8,028 research outputs found
Social Interface and Interaction Design for Group Recommender Systems
Group recommender systems suggest items of interest to a group of people. Traditionally, group recommenders provide recommendations by aggregation the group membersâ preferences. Nowadays, there is a trend of decentralized group recommendation process that leverages the group dynamics and reaches the recommendation goal by allowing group members to influence and persuade each other. So far, the research on group recommender systems mainly focuses on the how to optimize the preference aggregation and enhance the accuracy of recommendations. There is a lack of emphasis on the usersâ social experience, such as interpersonal relationship, emotion exchange, group dynamics, etc. We define the space where user-user interaction occurs in social software as social interfaces. In this thesis, we aim to design and evaluate social interfaces and interactions for group recommender systems. We start with surveying the state-of-the-art of user issues in group recommender systems and interface and interaction design in the broad sense of social applications. We present ten applications and their evaluation via user studies, which lead to a preliminary set of social interface and interaction design guidelines. Based on these guidelines, we develop group recommender systems to investigate the design issues. We then study social interfaces for group recommender systems. We present the design and development ofan experimental platformcalled GroupFun that recommends music to a group of users. We then study the impact of emotion awareness in group recommender systems. More concretely, we design and implement two different methods for emotion awareness: CoFeel and ACTI that visualize emotions using color wheels, and empatheticons that present emotions using dynamic animations of usersâ profile pictures. Our user studies show that emotion awareness tools can help users familiarize with other membersâ preferences, enhance their interpersonal relationships, increase the sense of connectedness in distributed social interactions, and result in higher consensus and satisfaction in group recommendations. We also examine social interactions for persuasive technologies. We design and develop a mobile social game called HealthyTogether that enables dyads to exercise together. With this platform, we study how different social interaction mechanisms, such as social accountability, competition, cooperation, and team spirits, can help usersmotivate and influence each other in physical exercises. We conducted three user studies lasting for up to ten weeks with a total of 80 users. Being accountable for each otherâs performance enhances interpersonal relationships. Supporting users to cooperate on health goals significantly improve their number of steps. When designing competition in the applications, it is crucial to help users to choose comparable buddies. Finally, teamwork in exercises not only helps users to increase their steps, but also help them sustain in exercise. Furthermore, we present an evaluation framework for social persuasive applications. The framework aims at modeling how social strategies and social influence affect user attitudes and behavioral intentions towards the system. Finally, we derive a set of guidelines for social interface and interaction design for group recommender systems. The guidelines can help researchers and practitioners effectively design social experiences for not only group recommenders but also other social software [...
IMPROVING THE DEPENDABILITY OF DESTINATION RECOMMENDATIONS USING INFORMATION ON SOCIAL ASPECTS
Prior knowledge of the social aspects of prospective destinations can be very influential in making travel destination decisions, especially in instances where social concerns do exist about specific destinations. In this paper, we describe the implementation of an ontology-enabled Hybrid Destination Recommender System (HDRS) that leverages an ontological description of five specific social attributes of major Nigerian cities, and hybrid architecture of content-based and case-based filtering techniques to generate personalised top-n destination recommendations. An empirical usability test was conducted on the system, which revealed that the dependability of recommendations from Destination Recommender Systems (DRS) could be improved if the semantic representation of social
attributes information of destinations is made a factor in the destination recommendation process
Facilitating Mobile Music Sharing and Social Interaction with Push!Music
Push!Music is a novel mobile music listening and
sharing system, where users automatically receive
songs that have autonomously recommended
themselves from nearby players depending on similar
listening behaviour and music history. Push!Music
also enables users to wirelessly send songs between
each other as personal recommendations. We
conducted a two-week preliminary user study of
Push!Music, where a group of five friends used the
application in their everyday life. We learned for
example that the shared music in Push!Music became
a start for social interaction and that received songs in
general were highly appreciated and could be looked
upon as ‘treats’
Data Portraits and Intermediary Topics: Encouraging Exploration of Politically Diverse Profiles
In micro-blogging platforms, people connect and interact with others.
