1. Introduction
In today’s fast-paced world, the use of mobile devices and mobile applications is on the rise. These applications present users with visualizations of significant data sets. They combine text and graphics with data visualizations to enable users to quickly recognize patterns, provoke insights, and encourage exploration. Information visualizations are common within health, fitness, and physical activity monitoring applications [
1]. They enable the user to get an immediate understanding of personal fitness trends and how they change with exercise. The motivational impact of visualizations as a form of feedback has been recognized by the mobile application industry. According to Sydow [
2], there was a 30% increase in global downloads of health and fitness applications in 2020 compared to the previous year. Furthermore, there was a surge in the supply of such applications with the launch of over 71,000 health and fitness applications worldwide in 2020, a 13% increase from the previous year. With the rise in the number of applications, there is an increasing need for design guidelines, especially for radial visualizations, which are a popular and frequently used form of information visualization in applications related to physical activity monitoring [
3]. Physical activity monitoring involves the collection of data through sensors installed in mobile or wearable devices like smartwatches. The collected data is then displayed on an interface, enabling users to track their activity levels and take appropriate measures to either increase or decrease their activity as needed. However, the main challenge for effective mobile data visualization and interaction design is the small screen size. When it comes to data display, there is always a need for a compromise between the amount of data and its presentation. Keeping this in mind, the visualizations typically used are designed for quick glances. This study aims to provide guidelines for designing interactive visualizations on mobile devices and new evaluation methods based on the results of an assessment of interactive radial visualizations. The study’s contributions can be summarized as follows: (1) extraction of four radial visualization types common for fitness apps; (2) guidelines for designers; and (3) guidelines for conducting similar research studies. The paper is structured as follows:
Section 1 presents the introduction and related works;
Section 2 outlines the materials and methods employed in our user study and our research methods;
Section 3 reports our experimental findings;
Section 4 presents the discussion; and
Section 5 synthesizes our results, highlights our contributions and limitations, and proposes future research directions.
When talking about visualization types, Burch and Weiskopf [
4] have categorized shapes used to map visual data into two types: Cartesian and radial. Cartesian visualizations encode data within the Cartesian coordinate system, while radial visualizations encode data within the polar coordinate system [
5]. Radial visualizations take on circular shapes such as circles, ellipses, spirals, and rings [
3,
4,
5,
6]. They are transformed representations of linear visualizations and require clear arguments for their use. Although they are often considered more visually appealing, spatially efficient, and natural compared to linear visualizations, they require greater cognitive effort for users to understand the data [
4,
7]. Some examples of radial visualizations include pie charts, Nightingale graphs (rose diagrams/polar area charts), star plots (radar plots/spider plots), donut graphs, and others [
3,
4]. Radial visualizations present complex graphic structures such as sectors, segments, and rings, resulting in asymmetry because elements closer to the center have less space than external ones, leading to distortion within the visualization [
4].
Numerous studies have been conducted on radial visualizations, covering various topics such as interaction [
8,
9], reviewing radial methods for information visualization [
3], and examining different types of radial visualizations on smartwatches [
10]. Some authors have proposed new types of radial visualizations, including hypergraphs [
11] and intercept graphs [
12], while other studies have compared radial and linear graphs [
5,
6,
7,
13,
14,
15]. However, despite the emergence of several radial visualization techniques since 2010 [
5], only a few research papers provide design guidelines. Moreover, there is a lack of consolidated evaluation of mobile interactions for visualizations that require one-dimensional selection [
9].
Despite past research and literature indicating that radial visualizations may lead to misinterpretation by users due to column length and angle issues, they remain widely used in mobile applications. Radial visualizations have been defended for their elegant form, symmetry, completeness, and closure [
4], but these should not be the sole justifications for their use. In fact, effective visualizations are characterized by several other factors, as identified by Cairo [
16]. These characteristics are truthfulness, functionality, beauty, insight, and enlightenment. Additionally, when designing visualizations, it is imperative to consider the model of information processing in human visual perception as proposed by Ware [
17]. This model highlights the parallel processing involved in extracting low-level features of the visual scene, pattern perception, and visual cognition.
