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Matthew Kay

Publications and source records attributed to Matthew Kay.

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

Should We Dangle a Carrot? The Effect of Performance-based Incentives in Visualization Experiments

A perennial research question in visualization involves identifying which visual encodings for a particular dataset are most effective for users in performing a specific task. The relative effectiveness of the different encodings are commonly identified through controlled experiments. However, designing an experiment involves making many, often ad hoc, decisions about the experimental setup such as whether to include a training module, whether to provide performance-based incentives to participants, etc. Yet, there is limited guidance on how these decisions should be made, and we do not fully understand the impact of these subjective decisions on empirical results. In this paper, we investigate the impact of one such key design decision: monetary rewards. Specifically, we ask: does providing or not providing participants with performance-based financial incentives affect the results and the conclusions that we draw from visualization studies? We conducted two crowdsourced studies investigating the impact of incentives on (i) a low-level, perceptual task (perception of correlations in scatterplots or parallel coordinate plots), and (ii) a task involving reasoning (decision-making based on a weather forecast represented as intervals or density plots). In each of these studies, we manipulate both the visual representation and the presence of incentives as between-subject conditions. We expected to find no effect of incentives on the perceptual task, but to see an effect for the decision-making task. However, we found no effect on task performance in either study. While these are results of only two studies and should be replicated, they suggest that performance-based financial incentives may not always have the intended effect on participants that we presumed, and calls for a reflection of how incentivized studies should be designed.

cs.HC

Visual Decoding Operators: Towards a Compositional Theory of Visualization Perception

Prior work on perceptual effectiveness has decomposed visualizations into smaller common units (e.g., channels such as angle, position, and length) to establish rankings. While useful, these decompositions lack the computational structure to predict performance for new visualization x task combinations, requiring new experiments for each. We propose an alternative unit of analysis: operationalizing quantitative visualization interpretation as sequences of composable visual decoding operators. Using probability density function (PDF) and cumulative distribution function (CDF) charts, we examine how four chart-specific tasks can be decomposed into five reusable, chart-agnostic perceptual operations and characterize their error profiles through hierarchical Bayesian modeling. We then test generalizability by composing one kind of learned operators to predict performance on a structurally different task: Moritz et al.'s [37] scatterplot mean-estimation experiment, where the chart type, chart dimensions, and analytic goal all differ from the learning conditions. With a pre-registered analysis plan, we compose operators under six candidate strategies and evaluate each against empirical data with no parameters fit to the response data. One strategy captures both bias and variance of observed responses; five alternatives fail in distinguishable ways. We argue that this decoding-operator-oriented approach to empirical visualization research demonstrates the feasibility of a different way of doing empirical visualization research, one where findings compose, and predictions extend beyond the conditions in which they were measured. Free copy of this paper and supplemental materials: https://osf.io/prtfq.

cs.HC

Assessing Data Literacy in K-12 Education: Challenges and Opportunities

Data literacy has become a key learning objective in K-12 education, but it remains an ambiguous concept as teachers interpret it differently. When creating assessments, teachers turn broad ideas about "working with data" into concrete decisions about what materials to include. Since working with data visualizations is a core component of data literacy, teachers' decisions about how to include them on assessments offer insight into how they interpret data literacy more broadly. Drawing on interviews with 13 teachers, we identify four challenges in enacting data literacy in assessments: (1) conceptual ambiguity between data visualization and data literacy, (2) tradeoffs between using real-world or synthetic data, (3) difficulty finding and adapting domain-appropriate visual representations and data visualizations, and (4) balancing assessing data literacy and domain-specific learning goals. Drawing on lessons from data visualization, human-computer interaction, and the learning sciences, we discuss opportunities to better support teachers in assessing data literacy.

cs.HC

Codesigning Ripplet: an LLM-Assisted Assessment Authoring System Grounded in a Conceptual Model of Teachers' Workflows

