



George W. Furnas and Benjamin B. Bederson (t)
Big information worlds cause big problems for interfaces.
There is too much to see. They are hard to navigate. An
armada of techniques has been proposed to present the
many scales of information needed. Space-scale diagrams
provide an analytic framework for much of this work. By
representing both a spatial world and its different magnifications
explicitly, the diagrams allow the direct visualization
and analysis of important scale related issues for
interfaces.
For more than a decade there have been efforts to devise satisfactory
techniques for viewing very large information
worlds. (See, for example, [6] and [9] for recent reviews and
analyses). The list of techniques for viewing 2D layouts alone
is quite long: the Spatial Data Management System [3], Bifocal
Display[1], Fisheye Views [4][12], Perspective Wall [8],
the Document Lens [11], Pad [10], and Pad++ [2], the MacroScope
[7], and many others.
Central to most of these 2D techniques is a notion of what
might be called multiscale viewing. An interface is devised
that allows information objects and the structure embedding
them to be displayed at many different magnifications, or
scales. Users can manipulate which objects, or which part of
the whole structure, will be shown at what scale. The scale
may be constant and manipulated over time as with a zoom
metaphor, or varying over a single view as in the distortion
techniques (e.g., fisheye or bifocal metaphor). In either case,
the basic assumption is that by moving through space and
changing scale the users can get an integrated notion of a very
large structure and its contents, navigating through it in ways
effective for their tasks.
This paper introduces space-scale diagrams as a technique
for understanding such multiscale interfaces. These diagrams
make scale an explicit dimension of the representation, so
that its place in the interface and interactions can be visualized,
and better analyzed. We are finding the diagrams useful
for understanding such interfaces geometrically, for guiding
the design of code, and as interfaces to authoring systems for
multiscale information.
This paper will first present the necessary material for understanding
the basic diagram and its properties. Subsequent
sections will then use that material to show several examples
of their uses.
The basic idea of a space-scale diagram is quite simple. Consider,
for example, a square 2D picture (Figure 1a).
Figure 1. The basic construction of a Space-Scale diagram
from a 2D picture.
The space-scale diagram for this picture would be obtained by
creating many copies of the original 2D picture, one at each
possible magnification, and stacking them up to form an
inverted pyramid (Figure 1b). While the horizontal axes represent
the original spatial dimensions, the vertical axis represents
scale, i.e., the magnification of the picture at that level.
In theory, this representation is continuous and infinite: all
magnifications appear from 0 to infinity, and the "picture"
may be a whole 2D plane if needed.
Before we can discuss the various uses of these diagrams,
three basic properties must be described. Note first that a
user's viewing window can be represented as a fixed-size
horizontal rectangle which, when moved through the 3D
space-scale diagram, yields exactly all the possible pan and
zoom views of the original 2D surface (Figure 2).
This property
is useful for studying pan and zoom interactions in continuously
zoomable interfaces like Pad and Pad++ [2][10].
Secondly, note that a point in the original picture becomes a
ray in this space-scale diagram. The ray starts at the origin
and goes through the corresponding point in the continuous
set of all possible magnifications of the picture (Figure 3).
We call these the great rays of the diagram. As a result, regions of
the 2D picture become generalized cones in the diagram. For
example, circles become circular cones and squares become
square cones.
A third property follows from the fact that typically the properties
of the original 2D picture (e.g., its geometry) are considered
invariant under moving the origin of the 2D
coordinate system. In the space-scale diagrams, such a
change of origin corresponds to a "shear" (Figure 4), i.e.,
sliding all the horizontal layers linearly so as to make a different
great ray become vertical.
Thus, if one only wants to consider
properties of the original diagram that are invariant
under change of origin, the only meaningful properties of the
space-scale diagram are those invariant under such a shear.
For example, the absolute angles between great rays change
with shear, and so should be given no special meaning.
Now that the basic concepts and properties of space-scale
diagrams have been introduced by the detailed Figures 1-4,
we can make a simplification. Those figures have been three
dimensional, comprising two dimensions of space and one of
scale ("2+1D"). Substantial understanding may be gained,
however, from the much simpler two-dimensional versions,
comprising one dimension of space and one dimension of
scale ("1+1D"). It could, for example be a vertical slice from,
or an edge on view of, the 2+1D version, or just a space-scale
view of a truly 1D world (e.g., a time line). In the 1+1D diagram,
since the spatial world is 1D, a viewing window is a
line segment that can be moved around the diagram to represent
different pan and zoom positions. It is convenient to
show the window as a narrow slit, so that looking through it
shows the corresponding 1D view. Figure 5 shows one such
diagram illustrating a sequence of three zoomed views.
