Samuel Huron

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30ranked-venue papers
5as first author
15since 2021 · last 2026
0000-0002-9319-8559ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 20 · 3 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Challenges in Synchronous & Remote Collaboration Around Visualization
abstract
We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.
Matthew Brehmer, Maxime Cordeil, Christophe Hurter, Takayuki Itoh, Wolfgang Büschel, Mahmood Jasim, Arnaud Prouzeau, David Saffo, Lyn Bartram, Sheelagh Carpendale, Chen Zhu-Tian, Andrew Cunningham, Tim Dwyer, Samuel Huron, Masahiko Itoh, Alark Joshi, Kiyoshi Kiyokawa, Hideaki Kuzuoka, Bongshin Lee, Gabriela Molina León, Harald Reiterer, Bektur Ryskeldiev, Jonathan A. Schwabish, Brian A. Smith 0001, Yasuyuki Sumi, Ryo Suzuki 0001, Anthony Tang 0001, Yalong Yang 0001, Jian Zhao 0010
CHI14
2025 Travel Patterns & Conference Intentions: Engaging Conference Attendees with Sustainability through Input Physicalization
abstract
Against the backdrop of a growing concern with environmental sustainability across HCI research and design, TEI'24 was the first version of the conference to include a sustainability chair. In conjunction with this increasing interest in sustainability, we organised a Studio at TEI'24 to engage the community in a conversation about the sustainability of conferences by using data physicalizations to mediate this discussion. In a one-day Studio, the organisers and attendees constructed two large-scale input physicalizations that were deployed at the conference venue to collect data around conference sustainability from TEI attendees. In this pictorial, we present the outcomes of this Studio, including the two input physicalizations and the collected data. We offer a description of the strategies we employed to design in a more sustainable way, as well as reflections on input physicalizations and the opportunities and challenges they present for facilitating data-driven dialogue.
Sarah Hayes, Martin V. A. Lindrup, Kim Sauvé, Denise Heffernan, Nathalie Bressa, Rosa van Koningsbruggen, Lisa Zimmermann 0001, Samuel Huron
TEI8
2025 Studying Visual Evidence from Using Physical Space to Think
abstract
This paper investigates how people use physical space, free from digital constraints, to organize thoughts and ideas. Such spatial arrangements commonly support sensemaking, idea generation, and data understanding. We collected over 300 publicly shared images capturing these activities collected from real-world contexts. Our visual analysis identifies a small set of recurring spatial patterns such as clusters, grids as well as the techniques people use to build and adapt them, such as color coding, directional lines, and selective rule-following. We discuss how these practices can inform the design of more expressive and adaptable digital spatially-aware tools that better support the diverse ways people think with space.
Maryam Rezaie, Samuel Huron, Parnian Taghipour, Lien Quach, Victor Cheung, Sheelagh Carpendale
Proc. ACM Hum. Comput. Interact.2
2024 SoftBioMorph: Fabricating Sustainable Shape-changing Interfaces using Soft Biopolymers
abstract
Bio-based and bio-degradable materials have shown promising results for sustainable Human-Computer Interaction (HCI) applications, including shape-changing interfaces. However, the diversity of shape-changing behaviors achievable with these materials remains unclear as the fabrication knowledge is scattered across multiple research fields. This paper introduces SoftBioMorph, a fabrication framework that aims to integrate the fabrication know-how of sustainable soft shape-changing interfaces with biopolymers. Based on the example of Sodium Alginate, the framework contributes (1) a set of material synthesis processes that modify the biopolymer’s properties to fulfill different functions; (2) a set of DIY crafting-based assembling techniques that functionalize the material and assembling properties to achieve three primitive types of change in shape; and (3) a series of application cases that demonstrate the versatility of the framework. We further discuss limitations, research questions, and fabrication challenges, presenting a comprehensive approach to sustainable prototyping in HCI.
