Yamamoto (2013) HCI - Information and Intearction Design

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Sakae Yamamoto (Ed.

Human Interface
and the Management
LNCS 8016

of Information
Information and Interaction Design
15th International Conference, HCI International 2013
Las Vegas, NV, USA, July 2013
Proceedings, Part I

123
Lecture Notes in Computer Science 8016
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen

Editorial Board
David Hutchison
Lancaster University, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Alfred Kobsa
University of California, Irvine, CA, USA
Friedemann Mattern
ETH Zurich, Switzerland
John C. Mitchell
Stanford University, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
Oscar Nierstrasz
University of Bern, Switzerland
C. Pandu Rangan
Indian Institute of Technology, Madras, India
Bernhard Steffen
TU Dortmund University, Germany
Madhu Sudan
Microsoft Research, Cambridge, MA, USA
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbruecken, Germany
Sakae Yamamoto (Ed.)

Human Interface
and the Management
of Information
Information and Interaction Design

15th International Conference, HCI International 2013


Las Vegas, NV, USA, July 21-26, 2013
Proceedings, Part I

13
Volume Editor
Sakae Yamamoto
Tokyo University of Science
Faculty of Engineering
Department of Management Science
1-3 Kagurazaka Shinjuku-ku
Tokyo 162-8601, Japan
E-mail: sakae@ms.kagu.tus.ac.jp

ISSN 0302-9743 e-ISSN 1611-3349


ISBN 978-3-642-39208-5 e-ISBN 978-3-642-39209-2
DOI 10.1007/978-3-642-39209-2
Springer Heidelberg Dordrecht London New York

Library of Congress Control Number: 2013941251

CR Subject Classification (1998): H.5, H.4, H.3, J.2

LNCS Sublibrary: SL 3 – Information Systems and Application,


incl. Internet/Web and HCI
© Springer-Verlag Berlin Heidelberg 2013
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Foreword

The 15th International Conference on Human–Computer Interaction, HCI In-


ternational 2013, was held in Las Vegas, Nevada, USA, 21–26 July 2013, incor-
porating 12 conferences / thematic areas:
Thematic areas:
• Human–Computer Interaction
• Human Interface and the Management of Information
Affiliated conferences:
• 10th International Conference on Engineering Psychology and Cognitive
Ergonomics
• 7th International Conference on Universal Access in Human–Computer
Interaction
• 5th International Conference on Virtual, Augmented and Mixed Reality
• 5th International Conference on Cross-Cultural Design
• 5th International Conference on Online Communities and Social Computing
• 7th International Conference on Augmented Cognition
• 4th International Conference on Digital Human Modeling and Applications
in Health, Safety, Ergonomics and Risk Management
• 2nd International Conference on Design, User Experience and Usability
• 1st International Conference on Distributed, Ambient and Pervasive Inter-
actions
• 1st International Conference on Human Aspects of Information Security,
Privacy and Trust
A total of 5210 individuals from academia, research institutes, industry and gov-
ernmental agencies from 70 countries submitted contributions, and 1666 papers
and 303 posters were included in the program. These papers address the latest
research and development efforts and highlight the human aspects of design and
use of computing systems. The papers accepted for presentation thoroughly cover
the entire field of Human–Computer Interaction, addressing major advances in
knowledge and effective use of computers in a variety of application areas.
This volume, edited by Sakae Yamamoto, contains papers focusing on the
thematic area of Human Interface and the Management of Information, and
addressing the following major topics:
• Interacting with Information
• Information Searching, Browsing and Structuring
• Design and Development Methods and Tools for Interactive Systems and
Services
• Personalized Information and Interaction
• Cognitive and Emotional Aspects of Interacting with Information
VI Foreword

The remaining volumes of the HCI International 2013 proceedings are:


• Volume 1, LNCS 8004, Human–Computer Interaction: Human-Centred De-
sign Approaches, Methods, Tools and Environments (Part I), edited by
Masaaki Kurosu
• Volume 2, LNCS 8005, Human–Computer Interaction: Applications and Ser-
vices (Part II), edited by Masaaki Kurosu
• Volume 3, LNCS 8006, Human–Computer Interaction: Users and Contexts
of Use (Part III), edited by Masaaki Kurosu
• Volume 4, LNCS 8007, Human–Computer Interaction: Interaction Modalities
and Techniques (Part IV), edited by Masaaki Kurosu
• Volume 5, LNCS 8008, Human–Computer Interaction: Towards Intelligent
and Implicit Interaction (Part V), edited by Masaaki Kurosu
• Volume 6, LNCS 8009, Universal Access in Human–Computer Interaction:
Design Methods, Tools and Interaction Techniques for eInclusion (Part I),
edited by Constantine Stephanidis and Margherita Antona
• Volume 7, LNCS 8010, Universal Access in Human–Computer Interaction:
User and Context Diversity (Part II), edited by Constantine Stephanidis and
Margherita Antona
• Volume 8, LNCS 8011, Universal Access in Human–Computer Interaction:
Applications and Services for Quality of Life (Part III), edited by Constan-
tine Stephanidis and Margherita Antona
• Volume 9, LNCS 8012, Design, User Experience, and Usability: Design Phi-
losophy, Methods and Tools (Part I), edited by Aaron Marcus
• Volume 10, LNCS 8013, Design, User Experience, and Usability: Health,
Learning, Playing, Cultural, and Cross-Cultural User Experience (Part II),
edited by Aaron Marcus
• Volume 11, LNCS 8014, Design, User Experience, and Usability: User Ex-
perience in Novel Technological Environments (Part III), edited by Aaron
Marcus
• Volume 12, LNCS 8015, Design, User Experience, and Usability: Web, Mobile
and Product Design (Part IV), edited by Aaron Marcus
• Volume 14, LNCS 8017, Human Interface and the Management of Informa-
tion: Information and Interaction for Health, Safety, Mobility and Complex
Environments (Part II), edited by Sakae Yamamoto
• Volume 15, LNCS 8018, Human Interface and the Management of Informa-
tion: Information and Interaction for Learning, Culture, Collaboration and
Business (Part III), edited by Sakae Yamamoto
• Volume 16, LNAI 8019, Engineering Psychology and Cognitive Ergonomics:
Understanding Human Cognition (Part I), edited by Don Harris
• Volume 17, LNAI 8020, Engineering Psychology and Cognitive Ergonomics:
Applications and Services (Part II), edited by Don Harris
• Volume 18, LNCS 8021, Virtual, Augmented and Mixed Reality: Designing
and Developing Augmented and Virtual Environments (Part I), edited by
Randall Shumaker
• Volume 19, LNCS 8022, Virtual, Augmented and Mixed Reality: Systems
and Applications (Part II), edited by Randall Shumaker
Foreword VII

• Volume 20, LNCS 8023, Cross-Cultural Design: Methods, Practice and Case
Studies (Part I), edited by P.L. Patrick Rau
• Volume 21, LNCS 8024, Cross-Cultural Design: Cultural Differences in Ev-
eryday Life (Part II), edited by P.L. Patrick Rau
• Volume 22, LNCS 8025, Digital Human Modeling and Applications in Health,
Safety, Ergonomics and Risk Management: Healthcare and Safety of the En-
vironment and Transport (Part I), edited by Vincent G. Duffy
• Volume 23, LNCS 8026, Digital Human Modeling and Applications in Health,
Safety, Ergonomics and Risk Management: Human Body Modeling and Er-
gonomics (Part II), edited by Vincent G. Duffy
• Volume 24, LNAI 8027, Foundations of Augmented Cognition, edited by
Dylan D. Schmorrow and Cali M. Fidopiastis
• Volume 25, LNCS 8028, Distributed, Ambient and Pervasive Interactions,
edited by Norbert Streitz and Constantine Stephanidis
• Volume 26, LNCS 8029, Online Communities and Social Computing, edited
by A. Ant Ozok and Panayiotis Zaphiris
• Volume 27, LNCS 8030, Human Aspects of Information Security, Privacy
and Trust, edited by Louis Marinos and Ioannis Askoxylakis
• Volume 28, CCIS 373, HCI International 2013 Posters Proceedings (Part I),
edited by Constantine Stephanidis
• Volume 29, CCIS 374, HCI International 2013 Posters Proceedings (Part II),
edited by Constantine Stephanidis

I would like to thank the Program Chairs and the members of the Program
Boards of all affiliated conferences and thematic areas, listed below, for their
contribution to the highest scientific quality and the overall success of the HCI
International 2013 conference.
This conference could not have been possible without the continuous sup-
port and advice of the Founding Chair and Conference Scientific Advisor, Prof.
Gavriel Salvendy, as well as the dedicated work and outstanding efforts of the
Communications Chair and Editor of HCI International News, Abbas Moallem.
I would also like to thank for their contribution towards the smooth organi-
zation of the HCI International 2013 Conference the members of the Human–
Computer Interaction Laboratory of ICS-FORTH, and in particular George
Paparoulis, Maria Pitsoulaki, Stavroula Ntoa, Maria Bouhli and George Kapnas.

May 2013 Constantine Stephanidis


General Chair, HCI International 2013
Organization

Human–Computer Interaction

Program Chair: Masaaki Kurosu, Japan


Jose Abdelnour-Nocera, UK Kyungdoh Kim, South Korea
Sebastiano Bagnara, Italy Heidi Krömker, Germany
Simone Barbosa, Brazil Chen Ling, USA
Tomas Berns, Sweden Yan Liu, USA
Nigel Bevan, UK Zhengjie Liu, P.R. China
Simone Borsci, UK Loı̈c Martı́nez Normand, Spain
Apala Lahiri Chavan, India Chang S. Nam, USA
Sherry Chen, Taiwan Naoko Okuizumi, Japan
Kevin Clark, USA Noriko Osaka, Japan
Torkil Clemmensen, Denmark Philippe Palanque, France
Xiaowen Fang, USA Hans Persson, Sweden
Shin’ichi Fukuzumi, Japan Ling Rothrock, USA
Vicki Hanson, UK Naoki Sakakibara, Japan
Ayako Hashizume, Japan Dominique Scapin, France
Anzai Hiroyuki, Italy Guangfeng Song, USA
Sheue-Ling Hwang, Taiwan Sanjay Tripathi, India
Wonil Hwang, South Korea Chui Yin Wong, Malaysia
Minna Isomursu, Finland Toshiki Yamaoka, Japan
Yong Gu Ji, South Korea Kazuhiko Yamazaki, Japan
Esther Jun, USA Ryoji Yoshitake, Japan
Mitsuhiko Karashima, Japan Silvia Zimmermann, Switzerland

Human Interface and the Management of Information

Program Chair: Sakae Yamamoto, Japan

Hans-Jorg Bullinger, Germany Mark Lehto, USA


Alan Chan, Hong Kong Hiroyuki Miki, Japan
Gilsoo Cho, South Korea Hirohiko Mori, Japan
Jon R. Gunderson, USA Fiona Fui-Hoon Nah, USA
Shin’ichi Fukuzumi, Japan Shogo Nishida, Japan
Michitaka Hirose, Japan Robert Proctor, USA
Jhilmil Jain, USA Youngho Rhee, South Korea
Yasufumi Kume, Japan Katsunori Shimohara, Japan
X Organization

Michale Smith, USA Kim-Phuong Vu, USA


Tsutomu Tabe, Japan Tomio Watanabe, Japan
Hiroshi Tsuji, Japan Hidekazu Yoshikawa, Japan

Engineering Psychology and Cognitive Ergonomics

Program Chair: Don Harris, UK


Guy Andre Boy, USA Paul Salmon, Australia
Joakim Dahlman, Sweden Axel Schulte, Germany
Trevor Dobbins, UK Siraj Shaikh, UK
Mike Feary, USA Sarah C. Sharples, UK
Shan Fu, P.R. China Anthony Smoker, UK
Michaela Heese, Austria Neville A. Stanton, UK
Hung-Sying Jing, Taiwan Alex Stedmon, UK
Wen-Chin Li, Taiwan Xianghong Sun, P.R. China
Mark A. Neerincx, The Netherlands Andrew Thatcher, South Africa
Jan M. Noyes, UK Matthew J.W. Thomas, Australia
Taezoon Park, Singapore Rolf Zon, The Netherlands

Universal Access in Human–Computer Interaction

Program Chairs: Constantine Stephanidis, Greece,


and Margherita Antona, Greece

Julio Abascal, Spain Georgios Kouroupetroglou, Greece


Ray Adams, UK Patrick Langdon, UK
Gisela Susanne Bahr, USA Seongil Lee, Korea
Margit Betke, USA Ana Isabel B.B. Paraguay, Brazil
Christian Bühler, Germany Helen Petrie, UK
Stefan Carmien, Spain Michael Pieper, Germany
Jerzy Charytonowicz, Poland Enrico Pontelli, USA
Carlos Duarte, Portugal Jaime Sanchez, Chile
Pier Luigi Emiliani, Italy Anthony Savidis, Greece
Qin Gao, P.R. China Christian Stary, Austria
Andrina Granić, Croatia Hirotada Ueda, Japan
Andreas Holzinger, Austria Gerhard Weber, Germany
Josette Jones, USA Harald Weber, Germany
Simeon Keates, UK
Organization XI

Virtual, Augmented and Mixed Reality

Program Chair: Randall Shumaker, USA

Waymon Armstrong, USA Mark Livingston, USA


Juan Cendan, USA Michael Macedonia, USA
Rudy Darken, USA Gordon Mair, UK
Cali M. Fidopiastis, USA Jose San Martin, Spain
Charles Hughes, USA Jacquelyn Morie, USA
David Kaber, USA Albert “Skip” Rizzo, USA
Hirokazu Kato, Japan Kay Stanney, USA
Denis Laurendeau, Canada Christopher Stapleton, USA
Fotis Liarokapis, UK Gregory Welch, USA

Cross-Cultural Design

Program Chair: P.L. Patrick Rau, P.R. China


Pilsung Choe, P.R. China Sheau-Farn Max Liang, Taiwan
Henry Been-Lirn Duh, Singapore Liang Ma, P.R. China
Vanessa Evers, The Netherlands Alexander Mädche, Germany
Paul Fu, USA Katsuhiko Ogawa, Japan
Zhiyong Fu, P.R. China Tom Plocher, USA
Fu Guo, P.R. China Kerstin Röse, Germany
Sung H. Han, Korea Supriya Singh, Australia
Toshikazu Kato, Japan Hsiu-Ping Yueh, Taiwan
Dyi-Yih Michael Lin, Taiwan Liang (Leon) Zeng, USA
Rungtai Lin, Taiwan Chen Zhao, USA

Online Communities and Social Computing

Program Chairs: A. Ant Ozok, USA,


and Panayiotis Zaphiris, Cyprus
Areej Al-Wabil, Saudi Arabia Niki Lambropoulos, Greece
Leonelo Almeida, Brazil Effie Law, Switzerland
Bjørn Andersen, Norway Soo Ling Lim, UK
Chee Siang Ang, UK Fernando Loizides, Cyprus
Aneesha Bakharia, Australia Gabriele Meiselwitz, USA
Ania Bobrowicz, UK Anthony Norcio, USA
Paul Cairns, UK Elaine Raybourn, USA
Farzin Deravi, UK Panote Siriaraya, UK
Andri Ioannou, Cyprus David Stuart, UK
Slava Kisilevich, Germany June Wei, USA
XII Organization

Augmented Cognition

Program Chairs: Dylan D. Schmorrow, USA,


and Cali M. Fidopiastis, USA
Robert Arrabito, Canada Santosh Mathan, USA
Richard Backs, USA Rob Matthews, Australia
Chris Berka, USA Dennis McBride, USA
Joseph Cohn, USA Jeff Morrison, USA
Martha E. Crosby, USA Mark A. Neerincx, The Netherlands
Julie Drexler, USA Denise Nicholson, USA
Ivy Estabrooke, USA Banu Onaral, USA
Chris Forsythe, USA Lee Sciarini, USA
Wai Tat Fu, USA Kay Stanney, USA
Rodolphe Gentili, USA Roy Stripling, USA
Marc Grootjen, The Netherlands Rob Taylor, UK
Jefferson Grubb, USA Karl van Orden, USA
Ming Hou, Canada

Digital Human Modeling and Applications in Health,


Safety, Ergonomics and Risk Management

Program Chair: Vincent G. Duffy, USA and Russia


Karim Abdel-Malek, USA Kang Li, USA
Giuseppe Andreoni, Italy Tim Marler, USA
Daniel Carruth, USA Michelle Robertson, USA
Eliza Yingzi Du, USA Matthias Rötting, Germany
Enda Fallon, Ireland Peter Vink, The Netherlands
Afzal Godil, USA Mao-Jiun Wang, Taiwan
Ravindra Goonetilleke, Hong Kong Xuguang Wang, France
Bo Hoege, Germany Jingzhou (James) Yang, USA
Waldemar Karwowski, USA Xiugan Yuan, P.R. China
Zhizhong Li, P.R. China Gülcin Yücel Hoge, Germany

Design, User Experience, and Usability

Program Chair: Aaron Marcus, USA


Sisira Adikari, Australia Ana Boa-Ventura, USA
Ronald Baecker, Canada Jan Brejcha, Czech Republic
Arne Berger, Germany Lorenzo Cantoni, Switzerland
Jamie Blustein, Canada Maximilian Eibl, Germany
Organization XIII

Anthony Faiola, USA Jennifer McGinn, USA


Emilie Gould, USA Francisco Rebelo, Portugal
Zelda Harrison, USA Michael Renner, Switzerland
Rüdiger Heimgärtner, Germany Kerem Rızvanoğlu, Turkey
Brigitte Herrmann, Germany Marcelo Soares, Brazil
Steffen Hess, Germany Christian Sturm, Germany
Kaleem Khan, Canada Michele Visciola, Italy

Distributed, Ambient and Pervasive Interactions

Program Chairs: Norbert Streitz, Germany,


and Constantine Stephanidis, Greece
Emile Aarts, The Netherlands Christian Müller-Tomfelde, Australia
Adnan Abu-Dayya, Qatar Fabio Paternó, Italy
Juan Carlos Augusto, UK Gilles Privat, France
Boris de Ruyter, The Netherlands Harald Reiterer, Germany
Anind Dey, USA Carsten Röcker, Germany
Dimitris Grammenos, Greece Reiner Wichert, Germany
Nuno M. Guimaraes, Portugal Woontack Woo, South Korea
Shin’ichi Konomi, Japan Xenophon Zabulis, Greece
Carsten Magerkurth, Switzerland

Human Aspects of Information Security, Privacy and Trust

Program Chairs: Louis Marinos, ENISA EU,


and Ioannis Askoxylakis, Greece

Claudio Agostino Ardagna, Italy Ronald Leenes, The Netherlands


Zinaida Benenson, Germany Javier Lopez, Spain
Daniele Catteddu, Italy Steve Marsh, Canada
Raoul Chiesa, Italy Gregorio Martinez, Spain
Bryan Cline, USA Emilio Mordini, Italy
Sadie Creese, UK Yuko Murayama, Japan
Jorge Cuellar, Germany Masakatsu Nishigaki, Japan
Marc Dacier, USA Aljosa Pasic, Spain
Dieter Gollmann, Germany Milan Petković, The Netherlands
Kirstie Hawkey, Canada Joachim Posegga, Germany
Jaap-Henk Hoepman, The Netherlands Jean-Jacques Quisquater, Belgium
Cagatay Karabat, Turkey Damien Sauveron, France
Angelos Keromytis, USA George Spanoudakis, UK
Ayako Komatsu, Japan Kerry-Lynn Thomson, South Africa
XIV Organization

Julien Touzeau, France Claire Vishik, UK


Theo Tryfonas, UK Melanie Volkamer, Germany
João Vilela, Portugal

External Reviewers

Maysoon Abulkhair, Saudi Arabia Vassilis Kouroumalis, Greece


Ilia Adami, Greece Stephanie Lackey, USA
Vishal Barot, UK Janelle LaMarche, USA
Stephan Böhm, Germany Asterios Leonidis, Greece
Vassilis Charissis, UK Nickolas Macchiarella, USA
Francisco Cipolla-Ficarra, Spain George Margetis, Greece
Maria De Marsico, Italy Matthew Marraffino, USA
Marc Fabri, UK Joseph Mercado, USA
David Fonseca, Spain Claudia Mont’Alvão, Brazil
Linda Harley, USA Yoichi Motomura, Japan
Yasushi Ikei, Japan Karsten Nebe, Germany
Wei Ji, USA Stavroula Ntoa, Greece
Nouf Khashman, Canada Martin Osen, Austria
John Killilea, USA Stephen Prior, UK
Iosif Klironomos, Greece Farid Shirazi, Canada
Ute Klotz, Switzerland Jan Stelovsky, USA
Maria Korozi, Greece Sarah Swierenga, USA
Kentaro Kotani, Japan
HCI International 2014

The 16th International Conference on Human–Computer Interaction, HCI


International 2014, will be held jointly with the affiliated conferences in the
summer of 2014. It will cover a broad spectrum of themes related to Human–
Computer Interaction, including theoretical issues, methods, tools, processes and
case studies in HCI design, as well as novel interaction techniques, interfaces
and applications. The proceedings will be published by Springer. More infor-
mation about the topics, as well as the venue and dates of the conference,
will be announced through the HCI International Conference series website:
http://www.hci-international.org/

General Chair
Professor Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
Email: cs@ics.forth.gr
Table of Contents – Part I

Interacting with Information


Estimation of Driver’s Steering Intention by Using Mechanical
Impedance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Takafumi Asao, Satoshi Suzuki, and Kentaro Kotani

The Relationship Between Handlebar and Saddle Heights on Cycling


Comfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Min-Chi Chiu, Hsin-Chieh Wu, and Nien-Ting Tsai

Kanji Characters in Japan – Remaining Challenges . . . . . . . . . . . . . . . . . . . 20


Toshihiro Enami

A Study on Selection Ability in the 3D Space by the Finger . . . . . . . . . . . 30


Junpei Fukaya, Yutaro Ooba, Hidetaka Kuriiwa, Ryuta Yamada,
Makoto Oka, and Hirohiko Mori

Empirical Evaluation of Multimodal Input Interactions . . . . . . . . . . . . . . . 37


Sanjay Ghosh, Anirudha Joshi, and Sanjay Tripathi

Usability Evaluation of the Touch Screen User Interface Design . . . . . . . . 48


Chih-Yu Hsiao, You-Jia Liu, and Mao-Jiun J. Wang

A Study for Personal Use of the Interactive Large Public Display . . . . . . 55


Shigeyoshi Iizuka, Wataru Naito, and Kentaro Go

Study on Haptic Interaction with Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62


Daiji Kobayashi, Anna Suzuki, and Nanami Yoneya

Relative Position Calibration between Two Haptic Devices Based on


Minimum Variance Estimation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Masanao Koeda, Yuki Konbu, and Hiroshi Noborio

