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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Evaluation of the User Experience of Interactive Infographics in Online Newspapers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Julia Langer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Technology and Information Management University of Applied Sciences Burgenland Eisenstadt</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>97</fpage>
      <lpage>106</lpage>
      <abstract>
        <p>- Information graphics are a powerful tool to communicate complex information. Adding interactive elements to infographics that are published in online media enables journalists to tell even more complex and exiting stories. However, the usability of such complex data presentations is crucial for their acceptance among readers of online newspapers. The results of a usability study of interactive infographics published in online newspapers reveal weaknesses and success factors for designing interactive infographics to ensure an improved user experience.</p>
      </abstract>
      <kwd-group>
        <kwd>interactive infographics</kwd>
        <kwd>information graphics</kwd>
        <kwd>information visualization</kwd>
        <kwd>interaction</kwd>
        <kwd>usability</kwd>
        <kwd>user experience</kwd>
        <kwd>data-driven journalism</kwd>
        <kwd>online journalism</kwd>
        <kwd>online newspaper</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Information visualization describes the use of visual
representations of abstract data to amplify cognition [1] [2]. The
visual representation of information enables users to effectively
and efficiently perceive, recognize and interpret information.
Especially information graphics (short: infographics), that
combine graphics, image and text, are an efficient means to
communicate complex information, data or knowledge [3].
Static representations can be enhanced with interaction (e.g.,
filtering, selection, input of data, navigation) to provide users
with different ways of controlling how and which kind of
information is presented [4]. Since Shneiderman [5] proposed
his Visual Information-Seeking Mantra: Overview first, zoom
and filter, then details-on-demand, interaction has been a key
principle for the success of information visualization.</p>
      <p>
        Due to their capability to communicate complex data,
information and knowledge efficiently, infographics are often
applied in data-driven journalism. In data-driven journalism
large amounts of data are collected, evaluated, interpreted and
presented to readers [
        <xref ref-type="bibr" rid="ref9">6</xref>
        ] [7]. Lorenz [8] defines data-driven
journalism as a workflow where data is the basis for analysis,
visualization, and storytelling. Based on large amounts of data,
data journalists explain new insights and tell complex stories that
are enhanced by (interactive) visual representations [
        <xref ref-type="bibr" rid="ref9">6</xref>
        ] [9].
      </p>
      <p>
        Information visualization supports data journalists in
multiple ways. In the reporting phase information visualization
helps them to identify themes and questions, to identify outliers,
or to find typical examples [
        <xref ref-type="bibr" rid="ref9">6</xref>
        ]. When journalists publish stories
based on their investigations, information visualization is an
      </p>
      <p>Section II gives a short introduction to interactive
infographics which is followed by a brief overview on related
work on usability of (interactive) infographics in section III. In
section IV we introduce the usability test method based on
Thinking Aloud and a questionnaire. Sample results on selected
infographics and selected ergonomic principles are presented in
section V. We end up with some remarks on future work in
section VI and conclusions in section VII.</p>
    </sec>
    <sec id="sec-2">
      <title>II. INTERACTIVE INFOGRAPHICS</title>
      <sec id="sec-2-1">
        <title>A. Information Graphics</title>
        <p>
          Information graphics are visual representations of
information or data, e.g. as a chart or diagram, telling a specific
story [3] [
          <xref ref-type="bibr" rid="ref14">12</xref>
          ]. They combine graphics, image, text and numbers
to communicate information, data or knowledge efficiently [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ].
Infographics can be used to communicate complex topics and
draw the attention of percipients to them. They provide the
percipient with new insights and a quick overview on complex
facts on subjects like politics, science, technology, and nature
that are hard to understand just using text-based information.
However, despite obvious advantages there is an ongoing debate
on visual embellishment.
        </p>
        <p>
          While trying to create appealing infographics designers have
to prevent from adding unnecessary visual embellishment –
chart junk. They should adhere to a reduced approach using plain
and simple charts, e.g., by following the data-ink ratio for
noninteractive infographics proposed by Tufte [
          <xref ref-type="bibr" rid="ref16">14</xref>
          ] to reduce chart
junk.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Infographics and Interaction</title>
        <p>
          Most infographics published in books, newspapers,
magazines, on TV, or online media provide static
representations. However, an increasing number of infographics
published in online media can be manipulated by the user
interactively. Interaction is the ability to change in reaction to
the user and enhances all types of static information
visualization [4]. In the context of infographics there exist
several methods of interaction to manipulate a visual
representation, like scrolling, overview plus detail, focus plus
context, filtering, or data reordering [
          <xref ref-type="bibr" rid="ref17">15</xref>
          ].
