F19 Arts D065 01 Graph Des Uiux and Www
Advances in personal calculating and information technologies have fundamentally transformed how maps are produced and consumed, as many maps today are highly interactive and delivered online or through mobile devices. Appropriately, nosotros need to consider interaction as a central complement to representation in cartography and visualization. UI (user interface) / UX (user experience) describes a set of concepts, guidelines, and workflows for critically thinking virtually the design and use of an interactive product, map-based or otherwise. This entry introduces core concepts from UI/UX blueprint important to cartography and visualization, focusing on bug related to visual pattern. First, a cardinal distinction is made between the use of an interface as a tool and the broader feel of an interaction, a distinction that separates UI design and UX design. Norman'southward stages of interaction framework then is summarized as a guiding model for understanding the user experience with interactive maps, noting how different UX design solutions tin be applied to breakdowns at unlike stages of the interaction. Finally, three dimensions of UI blueprint are described: the fundamental interaction operators that grade the basic building blocks of an interface, interface styles that implement these operator primitives, and recommendations for visual design of an interface.
Figures - uploaded by Robert E. Roth
Writer content
All figure content in this area was uploaded by Robert E. Roth
Content may exist subject to copyright.
Discover the world's research
- 20+ million members
- 135+ million publications
- 700k+ inquiry projects
User Interface and User Experience (UI/UX) Design
Cite as: Roth, R. E. (2017). User Interface and User Feel (UI/UX) Design. The Geographic
Computer science & Technology Torso of Knowledge (2d Quarter 2017 Edition), John P. Wilson
(ed.). doi: ten.22224/gistbok/2017.two.v.
Abstruse
Advances in personal computing and information technologies have fundamentally transformed how
maps are produced and consumed, equally 1000whatsoever maps today are highly interactive and delivered online or
through mobile devices. Accordingly, nosotros demand to consider interaction as a fundamental complement to
representation in cartography and visualization. UI (user interface) / UX (user experience) describes a set
of concepts, guidelines, and workflows for critically thinking about the design and use of an interactive
product, map-based or otherwise. This entry introduces cadre concepts from UI/UX design of import to
cartography and visualization, focusing on issues related to visual blueprint. First, a fundamental distinction
is fabricated between the use of an interface as a tool and the broader experience of an interaction, a
stardom that separates UI blueprint and UX design. Norman's stages of interaction framework then is
summarized as a guiding model for understanding the user experience with interactive maps, noting how
different UX design solutions can be applied to breakdowns at unlike stages of the interaction. Finally,
three dimensions of UI pattern are described: the fundamental interaction operators that course the basic
building blocks of an interface, interface styles that implement these operator primitives, and
recommendations for visual design of an interface.
Definitions
affordance: a indicate to the user near how to interact with the interface
feedback: a signal to the user about what happened equally a result of the interaction
interaction: the two-way question-respond or request-issue dialogue between a human user and a
digital object mediated through a computing device
interaction primitive: the cardinal components of interaction that tin be combined to form
an interaction strategy
interaction operator: a generic function implemented in an interactive tool that enables the user
to manipulate the display
interface: a tool enabling a user to manipulate a digital object
interface complexity: the total number of unique representations that tin can be created through the
interface (scope multiplied by freedom)
interface flexibility: ability to consummate the southwardame objective with an interface through unlike
interaction strategies
interface freedom: the precision past which each operator can exist executed
interface telescopic: the baseline number of operators implemented in an interactive tool
interface style/mode: the style by which user input is submitted to perform the operator
user feel (UX) design: iterative fix of decisions leading to a successful outcome with an
interactive tool, besides as a productive and satisfying process while arriving at this upshot
user interface (UI) blueprint: the iterative set of decisions leading to a successful implementation of
an interactive tool
Description
1. Introducing UI/UX
1.one The User Interface versus the User Feel
Advances in personal computing and information technologies have fundamentally transformed how
maps are produced and consumed, every bit mwhatsoever maps today are highly interactive and delivered online or
through mobile devices. UI (user interface) / UX (the stateser experience) describes a set of concepts, guidelines,
and workflows for critically thinking about the design and use of an interactive product (Garrett, 2010),
map or otherwise. UI/UX is a growing profession in the geospatial industry and broader technology sector
(Haklay, 2010), with UI/UX designers needed to enghistoric period with stakeholders and target users throughout
large software engineering and spider web blueprint projects (see Additional Resources). This entry reviews the
conceptual principles behind UI/UX, emphasizing visual design following other entries in the
Cartography & Visualization section and complementing the technologically-oriented User Interfaces
entry spanning GIScience in the Programming & Development section.
UI and UX are non the same, separated in their focusouthward on interfaces versus interactions. An interface is a
tool, and for digital mapping this tool enables the user to grandanipulate maps and their underlying
geographic information. An interaction is broader than the interface, describing the two-way question-
answer or request-consequence dialogue between a human user and a digital object mediated through a
computing device (Roth, 2012). Therefore, an interaction is both contingent— equally the response is based on
the request, creating loops of interactivity—and empowering— giving the user bureau in the mapping
process with changes contingent on his or her interests and needs (Sundar et al. 2014).
Therefore, humans use interfaces, but they experiencdue east interactions, and it is the experience that
determines the success of an interactive product (Norman, 1988). UI design describes the iterative set of
decisions leading to a successful im plementation of an interactive tool while UX design describes the
iterative set of decisions leading to a successful outcome with the interactive, also as a productive and
satisfying process while arriving at this outcome. Accordingly, UI/UX often is reversed as UX/UI to
emphasize the importance of designing the overall experience rather than just the interface.