The role of interactivity in information visualizations is crucial since it enables the transformation of data and the display of a comprehensive view. By engaging with interactive features, users can actively participate in creating fresh insights and drawing conclusions from the data presented. For mobile visualizations, an effective interaction technique is paramount, as it can determine the usability of the application and support the user’s goals. Conversely, a frustrating interaction technique can lead to poor usability and hinder the visualization’s effectiveness [
9]. Our objective is to enrich the collection of best practices and advance knowledge regarding the subjective evaluation of interactive radial information visualizations on mobile devices based on our observations of user behavior and patterns. To delve deeper into this topic, we undertook a research study to assess users’ subjective evaluation of the design of interactive radial visualizations displaying fitness-related data on mobile devices.
3. Results
The collected data was quantitatively analyzed in the SPSS statistical program and Microsoft Excel. On average, it took respondents 17 min to complete the survey. Out of the 32 (N = 32) respondents, 14 (44%) were male and 18 (56%) were female. 21 (66%) were participants in the 25–34 age group, 5 (16%) in the 18–24 age group, and 3 (9%) of respondents in the 35–54 and 55+ age groups. The completed level of education for 16 (50%) respondents is graduate study; for 10 (31%) respondents, undergraduate study; for 4 (13%) respondents, high school; and for 2 (6%) respondents, a doctorate. When asked, “Do you use mobile applications to track activity (number of steps, calorie consumption, activities, etc.)?” 11 (34%) replied “Yes”, 8 (25%) “No”, and 13 (41%) replied “Sometimes”. Respondents who reported using mobile applications to track their physical activity provided an average rating of 3.21 for the usefulness of such apps. Respondents stated that they most often use Samsung Health (11), Google Fit (3), Apple Activity iOS (2), Garmin Connect (2), and OnePlus Health (1). Under “Other”, respondents also stated Huawei Health (3), Amazfit/Zepp (2), Nike Running App (1), and MyFitnessPal (1). Respondents also rated their competency to read and understand graphs and graphical representations, and the arithmetic mean of the average rating was 3.72. This suggests that most participants possess the ability to comprehend and interpret graphs effectively.
In the second part of the study, the participants performed their main tasks and answered questions. Observing the standard deviation values, we can conclude that the responses are widely dispersed (SD > 1.00) for almost all visualizations and questions (
Table 3). Responses are not dispersed only for U2 (VIZB, VIZC, and VIZD) and U4 (VIZA, VIZC). Additionally, for VIZB, for almost all questions, dispersal is highest compared to VIZA, VIZC, and VIZD. Upon comparing the categories of memorability, readability, and understanding, it is evident that the lowest percentage of correct responses was in the memorability category. This outcome was anticipated as the memorability-related questions were relatively more demanding. On average, the participants’ interaction with the visualizations lasted approximately 30 s. VIZA stands out in terms of readability, with the highest percentage of correct responses (91% and 94%).
When it comes to understanding, it’s noteworthy that while participants had the lowest rate of correct answers (50% and 38%) when assessing the degree of understanding of the visualization, VIZC was rated as very understandable (AS = 4.19), which is also the highest rating among all visualizations. In terms of enjoyment, VIZB received the lowest average score in all answers, while VIZC had the highest score in four out of five questions. The engagement category was related to the interaction variable, and for this category, we compared A and C (DRAG-1) with B and D (TOUCH-2) visualizations. The average time participants spent interacting with each visualization was expressed using the geometric mean, which is more appropriate for time on task than the arithmetic mean. Participants spent the most time interacting with VIZB, which had touch interaction. The average number of taps was 6.6 for VIZA, 9.5 for VIZB, 7.3 for VIZC, and 9.6 for VIZD. Interestingly, visualizations with the same type of interaction (VIZA and VIZC-drag, VIZB and VIZD-touch) required the same number of taps. Based on this, we can conclude that drag interaction requires fewer taps. To obtain information on the precision of estimating the true population parameter, we also provide 95% confidence intervals (Cis) that indicate the plausible range of values for the population mean.