It is helpful to characterize these diagrams mathematically.
This will allow us to use analytic geometry along with the
diagrams to analyze multiscale interfaces, and also will allow
us to map conclusions back into the computer programs that
implement them.
The mathematical characterization is simple. Let the pair
(x,z) denote the point x in the original picture considered
magnified by the multiplicative scale factor z. We define any
such (x,z) to correspond to the point (u,v) in the space-scale
diagram where u=xz and v=z. This second trivial equation is
needed to make the space-scale coordinates distinct, and
because there are other versions of space-scale diagrams, e.g.,
where v=log(z). Conversely, of course, a point (u,v) in the
space-scale diagram corresponds to (x,z), i.e., a point x in the
original diagram magnified by a factor z, where x=u/v, and
z=v. The notation is a bit informal, in that x and u are single
coordinates in the 1+1D version of the diagrams, but a
sequence of two coordinates in the 2+1D version.
A few words are in order about the XZ vs. UV characterizations.
The (x,z) notation can be considered a world-based
coordinate system. It is important in interface implementation
because typically a world being rendered in a multiscale
viewer is stored internally in some fixed canonical coordinate
system (denoted with x's). The magnification parameter, z, is
used in the rendering process. Technically one could define a
type of space-scale diagram that plots the set of all (x,z) pairs
directly. This "XZ" diagram would stack up many copies of
the original diagram, all of the same size, i.e., without rescaling
them. In this representation, while the picture is always
constant size, the viewing window must grow and shrink as it
moves up and down in z, indicating its changing scope as it
zooms. Thus while the world representation is simple, the
viewer behavior is complex. In contrast, the "UV" representation
of the space-scale diagrams focused on in this paper
can be considered view-based. Conceptually, the world is
statically prescaled, and the window is rigidly moved about.
The UV representation is thus very useful in discussing how
the views should behave. The coordinate transform formulas
allow problems stated and solved in terms of view behavior,
i.e., in the UV domain, to have their solutions transformed
back into XZ for implementation.
With these preliminaries, we are prepared to consider various
uses of space-scale diagrams. We begin with a few examples
involving navigation in zoomable interfaces, then consider
how the diagrams can help visualize multiscale objects, and
finish by showing how other, non-zoom multiscale views can
be characterized.
One of the dominant interface modes for looking at a large
2D world is to provide an undistorted window onto the world
and allow the user to pan and zoom. This method is used in
[2][3][7][10], as well as essentially all map viewers in GISs
(geographic information systems). Space-scale diagrams are
a very useful way for researchers studying interfaces to visualize
such interactions, since moving a viewing window
around via pans and zooms corresponds to taking it on a trajectory
through scale-space. If we represent the window by
its midpoint, the trajectories become curves and are easily
visualized in the space-scale diagram. In this section, we first
show how easily space-scale diagrams represent pan/zoom
sequences. Then we show how they can be used to solve a
very concrete interface problem. Finally we analyze a more
sophisticated pan/zoom problem, with a rather surprising
information theoretic twist.
Figure 6 shows how the basic pan-zoom
trajectories can be visualized.
In a simple pan (a), the window'
s center traces out a horizontal line as it slides through
space at a fixed scale. A pure zoom around the center of the
window follows a great ray (b), as the window's viewing
scale changes but its position is constant. In a "zoom-around"
the zoom is centered around some fixed point other than the
center of the window, e.g., q at the right hand edge of the window.
Then the trajectory is a straight line parallel to the great
ray of that fixed point. This moves the window so that the
fixed point stays put in the view. In the figure, for example,
the point, q, always intersects the windows on trajectory (c) at
the far right edge, meaning that the point, q, is always at that
position in the view. If as in this case the fixed point is itself
within the window, we call it a zoom-around-within-window
or zaww. Other sorts of pan-zoom trajectories have their characteristic
shapes as well and are hence easily visualized with
space-scale diagrams.