1.2 Scholarly Influences on UI/UX Pattern in Cartography and Visualization
Within GIScience, interaction most commonly is treated past the enquiry thrust of geographic visualization
(see Geovisualization ). Interactivity supports visual thinking, enabling users to externalize their
reasoning by requesting a wide range of unique map representations (DiBiase, 1990), thus overcoming the
limitations of whatever single map design. Geovisualization encourages this interactive reasoning for the
purpose of exploration rather than communication (see Cartography & Scientific discipline), with the goal of
generating new hypotheses and spontaneous insights about unknown geographic phenomena and
processes (MacEachren & Ganter, 1990; MacEachren, 1994). As a result, much of the early research on
interaction in cartography and visualization is specific to scientific discovery, considering expert
specialists every bit the target user groups.
Today, UI/UX design requires consideration of use cases across exploratory geovisualization and users
beyond adept researchers. Interaction allows users to view multiple (sometimes all) locations and map
scales as well as customize the representation to their interests and needs. Interaction also empowers users
in the cartographic design procedure, improving accessibility to geographic information and dissolving
traditional boundaries between mapmaker and map user (come across Cartography & Power). Increasingly,
interaction enables geographic assay, linking computing to cognition in order to scale the human mind
to the complexity of the mapped phenomenon or procedure (see Geovisual Analytics). Accordingly,
interaction has been suggested every bit a primal complement to representation in cartography, together
organizing contemporary cartographic scholarship and practice (Roth, 2013a; Figure i). For discussion of
boosted influences on UI/UX design in cartography and visualization, encounter Geocollaboration, Usability
Engineering, and Web Mapping.
Figure i. Cartography traditionally has been divided by topics on mapmaking (come across the Map Pattern Fundamentals topics)
versus map use (run into Map Use). Advances in digital mapping engineering require consideration of a second distinction:
representation versus interaction (separated in the Body of Knowledge under Map Design Techniques versus Interactive
Blueprint Techniques). Inquiry and design now draws from a blending of both dimensions. (adjusted with permission from Roth,
2013a)
2. Designing the User Experience
two.i Stages of Interaction
An interaction requires the user to employ perceptual, motor, and cognitive abilities equally they view,
manipulate, and interpret an interactive yardap. Norman (1988) offers a useful framework for
conceptualizing a map interaction every bit a 2-way dialogue or conversation, decomposing a single
interaction substitution into 7 discrete and observable stages:
1. Forming the goal: The goal is what the user is trying to accomplish with the interface and therefore
represents the user's motivation for using the interface (a demand, interest, marvel, etc.). Goals are
described as "high-level" tasks, and may include exploration, analysis, synthesis, and presentation
(see Geovisualization).
2. Forming the intention: The intention is the specific map reading objective that the user completes
in back up of the goal. Accordingly, intentions are described as "low-level" tasks. Intentions
include identification of a map feature, comparison of ii map features, ranking of a fix of map
features, etc. Therefore, an intention yields a specific geographic insight, such every bit detection of a
deviation, change, outlier, anomaly, correlation, tendency, cluster, or fasten.
iii. Specifying an action: The user then must transtardily their intention to the functions (described
beneath equally operators) im plemented in the interface. The interface needs strong affordances― o r
signals to the user about how to collaborate with the interface―for the user to specify which operator
best supports the intention before executing the activeness.
4. Executing an action: The user and so must execute the specified activity using input computing
devices, such every bit a pointing device (e.g., grandouse, touchscreen), keying device (eastward.g., thoueyboard,
keypad), or other style (e.chiliad., gesture or speech recognition). Once the action is executed, the
computing device processes the request and, if successful, returns a new map representation to the
user.
5. Perceiving the arrangement land: Once returned, the user then views the new representation. Here,
stiff feedback― or signals to the user about what happened equally a result of the interaction―is
needed to clarify how the map inverse after the request. It is through this provision of feedback
that the map participates in the two-style interaction dialogue.
6. Interpreting the system state: After perceiving the change to the map representation through
feedback, the user and so must make sense of the update. Ane fashion to describe this stage is
completion of the intention: once a new map is returned, it tin can be used to bear out the user'due south
depression-level job and, if successful, generateastward a new geographic insight.
vii. Evaluating the issue: The evaluation compares the insight with the expected effect to
make up one's mind if the goal has been achieved. This includes disquisitional evaluation of the insight ("does this
run intom right?") and meta-evaluation of the overarching goal ("practise I have my answer?"). Following
this evaluation, the user may revise their goal and initialize a new interaction substitution, restarting
the seven phase sequence.
Norman described breakdowns betwixt the user and the map (Stages #1-4) every bit the "gulf of execution", or
the mismatch between user tasks and supported operators, and breakdowns betwixt the map and the user
equally the "gulf of evaluation" , or the mismatch betwixt the result of the operator and the user's expected
result. Tabular array i works through Norman's 7 stages of interaction and lists UX blueprint solutions
bachelor when a breakdown at a given stage is observed (adapted from Roth, 2013a).
Table i. Norman (1988) reduced an interaction into seven discrete, observable stages. An observed breakup at a given stage
suggests a specific set of UX solutions. (adapted from Roth, 2013a)
"I want to become out of
here."
"I want to explore
long-term patterns in
tornado activity."
The user's goal is not
supported by the interactive
(Type I error), or the user does
not think that the interactive
supports his or her goal (Type
II fault).
• Complete a needs assessment to
define user goals.
• Implement strategies to meliorate
user expertise and motivation.
"I volition identify the
door I volition employ to
exit."
"I volition start past
determining if the
frequency of
tornadoes has
changed since the
1950s."
The user cannot complete one
or several low-level tasks or
relies on map reading lone to
consummate depression-level tasks
without interacting.
• Develop use case scenarios based
on low-level tasks.
• Evaluate the interactive using
criterion tasks.
"I will use the door
handle to open the
door."
"I will use the
sequencing controls
to accelerate the
timeline by decade
from the 1950s to
nowadays."
The user does non sympathize
how the provided interface
functionality supports their
goals and intentions.
• Improve visual affordances.
• Implement startup and tooltip
help.
• Configure the map with a smart
default to show how the UI and
map relate.
"I pull the door
handle."
"I use the mouse to
move the slider
widget from
beginning to end."