Optimization of GUI on Touchscreen Smartphones Based on


Physiological Evaluation – Feasibility of Small Button Size and Spacing
for Graphical Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Shohei Komine and Miwa Nakanishi

Changes in Posture of the Upper Extremity Through the Use of Various


Sizes of Tablets and Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Hiroki Maniwa, Kentaro Kotani, Satoshi Suzuki, and Takafumi Asao

GUI Efficiency Comparison Between Windows and Mac . . . . . . . . . . . . . . . 97


Eric McCary and Jingyaun Zhang
XVIII Table of Contents – Part I

Correction Method Based on KI-VPA Model for Changes in Vibratory


Perception Caused by Adaptation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Yuki Mori, Takayuki Tanaka, and Shun’ichi Kaneko

Non-contact Measurement of Biological Signals Using Microwave


Radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Hiroki Morodome, Satoshi Suzuki, Takafumi Asao, and
Kentaro Kotani

Leaning Origami Using 3D Mixed Reality Technique . . . . . . . . . . . . . . . . . 126


Atsushi Nakano, Makoto Oka, and Hirohiko Mori

Basic Investigation into Hand Shape Recognition Using Colored Gloves


Taking Account of the Peripheral Environment . . . . . . . . . . . . . . . . . . . . . . 133
Takahiro Sugaya, Takayuki Suzuki, Hiromitsu Nishimura, and
Hiroshi Tanaka

Managing HMI Quality in Embedded System Development . . . . . . . . . . . . 143


Haruhiko Urokohara and Naotake Hirasawa

Usability Evaluation of the Universal Computer Workstation under


Supine, Sitting and Standing Postures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Hsin-Chieh Wu, Min-Chi Chiu, Cheng-Lung Lee, and Ming-Yao Bai

Window Manager Designed for Cloud Services . . . . . . . . . . . . . . . . . . . . . . . 157


Shizuki Yoshino, Tetsuo Tanaka, and Kazunori Matsumoto

Information Searching, Browsing and Structuring


Finders, Keepers, Losers, Seekers: A Study of Academics’
Research-Related Personal Information Collections . . . . . . . . . . . . . . . . . . . 169
Mashael Al-Omar and Andrew Cox

EventLens: An Automatic Magazine Generating System for Social


Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Hao Chen, Han Tang, Zhiyu Wang, Peng Cui, Yingquing Xu, and
Shiqiang Yang

A User Driven Design Approach to Creating UGC Services –


Challenging the Newspaper Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Esbjörn Ebbesson and Carina Ihlström Eriksson

A Novel Human-Computer Interface for Browsing Web Data by


Leaping Up Web Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Che-Lun Hung, Cherng Chin, Chen-Chun Lai, and
Ho Cheung Cheung
Table of Contents – Part I XIX

Can a Clipboard Improve User Interaction and User Experience in


Web-Based Image Search? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Leon Kastler and Ansgar Scherp

The Effects of Website Familiarity on Website Quality and Intention to


Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Scott McCoy, Eleanor T. Loiacono, Gregory D. Moody, and
Cristóbal Fernández Robin

Designing Effective User Interfaces for Crowdsourcing: An Exploratory


Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Robbie Nakatsu and Elissa Grossman

Trailblazing Information: An Exploratory Search User Interface . . . . . . . . 230


Marcus Nitsche and Andreas Nürnberger

QUEST: Querying Complex Information by Direct Manipulation . . . . . . . 240


Marcus Nitsche and Andreas Nürnberger

Analytics on Online Discussion and Commenting Services . . . . . . . . . . . . . 250


Sungho Shin, Sangkeun Park, Jinseop Shin, Sa-Kwang Song,
Sung-Pil Choi, and Hanmin Jung

Incentive Structure of Participation in Community Activity . . . . . . . . . . . 259


Yurika Shiozu, Katsuhiko Yonezaki, and Katsunori Shimohara

Are the Intrusive Effects of SPAM Probes Present When Operators


Differ by Skill Level and Training? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Hector I. Silva, Jason Ziccardi, Tristan Grigoleit, Vernol Battiste,
Thomas Z. Strybel, and Kim-Phuong L. Vu

Persuasive Narrative via Digital Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . 276


Kaoru Sumi and Mizue Nagata

Prediction of the Concern of People Using CGM . . . . . . . . . . . . . . . . . . . . . 284


Yusuke Ueda and Yumi Asahi

Design and Development Methods and Tools for


Interactive Systems and Services
Unified Modeling Language: The Teen Years and Growing Pains . . . . . . . 295
John Erickson and Keng Siau

Evaluation of System Engineers’ Intellectual Productivity . . . . . . . . . . . . . 305


Ryo Hirano, Yohei Nakamura, and Miwa Nakanishi

Freiform: A SmartPen Based Approach for Creating Interactive Paper


Prototypes for Collecting Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Marcel Klomann and Jan-Torsten Milde
XX Table of Contents – Part I

Towards an Ontological Interpretation on the i* Modeling Language


Extended with Security Concepts: A Bunge-Wand-Weber Model
Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
Gen-Yih Liao, Po-Jui Liang, and Li-Ting Huang

Reconsidering the Notion of User Experience for Human-Centered


Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
Hiroyuki Miki

The Proposition of a Framework to Support the Design of Ecological


Systems for the Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Marcelo Morandini, Pedro Luiz Pizzigati Correa,
Tharsis Novaes, and Thiago Adriano Coleti

Environment-Centered Approach to ICT Service Design . . . . . . . . . . . . . . . 347


Takehiko Ohno, Momoko Nakatani, and Yurika Katagiri

Overview of Global User Interfaces for Localization . . . . . . . . . . . . . . . . . . . 357


Clara Peters, Mazhar Sajjad, Myungkwon Hwang, Jinhyung Kim,
Sa-Kwang Song, Do-Heon Jeong, Seungwoo Lee, and Hanmin Jung

Quantifying the Impact of Standards When Hosting Robotic


Simulations in the Cloud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365
Sekou L. Remy

Survey and Expert Evaluation for e-Banking . . . . . . . . . . . . . . . . . . . . . . . . 375


Basil Soufi

Framework for Quantitatively Evaluating the Quality Requirements of


Software System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383
Yuki Terawaki

Effective Practice of HCD by Usability Modeling and


Standardization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393
Hideo Zempo

Quality of Service Ontology Languages for Web Services Discovery:


An Overview and Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400
Furkh Zeshan, Radziah Mohamad, and Mohammad Nazir Ahmad

Personalized Information and Interaction


Placebooks: Participation, Community, Design, and Ubiquitous Data
Aggregation ‘In the Wild’ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
Alan Chamberlain, Andy Crabtree, Mark Davies, Kevin Glover,
Stuart Reeves, Peter Tolmie, and Matt Jones
Table of Contents – Part I XXI

A Study of Different Consumer Groups’ Preferences of Time Display


on Watches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Wen-Chih Chang and Wei-Ting Chen
Evaluation of Superimposed Self-character Based on the Detection of
Talkers’ Face Angles in Video Communication . . . . . . . . . . . . . . . . . . . . . . . 431
Yutaka Ishii and Tomio Watanabe
Modeling of Music Recommendation Methods to Promote the
User’s Singing Motivation – For Next-Generation Japanese Karaoke
Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 439
Satoshi Isogai and Miwa Nakanishi
Analysis of Purchasing Behavior Focusing on the Passage of Time at a
Group Buying Site of Coupon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 449
Takuto Kobayashi, Toshikazu Yamaguchi, and Yumi Asahi
Research on Website Usage Behavior through Information Search
Perspective: A Comparison of Experiential and Goal-Directed
Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 456
Juihsiang Lee and Manlai You
Semantically Structured VDL-Based Iconic Tags System . . . . . . . . . . . . . . 465
Xiaoyue Ma and Jean-Pierre Cahier
A Model of Living Organisms to Integrate Multiple Relationship
Network Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475
Tetsuya Maeshiro
Similar or Not Similar: This Is a Parameter Question . . . . . . . . . . . . . . . . . 484
Andrey Araujo Masiero, Flavio Tonidandel, and
Plinio Thomaz Aquino Junior
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’
Sets Representing Customer’s Preference . . . . . . . . . . . . . . . . . . . . . . . . . . . . 494
Takuya Mogawa, Fumiaki Saitoh, and Syohei Ishizu
TAGZILLA: Tag-Based File Storage and Retrieval . . . . . . . . . . . . . . . . . . . 505
Vikram Nair, Vijayanand Banahatti, and Niranjan Pedanekar
Proposal of Avatar Generating Method by Composition of the Portraits
Made by Friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 515
Masashi Okubo and Satoshi Nobuta
Usability Compliance Audit for Technology Intelligence Services . . . . . . . 524
Nadine Pietras, Mazhar Sajjad, Myungkwon Hwang, Jinhyung Kim,
Sa-Kwang Song, Do-Heon Jeong, Seungwoo Lee, and Hanmin Jung
Factor Models for Promoting Flow by Game Players’ Skill Level . . . . . . . 534
Mamiko Sakata, Tsubasa Yamashita, and Masashi Okubo
XXII Table of Contents – Part I

Social Experiment on Advisory Recommender System for


Energy-Saving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 545
Hiroki Shigeyoshi, Ken’iti Tamano, Ryosuke Saga, Hiroshi Tsuji,
Shuki Inoue, and Tsuyoshi Ueno

Modeling a Human’s Learning Processes to Support Continuous


Learning on Human Computer Interaction . . . . . . . . . . . . . . . . . . . . . . . . . . 555
Kouki Takemori, Tomohiro Yamaguchi, Kazuki Sasaji, and
Keiki Takadama

Cognitive and Emotional Aspects of Interacting with


Information
On the Reading Performance of Text Layout, Switch Position, Topic of
Text, and Luminance Contrast for Chinese E-books Interface Design . . . 567
Wen-Te Chang, Ling-Hung Shih, Zun-Hwa Chiang, and
Kuo-Chen Huang

Search Results Pages and Competition for Attention Theory:


An Exploratory Eye-Tracking Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 576
Soussan Djamasbi, Adrienne Hall-Phillips, and
Ruijiao (Rachel) Yang

Assessing Mental Workload of In-Vehicle Information Systems by Using


Physiological Metrics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 584
Susumu Enokida, Kentaro Kotani, Satoshi Suzuki, Takafumi Asao,
Takahiro Ishikawa, and Kenji Ishida

Evaluation of Somatosensory Evoked Responses When Multiple Tactile


Information Was Given to the Palm: A MEG Study . . . . . . . . . . . . . . . . . . 594
Akihito Jinnai, Asuka Otsuka, Seiji Nakagawa, Kentaro Kotani,
Takafumi Asao, and Satoshi Suzuki

The Right Level of Complexity in a Banner Ad-Roles of Construal


Level and Fluency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 604
Chih-Tung Kao and Man-Ying Wang

Physiological Responses and Kansei Evaluation on Awareness . . . . . . . . . 614


Keiko Kasamatsu, Hiroaki Kiso, Misako Yamagishi,
Hideo Jingu, and Shin’ichi Fukuzumi

Analysis of Spatiotemporal Memory on Tctile Stimuli by Using Air-Jet


as Tactile Stimuli for Development of Noncontact Tactile Display . . . . . . 620
Kentaro Kotani, Nobuki Kido, Satoshi Suzuki, and Takafumi Asao

Understanding the Impact Congruent Images and News Articles Have


on Mood and Attitude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 628
Eleanor T. Loiacono and Miaokun Lin
Table of Contents – Part I XXIII

Eyes Don’t Lie: Understanding Users’ First Impressions on Websites


Using Eye Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 635
Hong Sheng, Nick S. Lockwood, and Sirjana Dahal

Cognitive Analysis of Drivers Behavior with Seamless Display of


Back-Monitor and Side-View Mirror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 642
Naoyuki Susuki, Kenta Takiguchi, Makoto Oka, and Hirohiko Mori

Effects of Stimulus Orientation, Grouping and Alignment on Spatial


S-R Compatibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 650
Steve Ngai Hung Tsang, Ken W.L. Chan, and Alan H.S. Chan

The Influence of Password Restrictions and Mnemonics on the Memory


for Passwords of Older Adults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 660
Kim-Phuong L. Vu and Martina M. Hills

Word Classification for Sentiment Polarity Estimation Using Neural


Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 669
Hidekazu Yanagimoto, Mika Shimada, and Akane Yoshimura

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 679


Table of Contents – Part II

Complex Information Environments


Power and Energy Management: A User-Centered System-of-Systems
Engineering Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Tareq Ahram, Waldemar Karwowski, Ben Amaba, and
Paul Fechtelkotter

The Effects of Early Training with Automation Tools on the Air Traffic
Management Strategies of Student ATCos . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Henri Battiste, William Choi, Tannaz Mirchi, Karen Sanchez,
Kim-Phuong L. Vu, Dan Chiappe, and Thomas Z. Strybel

Intuitive Gestures on Multi-touch Displays for Reading Radiological


Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Susanne Bay, Philipp Brauner, Thomas Gossler, and Martina Ziefle

Pathway Construction and Extension Using Natural Language


Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Hong-Woo Chun, Sung-Jae Jung, Mi-Nyeong Hwang,
Chang-Hoo Jeong, Sa-Kwang Song, Seungwoo Lee,
Sung-Pil Choi, and Hanmin Jung

Increasing Situational Awareness of Indoor Emergency Simulation


Using Multilayered Ontology-Based Floor Plan Representation . . . . . . . . . 39
Chaianun Damrongrat, Hideaki Kanai, and Mitsuru Ikeda

Development of Dual Tactor Capability for a Soldier Multisensory


Navigation and Communication System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Linda R. Elliott, Bruce J.P. Mortimer, Roger W. Cholewiak,
Greg R. Mort, Gary A. Zets, and Rodney Pittman

The Study of Surveillance around the Ship II . . . . . . . . . . . . . . . . . . . . . . . . 56


Tadasuke Furuya and Takafumi Saito

Developing a High-Fidelity Simulation and Training to Improve


Coordination between Aerospace Specializations . . . . . . . . . . . . . . . . . . . . . 66
Michael Hein, Paul Carlson, Paul Craig, Rick Moffett,
Glenn Littlepage, and Andrea Georgiou

Training Air Traffic Controller Trust in Automation within a NextGen


Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Tiana M. Higham, Kim-Phuong L. Vu, Jim Miles,
Thomas Z. Strybel, and Vernol Battiste
XXVI Table of Contents – Part II

Augmented Reality System for Measuring and Learning Tacit Artisan


Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Atsushi Hiyama, Hiroyuki Onimaru, Mariko Miyashita,
Eikan Ebuchi, Masazumi Seki, and Michitaka Hirose

Estimation of the Facial Impression from Individual Facial Features for


Constructing the Makeup Support System . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Ayumi Honda, Chika Oshima, and Koichi Nakayama

User Guiding Information Supporting Application for Clinical


Procedure in Traditional Medicine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Hyunchul Jang, Yong-Taek Oh, Anna Kim, and Sang Kyun Kim

Designing and Verifying Application Schema by Applying Standard


Element for Managing Ocean Observation Data . . . . . . . . . . . . . . . . . . . . . . 110
Sun-Tae Kim, Lee-Kyum Kim, and Tae-Young Lee

Usability of Performance Dashboards, Usefulness of Operational and


Tactical Support, and Quality of Strategic Support: A Research
Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Bih-Ru Lea and Fiona Fui-Hoon Nah

BookAidee: Managing Evacuees from Natural Disaster by RFID Tagged


Library Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Markus Liuska, Emmi Makkonen, and Itiro Siio

Performance Monitoring of Industrial Plant Alarm Systems by


Statistical Analysis of Plant Operation Data . . . . . . . . . . . . . . . . . . . . . . . . . 131
Masaru Noda

Pre-study Walkthrough with a Commercial Pilot for a Preliminary


Single Pilot Operations Experiment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Ryan O’Connor, Zach Roberts, Jason Ziccardi, Robert Koteskey,
Joel Lachter, Quang Dao, Walter Johnson, Vernol Battiste,
Kim-Phuong L. Vu, and Thomas Z. Strybel

Migration Tolerant Human Computer Interaction for Air Traffic


Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Oliver Ohneiser and Hejar Gürlük

Developing a Real Time Passenger Information System for Rural


Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Konstantinos Papangelis, Somayajulu Sripada, David Corsar,
Nagendra Velaga, Peter Edwards, and John D. Nelson
Table of Contents – Part II XXVII

Development of Haptic Assistance for Route Assessment Tool of NASA


NextGen Cockpit Situation Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Eric Park, Jose Robles, Paul Sim, Ryan O’Connor,
Martin T. Koltz, Gregory B. Armsdoff,
Kim-Phuong L. Vu, Thomas Z. Strybel, and
Panadda Marayong
Cloud Computing and the Internet of Things: Technology Innovation
in Automobile Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Erwa Qin, Yoanna Long, Chenghong Zhang, and Lihua Huang
Visualization of Anomaly Data Using Peculiarity Detection on Learning
Vector Quantization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Fumiaki Saitoh and Syohei Ishizu
Train Ride Simulation Using Assist Strap Device . . . . . . . . . . . . . . . . . . . . . 189
Takashi Sasaki, Koichi Hirota, Tomohiro Amemiya, and Yasushi Ikei

A Precursory Look at Potential Interaction Objectives Affecting


Flexible Robotic Cell Safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
April Savoy and Alister McLeod

An Intelligent Interactive Home Care System: An MPLS-Based


Community Cloud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Farid Shirazi

An Improvement of Disaster Information System for Local Residents . . . 217


Yuichi Takahashi and Sakae Yamamoto

Improving the Flexibility of In-Vehicle Infotainment Systems by the


Smart Management of GUI-Application Binding Related Information . . . 223
Ran Zhang and Tobias Altmüller

Health and Quality of Life


Young Adult Health Promotion: Supporting Research Design with
Eye-Tracking Methodologies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
Soussan Djamasbi and E. Vance Wilson

Enabling Access to Healthy Food Alternatives for Low-Income Families:


The Role of Mobile Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Andrea Everard, Brian M. Jones, and Scott McCoy

Are Prescription Labels Usable? A Review and Analysis . . . . . . . . . . . . . . 252


Meghann Herron and Kim-Phuong L. Vu
A Dialog Based Speech User Interface of a Makeup Support System for
Visually Impaired Persons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Makoto J. Hirayama, Naomi Kuraya, and Yushi Komachi
XXVIII Table of Contents – Part II

The Urgent Communication System for Deaf and Language Dysfunction


People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Naotsune Hosono, Fumihiro Miyajima, Toshiyuki Inaba,
Masaru Nishijima, Michio Suzuki, Hiroyuki Miki, and Yutaka Tomita

Qualitative Study for Designing Peripheral Communication between


Hospitalized Children and Their Family Members . . . . . . . . . . . . . . . . . . . . 275
Yosuke Kinoe, Chika Ojima, and Yuri Sakurai

Development of a Chest X-ray Examination Support System for


Foreigners Using a Personal Digital Assistant . . . . . . . . . . . . . . . . . . . . . . . . 285
Mitsuru Miyata, Chikamune Wada, and Masahiro Iinuma

Development of Screening Visual Field Test Application that Use Eye


Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Makoto Mizutani, Kentaro Kotani, Satoshi Suzuki, Takafumi Asao,
Tetsuya Sugiyama, Mari Ueki, Shota Kojima, Maho Shibata, and
Tsunehiko Ikeda

Identification of Agency through Virtual Embodied Interaction . . . . . . . . 301


Takafumi Sakamoto and Yugo Takeuchi

Human Support System for Elderly People in Daily Life . . . . . . . . . . . . . . 308


Shunji Shimizu and Hiroaki Inoue

Design Approach of Simulation Exercise with Use of Device and Its


Significance: Design of Novel Device for Realistic Experience of Being a
Hemiplegia Patient . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315
Shigeru Wesugi

Acceptance of Telemedical Treatments – A Medical Professional Point


of View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Martina Ziefle, Lars Klack, Wiktoria Wilkowska, and
Andreas Holzinger

Mobile Interaction
NFC Provided User Friendliness for Technologically Advanced
Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Anders Andersen, Randi Karslen, and Arne Munch-Ellingsen

BARMOTIN- A Voice Controlled Mobile Tourism Information Network


for Barbados . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
David Byer and Colin Depradine

Usability Study of Icon Designs with Social Network Functions . . . . . . . . 355


Chien-Hsiung Chen, Wen-Hsin Hsiao, Shih-Chieh Chen, and
Yen-Yu Kang
Table of Contents – Part II XXIX

An Analysis of Smartphone Size Regarding Operating Performance . . . . . 363


Zun-Hwa Chiang, Chia-Ching Wen, An-Che Chen, and
Cheng-yu Hou

Mo-Buzz: Socially-Mediated Collaborative Platform for Ubiquitous


Location Based Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Owen Noel Newton Fernando, Vajira Sampath Rathnayake,
Santosh Vijaykumar, May O. Lwin, and Schubert Foo

Assessing the Effects of Mobile OS Design on Single-Step Navigation


and Task Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383
Brian M. Jones and Nathan Johnson

Security, But at What Cost? An Examination of Security Notifications


within a Mobile Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
Gregory D. Moody and Dezhi Wu

Tactile Vibration of Personal Digital Assistants for Conveying


Feelings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400
Atsushi Nakamura and Miwa Nakanishi

A New Presence Display System Using Physical Interface Running on


IP-Phones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
Takeshi Sakurada and Yoichi Hagiwara

Development of a Mobile Tablet PC with Gaze-Tracking Function . . . . . . 421


Michiya Yamamoto, Hironobu Nakagawa, Koichi Egawa, and
Takashi Nagamatsu

Web- and Mobile-Based Environment for Designing and Presenting


Spatial Audiovisual Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430
Mami Yamanaka, Makoto Uesaka, Yoshiteru Ito,
Shigeyuki Horikawa, Hikari Shiozaki, and Tomohito Yamamoto

Safety in Transport, Aviation and Industry


Supporting Residents Evacuation and Safety Inquiry in Case of
Disaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
Masahiro Arima, Takuya Ueno, and Michitaka Arima

Safety Culture: An Examination of the Relationship between a


Safety Management System and Pilot Judgment Using Simulation in
Aeronautics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 453
Stuart A. Campbell

What, Where, and When? Intelligent Presentation Management for


Automotive Human Machine Interfaces and Its Application . . . . . . . . . . . 460
Sandro Castronovo, Angela Mahr, and Christian Müller
XXX Table of Contents – Part II

Proposal of Non-dimensional Parameter Indices to Evaluate Safe


Driving Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 470
Toshihiro Hiraoka, Shota Takada, and Hiroshi Kawakami

