Original Article

Information Visualization (2006) 5, 1–14. doi:10.1057/palgrave.ivs.9500111

Overview+detail in a Tomahawk Mission-to-Platform Assignment Tool: applying information visualization in support of an asset allocation planning task

John Cushing1, Lecha Dawn Janssen1, Stephen Allen1 and Stephanie Guerlain1

1Deptartment of Systems and Information Engineering, University of Virginia, Charlottesville, VA, U.S.A.

Correspondence: Stephanie Guerlain, Deptartment of Systems and Information Engineering, University of Virginia, PO Box 400747, Charlottesville, VA 22904-4747, U.S.A. Tel: +1-434-924-4438; Fax: +1-434-982-2972; E-mail: guerlain@virginia.edu; URL: www.sys.virginia.edu/hci

Received 20 July 2004; Revised 27 November 2005; Accepted 27 November 2005; Published online 9 March 2006.

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Abstract

Information visualization techniques such as overview+detail displays have traditionally been applied and studied in domains with static data sets supporting information retrieval tasks. This study examines how these techniques can be extended to the design of interfaces for decision support systems (DSSs). Specifically, we developed a computerized decision support tool to assist Naval Tomahawk Strike Coordinators in the complex process of assigning a set of planned missions to a set of available launch platforms based on a number of different constraints and objectives, and compared user performance on two realistic scenarios (a within-subjects factor) across two versions of this tool (a between-subjects factor). The first version of the Mission-to-Platform Assignment Tool provided users with only a set of detail displays when assigning missions, whereas the second version had an additional, abstracted 'overview' display that allowed users to see the effect of early decisions on later decisions. The results showed that subjects performing this planning task with the overview+details display version completed scenarios, on average, 21% faster, with 22% fewer errors and with 74% fewer required workspace navigation activities than a comparable group using just the detail displays version. Subjects in the former group also rated their situational awareness 14% higher than those subjects without the overview display.

Keywords:

Overview+detail display, decision support system (DSS), information visualization, planning, asset allocation, command and control

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Introduction

Information visualization

Information visualization (IV) techniques can be applied by designers to provide users with suitable external representations of abstract entities.1 IV can free up mental processing for more meaningful interaction with the material2 by reducing a user's search for information, by aiding in the detection of patterns, and by encoding information in a manipulable medium.3 Traditionally, IV taxonomies, guidelines, and research have focused on interactions with relatively static data sets in which the operator sets the pace.4 Examples include the application of IV techniques for document searching5, 6 for viewing large graphs and networks,7 for working with large visual documents,8 for geometric visualization,2 and for graphical rendering.9 In these types of tasks, the operator is often interested in retrieving a subset of the available information. This can be accomplished through a variety of manipulations, including overview, zoom, filter, details-on-demand, relate, history, and extract,10 and is facilitated by having multiple-window coordination11 to coordinate different perspectives of the same information.

Window on a domain

Although IV has traditionally been applied and studied in domains with static data sets, supporting information retrieval tasks, we believe that IV techniques can be extended to the design of user interfaces for decision support systems (DSSs). DSSs are computer-based tools intended to assist with decision- or problem-solving tasks, typically by automating a portion of the task. Examples of the role that a decision support system may play in problem-solving include information integration, alerting, critiquing, diagnosis, or process modeling.12 In planning and scheduling tasks, user interaction with the system may result in changes not only to a data set, but possibly to the state of an external system, or outcome of a process. Furthermore, in process control and command and control systems, the supporting data are usually changing, with or without user input.

Therefore, if we consider the user interface as a window on the domain, it should not only support the user's ability to extract information about the domain, but it should also facilitate the user's ability to take actions to perform tasks.13 Björk et al.14 have also made this distinction between two levels of interaction with a system. The first level, manipulation of the way in which the data are presented, supports the user's ability to extract information, and is accomplished through the tasks proposed by Shneiderman (zoom, filter, extract, etc.).10 The second level, which involves changing the data itself, is supported by the user's ability to make predictions and take actions or to control the underlying system. Interactions with a decision support system at this second level might involve tasks such as planning, scheduling, asset allocation, diagnosis and control.

Although it is not yet common, the application of IV techniques to DSSs is not a novel concept. For example, Andrienko & Andrienko15 applied the IV technique of multiple window coordination to support the decision-making processes associated with supervisory control of an automated multiple-criteria decision-making tool. Their discussion of how IV can be applied to such a system uses a framework of the decision-making process that includes three major phases, referred to as intelligence (analyzing the situation and defining the problem), design (developing hypotheses and alternative courses of action), and choice (evaluating the alternatives and selecting a course of action) (Smith as cited in Andrienko & Andrienko15). They found that the utility of IV techniques reaches beyond the first stage of information gathering (to which IV has traditionally been applied), and can be extended to the design and choice phases if it enables decision-makers to understand the trade-offs involved in their decisions.

