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Outcomes Visual Navigation Project

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Presentation of project outcomes during a 'breakfast meeting' at the University of Oslo. More information at the project site: bit.ly/visualnavigationproject

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Outcomes Visual Navigation Project

  1. 1. Mikaela Aamodt | Dan Michael Heggø | Hugo Huurdeman | Helge Mjelde | Live Rasmussen | Heidi Rustad | Kyrre Låberg | Nina Thodesen University of Oslo Library bit.ly/VisualNavigationProject Presentation by Hugo C. Huurdeman, 15 June, 2018 Breakfast meeting: Project Outcomes
  2. 2. image: https://www.metalocus.es/en/news/endless-shelves-zhongsuhge-hangzhou-bookstore-xl-muse
  3. 3. ‘Digital turn’ Gradual decline of physical access to books §
  4. 4. However, digital “impoverished” compared to physical (Pomerantz & Marchionini, 2007) Loss of open exploration, serendipity, immersion, touch
 (McKay et al, 2017; Björneborn, 2008; Blandford et al, 2006)
  5. 5. Konsepter: Increasing role of libraries as a social space (Pomerantz & Marchionini, 2007)
  6. 6. Konsepter: Increasing role of libraries as a social space (Pomerantz & Marchionini, 2007)
  7. 7. Visual Navigation Project “The collection in a new light” — Bridging the gap between the visual experience of 
 physical libraries & digital libraries
  8. 8. Mikaela Aamodt | Dan Michael Heggø | Hugo Huurdeman | Helge Mjelde | Live Rasmussen | Heidi Rustad | Kyrre Låberg | Nina Thodesen Visual Navigation Project University of Oslo Library bit.ly/VisualNavigationProject in collaboration with Department of Informatics by support of the National Library of Norway start: Sept. 2016. duration two years Three project streams…
  9. 9. Physical interaction (2) Visualization (1) Visual navigation prototypes Continuation (3) Extended Emnesøk interface Enhanced data &
 infrastructure 1. Visual Navigation
 Create new interfaces f/visual book browsing and navigation, using infrastructure vocabularies 2. Physical Interaction
 Explore novel interaction with library materials, e.g. via touch screen, touch table, etc. 3. Continuation and Extension
 Extend subject search infrastructure and interface, add vocabularies
  10. 10. Sep. Okt. Nov. Dec. Jan. Feb. Mar. Apr. May Jun. Prototyping ideas d3 Initial testing Refine & adapt to touch table Design 
 HF app Deploymt. HF app Infrastructure development User test UI-old S1: Visual
 Navigation S2: Physical
 Interaction S3: Continua-
 tion & Extension Refine- ment UI & system Design Abel app Eval 1a Eval 1b Yaron Master project prototyping and testing d3 familiarizati on creating website Documentation 
 & outreach weekly project reports User test UI-new Refine- ment Y. Final proto VIRAK 
 work- shop LibCarp 
 work- shop Deploy
 Abel app Proto- typing ideas User testing Adaptation (visual nav.) VIRAK submis- sions Present at Realf, HumS, Jur, Med, Ledermøte, WebGrp, DigS, MapProj,Alma/Oria, BibsysWG Prepping VIRAK contribs Test Vis.
 Nav
 Apps Prep. demos
 VIRAK Eval Eval LibCarp work- shop brain- storms INF2260 Bachelor project Query analysis Oria Library observations Inter- view s brain- storm s Eva- luate year 1 of pro- ject 1. Rethink 2. Visualize 3. Connect 5. Document & share 4. Evaluate
  11. 11. 1. Rethink picture: Colorbox physical library digital library transaction log analysis (3) observations (1), interviews (2) brainstorms (4)usage
  12. 12. Rethink 1. observations picture: UiO
  13. 13. Rethink 2. interviews picture: Yaron Okun
  14. 14. Rethink 3. query analysis
  15. 15. see: Huurdeman, Aamodt & Heggø (2018)
  16. 16. see: Huurdeman, Aamodt & Heggø (2018)
  17. 17. see: Huurdeman, Aamodt & Heggø (2018)
  18. 18. Rethink 4. brainstorms
  19. 19. picture: Yaron Okun
  20. 20. picture: Yaron Okun
  21. 21. Searching ExplorationGaming Navigation Personalization Relaxation Creation Collabo-
 ration Simulations
  22. 22. Explorative studies 
 Lessons along the way… (1)
 • Commonalities & differences (observ.)
