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Jacob Ritchie

dblp:220/2663 · DBLP profile ↗
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6ranked-venue papers
1as first author
4since 2021 · last 2023
0000-0001-9526-6378ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Learning and educational technologies · 23% User interface design and tools · 23% Usability and user experience research · 22%
Computer graphics and multimedia
4 papers
Visualization and visual analytics · 67% Multimedia analysis and retrieval · 18% Image and video processing · 16%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 10 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools
creativity support tools
0.712023
Beyond the Artifact: Power as a Lens for Creativity Support Tools · UIST 2023
Computational social science and digital humanities
media analysis
0.512021
Analysis of Faces in a Decade of US Cable TV News · KDD 2021
Visualization and visual analytics › data storytelling
data comics
0.512021
Data Comics for Reporting Controlled User Studies in Human-Computer Interaction · IEEE Trans. Vis. Comput. Graph. 2021
Multimedia analysis and retrieval
video analysis
0.512021
Analysis of Faces in a Decade of US Cable TV News · KDD 2021
Visualization and visual analytics › interaction techniques
animated transitions
0.412020
Common Fate for Animated Transitions in Visualization · IEEE Trans. Vis. Comput. Graph. 2020
Visualization and visual analytics
graphical perception
0.412020
Common Fate for Animated Transitions in Visualization · IEEE Trans. Vis. Comput. Graph. 2020
Image and video processing
perceptual grouping
0.412020
Common Fate for Animated Transitions in Visualization · IEEE Trans. Vis. Comput. Graph. 2020
Visualization and visual analytics › visual communication
misleading visualization
0.412019
A Lie Reveals the Truth: Quasimodes for Task-Aligned Data Presentation · CHI 2019
Immersive interaction
augmented reality
0.212023
Designing Immersive, Narrative-Based Interfaces to Guide Outdoor Learning · CHI 2023
Collaborative and social computing › creative work
creative practice
0.212023
Beyond the Artifact: Power as a Lens for Creativity Support Tools · UIST 2023

