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Kim Marriott

Publications and source records attributed to Kim Marriott.

At least 19 recordsLinked to original sources

Conversational Tactile Data Interfaces: Co-Designing Accessible Data Experiences with Blind Users Using Refreshable Tactile Displays and Conversational AI

Combining refreshable tactile displays (RTDs) with conversational AI offers a promising approach to accessible data visualization for people who are blind or have low vision (BLV). However, it remains an open question how these modalities should be integrated to support accessible data experiences. We address this through a co-design process with three BLV co-designers. Building on our prior Wizard-of-Oz study, we created a conversational tactile data interface (CTDI) that combines an RTD with an LLM-powered conversational agent, refined through four workshops over eight months. In addition to the resulting system, Graphy, we contribute design knowledge and recommendations for CTDIs. Co-designers used touch as the primary sensemaking channel for spatial understanding of the data's shape, trends, and relationships, reserved the agent for what touch could not resolve (e.g., calculation and analysis), and used the chart on the RTD to verify the agent's responses. Key findings include: a layered presentation that scaffolds chart exploration through progressive, interactive layers; a feedback grammar that distinguishes user- and agent-initiated tactile feedback; and a sequential interaction pattern -- select, confirm, ask, verify -- where each step grounds the last.

cs.HC

Beyond Advocacy: A Design Space for Replication-Related Studies

The importance of replication is often discussed and advocated -- not only in the domains of visualization and HCI, but in all scientific areas. When replicating a study, design decisions need to be made with regards which aspects of the original study will remain the same and which will be altered. We present a supporting multi-dimensional design space framework within which such decisions can be identified, categorized, compared and analyzed. The framework treats replication experimental design as a pairwise comparison problem, and represents the design by four practical dimensions defined by three comparison levels. The design space is therefore a framework that can be used for both retrospective characterization and prospective planning. We provide worked examples, and relate our framework to other attempts at describing the scope of replication studies.

cs.HC

Supporting Multimodal Data Interaction on Refreshable Tactile Displays: An Architecture to Combine Touch and Conversational AI

Combining conversational AI with refreshable tactile displays (RTDs) offers significant potential for creating accessible data visualization for people who are blind or have low vision (BLV). To support researchers and developers building accessible data visualizations with RTDs, we present a multimodal data interaction architecture along with an open-source reference implementation. Our system is the first to combine touch input with a conversational agent on an RTD, enabling deictic queries that fuse touch context with spoken language, such as "what is the trend between these points?" The architecture addresses key technical challenges, including touch sensing on RTDs, visual-to-tactile encoding, integrating touch context with conversational AI, and synchronizing multimodal output. Our contributions are twofold: (1) a technical architecture integrating RTD hardware, external touch sensing, and conversational AI to enable multimodal data interaction; and (2) an open-source reference implementation demonstrating its feasibility. This work provides a technical foundation to support future research in multimodal accessible data visualization.

cs.HC

From Vision to Touch: Bridging Visual and Tactile Principles for Accessible Data Representation

Tactile graphics are widely used to present maps and statistical diagrams to blind and low vision (BLV) people, with accessibility guidelines recommending their use for graphics where spatial relationships are important. Their use is expected to grow with the advent of commodity refreshable tactile displays. However, in stark contrast to visual information graphics, we lack a clear understanding of the benefits that well-designed tactile information graphics offer over text descriptions for BLV people. To address this gap, we introduce a framework considering the three components of encoding, perception and cognition to examine the known benefits for visual information graphics and explore their applicability to tactile information graphics. This work establishes a preliminary theoretical foundation for the tactile-first design of information graphics and identifies future research avenues.

