Storytelling has been a useful tool to communicate information and knowledge over time. Using visualizations to tell a story with data helps make the information more concise and memorable. Read this article through the 'User Engagement' section to explore the overall benefits of using data to tell stories that help the author break through the clutter and persuade people to action.
Authoring-Tools for Storytelling and Visualization
Authorship
refers to writing or creating a book, article, or document, or the
creator of a work of art according to The Oxford English dictionary, especially with reference to an author, creator or producer.
For our purposes, we will adopt a definition of author described by
Rodgers, "An author is best described as an individual solely
responsible for the creation of a unique body of work". Hullman et
al. state, "Story creation involves sequential processes of context
definition, information selection, modality selection, and choosing an
order to effectively convey the intended narrative".
An author is
best described as an individual solely responsible for the creation of a
unique body of work.
Presenting the findings of a qualitative
study of undergraduate writers at The City University of New York,
Hullman explores student perspectives on models of authorship, the
relationships between these models and student experiences of authorship
in different writing situations, and proposes the importance of
distinguishing between the multiple models and definitions of authorship
and the rhetorical contexts associated with each. Rodger develops a
qualitative study of 800 students on the definition of authorship and
their rhetorical contexts over a one-hour interview. Students defined
authors as "[people] who see writing as being beyond a hobby", and as a
term that should be applied only to those individuals for whom writing
is "something he or she has to do", "a career", or "an act that will
lead to something being published".
All papers in this section focus
on authoring-tools for storytelling. Wohlfart creates new volume
visualization stories for medical applications. Gershon and Cruz present general storytelling for information visualization. Kuhn, Lee and Plowman all develop unique creator tools for
storytelling visualization.
It is important to note that our survey
is not simply a list of papers. Individual papers are summarized
according to a special methodology. This process connects related
papers together such that the connections and relationship to previously
published literature is made clear.
3.1. Authoring-Tools for Linear Storytelling
The
literature in this sub-section focus on visual designs for authoring in
a linear style that is prescribed, automatic, or semi-automatic (as
opposed to interactive) or decided by the users. In other words,
creators are provided with assets to formulate a linear story.
Gershon
and Page state that storytelling enables visualization to reveal
information as effectively and intuitively as if the viewer were
watching a movie. They introduce the concept of storytelling and
presents advantages of storytelling.
One example presents a situation
in which a number of enemy positions surround a school with children
trapped inside as de facto hostages as the crossfire fills the space
overhead and both sides move toward confrontation. Gershon and Page is
based on previous work of Denning and explain the usage of
storytelling in information visualization.
Lu and Shen propose an approach to reduce the number of time steps that users required in order to visualize and understand the essential data features by selecting representative datasets. They design a flexible framework for quantifying data differences using multiple dissimilarity matrices. A new visualization approach that filters data analysis results, which is achieved by measuring the degree of data similarity/difference and selecting important datasets that contain essential data features. See Figure 4.
Figure 4. This figure shows the system architecture from Lu and Shen. It integrates the information of data analysis and a single 3D data visualization method for users to explore and visualize overall time-varying data contents. (a) A time-varying dataset; (b) Selected data features; (c) The distribution of time steps; (d) 3D visualization method; (e) Overall time-varying data contents. Image courtesy of Lu and shen.
They interactively select representative datasets that include a significant portion of features of scientific data, whose data distribution requires more analysis than time sequence, reduces the amount of data to necessarily visualize and still keeps the essential data information. This can be used to improve the efficiency of time-varying data visualization.
An interactive storyboard is used to visualize
and explore the overall content of time-varying datasets through
composing an appropriate amount of information that can be efficiently
understood by users.
Lu and Shen is based on the previous
work of time-vary visualization and design a general method for
comparing data dissimilarities. They do not require a dense sampling
frequency to capture the object evolution and their work is not limited
to specific feature models, such as geometry or interval volumes, and
their attribute designs.
Storytelling, in the context of this article, deals with the core of information visualization by extracting relevant knowledge and enhancing its cognition. Cruz et al. present generative storytelling as a conceptual framework for information storytelling. They create stories from data fabulas using computer graphics as a narrative medium. Data fabulas are a set of time-ordered events caused or experienced by actors.
A story is formed by characters. It involves the representation of the fabula's actors and the definition of a temporal structure. The engine transforming a fabula into story consists of two models. The event model creates a story timeline and an action model creates a set of actors behaviours. For example an empire's decline visualizing western empire's decline in the 19th and 20th centuries. See Figure 5.
