Xingyu Lan

dblp:292/6137 · DBLP profile ↗
← Back
22ranked-venue papers
11as first author
22since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 10 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-author · 9 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Tower of Babel in Cross-Cultural Communication: A Case Study of #Give Me a Chinese Name# Dialogues During the "TikTok Refugees" Event
abstract
The sudden influx of “TikTok refugees” into the Chinese platform RedNote in early 2025 created an unprecedented, large-scale online cross-cultural communication event between the West and East. Although prior HCI research has studied user behavior in social media, most work remains confined to monolingual or single-cultural contexts, leaving cross-linguistic and cultural dynamics underexplored. To address this gap, we focused on a particularly challenging cross-cultural encoding–decoding task that remains stubbornly beyond the reach of machine translation, i.e., foreign newcomers asking Chinese users for Chinese names, and examined how people collectively constructed a digital “Babel Tower” through various information encoding strategies. We collected and analyzed over 70,000 comments from RedNote with a creative human-in-the-loop approach using large language models, deriving a systematic framework summarizing cross-cultural information encoding strategies, how they are combined and layered to complicate decoding, and how they relate to engagement metrics such as the number of likes.
Jielin Feng, Xinwu Ye, Xingyu Lan, Siming Chen 0001
CHI6
2026 The Evolving Duet of Two Modalities: A Survey on Integrating Text and Visualization for Data Communication
abstract
Text plays a fundamental yet understudied role as a narrative device in data visualization. While existing research has extensively explored text as data input and interaction modality, its function in supporting storytelling and interpretation remains fragmented. To address this gap, this work presents a systematic review of 98 publications that provide insights into using text as narrative. We investigate how text can be utilized in visualization, analyze its functions and effects, and explore how it can be designed to facilitate data communication. Our synthesis identifies significant research gaps in this domain and proposes future directions to advance the integration of text and visualization, ultimately aiming to provide guidance for designing text that enhances narrative clarity and fosters engagement.
Xingyu Lan, Mengqin Cheng, Jiazhe Wang, Siming Chen 0001
CHI1
2026 When Nobody Around Is Real: Exploring Public Opinions and User Experiences On the Multi-Agent AI Social Platform
Qiufang Yu, Mengmeng Wu, Xingyu Lan
CHI3
2026 The Hidden Desires: Exploring Chinese Women's Erotic Role-Play with AI Chatbots
Mengmeng Wu, Xingyu Lan
CHI3
2026 Obscuring Undesirable Individuals to Alleviate Social Discomfort Using Diminished Reality
abstract
In interpersonal interactions, individuals often exhibit avoidance behaviors toward others they find unpleasant, which can undermine the comfort of everyday social experiences. Existing human-computer interaction (HCI) research has primarily focused on promoting social connections, while support for avoidance-oriented social situations remains underexplored. To address this gap, we propose leveraging Diminished Reality (DR) technology to obscure perceptual cues of undesirable individuals. We designed and implemented a mixed reality prototype system and conducted experiments manipulating both the occlusion method and social distance. Results indicate that DR significantly reduces users’ social anxiety and sense of social presence. Moreover, participants generally expressed positive attitudes toward usage intention and ethical considerations. This work extends HCI research on social comfort, shifting the focus from “facilitating connection” to “supporting avoidance”.