Autonomous Locomotion Based on Interpersonal Contexts of Pedestrian


Areas for Intelligent Powered Wheelchair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 480
Takuma Ito and Minoru Kamata

Comparison of Cognitively Impaired, Healthy Non-Professional and


Healthy Professional Driver Behavior on a Small and Low-Fidelity
Driving Simulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 490
Makoto Itoh, Masashi Kawase, Keita Matsuzaki,
Katsumi Yamamoto, Shin’ichi Yokoyama, and
Masaaki Okada

Influence of the Safety Margin on Behavior that Violates Rules . . . . . . . . 497


Mitsuhiko Karashima and Hiromi Nishiguchi

Determination of Alarm Setpoint for Alarm System Rationalization


Using Performance Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 507
Naoki Kimura, Takashi Hamaguchi, Kazuhiro Takeda, and
Masaru Noda

Pilot Experiments in Education for Safe Bicycle Riding to Evaluate


Actual Cycling Behaviors When Entering an Intersection. . . . . . . . . . . . . . 515
Hiroaki Kosaka and Masaru Noda

Task Analysis of Soft Control Operations Using Simulation Data in


Nuclear Power Plants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 524
Seung Jun Lee and Wondea Jung

A Semiotic Based Method for Evaluating Automated Cockpit Interfaces 530


Waldomiro Moreira and Rodrigo Bonacin

A Visual Discrimination Task for Symbols in Air Traffic


Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 540
Mary K. Ngo, Kim-Phuong L. Vu, Tristan Grigoleit, and
Thomas Z. Strybel

Influence of Deceleration Intention Indicating System of Forward


Vehicle on Driver Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 548
Yuichi Saito, Shin Kato, Makoto Itoh, and Toshiyuki Inagaki

Human Behavior of Prioritizing Right-Turning Vehicles and Traffic


Flow at Intersections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 558
Hironori Suzuki, Yoshitaka Marumo, Tsuyoshi Katayama, and
Yuuki Yazawa
Table of Contents – Part II XXXI

Acceptable System Error of Collision Avoidance System Based on the


Integrated Error of Driver and System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 568
Keisuke Suzuki and Makoto Mochizuki

Characteristics of Touch Panel Operation with Non-Dominant Hand in


Car Driving Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 577
Yoshinori Horie and Takashi Toriizuka

Designing Simulation to Meet UAS Training Needs . . . . . . . . . . . . . . . . . . . 585


David C. Ison, Brent A. Terwilliger, and Dennis A. Vincenzi

Approach to Haptic Guidance Control in Steering Operation Based on


Cooperative States between Driver and Control System . . . . . . . . . . . . . . . 596
Takahiro Wada, Ryota Nishimura, and Seiji Sugiyama

Measuring UAS Pilot Responses to Common Air Traffic Clearances . . . . 606


Jason Ziccardi, Zach Roberts, Ryan O’Connor, Conrad Rorie,
Gregory Morales, Vernol Battiste, Thomas Z. Strybel, Dan Chiappe,
Kim-Phuong L. Vu, and Jay Shively

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 613


Table of Contents – Part III

Learning, Education and Skills Transfer


Social Networking and Culturally Situated Design Teaching Tools:
Providing a Collaborative Environment for K-12 . . . . . . . . . . . . . . . . . . . . . 3
Albanie Bolton and Cheryl D. Seals

A Hybrid Model for an E-learning System Which Develops


Metacognitive Skills at Students . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Maria Canter

Enhancing Information Systems Users’ Knowledge and Skills


Transference through Self-regulation Techniques . . . . . . . . . . . . . . . . . . . . . 16
Brenda Eschenbrenner

Articulating an Experimental Model for the Study of Game-Based


Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Christina Frederick-Recascino, Dahai Liu, Shawn Doherty,
Jason Kring, and Devin Liskey

Psychophysiological Assessment Tools for Evaluation of Learning


Technologies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Richard H. Hall, Nick S. Lockwood, and Hong Sheng

An Experimental Environment for Analyzing Collaborative Learning


Interaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Yuki Hayashi, Yuji Ogawa, and Yukiko I. Nakano

Transparent Digital Contents Sharing for Science Teachers . . . . . . . . . . . . 53


Thongchai Kaewkiriya, Ryosuke Saga, and Hiroshi Tsuji

Development of a Computer Programming Learning Support System


Based on Reading Computer Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Haruki Kanamori, Takahito Tomoto, and Takako Akakura

The Display Medium, Academic Major and Sex Effect of High School
Students on Visuospatial Abilities Test Performance . . . . . . . . . . . . . . . . . . 70
Yen-Yu Kang and Yu-Hsiang Liao

Video Feedback System for Teaching Improvement Using Students’


Sequential and Overall Teaching Evaluations . . . . . . . . . . . . . . . . . . . . . . . . 79
Yusuke Kometani, Takahito Tomoto, Takehiro Furuta, and
Takako Akakura
XXXIV Table of Contents – Part III

I See, Please Tell Me More – Exploring Virtual Agents as Interactive


Storytellers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
David Lindholm, Eva Petersson Brooks, and Tom Nauerby

Gamification of Education Using Computer Games . . . . . . . . . . . . . . . . . . . 99


Fiona Fui-Hoon Nah, Venkata Rajasekhar Telaprolu,
Shashank Rallapalli, and Pavani Rallapalli Venkata

New Potential of E-learning by Re-utilizing Open Content


Online – TED NOTE: English Learning System as an Auto-assignment
Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Ai Nakajima and Kiyoshi Tomimatsu

Transferring Tacit Skills of WADAIKO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118


Makoto Oka, Asahi Mizukoshi, and Hirohiko Mori

A Study of the Crossroad Game for Improving the Teamwork of


Students . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Hidetsugu Suto and Ruediger Oehlmann

Towards Understanding of Relationship among Pareto Optimal


Solutions in Multi-dimensional Space via Interactive System . . . . . . . . . . . 137
Keiki Takadama, Yuya Sawadaishi, Tomohiro Harada,
Yoshihiro Ichikawa, Keiji Sato, Kiyohiko Hattori,
Hiroyoki Sato, and Tomohiro Yamaguchi

Development and Evaluation of a Mobile Search System for Science


Experiments to Connect School Knowledge to Common Knowledge . . . . . 147
Takahito Tomoto, Tomoya Horiguchi, and Tsukasa Hirashima

Application to Help Learn the Process of Transforming Mathematical


Expressions with a Focus on Study Logs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Takayuki Watabe, Yoshinori Miyazaki, and Yoshiki Hayashi

Learning by Problem-Posing with Online Connected Media Tablets . . . . . 165


Sho Yamamoto, Takehiro Kanbe, Yuta Yoshida,
Kazushige Maeda, and Tsukasa Hirashima

Instantaneous Assessment of Learners’ Comprehension for Lecture by


Using Kit-Build Concept Map System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Kan Yoshida, Takuya Osada, Kota Sugihara, Yoshiaki Nino,
Masakuni Shida, and Tsukasa Hirashima

Exploring User Feedback of a E-Learning System: A Text Mining


Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Wen-Bin Yu and Ronaldo Luna
Table of Contents – Part III XXXV

Art and Cultural Heritage


Bodily Expression Media by Dual Domain Design of Shadow . . . . . . . . . . 195
Naruhiro Hayashi, Yoshiyuki Miwa, Shiroh Itai, and Hiroko Nish

Virtual Experience System for a Digital Museum . . . . . . . . . . . . . . . . . . . . . 203


Yasushi Ikei, Koji Abe, Yukinori Masuda, Yujiro Okuya,
Tomohiro Amemiya, and Koichi Hirota

Design of Space for Expression Media with the Use of Fog . . . . . . . . . . . . . 210
Shiroh Itai, Yuji Endo, and Yoshiyuki Miwa

User Interface of Interactive Media Art in Stereoscopic


Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
YoungEun Kim, MiGyung Lee, SangHun Nam, and JinWan Park

A Method of Viewing 3D Horror Contents for Amplifying Horror


Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Nao Omori, Masato Tsutsui, and Ryoko Ueoka

Digital Railway Museum: An Approach to Introduction of Digital


Exhibition Systems at the Railway Museum . . . . . . . . . . . . . . . . . . . . . . . . . 238
Takuji Narumi, Torahiko Kasai, Takumi Honda, Kunio Aoki,
Tomohiro Tanikawa, and Michitaka Hirose

Mixed Reality Digital Museum Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248


Tomohiro Tanikawa, Takuji Narumi, and Michitaka Hirose

ArchMatrix: Knowledge Management and Visual Analytics for


Archaeologists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Stefano Valtolina, Barbara Rita Barricelli,
Giovanna Bagnasco Gianni, and Susanna Bortolotto

The Designing Expressions of the Special Visual Effect Film in the


Digital Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Tsun-Hsiung Yao and Chu-Yu Sun

Collaborative Work
Lifecycle Support of Automotive Manufacturing Systems through a
Next-Generation Operator Interface Implementation . . . . . . . . . . . . . . . . . . 277
Vishal Barot and Robert Harrison

CoPI: A Web-Based Collaborative Planning Interface Platform . . . . . . . . 287


Mohammad K. Hadhrawi, Mariam Nouh, Anas Alfaris, and
Abel Sanchez
XXXVI Table of Contents – Part III

Estimation of Interruptibility during Office Work Based on PC Activity


and Conversation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
Satoshi Hashimoto, Takahiro Tanaka, Kazuaki Aoki, and
Kinya Fujita

ARM-COMS: ARm-Supported eMbodied COmmunication Monitor


System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307
Teruaki Ito and Tomio Watanabe

Interlocked Surfaces: A Dynamic Multi-device Collaboration System . . . . 317


Hiroyuki Kamo and Jiro Tanaka

Effects of a Communication with Make-Believe Play in a Real-Space


Sharing Edutainment System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
Hiroki Kanegae, Masaru Yamane, Michiya Yamamoto, and
Tomio Watanabe

A Support Framework for Automated Video and Multimedia Workflows


for Production and Archive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Robert Manthey, Robert Herms, Marc Ritter, Michael Storz, and
Maximilian Eibl

Responsibilities and Challenges of Social Media Managers . . . . . . . . . . . . . 342


Christian Meske and Stefan Stieglitz

Digital War Room for Design – Requirements for Collocated Group


Work Spaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
Mika P. Nieminen, Mari Tyllinen, and Mikael Runonen

Detection of Division of Labor in Multiparty Collaboration . . . . . . . . . . . . 362


Noriko Suzuki, Tosirou Kamiya, Ichiro Umata, Sadanori Ito,
Shoichiro Iwasawa, Mamiko Sakata, and Katsunori Shimohara

Role of Assigned Persona for Computer Supported Cooperative Work


in Remote Control Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Yuzo Takahashi

Supporting Group and Personal Memory in an Interactive Space for


Collaborative Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381
Mari Tyllinen and Marko Nieminen

Pros and Cons of Various ICT Tools in Global Collaboration – A


Cross-Case Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
Matti Vartiainen and Olli Jahkola

Interpersonal Service Support Based on Employee’s Activity


Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 401
Kentaro Watanabe and Takuichi Nishimura
Table of Contents – Part III XXXVII

Business Integration
Situation Aware Interaction with Multi-modal Business Applications in
Smart Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 413
Mario Aehnelt, Sebastian Bader, Gernot Ruscher, Frank Krüger,
Bodo Urban, and Thomas Kirste
Human Factors in Supply Chain Management – Decision Making in
Complex Logistic Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423
Philipp Brauner, Simone Runge, Marcel Groten,
Günther Schuh, and Martina Ziefle
Strategic Study of Knowledge Management Which Led into Furniture
Design Industry – Taking Example by Taiwan Furniture Industry . . . . . . 433
Chi-Hsiung Chen and Kang-Hua Lan
A Study of Customization for Online Business . . . . . . . . . . . . . . . . . . . . . . . 443
Vincent Cho and Candy Lau
Are HCI Issues a Big Factor in Supply Chain Mobile Apps? . . . . . . . . . . . 450
Barry Flachsbart, Cassandra C. Elrod, and Michael G. Hilgers
Value Added by the Axiomatic Usability Method for Evaluating
Consumer Electronics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 457
Yinni Guo, Yu Zhu, Gavriel Salvendy, and Robert W. Proctor
Challenges for Incorporating “Quality in Use” in Embedded System
Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467
Naotake Hirasawa
Development of a System for Communicating Human Factors
Readiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475
Matthew Johnston, Katie Del Giudice, Kelly S. Hale, and
Brent Winslow
A Method for Service Failure Effects Analysis Based on Customer
Satisfaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 485
Yusuke Kurita, Koji Kimita, Kentaro Watanabe, and
Yoshiki Shimomura
Searching Blog Sites with Product Reviews . . . . . . . . . . . . . . . . . . . . . . . . . . 495
Hironori Kuwata, Makoto Oka, and Hirohiko Mori
Usability Evaluation of Comprehension Performance and Subjective
Assessment on Mobile Text Advertising . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 501
Ya-Li Lin and Chih-Hsiang Lai
XXXVIII Table of Contents – Part III

Consideration of the Effect of Gesture Exaggeration in Web3D


Communication Using 3DAgent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 511
Toshiya Naka and Toru Ishida

The Relationship between Kansei Scale for Uniqueness of Products and


Purchase Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521
Yusuke Ohta and Keiko Kasamatsu

Timing and Basis of Online Product Recommendation: The Preference


Inconsistency Paradox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 531
Amy Shi, Chuan-Hoo Tan, and Choon Ling Sia

Research on the Measurement of Product Sales with Relation to Visual


Planning for Commercial Websites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 540
Chu-Yu Sun

Decision Support
Burglary Crime Analysis Using Logistic Regression . . . . . . . . . . . . . . . . . . . 549
Daniel Antolos, Dahai Liu, Andrei Ludu, and Dennis A. Vincenzi

Using Video Prototyping as a Means to Involve Crisis Communication


Personnel in the Design Process: Innovating Crisis Management by
Creating a Social Media Awareness Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . 559
Joel Brynielsson, Fredrik Johansson, and Sinna Lindquist

Service Evaluation Method for Managing Uncertainty . . . . . . . . . . . . . . . . . 569


Koji Kimita, Yusuke Kurita, Kentaro Watanabe,
Takeshi Tateyama, and Yoshiki Shimomura

On Services and Insights of Technology Intelligence System . . . . . . . . . . . . 579


Seungwoo Lee, Minhee Cho, Sa-Kwang Song, and Hanmin Jung

Sales Strategy Mining System with Visualization of Action History . . . . . 588


Haruhi Satonaka and Wataru Sunayama

An Automatic Classification of Product Review into Given


Viewpoints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 598
Yuki Tachizawa, Makoto Oka, and Hirohiko Mori

User Needs Search Using Text Mining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607


Yukiko Takahashi and Yumi Asahi

Finding a Prototype Form of Sustainable Strategies for the Iterated


Prisoners Dilemma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616
Mieko Tanaka-Yamawaki and Ryota Itoi

The Study to Clarify the Type of “Otome-Game” User . . . . . . . . . . . . . . . . 625


Misaki Tanikawa and Yumi Asahi
Table of Contents – Part III XXXIX

A Method for Developing Quality Function Deployment Ontology . . . . . . 632


Ken Tomioka, Fumiaki Saitoh, and Syohei Ishizu

Integrating the Anchoring Process with Preference Stability for


Interactive Movie Recommendations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 639
I-Chin Wu and Yun-Fang Niu

Application of Ethno-Cognitive Interview and Analysis Method for the


Smart Communication Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 649
Ayako Yajima, Haruo Hira, and Toshiki Yamaoka

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 659


Part I
Interacting with Information
Estimation of Driver’s Steering Intention
by Using Mechanical Impedance

Takafumi Asao, Satoshi Suzuki, and Kentaro Kotani

Faculty of Engineering Science, Kansai University, Japan


{asao,ssuzuki,Kotani}@kansai-u.ac.jp

Abstract. We attempted to estimate a driver’s steering intention by using


human mechanical impedance, which changes as a result of muscle activity, be-
cause humans should be ready to act before moving. First, we verified the esti-
mated accuracy of the impedance under a static condition. The estimation
results showed good accuracy. Then, we tried to estimate the time-varying hu-
man impedance during a tracking task using the steering wheel. There were
some instances where the stiffness became high before steering and became low
after steering, but the occurrence rate was low.

Keywords: steering intention, mechanical impedance, dynamic identification,


Kalman filter.

1 Introduction

Driving support systems have been developed to take the place of a portion of a driv-
er’s cognition, judgment, and operation [1]. However, there could be conflicts be-
tween the driver’s intentions and those of the system if such systems become popular
and cover various situations [2]. Drivers hope that such systems will not be bother-
some, but will have properly designed support timing and functions.
The information required by these systems is divided into vehicle information, en-
vironmental information, and driver information. The vehicle information consists of
dynamic data about the vehicle such as its position and slip angle. The environmental
information includes the road alignment and the positions of other vehicles and pede-
strians, as identified using various sensors. The driver information consists of the
driver’s operational and physiological data. Almost all of the existing systems utilize
only vehicle and environmental information. However, using the driver information in
addition to the vehicle and environmental information is necessary to ensure that such
systems support drivers with appropriate timing, rather than becoming bothersome. If
the driver’s intention can be estimated, it will be possible to support the driver after
determining the adequacy and safety of the driver’s operation, while coordinating the
vehicle, environmental, and driver information.
Some previous studies tried to estimate a driver’s steering intention by using an
electroencephalogram (EEG) and eye movements [3], [4]. Ikenishi et al. proposed an
algorithm to estimate the steering intentions, which were going straight, turning right,
or turning left, using the power spectrum (8 to 30 Hz) of a background EEG [3].

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 3–11, 2013.
© Springer-Verlag Berlin Heidelberg 2013
4 T. Asao, S. Suzuki, and K. Kotani

Suzuki et al. attempted to estimate a driver’s intention to change lanes (to the right)
on a highway by using the driver’s eye movements [4]. Performing EEG measure-
ments in a moving vehicle has two problems. There is background noise in the EEG
signals as a result of the body movements of the driver, vehicle vibration, and electric
components of the vehicle. Drivers are constrained by the attached EEG electrodes.
On the other hand, the eye tracking system, which has high resolution, is not
applicable because of the cost.
Humans can move their arms, legs, and body in response to some task. They confi-
gure an appropriate mechanical impedance by adjusting their musculo-viscoelasticity
before the movement [5], [6]. Impedance is a collective term for the inertia, viscosity,
and stiffness, which constitute the motion resistance [5]. Humans raise the stiffness
and viscosity of their hands in order to start moving quickly in the desired manner [6].
This study focused on the impedance in a driver’s hands while grasping the steering
wheel. The goal of this study was to estimate a driver’s steering intentions by using
the impedance. In this paper, we try to estimate the impedance dynamically and verify
that the steering intention can be estimated from the impedance.

2 Identification of Impedance

2.1 Selection of Identification Technique

Studies on human impedance began with Mussa-Ivaldi, Hogan, & Bizzi (1985). They
measured the stiffness of a human hand [7]. After that, impedance measurements
were extended to include the viscosity and stiffness [8], [9], [10]. In these studies,
perturbation was given to the hand for a very short duration in order to prevent
changes in the impedance as a result of human voluntary reaction. This technique can
only be applied to measure the impedance for static postures. Therefore, an ensemble
method was devised, by which the impedance at any time could be estimated by
using a large quantity of static single trial data [11], [12], [13]. In recent years, an
online estimation technique has been developed in order to estimate the time-varying
impedance during movements by using a frequency filter to remove the voluntary
constituent [14], [15].
Shin et al. proposed a dynamic estimation method by using an electromyogram
(EMG) and musculo-mechanics, in which an EEG was considered to represent the
commands from the brain [16]. Hada et al. developed a dynamic estimation method
by using a musculo-skeletal model and kinematics, in which muscular activations
were estimated from measured sequential posture data [17].
The online method, muscular model method, and musculo-skeletal model methods
should be suitable to estimate the steering intention, because the impedance is time-
varying. However, the muscular model method is not recommended because of the
restraints imposed by the EMG electrodes that have to be attached to the driver. The
musculo-skeletal model method would also be unsuitable, because measuring driving
postures is difficult at high resolution. Therefore, this study employed the online
estimation method, with which the impedance could be estimated using only the
steering wheel angles and torques.
Estimation of Driver’s Steering Intention by Using Mechanical Impedance 5

2.2 Impedance Model for Human-Steering System


The equation of motion for a steering wheel is represented as

( )
M sθ + Bs θ − θe + K s (θ − θ e ) = τ + τ h (1)

where Ms, Bs, and Ks denote the rotational inertia, viscosity, and stiffness of the struc-
tural elements of the steering system, respectively. θ and θe denote the steering wheel
angle and its equilibrium angle, respectively, and τ and τh denote the torques applied
by a motor and human, respectively. The equation of motion for a human in relation
to the steering wheel shaft is represented as

( )
M hθ + Bh θ − θe + K h (θ − θ e ) = −τ h (2)

where Mh, Bh, and Kh denote the equivalent rotational impedance factors of the hu-
man. From Eqs. (1) and (2), the equation of motion for the human-steering system is
represented as

( )
Mθ + B θ − θe + K (θ − θ e ) = τ (3)

where M = Ms + Mh, B = Bs + Bh, and K = Ks + Kh are the impedance factors for the
human-steering system, which are time-varying because Mh, Bh, and Kh are
time-varying.
A situation where a single perturbation is applied to the steering wheel by a motor
connected to the steering shaft is considered. The torque changes from τ to τ + Δτ,
and the angle changes from θ to θ + Δθ. Then, the following two conditions are
assumed:
(1) The human arm posture and impedance do not change before and after the
perturbation because the perturbation is small [7], [18].
(2) The human cannot change their impedance, equilibrium point, and force
against the perturbation because the duration of the perturbation is short
[18].
Based on these assumptions, the equation of motion for the human-steering system
after the perturbation is represented as

( ) ( )
M θ + Δθ + B θ + Δθ − θe + K (θ + Δθ − θ e ) = τ + Δτ (4)

If the frequency of human movement is considerably smaller than that of the perturba-
tion, the human involuntary motion can be obtained, as shown in the following equa-
tion, by band-pass filtering the measured angle and torque [14], [15].

MΔθ + BΔθ + KΔθ = Δτ (5)

This equation can be applied to both a single perturbation and continuous


perturbation.
6 T. Asao, S. Suzuki, and K. Kotani

2.3 Impedance Estimation Algorithm by Kalman Filter


This section shows the impedance estimation method. The time-varying variables
from the previous section are represented with sampling number i as discrete va-
riables. The impedance and variables are defined as vectors:

U i = [M i Bi K i ]T (6)

[
θi = Δθi Δθi Δθ i ] T
(7)

The parameter U is estimated using the following updating equations:

Pi −1θ i
ki = (8)
λ + θ iΤ Pi−1θ i

Pi = Pi−1 − k iθ iΤ Pi −1 (9)

(
U i = U i −1 + k i Δτ i − θ iT U i−1 ) (10)

where k ∊ R3, λ ∊ R, and P ∊ R3×3 denote the Kalman gain, variance of the observation
noise, and covariance matrix, respectively. T denotes transposing the vector or matrix.
The initial values are set at

U0 = 0 (11)

(
P0 = diag 10 4 , 10 4 , 10 4 ) (12)

where the diag operator indicates a diagonal matrix. λ is set at 0.8.

