3,526 research outputs found

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections

    Studying and handling iterated algorithmic biases in human and machine learning interaction.

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    Algorithmic bias consists of biased predictions born from ingesting unchecked information, such as biased samples and biased labels. Furthermore, the interaction between people and algorithms can exacerbate bias such that neither the human nor the algorithms receive unbiased data. Thus, algorithmic bias can be introduced not only before and after the machine learning process but sometimes also in the middle of the learning process. With a handful of exceptions, only a few categories of bias have been studied in Machine Learning, and there are few, if any, studies of the impact of bias on both human behavior and algorithm performance. Although most research treats algorithmic bias as a static factor, we argue that algorithmic bias interacts with humans in an iterative manner producing a long-term effect on algorithms\u27 performance. Recommender systems involve the natural interaction between humans and machine learning algorithms that may introduce bias over time during a continuous feedback loop, leading to increasingly biased recommendations. Therefore, in this work, we view a Recommender system environment as generating a continuous chain of events as a result of the interactions between users and the recommender system outputs over time. For this purpose, In the first part of this dissertation, we employ an iterated-learning framework that is inspired from human language evolution to study the impact of interaction between machine learning algorithms and humans. Specifically, our goal is to study the impact of the interaction between two sources of bias: the process by which people select information to label (human action); and the process by which an algorithm selects the subset of information to present to people (iterated algorithmic bias mode). Specifically, we investigate three forms of iterated algorithmic bias (i.e. personalization filter, active learning, and a random baseline) and how they affect the behavior of machine learning algorithms. Our controlled experiments which simulate content-based filters, demonstrate that the three iterated bias modes, initial training data class imbalance, and human action affect the models learned by machine learning algorithms. We also found that iterated filter bias, which is prominent in personalized user interfaces, can lead to increased inequality in estimated relevance and to a limited human ability to discover relevant data. In the second part of this dissertation work, we focus on collaborative filtering recommender systems which suffer from additional biases due to the popularity of certain items, which when coupled with the iterated bias emerging from the feedback loop between human and algorithms, leads to an increased divide between the popular items (the haves) and the unpopular items (the have-nots). We thus propose several debiasing algorithms, including a novel blind spot aware matrix factorization algorithm, and evaluate how our proposed algorithms impact both prediction accuracy and the trends of increase or decrease in the inequality of the popularity distribution of items over time. Our findings indicate that the relevance blind spot (items from the testing set whose predicted relevance probability is less than 0.5) amounted to 4\% of all relevant items when using a content-based filter that predicts relevant items. A similar simulation using a real-life rating data set found that the same filter resulted in a blind spot size of 75\% of the relevant testing set. In the case of collaborative filtering for synthetic rating data, and when using 20 latent factors, Conventional Matrix Factorization resulted in a ranking-based blind spot (items whose predicted ratings are below 90\% of the maximum predicted ratings) ranging between 95\% and 99\% of all items on average. Both Propensity-based Matrix Factorization methods resulted in blind spots consisting of between 94\% and 96\% of all items; while the Blind spot aware Matrix Factorization resulted in a ranking-based blind spot with around 90\% to 94\% of all items. For a semi-synthetic data (a real rating data completed with Matrix Factorization), Matrix Factorization using 20 latent factors, resulted in a ranking-based blind spot containing between 95\% and 99\% of all items. Popularity-based and Poisson based propensity-based Matrix Factorization resulted in a ranking-based blind spot with between 96\% and 97\% if all items; while the blind spot aware Matrix Factorization resulted in a ranking-based blind spot with between 92\% and 96\% of all items. Considering that recommender systems are typically used as gateways that filter massive amounts of information (in the millions) for relevance, these blind spot percentage result differences (every 1\% amounts to tens of thousands of items or options) show that debiasing these systems can have significant repercussions on the amount of information and the space of options that can be discovered by humans who interact with algorithmic filters

    A Quantitative Investigation into the Design Trade-offs in Decision Support Systems