 • Encourage users to use library services (intvw.) • “On the fence” - Stimulate curiosity, “surprise” • Rethink "classical" library catalog interaction (query) • Utilizing usage logs & data for improvement • “Personalizing" approaches • Support study & leisure (brainst.) • “Collaborate, Create, Personalize, Explore, Simulate, Relax, Search, Navigate”
  23. 23. 2. Visualize
  24. 24. geo terms, e.g. Oslo, Finnmark, Göttingen, 
 Lillehammer etc. genres, e.g. Biografier, 
 Ungdomslitteratur, Humor temporal terms, e.g. 1900-tallet, 1990-
 tallet topics, e.g. Biologi, 
 Matematikk relations, e.g. broader, narrower,
 exactMatch Variety of (visual) exploration options! Specific to 
 each vocabulary Visualize 1. opportunities
  25. 25. Visualize 2. data processing
  26. 26. Visualize 3. examples (D3) Force-directed diagrams
 relations: DDC numbers (size: Amazon rating)
  27. 27. Word Clouds
 words: book abstracts 
 colors: ratings
  28. 28. Interactive bar graphs
 color: DDC, size: Amazon rating
  29. 29. Scatterplots
 horizontal: DDC, vertical: Amazon rating 
 Lessons along the way… (2)
 • Importance of data • Enrich existing catalog data (covers, abstracts) • Utilize subject vocabularies & mappings • Suitability data, visualization & screen size • some visualizations don’t ‘fit’ the data • some visualizations don’t ‘fit’ the screen • Usefulness of existing frameworks to speedup development • For instance, D3 • Large contrast with existing library catalogs & systems • Need for testing novel tools..
  30. 30. 3. Connect physical & digital physical library digital library usage physical library 1. collections 2. events 3. exhibitions
  31. 31. Connect 1. collections Star Wars & Dr. Who
  32. 32. Stream 2: Physical Interaction • Stream 1 & 3 build on top of existing work and infrastructure • Approach Stream 2: experiment with novel ways of interaction in physical space • with library’s book collections • experiments with a touch table (Science Library) • Includes an INF2260 project & INF Master project Yaron Okun Visualiza- tion (1) Picture: Marina Tofting Star Wars & Dr. Who
  33. 33. picture: Yaron Okun SciFi Explorer
  34. 34. Video: Yaron Okun SciFi Explorer
  35. 35. SciFi Recommendation Station
  36. 36. 3. Connect SciFi Recommendation Station
  37. 37. SciFi Recommendation Station (lite)
  38. 38. Picture: Simen Kjellin • F • D • In fo • S • O Connect 2. events Hidden Figures
  39. 39. Picture: Simen Kjellin Hidden Figures
  40. 40. Hidden Figures
  41. 41. Abel Prize 2017 & 2018
  42. 42. Abel Prize 2017 & 2018
  43. 43. Biokonferansen 2017
  44. 44. PhD Day 2018
  45. 45. Connect 3. exhibitions Bonnevie Exhibition 2018 see: http://www.muv.uio.no/publikumstjenester/arrangementer/apner-4.-mai:-professor-bonnevies-arkiv.html
  46. 46. Connect physical & digital physical library digital library usage physical library 1. collections 2. events 3. exhibitions 4. integrative }
  47. 47. Connect 4. integrative approaches CollectionXplorer 
 prototype data-driven approach
 interactive visualizations using enriched catalog data
  48. 48. emnesøk
 extending subject search tool
  49. 49. 