However, due to cognitive biases, they tend to interact with like-minded people
and read agreeable information only. Many efforts to make people connect with
those who think differently have not worked well. In this paper, we
hypothesize, first, that previous approaches have not worked because they have
been direct -- they have tried to explicitly connect people with those having
opposing views on sensitive issues. Second, that neither recommendation or
presentation of information by themselves are enough to encourage behavioral
change. We propose a platform that mixes a recommender algorithm and a
visualization-based user interface to explore recommendations. It recommends
politically diverse profiles in terms of distance of latent topics, and
displays those recommendations in a visual representation of each user's
personal content. We performed an "in the wild" evaluation of this platform,
and found that people explored more recommendations when using a biased
algorithm instead of ours. In line with our hypothesis, we also found that the
mixture of our recommender algorithm and our user interface, allowed
politically interested users to exhibit an unbiased exploration of the
recommended profiles. Finally, our results contribute insights in two aspects:
first, which individual differences are important when designing platforms
aimed at behavioral change; and second, which algorithms and user interfaces
should be mixed to help users avoid cognitive mechanisms that lead to biased
behavior.Comment: 12 pages, 7 figures. To be presented at ACM Intelligent User
Interfaces 201
Recommendation, collaboration and social search
This chapter considers the social component of interactive information retrieval: what is the role of other people in searching and browsing? For simplicity we begin by considering situations without computers. After all, you can interactively retrieve information without a computer; you just have to interact with someone or something else. Such an analysis can then help us think about the new forms of collaborative interactions that extend our conceptions of information search, made possible by the growth of networked ubiquitous computing technology.
Information searching and browsing have often been conceptualized as a solitary activity, however they always have a social component. We may talk about 'the' searcher or 'the' user of a database or information resource. Our focus may be on individual uses and our research may look at individual users. Our experiments may be designed to observe the behaviors of individual subjects. Our models and theories derived from our empirical analyses may focus substantially or exclusively on an individual's evolving goals, thoughts, beliefs, emotions and actions. Nevertheless there are always social aspects of information seeking and use present, both implicitly and explicitly.
We start by summarizing some of the history of information access with an emphasis on social and collaborative interactions. Then we look at the nature of recommendations, social search and interfaces to support collaboration between information seekers. Following this we consider how the design of interactive information systems is influenced by their social elements
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When users generate music playlists: When words leave off, music begins?
Music systems that generate playlists are gaining increasing popularity, yet ways to select songs to be acceptable to users is still elusive. We present the results of an explorative study that focused on the language of musically untrained end users for playlist choices, in a variety of listening contexts. Our results indicate that there are a number of opportunities for playlist recommendation or retrieval systems, particularly by taking context into account
Social Navigation of Food Recipes
The term Social Navigation captures every-day behaviour used to find information, people, and places – namely through watching, following, and talking to people. We discuss how to design information spaces to allow for social navigation. We applied our ideas in a recipe recommendation system. In a follow-up user study, subjects state that social navigation adds value to the service: it provides for social affordance, and it helps turning a space into a social place. The study also reveals some unresolved design issues, such as the snowball effect where more and more users follow each other down the wrong path, and privacy issues
Visualizing recommendations to support exploration, transparency and controllability
Research on recommender systems has traditionally focused on the development of algorithms to improve accuracy of recommendations. So far, little research has been done to enable user interaction with such systems as a basis to support exploration and control by end users. In this paper, we present our research on the use of information visualization techniques to interact with recommender systems. We investigated how information visualization can improve user understanding of the typically black-box rationale behind recommendations in order to increase their perceived relevance and meaning and to support exploration and user involvement in the recommendation process. Our study has been performed using TalkExplorer, an interactive visualization tool developed for attendees of academic conferences. The results of user studies performed at two conferences allowed us to obtain interesting insights to enhance user interfaces that integrate recommendation technology. More specifically, effectiveness and probability of item selection both increase when users are able to explore and interrelate multiple entities - i.e. items bookmarked by users, recommendations and tags. Copyright © 2013 ACM
Exploring personality-targeted UI design in online social participation systems
We present a theoretical foundation and empirical findings demonstrating the effectiveness of personality-targeted design. Much like a medical treatment applied to a person based on his specific genetic profile, we argue that theory-driven, personality-targeted UI design can be more effective than design applied to the entire population. The empirical exploration focused on two settings, two populations and two personality traits: Study 1 shows that users' extroversion level moderates the relationship between the UI cue of audience size and users' contribution. Study 2 demonstrates that the effectiveness of social anchors in encouraging online contributions depends on users' level of emotional stability. Taken together, the findings demonstrate the potential and robustness of the interactionist approach to UI design. The findings contribute to the HCI community, and in particular to designers of social systems, by providing guidelines to targeted design that can increase online participation. Copyright © 2013 ACM
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