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Jonathan C. Roberts

Publications and source records attributed to Jonathan C. Roberts.

15 recordsLinked to original sources

Embedding Empathy into Visual Analytics: A Framework for Person-Centred Dementia Care

Dementia care requires healthcare professionals to balance a patient's medical needs with a deep understanding of their personal needs, preferences, and emotional cues. However, current digital tools prioritise quantitative metrics over empathetic engagement,limiting caregivers ability to develop a deeper personal understanding of their patients. This paper presents an empathy centred visualisation framework, developed through a design study, to address this gap. The framework integrates established principles of person centred care with empathy mapping methodologies to encourage deeper engagement. Our methodology provides a structured approach to designing for indirect end users, patients whose experience is shaped by a tool they may not directly interact with. To validate the framework, we conducted evaluations with healthcare professinals, including usability testing of a working prototype and a User Experience Questionnaire study. Results suggest the feasibility of the framework, with participants highlighting its potential to support a more personal and empathetic relationship between medical staff and patients. The work starts to explore how empathy could be systematically embedded into visualisation design, as we contribute to ongoing efforts in the data visualisation community to support human centred, interpretable, and ethically aligned clinical care, addressing the urgent need to improve dementia patients experiences in hospital settings.

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From Data to Insight: Using Contextual Scenarios to Teach Critical Thinking in Data Visualisation

This paper explores the use of scenario-based visualisation examples as a pedagogical strategy for teaching students the complexities of data insight, representation, and interpretation. Teaching data visualisation often involves explaining intricate issues related to data management and the challenges of presenting data meaningfully. In this work, we present a series of data-driven scenarios. These concise stories depict specific situations, and are created to help the educators highlight key concerns in data communication, such as chart selection, temporal versus categorical comparison, visual bias, and narrative framing. By grounding these examples in real-world contexts, students are encouraged to critically assess not only what the data shows, but how and why it is shown that way. The paper presents a collection of example scenarios, that educators can use for their own lessons; the work fits with a larger project on looking at critical thinking in the classroom, and developing appropriate tools. We also start to abstract principles, from our approach, so that others can develop their own scenarios for their teaching. Our approach aligns with principles of authentic and scenario-based learning, using real-world contexts to foster critical engagement with data.

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Critical Design Strategy: a Method for Heuristically Evaluating Visualisation Designs

We present the Critical Design Strategy (CDS) - a structured method designed to facilitate the examination of visualisation designs through reflection and critical thought. The CDS helps designers think critically and make informed improvements using heuristic evaluation. When developing a visual tool or pioneering a novel visualisation approach, identifying areas for enhancement can be challenging. Critical thinking is particularly crucial for visualisation designers and tool developers, especially those new to the field, such as studying visualisation in higher education. The CDS consists of three stages across six perspectives: Stage 1 captures the essence of the idea by assigning an indicative title and selecting five adjectives (from twenty options) to form initial impressions of the design. Stage 2 involves an in-depth critique using 30 heuristic questions spanning six key perspectives - user, environment, interface, components, design, and visual marks. Stage 3 focuses on synthesising insights, reflecting on design decisions, and determining the next steps forward. We introduce the CDS and explore its use across three visualisation modules in both undergraduate and postgraduate courses. Our longstanding experience with the CDS has allowed us to refine and develop it over time: from its initial creation through workshops in 2017/18 to improvements in wording and the development of two applications by 2020, followed by the expansion of support notes and refinement of heuristics through 2023; while using it in our teaching each year. This sustained use allows us to reflect on its practical application and offer guidance on how others can incorporate it into their own work.

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Design Contradictions: Help or Hindrance?

The need for innovative ideas in data visualisation drives us to explore new creative approaches. Combining two or more creative words, particularly those that contradict each other, can positively impact the creative process, sparking novel ideas and designs. As we move towards AI-driven design, an open question arises: do these design contradictions work positively with AI tools? Currently, the answer is no. AI systems, like large language models (LLMs), rely on algorithms that engender similarity, whereas creativity often requires divergence and novelty. This poster initiates a conversation on how to drive AI systems to be more creative and generate new ideas. This research invites us to reconsider traditional design methods and explore new approaches in an AI-driven world. Can we apply the same techniques used in traditional design, like the double diamond model, or do we need new methods for design engineering? How can we quickly design visualisations and craft new ideas with generative AI? This paper seeks to start this critical conversation and offers practical insights into the potential of AI in driving creativity in data visualisation.