The user does not understand
how to submit information to
the interface through the input
devices or incorrectly used the
input devices.
• Amend flexibility to support
multiple input devices.
• Reduce point mileage and
workload to avoid errors.
• Use accelerators to speed
interaction.
• Utilise visual metaphors fatigued from
existent-globe interactions.
Perceiving
the Organization
State
"I feel that the door
did not open."
"I see that the map
now has more tornado
tracks on it."
The user does not notice how
the map changed due to the
interaction.
• Improve visual feedback through
highlighting.
• Provide summary information to
compare before and after
interacting.
• Use breadcrumbs to remind the
user how they interacted.
Interpreting
the Organisation
Country
"I think this means
that I demand to push
the handle instead
of pull it."
"I think this means
there are more
tornadoes today than
there were in the
1950s."
The user does not understand
what the alter in the map
means.
• Combine visualization with
statistical computation to
highlight significant insights (see
Geovisual Analytics).
"This is a stupid
door, but at least I
know how to get out
now. Proficient thing
in that location wasn't a fire!"
"I now will modify
my goal from a wide
exploration of long-
term patterns beyond
tornado activeness to
assay of specific
causes of the
increment."
The user does not receive
information from the
interaction that helped them
achieve their goal.
• Provide visual provenance to
rail interactions beyond
exchanges.
• Support enabling operators (e.g.,
save, annotate, export) to collect
insights during interaction.
• Back up collaboration to share
insights.
2.2 Additional UX Frameworks
A number of disciplines, professions, and knowledgdue east areas contribute to UI/UX design, including
ergonomics, graphic design, human being-estimator interaction, information visualization, psychology, usability
engineering, and web design. Additional frameworks for agreement UX pattern take been offered as
UX becomes formalized conceptually and professionally (encounter Roth, 2013a, for a review). For instanceast,
Fitts' (1954) constabulary providing an early understanding of pointing interactions was based on psychology
studies about human actual movement, Further, Foley et al.'s (1990; 2014) three design levels (the
conceptual, operational, and implementational levels, as discussed for mapping by Howard &
MacEachren, 1996) were derived from research on human-computer interaction while Garrett's ( 2010 )
five planes of design (the surface, skeleton, southtructure, scope, and strategy planes, as discussed for
mapping by Tsou, 2011) are offered from web design experience. Finally, well-nigh recommendations
depict UI/UX equally a design process that includes 1000ultiple, user-centered evaluations, making use of
methods and measures established in Usability Engineering science (see Usability Engineering ).
3. Designing the User Interface
3.1 Interaction Operators
As with representation design and the visual variables (see Symbolization & the Visual Variablesouth), an
interaction can be deconstructed into its basic edifice blocks (Effigy 2). Interaction primitives describe
the cardinal components of interaction that can be combined to class an interaction strategy (Roth,
2012). Scholars in cartography (due east.1000., Cartwright et al., 2001) and related fields (e.1000., Thomas & Cook,
2005) identify development of a taxonomy of interaction primitives every bit the near pressing need for the
understanding of interaction, as such a taxonomy articulates the complete solution space for UI/UX
design. Co-ordinately, there are now a range of taxonomies offered in the UI/UX literature, including
taxonomies specific to cartography and visualization (e.g., Dykes, 1997; MacEachren et al., 1999;
Crampton, 2002; Andrienko et al., 2003; Edsall et al., 2008).
Effigy ii. Every interactive map can be deconstructed to its basic interaction primitives. Here, Google Maps is annotated
according to the supported interaction operators, with each click, tap, etc., related to its functional purpose. (image captured and
annotated from http://maps.google.com ; February 2017)
Tabular array 2. UI design relies upon interaction operator primitives. UI design recommendations specific to cartography and
visualization are get-go to sally for each operator. (adapted from Roth, 2013b)
Some UI Design Recommendations?
Set or alter the displayed map
representation without irresolute the
information.
"Reexpress from a choropleth map
to a proportional symbol map."
• Reexpress to a proportional symbol map type on web maps to
overcome issues with normalization and Spider web Mercator.
• Reexpress cartograms equally choropleth maps to support
identification tasks.
• Reexpress temporal sequences when interested in linear and
cyclical time.
• Reexpress between maps and not-map representations to
reveal anomalies nowadays in unlike visual structures.
Generate and advance through an
ordered set up of related maps, each
with different data.
"Sequence by decade from 1950 to
nowadays."
• Constrain the binning unit to intervals in space, time, or
attributes that brand sense for the employ case scenario.
• Sequence all animations (temporal or otherwise) to give users
controls over the playback.
Modify the characteristic types included in
the map for boosted context.
"Overlay bike lanes atop the map. "
(Too underlay: " Plow on the
imagery basemap beneath the
linework.")
• Overlay but a modest subset of context layers for general users
to avoid meaningless overplotting.
• Overlay custom layers (via import) for practiced users to support
association tasks (due east.g., correlations, cause-effect relationships).
• Overlay visual benchmarks providing summary context (e.g.,
average, max-min) to support comparison and ranking tasks.
Set up or change the pattern parameters
of a map without changing the map
type.
"Resymbolize the choropleth map
from 5 classes/colors to an
unclassed color ramp."
• Constrain resymbolization for general users to avoid
misleading representations.
• Resymbolize all design parameters for skilful users to manage
visual bureaucracy while interacting.
• Resymbolize form breaks to support ranking and delineation
(due east.m., clusters, spikes) tasks.
• Resymbolize through direct manipulation of the legend.
• Dynamically update the fable when resymbolizing.
"Zoom from a city overview into a
local neighborhood."
• Increase the level of detail in the map when zooming into the
map (i.e., "semantic" zoom ).
• Consider conventional tileset zoom level map scales when
generalizing linework for mapping on the web.
• Zoom only to a subset of relevant map scales appropriate for
the level of detail of the linework.
• Include a widget to zoom out to the smallest/deerror map
scale.