        </p>
        <p>
          Weber and Wenzel [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ] define interactive infographics as a
visual representation of information that integrates several
modes (at least two) – e.g., image/video, spoken or written text,
audio, layout, etc. (the image mode is constitutive) – to a
coherent ensemble that offers at least one option of control to the
user. Interactive infographics can be controlled by, e.g., Start or
Stop button, forward or backward button, menu item to select,
timeline or time controller, filter, data request or input box [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ]
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>C. Types of Interactive Infographics</title>
        <p>
          Following Weber [
          <xref ref-type="bibr" rid="ref18">16</xref>
          ] we can classify interactive
infographics according to five distinctive features that cover
interaction as well as narrative issues: degree of interactivity,
activity model, communicative intent, topic, and the classic
questions What, Where, When, How, etc. [
          <xref ref-type="bibr" rid="ref19">17</xref>
          ]. Additionally,
features like genre or visual narrative can be applied, too [
          <xref ref-type="bibr" rid="ref20">18</xref>
          ].
Most important for the usability of interactive infographics are
the degree of interactivity and the activity model [
          <xref ref-type="bibr" rid="ref13">11</xref>
          ].
        </p>
        <p>
          The degree of interactivity of interactive infographics is
made up of three levels [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ]: Low interactivity, medium
interactivity, and high interactivity. While a low level of
interactivity allows a user to manipulate interactive infographics
without changing the graphics itself (e.g., zooming, mouseover
effects for showing details, Next or Start buttons), on a medium
level a user can manipulate the graphics (e.g., using a timeline
slider or menu items) by applying changes and comparing
information. In contrast, a high level of interactivity enables the
user to fully explore the infographics. He/she can interact with
information by input of data, retrieving data, or filtering, thus
changing the content.
        </p>
        <p>The activity model identifies the way users can interact with
the infographics and distinguishes between:
 Linear
 Nonlinear
 Linear-nonlinear</p>
        <p>
          The linear type restricts the user to move forward or
backward through a predetermined linear sequence [
          <xref ref-type="bibr" rid="ref21">19</xref>
          ]. The
step-by-step course is predefined by the author, i.e., this is an
author-driven style of interaction [
          <xref ref-type="bibr" rid="ref20">18</xref>
          ]. The user can only follow
a strict path using navigation tools like Start, Stop, Forward,
Backward, or Next and cannot explore the visualization by
himself. [
          <xref ref-type="bibr" rid="ref18">16</xref>
          ]
        </p>
        <p>
          In contrast, a nonlinear visualization does not provide a
prescribed ordering. This type offers the user many ways to
explore and query the visualization, including free exploration
without predefined navigation paths. Thus, its narrative is
reader-driven [
          <xref ref-type="bibr" rid="ref20">18</xref>
          ]. Navigation tools for nonlinear infographics
include input box, data query, filter, or brushing. [
          <xref ref-type="bibr" rid="ref18">16</xref>
          ]
        </p>
        <p>
          The third type called linear-nonlinear is a combination of the
other approaches. This type enables the author to communicate
his message using a predefined path, but additionally it allows
the user a limit amount of selection, for example using
interactive timelines, time controller, or an integrated menu for
navigation. [
          <xref ref-type="bibr" rid="ref18">16</xref>
          ]
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>III. RELATED WORK</title>
      <p>
        Interactive infographics shall communicate complex topics
fast, easy, in an easily understandable way to a broad audience.
To achieve this goal they have to be user-friendly, i.e., the
usability has to be well designed. However, designing and
creating interactive infographics is a challenging task [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ]: After
identifying and structuring the topic and deriving an appropriate
type of representation the multimedia elements – written text,
spoken text (audio), images (photos, diagrams, graphics), videos
(video, animation) – have to be combined in a meaningful way.
Interactive elements and hypertext elements have to be defined
and embedded within a concept of navigation [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ]. Since online
newspapers are read by a broad audience and not by experts,
only a limited knowledge on the linguistic knowledge (e.g.,
technical terms), structural knowledge (structure of the
information service), application knowledge (e.g., utilization of
interactive elements like buttons of sliders), and functional
knowledge (e.g., filtering of data) can be assumed [
        <xref ref-type="bibr" rid="ref22">20</xref>
        ]. There
are a few “standards” for designing static information graphics
(for print and web), but for interactive applications in the web
no standards exist. Burmester, Wenzel and Tille [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ] provide
some recommendations for designing interactive infographics
they derive from a user study on 23 interactive infographics.