Assessments are critical in education, but creating them can be difficult. To address this challenge in a grounded way, we partnered with 13 teachers in a seven-month codesign process. We developed a conceptual model that characterizes the iterative dual process where teachers develop assessments while simultaneously refining requirements. To enact this model in practice, we built Ripplet, a web-based tool with multilevel reusable interactions to support assessment authoring. The extended codesign revealed that Ripplet enabled teachers to create formative assessments they would not have otherwise made, shifted their practices from generation to curation, and helped them reflect more on assessment quality. In a user study with 15 additional teachers, compared to their current practices, teachers felt the results were more worth their effort and that assessment quality improved.

cs.HC

Personagram: Bridging Personas and Product Design for Creative Ideation with Multimodal LLMs

Product designers often begin their design process with handcrafted personas. While personas are intended to ground design decisions in consumer preferences, they often fall short in practice by remaining abstract, expensive to produce, and difficult to translate into actionable design features. As a result, personas risk serving as static reference points rather than tools that actively shape design outcomes. To address these challenges, we built Personagram, an interactive system powered by multimodal large language models (MLLMs) that helps designers explore detailed census-based personas, extract product features inferred from persona attributes, and recombine them for specific customer segments. In a study with 12 professional designers, we show that Personagram facilitates more actionable ideation workflows by structuring multimodal thinking from persona attributes to product design features, achieving higher engagement with personas, perceived transparency, and satisfaction compared to a chat-based baseline. We discuss implications of integrating AI-generated personas into product design workflows.

cs.HC

ggtime: A Grammar of Temporal Graphics

Visualizing changes over time is fundamental to learning from the past and anticipating the future. However, temporal semantics can be complicated, and existing visualization tools often struggle to accurately represent these complexities. It is common to use bespoke plot helper functions designed to produce specific graphics, due to the absence of flexible general tools that respect temporal semantics. We address this problem by proposing a grammar of temporal graphics, and an associated software implementation, 'ggtime', that encodes temporal semantics into a declarative grammar for visualizing temporal data. The grammar introduces new composable elements that support visualization across linear, cyclical, quasi-cyclical, and other granularities; standardization of irregular durations; and alignment of time points across different granularities and time zones. It is designed for interoperability with other semantic variables, allowing navigation across the space of visualizations while preserving temporal semantics.

cs.HC

Theory is Shapes

"Theory figures" are a staple of theoretical visualization research. Common shapes such as Cartesian planes and flowcharts can be used not only to explain conceptual contributions, but to think through and refine the contribution itself. Yet, theory figures tend to be limited to a set of standard shapes, limiting the creative and expressive potential of visualization theory. In this work, we explore how the shapes used in theory figures afford different understandings and explanations of their underlying phenomena. We speculate on the value of visualizing theories using more expressive configurations, such as icebergs, horseshoes, M\"obius strips, and BLT sandwiches. By reflecting on figure-making's generative role in the practice of theorizing, we conclude that theory is, in fact, shapes.

cs.HC

The State of the Art in Visualization Literacy

Research in visualization literacy explores the skills required to engage with visualizations. This state-of-the-art report surveys the current literature in visualization literacy to provide a comprehensive overview of the field. We propose a taxonomy of visualization literacy that organizes the field into competency themes and research categories. To address ambiguity surrounding the term ``visualization literacy'', we provide a framework for operationalizing visualization literacy based on application contexts (including domain, scenario, and audience) and relevant competencies, which are categorized under consumption, construction, critique, and connection. Research contributions are organized into five categories: ontology, assessment, mechanisms, populiteracy, and intervention. For each category, we identify key trends, discuss which competencies are addressed, highlight open challenges, and examine how advancements within these areas inform and reinforce each other, driving progress in the field.

cs.HC

Scaffolding Recursive Divergence and Convergence in Story Ideation

Human creative ideation involves both exploration of diverse ideas (divergence) and selective synthesis of explored ideas into coherent combinations (convergence). While processes of divergence and convergence are often interleaved and nested, existing AI-powered creativity support tools (CSTs) lack support for sophisticated orchestration of divergence and convergence. We present Reverger, an AI-powered CST that helps users ideate variations of conceptual directions for modifying a story by scaffolding flexible iteration between divergence and convergence. For divergence, our tool enables recursive exploration of alternative high-level directions for modifying a specific part of the original story. For convergence, it allows users to collect explored high-level directions and synthesize them into concrete variations. Users can then iterate between divergence and convergence until they find a satisfactory outcome. A within-subject study revealed that Reverger permitted participants to explore more unexpected and diverse high-level directions than a comparable baseline. Reverger users also felt that they had more fine-grained control and discovered more effort-worthy outcomes.