• Support flexibility given the ubiquity of zooming on slippy
web maps (e.chiliad., double-click, mousewheel, compression-and-zoom,
zoom slider)
Change the geographic centre of the
map.
"Pan the map from the origin to the
destination of the route."
• Limit the mouse/pointer mileage needed to pan between map
features for the goal of presentation and general users.
• Support flexibility given the ubiquity of panning on slippy web
maps (eastward.g., click-and-drag, direction keys, grab-and-drag)
Set or change the map projection
(beyond map scale and centering)
"Reproject to show due north as up on
the map."
• Reproject when panning and zooming if not computationally
restrictive.
• Rotate away from north-up for egocentric mobile applications
supporting navigation.
Remove/highlight map features
within a feature blazon that exercise not
run into one or a set of user-divers
weather.
"Filter the map to show top-rated
restaurants simply."
• Support filtering over searching for the goal of exploration and
skillful users.
• Use slider widget to filter by numerical facets and
checkboxes/radio buttons to filter by categorical facets.
• Filter to complete complex ranking and delineation tasks.
• Require the user to click a "submit" button for complex
filtering taking longer than 100 milliseconds to avoid
perceived lags in interaction.
Add together/highlight a map feature of
interest.
"Search for the destination by
accost."
• Back up searching over filtering for the goal of presentation
and general users.
• Search to consummate simple identification tasks.
• Support spatial search by the user's location on mobile
devices.
Request details on demand about a
map feature of interest.
"Retrieve details about the State of
Wisconsin."
• Recollect details to complete simple identification tasks.
• Layout the UI controls so that detail retrieval occurs after other
interactions that reduce the candidate map features to a subset
of interest (following Shneiderman's mantra).
• Move from an information window that activates atop the map
to a docked information panel equally the f data complexity
about the map features increases.
Manipulate the layout of maps,
coordinated views, and map
elements.
"Rearrange the legend atop the map
to interpret the symbol."
• Constrain arrangement for the goal of presentation and general
users to avoid misleading representations.
• Separate coordinated views into dialog windows for mobile.
Derive new information well-nigh a map
feature of interest.
"Calculate the distance to the side by side
city."
• Use persistent interfaces over nested interfaces when
supporting complex calculations.
• Make visual as many components of calculations and models
through the interface.
Interaction primitive taxonomies differ by the stages of interaction they include. While UX design
considers primitives at all stages, UI design primarily focuses upon interaction operator primitives (Stage
#3: Specifying the Activeness), or the generic functions implemented in the interactive that enable the user to
manipulate the display. Operators include panning, zooming, and item retrieval—functions common to
"slippy" web maps using tilesets (run across Web Mapping )– besides as reexpression to unlike visual
overviews, overlay of context information, and filtering across multiple facets of the mapped dataset–
functions essential to Shneiderman's (1996) information seeking mantra in big data visualizations (run into
Big Information Visualization). Table 2 describes common operator primitives in cartography and visualization,
synthesizing UI/UX recommendations (adapted from Roth, 2013b).
Not all maps need to be interactive, and non all interactive maps require the same UI design. Interface
scope describes the baseline number of operators implemented in an interactive product (e.g., just panning
and zooming versus panning and zooming plus searching, filtering), while interface freedom describes
the precision by which each operator can be executed (eastward.chiliad., zooming any map calibration versus but ~20 pre-
processed scales). Together, scope and liberty determine the interface complexity, or the total number
of unique representations that can exist created through the interface. Much like managing data
complication in cartographic pattern (come across Generalization), managing interface complexity is essential for
good UI/UX design. The appropriate residuum of flexibility versus constraint in the UI/UX design
ultimately should exist determined through user input and evaluation (see Usability Applied science).
three.2 Interface Styles
An operator is implemented in one of several interface styles, also called modes, or the manner by which
user input is submitted to perform the operator (Shneiderman & Plaisant, 2010 equally discussed for mapping
by Howard & MacEachren, 1996). The same operator can exist implemented multiple times thcrude
unlike interface styles, assuasive users to complete the same objective with an interface through
different interaction strategies, a pattern concept described equally interface flexibility. In graphic user
interfaces (i.eastward., GUIs), the interface manner is the widget, menu, or form that triggers an result when input is
received; the operator is the business logic that is executed after the upshot is handled.
Interface styles are defined past their level of directness in submitting input (Figure iii). Fully direct
manipulation enables probing, dragging, and other adjustments to graphic elements of the UI. For
cartography and visualization, direct manipulation can be applied to private map features (common for
item retrieval), the entire map (common for panning, zooming, and reprojection), map elements like a
fable (common for filtering and resymbolizing), a linked information graphic or 5isualization (common
for reexpression of overviews, filtering, and item retrieval in a coordinated visualization), or simply a
custom widget such every bit buttons or slider confined (common for filtering, toggling overlays, and sequencing
through a map serial or animation) (Roth, 2013a).
Less directly interface styles include menus, or the pick of one or more than items from a list (common for
filtering), and forms, or the keying of characters into a bare textbox (common for searching). The one thousandove
towards mobile-first or post-WIMP (Windows, Icons, Menus, and Pointers) design in cartography has
substantially changed how direct interface styles are designed in gild to support imprecise (finger-based)
affect interactions (encounter Mobile Mapping & Responsive Design). Control language and natural
language styles are indirect and non-graphic styles for implementing operators. Shneiderman & Plaisant
(2010) provide a comprehensive summary of the relative advantages and disadvantages of interface styles
for UI design.
