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Mobile Visualisation Techniques forLarge Datasets
Submitted in partial fulfilment
of the requirements of the degree of
Bachelor of Science (Honours)
of Rhodes University
Motebang Lebusa
Grahamstown, South Africa
October 2014
Abstract
Visualisations are a quick and powerful tool for data analysis and information acquisition.
The main aim of this thesis was to investigate visualisation and interaction techniques
appropriate for the mobile platform. The mobile platform is investigated, focusing on var-
ious factors that can affect visualisations on mobile devices. The purpose of this research
is to determine if mobile devices be used for visualising geographical and categorical data
for large datasets. To achieve this purpose, three goals were developed, these are i) to
review mobile visualisation and interaction techniques for large datasets, ii) to develop vi-
sualisations based on the findings from related work, and iii) to evaluate the visualisations
for effectiveness and usefulness amongst other factors.
Limited resources were found to be a major hindrance to developing effective visualisations
on the mobile platform. However, advances in the computing field and in the mobile
platform provide an opportunity to develop effective visualisations for the mobile platform.
Results from the literature were used to influence the design and development of the
mobile visualisation application. The application was used to visualise geographical and
categorical data as set out in the research question. An evaluation of the application was
conducted with the purpose of establishing the usability of the visualisation and what
users experienced while interacting with the visualisation. The results demonstrated that
it is possible to develop visualisations for the mobile platform for large datasets. It was
also demonstrated that the visualisations can be intuitive and simple for users to use
without a myriad of complex layouts, fonts and graphics. Also, users reported a level of
satisfaction in using the visualisations and indicated that it was informative to use and
had a simple and easy to use layout.
ACM Computing Classification System Classification
Thesis classification under the ACM Computing Classification System (2012 version, valid
through 2014) (ACM, 2014):
D.2.2 [Design Tools and Techniques]: User Interfaces
H.5.2 [Information Interfaces and Presentation]: Interaction styles
General-Terms: Mobile Visualisations, User interfaces, Interaction styles, Design
Acknowledgements
I dedicate this thesis to my family and friends who have been with me throughout the
difficult year. It would have been a lonely journey to get to this point without the
emotional support and strength they consistently provided.
To my supervisors, Prof. Hannah Thinyane and Mrs. Ingrid Sieborger, I would like to
extend my heartfelt gratitude for the invaluable guidance and direction they relentlessly
gave throughout the course of the research. They helped me pull through the challenging
times. They put up with me when I could not even put up with myself and encouraged
me to rise above my mediocre self - for that, I am grateful.
Without the ingenious input of Mathe Maema my research journey would have been very
murky. She always managed to shed her words of wisdom which brought me back on
course every time (which was literally all the time) I derailed.
I would also like to thank all students who were involved in the user evaluation in one
way or another - their time and input were invaluable. It would not have been possible
to complete my thesis without their feedback. To all my classmates, thank you for the
great year - you have all been great.
This work was undertaken in the Distributed Multimedia CoE at Rhodes University, with
financial support from Telkom SA, Tellabs, Genband, Easttel, Bright Ideas 39, THRIP
and NRF SA (TP13070820716). The authors acknowledge that opinions, findings and
conclusions or recommendations expressed here are those of the author(s) and that none
of the above mentioned sponsors accept liability whatsoever in this regard.
Contents
1 Introduction 9
1.1 Background and Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2 Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.3 Research Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.4 Delimitation of Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
1.5 Structure of Thesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2 Related Work 12
2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.2 Computer visualisation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.2.1 Hardware and software specifications . . . . . . . . . . . . . . . . . 14
2.2.2 Design considerations . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.2.3 Categories of visualisations . . . . . . . . . . . . . . . . . . . . . . . 18
2.3 Visualisations in the mobile environment . . . . . . . . . . . . . . . . . . . 18
2.3.1 Hardware and software specifications . . . . . . . . . . . . . . . . . 19
2.3.2 Design considerations . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.3.3 Categories of visualisation . . . . . . . . . . . . . . . . . . . . . . . 24
2
CONTENTS 3
2.4 Visualisation data types . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.5 Interaction techniques for mobile devices . . . . . . . . . . . . . . . . . . . 27
2.6 User tasks in visualisation . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.7 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3 Methodology, Design and Implementation 32
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.2 Spiral Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.3 Iteration 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.3.1 Identify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.3.2 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.3.3 Develop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
3.3.4 Analyse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.4 Iteration 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.4.1 Identify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.4.2 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.4.3 Develop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
3.4.4 Analyse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
3.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4 User Evaluation 50
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
4.2 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
4.2.1 Usability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
CONTENTS 4
4.2.2 Usability Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.2.3 User Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
4.3 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
4.3.1 Usability Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
4.3.2 User Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
4.4 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
5 Conclusion 65
5.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.2 Research Goals Revisited . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.3 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
References 66
A User Evaluation 71
A.1 Information Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
A.2 Consent Form signed by Participants . . . . . . . . . . . . . . . . . . . . . 72
A.3 Evaluation Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
B Useful Information 76
B.1 Code Listing for Point in Polygon method . . . . . . . . . . . . . . . . . . 76
B.2 Listing for all suburbs used in the visualisation . . . . . . . . . . . . . . . . 76
B.3 Listing for categories used in the visualisation . . . . . . . . . . . . . . . . 77
C Accompanying CD-ROM 78
List of Figures
2.1 (a) The zoomed part gives a detailed information (Baudisch, Good, &
Stewart, 2001) (b) Fisheye view shows more detail at the centre - the focus
(Ross, 2008) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.2 (a) Halo with arcs referencing off-screen places (Baudisch & Rosenholtz,
2003). (b) ZoneZoom segments a screen into nine views (Robbins, Cutrell,
Sarin, & Horvitz, 2004). . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
2.3 (a) News24 elections app displaying 2014 results by provinces (map-based)
and total number of votes (integer data) political parties got (categorical
data) (News24, 2014). (b) 3D land surface visualisation of wind vector
profiles (Wang, Huynh, & Williamson, 2013) . . . . . . . . . . . . . . . . . 26
2.4 Parallel coordinates visualisation for automobile data (Heer, Bostock, &
Ogievetsky, 2010). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2.5 Visualisation of technology stocks representing temporal data (Heer et al.,
2010). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.6 Tree visualisation (Heer et al., 2010). . . . . . . . . . . . . . . . . . . . . . 29
2.7 Network visualisation (Heer et al., 2010). . . . . . . . . . . . . . . . . . . . 29
2.8 (a) User tilts a phone to select letters as he types text (Partridge, Chat-
terjee, Sazawal, Borriello, & Want, 2002). (b) Augmented visualisation
(Soros, Seichter, Rautek, & Groller, 2011) . . . . . . . . . . . . . . . . . . 30
3.1 The spiral model (Sayyed, 2012) . . . . . . . . . . . . . . . . . . . . . . . . 33
5
LIST OF FIGURES 6
3.2 (a) Screen for displaying results for all suburbs b) screen displaying results
for one suburb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
3.3 (a) Relationships in the visualisation application tables . . . . . . . . . . . 40
3.4 System architecture for the entire visualisation application . . . . . . . . . 42
3.5 (a) Screen displays features of the visualisation (b) Screen displaying overall
results for the past six days (c) Screen displaying results viewed by categories 43
3.6 (a) Screen for displaying results for a suburb (b) Displaying results for the
past two days (c) Displaying results for the past six days . . . . . . . . . . 44
3.7 (a) Screen displaying a default suburb (b) Screen displaying a zoom view
of the suburb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
List of Tables
3.1 Sample responses from Vukani suburb . . . . . . . . . . . . . . . . . . . . . 35
4.1 Tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.2 Scores for Results of the Tasks . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.3 Question 2 - Usability Feedback . . . . . . . . . . . . . . . . . . . . . . . . 54
4.4 Responses for Question 2 (i) - Usability Feedback . . . . . . . . . . . . . . 55
4.5 Responses for Question 2 (ii) - Usability Feedback . . . . . . . . . . . . . . 56
4.6 Responses for Question 2 (iii) - Usability Feedback . . . . . . . . . . . . . 57
4.7 Responses for Question 2 (iv) - Usability Feedback . . . . . . . . . . . . . 57
4.8 Responses for Question 2 (v) - Usability Feedback . . . . . . . . . . . . . . 58
4.9 Responses for Question 2 (vi) - Usability Feedback . . . . . . . . . . . . . 58
4.10 Responses for Question 2 (vii) - Usability Feedback . . . . . . . . . . . . . 59
4.11 Question 3 - User Experience . . . . . . . . . . . . . . . . . . . . . . . . . 60
4.12 Results from Question 3 - User Experience . . . . . . . . . . . . . . . . . . 60
7
Glossary of Terms
API Application Programming Interface
CPU Central Processing Unit
CRUD Create, Read, Update and Delete
GPU Graphics Processing Unit
HTTP Hypertext Transfer Protocol
ICT Information and Communication Technology
IDE Integrated Development Environment
IO Input/output
IS Information System
JSON JavaScript Object Notation
RAM Random Access Memory
SDK Software Development Kit
SQL Structure Query Language
UX User Experience
WYSIWYG What You See Is What You Get
XML Extensible Markup Language
8
Chapter 1
Introduction
1.1 Background and Context
Visualisations are useful and powerful aids to data analysis and information acquisition
(Ware, 2013). In recent years, the global and regional penetration of mobile devices has
been increasing gradually (GSMA, 2013; ITU, 2014). Advances in the computing field and
mobile platform, combined with the power of visualisations and interaction techniques for
mobile phones, provide mobile users with an opportunity to access and acquire information
and manipulate data at a glance. Providing visualisations on the mobile platform could
prove to be useful and successful in reaching many users due to the increasing penetration
of mobile devices.
The visualisations for this research form part of a larger project called MobiSAM. Mo-
biSAM is a pilot project implemented in the Makana Municipality to support the local
community to participate in local government using mobile phones. Through MobiSAM’s
website1, registered users report problems related to service delivery by taking polls avail-
able on the project website (Thinyane & Coulson, 2012). These polls generate data for the
MobiSAM project. This reporting forms part of MobiSAM’s overarching goal of facilitat-
ing local communities to engage in local government in a meaningful and evidence-based
manner (Thinyane & Coulson, 2012). The current visualisations for the pilot project are
provided through a web interface. Mobile platforms were also targeted for extending the
MobiSAM functionality to the communities (Thinyane & Coulson, 2012). As such, this
research project extends work done on MobiSAM. For this research project, data used
1Available at http://www.mobisam.net
9
1.2. PROBLEM STATEMENT 10
will be sample data for monitoring water quality, from which responses describe water
problems with respect to colour, taste, pressure or smell.
1.2 Problem Statement
Mobile applications need to be developed in order to provide information to mobile device
users. Visualisations have been used for a long time to enhance the amount of information
and insight that can be gained from data (Dix, Finley, Abowd, & Beale, 2004). Given that
the computing resources in mobile devices are limited, developing applications, including
visualisations, for the mobile platform poses a challenge to developers (Van Tonder &
Wesson, 2008). The main statement of purpose for this research is, ‘Can mobile devices
be used for visualising geographical and categorical data for large datasets?’ The large
datasets are envisaged to be generated over years as MobiSAM gains popularity as the
project is in its pilot phase at the time of writing this thesis. Data used in this research
constitutes geographical, categorical and temporal data. The former two data types will
be the main focus for this research work. As an attempt to answer the research question,
three goals have been developed. The next section introduces the three research goals for
this project.
1.3 Research Goals
The visualisation application in this paper attempts to show appropriate visualisation
techniques for large geographic and categorical datasets. The goals of this research are
threefold, these are:
1. review mobile visualisation and interactions techniques for large datasets by finding
state-of-the-art mobile visualisations in this field,
2. develop visualisations based on the findings from related work, and
3. evaluate the visualisations for usability and user experience.
1.4. DELIMITATION OF SCOPE 11
1.4 Delimitation of Scope
The application will be developed for Android, specifically version 4.0 and higher. De-
velopment tools to support this include the Eclipse Android Developer Tool (ADT) used
primarily for development on the Android platform. The Google Maps API will be used for
embedding maps on the visualisation application whereas Microsoft Azure cloud platform
will be used for hosting data on its SQL database storage and providing mobile services
to the mobile device. Also, the research will only focus on categorical, geographical and
the temporal elements of the dataset.
1.5 Structure of Thesis
The rest of the thesis is structured as follows: Chapter 2 is a literature review and
focuses on the knowledge required in understanding mobile visualisations and interaction
techniques. Chapter 3 discusses the methodology employed for the research work. The
chapter also discusses the design process carried out for the visualisation application
proposed and delves into the details of development of the application. Chapter 4 presents
the results of the evaluation conducted for the visualisation application and discusses the
relevance and meaning of the findings. Chapter 5 concludes the thesis by highlighting the
relevance of research, revising the research work’s original goals and discussing potential
future work that could be derived.
Chapter 2
Related Work
2.1 Introduction
The first research goal of this research was to review the state-of-the-art mobile visuali-
sations in the mobile platform. This chapter provides a review of such visualisations. It
gives a broader understanding of visualisations in the computing field, and then narrows
the focus to the mobile platform.
