Sketches and diagrams play an important role in the daily work of software developers. In this paper, we investigate the use of sketches and diagrams in software engineering practice. To this end, we used both quantitative and qualitative methods. We present the results of an exploratory study in three companies and an online survey with 394 participants. Our participants included software developers, software architects, project managers, consultants, as well as researchers. They worked in different countries and on projects from a wide range of application areas. Most questions in the survey were related to the last sketch or diagram that the participants had created. Contrary to our expectations and previous work, the majority of sketches and diagrams contained at least some UML elements. However, most of them were informal. The most common purposes for creating sketches and diagrams were designing, explaining, and understanding, but analyzing requirements was also named often. More than half of the sketches and diagrams were created on analog media like paper or whiteboards and have been revised after creation. Most of them were used for more than a week and were archived. We found that the majority of participants related their sketches to methods, classes, or packages, but not to source code artifacts with a lower level of abstraction.
In another study, @cite_9 analyzed 82 whiteboard drawings in a research institution to achieve a better understanding of what they called spontaneous visualizations. Our study suggests that one reason for archiving a sketch is that it helps to visualize the implementation, issues, or processes.
@cite_9
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Sketching techniques can provide approximate answers to aggregate queries either for data-streaming or distributed computation. Small space summaries that have linearity properties are required for both types of applications. The prevalent method for analyzing sketches uses moment analysis and distribution independent bounds based on moments. This method produces clean, easy to interpret, theoretical bounds that are especially useful for deriving asymptotic results. However, the theoretical bounds obscure fine details of the behavior of various sketches and they are mostly not indicative of which type of sketches should be used in practice. Moreover, no significant empirical comparison between various sketching techniques has been published, which makes the choice even harder. In this paper, we take a close look at the sketching techniques proposed in the literature from a statistical point of view with the goal of determining properties that indicate the actual behavior and producing tighter confidence bounds. Interestingly, the statistical analysis reveals that two of the techniques, Fast-AGMS and Count-Min, provide results that are in some cases orders of magnitude better than the corresponding theoretical predictions. We conduct an extensive empirical study that compares the different sketching techniques in order to corroborate the statistical analysis with the conclusions we draw from it. The study indicates the expected performance of various sketches, which is crucial if the techniques are to be used by practitioners. The overall conclusion of the study is that Fast-AGMS sketches are, for the full spectrum of problems, either the best, or close to the best, sketching technique. This makes Fast-AGMS sketches the preferred choice irrespective of the situation. Human free-hand sketches have been studied in various contexts including sketch recognition, synthesis and fine-grained sketch-based image retrieval (FG-SBIR). A fundamental challenge for sketch analysis is to deal with drastically different human drawing styles, particularly in terms of abstraction level. In this work, we propose the first stroke-level sketch abstraction model based on the insight of sketch abstraction as a process of trading off between the recognizability of a sketch and the number of strokes used to draw it. Concretely, we train a model for abstract sketch generation through reinforcement learning of a stroke removal policy that learns to predict which strokes can be safely removed without affecting recognizability. We show that our abstraction model can be used for various sketch analysis tasks including: (1) modeling stroke saliency and understanding the decision of sketch recognition models, (2) synthesizing sketches of variable abstraction for a given category, or reference object instance in a photo, and (3) training a FG-SBIR model with photos only, bypassing the expensive photo-sketch pair collection step. While it is still most common for information visualization researchers to develop new visualizations from a data-or taskdriven perspective, there is growing interest in understanding the types of visualizations people create by themselves for personal use. As part of this recent direction, we have studied a large collection of whiteboards in a research institution, where people make active use of combinations of words, diagrams and various types of visuals to help them further their thought processes. Our goal is to arrive at a better understanding of the nature of visuals that are created spontaneously during brainstorming, thinking, communicating, and general problem solving on whiteboards. We use the qualitative approaches of open coding, interviewing, and affinity diagramming to explore the use of recognizable and novel visuals, and the interplay between visualization and diagrammatic elements with words, numbers and labels. We discuss the potential implications of our findings on information visualization design. As a form of visual representation, freehand line sketches are typically studied as an end product of the sketching process. However, from a recognition point of view, one can also study various orderings and properties of the primitive strokes that compose the sketch. Studying sketches in this manner has enabled us to create novel sparse yet discriminative sketch-based representations for object categories which we term category-epitomes. Concurrently, the epitome construction provides a natural measure for quantifying the sparseness underlying the original sketch, which we term epitome-score. We analyze category-epitomes and epitome-scores for hand-drawn sketches from a sketch dataset of 160 object categories commonly encountered in daily life. Our analysis provides a novel viewpoint for examining the complexity of representation for visual object categories.