Figure
5. Cruz et al. show the British hegemony and the newly independent
South America in 1891. Each empire and independent territory is a circle
whose area is proportional to that entity's land area. Former colonies
are unfilled circles with rims in the corresponding empire's color.
Image courtesy of Cruz et al.
Cruz et al. is based on previous work of narrative theory and presents generative storytelling as a conceptual framework for information storytelling.
3.2. Authoring-Tools for User-Directed and Interactive Storytelling
A large body of research has been carried out for authors wishing to create their own user-oriented or interactive stories. This literature focuses on interactive, user-driven authorship (as opposed to automatic or semi-automatic authorship). Storytelling is a relatively new form of interactive volume visualization presentation. Wohlfart explores the usefulness of storytelling in the context of volume visualization. He presents a story telling model and divides the concept of volumetric storytelling into story authoring and storytelling constituents. He presents a volumetric storytelling prototype application, which is based on the RTVR (real time volume redering) Java library for interactive volume rendering. See Figure 1. The storytelling model contains a range of hierarchy levels, in top-down order, which are: story node, story transitions, story action group, story action atoms. See Figure 1. The story nodes form the corner marks of the story and store the state of the whole scene. Story nodes are connected by story transitions, each consisting of one or multiple story action groups. Each story action group stores the scene changes relative to its preceding action group (or story node).
The story authoring process contains two steps: a story recording process and a story editing process. The outcome of this recording process is a raw prototype of a story told through volume visualization. In the story editing step, this raw story is refined until the final story outline is reached.
This process presents a volume visualization
following the storytelling model. And the key feature is interaction,
including viewing interaction, representing interaction and data
interaction. Wohlfart and Hauser also discuss the paradoxical
integration of storytelling and interaction, also called the narrative
paradox.
Figure 1 shows an image sequence taken from a sample linear volumetric story visualized with their prototype. The distinct story nodes refer to the key events in the story, which provide an overview first, then details on specific features in the dataset, and at the end a conclusion made by the story author. The necessary story transitions are represented as orange arrows from one story node to the next and are animated in the prototype application. The story consumer may take over some story parameters (e.g., camera angle) already during playback or at the end of the story to further investigate the dataset.
This story guides the observers through the visualization, puts the contained visual representations into context with each other and finally introduces them to important features in the data. See Figure 6. Wohlfart is based on previous work of volume visualization and interactive visualization and combine these concepts together to develop a storytelling model for volume visualization.
Figure 6. The top two images show an overview of the CT scan data presented by Wohlfart and Hauser. A partial clipping reveals both the skin layer and bone layer, but shows the full set of data. The middle shows a zoomed view that isolates eye swelling in the image (left), and a filtered view that exposes some blood effusions in the swollen region. The bottom offers a comparison of the non-injured eye with the injured one and shows the cause of the swelling which is attributed to a tripod fracture just below the eye. This design offers the user a macro overview as to lay the foundations of a story background then narrows the scope to view the focal point of the image. Image courtesy of Wohlfart.
Geological storytelling is a novel graphical approach for capturing and visualizing the reasoning process that leads to a geological model. Lidal et al. present a sketch-based interface for rapid modelling and exploration of various geological scenarios. The authors present a concept that handles sketching processed over time and a novel approach for externalizing the mental reasoning process. The process can be presented and evaluated. The geological storytelling model contains three main parts. See Figure 7.
Figure 7. Lidal et al. present a sketch-based interface for rapid modelling and exploration of various geological scenarios. The sketch-based interface is split into two windows. The Story Tree (left) which shows a tree graph representation of all the geological stories, and the Canvas (right) which shows the sketching interface which utilises a pen and paper interaction to record geological sedimentary data. A geological story is built using horizontal lines to separate different geological layers, vertical lines to show fault systems, and polygons for highlighting large sedimentary layers. The user can navigate through different geological stories with the story tree and then inspect the geological elements of that story. Image courtesy of Lidal et al.
The canvas is a sketch-based interface where the
geologist can draw the geological story on a 2D seismic slice backdrop,
utilizing a pen and paper interaction style. The StoryTree is a tree
graph representation of all the geological stories, each with its own
subtree of story nodes. Individual story nodes can be selected for
editing in the canvas. One or more complete story trees can be selected
for playback or comparative visualization in the InspectView. The
InspectView serves two purposes. First, it is a view where a story can
be played and evaluated. In addition, multiple stories can be played
synchronized for a side-by-side visual comparison.
