EDBT 2026 Demo / reviewers in the wild / expert
Magdalena Boucher
dblp:285/5652
· DBLP profile ↗
7ranked-venue papers
4as first author
7since 2021 · last 2026
0000-0003-3406-8743ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 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.
| Computer graphics and multimedia
3 papers |
Visualization and visual analytics · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
2 papers |
Computing education · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 57% Design research and methods · 43% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
visualization literacy |
1.8 | 2 | 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools · IEEE Trans. Vis. Comput. Graph. 2026 The Comic Construction Kit: An Activity for Students to Learn and Explain Data Visualizations · IEEE VIS 2024 |
Computing education › visual computing education
visualization literacy |
1.0 | 1 | 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics › visualization literacy › visualization interpretation
chart understanding |
1.0 | 1 | 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics › visualization literacy
visualization education |
1.0 | 2 | 2024 | The Comic Construction Kit: An Activity for Students to Learn and Explain Data Visualizations · IEEE VIS 2024 Challenges and Opportunities in Data Visualization Education: A Call to Action · IEEE Trans. Vis. Comput. Graph. 2024 |
Computing education › visual computing education
visualization education |
0.8 | 1 | 2024 | Challenges and Opportunities in Data Visualization Education: A Call to Action · IEEE Trans. Vis. Comput. Graph. 2024 |
Design research and methods
design workshops |
0.2 | 1 | 2024 | The Comic Construction Kit: An Activity for Students to Learn and Explain Data Visualizations · IEEE VIS 2024 |
Methods — techniques the papers use, named apart from their topics
pre-post test · 3.0comparative classroom study · 3.0comic construction kit · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in SchoolsabstractInterpreting data visualizations is an essential skill in today's education, yet students often struggle with understanding unfamiliar formats. This study investigates how four learning materials - textbook, comic, video, and game - affect middle- and high school students' ability to interpret line charts, area charts, stacked area charts, and stream graphs. We conducted a comparative classroom study with 68 students, using pre- and post-tests, worksheet activities, and group discussions to assess learning outcomes and understanding. Our results show statistically significant improvement in students' understanding of stacked area charts and stream graphs, while no significant differences between the learning materials were found. This suggests that more factors than initially anticipated - such as engagement, motivation and active learning strategies - influence the learning outcome. The analysis of the worksheets revealed that while students could infer surface-level insights from charts, over 70% struggled to identify underlying patterns or relationships. Additionally, a common challenge across all learning materials was reading fatigue, which often led students to skim content, disengage, or misinterpret key information. These findings highlight the need for educational tools and approaches that foster deeper understanding of unfamiliar visualizations, reduce cognitive load, and encourage active engagement. Magdalena Boucher, Magdaléna Kejstová, Christina Stoiber, Martin Kandlhofer, Alena Boucher, Simone Kriglstein, Shelley Buchinger, Wolfgang Aigner |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | Instructional Comics for Self-Paced Learning of Data Visualization Tools and ConceptsabstractAbstract In this paper, we introduce instructional comics to explain concepts and routines in data visualization tools. As tools for visual data exploration proliferate, there is a growing need for tailored training and onboarding demonstrating interfaces, concepts, and interactions. Building on recent research in visualization education, we detail our iterative process of designing instructional comics for four different types of instructional content. Through a mixed‐method eye‐tracking study involving 20 participants, we analyze how people engage with these comics when using a new visualization tool, and validate our design choices. We interpret observed behaviors as unique affordances of instructional comics, supporting their use during tasks and complementing traditional instructional methods like video tutorials and workshops, and formulate six guidelines to inform the design of future instructional comics for visualization. Magdalena Boucher, Mashael AlKadi, Benjamin Bach, Wolfgang Aigner |
Comput. Graph. Forum | 1 |
| 2024 | The Comic Construction Kit: An Activity for Students to Learn and Explain Data VisualizationsabstractAs visualization literacy and its implications gain prominence, we need effective methods to prepare students for the variety of visualizations in an increasingly data-driven world. Recently, the potential of comics has been recognized in various data visualization contexts, including educational settings. We describe the development of a workshop in which we use our "comic construction kit" as a tool for students to understand various data visualization techniques through an interactive creative approach of creating explanatory comics. We report on our insights from holding eight workshops with high school students and teachers, university students, and lecturers, aiming to enhance the landscape of handson visualization activities that can enrich the visualization classroom. The comic construction kit and all supplemental materials are open source under a CC-BY license and available at https://fhstp.github.io/comixplain/vis4schools.html. Magdalena Boucher, Christina Stoiber, Mandy Keck, Victor Adriel de J. Oliveira, Wolfgang Aigner |
IEEE VIS | 1 |
| 2024 | Challenges and Opportunities in Data Visualization Education: A Call to ActionabstractThis 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. | 15 |
| 2023 | Taylor - Impersonation of AI for Audiovisual Content Documentation and Search
Victor Adriel de J. Oliveira, Gernot Rottermanner, Magdalena Boucher, Stefanie Größbacher, Peter Judmaier, Werner Bailer, Georg Thallinger, Thomas Kurz, Jakob Frank, Christoph Bauer, Gabriele Fröschl, Michael Batlogg |
MMM (2) | 3 |
| 2021 | Situated Visualization of Historical Timeline Data on Mobile Devices: Design Study for a Museum Application
Kerstin Blumenstein, Victor Adriel de J. Oliveira, Magdalena Boucher, Stefanie Größbacher, Markus Seidl, Wolfgang Aigner |
INTERACT (3) | 3 |
| 2021 | BYOD - Bringing Your Own Device into Single-Surface Interaction ModelsabstractInteractive installations face several challenges when used in public or semi-public contexts, such as users not noticing interactivity, or refraining from interacting due to the fear of social embarrassment. Several interaction models proposing solutions to these issues have been established over the years. However, most of these models focus on single-surface installations, which have to be approached for interaction. When the users’ own devices (ODs) are included in the installation, though, the interaction focus shifts. To determine the influence of the ODs on the applicability of existing interaction models, we developed a multi-device quiz game, the “Weisskunig Quiz”, according to these models. The installation was deployed in a real museum exhibition and tested in two qualitative evaluations with random museum visitors and a school class. We describe our design approach, reflect on the found differences, and propose an extension for single-surface interaction models by incorporating the users’ own devices. Magdalena Boucher, Kerstin Blumenstein, Victor Adriel de J. Oliveira, Markus Seidl |
TEI | 1 |