Navigation of Information Spaces

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Presented as part of the ’Visual display design’ course that I took at UBC by Professor Ron Rensink. Readings behind the presentation can be found at http://www2.psych.ubc.ca/~rensink/courses/psyc579/10-2.html

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  • 1.
    • Navigation of Information Spaces
    • Mohanr, Psyc 579, 6 Apr 2011

2.

  • Overview
  • Way finding 3. Landmarks 4. Navigation 5. Interaction design

6.

  • Way finding
  • Three stages: 1. key landmarks 2. route from one location to another 3. 2D cognitive spatial map * Order -depends

7.

  • Landmarks
  • Definition:
    • .distinctiveenvironmental features 8. . associated with navigation actions
  • route = actions + landmarks Why do we need landmarks? . less cognitive resources to navigate

9.

  • Landmarks
  • Functions of different kinds oflandmarks in virtual environments

10.

  • Landmarks
  • Followtheroaduntilyougettothechurch,thenturnright.Thencontinuepasttwointersections.Youllsee agasstationononesideoftheroadandabigappletreeontheother.Rightafterthat,make yourfirstleft.Atthestopsign,turnleftagain.Illmeet youinfrontof the house at the end of the road.
  • Paths Edges Districts Nodes Landmarks

11.

  • Landmarks
  • Followtheroad untilyougettothechurch ,thenturnright.Thencontinuepasttwointersections .Youllseeagasstation ononesideoftheroad andabigappletree ontheother.Rightafterthat,make yourfirstleft.Atthestopsign ,turnleftagain.Illmeet youinfrontof the houseat theend of the road .
  • Paths Edges Districts Nodes Landmarks

12.

  • Landmarks
  • Difficulties: . due to multiple viewpoints . scaling error

13.

  • Landmarks
  • Design guidelines:
  • . a small number is visible at all times 14. . each visually distinct from others 15. . use concrete and not abstract objects 16. . placed on major paths 17. . carry a common element

18.

  • Landmarks
  • Minimizing distortions in cognitive maps:
  • . result from hierarchical structure
    • underestimate distance 19. rectilinear normalization
  • San Diego, Californiaiswest ofReno, Nevada ?

20. Navigation Definition: . creation and interpretation of an internal model Four cognitive activities: . Browsing and modelling . Interpretation . Strategy . Navigational process 21. Navigation Browsing: Definition:registration of contentTypes:

    • perceptual browsing 22. cognitive browsing 23. weighted browsing

Modelling: initiating the formation of an internal model 24. Navigation Interpretation: . content registered from browsing activity . integration into internal model . formation of an internal model or cognitive map Interpreted in various ways: . no more browsing is needed . current model is inadequate 25. Navigation Browsing strategy: . planned . opportunistic Triggered: . cognitively . perceptually 26. Navigation 27. Interaction design To support browsing: . selection, encoding & presentation of data . inherent data structure must be transformed into an imposed structure . quick overview at a glance . low cost of interaction To support modelling: . external representation should match the inherent structure in data . topological structures representations might be more effective Maintenance of internal model: . external variations should be less disruptive . changing smoothly . show only the relevant details 28. Interaction design

  • Richard Scarry's Busiest Neighbourhood Disc Ever
  • http://www.youtube.com/watch?v=xgqVv2ODVy0

29. Interaction design 30. Interaction design Navigation metaphors: A good metaphor

    • is apt 31. matches the system well 32. easy to understand

A good Interface with right affordances

    • makes the possibility for action plain to the user 33. gives feedback that is easy to interpret

Four different kinds:

    • world in hand 34. eyeball in hand 35. walking 36. flying

37. Interaction design World in hand 38. Interaction design Eyeball in hand 39. Interaction design Walking 40. Interaction design Flying 41. Interaction design Interaction:

    • affordances of the virtual data space 42. real physical space 43. input device 44. user's mental model of the task

Sense of control:

    • Principle of transparency
      • user is able to apply intellect directly to the task 45. the tool itself seems to disappear
    • Responsiveness of system is key
      • visual feedback within 1/10 sec

46. Interaction design Three kinds of problems:

    • spatial scale 47. structural scale 48. temporal scale

Four visualization techniques:

    • distortion 49. rapid zooming 50. elision 51. multiple windows

52. Interaction design 53. Interaction design 54. Interaction design 55. Interaction design 56. Interaction design 57. Summary

  • Three stages of way finding 58. Landmarks
    • different types of landmarks 59. design guidelines for building landmarks in VE 60. cognitive maps and distortion
  • Theoretical framework for navigation
    • with 4 cognitive activities
  • Recommendation for Interaction designers
    • to support browsing, modelling 61. different navigation metaphors 62. different techniques to achieve focus + context

63. Thank you.