This document discusses using user experience (UX) design and data visualization to better understand complex data. It introduces Paula de Matos and Jason Dykes who are experts in UX and visualization. They provide an example scenario about designing a library visualization to help a local authority research officer determine which libraries are most successful. Participants are tasked with sketching a visualization to help address this scenario. The document also discusses challenges of UX design for complex data environments and provides an example of applying a UX process to develop an enzyme portal for bioinformatics data.
Application UI Design with Large Data Sets (Cathy Lu)uxpa-dc
Cathy Lu discusses principles for designing user interfaces for large data sets. She notes that data is growing exponentially but screens are limited, so UIs must handle limitless data. She advocates for "push not pull" interfaces that proactively surface insights instead of requiring users to manually pull reports. Data visualization should drive insights and decisions. UIs should create "stickiness" by remembering user customizations and recent accesses. Interfaces need to provide both breadth of aggregated data and depth of drill-downs to handle wide and deep data sets. Performance issues are addressed through feedback, asynchronous processing, and on-demand data fetching.
This presentation was provided by Gerald Benoit of Simmons College during the NISO webinar, Enabling Discovery and Retrieval of Non-Traditional and Granular Content, held on June 7, 2017
Digital fabrication as a library integrated serviceMatt Bernhardt
This was a presentation to Liberact 2014 on the possibilities for digital fabrication in the context of not only a library, but at MIT (where some fabrication technologies were developed, and access to new technology is not always lacking)
This document is a preliminary draft for a project called "The Qualified Self Technologies" by Prof. L. SCHLENKER from December 1st 2014. It discusses how enterprise technologies can be used for self-improvement and contains sections on the internet of things, big data, cloud computing, open data, and visualization. The document contains an introduction and overview of these topics with examples and contributions from other authors.
An archive is a place where people gather primary sources like letters, reports, photos, and recordings to research history. A digital archive has three key components - the digital records, the administering organization, and infrastructure to preserve and provide access to records over time. A digital archive requires functions like digital verification, migration, search/discovery, and repair to ensure record authenticity, integrity, and access over extended periods. Digital archives can be dark, meaning only a few can access data, or light, meaning authorized community members can access data. Examples of digital archives include image, sound, manuscript, film and data archives held by institutions like libraries and universities. The archiving process involves ingesting content and preserving it over time according to
Amelia Abreu is a PhD candidate focused on human-computer interaction, information organization, and design. She has conducted extensive user research through data analysis, ethnography, and usability testing. Notable projects include exploring "collaborative collecting" practices of data sharing and examining how youth use social media platforms for community. Abreu also leads work on intersections of big and small data through publications, workshops, and prototypes.
Tabletop is a virtual collaborative environment that allows users to share desktop objects, internet objects, and internet of things during meetings in real-time. It provides a multimedia-capable virtual meeting room to enable timely collaborative decision making. Users can cooperate on shared objects from their desktops, internet browsers, or networked devices and sensors. Tabletop supports large team collaboration across multiple virtual tables and integration with existing leadership structures to facilitate efficient human-cyber workplaces of the future.
Application UI Design with Large Data Sets (Cathy Lu)uxpa-dc
Cathy Lu discusses principles for designing user interfaces for large data sets. She notes that data is growing exponentially but screens are limited, so UIs must handle limitless data. She advocates for "push not pull" interfaces that proactively surface insights instead of requiring users to manually pull reports. Data visualization should drive insights and decisions. UIs should create "stickiness" by remembering user customizations and recent accesses. Interfaces need to provide both breadth of aggregated data and depth of drill-downs to handle wide and deep data sets. Performance issues are addressed through feedback, asynchronous processing, and on-demand data fetching.
This presentation was provided by Gerald Benoit of Simmons College during the NISO webinar, Enabling Discovery and Retrieval of Non-Traditional and Granular Content, held on June 7, 2017
Digital fabrication as a library integrated serviceMatt Bernhardt
This was a presentation to Liberact 2014 on the possibilities for digital fabrication in the context of not only a library, but at MIT (where some fabrication technologies were developed, and access to new technology is not always lacking)
This document is a preliminary draft for a project called "The Qualified Self Technologies" by Prof. L. SCHLENKER from December 1st 2014. It discusses how enterprise technologies can be used for self-improvement and contains sections on the internet of things, big data, cloud computing, open data, and visualization. The document contains an introduction and overview of these topics with examples and contributions from other authors.
An archive is a place where people gather primary sources like letters, reports, photos, and recordings to research history. A digital archive has three key components - the digital records, the administering organization, and infrastructure to preserve and provide access to records over time. A digital archive requires functions like digital verification, migration, search/discovery, and repair to ensure record authenticity, integrity, and access over extended periods. Digital archives can be dark, meaning only a few can access data, or light, meaning authorized community members can access data. Examples of digital archives include image, sound, manuscript, film and data archives held by institutions like libraries and universities. The archiving process involves ingesting content and preserving it over time according to
Amelia Abreu is a PhD candidate focused on human-computer interaction, information organization, and design. She has conducted extensive user research through data analysis, ethnography, and usability testing. Notable projects include exploring "collaborative collecting" practices of data sharing and examining how youth use social media platforms for community. Abreu also leads work on intersections of big and small data through publications, workshops, and prototypes.
Tabletop is a virtual collaborative environment that allows users to share desktop objects, internet objects, and internet of things during meetings in real-time. It provides a multimedia-capable virtual meeting room to enable timely collaborative decision making. Users can cooperate on shared objects from their desktops, internet browsers, or networked devices and sensors. Tabletop supports large team collaboration across multiple virtual tables and integration with existing leadership structures to facilitate efficient human-cyber workplaces of the future.