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Fostering Creative Visualisation Skills Through Data-Art Exhibitions

Data-art exhibitions offer a unique and real-world setting to foster creative visualisation skills among students. They serve as real-world platform for students to display their work, bridging the gap between classroom learning and professional practice. Students must develop a technical solution, grasp the context, and produce work that is appropriate for public presentation. This scenario helps to encourage innovative thinking, engagement with the topic, and helps to enhance technical proficiency. We present our implementation of a data-art exhibition within a computing curriculum, for third-year degree-level students. Students create art-based visualisations from selected datasets and present their work in a public exhibition. We have used this initiative over the course of two academic years with different cohorts, and reflect on its impact on student learning and creativity.

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Towards a Generative AI Design Dialogue

Traditional visualisation designers often start with sketches before implementation. With generative AI, these sketches can be turned into AI-generated visualisations using specific prompts. However, guiding AI to create compelling visuals can be challenging. We propose a new design process where designers verbalise their thoughts during work, later converting these narratives into AI prompts. This approach helps AI generate accurate visuals and assists designers in refining their concepts, enhancing the overall design process. Blending human creativity with AI capabilities enables rapid iteration, leading to higher quality and more innovative visualisations, making design more accessible and efficient.

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Creating Data Art: Authentic Learning and Visualisation Exhibition

We present an authentic learning task designed for computing students, centred on the creation of data-art visualisations from chosen datasets for a public exhibition. This exhibition was showcased in the cinema foyer for two weeks in June, providing a real-world platform for students to display their work. Over the course of two years, we implemented this active learning task with two different cohorts of students. In this paper, we share our experiences and insights from these activities, highlighting the impact on student engagement and learning outcomes. We also provide a detailed description of the seven individual tasks that learners must perform: topic and data selection and analysis, research and art inspiration, design conceptualisation, proposed solution, visualisation creation, exhibition curation, and reflection. By integrating these tasks, students not only develop technical skills but also gain practical experience in presenting their work to a public audience, bridging the gap between academic learning and professional practice.

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Engaging Data-Art: Conducting a Public Hands-On Workshop

Data-art blends visualisation, data science, and artistic expression. It allows people to transform information and data into exciting and interesting visual narratives. Hosting a public data-art hands-on workshop enables participants to engage with data and learn fundamental visualisation techniques. However, being a public event, it presents a range of challenges. We outline our approach to organising and conducting a public workshop, that caters to a wide age range, from children to adults. We divide the tutorial into three sections, focusing on data, sketching skills and visualisation. We place emphasis on public engagement, and ensure that participants have fun while learning new skills.

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Path-based Design Model for Constructing and Exploring Alternative Visualisations

We present a path-based design model and system for designing and creating visualisations. Our model represents a systematic approach to constructing visual representations of data or concepts following a predefined sequence of steps. The initial step involves outlining the overall appearance of the visualisation by creating a skeleton structure, referred to as a flowpath. Subsequently, we specify objects, visual marks, properties, and appearance, storing them in a gene. Lastly, we map data onto the flowpath, ensuring suitable morphisms. Alternative designs are created by exchanging values in the gene. For example, designs that share similar traits, are created by making small incremental changes to the gene. Our design methodology fosters the generation of diverse creative concepts, space-filling visualisations, and traditional formats like bar charts, circular plots and pie charts. Through our implementation we showcase the model in action. As an example application, we integrate the output visualisations onto a smartwatch and visualisation dashboards. In this article we (1) introduce, define and explain the path model and discuss possibilities for its use, (2) present our implementation, results, and evaluation, and (3) demonstrate and evaluate an application of its use on a mobile watch.

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Challenges and Opportunities in Data Visualization Education: A Call to Action

This 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.

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EduVis: Workshop on Visualization Education, Literacy, and Activities

This workshop focuses on visualization education, literacy, and activities. It aims to streamline previous efforts and initiatives of the visualization community to provide a format for education and engagement practices in visualization. It intends to bring together junior and senior scholars to share research and experience and to discuss novel activities, teaching methods, and research challenges. The workshop aims to serve as a platform for interdisciplinary researchers within and beyond the visualization community such as education, learning analytics, science communication, psychology, or people from adjacent fields such as data science, AI, and HCI. It will include presentations of research papers and practical reports, as well as hands-on activities. In addition, the workshop will allow participants to discuss challenges they face in data visualization education and sketch a research agenda of visualization education, literacy, and activities.

