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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
image: https://www.metalocus.es/en/news/endless-shelves-zhongsuhge-hangzhou-bookstore-xl-muse
‘Digital turn’
Gradual decline of physical access to books
§
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)
Konsepter:
Increasing role of libraries as a social space
(Pomerantz & Marchionini, 2007)
Konsepter:
Increasing role of libraries as a social space
(Pomerantz & Marchionini, 2007)
Visual Navigation Project
“The collection in a new light”
— Bridging the gap between the visual experience of 

physical libraries & digital libraries
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…
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
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
1. Rethink
picture: Colorbox
physical
library
digital
library
transaction log analysis (3)
observations (1), interviews (2)
brainstorms (4)usage
Rethink 1. observations
picture: UiO
Rethink 2. interviews
picture: Yaron Okun
Rethink 3. query analysis
see: Huurdeman, Aamodt & Heggø (2018)
see: Huurdeman, Aamodt & Heggø (2018)
see: Huurdeman, Aamodt & Heggø (2018)
Rethink 4. brainstorms
picture: Yaron Okun
picture: Yaron Okun
Searching
ExplorationGaming
Navigation
Personalization
Relaxation
Creation
Collabo-

ration
Simulations
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”
2. Visualize
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
Visualize 2. data processing
Visualize 3. examples (D3)
Force-directed diagrams

relations: DDC numbers (size: Amazon rating)
Word Clouds

words: book abstracts 

colors: ratings
Interactive bar graphs

color: DDC, size: Amazon rating
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..
3. Connect physical & digital
physical
library
digital
library
usage
physical
library 1. collections
2. events
3. exhibitions
Connect 1. collections
Star Wars & Dr. Who
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
picture: Yaron Okun
SciFi Explorer
Video: Yaron Okun
SciFi Explorer
SciFi Recommendation Station
3. Connect
SciFi Recommendation Station
SciFi Recommendation Station (lite)
Picture: Simen Kjellin
• F
• D
• In
fo
• S
• O
Connect 2. events
Hidden Figures
Picture: Simen Kjellin
Hidden Figures
Hidden Figures
Abel Prize 2017 & 2018
Abel Prize 2017 & 2018
Biokonferansen 2017
PhD Day 2018
Connect 3. exhibitions
Bonnevie Exhibition 2018
see: http://www.muv.uio.no/publikumstjenester/arrangementer/apner-4.-mai:-professor-bonnevies-arkiv.html
Connect physical & digital
physical
library
digital
library
usage
physical
library 1. collections
2. events
3. exhibitions
4. integrative
}
Connect 4. integrative approaches
CollectionXplorer 

prototype
data-driven approach

interactive visualizations using enriched catalog data
emnesøk

extending subject search tool


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
4. Evaluate
4. Evaluate
4. Evaluate
Picture: Simen Kjellin
how much time do people spend?
when do people interact?
4. Evaluate
where do people touch?
where do people touch? (2)
]
where do people touch? (2)
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)
Note: ‘honey pot’ effect (Brignull & Rogers, 2003) 

at times, multiple people use a touch app simultaneously
How many people used the apps?
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%) ;-)


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
5. Document & share
5. Document & share
Workshop at VIRAK (12 June ’17)
nominated for VIRAK

NYSKAPENDE prize
v
5. Document & share
Visualization Workshop (14 June ’17)
5. Document & share
Touch App Workshop (20 Nov ’17)
5. Document & share
Focus on open-source tools, sharing of code and datasets
to be published
Upcoming paper
5. Document & share
download: noril.uib.no
@BookNavigation
5. Document & share
bit.ly/VisualNavigationProject
• Project background
• Explorative studies
• Visualizing library (meta)data
• Connecting digital & physical
• Documenting & sharing
6. Conclusion
Lessons along the journey…
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?
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
The Value of…
1. Exploration
2. Data
3. Collaboration
4. Documentation & reuse
5. User Experience
6. Content
1. Value of exploration
1. Importance of exploration
• Traditional user studies
• Observations, surveys, transaction log study
• ‘Out of the box’ inspiration via open-ended
studies
• brainstorms, gigamapping, interviews
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)
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)
Examples: Collaboration
Book Motion (2013)
Real Fiction (2017)
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)
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
•
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
…optimizing…
Higher depth of interaction in optimized apps
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
Personalization
Touch Table
BookLibrary card
RFID
Obj
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!
“It is still possible to dream..”
“It is still possible to dream..”
..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
?
Want to know more?
• More project info at bit.ly/visualnavigationproject
• (ub.uio.no/om/prosjekter/the-visualisation-project/)
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.
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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Outcomes Visual Navigation Project