First Part: DiYSE project presentation and the introduction to the DiY-Studio held @ TEI'11 Funchal, Portugal.
http://www.tei-conf.org/11/program_/studios/#s5
Spakers: Marc Godon, Marc Rolands, Juan R. Velasco and Geert Vanderhulst
Collaborative Learning - The Role Communities Play in IoTJustin Grammens
These slides discuss the importance of collaborative learning and envisioning solutions within the world of the Internet of Things. I gave this presentation at the Internet of Things meetup on July 16, 2015. Further details of myself and the other presenters that night are at: http://bit.ly/1VWaxcs
Sharing Science: Tools for Improving our Research, Teaching, and ImpactPenn State University
Presented by Ryan Watkins, Professor, George Washington University, rwatkins@gwu.edu
Presented at The University Council for Workforce and Human Resource Education Fall 2018 Webinar
This document discusses makerspaces in academic libraries. It notes some similarities and differences between public and academic libraries regarding makerspaces. While public libraries are a good fit for makerspaces, academic libraries already have some related resources on campus in departments like engineering and art. The document provides examples of makerspaces at different universities and considerations for starting a makerspace, such as identifying user needs, finding space, managing noise and power needs, and identifying potential partners. It emphasizes the importance of planning and highlights how makerspaces can promote learning, creativity, and skills in areas like STEM.
This document outlines a workshop on makerspaces and hackerspaces in libraries. It begins with an introduction to makerspaces and hackerspaces as community workspaces for collaboration on technology, science, and digital art projects. Examples of existing makerspaces at several libraries are provided, highlighting common equipment like 3D printers, coding stations, and media production tools. The workshop consists of group activities to design a hypothetical makerspace by choosing a library type, defining intended users, and selecting equipment. It also covers managing and promoting the makerspace through funding, staffing, space planning, change management, and sustainability.
This document discusses the changing role of libraries and librarians. It argues that libraries are shifting from being solely physical spaces that lend books to becoming platforms that provide broader access to both digital and physical resources. Librarians are also changing and taking on new roles like curating makerspaces and tool libraries. The document outlines several examples of libraries that have implemented makerspaces and tools lending to remain relevant in their communities and enable new forms of learning and creation.
The document discusses several digital preservation initiatives including LOCKSS and CLOCKSS which help institutions retain access to electronic journals through local storage, and OLPC which provides laptops to children in developing countries. It also covers the Universal Virtual Computer project for digital preservation through emulation and migration. The Australian PADI project aims to provide strategies and guidelines for preserving access to digital information through activities like developing best practices and promoting collaboration.
A makerspace is a community space where people can gather to work on projects using tools and expertise available. The document discusses what a makerspace is and provides examples of the types of tools, technologies, and projects typically seen in makerspaces. It outlines considerations for starting a makerspace, including determining user needs and available space, tools, and resources. The main technologies discussed include 3D printing, electronics, robotics, and wearable technology. Prototyping, electronics hobbyist projects, and teaching STEM concepts are highlighted as common activities supported by makerspaces.
3D Printing at the Library: Planning a pilot projectSheli McHugh
This document discusses introducing 3D printing services at libraries. It provides examples of other libraries that offer 3D printing, such as Westport Library and Chicago Public Library. The author proposes a pilot project for their own library using a small-scale 3D printer for demonstrations, support and training. They acknowledge concerns with needing space, ensuring environmental friendliness and ventilation, recovering costs, and handling supplies, staffing needs, and intellectual property issues with 3D printing.
A digital library is a collection of digitized texts, images, or data that can be indexed and retrieved through a system. It requires a specified community of users. Characteristics include digitized content, a system for navigation and retrieval, and a user community. Considerations in developing a digital library include selecting appropriate content, ensuring tools allow retrieval, addressing copyright issues, following interoperability standards, designing for users, committing resources for maintenance, and securing necessary funding.
This document discusses the need for data journalism skills and proposes a radical curriculum change for journalism programs. It notes that computers and social media will be integral to all careers. Data is ubiquitous. Storytelling may incorporate game dynamics. The curriculum should flip to primarily teach digital skills like programming, web development, mobile development, and data visualization. It should integrate traditional journalism skills. This will keep journalism relevant and ensure students have 21st century communication skills for success.
This document describes GridOrbit, an awareness system designed to increase participation in volunteer computing. It deployed public displays and a notification system to provide awareness of a local volunteer computing infrastructure called the Mini-Grid. The deployment found that contributions increased 75% with the public displays and 51% with notifications. While public displays attracted different types of users, notifications had no significant impact. The document concludes that awareness technologies can increase participation in volunteer computing, and that future work should focus on scaling contributions and improving on-screen messaging functionality.
Citizen Science - Smart Citizens Making SenseFrank Kresin
This document discusses citizen science and empowering citizens to monitor and better understand their environment. It describes how open data and low-cost sensors can be used to acquire environmental data that is then analyzed and interpreted by citizens. This allows citizens to have a more informed dialogue with governments and influence policies. Examples are provided of citizen science projects focused on air quality monitoring in various cities around the world. The document advocates for enhancing citizens' data literacy skills and creating public data commons to facilitate citizen science initiatives.
Presentation based off of research performed by D. Kirk et al. Highlights challenges his team faces through the two projects highlighted in the case studies.