Jun Zhang 0072, Weifang Liu, Xinliu Wu, Anan Jin, Baoyi Huang, Jiaxin Zhang 0007, Xingyu Lan, Yan Luximon, Jie Zhang 0090
CHI8
2026 Progressive gradient boosted trees for imbalanced financial distress prediction
Wanan Liu, Yunduo Han, Xingyu Lan, Ziyu Yu, Shumin Lin, Congyuan Pang, Naixi Chen
Expert Syst. Appl.3
2026 Data Visualization for Teenage Teaching: A Review of Current Applications, Pedagogical Strategies, and Impact on Learning
abstract
Data visualization has long been recognized and applied as a powerful tool for education. However, systematic reviews within the visualization community focusing on this specific area remain limited, and existing studies have focused more on higher education or early childhood education. In this work, we focus on a particular stage of education: teenage education, where students are undergoing significant changes in cognitive abilities and facing increased curriculum demands, making visualization a crucial support tool. We are particularly interested in two research questions: (i) What is the existing method space of implementing visualization in teenage teaching, and (ii) How are the effects of the implemented methods? Driven by these questions, we reviewed 112 papers that provide valuable empirical evidence on how data visualization has been applied in teenage education and analyze three main aspects: (i) visualization applications (e.g., visualization types, forms, tools, educational goals); (ii) its pedagogical integration with curricula and teaching activities; and (iii) how it affects learning performance and user experience. Based on our analysis, we discuss a set of key trends, such as a predominant focus on STEM disciplines and the increasing integration of AR/VR and AI technologies with visualization. We also highlight various implementation challenges, such as the gaps between professional visualization tools and the actual needs of educational settings, as well as the complexity of student characteristics. Through this review, we hope to provide visualization researchers, developers, and educators with in-depth insights to better align the use of visualization with the developmental needs of teenage learners.
Xingyu Lan
IEEE Trans. Vis. Comput. Graph.1
2026 "Mapping What I Feel": Understanding Affective Geovisualization Design Through the Lens of People-Place Relationships
abstract
Affective visualization design is an emerging research direction focused on communicating and influencing emotion through visualization. However, as revealed by previous research, this area is highly interdisciplinary and involves theories and practices from diverse fields and disciplines, thus awaiting analysis from more fine-grained angles. To address this need, this work focuses on a pioneering and relatively mature sub-area, affective geovisualization design, to further the research in this direction and provide more domain-specific insights. Through an analysis of a curated corpus of affective geovisualization designs using the Person-Process-Place (PPP) model from geographic theory, we derived a design taxonomy that characterizes a variety of methods for eliciting and enhancing emotions through geographic visualization. We also identified four underlying high-level design paradigms of affective geovisualization design (e.g., computational, anthropomorphic) that guide distinct approaches to linking geographic information with human experience. By extending existing affective visualization design frameworks with geographic specificity, we provide additional design examples, domain-specific analyses, and insights to guide future research and practices in this underexplored yet highly innovative domain.
Xingyu Lan, Yutong Yang
IEEE Trans. Vis. Comput. Graph.1
2026 Unveiling the Visual Rhetoric of Persuasive Cartography: A Case Study of the Design of Octopus Maps
abstract
When designed deliberately, data visualizations can become powerful persuasive tools, influencing viewers' opinions, values, and actions. While researchers have begun studying this issue (e.g., to evaluate the effects of persuasive visualization), we argue that a fundamental mechanism of persuasion resides in rhetorical construction, a perspective inadequately addressed in current visualization research. To fill this gap, we present a focused analysis of octopus maps, a visual genre that has maintained persuasive power across centuries and achieved significant social impact. Employing rhetorical schema theory, we collected and analyzed 90 octopus maps spanning from the 19th century to contemporary times. We closely examined how octopus maps implement their persuasive intents and constructed a design space that reveals how visual metaphors are strategically constructed and what common rhetorical strategies are applied to components such as maps, octopus imagery, and text. Through the above analysis, we also uncover a set of interesting findings. For instance, contrary to the common perception that octopus maps are primarily a historical phenomenon, our research shows that they remain a lively design convention in today's digital age. Additionally, while most octopus maps stem from Western discourse that views the octopus as an evil symbol, some designs offer alternative interpretations, highlighting the dynamic nature of rhetoric across different sociocultural settings. Lastly, drawing from the lessons provided by octopus maps, we discuss the associated ethical concerns of persuasive visualization.
