individuals may
wish to communicate their discoveries, but may not be able or willing to
coordinate the details of their searching behavior. In such a situation,
the problem is to find a system in which individuals are drawn to
promising patches (to avoid wasteful searches) while making sure that
not everyone searches the same patch (to avoid redundancy).
Visualizations may be an excellent solution to this problem. First,
visualizations are good at providing information scent: an outlier in a
scatter plot or a rectangle with an unusually bright color in a treemap
(a visualization of hierarchical data) give hints that drilling down may
be worthwhile. At the same time, because visualizations are inherently
nonlinear and provide only hints rather than direct relevance ratings,
they lend themselves to parallel exploration. In a ranked list, all
users would redundantly look at the top items; but (as the second author
has observed many times!) not everyone will drill down into the same
parts of a treemap. Thus according to this argument, visualizations are
an effective way for a group to make discoveries--but only if those
discoveries can be communicated easily and quickly.
The group perspective on information foraging theory provides a
helpful complement to the other theoretical underpinnings described in
this section. For instance, tightly coupled synchronous collaboration is
sometimes assumed to be richer or better than decoupled, asynchronous
work. But if the optimal strategy for a group information search is for
individuals to look at different pieces of a data set, foraging theory
would predict that asynchronous collaboration may be preferable even
when synchronous work is feasible--providing additional motivation to
study the different-time/different-place corner of the matrix in Figure
1A.
RESEARCH DIRECTIONS: SHALLOW VERSUS DEEP SHARING
Visualization-based communication raises design considerations that
suggest new areas for investigation. As previously mentioned, users
typically share visualizations by distributing images--through screen
captures, printouts, and so forth. We refer to this kind of sharing as
shallow because it is limited to the duplication of pixels, which
represent a partial view of data. Deep sharing, on the other hand,
refers to sharing of data in its entirety. Whereas asynchronous
scenarios have been relegated to shallow sharing, deep sharing has taken
place mostly in synchronous applications. Consider, for instance,
collaborative visualization projects where every user has access to a
fully interactive copy of the visualization. We believe that
intelligently sharing visualizations asynchronously--that is, with
annotations and tailored playback capabilities--poses an important
challenge for developers and designers.
From our observation of how sharing of visualizations takes place,
(3) two crucial capabilities emerge for users to successfully
communicate: establishment of a common ground for visualizations and the
ability to direct the viewers' attention (deixis). The
psychological process of grounding--the process by which a group of
people determines that they are all referring to the same thing, object,
or proposition--has a long history of research. (23) A key concern is
how people use language to negotiate the precise boundaries of what is
being referred to in speech. In fact, CSCW studies show that when users
are remotely located, their ability to establish common ground is one of
four key social-technical conditions required for effective distance
work. (24) The other three conditions are: coupling of work,
collaboration readiness, and collaboration technology readiness. In CMV,
we are interested in creating capabilities for users to establish common
ground with respect to a visual domain. A big part of visual grounding
may be the deictic facilities provided in the visualization system. As
Hill and Hollan (3) indicate, the use of pointing behaviors in
visualizations can be much more complex than simply directing
viewers' attention. Instead, pointing may convey meanings as
diverse as the height of a measurement, intervals, groupings,
difference, and position. In addition, both Reference 3 and Reference 24
observe that there is a strong interaction between deictic behavior and
memory. By pointing to the former location of now-absent graphics, users
make use of a group's memory of an image in order to support
ongoing discussion.
A challenge for CMV application designers is how to provide deep
sharing while also providing effective deictic and grounding
capabilities. One way to partition the CMV design problem space is to
use the time and place matrix presented before. By applying the notions
of shallow and deep sharing to the matrix, it becomes clear that the
more decoupled the sharing action is, the more challenging grounding and
deixis become. We examine now what it means to design for deep sharing,
while taking into account grounding and deictic capabilities in each one
of the quadrants of the time-place space.
Same time and same place: Visual cues
As the most tightly coupled sharing activity in the entire time and
place matrix, same time and same place situations need the least in
terms of grounding and deictic features. Nevertheless, the viewer has to
recognize actions (inputs) and their consequences (outputs). Tracking of
inputs and outputs becomes more vital the larger the number of
collocated participants. Above a certain group size, most participants
become viewers, while only a few can interact with the visualization
application.
It is extremely common for a small group of people to analyze data
together, gathered around a single computer screen. At times this can be
awkward; watching someone else operate a computer can be irritating,
much like watching someone else use a remote control for a TV. One
reason for this may be that changes in the display occur abruptly and
unexpectedly, and the viewer loses track of what the active user is
doing. The classification of spectator interfaces by Reeves et al. (25)
is helpful here: they suggest that for the most understandable spectator
interface, both the actions taken by the active user and the effects
they generate should be easy to follow.