Madalina Nicolae, Claire Lefez, Anne Roudaut, Samuel Huron, Jürgen Steimle, Marc Teyssier 0002
Conference on Designing Interactive Systems4
2024 Was it Real or Virtual? Confirming the Occurrence and Explaining Causes of Memory Source Confusion between Reality and Virtual Reality
abstract
Source confusion occurs when individuals attribute a memory to the wrong source (e.g., confusing a picture with an experienced event). Virtual Reality (VR) represents a new source of memories particularly prone to being confused with reality. While previous research identified causes of source confusion between reality and other sources (e.g., imagination, pictures), there is currently no understanding of what characteristics specific to VR (e.g., immersion, presence) could influence source confusion. Through a laboratory study (n=29), we 1) confirm the existence of VR source confusion with current technology, and 2) present a quantitative and qualitative exploration of factors influencing VR source confusion. Building on the Source Monitoring Framework, we identify VR characteristics and assumptions about VR capabilities (e.g., poor rendering) that are used to distinguish virtual from real memories. From these insights, we reflect on how the increasing realism of VR could leave users vulnerable to memory errors and perceptual manipulations.
Elise Bonnail, Julian Frommel, Eric Lecolinet, Samuel Huron, Jan Gugenheimer
CHI4
2024 Input Visualization: Collecting and Modifying Data with Visual Representations
abstract
We examine input visualizations, visual representations that are designed to collect (and represent) new data rather than encode preexisting datasets. Information visualization is commonly used to reveal insights and stories within existing data. As a result, most contemporary visualization approaches assume existing datasets as the starting point for design, through which that data is mapped to visual encodings. Meanwhile, the implications of visualizations as inputs and as data sources have received little attention—despite the existence of visual and physical examples stretching back centuries. In this paper, we present a design space of 50 input visualizations analyzing their visual representation, data, artifact, context, and input. Based on this, we identify input modalities, purposes of input visualizations, and a set of design considerations. Finally, we discuss the relationship between input visualization and traditional visualization design and suggest opportunities for future research to better understand these visual representations and their potential.
Nathalie Bressa, Jordan Louis, Wesley Willett, Samuel Huron
CHI4
2024 Are Conferences Sus?: Fostering Conversations on the Sustainability of HCI Conferences Through Data Physicalization
abstract
Against the backdrop of a climate crisis, HCI researchers and designers are reflecting upon, reconsidering, and re-imagining the work that we do through the lens of sustainability. In this Studio, we propose to adopt this critical perspective to Sustainable HCI through an examination and reflection on the environmental impact of research conferences. Our Studio builds upon our prior work that explored sustainable methods and toolkits for facilitating data physicalization workshops. We apply the tools and strategies developed through this prior work within a Studio in which participants are facilitated to engage with, reflect upon, and create with data relating to the sustainability of HCI conferences such as Tangible, Embedded and Embodied Interaction (TEI). Through the creation of data artefacts that can be displayed, worn, or shared throughout the conference beyond the Studio, we aim to spark wider conversations about the environmental sustainability of TEI2024, as well as HCI conferences more generally.
Sarah Hayes, Martin V. A. Lindrup, Rebecca Noonan, Lisa Zimmermann 0001, Denise Heffernan, Kim Sauvé, Nathalie Bressa, Samuel Huron, Trevor Hogan
TEI8
2024 Understanding Interaction and Breakouts of Safety Boundaries in Virtual Reality Through Mixed-Method Studies
abstract
Virtual Reality (VR) technologies become ubiquitous, allowing people to employ immersive experiences in their homes. Since VR participants are visually disconnected from their real-world environment, commercial products propose safety boundaries to prevent colliding with their surroundings. However, there is a lack of empirical knowledge on how people perceive and interact with safety boundaries in everyday VR usage. This paper investigates this research gap with two mixed-method empirical studies. Study 1 reports an online survey (n=48) collecting data about attitudes towards safety boundaries, behavior while interacting with them, and reasons for breakout. Our analysis with open coding reveals that some VR participants ignored safety boundaries intentionally, even breaking out of them and continuing their actions. Study 2 investigates how and why VR participants intentionally break out when interacting close to safety boundaries and obstacles by replicating breakouts in a lab study (n=12). Our interview and breakout data discover three strategies, revealing VR participants sometimes break out of boundaries based on their real-world spatial information. Finally, we discuss improving future VR safety mechanisms by supporting participants’ real-world spatial mental models using landmarks.
