A Study for Foundation Properties of Information Visualization in Information Design

2009 ◽  
Vol 9 (3) ◽  
pp. 313-324
Author(s):  
김진곤
Arts ◽  
2018 ◽  
Vol 7 (4) ◽  
pp. 72
Author(s):  
Annemarie Quispel ◽  
Alfons Maes ◽  
Joost Schilperoord

Designers are increasingly involved in creating ‘popular’ data visualizations in mass media. Scientists in the field of information visualization propose collaborations between designers and scientists in popular data visualization. They assume that designers put more emphasis on aesthetics than on clarity in their representation of data, and that they aim to convey subjective, rather than objective, information. We investigated designers’ criteria for good design for a broad audience by interviewing professional designers and by reviewing information design handbooks. Additionally, we investigated what might make a visualization aesthetically pleasing (attractive) in the view of the designers. Results show that, according to the information designers, clarity and aesthetics are the main criteria, with clarity being the most important. They aim to objectively inform the public, rather than conveying personal opinions. Furthermore, although aesthetics is considered important, design literature hardly addresses the characteristics of aesthetics, and designers find it hard to define what makes a visualization attractive. The few statements found point at interesting directions for future research.


Author(s):  
Greg J. Smith

This text seeks to contextualize the history of and discourse surrounding information visualization. It positions visualization in relation to broader 20th century visual culture and addresses the evolution of the interface as a ubiquitous tool and the aesthetics for understanding the organization of information. A timeline of precursors to the Graphical User Interface (GUI) is developed and a survey of recent related history and theory is conducted to deliver additional perspectives on information aesthetics. The text concludes with a brief survey of several recent visualization projects to illustrate the variety of fields being engaged and enriched by contemporary information design.


Author(s):  
Kirsty Beilharz

Design for effective information engagement through interactive sonification and visualization can be divided into two parts: (1) interface and interaction - designing the method of manipulating, investigating and interrogating information representations; and (2) information design - designing the representation, interactivity and user-customizability of the data content. The user experience is affected by the responsiveness and intelligence (awareness, contextual knowledge, situated interactivity) of the representation design. The purpose of information visualization and sonification is to transform data into information, that is, to enable users to find meaningfulness in the data. Integral to the success of computational technologies in design is an understanding of designing around the human user, the user experience, ergonomics, aesthetics, usability, and attractive, engaging, “sticky” modes of interactivity.


2011 ◽  
Vol 1 (2) ◽  
pp. 19-33
Author(s):  
Colleen Macklin

DataPlay is a research project inspired by the concept of a “ludic age” (Chaplin & Zimmerman, 2008), where the challenges of extracting knowledge from the “data deluge” of the information age (Economist, 2010) are met with game-based approaches to information design. This paper examines Mannahatta: The Game in order to illustrate the issues involved in translating large datasets into games and game mechanics. The prescriptive work of Tufte (1983, 1990) regarding information visualization provides a conceptual framework and is applied to this paper. Tufte’s (1983, 1990) approach is convergent and divergent from the strategies uncovered in the research into games as ways to not just visualize, but directly experience data.


Author(s):  
Colleen Macklin

DataPlay is a research project inspired by the concept of a “ludic age” (Chaplin & Zimmerman, 2008), where the challenges of extracting knowledge from the “data deluge” of the information age (Economist, 2010) are met with game-based approaches to information design. This paper examines Mannahatta: The Game in order to illustrate the issues involved in translating large datasets into games and game mechanics. The prescriptive work of Tufte (1983, 1990) regarding information visualization provides a conceptual framework and is applied to this paper. Tufte’s (1983, 1990) approach is convergent and divergent from the strategies uncovered in the research into games as ways to not just visualize, but directly experience data.


Author(s):  
Carmine Swllitto ◽  
Andrew Wenn

A well-designed and implemented Web site can give a business the edge in the online environment. In part this can be achieved by utilizing the appropriate encoding language, incorporating metadata into Web pages and addressing accessibility issues for the disabled. These aspects of Web site implementation tend to be technically tangible and thus relatively easily definable. However, some of the subjective aspects of Web site development associated with information design, such as information quality, effective information visualization and presentation also contribute to a successful Web site strategy. In this chapter we report on some of the emerging technical and information design practices that a developer should consider in the implementation of business Web sites.


2015 ◽  
Vol 11 (1) ◽  
Author(s):  
Mariana Cantisani Padua ◽  
Guilherme Ataíde Dias ◽  
Thiago Lucas Castor de Lima