To determine if there is a statistically significant difference in responses, we conducted a nonparametric Kruskal–Wallis test. It showed that there was a statistically significant difference in responses for U3 (H = 10.910,
p = 0.012) and TA (H = 9.497,
p = 0.023) (
Table 4). Based on the analysis of these two categories alone, we cannot conclude that there is a statistically significant difference in the evaluation of visualizations across all categories.
After that, we conducted a post hoc test to test pairwise comparisons (
Table 5). The results show that there is a statistically significant difference in responses for category U3 between VIZB-VIZD, VIZB-VIZA, and VIZB-VIZC (
Figure 2). Question U3 concerned the attractiveness of the color composition. Although the same color palette was used for all four visualizations, we can note that there is a statistically significant difference in VIZB-related responses (AS = 2.94). In addition, there is a statistically significant difference in responses for the TA category between VIZA-VIZB, VIZC-VIZB, VIZA-VIZD, and VIZC-VIZD (
Figure 2). The number of taps (TA) gives us information about the type of interaction. It is evident from the results that there is a statistically significant difference in responses between different types of interactions. Thus, we can say that the drag interaction requires fewer taps.
The differences in answers are noticeable in the boxplot view of all visualizations according to the type of graph and answers for questions related to understanding and enjoyment (
Figure 3). We can spot the dispersion of VIZB responses.
After analyzing the categories individually, we also examined the results at the group level. Based on the heat map (
Table 6), in which we ranked the four visualizations, we recommend using VIZA and VIZC for a visualization that excels in all four categories (memorability, readability, understanding, and enjoyment). We give preference to VIZA over VIZC because it has a higher rank for more questions, including the crucial understanding category. VIZD takes third place as it is not ranked lowest in any question, while VIZB takes last place, with the lowest rank in as many as seven questions. Nonetheless, participants showed a moderate level of memorability for all visualizations, while readability, understanding, and enjoyment were high for all visualizations.
When talking about the engagement category, which was related to interaction, we ranked the two types of interaction we examined based on the results from the heat map (
Table 7). The drag interaction was ranked highest in almost all questions, while the touch interaction had lower ratings.
The difference in answers is visible in the boxplot view of all visualizations by graph type and answers for questions related to engagement (
Figure 4). The subjective assessment of A1, A2, and A3 indicates that the responses are equivalent, but we can observe the distinction between drag and touch interaction from the average time spent on the task and the number of taps.
5. Conclusions
In conclusion, our study provided a detailed analysis of four types of radial visualizations, namely radial bar charts, polar area charts, half-radial bar charts, and donut charts, along with two interactive techniques, drag and touch interactions. Our evaluation was conducted in the context of a fitness mobile application, and we assessed the perception of each design based on five main categories, namely memorability, readability, understanding, enjoyment, and engagement. Our results showed no statistically significant difference in responses by type of visualization or interaction, indicating that all four types are suitable for use within mobile activity tracking applications. However, our analysis also revealed the distinguishing characteristics of each visualization type in different categories. For example, the half-radial bar chart was found to be the most visually appealing and effective for understanding the data, while the radial bar chart was more suitable for readability. The polar area chart was perceived as the least appealing, while the donut chart was satisfactory in all categories but still not as effective as the radial and half-radial bar charts. Furthermore, we suggest utilizing drag interaction for mobile applications that require time changes. Our findings provide important insights into the use of radial visualizations in mobile applications, and we believe that our study will be useful for designers and researchers alike. Overall, our study’s contributions include providing design and methodological guidelines for similar research and expanding our understanding of the characteristics and effectiveness of radial visualizations in mobile applications.
Limitations and Further Research
Unmoderated tests come with limitations, such as difficulty controlling the environment and conditions in which the subjects are located. Additionally, depending on the screen size of a mobile device, differences in perception may occur due to varying visualization sizes. The limitations of our research are sample size, display size, and type of visualization. For future research, we propose conducting experiments on a larger sample size to obtain more robust conclusions. Furthermore, testing other types of visualizations commonly used in mobile applications (e.g., bar graphs, line graphs, scatter graphs) and examining other types of interactions that were not included in this study should be considered. In addition, for more objective results, we recommend incorporating heat maps and eye tracking into the methodology. They can provide a more detailed understanding of users’ visual attention, how long they focus on specific elements, and the order in which they view them.