The human sense of sight accounts for more information acquisition than the rest of the
senses put together (Ware, 2013). Advances in the computing field and mobile platform,
combined with the power of visualisation and interaction techniques for mobile phones,
provides mobile users with an opportunity to access and acquire information and manipu-
late data, at a glance. In order to take advantage of this opportunity, research is required
to explore measures that can be taken to design visualisations for limitedly resourced
mobile devices. The design of a visualisation needs to be effective in providing users with
relevant information. The next section (Section 2.2) provides a broad discussion visual-
isations across all platforms in order to set context and understanding for visualisations
in the mobile platform. A discussion that is specific to the mobile platform will follow in
Section 2.3.
Data demands from various disciplines are amongst key drivers of the technological ad-
vances in the computing field. Visualisations are useful for gaining insight from the
available data, as they help users derive more knowledge from large datasets by mak-
ing complex patterns discoverable to the users (Card, Mackinlay, & Shneiderman, 1999).
12
2.2. COMPUTER VISUALISATION 13
More discussion on data types and visualisations associated with the various data types
is provided in Section 2.4.
Mobile devices are becoming ubiquitous (Mouton, Sons, & Grimstead, 2011). While there
may be other factors contributing to this ubiquity, developments in computing resources
of mobile devices feature amongst those factors. These developments together with inter-
action techniques, enable visualisations to be rendered on mobile devices (Rukzio, Broll,
Leichtenstern, & Schmidt, 2007). In spite of the advancements, mobile devices still lag
behind desktop devices due to comparatively limited capabilities (Van Tonder & Wes-
son, 2008). Visualisations are often less powerful and complex on the mobile platform
compared to the desktop platform. However, complexity does not necessarily imply effec-
tiveness for a visualisation.
An effective visualisation supports user tasks in a seamless manner. A user should be
able to focus on the intended goal during the interaction with a visualisation. In order to
achieve the goal, a visualisation should be designed such that the user focuses more on
the goal and less on the tasks. A discussion on interaction techniqeus will be given in 2.5,
followed by a discussion of user tasks commonly supported in visualisations in Section
2.6. The chapter concludes in Section 2.7, summarising the important aspects discussed
throughout the literature review.
2.2 Computer visualisation
Computer visualisation is concerned with “computer-based, interactive visual represen-
tations of data to amplify cognition” (Card et al., 1999, pp. 7). The desktop platform
has more powerful computer resources than the mobile platform. As a result, a visualisa-
tion design process targeted for the desktop environment becomes less challenging than
designing for the mobile platform (Van Tonder & Wesson, 2008). Furthermore, process-
ing of a visualisation is faster due to the processing speed delivered by the memory and
other performance enhancing factors such as advanced graphical application programming
interfaces (APIs) (Van Tonder & Wesson, 2008).
Data is a backbone to a visualisation. It is therefore important for visualisation designers
to understand data, together with various aspects surrounding it. In addition, other
important factors to consider are devices for displaying visualisations, interactions styles
on devices and users of visualisations. Considerable attention to these factors would
produce designs that achieve the desired goals which enhance acquisition of information
2.2. COMPUTER VISUALISATION 14
knowledge and aid cognition. Some studies have proposed approaches to classifying data
(Chittaro, 2006; Ware, 2013). Classes from these studies were based on the types of data
used (e.g., text and map-based) by Chittaro (2006) while Ware (2013) gives classes of
data as categorical, real-number and integer data based on wide usage of these classes of
data in the computing field. Having a clear understanding of various types of data used
assists designers and developers to create more intuitive visualisations that represent the
underlying data as closely as possible.
Interactivity in visualisations is a major factor that designers have to cater for in order to
enhance user experience. It helps a user to focus on the task at hand rather than get frus-
trated by interaction styles that require an effort for the user to learn. Ideally, a designer
should have an image of a typical user of the visualisation being developed, including a
user’s context in order to incorporate appropriate interaction techniques (Chittaro, 2006;
Dix et al., 2004). The interaction styles are supported by the type of hardware and soft-
ware available on the device. The next subsection discusses hardware and software that
is useful in visualisations.
2.2.1 Hardware and software specifications
Presentation plays an important role in a visualisation. Visualisations on the desktop
environment benefit from large screen sizes and high resolutions available in this environ-
ment (Callegaro, 2013). The powerful computing resources on the desktop platform (Yoo
& Cheon, 2006) make it arguably easier for developers to create visualisation in this en-
vironment. Designers are not confined by limitations that challenge designs in the mobile
platform.
Random access memory (RAM) plays a significant role for performance of a visualisa-
tion. Depending on how data is represented in a visualisation, RAM becomes useful in
determining how much of the representation can be cached for fast access. This aspect
improves the responsiveness of a visualisation. Desktop devices enjoy relatively unlimited
speed compared to their mobile counterparts. Processing speeds from central processing
units (CPUs) and graphics processing units (GPUs), like RAM, enhance performance
of visualisations by improving the speed at which a visualisation operates. GPUs also
improve the quality of the graphics rendered on the screens (Kutter, Shams, & Navab,
2009). These factors contribute towards the effectiveness of a visualisation, which in
turn enhances user satisfaction. Software also impacts the type of visualisations that can
2.2. COMPUTER VISUALISATION 15
run on a device. Environments such OpenGL, Direct3D, Compute Unified Device Ar-
chitecture (CUDA), Close to Metal (CTM) and GeoTools-Lite give developers access to
powerful graphics enhancing APIs that benefit visualisations (Kutter et al., 2009; Rhyne
& MacEachren, 2004).
General advances in computing areas such as grid and cloud computing and networking
(Mouton et al., 2011) provide more computing resources to less powerful workstations.
This enables more data to be accessed and processed, and in turn enabling more visuali-
sations to be developed and rendered, both locally and remotely. The resources available
on devices impact the visualisation design since designer need to match the capabilities
of the devices to the features of a visualisation. The next subsection explores factors
important for the design of visualisations in the computing field.
2.2.2 Design considerations
In human-computer interaction, the golden rule of design is ‘understanding your materi-
als’ (Dix et al., 2004, p. 193). This refers to both humans and computers. The rule can
be applied to the visualisation design process. Understanding the user needs, capabilities
and user influences can produce successful visualisations that meet users’ expectations.
Similarly, understanding the computer limitations and capabilities helps in a design of a
visualisation that also contributes towards meeting the user’s expectations.
Shneiderman (2004) discusses three goals that designs should address for successful user
interfaces. The goals can be adopted in designing visualisations as a user interface is a
predominant feature of a visualisation. The goals are described below:
1. provide the right functions that will allow users to accomplish their goals
2. offer usability and reliability to prevent frustration (from undermining fun)
3. engage users (with fun-features)
The first two goals require a visualisation designer to provide users with adequate func-
tionality to perform various user tasks related to a visualisation, e.g. providing a user
with an overview of data in a visualisation (Shneiderman, 1996, more user tasks are
discussed in Section 2.6). The functionality should also be usable and reliable and not
put mental burden on a user during interaction with a visualisation. For the last goal,
2.2. COMPUTER VISUALISATION 16
the aspect of fun could as well be brought in the visualisation domain as a way to provide
more user satisfaction. This goal is more suited to mobile visualisation since the mobile
platform is dominated by users operating in non-professional settings than the desktop
platform (Shneiderman, 2004), though mobile users can still engage in professional set-
tings. Combining goals by Shneiderman (2004) and Dix et al. (2004) gives a broader
perspective for the designer, as the designer will have an understanding of user needs,
system capabilities and user interface goals to base a visualisation on. This approach can
result in positive reception of a visualisation by users as they would have contributed to
its design.
Another study (Carr, 1999) proposes seven guidelines which can be followed in the design
of visualisations. The guidelines are described below:
1. visualisation is not always the best solution - if there are other ways of meeting user
goals, a design should explore those alternatives.
2. user tasks must be supported - refers to providing more interaction with a visu-
alisation than the basic tasks provided in Shneiderman (1996, discussed in 2.6).
This point compares with a point on interactivity in Chittaro (2006) as it addresses
interaction styles that a design should allow during the visualisation process.
3. the graphic method should depend on the data - a visualisation should represent
data in a dataset as closely as possible to the concept the data represents.
4. three dimensions are not necessarily better than two - a visualisation should use few
dimensions to represent data, but should ensure that a meaning derived from such
a visualisation is not reduced or distorted (Peng, Ward, & Rundensteiner, 2004)
5. navigation and zooming do not replace filtering - a visualisation should enable users
to not only navigate the visualisation, but also filter out data to gain more perspec-
tive of items of interest.
6. multiple views should be coordinated - if a visualisation provides multiple views
(e.g., Overview+Detail as described below), the views should be managed so that
they do not frustrate the user while switching between the views.
7. test your designs with users - testing a visualisation with users helps discover us-
ability problems. This is an important guideline in any design, as highlighted under
the guidelines by Shneiderman (2004) on usability and reliability, discussed earlier
in this section.
2.2. COMPUTER VISUALISATION 17
Figure 2.1: (a) The zoomed part gives a detailed information (Baudisch et al., 2001) (b)Fisheye view shows more detail at the centre - the focus (Ross, 2008)
Effective visualisation designs have to capture the attention of a user and deliver infor-
mation within a reasonable period of time. A user-centred approach helps to achieve this,
as it places the user at the forefront of the design process, instead of relegating the user’s
role to the periphery of the entire process. For this to occur, a communication channel
has to be established as early as possible in order to inform the design process (Chittaro,
2006; Dix et al., 2004), in an effort to understand the user.
Another advantage of engaging the user early during the design process is to help de-
signers identify usability problems associated with the initial design early on (Rhyne &
MacEachren, 2004). This helps to manage the design costs and minimise redesign costs.
Such costs include time spent on the (initial) design, financial resources incurred and
human labour deployed to the design process. Through the established communication,
the developer can learn what the user’s needs are and the user can in turn be aware of
what the developer can and cannot offer. This approach leads to a better understanding
of both players involved and hence a more successful visualisation.
Approaches specific to map-based visualisations have been discussed in various stud-
ies (Baudisch et al., 2001; Chittaro, 2006). These are Overview+Detail (O+D) and
Focus+Context (F+C). They are meant to overcome the presentation issue on desktop
visualisations. O+D has one part of the screen displaying the overview of the entire visu-
alisation while another part of screen displays a detailed part of the visualisation. F+C
2.3. VISUALISATIONS IN THE MOBILE ENVIRONMENT 18
provides one view that shows both the context or overview together with content which
is the detailed part of visualisation (Chittaro, 2006). Examples of O+D and F+C are
shown in Figure 2.1 (a) and (b) respectively. The next subsection discusses categories of
visualisations in the computing field.
2.2.3 Categories of visualisations
According to Card et al. (1999), computer visualisation in the early days focused on sci-
entific computing with the aim of helping scientists work with large amounts of scientific
data. Scientific visualisation therefore tended to be based on the nature of data scientists
worked with, which mostly constituted physical objects (Card et al., 1999). Visualising
data that was not based on physical objects but rather on abstract concepts (such as
financial data) became apparent. Visualisation from the abstract concepts was coined
information visualisation (Card et al., 1999). Other forms of visualisations exist. These
include volume, flow, surface and geographical visualisation (Card et al., 1999; Rhyne
& MacEachren, 2004). These visualisations either work with physical data or abstract
concepts and can therefore be categorised as information or scientific visualisation. Vol-
ume visualisation deals with representation of 3D volumes and interaction techniques for
working with those volumes. Flow visualisation deals works on visualising flows (of liq-
uids or gases). Visualisation of data from geographical or location based disciplines is
called geographical visualisation. Categorisation by Card et al. (1999) essentially gives
two categories of visualisation.
The next section discusses visualisations in the mobile platform, followed by hardware and
software specifications, design considerations that affect design in mobile visualisations
and categories of visualisation in the mobile platform.
2.3 Visualisations in the mobile environment
The limited resources in mobile devices pose a challenge for visualisations, especially
in comparison to the desktop devices. The challenge lies developing new visualisation
techniques, since the traditional desktop visualisations cannot simply be transferred to
the mobile platform given the limited resources such as small screen sizes and proces-
sors (Chittaro, 2006; Van Tonder & Wesson, 2008). Despite this challenge, technological
advances in the computing field offer some opportunities to the mobile platform. For
2.3. VISUALISATIONS IN THE MOBILE ENVIRONMENT 19
example, wireless networking technologies provide a platform for development of cloud-
based applications which are unique to the mobile platform (e.g., navigation services)
(Chittaro, 2006; Mouton et al., 2011).
The mobility factor also adds a new dimension of complexity. Mobile application devel-
opers have to consider factors such as multitasking, short attention spans and changing
lighting conditions on a device screen (other factors are discussed in other sections, e.g.,
interactions styles are discussed in Section 2.5). These factors give rise for the need to
design applications that give as much information as possible, and in arguably a shorter
time than on a desktop device (Chittaro, 2006). Visualisations could achieve this short
time requirement since they enhance acquisition of more information in a relatively shorter
time than if presented otherwise (Card et al., 1999). The next subsection discusses hard-
ware and software specifications that are useful in visualisations, followed by factors that
affect the design of mobile visualisation and a description of categories of visualisations
that are available in the mobile platform.
2.3.1 Hardware and software specifications
The ability of a mobile device to render visualisations depends on the hardware and soft-
ware available on the device. The hardware and software on a mobile device consequently
impact the design of a visualisation. The design of visualisations on the mobile platform
therefore becomes a challenge due to limited resources (Van Tonder & Wesson, 2008). Be-
low is a description of hardware and software that play various significant roles in mobile
visualisation.
1. Screen - this is perhaps the most important resource for a visualisation since it affects
the layout of visualisation (Chittaro, 2006). Screen size determines the amount of
information a visualisation can display, while resolution specifies the quality of a
graphics used for a visualisation. Higher resolution such as retina display on Apple
devices offer higher quality displays (Apple, 2013). Touchscreens are a dominant
screen type in mobile devices.
