– all angles 60°
Before they can solve problems, however, students must first know what type of visual representation to create and use for a given mathematics problem. Some students—specifically, high-achieving students, gifted students—do this automatically, whereas others need to be explicitly taught how. This is especially the case for students who struggle with mathematics and those with mathematics learning disabilities. Without explicit, systematic instruction on how to create and use visual representations, these students often create visual representations that are disorganized or contain incorrect or partial information. Consider the examples below.
Mrs. Aldridge ask her first-grade students to add 2 + 4 by drawing dots.
Notice that Talia gets the correct answer. However, because Colby draws his dots in haphazard fashion, he fails to count all of them and consequently arrives at the wrong solution.
Mr. Huang asks his students to solve the following word problem:
The flagpole needs to be replaced. The school would like to replace it with the same size pole. When Juan stands 11 feet from the base of the pole, the angle of elevation from Juan’s feet to the top of the pole is 70 degrees. How tall is the pole?
Compare the drawings below created by Brody and Zoe to represent this problem. Notice that Brody drew an accurate representation and applied the correct strategy. In contrast, Zoe drew a picture with partially correct information. The 11 is in the correct place, but the 70° is not. As a result of her inaccurate representation, Zoe is unable to move forward and solve the problem. However, given an accurate representation developed by someone else, Zoe is more likely to solve the problem correctly.
Some students will not be able to grasp mathematics skills and concepts using only the types of visual representations noted in the table above. Very young children and students who struggle with mathematics often require different types of visual representations known as manipulatives. These concrete, hands-on materials and objects—for example, an abacus or coins—help students to represent the mathematical idea they are trying to learn or the problem they are attempting to solve. Manipulatives can help students develop a conceptual understanding of mathematical topics. (For the purpose of this module, the term concrete objects refers to manipulatives and the term visual representations refers to schematic diagrams.)
It is important that the teacher make explicit the connection between the concrete object and the abstract concept being taught. The goal is for the student to eventually understand the concepts and procedures without the use of manipulatives. For secondary students who struggle with mathematics, teachers should show the abstract along with the concrete or visual representation and explicitly make the connection between them.
A move from concrete objects or visual representations to using abstract equations can be difficult for some students. One strategy teachers can use to help students systematically transition among concrete objects, visual representations, and abstract equations is the Concrete-Representational-Abstract (CRA) framework.
If you would like to learn more about this framework, click here.
CRA is effective across all age levels and can assist students in learning concepts, procedures, and applications. When implementing each component, teachers should use explicit, systematic instruction and continually monitor student work to assess their understanding, asking them questions about their thinking and providing clarification as needed. Concrete and representational activities must reflect the actual process of solving the problem so that students are able to generalize the process to solve an abstract equation. The illustration below highlights each of these components.
One promising practice for moving secondary students with mathematics difficulties or disabilities from the use of manipulatives and visual representations to the abstract equation quickly is the CRA-I strategy . In this modified version of CRA, the teacher simultaneously presents the content using concrete objects, visual representations of the concrete objects, and the abstract equation. Studies have shown that this framework is effective for teaching algebra to this population of students (Strickland & Maccini, 2012; Strickland & Maccini, 2013; Strickland, 2017).
Kim Paulsen discusses the benefits of manipulatives and a number of things to keep in mind when using them (time: 2:35).
Kim Paulsen, EdD Associate Professor, Special Education Vanderbilt University
View Transcript
Transcript: Kim Paulsen, EdD
Manipulatives are a great way of helping kids understand conceptually. The use of manipulatives really helps students see that conceptually, and it clicks a little more with them. Some of the things, though, that we need to remember when we’re using manipulatives is that it is important to give students a little bit of free time when you’re using a new manipulative so that they can just explore with them. We need to have specific rules for how to use manipulatives, that they aren’t toys, that they really are learning materials, and how students pick them up, how they put them away, the right time to use them, and making sure that they’re not distracters while we’re actually doing the presentation part of the lesson. One of the important things is that we don’t want students to memorize the algorithm or the procedures while they’re using the manipulatives. It really is just to help them understand conceptually. That doesn’t mean that kids are automatically going to understand conceptually or be able to make that bridge between using the concrete manipulatives into them being able to solve the problems. For some kids, it is difficult to use the manipulatives. That’s not how they learn, and so we don’t want to force kids to have to use manipulatives if it’s not something that is helpful for them. So we have to remember that manipulatives are one way to think about teaching math.
I think part of the reason that some teachers don’t use them is because it takes a lot of time, it takes a lot of organization, and they also feel that students get too reliant on using manipulatives. One way to think about using manipulatives is that you do it a couple of lessons when you’re teaching a new concept, and then take those away so that students are able to do just the computation part of it. It is true we can’t walk around life with manipulatives in our hands. And I think one of the other reasons that a lot of schools or teachers don’t use manipulatives is because they’re very expensive. And so it’s very helpful if all of the teachers in the school can pool resources and have a manipulative room where teachers can go check out manipulatives so that it’s not so expensive. Teachers have to know how to use them, and that takes a lot of practice.
Data visualization is the graphical representation of information and data. By using visual elements like charts, graphs, and maps, data visualization tools provide an accessible way to see and understand trends, outliers, and patterns in data.
This practice is crucial in the data science process, as it helps to make data more understandable and actionable for a wide range of users, from business professionals to data scientists.
Table of Content
Why is data visualization important, 1. data visualization discovers the trends in data, 2. data visualization provides a perspective on the data, 3. data visualization puts the data into the correct context, 4. data visualization saves time, 5. data visualization tells a data story, types of data visualization techniques, tools for visualization of data, advantages and disadvantages of data visualization, best practices for visualization data, use-cases and applications of data visualization.
Data visualization translates complex data sets into visual formats that are easier for the human brain to comprehend. This can include a variety of visual tools such as:
The primary goal of data visualization is to make data more accessible and easier to interpret, allowing users to identify patterns, trends, and outliers quickly. This is particularly important in the context of big data, where the sheer volume of information can be overwhelming without effective visualization techniques.
Performing accurate visualization of data is very critical to market research where both numerical and categorical data can be visualized, which helps increase the impact of insights and also helps in reducing the risk of analysis paralysis. So, data visualization is categorized into the following categories:
Let’s understand the visualization of data via a diagram with its all categories.
To read more on this refer to: Categories of Data Visualization
Let’s take an example. Suppose you compile visualization data of the company’s profits from 2013 to 2023 and create a line chart. It would be very easy to see the line going constantly up with a drop in just 2018. So you can observe in a second that the company has had continuous profits in all the years except a loss in 2018.
It would not be that easy to get this information so fast from a data table. This is just one demonstration of the usefulness of data visualization. Let’s see some more reasons why visualization of data is so important.
The most important thing that data visualization does is discover the trends in data. After all, it is much easier to observe data trends when all the data is laid out in front of you in a visual form as compared to data in a table. For example, the screenshot below on visualization on Tableau demonstrates the sum of sales made by each customer in descending order. However, the color red denotes loss while grey denotes profits. So it is very easy to observe from this visualization that even though some customers may have huge sales, they are still at a loss. This would be very difficult to observe from a table.
Visualizing Data provides a perspective on data by showing its meaning in the larger scheme of things. It demonstrates how particular data references stand concerning the overall data picture. In the data visualization below, the data between sales and profit provides a data perspective concerning these two measures. It also demonstrates that there are very few sales above 12K and higher sales do not necessarily mean a higher profit.
It isn’t easy to understand the context of the data with data visualization. Since context provides the whole circumstances of the data, it is very difficult to grasp by just reading numbers in a table. In the below data visualization on Tableau , a TreeMap is used to demonstrate the number of sales in each region of the United States. It is very easy to understand from this data visualization that California has the largest number of sales out of the total number since the rectangle for California is the largest. But this information is not easy to understand outside of context without visualizing data.
It is definitely faster to gather some insights from the data using data visualization rather than just studying a chart. In the screenshot below on Tableau, it is very easy to identify the states that have suffered a net loss rather than a profit. This is because all the cells with a loss are coloured red using a heat map, so it is obvious states have suffered a loss. Compare this to a normal table where you would need to check each cell to see if it has a negative value to determine a loss. Visualizing Data can save a lot of time in this situation!
Data visualization is also a medium to tell a data story to the viewers. The visualization can be used to present the data facts in an easy-to-understand form while telling a story and leading the viewers to an inevitable conclusion. This data story, like any other type of story, should have a good beginning, a basic plot, and an ending that it is leading towards. For example, if a data analyst has to craft a data visualization for company executives detailing the profits of various products, then the data story can start with the profits and losses of multiple products and move on to recommendations on how to tackle the losses.
To find out more points please refer to this article: Why is Data Visualization so Important?
Now, that we have understood the basics of Data Visualization, along with its importance, now will be discussing the Advantages, Disadvantages and Data Science Pipeline (along with the diagram) which will help you to understand how data is compiled through various checkpoints.
Various types of visualizations cater to diverse data sets and analytical goals.
Visualization of data not only simplifies complex information but also enhances decision-making processes. Choosing the right type of visualization helps to unveil hidden patterns and trends within the data, making informed and impactful conclusions.
The following are the 10 best Data Visualization Tools
To find out more about these tools please refer to this article: Best Data Visualization Tools
Effective data visualization is crucial for conveying insights accurately. Follow these best practices to create compelling and understandable visualizations:
In the realm of Business Intelligence and Reporting, organizations leverage sophisticated tools to enhance decision-making processes. This involves the implementation of comprehensive dashboards designed for tracking key performance indicators (KPIs) and essential business metrics. Additionally, businesses engage in thorough trend analysis to discern patterns and anomalies within sales, revenue, and other critical datasets. These visual insights play a pivotal role in facilitating strategic decision-making, empowering stakeholders to respond promptly to market dynamics.
Financial Analysis in the corporate landscape involves the utilization of visual representations to aid in investment decision-making. Visualizing stock prices and market trends provides valuable insights for investors. Furthermore, organizations conduct comparative analyses of budgeted versus actual expenditures, gaining a comprehensive understanding of financial performance. Visualizations of cash flow and financial statements contribute to a clearer assessment of overall financial health, aiding in the formulation of robust financial strategies.
Within the Healthcare sector, the adoption of visualizations is instrumental in conveying complex information. Visual representations are employed to communicate patient outcomes and assess treatment efficacy, fostering a more accessible understanding for healthcare professionals and stakeholders. Moreover, visual depictions of disease spread and epidemiological data are critical in supporting public health efforts. Through visual analytics, healthcare organizations achieve efficient allocation and utilization of resources, ensuring optimal delivery of healthcare services.
In the domain of Marketing and Sales, data visualization becomes a powerful tool for understanding customer behavior. Segmentation and behavior analysis are facilitated through visually intuitive charts, providing insights that inform targeted marketing strategies. Conversion funnel visualizations offer a comprehensive view of the customer journey, enabling organizations to optimize their sales processes. Visual analytics of social media engagement and campaign performance further enhance marketing strategies, allowing for more effective and targeted outreach.
