1,030 research outputs found
Serendipitous news consumption: a mixed-method audience-centred study on mobile devices
As a consequence of media convergence, news production and consumption are substantially liquefying (Murray, 2003). This especially holds up for news items, which have become transferable commodities that are no longer inherently tied to a specific platform. In recent years, mobile news consumption has increasingly permeated individualsâ news consumption repertoires (Picone, Courtois, & Paulussen, in press). Hence, the main purpose of this study is to gain insight in the serendipitous find of mobile news, with an emphasis on mobile news consumption through social media. Based on existing models of serendipity (Sun, Sharples, & Marki, 2011; Rubin, Burckell, & Quan-Haase, 2011), the role of serendipity in mobile news consumption has been investigated. The study elaborates on the relation between serendipity in mobile news and (1) specific news types, (2) the news interests of the consumer, (3) the location and (4) the device used by the consumers. A second topic is the difference in the experience of serendipity between different groups of mobile news consumers. A multi-method user-centred design was set up to investigate these topics, combining four research phases: (1) a guiding cluster analysis on news consumption (N = 1279), (2) in-depth interviews (N = 30) on news habits, followed by (3) a week in which the news related activities of the respondents are being followed through diaries and device logging and (4) a debriefing to confront the respondents with their news consumption patterns. The data analysis shows that three groups of mobile news consumers can be distinguished. A first cluster of omnivores is predominantly characterized by a digital news diet originating form multiple sources. Each of them experience news serendipity differently. They frequently experiences serendipity through the use of social network sites. Second, a cluster of traditionalists is discerned, which mainly sticks to traditional audio-visual outlets, while rarely engaging in mobile news consumption. To them, serendipity is mostly experienced on the tablet, through social network sites or the scanning of news websites. Finally, a third cluster is composed of stumblers, not routinely engaging with news, albeit usually digital in nature when they do. The smartphone is the preferred device and they experience serendipity through scanning of news websites.
Results show that news serendipity is mostly experienced at home for all three of the groups and the greatest part of serendipity is directed towards lighter news types and the types of interest from the consumer.
References
Murray, S. (2003). Media convergenceâs third wave: Content streaming. Convergence, 9(8), 8-18. doi: 10.1177/135485650300900102
Picone, I. , Courtois, C., & Paulussen, S. (in press). When news is everywhere. Understanding participation, crossmediality and mobility in journalism from a radical user persective. Journalism Practice.
Rubin, V. L., Burkell, J., & Quan-Haase, A. (2011). Facets of serendipity in everyday chance encounters: a grounded theory approach to blog analysis. Information Research-An International Electronic Journal, 16.
Sun, X., Sharples, S., & Makri, S. (2011). A user-centred mobile diary study approach to understanding serendipity in information research. Information Research-An International Electronic Journal, 16
A context-based study of serendipity in information research among Chinese scholars
Purpose: The current understanding of serendipity is based primarily on studies employing Westerners as participants, and it remains uncertain whether or not this understanding would be pervasive under different cultures, such as in China. In addition, there is not a sufficient systematic investigation of context during the occurrence of serendipity in current studies. This paper examines the above issues by conducting a follow-up empirical study with a group of Chinese scholars.
Design/methodology/approach: The social media application âWechatâ was employed as a research tool. A diary-based study was conducted and 16 participants were required to send to the researchers any cases of serendipity they encountered during a period of two weeks, and this was followed by a post-interview.
Findings: Chinese scholars experienced serendipity in line with the three main processes of encountering unexpectedness, connection-making and recognising the value. An updated context-based serendipity model was constructed, where the role of context during each episode of experiencing serendipity was identified, including the external context (e.g. time, location and status), the social context, and the internal context (e.g. precipitating conditions, sagacity/perceptiveness and emotion).
Originality/value: The updated context model provides a further understanding of the role played by context during the different processes of serendipity. The framework for experiencing serendipity has been expanded, and this may be used to classify the categories of serendipity
Early findings from a large-scale user study of CHESTNUT: Validations and implications
Towards a serendipitous recommender system with user-centred understanding, we have built CHESTNUT , an Information Theory-based Movie Recommender System, which introduced a more comprehensive understanding of the concept. Although off-line evaluations have already demonstrated that CHESTNUT has greatly improved serendip-ity performance, feedback on CHESTNUT from real-world users through online services are still unclear now. In order to evaluate how serendip-itous results could be delivered by CHESTNUT , we consequently designed , organized and conducted large-scale user study, which involved 104 participants from 10 campuses in 3 countries. Our preliminary feedback has shown that, compared with mainstream collaborative filtering techniques, though CHESTNUT limited users' feelings of unex-pectedness to some extent, it showed significant improvement in their feelings about certain metrics being both beneficial and interesting, which substantially increased users' experience of serendipity. Based on them, we have summarized three key takeaways, which would be beneficial for further designs and engineering of serendipitous recommender systems, from our perspective. All details of our large-scale user study could be found at https://github.com/unnc-idl-ucc/Early-Lessons-From-CHESTNU
A Review of Research Methodologies Employed in Serendipity Studies in the Context of Information Research
Background: The concept of serendipity has become increasingly interesting for those undertaking serendipity research in recent years. However, serendipitous encounters are subjective and rare in a real-world context, making this an extremely challenging subject to study.