Wen-Jie Tseng 0003, Petros Dimitrios Kontrazis, Eric Lecolinet, Samuel Huron, Jan Gugenheimer
VR4
2024 Challenges and Opportunities in Data Visualization Education: A Call to Action
abstract
This paper is a call to action for research and discussion on data visualization education. As visualization evolves and spreads through our professional and personal lives, we need to understand how to support and empower a broad and diverse community of learners in visualization. Data Visualization is a diverse and dynamic discipline that combines knowledge from different fields, is tailored to suit diverse audiences and contexts, and frequently incorporates tacit knowledge. This complex nature leads to a series of interrelated challenges for data visualization education. Driven by a lack of consolidated knowledge, overview, and orientation for visualization education, the 21 authors of this paper-educators and researchers in data visualization-identify and describe 19 challenges informed by our collective practical experience. We organize these challenges around seven themes People, Goals & Assessment, Environment, Motivation, Methods, Materials, and Change. Across these themes, we formulate 43 research questions to address these challenges. As part of our call to action, we then conclude with 5 cross-cutting opportunities and respective action items: embrace DIVERSITY+INCLUSION, build COMMUNITIES, conduct RESEARCH, act AGILE, and relish RESPONSIBILITY. We aim to inspire researchers, educators and learners to drive visualization education forward and discuss why, how, who and where we educate, as we learn to use visualization to address challenges across many scales and many domains in a rapidly changing world: viseducationchallenges.github.io.
Benjamin Bach, Mandy Keck, Fateme Rajabiyazdi, Tatiana Losev, Isabel Meirelles, Jason Dykes, Robert S. Laramee, Mashael AlKadi, Christina Stoiber, Samuel Huron, Charles Perin, Luiz Augusto de Macêdo Morais, Wolfgang Aigner, Doris Kosminsky, Magdalena Boucher, Søren Knudsen, Areti Manataki, Jan Aerts, Uta Hinrichs, Jonathan Roberts 0002, Sheelagh Carpendale
IEEE Trans. Vis. Comput. Graph.10
2023 FingerMapper: Mapping Finger Motions onto Virtual Arms to Enable Safe Virtual Reality Interaction in Confined Spaces
abstract
Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping small-scale finger motions onto virtual arms and hands to enable whole-body virtual movements in VR. In a first target selection study (n=13) comparing FingerMapper to hand tracking and ray-casting, we found that FingerMapper can significantly reduce physical motions and fatigue while having a similar degree of precision. In a consecutive study (n=13), we compared FingerMapper to hand tracking inside a confined space (the front passenger seat of a car). The results showed participants had significantly higher perceived safety and fewer collisions with FingerMapper while preserving a similar degree of presence and enjoyment as hand tracking. Finally, we present three example applications demonstrating how FingerMapper could be applied for locomotion and interaction for VR in confined spaces.
Wen-Jie Tseng 0003, Samuel Huron, Eric Lecolinet, Jan Gugenheimer
CHI2
2023 Memory Manipulations in Extended Reality
abstract
Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR, VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR.
Elise Bonnail, Wen-Jie Tseng 0003, Mark McGill, Eric Lecolinet, Samuel Huron, Jan Gugenheimer
CHI5
2023 Biohybrid Devices: Prototyping Interactive Devices with Growable Materials
abstract
Living bio-materials are increasingly used in HCI for fabricating objects by growing. However, how to integrate electronics to make these objects interactive still needs to be clarified. This paper presents an exploration of the fabrication design space of Biohybrid Interactive Devices, a class of interactive devices fabricated by merging electronic components and living organisms. From the exploration of this space using bacterial cellulose, we outline a fabrication framework centered on the biomaterials‘ life cycle phases. We introduce a set of novel fabrication techniques for embedding conductive elements, sensors, and output components through biological (e.g. bio-fabrication and bio-assembling) and digital processes. We demonstrate the combinatory aspect of the framework by realizing three tangible, wearable, and shape-changing interfaces. Finally, we discuss the sustainability of our approach, its limitations, and the implications for bio-hybrid systems in HCI.
