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Andrew McNutt

Publications and source records attributed to Andrew McNutt.

At least 19 recordsLinked to original sources

Read, Critique, or Sketch? Investigating Alternative Visualization Literacy Assessment Modalities

Visualization literacy is a multifaceted construct encompassing skills and competencies, such as decoding data, constructing charts, and identifying design flaws. Yet, assessments of these competencies has been primarily constrained to multiple choice assessments that target lower-order skills, such as chart comprehension. As a result, they often exhibit ceiling effects (i.e., even modestly skilled individuals commonly score near the top of the scale), and do not provide enough information about an individual's higher-order skills (e.g., applying external knowledge, formulating critiques, and designing visualizations). To close these gaps, we develop and investigate two web-based qualitative assessments for testing the critique and design aspects of visualization literacy through online think-aloud critique and sketching of visualization designs based on data and a prompt. We compare performance on our assessments to two established visualization literacy assessments, CALVI and Mini-VLAT, by administering them to three groups that represent three experience levels: crowdworkers, students who have taken a relevant course, and researchers. We find that our critique and sketching assessments capture skills distinct from existing measures and that they differentiate between experienced individuals better than multiple choice-based alternatives. Although administering and grading qualitative assessments can be challenging, our findings suggest qualitative, multimodal assessments are a promising complement to existing visualization literacy assessments, in particular when high visualization skills need to be distinguished.

cs.HC

AnnoBench: A Benchmark for Visualization Annotation Generation

Annotation is among the most demanding visualization tasks to automate, as it simultaneously requires correctly navigating visual, semantic, and stylistic constraints. Failure to meet any of these conditions severely undermines the utility of an annotation, rendering it challenging to read, inaccurate, or visually discordant. Despite a growing body of annotation tools and automations, no existing benchmark or evaluation framework tests whether these conditions are met because of their scope and annotation not being the focus of their studies. We introduce AnnoBench, a benchmark for visualization annotation that materializes the inherent challenges of this domain in a structured and testable manner. AnnoBench pairs visualizations from professional data journalism and visualization galleries with annotation tasks, spanning four representation formats, five chart description conditions, and two prompt specification levels. The benchmark is executed via VLM-as-a-judge, using models aligned with manual human assessment. We evaluate the benchmark via four one-factor-at-a-time experiments, exploring the effects of input representation, semantic context, and prompt specificity, and model selection on annotation quality. This work provides a foundation for advancing annotation automation, tooling, and visualization-generation pipelines.

cs.HC

Literate Execution

\emph{Literate programming}, introduced by Knurth, interleaves code and prose so that a program can be read as both executable and explanatory text. We propose \emph{literate execution}, which inverts this relationship: rather than embedding code within a static narrative, we treat documentation -- and other expository elements such as visualisations -- as first-class artefacts that can be computed alongside a running program and then integrated into a view of its execution. We explore this idea through Fluid, a programming language with a provenance-tracking runtime that records fine-grained dependencies between inputs and outputs. These provenance relationships can be surfaced as interactions that allow readers to explore how intermediate values contribute to a result. By integrating visualisation, provenance, and exposition, literate execution aims to make programs more explorable and self-explanatory, and explorable explanations easier to program.

cs.PL

Towards Scalable Visual Data Wrangling via Direct Manipulation

Data wrangling, the process of cleaning, transforming, and preparing data for analysis, is a well-known bottleneck in data science workflows. A wide range of data wrangling techniques have been proposed to mitigate this challenge. Of particular interest are visual data wrangling tools, in which users prepare data via graphical interactions (such as with visualizations) rather than requiring them to write scripts. We develop a visual data wrangling system, Buckaroo, that expands upon this paradigm by enabling the automatic discovery of interesting groups (e.g., Salary values for Country="Buthan") and identification of anomalies (e.g., missing values, outliers, and type mismatches) both within and across these groups. Crucially, this allows users to reason about how repairs applied to one group affect other groups in the dataset. A central challenge in visual data wrangling is scalability. Rendering entire datasets is often infeasible, yet showing only a small sample risks hiding rare but critical errors across groups. We address these challenges through carefully designed sampling strategies that prioritize errors, as well as novel aggregation techniques that support pan-and-zoom interactions over large datasets. Buckaroo maintains efficient indexing data structures and differential storage to localize anomaly detection and minimize recomputation. We demonstrate the applicability of our approach via an integration with the Hopara pan-and-zoom engine (enabling multi-layered navigation over large datasets without sacrificing interactivity). Finally, we explore our system's usability (via an expert review) and its scalability, finding that this design seems well matched with the challenges of this domain.