Overviews and details in decision support

Overview displays can support a variety of cognitive functions by providing a common frame of reference for team problem-solving, supporting quick assessment of a system state, enabling rapid shifting between views, and providing pre-attentive cues about where one should focus next.16 A well-designed overview provides users with an idea of the size of the data set or system space, an understanding of how items in the space relate to one another, and the ability to recognize objects of interest.6 Overview displays alone, however, do not provide specific information about subcomponents or individual items of interest. Detail displays can provide specific information about these items but when navigating through detail views of large data sets, users may get lost, or focus only on a small portion of the display space.11, 16

To overcome the limitations associated with the use of overview and detail displays alone, they can be used together. Overview+detail displays, which combine both types, provide access to specific information (details), in context of the 'big picture' (overview). The overview and detail displays can be shown one at a time, known as time-multiplexing, or at the same time in different parts of the screen, known as space multiplexing.1 Providing both views on the same screen may require more space, but reduces the frequency of navigational switching. It has been shown that users perform diagnosis better with an integrated display where all information is displayed in the same spatial area, as users have a better chance of maintaining situational awareness.17

By definition, the content and appearance of the overview and detail displays may differ;1 however in conventional overview+detail displays, the overview tends to be a thumbnail or zoomed-out representation of the details. The popularity of this type of overview+detail display is apparent in the literature – it has become so common that recommendations have been developed for effective application of the 'zoom factor,' which is the magnification ratio between the larger and smaller of the of the two windows in an overview+detail display.11, 18 Some examples of these types of overview+detail displays include image browsers,19 maps.18 and document viewers such as Adobe AcrobatTM.

This use of zoom factors and thumbnails in the design of overview+detail displays is most appropriate in domains where the data set can be represented literally as a 'big picture' (in a graphical sense). Domains such as image- and document-browsing, and map navigation naturally lend themselves to this type of overview+detail display. The underlying data sets in these domains are typically static, and bounded; therefore, a literal 'big picture' exists and can serve as an overview. Additionally, since the primary tasks associated with these domains are based on a user's need to search, review, or navigate through the data-space, this type of overview coupled with a zoomed-in, detailed view supports the required tasks.

In decision-support tasks (such as planning, scheduling, asset allocation, diagnosis, and control tasks) an effective set of overview+detail displays may facilitate a decision-maker's ability to see the position of a potential solution with respect to other feasible alternatives in an abstract decision space, or 'attribute' space.15 Additionally, DSSs may assist users in the management of dynamic processes (e.g. see17, 20, 21, 22), wherein the decisions and possible configurations are endless, and therefore impossible to represent graphically in a zoomable overview. As a result, an overview representation of this attribute space may be a less literal interpretation of the 'big picture,' but rather a representation of the information at a higher level of abstraction. In these cases, an overview may just focus on those attributes that are important when comparing across a large solution space.

For example, if a decision-support tool is aiding planning, scheduling or asset allocation tasks (user interactions at the second level) the detail view may represent the candidates available for allocation to a specific slot, while the overview represents the view of how an allocation impacts the overall system or decision-space. By providing information about the impact one decision makes on other subcomponents and/or the larger system, an overview can facilitate a decision-maker's ability to compare alternatives in 'what-if' analyses. Simultaneously, the detail space provides enough information about each attribute that the user can view and manipulate options based on predetermined criteria. In these cases, the representations of the overview and detail displays may not resemble the same literal 'big picture' at different magnifications. Instead, the overview display may be designed to best support the cognitive activities required to monitor the impact to the system, while the details picture may provide specifics about the available choices and their attributes. Both displays may also take advantage of techniques such as filtering, sorting, and linking, to support user interaction on the first level. These techniques can help reduce clutter and enable the user to focus on the elements s/he deems important to the task at hand.

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Overview+detail in a Tomahawk Mission-to-Platform Assignment Tool

Applying information visualization in support of an asset allocation planning task

From a practical perspective, this research was specifically aimed at developing user interface concepts that would lead to a DSS designed to assist U.S. Navy personnel when planning Tomahawk Missile Strikes. A 'strike' is a focused attack effort to meet a military objective. Tomahawks are long-range cruise missiles that can be launched from offshore launch platforms, specifically Cruisers (CG), Destroyers (DD, DDG) and Submarines (SSN). These missiles can travel for up to 2 h covering several hundred miles to reach a target with pinpoint accuracy, using several onboard navigation facilities. Previous work has focused on the design and evaluation of decision support displays for in-flight monitoring and control.23, 24, 25, 26, 27 The work presented here focuses on the design and evaluation of displays to support the preplanning required to decide which launch platforms will be responsible for firing what missiles, at what time, and in what order, so as to meet strike objectives.

