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Michael Sedlmair

Publications and source records attributed to Michael Sedlmair.

At least 19 recordsLinked to original sources

Analyzing Visual Attention Patterns During Band Rehearsal with Mobile Eye Tracking

Visual attention is central to ensemble coordination, yet how musicians allocate gaze during naturalistic rehearsal remains poorly understood. We present a pilot study using mobile eye tracking to examine gaze behaviour in a four-member band across three songs, each practiced twice. Musicians wore Pupil Labs Neon eye trackers, and YOLOv8-assisted scene annotations mapped fixations to ensemble members and objects in view. Analyzing fixation matrices, transition matrices, temporal scarf plots, and dwell-transition correlations, we uncover a hub-and-spoke attention topology: the session leader was the dominant gaze target for all members, while the learning guitarist concentrated up to 97% of interpersonal dwell on this single reference. Between attempts, gaze transitions decreased by up to 65% on average for unfamiliar material (up to 82% for individual participants) as scanning stabilized. Scarf plots reveal how teaching breakdowns fragment attention and uninterrupted runs consolidate it. Post-session participant reflections align with the quantitative patterns, and we discuss implications for gaze-aware tools in ensemble pedagogy.

cs.HC

ATWL: A Formal Language for Representing, Comparing, and Reusing Visual Analytics Workflows

Visual analytics (VA) workflows are inherently complex, involving data transformation, feature engineering, visual representation, and human interpretation. They are typically described in unstructured prose, hindering systematic comparison, reuse of proven strategies, and training of novices. We present Artifact-Transform Workflow Language (ATWL), a domain-agnostic, declarative language that formally represents VA workflows by capturing their structure and underlying analytical intent. ATWL is built upon a modular ontology of eight artifact types (entities, features, arrangements, visualisations, patterns, models, knowledge, specifications) and transforms characterised by standardised intents (e.g., define-unit, characterise, contextualise, abstract). To show that formalisation effort need not impede adoption, we extract workflows from research papers through supervised interaction with LLM agents, reducing the human role to review and refinement. Using this process, we constructed a library of seventeen ATWL workflows from published VA papers. Cross-workflow analysis reveals structural regularities -- a recurrent meta-structure, recurring motifs, reusable building blocks, diverse iterative strategies, and cross-domain equivalences -- that remain invisible in prose. We further evaluate practical utility through a controlled experiment in which the same LLM addressed two analytical problems with the library supplied either as original papers or as ATWL representations. Both forms enabled useful recommendations, but the formal representation systematically added explicit iteration structure, typed data flow, fragment-level adaptation provenance, and compactness supporting scaling beyond what prose libraries can fit in an LLM's context. ATWL enables a transition from narrative descriptions to formally represented, comparable, and reusable analytical knowledge.

cs.AI

The Ambivalent Experience of Eye Contact for People with Visual Impairments: Mechanisms and Design Challenges

In mixed-ability collaboration, eye contact is often treated as a default cue for attention and turn-taking. As these signals are primarily visual, they are not reliably accessible to people with visual impairments. While prior work emphasized technical solutions, mechanism-level explanations of their experiences with sighted partners remain scarce. We interviewed 17 people with visual impairments about everyday interactions across work, education, and social settings. Using a critical-realist lens, we link events to plausible causal mechanisms and identify three recurring mechanisms: First, when gaze cannot allocate the floor, addressability hinges on explicit naming. Second, unclear speech entry cues and ongoing access work split attention and build fatigue, sometimes leading to withdrawal. Third, eye-contact norms can skew judgments of participation, prompting active management of visibility. We translate these mechanisms into five design challenges that reframe accessible eye contact as supporting configurable interaction contracts rather than merely making gaze visible.

cs.HC

Enhance Comprehension of Over-the-Counter Drug Instructions for the General Public and Medical Professionals through Visualization Design