Figure iii. Every interaction operator can exist implementing using i of many interface styles or modes. For instance: (a) item
retrieval through directly manipulation of a map feature, (b) panning through direct manipulation of the entire map, (c) filtering
through direction manipulation of the map legend, (d) coordinated item retrieval through direct manipulation of a linked
isomorph, (e) sequencing through direct manipulation of a slider interface widget, (f) filtering past indirect carte du jour selection, (yard)
annotating metadata through indirect form backup, (h) reexpression of a new map through indirect command line, and (i) detail
retrieval through natural language and gesture recognition, Boosted details about the depicting interactive maps and
visualizations are included in Roth (2013a). (reproduced from Roth, 2013a, p88)
iii.three Visual Interface Design
Equally with newspaper or static cartographic design (see Aesthetics and Design), the visual await and feel of the
UI design is "more just icing on the cake": it sets the tone for the entire user feel, from setting
the mood and evoking an appropriate emotional response through improving usability and subjective
satisfaction. UI pattern is a highly artistic process, and cosmos of a coherent and unique visual brand
relies on iterative refinement of global pattern decisions (e.g., interface layout and responsiveness,
application navigation, visual affordances and feedback, colour scheme, typefaces) and local design
decisions (e.thou., visual metaphors for direct 1000anipulation interface widgets, specific text phrasing for
icons, tooltips, and data windows). Nielsen (1994) provides a useful set up of usability heuristics for
guiding visual interface design.
Bibliography
Andrienko, Northward., Andrienko, G., & Gatalsky, P. (2003). Exploratory spatio-temporal visualization: an
analytical review. Periodical of Visual Languages & Calculating, 14 (6), 503-541.
Cartwright, W., Crampton, J., Gartner, G., Miller, Due south., Mitchell, K., Siekierska, E., & Wood, J. (2001).
Geospatial information visualization applyr interface issues. Cartography and Geographic
Information Science, 28 (ane), 45-60.
Crampton, J. Due west. (2002). Interactivity types in geographic visualization. Cartography and geographic
information science, 29 (2), 85-98.
DiBiase, D. (1990). Visualization in the eastwardarth sciences. Earth and Mineral Sciences, 59(2), 13-18.
Dykes, J. A. (1997). Exploring spatial data representation with dynamic graphics. Computers &
Geosciences, 23(four), 345-370.
Edsall, R., Andrienko, G., Andrienko, N., & Buttenfield, B. (2008). Interactive maps for exploring spatial
data. ASPRS Transmission of GIS.
Fitts, P. M. (1954). The data capacity of the human being motor system in controlling the amplitude of
movement. Journal of Experimental Psychology. 47 (6): 381-391.
Garrett, J. J. (2010). The elements of user experience: user-centered design for the web and beyond.
Pearson Education.
Haklay, Chiliad. M. (Ed.). (2010). Interacting with geospatial technologies. John Wiley & Sons.
Howard, D., & MacEachren, A. M. (1996). Interface blueprint for geographic visualization: Tools for
representing reliability. Cartography and Geographic Information Systems, 23 (2), 59-77.
Hughes, J. F., Van Dam, A., Foley, J. D., & Feiner, Due south. One thousand. (original edition 1990; latest edition
2014). Figurer graphics: principles and practice. Pearson Instruction.
MacEachren, A. K. (1994). Visualization in modern cartography: setting the agenda. Visualization in
modern cartography, 28 (1), 1-12.
MacEachren, A. M., & Kraak, M.-J. (1997). Exploratory cartographic visualization: advancing the
agenda. Computers & Geosciences, 23(4), 335-343.
MacEachren, A. M., Wachowicz, One thousand., Edsall, R., Haug, D., & Masters, R. (1999). Constructing
cognition from multivariate spatiotemporal information: integrating geographical visualization with
knowledge discovery in database methods. International Journal of Geographical Information
Science, 13 (4), 311-334.
Nielsen, J. (1994, April). Usability inspection methods. In Briefing companion on Human factors in
computing systems (pp. 413-414). ACM.
Norman, D. A. (2013). The blueprint of everyday thursdayings: Revised and expanded edition. Basic books.
Roth, R. E. (2012). Cartographic interaction primitives: Framework and synthesis. The Cartographic
Periodical, 49(four), 376-395.
Roth, R. E. (2013a). Interactive maps: What we kat present and what we need to know. Journal of Spatial
Information Scientific discipline, 2013 (6), 59-115.
Roth, R. E. (2013b). An empirically-derived taxonomy of interaction primitives for interactivdue east
cartography and geovisualization. IEEE transactions on visualization and computer
graphics, 19 (12), 2356-2365.
Shneiderman, B. (1996). The optics have it: A task by data type taxonomy for information visualizations.
In Visual Languages, 1996. Proceedings., IEEE Symposium on (pp. 336-343). IEEE.
Shneiderman, B. (2010). Designing the user interface: strategies for effective human-reckoner
interaction. Pearson Didactics India.
Sundar, S. Southward., S. Bellur, J., Oh, H., Jia, H., & H. S Thouim. (2016). Theoretical importance of contingency in
human-computer interaction: furnishings of one thousandessage interactivity on user engagement.
Communication Research, 43 (5), 595-625
Thomas, J. J., & Cook, K. A. (2005). Illuminating the path: the inquiry and development agenda for
visual analytics. IEEE Computer Society.
Tsou, M.-H. (2011). Revisiting web cartography in the U.s.: The rise of user-centered
design. Cartography and Geographic Information Science, 38 (3), 250-257.
Learning Objectives
• Understand: Describe traditional and emerging use cases for interactivity in cartography and
visualization (e.chiliad., exploration, analytics, presentation)
• Understand: Describe a user need for the following interaction operators: panning, zooming,
overview reexpression, filtering, detail retrieval, etc.
• Apply: Walkthrough the stages of interaction using different interface controls in an interactive
map and identify potential breakdowns and solutions.
• Analyze: Deconstruct an interactive map into its basic interaction primitives.
• Evaluate: Evaluate an interactive map design past UI/UX design recommendations (e.m.,
affordances/feedback, interface complexity, interface styles, design heuristics).
• Create: Design an interactive map suitable for a given set of user needs.