cs.DB

ReVISit 2: A Full Experiment Life Cycle User Study Framework

Online user studies of visualizations, visual encodings, and interaction techniques are ubiquitous in visualization research. Yet, designing, conducting, and analyzing studies effectively is still a major burden. Although various packages support such user studies, most solutions address only facets of the experiment life cycle, make reproducibility difficult, or do not cater to nuanced study designs or interactions. We introduce reVISit 2, a software framework that supports visualization researchers at all stages of designing and conducting browser-based user studies. ReVISit supports researchers in the design, debug & pilot, data collection, analysis, and dissemination experiment phases by providing both technical affordances (such as replay of participant interactions) and sociotechnical aids (such as a mindfully maintained community of support). It is a proven system that can be (and has been) used in publication-quality studies -- which we demonstrate through a series of experimental replications. We reflect on the design of the system via interviews and an analysis of its technical dimensions. Through this work, we seek to elevate the ease with which studies are conducted, improve the reproducibility of studies within our community, and support the construction of advanced interactive studies.

cs.HC

Teaching Critical Visualization: A Field Report

Critical Visualization is gaining popularity and academic focus, yet relatively few academic courses have been offered to support students in this complex area. This experience report describes a recent experimental course on the topic, exploring both what the topic could be as well as an experimental content structure (namely as scavenger hunt). Generally the course was successful, achieving the learning objectives of developing critical thinking skills, improving communication about complex ideas, and developing a knowledge about theories in the area. While improvements can be made, we hope that humanistic notions of criticality are embraced more deeply in visualization pedagogy.

cs.HC

Same Data, Different Audiences: Using Personas to Scope a Supercomputing Job Queue Visualization

Domain-specific visualizations sometimes focus on narrow, albeit important, tasks for one group of users. This focus limits the utility of a visualization to other groups working with the same data. While tasks elicited from other groups can present a design pitfall if not disambiguated, they also present a design opportunity -- development of visualizations that support multiple groups. This development choice presents a trade off of broadening the scope but limiting support for the more narrow tasks of any one group, which in some cases can enhance the overall utility of the visualization. We investigate this scenario through a design study where we develop \textit{Guidepost}, a notebook-embedded visualization of supercomputer queue data that helps scientists assess supercomputer queue wait times, machine learning researchers understand prediction accuracy, and system maintainers analyze usage trends. We adapt the use of personas for visualization design from existing literature in the HCI and software engineering domains and apply them in categorizing tasks based on their uniqueness across the stakeholder personas. Under this model, tasks shared between all groups should be supported by interactive visualizations and tasks unique to each group can be deferred to scripting with notebook-embedded visualization design. We evaluate our visualization with nine expert analysts organized into two groups: a "research analyst" group that uses supercomputer queue data in their research (representing the Machine Learning researchers and Jobs Data Analyst personas) and a "supercomputer user" group that uses this data conditionally (representing the HPC User persona). We find that our visualization serves our three stakeholder groups by enabling users to successfully execute shared tasks with point-and-click interaction while facilitating case-specific programmatic analysis workflows.

cs.HC

Buckaroo: A Direct Manipulation Visual Data Wrangler

Preparing datasets -- a critical phase known as data wrangling -- constitutes the dominant phase of data science development, consuming upwards of 80% of the total project time. This phase encompasses a myriad of tasks: parsing data, restructuring it for analysis, repairing inaccuracies, merging sources, eliminating duplicates, and ensuring overall data integrity. Traditional approaches, typically through manual coding in languages such as Python or using spreadsheets, are not only laborious but also error-prone. These issues range from missing entries and formatting inconsistencies to data type inaccuracies, all of which can affect the quality of downstream tasks if not properly corrected. To address these challenges, we present Buckaroo, a visualization system to highlight discrepancies in data and enable on-the-spot corrections through direct manipulations of visual objects. Buckaroo (1) automatically finds "interesting" data groups that exhibit anomalies compared to the rest of the groups and recommends them for inspection; (2) suggests wrangling actions that the user can choose to repair the anomalies; and (3) allows users to visually manipulate their data by displaying the effects of their wrangling actions and offering the ability to undo or redo these actions, which supports the iterative nature of data wrangling. A video companion is available at https://youtu.be/iXdCYbvpQVE

cs.HC

AnnoGram: An Annotative Grammar of Graphics Extension

Annotations are central to effective data communication, yet most visualization tools treat them as secondary constructs -- manually defined, difficult to reuse, and loosely coupled to the underlying visualization grammar. We propose a declarative extension to Wilkinson's Grammar of Graphics that reifies annotations as first-class design elements, enabling structured specification of annotation targets, types, and positioning strategies. To demonstrate the utility of our approach, we develop a prototype extension called Vega-Lite Annotation. Through comparison with eight existing tools, we show that our approach enhances expressiveness, reduces authoring effort, and enables portable, semantically integrated annotation workflows.