Methods — techniques the papers use, named apart from their topics

user study · 1.4gender recognition · 1.0face recognition · 1.0collaborative design sessions · 1.0design recommendations · 0.8semi-structured interviews · 0.7qualitative analysis · 0.7image classification · 0.7
YearPublicationVenuePosition
2023 Designing Immersive, Narrative-Based Interfaces to Guide Outdoor Learning
abstract
Outdoor learning experiences, such as field trips, can improve children’s science achievement and engagement, but these experiences are often difficult to deliver without extensive support. Narrative in educational experiences can provide needed structure, while also increasing engagement. We created a narrative-based, mobile application to investigate how to guide young learners in interacting with their local, outdoor environment. In a second variant, we added augmented reality and image classification to explore the value of these features. A study (n = 44) found that participants using our system demonstrated learning gains and found the experience engaging. Our findings identified several major themes, including participant excitement for hands-on interactions with nature, curiosity about the characters, and enthusiasm toward typing their thoughts and observations. We offer a set of design implications for supporting narrative-based, outdoor learning with immersive technology.
Alan Y. Cheng, Jacob Ritchie, Niki Agrawal, Elizabeth Childs, Cyan DeVeaux, Yubin Jee, Trevor Leon, Bethanie Maples, Andrea Cuadra, James A. Landay
CHI2
2023 Beyond the Artifact: Power as a Lens for Creativity Support Tools
abstract
Researchers who build creativity support tools (CSTs) define abstractions and software representations that align with user needs to give users the power to accomplish tasks. However, these specifications also structure and limit how users can and should think, act, and express themselves. Thus, tool designers unavoidably exert power over their users by enacting a “normative ground” through their tools. Drawing on interviews with 11 creative practitioners, tool designers, and CST researchers, we offer a definition of empowerment in the context of creative practice, build a preliminary theory of how power relationships manifest in CSTs, and explain why researchers have had trouble addressing these concepts in the past. We re-examine CST literature through a lens of power and argue that mitigating power imbalances at the level of technical design requires enabling users in both vertical movement along levels of abstraction as well as horizontal movement between tools through interoperable representations. A lens of power is one possible orientation that lets us recognize the methodological shifts required towards building “artistic support tools.”
Eric Rawn, Jacob Ritchie, Jasper Tran O'Leary, Sean Follmer
UIST3
2021 Analysis of Faces in a Decade of US Cable TV News
abstract
Cable (TV) news reaches millions of US households each day. News stakeholders such as communications researchers, journalists, and media monitoring organizations are interested in the visual content of cable news, especially who is on-screen. Manual analysis, however, is labor intensive and limits the size of prior studies. We conduct a large-scale, quantitative analysis of the faces in a decade of cable news video from the top three US cable news networks (CNN, FOX, and MSNBC), totaling 244,038 hours between January 2010 and July 2019. Our work uses technologies such as automatic face and gender recognition to measure the "screen time" of faces and to enable visual analysis and exploration at scale. Our analysis method gives insight into a broad set of socially relevant topics. For instance, male-presenting faces receive much more screen time than female-presenting faces (2.4x in 2010, 1.9x in 2019). To make our dataset and annotations accessible, we release a public interface at https://tvnews.stanford.edu that allows the general public to write queries and to perform their own analyses.
Will Crichton, Haotian Zhang 0004, Daniel Y. Fu, Jacob Ritchie, Jeremy Barenholtz, Ben Hannel, Xinwei Yao 0002, Michaela Murray, Geraldine Moriba, Maneesh Agrawala, Kayvon Fatahalian
KDD5
2021 Data Comics for Reporting Controlled User Studies in Human-Computer Interaction
abstract
Inspired by data comics, this paper introduces a novel format for reporting controlled studies in the domain of human-computer interaction (HCI). While many studies in HCI follow similar steps in explaining hypotheses, laying out a study design, and reporting results, many of these decisions are buried in blocks of dense scientific text. We propose leveraging data comics as study reports to provide an open and glanceable view of studies by tightly integrating text and images, illustrating design decisions and key insights visually, resulting in visual narratives that can be compelling to non-scientists and researchers alike. Use cases of data comics study reports range from illustrations for non-scientific audiences to graphical abstracts, study summaries, technical talks, textbooks, teaching, blogs, supplementary submission material, and inclusion in scientific articles. This paper provides examples of data comics study reports alongside a graphical repertoire of examples, embedded in a framework of guidelines for creating comics reports which was iterated upon and evaluated through a series of collaborative design sessions.
Zezhong Wang 0001, Jacob Ritchie, Fanny Chevalier, Benjamin Bach
IEEE Trans. Vis. Comput. Graph.2
2020 Common Fate for Animated Transitions in Visualization
abstract
The Law of Common Fate from Gestalt psychology states that visual objects moving with the same velocity along parallel trajectories will be perceived by a human observer as grouped. However, the concept of common fate is much broader than mere velocity; in this paper we explore how common fate results from coordinated changes in luminance and size. We present results from a crowdsourced graphical perception study where we asked workers to make perceptual judgments on a series of trials involving four graphical objects under the influence of conflicting static and dynamic visual factors (position, size and luminance) used in conjunction. Our results yield the following rankings for visual grouping: motion > (dynamic luminance, size, luminance); dynamic size > (dynamic luminance, position); and dynamic luminance > size. We also conducted a follow-up experiment to evaluate the three dynamic visual factors in a more ecologically valid setting, using both a Gapminder-like animated scatterplot and a thematic map of election data. The results indicate that in practice the relative grouping strengths of these factors may depend on various parameters including the visualization characteristics and the underlying data. We discuss design implications for animated transitions in data visualization.
Amira Chalbi, Jacob Ritchie, Deok Gun Park 0001, Jungu Choi, Nicolas Roussel 0001, Niklas Elmqvist, Fanny Chevalier
IEEE Trans. Vis. Comput. Graph.2
2019 A Lie Reveals the Truth: Quasimodes for Task-Aligned Data Presentation
abstract
Designers are often discouraged from creating data visualizations that omit or distort information, because they can easily be misleading. However, the same representations that could be used to deceive can provide benefits when chosen to appropriately align with user tasks. We present an interaction technique, Perceptual Glimpses, which allows for the transparent presentation of so-called 'deceptive' views of information that are made temporary using quasimodes. When presented using Perceptual Glimpses, message-level exaggeration caused by a truncated axis on a bar chart was reduced under some conditions, but users require guidance to avoid errors, and view presentation order may affect trust. When Perceptual Glimpses was extended to display a range of views that might otherwise be deceptive or difficult to understand if shown out of context, users were able to understand and leverage these transformations to perform a range of low-level tasks. Design recommendations and examples suggest extensions of the technique.
Jacob Ritchie, Daniel J. Wigdor, Fanny Chevalier
CHI1