The data-based
story is recorded in SketchStory as a sequence of charts in XML files.
The charts are linked with specific sketch gestures. The presenter draws
an example icon and then draws a sketch gesture for chart invocation.
Sketchstory recognizes the gesture and creates the corresponding chart.
Lee et al. is based on previous work for storytelling of information
visualization and sketch-based interaction, and develops the
SketchStory system to enhance storytelling in a presentation.
Lidal et al. is based on a previous storytelling model for scientific visualization and develops a storytelling model for geological visualization.
Lee et al. present SketchStory, a data-enabled digital white board to support real-time storytelling. It enables the presenter to stay focused on a story and interact with charts created during presentation. See Figure 8.
Figure
8. Lee et al. show an example of SketchStory in information
visualization presentation. (a) A presenter sketches out a chart
axis; (b) SketchStory completes the chart; (c) The presenter interacts
with the charts. Image courtesy of Lee et al.
Storytelling is
one of the most impactful ways to teach, learn, and persuade.
Lundblad and Jern present geovisual analytics software with integrated
storytelling. It can be applied to large spatial-temporal and
multivariate data through dynamic visual user interfaces.
Using a scatter plot matrix gives the analyst a good overview of all correlations between the selected indicators. The analyst can use the scatter plot matrix as an overview and then steer the scatter plot for interesting detailed combinations over time. See Figure 9. The distribution plot presents a special visualization technique that displays the variation within individual European countries. The Motala River map is visualized for different stories divided into different layers, such as a glyph layer, stream layer, polygon layer and background map layer. It shows the local and total water flow, and water path from source to ocean.
Figure 9. Lundblad and Jern show Vislet aimed at a comparative visualization using linked Scatter Matrix and Scatter Plot to analyze national correlation between 6 indicators between 1960 and 2010 from the World Databank. Image courtesy of Lundblad and Jern.
Lundblad and
Jern is based on the previous work of the storytelling concept and
work of web-based geovisual tools, integrates storytelling with
geovisual analytics software.
3.3. Authoring-Tools for Parallel Storytelling
In this category of literature, authors create stories in parallel. In other words there may be multiple authors working in parallel i.e., simultaneously for the final outcome. This is opposed to a single author as in the previous subsection.
GeoTime events are recorded in x, y, t, coordinate space. This is used in observation analysis and can make a major contribution to a storytelling model. Eccles et al. presents the GeoTime stories prototype that combines a geo-spatial map with narrative events to produce a story framework. See Figure 10. This system provides functions for simple pattern detection in simultaneous movement activity. These functions look at possible interactions between people within the narrative, the speed at which they travel, and the type of location that they visit. Narrative text authoring enables the analyst to create and present stories found within the data. The story window displays this data as well as discovered patterns. The system enables multiple stories to connect together if they follow a linear flow. Also simultaneous narratives can be shown in a single image for a direct comparison.
Figure 10. Eccles et al. show a GeoTime visualisation instance. The l-axis represented by height is temporal. x- and y-axis represent the geospatial location Here you can see a taxi driver's route over the course of a few hours. Each pick up and drop off is labelled and the route is mapped on the x- and y-axis using the map. Image courtesy of Eccles et al.
This system uses a similar approach to Sense.us. Instead of using a blog-type discussion workflow for adding text, Geotime is designed for authoring a single story and annotations are integrated into the data itself.
The CodeTimeline visualization by Kuhn and Stocker enables developers who are new to a team to understand the history of the system they are working on. Designed to show a development team's tribal memory, the software offers a partial replacement for exhaustive documentation. See Figure 11.
Figure
11. Kuhn and Stocker show the CodeTimeline collaboration view. Colors
denote different user contributions and each line represents the life of
files in the code. Sticky notes are added so the users can learn the
history of the code beyond the file evolution.
A collaboration view presents visualizes code ownership and historical patterns in collaboration. A sourcecloud flow view presents a word cloud of added and removed vocabulary between software releases. Lifetime events can be added by users as a frame of reference in each of the visualizations. This method of linking also enables new users to learn more about the history of the software development. These events can be include anything from email threads to pictures of the team during work.
Prior to Kuhn and Stocker, Ogawa presents "software evolution storylines" and "Code Swarm", which
focus on the interactions between developers on projects but do not
focus on telling a story about the software history. Codebook, a concept
presented by Begel et al., outlines a social network that connects
software engineers with their shared code base. It encourages
interaction with their code and others, enabling a broader understanding
of the project they share with other developers.