Whitley New Media in American Literary History Symposium #nmalhedwardwhitley
This document summarizes Edward Whitley's talk "Moriarty's Code: A Cautionary Tale on Innovation in the Digital Humanities". It discusses the goals of Whitley's NEH-funded project "The Crowded Page" to develop tools to study literary communities, but finds the visualization disappointing as it fails to properly represent relationships and conceals source materials. The project is put on hold as attention turns to print publications. The talk warns against fantasizing about powerful digital tools when the work may be better accomplished through analog methods combined with digital.
The document discusses the need for new tools to support cultural heritage exploration online. It argues that current search tools are designed for fact-finding but cultural heritage is better suited to discovery. Four slogans are presented: 1) the web is not suited for cultural heritage in the same way as search engines, 2) tools are needed to empower both visitors and curators beyond only metadata, 3) tools should embrace complexity and allow exploration at different levels, and 4) interpretation is important and tools should support social aspects and recommendations. The goal is to move from only access to content to enabling discovery through enriched narratives and giving control to users and curators.
Free as in Puppies: Compensating for ICT Constraints in Citizen ScienceAndrea Wiggins
This document discusses how citizen science project organizers address issues related to participation and data quality when limited by resource constraints. It notes that while ideal information and communication technologies (ICT) could help with recruitment, retention, and data quality, free ICT options are often not sufficient due to lack of funding. The document presents three citizen science projects that have contrasting resource levels and explores how they creatively address these issues through alternative solutions like in-person outreach, paper data collection, and process optimization. It concludes by discussing implications for practice, policy, and CSCW research around leveraging complementary resources when full ICT capabilities are not possible.
U.S. libraries are at the forefront of digital technologies like 3D printing. 3D printing allows objects to be built from digital files in layers. Libraries use 3D printing for projects like prototypes, prosthetics, art, and education. As 3D printing democratizes technology, libraries can help patrons create and share content while teaching STEM skills. Policies around content, fees, and liability are needed to guide 3D printing services in libraries.
This document discusses potential strategic partnerships for a university makerspace. It identifies three key partners: a chemistry professor who will demonstrate a steampunk coffee brewing device, a robotics professor who wants to hold robotics competitions in the library, and a professor of management information systems who wants to introduce classes to 3D printing and physical computing. It also contrasts public libraries, which serve local communities with diverse demographics, versus academic libraries serving more homogeneous university communities and able to obtain internal funding. It encourages understanding community needs and strengths and making lists of available resources.
Tutorial: As a UX practitioner working in complex environments you have to be flexible, since commonly-used user-centred design techniques may not work. In this tutorial, we provide insights into how you can approach UX problems in complex fields with confidence.
With concrete examples from our experience of designing services for life scientists, we describe approaches you can use to characterise specialist users, and translate their requirements into successful designs. In the hands-on activity, you will experiment with our unique (and recently published) ‘canvas sort’ technique, for prioritising large numbers of data items and modelling their interactions.
So if you work in UX in a complex environment - such as in scientific research, pharmaceuticals, engineering, technology, finance, or others - join us to learn how to survive when things get complicated!
User Experience in Science: the new kid on the blockPaula de Matos
This document discusses user experience (UX) in complex scientific domains like bioinformatics. It provides an example of applying UX to the Enzyme Portal, a bioinformatics tool with over 10 databases on enzymes. The UX process involved understanding stakeholders, conducting user interviews, creating personas, developing user stories and information architecture models, prototyping, and addressing challenges in complex domains like diverse users and managing large amounts of data. The document emphasizes the importance of understanding users and involving them in the design process to create useful tools for scientific research.
First Part: DiYSE project presentation and the introduction to the DiY-Studio held @ TEI'11 Funchal, Portugal.
http://www.tei-conf.org/11/program_/studios/#s5
Spakers: Marc Godon, Marc Rolands, Juan R. Velasco and Geert Vanderhulst
Collaborative Learning - The Role Communities Play in IoTJustin Grammens
These slides discuss the importance of collaborative learning and envisioning solutions within the world of the Internet of Things. I gave this presentation at the Internet of Things meetup on July 16, 2015. Further details of myself and the other presenters that night are at: http://bit.ly/1VWaxcs
Sharing Science: Tools for Improving our Research, Teaching, and ImpactPenn State University
Presented by Ryan Watkins, Professor, George Washington University, rwatkins@gwu.edu
Presented at The University Council for Workforce and Human Resource Education Fall 2018 Webinar
This document discusses makerspaces in academic libraries. It notes some similarities and differences between public and academic libraries regarding makerspaces. While public libraries are a good fit for makerspaces, academic libraries already have some related resources on campus in departments like engineering and art. The document provides examples of makerspaces at different universities and considerations for starting a makerspace, such as identifying user needs, finding space, managing noise and power needs, and identifying potential partners. It emphasizes the importance of planning and highlights how makerspaces can promote learning, creativity, and skills in areas like STEM.
This document outlines a workshop on makerspaces and hackerspaces in libraries. It begins with an introduction to makerspaces and hackerspaces as community workspaces for collaboration on technology, science, and digital art projects. Examples of existing makerspaces at several libraries are provided, highlighting common equipment like 3D printers, coding stations, and media production tools. The workshop consists of group activities to design a hypothetical makerspace by choosing a library type, defining intended users, and selecting equipment. It also covers managing and promoting the makerspace through funding, staffing, space planning, change management, and sustainability.
This document discusses the changing role of libraries and librarians. It argues that libraries are shifting from being solely physical spaces that lend books to becoming platforms that provide broader access to both digital and physical resources. Librarians are also changing and taking on new roles like curating makerspaces and tool libraries. The document outlines several examples of libraries that have implemented makerspaces and tools lending to remain relevant in their communities and enable new forms of learning and creation.