      </p>
      <p>
        The utilization of interactive infographics has been analyzed
in some studies. Some authors take a general and global view on
interactive infographics [
        <xref ref-type="bibr" rid="ref23">21</xref>
        ] and some authors focus on the
utilization by journalists and publishing houses [9] [
        <xref ref-type="bibr" rid="ref13">11</xref>
        ] [
        <xref ref-type="bibr" rid="ref24">22</xref>
        ].
Only a few studies have been published that analyze the
utilization by readers and focus on usability issues, like
Schumacher [
        <xref ref-type="bibr" rid="ref25">23</xref>
        ], Burmester, Mast, Wenzel and Tille [
        <xref ref-type="bibr" rid="ref26">24</xref>
        ], and
Zwinger, Langer and Zeiller [
        <xref ref-type="bibr" rid="ref27">25</xref>
        ]. Since a study by Zwinger and
Zeiller [
        <xref ref-type="bibr" rid="ref13">11</xref>
        ] revealed a significant lack of convenience and
usability during the utilization of interactive infographics
published in online newspapers of Austria, Germany and
Switzerland, the usability of such infographics will be analyzed
in detail.
      </p>
      <p>IV. USABILITY OF INTERACTIVE INFOGRAPHICS</p>
      <sec id="sec-3-1">
        <title>A. Research Question</title>
        <p>This study examines the usability of interactive information
graphics that have been published in online newspapers. It
focusses on the utilization of interactive infographics by readers
of those online news. We analyze how readers perceive,
interpret and interact with interactive infographics. We
investigate whether background knowledge (structural,
application, functional knowledge) and previous experience is
required to provide a sufficient user experience. The
requirements of users related to a user-friendly design (based on
the international standard ISO 9241 on the ergonomics of
human-system interaction) of interactive infographics for online
news are identified due to an analysis of usage problems and
identifying weaknesses. Success factors and potential areas of
improvement will be shown.</p>
        <p>Therefore, we focus on the following question: Which
success factors improve the usability of interactive information
graphics in online journalism?</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Usability and User Experience</title>
        <p>
          Usability – in particular web usability – can be defined in
various ways. One of the pioneers Jakob Nielsen [
          <xref ref-type="bibr" rid="ref28">26</xref>
          ] defines
usability as “a quality attribute that assesses how easy user
interfaces are to use”. Consequently, he characterizes usability
by five quality attributes: learnability, efficiency, memorability,
errors, and satisfaction [
          <xref ref-type="bibr" rid="ref28">26</xref>
          ]. The international standard ISO
9241 on the ergonomics of human-system interaction defines in
part 11 usability as the extent to which a product can be used by
specified users to achieve specified goals with effectiveness,
efficiency and satisfaction in a specified context of use [
          <xref ref-type="bibr" rid="ref29">27</xref>
          ].
Information systems with high usability have to be user friendly,
easy to use, ease to learn, and its interface has to be
ergonomically designed [
          <xref ref-type="bibr" rid="ref30">28</xref>
          ].
        </p>
        <p>
          The term “user experience” not only considers the actual use
of an information system, but includes the anticipated usage
(before using the system) and the processing of the use situation
(identification or distancing; after using the system) [
          <xref ref-type="bibr" rid="ref30">28</xref>
          ].
According to Norman and Nielson [
          <xref ref-type="bibr" rid="ref31">29</xref>
          ] user experience
encompasses “all aspects of the end-user's interaction with the
company, its services, and its products”. ISO 9241-210 defines
user experience as "a person's perceptions and responses that
result from the use or anticipated use of a product, system or
service" [
          <xref ref-type="bibr" rid="ref32">30</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Method</title>
        <p>
          The user experience and in particular the usability of an
interactive system can be measured in various ways [
          <xref ref-type="bibr" rid="ref33">31</xref>
          ].
        </p>
        <p>
          Eyetracking would be a method of first choice on evaluating the
usability of an online services including infographics [
          <xref ref-type="bibr" rid="ref33">31</xref>
          ] [
          <xref ref-type="bibr" rid="ref34">32</xref>
          ].