 Lessons along the way… (3) 
 • A new object in the library..! • “What is it?” “A touch table?” “Is it a freezer?” • …some encouragement needed • “Touch me!” icon • Opportunities for integrating apps into library space • Discussing 10 examples of touch apps • Collection-focused: Science Fiction • Event-focused: Abel Prize, Hidden Figures, .. • Exhibition-focused: Bonnevie • Integrative approaches
  50. 50. 4. Evaluate
  51. 51. 4. Evaluate
  52. 52. 4. Evaluate Picture: Simen Kjellin
  53. 53. how much time do people spend? when do people interact?
  54. 54. 4. Evaluate where do people touch?
  55. 55. where do people touch? (2)
  56. 56. ]
  57. 57. where do people touch? (2)
  58. 58. The event-based applications shown in reading room and foyer were each used in 200-300 sessions during a temporary exhibition of approx. 4 weeks. How many people used the apps? Variety of numbers • depending on placement 
 (in foyer, reading room, sci-fi collection, exhibition) • and placement duration
 (usually 2-4 weeks, sometimes longer)
  59. 59. Note: ‘honey pot’ effect (Brignull & Rogers, 2003) 
 at times, multiple people use a touch app simultaneously How many people used the apps?
  60. 60. Can a touch app increase collection use? Before: 29 sci-fi loans (3 in touch app) for a 3 week period: After: 81 sci-fi loans (11 in touch app) +279% (+366%) ;-)
  61. 61. 
 Lessons along the way… (4) 
 • Developing a “toolbox” for analytics b/o usage data • microticks: gather data • python scripts: automatically summarize data • Monitoring and detecting issues • navigation: “clicks leading to nowhere”, swipes • Unused app content (depth vs breadth) • (Re)designs based on usage data • Substantial usage of touch apps • 1.000+ sessions (for 6 apps w/logs in different locations) • Increase* of use SciFi collection
  62. 62. 5. Document & share
  63. 63. 5. Document & share Workshop at VIRAK (12 June ’17) nominated for VIRAK
 NYSKAPENDE prize
  64. 64. v 5. Document & share Visualization Workshop (14 June ’17)
  65. 65. 5. Document & share Touch App Workshop (20 Nov ’17)
  66. 66. 5. Document & share Focus on open-source tools, sharing of code and datasets
  67. 67. to be published Upcoming paper 5. Document & share download: noril.uib.no
  68. 68. @BookNavigation 5. Document & share bit.ly/VisualNavigationProject
  69. 69. • Project background • Explorative studies • Visualizing library (meta)data • Connecting digital & physical • Documenting & sharing 6. Conclusion
  70. 70. Lessons along the journey…
  71. 71. General outcomes • Applications • how can we categorize created
 applications? • Guides & Tutorials • how to create apps, visualize
 library-related data? • Reports & Papers • what can we learn theoretically & 
 practically? • Supportive Tools & 
 Datasets • which tools & datasets can assist?
  72. 72. The collection in a 
 new light.. • The project has shown that more visual approaches to navigation are feasible • That they bring considerable 
 numbers of users in contact with 
 digital & physical collections • Thus, these approaches can bring the collection in a new light
  73. 73. The Value of… 1. Exploration 2. Data 3. Collaboration 4. Documentation & reuse 5. User Experience 6. Content
  74. 74. 1. Value of exploration
  75. 75. 1. Importance of exploration • Traditional user studies • Observations, surveys, transaction log study • ‘Out of the box’ inspiration via open-ended studies • brainstorms, gigamapping, interviews
  76. 76. 2. Importance of data • Metadata: Use and enrichment • subject headings, classification, external data • covers, abstracts, … • Usage statistics • Oria • Custom-made tools (e.g. touch apps)
  77. 77. 3. Importance of collaboration • Relatively small project team (FTEs), but • Collaboration subject specialists, event organisers, designers, .. “everything in-house” • “Library of our imagination” (motivation) • Collaboration w/ informatics (int. design) • Inspiration students • Support of student projects (see e.g. Culen & Gasparini, 2015)