The document discusses several digital preservation initiatives including LOCKSS and CLOCKSS which help institutions retain access to electronic journals through local storage, and OLPC which provides laptops to children in developing countries. It also covers the Universal Virtual Computer project for digital preservation through emulation and migration. The Australian PADI project aims to provide strategies and guidelines for preserving access to digital information through activities like developing best practices and promoting collaboration.
A makerspace is a community space where people can gather to work on projects using tools and expertise available. The document discusses what a makerspace is and provides examples of the types of tools, technologies, and projects typically seen in makerspaces. It outlines considerations for starting a makerspace, including determining user needs and available space, tools, and resources. The main technologies discussed include 3D printing, electronics, robotics, and wearable technology. Prototyping, electronics hobbyist projects, and teaching STEM concepts are highlighted as common activities supported by makerspaces.
3D Printing at the Library: Planning a pilot projectSheli McHugh
This document discusses introducing 3D printing services at libraries. It provides examples of other libraries that offer 3D printing, such as Westport Library and Chicago Public Library. The author proposes a pilot project for their own library using a small-scale 3D printer for demonstrations, support and training. They acknowledge concerns with needing space, ensuring environmental friendliness and ventilation, recovering costs, and handling supplies, staffing needs, and intellectual property issues with 3D printing.
A digital library is a collection of digitized texts, images, or data that can be indexed and retrieved through a system. It requires a specified community of users. Characteristics include digitized content, a system for navigation and retrieval, and a user community. Considerations in developing a digital library include selecting appropriate content, ensuring tools allow retrieval, addressing copyright issues, following interoperability standards, designing for users, committing resources for maintenance, and securing necessary funding.
This document discusses the need for data journalism skills and proposes a radical curriculum change for journalism programs. It notes that computers and social media will be integral to all careers. Data is ubiquitous. Storytelling may incorporate game dynamics. The curriculum should flip to primarily teach digital skills like programming, web development, mobile development, and data visualization. It should integrate traditional journalism skills. This will keep journalism relevant and ensure students have 21st century communication skills for success.
This document describes GridOrbit, an awareness system designed to increase participation in volunteer computing. It deployed public displays and a notification system to provide awareness of a local volunteer computing infrastructure called the Mini-Grid. The deployment found that contributions increased 75% with the public displays and 51% with notifications. While public displays attracted different types of users, notifications had no significant impact. The document concludes that awareness technologies can increase participation in volunteer computing, and that future work should focus on scaling contributions and improving on-screen messaging functionality.
Citizen Science - Smart Citizens Making SenseFrank Kresin
This document discusses citizen science and empowering citizens to monitor and better understand their environment. It describes how open data and low-cost sensors can be used to acquire environmental data that is then analyzed and interpreted by citizens. This allows citizens to have a more informed dialogue with governments and influence policies. Examples are provided of citizen science projects focused on air quality monitoring in various cities around the world. The document advocates for enhancing citizens' data literacy skills and creating public data commons to facilitate citizen science initiatives.
Presentation based off of research performed by D. Kirk et al. Highlights challenges his team faces through the two projects highlighted in the case studies.
Whitley New Media in American Literary History Symposium #nmalhedwardwhitley
This document summarizes Edward Whitley's talk "Moriarty's Code: A Cautionary Tale on Innovation in the Digital Humanities". It discusses the goals of Whitley's NEH-funded project "The Crowded Page" to develop tools to study literary communities, but finds the visualization disappointing as it fails to properly represent relationships and conceals source materials. The project is put on hold as attention turns to print publications. The talk warns against fantasizing about powerful digital tools when the work may be better accomplished through analog methods combined with digital.
The document discusses the need for new tools to support cultural heritage exploration online. It argues that current search tools are designed for fact-finding but cultural heritage is better suited to discovery. Four slogans are presented: 1) the web is not suited for cultural heritage in the same way as search engines, 2) tools are needed to empower both visitors and curators beyond only metadata, 3) tools should embrace complexity and allow exploration at different levels, and 4) interpretation is important and tools should support social aspects and recommendations. The goal is to move from only access to content to enabling discovery through enriched narratives and giving control to users and curators.
Free as in Puppies: Compensating for ICT Constraints in Citizen ScienceAndrea Wiggins
This document discusses how citizen science project organizers address issues related to participation and data quality when limited by resource constraints. It notes that while ideal information and communication technologies (ICT) could help with recruitment, retention, and data quality, free ICT options are often not sufficient due to lack of funding. The document presents three citizen science projects that have contrasting resource levels and explores how they creatively address these issues through alternative solutions like in-person outreach, paper data collection, and process optimization. It concludes by discussing implications for practice, policy, and CSCW research around leveraging complementary resources when full ICT capabilities are not possible.
U.S. libraries are at the forefront of digital technologies like 3D printing. 3D printing allows objects to be built from digital files in layers. Libraries use 3D printing for projects like prototypes, prosthetics, art, and education. As 3D printing democratizes technology, libraries can help patrons create and share content while teaching STEM skills. Policies around content, fees, and liability are needed to guide 3D printing services in libraries.
This document discusses potential strategic partnerships for a university makerspace. It identifies three key partners: a chemistry professor who will demonstrate a steampunk coffee brewing device, a robotics professor who wants to hold robotics competitions in the library, and a professor of management information systems who wants to introduce classes to 3D printing and physical computing. It also contrasts public libraries, which serve local communities with diverse demographics, versus academic libraries serving more homogeneous university communities and able to obtain internal funding. It encourages understanding community needs and strengths and making lists of available resources.