Madalina Nicolae, Vivien Roussel, Marion Koelle, Samuel Huron, Jürgen Steimle, Marc Teyssier 0002
UIST4
2022 The Dark Side of Perceptual Manipulations in Virtual Reality
abstract
“Virtual-Physical Perceptual Manipulations” (VPPMs) such as redirected walking and haptics expand the user’s capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of the limits of human perception to effect changes in the user’s physical movements, becoming able to (perceptibly and imperceptibly) nudge their physical actions to enhance interactivity in VR. We explore the risks posed by the malicious use of VPPMs. First, we define, conceptualize and demonstrate the existence of VPPMs. Next, using speculative design workshops, we explore and characterize the threats/risks posed, proposing mitigations and preventative recommendations against the malicious use of VPPMs. Finally, we implement two sample applications to demonstrate how existing VPPMs could be trivially subverted to create the potential for physical harm. This paper aims to raise awareness that the current way we apply and publish VPPMs can lead to malicious exploits of our perceptual vulnerabilities.
Wen-Jie Tseng 0003, Elise Bonnail, Mark McGill, Mohamed Khamis, Eric Lecolinet, Samuel Huron, Jan Gugenheimer
CHI6
2022 Making Data Tangible: A Cross-disciplinary Design Space for Data Physicalization
abstract
Designing a data physicalization requires a myriad of different considerations. Despite the cross-disciplinary nature of these considerations, research currently lacks a synthesis across the different communities data physicalization sits upon, including their approaches, theories, and even terminologies. To bridge these communities synergistically, we present a design space that describes and analyzes physicalizations according to three facets: context (end-user considerations), structure (the physical structure of the artifact), and interactions (interactions with both the artifact and data). We construct this design space through a systematic review of 47 physicalizations and analyze the interrelationships of key factors when designing a physicalization. This design space cross-pollinates knowledge from relevant HCI communities, providing a cohesive overview of what designers should consider when creating a data physicalization while suggesting new design possibilities. We analyze the design decisions present in current physicalizations, discuss emerging trends, and identify underlying open challenges.
Sandra Bae, Clement Zheng, Mary Etta West, Ellen Yi-Luen Do, Samuel Huron, Danielle Albers Szafir
CHI5
2021 Data to Physicalization: A Survey of the Physical Rendering Process
abstract
Abstract Physical representations of data offer physical and spatial ways of looking at, navigating, and interacting with data. While digital fabrication has facilitated the creation of objects with data‐driven geometry, rendering data as a physically fabricated object is still a daunting leap for many physicalization designers. Rendering in the scope of this research refers to the back‐and‐forth process from digital design to digital fabrication and its specific challenges. We developed a corpus of example data physicalizations from research literature and physicalization practice. This survey then unpacks the “rendering” phase of the extended InfoVis pipeline in greater detail through these examples, with the aim of identifying ways that researchers, artists, and industry practitioners “render” physicalizations using digital design and fabrication tools.
Hessam Djavaherpour, Faramarz F. Samavati, Ali Mahdavi-Amiri, Fatemeh Yazdanbakhsh, Samuel Huron, Richard Levy, Yvonne Jansen, Lora Oehlberg
Comput. Graph. Forum5
2020 Design by Immersion: A Transdisciplinary Approach to Problem-Driven Visualizations
abstract
While previous work exists on how to conduct and disseminate insights from problem-driven visualization projects and design studies, the literature does not address how to accomplish these goals in transdisciplinary teams in ways that advance all disciplines involved. In this paper we introduce and define a new methodological paradigm we call design by immersion, which provides an alternative perspective on problem-driven visualization work. Design by immersion embeds transdisciplinary experiences at the center of the visualization process by having visualization researchers participate in the work of the target domain (or domain experts participate in visualization research). Based on our own combined experiences of working on cross-disciplinary, problem-driven visualization projects, we present six case studies that expose the opportunities that design by immersion enables, including (1) exploring new domain-inspired visualization design spaces, (2) enriching domain understanding through personal experiences, and (3) building strong transdisciplinary relationships. Furthermore, we illustrate how the process of design by immersion opens up a diverse set of design activities that can be combined in different ways depending on the type of collaboration, project, and goals. Finally, we discuss the challenges and potential pitfalls of design by immersion.
