Kyle Wm. Hall

dblp:165/6072 · DBLP profile ↗
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6ranked-venue papers
4as first author
2since 2021 · last 2024
0000-0003-1611-7812ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1

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.

Computer graphics and multimedia
4 papers
Visualization and visual analytics · 100%
Artificial intelligence
1 paper
Trustworthy machine learning · 100%
Human-computer interaction and pervasive computing
4 papers
Human-AI interaction · 38% Collaborative and social computing · 34% Usability and user experience research · 28%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
fairness
0.812024
My Model is Unfair, Do People Even Care? Visual Design Affects Trust and Perceived Bias in Machine Learning · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics › visual analytics
machine learning visualization
0.812024
My Model is Unfair, Do People Even Care? Visual Design Affects Trust and Perceived Bias in Machine Learning · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics
spatial ability
0.612022
Professional Differences: A Comparative Study of Visualization Task Performance and Spatial Ability Across Disciplines · IEEE Trans. Vis. Comput. Graph. 2022
Visualization and visual analytics › visualization evaluation
visualization task performance
0.612022
Professional Differences: A Comparative Study of Visualization Task Performance and Spatial Ability Across Disciplines · IEEE Trans. Vis. Comput. Graph. 2022
Visualization and visual analytics › design study
design study methodology
0.412020
Design by Immersion: A Transdisciplinary Approach to Problem-Driven Visualizations · IEEE Trans. Vis. Comput. Graph. 2020
Visualization and visual analytics › graph visualization
dynamic network visualization
0.212016
Telling Stories about Dynamic Networks with Graph Comics · CHI 2016
Usability and user experience research
user study
0.212022
Professional Differences: A Comparative Study of Visualization Task Performance and Spatial Ability Across Disciplines · IEEE Trans. Vis. Comput. Graph. 2022
Collaborative and social computing › team collaboration
transdisciplinary collaboration
0.112020
Design by Immersion: A Transdisciplinary Approach to Problem-Driven Visualizations · IEEE Trans. Vis. Comput. Graph. 2020
Collaborative and social computing › creative work › creative practice
storytelling
0.112016
Telling Stories about Dynamic Networks with Graph Comics · CHI 2016

