Collaborating with highly sought-after professionals, when designing interactive visualizations , can be a challenging and time-consuming process. As key stakeholders, members of critical workforces such as medical doctors, military personnel, and manufacturing plant workers are essential actors in End-User Development (EUD) of visualization applications. To overcome the limitations in resources and availability when engaging them, a number of possible approaches can be adopted, such as Participatory Design (PD). However, the lack of shared technical knowledge and the intrinsic weaknesses of novel Visualization technologies (e.g., lack of access to powerful workstations, market penetration of novel interface devices, logistics of data collection equipment) pose an obstacle to the success of most EUD practices.
In this workshop, we aim at identifying potential strategies to achieve successful design of interactive visualizations involving highly sought-after individuals, by leveraging practices and guidelines stemming from the experience of fellow researchers in the HCI and Visualization community. We consider "interactive" all visualizations that enable users to explore, manipulate and filter the information thereby encoded. We define EUD as an iterative process of co-creation that includes both the design and evaluation of such visualizations. During the workshop, participants will have the opportunity to learn about successful experiences directly from members of the research community, and partake in active discussions surrounding methods and approaches adopted in EUD practices.
Towards the end of the workshop, we aim at drafting an outline for a position paper that abstracts from the experiences and approaches presented throughout the day and, through active discussion with the audience members, proposes strategic guidelines for successfully and effectively engaging critical workforce in co-designing Visualization applications. More specifically, relevant observations and opinions provided in a Menti poll will be discussed and expanded upon, with the moderation of the workshop organizers. A collective process of synthesis and thematic coding will organically and iteratively result in several key outline items before the conclusion of the workshop. The workshop organizers will afterwards take the lead in writing a position paper based on these workshop conclusions, and will invite all speakers to be co-authors.
Examples of relevant topics for the workshop are as follows:
Visualization design and evaluation in multidisciplinary teams, e.g., targeting manufacturing, healthcare, and defense applications.
XR design and evaluation in multidisciplinary teams.
Remote/distributed user testing, co-creation and collaboration.
Limited resources management in iterative design processes.
Capturing human factors.
Fostering cross-disciplinary synergies.
Participatory design with expert professionals.
End-user development for critical workforce tasks.
Our mascot is the Echidna, a cute animal commonly found in the wildlands of Australia and New Guinea. This image was generated with Stable Diffusion with the following prompt: "cute echidna, origami style".
13:45 - 14:00
14:00 - 14:15
14:15 - 15:00
15:00 - 16:15
16:15 - 16:30
16:30 - 15:30
17:30 - 17:35
Coffee and mingle
Introduction and ice breaking activity
Keynote and questions
Presentations from accepted papers, each followed by questions (15 min each)
Coffee break
Plenary discussion (going through Menti), synthesis and outline of position paper
Closing remarks
Designing immersive systems for professionals like radiologists, surgeons, or automotive designers is rarely the idealized co-creative journey imagined in design textbooks. These users are brilliant, time-starved, and allergic to anything that smells like a "pilot study." By the time you are ready to iterate, the device vendor has gone bankrupt, the procurement office has lost your Non-Disclosure Agreement, and the only consistent feedback is that "everything’s too slow."
In this keynote, I draw on two decades of building XR systems in healthcare and industrial settings to explore what really happens when design meets reality. I will share war stories of failed prototypes, successful accidents, and the occasional triumph snatched from the jaws of logistical chaos. Along the way, I will reflect on why participatory design often collapses under real-world constraints and how user-centered dogma can be counterproductive, especially when dealing with users who do not want to be "centered" at all.
We’ll also look inward, at our own community: the well-meaning but neo-Luddite designers who distrust automation, avoid technical detail, and cling to post-its like life rafts. As XR matures, we must develop more resilient, adaptive design practices: ones that accept asymmetric collaboration, unreliable stakeholders, and the inconvenient truth that sometimes we must design despite the user, not just for them.
Prof. Joaquim Jorge holds the UNESCO Chair on AI and XR and is a full professor in Computer Science at Técnico Lisboa, in Portugal. Joaquim has recently been inducted in the IEEE VGTC Virtual Reality Academy, he has served as an elected member of the Board of Governors of the IEEE Computer Society since 2023, having also received innumerous awards, such as Fellow of the Eurographics Association, Distinguished Member and Distinguished Speaker of the ACM, a Distinguished Visitor, and Distinguished Contributor of the IEEE, and a Membre Libre of the French National Academy of Surgery. He is the Editor-in-Chief of the Computers and Graphics Journal (Elsevier).