Drug instructions are crucial for guiding the rational use of medication. We conduct a visualization design study to enhance the comprehension of over-the-counter (OTC) drug instructions, targeting both the general public and medical professionals. We devise two tailored drug instruction designs for different audience groups through an iterative design process. A controlled user study reveals that our design outperforms traditional text-based instructions in terms of response time and usability, and the availability of two versions is also found to be beneficial. This study also motivates a taxonomy based on a systematic classification of OTC drug instructions sampled from an official drug database, which received positive expert feedback. Finally, this study summarizes a workflow for a visualization design strategy based on our design exploration and user study feedback, which can be generalized to other OTC drug instructions.

cs.HC

Supporting Music Education through Visualizations of MIDI Recordings

Musicians mostly have to rely on their ears when they want to analyze what they play, for example to detect errors. Since hearing is sequential, it is not possible to quickly grasp an overview over one or multiple recordings of a whole piece of music at once. We therefore propose various visualizations that allow analyzing errors and stylistic variance. Our current approach focuses on rhythm and uses MIDI data for simplicity.

cs.HC

Augmented Reality Visualization for Musical Instrument Learning

We contribute two design studies for augmented reality visualizations that support learning musical instruments. First, we designed simple, glanceable encodings for drum kits, which we display through a projector. As second instrument, we chose guitar and designed visualizations to be displayed either on a screen as an augmented mirror or as an optical see-through AR headset. These modalities allow us to also show information around the instrument and in 3D. We evaluated our prototypes through case studies and our results demonstrate the general effectivity and revealed design-related and technical limitations.

cs.HC

Rendering Forces With a Modular Cable System, Motors, and Brakes

We describe the hardware design, force-rendering approach, and evaluation of a new reconfigurable haptic interface consisting of a network of hybrid motor-brake actuation modules that apply forces via cables. Each module contains both a motor and a brake, enabling it to smoothly render active forces up to 6 N using its motor and collision forces up to 186 N using its passive one-way brake. The modular design, meanwhile, allows the system to deliver rich haptic feedback in a flexible number of DoF and widely ranging configurations.

cs.HC

Ambient Analytics: Calm Technology for Immersive Visualization and Sensemaking

Augmented reality has great potential for embedding data visualizations in the world around the user. While this can enhance users' understanding of their surroundings, it also bears the risk of overwhelming their senses with a barrage of information. In contrast, calm technologies aim to place information in the user's attentional periphery, minimizing cognitive load instead of demanding focused engagement. In this column, we explore how visualizations can be harmoniously integrated into our everyday life through augmented reality, progressing from visual analytics to ambient analytics.

cs.HC

Enhancing Generative AI Image Refinement with Scribbles and Annotations: A Comparative Study of Multimodal Prompts

Generative AI (GenAI) image tools are increasingly used in design practice, enabling rapid ideation but offering limited support for refinement tasks such as adjusting layout, scale, or visual attributes. While text prompts and inpainting allow localized edits, they often remain inefficient or ambiguous for precise, in-context, and iterative refinement -- motivating the exploration of alternative methods. This work examines how pen-based scribbles and annotations can enhance GenAI image refinement. A formative study with seven professional designers informed a prototype supporting three input modalities: text-only, visual-only, and combined prompting. A within-subjects study with 30 designers and design students compared these modalities across closed- and open-ended tasks, evaluating expressiveness, efficiency, workload, user experience, iteration, and multimodal strategies. Visual prompts improved clarity and speed for spatial edits while reducing workload, whereas text remained effective for semantic and global changes. The combined modality received the highest overall ratings, enabling complementary use, balancing spatial precision with semantic detail, and supporting smoother iteration. Task-specific preferences also emerged: adding new objects often required both modalities, while moving or modifying elements was typically handled through visual input. This work contributes (1) an empirical comparison of multimodal prompting for GenAI refinement, (2) a prototype integrating scribbles and annotations, and (3) insights into designers' multimodal strategies to inform future GenAI interfaces that better support refinement in GenAI-supported design workflows.

cs.HC

Situated Brushing and Linking in Virtual and Augmented Reality

In traditional visual analysis, brushing and linking is commonly used to visually connect multiple views using highlighting techniques. However, brushing and linking has rarely been used in situated analytics, which uses visualizations to analyze data in the context of physical referents. In situated analytics, data representations must be visually linked to real-world objects. Previous work has assessed situated brushing and linking in a virtual reality simulation of a supermarket scenario. Here, we replicate and extend the previous approach by studying brushing and linking in an actual physical space with augmented reality, while further improving the highlighting techniques. Using a video see-through display, we compare augmented reality with virtual reality. Results suggest that AR performs better in time and accuracy, but the effectiveness of the techniques varies by condition. These results provide a new framing of how the real-world stimuli matter in situated analytics.