Human Resources departments leverage data visualization to streamline processes and enhance workforce management. The development of employee performance dashboards facilitates efficient HR operations. Workforce demographics and diversity metrics are visually represented, supporting inclusive practices within organizations. Additionally, analytics for recruitment and retention strategies are enhanced through visual insights, contributing to more effective talent management.
In the contemporary landscape of information management, the synergy between data visualization and big data has become increasingly crucial for organizations seeking actionable insights from vast and complex datasets. Data visualization, through graphical representation techniques such as charts, graphs, and heatmaps, plays a pivotal role in distilling intricate patterns and trends inherent in massive datasets.
As organizations grapple with the challenges and opportunities presented by the sheer volume, velocity, and variety of data, the integration of data visualization becomes an indispensable strategy for extracting value and fostering a deeper understanding of complex information. The marriage of data visualization and big data not only enhances interpretability but also empowers decision-makers to derive actionable intelligence from the vast reservoirs of information available in today’s data-driven landscape.
Data visualization serves as a cornerstone in the modern landscape of information interpretation. Its ability to transform complex data into comprehensible visual formats, such as charts and graphs, is instrumental in facilitating better decision-making processes across various sectors.
What are the 4 main visualization types.
Various forms of data visualization exist, including but not limited to bar charts, line charts, scatter plots, pie charts, and heat maps. These represent commonly used methods for presenting and interpreting data.
A pie chart depicting the market share of different smartphone brands in a region, allowing a quick visual comparison of their respective contributions to the overall market.
Similar reads.
What is Visual Representation?
Home >> Neurodiversopedia >> V Terms
Visual representation means using pictures, symbols, or other images to show ideas or things. It helps kids understand things better by showing them instead of just telling them.
How does visual representation work, recommended products, related topics, frequently asked question.
Can visual representation help with communication difficulties?
Absolutely! Visual communication tools, like icons and symbols, offer an alternative way for children to express themselves, bridging communication gaps and promoting interaction.
What types of visual tools are commonly used for kids with special needs?
Common visual tools include symbols, pictures, charts, graphs, interactive apps, and social stories that aid comprehension, communication, and learning.
Can visual representation help improve organization and daily routines?
Absolutely, visual schedules and color-coded systems help kids follow routines, stay organized, and anticipate activities, reducing anxiety and promoting independence.
Is visual representation only for young children or can older kids also benefit?
Visual representation is beneficial for children of all ages, including older kids and teenagers. It helps convey complex information, foster independence, and enhance comprehension across various age groups.
Visual representation is conveying information, concepts, or data through visual means such as images, charts, graphs, and diagrams. It is crucial in facilitating comprehension and communication, especially for children with special needs . Visual elements make information more accessible and understandable, promoting effective learning and engagement. Unlike solely relying on words, visual representation taps into the brain’s natural ability to process and retain visual information, making it an essential tool in the educational journey of children with diverse learning needs.
Here’s a look at how visual representation can help kids with special needs. Meet Max, a 7-year-old with ADHD . Max often finds it tough to follow classroom routines. To help him, his teacher uses visual schedules :
With this system, Max feels more organized and less anxious about what comes next in his day.
Visual representation helps make abstract ideas clearer for kids with special needs. Here’s how it’s used:
These tools make learning and following instructions simpler and more engaging.
This post was originally published on 08/26/2023. It was updated on 08/07/2024.
Parenting Hacks
Free Printable Potty Training Visual Schedule
August 16, 2024
Do Visual Schedules Help ADHD Students?
February 7, 2024
What Is the IEP Goal for Following Visual Schedule...
What Is the IEP Goal for Following Visual Schedules?
February 2, 2024
Neurodiversopedia
August 27, 2024
< 1 min read
Company info
Media requests
Terms Of use
Privacy Policy
Parent Press
Cookie | Duration | Description |
---|---|---|
cookielawinfo-checkbox-analytics | 11 months | This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Analytics". |
cookielawinfo-checkbox-functional | 11 months | The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". |
cookielawinfo-checkbox-necessary | 11 months | This cookie is set by GDPR Cookie Consent plugin. The cookies is used to store the user consent for the cookies in the category "Necessary". |
cookielawinfo-checkbox-others | 11 months | This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other. |
cookielawinfo-checkbox-performance | 11 months | This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Performance". |
viewed_cookie_policy | 11 months | The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. It does not store any personal data. |
Written by: Mahnoor Sheikh
An infographic is a powerful way to communicate data, ideas and knowledge in a visual format. It combines visual elements like charts, diagrams and illustrations, along with minimal text to explain topics in a way that’s easy to grasp.
While it may seem like a new concept, infographics have been around for a long time
In fact, they’ve exploded in popularity in virtually every industry. From digital marketing to schools and classrooms, infographics are being used everywhere to communicate complex information in a visually engaging way.
If you’re new to design and don't know anything about infographics or how to make the most of it, this short guide is created just for you.
In this article, we’ve covered everything you need to know about creating infographics. You’ll also find creative infographic examples and editable templates sprinkled throughout this article so you can start creating your own visuals .
Here’s a short selection of 10 easy-to-edit infographic templates you can edit, share and download with Visme. View more templates below:
How to create an infographic, types of infographics and when to use them.
By definition, an infographic is a visual representation of any kind of information, data or knowledge. Infographics combine various elements, such as text, images, charts, and diagrams, to provide a clear, engaging and easily understood summary of a complex topic.
Whether it’s a study on market trends or a step-by-step guide on how to do your laundry, an infographic can help you present that information in the form of an attractive visual graphic.
Take a look at the infographic example below from the Visme template library.
It explains how marketers can use content as a selling tool. Notice how the use of bright colors, illustrated icons, and bold text instantly grabs your attention and gives you an overview of the topic as you skim through it.
Keep in mind that the goal of an infographic is not only to inform but also to make the viewing experience fun and engaging for your audience. As you can see in the infographic below, there are different types of infographics you can create.
The secret to creating an exceptional infographic all comes down to how you combine different graphic elements—like colors, icons, images, illustrations and fonts—to explain a topic in a compelling and easy-to-understand way.
Here’s another infographic above that showcases the statistics and percentages in a visual form using a combination of pie charts , bar graphs , icons and maps . So, even if you don’t read the text above the data widgets, you’ll still get the picture.
There’s a reason why infographics are so popular—they’re fun, engaging and super easy to share. Plus, they have tons of benefits for all kinds of content creators, including businesses, educators and nonprofits.
Marketers can use infographics to drive more website traffic, increase visibility and brand awareness, and boost engagement. They are also highly linkable content assets, meaning they can generate valuable backlinks that boost SEO efforts.
Educators and trainers can use infographics to explain difficult concepts or break down complex information to make it easier to understand.
Nonprofits can use infographics to spread awareness about a cause or social issue.
Here’s an example of how the Environmental Protection Agency (EPA) is using an infographic to create awareness about leaks.
Image Source
In this article, we’ve shared 101 infographic examples to give you all the inspiration you need to create beautiful infographics.
Creating a beautiful infographic can be tricky, especially if you’re not a professional designer. However, Visme makes it a breeze.
With a Visme account, you get access to thousands of professionally designed infographic templates , millions of design assets and dozens of advanced features.
You don’t need to be a designer to use it, but even your designer would love it!
Check out this video to find out how you can create an infographic in Visme.
Additionally, here’s a step-by-step guide to creating an infographic using Visme’s drag-and-drop editor and premade templates.
The first step is to sign up on Visme (it's free!) and choose a template to get started with.
Browse through hundreds of free and premium infographic templates inside the dashboard to find one that works best with your content and purpose.
When you find one you like, hover on it and click “Edit.”
Customize these infographic templates using a drag-and-drop editor! Edit and Download
If you need help or are running against the clock, Visme’s AI Designer can do the heavy lifting for you.
Just write a detailed prompt describing the type of infographic you want to create, along with the details of the design and content. Choose your design theme and watch the tool generate compelling infographics filled with text, charts and other design elements.
Whether you're using the template or the AI designer, Visme gives you complete control over your infographic design and content.
When you finally select a template or design theme to edit, you’ll redirected to the Visme editor.
This is where you get to customize the infographic with your own colors, fonts, text, images, icons and much more and make it entirely your own.
Start by replacing the dummy text with yours. Even if you’re facing writer's block, Visme AI text writer is right there to help you. With a text prompt, you can generate content ideas for your infographics and create outlines, headlines and draft copy. It can also assist in proofreading and editing your text for grammar, clarity, and conciseness.
In fact, you can change the entire color scheme of your infographic in one go using our preset color themes. Or automatically generate with the Brand Design Tool and save your assets in your brand kit. This allows you to apply your branding to any design with a single click.
Visme also gives you unlimited access to the following:
Even if you don't find visuals that align with your vision, Visme offers an AI image generator . Whip up beautiful visuals in a variety of output styles: photos, paintings, pencil drawings, 3D graphics, icons, abstract art, and more—using a text prompt
Exciting, right? The best part is that this takes literally a few minutes because of the drag-and-drop editor.
You can also add links and animations, upload your own brand assets, add data visualizations like charts and graphs, and add new content blocks to extend your infographic.
Check out our infographic design guide for more tips on how to make an eye-catching infographic!
Elevate your infographic and hold the reader's attention with animation and interactive features like animated graphics and charts, animated text and objects, gestures and illustrations, links, hotspots, hover effects and pop-ups.
Bring life to your infographic by adding cool and sleek 3D animated characters. With our 3D character creator , you can customize their apparel, hair, gender, skin tone, and more until you’re satisfied with the final appearance. You also have the freedom to select their entry, waiting and exit poses.
But that's not all…You can embed interactive content in your infographic, like forms, audio, video and GIFs to make it memorable.
That’s it—you’re almost done!
After you’ve finished customizing your infographic, it’s time to download or share it with your audience in a variety of ways.
You can either download it for offline use in image, PDF or HTML5 formats. Or generate a link to share it privately with specific people.
You can also embed it on your website or blog using a responsive code, or publish it on the web so anyone can search for and access it.
After you’ve shared your infographics online, use Visme’s analytics to keep an eye on how your audience engages with it. You can find out who viewed it, the date and time of the view, the visitor's IP address, their location, the time spent on your project, and which sections they spent more time on.
Sign up. It’s free.
There’s no one-size-fits-all infographic out there.
Infographics are of various different types, and if you want yours to actually be effective, you need to pick a type that’s aligned with your purpose and nature of content.
In this video, we've covered the 13 types of infographics and when to use them, plus we've included templates to help you get started.
Generally, infographics are used for one or more of the following reasons:
Once you’re sure about what you need an infographic for, you can move on to selecting the right type of infographic for your needs.
Here are the different types of infographics available in Visme.
Statistical infographics make use of typography, charts and graphs to present research, facts and figures in a visual way. This helps make data look more interesting and easier to digest than a bunch of plain numbers or tables.
A statistical infographic can either focus on a single research or data visualization or use a mix of different visualizations to present various facts and figures about a topic.
The infographic template below displays data about the global penetration of social platforms using bar graphs
This type of statistical infographic is ideal for use as part of a report or presentation or for visualizing a statistic mentioned in your blog post.