3 Verification Experiment for Estimation Accuracy

Before estimating the human impedance, an experiment was conducted to verify the
estimation accuracy by using known parameters.

3.1 Apparatus

Fig. 1 shows an illustration of the apparatus. The outer diameter of the steering wheel
(Nardi classic) was 360 mm. The steering wheel shaft was connected to an AC ser-
vomotor (SGMPH-08A1A41, Yasukawa Electric Corp.) via a high stiffness coupling.
The torque of the motor was controlled by a PC via a D/A board and motor driver,
which allowed it to generate perturbations. The steering wheel angle was measured
using an incremental encoder in the motor unit (65536 pulse/rev). In this experiment,
the equipment was placed on the floor because the rotational plane of the steering
wheel was vertical. The steering wheel angles and command torque were measured by
the PC at a 100-Hz sampling frequency.
Estimation of Driver’s Steering Intention by Using Mechanical Impedance 7

Steering wheel

Spring PC

Servomotor D/A

Weight Encoder Counter

Front view Side view

Fig. 1. Illustration of experimental system

3.2 Perturbation
The perturbation torque that was necessary for estimating the impedance was an M-
sequence signal with the condition that a primitive polynominal was x7 + 1. The 0 and
1 signals created by the M-sequence were assigned values of –0.5 or +0.5 Nm, respec-
tively. The torque was changed at intervals of 30 ms because of the created signals.
Thus, the cycle length of the perturbations was 3.81 s.

3.3 Experimental Conditions


Weights were attached to the bottom of the steering wheel, whose mass and shape
were known. Two different weights were used, 0.5 and 1.0 kg, whose moments of
inertia about the steering wheel axis were 1.9 × 10–2 and 4.1 × 10–2 kg・m2, respective-
ly. A set of two identical springs were vertically attached to the sides of the steering
wheel, with their ends clamped to the floor. The spring constants of two different sets
of springs were 114 and 458 Nm. The converted rotational stiffness values at the tan-
gent of the steering wheel were 4.55 and 18.3 Nm/rad, respectively. There were a
total of nine conditions for the various combinations of three weights (including no
weight) and three springs (including no spring). The measuring duration for each
condition was 15.24 s, which was four cycles of the M-sequence signals. Ten trials
were conducted for each condition. Because the impedance of this system was inva-
riant, the impedance was estimated using the least square method (LSM) from Eq. (5),
in addition to the recursive Kalman filter method described in Eqs. (8) to (10). The
measured data were preprocessed by using a fourth-order band-pass Butterworth filter
whose cut-off frequencies were 5 and 20 Hz.

3.4 Experimental Results


Fig. 2 shows an example of the estimated results for the conditions of a heavy weight
and weak spring. In the figures, the thick lines denote the impedance estimated by the
Kalman filter, and the thin lines denote that by LSM. The impedances estimated by
using the Kalman filter increased rapidly, because the initial values of the impedance
were set to zero. On the other hand, the impedance estimated by the Kalman filter
became the same as that by LSM over time. Therefore, in this section, the impedance
found by LSM is discussed.
8 T. Asao, S. Suzuki, and K. Kotani

M kg m2 Kalman filter Least square method


0.1
0
-0.1
0 5 10 15
B Nm s/rad

1
0
-1
0 5 10 15
20
K Nm/rad

0
-20
0 5 10 15
Time s
Fig. 2. Example of estimated impedances for condition of heavy weight and weak spring

Figs. 3 and 4 show the mean inertia and stiffness estimated by LSM with error bars
for standard deviations, respectively. The structural impedance Ms and Ks could be
obtained under the no weight and no spring condition. The structural impedance was
subtracted from the values in the figures. The crossbars in the figures denote the given
impedances. The estimated impedances increased with the given impedance. The
estimated values were almost the same as the given ones. Therefore, the values
estimated by the Kalman filter had good accuracy.

0.08
0.06
M - Ms kg m2

0.04
0.02
0
-0.02
-0.04
No Light Heavy
Weight conditions

Fig. 3. Estimated inertia for validation

30
25
K - Ks Nm/rad

20
15
10
5
0
-5
No Weak Strong
Spring conditions

Fig. 4. Estimated stiffness for validation


Estimation of Driver’s Steering Intention by Using Mechanical Impedance 9

4 Human Impedance during Steering Operation

4.1 Experimental Conditions


Fig. 5 shows a scene of the experiment. The subjects tracked a visual target using a
steering wheel while sitting in the driver’s seat. As shown in Fig. 6, a red square as
the tracking target and operable black cross coupled to the steering wheel were shown
on a CRT. The target moved laterally for a quarter cycle according to a sine wave.
The subjects operated the steering wheel to prevent the operable target from deviating
from the tracking target. The amplitude of the tracking target was set to 40, 80, or
120°. The frequency of the tracking target was set to 0.3, 0.5, or 0.7 Hz. The subjects
were four healthy male university students.

Fig. 5. Overview of tracking experiment

Tracking target

Operable target

Fig. 6. Displayed screen image


10 T. Asao, S. Suzuki, and K. Kotani

4.2 Results and Discussions


Fig. 7 shows the estimated impedance for subject D under the condition of a 120°
amplitude and frequency of 0.7 Hz. Each figure in Fig. 7 represents the steering angle,
inertia, viscosity, and stiffness in order from the top. The red dashed lines cutting the
figures longitudinally denote the moment at which the target started to move. The
viscosity when the steering angle is almost at zero is higher than that for the other
values. Moreover, as shown by the circles in the figure, there were some instances
where the stiffness became high before steering and became low after steering. How-
ever, this did not occur in every case. This may have been affected by muscle contrac-
tion. Therefore, the muscle activity should be measured and validated. On the other
hand, the pressure when gripping the steering wheel should not be constant. Whether
or not the muscle stiffness changed, the gripping pressure affected the estimated im-
pedance. In other words, the estimated impedance included the muscle stiffness and
gripping state. If humans try to steer, the gripping force may change. Therefore, the
steering intention could be estimated by using not only the muscle stiffness but also
the gripping force.

5
[rad]

0
θ

-5
20
[Nm/rad] [Nm s/rad] [kg m2]

0
M

-20

20
0
B

-20
50
0
K

-50
0 100 200 300 400 500 600
Time [s]

Fig. 7. Estimated human impedance

5 Conclusion
In this study, we attempted to estimate a driver’s steering intention by their imped-
ance. First, we verified the accuracy of the impedance estimated by using a Kalman
filter. The estimation method was found to have good accuracy. Then, we tried to
estimate the time-varying human impedance during a tracking task using a steering
wheel. There were some instances where the stiffness became high before steering
and became low after steering, but the occurrence rate was low. The factors that led to
this occurrence were unknown. Therefore, in future work, we will verify the muscle
Estimation of Driver’s Steering Intention by Using Mechanical Impedance 11

activity and gripping force during the steering operation. Moreover, the estimation
model, that is, the Kalman filter, will be improved in order to improve the estimation
accuracy.

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The Relationship Between Handlebar and Saddle Heights
on Cycling Comfort

Min-Chi Chiu1,2, Hsin-Chieh Wu3, and Nien-Ting Tsai3


1
School of Occupational Therapy,
Chung Shan Medical University,
Taichung, Taiwan, R.O.C.
2
Occupational Therapy Room,
Chung Shan Medical University Hospital,
Taichung 402, Taiwan, R.O.C
3
Department of Industrial Engineering and Management,
Chaoyang University of Technology,
Taichung, Taiwan, R.O.C.
mcchiu@csmu.edu.tw

Abstract. This study aims to clarify the relationship between handlebar and
saddle heights on cycling comforts by assessing the kinematics, kinetics, physi-
ological loading and subjective perceived exertion rating. Twenty young adults
with mean age 24.6 years (SD=0.1) were recruited to participate in this study. A
commercial city bike with the adjustable handlebar and saddle had been set on
the indoor cycling stands. All subjects were asked to ride randomly with 9 dif-
ferent postures (3 handle ×3 saddle heights) for continuous one hour. A 3-D
motion analysis system (Zebris Medical GmbH, Germany) was used to collect
the kinematic data. The body pressure measurement system (Body Pressure
Measurement System, Tekscan, U.S.A) was applied to measure the pressure
distribution, force and displacement of centre of mass (COM). A heart rate
monitor (Polar RS-800, Kempele, Finland) was used to record the heart rate as
the physiological loading. Moreover, a subjective perceived exertion rating
scale (Borg CR-10) was used to assess subjective comfort around the body re-
gions. The results of this study indicated that the lower handlebar with higher
saddle cause greater ROM in wrist-ulnar deviation, wrist extension, trunk flex-
ion and hip abduction. It also reveals more force on hand region, more discom-
fort around hand, ankle and back, and higher physiological loading. While
cycling with higher handlebar and lower saddle, it has more ROM in wrist flex-
ion, more body displacement on buttock region, little trunk forward, and more
discomfort rating in buttock region. For handlebar and saddle adjustment, the
considerations of body dimensions and characteristics, the relationship between
handlebar and saddle heights might improve the cycling comfort and diminish
musculoskeletal injury.

Keywords: cycling comfort, pressure distribution, range of motion, heart rate,


subjective rating.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 12–19, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Relationship Between Handlebar and Saddle Heights on Cycling Comfort 13

1 Introduction

With increasing awareness of lifestyles of health and sustainability (LOHAS) issues,


more and more people ride bicycle as the means of transportation, exercise and the
recreational activities worldwide. However, non-traumatic, chronic injuries, or called
overuse musculoskeletal symptoms, are common in cyclists. It has been reported that
up to 85% of cyclists have one or more overuse injuries, with 36% of these injuries
were severe to warrant medical intervention (Dettori and Norvell, 2006). The general
musculoskeletal symptoms for cyclists included the neck (48.8%), knee (41.7%),
groin/buttock area (36.1%), hands (31.1%), and lower back (30.3%) discomfort
(Schwellnus and Derman, 2005). Therefore, cycling posture and bike fit are closely
related with performance, efficiency, safety and comfort for cyclists. For the basic
components including frame, seat post, saddle, handlebar, crank arm, and pedals are
used to compose across all bike designs. Saddle pressures are common to cause skin
irritation and soreness in the groin regions for cyclists. Wilson and Bush (2004) indi-
cated that vertical loads from seat were about 49~52% of body weight which were
greater than shear loads during cycling. Proper handlebar and seat heights may be the
most important adjustments when fitting a bicycle. Hence, this study aims to elucidate
the relationship between handlebar and saddles heights on bicycle comfort. An under-
standing of bicycle design, fit, and function is important in treating the patient with an
overuse injury.

2 Research Method

2.1 Subjects

Twenty young adults with mean age 24.6 yearswere recruited to participate in this
study. None of them have history of cardiovascular and musculoskeletal disorder.
Basic subject information, as well as anthropometric data, were collected and listed in
Table 1. Men and women have significant difference in body height, weight, arm and
leg length (p<.05). For the preferred height for saddle, men subjectively prefer to have
higher saddle than women (p<.05). The preferred height for saddle was 104.4 (3.6)
cm for men and 99.2 (3.4) for women, respectively.

Table 1. Subjects’ information

Variables Men (n=10) Women (n=10) P-values*


Age (years old) 24.7(0.4) 24.6(0.8) 0.21
Height (cm) 171.0(3.3) 160.2(2.6) 0.00*
Weight (kg) 63.7(5.9) 51.8(6.9) 0.00*
Crotch height (cm) 65.2(2.4) 65.1(2.1) 0.73
Arm length (cm) 68.2(3.3) 66.1(0.5) 0.00*
Leg length (cm) 92.7(3.2) 88.8(1.0) 0.00*
Preferred height for handlebar (PHH) (cm) 37.6(0.8) 37.9(1.5) 0.90
Preferred height for saddle (PHS) (cm) 104.4(3.6) 99.2(3.4) 0.00*
*Significant level at < .05.
14 M.-C. Chiu, H.-C. Wu, and N.-T. Tsai

2.2 Instruments and Response Measures


Motion Capture System. A ultrasound based, three-dimension motion analysis sys-
tem (Zebris CMS-HS/Zebris Medical GmbH, Germany) was used to collect the kine-
matic data including the range of motion (ROM) of wrist ulnar-radial deviation, wrist
flexion-extension, trunk flexion, hip adduction-abduction, knee flexion during exer-
cise. Five markers were pasted on the hand back, forearm, upper arm, lower back and
thigh. The hardware included two ultrasound sensors for measurement distance 2.5
meter. All data were recorded at a measurement frequency of 20Hz and processed
using the software of Win Date (v.2.19.44) (Zebris Medical GmbH, Germany).

Pressure Measurement System. The body pressure measurement system (Body


Pressure Measurement System/BPMS, Tekscan, U.S.A) was applied to measure and
analysis the pressure distribution, force and displacement of centre of pressure (COP)
on handlebar and saddle regions, respectively. Two pressure mats were placed on the
hand and buttock. The data were recorded at a measurement frequency of 20Hz and
processed using the software of CONFORMat (v. 6.20) (Tekscan, U.S.A).

Physiological Loading. A heart rate monitor (Polar RS-800, Kempele, Finland) was
used to record the heart rate as the physiological loading. A resting heart rate (resting
HR) was recorded while a subject was quiet for 1 min before the experiment. During
exercise, the exercise heart rate (exercising HR) was collected with frequency of 1Hz
and sustain for one hour. The physiological loading or exercise intensity was calcu-
lated by the formula: (Averaged exercising HR-Resting HR)/ [(220-age)-Resting HR].

Subjective Exertion Rating. A subjective perceived exertion rating scale (Borg CR-
10 scale) was used to quantify and assess the overall perception of exertion. Subject
rank fatigue level around the six body parts including wrist, upper back, lower back,
buttock, knee and ankle from 0 (nothing at all) to 10 (maximal exertion), separately

2.3 Experimental Procedure


All participants were volunteers, and signed informed consent forms covering the
experimental process, requirements and measurements. First, Basic subject informa-
tion, as well as anthropometric data, were collected. A commercial bike (YS488
Gaint/ Gaint, Taiwan) had been set on the indoor cycling stands as a stationary train-
er. The saddle and handlebar both were adjustable. At beginning, all subjects had to
select the subjective preferred height for handlebar (PHH) and saddle (PHS) while
cycling on this cycling trainer. Independent variables are 3 handlebars (PHH, 90%
PHH and 110% PHH) and 3 saddle heights (PHS, 90% PHS and 110% PHS).The
relationship between handlebar and saddle height was listed as table 2. All subjects
were asked to ride randomly with 9 different postures (3 handle ×3 saddle heights)
with the constant resistant, 80 rpm (revolution(s) per minute) for sustained one hour
respectively. For the postures A to C, there are relative heights for handlebar and
saddle but with different ratio, the conditions D to F are lower handlebar and higher
The Relationship Between Handlebar and Saddle Heights on Cycling Comfort 15

saddle heights, the trails G to I are higher handlebar and lower saddle heights. The
data of comforts were assessed by the measurements of kinematics, kinetics, physio-
logical loading and subjective perceived exertion rating during the cycling.

Table 2. The relationship between handlebar and saddle heights

Postures Definition*
A 90%PHH and 90%PHS
B PHH and PHS
C 110%PHH and 110%PHS
D 90%PHH and 110%PHS
E PHH and 110%PHS
F 90% PHH and PHS
G 110%PHH and PHS
H PHH and 90%PHS
I 110%PHH and 90%PHS
*Preferred height for handlebar (PHH) and preferred height for saddle (PHS).

2.4 Statistical analysis


Statistical analyses were performed using SPSS version 14.0 statistical analysis soft-
ware. Analysis of variance (ANOVA) was performed to analyze the effects of riding
postures on the kinematics, kinetics, physiological loading and subjective perceived
exertion rating. The level of significance was set as α = 0.05. Duncan’s multiple range
tests was used to analyze the difference in between two levels of the variables.

3 Result

3.1 Handlebar, Saddle and Riding Posture


Table 3 displays the effect of cycling postures on range of motion (ROM) of wrist,
trunk, hip and knee. Different riding postures influence the ROM on wrist deviation,
wrist flexion –extension, trunk flexion and hip abduction-adduction (p<0.05). Table 4
shows the Duncan’s multiple range tests for the ROM. It indicates that cycling with
D, E and F postures require more ROM on wrist, trunk and hip joint and cycling with
G, H and I have less ROM on these joints.

3.2 Handlebar, Saddle and Pressure Distribution

Table 5 reveals the effects of cycling postures on pressure distribution and the dis-
placement of center of pressure (COP) on the hand and buttock region. It indicates
that cycling postures have significant influence on the force on handlebar and COP
displacement on buttock region (p<0.05). Table 6 displays he Duncan’s multiple
range tests for the force on handlebar and COP displacement on buttock. It shows that
riding with D and E postures have higher force on handlebar and more COP dis-
placement on buttock region (p<0.05).
16 M.-C. Chiu, H.-C. Wu, and N.-T. Tsai

Table 3. The cycling postures and joint range of motion of wrist, trunk, hip and knee

a
ROM Wrist Wrist flexion- Trunk Hip abduction- Knee
b.
Postures deviation extension flexion adduction flexion
A 14.5(1.1) 7.5(1.3) 38.10(1.2) 29.78(3.6) 55.4(16.1)
B 11.7(1.0) -6.1(0.9) 37.75(1.2) 25.96(1.3) 58.7(17.6)
C 11.5(0.7) 8.3(1.2) 37.30(1.2) 45.97(8.9) 78.3(19.2)
D 15.9(1.4) 26.2(0.9) 57.35(4.6) 52.90(3.0) 77.3(21.0)
E 14.4(0.9) 24.7(1.8) 43.60(2.0) 46.16(2.2) 76.9(19.5)
F 14.0(0.7) 23.9(1.0) 44.15(1.5) 23.89(1.4) 57.5(17.2)
G 13.4(1.0) -17.1(1.2) 18.25(1.6) 24.51(1.8) 58.0(18.1)
H 13.7(0.8) -20.2(2.0) 27.95(1.7) 24.22(1.6) 57.9(17.4)
I 13.8(1.5) 24.1(0.7) 8.70(2.2) 25.43(1.8) 57.3(15.7)
F-test 12.82 8753.27 63.12 9.68 0.05
c.
Significant 0.00* 0.00* 0.00* 0.00* 0.99
a. ROM: range of motion, units: degrees.
b. Wrist deviation: ulnar deviation is positive (radial is negative),
Wrist extension is positive (flexion is negative),
Trunk flexion is positive,
Hip abduction is positive and Knee flexion is positive.
c. Significant level is at P< .05.

Table 4. Duncan’s multiple range tests for range of motion of wrist, trunk and hip

a b.
ROM Ranking
Wrist deviation DE> F > AGH > BCI
Wrist flexion- extension D> EF > ABC > G > H > I
Trunk flexion D > EF > ABC >H > G > I
Hip abduction- adduction D > EC > A > B > FGHI
a. ROM: range of motion, units: degrees.
b. Significant level is at P< .05.

Table 5. The cycling postures and pressure distribution

a. COP displace- COP displace-


Variables Force on Force on
ment on hand ment on buttock
Postures handlebar (N) saddle (N)
(cm) (cm)
A 2.4(0.6) 4.9(0.6) 2.5(0.5) 15.5(1.9)
B 1.8(0.6) 4.7(0.8) 2.1(0.6) 15.8(2.4)
C 2.9(1.2) 4.6(0.8) 3.4(1.8) 15.3(1.9)
D 2.2(0.6) 6.0(0.8) 3.4(1.8) 14.1(1.1)
E 2.3(0.6) 5.7(0.8) 3.7(1.8) 14.3(3.3)
F 2.2(0.5) 6.1(1.0) 2.4(0.5) 15.4(2.2)
G 3.0(1.0) 4.4(0.8) 2.5(0.5) 15.8(1.7)
H 2.2(0.5) 4.6(0.8) 2.3(0.5) 16.8(3.3)
I 3.3(1.0) 4.4(0.7) 3.8(1.6) 16.8(3.1)
F-test 1.03 13.69 8.52 0.53
b.
Significant 0.39 0.00* 0.00* 0.72
a. COP displacement on hand: displacement range of center of pressure of hand,
COP displacement on buttock: displacement range of center of pressure of buttock.
b. Significant level is at P< .05.
The Relationship Between Handlebar and Saddle Heights on Cycling Comfort 17

Table 6. Duncan’s multiple range tests for pressure distribution

a b.
Variable Ranking
Force on handlebar DF > E > A > BCGHI
COP displacement on buttock CDEI > ABFGH
a. ROM: range of motion, units: degrees.
b. Significant level is at P< .05.

3.3 Handlebar, Saddle and Physiological Loading

Table 7 reveals the effects of riding posture on the physiological loading. Although
cycling postures didn’t affect exercising heart rate, but cycling postures have signifi-
cantly influence on exercise intensity (p<0.05). Riding with postures of C, D and E
demand higher exercise intensity.

Table 7. The cycling postures and physiological loading

Variables
Resting HR Exercising HR Exercise intensity (%)
Postures
A 87.4 (0.3) 98.6 (7.4) 10
B 87.3 (3.0) 98.9 (3.6) 11
C 87.3 (1.9) 105.1 (2.7) 17
D 88.7 (2.2) 101.3 (10.6) 12
E 87.0 (0.9) 97.8 (8.6) 10
F 86.7 (2.6) 100.50 (5.9) 13
G 85.8 (3.3) 97.9 (3.8) 11
H 85.9 (2.5) 97.3 (8.9) 10
I 87.2 (0.4) 99.9 (2.6) 12
a.
Significant 0.7 0.3 0.00*
a. Significant level is at P< .05.

