413 research outputs found

    Examining the Effects of Personalized Explanations in a Multi-list Food Recommender System

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    In the past decade, food recipe websites have become a popular approach to find a recipe. Due to the vast amount of options, food recommender systems have been devel- oped and used to suggest appetizing recipes. However, recommending appealing meals does not necessarily imply that they are healthy. Recent studies on recommender sys- tems have demonstrated a growing interest in altering the interface, where the usage of multi-list interfaces with explanations has been explored earlier in an unsuccessful at- tempt to encourage healthier food choices. Building upon other research that highlights the ability of personalized explanations to provide a better understanding of presented recommendations, this thesis explores whether a multi-list interface with personalized explanations, which takes into account user preferences, health, and nutritional aspects, can affect users’ evaluation and perception of a food recommender system, as well as steer them towards healthier choices. A food recommender system was develop, with which single- and multi-lists, as well as non-personalized and personalized explana- tions, were compared in an online experiment (N = 163) in which participants were requested to choose recipes they liked and to answer questionnaires. The analysis re- vealed that personalized explanations in a multi-list interface were not able to increase choice satisfaction, choice difficulty, understanding or support healthier choices. Sur- prisingly, users selected healthier recipes if non-personalized rather than personalized explanations were presented alongside them. In addition, users perceived multi-lists to be more diverse and found single-list to be more satisfying.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Multi-list Food Recommender Systems for Healthier Choices

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    Recipe websites are a popular destination for home cooks to discover new recipes and find what to cook. However, the most popular way of recommending recipes to users is trough similarity and popularity-based recommendations, which previous research has shown tend to be unhealthy. Building upon knowledge on how diverse sets of options increases satisfaction, this thesis investigates whether a multi-list recommender interface can support healthier food choices compared to traditional single-list interfaces, as well as increase choice satisfaction. As diverse set of options may introduce choice overload to users, explanations were investigated in terms of how they affect user evaluation with regards to choice difficulty, perceived diversity and understandability. A developed recommender system was used in a online study (N = 366), where users could select recipes from recommendations, as well as answering short questionnaires regarding their choices. The analysis showed that a multi-list recommender system was not able to support healthier food choices. However, users who interacted with the multi-list interface found it more satisfactory compared to single-list users. No significant evidence was found that explanations could mitigate choice difficulty. This thesis provides novel work on the utilization of multi-list recommender systems with explanations in the food recommender domain, which can further be expanded with considering other factors such including personalized recommendations in the multi-list interface.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Understanding the Role of Interactivity and Explanation in Adaptive Experiences

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    Adaptive experiences have been an active area of research in the past few decades, accompanied by advances in technology such as machine learning and artificial intelligence. Whether the currently ongoing research on adaptive experiences has focused on personalization algorithms, explainability, user engagement, or privacy and security, there is growing interest and resources in developing and improving these research focuses. Even though the research on adaptive experiences has been dynamic and rapidly evolving, achieving a high level of user engagement in adaptive experiences remains a challenge. %????? This dissertation aims to uncover ways to engage users in adaptive experiences by incorporating interactivity and explanation through four studies. Study I takes the first step to link the explanation and interactivity in machine learning systems to facilitate users\u27 engagement with the underlying machine learning model with the Tic-Tac-Toe game as a use case. The results show that explainable machine learning (XML) systems (and arguably XAI systems in general) indeed benefit from mechanisms that allow users to interact with the system\u27s internal decision rules. Study II, III, and IV further focus on adaptive experiences in recommender systems in specific, exploring the role of interactivity and explanation to keep the user “in-the-loop” in recommender systems, trying to mitigate the ``filter bubble\u27\u27 problem and help users in self-actualizing by supporting them in exploring and understanding their unique tastes. Study II investigates the effect of recommendation source (a human expert vs. an AI algorithm) and justification method (needs-based vs. interest-based justification) on professional development recommendations in a scenario-based study setting. The results show an interaction effect between these two system aspects: users who are told that the recommendations are based on their interests have a better experience when the recommendations are presented as originating from an AI algorithm, while users who are told that the recommendations are based on their needs have a better experience when the recommendations are presented as originating from a human expert. This work implies that while building the proposed novel movie recommender system covered in study IV, it would provide a better user experience if the movie recommendations are presented as originating from algorithms rather than from a human expert considering that movie preferences (which will be visualized by the movies\u27 emotion feature) are usually based on users\u27 interest. Study III explores the effects of four novel alternative recommendation lists on participants’ perceptions of recommendations and their satisfaction with the system. The four novel alternative recommendation lists (RSSA features) which have the potential to go beyond the traditional top N recommendations provide transparency from a different level --- how much else does the system learn about users beyond the traditional top N recommendations, which in turn enable users to interact with these alternative lists by rating the initial recommendations so as to correct or confirm the system\u27s estimates of the alternative recommendations. The subjective evaluation and behavioral analysis demonstrate that the proposed RSSA features had a significant effect on the user experience, surprisingly, two of the four RSSA features (the controversial and hate features) perform worse than the traditional top-N recommendations on the measured subjective dependent variables while the other two RSSA features (the hipster and no clue items) perform equally well and even slightly better than the traditional top-N (but this effect is not statistically significant). Moreover, the results indicate that individual differences, such as the need for novelty and domain knowledge, play a significant role in users’ perception of and interaction with the system. Study IV further combines diversification, visualization, and interactivity, aiming to encourage users to be more engaged with the system. The results show that introducing emotion as an item feature into recommender systems does help in personalization and individual taste exploration; these benefits are greatly optimized through the mechanisms that diversify recommendations by emotional signature, visualize recommendations on the emotional signature, and allow users to directly interact with the system by tweaking their tastes, which further contributes to both user experience and self-actualization. This work has practical implications for designing adaptive experiences. Explanation solutions in adaptive experiences might not always lead to a positive user experience, it highly depends on the application domain and the context (as studied in all four studies); it is essential to carefully investigate a specific explanation solution in combination with other design elements in different fields. Introducing control by allowing for direct interactivity (vs. indirect interactivity) in adaptive systems and providing feedback to users\u27 input by integrating their input into the algorithms would create a more engaging and interactive user experience (as studied in Study I and IV). And cumulatively, appropriate direct interaction with the system along with deliberate and thoughtful designs of explanation (including visualization design with the application environment fully considered), which are able to arouse user reflection or resonance, would potentially promote both user experience and user self-actualization