Kyle Wm. Hall, Adam James Bradley, Uta Hinrichs, Samuel Huron, Jo Wood, Christopher Collins 0001, Sheelagh Carpendale
IEEE Trans. Vis. Comput. Graph.4
2020 Investigating Direct Manipulation of Graphical Encodings as a Method for User Interaction
abstract
We investigate direct manipulation of graphical encodings as a method for interacting with visualizations. There is an increasing interest in developing visualization tools that enable users to perform operations by directly manipulating graphical encodings rather than external widgets such as checkboxes and sliders. Designers of such tools must decide which direct manipulation operations should be supported, and identify how each operation can be invoked. However, we lack empirical guidelines for how people convey their intended operations using direct manipulation of graphical encodings. We address this issue by conducting a qualitative study that examines how participants perform 15 operations using direct manipulation of standard graphical encodings. From this study, we 1) identify a list of strategies people employ to perform each operation, 2) observe commonalities in strategies across operations, and 3) derive implications to help designers leverage direct manipulation of graphical encoding as a method for user interaction.
Bahador Saket, Samuel Huron, Charles Perin, Alex Endert
IEEE Trans. Vis. Comput. Graph.2
2018 Self-Reflection and Personal Physicalization Construction
abstract
Self-reflection is a central goal of personal informatics systems, and constructing visualizations from physical tokens has been found to help people reflect on data. However, so far, constructive physicalization has only been studied in lab environments with provided datasets. Our qualitative study investigates the construction of personal physicalizations in people's domestic environments over 2-4 weeks. It contributes an understanding of (1) the process of creating personal physicalizations, (2) the types of personal insights facilitated, (3) the integration of self-reflection in the physicalization process, and (4) its benefits and challenges for self-reflection. We found that in constructive personal physicalization, data collection, construction and self-reflections are deeply intertwined. This extends previous models of visualization creation and data-driven self-reflection. We outline how benefits such as reflection through manual construction, personalization, and presence in everyday life can be transferred to a wider set of digital and physical systems.
Alice Thudt, Uta Hinrichs, Samuel Huron, Sheelagh Carpendale
CHI3
2018 Active Reading of Visualizations
abstract
We investigate whether the notion of active reading for text might be usefully applied to visualizations. Through a qualitative study we explored whether people apply observable active reading techniques when reading paper-based node-link visualizations. Participants used a range of physical actions while reading, and from these we synthesized an initial set of active reading techniques for visualizations. To learn more about the potential impact such techniques may have on visualization reading, we implemented support for one type of physical action from our observations (making freeform marks) in an interactive node-link visualization. Results from our quantitative study of this implementation show that interactive support for active reading techniques can improve the accuracy of performing low-level visualization tasks. Together, our studies suggest that the active reading space is ripe for research exploration within visualization and can lead to new interactions that make for a more flexible and effective visualization reading experience.
Jagoda Walny, Samuel Huron, Charles Perin, Tiffany Wun, Richard Pusch, Sheelagh Carpendale
IEEE Trans. Vis. Comput. Graph.2
2017 Let's Get Physical: Promoting Data Physicalization in Workshop Formats
abstract
In this pictorial, we present a method to facilitate hands-on physicalization processes during workshops. Data physicalization -- encoding data in physical artefacts -- allows for new ways to represent and communicate data and, as a process, can make the principles of data representation more "graspable". In order to (1) engage different research communities to discuss data physicalization from a social and technology point of view, (2) promote data-driven prototyping, and (3) teach physicalization as a creative process in educational settings we have run hands-on data physicalization workshops within Human Computer Interaction, Information visualization and Design communities. Based on these workshops, we identified three main pitfalls that can cause participants to get stuck in the data preparation, ideation and construction phases. To address these, we designed a workshop to facilitate a rapid engagement in physicalization activities. Testing this method as part of another physicalization workshop shows its potential for participant engagement, prototyping and design reflection.