3.4 Handlebar, Saddle and Perceived Exertion

Table 8 presents subjective exertion rating around the wrist, upper back, lower back,
buttock, knee and ankle. It demonstrates that cycling posture have statistically influ-
ence on perceived exertion of wrist, upper back, lower back, buttock, and an-
kle(p<0.05). In general, the most discomfort region during cycling which were rated
as higher scores were wrist and buttock areas. Table 9 shows the results of Duncan’s
multiple range tests for subjective exertion rating. Cycling with postures of D, E and
F would have more exertion on wrist region and riding with postures of C, G, H and I
would have more discomfort on buttock areas.
18 M.-C. Chiu, H.-C. Wu, and N.-T. Tsai

Table 8. The cycling postures and subjctive erxrtion rating

Variables
Wrist Upper back Lower back Buttock Knee Ankle
Postures
A 3.9 (0.7) 0.9 (0.7) 1.1 (0.7) 4.3 (0.2) 0.8 (0.6) 1.0 (0.5)
B 3.4(0.7) 1.3 (0.4) 1.5 (0.4) 3.9(0.7) 1.1 (0.5) 0.9 (0.6)
C 4.9(0.7) 1.1 (0.5) 1.5 (0.5) 5.3(0.2) 1.1 (0.5) 1.4 (0.5)
D 4.5(0.6) 1.2 (0.6) 1.5 (0.3) 4.4(0.5) 1.6 (0.3) 1.3 (0.3)
E 4.8(0.3) 1.2 (0.6) 1.6 (0.6) 4.8(0.3) 1.1 (0.5) 1.9 (0.6)
F 4.8(0.1) 1.1 (0.5) 1.3 (0.4) 4.7(0.6) 0.8 (0.5) 0.9 (0.4)
G 3.7(0.8) 1.1 (0.6) 1.4 (0.8) 5.3(0.4) 1.0 (0.6) 0.9 (0.7)
H 4.3(0.6) 0.8 (0.4) 1.0 (0.3) 5.0 (0.3) 1.0 (0.6) 0.9 (0.5)
I 4.4(0.6) 0.7(0.5) 1.1 (04) 5.2(0.2) 0.8 (0.5) 0.6 (0.2)
F-test 4.149 1.685 3.015 3.91 1.48 3.595
a.
Significant 0.00* 0.04* 0.00* 0.00* 0.07 0.00*
a. Significant level is at P< .05.

Table 9. Duncan’s multiple range tests for subjective exertion rating

a b.
Rating of perceived exertion Ranking
Wrist DEF > ACGHI > B
Upper back BDE > CFG > AHI
Lower back BCDEFG > AHI
Buttock CGHI > DEF >AB
Ankle DEF > CABGH > I
a. Rating of perceived exertion, range from 0 to 10.
b. Significant level is at P< .05.

4 Conclusions and Recommendations

The main purpose of this study was to illustrate the relationship between handlebar
and saddle heights on cycling comforts by assessing the kinematics, kinetics, physio-
logical loading and subjective perceived exertion rating. For cycling with lower han-
dlebar and higher saddle, it reveals more range of motion on wrist ulnar deviation,
wrist extension, trunk flexion and hip abduction. Lower-handlebar riding might cause
higher force on hand and wide displacement of center of pressure. Moreover, lower-
handlebar cycling requires higher physiological loading and might induces more per-
ceived exertion on wrist region. For cycling with higher handlebar and lower saddle,
it presents less and natural range of motion on wrist, trunk and hip and less force on
handlebar, reduced physiological loading, but more perceived exertion on buttock
region. For adjustable-preferred handlebar and saddle, higher handlebar and higher
saddle (C postures) leads more physiological loading and more perceived exertion
rating than lower handlebar and saddle. For handlebar and saddle adjustment, the
considerations of body dimensions and characteristics, the relationship between
handlebar and saddle heights might improve the cycling comfort and diminish
musculoskeletal injury.
The Relationship Between Handlebar and Saddle Heights on Cycling Comfort 19

References
1. Dettori, N., Norvell, D.: Non-traumatic bicycle injuries: a review of the literature. Sports
Medicine 36, 7–18 (2006)
2. Schwellnus, M.P., Derman, E.W.: Common injuries in cycling: prevention, diagnosis and
management. SA Fam. Pract. 47(7), 14–19 (2005)
3. Wilson, C., Bush, T.R.: Interface forces on the seat during a cycling activity. Clinical Bio-
mechanics 22, 1017–1023 (2007)
Kanji Characters in Japan – Remaining Challenges

Toshihiro Enami

Fujitsu Research Institute


16-1, Kaigan 1-chome, Minato-ku, Tokyo 105-0022, Japan
enami.toshihiro@jp.fujitsu.com

Abstract. The Japanese Government has set its sights on becoming number one
in the world in ICT, as seen in the announcement of an e-Japan strategy by the
IT strategy organization established in 2000. However, according to the United
Nations E-Government Development Index, Japan’s ranking has remained low
despite its progress in information infrastructure. The reason for this is that the
Japanese government did not integrate the code and standardize the data which
are needed to use ICT across the whole country. The government introduced the
national ID bill into the Diet last year, but the issue of Kanji characters, i.e.,
how to define the Japanese Kanji character set, remains unresolved because this
issue, especially as it related to Kanji characters of names, includes a complex
problem of interface between human and machine. I think the current proposed
solution will not be successful because it ignores the issue of human interface. I
insist that the Kanji character issue should be viewed from the perspective of
human interface, and I propose a solution whereby the government should
regulate by law the range of Kanji characters used by ICT, rather than
increasing the number of Kanji character used.

Keywords: e-Government, Character Code, Kanji Character.

1 Introduction

In recent years, countries around the world have introduced e-Government and it
continues to spread its roots. EGDI (2012) shows the e-Government ranking of 190
countries, with an additional 3 countries having no online services at all. The Japanese
government passed an ICT law in 2000, and the next year it announced that it would
aim to become number one in ICT through its e-Japan strategy. Afterwards, high
speed information infrastructure was built, but e-Government did not progress in
terms of using ICT. Japan was ranked 11th in 2008, 17th in 2010, and 18th in 2011.
By contrast, Korea was number one in 2010 and 2011. The difference between
Japan and Korea is increasing. Shimada, Enami, and Yoshida (2012) discuss this
difference from many perspectives and conclude that Japan is caught in a vicious
cycle and Korea in a virtuous one. The most critical point is that the Japanese
government did not recognize the importance of building a legal system to optimize
the whole country through ICT, especially by destroying the bureaucratic silos.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 20–29, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Kanji Characters in Japan – Remaining Challenges 21

In 2012, the My Number (national ID) bill, which would build a legal system to
identify Japanese people, was introduced into the Diet. But Kanji character code, as
another important legal system, remains unpromising. On the surface, the issue of
Kanji characters seems to be a problem between technology and culture, but it
fundamentally includes the issue of interface between human and machine. We must
confront this issue from this point of view.

2 Methodology

I adopt the following methodology for this study.

2.1 The History of Japanese Character Code and the Issue of Kanji
Characters in Names

I begin with a survey of the history of Japanese character code as mapped onto
computer systems, followed by a look at its present state. I then describe the issues of
Kanji characters in the field of administrative procedure and how the government
would address this issue based on the reports of METI (Ministry of Economy, Trade
and Industry)1 and MIC (Ministry of Internal Affairs and Communications)2 .
I identify 2 perspectives which the government overlooks in order to find a path
towards solving this issue. I analyze the issue from these perspectives, as outlined in
2.2 and 2.3.

2.2 The Cost Perspective (People’s Burden)

One perspective is that of cost. Japan uses different types of character sets, or Gaiji,
which are defined broadly as a character not included in a character set and narrowly
as a character outside of JIS level-1 and level-2. I will calculate the economic loss
which results from using these in the field of administrative procedure and in the
private sector. The Japanese people must cover any economic loss through taxes or
the high cost of products, and we should discuss whether it is right or not to make the
people pay for this loss.

2.3 The Recognition Perspective


Another perspective is that of recognition. I present data on the recognition of Kanji
characters by Japanese people and show the big difference in recognition (speed and
accuracy) between a standard range (JIS level-1 and level-2) and a broad range
(includes Gaiji) of characters.
In addition, I would like to consider the recognition of seniors and foreigners
because the population of these demographics is increasing in Japan.

1
METI/IPA(2011).
2
Fuji Xerox Co., Ltd.(2012).
22 T. Enami

2.4 The Proposal of a New Solution


I propose a new solution, as discussed above. In particular, I point out that the second
perspective includes the issue of interface between human and machine, and therefore
technological solutions would not work. I propose a solution using the legal system,
rather than the technological solutions using UTF-16 and IVS (Ideographic Variation
Sequence)/ IVD (Ideographic Variation Database) proposed by the government.

3 The History of Japanese Character Code and the Issue of


Kanji Characters in Names

Let us first look at the history of Japanese character code as mapped onto computer
systems. Japanese has 3 types of character: Kanji are based on Chinese characters;
Hiragana are derived from certain Kanji; and Katakana are derived from a different
set of Kanji. Hiragana is a syllabary which complements Kanji in expressing
Japanese, and Katakana is a syllabary used to express imported words and
mimetic/onomatopoeic words. Each syllabary includes about 50 characters and the set
of Kanji includes more than 50 thousand.
From early on, Japan needed multi-byte character code systems mapped into its
computer systems because Japanese must use these many characters. In Japan, JIS
X0201 was defined based on ISO646 as a 1-byte code system. And JIS X0208, JIS
X0212, and JIS X0213 are defined based on ISO2022 as multi-byte code systems.
JIS X0208 was defined in 1978 and includes about 6000 Kanji characters (JIS level-1
and level-2). JIS X0213 was defined subsequently in 2000 and includes about 3700
additional Kanji characters (JIS level-3 and level-4). There are also Japanese
character code systems which integrate character set and encoding scheme: EUC-JP
for UNIX and Shift-JIS for PC. Mainframe computers have different proprietary
Japanese character code systems depending on the vendor.
Later on, Unicode (ISO10646) was proposed as a universal character code system.
This system adopts a separation of character set and encoding scheme. The popular
Unicode standards are UCS-2, UCS-4, UTF-16, UTF-8, and UTF-32. Character set
and encoding scheme are integrated in UCS, but UTF is an encoding scheme only.
These standards include from 65,000 to 2 billion code points, which means that all the
characters in the world can be used in this system. More importantly, this system can
use a very broad range of characters, including old or historical characters for
academic research.
In the field of Japanese administrative procedure, fewer than 10,000 characters
(mainly JIS level-1 and level-2) have been used since mainframe computers could use
Japanese characters. But the developing Koseki3 system of the late 90’s and the Juki4
system of the early 2000’s needed more characters. The Koseki character set was
defined with about 56,000 characters and Juki with 21,000. In fact, not all characters

3
Census registration system.
4
Resident information system.
Kanji Characters in Japan – Remaining Challenges 23

used in names were defined; undefined characters are managed using image data in
the Juki system and with paper in the Koseki system.
The relationship among the JIS, Juki, and Koseki character sets is shown in
Figure 1. These characters are used in the field of administrative procedure, mainly in
names. This figure shows that the total number of characters is around 60,000, but
each character cannot be identified correctly between character sets because each
system has different definition rules, which are the way of defining differences
between form and design in characters. The essential reason for this disparity is the
inter-ministry bureaucratic silos. JIS is the jurisdiction of METI, Juki is that of MIC,
and Koseki is that of MOJ (Ministry Of Justice). In addition, the Japanese language,
including Kanji characters, is the jurisdiction of MEXT (Ministry of Education,
Culture, Sports, Science & Technology).

(Number of Kanji Characters)

Fig. 1. Overview of JIS, Juki, and Koseki (based on data from METI/IPA(2011))

As the interconnectivity of society progresses, problems are occurring due to the


current state of Kanji characters. Data exchange between government computers and
other computers is not going well, data cannot be shared between public and private
sectors or even among public sectors, and changing systems will be very costly.
Based on its “Report on Character Integration Infrastructure Project”5 , METI
integrated the 3 character sets to solve these problems and published the integrated
character table (MJ character table). This report doesn’t have a clear conclusion, but it
seems to say that this problem can be solved in the future by identifying Gaiji with the
MJ character table and implementing UTF-16 and IVS, as it says: “we are going to

5
METI/IPA(2011).
24 T. Enami

use about 60,000 characters by encouraging the adoption of UTF-16 and IVS on top
of the foundation of the MJ character table”6 .
However, I do not think the adoption of UTF-16 and IVS will solve the following
challenges.

• Japan has no integrated, comprehensive set of rules, and no one has the authority to
decide on and register new characters for IVS/IVD.
• Currently, there are about 60,000 characters which cannot be used on standard
PCs, and the public electronic signature system accepts alternative characters
instead of Gaiji. Will people accept these 60,000 characters?
• Even if standard PCs could use these 60,000 characters, can we (citizens and
government) use them correctly in the field of administrative procedure?

In addition, the “Report on Gaiji used by Municipalities”7 showed that the number of
characters not identified in the MJ character table is 52,294. These characters are
classified into 3857 types (around 30,000 characters cannot be classified) and include
2037 types of wrong character. Thus the adoption of UTF-16 and IVS cannot solve
the challenge of undefined characters used by municipalities.
Let us look at this issue from two perspectives which have been ignored in the
past: cost and recognition. We would have to continue covering the cost of using an
enormous number of characters even if we could resolve the Gaiji issue with the MJ
character table, UTF-16, and IVS/IVD. Is it right that Japan’s citizens should continue
to cover this cost forever? Furthermore, are we even capable of recognizing and using
more than 10,000 characters? This last question relates to the issue of human-machine
interface.

4 The Cost Perspective

Some say that the issue of Kanji characters is spiritual and cultural and should not be
approached from an economical perspective. But the number of people whose names
include Gaiji is very small (about 4-5% of the population). The rest of the population
must cover this cost through taxes or expensive products. We must consider whether
this burden is justified or not. What is the cost?
I have calculated the cost based on surveys in three cities, the results of which are
shown in Table 1. By economies of scale, big cities are more efficient than small
cities, and the average city population in Japan is around 73,000. Therefore, the
national economic loss is estimated to be between 1.2 billion yen and 2.7 billion yen,
or around 2 billion yen.
The above economic loss is only a simple computation. There are many
incalculable economic losses when it comes to municipalities:

6
METI/IPA(2011),p74.
7
Fuji Xerox Co., Ltd.(2012).
Kanji Characters in Japan – Remaining Challenges 25

• Local governments must run high cost computer systems because they cannot
change computer vendors easily due to Gaiji.
• Local governments must outsource even easy processing to computer vendors
because standard PCs cannot handle Gaiji.

As a result, Japan must bear the burden of more than 2 billion yen in economic loss
due solely to the issue of Gaiji in municipalities.

Table 1. Cost of Gaiji in municipalities

Cities C City F City K City


Population 959,000 136,000 50,000
Detail Support for claim 245,000 94,500 17,500
(yen) Input existing Gaiji 3,733,333 126,000 175,000
Register new Gaiji 1,085,000 63,000 87,500
Maintaining system 710,643 1,000,000 14,000
Data exchange with 2,450,000 26,250
external system
Data exchange with 1,087,500 750,000
internal system
Others 61,250 70,000 0
Total Cost (yen) 9,372,726 1,353,500 1,070,250
Estimated national cost(yen) 1,237,903,563 1,260,546,397 2,711,157,300
※ The cost of one person-hour for a public officer is 3500 yen. The national cost is
estimated proportionally from the above cities’ populations.

5 The Recognition Perspective

5.1 The Recognition of Standard Kanji Characters


Using UTF16 and IVS/IVD might reduce these economic losses, but this must not be
the main solution of this issue because it includes the problem of character
recognition capability of human beings. In cases of man-to-man or machine-to-
machine, the problem can be ignored, but in the case of man-to–machine, it becomes
a big issue which cannot be ignored.
MEXT’s Agency for Cultural Affairs published the Joyo Kanji table, “a guide for
written kanji when used in everyday life in Japan.” This table contains 2136
characters, and combined with the Hyogai Kanji table (characters not in general
usage) gives about 3000 characters. Thus around 3000 characters are enough in
everyday life.
Now let us look at Japanese Kanji recognition ability in the range of JIS level-1
and level-2 (about 6 thousand characters). Below are data showing how many people
can understand and use (read and write) the characters of this range. The Japan Kanji
26 T. Enami

Proficiency Test Foundation operates Kanji literacy certification examinations three


times a year. This association provides certification from 1st level to 10th level, 1st
level being the range of JIS level-1 and level-2 (about 6000 characters) and pre-1st
level being the range of JIS level-1 (about 3000 characters).
Figures 2 and 3 are the pass rates and the successful candidates of 1st and pre-1st
levels from 2007 to 2012. The figures show that the pass rate of 1st and pre-1st levels
is less than 0.25%, which means that even among people interested in Kanji, not even
0.25% can handle JIS level-1 Kanji (about 3000 characters). Successful candidates of
1st and pre-1st levels total about 18,000 people, or only 0.014% of Japanese, or about
1 person per 10,000.

Fig. 2. Pass rate of 1st and pre-1st (left) Fig. 3. Successful candidates of 1st and pre-
1st (right)

Thus most Japanese people cannot understand and use even JIS level-1 (about
3000 characters) and only geniuses (2 persons per 100,000) can use JIS level-1 and
level-2 (about 6000 characters). Why can Japanese use broader range of Kanji
characters?

5.2 The Recognition of a Broad Range of Kanji Characters in the Field of


Administrative Procedure
Next, to find out the Kanji recognition capabilities of Japanese people in the
administrative range of Kanji (Juki and Koseki, about 60,000characters), I performed
an experiment with check sheets. The check sheets were of two types: A used the
range of JIS level-1 and B the range of Juki and Koseki. This experiment involved
identifying pairs of Kanji characters arrayed in two lines of 12 in 2 minutes. The point
of interest is the difference in recognition rates between A and B.
Kanji Characters in Japan – Remaining Challenges 27

Fig. 4. sheet A (left) Fig. 5. sheet B (right)

The examinees were off 3 types: private sector, local government, and geneeral
citizen. The level of education of each type was assumed to be higher than averaage.
Elderly people were choseen to be general citizen examinees because the Japannese
average length of life is 85 of female and 79 of male, and elderly examinees are likkely
to be active seniors who jooin lifelong learning courses. The results of the experim
ment
are shown in Table 2.

Table 2. resu
ults of experiment on Japanese Kanji recognition

Group Number Sheet A (%) Sheet B (%)


of Right Wrong No Right Wrong Noo
examinees answer answer answer answer answer wer
answ
(average
age)
Local 96 (40’s) 99 1 0 37 15 47
Government
Private 60 (50’s) 98 0 2 33 27 40
Sector
General 47 (60’s) 96 2 3 27 24 49
Citizen

Table 2 shows the follow


wing:

• Most people recognized nearly 100% correctly on sheet A.


• People checked only onee third correctly on sheet B.
• People checked 15-27% incorrectly on sheet B.
• People were unable to ch
heck 40-49% within the time limit on sheet B.
28 T. Enami

Elderly people (general citizens) checked half incorrectly on sheet B.


These results show that even those Japanese people who checked sheet A 100%
correctly took much more time and made far more mistakes on sheet B.

6 Conclusion

The followings are points which were discussed above:

• UTF-16 and IVS/IVD cannot solve the issue of undefined characters (about 50,000
characters) used at municipalities.
• The entire population should not have to cover the economic loss (more than 2
billion yen) due to Gaiji for a small part of the population.
• People can hardly understand and use even a set of 6000 characters (2 persons per
100,000).
• People incorrectly recognize half of the characters from the set of 60,000 and need
much more time to do so.

In the past, politicians and scholars said that the issue of Kanji should not be
discussed from the perspectives of economy and efficiency because it is a spiritual
and cultural issue. To the extent that Kanji is used between people, this might be true.
But when Kanji is used between human and machine in a widely informatized
society, a new problem occurs.
In the case of man-to–man interface, we accept the ambiguity of Kanji by
negotiating with each other. But in the case of machine-to-machine, machines cannot
accept ambiguity; even 1 bit of difference in the code causes a computer to treat
characters as different Kanji. Even if we deal with similar Kanjis with IVS, humans
must still decide which are variant characters and which are identical characters and
register them to IVS using code. In the case of man-to-machine, we face a bigger
problem: Our eyes cannot completely recognize the details in a character that a
machine can. As shown by the above experiment, the recognition of 60,000 characters
is beyond human ability. In this sense, we cannot communicate with machines.
Furthermore, it is important to note the fact that Japanese people cannot understand
and use even JIS level-1 characters (about 3000 characters). The experiment above
shows that Japanese people cannot use the sets of Juki characters (about 21,000
characters) and Koseki characters (about 56,000 characters) in everyday life, as seen
in increased recognition time and a higher rate of incorrect recognition.
Administrative procedures must always be carried out speedily and correctly, so we
must limit the use of Kanji characters. Simply increasing characters and using
IVS/IVD clearly will not solve the problem.
I propose the following two solutions:

• Solution 1

The use of Kanji characters for people’s names and geographical name should be
limited by law to the range of JIS level-1 and level-2 in the field of administrative
procedure. The characters outside of JIS level-1 and level-2 which are used for
Kanji Characters in Japan – Remaining Challenges 29

people’s names and place names must be mandatorily changed to similar characters
within that range. Characters that cannot be so changed must be expressed with
Hiragana or Katakana. Any use of Kanji characters outside of this range for people’s
names or geographical names should be punished by law.

• Solution 2

This solution involves adopting Solution 1 with the exception of Koseki procedures.
Only Koseki procedures would allow people to preserve their identity by using Gaiji,
while Juki and other administrative procedures would be subject to the rules of
Solution 1. To identify a person between Koseki and Juki, the same Juki code (or My
Number) would be attached to both their Koseki and Juki entries.
As a point of clarification, I do not insist that the effort to use more characters with
computer is wrong. It is necessary to use several million characters when performing
cultural research, for instance, old documents or unknown characters. I do insist,
however, that using several million characters in daily life is wrong. We must
consider the public interest, instead of oversimplifying the issue as one of technology
versus culture.

References
1. EGDI, United Nations E Government Survey (2012),
http://unpan1.un.org/intradoc/groups/public/documents/
un/unpan048065.pdf
2. Tatsumi, S., Enami, T., Yoshida, K.: A comparative study of e-Government in Japan and
Korea. In: Proceedings of International Conference on Business Management 2012, pp.
159–169 (2012)
3. METI/IPA, Report on Character Integration Infrastructure Project (March 25, 2011)
4. Fuji Xerox Co. Ltd., Report on Gaiji used by Municipalities (contracted by Ministry of
Internal Affairs and Communications) (March 2012)
5. Japan Kanji Proficiency Test Foundation (2012),
http://www.kanken.or.jp/index.php
A Study on Selection Ability in the 3D Space
by the Finger

Junpei Fukaya, Yutaro Ooba, Hidetaka Kuriiwa, Ryuta Yamada,


Makoto Oka, and Hirohiko Mori

Tokyo City University, 1-28-1 Tamadutumi, Setagaya, Tokyo, Japan


g1281825@tcu.ac.jp, {ooba,kuriiwa,yamada}@ims.tcu.ac.jp,
{moka,hmori}@tcu.ac.jp

Abstract. Intuitive gestures are very effective for interactions. Pointing gesture
with a finger would be used for interactions like pie menu selection. It has been
researched as to the appropriate numbers of menu items being displayed in a pie
menu. However, no research has been made for the case where menus are se-
lected by using gestures. We got the ability of pointing gesture (selection abili-
ty) in the 3-dimentional space from the previous research. By combining the
obtained resolution abilities of pointing gesture at the 2-dimentional surface of
Pitch and Yaw, it is suggested that the selection ability of selection behavior in
the 3-dimentional space is 22 areas. We will experiment in order to examine
whether the subjects really point 22 areas without vertical guide. As a result, we
found they can point 12 areas of 22.

