The quest for the perfect map

(Cross posted from the Official Google Blog)

For the last decade we’ve obsessed over building great maps for our users—maps that are totally comprehensive (we’re shooting for literally the whole world), ever more accurate and incredibly easy to navigate.

Comprehensiveness

It’s a pretty limited search engine that only draws from a subset of sources. In the same way, it’s not much of a map that leaves you stranded the moment you step off the highway or visit a new country. Over the last few years we’ve been building a comprehensive base map of the entire globe—based on public and commercial data, imagery from every level (satellite, aerial and street level) and the collective knowledge of our millions of users.

Today, we’re taking another step forward with our Street View Trekker. You’ve seen our cars, trikes, snowmobiles and trolleys—but wheels only get you so far. There’s a whole wilderness out there that is only accessible by foot. Trekker solves that problem by enabling us to photograph beautiful places such as the Grand Canyon so anyone can explore them. All the equipment fits in this one backpack, and we’ve already taken it out on the slopes.

Luc Vincent, engineering director, taking the Street View Trekker for a trial run in Tahoe

Accuracy

The next attribute map makers obsess over is accuracy. We still have a way to go because the world is constantly changing—with new houses, cities and parks appearing all the time—it’s a never ending job. But by cross-checking the data we have, we can significantly improve the accuracy of our maps. Turns out our users are as passionate about the quality of Google Maps as we are, and they give us great feedback on where we can do better. We make thousands of edits a day based on user feedback through our Report a Problem tool and via Map Maker, which we launched in 2008. Today we’re announcing the expansion of Map Maker to South Africa and Egypt, and to 10 more countries in the next few weeks: Australia, Austria, Belgium, Denmark, Finland, Liechtenstein, Luxembourg, New Zealand, Norway and Switzerland.

Usability

The final element of the perfect map is usability. It’s hard to remember what digital maps were like before Google Maps went live in 2005, and the huge technological breakthroughs that transformed clicking on arrows and waiting, to simply dragging a map with a mouse and watching it render smoothly and quickly. Plus, we added one single search box. Today we have thousands of data sources that feed into our maps making them a rich and interactive experience on any device—from driving directions to transit and indoor maps to restaurant reviews.

People have been asking for the ability to use our maps offline on their mobile phones. So today we’re announcing that offline Google Maps for Android are coming in the next few weeks. Users will be able to take maps offline from more than 100 countries. This means that the next time you are on the subway, or don’t have a data connection, you can still use our maps.

The next dimension

An important next step in improving all of these areas—comprehensiveness, accuracy, and usability of our maps—is the ability to model the world in 3D. Since 2006, we’ve had textured 3D buildings in Google Earth, and today we are excited to announce that we will begin adding 3D models to entire metropolitan areas to Google Earth on mobile devices. This is possible thanks to a combination of our new imagery rendering techniques and computer vision that let us automatically create 3D cityscapes, complete with buildings, terrain and even landscaping, from 45-degree aerial imagery. By the end of the year we aim to have 3D coverage for metropolitan areas with a combined population of 300 million people.

I have been working on mapping technology most of my life. We’ve made more progress, more quickly as an industry than I ever imagined possible. And we expect innovation to speed-up even more over the next few years. While we may never create the perfect map … we’re going to get much, much closer than we are today.

Theophrastus on Cash

 

Time is the most valuable thing a man can spend.”

– Theophrastus (372 BC – 287 BC)

Greek philosopher

If you’re not earning the income you’d like to earn, ask yourself…

“Am I working like someone who makes $X thousand a year… someone who makes roughly $Y every money hour* of the day?”

Are you valuing your time at that level? If not, who will?

  • $50,000 = $25 every money hour
  • $75,000 = $37 every money hour
  • $100,000 = $50 every money hour (almost $1 a minute)
  • $120,000 = $60 every money hour ($1 a minute)
  • $150,000 = $75 every money hour
  • $200,000 = $100 every money hour
  • $250,000 = $125 every money hour (more than $2 a minute)

A Panel Transformation with Garmin

This story comes from Chip, a pilot who recently upgraded the panel in his Cessna 172. The plane was equipped with a Garmin GNS 430, a Garmin GMA 340 audio panel and a Garmin GTX 327 transponder. Chip said that this equipment has worked perfectly for him for 11 years, but that he decided now was the time to upgrade to glass. He got rid of his 6-pack and replaced it with a Garmin G500 glass flight display with Synthetic Vision Technology (SVT). “The synthetic vision is great, and neat, and it’s on the money when you are approaching the runway,” he said. He also loves the georeferenced approach charts on the G500. But Chip didn’t stop there. He upgraded his GNS 430, transponder and audio panel to the all-new GTN 750 touchscreen avionics with remote transponder and remote audio processor. “The products are amazing and very user friendly,” he said. “I think Garmin has an outstanding product…and Garmin’s tech support worked well with our installer with any technical issues that we encountered.” The custom installation was completed by HTS Avionics out of Martin State Airport.

Check out these “before” and “after” photos! We love to see the transformation that takes place in a panel when it’s converted from steam gagues to glass, and we want to see your panel transformation, too. Submit your photos online or post them to our Facebook page! And to check out photos of other Garmin-equipped aircraft, visit our photo gallery.