2. Processor and RAM - these are responsible for performance of a visualisation since
they determine how much and how fast data can be cached and accessed during a
visualisation process.
2.3. VISUALISATIONS IN THE MOBILE ENVIRONMENT 20
3. Connectivity - mobile phones, especially smartphones, typically have several con-
nectivity types such as WI-FI, mobile telecommunication technologies (e.g., 2G,
3G, 4G), Bluetooth, near field communication (NFC) (Samsung, 2013). These can
be used in connecting with other devices that provide data for visualisation, or
cloud-based visualisations (Mouton et al., 2011). Various connectivity capacities
determine the speed of a visualisation process and are key especially if cloud-based
visualisations are involved.
4. Storage - this is only useful to the extent a user needs to perform such tasks as
extracting parts of data from a visualisation on a mobile phone.
5. Input/output devices - examples include microphones and speakers, which provide
new ways of interaction, such as speech recognition (e.g. Siri by Apple) and many
types of sensors (e.g. proximity sensors, GPS, temperature and humidity sensor)
available in smart phones like Apple iPhone 5s and Samsung Galaxy S4 (Apple, 2013;
Samsung, 2013). The io devices impact the design of visualisations as designers need
to know which mobile devices to target in order to exploit as many io devices as
possible and support as many interactions as possible on mobile devices (Wang et
al., 2013).
From the software perspective, libraries and APIs exist that enhance visualisations. Ex-
amples include Google Maps API, GeoTools-Lite and OpenGL ES (Rhyne & MacEachren,
2004; Van Tonder & Wesson, 2008; Wang et al., 2013). These tools help in designing vi-
sualisations that optimise hardware resources, hence improve the overall performance of
visualisation. The knowledge and understanding of various hardware and software avail-
able on mobile devices can help in the design of new applications that take advantage of
some of the unique features (e.g., GPS) of mobile devices. The next subsection explores
factors that affect visualisation designs in the mobile platform.
2.3.2 Design considerations
In order to address some of the challenges and take advantage of new opportunities high-
lighted in the previous sections, design approaches have been proposed by several studies
(Chittaro, 2006; Fling, 2009). Fling (2009) gives guidelines that are general for mobile de-
sign and development, but could be adapted for the mobile visualisation. Chittaro (2006)
gives an approach that is specific to mobile visualisation. Descriptions of the approaches
are given in the following paragraphs.
2.3. VISUALISATIONS IN THE MOBILE ENVIRONMENT 21
Figure 2.2: (a) Halo with arcs referencing off-screen places (Baudisch & Rosenholtz, 2003).(b) ZoneZoom segments a screen into nine views (Robbins et al., 2004).
An approach by Chittaro (2006) proposes six area of focus when designing for mobile
visualisation. These are:
1. mapping - designers should be able to graphically emphasise important aspects
within the visualised data such that the user will effortlessly pick important patterns
and relationships within the visualisation.
2. selection - the limited screen requires careful attention. Designers should be able
to pick relevant data and discard undesired data. Selection should not only be
determined by the designer, the user should also be able to filter for relevant data
within the entire dataset, in order to suit their own needs (Fry, 2009).
3. presentation - this is a key area for visualisation as it is a final destination of informa-
tion to the user in the visualisation. Approaches such as O+D and F+C (discussed
in Subsection 2.2.2) often fail due to limited screen sizes (Chittaro, 2006). Different
approaches specific to map-based visualisations have been proposed, namely i) vi-
sual references to off-screen points of interest, e.g. in Halo (Baudisch & Rosenholtz,
2003) and City Lights (Zellweger, Mackinlay, Good, Stefik, & Baudisch, 2003). Fig-
ure 2.2 (a) shows a screenshot of Halo. The arcs along the edge of the screen direct
the user to the off-screen points of interest in a map. However, these approaches
tend to introduce some clutter of their own (Van Tonder & Wesson, 2008) and ii) in-
tuitive ways of switching among the visualisation parts, e.g. in ZoneZoom (Robbins
et al., 2004). ZoneZoom splits the view into nine sub-views which are mapped to
2.3. VISUALISATIONS IN THE MOBILE ENVIRONMENT 22
number keypads on a phone. Figure 2.2 (b) ZoneZoom view of a map. To zoom in
to an area of interest, a user selects a number corresponding to the area of interest.
4. interactivity - this concentrates on how users interact with the visualisation. A
visualisation should allow the user to interact with the dataset as much as possible
as they explore the information for patterns.
5. human factors - it is crucial to understand target users of a visualisation - their
literary and computer skills and cognitive abilities. The design should provide a
visualisation that is highly usable even amongst a widespread potential user pop-
ulation in the mobile platform (Dix et al., 2004; Paelke, Reimann, & Rosenbach,
2003).
6. evaluation - the effectiveness of the visualisation should be determined. It is impor-
tant to test the usability of a visualisation, based on what the user’s experience is
during the interaction (Dix et al., 2004).
Fling (2009) has seven areas for design focus for mobile platform, could be adapted for
the design of visualisations. These are:
1. context - which is defined as:
� the general understanding of the task a user is performing
� the environment in which the task is performed:
– physical context - the physical location of the user
– modal context - the psychological state of the user
A comparable study (Pombinho, Carmo, & Afonso, 2009) proposes five contexts
to explore in visualisation, these are: personal, environment, temporal, social and
spatial contexts. The first two are similar to the modal and physical contexts in
Fling (2009). The last three offer additional context, and relate to a time when a
user performs a task, other people around while a task is performed and orientation
respectively. Some of the contexts tend to be neglected in many mobile applications,
focusing interaction only between the user, the mobile device and services (Rukzio
et al., 2007). All these allude to complexity involved in designing for mobility.
2. message - what the visualisation needs to tell a user.
3. look and feel - how the interface is designed and how will users interact with it.
2.3. VISUALISATIONS IN THE MOBILE ENVIRONMENT 23
4. colour - colour depths, posterisation, human perception, psychology of color and
colour palettes should all be considered for an effective design.
5. layout - is the visualisation laid out such that a user will interact with it in a
simple way, without mental overload. Other researchers present similar suggestions
regarding presentation. Owing to small screens, clutter is a serious challenge in
mobile devices compared with the desktop devices. It reduces the user’s ability to
perform a task effectively (Pombinho et al., 2009; Rosenholtz, Li, Mansfield, & Jin,
2005). As such, a considerable effort is required to minimize clutter when designing
a visualisation.
6. typography - how a design addresses fonts, size, styles and readability and clutter
is managed.
7. graphics - how a design aids a user’s cognition with images - iconography.
Although Fling (2009) makes a distinction between the last four points, the points address
the same issues related to layout and so can be put as one point - look and feel. The
first three points can then be adopted for a visualisation design. Some aspects from Fling
(2009) and Chittaro (2006) are comparable. For example, the message in Fling (2009)
addresses some of the aspects of a visualisation similar to those addressed in presentation
and mapping from Chittaro (2006). Human factors and interactivity in Chittaro (2006)
address factors such as interaction styles available for a visualisation and these factors are
covered by the context in Fling (2009).
There are other factors that affect the design of the visualisation. A wide variety of mobile
devices that exist in the market is another challenge to designers of visualisations. Frag-
mentation features significantly, since designers have to worry about providing effective
visualisations across many devices in a way that does not distort meaning from one device
screen size, resolution and OS to another (Akbari et al., 2014; Callegaro, 2013).
Connectivity is also worth considering during the design of a visualisation. The cost
(of short life batteries of mobile devices, telecommunication network charges and low-
bandwidth connectivity speed) associated with rendering visualisation on a mobile phone
require a structured approach to design. The challenge posed by low band-width con-
nections can be overcome by designing visualisations that minimise operations on mobile
devices, leaving presentation as the only task done on the mobile device.
The next subsection discusses categories of visualisation that exist for the mobile platform.
2.4. VISUALISATION DATA TYPES 24
2.3.3 Categories of visualisation
A discussion on categories of visualisations was provided in Section 2.2.3, giving cate-
gories as scientific and information visualisations. This section discusses categories of
visualisation that were found in related work to be more applicable to the mobile context
as proposed by Chittaro (2006). Five categories have been proposed for mobile visual-
isation based on the following data types: text, abstract, maps, physical objects, and
pictures data. The categories can also be put scientific or information visualisation. For
example, visualisations of physical objects is scientific visualisation according to a classi-
fication given in Section 2.2.3. Depending on the context, some visualisation categories
will be more popular than others. For example, information visualisation is arguably
more popular in mobile platform than scientific visualisation due a wide population po-
tentially dominated by non-professionals (Shneiderman, 2004). This is due to the ease of
access and use by mobile devices without a need for formal training as it is a normal case
with desktop computing (Chittaro, 2006; Shneiderman, 2004). The next section discusses
data types that are typically used in visualisations, resulting in a broader domain for
visualisations than provided by categorisation from this section and Section 2.2.3.
2.4 Visualisation data types
Data is key to visualisation. Many disciplines generate and use data from their own insti-
tutions for internal and external use. A discussion in previous sections (Section 2.3 and
3.3) essentially narrows visualisations down to two categories - scientific and information
visualisations. In this section, visualisations are classified according to data types. This
gives a broader domain of visualisations than just the scientific and information visualisa-
tions. Data types commonly used in visualisations were investigated from several studies
(Chittaro, 2006; Shneiderman, 1996; Ware, 2013). Ware (2013) classifies data according
to three types, namely categorical, integer and real-number data. Categorical data as-
signs labels to data within datasets and cannot be ordered in a sequence. For example,
Figure 2.3 (a) shows a screenshot of news24 elections app described later in this section,
the different political votes represent categorical data. Categorical data type is one of two
types which will be used in this research. Integer data involves data that can be ranked
in a sequence. For example, ranking the political parties according to the total votes they
got from the elections falls under this data type, as shown in Figure 2.3 (a). Real-number
data is data associated with intervals and ratios. For instance, the distances between the
different points of interest in Figure 2.2 (a) fall under the real-number data type.
2.4. VISUALISATION DATA TYPES 25
Chittaro (2006) gives five classes of data which visualisation targets on mobile devices.
These are pictures, text, physical objects, abstract data and maps. Data represented by
visualisations under this classification is in the form of pictures, text, physical objects,
abstract concepts and maps respectively. Map-based data type is the other type under
the focus for this research.
Shneiderman (1996) proposes a taxonomy based on seven data types, namely: 1-dimensional
(1D), 2-dimensional (2D), 3-dimensional (3D) and multi-dimensional, temporal data, tree
data and network data. 1D type represents data that has one variable in a database, e.g.
list of honours students for a particular year. 2D type represents data with two variables,
visualisations include geographic data or surface areas, with x and y coordinates that
represent a point on a surface. Figure 2.2 shows examples visualisations of 2D data type.
3D works with data that has three values or variables in a representation, e.g., an object
has three x, y and z coordinates that represent a point in space. Figure 2.3 (b) shows
an example of a visualisation for 3D data. Multidimensional types represent data stored
in statistical and relational databases, usually with more than three variables. Visuali-
sations for this data type are usually expressed as scatter plots and parallel coordinates.
Figure 2.4 shows parallel coordinates visualisation for automobile data as an example of
multidimensional data type. Temporal type includes any of the above data types, plus an
added time component. This time is used to explore behaviour of data as time changes.
Figure 2.5 shows a temporal data visualisation for selected technology stock between the
years 2000 and 2010. Tree data can be displayed with hierarchical relationships that show
links between items in a dataset. Each item has one link above it - to a parent item, and
can have other links below - to child items. An exception is the parent item, which has no
parent link. A directory structure in a computer filing system is an example of such data
type. An example of a tree visualisation is shown in Figure 2.6. Network type represents
links between groups of items in a dataset. Nodes in this type cannot be represented in
a tree-like format. An example of visualisation is shown in Figure 2.7.
Data types provided Shneiderman (1996) encompasses classifications given by Chittaro
(2006) and Ware (2013). For instance, all examples given in the classification by Ware
(2013) can be represented in any of the type given by Shneiderman (1996). For a classifica-
tion provided by Chittaro (2006), pictures, maps and physical objects can be represented
in 2D or 3D, whereas text and abstract data can be represented in 1D.
The data types to be visualised in this research are categorical and map-based data types.
As such, a detailed investigation was conducted for an application that focused visualisa-
tions on these two data types. News24 Elections mobile application for visualising South
2.4. VISUALISATION DATA TYPES 26
Figure 2.3: (a) News24 elections app displaying 2014 results by provinces (map-based)and total number of votes (integer data) political parties got (categorical data) (News24,2014). (b) 3D land surface visualisation of wind vector profiles (Wang et al., 2013)
African 2014 national election results and related news was explored. The application
makes use of categorical data (e.g. different political parties participating in the elec-
tions) and map-based data (e.g., provinces, municipalities, etc.) to provide visualisations.
Colours on various map divisions indicate the political party that had the most votes.
For instance, Figure 2.3(a) shows national and international results. The international
result shows an overall blue colour, while the national results show an overall green colour,
except in one province. The underlying data used in this application is based on a large
dataset of over 25 million registered voters. This application closely relates to the research
topic, which focuses on visualisations of large datasets of map-based and categorical data
types. Interaction styles such as pinching and tapping are provided by the visualisation
2.5. INTERACTION TECHNIQUES FOR MOBILE DEVICES 27
Figure 2.4: Parallel coordinates visualisation for automobile data (Heer et al., 2010).
to enable a user zoom in and view more details associated with geographical divisions
of interest to the user. The next section discusses interaction techniques available in the
mobile platform and how they support visualisation in the mobile devices.