  • 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
  • 3. ‘Digital turn’ Gradual decline of physical access to books §
  • 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. Konsepter: Increasing role of libraries as a social space (Pomerantz & Marchionini, 2007)
  • 6. Konsepter: Increasing role of libraries as a social space (Pomerantz & Marchionini, 2007)
  • 7. Visual Navigation Project “The collection in a new light” — Bridging the gap between the visual experience of 
 physical libraries & digital libraries
  • 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. 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. 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. 1. Rethink picture: Colorbox physical library digital library transaction log analysis (3) observations (1), interviews (2) brainstorms (4)usage
  • 14. Rethink 3. query analysis
  • 15. see: Huurdeman, Aamodt & Heggø (2018)
  • 16. see: Huurdeman, Aamodt & Heggø (2018)
  • 17. see: Huurdeman, Aamodt & Heggø (2018)
  • 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”
  • 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. Visualize 2. data processing
  • 26. Visualize 3. examples (D3) Force-directed diagrams
 relations: DDC numbers (size: Amazon rating)
  • 27.
  • 28. Word Clouds
 words: book abstracts 
 colors: ratings
  • 29. Interactive bar graphs
 color: DDC, size: Amazon rating
  • 30. 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..
  • 31. 3. Connect physical & digital physical library digital library usage physical library 1. collections 2. events 3. exhibitions
  • 32. Connect 1. collections Star Wars & Dr. Who
  • 33. 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
  • 39. Picture: Simen Kjellin • F • D • In fo • S • O Connect 2. events Hidden Figures
  • 42. Abel Prize 2017 & 2018
  • 43. Abel Prize 2017 & 2018
  • 46. Connect 3. exhibitions Bonnevie Exhibition 2018 see: http://www.muv.uio.no/publikumstjenester/arrangementer/apner-4.-mai:-professor-bonnevies-arkiv.html
  • 47. Connect physical & digital physical library digital library usage physical library 1. collections 2. events 3. exhibitions 4. integrative }
  • 48. Connect 4. integrative approaches CollectionXplorer 
 prototype data-driven approach
 interactive visualizations using enriched catalog data
  • 50. 
 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
  • 54. how much time do people spend? when do people interact?
  • 55. 4. Evaluate where do people touch?
  • 56. where do people touch? (2)
  • 57.
  • 58. ]
  • 59. where do people touch? (2)
  • 60.
  • 61. 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)
  • 62. Note: ‘honey pot’ effect (Brignull & Rogers, 2003) 
 at times, multiple people use a touch app simultaneously How many people used the apps?
  • 63. 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%) ;-)
  • 64. 
 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
  • 65. 5. Document & share
  • 66. 5. Document & share Workshop at VIRAK (12 June ’17) nominated for VIRAK
 NYSKAPENDE prize
  • 67. v 5. Document & share Visualization Workshop (14 June ’17)
  • 68. 5. Document & share Touch App Workshop (20 Nov ’17)
  • 69. 5. Document & share Focus on open-source tools, sharing of code and datasets
  • 70. to be published Upcoming paper 5. Document & share download: noril.uib.no
  • 71. @BookNavigation 5. Document & share bit.ly/VisualNavigationProject
  • 72. • Project background • Explorative studies • Visualizing library (meta)data • Connecting digital & physical • Documenting & sharing 6. Conclusion
  • 73. Lessons along the journey…
  • 74. 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?
  • 75. 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
  • 76. The Value of… 1. Exploration 2. Data 3. Collaboration 4. Documentation & reuse 5. User Experience 6. Content
  • 77. 1. Value of exploration
  • 78. 1. Importance of exploration • Traditional user studies • Observations, surveys, transaction log study • ‘Out of the box’ inspiration via open-ended studies • brainstorms, gigamapping, interviews
  • 79. 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)
  • 80. 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)
  • 81. Examples: Collaboration Book Motion (2013) Real Fiction (2017)
  • 82. 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)
  • 83. 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 •
  • 84.
  • 85. 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
  • 86. …optimizing… Higher depth of interaction in optimized apps
  • 87. 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
  • 89. 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!
  • 90. “It is still possible to dream..”
  • 91. “It is still possible to dream..”
  • 92. ..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
  • 93. ?
  • 94. Want to know more? • More project info at bit.ly/visualnavigationproject • (ub.uio.no/om/prosjekter/the-visualisation-project/)
  • 95. 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.
  • 96. 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