Keywords: Gesture, Selection Ability, Menu, Pie menu.

1 Introduction
Intuitive gestures are very effective for interactions. In recent years, the researches on
interactions, which operate various products and services such as music players and
TV by using gestures, are being actively conducted.
It is difficult for computers to recognize the intentions of users from their natural
gestures. Although it is relatively easy for computers to recognize standard gestures
like sign language (commands), users need educations and trainings to be able to use
them. Both have merits and demerits. Generally speaking, gestures are very effective
for interactions if the use is limited to interactions like making selections from the
displayed menu[1].
However, as the case now stands, there is no coherence between gestures and the
allocations of interactions, and each application and service makes its own alloca-
tions.Products and services have become diversified and multifunctional, and there
are more functions and interactions which need to be allocated to gestures, thereby the
allocation has become difficult.
Therefore, pointing gesture with a finger would be used for interactions like menu
selection. It is possible to select with simple gesture even when there are many menu
items. In addition, pointing gesture is intuitive, thus users need no special education
or training.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 30–36, 2013.
© Springer-Verlag Berlin Heidelberg 2013
A Study on Selection Ability in the 3D Space by the Finger 31

Pie menu is a kind of GUI menus. It displays menu items in a radial fashioncenter-
ing on the mouse pointer. Users select a menu item by the direction to which they
move the mouse pointer. Pie menu can be selected by the angles. It is suitable for
interactions using pointing gesture.
It has been researched as to the appropriate numbers of menu items being dis-
played in a pie menu. However, no research has been made for the case where menus
are selected by using gestures. In order to find it out, it is necessary to know human
ability of pointing properly. Therefore, we will experiment in order to examine the
ability of pointing gesture (selection ability) in the 3-dimensional space.

2 Related Research

Miyamoto et al. have discussed how they should allocate menu items to the extended
pie menu[2]. They examined how the selection accuracy varied depending on the
sizes and locations of each area within the pie menu so that they could discuss the
most appropriate area pattern of the pie menu.
Saeki et al. have attempted to examine the selection ability of pointing gesture in
the 3-dimentional space[3]. The experiment was conducted without posing restric-
tions on the arm joints of the test subjects, which allowed the free movements. Be-
cause each test subject had different pointing gestures, they were not able to conduct
statistical analysis effectively.
Therefore, we thought it was necessary to examine the range of motion and the
arthresthesia of joints of shoulder, elbows, wrists and fingers separately.
Yamada and Kuriiwa, they added a limit to point and examined the selection abili-
ty of the areas[4]. They found the selection ability for Yaw (horizontal) and Pitch
(vertical) using the pointing at only using a point from a wrist limited rotary motion
and did it with selection ability of the 3-dimentional space by putting them together.
They got vertical selection ability, they pulled a board on the angle and demanded
dividing any areas on the board. They obtained a result that selection ability using by
pointing in the 3-dimentional space is 9 areas.
Oba, he found selection ability using the thimble which was in condition to have
enabled the rotary motion of the wrist[5]. As a result, he found that it was distributed
for 22 areas.

3 The Inspection Experiment of the Selection Ability


The experiment was conducted in order to find out the test subjects’ selection ability
of pointing gesture. With their forearms fixed horizontally, the selection ability for
Pitch direction was obtained. The selection ability for Yaw direction was obtained for
the each obtained selection ability for Pitch (Fig.1.). The below restrictions were add-
ed to the vision and arm joints of the test subjects
1. Visual feedback was eliminated.
2. The joints of arms and fingers, which were except for wrists, were fixed.
(Fig.2.).
32 J. Fukaya et al.

Pointing gesture in this reseearch is by using the wrist and finger joints. In the previious
research, pointing gesture isi separated Pitch (vertical direction) and Yaw (horizonntal
direction) by vertical guide(2), but it isn’t separated in this research. With the foreaarm
fixed, the hemisphere centtering on the direction from the elbow to the wrist w was
considered.
The test subjects were innstructed to point at the center of a certain area, which w was
a part of the partitioned hemisphere. The accuracy of their pointing gestures was ex-
amined. We made the instru uctions area presentation device which really expressed the
areas obtained in a study of o Oba into a hemisphere in 3-dimentional space(Fig..3.).
A subject pushes the switch, LED in the center of each area turns on and shoows
instructions area to him.
In order to obtain the poiinting angles of the test subjects, 3D sensor module (9D DOF
RAZOR[6]) was attached on top of their index finger. 9DOF RAZOR is a sennsor
equipped with a triaxial accceleration speed sensor, a gyro sensor and a triaxial ggeo-
magnetic sensor. The test su ubjects were 5 males and females who were in early tw wen-
ties and righthanded. All off them had normal wrists joints. It was defined that one ttrial
consisted of the test subjectts pointing at the center of an area as instructed one timee. It
was defined that one set con nsisted of one trial for 22 areas partitioned. Three sets w
were
completed in the experimen nt. The order of the trials was random within one set. E Each
set had different order. The experiment took approximately 40 minutes.

Fig. 1. Pointin
ng Gesture by the finger(Left: Pitch, Right: Yaw)

This board is a verticcal


guide.

Fig. 2. The joints of arms and fingers were fixed


A Study
S on Selection Ability in the 3D Space by the Finger 33

Fig. 3.. The instructions area presentation device

3.1 Evaluation Method


d
The results of measuring thet pointing angles of the gestures were analyzed. In the
previous research, the poinnting angles in one particular area of all the test subjeects
were assumed nearly norm mal distribution. So we let the average pointing angle iin a
particular area be μ and itss standard variation be σ, assuming that they were ablee to
point with the accuracy of approximately
a 68.3% if μ±σ was within the area.
However the pointing an ngles were not assumed normal distribution in this researrch.
So we determine whether the t subject can select right area using precision, recall and
F-measure. I determine thaat the F-measure above 0.68 from previous works is poossi-
ble to point at the area.

3.2 Results
We defined a area that coulld select correct is above 0.67 of F-measure from previious
research result. We show a result in table 1. Furthermore, ending in a draw possibiility
refers to a judged area in th
he figure4. As a result, I found that we can point 12 areaas in
22 areas of Oba.The area nu umber is 1, 7, 8, 10, 12, 13, 14, 16, 17, 18, 20, and 21.

3.3 Discussion
gram of the pointing angle to examine where subjects reeal-
We pictured the scatter diag
ly pointed to when they poiinted to the areas judged that they can’t point(Fig.5.).
Meanwhile, we explain the
t conventional Pitch that previous work defined. It iss an
angle of the absolute coorddinate system. By contrast, we get an Euler angle from ma
sensor. So we transform it from
f Pitch of Euler angle into Pitch of the absolute cooordi-
nate system. We can get thee angle by using sine and cosine.
34 J. Fukaya et al.

Tablle 1. Inspection result of selection ability

㻭㼞㼑㼍㼍㻌㻺㼛㻚 㻾㼑㼏㼍㼘㼘 㻼㼞㼑㼏㼕㼟㼕㼛㼚 㻲㻙㼙㼑㼍㼟㼡㼞㼑


㻝 㻜㻚㻣㻟 㻜㻚㻢㻝 㻜㻚㻢㻣
㻞 㻜㻚㻝㻟 㻝㻚㻜㻜 㻜㻚㻞㻠
㻟 㻜㻚㻞㻜 㻝㻚㻜㻜 㻜㻚㻟㻟
㻠 㻜㻚㻠㻜 㻜㻚㻟㻡 㻜㻚㻟㻤
㻡 㻜㻚㻟㻟 㻜㻚㻡㻜 㻜㻚㻠㻜
㻢 㻜㻚㻡㻟 㻜㻚㻠㻜 㻜㻚㻠㻢
㻣 㻜㻚㻣㻟 㻜㻚㻤㻡 㻜㻚㻣㻥
㻤 㻜㻚㻤㻜 㻜㻚㻢㻟 㻜㻚㻣㻝
㻥 㻜㻚㻠㻜 㻜㻚㻟㻟 㻜㻚㻟㻢
㻝㻜 㻜㻚㻢㻜 㻝㻚㻜㻜 㻜㻚㻣㻡
㻝㻝 㻜㻚㻤㻜 㻜㻚㻠㻤 㻜㻚㻢㻜
㻝㻞 㻜㻚㻤㻣 㻜㻚㻢㻤 㻜㻚㻣㻢
㻝㻟 㻜㻚㻥㻟 㻜㻚㻣㻤 㻜㻚㻤㻡
㻝㻠 㻜㻚㻤㻣 㻜㻚㻡㻥 㻜㻚㻣㻜
㻝㻡 㻜㻚㻠㻜 㻜㻚㻣㻡 㻜㻚㻡㻞
㻝㻢 㻜㻚㻢㻜 㻜㻚㻣㻡 㻜㻚㻢㻣
㻝㻣 㻜㻚㻢㻣 㻜㻚㻥㻝 㻜㻚㻣㻣
㻝㻤 㻜㻚㻣㻟 㻜㻚㻥㻞 㻜㻚㻤㻝
㻝㻥 㻜㻚㻢㻣 㻜㻚㻡㻟 㻜㻚㻡㻥
㻞㻜 㻜㻚㻤㻜 㻜㻚㻡㻣 㻜㻚㻢㻣
㻞㻝 㻜㻚㻢㻣 㻜㻚㻤㻟 㻜㻚㻣㻠
㻞㻞 㻜㻚㻢㻣 㻜㻚㻡㻟 㻜㻚㻡㻥

UP
90 deg

LEFT RIGHT
90 deg 90 deg

DOWN
90 deg

Fiig. 4. Selection ability in the 3D space


A Study on Selection Ability in the 3D Space by the Finger 35

As a Yaw angle becomes big, the vertical angle becomes big, and we point to up-
per area generally. Because when we convert a vertical angle to be provided from a
sensor into the angle of the absolute coordinate system, as much as Yaw angle from
a sensor becomes big, it has an influence on the angle after the conversion.

Area No. 1, 5, 10
Pitch

Yaw(de

Fig. 5. Scatter diagram of area No. 1,5,10

4 Conclusion

From the result, we found that it is too difficult for pointing correct area without the
vertical guide.
We think that previous research’s selection ability which combining selection abili-
ty of pointing gesture at the 2-dimentional surface of Pitch and Yaw don’t adupt to the
selection ability by using pointing gesture in 3-dimentional space.

5 Future work

Combining selection ability of pointing gesture at the 2-dimentional surface didn’t


adupt to the selection ability by using pointing gesture in 3-dimentional space. So
we need to get new selection ability adupted 3-simentional space by using pointing
gesture.

References
1. Lenman, S., Bretzner, L., Thuresson, B.: Using Marking Menus to Develop Command Sets
for Computer Vision Based hand Gesture Interface. In: NordiCHI, pp. 239–242 (2002)
2. Miyamoto, M., Terada, T., Tsukamoto, M.: An Area Allocation Algorithm for Hierarchical
Pie Menu. In: Human Interface 2009, pp. 15–22 (2009)
36 J. Fukaya et al.

3. Saeki, H.: A Study on Selection Ability in the 3D Space by the Finger, Graduation thesis of
Musashi Institute of Technology (2008)
4. Yamada, R., Kuriiwa, H.: A Study on Selection Ability in the 3D Space by the Finger.
Graduation thesis of Musashi Institute of Technology (2009)
5. Oba, Y.: A Study on Selection Ability in the 3D Space by the Finger. Graduation thesis of
Musashi Institute of Technology (2010)
6. 9DOF RAZOR’s pdf datasheet,
https://www.sparkfun.com/products/10736
Empirical Evaluation of Multimodal Input Interactions

Sanjay Ghosh1,2, Anirudha Joshi2, and Sanjay Tripathi1


1
Industrial Software Systems, ABB Corporate Research, Bangalore, India
2
Indian Institute of Technology, Bombay, Mumbai, India
{sanjay.ghosh,sanjay.tripathi}@in.abb.com,
anirudha@iitb.ac.in

Abstract. With variety of interaction technologies like speech, pen, touch, hand
or body gestures, eye gaze, etc., being now available for users, it is a challenge
to design optimal and effective multimodal combinations for specific tasks. For
designing that, it is important to understand how these modalities can be com-
bined and used in a coordinated manner. We performed an experimental evalua-
tion of combinations of different multimodal inputs, such as keyboard, speech
and touch with pen etc, in an attempt to investigate, which combinations are ef-
ficient for diverse needs of the users. In our study, multimodal combination of
three modalities was found to be more effective in terms of performance, accu-
racy and user experience than that of two modalities. Further, we also inferred
the roles that each of the modalities play in a multimodal combination to
achieve the usability goals.

Keywords: Multimodal interaction, modality combinations, usability testing.

1 Introduction

The choice of a multimodal interaction depends on its interaction capabilities, the


nature of task, application context and users [1]. With a majority of these modern
interaction technologies achieving a level of maturity for reaching out to the main-
stream mobile and computer applications, what would be the role of traditional
interaction methods like mouse and keyboard in the near future? In this study the
following research questions were under exploration –

• Which of the multimodal input combinations are efficient?


• Which modality contributes to which of the key usability goals?
• For multimodal combinations, are the usability parameters correlated?

Usability evaluation seems to be the logical method to investigate such questions [1].
In a multimodal setup, use of one interaction technology is also influenced by the co-
presence of the other interaction technologies. For such multimodal combinations,
"the total usability thus obtained is greater than the usability of each individual
modality" [2]. Therefore, for evaluation, combinations of multimodal interactions
must consider the as a whole, and not the sum of individual interactions. One of the

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 37–47, 2013.
© Springer-Verlag Berlin Heidelberg 2013
38 S. Ghosh, A. Joshi, and S. Tripathi

objectives of this work is, to evaluate the multimodal interaction, especially for the
commonly performed computer tasks. We considered two independent task sets, na-
vigation and editing, to test users’ performance. The evaluation was centered on mea-
surement of performance, accuracy and user experience through the following four
multimodal combinations; K+S, K+T, S+T and K+S+T, where K stands for a key-
board, S stands for speech input and T stands for touch input with a pen or finger.

2 Related Works

Broad categories work related to the usability evaluation of multimodal interaction


includes, multimodal evaluations through user questionnaires [3], user performance
logs [4] [5], both performance logs along with questionnaires [6], Wizard of Oz tech-
nique [7] [8], eye tracking [9], model based formal verification methods with the use
of Petri-nets [10] or Finite State Machines [11], etc. Ren et al. [5] reported empirical
evaluation of Mouse, Keyboard, Speech and Pen for a prototype map and CAD appli-
cations. Metze et al. [6] used the post experiment user questionnaires to compare
touch and speech modalities independently and their multimodal combination, for a
wall mounted GUI based room management system. Similarly, Kaster et al. [12] eva-
luated the performance of the uni-modal combinations (only a single modality) and
bi-modal combinations (two modalities) of mouse with speech, and touch with
speech. Wechsung et al. [3] investigated the direct relationship between the bi-modal
combinations and uni-modal interactions in terms of user experience based on user’s
rating on questionnaires. In contrast to these works, we considered only bi-modal
combinations and tri-modal combinations (three modalities), because uni-modal inte-
raction may be considered to be just a hypothetical situation without any practical use.
Bernhaupt et al. [10] evaluated two mouse and speech, on an industry grade safety
critical system by adopting the eye-tracking technique.
Almost all the earlier works did perform usability experiments on their custom de-
veloped prototype applications except for Beelders et al. [13], which used Microsoft
Word to evaluate speech and eye gaze interactions as a replacement for the conven-
tional typing. In the similar lines, our intent to use commonly performed tasks on
computers for our experiments was, to evaluate multimodal combinations catering to
a diverse group of users. Thus, our work is unique in terms of the multimodal combi-
nations being evaluated and also the kind of tasks used for user experiments.

3 Method and Experiment Design


Experiments were conducted on IBM ThinkPad X230T, a touch screen enabled tablet
computer, with an external keyboard attached. The users were allowed to use the
handwriting recognition tool and Windows ‘on screen keyboard’. For speech interac-
tion, Microsoft Speech Application Programming Interface [14] was used. A good
quality collar microphone was used to capture user’s voice. The experiments were
performed with ten participants within the age group of 25 to 30 years who were
conversant in the use of computers. User recruitment was done using convenient
Empirical Evaluation of Multimodal Input Interactions 39

sampling. Each participant was given speech training and a practice session of 3
hours. The experiment consisted of two categories of tasks, navigation and editing on
Windows computer. The goal assigned for a navigation task was to navigate across
the Windows help documentation to search for some information and to perform a
calculation on the calculator tool. The goal assigned for the editing task was to docu-
ment few sentences on the WordPad application, and then edit few words out of the
text. Each user had to perform four such tasks using four different multimodal combi-
nations as mentioned earlier. Participants were asked to work as natural as possible
with the goal to complete the task quickly, with least errors.
Dybkjaer et al. [1] suggested the use of three usability parameters recommended by
the ISO for such evaluations namely, efficiency, effectiveness, and user satisfaction.
In our study, we renamed those as performance, accuracy and experience. Perfor-
mance and accuracy were operationalized by the total time to complete a task and the
number of errors committed, respectively. The objective was to evaluate the rankings
of multimodal combinations in terms of their effectiveness for different tasks.

4 Results and Discussion


Statistical analysis was performed on low level captured data of user’s events (screen
captures, mouse clicks, pen movements and voice commands). We here present the
results of the statistical analysis and our inferences on each of the research questions.

4.1 Which of Multimodal Combinations Are More Efficient?


We made a comparison among all the combinations of input modalities. The objective
was to come out with the rankings of multimodal combinations in terms of their effec-
tiveness for different tasks. Also it was investigated whether a combination of three
modalities (tri-modal) is more effective than that of two modalities (bi-modal).

Performance. We observed the amount of time taken by the participants in complet-


ing the navigation and editing task using all the multimodal combinations one by one.
Fig.1 shows the mean and standard deviation of the task completion times.

Fig. 1. Mean and S.D. of task completion times for all multimodal combinations
40 S. Ghosh, A. Joshi, and S. Tripathi

One way ANOVA was applied to analyze the performance variation among the
four multimodal combinations. We found a significant variation among the multi-
modal combinations K+S, K+T, S+T and K+S+T w.r.t. the task completion times for
editing task (F(3, 36) = 5.949, p = 0.002), while this variation was not statistically
significant for navigation task (F(3, 36) = 1.454, p = 0.243). Table 1 shows the result
of paired sample t-tests comparing the multimodal combinations performance. For
navigation task, K+S+T combination is significantly faster than K+S and K+T; for
editing task, K+S+T and K+T combinations are significantly faster than K+S and
S+T. All statistically significant values (p<α) are indicated by ‘*’. Additionally, by
using t-test we compared the task completion times of bi-modal combinations (K+S,
K+T and S+T) and the tri-modal combination (K+S+T). In terms of performance, the
tri-modal combination was significantly better than the bi-modal for both navigation
(t(29) = 2.786, 2-tailed test, p = 0.009) and editing tasks (t(38) = 3.215, 2-tailed test,
p = 0.003).

Table 1. T-test results for multimodal comparison w.r.t. the task completion times

Navigation Task Editing Task


Multimodal pairs df t stat sig. ‘p’(2-tailed) df t stat sig. ‘p’(2-tailed)
K+S vs. K+T 9 0.191 0.853 9 2.439 0.037*
K+S vs. S+T 9 0.476 0.645 9 -3.483 0.007*
K+S vs. K+S+T 9 3.586 0.006* 9 3.103 0.013*
K+T vs. S+T 9 0.194 0.850 9 -4.090 0.003*
K+T vs. K+S+T 9 2.867 0.019* 9 0.968 0.358
S+T vs. K+S+T 9 1.435 0.185 9 3.999 0.003*

Accuracy. We counted the number of errors committed by the participants, while


performing the navigation and editing tasks using all the multimodal combinations
one by one. Fig.2 shows the mean and standard deviation of the number of errors.
One way ANOVA showed that, there is significant variation among the multimodal
combinations K+S, K+T, S+T and K+S+T for navigation task (F(3, 36) = 5.594, p =
0.003), as well as editing task (F(3, 36) = 8.008, p = 0.000).

Fig. 2. Mean and S.D. of number of errors for all multimodal combinations
Empirical Evaluation of Multimodal Input Interactions 41

Further, table 2 shows the result of paired sample t-tests comparing the accuracy of
the four multimodal combinations for navigation and editing task. Results of the t-
tests showed that, for navigation task, S+T combination is significantly less accurate
than all other combinations; for editing task, K+S+T and K+T combinations are sig-
nificantly more accurate than K+S and S+T. Additionally, using t-test we also com-
pared the errors committed by the participants using all the bi-modal combinations
(K+S, K+T and S+T) as well as the tri-modal combination (K+S+T). We found that
in terms of accuracy, the tri-modal combination is significantly better than the bi-
modal combination only for navigation tasks (t(38) = 2.989, 2-tailed test, p = 0.005).
In case of editing task this difference is not statistically significant (t(33) = 1.919,
2-tailed test, p = 0.064).

Table 2. T-test results for multimodal comparison w.r.t. the number of errors committed

Navigation Task Editing Task


Multimodal pairs df t stat sig. ‘p’(2-tailed) df t stat sig. ‘p’(2-tailed)
K+S vs. K+T 9 1.649 0.134 9 3.592 0.006*
K+S vs. S+T 9 -3.304 0.009* 9 -0.937 0.373
K+S vs. K+S+T 9 2.529 0.032* 9 2.438 0.037*
K+T vs. S+T 9 -4.075 0.003* 9 -4.657 0.001*
K+T vs. K+S+T 9 0.331 0.748 9 -1.709 0.122
S+T vs. K+S+T 9 4.538 0.001* 9 3.312 0.009*

User Experience Level. We analyzed the user experience grades given by the partic-
ipants using all the multimodal combinations one by one. Fig.3 shows the mean and
standard deviation of the user experience levels.

