The possibility of digital interactivity requires us to reenvision the map reader as the map user, and to address the perceptual, cognitive, cultural, and practical considerations that influence the user's experience with interactive maps and visualizations. In this article, we present an agenda for empirical research on this user and the interactive designs he or she employs. The research agenda is a result of a multi-stage discussion among international scholars facilitated by the International Cartographic Association that included an early round of position papers and two subsequent workshops to narrow into pressing themes and important research opportunities. The focus of our discussion is epistemological and reflects the wide interdisciplinary influences on user studies in cartography. The opportunities are presented as imperatives that cross basic research and user-centered design studies, and identify practical impediments to empirical research, emerging interdisciplinary recommendations to improve user studies, and key research needs specific to the study of interactive maps and visualizations.
This paper reports the results of an empirical usability experiment on the performance of the space-time cube in a GeoVisual analytics environment. It was developed to explore movement data based on the requirements of human geographers. The interactive environment consists of multiple coordinated views incorporating three graphical representations. For the experiment, two groups of the user, domain experts and non-domain experts, had to execute several map-use tasks to answers specific question. The data collected during the experiment were analysis resulting in a set of usability metrics related to the effectiveness, efficiency and user satisfaction of developed application. The comparison of both groups showed that domain experts were able to operate the visual analytical environment more effectively and efficiently due to their interest to explore their data. The user feedback derived from the analysis of both experiments was further processed for the improvement of the application.
Today, exposure to new and unfamiliar environments is a necessary part of daily life. Effective communication of location-based information through location-based services has become a key concern for cartographers, geographers, human-computer interaction and professional designers alike. Recently, much attention was directed towards Augmented Reality (AR) interfaces. Current research, however, focuses primarily on computer vision and tracking, or investigates the needs of urban residents, already familiar with their environment. Adopting a user-centred design approach, this paper reports findings from an empirical mobile study investigating how tourists acquire knowledge about an unfamiliar urban environment through AR browsers. Qualitative and quantitative data was used in the development of a framework that shifts the perspective towards a more thorough understanding of the overall design space for such interfaces. The authors analysis provides a frame of reference for the design and evaluation of mobile AR interfaces. The authors demonstrate the application of the framework with respect to optimization of current design of AR.
In recent years, an increased interest in the use of the Space-Time Cube (STC) to visualize movement data can be witnessed. However, little is known about whether the cube is truly efficient and effective to satisfactorily display complex movement datasets. The limited usability research that has been done did not lead to details on how the STC content should be designed and whether the cartographic design influences the exploration process. The conceptual framework that is proposed in this paper offers an approach to the evaluation of the STC content with special attention for design aspects and the environment in which the STC has to function. Systematic usability studies have to identify the strengths and weaknesses of the STC under different conditions. Therefore, the framework contains phased studies in which real-world data of four use cases of different complexity are used.
Communicating location-specific information to pedestrians is a challenging task which can be aided by user-friendly digital technologies. In this paper, landmark visibility analysis, as a means for developing more usable pedestrian navigation systems, is discussed. Using an algorithmic framework for image-based 3D analysis, this method integrates a 3D city model with identified landmarks and produces raster visibility layers for each one. This output enables an Android phone prototype application to indicate the visibility of landmarks from the user's actual position. Tested in the field, the method achieves sufficient accuracy for the context of use and improves navigation efficiency and effectiveness.2. Landmark visibility. 3. User-centred design. 4. Usability testing.
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