From a theoretical perspective, this research was specifically aimed at exploring the application of visualization techniques to determine whether application of overview+detail displays can assist planners in making faster, more effective asset allocation decisions given common pitfalls in such tasks, such as making an early asset allocation decision that negatively impacts the overall solution. For Tomahawk strike planning, the 'assets' are considered to be the missiles onboard launch platforms and the 'demands' are missions that need missiles. The 'constraints' are the required launch time window, the required launch location, the required missile characteristics, etc.

Our hypothesis was that an effective overview would support users in planning the order in which to make asset assignments, so as to avoid making an arbitrary assignment that would make infeasible a future assignment. This dilemma is encountered when a future demand can only be accomplished by a limited number of assets due to the constraints of the problem (if, e.g. a high-priority future mission can only be accomplished by one platform based on missile inventories and platform locations), yet those assets can also accomplish many other missions, and may be chosen for those (and thus depleted prior to the later assignments). If the user is serially addressing each assignment, only working within the trade space of a single assignment at a time, s/he may not realize that by assigning that asset to the current mission, s/he has removed the only asset able to accomplish another mission. An effective overview should help a user realize the impact of each decision on future asset assignments.

The design process

We followed a human-centered systems design process to develop the Tomahawk Mission-to-Platform Assignment tool. The process began with a task and stakeholder analysis, based on interviews with subject matter experts and observations of training operations, to identify the cognitive processes and actions required to achieve various goals. This led to a set of functional design requirements based on the tasks to be supported. The requirements served as guidelines during the iterative development and evaluation of user interface prototypes. A final prototype was implemented with test scenarios, and an experiment was conducted to specifically evaluate the use of an overview to support the asset allocation planning task.

Mission-to-platform assignment – task analysis

A mission is a detailed flight path from an initial, preplanned waypoint, to a target of interest. Missions are developed by highly trained mission planners, who take into account terrain data, missile flight characteristics, navigation data, no-fly zones and target characteristics to develop a highly accurate flight path for a missile to fly. A Tomahawk Strike Coordinator (TSC) is the individual responsible for tasking mission planners to create missions for the missiles to fly to reach targets of interest. Launch platforms (Cruisers, Destroyers, and Submarines) carry an inventory of different types of missiles and can be tasked to download a mission into a missile and launch it at a designated place and time to successfully achieve a mission. The TSC assigns missions, once developed, to platforms based on a set of criteria:

  • Does the platform have the required mission data onboard and, if not, is there a communications mechanism and sufficient time available to send the mission data to that platform?
  • Does the platform have the right set of missiles onboard to accomplish the mission?
  • Can the missiles be launched in the appropriate time frame (it takes a variable amount of time to select and launch a missile from inventory).
  • Can the platform be physically located in the associated 'launch basket' (a geographical area) for that mission (and for all the other missions assigned)? Depending on the distances between launch baskets, this could become problematic, but launch baskets are often large enough that a platform can be in one location and accomplish several missions.
  • Given that these firm constraints can be satisfied, the TSC might consider other criteria when assigning missions to platform, such as future 'salvo' capabilities (e.g. maximizing the number of missiles left on each platform available to be launched simultaneously for future strikes), or instead may want to 'use up' all missiles on a platform if it is scheduled to leave the area of operations. For example, the TSC has to consider the time window during which submarines will be available to come to the surface to launch missiles (given the need to remain submerged to meet other objectives), the direction in which a surface ship needs to be traveling to meet other objectives, and other characteristics of the platforms such as the staff, experience level, and level of technology available on each.

As evidenced by the results of the task analysis, the TSC considers a variety of factors when assigning missions to platforms. The computer system currently used by the U.S. Navy (called the Personal Computer Mission Distribution System, or PC-MDS) gives TSCs the ability to access a database of planned missions, match missions to targets, and assign these missions to launch platforms to execute Tomahawk missile strikes. Despite these capabilities, however, it provides almost no support for making the mission to platform assignments, beyond showing missile availabilities for each platform. The assignment of missions to platforms is only supported by the screen shown in Figure 1, which allows a mission to be 'dragged' to a platform that has the appropriate type of missiles on board for that mission. This screen does not provide the TSC with a decision tool to compare alternative options or evaluate decisions based on the criteria identified in the task analysis. As a result, the user must keep track of all relevant decision factors mentally or by taking notes. It was observed and confirmed through interviews and observations of training scenarios that missions are usually assigned 'one at a time' in a serial fashion, thus potentially leading to the problem identified above.

Figure 1.
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Personal Computer Mission Distribution System (PC-MDS) Platform Assignment Tool.