Fig. 3. Mean and S.D. of number of errors for all multimodal combinations

One way ANOVA showed that, there is significant variation w.r.t. the user expe-
rience levels among the multimodal combinations K+S, K+T, S+T and K+S+T for
navigation task (F(3, 36) = 6.127, p = 0.002), as well as editing task (F(3, 36) =
13.629, p = 0.000). Further, table 3 shows the result of paired sample t-tests compar-
ing the user experience level of the four multimodal combinations. Results of the
42 S. Ghosh, A. Joshi, and S. Tripathi

t-tests shows that, for navigation task, the K+S+T combination has significantly
higher level of user experience than all other combinations; for editing task, S+T
combination has significantly lower level of user experience than all other combina-
tions. Additionally, using t-test we also compared the user experience levels for bi-
modal combinations (K+S, K+T and S+T) as well as the tri-modal combination
(K+S+T). We found that in terms of user experience, the tri-modal combination is
significantly better than the bi-modal combination for navigation (t(19) = -4.6208,
2-tailed test, p = 0.0002) as well as for editing tasks (t(37) = -4.7170, 2-tailed test,
p = 0).

Table 3. T-test results for multimodal comparison w.r.t. the user experience level

Navigation Task Editing Task


Multimodal pairs df t stat sig. ‘p’(2-tailed) df t stat sig. ‘p’(2-tailed)
K+S vs. K+T 9 0 1 9 0.818 0.434
K+S vs. S+T 9 -1.103 0.299 9 5.196 0.001*
K+S vs. K+S+T 9 -5.667 0.000* 9 -1.868 0.095
K+T vs. S+T 9 -0.921 0.381 9 3.145 0.012*
K+T vs. K+S+T 9 -3.431 0.748 9 -6.263 0.000*
S+T vs. K+S+T 9 -3.674 0.005* 9 -6.263 0.000*

Table 4 presents the summary of our analysis on effectiveness of different multi-


modal combinations. We found that the tri-modal combination is more effective than
the bi-modal combination. For a multimodal combination to be effective, the involved
modalities should complement each other [4].

Table 4. Comparison chart for different multimodal combinations

Task type Parameter Multimodal combination ranking


Performance K+S+T > S+T > K+T > K+S
Navigation Accuracy K+S+T > K+T > K+S > S+T
User Experience K+S+T >> S+T > K+S = K+T
Performance K+S+T > K+T > K+S >> S+T
Editing Accuracy K+T > K+S+T >> K+S > S+T
User Experience K+S+T > K+S > K+T >> S+T
where, ‘>’ represents – greater than and ‘>>’ represents – significantly greater than.

4.2 What Are the Roles of Each Modality in a Multimodal Combination?

Here we made a comparison between multimodal combination pairs where, in one of


the combination an input modality was present and in the other pair it was absent.
This comparison gave us an idea about the role of each input modality towards usabil-
ity goals, such as, performance, accuracy and user experience level.
Empirical Evaluation of Multimodal Input Interactions 43

Performance. Fig.4 shows the mean and standard deviation of task completion times,
for the following multimodal combinations -

• With keyboard (K = K+S, K+T) and without keyboard (No K = S+T)


• With speech (S = K+S, S+T) and without speech (No S = K+T)
• With touch (T = K+T, S+T) and without touch (No T = K+S)

Fig. 4. Mean and S.D. w.r.t. task completion time with/without keyboard, speech and touch

Table 5 shows the result of t-tests comparing the performance of these multimodal
combinations. Results shows that, for editing tasks, availability of keyboard signifi-
cantly increases and that of speech significantly decreases the performance.

Table 5. T-test results of task completion times with and without keyboard, speech and touch

Navigation Task Editing Task


Multimodal pairs df t stat sig. ‘p’(2-tailed) df t stat sig. ‘p’(2-tailed)
K vs. No K 11 0.281 0.784 12 -2.337 0.038*
S vs. No S 28 -0.036 0.972 26 3.175 0.004*
T vs. No T 21 -0.335 0.741 22 0.331 0.774

Accuracy. Fig.5 shows the mean and standard deviation of the number of errors, for
the three pairs of multimodal combinations, i.e. with/without K, S and T. Results of t-
tests shows that, for both navigation and editing tasks, a keyboard significantly in-
creases and speech significantly decreases the accuracy of a user.

User Experience Level. Fig.6 shows the mean and standard deviation of the user
experience levels graded by the participants, for the three pairs of multimodal combi-
nations, i.e. with and without K, S and T. Table 7 shows the result of t-tests compar-
ing the performance of the above mentioned multimodal combinations pairs for
navigation and editing task. Results of the t-tests, showed that, for editing tasks,
a keyboard significantly increases and touch significantly decreases the user
experience.
44 S. Ghosh, A. Joshi, and S. Tripathi

Fig. 5. Mean and S.D. w.r.t. number of errors with and without keyboard, speech and touch

Table 6. T-test results of number of errors with and without keyboard, speech and touch

Navigation Task Editing Task


Multimodal pairs df t stat sig. ‘p’(2-tailed) df t stat sig. ‘p’(2-tailed)
K vs. No K 15 -2.676 0.017* 18 -2.560 0.020*
S vs. No S 22 2.435 0.023* 27 5.328 0.000*
T vs. No T 23 0.478 0.637 19 -0.946 0.356

Fig. 6. Mean and S.D. w.r.t. experience levels with and without keyboard, speech and touch

Table 7. T-test results of user experience levels with and without keyboard, speech and touch

Navigation Task Editing Task


Multimodal pairs df t stat sig. ‘p’(2-tailed) df t stat sig. ‘p’(2-tailed)
K vs. No K 14 -1.113 0.285 15 4.125 0.001*
S vs. No S 19 0.612 0.548 28 -1.424 0.166
T vs. No T 22 0.645 0.525 20 -2.591 0.017*
Empirical Evaluation of Multimodal Input Interactions 45

Our results showed that, the multimodal combinations with speech had low per-
formance and accuracy. Few earlier works [5] [6] too reported similar results. Speech
does contribute to the speed of task; however, due to less accuracy of speech this
contribution is not achieved in a multimodal combination. Speech was found to be
efficient for commanding and not for information entry. Keyboard was found to be
efficient for information entry and not for commanding. Touch pen seemed good for
pointing to entities which were easily located on the screen. In addition, it was found
that the conventional interaction modality i.e. a keyboard has a significant role to
play, even in the presence of non-conventional interaction modalities. Ren et al. [5]
mentioned that mouse was useful and was more accurate than pen.

4.3 Are the usability parameters related?

Correlation was performed among the pairs of the three usability parameters used in
the experiment, task completion times (representing performance), number of errors
(accuracy) and user experience. Table 7 presents the Pearson’s correlation coefficient
‘r’ and corresponding significance value ‘p’ between the pairs of usability parameters.

Table 8. Correlation among key usability parameters for multimodal combinations

(r, p) Task completion times Number of errors User experience


Task completion times 1
Number of errors (0.626, 0.021) 1
User experience (-0.641, 0.009) (-0.520, 0.041) 1

The results of correlation showed that, there is a strong correlation among the three
usability parameters. This means, the multimodal combination having smaller task
completion time (i.e. higher performance) is expected to have lesser number of errors
(higher accuracy) and also higher user experience. Similar results were reported by
Sauro and Kindlund, [15] who observed positive correlation between the direct data
and indirect data from their experiments. Contrary to this, Hornbaek and Law [16]
reported negative correlations between direct and indirect data.

5 Conclusions and Future Work

In this study, we have formulated few research questions on effectiveness of different


multimodal input interactions, collected the user data through experiments, and per-
formed analysis to answer those research questions. Speech input in general was ob-
served to be the fastest input modality, but due to its low accuracy and uncertainty its
performance gets compromised [17]. Speech input seems to be effective for com-
manding but not for information entry; unlike the keyboard which is more effective
for information entry but not for commanding. Contrastingly, touch as well as mouse
seems to be effective in pointing any visible GUI entity on the screen. Knowing such
information related to the effectiveness of multimodal combination is crucial in
46 S. Ghosh, A. Joshi, and S. Tripathi

designing multimodal interactions. For any application which requires extensive use
of GUI but minimal use of text editing, speech along with touch would be the prefer-
able multimodal combination. Similarly, for an application requiring more text editing
and lesser navigation, speech together with keyboard would be preferable.
The work presented in this paper is an initial research in the direction of develop-
ing quantitative models of multimodal combination, which could guide in designing
the multimodal interactions for different applications. Future work would involve
inclusion of other non-conventional input modalities like hand or body gesture in the
experiment. This work may also be extended for specific domain applications, and
more involved user groups like bank teller, tele-caller, industrial plant operator, etc.

References
1. Dybkaer, L., Bernsen, N.O., Minker, W.: New Challenges in Usability Evaluation-Beyond
Task-Oriented Spoken Dialogue Systems. In: ICSLP, vol. 3, pp. 2261–2264 (2004)
2. Bretan, I., Karlgren, J.: Synergy Effects in Natural Language-Based Multimodal Interac-
tion. SICS Research Report (1994)
3. Wechsung, I., Engelbrecht, K.P., Schaffer, S., Seebode, J., Metze, F., Möller, S.: Usability
Evaluation of Multimodal Interfaces: Is the Whole the Sum of Its Parts? In: Jacko, J.A.
(ed.) HCI International 2009, Part II. LNCS, vol. 5611, pp. 113–119. Springer, Heidelberg
(2009)
4. Oviatt, S.: User-centered modeling and evaluation of multimodal interfaces. IEEE 91(9),
1457–1468 (2003)
5. Ren, X., Zhang, G., Dai, G.: An experimental study of input modes for multimodal human-
computer interaction. In: Tan, T., Shi, Y., Gao, W. (eds.) ICMI 2000. LNCS, vol. 1948,
pp. 49–56. Springer, Heidelberg (2000)
6. Metze, F., Wechsung, I., Schaffer, S., Seebode, J., Möller, S.: Reliable Evaluation of Mul-
timodal Dialogue Systems. In: Jacko, J.A. (ed.) Human-Computer Interaction, Part II,
HCII 2009. LNCS, vol. 5611, pp. 75–83. Springer, Heidelberg (2009)
7. Bernsen, N.O., Dybkjær, L.: Evaluation of spoken multimodal conversation. In: 6th ACM
International Conference on Multimodal Interfaces, pp. 38–45 (2004)
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(2010)
9. Bernhaupt, R., Palanque, P., Winckler, M., Navarre, D.: Usability Study of Multi-modal
Interfaces Using Eye-Tracking. In: Baranauskas, C., Abascal, J., Barbosa, S.D.J. (eds.)
INTERACT 2007. LNCS, vol. 4663, pp. 412–424. Springer, Heidelberg (2007)
10. Bernhaupt, R., Navarre, D., Palanque, P., Winckler, M.: Model-Based Evaluation: A New
Way to Support Usability Evaluation of Multimodal Interactive Applications. In: Maturing
Usability: Quality in Software, Interaction and Quality, pp. 96–122 (2007)
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Conference on Multimedia, pp. 31–40 (1997)
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Efficient Navigation through Image Databases. In: 5th ACM International Conference on
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Empirical Evaluation of Multimodal Input Interactions 47

13. Beelders, T.R., Blignaut, P.J.: The Usability of Speech and Eye Gaze as a Multimodal In-
terface for a Word Processor. In: Speech Technologies, pp. 386–404 (2011)
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http://www.microsoft.com/enable/products/windowsvista/
speech.aspx (last retrieved on February 26, 2013)
15. Sauro, J., Kindlund, E.A.: Method to standardize usability metrics into a single score. In:
ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 401–409 (2005)
16. Hornbæk, K., Law, E.L.C.: Meta-analysis of correlations among usability measures. In:
ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 617–626 (2007)
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multimodal interaction: A case study. In: International Conference on Spoken Language
Processing, vol. 2, pp. 249–252 (1998)
Usability Evaluation of the Touch Screen
User Interface Design

Chih-Yu Hsiao, You-Jia Liu, and Mao-Jiun J. Wang

Department of Industrial Engineering and Engineering Management


National Tsing Hua University Hsinchu 30013, Taiwan, ROC
ede80899808@yahoo.com.tw

Abstract. With the advancement of ICT technologies, touch-screen interface


mobile devices become a standard feature. This study aims to evaluate the
Popover interface design under different age groups. The UI elements being
considered for evaluation include location, window length and font size of the
popover in three visual search tasks. The results show that there were signifi-
cant differences in reaction time and accuracy rate between age groups. The
worst performance was found in the older group. The best button position was
on the bottom screen. In addition, significant performance differences between
popover window length and font size were also found. Generally speaking, it is
recommended to use the popover window with long cell length, and bigger font
size for better readability, especially for the older age group users.

Keywords: Touch screen, iPad, User Interface Elements, Popover,


Performance Measures.

1 Introduction

With the advancement of ICT technologies, the growth of mobile devices smart
phones and tablets outpacing that of desktop systems in 2011. User interface design is
becoming more and more important, especially for mobile devices with touch screen
interface. These devices allow users to surf the web, read electronic documents, play
games, send email and remain connected within their social networks [1].
Some usability studies showed that it is much more difficult to understand content
when it is read on a mobile device than on a desktop computer. To encounter this
problem, Steele and Iliinsky [2] recommended that the designers should identify the
important content, and emphasize it visually by making it bigger, bolder, brighter and
called out with circles, arrows and labels to help the users to understand the hierarchy
of information on the screen.
Text direction, screen size and font size are the factors affecting user’s search time
and accuracy. Lin et al. [3] used the color LCD e-reader to investigate how legibility
and visual fatigue are affected by different text directions, screen sizes, and character
sizes. They found that the recognition performance was better for reading horizontal
words than for vertical words. Screen size and font size were the factors affecting the

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 48–54, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Usability Evaluation of the Touch Screen User Interface Design 49

user’s search time. Wu et al. [4] used three different e-book displays to evaluate visual
fatigue, reading performance, and subjective rating. The results showed that greater
visual fatigue was found in smaller screen size and font size. Search speed is im-
proved, when the screen size and font size are increased.
In general, the fingertip or touch pen is used as the input device for touch screen
interface. As the primary input method, the interface design issues include touch tar-
get size, touch target layout, and tactile feedback. Since target size and layout are
often restricted by screen size, users may be slower to type on devices with smaller
target sizes and lacking of tactile feedback [5]. Budiu and Nielsen [6] indicated the
fat-finger problem with the touch screen device, and it is difficult to precisely touch
the small targets. Thus, some research has shown that the best target size for widget is
1 cm x 1cm for touch devices. Similarly, Wu and Luo [7] evaluated twelve touch pens
including three lengths and four diameters, and recommended to use a smaller
diameter and longer touch pen.
Due to the demographic change with an increasingly aging population, the usabili-
ty issues of touch-screen interface devices for the older adults require high attention.
With the increasing number of aged users on mobile devices, the issue of readability
and usability are becoming more and more important. Ziefle [8] investigated the ef-
fects of font sizes and the size of the window on navigation performance with 40 el-
derly participants (55-73 years old). The results indicated that the optimal perfor-
mance was found when the font size and the size of the preview window were large.
Many usability issues regarding touch screen interface design needs to be addressed,
especially for the older age groups. Hence, this study aims to evaluate the design of
Popover UI elements including location, length and fonts size for different age
groups.

2 Method

2.1 Participants

A total of 45 healthy participants (22 males and 23 females) involved in the experi-
ments. Three age groups including, the younger group (8 males and 7 females) with
age ranged 18-29 years old (Mean = 21.63 years; SD = 2.44); the middle group (7
males and 8 females) with age ranged 30-44 years old (Mean = 35.67 years; SD =
4.49) and the older group (7 males and 8 females) with age range 45-65 years old
(Mean = 56.52 years; SD = 4.48). All of the participants were right-handed, and can
understand and read traditional Chinese.

2.2 Equipment
The touch screen device used in this study was an Apple iPad based smart tablet de-
vice. It has a 9.7 inch screen with a resolution setting of 1024 x 768, and a portrait
soft keyboard.
50 C.-Y. Hsiao, Y.-J. Liu, and M.-J.J. Wang

2.3 Experiment Tasks


The visual search tasks involved three levels of text length. In short text search task
(2-5 words), the content can be the popular names and country names. In the middle
(9-14 words) and long (at least 15 words) text searching task, the content can be the
news headings and briefs.
According to the iPad Human Interface Guidelines, the width of the popover
should be at least 320 points, but less than 600 points [9]. Thus, the width of a popov-
er window for short text message was 320 points, the width of a popover for middle
and long text message was 460 points and 600 points respectively, as shown in Fig.1.

Fig. 1. The popover windows for the three visual search tasks

2.4 Experimental Design


The experiment design of this study was a nested-factorial design. The 45 participants
were divided into three age groups (younger, middle and older). Each participant
performed 180 trials, including 6 popover’s button locations (upper left, upper mid-
dle, upper right, bottom left, bottom middle and bottom right), 6 popover window
length (5, 7, 9, 11, 13 and 15 cell-length) and 5 font size (15, 17, 19, 21 and 23 pt).
The dependent measures were reaction time and accuracy.

2.5 Procedure

Before the experiment, a training session was given to help the participants to fami-
liarize themselves with the iPAD use as well as the visual search tasks. The partici-
pants used left hand to hold iPAD, and performed the touch screen task using right
hand.
When the participants were ready, they have to press the “Start” button. A popover
button would appear in one of the six locations randomly. They were then asked to
press the button as quickly as they can.
After pressing popover button, participants were asked to perform visual search
tasks. The visual search tasks have different popover window length and font sizes.
Usability Evaluation of the Touch Screen User Interface Design 51

The three visual search tasks was given in random sequence. When participants lo-
cated a target in the search field, they would touch the target and the target will be
highlighted. A 3 min rest period was given between experiment sessions. Each of
visual search tasks was given in random sequence.

3 Results

3.1 Reaction Time between Each Age Group and Locations of Popover
Button

The results showed that there were significant differences in reaction time between 6
locations, F (5, 210) = 13.619, p = .000, and the interaction between location and age
group was also significant, F (10, 210) = 3.041, p = .001. As shown in Fig. 2, the
better performance was found in the middle bottom position and the worst perfor-
mance was found in the upper left position. In addition, the younger and middle age
groups showed no significant difference in reaction time. The older age group had the
worst performance in all 6 locations.

Fig. 2. The effect of location and age group on reaction time

3.2 Accuracy and Reaction Time between Fonts Size and Popover Window
Length

Accuracy
For accuracy measure, the results showed that there were significant interactions in
age groups and font sizes in short text search task, F (8, 168) = 2.623, p = .01. And
the worst performance was found in the older group, but the younger and middle age
groups showed no significant difference in accuracy. The results showed that the old-
er group had better performance with the font size of 23 pt.
52 C.-Y. Hsiao, Y.-J. Liu, and M.-J.J. Wang

Reaction Time
For reaction time, there were significant differences between visual search tasks, po-
pover window length and fonts size. In short text search task, the significant effects
were found in popover window length, F (5, 210) = 9.212, p = .000, fonts size, F (4,
168) = 7.235, p = .000, and the interaction between age group and popover window
length, F (10, 210) = 4.321, p = .007. In middle text search task, there were significant
differences in popover window length, F (5, 210) = 9.212, p = .000, and fonts size F
(4, 168) = 7.235, p = .000. In long text search task, the significant effects were found
in popover length, F (5, 210) = 10.510, p = .000, and fonts size, F (4, 168) = 4.785, p
= .001. The worst reaction time performance was found in 5 cell-length popover
length. In short text search task, the 5 cell-length popover window length had the
worst reaction time performance. The better reaction time performance was found in
the 13 and 15 cell-length popover in long text search task. Thus, the findings indicate
that the reaction time decreased as the length of popover increased, as shown in
Fig. 3.

Fig. 3. The effect of popover length and text length on reaction time

For the font size effect on reaction time among the three visual search tasks, the
worst performance was found in short text search task, and the best performance was
found in middle text search task. In addition, for the middle and long text search task,
the best performance was found in 23 pt font size, and the worst performance was
found in 15 pt font size. In short text search task, the best performance was found in
21pt font size, as shown in Fig. 4.
In all three age groups, the worst reaction time performance was found in the 5
cell-length popover. For the older age group, the better reaction time performance was
found in the 11, 13 and 15 cell-length popovers. Thus, this study suggests that the
popover window length should have at least 11 cell-length for the older users.
Usability Evaluation of the Touch Screen User Interface Design 53

Fig. 4. The effect of font sizes and text length on reaction time

4 Discussion and Conclusion

For the locations of the popover, the better performance in reaction time was found in
the middle bottom and the worst performance was found in the upper left. In this
study, the participants were asked to press the popover button when it appears. Since
all the participants were right-handed, the upper left location of the popover had the
longest hand movement distance. Thus, the hand movement time increases as the
hand and target distance increases. Thus, it is recommended to position the button on
the bottom of the screen.
For the font size effect, the results showed that the worst performance in reaction
time was found in 15pt font size. Bernard [10] reported that reading 12-point size
were faster than reading the 10-point size fonts. Lin et al. [3] also indicated that too
small the font size tends to cause reading difficulty. Reading larger fonts had better
performance than reading small fonts.
For the length of text message in visual search tasks, searching in short text mes-
sage needs more reaction time than searching in long text message. In the small text
search task, the participants were asked to perform word search task. McClelland and
Rumelhart [11] indicated that perception of letters in words was actually lowered if
the subjects focused on a single letter position in the word. In this study, the reaction
time in long text search tasks (middle and long text message) were better than that of
the short text search task. It seems that the user' ability to recognize a target in sen-
tences is better than to recognize a target in words.
For the length of popover, the reaction time and accuracy performance was found
to be better in the long cell-length popover than those in the short cell-length popover.
Since the long length popover has more cell numbers, it can display more informa-
tion, and reduce reaction time for target search and increase accuracy.
Considering the popover interface design for the older users, the findings suggest
that the popover button is better positioned on the bottom of the screen. Font sizes
54 C.-Y. Hsiao, Y.-J. Liu, and M.-J.J. Wang

should be at least 23 pt. The popover window length should be at least 11 cell-length.
The findings of this study can provide very useful information for the design of po-
pover interface to facilitate usability.