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Reflections and Considerations on Running Creative Visualization Learning Activities

This paper draws together nine strategies for creative visualization activities. Teaching visualization often involves running learning activities where students perform tasks that directly support one or more topics that the teacher wishes to address in the lesson. As a group of educators and researchers in visualization, we reflect on our learning experiences. Our activities and experiences range from dividing the tasks into smaller parts, considering different learning materials, to encouraging debate. With this paper, our hope is that we can encourage, inspire, and guide other educators with visualization activities. Our reflections provide an initial starting point of methods and strategies to craft creative visualisation learning activities, and provide a foundation for developing best practices in visualization education.

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Visualization for Epidemiological Modelling: Challenges, Solutions, Reflections & Recommendations

We report on an ongoing collaboration between epidemiological modellers and visualization researchers by documenting and reflecting upon knowledge constructs -- a series of ideas, approaches and methods taken from existing visualization research and practice -- deployed and developed to support modelling of the COVID-19 pandemic. Structured independent commentary on these efforts is synthesized through iterative reflection to develop: evidence of the effectiveness and value of visualization in this context; open problems upon which the research communities may focus; guidance for future activity of this type; and recommendations to safeguard the achievements and promote, advance, secure and prepare for future collaborations of this kind. In describing and comparing a series of related projects that were undertaken in unprecedented conditions, our hope is that this unique report, and its rich interactive supplementary materials, will guide the scientific community in embracing visualization in its observation, analysis and modelling of data as well as in disseminating findings. Equally we hope to encourage the visualization community to engage with impactful science in addressing its emerging data challenges. If we are successful, this showcase of activity may stimulate mutually beneficial engagement between communities with complementary expertise to address problems of significance in epidemiology and beyond. https://ramp-vis.github.io/RAMPVIS-PhilTransA-Supplement/

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Learning Activities in Colours and Rainbows for Programming Skill Development

We present how we have created a series of bilingual (English and Welsh) STEM activities focusing on rainbows, colours, light and optical effects. The activities were motivated by the many rainbows that appeared in windows in the UK, in support of the National Health Service at the start of the coronavirus pandemic. Rainbows are hopeful and are very fitting to be used as a positive iconic image at a time of much uncertainty. In this paper we explain how we have developed and organised the activities, focusing on colours, computer graphics and computer programming. Each lesson contains one or more activities, which enable people to take an active role in their learning. We have carefully prepared and organised several processes to guide academic colleagues to create and publish different activities in the theme. Which means that the activities appear similarly structured, can be categorised and searched in a consistent way. This structure can act as a blueprint for others to follow and apply to develop their own online course. The activities incrementally take people through learning about colour, rainbows, planning what to program, design and strategies to create colourful pictures using simple computer graphics principles based in processing.org.

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Explanatory Journeys: Visualising to Understand and Explain Administrative Justice Paths of Redress

Administrative justice concerns the relationships between individuals and the state. It includes redress and complaints on decisions of a child's education, social care, licensing, planning, environment, housing and homelessness. However, if someone has a complaint or an issue, it is challenging for people to understand different possible redress paths and explore what path is suitable for their situation. Explanatory visualisation has the potential to display these paths of redress in a clear way, such that people can see, understand and explore their options. The visualisation challenge is further complicated because information is spread across many documents, laws, guidance and policies and requires judicial interpretation. Consequently, there is not a single database of paths of redress. In this work we present how we have co-designed a system to visualise administrative justice paths of redress. Simultaneously, we classify, collate and organise the underpinning data, from expert workshops, heuristic evaluation and expert critical reflection. We make four contributions: (i) an application design study of the explanatory visualisation tool (Artemus), (ii) coordinated and co-design approach to aggregating the data, (iii) two in-depth case studies in housing and education demonstrating explanatory paths of redress in administrative law, and (iv) reflections on the expert co-design process and expert data gathering and explanatory visualisation for administrative justice and law.

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