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Functional requirements of the assignment tool

Based on the task analysis, it was clear that the TSC should be able to see why one platform is (or is not) a candidate based on its mission availability, missile availability, launch area constraints, and current operations status; and should also be able to compare the feasibility of platform assignments based on constraints such as time remaining in launch area, follow on salvo capabilities, and ability to uniquely satisfy certain missions. The assignment tool should also give the TSC the ability to conduct 'what-if' analyses, for example to try different combinations of assignments and review the potential impacts of decisions. This may be especially helpful if it is anticipated that priorities or constraints may change. Finally, the assignment tool should show the TSC how one assignment impacts future assignments.

Iterative design

Based on the need to display specific attributes of the missions, missiles, and platforms, it was clear that detail views would be necessary; and based on the user's need to track the overall status of all missions and platforms, we believed that an overview display would likely be helpful. Prototypes evolved through two major iterations before reaching the final prototype used for testing. Early prototypes were mocked-up using Microsoft PowerPointTM. The final prototype was implemented in JavaTM and is a fully functional simulation system, enabling the creation of test scenarios and the ability for subjects to 'solve' the scenarios.

Prototype 1
 

An early version of the prototype provided the user with two screens, positioned side-by-side. A geographic display, provided on the left screen, was intended to show the physical location of platforms and targets and to enable 'simulating' strikes. The screen on the right contained the mission assignment tool (see Figure 2), with some of the features highlighted. The top part of the screen (in gray) shows the date and time of the last mission data update (MDU) sent to the platforms, along with battle force information, for example the total number of each of the three types of missiles in inventory as compared to the number required for the set of missions being assigned. (The three kinds of missiles currently being flown are referred to as Block III-C, Block III-D, and Block IV-E). The bottom third of the screen allows the user to select which salvo (group of missions to be flown together) to show. Currently Salvo 1 is selected, so the operator can view the details of each mission in that salvo. In Figure 2, the first mission of Salvo 1 is currently selected, and the evaluation criteria for that mission are compared across the set of available platforms in the white, central area of the screen. This information is shown in a matrix, with platforms forming the column headings (e.g. 'CG 58,' 'CG 64,' 'DD 982,' etc.), and the relevant criteria about the selected mission along the rows, e.g., whether the platform has the mission data onboard, whether the platform has a sufficient number of the right type of missiles for the selected mission, the relative 'cost' of using those missiles (as calculated by an as of yet to be determined algorithm), the distance of that platform to the launch basket, the speed at which the platform would have to sail in order to get to the launch basket in time, the follow-on-salvo inventory that would be remaining for that platform if the mission was assigned, how many days the platform is remaining in the theater of operations, and whether the platform is 'busy' due to other taskings.

Figure 2.
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Prototype 1 of the Mission-to-Platform Assignment Tool.

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A heuristic evaluation by the authors identified several problems with this design. One problem is that the matrix just described shows all information all the time, even when some criteria would preclude a mission from being assigned. For example, in Figure 2, only DD 988 and SSN 699 have the mission data available on board and yet all the details are shown for each of the other platforms (CG 58, CG 64, etc.), causing unnecessary visual clutter and requiring extra cognitive effort to find feasible assignments. Further, although this design allows a user to see how one mission can or cannot be accomplished by the available platforms, it is impossible to see the impact that such an assignment would have on the other missions to be assigned. This led to our second prototype which addressed these two problems.

Prototype 2
 

Prototype 2 (shown in Figure 3) is a single screen display that has an overview display in the top left quadrant of the screen, a geographic display in the top right quadrant of the screen, and a strike assignment decision tool along the bottom half of the screen.

Figure 3.
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Prototype 2 of the Mission-to-Platform Assignment Tool.

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The strike assignment decision tool (a details display) essentially combines the two matrices found in Prototype 1 into a single matrix that displays the platforms down the left-hand side and all of the missions in a particular salvo across the top (if there are more than five missions in a salvo, the user has to scroll horizontally). In Figure 3, the missions for Salvo 1 are being shown (the 'Salvo 1' button is highlighted at the far right). Missions 1-1H, 2-1L, 3-1M, 4-1H, and 5-1M form the titles for five sections of the matrix. Mission 1-1H is the first mission of the first salvo. The 'H' indicates that it is a high-priority mission. It requires three Block IIIC missiles, 0 Block IIID missiles, and 0 Block IVE missiles. (The boxes along the top of each mission section indicate the total number of missiles required for that mission.) Below that is a multi-column format that allows the user to determine why one platform is a better candidate than another for that particular mission. These factors include whether or not the platform has the mission data onboard (if not, an 'N' is displayed in the 'MSN' column), and whether or not it can reach the launch area in time (if not, an 'N' is displayed in the 'LB' column). The left side of the matrix displays information about each platform, such as its total inventory of each type of missile, the number of days that platform will remain in the theater of operations, and whether the platform is currently performing other operations that would prevent it from being assigned a mission. If a platform meets all these factors for a particular mission and has a sufficient number of missiles of each type available to satisfy mission requirements, then these cells in the matrix are displayed in a dark gray shade. If a platform otherwise meets all the factors for a particular mission but only has enough missiles to partially satisfy the mission requirements, then these cells are displayed in a lighter gray shade with the number that are available. Missile assignments can be made by clicking on the appropriate cell in the matrix (once for each missile assignment), which will cause the number of required missiles to decrement, and the total inventory of missiles for that platform to decrement. Right-clicking will undo (delete) a missile assignment from a launch platform. The user can make assignments in any order, and can make as many changes as desired. The assignment process is complete when the user clicks on the Indigo button at the bottom right corner of the screen. 'Indigo' is the term the Navy uses to define a completed set of taskings assigned to a platform.