cs.HC

Accessible Data Access and Analysis by People who are Blind or Have Low Vision

Our work aims to develop new assistive technologies that enable blind or low vision (BLV) people to explore and analyze data readily. At present, barriers exist for BLV people to explore and analyze data, restricting access to government, health and personal data, and limiting employment opportunities. This work explores the co-design and development of an innovative system to support data access, with a focus on the use of refreshable tactile displays (RTDs) and conversational agents. The envisaged system will use a combination of tactile graphics and speech to communicate with BLV users, and proactively assist with data analysis tasks. As well as addressing significant equity gaps, our work expects to produce innovations in assistive technology, multimodal interfaces, dialogue systems, and natural language understanding and generation.

cs.HC

Smart Glasses for CVI: Co-Designing Extended Reality Solutions to Support Environmental Perception by People with Cerebral Visual Impairment

Cerebral Visual Impairment (CVI) is the set to be the leading cause of vision impairment, yet remains underrepresented in assistive technology research. Unlike ocular conditions, CVI affects higher-order visual processing-impacting object recognition, facial perception, and attention in complex environments. This paper presents a co-design study with two adults with CVI investigating how smart glasses, i.e. head-mounted extended reality displays, can support understanding and interaction with the immediate environment. Guided by the Double Diamond design framework, we conducted a two-week diary study, two ideation workshops, and ten iterative development sessions using the Apple Vision Pro. Our findings demonstrate that smart glasses can meaningfully address key challenges in locating objects, reading text, recognising people, engaging in conversations, and managing sensory stress. With the rapid advancement of smart glasses and increasing recognition of CVI as a distinct form of vision impairment, this research addresses a timely and under-explored intersection of technology and need.

cs.HC

Vision-Based Assistive Technologies for People with Cerebral Visual Impairment: A Review and Focus Study

Over the past decade, considerable research has investigated Vision-Based Assistive Technologies (VBAT) to support people with vision impairments to understand and interact with their immediate environment using machine learning, computer vision, image enhancement, and/or augmented/virtual reality. However, this has almost totally overlooked a growing demographic: people with Cerebral Visual Impairment (CVI). Unlike ocular vision impairments, CVI arises from damage to the brain's visual processing centres. Through a scoping review, this paper reveals a significant research gap in addressing the needs of this demographic. Three focus studies involving 7 participants with CVI explored the challenges, current strategies, and opportunities for VBAT. We also discussed the assistive technology needs of people with CVI compared with ocular low vision. Our findings highlight the opportunity for the Human-Computer Interaction and Assistive Technologies research community to explore and address this underrepresented domain, thereby enhancing the quality of life for people with CVI.

cs.HC

Broadening Our View: Assistive Technology for Cerebral Visual Impairment

Over the past decade, considerable research has been directed towards assistive technologies to support people with vision impairments using machine learning, computer vision, image enhancement, and/or augmented/virtual reality. However, this has almost totally overlooked a growing demographic: people with Cerebral Visual Impairment (CVI). Unlike Ocular Vision Impairments (OVI), CVI arises from damage to the brain's visual processing centres. This paper introduces CVI and reveals a wide research gap in addressing the needs of this demographic. Through a scoping review, we identified 14 papers at the intersection of these technologies and CVI. Of these, only three papers described assistive technologies focused on people living with CVI, with the others focusing on diagnosis, understanding, simulation or rehabilitation. Our findings highlight the opportunity for the Human-Computer Interaction and Assistive Technologies research community to explore and address this underrepresented domain, thereby enhancing the quality of life for people with CVI.

cs.HC

What do Blind and Low-Vision People Really Want from Assistive Smart Devices? Comparison of the Literature with a Focus Study

Over the last decade there has been considerable research into how artificial intelligence (AI), specifically computer vision, can assist people who are blind or have low-vision (BLV) to understand their environment. However, there has been almost no research into whether the tasks (object detection, image captioning, text recognition etc.) and devices (smartphones, smart-glasses etc.) investigated by researchers align with the needs and preferences of BLV people. We identified 646 studies published in the last two and a half years that have investigated such assistive AI techniques. We analysed these papers to determine the task, device and participation by BLV individuals. We then interviewed 24 BLV people and asked for their top five AI-based applications and to rank the applications found in the literature. We found only a weak positive correlation between BLV participants' perceived importance of tasks and researchers' focus and that participants prefer conversational agent interface and head-mounted devices.