However, most eyetracking tools cannot cope with the dynamic
behavior of interactive infographics and do not track the changes
on the screen, e.g., caused by mouseover, interactive timelines,
time controllers, and integrated navigation. Thus, a combined
method based on a questionnaire and the well-known qualitative
method Thinking Aloud (Think Aloud) is applied. By combining
both methods the weaknesses in the presentation of infographics
and problems of the users while interacting with them can be
identified and the course of action can be reconstructed [
          <xref ref-type="bibr" rid="ref29">27</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>1) Thinking Aloud</title>
        <p>
          Thinking Aloud is a cheap, flexible, robust and easy to learn
usability test [
          <xref ref-type="bibr" rid="ref35">33</xref>
          ]. Since it was first introduced to interface
design by Lewis [
          <xref ref-type="bibr" rid="ref36">34</xref>
          ] in 1982 it became one of the most popular
methods for usability testing. While testing the usability of an
interactive infographics the test persons are encouraged to
continuously comment their actions and their thoughts. Ideally
the test person describes all paths of action taken and all of
his/her impressions [
          <xref ref-type="bibr" rid="ref37">35</xref>
          ]. The verbalized thoughts of the test
persons are recorded (audio and/or video recording). We used
the recording feature of QuickTime Player to record the spoken
word of the test persons plus the movement of the mouse on the
screen and mouse clicks.
        </p>
        <p>
          This method provides immediate response that enables the
test moderator to draw conclusions on the actions taken and
emotions already during the evaluation. A few test persons are
sufficient to derive qualitative feedback of good quality [
          <xref ref-type="bibr" rid="ref30">28</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>2) Questionnaire</title>
        <p>
          After the test phase where the Thinking Aloud protocol had
been applied the evaluation was continued by a questionnaire the
test persons had to fill in. A usability evaluation can apply the
questionnaire ISO 9241/110-S [
          <xref ref-type="bibr" rid="ref30">28</xref>
          ]. It follows the ergonomic
principles of the ISO standard 9241-110: suitability for the task,
suitability for learning, suitability for individualization,
conformity with user expectations, self-descriptiveness,
controllability, and error tolerance. Each of the seven principles
is evaluated by five items on a seven-point Likert scale (“very
negative” to “very positive”). Since this is a standard
questionnaire, some items may be inappropriate for a specific
usability evaluation.
        </p>
        <p>
          To perform the usability test on interactive infographics the
ISO 9241/110-S questionnaire was modified and adapted to the
special needs [
          <xref ref-type="bibr" rid="ref38">36</xref>
          ] of this specific test. The number of items in
each section (i.e., ergonomic principle) had been adapted:
conformity with user expectations used the five original items;
suitability for the task, self-descriptiveness, and controllability
were reduced to four items; suitability for individualization and
error tolerance were reduced to three items; and suitability for
learning was reduced to two items. The Likert scale for
assessing each item was reduced from seven to four levels: ‘very
negative’ “- -“ | ‘negative’ “-“ | ‘positive’ “+” | ‘very positive’
“+ +” [
          <xref ref-type="bibr" rid="ref38">36</xref>
          ].
        </p>
        <p>To illustrate which items had been included in the adapted
questionnaire the items for the most significant and meaningful
ergonomic principles will be listed in detail: suitability for the
task, conformity with user expectations, self-descriptiveness,
and controllability.</p>
        <p>Example 1: The principle "suitability for the task" consists
of the following items: The interactive infographics …
is complicated and confusing / is straightforward and
clearly structured.
is boring and unimaginative / is exciting and creatively
designed (i.e., motivates to interact).
includes unnecessary elements for control and
interaction / includes an appropriate number of elements
for control and interaction.
offers too much and unnecessary information to keep
me informed / offers exactly fitting and necessary
information to keep me informed.</p>
        <p>Example 2: The principle "conformity with user
expectations" is made up of the following items: The interactive
infographics …
complicates orientation and use due to a non-uniform
design of interaction elements / makes orientation and
use easy due to a uniform design of interaction
elements.
contains text that is hard to read / contains easily
readable text.
complicates orientation and use due to bad color-coding
/ makes orientation and use easy due to good
colorcoding.
reacts slowly and with unpredictable turnaround times
and reaction times / reacts fast and with predictable
turnaround times and reaction times.
includes interactive elements that contradict my
expectations and habits / includes interactive elements
that correspond to my expectations and habits.</p>
        <p>Example 3: The principle "self-descriptiveness" is made up
of the following items: The interactive infographics …
offers no overview of interactive elements / offers a
good overview of interactive elements.
