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-offs 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 https://osf.io/3v8wm/}.
翻译:本文通过一个具体应用场景,系统性地探讨了运动可视化设计,并提出了一套初步设计考量。在该场景中,可视化需辅助用户完成主要任务。实践中,当用户面对嵌入式可视化时,往往需要专注于主要任务,仅能快速扫视呈现丰富动态信息的可视化界面。因此,这类可视化设计需在避免干扰主要任务的同时,保持可读性并有效辅助任务执行。以游戏场景为例:玩家在战斗过程中既要关注敌方动态,又需通过角色头顶的血条读取自身生命值状态。此类动态场景中的嵌入式可视化设计存在诸多权衡空间,本文以用户体验为核心对此展开深度探讨。我们以电子游戏作为典型应用场景,因其具备丰富的运动可视化案例。研究首先系统梳理了游戏中的运动可视化设计,随后通过实证用户研究探究不同运动可视化设计方案对用户体验的影响。最后,基于游戏场景的研究发现,提炼出适用于更广泛场景的运动可视化设计考量与权衡框架。本文所有补充材料详见 https://osf.io/3v8wm/。