44,695 research outputs found
Evaluation of human-like anthropomorphism in the context of online bidding and affordances
This paper presents a four condition experiment and the results concerning the wider area of investigating the effectiveness and user satisfaction of using anthropomorphic feedback at the user interface. The specific context used was online bidding. The four conditions used in the experiment were human video, human voice, human voice with anthropomorphic text and a control consisting of neutral text. The main results of the experiment showed significant differences in participants' perceptions regarding the 'humanity' of the feedback they used. As expected, the control condition consisting of neutral text incurred significantly lower ratings for the 'humanity' characteristics of the feedback. The human video condition also incurred significantly stronger perceptions regarding the appearance being human. The results were also analysed in light of the theory of affordances and the authors conclude that the four conditions used in the experiment were likely equivalent in their facilitating the affordances. Therefore the authors suggest that facilitating the affordances may be more crucial to a user interface and the users than the actual anthropomorphic characteristic of the feedback used
Implicit Measures of Lostness and Success in Web Navigation
In two studies, we investigated the ability of a variety of structural and temporal measures computed from a web navigation path to predict lostness and task success. The userâs task was to find requested target information on specified websites. The web navigation measures were based on counts of visits to web pages and other statistical properties of the web usage graph (such as compactness, stratum, and similarity to the optimal path). Subjective lostness was best predicted by similarity to the optimal path and time on task. The best overall predictor of success on individual tasks was similarity to the optimal path, but other predictors were sometimes superior depending on the particular web navigation task. These measures can be used to diagnose user navigational problems and to help identify problems in website design
Evaluation of an anthropomorphic user interface in a travel reservation context and affordances
This paper describes an experiment and its results concerning research that has been going on for a number ofyears in the area of anthropomorphic user interface feedback. The main aims of the research have been to examine theeffectiveness and user satisfaction of anthropomorphic feedback in various domains. The results are of use to all interactivesystems designers, particularly when dealing with issues of user interface feedback design. There is currently somedisagreement amongst computer scientists concerning the suitability of such types of feedback. This research is working toresolve this disagreement. The experiment detailed, concerns the specific software domain of Online Factual Delivery in thespecific context of online hotel bookings. Anthropomorphic feedback was compared against an equivalent non-anthropomorphicfeedback. Statistically significant results were obtained suggesting that the non-anthropomorphic feedback was more effective.The results for user satisfaction were however less clear. The results obtained are compared with previous research. Thissuggests that the observed results could be due to the issue of differing domains yielding different results. However the resultsmay also be due to the affordances at the interface being more facilitated in the non-anthropomorphic feedback
5 â 4 â 4 â 3: On the Uneven Gaps between Different Levels of Graded User Satisfaction in Interactive Information Retrieval Evaluation
Similar to other ground truth measures, graded user satisfaction has been frequently employed as a continuous variable in information retrieval evaluation based on the assumption that intervals between adjacent grades are quantitatively equal. To examine the validity of equal-gap assumption and explore dynamic perceptual thresholds triggering grade changes in search evaluation, we investigate the extent to which users are sensitive to changes in search efforts and outcomes across different gaps of graded satisfaction. Experiments on four user study datasets (15,337 queries) indicate that 1) User satisfaction sensitivity, especially to offline evaluation metrics, changes significantly across gaps in satisfaction scale; 2) the size and direction of changes in sensitivity vary across study settings, search types, and intentions, especially within â3-5â scale subrange. This study speaks to the fundamentals of user-centered evaluation and advances the knowledge of heterogeneity in satisfaction sensitivity to search efforts and gains and implicit changes in evaluation thresholds
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Analysing the Role of Interactivity in User Experience
An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between usersâ quantitative judgements of UX and their comments on interactive features which
reveal different perspectives
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The effect of dyslexia on information retrieval: A pilot study
Purpose â The purpose of the paper is to resolve a gap in our knowledge of how people with dyslexia interact with Information Retrieval (IR) systems, specifically an understanding of their information searching behaviour. Very little research has been undertaken with this particular user group, and given the size of the group (an estimated 10% of the population) this lack of knowledge needs to be addressed.
Design/Methodology/Approach - We use elements of the dyslexia cognitive profile to design a logging system recording the difference between two sets of participants: dyslexic and control users. We use a standard Okapi interface together with two standard TREC topics in order to record the information searching behaviour of these users. We gather evidence from various sources, including quantitative information on search logs, together with qualitative information from interviews and questionnaires. We record variables on queries, documents, relevance assessments and sessions in the search logs. We use this evidence to examine the difference in searching between the two sets of users, in order to understand the effect of dyslexia on the information searching behaviour. A topic analysis is also conducted on the quantitative data to show any effect on the results from the information need.
Research limitations/implications â As this is a pilot study, only 10 participants were recruited for the study, 5 for each user group. Due to ethical issues, the number of topics per search was restricted to one topic only. The study shows that the methodology applied is useful for distinguishing between the two user groups, taking into account differences between topic. We outline further research on the back of this pilot study in four main areas. A different approach from the proposed methodology is needed to measure the effect on query variables, which takes account of topic variation. More details on users are needed such as reading abilities, speed of language processing and working memory to distinguish the user groups. Effect of topic on search interaction must be measured in order to record the potential impact on the dyslexic user group. Work is needed on relevance assessment and effect on precision and recall for users who may not read many documents.
Findings â Using the log data, we establish the differences in information searching behaviour of control and dyslexic users i.e. in the way the two groups interact with Okapi, and that qualitative information collected (such as experience etc) may not be able to account for these differences. Evidence from query variables was unable to distinguish between groups, but differences on topic for the same variables were recorded. Users who view more documents tended to judge more documents as being relevant, either in terms of the user group or topic. Session data indicated that there may be an important difference between the number of iterations used in a search between the user groups, as there may be little effect from the topic on this variable.
Originality/Value â This is the first study of the effect of dyslexia on information search behaviour, and provides some evidence to take the field forward
Investigating Emotions in Creative Design
A wealth of research has suggested that emotions play a significant role in the creative problem solving process, but less work has focused on investigating the role of emotions in the design process. This is surprising given that creative problem solving lies at the heart of the design processes. In an exploratory study we interviewed 9 expert designers about their emotions during the design process. The content analysis allowed us to identify the various types of emotions relevant in the design process and to extend Wallasâ model of creative problem solving with emotional components for each of its stages. In addition, we identified two important roles of emotions in design and several ways in which expert designers regulate their emotions. We discussed the theoretical and practical applications of our work
Stars in their eyes: What eye-tracking reveal about multimedia perceptual quality
Perceptual multimedia quality is of paramount
importance to the continued take-up and proliferation of multimedia applications: users will not use and pay for applications if they are perceived to be of low quality. Whilst traditionally distributed multimedia quality has been characterised by Quality of Service (QoS) parameters, these neglect the user perspective of the issue of quality. In order to redress this shortcoming, we characterise the user multimedia perspective using the Quality of Perception (QoP) metric, which encompasses not only a userâs satisfaction with the quality of a multimedia presentation, but also his/her ability to analyse,
synthesise and assimilate informational content of multimedia. In recognition of the fact that monitoring eye movements offers insights into visual perception, as well as the associated
attention mechanisms and cognitive processes, this paper reports on the results of a study investigating the impact of differing multimedia presentation frame rates on user QoP and eye path data. Our results show that provision of higher frame rates, usually assumed to provide better multimedia presentation quality, do not significantly impact upon the median coordinate value of eye path data. Moreover, higher frame rates do not significantly increase level of participant information assimilation, although they do significantly improve overall user enjoyment and quality perception of the multimedia content being shown
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