2.5 Interaction techniques for mobile devices
Interaction techniques provide a means for a user to actively engage in a visualisation
process. A user is able to investigate, evaluate and drill down more on the data being
visualised using some graphical user interface elements such as sliders and buttons or
hardware buttons on mobile devices. The fragmentation problem from having many
devices by different manufacturers brings a wide variety of interaction techniques which are
an advantage and a disadvantage at the same time (Akbari et al., 2014). The advantages
lie with users, since there is a wide variety of devices to choose from, whereas for the
designer of a visualisation, incorporating a wide variety of devices is a challenging task
(Akbari et al., 2014). These techniques can be exploited to enhance user experience.
As highlighted in Section 2.3.1, interaction techniques depend on the hardware and soft-
ware available on a mobile phone. Often a combination of hardware resources achieves
a single interaction technique, so interactions described under one resource are not ex-
clusively realised by that resource. For instance, sensors detect device orientation when
2.5. INTERACTION TECHNIQUES FOR MOBILE DEVICES 28
Figure 2.5: Visualisation of technology stocks representing temporal data (Heer et al.,2010).
a user tilts a screen, and a screen display changes from horizontal to vertical layout or
vice versa. Touchscreens support interaction techniques such as touch (e.g. swipe, slide,
pinch, tap, multitap, etc. (Rukzio et al., 2007)). Some touchscreens also adapt to user
context such as adjusting to lighting conditions.
Sensors enable techniques such as orientation (e.g. tilting and shaking) and motion de-
tection (e.g. eye blink rate sensors in Google Glass) (Ishimaru et al., 2014; Rukzio et al.,
2007). Some of the interactions allow for applications that are unique to this platform.
For example, GPS allow mobile phones to interact with their geographical location, and
provide services such as navigation. Applications that take advantage of these interac-
tions techniques have been explored, such as TiltText (Wigdor & Balakrishnan, 2003)
and TiltType (Partridge et al., 2002). For example, TiltText (Wigdor & Balakrishnan,
2003) uses an accelerometer and a tilt sensor to allow a user to select an alphanumeric
option while texting a message on a mobile phone. Figure 2.8(a) shows how a user tilts
a phone to input one of four options associated with a keypad.
Cameras enable users to use mobile devices as pointing device to other application (Bal-
lagas, Borchers, Rohs, & Sheridan, 2006). An example is shown in Figure 2.8(b), where
a camera is used in augmented visualisation to give a user a different visualisation from
the one on a wall display (Soros et al., 2011). Designing visualisations that exploit these
techniques will enable a user of visualisation to have many options while interacting with
2.6. USER TASKS IN VISUALISATION 29
Figure 2.6: Tree visualisation (Heer et al., 2010).
Figure 2.7: Network visualisation (Heer et al., 2010).
the visualisation. The interaction techniques discussed in this section typically support
tasks a user undertakes in order to achieve thier goal for using a visualisation. The next
section discusses user tasks commonly used in visualisations.
2.6 User tasks in visualisation
A user engages with a visualisation because they have a goal of gaining insight into the
data being visualised. The goal aims to help a user make discovery of patterns within the
dataset, make decisions or find explanations within the data (Card et al., 1999). To achieve
the goal, often a series of tasks are undertaken. A visualisation should be designed such
that a user’s attention is focused more on the goal and less on the tasks involved in achiev-
ing the goal. Seven general visualisation user tasks that abstract the visualisation design
2.6. USER TASKS IN VISUALISATION 30
Figure 2.8: (a) User tilts a phone to select letters as he types text (Partridge et al., 2002).(b) Augmented visualisation (Soros et al., 2011)
process from any specific visualisation have been developed by Shneiderman (1996)(Carr,
1999). The seven tasks are described below according to Shneiderman (1996):
1. overview - a visualisation should allow a user to have an overview of the entire
dataset, usually through zooming to the outermost level.
2. zoom - a user should be able to focus in detail on parts of interest in a visualisation.
3. filter - this complements zoom in that a user should be able to filter out items that
are not of interest.
4. details-on-demand - a user should be able to get the details of an item or a group
of times of interest when needed by selecting the item or the group.
5. relate - a visualisation should provide a way to explore relationships among items
in a dataset.
6. history - this ensures that in a common but undesirable event when a user performed
a certain action or got unexpected results from that action, they will be able to undo
it.
7. extract - this allows for querying of data within datasets. Users should be able to
extract parts of visualisation data if they so require.
A summary of literature review is provided in next section, highlighting important issues
discussed throughout the literature review.
2.7. SUMMARY 31
2.7 Summary
This chapter explored literature related to visualisation and interaction techniques in the
desktop and mobile environments. Specifically, the mobile platform as the focus of this
research topic was investigated in detail. In addition, hardware and software that is use-
ful for improving performance and quality of visualisations on the mobile platform was
investigated. Design considerations on both platforms were discussed, looking into the
guidelines that have been developed and are used in visualisations. Visualisation cate-
gories were also investigated for both environments. Emphasis was placed on managing
clutter, especially in small displays of mobile devices. Data types common in visualisa-
tions were explored, highlighting categorical and map-based data types as key types to be
visualised for this research. Examples were drawn from various applications to visualisa-
tions. Interactivity as an important factor in visualisation was discussed, highlighting its
importance in assisting a user to achieve their tasks. The literature review concluded with
a discussion on the user tasks commonly used in visualisation, emphasising the importance
of having those fundamental tasks in all visualisations.
The findings from this chapter are used to inform the design and implementation of a
visualisation application discussed in the next chapter. The methodology employed during
this research project will be discussed, together with the design and implementation of
the visualisation prototype in Chapter 3.
Chapter 3
Methodology, Design and
Implementation
3.1 Introduction
This chapter discusses the methodology deployed throughout this research. The review
of literature from the previous chapter was used to influence design, implementation and
evaluation of the prototype described.
3.2 Spiral Methodology
The methodology that was followed to achieve the research goals is the spiral model. The
model, developed by Boehm (1988), goes through more than one iteration or spiral in
each of the four phases described below. Figure 3.1 shows a diagram of a spiral model.
The four main phases of the model are:
� identification - this phase identifies the system requirements or the objectives and
constraints of the project. Section 3.3.1 will discuss this phase of the project.
� design - a prototype of a desired product was developed in this phase. A visualisation
prototype was designed, based on the findings from the previous phase. A broad
discussion will be given in Section 3.3.2 of this chapter.
32
3.3. ITERATION 1 33
� development or build - this phase deals with the implementation of a prototype.
Implementation starts after the design is completed in order to realise the design.
This phase will be discussed in Section 3.3.3 of this chapter.
� analyse - the prototype is evaluated against risks it may face before it is released to
the users. A detailed discussion on how the evaluation was set-up and carried out
is given in Section 3.3.4
Figure 3.1: The spiral model (Sayyed, 2012)
The iterative nature of the model is appropriate since it provide flexibility within this re-
search as development of the visualisation prototype was produced early in the application
life cycle and then incrementally refined later on - incorporating emerging needs or needs
that were not identified during at the beginning of the research work. Two iterations were
followed in this research project as described in Sections 3.3 and 3.4.
3.3 Iteration 1
This iteration focused on the literature review, design and development of the mock-up
prototype and an evaluation of the mockup prototype using a pilot study with two expert
evaluators.
3.3. ITERATION 1 34
3.3.1 Identify
As previously discussed in Chapter 2, visualisations such as F+C and O+D (Baudisch
et al., 2001) were targeted for the desktop platform and cannot be directly ported to
mobile phones due to the small screens on the devices. Visualisations that were targeted
for the mobile platform, for example Halo (Baudisch & Rosenholtz, 2003) and ZoneZoom
(Baudisch & Rosenholtz, 2003), were either ineffective or introduced clutter on the screens.
One of the limitations on the mobile platform, and in particular to visualisations, is the
small screen on the mobile devices. Paying attention to what goes into the screen therefore
needs to be carefully considered in order to avoid the same problems faced by previously
mentioned mobile visualisations. Other challenges posed by the limited resources will also
be considered as the prototype is designed and implemented.
Interaction techniques have been shown to be useful in supporting users in performing
tasks as they interact with visualisations. It is therefore important to identify interaction
techniques that will support the proposed visualisation. As the target mobile phones are
smartphones, most (if not all) have touchscreens. Touchscreens support a variety of ges-
tures (e.g. swiping, tapping and pinching) as a means of interacting with the smartphone.
User tasks, as described in Section 2.6, can easily be supported if the right interaction
styles are chosen within a visualisation. The interface for the proposed visualisation ap-
plication was influenced by the News24 Elections mobile application mentioned in Section
2.4 as it uses geographical and categorical data types for visualising the election results.
The proposed visualisation for this research project uses geographical and categorical data
types for visualising water quality results. The geographical part is made up of twenty-
three suburbs (see Listing B.2) around Grahamstown, while the categorical part is made
up of four categories (see Listing B.3) taken from the MobiSAM website water quality
polls. The visualisation design is described in the next section.
3.3.2 Design
An ideal prototype would provide a user with at least three features that enable users to
visualise and interact with data with respect to the geographical and categorical data types
as they (might) require separate techniques for visualisation and interaction. Providing
users with these three functionalities would ensure that users accomplish their goal -
which is to visualise data. This is in line with two of three goals for designing interfaces
by Shneiderman (2004) discussed in Section 2.2.2, namely, to provide the right functions
3.3. ITERATION 1 35
Table 3.1: Sample responses from Vukani suburbCategory Responses % ResponsesSmells offensive 7424 29.1brownish 7101 27.9cloudy 6294 24.7Smells alkaline 4634 18.2
that allow the users to accomplish their goals and to offer usability and reliability to prevent
frustration to users. The most important feature for this project is the ability to provide
the user with a map on which data overlays and other features would be superimposed.
As presentation has been shown to be one of the key design considerations by Chittaro
(2006) (from Section 2.3.2), it is important to provide the necessary functionality without
cluttering the interface with a lot of widgets. It should therefore be enough to provide only
the map from which users will interact with data by tapping suburbs as they interrogate
the visualisation. Tapping the interface allows a user to engage with a visualisation
interactively and is a key design consideration for visualisations.
Displaying the boundaries of the individual suburbs is also crucial so that users will be
able to identify them. Displaying the boundaries also forms part of the presentation
aspect mentioned above, while identifying and interacting with them through tapping
addresses the interactivity design consideration. Each of the four categories is represented
by a specific colour within the visualisation. Within a suburb, a colour that represents
a category that has the highest number of responses colours the suburb polygon. To
illustrate, suppose a suburb Vukani has received responses classified according to Table
3.1. Out of all the responses, the highest number of responses from that suburb is in
the category of water that ‘smells offensive’ and so the polygon that represents Vukani
would be coloured with a colour that represents this category. The other aspect related
to colour is the intensity of the colour. The design is such that the intensity increases
with the percentage it represents, such that the smaller percentages are more transparent
than larger percentages.
A bar chart is placed at the top of the visualisation. This bar always displays the same
overall results of the entire dataset to provide an overview of the overall situation as one
of the user tasks by Shneiderman (1996) described in Section 2.4. The chart displays
the top two categories and sums the rest (if they exist) as ‘Others’ and displays their
corresponding percentages and colours.
Interactivity has been shown to be one of the key success factors in designing visualisations
(Chittaro, 2006). To provide interactivity in the visualisation, the suburbs should be
3.3. ITERATION 1 36
interrogated (through tapping them) to display their information both on the map and in
textual format. Another interaction with the map is the zooming feature. Users can zoom
in and out if they wish so that they can closely inspect their regions of interest. Other
interaction techniques include scrolling both on the map and on the list items displaying
details related to the suburbs or categories.
Figure 3.2: (a) Screen for displaying results for all suburbs b) screen displaying resultsfor one suburb
3.3.3 Develop
The Balsamiq Mockups application was used for the design of the prototype. The appli-
cation is a graphical user interface builder that allows designers to build mock-ups using
widgets in a WYSIWYG editor. The design of the visualisation was developed using the
Balsamiq Mockups as it provided the required widgets for the visualisation application.
Figure 3.21 shows a prototype of the visualisation. The prototype was developed as it
makes the design process faster. Designing using a mock-up application is faster than
coding. Since little time is spent on the design, it becomes easy to change the design
based on feedback. The implementation of the prototype will be discussed in Section
3.4.3. The next section discusses the user study undertaken for the mock-up prototype.
1The suburb layout used for the design does not match the Makana suburbs but was sufficient for thedesign. The actual suburb layout was used at the time of coding.
3.4. ITERATION 2 37
3.3.4 Analyse
Following the development of the mock-up prototype, an expert evaluation was undertaken
with my supervisors and more features and functionality incorporated into the mock-up.
The mock-up was found to only focus on the suburbs for visualisation, that is, suburbs
were visualised and their details displayed on the listview. The mock-up did not provide
a distinct technique for visualising categorical data. As such, a suggestion was made to
incorporate this feature. Another addition was the inclusion of the temporal component
in the dataset. The button (see Figure 3.2) at the bottom of the screen was deemed
to be unnecessary, instead, a scrollable listview was recommended. These changes and
additions will be implemented in the second iteration.