cs.HC

Seeing Eye to AI? Applying Deep-Feature-Based Similarity Metrics to Information Visualization

Judging the similarity of visualizations is crucial to various applications, such as visualization-based search and visualization recommendation systems. Recent studies show deep-feature-based similarity metrics correlate well with perceptual judgments of image similarity and serve as effective loss functions for tasks like image super-resolution and style transfer. We explore the application of such metrics to judgments of visualization similarity. We extend a similarity metric using five ML architectures and three pre-trained weight sets. We replicate results from previous crowd-sourced studies on scatterplot and visual channel similarity perception. Notably, our metric using pre-trained ImageNet weights outperformed gradient-descent tuned MS-SSIM, a multi-scale similarity metric based on luminance, contrast, and structure. Our work contributes to understanding how deep-feature-based metrics can enhance similarity assessments in visualization, potentially improving visual analysis tools and techniques. Supplementary materials are available at https://osf.io/dj2ms.

cs.HC

VMC: A Grammar for Visualizing Statistical Model Checks

Visualizations play a critical role in validating and improving statistical models. However, the design space of model check visualizations is not well understood, making it difficult for authors to explore and specify effective graphical model checks. VMC defines a model check visualization using four components: (1) samples of distributions of checkable quantities generated from the model, including predictive distributions for new data and distributions of model parameters; (2) transformations on observed data to facilitate comparison; (3) visual representations of distributions; and (4) layouts to facilitate comparing model samples and observed data. We contribute an implementation of VMC as an R package. We validate VMC by reproducing a set of canonical model check examples, and show how using VMC to generate model checks reduces the edit distance between visualizations relative to existing visualization toolkits. The findings of an interview study with three expert modelers who used VMC highlight challenges and opportunities for encouraging exploration of correct, effective model check visualizations.

cs.HC

Authors' Values and Attitudes Towards AI-bridged Scalable Personalization of Creative Language Arts

Generative AI has the potential to create a new form of interactive media: AI-bridged creative language arts (CLA), which bridge the author and audience by personalizing the author's vision to the audience's context and taste at scale. However, it is unclear what the authors' values and attitudes would be regarding AI-bridged CLA. To identify these values and attitudes, we conducted an interview study with 18 authors across eight genres (e.g., poetry, comics) by presenting speculative but realistic AI-bridged CLA scenarios. We identified three benefits derived from the dynamics between author, artifact, and audience: those that 1) authors get from the process, 2) audiences get from the artifact, and 3) authors get from the audience. We found how AI-bridged CLA would either promote or reduce these benefits, along with authors' concerns. We hope our investigation hints at how AI can provide intriguing experiences to CLA audiences while promoting authors' values.

cs.HC

Opportunities in Mental Health Support for Informal Dementia Caregivers Suffering from Verbal Agitation

People with dementia (PwD) often present verbal agitation such as cursing, screaming, and persistently complaining. Verbal agitation can impose mental distress on informal caregivers (e.g., family, friends), which may cause severe mental illnesses, such as depression and anxiety disorders. To improve informal caregivers' mental health, we explore design opportunities by interviewing 11 informal caregivers suffering from verbal agitation of PwD. In particular, we first characterize how the predictability of verbal agitation impacts informal caregivers' mental health and how caregivers' coping strategies vary before, during, and after verbal agitation. Based on our findings, we propose design opportunities to improve the mental health of informal caregivers suffering from verbal agitation: distracting PwD (in-situ support; before), prompting just-in-time maneuvers (information support; during), and comfort and education (social & information support; after). We discuss our reflections on cultural disparities between participants. Our work envisions a broader design space for supporting informal caregivers' well-being and describes when and how that support could be provided.