The benefit of this Assignment display as compared to Prototype 1 is that it takes up less space and it allows the user to see the impact of one assignment on up to four others as an assignment is made. It highlights in darker gray those platforms that can fully accomplish a mission and, as assignments are made, relevant values are decremented and any other assignments that are no longer feasible de-highlight as appropriate.

The second major addition to Prototype 2 is the inclusion of an overview display in the upper left half of the screen. The overview presents all the information in the Assignment matrix but at an even higher level of abstraction. It shows, in matrix form, salvos (sets of missions to be accomplished together) across the top, launch platforms down the side, and the feasible mission assignments within each salvo/platform cell (although no differentiation is made in this prototype between partially feasible and fully feasible – if only partially feasible, the missions are still displayed). The same mission may be displayed multiple times in a column indicating that multiple platforms are candidates for the assignment. In the overview display, missions are color-coded to differentiate between high, medium, and low priority missions. The major purpose behind this design was to allow the user to see the order in which to make assignments and the impact of decisions on other assignments. For example, in Figure 3, it can be seen that Mission 1-4H, in the 'Salvo 4' column of the Overview can only be assigned to CG 64. If the user did not have the overview display available, it is possible that s/he would 'use up' the CG 64 missiles or assign CG 64 to missions that would cause it to sail too far away from the launch basket for Mission 1-4H when assigning missions for Salvos 1–3. With the overview, it is likely the user would assign 1-4H first, even though it is part of Salvo 4 (which is 'down the road' in time compared to Salvos 1–3).

To make the assignment, the user can either click on the 'Salvo 4' button on the bottom right or just click on 1-4H in the Overview display, which will automatically open Salvo 4 in the Assignment matrix at the bottom. Once there, the user can see the details of the missiles required and assign them by successively clicking on the missiles to be assigned as described earlier. This may cause other potential assignments for CG 64 to become infeasible. If it is due to the time/distance relationship, then just clicking on one missile will 'cause' the platform to be in a certain location in a certain time and therefore potentially eliminate some assignments that are too far away – these will cause the launch basket or 'LB' column to fill in with an 'N' (meaning, 'No', it cannot make it there in time). If distance is not a problem, then the decrement in total inventory may cause certain other potential mission assignments for that platform to no longer be fully feasible. In this case, mission assignments that were dark gray in the Assignment matrix will turn to light gray and then potentially become blank if there is no inventory left to satisfy another mission. At the same time, as users are making assignments and certain missions are no longer feasible for a platform, those mission names disappear from the relevant cell in the Overview Matrix.

Thus, the assignment display in the bottom half of the screen facilitates interaction with the system on the second level (database changes), whereas the overview facilitates interaction on the first level (display manipulation), providing the user with the ability to vary display parameters for easier comparison of alternatives. For example, the user has the ability to filter the overview display based on priority and whether platforms can partially or completely fulfill mission requirements. As each mission is 'assigned' the system calculates the new planned state of that platform (where it would be located at what time, how many missiles of each type it would have left, etc.). If mission assignments are made that prevent other missions from occurring, these other missions disappear from the overview and detail displays as just described.

The idea behind the geographic display is that it would help the TSC visualize the distance between a platform's current location and a particular mission's launch area. However, it was unclear at this point how to make the display interactive, particularly since assigning a mission to a platform might require that platform to sail to a different location. We were unable to devise an effective way to show this dynamism in the planning stage, and were also uncertain about whether such a display would be helpful or just add unnecessary cognitive effort to try to interpret.

In summary, the major advantages of Prototype 2 are the design of an overview display (top left), and the simultaneous availability of details for up to five missions (shown in the bottom half of the screen). Additionally, almost all information is available on a single screen display, minimizing scrolling and navigational switching. Among the disadvantages are that the display is very number-intensive, the details view can only display up to five missions for one salvo at a time, and the concept of a dynamic geographic display was not fully implemented.