3.4 Iteration 2
This iteration describes work based on feedback from the last phase of the fist iteration of
the spiral model. The visualisation application was then designed and developed using the
development tools. This iteration will conclude with a discussion on the user evaluation
of the visualisation application.
3.4.1 Identify
The feedback from the last iteration mandated some additional features. A new feature
that allows different visualisations for the suburbs and categories was identified. The
initial mock-up only provided a means for visualising data by suburb, so an additional
means for visualising data by categories would be designed. Incorporating the temporal
element was another feature identified as missing from the evaluation of the mock-up
prototype.
3.4.2 Design
To implement the feature for visualising data by different data types, two tabs were
provided - one for categories and the other for suburbs. These would allow for separate
interactions for the two data types. For example, visualisation in the categories tab would
be achieved by tapping a suburb on the map displayed, while in the categories tab a user
3.4. ITERATION 2 38
would have to select a category from a drop-down menu to visualise the details. Another
feature added in this phase was filtering of the dataset using the temporal component in
the dataset. The filtering would be done using a slider widget. The slider was designed
to provide a window of up to ten previous days for visualising data.
3.4.3 Develop
A visualisation prototype will then be developed following the design. The implementa-
tion of the prototype will depend on the availability of resources such as the technical
expertise and skills of the researcher and development tools at the disposal. As mentioned
in Subsection 2.3.2, development of mobile visualisations is constrained by the limited re-
sources. The development will consider the limitedness of mobile resources. One way
to achieve this will be the reliance on APIs already developed for the platform to build
the desired functionalities. Following these suggestions, a visualisation prototype was
ready to be developed. The next section discusses the implementation of the visualisation
mock-up.
Development Tools
Eclipse ADT
As Android was chosen as a target platform, the Eclipse Android Developer Tools2 (ADT)
Bundle was chosen to assist with the development task. Java was therefore the primary
programming language used for coding the visualisation. The first reason is that the ADT
is freely available. The other reason is that it includes an Android software development
kit (SDK) integrated with the Eclipse integrated development environment (IDE) that
provides tools for developers to develop, test and debug Android applications from the API
libraries in the IDE (Android Developers, 2014). All coding was done using the Eclipse
ADT through its extensive suite of libraries. As interactivity is key to the visualisation
prototype, the widgets described in the designed prototype were meant to be as interactive
as possible. For example, the slider described in the design was implemented using a slider
widget. Another important interactivity is provided through the map as discussed in the
section below.
2Available at http://developer.android.com/tools/sdk/eclipse-adt.html
3.4. ITERATION 2 39
Google Maps Android API v2
As mentioned in Section 3.3.2, a map is the most important feature for this project because
of the geographic data in the dataset. Google Maps (in comparison with competitors such
as deCarta, Open Street Maps, Apple Maps and Bing Maps) was chosen as most ideal to
incorporate a map within the visualisation prototype due to its integration within the An-
droid platform. The API is also freely available. Google Maps Android API v2 provides
developers with easy integrations of Google Maps data to their apps. Google Maps An-
droid API v2 provides designers with the capability to embed maps in their applications
and add other features like markers, polygons, polylines, etc. that are typically available
on Google Maps through the API (Google Developers, 2014). The API also supports the
interactivity designed for in the design section of this chapter. The specific map events
supported by the API include clicking (or touching on touchscreens) a geographical point
on a map, zooming in and out, pinching as a zoom gesture on touchscreens and scrolling
or moving the map around to reveal other parts that may be hidden from the current
display. Providing these would enhance users’ experience with the visualisation as many
users are already familiar with using Google Maps. OpenGL is a platform powerful for
graphics useful to developers (Rhyne & MacEachren, 2004) and the API uses it (OpenGL
ES version 2) for displaying the maps (Google Developers, 2014). The API also handles
automatic tasks like connecting to Google Maps server and responding to map events
(Google Developers, 2014). In order for any application to communicate with the API,
a Google Maps Android API key is required and is freely available from Google APIs
console. Google Play services SDK is also required to use the API. The data used in the
visualisation for colouring the suburbs is hosted in Microsoft’s cloud platform - Microsoft
Azure. Microsoft Azure is discussed in the next section.
Microsoft Azure
To host the data used for the visualisation application, Microsoft Azure was used for
its online SQL database storage. A database was created and three tables added for
the project. The three tables created store all the data used in the visualisation. The
tables are depicted in Figure 3.3. At the time of writing this thesis, twenty-three suburbs
were stored in the Suburbs table and four response types/categories were stored in the
ResponseIdsWaterQuality table. The Responses table had over 420,000 records for use in
the visualisation. This data was generated for the research project.
The other important use of Azure is the mobile services it provides to developers of
3.4. ITERATION 2 40
Figure 3.3: (a) Relationships in the visualisation application tables
mobile applications. Mobile services provide a backend for mobile applications for various
purposes like push notifications, authentication of users, storing data on the cloud and
adding custom business logic to the application (Mirosoft Azure, 2014). Windows Azure
allows developers the flexibility of choosing between the .NET and JavaScript backend for
creating logic to the mobile service. The JavaScript backend was used for this research as
the researcher was more familiar with it than the .NET framework. SQL was also used to
process requests sent to the mobile service from the application into desired output. The
mobile service was used primarily for its ability to allow custom APIs created. Custom
APIs provide logic not supported by the typical CRUD3 table operations (Mirosoft Azure,
2014). The only HTTP method used was a POST as there was no need for other methods
since users should not (need to) modify (e.g. update, insert or delete) any data using
other methods such PATCH, PUT or DELETE. The APIs created for the prototype are
listed in Appendix ??. The two APIs are responsible for processing requests and sending
results back to the mobile application for visualisation. Microsoft Azure supports API
calls for raw JSON. As such, requests sent to the mobile service are JSon objects passed
to the API call as object body created in the application. JSON was chosen for data
exchange since it is easier to use that XML and it also reduces the need to create objects
within the programming environments in which they are used. A JSON body used in the
visualisation contains properties that need to be passed to the SQL statements used in
querying the database. The properties include the suburb id (1 - 23) if a user tapped on
a map to get details for a suburb or a category id (1 - 4) if a user interrogates details
related to one of four categories. Another property added to the JSON object is the date
(if a user has chosen to filter the dataset using the slider).
Microsoft Azure provides some level of security of the mobile service in order to protect
the data from vulnerabilities that may not be foreseen during development. For example,
permissions for the HTTP methods used in a custom API can be set for various user
3create, read, update and delete operations typically available in many database management systems
3.4. ITERATION 2 41
types such as ‘everyone’, ‘anyone with the application key’, ‘only authenticated user’ and
‘only administrators’. For this project, the level was set to anyone with the application
key for the custom APIs created as they only expose the HTTP POST method that does
not modify data within the accessed tables. The research cloud-based mobile service is
available at http://mobisam.azure-mobile.net/.
Other resources
The coordinates for the vertices of the suburb boundaries were downloaded from the
MobiSAM website. One important method that is not built-in to Google Maps Android
API is determining if a clicked point is inside a polygon and was sourced from the developer
site. The method was adapted to match the Latitude/Longitude point format used by
Google Maps Android API as the original method used the Point class of the Java library.
The Visualisation application architecture
The system architecture of the visualisation system is depicted in Figure 3.4. The figure
shows how all the components are communicated via the Internet. This therefore implies
that the prototype relies on constant availability of the Internet connection in order to
function, hence some potential hindrance for access to a wider user base. The tools
and resources described in the previous sections have used to produce the visualisation
application depicted in Figure 3.5. This will be discussed further in the next section.
The Visualisation Application
The final visualisation application includes:
1. two tabs to allow a user to visualise details either by suburb or category.
2. a bar chart that displays the overall results for the suburbs;
3. a map that displays Grahamstown, together with the suburbs boundaries;
4. a time slider that allows a user to select a window of time from which to visualise
the dataset; and
5. a listview that displays information related to suburbs or categories
3.4. ITERATION 2 42
Figure 3.4: System architecture for the entire visualisation application
Screenshots for the visualisation are shown below in Figure 3.5 as an example. Figure 3.5
(a) shows the overall view of the dataset. The details in the listview widget show total
responses for different categories together with their corresponding percentages. Figure
3.5 (b) shows details of changing in listview for filtering the dataset for the past six
days. As described in the design section, this updates the details displayed such that the
data visualised is for the last six days. Figure 3.6 (c) shows a screen in which details
for categories are visualised. The concept is similar to that of visualising details by
suburbs, where a user selects a category of interest and then the suburbs are displayed
with respect to that particular category. The details (suburb names) in the listview are
scrollable. Other factors such as security were not in the scope of this project though
they were important to consider during development. For example, the only input from
the user is a map click (achieved by tapping the screen) for selecting a suburb or a tab
(for choosing to visualise data by suburbs or categories).
As the map is interactive, a user is able to select any suburb of interest to interrogate
is details. Figure 3.6 shows the details pertaining to Phaphamani suburb as an example
of a selected suburb. Figure 3.6 (a) shows the responses for the suburb from the entire
time span. As can be seen from the screenshot, only two categories were available from
that suburb, namely ‘smells alkaline’ and ‘brownish’, represented by red and brown colours
respectively as can be seen in the details part of the visualisation (the listview). Figure 3.6
3.4. ITERATION 2 43
Figure 3.5: (a) Screen displays features of the visualisation (b) Screen displaying overallresults for the past six days (c) Screen displaying results viewed by categories
(b) shows the details for visualising two days for the past two days. Only one category
is available within this window and consequently the suburb is coloured with a brown
colour. Also, since this is the only colour within the window, it constitutes 100% of the
data to be visualised. The next screenshot - Figure 3.6 (c) - shows results for a seven
day window. At this window, there are three responses split between the two available
categories. The category for water that is brownish is higher (at 66.6%) than that of the
category for water that smells offensive (at 33.3%). Both Figure 3.6 (b) and (c) have
the brown category being the highest category and so the suburb gets coloured with the
brown colour.
The zoom capability of the visualisation is depicted in Figure 3.7, where Figure 3.7 (a)
shows a default view of the map before zooming and Figure 3.7 (b) shows the map after
zooming. The zoom is achieved through the zoom controls (the +/- signs) or pinching in
and out on the map.
3.4. ITERATION 2 44
Figure 3.6: (a) Screen for displaying results for a suburb (b) Displaying results for thepast two days (c) Displaying results for the past six days
3.4.4 Analyse
To realise the third goal of this research, the developed prototype was evaluated by users.
The evaluation sought to establish if the prototype addresses some of the dimensions that
usability and UX for the visualisation prototype. citetsharp2011interaction describe UX
as
“... how people feel about a products and their pleasure and satisfaction when
using it, looking at it, holding it, and opening or closing it.”
It is also an important aspect to evaluate as it relates to users’ emotions and feelings as
they interact with a system (Sharp, Rogers, & Preece, 2011). Chittaro (2006) has shown
that evaluation is one of the key design considerations as it reveals usability problems
associated with the system. The evaluation process will be discussed in detail in Chapter
4. The entire processes involved in the evaluation - from setting up the evaluation through
the final process of presenting results from the evaluation - are discussed in the following
sections.
3.4. ITERATION 2 45
Figure 3.7: (a) Screen displaying a default suburb (b) Screen displaying a zoom view ofthe suburb
Experiment Design
Usability is a multidimensional property of a system which tests the ease with which user
interfaces are used (Nielsen, 2012). In evaluating usability, the investigator must decide
which dimension is most important for their context, users and goals. The dimensions
are:
� effectiveness - this ensures that the designed product performs as users desire, that
is, it meets the expectations of users
� efficiency - this ensures the product achieves the desired tasks in a minimum number
of steps
� safety/errors - users’ safety should be guaranteed and errors minimised or recover-
able
� utility - this aspect refers to the ability of a product to be as functional as users
would prefer, that is, provide expected functionality without restricting users to
very limited and undesirable options as they use the product
3.4. ITERATION 2 46
� learnability - this refers to the ease with which the product can be learnt by users
the first time they encounter it
� memorability - refers to the ability of the product to provide simple enough func-
tionality or functionality for users to be able to remember how to use after a while
without using it
Within this research, effectiveness was determined as most important because users should
be able to visualise data and draw distinctions between geographical and categorical
visualisations. Learnability was also deemed important since mobile users typically do
not get training on how to use the applications. So it was important to test that users
would be able to learn the visualisation on their own.
The DECIDE Framework
DECIDE is a framework which guides the process of designing and conducting evalua-
tions (Sharp et al., 2011). The framework caters for the entire process, from setting the
right goals for evaluation, setting the right questions to ask during the testing, through
presenting data (Sharp et al., 2011) as explained in the items below.
� Determine the goals of the planned evaluation. The goals for this evaluation were
to test usability of the system, particularly effectiveness, efficiency and learnability.
� Explore the broad research questions in order to meet users’ goals. Visualising
geographical and categorical data is the primary goals of this visualisation, as such,
questions that ensure users are able to achieve this goal must be explored.
� Choose the method for evaluation such that the questions asked in the above item
are adequately answered. Usability test seemed most appropriate for the evaluation
as users were to carry out some tasks on the visualisation UI (Sharp et al., 2011).
As evaluation gathers data from users to be analysed by the evaluator, appropriate
data gathering approaches need to be considered. Various data gathering techniques
were used, namely, observation, data recording and questionnaire. The combined
advantages of the techniques include:
– accurate capturing of questions and comments by both the users and the eval-
uators during the test
3.4. ITERATION 2 47
– playback of the recording later for data analysis
– identifying firsthand what users do as they interact with the system (in ob-
servation) as other data gathering methods may not be able to capture users’
actions and understanding users’ context (Sharp et al., 2011).