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    Users frequently make decisions about which information systems they incorporate into their information analysis and they abandon tools that they perceive as untrustworthy or ineffective. Decision support systems - automated agents that provide complex algorithms - are often effective but simultaneously opaque; meanwhile, simple tools are transparent and predictable but limited in their usefulness. Tool creators have responded by increasing transparency (via explanation) and customizability (via control parameters) of complex algorithms or by improving the effectiveness of simple algorithms (such as adding personalization to keyword search). Unfortunately, requiring user input or attention requires cognitive bandwidth, which could hurt performance in time-sensitive operations. Simultaneously, improving the performance of algorithms typically makes the underlying computations more complex, reducing predictability, increasing potential mistrust, and sometimes resulting in user performance degradation. Ideally, software engineers could create systems that accommodate human cognition, however, not all of the factors that affect decision making in human-agent interaction (HAI) are known. In this work, we conduct a quantitative investigation into the role of human insight, awareness of system operations, cognitive load, and trust in the context of decision support systems. We conduct several experiments with different task parameters that shed light on the relationship between human cognition and the availability of system explanation/control under varying degrees of algorithm error. Human decision making behavior is quantified in terms of which information tools are used, which information is incorporated, and domain decision success. The measurement of intermediate cognitive variables allows for the testing of mediation effects, which facilitates the explanation of effects related to system explanation, control, and error. Key findings are 1) a simple, reliable, domain independent profiling test can predict human decision behavior in the HAI context, 2) correct user beliefs about information systems mediate the effects of system explanations to predict adherence to advice, and 3) explanations from and control over complex algorithms increase trust, satisfaction, interaction, and adherence, but they also cause humans to form incorrect beliefs about data

    A hybrid approach for item collection recommendations : an application to automatic playlist continuation

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    Current recommender systems aim mainly to generate accurate item recommendations, without properly evaluating the multiple dimensions of the recommendation problem. However, in many domains, like in music, where items are rarely consumed in isolation, users would rather need a set of items, designed to work well together, while having some cognitive properties as a whole, related to their perception of quality and satisfaction. In this thesis, a hybrid case-based recommendation approach for item collections is proposed. In particular, an application to automatic playlist continuation, addressing similar cognitive concepts, rather than similar users, is presented. Playlists, that are sets of music items designed to be consumed as a sequence, with a specific purpose and within a specific context, are treated as cases. The proposed recommender system is based on a meta-level hybridization. First, Latent Dirichlet Allocation is applied to the set of past playlists, described as distributions over music styles, to identify their underlying concepts. Then, for a started playlist, its semantic characteristics, like its latent concept and the styles of the included items, are inferred, and Case-Based Reasoning is applied to the set of past playlists addressing the same concept, to construct and recommend a relevant playlist continuation. A graph-based item model is used to overcome the semantic gap between songs’ signal-based descriptions and users’ high-level preferences, efficiently capture the playlists’ structures and the similarity of the music items in those. As the proposed method bases its reasoning on previous playlists, it does not require the construction of complex user profiles to generate accurate recommendations. Furthermore, apart from relevance, support to parameters beyond accuracy, like increased coherence or support to diverse items is provided to deliver a more complete user experience. Experiments on real music datasets have revealed improved results, compared to other state of the art techniques, while achieving a “good trade-off” between recommendations’ relevance, diversity and coherence. Finally, although actually focusing on playlist continuations, the designed approach could be easily adapted to serve other recommendation domains with similar characteristics.Los sistemas de recomendación actuales tienen como objetivo principal generar recomendaciones precisas de artículos, sin evaluar propiamente las múltiples dimensiones del problema de recomendación. Sin embargo, en dominios como la música, donde los artículos rara vez se consumen en forma aislada, los usuarios más bien necesitarían recibir recomendaciones de conjuntos de elementos, diseñados para que se complementaran bien juntos, mientras se cubran algunas propiedades cognitivas, relacionadas con su percepción de calidad y satisfacción. En esta tesis, se propone un sistema híbrido de recomendación meta-nivel, que genera recomendaciones de colecciones de artículos. En particular, el sistema se centra en la generación automática de continuaciones de listas de música, tratando conceptos cognitivos similares, en lugar de usuarios similares. Las listas de reproducción son conjuntos de elementos musicales diseñados para ser consumidos en secuencia, con un propósito específico y dentro de un contexto específico. El sistema propuesto primero aplica el método de Latent Dirichlet Allocation a las listas de reproducción, que se describen como distribuciones sobre estilos musicales, para identificar sus conceptos. Cuando se ha iniciado una nueva lista, se deducen sus características semánticas, como su concepto y los estilos de los elementos incluidos en ella. A continuación, el sistema aplica razonamiento basado en casos, utilizando las listas del mismo concepto, para construir y recomendar una continuación relevante. Se utiliza un grafo que modeliza las relaciones de los elementos, para superar el ?salto semántico? existente entre las descripciones de las canciones, normalmente basadas en características sonoras, y las preferencias de los usuarios, expresadas en características de alto nivel. También se utiliza para calcular la similitud de los elementos musicales y para capturar la estructura de las listas de dichos elementos. Como el método propuesto basa su razonamiento en las listas de reproducción y no en usuarios que las construyeron, no se requiere la construcción de perfiles de usuarios complejos para poder generar recomendaciones precisas. Aparte de la relevancia de las recomendaciones, el sistema tiene en cuenta parámetros más allá de la precisión, como mayor coherencia o soporte a la diversidad de los elementos para enriquecer la experiencia del usuario. Los experimentos realizados en bases de datos reales, han revelado mejores resultados, en comparación con las técnicas utilizadas normalmente. Al mismo tiempo, el algoritmo propuesto logra un "buen equilibrio" entre la relevancia, la diversidad y la coherencia de las recomendaciones generadas. Finalmente, aunque la metodología presentada se centra en la recomendación de continuaciones de listas de reproducción musical, el sistema se puede adaptar fácilmente a otros dominios con características similares.Postprint (published version