The final display

Owing to limited resources, we were unable to fully design and implement the interactive map display, thus, we decided to focus on implementing the overview+detail screens from Prototype 2. The system was implemented in JavaTM. We built a simulation engine to create scenarios and run them, with all of the relevant data about missile inventories, platform locations, etc. The simulation engine tracks all the data and makes updates appropriately as the scenarios are run. A screen shot of the Mission-to-Platform Assignment Tool for a particular scenario is shown in Figure 4. In place of the map display, we added a bar graph display of platform characteristics, which highlights the current missile inventory and days remaining in theater for each platform. As assignments are made, the bar graphs decrease allowing the user to see how many missiles remain and how many have been assigned. This might serve as a form of overview for the platforms themselves, so users could get a 'status at a glance' for platform inventory, time in theater, and battle force status, although all of this information is already displayed and updated numerically in the Assignment display.

Figure 4.
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Final design of the Mission-to-Platform Assignment Tool – with overview display.

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Some minor changes were made to the Assignment and Overview displays from Prototype 2. The color coding of the missions in the overview display were changed to match the color coding of the mission name in the Assignment display, to provide better correspondence between the two displays. Two additional filtering options were provided for the Overview, allowing users to only see assigned or unassigned missions as desired. Further, we added color coding such that fully assigned missions are highlighted in the overview display (e.g. the four missions for Salvo 1 are completely assigned). Finally, in the Assignment display, platforms that can completely satisfy a mission are displayed in white and platforms that can partially satisfy a mission are displayed in dark gray. This way, feasible assignments are the most salient, making for faster search times than in our previous design, in which those platforms that could only partially satisfy a mission stood out more.

Decision support tool evaluation – utility of an overview

Two versions of this final prototype were compared, with the purpose of evaluating the utility of an overview display in a resource allocation planning task. One version was as described above, with all three coordinated displays, and the other version was simply without the overview display. In this version, static sponsor logos were displayed in place of the overview display (see Figure 5).

Figure 5.
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Final design of the Mission-to-Platform Assignment Tool – without overview display.

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The hypothesis for this study was that subjects provided with the overview would be able to plan better due to the availability of the overview, and would therefore perform better in terms of taking less time, making fewer errors (number of rule violations according to 'commander's intent'), requiring fewer navigational switches among salvo screens in the Assignment display, and reporting higher situational awareness scores than the non-overview group.

Experimental design

In order to test this hypothesis, we conducted a mixed factorial experiment. 'System' was a between-subjects factor with two levels: with an overview, or without an overview. 'Scenario' was a within-subjects factor with two levels: medium and high difficulty. The high-difficulty scenario was defined as such because there was only one way (we believe) to accomplish the assignments so as to meet commander's intent, and this required the planner to realize that 'later' missions (e.g. missions in Salvo 3) required a certain platform to be available, thus the subjects must avoid assigning missions for that platform in other Salvos (e.g. Salvos 1 and 2).

Subjects
 

A total of 32 students taking a human–computer interaction course at the University of Virginia (UVA) participated as subjects. (University students were utilized as there is not a sufficient number of actual trained TSCs to run a factorial experiment with them as subjects.) The study protocol was approved by the UVA Institutional Review Board.

Procedure
 

All subjects were first introduced to the task and taught the functionality aspects of the display shown in Figure 5. Specifically, subjects were trained on the task of assigning missions to platforms with the mission assignment tool, and were instructed on the 'Commander's intent,' defined as follows: Assign all high-priority missions first, then medium priority, then low priority; when all else is equal, first assign missions to launch platforms with fewer days remaining in service; if there are no other differences, use the launch platform which will have the highest number of missiles remaining on board after mission assignment. Avoid making 'partial' assignments if at all possible, for example each mission requires a set of missiles, and it is preferable if one platform can completely accomplish that mission rather than having two or more platforms complete portions of the mission.

Half of the subjects were randomly selected to stay and receive additional instruction on how to interpret and use the overview display (the version of the system shown in Figure 4), and the other half of the subjects were dismissed prior to this training.

Subjects were then individually scheduled for testing within 2 weeks of training. During the test session, each subject was asked to talk aloud during one 'easy' scenario to enable the experimenter to ensure that the subject understood the assignment rules and the use of the interface. Subjects were then asked to conduct two test scenarios, a 'medium' and a 'hard' scenario. Scenario order was counterbalanced across subjects and subjects were not told that one of the scenarios was expected to be harder.

Dependent variables were time to complete the scenario, whether or not subjects followed 'commander's intent' (i.e. the number of violated rules as specified in the scenario instructions), the number of navigational 'switches' between salvo screens in the Assignment matrix and subjective scores of situation awareness and confidence in results.

The simulation software tracked and reported the number of navigational switches and amount of time taken during a scenario. Rule violations were only counted when a subject submitted a solution (thus rule violations that were made during the problem-solving process but then 'undone' were not counted). Situational awareness and confidence in results were measured based on subjects' self-rating, on a scale from 1 (worst) to 10 (best) just after completion of the experiment. Descriptive statistics, the two-way ANOVA and the difference in proportions tests were used to analyze the results depending on the variables being analyzed. Significance is reported at P<0.05.