– responding to specific questions (in a questionnaire) defined for specific usabil-
ity test e.g. tasks testing for an interface.
� Identify the practical issues. Considering this before carrying out the evaluation
helps avoid hiccups that could jeopardise data gathering process and ultimately re-
sults from the evaluation. Initially a questionnaire and observation were the only
chosen techniques, but after considering the entire process of evaluation from gath-
ering data through to data analysis, it become clearer that audio recording would
come handy if users had questions to asks during the interviews. The questionnaire
was initially printed on paper so that users would be able to conduct the evalua-
tion from any place of their choice. After considering the inflexibility of hard-copy
questionnaires on the side of users, an online questionnaire seemed a better choice.
At this point, issues such as facilities and equipment to be used for the evaluation,
participants and schedules are considered. Another issue addressed was whether a
demonstration would be done for the participants. The researcher decided to leave
users to determine how to figure out the interface themselves so that learnability
would be assessed.
� Decide how to deal with the ethical issues. Standard procedures have been under-
taken to protect users. Rhodes University has a standard procedure for carrying out
evaluation that involves users. An approval was sought from the Hamilton Build-
ing Human Research Ethics Committee. The approval contains all the information
related to the evaluation. This information includes the description of the research,
the purpose of carrying out the evaluation, the type of participants that the evalua-
tion targets, information that will be provided to the participants and the method of
carrying out the evaluation. For instance, users need to understand the purpose of
the evaluation and have to give their consent before participating, and can opt out
of the evaluation at any point during the evaluation for any reason. For example,
the information given to participants and a consent form are shown in Listing A
while the rest of the documents related to ethics are included in the CD-ROM listed
as Appendix C.
� Evaluate, analyse, interpret and present the data. This item is crucial in that it
impacts all the decisions that will be made out of the evaluation exercise. It eval-
3.4. ITERATION 2 48
uates the evaluation itself, determining whether the methods used would produce
intended, valid and reliable results. Data analysis methods are also determined at
this stage. Due to the nature of questions developed from the second item. Both
quantitative and qualitative data analysis methods seemed plausible since usabil-
ity testing results would easily be interpreted quantitatively whereas user opinion
(usability and UX opinion) would best be analysed qualitatively.
User test
Nielsen (2014) describes how to develop task scenarios that should achieve the goals of
an evaluation. The scenarios tasks are said to engage users. These tips are by Nielsen
(2014, pp. 2):
� “make the task realistic” - avoid superfluous tasks would incite disbelief in the
user as the task could be something they would normally not do under normal
circumstances. This could be achieved by designing tasks that are not very specific
but instead general yet still verifiable by the researcher that the user was able or
unable to perform that task.
� “make the task actionable” - engage a user in an action to achieve a goal instead of
asking them to explain how they would achieve.
� “avoid clues and describing steps” - let a user determine how they would achieve a
goal without giving hints or tips. This is especially true in the mobile platform where
users do not usually receive trainings or detailed manuals as in the PC platform.
Users usually have to ‘find their way’ through the application and ultimately figure
out it functions.
Combining the DECIDE framework with some tips from (Nielsen, 2014) enabled the
design of the user evaluation to be as realistic as possible from the perspective of the user.
Some UX design principles were also adopted from Sharp et al. (2011). The user test
involved a scenario detailing a specific scenario. The action-oriented tasks then followed
the scenario. The tasks were set out as a way to engage a user with the application.
The evaluation tests how the users are able to achieve specific tasks/goals within the
application. The tasks were designed such that it would be clear to determine whether or
not the user was able to achieve a goal.
3.5. SUMMARY 49
The evaluation method - Controlled setting involving users - used for this research was
adopted from Sharp et al. (2011). It gave more control to the evaluator on what to let
users do though usually at the expense of users’ freedom to act naturally. It is often used
for usability testing.
Geographical and categorical data are the main data types used in this research work. For
this research, usability would be demonstrated if users could tell apart the geographical
and categorical components of the visualisation and also be able to see how they relate to
each other. The geographical component of the visualisation is explicitly represented by
the suburbs overlaid on Google Maps. The categorical component is represented by the
various responses from the water quality.
3.5 Summary
This chapter discussed the methodology followed throughout this research, specifically
the spiral model. The DECIDE evaluation framework was used to guide the evaluation
process. The framework guided the setting up of the user evaluation experiment. The vi-
sualisation prototype was designed based on findings from related work. Design principles
discussed in the related work were used to influence the design of the visualisation proto-
type. The implementation followed the design, discussing various tools and resources used
in producing the final prototype. Extensive use of APIs from the tools such as Google
Maps and Microsoft Azure have also proved to be useful - both for speedy development
and efficient use of the limited resources since they are specifically developed for mobile
applications. The next chapter presents and discusses the results of the user evaluation
for the prototype. The evaluation was designed to test for some aspects of usability (e.g.
effectiveness and learnability) and solicit participants’ experience with the visualisation.
Chapter 4
User Evaluation
4.1 Introduction
This chapter presents and discusses results obtained from the user evaluation. Evaluation
of the developed system was one of the goals of this research project. This involved testing
the visualisation prototype in terms of usability and UX. Evaluation determines how much
of the user needs the application is able meet. It is equally important to determine if the
needs of the users were met after development. The following sections describe results
obtained from the user evaluation as well as a discussion of the results of the prototype
designed and developed in Chapter 3.
4.2 Results
The approach employed for the evaluation was a qualitative approach as opposed to
quantitative approach. This approach allows for more detailed data to be gathered and
thus each user gets spends more time with with the application. This is advantageous
because users are expected to give feedback on their experience with the visualisation.
According to Nielsen (2000), 85% of usability problems are revealed by five (5) users
used in the user study, while the rest of the problems typically require large amounts
of resources so that large numbers of users are involved in the user study. A total of
eleven participants took part in the user evaluation. Although qualitative approach results
cannot be generalised as typically few participants are used in the evaluation, the benefit of
50
4.2. RESULTS 51
Table 4.1: Tasks(i) Find the categories with the highest and lowest responses.(ii) Find any suburb of interest and give the overall water quality sit-
uation in it?(iii) Give the water quality situation from the above suburb for the past
three (3) days.(iv) Find the suburb that has the highest incidence of water that smells
offensive.(v) What is the total number of reports from the above suburb?(vi) Which suburb reported the least responses of cloudy water in the
past ten (10) days?(vii) How many responses were reported in the above suburb?
the rich data gathered from participants outweighed the disadvantage of results not being
able to be generalised. Nine participants were from an ICT and an IS background while
one participant was from mathematical statistics background and the last participant was
from the biological sciences background. Owing to the participants’ expertise in the ICT
field, a significant number of suggestions were also provided. However, these have not
been incorporated into the visualisation due to time constraints. They will constitute
part of the material for the section on Future Work in the concluding chapter of this
thesis.
4.2.1 Usability
From the goals of usability discussed in Section 3.4.4, the tasks (from Question 1 of the user
study questionnaire) were designed to test for four of the six goals, these are effectiveness
and learnability. Memorability could not be tested for during the evaluation as it can only
be tested from subsequent evaluations from its nature. Similarly, safety could not be tested
for as the visualisation does not provide functionalities that would result in undesirable
consequences, e.g. accidentally deleting data and therefore requiring to ‘undo’ the action.
Table 4.1 shows a set of sub-questions for Question 1 of the questionnaire meant to be
tasks to be performed by participants. Each task was allocated marks depending on how
many parts were expected from a participant to be given as an answer to the task. During
scoring, one mark was allocated for each expected answer.
For Task (i), four marks were allocated as participants were expected to provide four
parts as an answer. The four expected parts were the highest and the lowest categories,
together with the respective number or percentage of responses corresponding to them.
4.2. RESULTS 52
Six participants (Participants 1-3 and 5-7) were able to give the required answers while
the rest (Participants 4 and 8-11) could not. Participants 4, 8, 9 and 10 used the wrong
screen to and so obtained wrong results, whereas Participant 11 used the correct screen
(the landing screen) but obtained results from the wrong part of the screen which was the
bar chart. This yielded a 55% success rate for the task. The question was testing if users
could make sense of the visualisation even before interacting with or exploring it beyond
the landing screen. The answers to the task were available from the landing screen before
the users were required to explore the rest of the interface. If participants could give the
correct answers, the information provided on the landing screen would prove effective,
hence proving the effectiveness goal of usability.
Task (ii) was allocated five marks as follow: one mark for clearly giving a suburb name and
four marks for giving the corresponding categories from the specified suburb. There was
no specific answer for this question as in task. The onus was on the researcher to identify
the suburb a participant chose and then check whether or not the given answer is correct.
For example, if a participant had chosen Fort England suburb, the water quality from that
suburb would be as follows: cloudy (9673/41.1%), brownish (8598/36.5%), smells alkaline
(4056/17.2%) and smells offensive (1206/5.1%). All participants were able to identify a
suburb, thereby realising that the map was interactive. However, only eight participants
associated the suburb details (displayed in the listview) with the chosen suburb. The
other three participants (Participants 2, 4 and 8) failed to relate the suburb they chose
to the categories and consequently got only one mark each. The question was testing
for interactivity as identifying a suburb required a user to tap on the map. It was also
testing for responsiveness as the details shown in the list vary according to suburbs while
the name of the selected suburb displays on the title bar.
Task (iii) was an extension of Task (ii). Participants were expected to slide the slider to a
three day window in order to give the correct answer. The same participants who correctly
answered Task (ii) were able to correctly answer this question. Additionally, Participant
4 was able to give the correct answer, resulting in nine (82%) participants successfully
achieving this goal. Only Participants 2 and 8 could did not respond correctly. Up to this
point in the evaluation, the questions were probing for information related to suburbs
(from the suburbs tab in the application). The expectation was that users would be
able to identify the various suburbs by tapping on the map and then view their details
(categories) from the listview located at the bottom of the screen.
The next set of tasks - Tasks (iv) to (vii) - were testing categories option of the application,
having suburbs as the details. One mark was allocated for each task. These tasks had
4.2. RESULTS 53
specific answers. The answer to Task (iv) was Vukani. All participants were awarded
a mark for this question even though some did not give Vukani as the answer. Various
reasons for awarding marks to ‘wrong’ answers are described in the next paragraph. The
next task - Task (v) - was an addition to Task (iv). It was designed to verify that
participants were able to read the details of the categories. The correct answer was
7242. Similarly, all participants were awarded a mark even though some participants
misunderstood the question. For Tasks (vi) and (vii), the correct answer were Extension
4 & Extension 5 and 2 respectively and all participants got the answers right.
During the scoring of the results, some participants did not give the expected answers
due to various reasons which are explained below. However, marks were awarded as the
answers they provided demonstrated that they could use the visualisation application
and make associations or establish relationships between the suburbs and their details
(categories) in the listview. The various reasons are as follows:
� interpreting the word ‘overall’ from Task (ii) to mean the results shown in bar chart
as ’Overall results’ - the researcher realised the wording of the question could have
caused the confusion and participants failed to understand the question rather than
the use of the visualisation.
� Interpreting the word ‘total’ from Task (v) as summing all responses for a particular
suburb/category - two participants (Participants 1 and 10) used calculators to add
all the categories in the listview and gave the total as the answer.
� Giving results of one tab with slider still in last tab position - the slider does not on
tapping another widget. The slider thumb was not reset deliberately to allow com-
parison between suburbs or categories within one tab, but could have been designed
to reset when a user moved from one tab to another. For example, Participants 2
and 4 did not reset the slider when they moved to the categories tab and got both
got Hlalani suburb as the answer. Participant 2 expected the slider reverts to ‘0
days selected’ upon tapping a different tab/suburb.
Results across all tasks yielded an overall average score of 79% from the scoring. Table
4.2 summarises the results. As can be seen from Table 4.2, five participants (Participants
1, 3 and 5-7) were able to perform all the specified tasks satisfactorily, that is, were able
to achieve 100% of the goals set out for them. A further three (Participants 9, 10 and
11) were able to perform well with a score of 78%. Participants 2 and 4 were in the mid
ranges (each at 56%) whereas Participant 8 struggled significantly to make effective use
4.2. RESULTS 54
Table 4.2: Scores for Results of the TasksParticipant (i) (ii) (iii) (iv) (v) (vi) (vii) Total Score(%)1 4 5 5 1 1 1 1 18 1002 4 1 1 1 1 1 1 10 563 4 5 5 1 1 1 1 18 1004 0 1 5 1 1 1 1 10 565 4 5 5 1 1 1 1 18 1006 4 5 5 1 1 1 1 18 1007 4 5 5 1 1 1 1 18 1008 0 1 0 1 1 1 1 5 289 0 5 5 1 1 1 1 14 7810 0 5 5 1 1 1 1 14 7811 0 5 5 1 1 1 1 14 78
Table 4.3: Question 2 - Usability Feedback(i) What stands out to you on the application? Explain your answer.(ii) Was the 10 days window enough? Would you want to look at results
from different days? How far back do you think you would want tosee?
(iii) Is the application easy or difficult to navigate? Can you explainyour answer?
(iv) Did you understand all the functions that the application provides?Did the labels and buttons do what you thought they would?
(v) Are colours used for representing categories well chosen? If not,can you suggest different colours?
(vi) Is the information and details displayed on the application sufficientor confusing (e.g. labels, details from data, etc.)?