    Intelligent, Item-Based Stereotype Recommender System

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    Recommender systems (RS) have become key components driving the success of e-commerce, and other platforms where revenue and customer satisfaction is dependent on the user’s ability to discover desirable items in large catalogues. As the number of users and items on a platform grows, the computational complexity, the vastness of the data, and the sparsity problem constitute important challenges for any recommendation algorithm. In addition, the most widely studied filtering-based RS, while effective in providing suggestions for established users and items, are known for their poor performance for the new user and new item (cold start) problems. Stereotypical modelling of users and items is a promising approach to solving these problems. A stereotype represents an aggregation of the characteristics of the items or users which can be used to create general user or item classes. This work propose a set of methodologies for the automatic generation of stereotypes during the cold-starts. The novelty of the proposed approach rests on the findings that stereotypes built independently of the user-to-item ratings improve both recommendation metrics and computational performance during cold-start phases. The resulting RS can be used with any machine learning algorithm as a solver, and the improved performance gains due to rate-agnostic stereotypes are orthogonal to the gains obtained using more sophisticated solvers. Recommender Systems using the primitive metadata features (baseline systems) as well as factorisation-based systems are used as benchmarks for state-of-the-art methodologies to assess the results of the proposed approach under a wide range of recommendation quality metrics. The results demonstrate how such generic groupings of the metadata features, when performed in a manner that is unaware and independent of the user’s community preferences, may greatly reduce the dimension of the recommendation model, and provide a framework that improves the quality of recommendations in the cold start

    Recommending on graphs: a comprehensive review from a data perspective

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    Recent advances in graph-based learning approaches have demonstrated their effectiveness in modelling users' preferences and items' characteristics for Recommender Systems (RSS). Most of the data in RSS can be organized into graphs where various objects (e.g., users, items, and attributes) are explicitly or implicitly connected and influence each other via various relations. Such a graph-based organization brings benefits to exploiting potential properties in graph learning (e.g., random walk and network embedding) techniques to enrich the representations of the user and item nodes, which is an essential factor for successful recommendations. In this paper, we provide a comprehensive survey of Graph Learning-based Recommender Systems (GLRSs). Specifically, we start from a data-driven perspective to systematically categorize various graphs in GLRSs and analyze their characteristics. Then, we discuss the state-of-the-art frameworks with a focus on the graph learning module and how they address practical recommendation challenges such as scalability, fairness, diversity, explainability and so on. Finally, we share some potential research directions in this rapidly growing area.Comment: Accepted by UMUA