cs.HC

Evaluating Generative AI in the Lab: Methodological Challenges and Guidelines

Generative AI (GenAI) systems are inherently non-deterministic, producing varied outputs even for identical inputs. While this variability is central to their appeal, it challenges established HCI evaluation practices that typically assume consistent and predictable system behavior. Designing controlled lab studies under such conditions therefore remains a key methodological challenge. We present a reflective multi-case analysis of four lab-based user studies with GenAI-integrated prototypes, spanning conversational in-car assistant systems and image generation tools for design workflows. Through cross-case reflection and thematic analysis across all study phases, we identify five methodological challenges and propose eighteen practice-oriented recommendations, organized into five guidelines. These challenges represent methodological constructs that are either amplified, redefined, or newly introduced by GenAI's stochastic nature: (C1) reliance on familiar interaction patterns, (C2) fidelity-control trade-offs, (C3) feedback and trust, (C4) gaps in usability evaluation, and (C5) interpretive ambiguity between interface and system issues. Our guidelines address these challenges through strategies such as reframing onboarding to help participants manage unpredictability, extending evaluation with constructs such as trust and intent alignment, and logging system events, including hallucinations and latency, to support transparent analysis. This work contributes (1) a methodological reflection on how GenAI's stochastic nature unsettles lab-based HCI evaluation and (2) eighteen recommendations that help researchers design more transparent, robust, and comparable studies of GenAI systems in controlled settings.

cs.HC

Make the Unhearable Visible: Exploring Visualization for Musical Instrument Practice

We explore the potential of visualization to support musicians in instrument practice through real-time feedback and reflection on their playing. Musicians often struggle to observe the patterns in their playing and interpret them with respect to their goals. Our premise is that these patterns can be made visible with interactive visualization: we can make the unhearable visible. However, understanding the design of such visualizations is challenging: the diversity of needs, including different instruments, skills, musical attributes, and genres, means that any single use case is unlikely to illustrate the broad potential and opportunities. To address this challenge, we conducted a design exploration study where we created and iterated on 33 designs, each focusing on a subset of needs, for example, only one musical skill. Our designs are grounded in our own experience as musicians and the ideas and feedback of 18 musicians with various musical backgrounds and we evaluated them with 13 music learners and teachers. This paper presents the results of our exploration, focusing on a few example designs as instances of possible instrument practice visualizations. From our work, we draw design considerations that contribute to future research and products for visual instrument education.

cs.HC

What Makes a Visualization Image Complex?

We investigate the perceived visual complexity (VC) in data visualizations using objective image-based metrics. We collected VC scores through a large-scale crowdsourcing experiment involving 349 participants and 1,800 visualization images. We then examined how these scores align with 12 image-based metrics spanning information-theoretic, clutter, color, and our two object-based metrics. Our results show that both low-level image properties and the high-level elements affect perceived VC in visualization images; The number of corners and distinct colors are robust metrics across visualizations. Second, feature congestion, an information-theoretic metric capturing statistical patterns in color and texture, is the strongest predictor of perceived complexity in visualizations rich in the same stimuli; edge density effectively explains VC in node-link diagrams. Additionally, we observe a bell-curve effect for text annotations: increasing text-to-ink ratio (TiR) initially reduces complexity, reaching an optimal point, beyond which further text increases perceived complexity. Our quantification pipeline is also interpretable, enabling metric-based explanations, grounded in the VisComplexity2K dataset, bridging computational metrics with human perceptual responses. osf.io/5xe8a has the preregistration and osf.io/bdet6 has the VisComplexity2K dataset, source code, and all Apdx. and figures.

cs.HC

A Design Space for Visualization Transitions of 3D Spatial Data in Hybrid AR-Desktop Environments

