Multivariate graphs, such as star graphs, are increasingly popular displays for complex data sets. One advantage claimed for these graphs is that users can engage perceive the data holistically. This experiment used star graphs to examine whether subjects' performance improved when they had an object cue as part of the stars in a task that involved selecting an outlier from a display of four stars. The outlier star differed only on one of five legs with the position of the differing leg varying systematically. Individual subject's response times (RT's) showed two patterns: sensitivity to the position of the different leg (suggesting an analytical strategy) and insensitivity to position (suggesting a holistic strategy). The object cue improved performance for the "holistic perceivers" , but not for the "analytical perceivers". The research suggests that an object cue can help some, but not all users of a multivariate graph and that assessing users' perceptual processing strategy can be important in evaluating the effectiveness of display design features.
How do video game skills develop, and what sets the top players apart? We study this question of skill through a rating generated from repeated multiplayer matches called TrueSkill. Using these ratings from 7 months of games from over 3 million players, we look at how play intensity, breaks in play, skill change over time, and other games affect skill. These analyzed factors are then combined to model future skill and games played; the results show that skill change in early matches is a useful metric for modeling future skill, while play intensity explains eventual games played. The best players in the 7-month period, who we call "Master Blasters", have varied skill patterns that often run counter to the trends we see for typical players. The data analysis is supplemented with a 70 person survey to explore how players' selfperceptions compare to the gameplay data; most survey responses align well with the data and provide insight into player beliefs and motivation. Finally, we wrap up with a discussion about hiding skill information from players, and implications for game designers.
In this workshop, we will discuss our experiences and share best practices in creating and utilizing a user partnership program (UPP) to help overcome the challenges of collecting customer feedback in environments characterized with diverse users and business processes, complex technology infrastructures, and large scale enterprise software deployments.
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