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

controlled study · 2.3crowdsourced experiment · 1.5spatial ability test · 1.1online user study · 1.1case study · 0.9crowd-sourced experiment · 0.8qualitative study · 0.5design process · 0.5
YearPublicationVenuePosition
2024 My Model is Unfair, Do People Even Care? Visual Design Affects Trust and Perceived Bias in Machine Learning
abstract
Machine learning technology has become ubiquitous, but, unfortunately, often exhibits bias. As a consequence, disparate stakeholders need to interact with and make informed decisions about using machine learning models in everyday systems. Visualization technology can support stakeholders in understanding and evaluating trade-offs between, for example, accuracy and fairness of models. This paper aims to empirically answer "Can visualization design choices affect a stakeholder's perception of model bias, trust in a model, and willingness to adopt a model?" Through a series of controlled, crowd-sourced experiments with more than 1,500 participants, we identify a set of strategies people follow in deciding which models to trust. Our results show that men and women prioritize fairness and performance differently and that visual design choices significantly affect that prioritization. For example, women trust fairer models more often than men do, participants value fairness more when it is explained using text than as a bar chart, and being explicitly told a model is biased has a bigger impact than showing past biased performance. We test the generalizability of our results by comparing the effect of multiple textual and visual design choices and offer potential explanations of the cognitive mechanisms behind the difference in fairness perception and trust. Our research guides design considerations to support future work developing visualization systems for machine learning.
Aimen Gaba, Zhanna Kaufman, Jason Cheung, Marie Shvakel, Kyle Wm. Hall, Yuriy Brun, Cindy Xiong Bearfield
IEEE Trans. Vis. Comput. Graph.5
2022 Professional Differences: A Comparative Study of Visualization Task Performance and Spatial Ability Across Disciplines
abstract
Problem-driven visualization work is rooted in deeply understanding the data, actors, processes, and workflows of a target domain. However, an individual's personality traits and cognitive abilities may also influence visualization use. Diverse user needs and abilities raise natural questions for specificity in visualization design: Could individuals from different domains exhibit performance differences when using visualizations? Are any systematic variations related to their cognitive abilities? This study bridges domain-specific perspectives on visualization design with those provided by cognition and perception. We measure variations in visualization task performance across chemistry, computer science, and education, and relate these differences to variations in spatial ability. We conducted an online study with over 60 domain experts consisting of tasks related to pie charts, isocontour plots, and 3D scatterplots, and grounded by a well-documented spatial ability test. Task performance (correctness) varied with profession across more complex visualizations (isocontour plots and scatterplots), but not pie charts, a comparatively common visualization. We found that correctness correlates with spatial ability, and the professions differ in terms of spatial ability. These results indicate that domains differ not only in the specifics of their data and tasks, but also in terms of how effectively their constituent members engage with visualizations and their cognitive traits. Analyzing participants' confidence and strategy comments suggests that focusing on performance neglects important nuances, such as differing approaches to engage with even common visualizations and potential skill transference. Our findings offer a fresh perspective on discipline-specific visualization with specific recommendations to help guide visualization design that celebrates the uniqueness of the disciplines and individuals we seek to serve.
Kyle Wm. Hall, Anthony Kouroupis, Anastasia Bezerianos, Danielle Albers Szafir, Christopher Collins 0001
IEEE Trans. Vis. Comput. Graph.1
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.1
2016 Telling Stories about Dynamic Networks with Graph Comics
abstract
In this paper, we explore graph comics as a medium to communicate changes in dynamic networks. While previous re- search has focused on visualizing dynamic networks for data exploration, we want to see if we can take advantage of the visual expressiveness and familiarity of comics to present and explain temporal changes in networks to an audience. To understand the potential of comics as a storytelling medium, we first created a variety of comics during a 3 month structured design process, involving domain experts from public education and neuroscience. This process led to the definition of 8 design factors for creating graph comics and propose design solutions for each. Results from a qualitative study suggest that a general audience is quickly able understand complex temporal changes through graph comics, provided with minimal textual annotations and no training.
Benjamin Bach, Natalie Kerracher, Kyle Wm. Hall, Sheelagh Carpendale, Jessie Kennedy, Nathalie Henry Riche
CHI3
2016 Formalizing Emphasis in Information Visualization
abstract
Abstract We provide afresh look at the use and prevalence of emphasis effects in Infovis. Through a survey of existing emphasis frameworks, we extract a set‐based approach that uses visual prominence to link visually and algorithmically diverse emphasis effects. Visual prominence provides a basis for describing, comparing and generating emphasis effects when combined with a set of general features of emphasis effects. Therefore, we use visual prominence and these general features to construct a new mathematical Framework for Information Visualization Emphasis, FIVE. The concepts we introduce to describe FIVE unite the emphasis literature and point to several new research directions for emphasis in information visualization.
Kyle Wm. Hall, Charles Perin, Peter G. Kusalik, Carl Gutwin, Sheelagh Carpendale
Comput. Graph. Forum1
2015 ERICAs: Enabling insights into ab initio Molecular Dynamics simulations
abstract
We present Electronic & Radially-focused Instantaneous Coordinate Animations (ERICAs) as a visualization approach to represent the time evolution of the electronic structure data and nuclear coordinates resulting from ab initio Molecular Dynamics (AIMD) simulations. We developed ERICAs in order to enable chemists to analyze AIMD simulations of the interactions between two hydroxyl radicals in water. Consequently, we illustrate ERICAs using these simulations, and discuss how ERICAs can be generalized to other AIMD simulations. By using ERICAs, chemists have gained new insights into hydroxyl radical chemistry.
Kyle Wm. Hall, Edelsys Codorniu-Hernández, Peter G. Kusalik, Sheelagh Carpendale
PacificVis1