Now, take a look at the infographic template below. Instead of a single visualization, it focuses on giving a statistical overview of a more general topic—cybersecurity.
This type of statistical infographics is ideal for educational purposes and creating awareness about a subject or cause.
Statistical infographics are usually less text-heavy and more data-focused. In the Visme editor, you get access to 50+ types of data visualizations , including charts and graphs , maps , diagrams, histograms , pictograms and widgets—in 2D and 3D formats.
Informational infographics use a mix of text and visual elements to explain or simplify a topic, or guide readers through a series of steps.
The example below explains how to grow an email list with the help of a colorful informational infographic that’s easy to follow and fun to read.
These are usually text-heavy infographics and can be used to summarize long blog posts and videos. You can also share an informational infographic as a stand-alone content piece.
Check out this informational infographic template to use for your own content.
Informational infographics usually follow a visual narrative to tell a story. This includes leveraging font size and styling, imagery and the placement of different objects to lead the reader’s eye from one point to the next in the order of importance or position.
Process infographics usually make use of flowcharts, diagrams and even timelines to guide readers through a series of steps or to help simplify the decision-making process.
Here’s an example of a process infographic template.
These types of infographics are useful for giving instructions to employees, explaining a step-by-step process to customers or for light-hearted, humorous purposes .
Timeline infographics are useful for presenting information in a chronological order. Whether you’re visually showcasing your brand history or showing how something has evolved over time, a timeline infographic can help you out.
Here’s a horizontal timeline infographic template from Visme to get you started.
If you want to create a vertical timeline infographic, below is a template to help you.
You can use a timeline infographic to creatively display your brand story on your website’s About page.
This type of infographic can also help you with project management purposes, such as creating project timelines.
Looking to break down and explain the different parts of something? An anatomical infographic can help you do just that.
This type of infographic has a labeled diagram format, which can help you highlight and explain ingredients, product parts, characteristics, personality traits, and more.
Check out this anatomical infographic template as an example. It breaks down the key elements of a great ad copy.
Here’s another example of an anatomical infographic that explains the different moving parts of a sales business plan .
This type of infographic usually features a pyramid to help you display different levels of information.
Take a look at the hierarchical infographic template below.
If you want to organize information by different levels, such as by priority, importance or difficulty, a hierarchical infographic like the one above is a good way to go.
List infographics help you summarize and present list-based information. This could be a list of items, factors and even steps to do something.
Here’s a list infographic template you can customize.
You can use this type of infographic to sum up a how-to or listicle blog post. List infographics are also likely to get shared as they’re usually straightforward and fun to read.
Comparison infographics are useful for comparing multiple objects, people, concepts, products or brands. Visually comparing ideas can help illustrate similarities and differences.
Here’s an example of a comparison infographic template.
These types of infographics usually have a multi-column layout, which is useful for comparing and contrasting two different topics side by side.
Another type of comparison infographic is a comparison chart , which compares and contrasts multiple features or brands in the form of a visual table.
Here’s a comparison chart template for that purpose.
If you want to showcase geographic information in a visual form, a location-based or map infographic is a great option.
Here’s a map infographic template from Visme.
Map or location infographics can be used to display local, national or global data and statistics. You can color-code the map to highlight different regions, and even make them interactive by adding hover effects, links and animations.
Location-based infographics make excellent visuals to add to your blog posts, reports and presentations. You can also use them as solo graphics and share on social media to drive engagement and traffic.
Employers receive hundreds of resumes at a time and only a handful of them manage to stand out from the pile. If you want to take your resume to the next level , consider creating a visual resume infographic.
Check out this creative resume infographic template.
Customize this infographic template and make it your own! Edit and Download
Resume infographics offer a refreshingly new take on the standard infographic style. They make use of visualizations like radials, progress bars, icons and arrows to illustrate skills, interests, experiences and more.
Now that you know the different types of infographics you can use and how to create one for yourself, here are some tips to help you take your visuals to the next level.
The most important piece of homework you need to do before creating an infographic is to find out if it will actually work with your audience.
Understand the kind of topics they like and what type of design will appeal to them. You also need to know the kind of tone that works with your audience, as you’ll use that to craft compelling copy for your infographic.
You also need to know the social channels that are most used by your audience so you can create an infographic that is optimized to perform best on those specific platforms.
There are plenty of ways to figure out what type of infographic your audience will connect with.
There are millions of infographics and visuals floating on the internet. If you want to get yours noticed, create something unique and different.
Do some research before creating your infographic. Find out what kind of topics will appeal to your audience and what questions they might have unanswered. You can do keyword research to find topics that resonate with your audience.
Then go ahead and do a Google search to see if there are any existing interesting visuals or infographics on the topic.
If it’s a topic that’s already been covered before but you still want to create an infographic about it, make sure you create it with a fresh, new angle.
For example, if you're creating an infographic on improving employee productivity, analyze existing ones to see if they focus primarily on time management and overlook technology integration. This gap could be your unique angle.
Using original research or data can set your infographic apart. So you want to conduct surveys, collect unique statistics, interview experts or use case studies to provide fresh insights not found elsewhere.
Color psychology is real. And marketers all over the world rely on it to create effective designs that actually bring results.
If your infographic doesn’t use colors and fonts that resonate with your audience or bring your content to life, it might fail to stand out. In Visme, you get dozens of pre-made color combinations or create and save your own color palettes for future design projects.
Remember to keep your infographic consistent with your brand identity. This creates a cohesive look and helps with brand recall.
Visme’s brand wizard can help pull in all of your brand assets and save them in your brand kit. All you need to do is input your URL. You’ll even get beautiful templates crafted to suit your branding.
Check out these resources put together by experts to help you choose the best colors and fonts for your infographic designs.
Additionally, check out this video on color psychology in marketing to help guide your designs.
Too much text can make an infographic look boring and uninteresting.
Make sure you use as many visuals and as less text as you can. One way to do that is to replace or supplement subheadings, labels, captions and other text in your infographic with icons, illustrations or images.
Don’t settle for run-of-the-mill visuals that lack aesthetic value. Instead, invest in high-quality images, icons, illustrations, and graphics that captivate your audience and hold their attention. As we mentioned earlier, Visme comes packed with millions of stock photos and other types of design assets to make your infographics pack a punch. You can even build unique characters that take your infographic storytelling to the next level.
Visual hierarchy is all about organizing information on your design according to the level of importance or order so that the reader’s eye naturally goes from one section to the next.
Establishing a visual hierarchy makes your infographic design look cleaner, more attractive and more professional instead of cluttered with all kinds of information.
For example, headings, subheadings, and sections can help break up the information into sections. Different font sizes and weights can help show which parts are more important, while bold or larger fonts can make key statistics or important points stand out.
Another critical element of visual hierarchy is spacing and alignment. With ample white space, your infographic looks uncluttered, clean, organized and easy to read.
This infographic shares a brief overview of the six elements of visual hierarchy.
If you really want to make your infographic stand out, consider taking it a step further from just being a static image.
The reason is simple—-attention spans are shrinking. Adding an element of interactivity will do a great job of captivating and holding your audience’s attention.
Visme offers a wide array of animation and interactive features that will not only elevate your infographics but also engage viewers and enhance the overall experience.
You can add animated graphics, charts, text, objects, gestures and illustrations to your infographic, insert clickable links, hotspots and buttons, and even add pop-ups and hover effects.
For example, you can include hotspots that, when hovered over, display additional data or context and links to in-depth reports or case studies.
Supercharge your infographics by incorporating trendy 3D animated characters and widgets for a more dynamic visual experience.
What’s more…Embed interactive content like forms, audio, video, and GIFs to make your infographic memorable and engaging. These elements can provide deeper insights, encourage viewer participation, and make the infographic more dynamic.
Infographics are one of the most effective types of content out there, for good reason.
They’re visual, shareable, fun to look at, and can make even the most boring and technical information look interesting.
Now that you know what an infographic is, when to use it and how to create one, it’s time to get started with your own. Visme offers thousands of professionally designed templates, millions of design assets, dozens of intuitive features, AI-powered tools, collaboration and workflow management features to help streamline your content creation process.
Try out Visme's infographic maker for free and take it for a test drive!
Happy creating!
Trusted by leading brands
Design visual brand experiences for your business whether you are a seasoned designer or a total novice.
Mahnoor Sheikh is the content marketing manager at Visme. She has years of experience in content strategy and execution, SEO copywriting and graphic design. She is also the founder of MASH Content and is passionate about tea, kittens and traveling with her husband. Get in touch with her on LinkedIn .
Graphic representations or frameworks can be powerful tools to explain research processes and outcomes. David Waller explains how researchers can develop effective visual models to chart their work
Popular resources
Teaching international students about academic integrity, contextual learning: linking learning to the real world, artificial intelligence and academic integrity: striking a balance, a diy guide to starting your own journal.
While undertaking a study, researchers can uncover insights, connections and findings that are extremely valuable to anyone likely to read their eventual paper. Thus, it is important for the researcher to clearly present and explain the ideas and potential relationships. One important way of presenting findings and relationships is by developing a graphical conceptual framework.
A graphical conceptual framework is a visual model that assists readers by illustrating how concepts, constructs, themes or processes work. It is an image designed to help the viewer understand how various factors interrelate and affect outcomes, such as a chart, graph or map.
These are commonly used in research to show outcomes but also to create, develop, test, support and criticise various ideas and models. The use of a conceptual framework can vary depending on whether it is being used for qualitative or quantitative research.
There are many forms that a graphical conceptual framework can take, which can depend on the topic, the type of research or findings, and what can best present the story.
Below are examples of frameworks based on qualitative and quantitative research.
As shown by the table below, in qualitative research the conceptual framework is developed at the end of the study to illustrate the factors or issues presented in the qualitative data. It is designed to assist in theory building and the visual understanding of the exploratory findings. It can also be used to develop a framework in preparation for testing the proposition using quantitative research.
In quantitative research a conceptual framework can be used to synthesise the literature and theoretical concepts at the beginning of the study to present a model that will be tested in the statistical analysis of the research.
Introduction | Introduction |
Background/lit review | Background/lit review |
Methodology |
|
Findings | Methodology |
Discussion | Findings |
| Discussion |
Conclusion | Conclusion |
It is important to understand that the role of a conceptual framework differs depending on the type of research that is being undertaken.
So how should you go about creating a conceptual framework? After undertaking some studies where I have developed conceptual frameworks, here is a simple model based on “Six Rs”: Review, Reflect, Relationships, Reflect, Review, and Repeat.
Process for developing conceptual frameworks:
Review: literature/themes/theory.
Reflect: what are the main concepts/issues?
Relationships: what are their relationships?
Reflect: does the diagram represent it sufficiently?
Review: check it with theory, colleagues, stakeholders, etc.
Repeat: review and revise it to see if something better occurs.
This is not an easy process. It is important to begin by reviewing what has been presented in previous studies in the literature or in practice. This provides a solid background to the proposed model as it can show how it relates to accepted theoretical concepts or practical examples, and helps make sure that it is grounded in logical sense.