uses vague and unclear terms and abbreviations / uses
terms and abbreviations that are easily understood.
uses ambiguous and unclear symbols and icons /
symbols and icons that can be easily understood.
includes unnecessary comments and explanations /
includes helpful comments and explanations.</p>
        <p>Example 4: The principle "controllability" consists of the
following items: The interactive infographics …
allows for a cumbersome adoption of navigation tools /
allows for easy adoption of navigation tools.
offers difficult actions and changes using buttons / easy
offers actions and changes using buttons.
allows to undo single steps in a complicated way /
allows to undo single steps easily.
provides complicated and insufficient sorting, filtering
and selection of information / provides simple and
sufficient sorting, filtering and selection of information.
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</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>V. USABILITY STUDY In the presented usability test six interactive infographics have been evaluated by eight test persons [36]. These</title>
      <p>infographics had been published in German-speaking
newspapers from 2012 till 2016: two infographics had been
published by “Kurier” from Austria, two infographics by
“Spiegel” from Germany, one had been published by “Berliner
Morgenpost” from Germany, and the sixth infographic had been
published by “20min” from Switzerland. The infographics have
been selected according to the activity model (section II.C). To
ensure a balanced usability test two infographics have been
chosen for each type: linear, nonlinear, and linear-nonlinear.</p>
      <p>Although this is a quite small sample, we included examples
from different kinds of media in all three countries, different
topics, all three types of the activity model, and consequently
different levels of complexity. Obviously the small number of
infographics tested cannot represent all characteristics of
possible occurrences. Furthermore, the “quality” of the specific
implementation (e.g., design, depth of content, adherence to
usability guidelines) has a great influence on the result –
including a risk of introducing a bias to the results. Thus, the
results are only partially representative – see also section VI.</p>
      <p>
        The usability test has been carried out in January 2017. Eight
persons at the age of 18 to 30 evaluated the six infographics..
Four test persons had already been using interactive infographics
before. The other four test persons did not have previous
experiences in using interactive infographics. However, all test
persons were familiar with interactive systems and experienced
users of the World Wide Web and its applications. Four persons
were female, four persons were male. [
        <xref ref-type="bibr" rid="ref38">36</xref>
        ]
      </p>
      <p>
        The test started by presenting the first interactive infographic
to the test person. The test person explored the infographic
individually, but had to perform a small number of specific
tasks. According to the Thinking Aloud protocol he/she had to
speak out loud, so the moderator could follow his/her comments
and verbalized thoughts (and record them). Immediately after
finishing all tasks the questionnaire had to be filled in by the test
person on his/her own. This cycle was repeated for all six
interactive infographics. A test session had an average duration
of 70 minutes. [
        <xref ref-type="bibr" rid="ref38">36</xref>
        ]
      </p>
      <p>In the following subsections some sample results of the
usability test for selected infographics are presented. We have
chosen one representative for each type of the activity model:
‘So sank die „Titanic“’ (linear, IV.A), ‘Interaktive
Formel-1Grafik: Fahrer, Strecken, Rekorde’ (nonlinear, IV.B), Eishockey
(linear-nonlinear, IV.C). We will present selected results of the
questionnaire for the most significant and meaningful
ergonomic principles introduced in section III.C.2: suitability
for the task, conformity with user expectations,
selfdescriptiveness, and controllability.</p>
      <sec id="sec-4-1">
        <title>A. Results on Case 1: So sank die “Titanic”</title>
        <p>
          The interactive infographic “So sank die „Titanic“” has been
published by Spiegel Online in 2012 (Fig. 1) [
          <xref ref-type="bibr" rid="ref40">38</xref>
          ]. This
infographic of linear type provides a Forward button and a
Backward button. Users can step forward and backwards
stepby-step among 11 individual images. Some images are
animated, but the animation cannot be controlled by the user.
