Elsie Lee-Robbins

dblp:271/8248 · also Elsie Lee · DBLP profile ↗
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8ranked-venue papers
3as first author
7since 2021 · last 2025
0000-0002-4080-6506ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 7 since 2021
YearPublicationVenuePosition
2025 Client-Designer Negotiation in Data Visualization Projects
abstract
Data visualization designers and clients need to communicate effectively with each other to achieve a successful project. Unlike a personal or solo project, working with a client introduces a layer of complexity to the process. Client and designer might have different ideas about what is an acceptable solution that would satisfy the goals and constraints of the project. Thus, the client-designer relationship is an important part of the design process. To better understand the relationship, we conducted an interview study with 12 data visualization designers. We develop a model of a client-designer project space consisting of three aspects: surfacing project goals, agreeing on resource allocation, and creating a successful design. For each aspect, designer and client have their own mental model of how they envision the project. Disagreements between these models can be resolved by negotiation that brings them closer to alignment. We identified three main negotiation strategies to navigate the project space: 1) expanding the project space to consider more potential options, 2) constraining the project space to narrow in on the boundaries, and 3) shifting the project space to different options. We discuss client-designer collaboration as a negotiated relationship, with opportunities and challenges for each side. We suggest ways to mitigate challenges to avoid friction from developing into conflict.
Elsie Lee-Robbins, Arran Ridley, Eytan Adar
IEEE Trans. Vis. Comput. Graph.1
2024 Reasoning Affordances With Tables and Bar Charts
abstract
A viewer's existing beliefs can prevent accurate reasoning with data visualizations. In particular, confirmation bias can cause people to overweigh information that confirms their beliefs, and dismiss information that disconfirms them. We tested whether confirmation bias exists when people reason with visualized data and whether certain visualization designs can elicit less biased reasoning strategies. We asked crowdworkers to solve reasoning problems that had the potential to evoke both poor reasoning strategies and confirmation bias. We created two scenarios, one in which we primed people with a belief before asking them to make a decision, and another in which people held pre-existing beliefs. The data was presented as either a table, a bar table, or a bar chart. To correctly solve the problem, participants should use a complex reasoning strategy to compare two ratios, each between two pairs of values. But participants could also be tempted to use simpler, superficial heuristics, shortcuts, or biased strategies to reason about the problem. Presenting the data in a table format helped participants reason with the correct ratio strategy while showing the data as a bar table or a bar chart led participants towards incorrect heuristics. Confirmation bias was not significantly present when beliefs were primed, but it was present when beliefs were pre-existing. Additionally, the table presentation format was more likely to afford the ratio reasoning strategy, and the use of ratio strategy was more likely to lead to the correct answer. These findings suggest that data presentation formats can affect affordances for reasoning.
Cindy Xiong Bearfield, Elsie Lee-Robbins, Icy Zhang, Aimen Gaba, Steven Franconeri
IEEE Trans. Vis. Comput. Graph.2
2023 Roboviz: A Game-Centered Project for Information Visualization Education
abstract
Due to their pedagogical advantages, large final projects in information visualization courses have become standard practice. Students take on a client-real or simulated-a dataset, and a vague set of goals to create a complete visualization or visual analytics product. Unfortunately, many projects suffer from ambiguous goals, over or under-constrained client expectations, and data constraints that have students spending their time on non-visualization problems (e.g., data cleaning). These are important skills, but are often secondary course objectives, and unforeseen problems can majorly hinder students. We created an alternative for our information visualization course: Roboviz, a real-time game for students to play by building a visualization-focused interface. By designing the game mechanics around four different data types, the project allows students to create a wide array of interactive visualizations. Student teams play against their classmates with the objective to collect the most (good) robots. The flexibility of the strategies encourages variability, a range of approaches, and solving wicked design constraints. We describe the construction of this game and report on student projects over two years. We further show how the game mechanics can be extended or adapted to other game-based projects.
Eytan Adar, Elsie Lee-Robbins
IEEE Trans. Vis. Comput. Graph.2
2023 Affective Learning Objectives for Communicative Visualizations
abstract
When designing communicative visualizations, we often focus on goals that seek to convey patterns, relations, or comparisons (cognitive learning objectives). We pay less attention to affective intents-those that seek to influence or leverage the audience's opinions, attitudes, or values in some way. Affective objectives may range in outcomes from making the viewer care about the subject, strengthening a stance on an opinion, or leading them to take further action. Because such goals are often considered a violation of perceived 'neutrality' or are 'political,' designers may resist or be unable to describe these intents, let alone formalize them as learning objectives. While there are notable exceptions-such as advocacy visualizations or persuasive cartography-we find that visualization designers rarely acknowledge or formalize affective objectives. Through interviews with visualization designers, we expand on prior work on using learning objectives as a framework for describing and assessing communicative intent. Specifically, we extend and revise the framework to include a set of affective learning objectives. This structured taxonomy can help designers identify and declare their goals and compare and assess designs in a more principled way. Additionally, the taxonomy can enable external critique and analysis of visualizations. We illustrate the use of the taxonomy with a critical analysis of an affective visualization.