There are times when the system
must automatically pan and zoom from one place to
another, e.g., moving the view to show the result of a search.
Making a reasonable joint pan and zoom is not entirely trivial.
The problem arises because in typical implementations,
pan is linear at any given scale, but zoom is logarithmic,
changing magnification by a constant factor in a constant
time. These two effects interact. For example, suppose the
system needs to move the view from some first point (x1 , z1)
to a second point (x2 , z2). For example, a GIS might want to
shift a view of a map from showing the state of Kansas, to
showing a zoomed in view of the city of Chicago, some thousand
miles away. A naive implementation might compute the
linear pans and log-linear zooms separately and execute them
in parallel. The problem is that when zooming in, the world
view expands exponentially fast, and the target point x2 runs
away faster than the pan can keep up with it. The net result is
that the target is approached non-monotonically: it first
moves away as the zoom dominates and only later comes
back to the center of the view. Various seat-of-the pants
guesses (taking logs of things here and there) do not work
either.
What is needed is a way to express the desired monotonicity
of the view's movement in both space and scale. This viewbased
constraint is quite naturally expressed in the UV spacescale
diagram as a bounding parallelogram (Figure 7).
Three
sides of the parallelogram are simple to understand. Since
moving up in the diagram corresponds to increasing magnification,
any trajectory which exits the top of the parallelogram
would have overshot the zoom-in. A trajectory exiting the
bottom would have zoomed out when it should have been
zooming in. One exiting the right side would have overshot
the target in space. The fourth side, on the left, is the most
interesting. Any point to the left of that line corresponds to a
view in which the target x2 is further away from the center of
the window than where it started, i.e., violating the nonmonotonic
approach. Thus any admissible trajectory must
stay within this parallelogram, and in general must never
move back closer to this left side once it has moved right. The
simplest such trajectory in UV space is the diagonal of the
parallelogram. Calculating it is simple analytic geometry. The
coordinates of points 1 and 2 would typically come from the
implementation in terms of XZ. These would first be transformed
to UV. The linear interpolation is done trivially there,
and the resulting equation transformed back to XZ for use in
the implementation. If one composes all these algebraic steps
into one formula, the trajectory in XZ for this 1-D case is:
Thus to get a monotonic approach, the scale factor, z, must
change hyperbolically with the panning of x. This mathematical
relationship is not easily guessed but falls directly out of
the analysis of the space-scale diagram. We implemented the
2D analog in Pad++ and found the net effect is visually much
more pleasing than our naive attempts, and count this as a
success of space-scale diagrams.
Since panning and zooming are the dominant navigational
motion of these undistorted multiscale interfaces, finding
"good" versions of such motions is important.The previous
example concerned finding a trajectory where "good" was
defined by monotonicity properties. Here we explore another
notion of a "good" trajectory, where "good" means "short".
Paradoxically, in scale-space the shortest path between two
points is usually not a straight line. This is in fact one of the
great advantages of zoomable interfaces for navigation and
results from the fact that zoom provides a kind of exponential
accelerator for moving around a very large space. A vast distance
may be traversed by first zooming out to a scale where
the old position and new target destination are close together,
then making a small pan from one to the other, and finally
zooming back in (see Figure 8).
Since zoom is naturally logarithmic,
the vast separation can be shrunk much faster than it
can be directly traversed, with exponential savings in the
limit. Such insights raise the question of what is really the
optimal shortest path in scale-space between two points.
When we began pondering this question, we noted a few
important but seemingly unrelated pieces of the puzzle. First,
one naive intuition about how to pan and zoom to cross large
distances says to zoom out until both the old and new location
are in the view, then zoom back into the new one. Is this
related at all to any notion of a shortest path? Second, window
size matters in this intuitive strategy: if the window is
bigger, then you do not have to zoom out as far to include
both the old and new points. A third piece of the puzzle arises
when we note that the "cost" of various pan and zoom operations
must be specified formally before we can try to solve
the shortest path question. While it seems intuitive that the
cost of a pure pan should be linear in the distance panned, and
the cost of a pure zoom should be logarithmic with change of
scale, there would seem to be a puzzling free parameter relating
these two, i.e., telling how much pan is worth how much
zoom.