        </p>
        <p>The results on the principle suitability for the task (Fig. 2)
show that this infographic is reviewed as straightforward and
clearly structured by all test persons (i.e., rated + or ++). Six
persons had been motivated to interact and experienced its
design exciting and creative. Furthermore, also six persons
agreed that the number of elements for control and interaction
are appropriate. Six persons indicated that this infographics
offers exactly fitting and necessary information while two
persons disagreed. The response during the Thinking Aloud
protocol confirmed these results and provided more detailed
qualitative feedback on those issues.</p>
        <p>The response on the principle conformity with user
expectations (Fig. 3) show that seven test persons agreed that
this infographics makes orientation and use easy due to a
uniform design of interaction elements. The majority of users (6
out of 8) could read the text elements easily. The other two users
complained about the readability in animated images. Six
persons could navigate easily within the infographic due to good
color-coding. Two persons were irritated by the inconsistent use
of the color red. The turnaround times and reaction times have
been experienced differently. Four persons evaluated them
positively, while the other four persons had been annoyed by
slow reaction times. The majority (again 6 out of 8) persons
indicated that the interactive elements correspond to their
expectations and habits.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Self-descriptiveness</title>
      <p>The interactive infographics:
offers no overview of interactive… 1</p>
      <p>The interactive infographics:
uses hardly intelligible terms…</p>
      <p>The interactive infographics:
uses hardly intelligible symbols… 1
3</p>
      <p>4
-
0</p>
      <p>2
+
++
4
7
5</p>
      <p>3
6
8</p>
      <p>The ergonomic principle self-descriptiveness has been
experienced by all test persons in a very positive way (Fig. 4).
Seven persons could easily identify the interactive elements.
Terms and abbreviations, as well as symbols and icons could
easily be understood and interpreted by all test persons.</p>
      <sec id="sec-5-1">
        <title>B. Results on Case 2: Interaktive Formel-1-Grafik</title>
        <p>
          The interactive infographic “Interaktive Formel-1-Grafik:
Fahrer, Strecken, Rekorde” has been published by the Austrian
newspaper Kurier on its website in 2016 (Fig. 5) [
          <xref ref-type="bibr" rid="ref42">40</xref>
          ]. It is an
infographic of the nonlinear type that enables users to fully
explore the infographic. Users can select a Formula-1 driver
with a drop-down menu which provides them with information
on the team, the Formula-1 debut, the results of the last season,
etc.. Additionally, users can navigate through all Grand-Prix
tracks by clicking on flags. The users can go forward and
backwards using buttons and reset the infographic.
        </p>
        <p>
          Fig. 5. Example nonlinear type: Interaktive Formel-1-Grafik: Fahrer,
Strecken, Rekorde [
          <xref ref-type="bibr" rid="ref42">40</xref>
          ]
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Suitability for the Task</title>
      <p>The answers in the questionnaire concerning the principle
suitability for the task (Fig. 6) show that the majority of test
persons experienced this infographics as being complicated and
confusing (5 out of 8). This negative experience might be caused
by the fact that all test persons identified unnecessary elements
for control and interaction. All users had been confused by the
fact that additional functions (“maintain”, “exclude”) were
provided when clicking on some interactive elements – with
unclear functionality. Half of the users found this infographics
as boring and unimaginative while the other half found it
exciting. Three persons mentioned that this infographic does not
provide the right amount of information.
-</p>
      <p>While evaluating the principle conformity with user
expectations (Fig. 7) we found that five test persons mentioned
that this infographic complicates orientation and use due to a
non-uniform design of interaction elements. Some users simply
could not find out where to click to induce a reaction by the
infographic. The readability of text is good (for six persons).
Opinions diverged on the ease of orientation and ease of use due
to color-coding. While four people were satisfied, four people
were irritated, especially by the usage of the same color for
interactive and non-interactive elements. The majority (five out
of eight) experienced the turnaround times and reaction times as
to long and unpredictable. A large majority of the test persons
(seven out of eight) was disappointed because several interactive
elements contradicted their expectations and habits.</p>
    </sec>
    <sec id="sec-7">
      <title>Self-descriptiveness</title>
      <p>The interactive infographics:
offers no overview of interactive…</p>
      <p>The interactive infographics:
uses hardly intelligible terms…</p>
      <p>The interactive infographics:
uses hardly intelligible symbols…</p>
      <p>The interactive infographics:
includes unnecessary comments…
4
4
4
4
2
0
4
1
2
2
2
1
3
2
2</p>
      <p>1
6</p>
      <p>8
0
-
+
++</p>
      <p>The results on the ergonomic principle self-descriptiveness
(Fig. 8) show that six test persons expressed their opinion that
this infographic does not offer a good overview of interactive
elements. Half of the test persons was satisfied with the terms
and abbreviations being used, but the other half was not. Only
two test persons were satisfied with the use of symbols and
icons. The others were dissatisfied with the use of symbols
(especially the usage of flags). Although the infographic
provides some comments and advices, four test persons felt the
comments and explanations as being not helpful.</p>
    </sec>
    <sec id="sec-8">
      <title>Controllability Suitability for the Task</title>
      <p>The answers in the questionnaire regarding the principle
controllability (Fig. 9) show that the majority of test persons
(five out of eight) experienced the adoption of navigation tools
being cumbersome. The Thinking Aloud protocol revealed that
some persons had been confused by the fact that detailed
information on the racing drivers as well as information on the
tracks can be retrieved – but they do not influence each other.