cs.HC

"It Brought the Model to Life": Exploring the Embodiment of Multimodal I3Ms for People who are Blind or have Low Vision

3D-printed models are increasingly used to provide people who are blind or have low vision (BLV) with access to maps, educational materials, and museum exhibits. Recent research has explored interactive 3D-printed models (I3Ms) that integrate touch gestures, conversational dialogue, and haptic vibratory feedback to create more engaging interfaces. Prior research with sighted people has found that imbuing machines with human-like behaviours, i.e., embodying them, can make them appear more lifelike, increasing social perception and presence. Such embodiment can increase engagement and trust. This work presents the first exploration into the design of embodied I3Ms and their impact on BLV engagement and trust. In a controlled study with 12 BLV participants, we found that I3Ms using specific embodiment design factors, such as haptic vibratory and embodied personified voices, led to an increased sense of liveliness and embodiment, as well as engagement, but had mixed impact on trust.

cs.HC

3D Printed Maps and Icons for Inclusion: Testing in the Wild by People who are Blind or have Low Vision

The difficulty and consequent fear of travel is one of the most disabling consequences of blindness and severe vision impairment, affecting confidence and quality of life. Traditional tactile graphics are vital in the Orientation and Mobility training process, however 3D printing may have the capacity to enable production of more meaningful and inclusive maps. This study explored the use of 3D printed maps on site at a public event to examine their suitability and to identify guidelines for the design of future 3D maps. An iterative design process was used in the production of the 3D maps, with feedback from visitors who are blind or have low vision informing the recommendations for their design and use. For example, it was found that many representational 3D icons could be recognised by touch without the need for a key and that such a map helped form mental models of the event space. Complex maps, however, require time to explore and should be made available before an event or at the entrance in a comfortable position. The maps were found to support the orientation and mobility process, and importantly to also promote a positive message about inclusion and accessibility.

cs.HC

When Refreshable Tactile Displays Meet Conversational Agents: Investigating Accessible Data Presentation and Analysis with Touch and Speech

Despite the recent surge of research efforts to make data visualizations accessible to people who are blind or have low vision (BLV), how to support BLV people's data analysis remains an important and challenging question. As refreshable tactile displays (RTDs) become cheaper and conversational agents continue to improve, their combination provides a promising approach to support BLV people's interactive data exploration and analysis. To understand how BLV people would use and react to a system combining an RTD with a conversational agent, we conducted a Wizard-of-Oz study with 11 BLV participants, where they interacted with line charts, bar charts, and isarithmic maps. Our analysis of participants' interactions led to the identification of nine distinct patterns. We also learned that the choice of modalities depended on the type of task and prior experience with tactile graphics, and that participants strongly preferred the combination of RTD and speech to a single modality. In addition, participants with more tactile experience described how tactile images facilitated a deeper engagement with the data and supported independent interpretation. Our findings will inform the design of interfaces for such interactive mixed-modality systems.

cs.HC

TactIcons: Designing 3D Printed Map Icons for People who are Blind or have Low Vision

Visual icons provide immediate recognition of features on print maps but do not translate well for touch reading by people who are blind or have low vision due to the low fidelity of tactile perception. We explored 3D printed icons as an equivalent to visual icons for tactile maps addressing these problems. We designed over 200 tactile icons (TactIcons) for street and park maps. These were touch tested by blind and sighted people, resulting in a corpus of 33 icons that can be recognised instantly and a further 34 icons that are easily learned. Importantly, this work has informed the creation of detailed guidelines for the design of TactIcons and a practical methodology for touch testing new TactIcons. It is hoped that this work will contribute to the creation of more inclusive, user-friendly tactile maps for people who are blind or have low vision.