Daocheng Lin, Yutong Yang, Xingyu Lan
IEEE Trans. Vis. Comput. Graph.4
2025 More Than Beautiful: Exploring Design Features, Practical Perspectives, and Implications of Artistic Data Visualization
abstract
Standing at the intersection of science and art, artistic data visualization has gained popularity in recent years and emerged as a significant domain. Despite more than a decade since the field’s conceptualization, a noticeable gap remains in research concerning the design features of artistic data visualizations, the aesthetic goals they pursue, and their potential to inspire our community. To address these gaps, we analyzed 220 data artworks to understand their design paradigms and intents, and construct a design taxonomy to characterize their design techniques (e.g., sensation, interaction, narrative, physicality). We also conducted in-depth interviews with twelve data artists to explore their practical perspectives, such as their understanding of artistic data visualization and the challenges they encounter. In brief, we found that artistic data visualization is deeply rooted in art discourse, with its own distinctive characteristics in both inner pursuits and outer presentations. Based on our research, we outline seven prospective paths for future work.
Xingyu Lan, Lingyu Peng, Xiaofan Ma
PacificVis1
2025 Sparse-enhanced additive interaction neural network for interpretable credit decision
Xingyu Lan, Wanan Liu
Decis. Support Syst.1
2025 Confidence-driven under-sampling decision forest for imbalanced credit scoring
Xingyu Lan, Wanan Liu
Eng. Appl. Artif. Intell.3
2025 Double Tap for This Post: Understanding the Communication of Data Visualization on Social Media
abstract
Data visualizations are increasingly used by news outlets on social media to communicate insights to a broad audience. However, little is known about how readers interact with and respond to data visualizations in these quick-consumption environments. In this work, we introduce a conceptual model that categorizes visualization reading that leads to the communication effect of likes on Instagram. The model was developed through a grounded theory analysis of the statements explaining the reasoning behind the likes of visualization, which were recorded from a preliminary study. Informed by coding the statements from two dimensions including scopes and design patterns concerning visualization, our model consists of three levels: depicting the "look" of a visualization (e.g., artistic style and color scheme); interpreting the "flesh and bones" of a visualization (e.g., visualization and narrative); and elucidating the "heart and soul" of a visualization (e.g., insights and conclusion). We also conducted an online crowdsourcing user study with 200 participants to demonstrate how our model can be applied to improve the communication of visualization by comparing the three levels.
Yang Shi 0007, Yechun Peng, Jieying Ding, Xingyu Lan, Nan Cao 0001
Proc. ACM Hum. Comput. Interact.4
2025 "I Came Across a Junk": Understanding Design Flaws of Data Visualization from the Public's Perspective
abstract
The visualization community has a rich history of reflecting upon visualization design flaws. Although research in this area has remained lively, we believe it is essential to continuously revisit this classic and critical topic in visualization research by incorporating more empirical evidence from diverse sources, characterizing new design flaws, building more systematic theoretical frameworks, and understanding the underlying reasons for these flaws. To address the above gaps, this work investigated visualization design flaws through the lens of the public, constructed a framework to summarize and categorize the identified flaws, and explored why these flaws occur. Specifically, we analyzed 2227 flawed data visualizations collected from an online gallery and derived a design task-associated taxonomy containing 76 specific design flaws. These flaws were further classified into three high-level categories (i.e., misinformation, uninformativeness, unsociability) and ten subcategories (e.g., inaccuracy, unfairness, ambiguity). Next, we organized five focus groups to explore why these design flaws occur and identified seven causes of the flaws. Finally, we proposed a research agenda for combating visualization design flaws and summarize nine research opportunities.