Users can undo their actions and use forward and backward
buttons, but not all of them could find these buttons.</p>
      <sec id="sec-8-1">
        <title>C. Results on Case 3: Eishockey</title>
        <p>
          The third case that will be presented is an interactive
infographic that has been published by the Swiss online news
platform 20min on ice hockey in 2015 (Fig. 10) [
          <xref ref-type="bibr" rid="ref43">41</xref>
          ]. The type
of the activity model is linear-nonlinear which combines the
other two approaches. The infographic consists of a start page
and graphics describing different issues on ice hockey. The
navigation bar on the top enables users to freely move within the
infographic. A linear progress is supported by forward and
backward buttons. Red circle icons provide the users with
additional information.
        </p>
        <p>
          Fig. 10. Example linear-nonlinear type: Eishockey [
          <xref ref-type="bibr" rid="ref43">41</xref>
          ]
-
0
1
        </p>
        <p>Again we start with the results on the ergonomic principle
suitability for the task (Fig. 11). The test persons agree that this
infographic is straightforward and clearly structured. The
majority found the number of elements for control and
interaction appropriate. However, two persons mentioned that
the infographic also includes unnecessary elements for control
and interaction. Although half of the test persons was
overwhelmed by too much information, the other half was quite
satisfied with the amount of information provided.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Conformity with User Expectations</title>
      <p>The interactive infographics:
complicates orientation and use due to a…</p>
      <p>The interactive infographics:
contains text that is hard to read –… 1</p>
      <p>The interactive infographics:
complicates orientation and use due to bad… 1</p>
      <p>The interactive infographics:
reacts slowly and with unpredictable… 1</p>
      <p>The interactive infographics:
includes interactive elements that contradict… 1
-
0
1
+
2
2</p>
      <p>2
++
8
4
7
7
5
4
6
8
8</p>
      <p>The feedback concerning the principle conformity with user
expectations (Fig. 12) was quite biased. All test persons were
very satisfied. Only slight criticism could be found on the use of
interactive elements because they contradicted the expectations
and habits of two test persons.</p>
      <p>The test persons had also been very satisfied with this
infographic when responding to the questionnaire on the
ergonomic principle self-descriptiveness (Fig. 13). Only one
person did not identify the forward and backward buttons right
from the beginning and rated the item “overview of interactive
elements” negative. Most test persons commented the issues of
self-descriptiveness very positive during the Thinking Aloud
protocol.</p>
    </sec>
    <sec id="sec-10">
      <title>Self-descriptiveness</title>
      <p>The interactive infographics:
offers no overview of interactive… 1
usTehsehianrtdelryacitnitveelliingfibolgerateprhmicss…: 1</p>
      <p>The interactive infographics:
uses hardly intelligible symbols… 1</p>
      <p>The interactive infographics:
includes unnecessary comments…
1
3
7
7
6
Fig. 13. Results for case 3: Self-descriptiveness</p>
      <p>The interactive infographics:
allows for a cumbersome…
The interactive infographics:
offers difficult actions and…</p>
      <p>The interactive infographics:
allows to undo single steps in a…
-
0</p>
      <p>2
+</p>
      <p>++
Controllability
2</p>
      <p>6
0</p>
      <p>2
-</p>
      <p>The interactive infographic on ice hockey performed also
very well concerning the principle controllability (Fig. 14). It
was very easy for all test persons to adopt to the navigation tools.
Only two test persons needed more time than the others to adopt
because they did not identify the navigation bar at the top
immediately. Nevertheless, all test persons could perform
changes and actions using the provided buttons without
difficulties, including undoing operations.</p>
      <sec id="sec-10-1">
        <title>D. Summary of Results</title>
        <p>
          Summarizing the results of the usability test of all six
infographics (including the other three examples not presented
in detail here, but in [
          <xref ref-type="bibr" rid="ref38">36</xref>
          ]) reveals that users of infographics of
the linear type do not necessarily need previous experience. The
test persons perceived this type as straightforward and simple.