Tutorial: As a UX practitioner working in complex environments you have to be flexible, since commonly-used user-centred design techniques may not work. In this tutorial, we provide insights into how you can approach UX problems in complex fields with confidence.
With concrete examples from our experience of designing services for life scientists, we describe approaches you can use to characterise specialist users, and translate their requirements into successful designs. In the hands-on activity, you will experiment with our unique (and recently published) ‘canvas sort’ technique, for prioritising large numbers of data items and modelling their interactions.
So if you work in UX in a complex environment - such as in scientific research, pharmaceuticals, engineering, technology, finance, or others - join us to learn how to survive when things get complicated!
User Experience in Science: the new kid on the blockPaula de Matos
This document discusses user experience (UX) in complex scientific domains like bioinformatics. It provides an example of applying UX to the Enzyme Portal, a bioinformatics tool with over 10 databases on enzymes. The UX process involved understanding stakeholders, conducting user interviews, creating personas, developing user stories and information architecture models, prototyping, and addressing challenges in complex domains like diverse users and managing large amounts of data. The document emphasizes the importance of understanding users and involving them in the design process to create useful tools for scientific research.
The document discusses various methods for assessing libraries, including surveys, questionnaires, focus groups, observation, usability studies, and ROI calculations. It provides examples of assessment tools like LibQUAL+, which uses surveys to measure user perceptions of service quality across three dimensions: affect of service, information control, and library as place. The document emphasizes that assessment is important for strategic planning, decision-making, program evaluation, advocacy, and regular service improvements in libraries.
Finding Knowledge: Assessing Knowledge in the Age of SearchSimon Knight
This document discusses how epistemology relates to allowing internet access during exams. It notes that Denmark allows internet access during exams to test problem-solving and analysis skills. While no communication sites are allowed, the policy is based on epistemological claims about the nature of knowledge. It also discusses the risks of injustice and content holes when relying on internet searches due to filter bubbles, bias, and a lack of opposing views. Throughout, it emphasizes that both search tools and students need to consider multiple perspectives and the assumptions underlying information to gain an accurate understanding.
Wittig: Creating a Digital Media Space for Today's Teens, Part 1 and Part 2 ALATechSource
The document discusses the creation of The Labs, a digital media space for teens at the Carnegie Library of Pittsburgh. It provides background on why such a space is needed given trends in teen library usage. It then details how The Labs was planned and implemented, including research that informed its approach, partnerships developed, the types of workshops and programs offered, and resources and equipment provided. Tips are also offered on funding, design, and best practices for other libraries looking to create similar digital learning spaces.
From industry to academia: user-centred design driving library service innova...LIBER Europe
From industry to academia: user-centred design driving library service innovation at Cambridge University Library. The library has adopted techniques from industry like user-centered design to better understand student and faculty needs. Research methods like diary studies, interviews and observations have provided insights into user behaviors. Personas, journey maps and an experience map were created. The Futurelib program rapidly prototypes new services, with Spacefinder - a tool finding study spaces on campus - being an example. It has been successful, with nearly 13,000 sessions in 8 months. Overall findings show user experiences are complex, small changes can have big impacts, and moving quickly helps deliver benefits to users.
This document discusses environmental scanning and Library 2.0. It defines environmental scanning as communicating external information that may influence organizational decision making. Key components of an effective scan include top-level support, objectives, methodology, communication of results, and action planning. Characteristics of effective scanning teams include seeing beyond status quo and having a big picture view. Library 2.0 utilizes new technologies like blogs, wikis and tagging to create more interactive websites and connect users. It provides options for users and increases access to information.
The document summarizes efforts to connect information literacy and maker literacy at Miami University Regionals' library makerspace. Key points include:
- The library worked with faculty to develop class assignments incorporating the makerspace, with some successes and one failure due to lack of faculty follow through.
- Additional outreach included an information literacy menu, one button studio, classes/projects, and community connections like STEM programs.
- Challenges included failed projects/outreach and lack of assessment, but growth is shown in a survey finding most libraries now have or plan makerspaces.
Creating a Digital Media Space for Today's Teens: Part 2 (Jan. 2019)ALATechSource
This document provides guidance and recommendations for creating a digital media space for teens at a library. It discusses the importance of mentorship and designing programming to support diversity and multiple literacies. Specific recommendations are made for workshop structures, partner programming, volunteer opportunities, and evaluation methods like badges and a teen media awards program. Equipment suggestions include video cameras, audio equipment, 3D printers, and software like Adobe Creative Cloud. Guidance is also given on grant writing and leveraging free online resources. The overall recommendation is to focus on relationships and community building rather than just transactions to better serve the community.
The document discusses the future of the Digital Curation Centre (DCC) and its role as a center of expertise in data curation and preservation. It outlines the DCC's proposed core services for the next phase, including providing reference resources, training, expertise/consultancy, community building, and tools/toolkits. It also discusses potential additional services and ensuring the DCC complements rather than conflicts with the UK Research Data Service.
The document discusses an international collaboration project between students at HK PolyU and QUT in Brisbane, Australia to design a library. Students are asked to consider different scenarios for the library's programming and services. Research was conducted on the existing site in Brisbane, including insights into the area's history, art/culture, and risk of periodic flooding. The project involved 6 weeks of research, concept development, system design, and interface design, with presentations at weeks 4 and 6 to receive feedback.