We present a design space for animated transitions of the appearance of 3D spatial datasets in a hybrid Augmented Reality (AR)-desktop context. Such hybrid interfaces combine both traditional and immersive displays to facilitate the exploration of 2D and 3D data representations in the environment in which they are best displayed. One key aspect is to introduce transitional animations that change between the different dimensionalities to illustrate the connection between the different representations and to reduce the potential cognitive load on the user. The specific transitions to be used depend on the type of data, the needs of the application domain, and other factors. We summarize these as a transition design space to simplify the decision-making process and provide inspiration for future designs. First, we discuss 3D visualizations from a spatial perspective: a spatial encoding pipeline, where 3D data sampled from the physical world goes through various transformations, being mapped to visual representations, and then being integrated into a hybrid AR-desktop environment. The transition design then focuses on interpolating between two spatial encoding pipelines to provide a smooth experience. To illustrate the use of our design space, we apply it to three case studies that focus on applications in astronomy, radiology, and chemistry; we then discuss lessons learned from these applications.

cs.GR

Traversing Dual Realities: Investigating Techniques for Transitioning 3D Objects between Desktop and Augmented Reality Environments

Desktop environments can integrate augmented reality (AR) head-worn devices to support 3D representations, visualizations, and interactions in a novel yet familiar setting. As users navigate across the dual realities -- desktop and AR -- a way to move 3D objects between them is needed. We devise three baseline transition techniques based on common approaches in the literature and evaluate their usability and practicality in an initial user study (N=18). After refining both our transition techniques and the surrounding technical setup, we validate the applicability of the overall concept for real-world activities in an expert user study (N=6). In it, computational chemists followed their usual desktop workflows to build, manipulate, and analyze 3D molecular structures, but now aided with the addition of AR and our transition techniques. Based on our findings from both user studies, we provide lessons learned and takeaways for the design of 3D object transition techniques in desktop + AR environments.

cs.HC

Exploring Visual Prompts: Refining Images with Scribbles and Annotations in Generative AI Image Tools

Generative AI (GenAI) tools are increasingly integrated into design workflows. While text prompts remain the primary input method for GenAI image tools, designers often struggle to craft effective ones. Moreover, research has primarily focused on input methods for ideation, with limited attention to refinement tasks. This study explores designers' preferences for three input methods - text prompts, annotations, and scribbles - through a preliminary digital paper-based study with seven professional designers. Designers preferred annotations for spatial adjustments and referencing in-image elements, while scribbles were favored for specifying attributes such as shape, size, and position, often combined with other methods. Text prompts excelled at providing detailed descriptions or when designers sought greater GenAI creativity. However, designers expressed concerns about AI misinterpreting annotations and scribbles and the effort needed to create effective text prompts. These insights inform GenAI interface design to better support refinement tasks, align with workflows, and enhance communication with AI systems.

cs.HC

An Image-based Typology for Visualization

We present and discuss the results of a qualitative analysis of visualization images to derive an image-based typology of visualizations. For each image, we seek to identify its main focus or the essential stimuli. As a result, we derived 10 image-based visualization types. We describe coding decisions we made in the derivation process. The resulting image typology can serve a number of purposes: enabling researchers and practitioners to identify visual design styles, facilitating the categorization of visualization images for the purpose of research and teaching, enabling researchers to study the evolution of the community and its research output over time, and facilitating a discussion of standardization in visualization. In addition, the tool and dataset enable scholars to closely examine the images and how they are published and communicated in our community. osf.io/dxjwt presents a pre-registration and all supplemental materials.

cs.HC

Visual Highlighting for Situated Brushing and Linking

Brushing and linking is widely used for visual analytics in desktop environments. However, using this approach to link many data items between situated (e.g., a virtual screen with data) and embedded views (e.g., highlighted objects in the physical environment) is largely unexplored. To this end, we study the effectiveness of visual highlighting techniques in helping users identify and link physical referents to brushed data marks in a situated scatterplot. In an exploratory virtual reality user study (N=20), we evaluated four highlighting techniques under different physical layouts and tasks. We discuss the effectiveness of these techniques, as well as implications for the design of brushing and linking operations in situated analytics.

cs.HC