    User-oriented recommender systems in retail

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    User satisfaction is considered a key objective for all service provider platforms, regardless of the nature of the service, encompassing domains such as media, entertainment, retail, and information. While the goal of satisfying users is the same across different domains and services, considering domain-specific characteristics is of paramount importance to ensure users have a positive experience with a given system. User interaction data with a system is one of the main sources of data that facilitates achieving this goal. In this thesis, we investigate how to learn from domain-specific user interactions. We focus on recommendation as our main task, and retail as our main domain. We further explore the finance domain and the demand forecasting task as additional directions to understand whether our methodology and findings generalize to other tasks and domains. The research in this thesis is organized around the following dimensions: 1) Characteristics of multi-channel retail: we consider a retail setting where interaction data comes from both digital (i.e., online) and in-store (i.e., offline) shopping; 2) From user behavior to recommendation: we conduct extensive descriptive studies on user interaction log datasets that inform the design of recommender systems in two domains, retail and finance. Our key contributions in characterizing multi-channel retail are two-fold. First, we propose a neural model that makes use of sales in multiple shopping channels in order to improve the performance of demand forecasting in a target channel. Second, we provide the first study of user behavior in a multi-channel retail setting, which results in insights about the channel-specific properties of user behavior, and their effects on the performance of recommender systems. We make three main contributions in designing user-oriented recommender systems. First, we provide a large-scale user behavior study in the finance domain, targeted at understanding financial information seeking behavior in user interactions with company filings. We then propose domain-specific user-oriented filing recommender systems that are informed by the findings of the user behavior analysis. Second, we analyze repurchasing behavior in retail, specifically in the grocery shopping domain. We then propose a repeat consumption-aware neural recommender for this domain. Third, we focus on scalable recommendation in retail and propose an efficient recommender system that explicitly models users' personal preferences that are reflected in their purchasing history

    User-oriented recommender systems in retail

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    User satisfaction is considered a key objective for all service provider platforms, regardless of the nature of the service, encompassing domains such as media, entertainment, retail, and information. While the goal of satisfying users is the same across different domains and services, considering domain-specific characteristics is of paramount importance to ensure users have a positive experience with a given system. User interaction data with a system is one of the main sources of data that facilitates achieving this goal. In this thesis, we investigate how to learn from domain-specific user interactions. We focus on recommendation as our main task, and retail as our main domain. We further explore the finance domain and the demand forecasting task as additional directions to understand whether our methodology and findings generalize to other tasks and domains. The research in this thesis is organized around the following dimensions: 1) Characteristics of multi-channel retail: we consider a retail setting where interaction data comes from both digital (i.e., online) and in-store (i.e., offline) shopping; 2) From user behavior to recommendation: we conduct extensive descriptive studies on user interaction log datasets that inform the design of recommender systems in two domains, retail and finance. Our key contributions in characterizing multi-channel retail are two-fold. First, we propose a neural model that makes use of sales in multiple shopping channels in order to improve the performance of demand forecasting in a target channel. Second, we provide the first study of user behavior in a multi-channel retail setting, which results in insights about the channel-specific properties of user behavior, and their effects on the performance of recommender systems. We make three main contributions in designing user-oriented recommender systems. First, we provide a large-scale user behavior study in the finance domain, targeted at understanding financial information seeking behavior in user interactions with company filings. We then propose domain-specific user-oriented filing recommender systems that are informed by the findings of the user behavior analysis. Second, we analyze repurchasing behavior in retail, specifically in the grocery shopping domain. We then propose a repeat consumption-aware neural recommender for this domain. Third, we focus on scalable recommendation in retail and propose an efficient recommender system that explicitly models users' personal preferences that are reflected in their purchasing history

    Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001

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    This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences
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