cs.HC

Accessible Text Descriptions for UpSet Plots

Data visualizations are typically not accessible to blind and low-vision (BLV) users. Automatically generating text descriptions offers an enticing mechanism for democratizing access to the information held in complex scientific charts, yet appropriate procedures for generating those texts remain elusive. Pursuing this issue, we study a single complex chart form: UpSet plots. UpSet Plots are a common way to analyze set data, an area largely unexplored by prior accessibility literature. By analyzing the patterns present in real-world examples, we develop a system for automatically captioning any UpSet plot. We evaluated the utility of our captions via semi-structured interviews with (N=11) BLV users and found that BLV users find them informative. In extensions, we find that sighted users can use our texts similarly to UpSet plots and that they are better than naive LLM usage.

cs.HC

Mixing Linters with GUIs: A Color Palette Design Probe

Visualization linters are end-user facing evaluators that automatically identify potential chart issues. These spell-checker like systems offer a blend of interpretability and customization that is not found in other forms of automated assistance. However, existing linters do not model context and have primarily targeted users who do not need assistance, resulting in obvious -- even annoying -- advice. We investigate these issues within the domain of color palette design, which serves as a microcosm of visualization design concerns. We contribute a GUI-based color palette linter as a design probe that covers perception, accessibility, context, and other design criteria, and use it to explore visual explanations, integrated fixes, and user defined linting rules. Through a formative interview study and theory-driven analysis, we find that linters can be meaningfully integrated into graphical contexts thereby addressing many of their core issues. We discuss implications for integrating linters into visualization tools, developing improved assertion languages, and supporting end-user tunable advice -- all laying the groundwork for more effective visualization linters in any context.

cs.HC

Considering Visualization Example Galleries

Example galleries are often used to teach, document, and advertise visually-focused domain-specific languages and libraries, such as those producing visualizations, diagrams, or webpages. Despite their ubiquity, there is no consensus on the role of "example galleries", let alone what the best practices might be for their creation or curation. To understand gallery meaning and usage, we interviewed the creators (N=11) and users (N=9) of prominent visualization-adjacent tools. From these interviews we synthesized strategies and challenges for gallery curation and management (e.g. weighing the costs/benefits of adding new examples and trade-offs in richness vs ease of use), highlighted the differences between planned and actual gallery usage (e.g. opportunistic reuse vs search-engine optimization), and reflected on parts of the gallery design space not explored (e.g. highlighting the potential of tool assistance). We found that galleries are multi-faceted structures whose form and content are motivated to accommodate different usages--ranging from marketing material to test suite to extended documentation. This work offers a foundation for future support tools by characterizing gallery design and management, as well as by highlighting challenges and opportunities in the space (such as how more diverse galleries make reuse tasks simpler, but complicate upkeep).

cs.HC

What Can Interactive Visualization do for Participatory Budgeting in Chicago?

Participatory budgeting (PB) is a democratic approach to allocating municipal spending that has been adopted in many places in recent years, including in Chicago. Current PB voting resembles a ballot where residents are asked which municipal projects, such as school improvements and road repairs, to fund with a limited budget. In this work, we ask how interactive visualization can benefit PB by conducting a design probe-based interview study (N=13) with policy workers and academics with expertise in PB, urban planning, and civic HCI. Our probe explores how graphical elicitation of voter preferences and a dashboard of voting statistics can be incorporated into a realistic PB tool. Through qualitative analysis, we find that visualization creates opportunities for city government to set expectations about budget constraints while also granting their constituents greater freedom to articulate a wider range of preferences. However, using visualization to provide transparency about PB requires efforts to mitigate potential access barriers and mistrust. We call for more visualization professionals to help build civic capacity by working in and studying political systems.