Xingyu Lan
IEEE Trans. Vis. Comput. Graph.1
2024 Affective Visualization Design: Leveraging the Emotional Impact of Data
abstract
In recent years, more and more researchers have reflected on the undervaluation of emotion in data visualization and highlighted the importance of considering human emotion in visualization design. Meanwhile, an increasing number of studies have been conducted to explore emotion-related factors. However, so far, this research area is still in its early stages and faces a set of challenges, such as the unclear definition of key concepts, the insufficient justification of why emotion is important in visualization design, and the lack of characterization of the design space of affective visualization design. To address these challenges, first, we conducted a literature review and identified three research lines that examined both emotion and data visualization. We clarified the differences between these research lines and kept 109 papers that studied or discussed how data visualization communicates and influences emotion. Then, we coded the 109 papers in terms of how they justified the legitimacy of considering emotion in visualization design (i.e., why emotion is important) and identified five argumentative perspectives. Based on these papers, we also identified 61 projects that practiced affective visualization design. We coded these design projects in three dimensions, including design fields (where), design tasks (what), and design methods (how), to explore the design space of affective visualization design.
Xingyu Lan, Yanqiu Wu 0001, Nan Cao 0001
IEEE Trans. Vis. Comput. Graph.1
2022 Negative Emotions, Positive Outcomes? Exploring the Communication of Negativity in Serious Data Stories
abstract
Recent work has highlighted that emotion is key to the user experience with data stories. However, limited attention has been paid to negative emotions specifically. This work investigates the outcomes of negative emotions in the context of serious data stories and examines how they can be augmented by design methods from the perspectives of both storytellers and viewers. First, we conducted a workshop with 9 data story experts to understand the possible benefits of eliciting negative emotions in serious data stories and 19 potential design methods that contribute to negative emotions. Based on the findings from the workshop, we then conducted a lab study with 35 participants to explore the outcomes of eliciting negative emotions as well as the effectiveness of the design methods. The results indicated that negative emotions mainly facilitated contemplative experiences and long-term memory. Besides, the design methods showed varied effectiveness in augmenting negative emotions and being recalled.
Xingyu Lan, Yanqiu Wu 0001, Yang Shi 0007, Qing Chen 0001, Nan Cao 0001
CHI1
2022 Kineticharts: Augmenting Affective Expressiveness of Charts in Data Stories with Animation Design
abstract
Data stories often seek to elicit affective feelings from viewers. However, how to design affective data stories remains under-explored. In this work, we investigate one specific design factor, animation, and present Kineticharts, an animation design scheme for creating charts that express five positive affects: joy, amusement, surprise, tenderness, and excitement. These five affects were found to be frequently communicated through animation in data stories. Regarding each affect, we designed varied kinetic motions represented by bar charts, line charts, and pie charts, resulting in 60 animated charts for the five affects. We designed Kineticharts by first conducting a need-finding study with professional practitioners from data journalism and then analyzing a corpus of affective motion graphics to identify salient kinetic patterns. We evaluated Kineticharts through two user studies. The results suggest that Kineticharts can accurately convey affects, and improve the expressiveness of data stories, as well as enhance user engagement without hindering data comprehension compared to the animation design from DataClips, an authoring tool for data videos.
Xingyu Lan, Yang Shi 0007, Yanqiu Wu 0001, Xiaohan Jiao, Nan Cao 0001
IEEE Trans. Vis. Comput. Graph.1
2022 A Design Space for Applying the Freytag's Pyramid Structure to Data Stories
abstract
Data stories integrate compelling visual content to communicate data insights in the form of narratives. The narrative structure of a data story serves as the backbone that determines its expressiveness, and it can largely influence how audiences perceive the insights. Freytag's Pyramid is a classic narrative structure that has been widely used in film and literature. While there are continuous recommendations and discussions about applying Freytag's Pyramid to data stories, little systematic and practical guidance is available on how to use Freytag's Pyramid for creating structured data stories. To bridge this gap, we examined how existing practices apply Freytag's Pyramid by analyzing stories extracted from 103 data videos. Based on our findings, we proposed a design space of narrative patterns, data flows, and visual communications to provide practical guidance on achieving narrative intents, organizing data facts, and selecting visual design techniques through story creation. We evaluated the proposed design space through a workshop with 25 participants. Results show that our design space provides a clear framework for rapid storyboarding of data stories with Freytag's Pyramid.