As described in Reference 2, a natural hypothesis is that
visualizations should have as expressive an interface as possible. For
example, animated transitions might be an optional enhancement for a
single user, but might be critical for a viewer to maintain a sense of
orientation. This was the hypothesis used in the design of PhotoMesa.
(13) Similarly, changes to the widgets that control a visualization
should be clearly visible, and keyboard shortcuts may need to be
accompanied by visible redundant cues.
Same time and different place: Ability to point
Similar to collocated users, users working synchronously and
remotely also need clarity regarding inputs and outputs. An addition
critical issue, however, is the ability to point to elements in the
visualization. When two people are working at the same computer, it is
common to see them pointing to different parts of the screen. (3)
Pointing is a problem for other kinds of synchronous remote work, but it
can be especially acute for the unstructured displays of a visualization
tool. With a spreadsheet it is easy to say, "Look at cell E3,"
but with a typical graph layout tool it may be difficult to verbally
identify a particular node.
One solution is to allow one person to move a cursor on the
other's screen, or to allow drawing of annotations. A more
sophisticated idea in line with deep sharing is to enable complex types
of pointing that are "data aware." For example, in working
with a treemap it is natural to point to a particular tree node and its
set of descendants. One could imagine an interface in which a user
right-clicks on a node to get a menu of possible highlighting options:
put focus on the node, its children, all descendants, and so forth.
Different time and different place
Asynchronous and remote situations represent the pinnacle of
communication decoupling. As such, establishing common ground plays an
even more crucial role here than it does in any other quadrant of the
time and place matrix. In fact, all considerations for building common
ground discussed up to this point apply here as well. Visual cues,
animated transitions, and pointing mechanisms should all be taken into
consideration when designing CMV tools for asynchronous remote
collaborations.
Playback
If a playback feature is available, it may be desirable o allow
users to edit a session, picking out only a few key frames and
discarding any false starts or superfluous navigation. This implies a
capability to edit sequences of a visualization session. On a technical
level, playing back a visualization implies the ability to completely
reconstruct the state of the application from some sort of token sent
from one user to another. Such a token could be a pointer to a central
server where information is stored or in simple cases, could itself
contain all the necessary information.
An important issue here, related to the challenges defined by
Grudin, (15) is that the communication capabilities are most likely to
be used when they work well with existing systems. For example, if users
are passing a token representing state, it is helpful if this is a
simple text string (much like a URL) that can be transferred by e-mail
or instant messaging. In Reference 2 a simple example of such a scheme
is discussed.
Annotation
Another important method of asynchronous communication is
annotation. In many situations it may be helpful for users to be able to
point to objects and add some sort of information. The added information
may be anything from a single word to a long discussion. In
nonvisualization settings, simple annotations have proved powerful:
consider the Web site del.icio.us, (26) essentially an annotation
service for the Web. Annotations raise difficult questions. A
particularly thorny one is how to handle data that changes. What should
happen to an annotation, for example, when an annotated data point is
deleted? As with many systems that involve group creation of meaning
(software development or Wikipedia), it may be helpful to have a
versioning system. Another related design question for visualizations is
whether the annotations themselves can become part of the visualization.
Information foraging
The previously mentioned information-foraging model suggests some
additional designs for asynchronous communication. One of the
implications of the theory is that users should spread their attention
over the data space, and one can imagine several ways in which a system
could support this behavior. For example, Reference 2 describes a
scenario termed "antisocial navigation" in which the
visualization shows which views have been seen by many users, thus
encouraging new users to try different ways of analyzing the data.
A second requirement for efficient group data foraging is that
users should be able to communicate discoveries quickly and easily. To
support the communication of discoveries, a system might allow users to
register interest in different parts of a data set. An individual might,
for instance, make use of a "watch list" mechanism by
registering to be notified of any change in a specified list of items in
a large hierarchical data structure.
Different time and same place
The prototypical example of different-time and same-place
communication is the discourse that occurs on a public display screen.
All of the issues previously described are likely to be relevant, but
there is an additional interesting design question. If the space is the
same, then it makes sense to design the physical surroundings to augment
the visualization. At a very simple level, it may make sense to place a
printer, pens, and tape at the public display, so that users can print
out key frames, draw annotations, and stick them to the walls. An open
question is whether there are deep-sharing techniques that exploit this
physical space.
EVALUATING CMV APPLICATIONS
It is, of course, important to validate the benefits of
visualization-based communication. The case for CMV is promising but by
no means proven. It frequently happens, as in the zooming transitions of
Reference 13, that a feature is posited to help group interactions, yet
is never tested in a group setting. It would also be valuable to study
existing deployments of visualization applications such as DecisionSite
Posters and CoMotion in order to discover exactly how often their
special collaborative features are used. There has been arguably too
little academic evaluation of real-world deployments of commercial
systems, perhaps due to the "not invented here" syndrome.