Samuel Huron, Pauline Gourlet, Uta Hinrichs, Trevor Hogan, Yvonne Jansen
Conference on Designing Interactive Systems1
2017 How Data Workers Cope with Uncertainty: A Task Characterisation Study
abstract
Uncertainty plays an important and complex role in data analysis, where the goal is to find pertinent patterns, build robust models, and support decision making. While these endeavours are often associated with professional data scientists, many domain experts engage in such activities with varying skill levels. To understand how these domain experts (or "data workers") analyse uncertain data we conducted a qualitative user study with 12 participants from a variety of domains. In this paper, we describe their various coping strategies to understand, minmise, exploit or even ignore this uncertainty. The choice of the coping strategy is influenced by accepted domain practices, but appears to depend on the types and sources of uncertainty and whether participants have access to support tools. Based on these findings, we propose a new process model of how data workers analyse various types of uncertain data and conclude with design considerations for uncertainty-aware data analytics.
Nadia Boukhelifa, Marc-Emmanuel Perrin, Samuel Huron, James R. Eagan
CHI3
2016 A Better Grasp on Pictures Under Glass: Comparing Touch and Tangible Object Manipulation using Physical Proxies
abstract
We introduce a novel method based on physical proxies for investigating fundamental differences between touch and tangible interfaces. This method uses physical chips to emulate the flat, non-graspable objects that make up touch interfaces, in a way that supports direct comparison with tangible interfaces. We ran an experiment to test the effect of object thickness on participants' behavior, performance and subjective experience in spatial rearrangement tasks. We found that for the tasks tested, thick objects are faster but less accurate to operate, and that their graspability is only used occasionally. We also found that coarse manipulation of multiple thin objects is error-prone, an issue that only thick objects may allow to alleviate.
Mathieu Le Goc, Pierre Dragicevic, Samuel Huron, Jeremy Boy, Jean-Daniel Fekete
AVI3
2016 Comparing Bar Chart Authoring with Microsoft Excel and Tangible Tiles
abstract
Abstract Providing tools that make visualization authoring accessible to visualization non‐experts is a major research challenge. Currently the most common approach to generating a visualization is to use software that quickly and automatically produces visualizations based on templates. However, it has recently been suggested that constructing a visualization with tangible tiles may be a more accessible method, especially for people without visualization expertise. There is still much to be learned about the differences between these two visualization authoring practices. To better understand how people author visualizations in these two conditions, we ran a qualitative study comparing the use of software to the use of tangible tiles, for the creation of bar charts. Close observation of authoring activities showed how each of the following varied according to the tool used: 1) sequences of action; 2) distribution of time spent on different aspects of the InfoVis pipeline; 3) pipeline task separation; and 4) freedom to manipulate visual variables. From these observations, we discuss the implications of the variations in activity sequences, noting tool design considerations and pointing to future research questions.
Tiffany Wun, Jennifer Payne, Samuel Huron, Sheelagh Carpendale
Comput. Graph. Forum3
2016 Visual Mementos: Reflecting Memories with Personal Data
abstract
In this paper we discuss the creation of visual mementos as a new application area for visualization. We define visual mementos as visualizations of personally relevant data for the purpose of reminiscing, and sharing of life experiences. Today more people collect digital information about their life than ever before. The shift from physical to digital archives poses new challenges and opportunities for self-reflection and self-representation. Drawing on research on autobiographical memory and on the role of artifacts in reminiscing, we identified design challenges for visual mementos: mapping data to evoke familiarity, expressing subjectivity, and obscuring sensitive details for sharing. Visual mementos can make use of the known strengths of visualization in revealing patterns to show the familiar instead of the unexpected, and extend representational mappings beyond the objective to include the more subjective. To understand whether people's subjective views on their past can be reflected in a visual representation, we developed, deployed and studied a technology probe that exemplifies our concept of visual mementos. Our results show how reminiscing has been supported and reveal promising new directions for self-reflection and sharing through visual mementos of personal experiences.
Alice Thudt, Dominikus Baur, Samuel Huron, Sheelagh Carpendale
IEEE Trans. Vis. Comput. Graph.3
2015 SmartTokens: Embedding Motion and Grip Sensing in Small Tangible Objects
abstract
SmartTokens are small-sized tangible tokens that can sense multiple types of motion, multiple types of touch/grip, and send input events wirelessly as state-machine transitions. By providing an open platform for embedding basic sensing capabilities within small form-factors, SmartTokens extend the design space of tangible user interfaces. We describe the design and implementation of SmartTokens and illustrate how they can be used in practice by introducing a novel TUI design for event notification and personal task management.