Surprisingly, there turns out to be a very natural information
metric on pan/zoom costs which fits these pieces together. It
not only yields the linear pan and log zoom costs, but also
defines the constant relating them and is sensitive to window
size. The metric is motivated by a notion of visual informational
complexity: the number of bits it would take to efficiently
transmit a movie of a window following the
trajectory.
Consider a digital movie made of a pan/zoom sequence over
some 2D world. Successive frames differ from one another
only slightly, so that a much more efficient encoding is possible.
For example, if successive frames are related by a small
pan operation, it is necessary only to transmit the bits corresponding
to the new pixels appearing at the leading edge of
the panning window. The bits at the trailing edge are thrown
away. The 1D version is shown in Figure 9a.
If the bit density
is b (i.e., bits per centimeter of window real estate), then the
number of bits to transmit a pan of size d is db.
Similarly, consider when successive frames are related by a
small pure zoom-in operation (Figure 9b), say where a window
is going to magnify a portion covering only (w-d)/w of
what it used to cover (where w is the window size). Then too,
db bits are involved. These are the bits thrown away at the
edges of the window as the zoom-in narrows its scope. Since
this new smaller area is to be shown magnified, i.e., with
higher resolution, it is exactly this number of bits, db, of high
resolution information that must be transmitted to augment
the lower resolution information that was already available.
The actual calculation of information cost for zooms requires
a little more effort, since the amount of information required
to make a total zoom by a factor r depends on the number and
size of the intermediate steps. For example, two discrete step
zooms by a factor of 2 magnification require more bits than a
single step zoom by a factor of 4. (Intuitively, this is because
showing the intermediate step requires temporarily having
some new high resolution information at the edges of the
window that is then thrown away in the final scope of the
zoomed-in window.) Thus the natural case to consider is the
continuous limit, where the step-size goes to zero. The resulting
formula says that transmitting a zoom-in (or out) operation
for a total magnification change of a factor r requires
bwlog(r) bits.
Thus the information metric, based on a notion of bits
required to encode a movie efficiently, yields exactly what
was promised: linear cost of pans (db), log costs of zooms
(bwlog(r)), and a constant (w) relating them that is exactly
the window size. Similar analyses give the costs for other elementary
motions. For example, a zoom around any other
point within the window (a zaww) always turns out to have
the same cost as a pure (centered) zoom. Other arbitrary
zoom-arounds are somewhat more complicated.
From these components it is possible to compute the costs of
arbitrary trajectories, and therefore in principle to find minimal
ones. Unfortunately, the truly optimal ones will have a
complicated curved shape, and finding it is a complicated calculus-
of-variations problem. We have limited our work so far
to finding the shortest paths within certain parameterized
families of trajectories, all of which are piecewise pure pans,
pure zooms or pure zaww's. We sketch typical members of
the families on a space-scale diagram, pick parameterizations
of them and apply simple calculus to get the minimal cases.
There is not room here to go through these in detail, but we
give an overview of the results.
Before doing so, however, it should be mentioned that,
despite all this formal work, the real interface issue of what
constitutes a "good" pan/zoom trajectory is an empirical/cognitive
one. The goal here is to develop a candidate theory for
suggesting trajectories, and possibly for modelling and
understanding future empirical work. The suitability of the
information-based approach followed here hinges on an
implicit cognitive theory that humans watching a pan/zoom
sequence have somehow to take in, i.e., encode or understand,
the sequence of views that is going by. They need to do
this to interpret the meaning of specific things they are seeing,
understand where they are moving to, how to get back, etc. It
is assumed that, other things being equal, "short" movies are
somehow easier, taking fewer cognitive resources (processing,
memory, etc.) than longer ones. It is also assumed that
human viewers do not encode successive frames of the movie
but that a small pan or small zoom can be encoded as such,
with only the deltas, i.e., the new information, encoded. Thus
to some approximation, movies with shorter encoded lengths
will be better. (We are also at this point ignoring the content
of the world, assuming that no special content-based encoding
is practical or at least that information density at all places
and scales is sufficiently uniform that its encoding would not
change the relative costs.)
To get some empirical idea of whether this information-theoretic
approach to "goodness" of pan-zoom trajectories
matches human judgment, we implemented some simple testing
facilities. The testing interface allows us to animate
between two specified points (and zooms) with various trajectories,
trajectories that were analyzed and programmed
using space-scale diagrams. We did informal testing among a
few people in our lab to see if there was an obvious preference
between trajectories and compared these to the theory.
