Information Engagement through Interactive Sonification 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.

Author(s):  
Roberto Yuri Da Silva Franco ◽  
Alexandre Abreu De Freitas ◽  
Rodrigo Santos Do Amor Divino Lima ◽  
Marcelle Pereira Mota ◽  
Carlos Gustavo Resque Dos Santos ◽  
...  

2020 ◽  
Vol 179 ◽  
pp. 02013
Author(s):  
Yi Zou ◽  
Na Qi

The visual design of the infographic is designed to compress complex information and present it to the audience through an intuitive and easy-to-understand expression, so that they can effectively absorb the content therein. With the continuous development of science and information visualization technology, the production methods and presentation forms of information charts have become more and more abundant, and the direction from two-dimensional information charts to multi-dimensional information charts and dynamic information charts has continuously evolved. This paper cuts in from the perspective of user experience, and proposes optimization suggestions for the current status of visual design of infographics.


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.


2018 ◽  
Vol 24 (3) ◽  
pp. 203-219
Author(s):  
Eurides Castro Junior

Abstract The popularization of mobile devices has contributed to the democratization of health education in areas of difficult access through mobile learning. For effective learning to occur it is necessary to consider aspects of the user experience (ux) and aspects of human cognition in the interaction with artifacts in a social context. In this scope, a ux study of an app for health was conducted in Brazil. The app was developed by the Open University of the Unified Health System (una-sus) of the Federal University of Maranhão (ufma). The app was evaluated through interaction testing with simultaneous interviews, followed by a satisfaction questionnaire. 16 physicians took part in the study, which was conducted in their work context. In general, users did not have any prolems using the app. However, there were problems in navigating and understanding elements of the graphic interface that could affect ux and content learning. The results of the study are discussed from the perspective of Information Design and according to the Theory of Situated Cognition. Based on these results and on the literature, some recommendations for the design of health apps are put forward.


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.


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.


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