It can start with pen and paper, but after reviewing you should reflect to consider if the proposed framework takes into account the main concepts and issues, and the potential relationships that have been presented on the topic in previous works.
It may take a few versions before you are happy with the final framework, so it is worth continuing to reflect on the model and review its worth by reassessing it to determine if the model is consistent with the literature and theories. It can also be useful to discuss the idea with colleagues or to present preliminary ideas at a conference or workshop – be open to changes.
Even after you come up with a potential model it is good to repeat the process to review the framework and be prepared to revise it as this can help in refining the model. Over time you may develop a number of models with each one superseding the previous one.
A concern is that some students hold on to the framework they first thought of and worry that developing or changing it will be seen as a weakness in their research. However, a revised and refined model can be an important factor in justifying the value of the research.
Plenty of possibilities and theoretical topics could be considered to enhance the model. Whether it ultimately supports the theoretical constructs of the research will be dependent on what occurs when it is tested. As social psychologist, Kurt Lewin, famously said “ There's nothing so practical as good theory ”.
The final result after doing your reviewing and reflecting should be a clear graphical presentation that will help the reader understand what the research is about as well as where it is heading.
It doesn’t need to be complex. A simple diagram or table can clarify the nature of a process and help in its analysis, which can be important for the researcher when communicating to their audience. As the saying goes: “ A picture is worth 1000 words ”. The same goes for a good conceptual framework, when explaining a research process or findings.
David Waller is an associate professor at the University of Technology Sydney .
If you found this interesting and want advice and insight from academics and university staff delivered direct to your inbox each week, sign up for the THE Campus newsletter .
Emotions and learning: what role do emotions play in how and why students learn, six strategies for boosting student attendance, how hard can it be testing ai detection tools, the podcast: what constitutes good teaching in higher education, inefficient invoicing remains a risk for universities despite digital transformation.
Register for free
and unlock a host of features on the THE site
How can you design computer displays that are as meaningful as possible to human viewers? Answering this question requires understanding of visual representation - the principles by which markings on a surface are made and interpreted. The analysis in this article addresses the most important principles of visual representation for screen design, introduced with examples from the early history of graphical user interfaces . In most cases, these principles have been developed and elaborated within whole fields of study and professional skill - typography , cartography, engineering and architectural draughting, art criticism and semiotics. Improving on the current conventions requires serious skill and understanding. Nevertheless, interaction designers should be able, when necessary, to invent new visual representations.
Introduction to Visual Representation by Alan Blackwell
Alan Blackwell on applying theories of Visual Representation
For many years, computer displays resembled paper documents. This does not mean that they were simplistic or unreasonably constrained. On the contrary, most aspects of modern industrial society have been successfully achieved using the representational conventions of paper, so those conventions seem to be powerful ones. Information on paper can be structured using tabulated columns, alignment, indentation and emphasis, borders and shading. All of those were incorporated into computer text displays. Interaction conventions, however, were restricted to operations of the typewriter rather than the pencil. Each character typed would appear at a specific location. Locations could be constrained, like filling boxes on a paper form. And shortcut command keys could be defined using onscreen labels or paper overlays. It is not text itself, but keyboard interaction with text that is limited and frustrating compared to what we can do with paper (Sellen and Harper 2001).
But despite the constraints on keyboard interaction, most information on computer screens is still represented as text. Conventions of typography and graphic design help us to interpret that text as if it were on a page, and human readers benefit from many centuries of refinement in text document design. Text itself, including many writing systems as well as specialised notations such as algebra, is a visual representation that has its own research and educational literature. Documents that contain a mix of bordered or coloured regions containing pictures, text and diagrammatic elements can be interpreted according to the conventions of magazine design, poster advertising, form design, textbooks and encyclopaedias. Designers of screen representations should take care to properly apply the specialist knowledge of those graphic and typographic professions. Position on the page, use of typographic grids, and genre-specific illustrative conventions should all be taken into account.
Author/Copyright holder: Unknown (pending investigation). Copyright terms and licence: Unknown (pending investigation). See section "Exceptions" in the copyright terms below.
Figure 5.1 : Contemporary example from the grid system website
Figure 5.2 : Example of a symbolic algebra expression (the single particle solution to Schrodinger's equation)
Figure 5.3 : Table layout of funerals from the plague in London in 1665
Figure 5.4 : Tabular layout of the first page of the Gutenberg Bible: Volume 1, Old Testament, Epistle of St. Jerome. The Gutenberg Bible was printed by Johannes Gutenberg, in Mainz, Germany in the 1450s
Most screen-based information is interpreted according to textual and typographic conventions, in which graphical elements are arranged within a visual grid, occasionally divided or contained with ruled and coloured borders. Where to learn more:
thegridsystem.org
Resnick , Elizabeth (2003): Design for Communication: Conceptual Graphic Design Basics. Wiley
The computer has, however, also acquired a specialised visual vocabulary and conventions. Before the text-based computer terminal (or 'glass teletype') became ubiquitous, cathode ray tube displays were already used to display oscilloscope waves and radar echoes. Both could be easily interpreted because of their correspondence to existing paper conventions. An oscilloscope uses a horizontal time axis to trace variation of a quantity over time, as pioneered by William Playfair in his 1786 charts of the British economy. A radar screen shows direction and distance of objects from a central reference point, just as the Hereford Mappa Mundi of 1300 organised places according to their approximate direction and distance from Jerusalem. Many visual displays on computers continue to use these ancient but powerful inventions - the map and the graph. In particular, the first truly large software project, the SAGE air defense system, set out to present data in the form of an augmented radar screen - an abstract map, on which symbols and text could be overlaid. The first graphics computer, the Lincoln Laboratory Whirlwind, was created to show maps, not text.
Figure 5.5 : The technique invented by William Playfair, for visual representation of time series data.
Author/Copyright holder: Courtesy of Premek. V. Copyright terms and licence: pd (Public Domain (information that is common property and contains no original authorship)).
Figure 5.6 : Time series data as shown on an oscilloscope screen
Author/Copyright holder: Courtesy of Remi Kaupp. Copyright terms and licence: CC-Att-SA (Creative Commons Attribution-ShareAlike 3.0 Unported)
Figure 5.7 : Early radar screen from HMS Belfast built in 1936
Author/Copyright holder: Courtesy of NOAA's National Weather Service. Copyright terms and licence: pd (Public Domain (information that is common property and contains no original authorship)).
Figure 5.8 : Early weather radar - Hurricane Abby approaching the coast of British Honduras in 1960
Figure 5.9 : The Hereford Mappa Mundi of 1300 organised places according to their approximate direction and distance from Jerusalem
Author/Copyright holder: Courtesy of Wikipedia. Copyright terms and licence: Unknown (pending investigation). See section "Exceptions" in the copyright terms below.
Figure 5.10 : The SAGE system in use. The SAGE system used light guns as interaction devices.
Author/Copyright holder: The MITRE Corporation. Copyright terms and licence: All Rights Reserved. Reproduced with permission. See section "Exceptions" in the copyright terms below.
Figure 5.11 : The Whirlwind computer at the MIT Lincoln Laboratory
Basic diagrammatic conventions rely on quantitative correspondence between a direction on the surface and a continuous quantity such as time or distance. These should follow established conventions of maps and graphs.
Where to learn more:
MacEachren , Alan M. (2004): How Maps Work: Representation, Visualization, and Design. The Guilford Press
Ivan Sutherland's groundbreaking PhD research with Whirlwind's successor TX-2 introduced several more sophisticated alternatives (Sutherland 1963). The use of a light pen allowed users to draw arbitrary lines, rather than relying on control keys to select predefined options. An obvious application, in the engineering context of Massachusetts Institute of Technology (MIT) where Sutherland worked, was to make engineering drawings such as the girder bridge in Figure 13. Lines on the screen are scaled versions of the actual girders, and text information can be overlaid to give details of force calculations. Plans of this kind, as a visual representation, are closely related to maps. However, where the plane of a map corresponds to a continuous surface, engineering drawings need not be continuous. Each set of connected components must share the same scale, but white space indicates an interpretive break, so that independent representations can potentially share the same divided surface - a convention introduced in Diderot's encyclopedia of 1772, which showed pictures of multiple objects on a page, but cut them loose from any shared pictorial context.
Author/Copyright holder: Courtesy of Ivan Sutherland. Copyright terms and licence: CC-Att-SA-3 (Creative Commons Attribution-ShareAlike 3.0).
Figure 5.12 : The TX-2 graphics computer, running Ivan Sutherland's Sketchpad software
Figure 5.13 : An example of a force diagram created using Sutherland's Sketchpad
Figure 5.14 : A page from the Encyclopédie of Diderot and d'Alembert, combining pictorial elements with diagrammatic lines and categorical use of white space.
Engineering drawing conventions allow schematic views of connected components to be shown in relative scale, and with text annotations labelling the parts. White space in the representation plane can be used to help the reader distinguish elements from each other rather than directly representing physical space. Where to learn more:
Engineering draughting textbooks
Ferguson , Eugene S. (1994): Engineering and the Mind's Eye. MIT Press
The examples so far may seem rather abstract. Isn't the most 'natural' visual representation simply a picture of the thing you are trying to represent? In that case, what is so hard about design? Just point a camera, and take the picture. It seems like pictures are natural and intuitive, and anyone should be able to understand what they mean. Of course, you might want the picture to be more or less artistic, but that isn't a technical concern, is it? Well, Ivan Sutherland also suggested the potential value that computer screens might offer as artistic tools. His Sketchpad system was used to create a simple animated cartoon of a winking girl. We can use this example to ask whether pictures are necessarily 'natural', and what design factors are relevant to the selection or creation of pictures in an interaction design context.
We would not describe Sutherland's girl as 'realistic', but it is an effective representation of a girl. In fact, it is an unusually good representation of a winking girl, because all the other elements of the picture are completely abstract and generic. It uses a conventional graphic vocabulary of lines and shapes that are understood in our culture to represent eyes, mouths and so on - these elements do not draw attention to themselves, and therefore highlight the winking eye. If a realistic picture of an actual person was used instead, other aspects of the image (the particular person) might distract the viewer from this message.
Figure 5.15 : Sutherland's 'Winking Girl' drawing, created with the Sketchpad system
It is important, when considering the design options for pictures, to avoid the 'resemblance fallacy', i.e. that drawings are able to depict real object or scenes because the viewer's perception of the flat image simulates the visual perception of a real scene. In practice, all pictures rely on conventions of visual representation, and are relatively poor simulations of natural engagement with physical objects, scenes and people. We are in the habit of speaking approvingly of some pictures as more 'realistic' than others (photographs, photorealistic ray-traced renderings, 'old master' oil paintings), but this simply means that they follow more rigorously a particular set of conventions. The informed designer is aware of a wide range of pictorial conventions and options.