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Results

All subjects were able to complete the two test scenarios.

Figure 6 provides the descriptive statistics for the dependent variable Time. A Kolmogorov–Smirnov test showed that the time distribution was non-normal; thus a natural logarithm transformation was performed. A two-way ANOVA on these transformed data showed that System, Scenario, and Subjects were all significant (see Table 1) but the interactions were not. As expected, the hard scenario took about 5 min longer, across all subjects, than the medium scenario. Also as hypothesized, subjects with the overview finished the scenarios faster (a mean of 27% faster for the medium scenario and 14% faster for the hard scenario). This is statistically significant (P<0.05).

Figure 6.
Figure 6 - Unfortunately we are unable to provide accessible alternative text for this. If you require assistance to access this image, please contact help@nature.com or the author

Descriptive statistics and box plot for the dependent variable: time in minutes.

Full figure and legend (78K)


Figure 7 provides the descriptive statistics for the dependent variable Switches. Owing to the non-homogeneity of variances, a natural logarithm transformation was performed. A two-way ANOVA (see Table 2) on these transformed data showed that subjects with the overview navigated across the assignment tool detail displays significantly less (on the order of 71–76% less) for both the medium and hard scenarios (P<0.001).

Figure 7.
Figure 7 - Unfortunately we are unable to provide accessible alternative text for this. If you require assistance to access this image, please contact help@nature.com or the author

Descriptive statistics and box plot for the dependent variable: switches.

Full figure and legend (77K)


Without the overview, nine out of 32 subjects (28%) had a rule violation; with the overview, two out of 32 subjects (6%) had a rule violation. This difference favors the use of the overview display (P=0.01, difference of proportions test). Situational awareness was rated higher for subjects with the overview (7.9plusminus1.4 vs 6.06plusminus2.8, P=0.023, two-tailed t-test, d.f.=30), but there was no statistical difference for confidence in results (7.7plusminus1.3 vs 7.9plusminus1.6).

Subjects were also asked to comment on the displays available to them in an open-ended discussion format with the experimenter after they were done with the experiment. For the Platform Characteristics bar graph display, most subjects indicated that they did not use this display at all.

For the Assignment display, a few suggestions were made, such as changing the color scheme to correspond to the priority of missions, similar to our color-coding scheme in Prototype 2. Other suggestions were to be able to sort missions by priority, to be able to assign all the missiles for a mission at once, to make the Indigo button a red color, to place platform information on the far right as well as the far left of the matrix and/or to alter the color of the rows of each of the platforms to make it easier to see which row refers to which platform. Some subjects also requested an algorithm to highlight a recommended solution and to show warnings if the use makes a infeasible or incorrect decision, perhaps reflecting the difficulty or tediousness of performing the task manually.

For the Overview display, a few suggestions were also made, such as to put all the high-priority, medium priority, and low-priority missions into separate columns, to underline missions with the fewest options, and to have an algorithm rank the platforms.

Four subjects who were in the Overview group were asked to come back a week later to solve another set of scenarios, at which time the use of an off-body eyegaze tracker helped determine what percentage of time subjects used the various displays. The data showed that subjects looked at the Platform Characteristics bar graph display <2.8% of the time. Among these subjects, the percent of time spent looking at the Overview display ranged from 34.6 to 66.8% of the time.28

Finally, a lieutenant commander in the Navy, who is responsible for training all TSCs in the Navy, provided his insights on the system. He commented that the assignment tool 'gives the TSC a consolidated view of the assignment process' that is not currently available with PC-MDS and that, 'with this tool, we can look into the future, to see and correct potential problems.'

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Discussion

The purpose of our Mission-to-Platform Assignment Tool was to provide an operator with access to the attributes required to make allocation decisions, and to provide a means of comparing alternative solutions based on how the overall objectives are impacted. The design philosophy was to develop a visual representation that would aid an operator in the manual support of allocations, so that if/when assignment algorithms become available to support the process, operators would still be able to maintain an understanding of the problem space, and have an effective user interface for manual comparison. Thus, although a few subjects requested such an algorithm, this was not made available for this study. Future studies might focus on the best way to support such a mixed-initiative interaction.

In this non-traditional implementation of an overview+detail display, the overview represents the 'big picture' as an abstraction of the potential solution space, rather than a literal 'big picture' or thumbnail of the details display. Fundamentally, the overview and details display represent the same decision space, as they both show which platform(s) can accomplish which mission(s), although they focus at different levels of abstraction. The details display provides a comprehensive view that includes the total number of missiles on each launch platform, the number of assignments required for a mission, and which missions can be partially or completely fulfilled by a platform; however, it only allows the user to view one salvo at a time, and thus requires navigational switching in order to plan or make comparisons across salvos or within salvos that have more than five missions. The overview does not provide details about partial assignments, missile availability, or mission requirements, but provides a higher-level summary of which platforms could accomplish which missions across all salvos.

