Re-Evaluating the Efficiency of Physical Visualizations: A Simple Multiverse Analysis
Abstract
A previous study has shown that moving 3D data visualizations to the physical world can improve users’ efficiency at information retrieval tasks. Here, we re-analyze a subset of the experimental data using a multiverse analysis approach. Results from this multiverse analysis are presented as explorable explanations, and can be interactively explored in this paper. The study’s findings appear to be robust to choices in statistical analysis.
Introduction
Whereas traditional visualizations map data to pixels or ink, physical visualizations (or data physicalizations
) map data to physical form. While physical visualizations are compelling as an art form, it is unclear whether they can help users carry out actual information visualization tasks.
Five years ago, a study was published comparing physical to on-screen visualizations in their ability to support basic information retrieval tasks [
These results however only hold for the particular data analysis that was conducted. A group of statisticians and methodologists recently argued that results from a single analysis can be unreliable [
Experiment
The study consisted of two experiments. In the first experiment, participants were presented with 3D bar charts showing country indicator data, and were asked simple questions about the data. The 3D bar charts were presented both on a screen and in physical form (see
Here we only re-analyze the second experiment, whose goal was to better understand why physical visualizations appear to be superior. The experiment involved an enhanced
version of the on-screen 3D chart and an impoverished
version of the physical 3D chart. The enhanced on-screen chart was rotated using a 3D-tracked tangible prop instead of a mouse. The impoverished physical chart consisted of the same physical object but participants were instructed not to use their fingers for marking. There were 4 conditions:
- physical touch: physical 3D bar charts where touch was explicitly encouraged in the instructions.
- physical no touch: same charts as above except subjects were told not to use their fingers to mark points of interest (labels and bars).
- virtual prop: on-screen 3D bar charts with a tangible prop for controlling 3D rotation.
- virtual mouse: same charts as above, but 3D rotation was mouse-controlled.
These manipulations were meant to answer three questions: 1) how important is direct touch in the physical condition? 2) how important is rotation by direct manipulation? 3) how important is visual realism? Visual realism referred to the higher perceptual richness of physical objects compared to on-screen objects, especially concerning depth cues. Figure 2 summarizes the three effects of interest.
Sixteen participants were recruited, all of whom saw the four conditions in counterbalanced order. For more details about the experiment, please refer to [
Results
Like the original paper we use an estimation approach, meaning that we report and interpret all results based on (unstandardized) effect sizes and their interval estimates [
We focus our analysis on task completion times, reported in
Strictly speaking, all we can assert about each interval is that it comes from a procedure designed to capture the population mean
Discussion and Conclusion
Our findings for experiment 2 are in line with the previously published study [
Meanwhile, the use of bootstrap CIs makes the results slightly stronger, although this is likely because bootstrap CIs are slightly too liberal for small sample sizes [
We did not re-analyze experiment 1 to keep this article simple. Since experiment 1 used four conditions and the reported analysis included a figure with seven comparisons [
The goal of this article was to illustrate how the ideas of multiverse analysis [
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