cs.HC

Refreshable Tactile Displays for Accessible Data Visualisation

Refreshable tactile displays (RTDs) are predicted to soon become a viable option for the provision of accessible graphics for people who are blind or have low vision (BLV). This new technology for the tactile display of braille and graphics, usually using raised pins, makes it easier to generate and access a large number of graphics. However, it differs from existing tactile graphics in terms of scale, height and fidelity. Here, we share the perspectives of four key stakeholders -- blind touch readers, vision specialist teachers, accessible format producers and assistive technology providers -- to explore the potential uses, advantages and needs relating to the introduction of RTDs. We also provide advice on what role the data visualisation community can take to help ensure that people who are BLV are best able to benefit from the introduction of affordable RTDs.

cs.HC

Designing Conversational Multimodal 3D Printed Models with People who are Blind

3D printed models have been used to improve access to graphical information by people who are blind, offering benefits over conventional accessible graphics. Here we investigate an interactive 3D printed model (I3M) that combines a conversational interface with haptic vibration and touch to provide more natural and accessible experiences. Specifically, we co-designed a multimodal model of the Solar System with nine blind people and evaluated the prototype with another seven blind participants. We discuss our journey from a design perspective, focusing on touch, conversational and multimodal interactions. Based on our experience, we suggest design recommendations that consider blind users' desire for independence and control, customisation, comfort and use of prior experience

cs.HC

Reading Strategies for Graph Visualizations that Wrap Around in Torus Topology

We investigate reading strategies for node-link diagrams that wrap around the boundaries in a flattened torus topology by examining eye tracking data recorded in a previous controlled study. Prior work showed that torus drawing affords greater flexibility in clutter reduction than traditional node-link representations, but impedes link-and-path exploration tasks, while repeating tiles around boundaries aids comprehension. However, it remains unclear what strategies users apply in different wrapping settings. This is important for design implications for future work on more effective wrapped visualizations for network applications, and cyclic data that could benefit from wrapping. We perform visual-exploratory data analysis of gaze data, and conduct statistical tests derived from the patterns identified. Results show distinguishable gaze behaviors, with more visual glances and transitions between areas of interest in the non-replicated layout. Full-context has more successful visual searches than partial-context, but the gaze allocation indicates that the layout could be more space-efficient.

cs.HC

A Study on a User-Controlled Radial Tour for Variable Importance in High-Dimensional Data

Principal component analysis is a long-standing go-to method for exploring multivariate data. The principal components are linear combinations of the original variables, ordered by descending variance. The first few components typically provide a good visual summary of the data. Tours also make linear projections of the original variables but offer many different views, like examining the data from different directions. The grand tour shows a smooth sequence of projections as an animation following interpolations between random target bases. The manual radial tour rotates the selected variable's contribution into and out of a projection. This allows the importance of the variable to structure in the projection to be assessed. This work describes a mixed-design user study evaluating the radial tour's efficacy compared with principal component analysis and the grand tour. A supervised classification task is assigned to participants who evaluate variable attribution of the separation between two classes. Their accuracy in assigning the variable importance is measured across various factors. Data were collected from 108 crowdsourced participants, who performed two trials with each visual for 648 trials in total. Mixed model regression finds strong evidence that the radial tour results in a large increase in accuracy over the alternatives. Participants also reported a preference for the radial tour in comparison to the other two methods.

stat.AP

GAN'SDA Wrap: Geographic And Network Structured Data on surfaces that Wrap around

There are many methods for projecting spherical maps onto the plane. Interactive versions of these projections allow the user to centre the region of interest. However, the effects of such interaction have not previously been evaluated. In a study with 120 participants we find interaction provides significantly more accurate area, direction and distance estimation in such projections. The surface of 3D sphere and torus topologies provides a continuous surface for uninterrupted network layout. But how best to project spherical network layouts to 2D screens has not been studied, nor have such spherical network projections been compared to torus projections. Using the most successful interactive sphere projections from our first study, we compare spherical, standard and toroidal layouts of networks for cluster and path following tasks with 96 participants, finding benefits for both spherical and toroidal layouts over standard network layouts in terms of accuracy for cluster understanding tasks.

cs.HC