Introduction to User Experience Design 02/17/18Robert Stribley
Robert Stribley gave a presentation on user experience design. He discussed the history and background of UX, key UX principles like scent of information and progressive disclosure, the design process, agile methodology, and common UX deliverables like personas and user journeys. The workshop covered user research, a competitive review, card sorting to help structure information, creating site maps and page templates, and different types of navigation. The project involved redesigning Events.com to be a better resource for finding and promoting events in various cities.
Working in a Global Environment - Success Strategies for Today's Information ...SJSU School of Information
In her opening keynote for the Library 2.014 Worldwide Virtual Conference, Dr. Sandra Hirsh, professor and director of the San Jose State University (SJSU) School of Information, discussed the role of information professionals in a global community and the importance of the Master of Library and Information Science (MLIS) degree. Hirsh also talked about how information professionals can become “rock stars” in their organizations and information environments.
The Library 2.014 Worldwide Virtual Conference is the fourth annual event in a series of free virtual conferences co-founded by the SJSU School of Information. The role of libraries in the digital age is the theme of the free international conference. Session recordings can be accessed at http://www.library20.com/page/2014-recordings
What does success look like when it comes to library discoverability? Index based discovery systems have seen a dramatic rate of adoption since introduction to the research ecosystem in 2009, with more than 9,000 libraries relying on a discovery system to provide users with a comprehensive index to their offerings. Some issues bar the way to providing this comprehensive view, but many challenges have been overcome through collaboration between libraries, content providers and discovery partners. The NISO ODI initiative began to examine these issues in 2011, and released a best practice in June 2014.
Speakers will highlight examples of successful collaboration, note continued areas of challenge, and provide insight on how the Open Discovery Initiative Conformance Checklists can be used as a mechanism to evaluate content provider or discovery provider conformance with the best practice.
Gujranwala medical collge digital library accessAsif Iqbal
The document discusses the challenges libraries face in developing digital strategies and managing digital assets. It notes that libraries must renovate their practices to support research and learning while upholding their mission in the face of changing user behaviors and technological developments. However, developing digital strategies is difficult due to a lack of recognized patterns, uncertain directions for digital initiatives, and the scale and diversity of issues involved. The world is changing rapidly and libraries need help from various sources to effectively navigate this new environment and remain relevant institutions.
Conforming to Destiny or Adapting to Circumstance: The State of Cataloging in...WiLS
Presented by Bobby Bothmann, Minnesota State University, Mankato for Peer Council 2019 on June 3rd at Madison Public Library in Madison, WI
Budgets, personnel, technology, services, and information-seeking behavior are some of the factors that influence today’s libraries. During this session, we will look at some of the historical technologies, processes, and trends in cataloging and examine how they panned out. We will use that information to identify and discuss current technologies, processes, and trends to see where we might be going and how advocacy might help us change fate.
In this presentation, Alex Juhasz, Director of the Mellon DH Grant and Professor of Media Studies at Pitzer College, along with Ashley Sanders, Digital Scholarship Librarian and DH specialist, will describe
(1) what the digital humanities is (and digital scholarship more broadly)
(2) the opportunities the Mellon DH grant and the Claremont Colleges Library provide for faculty and students to learn more, and
(3) present a snapshot of some of the exciting work already happening at the 7Cs.
Digital Humanities is a term that elicits both excitement and scorn in scholarly circles, and there is still a great deal of discussion as to whether it is a field of inquiry, a set of research methods, or simply a new perspective on arts and humanities research. This workshop will provide a brief survey of how the evolving theory and practice of using contemporary technology and technology-assisted research methods are impacting scholarship in the arts and humanities.
I need money for my startup: now what? with Meziane Lasfer City Unrulyversity
This document discusses various methods that private firms can use to raise capital, including debt, equity, and hybrid securities. It outlines the key characteristics of different financing methods, such as whether they provide fixed claims or residual claims, tax deductibility, and priority during financial trouble. The document also examines how firms' financing needs and choices change over the life cycle from start-up to decline. Private equity like venture capital becomes particularly important during the rapid expansion stage when funding needs are high relative to firm value. The final stages of raising funds from angels or venture capitalists include provoking investor interest, valuation and return assessment, structuring the deal, and managing the investment through an exit.
Developing a pitch for investors with Ruben van WervenCity Unrulyversity
The document discusses tensions entrepreneurs face when pitching their startup to investors and provides solutions to address these tensions. The main tensions are describing the product without getting lost in technical details, reducing uncertainty without much evidence, and positioning the company without cliches. To address these, entrepreneurs should focus on customer benefits, gather any evidence they can, use circumstantial evidence, compare themselves to other firms, find a close target for comparisons, and highlight their unique "secret sauce".
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Ux and Data Visualisation
1. Using UX and Visualization to
give you an edge?
Paula de Matos
Jason Dykes
2. My name is Paula de Matos
I live in Cambridge, UK
I am an Independent
UX Analyst
I am South African and
Portuguese.
I have a special UX interest
in complex data and
visualization.
Tweet at @Paula_deMatos
3. My name is Jason Dykes
I live in Leicestershire, UK
I am an Professor of
Visualization at CITY Uni
I am a Geographer and a
Computer Scientist.
I am interested in using
visualization in a broad range
of domains - transport,
energy, ecology, geography,
intelligence analysis.
5. Meet Jessica
• Age: 35
Occupation: Local authority
research officer
Goals
Jessica’s main goal is to
determine which libraries are
the most successful and why?
Using this information she can
hopefully transfer this
knowledge to less successful
libraries and/or decrease
redundant library services.
6. Scenario – where and when to keep libraries open?
“Stockholm library” CC BY Samanthan Marx
7. Your task
Sketch a visualization that will help Jessica gain some
insight into allocating library resources?
