Considering Visualization Example Galleries

Example galleries are often used to teach, document, and advertise visually-focused domain-specific languages and libraries, such as those producing visualizations, diagrams, or webpages. Despite their ubiquity, there is no consensus on the role of “example galleries”, let alone what the best practices might be for their creation or curation. To understand gallery meaning and usage, we interviewed the creators $(\mathrm{N}=11)$ and users $(\mathrm{N}=9)$ of prominent visualization-adjacent tools. From these interviews we synthesized strategies and challenges for gallery curation and management (e.g. weighing the costs/benefits of adding new examples and trade-offs in richness vs ease of use), highlighted the differences between planned and actual gallery usage (e.g. opportunistic reuse vs search-engine optimization), and reflected on parts of the gallery design space not explored (e.g. highlighting the potential of tool assistance). We found that galleries are multi-faceted structures whose form and content are motivated to to accommodate different usages-ranging from marketing material to test suite to extended documentation. This work offers a foundation for future support tools by characterizing gallery design and management, as well as by highlighting challenges and opportunities in the space (such as how more diverse galleries make reuse tasks simpler, but complicate upkeep).

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Publication Details

Published
2024-09-02
DOI
https://doi.org/10.1109/vl/hcc60511.2024.00043
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.16
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article

Considering Visualization Example Galleries

Leilani Battle, Andrew McNutt, Junran Yang
4 citations
Educational Games and Gamification
3.16
article

Considering Visualization Example Galleries

Leilani Battle, Andrew McNutt, Junran Yang
article en
4 citations

Abstract

Example galleries are often used to teach, document, and advertise visually-focused domain-specific languages and libraries, such as those producing visualizations, diagrams, or webpages. Despite their ubiquity, there is no consensus on the role of “example galleries”, let alone what the best practices might be for their creation or curation. To understand gallery meaning and usage, we interviewed the creators $(\mathrm{N}=11)$ and users $(\mathrm{N}=9)$ of prominent visualization-adjacent tools. From these interviews we synthesized strategies and challenges for gallery curation and management (e.g. weighing the costs/benefits of adding new examples and trade-offs in richness vs ease of use), highlighted the differences between planned and actual gallery usage (e.g. opportunistic reuse vs search-engine optimization), and reflected on parts of the gallery design space not explored (e.g. highlighting the potential of tool assistance). We found that galleries are multi-faceted structures whose form and content are motivated to to accommodate different usages-ranging from marketing material to test suite to extended documentation. This work offers a foundation for future support tools by characterizing gallery design and management, as well as by highlighting challenges and opportunities in the space (such as how more diverse galleries make reuse tasks simpler, but complicate upkeep).

University of Washington (US), Seattle University (US)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.16
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