ior and maximize user satisfaction.
In addition to the ‘conceptual’ and system-design
oriented challenges, it is worthwhile to address the
‘behavioral aspects’ of graph exploration, which also
play a key role in a system designed to learn from
man-machine interactions. For instance, it is worth
investigating whether preferred interactions differ
from graph to graph or application area or whether
they are particular to a user. Moreover, in depth ex-
perimental evaluations would allow to analyze the ef-
ficiency of exploration strategies, as well as to deter-
mine how and when ‘good strategies’ should be rec-
ommended to users in view of avoiding confinement
to systematic routine exploration mechanisms.
Finally, many technical challenges have to be ad-
dresses as well. In addition to a formalization of the
methods and techniques we presented here, many di-
rections for future research exist. To name a few, we
cite the interest function described used in our inves-
tigation, which is only based on criteria related to the
structure of the graph; a relevant extension is to in-
troduce attribute-based criteria as well. In addition,
it is worthwhile to further analyze how sequences of
interactions should be interpreted for real-time ma-
chine learning algorithms. Indeed, a single action on
a graph may not necessarily reflect user intention. In
other terms, certain goals of the user may require a se-
quence of actions to be met. The challenge is then not
only to define a model capable of modeling prefer-
ences on such sequences, but ultimately also to detect
or interpret them in what is otherwise nothing but a
long list of interaction events.
6 CONCLUSIONS
In this paper we presented a new tool developed to
understand and improve user experience in the explo-
ration of graphs. The tool empowers users to con-
trol the granularity of the graph, either by direct inter-
action (collapsing/expanding clusters) or via a slider
that automatically computes a clustered graph of the
desired size. Moreover, we explored the use of learn-
ing algorithms to capture graph exploration prefer-
ences based on a history of user interactions. The
learned parameters are then used to modify the action
of the slider in view of mimicking the natural interac-
tion/exploration behavior of the user.
Our work is a first step toward the use of machine
learning algorithms to define the actions associated
to simple interactive controls, like sliders, for the ex-
ploration of complex data structures like graphs. We
show that such an approach is technically feasible and
encourage further research in this direction in view
of bringing graphs and graph analysis closer to users.
In general, visual analysis systems designed to learn
from user interactions with the goal of enhancing user
experience deserve more attention and have many fas-
cinating research challenges to offer.
ACKNOWLEDGEMENTS
The authors gratefully acknowledge the valuable
comments of the anonymous referees, which helped
to improve the initial version of this manuscript.
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