cs.HC

Only YOU Can Make IEEE VIS Environmentally Sustainable

The IEEE VIS Conference (or VIS) hosts more than 1000 people annually. It brings together visualization researchers and practitioners from across the world to share new research and knowledge. Behind the scenes, a team of volunteers puts together the entire conference and makes sure it runs smoothly. Organizing involves logistics of the conference, ensuring that the attendees have an enjoyable time, allocating rooms to multiple concurrent tracks, and keeping the conference within budget. In recent years, the COVID-19 pandemic has abruptly disrupted plans, forcing organizers to switch to virtual, hybrid, and satellite formats. These alternatives offer many benefits: fewer costs (e.g., travel, venue, institutional), greater accessibility (who can physically travel, who can get visas, who can get child care), and a lower carbon footprint (as people do not need to fly to attend). As many conferences begin to revert to the pre-pandemic status quo of primarily in-person conferences, we suggest that it is an opportune moment to reflect on the benefits and drawbacks of lower-carbon conference formats. To learn more about the logistics of conference organizing, we talked to 6 senior executive-level VIS organizers. We review some of the many considerations that go into planning, particularly with regard to how they influence decisions about alternative formats. We aim to start a discussion about the sustainability of VIS -- including sustainability for finance, volunteers, and, central to this work, the environment -- for the next three years and the next three hundred years.

cs.HC

Projectional Editors for JSON-Based DSLs

Augmenting text-based programming with rich structured interactions has been explored in many ways. Among these, projectional editors offer an enticing combination of structure editing and domain-specific program visualization. Yet such tools are typically bespoke and expensive to produce, leaving them inaccessible to many DSL and application designers. We describe a relatively inexpensive way to build rich projectional editors for a large class of DSLs -- namely, those defined using JSON. Given any such JSON-based DSL, we derive a projectional editor through (i) a language-agnostic mapping from JSON Schemas to structure-editor GUIs and (ii) an API for application designers to implement custom views for the domain-specific types described in a schema. We implement these ideas in a prototype, Prong, which we illustrate with several examples including the Vega and Vega-Lite data visualization DSLs.

cs.HC

A Study of Editor Features in a Creative Coding Classroom

Creative coding is a rapidly expanding domain for both artistic expression and computational education. Numerous libraries and IDEs support creative coding, however there has been little consideration of how the environments themselves might be designed to serve these twin goals. To investigate this gap, we implemented and used an experimental editor to teach a sequence of college and high-school creative coding courses. In the first year, we conducted a log analysis of student work (n=39) and surveys regarding prospective features (n=25). These guided our implementation of common enhancements (e.g. color pickers) as well as uncommon ones (e.g. bidirectional shape editing). In the second year, we studied the effects of these features through logging (n=39+) and survey (n=23) studies. Reflecting on the results, we identify opportunities to improve creativity- and novice-focused IDEs and highlight tensions in their design -- as in tools that augment artistry or efficiency but may be perceived as hindering learning.

cs.HC

No Grammar to Rule Them All: A Survey of JSON-style DSLs for Visualization

There has been substantial growth in the use of JSON-based grammars, as well as other standard data serialization languages, to create visualizations. Each of these grammars serves a purpose: some focus on particular computational tasks (such as animation), some are concerned with certain chart types (such as maps), and some target specific data domains (such as ML). Despite the prominence of this interface form, there has been little detailed analysis of the characteristics of these languages. In this study, we survey and analyze the design and implementation of 57 JSON-style DSLs for visualization. We analyze these languages supported by a collected corpus of examples for each DSL (consisting of 4395 instances) across a variety of axes organized into concerns related to domain, conceptual model, language relationships, affordances, and general practicalities. We identify tensions throughout these areas, such as between formal and colloquial specifications, among types of users, and within the composition of languages. Through this work, we seek to support language implementers by elucidating the choices, opportunities, and tradeoffs in visualization DSL design.

cs.HC

On the Potential of Zines as a Medium for Visualization

Zines are a form of small-circulation self-produced publication often akin to a magazine. This free-form medium has a long history and has been used as means for personal or intimate expression, as a way for marginalized people to describe issues that are important to them, and as a venue for graphical experimentation. It would seem then that zines would make an ideal vehicle for the recent interest in applying feminist or humanist ideas to visualization. Yet, there has been little work combining visualization and zines. In this paper we explore the potential of this intersection by analyzing examples of zines that use data graphics and by describing the pedagogical value that they can have in a visualization classroom. In doing so, we argue that there are plentiful opportunities for visualization research and practice in this rich intersectional-medium.

cs.HC