“Darts” CC BY Richard Matthews
8. Read and discuss the task
• Read the persona and task.
• Find somebody else with the same coloured dot sticker.
• Introduce yourself and discuss the task.
15. • highly inter-connected
• has depth (big picture and high level of granularity
important)
• high volume, big scale
• unfamiliar since it is a ‘niche’/’expert’ field (niche
vocab.)
• needing security/ privacy/ authentication
• real time-critical
Complex data environments have data that is/ may be…
16. EMBL-EBI EuroHub for Bioinformatics in
Hinxton
• Part of the European Molecular Biology
Laboratory
• International, non-profit research institute
• 540 people work at EMBL-EBI, 48 nations
represented
• Average age: 37 yrs
17. • At the heart of modern biology research
• Science of storing, retrieving and analysing
biological information
• An interdisciplinary science involving
biologists, biochemists, computer scientists
and mathematicians
What is bioinformatics?
20. UX and Bioinformatics: Enzyme Portal
I can’t find
anything?
We have over 10
databases dealing
with enzymes
Data is loosely
linked and
mismatched
I can’t see
anything?
21. Enzyme Portal UX process
Stakeholder
Analysis
User
Research:
Interviews
Data Analysis:
Canvas Sort
Prototype and
Design
Evaluation:
Usability
Testing
22. • Preferably in their own environment
• Observe and understand context
• Ask questions, learn and validate
Interviewing users and understanding
their complex data
23. What is important to you?
What do you want?
What happens if you ask?
24. Interviewing with complex data
• Learn some of the basics in advance.
• Asking participants to remember “critical incidents”.
• Ask open ended questions to help participants discover
the data?
• Don’t make assumptions – data is complex!
34. Task 1: User research
Pair up and interview each other for 5 minutes.
Goal: try to uncover further success measures in library
usage.
Use open ended research questions such as
• “Can you describe the last time you used a library?”
• “Why did you go to the library?”
36. Task 2: Sketching a design
Sketch a visualization design to help Jessica uncover
which are the most successful libraries.
37. Task 3: Design evaluation
• Groups or about 4 or 5.
• Group facilitator needed to control timings.
• Each group member spends 1 minute describing their
design.
• As a group try to find one positive, one limitation and one
enhancement for each design in your group.
Editor's Notes
In order to explore the principles of visualization and the UX process we have designed a task for you based on a fictional persona and scenario.
The design scenario – quick taster task.
Jessica has worked for the local authority (LA) for a number of years. She studied mathematics as an undergraduate in Bristol and later did a Masters degree in sociology at Manchester. She is quite computer savvy and is fairly used to using complex interfaces as part of her job. She is married and has a little girl aged 2.
She has recently been promoted to ensure the future viability of the library services in the local authority. As a regular library user she is aware that there is quite a lot of information available that she can use to do this research. She knows that the LA have data on hundreds of thousands of individual library members and their lending patterns at over 30 libraries in the county. These are time stamped and themed – so the LA knows who borrowed what, where, when and for how long. The problem is that the information is densely packed away in databases with no interface for her or the librarians to use to make better decisions.
The details of this is in the handouts.
Local authority is making cuts to the library budget.
Jessicas team need to determine which libraries they should keep, which should operate on a reduced timetable or close and which should get more investment..
They have complex data which about borrowers, books and loan times. Jessica wants to gain some insight into the libraries and some sort of visualisation may be helpful.
Process:
Jason will outline some visualisation techniques you could use. While you are listening to his talk you can think about using some of these techniques in your task.
5 minute individual sketching session trying to use the techniques outlined.
15 minutes in your group to discuss the sketches.
By discussing the task you may uncover more questions and assumptions.
The idea is to just give you enough time to digest the design scenario and perhaps also get to know each other.
ISO 9241-210[1] defines user experience as "a person's perceptions and responses that result from the use or anticipated use of a product, system or service".
According to the ISO definition, user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use.
He notes that in order for there to be a meaningful and valuable user experience, information must be:
The IPOD when it was released was not novel in its idea of a music player. There were many music players around. Why was it enormously successful? Because it delivered the whole user experience package. It wasn’t just a music player but it allowed you to manage and download music. It revolutionalised the music industry and changed the fortunes of a company.
You get that Kodak feeling….
Kodak was the forerunner of photography for many decades even coining the term “Kodak moment”.
It developed a digital camera as early as 1975 but product was dropped for fear of it inflicting damage to photographic sales.
Later in the 1990’s when computers were emerging as part of everyday life and users were chomping at the bit for an alternative photography form Kodak did not understand its users and their goals.
Their management team thought that they knew best but in the end other companies developed the technology and gave users a way to manage photographs digitally.
Instead they clung to the belief that photographic film would be the future and that had to be protected at all costs.
We all know there is no clear-cut perfect generic UX process. That every project is different.
However if we abstract it we can think of the conventional UX iterative design methodology which is study, design, build and evaluate.
You are most likely very familiar with this. But what is different in visualisation design? After all you are designing an interactive system?
Ok lets take a step back.
We are here not just to talk about UX but also about data and information visualization.
Having worked in complex data environments for many years I have a special interest in information visualisation and understanding how UX and info viz can enhance the users experience.
So what do I mean by complex data environments?
highly inter-connected
has depth (big picture and high level of granularity important)
high volume, big scale
unfamiliar since it is a ‘niche’/’expert’ field
needing security/ privacy/ authentication
real time-critical
What the EBI provides is store, archive and provide as a service a complete set of the worlds biological digital data.