Another lesson from the CSCW field may be that important insights can
come from studying commercial products such as Microsoft Excel **. (27)
The premise that the communicative aspect of data visualization is
an important part of its value leads to questions about evaluation as
well. One of the perennial problems in visualization research is the
difficulty of evaluating designs. The most common approach to such an
evaluation is a laboratory study, in which a small number of volunteers
perform carefully specified tasks. Whereas such studies produce
replicable, statistically significant results, there is a widespread
feeling that they do not reliably test the true value of visualizations
(Reference 4 names evaluation as one of 10 grand challenges facing the
field). In a survey of visualization evaluations, Plaisant (28) notes
the importance of reporting on long term use in natural settings
(something that is hardly ever done now). The CMV perspective suggests
some possible approaches to these challenges.
First, if the success or failure of a visualization system depends
on how it lets groups collaborate and communicate, then it may make
sense to perform tests on groups rather than individuals. This suggests
a number of variations on current practices. Most obviously, one might
simply test the performance of groups of two or more people using
same-time visualization. The approach may be further refined by
measuring not only the direct performance, but also how well a viewer
follows the visualization session. One might have one active user
perform a series of actions and then test whether a viewer is able to
repeat those actions. More subjective measures may be revealing as well.
If a visualization has a "magical" or "secret"
interface according to the classification in Reference 25, a viewer may
feel that the active user is uncooperative or is hiding information.
These ideas are speculative, but that is exactly the point: the CMV
perspective points to an entire set of untried ideas that need to be
evaluated.
It is also interesting to note that the field of CSCW has faced a
similar problem: Grudin (15) points to several obstacles to assessing
the value of systems for collaborative work. The main culprit is that
the success of such a system depends upon complex social and
environmental factors. As a result, it is extremely difficult to perform
a laboratory study that will predict performance "in the
wild." It is also, according to Grudin, hard to generalize from one
deployment to another because so many factors may be different.
To summarize, if a major benefit of visualization is its ability to
catalyze discussion, then the parallel with CSCW research may not be a
coincidence. It may be useful to look to CSCW for ideas on how to
overcome evaluation difficulties. Given the experience of CSCW
researchers, we believe studies of visualization should include more
studies of real-life deployments, with careful ethnographies to
understand the surrounding environmental influences on success or
failure.
CONCLUSION
Although improvements in computing technology (with faster
computers allowing for smoother graphical rendering and new hard drives
able to store vast data sets) have led to significant progress in
information visualization, little has been done to support
visualization-based communication practices. We propose CMV, a new
perspective to remedy this oversight. This perspective recognizes the
critical role played by conversations, be they synchronous or
asynchronous, and social activity surrounding graphical data analysis.
Our survey of existing techniques shows that there are many ways in
which designers can encourage visualization-based communication and that
there is a need for a unifying framework to help our understanding of
these techniques. In several cases, such as PostHistory and NameVoyager,
affordances that led to social activity were inadvertent. In other
cases, advanced ideas for CMV exist in commercial products and are
neither widely known nor well studied. One of the goals of this paper is
to point out the common themes that run through these disparate systems.
One source of ideas for studying CMV comes from CSCW. We have
highlighted three theoretical constructs that we believe are especially
relevant. Jonathan Grudin's work on problems in collaborative
systems has natural applications to communicative visualizations. The
standard partitioning of the design space into a
synchronous/asynchronous and same-place/different-place matrix proves to
be helpful here as well. Designing for visual grounding and deixis is
one of the key aspects for the success of CMV. Finally, adapting
information-foraging theory to groups provides a helpful framework for
analysis and suggests new design ideas.
With these theoretical constructs in hand, we have suggested
several research directions. First, in designing visualizations, we
advocate a deep-sharing approach, in which multiple users all have
access to the full system. At the simplest level, this may mean
designing expressive interfaces so that two people at the same computer
can easily follow each other's actions. At a more complex level, it
can mean designing systems that are "bookmarkable," where the
full state of the system may be specified by a URL-like token, allowing
annotations and asynchronous conversations.
Finally, we have offered suggestions for new ways to assess
visualizations. Evaluation has traditionally been difficult in this
area--in fact, finding new ways to evaluate visualizations is listed by
the National Science Foundation as a "grand challenge." We
believe that one reason traditional evaluation methods have been
insufficient is that they do not take into account group usage, and
therefore, miss a significant portion of the benefits (and problems)
present in a visualization system.
ACKNOWLEDGMENTS
Many people made critical suggestions to the development of the
ideas in this paper. Jesse Kriss and Steve Rohall made many
contributions, and conversations with John Patterson were influential as
well. We also thank the many other members of the Collaborative User
Experience group who have helped refine these ideas and brought related
work to our attention.
Accepted for publication April 24, 2006.
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** Trademark, service mark, or registered trademark of Maya Viz,
LLC., Spotfire, Inc., or Microsoft Corporation in the United States,
other countries, or both.
Fernanda B. Viegas
IBM Research
Cambridge, Massachusetts
Martin Wattenberg
IBM Research
Cambridge, Massachusetts
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