Leni Yang, Xingyu Lan, Shunan Guo, Yang Shi 0007, Huamin Qu, Nan Cao 0001
IEEE Trans. Vis. Comput. Graph.3
2021 Communicating with Motion: A Design Space for Animated Visual Narratives in Data Videos
abstract
Data videos are a genre of narrative visualization that communicates stories by combining data visualization and motion graphics. While data videos are increasingly gaining popularity, few systematic reviews or structured analyses exist for their design. In this work, we introduce a design space for animated visual narratives in data videos. The design space combines a dimension for animation techniques that are frequently used to facilitate data communication with one for visual narrative strategies served by such animation techniques to support story presentation. We derived our design space from the analysis of 82 high-quality data videos collected from online sources. We conducted a workshop with 20 participants to evaluate the effectiveness of our design space. Qualitative and quantitative feedback suggested that our design space is inspirational and useful for designing and creating data videos.
Yang Shi 0007, Xingyu Lan, Zhaorui Li, Nan Cao 0001
CHI2
2021 Understanding Narrative Linearity for Telling Expressive Time-Oriented Stories
abstract
Creating expressive narrative visualization often requires choosing a well-planned narrative order that invites the audience in. The narrative can either follow the linear order of story events (chronology), or deviate from linearity (anachronies). While evidence exists that anachronies in novels and films can enhance story expressiveness, little is known about how they can be incorporated into narrative visualization. To bridge this gap, this work introduces the idea of narrative linearity to visualization and investigates how different narrative orders affect the expressiveness of time-oriented stories. First, we conducted preliminary interviews with seven experts to clarify the motivations and challenges of manipulating narrative linearity in time-oriented stories. Then, we analyzed a corpus of 80 time-oriented stories and identified six most salient patterns of narrative orders. Next, we conducted a crowdsourcing study with 221 participants. Results indicated that anachronies have the potential to make time-oriented stories more expressive without hindering comprehensibility.
Xingyu Lan, Nan Cao 0001
CHI1
2021 AutoClips: An Automatic Approach to Video Generation from Data Facts
abstract
Abstract Data videos, a storytelling genre that visualizes data facts with motion graphics, are gaining increasing popularity among data journalists, non‐profits, and marketers to communicate data to broad audiences. However, crafting a data video is often time‐consuming and asks for various domain knowledge such as data visualization, animation design, and screenwriting. Existing authoring tools usually enable users to edit and compose a set of templates manually, which still cost a lot of human effort. To further lower the barrier of creating data videos, this work introduces a new approach, AutoClips, which can automatically generate data videos given the input of a sequence of data facts. We built AutoClips through two stages. First, we constructed a fact‐driven clip library where we mapped ten data facts to potential animated visualizations respectively by analyzing 230 online data videos and conducting interviews. Next, we constructed an algorithm that generates data videos from data facts through three steps: selecting and identifying the optimal clip for each of the data facts, arranging the clips into a coherent video, and optimizing the duration of the video. The results from two user studies indicated that the data videos generated by AutoClips are comprehensible, engaging, and have comparable quality with human‐made videos.
Danqing Shi, F. Sun, Xingyu Lan, David Gotz, Nan Cao 0001
Comput. Graph. Forum4
2021 Smile or Scowl? Looking at Infographic Design Through the Affective Lens
abstract
Infographics are frequently promoted for their ability to communicate data to audiences affectively. To facilitate the creation of affect-stirring infographics, it is important to characterize and understand people's affective responses to infographics and derive practical design guidelines for designers. To address these research questions, we first conducted two crowdsourcing studies to identify 12 infographic-associated affective responses and collect user feedback explaining what triggered affective responses in infographics. Then, by coding the user feedback, we present a taxonomy of design heuristics that exemplifies the affect-related design factors in infographics. We evaluated the design heuristics with 15 designers. The results showed that our work supports assessing the affective design in infographics and facilitates the ideation and creation of affective infographics.
Xingyu Lan, Yang Shi 0007, Yueyao Zhang, Nan Cao 0001
IEEE Trans. Vis. Comput. Graph.1