Lijie Yao

李捷

I am an Assistant Professor at Xi'an Jiaotong-Liverpool University. I obtained my Ph.D. degree from University Paris-Saclay, supervised by Dr. Petra Isenberg and Dr. Anastasia Bezerianos. My Ph.D. dissertation on "Situated Visualization in Motion" received the PhD Thesis Prize from AFIHM. Previously, I was a postdoctoral and doctoral researcher at INRIA, AVIZ team, and a visiting researcher at University of Calgary, hosted by Dr. Wesley Willett. My research focuses on exploring the impact of motion characteristics and spatial factors on the perception, design, and user experience of visual representations.

I am looking for highly motivated PhD students, research assistants, and graduate students. Please see PUBLICATIONS for possible project ideas and research opportunities. If you are interested in visualization, feel free to contact me.

If you are a company or academic that wants to discuss anything visualisation, please drop me an email at yaolijie0219@gmail.com. I am very good at replying emails 🙂.


Selected Publications

CG&AFull paper

Situated Visualization in Motion

Lijie Yao*
IEEE Compputer Graphics and Applications, in press, doi: 10.1109/MCG.2024.3462129.

We define visualization in motion and make several contributions to how to visualize and design situated visualizations in motion. In situated data visualization, the data is directly visualized near their data referent, i.e., the physical space, object, or person it refers to. Situated visualizations are often useful in contexts where the data referent or the viewer does not remain stationary but is in relative motion. For example, a runner looks at visualizations from their fitness band while running. Reading visualizations in such scenarios might be impacted by motion factors. As such, understanding how to best design visualizations with motion factors is important. We define visualizations in motion as visual data representations used in contexts that exhibit relative motion between a viewer and an entire visualization. We propose a research agenda to understand what research opportunities and challenges are under visualization in motion. Next, we investigate (a) how motion factors can affect the reading accuracy of visualizations, (b) how to design and embed visualizations in motion in a real application scenario, and (c) the user experience and design trade-offs of visualization in motion through a case study.

TVCGFull paper

User Experience of Visualizations in Motion: A Case Study and Design Considerations

Lijie Yao*, Federica Bucchieri, Victoria McArthurm Anastasia Bezerianos, Petra Isenberg
IEEE Transactions on Visualization and Compputer Graphics, in press, doi: 1109/TVCG.2024.3456319.

We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice, when viewers are confronted with embedded visualizations, they often have to focus on a primary task and can only quickly glance at a visualization showing rich, often dynamically updated, information. As such, the visualizations must be designed so as not to distract from the primary task, while at the same time being readable and useful for aiding the primary task. For example, in games, players who are engaged in a battle have to look at their enemies but also read the remaining health of their own game character from the health bar over their character's head. Many trade-offs are possible in the design of embedded visualizations in such dynamic scenarios, which we explore in-depth in this paper with a focus on user experience. We use video games as an example of an application context with a rich existing set of visualizations in motion. We begin our work with a systematic review of in-game visualizations in motion. Next, we conduct an empirical user study to investigate how different embedded visualizations in motion designs impact user experience. We conclude with a set of considerations and trade-offs for designing visualizations in motion more broadly as derived from what we learned about video games. All supplemental materials of this paper are available at osf.io/3v8wm/.

TVCGFull paper

Designing for Visualization in Motion: Embedding Visualizations in Swimming Videos

Lijie Yao*, Romain Vuillmot, Anastasia Bezerianos, Petra Isenberg
IEEE Transactions on Visualization and Compputer Graphics, 2024, 30(3), pp.1821-1836, doi: 10.1109/tvcg.2023.3341990.

We report on challenges and considerations for supporting design processes for visualizations in motion embedded in sports videos. We derive our insights from analyzing swimming race visualizations and motion-related data, building a technology probe, as well as a study with designers. Understanding how to design situated visualizations in motion is important for a variety of contexts. Competitive sports coverage, in particular, increasingly includes information on athlete or team statistics and records. Although moving visual representations attached to athletes or other targets are starting to appear, systematic investigations on how to best support their design process in the context of sports videos are still missing. Our work makes several contributions in identifying opportunities for visualizations to be added to swimming competition coverage but, most importantly, in identifying requirements and challenges for designing situated visualizations in motion. Our investigations include the analysis of a survey with swimming enthusiasts on their motion-related information needs, an ideation workshop to collect designs and elicit design challenges, the design of a technology probe that allows to create embedded visualizations in motion based on real data, and an evaluation with visualization designers that aimed to understand the benefits of designing directly on videos.

TVCGFull paper

Visualization in Motion: A Research Agenda and Two Evaluations

Lijie Yao*, Anastasia Bezerianos, Romain Vuillmot, Petra Isenberg
IEEE Transactions on Visualization and Compputer Graphics, 2022, 28(10), pp.3546-3562, doi: 10.1109/TVCG.2022.3184993.

We contribute a research agenda for visualization in motion and two experiments to understand how well viewers can read data from moving visualizations. We define visualizations in motion as visual data representations that are used in contexts that exhibit relative motion between a viewer and an entire visualization. Sports analytics, video games, wearable devices, or data physicalizations are example contexts that involve different types of relative motion between a viewer and a visualization. To analyze the opportunities and challenges for designing visualization in motion, we show example scenarios and outline a first research agenda. Motivated primarily by the prevalence of and opportunities for visualizations in sports and video games we started to investigate a small aspect of our research agenda: the impact of two important characteristics of motion---speed and trajectory on a stationary viewer's ability to read data from moving donut and bar charts. We found that increasing speed and trajectory complexity did negatively affect the accuracy of reading values from the charts and that bar charts were more negatively impacted. In practice, however, this impact was small: both charts were still read fairly accurately.

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