Information
- Publication Type: Master Thesis
- Workgroup(s)/Project(s): not specified
- Date: 2023
- TU Wien Library:
- Open Access: yes
- First Supervisor: Renata Raidou
- Pages: 128
- Keywords: storytelling, on-screen gamification approaches, narrative visualization, misleading visualizations, biomedical visualization pipeline, uncertainty in biomedicine, uncertainty quantification, educational visualization, visualization for large audiences
Abstract
This thesis proposes a solution against misleading visualizations in health care, which convey inaccurate insights. Misleading elements of such visualizations originate from uncertainties emerging across the steps of the medical visualization pipeline. We investigate the field of storytelling and gamification to support the general audience in recognizing and addressing misleading visualizations in health care. Our research questions are: ``Which types of uncertainty arise in the medical visualization pipeline and is there any intent behind those?'' and ``How can we inform the general population about the existence of visualization uncertainty?'' To answer the research questions, we created a taxonomy of uncertainty types in the medical visualization pipeline and designed and developed the educational game ``DeteCATive'' to convey these concepts to the general public in an engaging way. The game includes eight tasks that contain amusing fictional stories with misleading visualizations created with intent and based on medical data. Every story comes with its own set of assumptions. A player should define whether an assumption is correct or false based on the story to gain points and rewards. Then, these points can be spent at the end of the game to fulfill the game objective. To assess the educational value of the game, we conducted a user study with 21 participants. This study provided us with significant insights. Certain misleading visualization tricks were hard to recognize by the participants. The game obtained positive participants feedback from the participants regarding memorability, reinforcement, and engagement. Incorrectly assessed assumptions required more time as opposed to correctly assessed ones, indicating the willingness of participants to learn more. Further research directions include the investigation of a potential correlation between uncertainty types and detectability or investigating further intents.Additional Files and Images
Weblinks
BibTeX
@mastersthesis{shilo-2023-vna,
title = "Visual narratives against misleading visualizations in
health care",
author = "Anna Shilo",
year = "2023",
abstract = "This thesis proposes a solution against misleading
visualizations in health care, which convey inaccurate
insights. Misleading elements of such visualizations
originate from uncertainties emerging across the steps of
the medical visualization pipeline. We investigate the field
of storytelling and gamification to support the general
audience in recognizing and addressing misleading
visualizations in health care. Our research questions are:
``Which types of uncertainty arise in the medical
visualization pipeline and is there any intent behind
those?'' and ``How can we inform the general population
about the existence of visualization uncertainty?'' To
answer the research questions, we created a taxonomy of
uncertainty types in the medical visualization pipeline and
designed and developed the educational game ``DeteCATive''
to convey these concepts to the general public in an
engaging way. The game includes eight tasks that contain
amusing fictional stories with misleading visualizations
created with intent and based on medical data. Every story
comes with its own set of assumptions. A player should
define whether an assumption is correct or false based on
the story to gain points and rewards. Then, these points can
be spent at the end of the game to fulfill the game
objective. To assess the educational value of the game, we
conducted a user study with 21 participants. This study
provided us with significant insights. Certain misleading
visualization tricks were hard to recognize by the
participants. The game obtained positive participants
feedback from the participants regarding memorability,
reinforcement, and engagement. Incorrectly assessed
assumptions required more time as opposed to correctly
assessed ones, indicating the willingness of participants to
learn more. Further research directions include the
investigation of a potential correlation between uncertainty
types and detectability or investigating further intents.",
pages = "128",
address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
school = "Research Unit of Computer Graphics, Institute of Visual
Computing and Human-Centered Technology, Faculty of
Informatics, TU Wien",
keywords = "storytelling, on-screen gamification approaches, narrative
visualization, misleading visualizations, biomedical
visualization pipeline, uncertainty in biomedicine,
uncertainty quantification, educational visualization,
visualization for large audiences",
URL = "https://www.cg.tuwien.ac.at/research/publications/2023/shilo-2023-vna/",
}