For large separations, pure pan is very bad. There is strong
agreement between theory and subjects' experience. Theory
says the information description of a pure pan movie should
be exponentially longer than one using a substantial amount
of zoom. Empirically, users universally disliked these big
pans. They found it difficult to maintain context as the animation
flew across a large scene. Further, when the distance to
be travelled was quite large and the animation was fast, it was
hard to see what was happening; if the animation was too
slow, it took too long to get there.
At the other extreme, for small separations viewers preferred
a short pure pan to strategies that zoomed out and in. It turns
out that this is also predicted by the theory for the family
piecewise pan/zoom/zaww trajectories we considered here.
Depending on exactly which types of motions are allowed,
the theory predicts that to traverse separations of less than 1
to 3 window widths, the corresponding movie is informationally
shorter if it is just a pan.
Does the naively proposed navigation strategy ("zoom out
until the starting and ending points are close, then pan in")
ever arise in this analysis? At this high level of description,
the answer is definitely "yes." The fine points, however, are
more subtle. If only zaww's are allowed, the shortest path
indeed involves zooming out until both are visible, then
zooming in (Figure 10).
Figure 10. The shortest zaww
path between p (a) and q
zooms out till both are within the window (b), then
zooms in (c). The corresponding views are shown
below the diagram.
For users this was quite a well-liked
trajectory. If pans are allowed, however, the information metric
disagrees slightly with the naive intuition. It says instead
to stop the zoom just before both are in view, then make a pan
of 1-3 screen separations (just as described for short pans),
then finally zoom in. The information difference between this
optimal strategy and the naive one is small, and our users
similarly found small differences in the acceptability. It will
be interesting to examine these variants more systematically.
Our overall conclusion is that the information metric, based
on analyses of space-scale diagrams, is quite a reasonable
way to determine "good" pan/zoom trajectories.
Another whole class of uses for space-scale diagrams is for
the representation of semantic zooming[10]. In contrast to
geometric zooming, where objects change only their size and
not their shape when magnified, semantic zooming allows
objects to change their appearance as the amount of real
estate available to them changes. For example, an object
could just appear as a point when small. As it grows, it could
then in turn appear as a solid rectangle, then a labeled rectangle,
then a page of text, etc.
Figure 11 shows how geometric zooming and semantic
zooming appear in a space-scale diagram.
Figure 11. Semantic Zooming. Bottom slices show views
at different points.
The object on the
left, shown as an infinitely extending triangle, corresponds to
a 1D gray line segment, which just appears larger as one
zooms in (upward: 1,2,3). On the right is an object that
changes its appearance as one zooms in. If one zooms out too
far (a), it is not visible. At some transition point in scale, it
suddenly appears as a three segment dashed line (b), then as a
solid line (c), and then when it would be bigger than the window
(d), it disappears again.
The importance of such a diagram is that it allow one to see
several critical aspects of semantic objects that are not otherwise
easily seen. The transition points, i.e., when the object
changes representation as a function of scale, is readily apparent.
Also the nature of the changing representations, what it
looks like before and after the change, can be made clear. The
diagram also allows one to compare the transition points and
representations of the different objects inhabiting a multiscale
world.
We are exploring direct manipulation in space-scale diagrams
as an interface for multi-scale authoring of semantically
zoomable objects. For example, by grabbing and manipulating
transition boundaries, one can change when an object will
zoom semantically. Similarly, suites of objects can have their
transitions coordinated by operations analogous to the snap,
align, and distribute operators familiar to drawing programs,
but applied in the space-scale representation.
As another example of semantic zooming, we have also used
space-scale diagrams to implement a "fractal grid." Since
grids are useful for aiding authoring and navigation, we
wanted to design one that worked at all scales -- a kind of virtual
graph paper over the world, where an ever finer mesh of
squares appears as you zoom in. We devised the implementation
by first designing the 1D version using the space-scale
diagram of Figure 12.
Figure 12. Fractal grid in 1D. As the window moves up
by a factor of 2 magnification, new gridpoints appear
to subdivide the world appropriately at that scale. The
view of the grid is the same in all five windows.