Expressed in the context of Smith's decision-making model,15 it appears that the details display facilitated the phases of information gathering (intelligence) phase, and developing possible options (design), which made it sufficient on its own for users to provide mission assignments. It was the addition of the overview display that facilitated the phase of choice, by enabling the decision-maker to understand the trade-offs involved in each decision, thus reducing errors, time and navigation. We believe that these improvements were enabled primarily by the fact that subjects were able to plan with the overview display, and then navigate directly to the desired assignment page, rather than relying on the assignment views as planning tools. The overview display also allows a decision-maker to view the impact of an asset allocation on the entire system (including the remaining assignment needs), and to identify which assets fulfill unique mission goals. Operators without the overview did not have access to a high-level view of the information, resulting in increased navigational switching. Without an overview, these participants were also forced to track comparisons mentally, likely resulting in the increased frequency of rule violations, and the decreased situational awareness observed in this group.

Future work

The prototype used for the experiment was the result of an iterative design process, which included regular interaction with the U.S. Navy Tomahawk community. Although the version of the prototype used for testing has demonstrated significantly improved user performance with the addition of an abstract overview display, design improvements could continue to be made. Most significantly, it is not clear how the tool can be scaled up to accommodate larger strikes with more salvos and platforms. Since participants indicated that they rarely used the Platform Characteristics display, one possibility might be to remove the Platform Characteristics display and replace it with an extended overview that would occupy the entire top half of the display, allowing for strikes with more salvos in the horizontal direction, but adding more platforms would still require additional scrolling in the vertical direction.

Another overall improvement would be to increase the coordination of the displays. Currently, for example, clicking anywhere in the Salvo 1 column in the overview will cause the details display to switch to that Salvo 1 as well; however, it may be helpful to also highlight or outline the selected region (Salvo 1) in the overview display. Furthermore, this technique could be applied at the level of the individual missions and platforms, so that the selected platform and mission could be outlined the overview and details displays, and the selected platform would be outlined in the Platform Characteristics display.

Future design improvements to the overview display might include: a representation of partially fulfilled missions, the display of no longer feasible platforms as assignments are made using a strike-through font (rather than complete disappearance), and the ability for a user to make mission assignments from the overview. This last feature was purposely not allowed during this research, in order to control experimental conditions across groups.

Future work also requires detailed review of the system by expert military staff.

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Conclusion

Planning tasks in domains such as dispatching, command and control, and other asset allocation domains can be challenging, as assets allocated for one activity are no longer available for others. The United States Navy, when planning Tomahawk missile strikes, faces this type of asset allocation challenge. In this paper, we described a decision support system that aids Tomahawk planners in their assignments of mission assignments to a set of launch platforms, given the constraints of each launch platform's location, missile inventory, other tasking, time in theater, commander's intent, and future plans. In this domain, early decisions constrain later decisions; thus it is difficult to foresee all the interactions and implications as resources are allocated.

The Mission-to-Platform Assignment Tool is a first design of a decision support system that assists planners by providing an algorithm that narrows the choices to only those resources available for a particular assignment, and by providing an interactive user interface that supports comparison of the remaining alternatives, 'what if' analysis, and evaluation of each decision in the context of the overall impact on the system. The tool provides an example of how IV can be applied in the design of an interface that supports a planning task, and provides interaction with a system at the two levels of display manipulation and taking control actions. The user interface applies an overview+detail display, in which the two detail views show the available missiles (per mission, and per platform), and the overview display allows the planner to quickly see the impact of asset allocation assignments on future plans. In this system the planning activity constantly changes the constraints of the decision space.

In addition to demonstrating the process for developing an effective overview for a military planning task, this study also supports previous findings that overview displays are an effective display technique for improving human performance.17, 29, 30 Furthermore, the results of this study support previous findings15 that have shown the utility of applied IV techniques to DSSs.

The specific techniques applied could likely transfer to other tasks that require planning asset allocation strategies based on a set of available resources that need to satisfy an overall objective of fulfilling as many high, medium and low priority subgoals as possible. Although an optimization algorithm could easily identify the 'best' assignment for one objective, we demonstrate a working prototype of a system that allows a user to remain 'in the loop' through effective displays and organization of information to meet task objectives.

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Acknowledgements

This material is based upon work supported by the Naval Surface Warfare Center, Dahlgren Division (NSWC/DD), through a grant from the Office of Naval Research (ONR) Knowledge, Superiority, and Assurance Future Naval Capability (KSA FNC) Program. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of NSWC/DD or ONR.

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Interactive Visualization and Data Analysis, Masters program at Danube University Krems, Austria