As an example of different pictorial conventions, consider the ways that scenes can be rendered using different forms of artistic perspective. The invention of linear perspective introduced a particular convention in which the viewer is encouraged to think of the scene as perceived through a lens or frame while holding his head still, so that nearby objects occupy a disproportionate amount of the visual field. Previously, pictorial representations more often varied the relative size of objects according to their importance - a kind of 'semantic' perspective. Modern viewers tend to think of the perspective of a camera lens as being most natural, due to the ubiquity of photography, but we still understand and respect alternative perspectives, such as the isometric perspective of the pixel art group eBoy, which has been highly influential on video game style.
Author/Copyright holder: Courtesy of Masaccio (1401-1428). Copyright terms and licence: pd (Public Domain (information that is common property and contains no original authorship))
Figure 5.16 : Example of an early work by Masaccio, demonstrating a 'perspective' in which relative size shows symbolic importance
Author/Copyright holder: eBoy.com. Copyright terms and licence: All Rights Reserved. Reproduced with permission. See section "Exceptions" in the copyright terms below.
Figure 5.17 : Example of the strict isometric perspective used by the eBoy group
Author/Copyright holder: Courtesy of Masaccio (1401-1428). Copyright terms and licence: pd (Public Domain (information that is common property and contains no original authorship)).
Figure 5.18 : Masaccio's mature work The Tribute Money, demonstrating linear perspective
As with most conventions of pictorial representation, new perspective rendering conventions are invented and esteemed for their accuracy by critical consensus, and only more slowly adopted by untrained readers. The consensus on preferred perspective shifts across cultures and historical periods. It would be naïve to assume that the conventions of today are the final and perfect product of technical evolution. As with text, we become so accustomed to interpreting these representations that we are blind to the artifice. But professional artists are fully aware of the conventions they use, even where they might have mechanical elements - the way that a photograph is framed changes its meaning, and a skilled pencil drawing is completely unlike visual edge-detection thresholds. A good pictorial representation need not simulate visual experience any more than a good painting of a unicorn need resemble an actual unicorn. When designing user interfaces, all of these techniques are available for use, and new styles of pictorial rendering are constantly being introduced.
Pictorial representations, including line drawings, paintings, perspective renderings and photographs rely on shared interpretive conventions for their meaning. It is naïve to treat screen representations as though they were simulations of experience in the physical world. Where to learn more:
Micklewright , Keith (2005): Drawing: Mastering the Language of Visual Expression. Harry N. Abrams
Stroebel , Leslie, Todd , Hollis and Zakia , Richard (1979): Visual Concepts for Photographers. Focal Press
The first impulse of a computer scientist, when given a pencil, seems to be to draw boxes and connect them with lines. These node and link diagrams can be analysed in terms of the graph structures that are fundamental to the study of algorithms (but unrelated to the visual representations known as graphs or charts). A predecessor of these connectivity diagrams can be found in electrical circuit schematics, where the exact location of components, and the lengths of the wires, can be arranged anywhere, because they are irrelevant to the circuit function. Another early program created for the TX-2, this time by Ivan Sutherland's brother Bert, allowed users to create circuit diagrams of this kind. The distinctive feature of a node-and-link connectivity diagram is that, since the position of each node is irrelevant to the operation of the circuit, it can be used to carry other information. Marian Petre's research into the work of electronics engineers (Petre 1995) catalogued the ways in which they positioned components in ways that were meaningful to human readers, but not to the computer - like the blank space between Diderot's objects this is a form of 'secondary notation' - use of the plane to assist the reader in ways not related to the technical content.
Circuit connectivity diagrams have been most widely popularised through the London Underground diagram, an invention of electrical engineer Henry Beck. The diagram clarified earlier maps by exploiting the fact that most underground travellers are only interested in order and connectivity, not location, of the stations on the line. (Sadly, the widespread belief that a 'diagram' will be technical and hard to understand means that most people describe this as the London Undergound 'map', despite Beck's insistence on his original term).
Author/Copyright holder: Courtesy of Harry C. Beck and possibly F. H. Stingemore, born 1890, died 1954. Stingmore designed posters for the Underground Group and London Transport 1914-1942. Copyright terms and licence: Unknown (pending investigation). See section "Exceptions" in the copyright terms below.
Figure 5.19 : Henry Beck's London Underground Diagram (1933)
Author/Copyright holder: Computer History Museum, Mountain View, CA, USA. Copyright terms and licence: All Rights Reserved. Reproduced with permission. See section "Exceptions" in the copyright terms below.
Figure 5.20 : Node and link diagram of the kind often drawn by computing professionals
Figure 5.21 : Map of the London Underground network, as it was printed before the design of Beck's diagram (1932)
Node and link diagrams are still widely perceived as being too technical for broad acceptance. Nevertheless, they can present information about ordering and relationships clearly, especially if consideration is given to the value of allowing human users to specify positions. Where to learn more:
Diagrammatic representation books
Lowe , Ric (1992): Successful Instructional Diagram.
Maps frequently use symbols to indicate specific kinds of landmark. Sometimes these are recognisably pictorial (the standard symbols for tree and church), but others are fairly arbitrary conventions (the symbol for a railway station). As the resolution of computer displays increased in the 1970s, a greater variety of symbols could be differentiated, by making them more detailed, as in the MIT SDMS (Spatial Data Management System) that mapped a naval battle scenario with symbols for different kinds of ship. However, the dividing line between pictures and symbols is ambiguous. Children's drawings of houses often use conventional symbols (door, four windows, triangle roof and chimney) whether or not their own house has two storeys, or a fireplace. Letters of the Latin alphabet are shapes with completely arbitrary relationship to their phonetic meaning, but the Korean phonetic alphabet is easier to learn because the forms mimic the shape of the mouth when pronouncing those sounds. The field of semiotics offers sophisticated ways of analysing the basis on which marks correspond to meanings. In most cases, the best approach for an interaction designer is simply to adopt familiar conventions. When these do not exist, the design task is more challenging.
It is unclear which of the designers working on the Xerox Star coined the term 'icon' for the small pictures symbolising different kinds of system object. David Canfield Smith winningly described them as being like religious icons, which he said were pictures standing for (abstract) spiritual concepts. But 'icon' is also used as a technical term in semiotics. Unfortunately, few of the Xerox team had a sophisticated understanding of semiotics. It was fine art PhD Susan Kare's design work on the Apple Macintosh that established a visual vocabulary which has informed the genre ever since. Some general advice principles are offered by authors such as Horton (1994), but the successful design of icons is still sporadic. Many software publishers simply opt for a memorable brand logo, while others seriously misjudge the kinds of correspondence that are appropriate (my favourite blooper was a software engineering tool in which a pile of coins was used to access the 'change' command).
It has been suggested that icons, being pictorial, are easier to understand than text, and that pre-literate children, or speakers of different languages, might thereby be able to use computers without being able to read. In practice, most icons simply add decoration to text labels, and those that are intended to be self-explanatory must be supported with textual tooltips. The early Macintosh icons, despite their elegance, were surprisingly open to misinterpretation. One PhD graduate of my acquaintance believed that the Macintosh folder symbol was a briefcase (the folder tag looked like a handle), which allowed her to carry her files from place to place when placed inside it. Although mistaken, this belief never caused her any trouble - any correspondence can work, so long as it is applied consistently.
Copyright terms and licence: pd (Public Domain (information that is common property and contains no original authorship)).
Figure 5.22 : In art, the term Icon (from Greek, eikon, "image") commonly refers to religious paintings in Eastern Orthodox, Oriental Orthodox, and Eastern-rite Catholic jurisdictions. Here a 6th-century encaustic icon from Saint Catherine's Monastery, Mount Sinai
Author/Copyright holder: Apple Computer, Inc. Copyright terms and licence: All Rights Reserved. Reproduced with permission. See section "Exceptions" in the copyright terms below.
Figure 5.23 : In computing, David Canfield Smith described computer icons as being like religious icons, which he said were pictures standing for (abstract) spiritual concepts.
The design of simple and memorable visual symbols is a sophisticated graphic design skill. Following established conventions is the easiest option, but new symbols must be designed with an awareness of what sort of correspondence is intended - pictorial, symbolic, metonymic (e.g. a key to represent locking), bizarrely mnemonic, but probably not monolingual puns. Where to learn more:
Napoles , Veronica (1987): Corporate Identity Design.
The ambitious graphic designs of the Xerox Star/Alto and Apple Lisa/Macintosh were the first mass-market visual interfaces. They were marketed to office professionals, making the 'cover story' that they resembled an office desktop a convenient explanatory device. Of course, as was frequently noted at the time, these interfaces behaved nothing like a real desktop. The mnemonic symbol for file deletion (a wastebasket) was ridiculous if interpreted as an object placed on a desk. And nobody could explain why the desk had windows in it (the name was derived from the 'clipping window' of the graphics architecture used to implement them - it was at some later point that they began to be explained as resembling sheets of paper on a desk). There were immediate complaints from luminaries such as Alan Kay and Ted Nelson that strict analogical correspondence to physical objects would become obstructive rather than instructive. Nevertheless, for many years the marketing story behind the desktop metaphor was taken seriously, despite the fact that all attempts to improve the Macintosh design with more elaborate visual analogies , as in General Magic and Microsoft Bob, subsequently failed.
The 'desktop' can be far more profitably analysed (and extended) by understanding the representational conventions that it uses. The size and position of icons and windows on the desktop has no meaning, they are not connected, and there is no visual perspective, so it is neither a map, graph nor picture. The real value is the extent to which it allows secondary notation, with the user creating her own meaning by arranging items as she wishes. Window borders separate areas of the screen into different pictorial, text or symbolic contexts as in the typographic page design of a textbook or magazine. Icons use a large variety of conventions to indicate symbolic correspondence to software operations and/or company brands, but they are only occasionally or incidentally organised into more complex semiotic structures.
Author/Copyright holder:Apple Computer, Inc and Computer History Museum, Mountain View, CA. Copyright terms and licence: All Rights Reserved. Reproduced with permission. See section "Exceptions" in the copyright terms below.
Figure 5.24 : Apple marketed the visual metaphor in 1983 as a key benefit of the Lisa computer. This advertisement said 'You can work with Lisa the same familiar way you work at your desk'. However a controlled study by Carroll and Mazur (1986) found that the claim for immediately familiar operation may have been exaggerated.
Figure 5.25 : The Xerox Alto and Apple Lisa, early products in which bitmapped displays allowed pictorial icons to be used as mnemonic cues within the 'desktop metaphor'
Author/Copyright holder: Courtesy of Mschlindwein. Copyright terms and licence: CC-Att-SA (Creative Commons Attribution-ShareAlike 3.0 Unported).
Figure 5.26 : Apple Lisa
Theories of visual representation, rather than theories of visual metaphor, are the best approach to explaining the conventional Macintosh/Windows 'desktop'. There is huge room for improvement. Where to learn more:
Blackwell , Alan (2006): The reification of metaphor as a design tool . In ACM Transactions on Computer-Human Interaction , 13 (4) pp. 490-530
The analysis in this article has addressed the most important principles of visual representation for screen design, introduced with examples from the early history of graphical user interfaces. In most cases, these principles have been developed and elaborated within whole fields of study and professional skill - typography, cartography, engineering and architectural draughting, art criticism and semiotics. Improving on the current conventions requires serious skill and understanding. Nevertheless, interaction designers should be able, when necessary, to invent new visual representations.