The linear type provides a step-by-step experience and there are
no additional, unnecessary elements of interaction which has
been confirmed by the test results. Exploring the infographics
corresponds to the expectations and habits of users (i.e., high
conformity with user expectations). Both analyzed examples
made orientation easy due to a uniform design and color-coding
of the interaction elements. However, this type of infographics
has a major problem in user experience: Since this kind of
interaction is very simple, it risks being boring and uninspired
because users would like to have more means of interaction
        </p>
        <p>In contrary, nonlinear interactive infographics are found to
be exiting and creative because they offer a large variety of
possibilities to fully explore the infographics in a very individual
way. However, this type risks to be perceived as being
complicated and confusing. The test persons noticed that both
examples that have been analyzed offer unnecessary control
elements for interaction and non-essential information. They
needed much more time to get familiar with the interaction
elements and control tools. Nevertheless, a uniform design of the
interactive elements can increase the user experience
significantly. Users appreciate that they can move around and
navigate within the infographics – as long as the infographics
remains user-friendly.</p>
        <p>Whereas the nonlinear model often requires previous
experience – depending on the usability of the implementation –
both examples of the linear-nonlinear type have shown that they
can be easily used. The test persons found both examples of this
type to be exciting, but at the same time evaluated them as being
straightforward and having a clear design. An easy and fast
adoption is supported by a combination of structured
information delivery (linear activity) and individual exploration
(nonlinear activity). Additionally, this effect is assisted by good
usability, e.g., by uniform design and color-coding that facilitate
orientation.</p>
        <p>The most compelling success factors for appealing and
usable interactive infographics are a clear and straightforward
structure, an appropriate number of elements for control and
interaction, a uniform design of interaction elements that have to
correspond to the user expectations and habits, good
colorcoding, terms and abbreviations as well as symbols and icons
that can be easily understood, and navigation tools that can be
easily adopted.</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>VI. FUTURE WORK</title>
      <p>The presented results are based on the analysis of a quite
small sample of six interactive infographics. A continuative
study will analyze a much larger number of infographics. Again,
a balanced usability test will have to analyze infographics of the
linear, nonlinear, and linear-nonlinear type (activity model). To
avoid biased results a widespread selection of infographics on
various topics, published in different media (online newspapers
and online magazines) will be tested to cover different style and
quality of the implementation. Thus, there are a number of
criteria that have to be considered while selecting the
infographics, e.g., type of activity model, type of media, design,
depth of content, publishing date, technology, and topic.</p>
      <p>Furthermore, a larger number of test persons will be
involved: persons of different age, different internet skills and
familiarity with interactive designs, and different levels of
experience of using (interactive) infographics. Since a test
session should not last much longer than in this test (70 minutes),
we will have to assign a number of infographics (e.g., six to a
maximum of eight) at random while still ensuring a proper
overall distribution of the criteria mentioned above.</p>
      <p>Although the test method using Thinking Aloud and the
adapted questionnaire based on ISO 9241/110-S was quite
suitable, the continuative study will use eye tracking and/or
another approach that is capable to track interactions (e.g., based
on time stamps). An additional short questionnaire two weeks
after the first questionnaire might help to analyze the influence
of the usability and other parameters on the information recall.</p>
    </sec>
    <sec id="sec-12">
      <title>VII. CONCLUSIONS</title>
      <p>The user experience – notably the usability – of interactive
information graphics in interactive online media was evaluated
by performing a usability test on six interactive infographics.
Eight test persons evaluated those infographics that had been
published in online newspapers in Austria, Germany and
Switzerland according to the Thinking Aloud protocol and a
questionnaire following a modified version of the ISO
9241/110-S questionnaire. Based on the results of the usability
test a number of success factors have been identified.</p>
      <p>Data journalists and designers that use interactive
infographics for storytelling in online newspapers and
magazines – daily news or infographics for scrollytelling – may
apply those success factors when designing new, compelling
infographics. Although there are some fundamental influencing
factors like the degree of interactivity (low, high, medium) and
the activity model (linear, nonlinear, linear-nonlinear) the
specific design and implementation improving the usability will
boost the acceptance of the infographics – and the stories being
told – among readers enormously.</p>
    </sec>
  </body>
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