(vii) Is there any other information or details you would like to see avail-able on the visualisation?
of the application, getting a score of just (28%). Reasons for these scores are discussed in
the Section 4.3. Section 4.3 also gives a discussion of the reasons reported by participants
and those observed by the researcher during the evaluation sessions.
4.2.2 Usability Feedback
This part of the evaluation investigated how usable the visualisation was from the par-
ticipants’ perspective. The questions were drafted to better understand how and why
they were able to cope (or not cope) with the tasks asked. The responses from this part
required users to give their opinion on the overall system and on specific aspects of the
system such as the time slider and colours used in the visualisation. Question 2 (i) was
4.2. RESULTS 55
Table 4.4: Responses for Question 2 (i) - Usability FeedbackParticipant Response1 ease to use, find info by tap2 ease to understand; no landscape mode, map in categories tab un-
necessary, highlight suburb on clicking on the list3 likes map, ease to use, interactive; no suburb names4 ease of selecting suburb, colouring in suburbs5 interactive, details shown, colour helps better understanding, labels
clear, easy to navigate6 simple layout, intuitive category selection7 Google Maps good choice, UI with Google maps8 suburbs, touch/tap capability, Google maps integration9 every suburb is affected by the water problem10 map with suburbs11 Google Maps, ease to navigate/select area of interest
investigating what participants found obvious or stood out within the application, espe-
cially in terms of usability. The responses from participants are summarised in Table
4.4. Responses varied from the application being easy to use, easy to understand, easy
to select suburbs, easy to navigate, interactive to having simple layout, integration with
Google Maps, colours helping to understand. Participant 9’s response was “every suburb
is affected by the water problem” and this response might have been a failure to contex-
tualise the question. Participants 1, 2, 3, 4 and 5 noted that the visualisation was easy
to use or navigate. Participants 3, 7, 8, 10 and 11 liked the inclusion of the maps.
Question 2 (ii) was meant to assess whether or not the default ten days window provided
by the slider was enough. Eight participants gave explicit responses, equally split between
being ‘enough’ and ‘not being enough’. The remaining three (Participants 4, 6 and 7)
preferred to have users choose their own time span by having to pick from two dates. A
summary of the responses is given in Table 4.5.
Question 2 (iii) investigated the ease or difficulty of use. Six participants (Participants 1,
2, 3, 4, 5 and 8 ) stated it was easy to use, easy to navigate or intuitive. Six (Participants
3, 5, 7, 9, 10 and 11) reported it was difficult at first, but it became easy after a while
or became easier to use after some time. Participant 2 reported the application might
present challenges with users with little exposure to technology. Participant 8 stated that
the application was difficult to use. The participant also gave suggestions on how to
improve the UI. For example, suggestions such as customisable time picker, provision of
a search bar and a drop down menu on the map were made as shown in Table 4.6. The
4.2. RESULTS 56
Table 4.5: Responses for Question 2 (ii) - Usability FeedbackParticipant Response1 not enough; would prefer to go up 30 days back2 enough for short term; but also provide for X years3 very short; provide in log scale (e.g. 1 day, 3 days, 1 week, 2 weeks,
month as user increases time)4 let it be customisable - let user choose two between dates5 enough without redundancy6 let it be customisable - let user choose two between dates7 customisable - let user choose two between dates8 enough9 not enough; up to 30 days back10 not enough up to 30 days back11 enough; but get current data - not previous one
table summarises1 the responses from participants.
Nine participants (Participants 1, 2, 4-6, 8-11) responded that they were able to under-
stand the functions provided by the visualisation in response to Question 2 (iv). The
other remaining participants (Participant 3 and 7) identified problems with certain in-
terface aspects. For example, Participant 3 did not think the suburb name updated in
the title bar was logical. Participant 3 also commented that instruction on how to use
the slider was not clear or was misleading. Participant 7 similarly had confusion with the
time slider and sought clarification during the test. A summary of responses is given in
Table 4.7.
The use of colours, in Question 2 (v), was reported to be well chosen by eight participants
(besides Participants 2 and 3). Of the remaining three, Participant 2 had no opinion.
Participant 3 suggested grey instead of blue colour be used for the cloudy category (but
also pointed out they thought it did not matter). Participant 3 also warned about the use
of the colour red for the category ‘smells alkaline’, indicating that the colour makes this
category seem more serious than the others and suggested the use of a different colour
“to maintain an equal footing between the categories”. Participant 6 responded that
the colours made it easier to use the visualisation, but commented that the extent of the
problem was not clearly indicated by colours. Table 4.8 gives a summary of the responses.
For Question 2 (vi) Participants 1, 2, 4, 7, 8 and 9 responded that the information and
details displayed on the visualisation were sufficient. Two participants (Participants 2 and
5) indicated that the instruction/tip on the slider was not clear. Participant 1 reported
1All responses from participants are available in the CD-ROM accompanying this thesis.
57
Table 4.6: Responses for Question 2 (iii) - Usability FeedbackParticipant Response1 very easy, all info there; just tap icon to get2 may present difficulties with novice users3 easy to navigate, logical4 very intuitive, easy to navigate; slider difficult to use5 easy to navigate; need learn to use it first6 very intuitive due to separation of suburbs and categories7 bit difficult to use at first, but very interesting after some time8 difficult; provide location search/drop down, allow custom date
pickers9 difficult to use at first, but easy to navigate after some time10 confusing at first, but easier after some time11 easy to use due to tabs; slider difficult to use, name updated in title
bar not easy to see, need familiarise yourself then it becomes easierto use
Table 4.7: Responses for Question 2 (iv) - Usability FeedbackParticipant Response1 yes2 yes but labels could be clearer3 logical; tapping a suburb from a listview could select it on a map,
suburb name on title bar not logical, ‘0 days selected’ misleading4 yes5 yes6 very simple layout - minimal widgets7 did not understand categories tab, selected days8 yes9 yes10 yes11 yes
4.2. RESULTS 58
Table 4.8: Responses for Question 2 (v) - Usability FeedbackParticipant Response1 yes - they are universally common2 no opinion3 use instead colour instead of blue for cloudy, red gives more em-
phasis so different color4 great colours5 excellent colour choice6 opacity not distinct7 well chosen8 well chosen9 well chosen10 well chosen11 well chosen
Table 4.9: Responses for Question 2 (vi) - Usability FeedbackParticipant Response1 not confusing2 slider instruction not clear3 sufficient4 sufficient5 slider instruction not clear6 simple data, easy to understand7 sufficient8 sufficient9 sufficient10 labels initially confusing but got clearer as time passed11 percentage of responses was initially confusing
nothing was confusing, while Participant 10 reported that it was initially confusing but got
clearer after spending more time interacting with the application. Participant 11 reported
that the ‘percentage of responses’ was initially confusing. A summary of responses for
Question 2 (vi) is given in Table 4.9.
The last question - Question 2 (vii) - explicitly sought additional features that users may
want to see in the visualisation. As Table 4.10 shows, the following suggestions were made
by participants. Four participants (Participant 1, 5, 9 and 10) did not want any additional
features within the visualisation. Two participants (Participants 3 and 11) preferred to
have suburbs coloured before interacting with the map. Participant 2 wanted to know
about the number of residences who live a given suburb, whereas Participant 6 wanted
to know about the severity of the problem. Participant 7 wanted data for other services
4.2. RESULTS 59
Table 4.10: Responses for Question 2 (vii) - Usability FeedbackParticipant Response1 no additional details2 number of residences3 overall colouring even before selecting suburbs/categories4 could expand listview on tapping because some names are too long5 sufficient6 severity of the problem visually7 have other data (e.g. electricity)8 laymen terms used to represent data9 no additional details10 no additional details11 overall colouring even before selecting suburbs/categories
(e.g. electricity, available from the second activity of the application) to be available for
visualising. Participant 4 wanted expandable list items, citing that they would like to see
the names of the suburbs since some were too long to be displayed in the space available
for display in the listview. Participant 8 commented “layman terms used to represent
data” but this did not make sense to the researcher as no examples were given for which
terms they wanted. Some suggestions from this question will constitute future work that
may arise from this research work.
4.2.3 User Experience
Question 3 - Interacting with the visualisation - formed the last part of the evaluation. As
with the usability feedback, there were no correct or incorrect answers when asking about
UX. The questions were investigating feelings or emotions invoked by the visualisation.
The results indicate a number of features that participants liked about the visualisation.
These were the use of Google Maps (7)2 within the visualisation, interactivity (4), selection
of suburbs (3), slider (1), tabs (1) and drop down menu for categories (1).
Regarding unpleasant features, four participants (Participants 1, 7 , 9 and 10) said there
were none; three (Participants 4, 6 and 11) commented on the slider, saying that it was
difficult to use, small and unintuitive. Participant 4 was not pleased with the clickable list
items that unfortunately did not reveal any more details e.g. a suburb names (especially
for those names that were too long to display fully in the list). Participants also provided
suggestions on how to improve the unpleasant or missing features within the visualisation
2numbers in the brackets indicate the number of participants who listed the given feature as pleasant
4.2. RESULTS 60
Table 4.11: Question 3 - User Experience(i) Were there any aspects of the application that you found pleasant
(e.g. satisfying, helpful, provocative, etc.)?(ii) Were there any aspects of the application that you found unpleasant
(e.g. frustrating, unpleasant, boring, etc.)?(iii) Is there anything you would like to comment about the MobiSAM
system?
application, for example, to provide a ‘Help or Tips’ section or icon to quickly guide users
on the use of features.Participant 8 commented “The fact that i[sic] move the data on full
screen”. This response could not be understood by the researcher.
The last question of the evaluation asked about overall feedback on the MobiSAM system.
Responses, as can be seen from Table 4.12, vary from being informative, easy to use, nice
to user friendly. However, Participants 2, 8 and 9 provided no answer to this question.
Suggestions given by Participants 3, 6, 7 and 10 were highlighted and discussed in the
usability responses earlier in the previous section. The following section discusses the
results of the evaluation.
Table 4.12: Results from Question 3 - User Experience
Participant Pleasant Unpleasant Comments
1 all info there no interesting, easy to
use, very informative,
fascinating how info
revealed
2 map re-navigating from
one tab to another to
analyse a category
no
3 selecting suburb,
slider
make suburb names in
the categories expand-
able
consider other colours
for instruction as it
make it look like an er-
ror
4 selecting suburb, map
interactivity satisfying
slider finicky, list
items clickable but do
not do anything
very nice and user
friendly app
Continued on next page
4.3. DISCUSSION 61
Table 4.12 – continued from previous page
Participant Pleasant Unpleasant Comments
5 map, interactivity,
colours, professional
looking app, flows
well
not help button/icon,
provide list of suburbs
to select from, im-
prove responsiveness
great app, ready for
deployment
6 Google Maps use
leverages user famil-
iarity so becomes easy
to use
slider small, unintu-
itive, difficult to use
could overlay suburb
name on zoom for easy
of search
7 Google Map, suburb
details/problems
no implement other ser-
vices, include weekly
and monthly timelines
8 option bar, map move data on full
screen
no
9 easy to visualise no no
10 yes, tab labels give a
hint
no include help icon/sec-
tion for user friendli-
ness
11 touch interface is
pleasant, no typing -
just tap
slider difficult to use very relevant, user
friendly UI
4.3 Discussion
User evaluation results indicated an overall success for the visualisation prototype with
regard to usability and UX. This indicates that the prototype is usable (to a satisfactory
degree - 79% from the usability testing) and users find it an easy to use, nice and user
friendly application to use. As shown in Tables 4.2, 4.4 - 4.10 and 4.12, the overall
evaluation yielded positive feedback. Majority (79%) of the usability tasks were achieved
by participants. Participants also gave an overall positive feedback on the usability of the
visualisation and UX. Most (nine out of eleven) of the participants were from the ICT
field and as such, gave a lot of feedback influenced by their expertise in the field. Most of
the problems they found were interface related as usability tests are meant to test for such
problems. The usability success was attributed to the prototype’s ease of use, its simple
4.3. DISCUSSION 62
UI and the integration of Google Maps amongst other factors. The following sections
discuss the results for usability and UX respectively.
4.3.1 Usability Feedback
As described in Section 3.4.4, the user test was designed to test the usability of the
visualisation. The average result for usability (from Question 1 of the questionnaire)
was 79%. This score indicates that most of the set tasks were successfully performed
by participants. The results given in Table 4.2 indicate a pattern of increasing success
in tasks as participants spent more time with the visualisation. This pattern proves
that the prototype was learnable. The participant (Participant 8) who struggled with
the tasks was, interestingly enough, from the ICT background. From the observations
made by the researcher, the participant was least interested in the evaluation and the
participant’s performance was not due to lack of familiarity with technology. It is also
worth noting that during the evaluation, no demonstration was made by the researcher to
participants. Participants were instead asked to launch the application from the mobile
phone and familiarise themselves with it, then start the user evaluation when they felt they
were ready. Five participants reported that the integration of Google Maps within the
visualisation improved intuitiveness since many users are already familiar with Google
Maps. Interactivity with the map was also highlighted as a beneficial and convenient
aspect that improved UX. Another aspect that appealed to users was the simplicity of
the visualisation.
Just over half of the participants successfully achieved the fist task - Task (i) - while
the rest of the tasks were performed satisfactorily, that is, all participants almost got
all questions correct. One reason that stood out from the researcher’s observation was a
short time users spent familiarising themselves with the application. This was evidenced
by comments made later during the test when participants reported they it was easier
to use the application after spending more time on it. During the evaluation, one other
shortcoming from the visualisation was the lack of feedback to users when they were
waiting for something to load. As results were being fetched from the online database, no
indication of the progress was made to users and that they need to wait a few seconds.