Mathieu Le Goc, Pierre Dragicevic, Samuel Huron, Jeremy Boy, Jean-Daniel Fekete
UIST3
2015 An Exploratory Study of Data Sketching for Visual Representation
abstract
Abstract Hand‐drawn sketching on napkins or whiteboards is a common, accessible method for generating visual representations. This practice is shared by experts and non‐experts and is probably one of the faster and more expressive ways to draft a visual representation of data. In order to better understand the types of and variations in what people produce when sketching data, we conducted a qualitative study. We asked people with varying degrees of visualization expertise, from novices to experts, to manually sketch representations of a small, easily understandable dataset using pencils and paper and to report on what they learned or found interesting about the data. From this study, we extract a data sketching representation continuum from numeracy to abstraction; a data report spectrum from individual data items to speculative data hypothesis; and show the correspondence between the representation types and the data reports from our results set. From these observations we discuss the participants’ representations in relation to their data reports, indicating implications for design and potentially fruitful directions for research.
Jagoda Walny, Samuel Huron, Sheelagh Carpendale
Comput. Graph. Forum2
2014 Constructive visualization
abstract
If visualization is to be democratized, we need to provide means for non-experts to create visualizations that allow them to engage directly with datasets. We present constructive visualization a new paradigm for the simple creation of flexible, dynamic visualizations. Constructive visualization is simple-in that the skills required to build and manipulate the visualizations are akin to kindergarten play; it is expressive in that one can build within the constraints of the chosen environment, and it also supports dynamics -- in that these constructed visualizations can be rebuilt and adjusted. We de- scribe the conceptual components and processes underlying constructive visualization, and present real-world examples to illustrate the utility of this approach. The constructive visualization approach builds on our inherent understanding and experience with physical building blocks, offering a model that enables non-experts to create entirely novel visualizations, and to engage with datasets in a manner that would not have otherwise been possible.
Samuel Huron, Sheelagh Carpendale, Alice Thudt, Anthony Tang 0001, Michael Mauerer
Conference on Designing Interactive Systems1
2014 Constructing Visual Representations: Investigating the Use of Tangible Tokens
abstract
The accessibility of infovis authoring tools to a wide audience has been identified as a major research challenge. A key task in the authoring process is the development of visual mappings. While the infovis community has long been deeply interested in finding effective visual mappings, comparatively little attention has been placed on how people construct visual mappings. In this paper, we present the results of a study designed to shed light on how people transform data into visual representations. We asked people to create, update and explain their own information visualizations using only tangible building blocks. We learned that all participants, most of whom had little experience in visualization authoring, were readily able to create and talk about their own visualizations. Based on our observations, we discuss participants' actions during the development of their visual representations and during their analytic activities. We conclude by suggesting implications for tool design to enable broader support for infovis authoring.
Samuel Huron, Yvonne Jansen, Sheelagh Carpendale
IEEE Trans. Vis. Comput. Graph.1
2013 PolemicTweet: Video Annotation and Analysis through Tagged Tweets
Samuel Huron, Petra Isenberg, Jean-Daniel Fekete
INTERACT (2)1
2013 Visual Sedimentation
abstract
We introduce Visual Sedimentation, a novel design metaphor for visualizing data streams directly inspired by the physical process of sedimentation. Visualizing data streams (e. g., Tweets, RSS, Emails) is challenging as incoming data arrive at unpredictable rates and have to remain readable. For data streams, clearly expressing chronological order while avoiding clutter, and keeping aging data visible, are important. The metaphor is drawn from the real-world sedimentation processes: objects fall due to gravity, and aggregate into strata over time. Inspired by this metaphor, data is visually depicted as falling objects using a force model to land on a surface, aggregating into strata over time. In this paper, we discuss how this metaphor addresses the specific challenge of smoothing the transition between incoming and aging data. We describe the metaphor's design space, a toolkit developed to facilitate its implementation, and example applications to a range of case studies. We then explore the generative capabilities of the design space through our toolkit. We finally illustrate creative extensions of the metaphor when applied to real streams of data.
Samuel Huron, Romain Vuillemot, Jean-Daniel Fekete
IEEE Trans. Vis. Comput. Graph.1