One approach is to take a holistic perspective on visual language, information design, notations, or diagrams. Specialist research communities in these fields address many relevant factors from low-level visual perception to critique of visual culture. Across all of them, it can be necessary to ignore (or not be distracted by) technical and marketing claims, and to remember that all visual representations simply comprise marks on a surface that are intended to correspond to things understood by the reader. The two dimensions of the surface can be made to correspond to physical space (in a map), to dimensions of an object, to a pictorial perspective, or to continuous abstract scales (time or quantity). The surface can also be partitioned into regions that should be interpreted differently. Within any region, elements can be aligned, grouped, connected or contained in order to express their relationships. In each case, the correspondence between that arrangement, and the intended interpretation, must be understood by convention, explained, or derived from the structural and perceptual properties of marks on the plane. Finally, any individual element might be assigned meaning according to many different semiotic principles of correspondence.
The following table summarises holistic views, as introduced above, drawing principally on the work of Bertin, Richards, MacEachren, Blackwell & Engelhardt and Engelhardt. Where to learn more:
Engelhardt , Yuri (2002). The Language of Graphics. A framework for the analysis of syntax and meaning in maps, charts and diagrams (PhD Thesis) . University of Amsterdam
|
|
| |
Marks | Shape | Literal (visual imitation of physical features) | Mark position, identify category (shape, texture colour) |
Symbols | Geometric elements | Topological (linking) | Texts and symbolic calculi |
Regions | Alignment grids | Containment | Identifying shared membership |
Surfaces | The plane | Literal (map) | Typographic layouts |
Table 5.1 : Summary of the ways in which graphical representations can be applied in design, via different systems of correspondence
Table 5.2 : Screenshot from the site gapminder.org, illustrating a variety of correspondence conventions used in different parts of the page
As an example of how one might analyse (or working backwards, design) a complex visual representation, consider the case of musical scores. These consist of marks on a paper surface, bound into a multi-page book, that is placed on a stand at arms length in front of a performer. Each page is vertically divided into a number of regions, visually separated by white space and grid alignment cues. The regions are ordered, with that at the top of the page coming first. Each region contains two quantitative axes, with the horizontal axis representing time duration, and the vertical axis pitch. The vertical axis is segmented by lines to categorise pitch class . Symbols placed at a given x-y location indicate a specific pitched sound to be initiated at a specific time. A conventional symbol set indicates the duration of the sound. None of the elements use any variation in colour, saturation or texture. A wide variety of text labels and annotation symbols are used to elaborate these basic elements. Music can be, and is, also expressed using many other visual representations (see e.g. Duignan for a survey of representations used in digital music processing).
The historical examples of early computer representations used in this article are mainly drawn from Sutherland (Ed. Blackwell and Rodden 2003), Garland (1994), and Blackwell (2006). Historical reviews of visual representation in other fields include Ferguson (1992), Pérez-Gómez and Pelletier (1997), McCloud (1993), Tufte (1983). Reviews of human perceptual principles can be found in Gregory (1970), Ittelson (1996), Ware (2004), Blackwell (2002). Advice on principles of interaction with visual representation is distributed throughout the HCI literature, but classics include Norman (1988), Horton (1994), Shneiderman ( Shneiderman and Plaisant 2009, Card et al 1999, Bederson and Shneiderman 2003) and Spence (2001). Green's Cognitive Dimensions of Notations framework has for many years provided a systematic classification of the design parameters in interactive visual representations. A brief introduction is provided in Blackwell and Green (2003).
Research on visual representation topics is regularly presented at the Diagrams conference series (which has a particular emphasis on cognitive science ), the InfoDesign and Vision Plus conferences (which emphasise graphic and typographic information design), the Visual Languages and Human-Centric Computing symposia (emphasising software tools and development), and the InfoVis and Information Visualisation conferences (emphasising quantitative and scientific data visualisation ).
2008 2007 2006 2005 2004 2003 2002 2001 2000 1999 1998
2008 2006 2004 2002 2000
2008 2007 2007 2006 2005 2004 2003 2002 2001 2000 1999 1998 1997 1996 1995 1994 1993 1992 1991 1990
2005 2004 2003 2002 2001 2000 1999 1998 1997 1995
Anderson , Michael, Meyer , Bernd and Olivier , Patrick (2002): Diagrammatic Representation and Reasoning. London, UK,
Bederson , Benjamin B. and Shneiderman , Ben (2003): The Craft of Information Visualization : Readings and Reflections. Morgan Kaufman Publishers
Bertin , Jacques (1967): Semiology of Graphics: Diagrams, Networks, Maps (Sémiologie graphique: Les diagrammes - Les réseaux - Les cartes). English translation by W. J. Berg. Madison, WI, USA, University of Wisconsin Press
Blackwell , Alan (2002): Psychological perspectives on diagrams and their users. In: Anderson , Michael, Meyer , Bernd and Olivier , Patrick (eds.). "Diagrammatic Representation and Reasoning". London, UK: pp. 109-123
Blackwell , Alan and Engelhardt , Yuri (2002): A Meta-Taxonomy for Diagram Research. In: Anderson , Michael, Meyer , Bernd and Olivier , Patrick (eds.). "Diagrammatic Representation and Reasoning". London, UK: pp. 47-64
Blackwell , Alan and Green , T. R. G. (2003): Notational Systems - The Cognitive Dimensions of Notations Framework. In: Carroll , John M. (ed.). "HCI Models, Theories, and Frameworks". San Francisco: Morgan Kaufman Publisherspp. 103-133
Carroll , John M. and Mazur , Sandra A. (1986): LisaLearning . In Computer , 19 (11) pp. 35-49
Garland , Ken (1994): Mr. Beck's Underground Map. Capital Transport Publishing
Goodman , Nelson (1976): Languages of Art. Hackett Publishing Company
Gregory , Richard L. (1970): The Intelligent Eye. London, Weidenfeld and Nicolson
Horton , William (1994): The Icon Book: Visual Symbols for Computer Systems and Documentation. John Wiley and Sons
Ittelson , W. H. (1996): Visual perception of markings . In Psychonomic Bulletin & Review , 3 (2) pp. 171-187
Mccloud , Scott (1994): Understanding Comics: The Invisible Art. Harper Paperbacks
Norman , Donald A. (1988): The Design of Everyday Things. New York, Doubleday
Petre , Marian (1995): Why Looking Isn't Always Seeing: Readership Skills and Graphical Programming . In Communications of the ACM , 38 (6) pp. 33-44
Pérez-Gómez , Alberto and Pelletier , Louise (1997): Architectural Representation and the Perspective Hinge. MIT Press
Richards , Clive (1984). Diagrammatics: an investigation aimed at providing a theoretical framework for studying diagrams and for establishing a taxonomy of their fundamental modes of graphic organization. Unpublished Phd Thesis . Royal College of Art, London, UK
Sellen , Abigail and Harper , Richard H. R. (2001): The Myth of the Paperless Office. MIT Press
Shneiderman , Ben and Plaisant , Catherine (2009): Designing the User Interface : Strategies for Effective Human-Computer Interaction (5th ed.). Addison-Wesley
Spence , Robert (2001): Information Visualization. Addison Wesley
Sutherland , Ivan E. (1963). Sketchpad, A Man-Machine Graphical Communication System. PhD Thesis at Massachusetts Institute of Technology, online version and editors' introduction by Alan Blackwell & K. Rodden. Technical Report 574 . Cambridge University Computer Laboratory
Tufte , Edward R. (1983): The Visual Display of Quantitative Information. Cheshire, CT , Graphics Press
Ware , Colin (2004): Information Visualization: Perception for Design, 2nd Ed. San Francisco, Morgan Kaufman
5.10 commentary by ben shneiderman.
Since computer displays are such powerful visual appliances, careful designers devote extensive effort to getting the visual representation right. They have to balance the demands of many tasks, diverse users, and challenging requirements, such as short learning time, rapid performance, low error rates, and good retention over time. Designing esthetic interfaces that please and even delight users is a further expectation that designers must meet to be successful. For playful and discretionary tasks esthetic concerns may dominate, but for life critical tasks, rapid performance with low error rates are essential. Alan Blackwell's competent description of many visual representation issues is a great start for newcomers with helpful reminders even for experienced designers. The videos make for a pleasant personal accompaniment that bridges visual representation for interface design with thoughtful analyses of representational art. Blackwell's approach might be enriched by more discussion of visual representations in functional product design tied to meaningful tasks. Learning from paintings of Paris is fine, but aren't there other lessons to learn from visual representations in airport kiosks, automobile dashboards, or intensive care units? These devices as well as most graphical user interfaces and mobile devices raise additional questions of changing state visualization and interaction dynamics. Modern designers need to do more than show the right phone icon, they need to show ringing, busy, inactive, no network, conference mode, etc., which may include color changes (highlighted, grayed out), animations, and accompanying sounds. These designers also need to deal with interactive visual representations that happen with a click, double-click, right-click, drag, drag-and-drop, hover, multi-select, region-select, brushing-linking, and more. The world of mobile devices such as phones, cameras, music players, or medical sensors is the new frontier for design, where visual representations are dynamic and tightly integrated with sound, haptics, and novel actions such as shaking, twisting, or body movements. Even more challenging is the expectation that goes beyond the solitary viewer to the collaboration in which multiple users embedded in a changing physical environment produce new visual representations. These changing and interactive demands on designers invite creative expressions that are very different from designs for static signs, printed diagrams, or interpretive art. The adventure for visual representation designers is to create a new language of interaction that engages users, accelerates learning, provides comprehensible feedback, and offers appropriate warnings when dangers emerge. Blackwell touches on some of these issues in the closing Gapminder example, but I was thirsty for more.
If I may be permitted a graphically inspired metaphor Alan Blackwell provides us with a neat pen sketch of that extensive scene called 'visual representation' (Blackwell 2011).
"Visualisation has a lot more to offer than most people are aware of today" we are told by Robert Kosara at the end of his commentary (Kosara 2010) on Stephen Few's related article on ' Data visualisation for human perception ' (Few 2010). Korsara is right, and Blackwell maps out the broad territory in which many of these visualisation offerings may be located. In this commentary I offer a few observations on some prominent features in that landscape: dynamics, picturing, semiotics and metaphor.
Ben Shneiderman's critique of Blackwell's piece points to a lack of attention to "... additional questions of changing state visualisations and interaction dynamics" (Shneiderman 2010). Indeed the possibilities offered by these additional questions present some exciting challenges for interaction designers - opportunities to create novel and effective combinations of visual with other sensory and motor experiences in dynamic operational contexts. Shneiderman suggests that: "These changing and interactive demands on designers invite creative expressions that are very different from design for static signs, printed diagrams, or interpretive art". This may be so up to a point, but here Shneinderman and I part company a little. The focus of Blackwell's essay is properly on the visual representation side of facilities available to interaction designers, and in that context he is quite right to give prominence to highly successful but static visual representation precedents, and also to point out the various specialist fields of endeavour in which they have been developed. Some of these representational approaches have histories reaching back thousands of years and are deeply embedded within our culture. It would be foolhardy to disregard conventions established in, say, the print domain, and to try to re-invent everything afresh for the screen, even if this were a practical proposition. Others have made arguments to support looking to historical precedents. For example Michael Twyman has pointed out that when considering typographic cueing and "... the problems of the electronic age ... we have much to learn from the manuscript age" (Twyman 1987, p5). He proposes that studying the early scribes' use of colour, spacing and other graphical devices can usefully inform the design of today's screen-based texts. And as Blackwell points out in his opening section on 'Typography and text' "most information on computer screen is still presented as text".