This is the analog of a ruler where ever
finer subdivisions appear, but by design here they appear only
when you zoom in (move upward in the figure). There are
nicely spaced gridpoints in the window at all five zooms of
the figure. Without this fractal property, at some magnification
the grid points would disappear from most views.
Space-scale diagrams can also be used to produce many
kinds of image warpings. We have characterized the spacescale
diagram as a stack of image snapshots at different
zooms. So far in this paper, we have always taken each image
as a horizontal slice through scale space. Now, instead imagine
taking a cut of arbitrary shape through scale space and
projecting down to the u axis. Figure 13 shows a
step-up-step-down cut that produces a mapping with two levels of
magnification and a sharp transition between them.
Figure 13. Warp with two levels of magnification and
an abrupt transition between them. (a) shows the
trajectory through scale-space, (b) shows the
unwarped view, and (c) shows the warped view
(notice rays 3 and 7 don't appear).
Here, (a)
shows the trajectory through scale space, (b) shows the result
that would obtain if the cut was purely flat at the initial level,
and (c) shows the warped result following.
Different curves can produce many different kinds of mappings.
For example, Figure 14 shows how we can create a
fisheye view.
Figure 14. Fisheye view.
By taking a curved trajectory through scalespace,
we get a smooth distortion that is magnified in the center
and compressed in the periphery. Other cuts can create
bifocal [1] and perspective wall [8].
For cuts as in Figure 13, which are piece-wise horizontal, the
magnification of the mapping comes directly from the height
of the slice. When the cuts are curved and slanted, the geometry
is more complicated, but the magnification can always be
determined by looking at the projection as in Figure 14.
Abstract
Keywords:
Zoom views, multiscale interfaces, fisheye
views, information visualization, GIS; visualization, user
interface components; formal methods, design rationale.
Introduction
THE SPACE-SCALE DIAGRAM
The basic diagram concepts
Figure 2. The viewing window is shifted rigidly
around the 3D diagram to obtain all possible pan/
zoom views of the original 2D surface, e.g., (b) a
zoomed in view of the circle overlap, (c) a zoomed out
view including the entire original picture, and (d) a
shifted view of a part of the picture.
Figure 3. Points like p and q in the original 2D surface
become corresponding "great rays" p and q in the
space-scale diagram. (The circles in the picture therefore
become cones in the diagram, etc.)
Figure 4. Shear invariance. Shifting the origin in the 2D
picture from p to q corresponds to shearing the layers
of the diagram so the q line becomes vertical. Each
layer is unchanged, and great rays remain straight.
Only those conclusions which remain true under all
such shears are valid.
Figure 5. A "1+1D" space-scale diagram has one spatial
dimension, u, and one scale dimension, v. The six
great rays here correspond to six points in a 1D spatial
world, put together at all magnifications. The
viewing window, like the space itself, is one dimensional,
and is shown as a narrow slit with the corresponding
1-D window view being visible through the
slit. Thus the sequence of views (a), (b), (c) begins
with a view of all six points, and then zooms in on the
point q. The views, (a), (b), (c) are redrawn at bottom
to show the image at those points.
The basic math.
EXAMPLE USES OF SPACE-SCALE DIAGRAMS
Pan-zoom trajectories
Basic trajectories.
Figure 6. Basic Pan-Zoom trajectories are shown in the
heavy dashed lines:. (a) Is a pure Pan,. (b) is a pure
Zoom (out), (c) is a "Zoom-around" the point q.
The joint pan-zoom problem.
Figure 7. Solution to the simple joint pan-zoom problem.
The trajectory s monotonically approaches point 2 in
both pan and zoom.
Optimal pan-zooms and shortest paths in scale-space
Figure 8. The shortest path between two points is often
not a straight line. Here each arrow represents one
unit of cost. Because zoom is logarithmic, it is often
"shorter" to zoom out (a), make a small pan (b), and
zoom back in (c), than to make a large pan directly (d).
Figure 9. Information metric on pan and zoom operations
on a 1D world. (a) Shifting a window by d requires db
new bits. (b) Zooming in by a factor of (w-d)/w, throws
away db bits, which must be replaced with just that
amount of diffuse, higher resolution information when
the window is magnified and brought back to full resolution.
Showing semantic zooming
Warps and fisheye views