Project Goals
Perform literature review of existing peripheral info-art displays
Collect data on what information people would like to see and in what form
Design the info-art display and build a legend of what data corresponds to which element
Design and conduct an experiment to evaluate recall rates of info-art
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Related Work
Data Collection
We sent out a survey to collect what kind of data users like having access to on a daily and regular basis. We also collected data on what visual element changes they associate with what kind of data. For example, a majority of respondents said that they associate temperature changes with colour while they associated step count with position.
Visual Design
Experiment Design
To assess the efficacy of the designed info-art display, it's crucial to compare it with an equivalent text-centric display. I developed a mobile display showcasing identical data points, but in the form of text widgets. Subsequently, I designed three separate versions of this display with distinct data and constructed the corresponding info-art displays.
To evaluate the capabilities of the two displays as peripheral sources of information, the experiment needed to be in a dual-task format.
The primary task given to the participant was to browse through a Wikipedia article on a primary device i.e. a laptop. The chosen article was about Australiformis, a parasitic worm from Australia.
The secondary device was a phone screen with either the info-art or the text information displayed on it and kept next to the laptop. The participants were asked to interact with the Wiki page and glance over at the phone screen for a duration of 4 minutes.
Since the two tasks were unrelated, it’s expected that participants would use a discrete split of their full attention to attend to both. I did not place any indication of priority or urgency on any aspect of the experiment. Since both tasks required a moderate level of cognitive processing, it can be considered a fair setup to test ambient information consumption.
Participants
Participants were recruited by sending out a Microsoft Form calling for voluntary participation. The form asked for their demographic information, gave a brief overview of the nature of the experiment, and asked them to fill out a consent form. I then contacted the qualifying respondents and scheduled meeting times with them. Five respondents were put in the control group and another five in the experimental group.
Test Results
After the duration of the experiment, participants were each asked to take a test on the information they saw and remembered from the mobile screen. Each correct answer is given 1 point. The maximum possible score on this test is 10 points. The results are as follows.
Limiting Graphics
The art elements are not currently customizable
Mappings may be unintuitive
Flashy art style may be distracting to some
Short period of observation
Primary task validity
Lack of personal stake in the primary task may have caused an inaccurate distribution of attention to the peripheral device
Slightly unfair comparison
The control text-based display is quite bad, current systems are more standardized (including icons)