Elsie Lee-Robbins, Eytan Adar
IEEE Trans. Vis. Comput. Graph.1
2022 Declutter and Focus: Empirically Evaluating Design Guidelines for Effective Data Communication
abstract
Data visualization design has a powerful effect on which patterns we see as salient and how quickly we see them. The visualization practitioner community prescribes two popular guidelines for creating clear and efficient visualizations: declutter and focus. The declutter guidelines suggest removing non-critical gridlines, excessive labeling of data values, and color variability to improve aesthetics and to maximize the emphasis on the data relative to the design itself. The focus guidelines for explanatory communication recommend including a clear headline that describes the relevant data pattern, highlighting a subset of relevant data values with a unique color, and connecting those values to written annotations that contextualize them in a broader argument. We evaluated how these recommendations impact recall of the depicted information across cluttered, decluttered, and decluttered+focused designs of six graph topics. Undergraduate students were asked to redraw previously seen visualizations, to recall their topics and main conclusions, and to rate the varied designs on aesthetics, clarity, professionalism, and trustworthiness. Decluttering designs led to higher ratings on professionalism, and adding focus to the design led to higher ratings on aesthetics and clarity. They also showed better memory for the highlighted pattern in the data, as reflected across redrawings of the original visualization and typed free-response conclusions, though we do not know whether these results would generalize beyond our memory-based tasks. The results largely empirically validate the intuitions of visualization designers and practitioners. The stimuli, data, analysis code, and Supplementary Materials are available at https://osf.io/wes9u/.
Kiran Ajani, Elsie Lee-Robbins, Cindy Xiong Bearfield, Cole Nussbaumer Knaflic, William Kemper, Steven Franconeri
IEEE Trans. Vis. Comput. Graph.2
2022 Learning Objectives, Insights, and Assessments: How Specification Formats Impact Design
abstract
Despite the ubiquity of communicative visualizations, specifying communicative intent during design is ad hoc. Whether we are selecting from a set of visualizations, commissioning someone to produce them, or creating them ourselves, an effective way of specifying intent can help guide this process. Ideally, we would have a concise and shared specification language. In previous work, we have argued that communicative intents can be viewed as a learning/assessment problem (i.e., what should the reader learn and what test should they do well on). Learning-based specification formats are linked (e.g., assessments are derived from objectives) but some may more effectively specify communicative intent. Through a large-scale experiment, we studied three specification types: learning objectives, insights, and assessments. Participants, guided by one of these specifications, rated their preferences for a set of visualization designs. Then, we evaluated the set of visualization designs to assess which specification led participants to prefer the most effective visualizations. We find that while all specification types have benefits over no-specification, each format has its own advantages. Our results show that learning objective-based specifications helped participants the most in visualization selection. We also identify situations in which specifications may be insufficient and assessments are vital.
Elsie Lee-Robbins, Shiqing He, Eytan Adar
IEEE Trans. Vis. Comput. Graph.1
2021 Communicative Visualizations as a Learning Problem
abstract
Significant research has provided robust task and evaluation languages for the analysis of exploratory visualizations. Unfortunately, these taxonomies fail when applied to communicative visualizations. Instead, designers often resort to evaluating communicative visualizations from the cognitive efficiency perspective: "can the recipient accurately decode my message/insight?" However, designers are unlikely to be satisfied if the message went 'in one ear and out the other.' The consequence of this inconsistency is that it is difficult to design or select between competing options in a principled way. The problem we address is the fundamental mismatch between how designers want to describe their intent, and the language they have. We argue that visualization designers can address this limitation through a learning lens: that the recipient is a student and the designer a teacher. By using learning objectives, designers can better define, assess, and compare communicative visualizations. We illustrate how the learning-based approach provides a framework for understanding a wide array of communicative goals. To understand how the framework can be applied (and its limitations), we surveyed and interviewed members of the Data Visualization Society using their own visualizations as a probe. Through this study we identified the broad range of objectives in communicative visualizations and the prevalence of certain objective types.
Eytan Adar, Elsie Lee-Robbins
IEEE Trans. Vis. Comput. Graph.2
2020 An Evaluation of Semantically Grouped Word Cloud Designs
abstract
Word clouds continue to be a popular tool for summarizing textual information, despite their well-documented deficiencies for analytic tasks. Much of their popularity rests on their playful visual appeal. In this paper, we present the results of a series of controlled experiments that show that layouts in which words are arranged into semantically and visually distinct zones are more effective for understanding the underlying topics than standard word cloud layouts. White space separators and/or spatially grouped color coding led to significantly stronger understanding of the underlying topics compared to a standard Wordle layout, while simultaneously scoring higher on measures of aesthetic appeal. This work is an advance on prior research on semantic layouts for word clouds because that prior work has either not ensured that the different semantic groupings are visually or semantically distinct, or has not performed usability studies. An additional contribution of this work is the development of a dataset for a semantic category identification task that can be used for replication of these results or future evaluations of word cloud designs.
Marti A. Hearst, Emily Pedersen, Lekha Patil, Elsie Lee-Robbins, Paul Laskowski, Steven Franconeri
IEEE Trans. Vis. Comput. Graph.4