Instructional Questions
• Perhaps the ii well-nigh common kinds of mapping interfaces that geospatial professional due south
experience today are simple spider web maps (eastward.g., Apple Maps, Google Maps) and fully-featured GIS
(e.k., ArcGIS, QGIS). These UX design contexts could non be more different! Compare and
contrast these two UX contexts according to user needs, potential breakdowns in the user
feel, recommended UI controls, etc., arguing why these two kinds of mapping interfaces
necessarily should be different.
• In lab ___, you created an interactive map depicting ___. Use the stages of interaction framework
to walkthrough how you envisioned a first time user to interact with your map (i.east., work through
multiple loops of the framework). Identify potential breakdowns in your design and discuss UX
design solutions to enhance your interactive thousandap in the future.
• Navigate to your online campus map:
o If interactive: Critique the campus map according UI/UX design recommendations (e.g.,
which interaction operators should be added to / removed from the map? how could your
university develop a better visual brand through the campus map?). Present your critique
equally a series of recommendations for improving the campus map.
o If static: Appraise how the campus map should take advantage of interactivity co-ordinate to
UI/UX design recommendations (e.k., which interaction operators should be added to the
map? how could your academy develop a better visual brand through the campus map?).
Present your assessment as a series of recommendations for making the campus map
interactive.
• You have been given a clarification of unmet user needs and target user personas for a proposed
interactive map (derive from class readings/discussion). Develop a requirements certificate
outlining the functional scope of the proposed interactive map. Include notes nearly the
recommend interface liberty and flexibility for each interaction operator included in the
requirements document.
• You lot have been given a description of a use case scenario for an interactive map and a
requirements certificate proposing the functional southwardcope of the interface to support this employ case
(derive from class readings/discussion). Sketch a prototype of the interface based on UI/UX
design recommendations, including an example map representation. Annotate the sketch with
notes justifying the interface styles used to implement each operator, the layout of interface
controls, and aspects of the visual design that produce a coherent look and feel.
Boosted Resources
• (2017) The 100 Best Jobs: Cartographer. U.Due south. News and World Report. Retrieved from:
http://money.usnews.com/careers/best-jobs/cartographer
• Nielsen, J., & D. Norman. (1998-2017). The Nielsen Norman Grouping: Evidence-based user
experience research, training, and consulting. Retrieved from: https://www.nngroup.com/
• Roth, R. E. (2016). Rethinking cartography curriculum to train the gimmicky cartographer.
In: sixth International Conference on Cartography and GIS. Retrieved from: https://cartography-
gis.com/docsbca/iccgis2016/ICCGIS2016-16.pdf
• Szukalski, B. (2013, August 1). Transforming essential GIS skills. Esri Insider . Retrieved from
https://blogs.esri.com/esri/esri-insider/2013/08/01/transforming-essential-gis-skills/
• Tolochko, R.C. (2016). Contemporary professional practices in interactive spider web map design.
Retrieved from: http://tolomaps.github.io/assets/Tolochko_Thesis.pdf
• Underwood, E. (2013, March 8). The New Cartographers. Science Magazine. Retrieved from
http://www.sciencemag.org/careers/2013/03/new-cartographers
Keywords
user experience blueprint, user interface blueprint, interactive maps, interaction primitives, collaborateion
operators
... Just if the users need to edit variant types of the graph at one time, they have to load different visual dashboards. So, it is very applied to extend the graph dashboard due to the user dashboards' design demands [4]. ...
- Ashwini G. Varma
- Jignyasa Bhupendra Sanghavi
Present, user dashboards have been widely used everywhere, and the design complexity is growing with the more and more than advanced technology. A very important aspect in user dashboards design is their specifications that draw what the systems have to do. The specification should provide criteria for the systems to be designed. The criteria are formulated in a specification language, which is kept preferably on a loftier abstraction level and, for example, demand not be executable. The specification gives a formal model by class-library extensions, past this fashion to ensure the consistency of the systems and define the properties of the systems. In many modernistic applications, graphs play important role in representing the specifications of user dashboards. The richness and applied purposes are needed past the specifications. The richness comes from several resources, which have the variations in the way of different types of graphs. Likewise the general graph, there are Conditional Process Graph (CPG), Petri nets and other types of graphs. It turns more difficult to piece of work on these graph representations in a textual format since now the user dashboards go more than and more complicated. We demand to develop a visual dashboard, which users can pattern and edit the graph visually based on certain class of specifications. There exist some kind of dashboards for graphs, but they each by and large focus on one type of graph at a fourth dimension. If new graph is introduced, they cannot work anymore. And then, nosotros propose an extensible visual dashboard, which can edit many types of graph with their ain specifications that are defined in formal means. All the representations in the dashboard are graph-based and they share common concepts such like edges and nodes. Past this way, the dashboard becomes extensible and it is not simply the combination of several dashboards. In this newspaper, we study different methods to design user dashboards, and evaluate the best practices in designing the same.
... For the development of an intuitive digital product, it is indispensable to understand the concepts of User Feel Design (UX) and User Interface Design (UI). They come across dissimilar purposes just contribute together to a workflow based on essential concepts and guidelines to successfully design a digital product [30]. ...
The study presented in this paper consists of the development of a platform for digital archiving, collaborative and e-learning, within the framework of the arts and crafts industries. This work is part of Anti-Amnesia, a projection which aims to investigate Design as an amanuensis for the regeneration and reinvention, narratives and materials, of disappearing Portuguese cultures and manufacturing techniques. In general, this project aims to: develop methodologies, through digital means and tools, that contribute to the preservation of the heritage and cultural heritage of the craft industries; contribute to the sustainability of the craft heritage, through the revitalization of the tradition of these industries, ensuring a continuous transmission of skills, techniques and arts and crafts knowledge to future generations; and promote inquiry and enquiry in this area of Portuguese manufacturing. Specifically, in this piece of work to create the platform, nosotros seek, through digital engineering science, to make information more attainable and universal, facilitating access to knowledge. Through the platform, and with the back up of educational tools and services, we will seek to promote the learning of Portuguese manufacturing techniques, in society to attract young people to recover older practices. Based on this strategy, it is intended to value tradition, preserve it, and transmit it to future generations.