cs.HC

Adaptive Assessment of Visualization Literacy

Visualization literacy is an essential skill for accurately interpreting data to inform critical decisions. Consequently, it is vital to understand the evolution of this ability and devise targeted interventions to enhance it, requiring concise and repeatable assessments of visualization literacy for individuals. However, current assessments, such as the Visualization Literacy Assessment Test (VLAT), are time-consuming due to their fixed, lengthy format. To address this limitation, we develop two streamlined computerized adaptive tests (CATs) for visualization literacy, A-VLAT and A-CALVI, which measure the same set of skills as their original versions in half the number of questions. Specifically, we (1) employ item response theory (IRT) and non-psychometric constraints to construct adaptive versions of the assessments, (2) finalize the configurations of adaptation through simulation, (3) refine the composition of test items of A-CALVI via a qualitative study, and (4) demonstrate the test-retest reliability (ICC: 0.98 and 0.98) and convergent validity (correlation: 0.81 and 0.66) of both CATs via four online studies. We discuss practical recommendations for using our CATs and opportunities for further customization to leverage the full potential of adaptive assessments. All supplemental materials are available at https://osf.io/a6258/.

cs.HC

The Risks of Ranking: Revisiting Graphical Perception to Model Individual Differences in Visualization Performance

Graphical perception studies typically measure visualization encoding effectiveness using the error of an "average observer", leading to canonical rankings of encodings for numerical attributes: e.g., position > area > angle > volume. Yet different people may vary in their ability to read different visualization types, leading to variance in this ranking across individuals not captured by population-level metrics using "average observer" models. One way we can bridge this gap is by recasting classic visual perception tasks as tools for assessing individual performance, in addition to overall visualization performance. In this paper we replicate and extend Cleveland and McGill's graphical comparison experiment using Bayesian multilevel regression, using these models to explore individual differences in visualization skill from multiple perspectives. The results from experiments and modeling indicate that some people show patterns of accuracy that credibly deviate from the canonical rankings of visualization effectiveness. We discuss implications of these findings, such as a need for new ways to communicate visualization effectiveness to designers, how patterns in individuals' responses may show systematic biases and strategies in visualization judgment, and how recasting classic visual perception tasks as tools for assessing individual performance may offer new ways to quantify aspects of visualization literacy. Experiment data, source code, and analysis scripts are available at the following repository: https://osf.io/8ub7t/?view\_only=9be4798797404a4397be3c6fc2a68cc0.

cs.HC

An Aligned Rank Transform Procedure for Multifactor Contrast Tests

Data from multifactor HCI experiments often violates the normality assumption of parametric tests (i.e., nonconforming data). The Aligned Rank Transform (ART) is a popular nonparametric analysis technique that can find main and interaction effects in nonconforming data, but leads to incorrect results when used to conduct contrast tests. We created a new algorithm called ART-C for conducting contrasts within the ART paradigm and validated it on 72,000 data sets. Our results indicate that ART-C does not inflate Type I error rates, unlike contrasts based on ART, and that ART-C has more statistical power than a t-test, Mann-Whitney U test, Wilcoxon signed-rank test, and ART. We also extended a tool called ARTool with our ART-C algorithm for both Windows and R. Our validation had some limitations (e.g., only six distribution types, no mixed factorial designs, no random slopes), and data drawn from Cauchy distributions should not be analyzed with ART-C.

stat.ME

Visual Reasoning Strategies for Effect Size Judgments and Decisions

Uncertainty visualizations often emphasize point estimates to support magnitude estimates or decisions through visual comparison. However, when design choices emphasize means, users may overlook uncertainty information and misinterpret visual distance as a proxy for effect size. We present findings from a mixed design experiment on Mechanical Turk which tests eight uncertainty visualization designs: 95% containment intervals, hypothetical outcome plots, densities, and quantile dotplots, each with and without means added. We find that adding means to uncertainty visualizations has small biasing effects on both magnitude estimation and decision-making, consistent with discounting uncertainty. We also see that visualization designs that support the least biased effect size estimation do not support the best decision-making, suggesting that a chart user's sense of effect size may not necessarily be identical when they use the same information for different tasks. In a qualitative analysis of users' strategy descriptions, we find that many users switch strategies and do not employ an optimal strategy when one exists. Uncertainty visualizations which are optimally designed in theory may not be the most effective in practice because of the ways that users satisfice with heuristics, suggesting opportunities to better understand visualization effectiveness by modeling sets of potential strategies.

cs.HC