    Social learning approach in designing persuasive e-commerce recommender system model

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    Intention to purchase in existing online business practice is learned through observation of information display by online seller. The emergent growth of persuasive technologies currently holds a great potential in driving a positive influence towards consumer purchase behavior. But to date, there is still limited research on implementing persuasion concept into the recommender system context. Drawing upon the principle design of persuasive system, the main purpose of this study is to explore social learning advantages in creating persuasive features for E-Commerce recommender system. Based on Social Cognitive Theory, the influence of personal and environmental factors will be examined in measuring consumer purchase intention. In addition, dimensions of social learning environment are represented by observational learning theory and cognitive learning theory. From those reviews, this study assumed that social learning environment can be created based on attentiveness, retentiveness, motivational, knowledge awareness and interest evaluation cues of consumer learning factors. Furthermore, the persuasive environment of recommender system is assumed to have positive influence towards individual characteristics such as self-efficacy behavior, perceived task complexity and confused by over choice. Findings from those reviews have contributed to the development of a research model in visualizing social learning environment that can be used to develop a persuasive recommender system in E-Commerce and hence measures the impact towards consumer purchase intention

    Divide and Control: Evaluating Controllability in Multi-lists Presentation of Recommendations

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    Masteroppgave i informasjonsvitenskapINFO390MASV-IKTMASV-INF

    Empirical Findings On Persuasiveness Of Recommender Systems For Customer Decision Support In Electronic Commerce

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    More and more companies are making online presence by opening online stores and providing customers with company and products information but the overwhelming amount of information also creates information overload for the customers. Customers feel frustrated when given too many choices while companies face the problem of turning browsers into actual buyers. Online recommender systems have been adopted to facilitate customer product search and provide personalized recommendation in the market place. The study will compare the persuasiveness of different online recommender systems and the factors influencing customer preferences. Review of the literature does show that online recommender systems provide customers with more choices, less effort, and better accuracy. Recommender systems using different technologies have been compared for their accuracy and effectiveness. Studies have also compared online recommender systems with human recommendations 4 and recommendations from expert systems. The focus of the comparison in this study is on the recommender systems using different methods to solicit product preference and develop recommendation message. Different from the technology adoption and acceptance models, the persuasive theory used in the study is a new perspective to look at the end user issues in information systems. This study will also evaluate the impact of product complexity and product involvement on recommendation persuasiveness. The goal of the research is to explore whether there are differences in the persuasiveness of recommendation given by different recommender systems as well as the underlying reasons for the differences. Results of this research may help online store designers and ecommerce participants in selecting online recommender systems so as to improve their products target and advertisement efficiency and effectiveness

    A Model of Social Explanations for a Conversational Movie Recommendation System

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    A critical aspect of any recommendation process is explaining the reasoning behind each recommendation. These explanations can not only improve users' experiences, but also change their perception of the recommendation quality. This work describes our human-centered design for our conversational movie recommendation agent, which explains its decisions as humans would. After exploring and analyzing a corpus of dyadic interactions, we developed a computational model of explanations. We then incorporated this model in the architecture of a conversational agent and evaluated the resulting system via a user experiment. Our results show that social explanations can improve the perceived quality of both the system and the interaction, regardless of the intrinsic quality of the recommendations

    User effort vs. accuracy in rating-based elicitation

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    One of the unresolved issues when designing a recommender system is the number of ratings -- i.e., the profile length -- that should be collected from a new user before providing recommendations. A design tension exists, induced by two conflicting requirements. On the one hand, the system must collect "enough"ratings from the user in order to learn her/his preferences and improve the accuracy of recommendations. On the other hand, gathering more ratings adds a burden on the user, which may negatively affect the user experience. Our research investigates the effects of profile length from both a subjective (user-centric) point of view and an objective (accuracy-based) perspective. We carried on an offline simulation with three algorithms, and a set of online experiments involving overall 960 users and four recommender algorithms, to measure which of the two contrasting forces influenced by the number of collected ratings -- recommendations relevance and burden of the rating process -- has stronger effects on the perceived quality of the user experience. Moreover, our study identifies the potentially optimal profile length for an explicit, rating based, and human controlled elicitation strategy
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