... For the development of an intuitive digital product, it is indispensable to understand the concepts of User Experience Design (UX) and User Interface Design (UI). They meet dissimilar purposes only contribute together to a workflow based on essential concepts and guidelines to successfully design a digital production [30]. ...
- Nuno Martins
The craft merchandise in Portugal faces challenges that compromise its productive and economic sustainability and may result in the disappearance of millenary techniques, traditions, and industrial practices of high symbolic and historical value. The growing incompatibility of these traditional activities with digital technologies, the lack of resource, and a growing age gap are among the primary problems identified. This situation made worse by various restrictions pertaining to the COVID-19 pandemic points towards the possibility of extinction of this type of manual arts. The goal of this enquiry is to demonstrate how the blueprint process of an e-marketplace platform, throughout its unlike phases, may contribute to the revitalization of traditional industries. The methodologies adopted in the framework consisted in the study of UX and UI best design practices, including wireframe design, user flows, definition of personas, evolution of prototypes, and manner guides. The results of the conducted usability tests to the image allowed a gradual improvement of the solution, culminating in the confirmation of its effectiveness. The study concluded that digital technology, namely a designed e-marketplace solution, could potentially bring buyers and sellers closer together, thus being a tool with high potential for the dissemination and sustainability of the craft industry.
- Clara Setas
O presente trabalho tem como objetivo apresentar uma proposta de interface digital que permita avaliar a proficiência, no Português Europeu (PE), de crianças lusodescendentes na diáspora, e que forneça fabric informativo sobre a aquisição precoce de línguas de herança. No desenvolvimento deste trabalho foram expostos e discutidos os obstáculos à aquisição de uma língua de herança, ligados aos sistemas educativos, contextos socioculturais, eastward fatores extralinguísticos. Discutiu-se a fiabilidade da utilização dos quadros de nível de língua já existentes, aplicados ao ensino de línguas de herança. A interface pretende disponibilizar um Cloze Exam como ferramenta de avaliação fiável de competências linguísticas, uma vez que se revela a falta de ferramentas adaptadas à avaliação de proficiência e, também, ao contexto de aquisição due east necessidades de aprendizagem dos falantes de herança. O Cloze Test é um teste de preenchimento de lacunas de um texto que agrega a avaliação de conhecimentos lexicais, morfossintáticos east discursivos, correspondentes a diferentes níveis de dificuldade. O teste permite distribuir bone falantes em grupos diferentes de proficiência e detetar em que estruturas da língua apresentam mais dificuldades. Relativamente ao método de avaliação, foi concebido um modelo de pontuação e distribuição de níveis de proficiência, acompanhado das respetivas descrições de nível, que deriva do grau de dificuldade de estruturas linguísticas. A interface é apresentada em formato de protótipo interativo que resultou da criação de Personas (utilizadores-alvo), da análise das suas necessidades eastward objetivos, e a incorporação de conceitos relevantes da componente do design de interfaces web. Por fim, realizou-se a testagem da usabilidade do protótipo, através de entrevistas, na qual se destacou a importância do planeamento do design de interação east navegação east do posicionamento e clareza do conteúdo informativo. Com as entrevistas, o problema do sistema de ensino do português como língua de herança voltou a surgir, ressaltando a disparidade dos formatos de ensino entre países. Concluiu-se que a interface está em conformidade com every bit necessidades dos utilizadores-alvo e que possui várias possibilidades de expansão. Prevê-se que o futuro lançamento desta interface permita contribuir para esta área de investigação da linguística. Esta interface digital tem como público-alvo professores, educadores, pais e demais agentes educativos.
- Oksana Nikiforova
- Vitaly Zabiniako
- Jurijs Kornienko
- Amanda Siliņa
Bereft user involvement, lack of user feedback, incomplete and changing user requirements are some of the critical reasons for the difficulty of IS usage, which could potentially reduce the number of customers. Under the previous authors' research, the method for analysing the behaviour of IT organisation users was adult, which was intended to improve the usability of the system and thus could increase the efficiency of business organization processes. The developed method is based on the use of graph searching algo rithms, Markov chains and Motorcar Learning arroyo. This newspaper focuses on detailing of method output data in the context of definition of their importance based on expert evaluation and demonstration of visual presentation of dissimilar UX analysis situations. The paper briefly reminds the essence of the method, including both the input and output data sets, and, with the assistance of experts, evaluates the expected event in the context of their importance in UX analysis. It besides introduces visualization image developed to obtain the output data, which allows verifying the input/output data transformation possibilities and expected data acquisition potential.
- Igor Didier Sabukunze
- A Arakaza
Nowadays, it is essential to use all concepts of Human being-Figurer Interaction to sympathize mobile application design usability. This manuscript aims to clarify a mobile application user experience (Take hold of online transportation), especially Grab foodservice users, using a user experience questionnaire. We noticed some Take hold of nutrient users' complaints, such as complaints related to the location, toll, and payment. The information was then analyzed using an excel data analysis tool. The findings showed that all 6 scales of the User Experience Questionnaire (UEQ) were good except the dependability scale. The outcome indicated that the value of bewitchery was ane.64, perspicuity 1.69, dependability 1.29, efficiency i.60, stimulation 1.57, and novelty one.21. In addition, the hateful scale value computed was favorable, and all values were more significant than 0.8 compared to the UEQ benchmark. The findings can be used for dependability comeback to reduce complaints from users.