  78. 78. Examples: Collaboration Book Motion (2013) Real Fiction (2017)
  79. 79. 4. Value of documentation & reuse • Community building • Updates via website, social media • Sharing code via Github (scriptotek) • Meetups & workshops for outreach and teaching • Pragmatic approach - ‘Not reinventing the wheel’ • Purchase modules (eg pdf-reader), if needed • Use of frameworks (e.g. XIMPEL.net)
  80. 80. 5. Value of UX • “Nothing is as self-evident as it seems” • E.g. user expectations, unclear navigation • Before release: user testing • After release: keep monitoring possible issues •
  81. 81. 5. Belang van UX • “Nothing is as self-evident as it seems” • E.g. user expectations, unclear navigation • Before release: user testing • After release: keep monitoring possible issues • Challenge: Optimizing for “first interaction” • Goal of app, target audience • “Attract screen”, app structure
  82. 82. …optimizing… Higher depth of interaction in optimized apps
  83. 83. 6. Value of Content • Appropriately dynamic content • frequent shifting of applications • retain curiosity in applications & touch table • Appropriately relevant content • Relevant to interests, study, level, etc. • Opportunity: personalization
  84. 84. Personalization Touch Table BookLibrary card RFID Obj
  85. 85. The Value of… 1. Exploration 2. Data 3. Collaboration 4. Documentation & reuse 5. User Experience 6. Content Opportunity: library is the perfect place for all this!
  86. 86. “It is still possible to dream..”
  87. 87. “It is still possible to dream..”
  88. 88. ..big thanks! • University of Oslo Library: • Live Rasmussen, Helge Mjelde, Heidi Rustad • Nina Thodesen, Mikaela Aamodt @ Med Lib • Dan Michael Heggø, Kyrre Traavik Låberg @ Science Lib • all UB colleagues, also at Digital Services, HumSam & Law Libraries • University of Oslo • Interaction Design students, Alma Culén • All study participants • All other collaborating colleagues, and departments • National Library of Norway • XIMPEL.net • Winoe Bhikharie
  89. 89. ?
  90. 90. Want to know more? • More project info at bit.ly/visualnavigationproject • (ub.uio.no/om/prosjekter/the-visualisation-project/)
  91. 91. References • Björneborn, L. (2008). Serendipity dimensions and users’ information behaviour in the physical library interface. Information Research. • Blandford, A., Rimmer, J., & Warwick, C. (2006). Experiences of the library in the digital age. Presented at the Third International Conference “Cultural Convergence and Digital Technology”. • Brignull, H., & Rogers, Y. (2003). Enticing People to Interact with Large Public Displays in Public Spaces (pp. 17–24). INTERACT’03, IOS Press. • Culén, A. L., & Gasparini, A. A. (2015). HCI and Design Thinking: Effects on Innovation in the Academic Library. In Computer Graphics, Visualization, Computer Vision and Image Processing (pp. 3–10). • Huurdeman, H. C., Aamodt, M., & Heggø, D. M. (2018). “More than Meets the Eye” - Analyzing the Success of User Queries in Oria. Nordic Journal of Information Literacy in Higher Education, 10(1), 18–36. • McKay, D., Chang, S., & Smith, W. (2017). Manoeuvres in the Dark: Design Implications of the Physical Mechanics of Library Shelf Browsing. In Proceedings of the 2017 Conference on Conference Human Information Interaction and Retrieval (pp. 47–56). New York, NY, USA: ACM. • Okun, Y. (2017). Design for nysgjerrighet: hvordan gjøre realfagstudenter nysgjerrige på science fiction? (Master’s Thesis). University of Oslo, Oslo. • Pomerantz, J., & Marchionini, G. (2007). The digital library as place. Journal of Documentation, 63(4), 505–533.
  92. 92. Mikaela Aamodt | Dan Michael Heggø | Hugo Huurdeman | Helge Mjelde | Live Rasmussen | Heidi Rustad | Kyrre Låberg | Nina Thodesen University of Oslo Library bit.ly/VisualNavigationProject Breakfast meeting: Project Outcomes Presentation by Hugo C. Huurdeman, 15 June, 2018

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