It is also sometimes assumed that the pictorial representation of a dynamic process is best presented dynamically. However it can be argued that the comic book convention of using a sequence of static frames is sometimes superior for focusing the viewer's attention on the critical events in a process, rather than using an animated sequence in which key moments may be missed. This is of course not to deny the immense value of the moving and interactive visual image in the right context. The Gapminder charts are a case in point (http://www.gapminder.org). Blackwell usefully includes one of these, but as a static presentation. These diagrams come to life and really tell their story through the clustering of balloons that inflate or deflate as they move about the screen when driven through simulated periods of time.
While designing a tool for engineers to learn about the operation and maintenance of an oil system for an aircraft jet engine, Detlev Fischer devised a series of interactive animations, called 'Cinegrams' to display in diagrammatic form various operating procedures (Fischer and Richards 1995). He used the cinematic techniques of time compression and expansion in one animated sequence to show how the slow accumulation of debris in an oil filter, over an extended period of time, would eventually create a blockage to the oil flow and trigger the opening of a by-pass device in split seconds. Notwithstanding my earlier comment about the potential superiority of the comic strip genre for displaying some time dependant processes this particular Cinegram proved very instructive for the targeted users. There are many other examples one could cite where dynamic picturing of this sort has been deployed to similarly good effect in interactive environments.
Shneinderman also comments that: "Blackwell's approach might be enriched by more discussion of visual representation in functional product design tied to meaningful tasks". An area I have worked in is the pictorial representation of engineering assemblies to show that which is normally hidden from view. Techniques to do this on the printed page include 'ghosting' (making occluding parts appear as if transparent), 'exploding' (showing components separately, set out in dis-assembly order along an axis) and cutting away (taking a slice out of an outer shell to reveal mechanisms beneath). All these three-dimensional picturing techniques were used by, if not actually invented by, Leonardo Da Vinci (Richards 2006). All could be enhanced by interactive viewer control - an area of further fruitful exploration for picturing purposes in technical documentation contexts.
Blackwell's section on 'Pictures' warns us that when considering picturing options to avoid the "resemblance fallacy" pointing out the role that convention plays, even in so called photo-realistic images. He also points out that viewers can be distracted from the message by incidental information in 'realistic' pictures. From my own work in the field I know that technical illustrators' synoptic black and white outline depictions are regarded as best for drawing the viewer's attention to the key features of a pictorial representation. Research in this area has shown that when using linear perspective type drawings the appropriate deployment of lines of varying 'weight', rather than of a single thickness, can have a significant effect on viewers' levels of understanding about what is depicted (Richards, Bussard and Newman 2007). This work was done specifically to determine an 'easy to read' visual representational style when manipulating on the screen images of CAD objects. The most effective convention was shown to be: thin lines for edges where both planes forming the edge are visible and thicker lines for edges where only one plane is visible - that is where an outline edge forms a kind of horizon to the object.
These line thickness conventions appear on the face of it to have little to do with how we normally perceive the world, and Blackwell tells us that: "A good pictorial representation need not simulate visual experience any more than a good painting of a unicorn need resemble an actual unicorn". And some particular representations of unicorns can aid our understanding of how to use semiotic theory to figure out how pictures may be interpreted and, importantly, sometimes misunderstood - as I shall describe in the following.
Blackwell mentions semiotics, almost in passing, however it can help unravel some of the complexities of visual representation. Evelyn Goldsmith uses a Charles Addams cartoon to explain the relevance of the 'syntactic', 'semantic' and 'pragmatic' levels of semiotic analysis when applied to pictures (Goldsmith 1978). The cartoon in question, like many of those by Charles Addams, has no caption. It shows two unicorns standing on a small island in the pouring rain forlornly watching the Ark sailing away into the distance. Goldsmith suggests that most viewers will have little trouble in interpreting the overlapping elements in the scene, for example that one unicorn is standing behind the other, nor any difficulty understanding that the texture gradient of the sea stands for a receding horizontal plane. These represent the syntactic level of interpretation. Most adults will correctly identify the various components of the picture at the semantic level, however Goldsmith proposes that a young child might mistake the unicorns for horses and be happy with 'boat' for the Ark. But at the pragmatic level of interpretation, unless a viewer of the picture is aware of the story of Noah's Ark, the joke will be lost - the connection will not be made between the scene depicted in the drawing and the scarcity of unicorns. This reinforces the point that one should not assume that the understanding of pictures is straightforward. There is much more to it than a simple matter or recognition. This is especially the case when metaphor is involved in visual representation.
Blackwell's section on 'Visual metaphor' is essentially a critique of the use of "theories of visual metaphor" as an "approach to explaining the conventional Mackintosh/Windows 'desktop' ". His is a convincing argument but there is much more which may be said about the use of visual metaphor - especially to show that which otherwise cannot be pictured. In fact most diagrams employ a kind of spatial metaphor when not depicting physical arrangements, for example when using the branches of a tree to represent relations within a family (Richards 2002). The capability to represent the invisible is the great strength of the visual metaphor, but there are dangers, and here I refer back to semiotics and particularly the pragmatic level of analysis. One needs to know the story to get the picture.
In our parental home, one of the many books much loved by my two brothers and me, was The Practical Encyclopaedia for Children (Odhams circa 1948). In it a double page spread illustration shows the possible evolutionary phases of the elephant. These are depicted as a procession of animals in a primordial swamp cum jungle setting. Starting with a tiny fish and passing to a small aquatic creature climbing out of the water onto the bank the procession progresses on through eight phases of transformation, including the Moeritherium and the Paleomatodon, finishing up with the land-based giant of today's African Elephant. Recently one of my brothers confessed to me that through studying this graphical diorama he had believed as a child that the elephant had a life cycle akin to that of a frog. He had understood that the procession was a metaphor for time. He had just got the duration wrong - by several orders of magnitude. He also hadn't understood that each separate depiction was of a different animal. He had used the arguably more sophisticated concept that it was the same animal at different times and stages in its individual development.
Please forgive the cliché if I say that this anecdote clearly illustrates that there can be more to looking at a picture than meets the eye? Blackwell's essay provides some useful pointers for exploring the possibilities of this fascinating territory of picturing and visual representation in general.
Alan Blackwell has provided us with a fine introduction to the design of visual representations. The article does a great job in motivating the novice designer of visual representations to explore some of the fundamental issues that lurk just beneath the surface of creating effective representations. Furthermore, he gives us all quite a challenge:
Alan, quite rightly, claims that we must consider the fundamental principles of symbolic correspondence, if we are to design new genres of visual representations beyond the common forms of displays and interfaces. The report begins to equip the novice visual representation designer with an understanding of the nature of symbolic correspondence between the components of visual representations and the things they represent, whether objects, actions or ideas. In particular, it gives a useful survey of how correspondence works in a range of representations and provides a systematic framework of how systems of correspondence can be applied to design. The interactive screen shot is an exemplary visual representation that vividly reveals the correspondence techniques used in each part of the example diagram.
However, suppose you really wished to rise to the challenge of creating novel visual representations, how far will a knowledge of the fundamentals of symbolic correspondence take you? Drawing on my studies of the role of diagrams in the history of science, experience of inventing novel visual representations and research on problem solving and learning with diagrams, from the perspective of Cognitive Science, my view is that such knowledge will be necessary but not sufficient for your endeavours. So, what else should the budding visual representation designer consider? From the perspective of cognitive science there are at least three aspects that we may profitably target.
First, there is the knowledge of how human process information; specifically the nature of the human cognitive architecture. By this, I mean more than visual perception, but an understanding of how we mentally receive, store, retrieve, transform and transmit information. The way the mind deals with each of these basic types of information processing provides relevant constrains for the design of visual representations. For instance, humans often, perhaps even typically, encode concepts in the form of hierarchies of schemas, which are information structures that coordinate attributes that describe and differentiate classes of concepts. These hierarchies of schemas underpin our ability to efficiently generalize or specialize concepts. Hence, we can use this knowledge to consider whether particular forms of symbolic correspondence will assist or hinder the forms of inference that we hope the user of the representation may make. For example, are the main symbolic correspondences in a visual representation consistent with the key attributes of the schemas for the concepts being considered?
Second, it may be useful for the designer to consider the broader nature of the tasks that the user may wish to do with the designed representation. Resource allocation, optimization, calculating quantities, inferences about of possible outcomes, classification, reasoning about extreme or special cases, and debugging: these are just a few of the many possibilities. These tasks are more generic than the information-oriented options considered in the 'design uses' column of Figure 27 in the article. They are worth addressing, because they provide constraints for the initial stages of representation design, by narrowing the search for what are likely to be effective correspondences to adopt. For example, if taxonomic classification is important, then separation and layering will be important correspondences; whereas magnitude calculations may demand scale mapping, Euclidian and metrical correspondences.
The third aspect concerns situations in which the visual representation must support not just a single task, but many diverse tasks. For example, a visual representation to help students learn about electricity will be used to explain the topology of circuits, make computations with electrical quantities, provide explanations of circuit behaviour (in terms of formal algebraic models and as qualitative causal models), facilitate fault finding or trouble shooting, among other activities. The creation of novel representations in such circumstances is perhaps one of the most challenging for designers. So, what knowledge can help? In this case, I advocate attempting to design representations on the basis of an analysis of the underlying conceptual structure of the knowledge of the target domain. Why? Because the nature of the knowledge is invariant across different classes of task. For example, for problem solving and learning of electricity, all the tasks depend upon the common fundamental conceptual structures of the domain that knit together the laws governing the physical properties of electricity and circuit topology. Hence, a representation that makes these concepts readily available through effective representation designed will probably be effective for a wide range of tasks.
In summary, it is desirable for the aspiring visual representation designer to consider symbolic correspondence, but I recommend they cast their net more widely for inspiration by learning about the human cognitive architecture, focusing on the nature of the task for which they are designing, and most critically thinking about the underlying conceptual structure of the knowledge of the target domain.
I have been teaching human-computer interaction to students with a wide range of backgrounds for many years. One of the most difficult areas for them to learn seems to be visual design. Students seem to quickly pick up rules like Nielsen's Heuristics for interaction (Nielsen & Molich, 1990), whereas the guidelines for visual design are much more subtle. Alan Blackwell's article presents many useful points, but a designer needs to know so much more! Whereas students can achieve competence at achieving Nielsen's "consistency and standards," for example, they struggle with selecting an appropriate representation for their information. And only a trained graphic designer is likely to be able to create an attractive and effective icon. Some people have a much better aesthetic sense, and can create much more beautiful and appropriate representations. A key goal of my introductory course, therefore, is to try to impart to the students how difficult it is to do visual design, and how wide the set of choices is. Studying the examples that Blackwell provides will give the reader a small start towards effective visual representations, but the path requires talent, study, and then iterative design and testing to evaluate and improve a design's success.