Mobile map applications are typically used past a wide range of users. Users can exist diverse in their context attributes (e.k. map use feel, activities during map utilise), and several previous user experience (UX) studies have focused on agreement how some contextual factors influence the UX for designing maps that satisfy users' needs. A need for research remains to evaluate the relationship betwixt user context, UX, and variants of mobile map element design. In this article, nosotros present our research investigating the interplay of these factors through an empirical user study with citizens in Republic of austria. We created an online survey and generated 84 map variations, combining seven map-related tasks, three base map styles, two map detail densities, and two time-pressure level variants. We tested these map variations with 107 survey participants and related their UX to user context. Map-related tasks emerged as a ascendant factor modifying the map design UX. Further results showed that interactivity loaded map-related tasks were aided when paired with low detail-dumbo base maps, contrasting overlay features. We recommend future enquiry to analyze an extended fix of context attributes with additional participant data, to evaluate dynamic variations in context, and to find means to dynamically monitor mobile map design UX.
Virtual Reality Oral communication Training (VR-ST) helps trainees develop presentation skills and practice their application in the real world. Another benefit is straight feedback based on gamification principles. Information technology is non yet clear if direct feedback is accepted past participants. We investigated how direct feedback in a VR-ST affects the participants' technology acceptance based on the Technology Acceptance Model (TAM). Our report compares a VR-ST with direct feedback (n=100) with a simulation-based VR-ST (due north=100). The results show that direct feedback offers benefits to trainees by improving applied science credence. Further results show that VR-ST is more often than not more than accepted by participants without public speaking anxiety.
Technology has transformed maps into interactive tools for exploring and understanding the world. In this article, nosotros present the user experience (UX) design process for Flyover Country (http://flyovercountry.io), a mobile mapping application that visualizes information about the Earth'due south geology and history, allowing users to save and then admission the information offline while flying, driving, or hiking. Specifically, the newspaper presents a UX blueprint report that tracks the conceptualization, implementation, and revision of Flyover Country, and employs scenario-based design to walk through a pair of use instance scenarios that informed our UX design: science outreach to the general public and field trip guides for geoscience education. In the newspaper, we note UX design insights that are potentially transferable to other mobile mapping contexts, organizing insights by mobile representation blueprint (scale, projection, symbolization, and typography) versus mobile interaction blueprint (map entry bespeak, bottom navigation, floating action push button, and pull-up data panel).
- Robert Eastward. Roth
In this paper, I hash out my feel over the past five years restructuring the cartography curriculum at the University of Wisconsin–Madison to account for sweeping shifts in conceptual framings, mapping technologies, and professional expectations. To guide the refresh, I aligned the cartography curriculum to an orthogonal pair of axes: the traditional distinction in cartography between mapmaking and map use, and an emerging distinction betwixt representation and interaction. A single grade was designed to cover each of the four pairwise antipodes of the orthogonal axes, with a fifth course positioned at the intersection of these axes to integrate influences and technologies. In the paper, I discuss the pedagogical philosophy guiding the revised curriculum, the organization of pattern concepts and technical skills taught in each course, and lessons learned from my experience for keeping curriculum malleable equally cartography continues to evolve.
The post-obit tutorial describes how to make an interactive choropleth map using the D3 (Information-Driven Documents) web mapping library (d3js.org). This tutorial is based on a laboratory assignment created in the fall of 2014 for an advanced class titled Interactive Cartography and Geovisualization at the University of Wisconsin–Madison. This is the 2d of ii On the Horizon tutorials on web mapping and extends a previous tutorial that used the Leaflet JavaScript library (run across Donohue et al. 2013; dx.doi.org/10.14714/CP76.1248). Fully commented source code for both tutorials is available on GitHub (github.com/uwcart/cartographic-perspectives). All code is distributed under a Creative Commons 3.0 license and available for unconditional use, with the exception of the files in the lib directory, for which certain license conditions are required as described in the file LICENSE.txt.
- Sven Fuhrmann
- William Throughway
This chapter focuses on approaches to facilitate user-centered pattern (UCD) betwixt distributed users and developers of collaborative tools. Additionally, it introduces a case study that illustrates the way these approaches accept been implemented to assistance remote collaboration in the environmental sciences. It introduces an initial prepare of online user centered assessment techniques that can be expanded into a more formal methodology, which merges electronic usability assessment with traditional techniques. Most current UCD assessment methods are derived from recommendations fabricated for unmarried user workspaces. Although these methods provide a basis for creating new collaborative geovisualization tools, they do non fully support collaboration between groups of usability examination subjects and software designers who are often distributed in space and usability measurements of geocollaborative tools running in a "real-world" distributed mode. Enquiry on collaborative geovisualization tool design has just begun and offers many interesting enquiry challenges.
- Muki Haklay
This book provides an introduction to HCI and usability aspects of Geographical Information Systems and Science. Its aim is to introduce the principles of Human-Computer Interaction (HCI); to discuss the special usability aspects of GIS which designers and developers need to have into account when developing such systems; and to offer a set up of tried and tested frameworks, matrices and techniques that can exist used within GIS projects. Geographical Information Systems and other applications of computerised mapping have gained popularity in recent years. Today, computer-based maps are common on the World Wide Web, mobile phones, satellite navigation systems and in various desktop computing packages. The more sophisticated packages that allow the manipulation and assay of geographical information are used in location decisions of new businesses, for public service commitment for planning decisions past local and central government. Many more applications be and some gauge the number of people beyond the globe that are using GIS in their daily piece of work at several millions. However, many applications of GIS are hard to learn and to master. This is understandable, as until quite recently, the chief focus of software vendors in the area of GIS was on the commitment of basic functionality and development of methods to present and dispense geographical information using the available computing resources. As a result, little attention was paid to usability aspects of GIS. This is evident in many public and private systems where the terminology, conceptual design and construction are all centred around the engineering science of GIS and non on the needs and concepts that are familiar to the user. This book covers a range of topics from the cognitive models of geographical representation, to interface design. It will provide the reader with frameworks and techniques that tin be used and clarification of case studies in which these techniques have been used for reckoner mapping application.
Source: https://www.researchgate.net/publication/317660257_User_Interface_and_User_Experience_UIUX_Design
0 Response to "F19 Arts D065 01 Graph Des Uiux and Www"
Postar um comentário