Most users would tap a screen and within a short period, as results were being fetched
from the server, tap on a different place. This resulted in slight frustration, especially
early on during the evaluation before they realised that they had to wait a few seconds.
The frustration was a limitation of the application to provide some form feedback to the
4.3. DISCUSSION 63
user (through implementing a progress bar or icon) as results are being fetched from the
server.
Three participants (4, 6 and 11) complained about the small size of the time slider.
Participant 4 described the slider as being “a bit finicky”. Participants were not able to
easily move it to the exact number of days they desired. As such, they suggested that a
better alternative would be allowing a user to pick dates in some way. The time element
(abstracted by the slider) within the application was also slightly confusing. Participants
1, 3 and 4 sought clarification as to what it meant or confirmation as to whether it was a
time period for the past N days where N is the number of days selected from sliding the
time slider.
Nine participants also appreciated the interactivity of the Google Maps and the overlay
of suburb boundaries, citing the ease of selecting suburbs of interest. However, three
participants (Participants 2, 8 and 11) suggested that since the suburbs were not labelled
on the map, it would be ‘nice’ to have a list (possibly a drop-down menu) where a user
would quickly just select a suburb of interest and have it shown/coloured on the map.
Participant 5 highlighted the importance of having a help or tip functionality so that
users would use it as a guide on how to use the visualisation.
One other feature that caused confusion was the two tabs in the visualisation. As described
in Chapter 3, the Suburbs tab was designed to be used to visualise the various suburbs
while the categories tab was meant for viewing the various categories. On each tab, say
the suburbs tab, a user would be expected to select (by tapping) a suburb to view its
details. The details for the suburb are the various categories of a suburb. While on a
categories tab, a user would be expected to view the category by selecting the appropriate
one, and then view how the various suburbs are affected by the chosen category. This
relationship was not obvious. For example, Participant 2 was not able to distinguish
between getting information pertaining to a particular suburb and that pertaining to
a particular category. As can be seen from the screenshot in Figure 3.5, a red colour
was used to highlight the instruction of interacting with the application. Participant
3 acknowledged this, but indicated that it looks like an error message and suggested a
different colour be used. Participant 11 was not aware that on launching the visualisation,
the results displayed were for all suburbs and for the entire timespan of the dataset and
that the bar chart at the top summarised the entire dataset.
4.4. SUMMARY 64
4.3.2 User Experience
Some results for UX indicated that participants expressed positive feelings and emotions
towards the visualisation. For example, Participant 1 reported that the application was
interesting and fascinating in terms how much information it revealed while Participant
4 described the visualisation as nice and user friendly. Most of the pleasant experiences
were attributed to the features users liked. For example, Google Maps was liked by seven
participants (Participants 1, 3, 5, 7, 8, 10 and 11) while others participants (e.g. Partic-
ipants 4, 5 and 11) liked the interactivity of the application and the map. Participants
reported a level of satisfaction as they interacted with the application and indicated some
were able to acknowledge the ease of its navigation and simplicity. There was however one
participant (Participant 2) was not fond of the navigation, citing it was a bit difficult to
manoeuvre through the application. The participant commented that they only realised
the map was interactive towards the end of the evaluation.
4.4 Summary
This chapter gave a detailed discussion of the evaluation results of the visualisation.
The results from the usability testing highlight that it is relatively simple to utilise the
visualisation application. The simple UI and the integration of Google Maps proved
to be desirable features for the visualisation. However, a few interface problems were
highlighted, e.g. the difficulty using the time slider. Comments and suggestions on
how the visualisation could be improved were also obtained from the participants. As
already indicated, these would be part of Section 5.3 - Future Work. The results for the
evaluation thus provide evidence that the prototype is effective for visualising datasets
for large geographical and categorical data. The next chapter concludes the thesis. It
summarises the entire thesis, highlighting important elements of the research process and
findings.
Chapter 5
Conclusion
5.1 Overview
The aim of this research was to investigate visualisation and interaction techniques for
large datasets for the mobile platform. The specific goals were also specified in Chapter 1
and how they were achieved was detailed in the chapters on related work, methodology and
user evaluation. It has been found that visualisation and interaction techniques largely
depend on the type of data used and the type of target device for the visualisation.
That said, the visualisation prototype indicates that visualisations for large datasets can,
indeed, be created for mobile phones. It has also showed that geographic and categorical
datasets can be visualised on mobile phones. Making use of APIs (e.g. Google Maps
API) not only saved development time but improved performance as well, as APIs are
optimised for performance and therefore take cognizance of the limited resources of mobile
devices. It also improved UX as users are already familiar with Google Maps.
5.2 Research Goals Revisited
The research goals stated in the introductory chapter of this thesis were all achieved. A
summary of each goal is given below:
� to review mobile visualisations and interactions techniques for large datasets.
Findings from related work indicated that limited resources in the mobile platform
are a major hindrance to visualisations in the mobile platform;
65
5.3. FUTURE WORK 66
� to develop visualisations based on the findings from related work.
Sections 3.3 and 3.4 discussed the design and development of the visualisation pro-
totype, iteratively applying the design guidelines from the the findings on related
work. Extensive use of APIs specifically developed for the platform improved the
performance and functionality of the developed visualisation prototype; and
� to evaluate the visualisations for effectiveness and usefulness amongst other factors.
Section 4.2 presented the results of the evaluation. The results of the evaluation were
discussed in Section 4.3. They results were positive - indicating that visualisations
for large datasets can be provided on mobile phones. Summing the results for
this portion of the thesis, it can be concluded that visualisation and interaction
techniques for large datasets on the mobile platform can be effective and useful for
providing information to users in a simple and clear manner.
5.3 Future Work
Findings from this research can be used to inform later research in a number of ways.
Implementation was done on the Android platform. This only narrows the use of APIs
and tools that enhanced development of the prototype only to the Android platform. It
would be worthwhile to extend the work to other platform such as iOS and Windows
and compare usability and UX across platforms. Time constraints could also not allow
incorporation of suggestions made by the participants during the evaluation of the visual-
isation. These include modification of features such as the time slider, more information
revealed on clicking items and colouring of the suburbs upon landing on the tab screens.
Future work could also explore how users may make their own determination on what to
visualise. Other data types, for instance text-based data, could also be interesting to use
in developing visualisations and on other existing platforms such as iOS and Windows.
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Appendix A
User Evaluation
A.1 Information Sheet
Information to participants
Title of Research: Mobile Visualisation Techniques for Large Datasets
Principal Researcher: Motebang Lebusa
Supervisors: Prof. Hannah Thinyane and Mrs. Ingrid Siebrger
Purpose of research
The purpose of this research project is threefold:
� to evaluate mobile visualisation and interaction techniques for large datasets;
� to develop visualisations based on findings from related work; and
� to evaluate the visualisations for usability and user experience.
The user study forms part of the last research goal evaluation. Its main purpose is to as-
sist in understanding usability (and discovering associated problems) and the experience
users have as they interact with the application.
71
A.2. CONSENT FORM SIGNED BY PARTICIPANTS 72
User study
The application that is to be evaluated in this study uses sample data from a real world
project called MobiSAM. MobiSAM is being implemented in the Makana Municipality
(here in Grahamstown). The purpose of that project is to support the community to
participate in local government by reporting problems related to service delivery, and
providing a way for the municipality to communicate planned / unplanned service delivery
outages to the community. Registered users report on their service delivery issues and
responses are summarised by suburbs. The municipal authorities access the data/reports
and then take appropriate action to resolve them.
The system currently requests feedback around the provision of water, sanitation, roads,
and electricity.
Within the application, the various responses are represented by different colours. These
colours are used to colour the suburbs, such that the category that has the highest number
of responses is used as the overall colour of the suburb.
Recordings
For the duration of the user study, audio recordings will be made as a way of accurately
capturing data.
A.2 Consent Form signed by Participants
CONSENT FORM
Title of Research: Mobile Visualisation Techniques for Large Datasets
Principal Researcher: Motebang Lebusa
Supervisors: Prof. Hannah Thinyane and Mrs. Ingrid Siebrger
Project Aims
The aims of this research project are threefold:
1. to evaluate mobile visualisation and interaction techniques for large datasets;
2. to develop visualisations based on work from related work; and
3. to evaluate the visualisations for usability and user experience.
A.3. EVALUATION QUESTIONNAIRE 73
Purpose of User Study
The purpose of this user study is to evaluate a visualisation system for categorical and
location based information. In doing so it seeks to assist in understanding the usability
(and discovering associated usability problems) and the experience users have as they
interact with the application.
� I have received information about this research project.
� I understand the purpose of the research project and my involvement in it.
� I understand that I may withdraw from the research project at any stage.
� I understand that participation in this user study is done on a voluntary basis.
� To the best of my knowledge I have no physical impediments that will stop me from
completing this study.
� I understand that while information gained during the study may be published, I
will not be identified and my personal results will remain confidential.
Name of participant.....................................................................................................
Signed......................................................... Date............................................................
I have provided information about the research to the research participant and believe
that he/she understands what is involved.
Researchers signature and date.................................................................................
A.3 Evaluation Questionnaire
Title of Research: Mobile Visualisation Techniques for Large Datasets
Principal Researcher: Motebang Lebusa
Supervisors: Prof. Hannah Thinyane and Mrs. Ingrid Siebrger
A.3. EVALUATION QUESTIONNAIRE 74
Scenario
Your town Grahamstown has constant water problems. You’ve been having
terrible water quality in your suburb for the past two weeks and would like
to know extent of the problem in the whole town. Launch MobiSAM app
and find out more information and then perform the tasks given below.
1. Tasks
i) Find categories with the highest and least responses.
ii) Find any suburb of interest and give the overall water quality situation in it?
Suburb name:
Overall water quality:
iii) Give the water quality situation from the above suburb for the past three (3) days.
iv) Find the suburb that has the highest incidence of water that smells offensive.
v) What is the total number of reports from the above suburb?
vi) Which suburb reported the least responses of cloudy water in the past ten (10) days?
vii) How many responses were reported in the above suburb?
2. Usability
i. What stands out to you on the application? Explain your answer.
ii. Was the 10 days window enough? Would you want to look at results from different
days? How far back do you think you would want to see?
iii. Is the application easy or difficult to navigate? Can you explain your answer?
iv. Did you understand all the functions that the application provides? Did the labels
and buttons do what you thought they would?
v. Are colours used for representing categories well chosen? If not, can you suggest
different colours?
vi. Is the information and details displayed on the application sufficient or confusing (e.g.
labels, details from data, etc.)?
vii. Is there any other information or details you would like to see available on the
visualisation?
A.3. EVALUATION QUESTIONNAIRE 75
3. Interacting with visualisation
i. Were there any aspects of the application that you found pleasant (e.g. satisfying,
helpful, provocative, etc.)?
ii. Were there any aspects of the application that you found unpleasant (e.g. frustrating,
unpleasant, boring, etc.)?
iii. Is there anything you would like to comment about the MobiSAM system?
End of Questionnaire
Appendix B
Useful Information
B.1 Code Listing for Point in Polygon method
Listing B.1: pnpoly method listing
/*
* The method determines whether or not a point specified by the given coordinates
* lies inside the boundary of given by the array of the x−y coordinates
*/
public boolean pnpoly ( int npol , float [ ] xp , float [ ] yp , float x , float y )
{int i , j ;
boolean c = false ;
f o r ( i = 0 , j = npol−1; i < npol ; j = i++) {i f ( ( ( yp [ i ] > y ) != ( y < yp [ j ] ) ) &&
( x < ( xp [ j ] − xp [ i ] ) *
( y − yp [ i ] ) / ( yp [ j ] − yp [ i ] ) + xp [ i ] ) )
c = ! c ;
}r e turn c ;
}
B.2 Listing for all suburbs used in the visualisation
Listing B.2: List of suburbs used in the visualisation
Cradock Heights
Eluxolweni
76
B.3. LISTING FOR CATEGORIES USED IN THE VISUALISATION 77
Extension 4 & Extension 5
Extension 6 & Lingelihle
Extension 7 ( formal & informal )
Extension 8 , Extension 9 & Transit Camp
Fingo Village
Fort England
Grahamstown Central
Hill 60
Hlalani
Hoegenoeg
Joza & Extension 1
Kingswood
Mnandi , Extension 2 & Extension 3
Newtown , Nadncame & Silverton
Oatlands
Oatlands North
Phaphamani
Somerset Heights
Sunnyside
Tantyi , Xolani & Zolani
Vukani
West Hill
B.3 Listing for categories used in the visualisation
Listing B.3: List of categories used in the visualisation
cloudy
brownish
smells offensive
smells alkaline
Appendix C
Accompanying CD-ROM
The accompanying CD-ROM contains the following:
MotebangLebusa.pdf This thesis in pdf format.
References Electronic copies of some of the references used for this thesis.
SourceCode The source code of the visualisation developed in this research project.
Ethical Clearance Documents Electronic copies of documents submitted to the De-
partmental Human Research Ethics Committee for user evaluation.
User Evaluation Results Google Spreadsheet used to collect data online from partici-
pants who participated in the user evaluation.
google-play-services lib Google Play services APIs library required to allow usage of
Google Play services APIs within a mobile application.
Azure Details Login credentials to the researcher’s Microsoft Azure account and other
details.
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