Web cartography… that’s like Google Maps, right?

The “what do you do?” exchange is always fun for me when meeting new people. When I tell people I’m a cartographer, two reactions usually occur. The first is something like “wow, that’s so cool! I’ve never met a cartographer!” (Lesson: maps make you popular at parties.) Then follows something along the lines of “so what does that mean, like Google Maps?” I then attempt to explain succinctly that yes, sometimes it is kind of like that, but no, it really isn’t.

It’s a little amazing that it’s only taken six or so years for the popular conception of a map—or at least a web map—to become so strongly tied to one type of map, and one exemplar at that. It’s both a blessing and a curse for a practice like ours at Axis Maps, in ways that I hope will be evident as I summarize the way we approach interactive web cartography.

THOROUGHLY DELIBERATE, PURPOSEFUL DESIGN

I made a bad map a couple of weeks ago. It showed 24 hours of bus GPS tracks in Boston, colored according to speed.

MBTA bus speed map

Cartographers, trained in their science, would tell me it’s a bad map. It’s a totally inappropriate color scheme for numerical data. It doesn’t generate any clear insights. But the map’s intended audience—the people for whom it was designed—speak differently. It’s eye-catching and novel, it’s reasonably popular, and most importantly it prompts interest and discussion on the state of transit in Boston. Rules and conventions shouldn’t be ignored to the point of misleading or misinforming map users, but just as with wholly “correct” and “useful” maps (which we also try to make!), this particular map successfully accomplished its purpose.

The point is something that seems to define our work and, I think, modern web cartography beyond the general practice of “making maps”: it’s all about purposeful design. Cartographic design is more than visuals and aesthetics; there’s room for the cartographer’s design decisions at every step between the initial earthly phenomenon and the end map user’s behavior.

Daniel Huffman has argued for the human element in cartography with regard to the discipline’s artistic side, and the more I think about it, the more it seems that this is not just about art in cartography; it’s part of what makes a Cartographer something more than a mapmaker. Cartography is about the careful thought behind the design of a map, not just any work (automated or otherwise) that results in a map.

DATA → DESIGN → CODE

So how does cartographic design play out at Axis Maps? We like to think of a project as three-stage process. We begin by finding out what the client wants mapped and for whom, and then assessing and obtaining the necessary data. Next we develop designs for the map, user interface, and interaction based on the known goals, assets, and restrictions. Finally, in a stage that is labor-intensive but conceptually trivial, we write code to build the map as designed. Without getting too far into the boring details of how we work, I want to mention a few notes on each stage.

Data

Anyone who has tried to make a map, chart, or anything like that will know that working with data is an easily underestimated task. Data come in a million formats and are often messy. Jeremy White, graphics editor and cartographer at the New York Times, has said that when people ask his advice on what software to know for his line of work, to their surprise he answers Excel. It takes at least passing familiarity with a variety of formats and scripts and tools to be prepared. And getting data onto a map isn’t just a matter of using ArcGIS anymore. I haven’t used ArcGIS even once in the past four years.

I’ll say two specific things about data. First, we always take care to obtain a data inventory from the client and to develop a data model early on. The data inventory (a list of everything that needs to be shown on the map) is an important first step before we begin designing anything, because obviously we need to have complete knowledge of the requirements in order to come up with a good design. Similarly, the data model (the way the data are organized, basically) will be necessary to know how to write code that loads and processes the data later on.

Second, all of that matters because complexity of the data and map can vary a lot, and it can’t be unknown when we go to design an interface. The chart below, from a paper by Robert Roth and Mark Harrower (PDF), explains why complexity matters. (It’s talking about interface complexity rather than data complexity, but we find them to be related.) We need to know about complexity and the map’s audience in order to execute a successful design.

Interface complexity vs user motivation (Roth and Harrower)

Design

If there is one clear thing I can say about our design process, it’s that it works like this: mock up EVERYTHING. Everything! We try not to leave anything to imagination. We generate mockups for every interface state, every map view, and every interaction. This usually means a couple dozen screens in the end, showing a step-by-step simulation of a user interacting with the map. We think that locking down all these designs before writing a single line of code is crucial to smooth development and good design. Otherwise we run the risk of cobbling together designs on the fly while writing code, resulting in a messier product.

We’ll always miss a few things, but with enough thinking and discussion we manage to identify most problems before encountering them during development. Our design process, like most I’m sure, is very iterative and involves a lot of attempts and review. Ben, our main Design Guy, draws on experience, conventions, constraints, user feedback, a keen sense of aesthetics, and, I assume, magic to turn ideas into great-looking and smoothly functioning designs. (Maybe he’ll have a chance to describe his methods here sometime.) He notes that there are always a zillion ways to attack a design problem, and for every alternative there is always a better one. We discuss to death possibilities for every little detail until the optimal solution is achieved. Ben’s idea of improvement in design skill is being quicker and requiring fewer attempts to arrive at the best solution to a problem.