RESUMO Refletimos sobre a importância dos infográficos e da visualização da informação, questões- chave do design da informação. Os infográficos são tipos de representação gráfica complexa que facilitam o entendimento do conteúdo; essas representações vêm sendo utilizadas crescentemente nos mais variados ambientes informacionais. Apresentamos um levantamento conceitual e histórico da infografia, identificando os atores envolvidos na produção infográfica. Apresentamos também a teoria e a metodologia da sintaxe gráfica de Engelhardt, com o objetivo de oferecer ferramentas capazes de identificar os mecanismos presentes nas representações gráficas em geral - este foi o método escolhido para a realização do estudo de caso proposto na presente pesquisa. Na análise, constatamos o uso adequado dos objetos gráficos na peça gráfica avaliada como um todo, começando pela escolha da tipografia que privilegia a legibilidade e também na escolha das cores utilizadas. Pudemos identificar todas as estruturas básicas de sintaxe do método utilizado; as relações entre objetos foram utilizadas adequadamente (agrupamento, separação, alinhamento, vinculação, contenção e sobreposição), além do uso apropriado do espaço significativo da página para distribuição do conteúdo. As escolhas assertivas da equipe de desenvolvimento possibilitaram a visualização de uma unidade na peça, criando hierarquia das informações a partir de variações nos atributos visuais tipográficos e nas representações pictóricas utilizadas. Além disso, no que diz respeito ao significado dos objetos gráficos, identificamos uma predominância no uso dos objetos informativos e referenciais, e poucos objetos decorativos - um fato que valoriza a matéria, tornando-a mais funcional pela escolha de objetos que são essenciais na produção de conhecimento por parte do leitor.Palavras-chave: Design da informação; Infográfico; Representação gráfica; Visualização de dados; Ciência da informação.               ABSTRACT We reflect on the importance of infographics and information visualization, key issues for information design. Infographics are types of complex graphic representation that facilitate understanding the content; these representations are being increasingly used in various information environments. We present a conceptual and historical survey of computer graphics, identifying the actors involved in infographic production. Presented here is the theory of Engelhardt's graphic syntax, in order to provide tools to identify the mechanisms in graphic representations in general. This was the method chosen for the case study proposed in this research. In the analysis, we found the proper use of graphic objects in the graphical part evaluated as a whole, starting with the choice of typography that focuses on readability and also the choice of colors used. We were able to identify all the basic structures of syntax of the method used, relations between objects were used properly (grouping, separation, alignment, bonding, containment and overlap) as well as the appropriate use of significant space on the page to distribute content, producing a unity in the piece while creating a hierarchy of information from variations in the typographical visual attributes and the pictorial representations used. Furthermore, as regards the meaning of the graphic objects, we identified a predominant use of reference information and few decorative objects, making it more functional for the choice of objects that are essential in the production of knowledge by the reader.Keywords: Information Design; Infographics; Graphic representation; Data visualization; Information science.


2018 ◽  
Vol 1 ◽  
pp. 1-7
Author(s):  
Ge Song ◽  
Xi Tang ◽  
Feng Zhu

Traditional university maps, taking campus as the principal body, mainly realize the abilities of space localization and navigation. They don’t take full advantage of map, such as multi-scale representations and thematic geo-graphical information visualization. And their inherent propaganda functions have not been entirely developed. Therefore, we tried to take East China Normal University (ECNU) located in Shanghai as an example, and integrated various information related to university propaganda need (like spatial patterns, history and culture, landscape ecology, disciplinary constructions, cooperation, social services, development plans and so on). We adopted the frontier knowledge of ‘information design’ as well as kinds of information graphics and visualization solutions. As a result, we designed and compiled a prototype atlas of ‘ECNU Impression’ to provide a series of views of ECNU, which practiced a new model of ‘narrative campus map’. This innovative propaganda product serves as a supplement to typical shows with official authority, data maturity, scientificity, dimension diversity, and timing integrity. The university atlas will become a usable media for university overall figure shaping.


CJEM ◽  
2017 ◽  
Vol 19 (S1) ◽  
pp. S71 ◽  
Author(s):  
H. Hair ◽  
D. Boudreau ◽  
C. Rice ◽  
D. Grigat ◽  
S.D. VandenBerg ◽  
...  

Introduction: Within Alberta, 30% of patients presenting to emergency with minor traumatic brain injury (mTBI) will receive a CT scan before being sent home, regardless of whether it was clinically indicated. Choosing Wisely (CW) Canada recommends using validated clinical decision support to determine whether a CT scan is necessary for patients presenting with a mTBI. In order to provide patients with information on the risks and benefits of CT scans in mTBI and to encourage discussions between patients and their doctor, the Emergency StrategicClinical Network (ESCN) designed a patient focused information visualization on CT scans for head injuries. Methods: The ESCN, Physician Learning Program and CW Alberta partnered with the Mount Royal University Department of Information Design to develop a patient information visualization (infographic) intervention. Students spent a semester developing these infographics on Choosing Wisely recommendations, which were then presented to stakeholders. A student was then selected to develop a final design. Refinement of the design took place in consultation with clinical experts and tested in two patient focus groups. The final design was evaluated against the International Patient Decision Aid Standards checklist. The infographic was posted in 2 local emergency department waiting rooms. A survey was administered to any patients in the waiting room when volunteers were available. The survey was designed to evaluate whether the tool influenced patient beliefs about the risks and benefits of CT scans, and their willingness to engage in a discussion with their doctor. Results: In a 26 day period, 90 patients consented and completed the survey. Before reading the infographic, 33% of patients thought that after a head injury a CT was always a good idea and 63% thought it was sometimes a good idea. 82% and 91% of patients stated the poster helped them understand the indications and risks of CT imaging for mTBI. After viewing the poster, only 15% of patients felt that a CT was always a good idea after a mTBI. Conclusion: The mTBI patient infographic significantly changed patient perceptions regarding the need for CT scans in the setting of mTBI. This study demonstrates that targeted patient education materials can help support CW recommendations.


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