User Experience of Visualizations in Motion: A Case Study and Design Considerations
Lijie Yao, Federica Bucchieri, Victoria McArthur, Anastasia Bezerianos, Petra Isenberg
TL;DR
This paper addresses how visualizations in motion embedded with moving referents affect viewer experience in dynamic tasks, using video games as a testbed. It combines a systematic review of $160$ in-motion visualizations from $50$ games, an empirical study in the RobotLife FPS prototype, and an initial set of design considerations for motion-embedded visualizations. Key findings reveal trade-offs among readability, aesthetics, task support, and immersion, with conventional, non-integrated designs often favored for glanceability, while fully integrated designs offer immersion at readability costs; a $66\%$ threshold is used to distinguish 'evil' from 'good' robots in the study. The work provides practical guidelines and a research agenda for designing visualizations in motion across contexts beyond games.
Abstract
We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice, when viewers are confronted with embedded visualizations, they often have to focus on a primary task and can only quickly glance at a visualization showing rich, often dynamically updated, information. As such, the visualizations must be designed so as not to distract from the primary task, while at the same time being readable and useful for aiding the primary task. For example, in games, players who are engaged in a battle have to look at their enemies but also read the remaining health of their own game character from the health bar over their character's head. Many trade-offs are possible in the design of embedded visualizations in such dynamic scenarios, which we explore in-depth in this paper with a focus on user experience. We use video games as an example of an application context with a rich existing set of visualizations in motion. We begin our work with a systematic review of in-game visualizations in motion. Next, we conduct an empirical user study to investigate how different embedded visualizations in motion designs impact user experience. We conclude with a set of considerations and trade-offs for designing visualizations in motion more broadly as derived from what we learned about video games. All supplemental materials of this paper are available at https://osf.io/3v8wm/}.