FInding the design solution

Code

Writing code takes up the bulk of our time, but in concept it’s almost a formality to us. It’s all about choosing the right tools for the job (Flash, OpenLayers, Polymaps, jQuery, and so on) and then building what we’ve already so carefully designed. We don’t do this work in order to do interesting or novel technological things; we do it to make good maps. If cool technological developments come out of it, all the better, but it’s almost never the main purpose. In my own invented definition of cartography, cartographers are not the ones whose drive is to develop mapmaking technologies. Another related community does that, spending less energy on designing actual maps. It all works well as long as the groups exchange knowledge and each knows what the other is doing.

Our coding process goes something like this. 1) Load the data. 2) Make things work. 3) Make things pretty. Like I mentioned before, having everything designed ahead of time is vital. We can start with something rough but functional without worrying about design, because we already know how it will look and behave in the end. It also lets us know when we’re finished; interactive projects have a way of never ending if there are no clear goals at the outset.

Our coding steps for the London Low Life map

After hearing from enough of my cartography peers whose hatred of programming burns with the fire of a thousand suns, I must say this: yes, coding sucks. I write code all the time, and it often makes me want to punch the computer in the face. But it’s worth it. Totally worth it. It only takes a little skill to produce awesome things. A willingness to write some code opens a lot of doors, and it doesn’t require devoting a lifetime to becoming a master programmer. It doesn’t even require being a good programmer. It’s just another skill, not so different from, say, drawing Bézier curves in Illustrator for static work. Nathan Yau’s tale (and his Visualize This book) is a good one to learn from for those who have resisted getting into programming.

WHERE DOES DESIGN BEGIN?

After describing the design we do, it’s worth noting that visuals and user experience design are only one part of the overall process of designing a map. Kirk Goldsberry, visiting scholar at Harvard and professor at Michigan State University, recently impressed upon me that design in a cartographic context—broadly meaning the decisions that go into map—is not merely figuring out the visuals, but rather exists in the entire mapping process, something I touched on earlier. Leaving out map use for now, consider the progression from phenomenon to graphic. At one end is the actual thing that is happening, at the other end is the map that represents it. In the middle are data, meaningless in isolation and not to be confused with the phenomenon itself.

Design in cartography

Above are some activities that exemplify the progressions from phenomenon to data, from data to graphic, and the whole thing from phenomenon to graphic. Ideally a cartographer designs the entire process: what data are collected, how they are collected, how they’re organized, how they’re represented, how the map looks, how interaction works, &c. Dr. Goldsberry gave the example of old-timey explorers. They went places, recorded the data themselves for the purpose of making a map, and then they crafted the map itself. They designed everything. Sometimes a cartographer can still own the whole processes, but it’s rare these days, especially in web mapping. Realistically I think most activity falls either between phenomenon-to-data or data-to-graphic, with most of us who call ourselves cartographers existing in the latter category. We work with the data we have, but it’s worth bearing in mind that we’re doing something (i.e., making a map) that the data may not have been meant for, and this can affect our user experience design decisions.

WEB MAPPING, or PUTTING THINGS ON TOP OF OTHER THINGS

Returning to Google Maps, it has defined not only the layperson’s idea of a web map but also the web mapper’s idea of a web map, it seems. Ever since the early days of Google Maps mashups, the trend in web maps has been basemap + stuff on top. There’s almost always this strict separation of layers—layers that often were not designed to go together, although that part is gradually on the decline. We’ve advanced to the point where pretty good cartography is possible and easy in this framework (thanks to tools like TileMill), but it remains the case that web cartography usually means designing around the tiled Mercator slippy map system, and often using someone else’s tiles, instead of seeking the ideal solution. We all do what’s feasible within technological and time constraints, of course. At Axis Maps we take advantage of the built-in capabilities and user familiarity with standard tiled web maps all the time. But I do sense a risk that “web map” is coming to mean only one type of map, the “things on top of other things” map.

So perhaps my purpose today is to remind us all that there’s more than one kind of web map. Cartography is not Google Maps. It’s not OpenStreetMap. It’s not mashing up geotagged data from various APIs. It’s not rendering tiles. It’s not “geo” (“geo” is a stupid non-word and I wish it would die). It’s not GIS. Cartography is in the thoughtful design of maps, no matter how they are built or delivered. via:axismaps.com

The Geothermal Systems in Google Earth

 

Google.org was using Google Earth to visualize Geothermal Data in the United States.

Google has continued to increase the amount of data behind the map, making it a more and more powerful tool as times goes on.

 

geothermal.jpg 

If you’re unclear on what Enhanced Geothermal Systems (EGS) are about, read this snipped from the Google.org EGS page:

Enhanced Geothermal Systems, or EGS, attempts to do just that. EGS produces heat and electricity by harnessing the energy from hot rock deep below the earth’s surface, expanding the potential of traditional geothermal energy by orders of magnitude. EGS is a big challenge, but with the potential to power the world many times over, it demands our immediate attention. At Google we support efforts to advance EGS through R&D, investment, policy and information.

To see this data for yourself in Google Earth, simply load this KMZ file (which was last updated just a few days ago). Also worth your time is this short article in Forbes that talks a bit more about how EGS could benefit all of us.