Open access—link to us.
We believe in Open Access and the democratization of knowledge . Unfortunately, world-class educational materials such as this page are normally hidden behind paywalls or in expensive textbooks.
If you want this to change , cite this book chapter , link to us, or join us to help us democratize design knowledge !
Our digital services use necessary tracking technologies, including third-party cookies, for security, functionality, and to uphold user rights. Optional cookies offer enhanced features, and analytics.
Experience the full potential of our site that remembers your preferences and supports secure sign-in.
Governs the storage of data necessary for maintaining website security, user authentication, and fraud prevention mechanisms.
Saves your settings and preferences, like your location, for a more personalized experience.
We use cookies to enable our referral program, giving you and your friends discounts.
We share user ID with Bugsnag and NewRelic to help us track errors and fix issues.
Optimize your experience by allowing us to monitor site usage. You’ll enjoy a smoother, more personalized journey without compromising your privacy.
Collects anonymous data on how you navigate and interact, helping us make informed improvements.
Differentiates real visitors from automated bots, ensuring accurate usage data and improving your website experience.
Lets us tailor your digital ads to match your interests, making them more relevant and useful to you.
Stores information for better-targeted advertising, enhancing your online ad experience.
Permits storing data to personalize content and ads across Google services based on user behavior, enhancing overall user experience.
Allows for content and ad personalization across Google services based on user behavior. This consent enhances user experiences.
Enables personalizing ads based on user data and interactions, allowing for more relevant advertising experiences across Google services.
Receive more relevant advertisements by sharing your interests and behavior with our trusted advertising partners.
Enables better ad targeting and measurement on Meta platforms, making ads you see more relevant.
Allows for improved ad effectiveness and measurement through Meta’s Conversions API, ensuring privacy-compliant data sharing.
Tracks conversions, retargeting, and web analytics for LinkedIn ad campaigns, enhancing ad relevance and performance.
Enhances LinkedIn advertising through server-side event tracking, offering more accurate measurement and personalization.
Tracks ad performance and user engagement, helping deliver ads that are most useful to you.
or copy link
Simply copy and paste the text below into your bibliographic reference list, onto your blog, or anywhere else. You can also just hyperlink to this book chapter.
Download our free ebook The Basics of User Experience Design to learn about core concepts of UX design.
In 9 chapters, we’ll cover: conducting user interviews, design thinking, interaction design, mobile UX design, usability, UX research, and many more!
Enjoy unlimited downloads of our literature. Our online textbooks are written by 100+ leading designers, bestselling authors and Ivy League professors.
A not-for-profit organization, IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity. © Copyright 2024 IEEE - All rights reserved. Use of this web site signifies your agreement to the terms and conditions.
Help | Advanced Search
Title: imrl: integrating visual, physical, temporal, and geometric representations for enhanced food acquisition.
Abstract: Robotic assistive feeding holds significant promise for improving the quality of life for individuals with eating disabilities. However, acquiring diverse food items under varying conditions and generalizing to unseen food presents unique challenges. Existing methods that rely on surface-level geometric information (e.g., bounding box and pose) derived from visual cues (e.g., color, shape, and texture) often lacks adaptability and robustness, especially when foods share similar physical properties but differ in visual appearance. We employ imitation learning (IL) to learn a policy for food acquisition. Existing methods employ IL or Reinforcement Learning (RL) to learn a policy based on off-the-shelf image encoders such as ResNet-50. However, such representations are not robust and struggle to generalize across diverse acquisition scenarios. To address these limitations, we propose a novel approach, IMRL (Integrated Multi-Dimensional Representation Learning), which integrates visual, physical, temporal, and geometric representations to enhance the robustness and generalizability of IL for food acquisition. Our approach captures food types and physical properties (e.g., solid, semi-solid, granular, liquid, and mixture), models temporal dynamics of acquisition actions, and introduces geometric information to determine optimal scooping points and assess bowl fullness. IMRL enables IL to adaptively adjust scooping strategies based on context, improving the robot's capability to handle diverse food acquisition scenarios. Experiments on a real robot demonstrate our approach's robustness and adaptability across various foods and bowl configurations, including zero-shot generalization to unseen settings. Our approach achieves improvement up to $35\%$ in success rate compared with the best-performing baseline.
Subjects: | Robotics (cs.RO); Artificial Intelligence (cs.AI) |
Cite as: | [cs.RO] |
(or [cs.RO] for this version) | |
Focus to learn more arXiv-issued DOI via DataCite (pending registration) |
Access paper:.
Code, data and media associated with this article, recommenders and search tools.
arXivLabs is a framework that allows collaborators to develop and share new arXiv features directly on our website.
Both individuals and organizations that work with arXivLabs have embraced and accepted our values of openness, community, excellence, and user data privacy. arXiv is committed to these values and only works with partners that adhere to them.
Have an idea for a project that will add value for arXiv's community? Learn more about arXivLabs .
IMAGES
VIDEO
COMMENTS
Visual Representation refers to the principles by which markings on a surface are made and interpreted. Designers use representations like typography and illustrations to communicate information, emotions and concepts. Color, imagery, typography and layout are crucial in this communication. Alan Blackwell, cognition scientist and professor ...
Excel in a world that's being continually transformed by technology. Not long ago, the ability to create smart data visualizations (or dataviz) was a nice-to-have skill for design- and data-minded ...
A waterfall chart is a visual representation that illustrates how a value changes as it's influenced by different factors, such as time. The main goal of this chart is to show the viewer how a value has grown or declined over a defined period. For example, waterfall charts are popular for showing spending or earnings over time.
Information visualization is the process of representing data in a visual and meaningful way so that a user can better understand it. Dashboards and scatter plots are common examples of information visualization. Via its depicting an overview and showing relevant connections, information visualization allows users to draw insights from abstract ...
Visual representation is one of the most efficient decision making techniques. Visual representations illuminate the links and connections, presenting a fuller picture. It's like having a compass in your decision-making journey, guiding you toward the correct answer. 3. Professional Development.
Representation in art refers to the portrayal or depiction of subjects, objects, or ideas in a visual form. It is the artist's interpretation of reality, whether it be realistic, abstract, or somewhere in between.
Visual representation is a complex concept that connects with fundamental questions of "reality," ideology and power, agency, as well as signification and the procedures and potentials for interpreting meaning. There is, however, a general agreement that the meaning of an image is "made" at three sites: (1) the site of the image, (2 ...
Tufte's Criteria for Good Visual Information Representation. The purpose of "good' representations is to deliver a visual representation of data to the user of that representation which is "most fit for purpose". This will enable the user of the information to make the most out of the representation. There is no single hard and fast ...
Visual representation of the external world has been exercised by humans for thousands of years and, in recent history, this has extended to abstract worlds as well. Visual metaphors have been used so widely that human cognition is considered tightly interweaved, and sometimes even identified, with human vision. ...
As a subject in computer science, scientific visualization is the use of interactive, sensory representations, typically visual, of abstract data to reinforce cognition, hypothesis building, and reasoning. Scientific visualization is the transformation, selection, or representation of data from simulations or experiments, with an implicit or explicit geometric structure, to allow the ...
The use of visual representations (i.e., photographs, diagrams, models) has been part of science, and their use makes it possible for scientists to interact with and represent complex phenomena, not observable in other ways. Despite a wealth of research in science education on visual representations, the emphasis of such research has mainly been on the conceptual understanding when using ...
Data visualization is the graphical representation of information and data. By using v isual elements like charts, graphs, and maps, data visualization tools provide an accessible way to see and understand trends, outliers, and patterns in data. Additionally, it provides an excellent way for employees or business owners to present data to non ...
Page 5: Visual Representations. Yet another evidence-based strategy to help students learn abstract mathematics concepts and solve problems is the use of visual representations. More than simply a picture or detailed illustration, a visual representation—often referred to as a schematic representation or schematic diagram— is an accurate ...
Data visualization is the graphical representation of information and data. By using visual elements like charts, graphs, and maps, data visualization tools provide an accessible way to see and understand trends, outliers, and patterns in data. This practice is crucial in the data science process, as it helps to make data more understandable ...
Visual representation is conveying information, concepts, or data through visual means such as images, charts, graphs, and diagrams. It is crucial in facilitating comprehension and communication, especially for children with special needs. Visual elements make information more accessible and understandable, promoting effective learning and ...
An infographic is a visual representation of data, such as a chart, graph, or image, accompanied by minimal text. It is designed to provide a clear and easily understood summary of a complex topic. Marketers can use infographics to increase website traffic, boost visibility and brand awareness, and lift engagement.
The technique of drawing to learn has received increasing attention in recent years. In this article, we will present distinct purposes for using drawing that are based on active, constructive, and interactive forms of engagement.
Visual thinking is defined as a thought process that organizes ideas visually and focuses on graphic representation instead of a verbal representation of information. This can be a bit of an abstract concept, but it can have a significant impact if applied correctly.
Graphic representations or frameworks can be powerful tools to explain research processes and outcomes. David Waller explains how researchers can develop effective visual models to chart their work ... A graphical conceptual framework is a visual model that assists readers by illustrating how concepts, constructs, themes or processes work. It ...
Research on visual representation topics is regularly presented at the Diagrams conference series (which has a particular emphasis on cognitive science), the InfoDesign and Vision Plus conferences (which emphasise graphic and typographic information design), the Visual Languages and Human-Centric Computing symposia (emphasising software tools ...
Visual representation in the context of Computer Science refers to the analysis of images and the technologies used to create them. It is a multidisciplinary concept that encompasses philosophical, historical, and cultural aspects. Visual representations go beyond the mere depiction of natural objects and incorporate artistic conventions and ...
The efficient representation of visual information is essential for learning and decision making due to the complexity and uncertainty of the world, as well as inherent constraints on the capacity of cognitive systems. We hypothesize that biological agents learn to efficiently represent visual information in a manner that balances performance across multiple potentially competing objectives ...
Integrating AI into visual sensing and representation technologies marks a new era in how visual data is captured, processed, coded and consumed. From the first-generation breakthroughs with JPEG AI to the paradigm-shifting advancements in event-based sensing and generative AI, the future of visual data is increasingly dynamic and more ...
Reconstructing visual stimulus representation is a significant task in neural decoding. Until now, most studies have considered functional magnetic resonance imaging (fMRI) as the signal source. However, fMRI-based image reconstruction methods are challenging to apply widely due to the complexity and high cost of acquisition equipment. Taking into account the advantages of the low cost and ...
Robotic assistive feeding holds significant promise for improving the quality of life for individuals with eating disabilities. However, acquiring diverse food items under varying conditions and generalizing to unseen food presents unique challenges. Existing methods that rely on surface-level geometric information (e.g., bounding box and pose) derived from visual cues (e.g., color, shape, and ...