Methods: Various methods have been proposed to enable researchers to understand and measure serendipity, but there is no broad consensus on which methods to use in different experimental settings. A comprehensive literature review was first conducted, which summarizes the research methods being employed to study serendipity. It was followed by a series of interviews with experts that specified the relative strengths and weaknesses of each method identified in the literature review, in addition to the challenges usually confronted in serendipity research.
Results: The findings suggest using mixed research methods to produce a more complete picture of serendipity and contribute to the verification of any research findings. Several challenges and implications relating to empirical studies in the investigation of serendipity have been derived from this study.
Conclusions: This paper investigated research methods employed to study serendipity by synthesizing finding from a literature review and the interviews with experts. It provides a methodological contribution to serendipity studies by systematically summarizing the methods employed in the studies of serendipity and identifying the strengths and weakness of each method. It also suggests the novel approach of using mixed research methods to study serendipity. This study has potential limitations related to a small number of experts involved in the expert interview. However, it should be noted that the nature of the topic is a relatively focused area, and it was observed after interviewing the experts that new data seems to not contribute to the findings owing to its repetition of comment
Encouraging serendipity in research: designing technologies to support connection-making
Mobile applications have the ability to present information to users that is influenced by their surroundings, activities and interests. Such applications have the potential to influence the likelihood of individuals experiencing âserendipityâ, through a combination of information, context, insight and activity. This study reports the deployment of a system that sends push text suggestions to users throughout the day, where the content of those messages is informed by usersâ experience and interests. We investigated the responses to and interactions with messages that varied in format and relevance, and which were received at different times throughout the day. Sixteen participants were asked to use a mobile diary application to record their experiences and thoughts regarding information that was received over a period of five consecutive days. Results suggest that participantsâ perception of the received suggestions was influenced by the relevance of the suggestion to their interests, but that there were also positive attitudes towards seemingly irrelevant information. Qualitative data indicates that participants, if in an appropriate time and place, are willing to accept and act upon push suggestions as long as the number of suggestions that they receive is not overwhelming. This study contributes towards an understanding of how mobile users make connections with new information, furthering our understanding of how serendipitous connections and insightful thinking could be accommodated using technology
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After serendipity strikes: Creating value from encountered information
Existing research into serendipitous information encountering has focused on how people stumble upon information, rather than how they create value from the information encountered. This online diary study with follow-up interviews provides an enriched understanding of the subjective value of information encounters and the motivators, barriers and actions involved in creating value from them. We leverage our findings to generate design suggestions for digital information tools aimed at assisting in creating value from encountered information
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"Making my own luck": Serendipity strategies and how to support them in digital information environments
Serendipity occurs when unexpected circumstances and an 'aha' moment of insight result in a valuable, unanticipated outcome. Designing digital information environments to support serendipity can not only provide users with new knowledge, but also propel them in exciting directions they might not otherwise have travelled in - surprising and delighting them along the way. As serendipity involves unexpected circumstances it cannot be directly controlled, but it can potentially be influenced. However, to the best of our knowledge, no previous work has focused on providing a rich empirical understanding of how it might be influenced. We interviewed 14 creative professionals to identify their self-reported strategies aimed at increasing the likelihood of serendipity. These strategies form a framework for examining ways existing digital environments support serendipity and for considering how future environments can create opportunities for it. This is a new way of thinking about how to design for serendipity; by supporting the strategies found to increase its likelihood rather than attempting to support serendipity as a discrete phenomenon, digital environments not only have the potential to help users experience serendipity but also encourage them to adopt the strategies necessary to experience it more often
Remembering today tomorrow: exploring the human-centred design of digital mementos
This paper describes two-part research exploring the context for and human-centred design of âdigital mementosâ, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into familiesâ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for
âdigital mementosâ such as being ânot like workâ, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential âusersâ. âCritical artefactsâ(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives.
Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designerâs and researcherâs understanding of participantsâ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity
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