EBI library picture
New technologies have led to an explosion in biological data
Whilst DNA sequencing from genomics covers a large amount of this, other areas of biology have seen large increasing in the capacity to produce data
200 Gigabytes – 40 DVD movies; 238 Terabytes – content of the US Library of Congress in 2011; 16 Petabytes - Large Hadron Collider at CERN in a single year of operation!
Biology is rapidly becoming a data heavy science, but is still far behind physics
The best way to illustrate UCD is by example.
At the EBI we had a massive problem with disparate resources around enzymes. We made it so difficult for people to find information on enzymes with a number of resources in different places, disparate and mismatched data and not to mention a different styling for each resource that dealt with enzymes.
Furthermore, the data was really quite interlinked and complex with both a high level and low level granularity needed.
So a few years ago it was decided to attempt to fix the problem. At around the same time UCD was starting out at the EBI and we decided to follow a UCD approach.
That means we placed the user at the forefront of our thinking.
This work has been published so you can get the full article if you want more details.
As this was a very complex UX problem I thought it would make a good example to illustrate how UX is applied in science.
We used an agile UX process but managed to get a lot of user research done upfront before development really took off.
This is roughly the process we followed with much stakeholder involvement (10 databases upfront), user research, data analysis, design and then evaluation (usability testing).
Due to the limited time of this workshop I will only focus on two areas which I think are really relevant to Information Visualization namely, User research and data analysis. Both Jason and myself are interested in exploring how UX methods can be used as an intervention for Info Viz.
Interviewing users and understanding their complex data can be difficult….
The language and vocab used may be different because its often a niche/expert field. Often participants are not sure what they can get out of their data but sense there might be something there.
We tended to interview them in their own environment. This allowed us to observe and understand their context.
We asked a lot of questions to learn and also validate our assumptions.
We quickly realized that our users were specialists and they liked to have everything. So if we asked them then they would just give us everything, hence the complex user stories we modeled.
It can be really tricky to interview users with complex data. They are experts in their field and getting them to step back and really take a look at their data can be difficult.
There are all sorts of challenges and here are some tips which will help you along the way:
Learn the basics in advance if you can. Make friends with a domain specialist to help you translate the information you might not completely understand.
Often this is data related and vivid in the participants memory providing valuable research data.
Remember that participants often don’t know what they need in advance.
“Why don’t you like this type of data?”
So you have done user research what now?
We found it important that this user research was articulated to the rest of the team. This would give them a feel for the data and the user.
In this project we used personas to create empathy for our end users and also understand their motivations.
How will the website fit into someone’s day?
Key user stories on a single map
Spot the ‘hubs’ which will be key pages to design
Use the map to validate at testing stage & to design scenarios and tasks
Run this by your buddy… see what gaps are missing and questions they would ask?
We needed a way to enable them to prioritise and establish what is important to them and inadvertently establish a kind of domain information architecture.
We wanted to understand how they see the world of enzymes.
To do this we designed a game called Canvas Sort for users to “play”. It was designed in a workshop setting with a 4 participants at a table all tackling the same canvas.
Participants had to prioritse six cards per canvas. Explain how they got to this canvas and what information they would want to see next.
They also had to describe what “actions” would be useful for the data.
This example tally is for data items only can do it for actions/ functionalities
Tallying up and comparing what each group chose and did per canvas is interesting.
Some times overlap others don’t.
Here are two different canvas done for the EP project. The second one has lots of overlaps and the first one doesn’t.
Building the user mental model in the language they understand.
Both Jason and myself are still exploring this and learning about these practices.
But from our own internal comparisons and based on papers we have read we have determined that there seem to be significant changes in the areas of study and evaluation.
The primary difference perhaps is the importance of the data. Data viz people spend a lot of time understanding and studying the data and the user. Whereas the focus in UX is perhaps primarily the user.
The data viz people try to bridge the gap between data and the user by offering iterative design solutions.
Not easy to do evaluation with complexity.
For example, I have worked extensively in scientific domains and measuring scientific discovery is is difficult.
(vis and scientific UX apps)
Similarly in Vis measuring insight can be a difficult too in Vis. Heide Lam et al illustrate this brilliantly. Research 850 papers at major viz conferences and only 361 actually did some form of evaluation of the visualisation.
They found that the papers could be classified under 7 scenarios classified as either processes or visualisation. Their goal was to provide a methodology which would allow visualisers to focus on the goal of the visualisation and choose an appropriate method. Most of the methods outlined will be familiar to us Uxers such as observation, usability testing, controlled experiments…
No time to go into details but its definatley an interesting read.
User research task
Pair up with your neighbout and interview them for 5 minutes.
The goal is to uncover further success measures in library usage.
There are obvious success measures that we can think of such as “How many books are taken out of the library” or “How many people visit the library”.
But by interviewing your partner can you uncover how they use the library, what they find important to them.
You need to use open ended user research questions such as
“Can you describe the last time you used a library?”
“Why did you go to the library?”
However the criteria for keeping a library are not just the total amount of books leant.
Book loans per person per library with loan and return date
Frequency and length of loans
Distance travelled to library
Other library services used during visits (computers, etc.)
Demographic information on their users such as age, gender, place of residence
On your own, sketch a visualization design to help Jessica uncover which are the most successful libraries. Use the A4 paper, pencils and erasers provided. Try using some of the concepts highlighted in the talks to address some of the success criteria. Remember to use your user research and any additional metrics you uncovered to guide your design. Annotate (post-it notes) to show functionality, interactions and animation. Your sketches should be rough and ready, they are meant just for discussion and idea generation.