References
1. Chaparro, B., Nguyen, B., Phan, M., Smith, A., Teves, J.: Keyboard Performance: iPad
versus Netbook. Usability News 12(2) (2010)
2. Steele, J., Iliinsky, N.: Beautiful Visualization. O’Reilly, United States (2010)
3. Lin, H., Wu, F.G., Cheng, Y.Y.: Legibility and visual fatigue affected by text direction,
screen size and character sizeon color LCD e-reader. Displays 34, 49–58 (2013)
4. Wu, H.C., Lee, C.L., Lin, C.T.: Ergonomic evaluation of three popular Chinese e-book
displays for prolonged reading. International Journal of Industrial Ergonomics 37, 761–
770 (2007)
5. Lee, S., Zhai, S.: The Performance of Touch Screen Soft Buttons. In: The 9th Proceedings
of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2009), pp.
309–318. ACM, United States (2009)
6. Budiu, B.R., Nielsen, J.: Usability of iPad Apps and Websites, 2nd edn. Nielsen Norman
Group, United States (2011)
7. Wu, F.G., Luo, S.: Design and evaluation approach for increasing stability and perfor-
mance of touch pens in screen handwriting tasks. Applied Ergonomics 37, 319–327 (2006)
8. Ziefle, M.: Information presentation in small screen devices: The trade-off between visual.
Applied Ergonomics 41, 719–730 (2010)
9. Apple Inc.: iPad Human Interface Guidelines: User Experience, United States (2011)
10. Bernard, M., Lida, B., Riley, S., Hackler, T., Janzen, K.: A Comparison of Popular Online
Fonts: Which Size and Type is Best? Usability News 4(1) (2002)
11. McClelland, J.L., Rumelhart, D.E.: An Interactive Activation Model of Context Effects in
Letter Perception: Part 1. An Account of Basic Findings. Psychological Review 88(5),
282–371 (1981)
A Study for Personal Use of the Interactive
Large Public Display

Shigeyoshi Iizuka1, Wataru Naito2, and Kentaro Go3


1
Kanagawa University, Japan
shigeiizuka@gmail.com
2
Department of Education, Interdisciplinary Graduate School of Medicine and Engineering,
University of Yamanashi, Japan
naito@golab.org
3
Interdisciplinary Graduate School of Medicine and Engineering, University of Yamanashi,
Japan
go@yamanashi.ac.jp

Abstract. In recent years, “digital signage” has been used for large screen dis-
plays in public spaces, such as stations or shopping malls. Some display termin-
als have used digital signage to dispatch information in an interactive format;
thus, a user touches an electronic screen to obtain information, such as a map,
store location, or advertisement, and receives it freely. Public systems common-
ly adopt user interfaces with touch panels on display terminals to facilitate
interactive information exchange.
On the other hand, the popularity of personal computers and the explosive
growth of the Internet now make it possible for users to handle a wide variety of
information—regardless of location or time of day. Furthermore, users commu-
nicate not only information that may be seen by others but sometimes informa-
tion not intended to be seen by others. In other words, even information of a
highly confidential nature can be accessed anywhere and anytime. The informa-
tion dissemination which cared about this point is desirable.
In this research, therefore, we will study information security and privacy as
it pertains to large touch screens in public places. The goal of this research is to
identify the variables associated with user safety when interfacing on large
touch screens in public venues; additionally, we will propose a method for
designing public space so that users can communicate interactively with
reassurance of confidentiality.

Keywords: Information environment design, Public space, Large public


display, private information, Reassurance.

1 Introduction

In recent years, “Digital Signage” has emerged where a large-screen display is in-
stalled in public spaces like a station or a shopping mall. Some display terminals used
by digital signage have not only information dispatched to one direction, but also
interactive interface. With such an interface, the user may freely access via touch

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 55–61, 2013.
© Springer-Verlag Berlin Heidelberg 2013
56 S. Iizuka, W. Naito, and K. Go

various kinds of information, for example, a map, a store, or an advertisement. Many


user interfaces which use touch panel for the display terminal, facilitating an interac-
tive information exchange have been used in public spaces (Figure1).
The spread of personal computers and the explosive growth of the Internet now
make it possible for users to access a wide variety of information, regardless of loca-
tion or time of day. In using the Internet, users communicate both confidential and
public information. From this, we see that even information of a highly confidential
nature can be accessed and processed anywhere and anytime. Knowledge of the
process of such information dissemination over the Internet is useful for those seeking
to develop the confidential dissemination of information using public touch screen.
Therefore, in this research, we decided to study information security privacy for
large, public touch screens in public spaces. The goal of this research is to clarify the
facts regarding the safety of communicating confidential information using a large
touch screen in a public space, and to propose the indicator and method or an envi-
ronmental design of a large screen interface in a public space where users can com-
municate confidential information with the reassurance that the information will
remain private.

Fig. 1. Large public display use image in public space

2 Related Works

The following materials are helpful to understanding this study:

• A comprehensive analysis of the design space that explains mental models and
interaction modalities, as well as taxonomy for interactive public displays is pre-
sented by Müller et al. [4].
• A preliminary prototype of a personal display, which is deployed in a university
context is presented by Böhmer et al. [1].
A Study for Personal Use of the Interactive Large Public Display 57

• A paradigm for measuring whether or not a user has read certain content is pre-
sented by Desney et al. [3].
• Two initial user studies investigating factors relevant to user acceptance and usa-
bility in the context of a deployed system that provides pedestrian navigation sup-
port through a combination of mobile devices and public displays are presented by
Müller et al. [5].
• A crossmodal ambient display framework that supports multiple users simulta-
neously accessing information that contains both public and personal elements is
proposed by Cao et al. [2].

A concept for personalized privacy support on large public displays is presented by


Röcker et al. [6].

3 Concept

In order to promote the concept that users can safety disseminate information using
interactive displays in public displays in public spaces, a design for a "shared termin-
al" and a "physical environment" must be developed with the user in mind. This re-
search furthers the following three objectives:

• To clarify the characteristics needed to secure confidence in the means by which


private information is conveyed by user’s of large, public touch interactive displays
in public spaces.
• To develop the indicator and method for the design of large, public touch screens
in public spaces so users can feel reassurance in communicating information.
• To consider this proposal from two different designs: that of the graphical user
interface (GUI) realized by software, and the solid user interface (SUI) realized by
a physical component.

4 Proposal Method

We propose how to show private information on the portion of a large public display
that is hidden by the body of the user, that is, the portion that is a dead angle to the
surrounding people. By using this method, it will be possible to communicate private
information securely in a public space. Moreover, it will also be possible to hide con-
fidential information by a user's judgment by showing the user the portion of the dis-
play that cannot be seen by others.
However, it is insufficient to ensure safety merely to hide in the shade of user’s
body. Therefore we propose a method that makes the privacy of communicating in-
formation via a public interface more reassuring for the user of such an interface. This
method will conceal information according to the level by which the user classifies it
by hiding it in the “concealment domain.” An image of this proposal is shown in
Figure 2.
58 S. Iizuka, W. Naito, and K. Go

Fig. 2. Concealment domain

Thus, private informationn will be shielded from public view by being placed on the
b the user’s body. We call this the "concealment domain."
part of the screen blocked by

4.1 Theoretical Value of


o Concealment Domain
We made the trial calculattion of the width of the display’s concealment domainn by
realizing the proposal tech
hnique. The following conditions were applied to the ttrial
calculation.

• user's shoulder width: 43


3.1 cm (Japanese average shoulder width)
• user’s surrounding eyesight: 1.0
• user stands 35 cm away y from a display (user can reach a display and can hidde a
screen domain to some extent)
e

We estimated that a user with


w surrounding eyesight 1.0 and who can read a 10 too 12
point font can see about 2 m~3 m. Then, we decided to divide the distance from ma
display into 3 points: 150 cm
m (clear,) 250 cm (visible), and 350 cm (not much visibble).
The results of calculating
g the concealment domain based on these figures is shoown
in Table 1. From these resu ults, we estimated that the range of abbreviation of 50––60
cm can be hidden.

Table 1. Width of the


t concealment domain on a display (trial calculation)

others' dis- angle with a display(°)


tance (cm) 90 75 60 45
150 56.2
22 56.83 59.00 64.33
250 50.1
12 50.41 51.41 53.74
350 47.8
89 48.08 48.73 50.20
A Study for Personal Use of the Interactive Large Public Display 59

4.2 Informational Privacy Level and Display


Using only the technique mentioned above, the concealment domain is not only re-
stricted, but the view ability of the rest of the screen greatly depends on the position
of a person behind the user (Figure 3).

Fig. 3. The relation of the others' position and a concealment domain

In such a case, the two ideas below should be considered.

1. Gradually notify the user of the danger.


2. Hide information according to the privacy level that the user selects before-
hand.

1. Gradually notify the user of the danger.

In order to gradually notify the user of the danger, it is necessary to divide the space
in front of a display according to distance. Although the method for dividing the do-
main in front of a public display according to distance and changing an interaction is
already proposed by Vogel and others [1], in our proposal, the interaction of the user
using the domain before this display is not changed, and the divided domain is used as
an index to notify of the user of the danger (Figure 4). According to the distance
(domain) from a display, a system notifies the user gradually of the danger.

2. Hide information according to the privacy level that the user selects beforehand.

This method determines what kind of operation the system performs, and when the
user’s information will emerge from the concealment domain according to the privacy
level that the user selects beforehand.
In a high level, contents are automatically moved into the concealment domain so
that the user’s information must remain within the concealment domain. Where the
concealment domain does not exist, or where it does not effectively shield the user’s
private information, iconifying and minimizing information that appears on the screen
60 S. Iizuka, W. Naito, and K. Go

Fig. 4. Domain before display

directly in front of the user can prevent others from reading the contents (Figure. 5).
In addition, the high level further protects privacy by hanging a filter that covers con-
tents in the middle to low screen level. Thus, setting opacity in the filter and allowing
the user to select the place on the screen where information can be read to some ex-
tent balances the competing goals of preserving safety of the information and allow-
ing the user to see the showing information in a public space.

Fig. 5. Display image outside the domain

5 Conclusion

In this paper, in order to communicate private information on a large public display in


a public space, we demonstrated how to display information on the concealment do-
main. From now on, we will investigate how someone’s using a large public display
in public spaces influences others to look at the display, and how many others do
A Study for Personal Use of the Interactive Large Public Display 61

look. Based on those results, we aim to design a prototype for such a large interactive
public display in a public space to maximize the privacy of communicated
information.

Acknowledgements. This work is supported by KAKENHI (23500160.


References
1. Böhmer, M., Müller, J.: Users’ Opinions on Public Displays that Aim to Increase Social
Cohesion. In: 2010 Sixth International Conference on Intelligent Environments, pp. 255–
258 (2010)
2. Cao, H., Olivier, P., Jackson, D., Armstrong, A., Huang, L.: Enhancing Privacy in Public
Spaces Through Crossmodal Displays. Social Science Computer Review Archive 26(1),
87–102 (2008)
3. Desney, S.T., Czerwinski, M.: Information Voyeurism: Social Impact of Physically Large
Displays on Information Privacy. In: Proc. CHI 2003, pp. 5–10. ACM Press (2003)
4. Müller, J., Alt, F., Schmidt, A., Daniel, M.: Requirements and Design Space for Interactive
Public Displays. In: MM 2010, pp. 25–29. ACM Press (2010)
5. Müller, J., Jentsch, M., Kray, C., Krüger, A.: Exploring Factors That Influence the Com-
bined Use of Mobile Devices and Public Display for Pedestrian Navigation. In: Proc. Nor-
diCHI 2008, pp. 308–317. ACM Press (2003)
6. Röcker, C., Magerkurth, C., Hinske, S.: Information Security at Large Public Displays. In:
Gupta, M., Sharman, R. (eds.) Social and Human Elements of Information Security: Emerg-
ing Trends and Countermeasures, pp. 471–492. IGI Publishing, Niagara Falls (2009)
Study on Haptic Interaction with Maps

Daiji Kobayashi, Anna Suzuki, and Nanami Yoneya

Chitose Institute of Science and Technology, 758-65 Bibi Chitose Hokkaido, Japan
{d-kobaya,b2080880,b2091930}@photon.chitose.ac.jp

Abstract. Although older adults’ haptic interaction with a paper map (HIM) has
been observed in our previous studies, the effectiveness of touch panel opera-
tion introducing HIM was not addressed. In this study, young adults’ characte-
ristic hand movements were observed, and the hand movements to understand
the present location and directions to a goal by a walker as the HIM were de-
fined. Hence, a digital map with three HIM functions was developed and the
effectiveness of these functions was measured and experimentally clarified.
Further, the effectiveness of a prompted HIM was experimentally investigated
using a specific digital map that prompted various HIM on the walker’s de-
mand. Finally, the characteristics of HIM and the effectiveness of prompting
HIM to the walker using a map were clarified.

Keywords: haptic interaction, paper map, digital map, touch panel, tablet PC.

1 Introduction

1.1 Background

Our previous research [1], [2] has shown that the Japanese elderly have an aversion to
using personal computers (PCs). Therefore, we conducted a usability study of our
specific digital evacuation-route map on personal digital assistants (PDA) with a
touch panel for the Japanese elderly. Almost none of the older participants could get
to the goal using the digital map, but they were able to do so using a paper map.
Hence, we observed the participants’ behavior using the digital evacuation-route map
and compared this interaction with the behavior when they used a paper evacuation-
route map. The results suggested that a participant’s hand motion on the paper map is
for route planning and understanding the present location [3].
The importance of object attributes for haptics and haptic exploration has been
previously considered [4-6]. However, the hand movement on the paper map was not
intended to explore the attributes of the paper map, such as smoothness or texture, but
was for understanding the present location and visualizing the route toward a goal.
Furthermore, the hand movement occurred either at the unconscious level or con-
sciously with think-aloud protocols. Thus, we regard the hand movements as a type of
haptics with paper map and we have named the meaningful hand movement for inte-
racting with the map as haptic interaction with map (HIM).

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 62–71, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Study on Haptic Interaction with Map 63

We assumed that HIM was useful for walking when checking a paper map for di-
rection, and also that HIM would not be useful for a digital map on a PDA with a
touch panel. Although the older participants knew how to use the digital evacuation-
route map, they consciously or unconsciously tried HIM with the digital evacuation-
route map. Hence, the older participants caused unintentional behavior of the digital
evacuation-route map and confused themselves. It appeared to us that the confusion
accumulated and the older individuals gave up walking to the goal using the digital
map. However, the touch panel is a mainstream interface for portable information
devices such as tablet PCs. Therefore, the style of digital map operation should be
taken into account based on unintentional hand movements such as HIM for the Japa-
nese elderly.
On the other hand, it is not clear that HIM is common for young Japanese individ-
uals who have become familiar with smartphones. Further, how the HIM of young
individuals using a digital map affects or effects their context of use is not clear.

1.2 Objective
The purpose of HIM is not to understand the physical properties of paper or a tablet
PC touch panel, but for getting information from a paper map or the screen of a tablet.
Although we can see that HIM is map-reading skill, we assume that the important
characteristics of HIM for getting information by moving the hands, fingers, arms,
and so on are similar to those using the haptic interaction with physical mattes. Thus,
the aim of our study is to experimentally clarify the characteristics of HIM and its
effect on users when reading a paper or a digital map. Although our previous studies
[2] indicate that the Japanese people, especially the elderly, have very wide range
capabilities when using information technologies, we focused on the HIM of young
Japanese in this study.

2 Method

To clarify the characteristics of HIM in young individuals, our research was con-
ducted according to the following steps.

2.1 Observing and Extracting HIM of Young Individuals

The hand movements of young individuals who tried to walk to a goal using a paper
map were experimentally observed, and their HIM was extracted. The extracted HIM
of the young was compared with that of the elderly we had previously investigated.
In the trial, four male and five female individuals who ranged from 20 to 22 years
of age participated. The participants tried to walk using a paper map in a residential
area. Two types of colored paper maps were prepared and used. One was A4-sized,
printed on a scale of 1 to 3000, and easy to read, while the other was A3-sized,
printed on a scale of 1 to 25000, and difficult to read.
64 D. Kobayashi, A. Suzuki, and N. Yoneya

The participants were given two tasks, i.e., to walk from different locations to the
goal using the two maps, once each time. Each task had to be done within 40 min,
after which the trial ended, regardless of whether the goal was reached or not. Further,
we defined some roads to be impassable but told the participants to draw back only at
the point when they tried to pass through it. As a result, the participant had to replan
the route to the goal while referring the paper map.
Two investigators followed the participants and an investigator recorded the partic-
ipants’ behavior such as hand movement, expression, and think-aloud protocols using
a video camera. The other investigator noted the remarkable hand movements and
interviewed the participant about these hand movements after the trial.
The HIM of the participants was extracted from their various hand movements
based on the experimental data such as the recorded and noted behaviors. In particu-
lar, we investigated the relation between the manner of hand movement and the par-
ticipants’ performance data such as the walking distance and the time taken to arrive
at the goal.

2.2 Introducing HIM into Digital Map Operation

The extracted HIM of the young participants was introduced into the operation of the
digital map by making specific digital software for the tablet PC (MSI Winpad 110W-
017JP). The tablet PC ran Windows 7 Professional Japanese Edition and had a 10-
inch display touch panel. Although the map on the tablet PC was made based on an
easy-to-read map scale, the scale of the map could be changed by pinching in/out
touch operation and it could be scrolled by running a finger on the touch panel. Fur-
thermore, to express the HIM marks such as tracing along a road or applying pressure
with fingers, we developed functions (HIM functions) that visualized HIM on the map
in terms of lines and dots. The HIM functions were available when the user touched
the center button. However, the map could not be rotated by the user.

Fig. 1. Screen of specific digital map with touch panel


Study on Haptic Interaction with Map 65

To observe HIM using our specific digital map, we conducted an experiment in a


manner similar to the prior experiment using the paper maps. However, we made two
versions of the digital map available on the same tablet PC to compare the partici-
pants’ behavior and the performance for cases in two cases: (i) when the HIM func-
tions were available and (ii) when they were not. The participants were three male and
three female students who ranged from 19 to 22 years of age. We prepared two tasks
(Task-A and Task-B) for the participants: to walk from two different locations to the
goal using the two types of digital map, with or without HIM functions, once each
time. Three participants tried Task-A using the digital map with the HIM functions,
followed by Task-B using the digital map without the HIM functions; the other three
participants tried Task-B using no HIM functions followed by Task-A using HIM
functions.
The area for the experiment was a residential area in Chitose, Hokkaido, Japan, but
different from the area used in the prior experiment. Each task had to be done within
30 min, after which the trial ended, regardless of whether the goal had been reached
or not. Further, we defined some roads as impassable and told the participants to draw
back only when they tried to pass through it. Consequently, they had to replan the
route to reach the goal using the digital map.
Two investigators followed the participants and an investigator recorded the partic-
ipants’ behaviors such as hand movement, expression, and think-aloud protocols us-
ing a video camera. The other investigator noted the remarkable hand movements.
Furthermore, the investigator interviewed the participant about the reason or mean-
ings for characteristic hand movements, including touch operations, after the trial and
if the participant could recall the particular hand movement.
The experimental data were analyzed and compared for both the cases by using and
not using the HIM functions to clarify the relationship between HIM on the digital
map and the participants’ performance such as walking distance.

2.3 Investigation of HIM’s Effectiveness Suggested by Digital Map

It seems logical that a user who confidently accesses a digital map by operations or
manipulations, including HIM, will get the appropriate information required to walk
toward a goal. This point gives rise to the hypothesis that prompting for HIM leads to
a walker’s successful decision-making and appropriate performance such as walking
in the right direction without confusion. Hence, we experimentally confirmed this
hypothesis using another specific digital map that prompted for the correct HIM on
demand.
The specific digital map prompting HIM was made based on the prior specific digi-
tal map by adding the new feature that prompts the HIM on demand. If a walker be-
came disoriented with the digital map, touched a “Need Help” button on the screen,
and selected a context menu item from “Not certain of current position,” “Lost all
sense of direction,” or “Planned route has been lost,” then the digital map took into
consideration the participant’s situation and indicated a message prompting the appli-
cable HIM, as shown in Fig. 2.
66 D. Kobayashi, A. Suzuki, and N. Yoneya

The effectiveness of the specific digital map with HIM prompting was tested by
eight participants who ranged from 20 to 21 years of age. The participants were di-
vided into two groups and the conditions for using the digital map with and without
prompting the applicable HIM were tested based on the counterbalanced measures’
design.
The area the participants walked in and the acquisition of experimental data were
the same as the previous experiment.

Fig. 2. Example of screen prompting the applicable HIM

3 Results and Discussions

3.1 Extracted HIM


From the data of the observational experiment for extracting the young participants’
HIM, the meaningful hand movements recorded by video were extracted from the
testing the effectiveness of the participant’s map reading and/or route planning. Eight
different hand movements were observed without any significant gender bias, as
shown in Fig. 3.
From the participants’ opinion, we assumed that four types of hand movements—
“Turning,” “Flipping,” “Folding,” and “Unfolding”—suggested managing the paper
map to facilitate visualization, and the other four types—“Orienting,” “Tracing,”
“Pressing,” and “Writing”—were useful hand movements to decide the direction to
reach the goal, understand the present location, and plan the route to the goal. Hence,
we designated these three types of hand movement HIM to stimulate map understand-
ing. The movement-type “Writing” was extracted from the behavior of a female par-
ticipant who had a pen by chance; she wrote a line marking her planned route to the
goal and also marked her location. Therefore, her aim when “Writing” was similar to
the functions of “Tracing” and “Pressing.”
Study on Haptic Interaction with Map 67

Fig. 3. Observed hand movements

Consequently, we extracted three different HIM for the paper map and applied
them to the digital map operation to allow using the digital map as if the user manipu-
lated a paper map. “Orienting” was made possible by the antirotation map on the
screen; “Tracing,” “Pressing,” and “Writing” were made possible by the drawing
function on the map when pressing or running a finger. With the exception of “Writ-
ing,” the other three types of HIM were coincident with the older adult’s HIM that we
had observed in the previous studies, and we developed a digital map implementing
these three types of HIM using a function. We then evaluated how the participant’s
performance was affected by the availability of the HIM function.

3.2 Effect of Digital Map Operation Including HIM


The participant’s performance, measured by walking distance for Task-A and Task-B,
was compared for the two cases: when the HIM function was available and when not
available. The results showed that the minimum walking distance for Task-A was 878
m and that for Task-B was 737 m. From the statistical results of the one-side test, the
walking distance for users having a tablet PC with the HIM function was significantly
shorter (p = 0.04) than that for users who are unable to use the HIM function in Task-
A (Fig. 4), but it did not differ significantly (p = 0.41) for Task-B. Although the re-
sults for Task-A suggested that the participants using the HIM function took some
shortcuts to reach the goal and the walking distance is significantly shorter, the mini-
mum walking distance for Task-B is 141 m shorter than that for Task-A. Therefore,
we think that taking a shortcut by the participants is not a significant factor for the
results on the right-hand side of Fig. 4.
According to the video-recorded behavior of the participants, two female students
did “Orienting” on the digital map just as for a paper map. These students said that
they did “Orienting” on the digital map to face in the direction they were going. One
other female student and a male student also did “Orienting” unconsciously when
they were confused on the way. On the other hand, all the participants did “Tracing”
and “Pressing” by using the HIM function to draw tracks and mark the impassable
road on coming across it. Further, two male students and a female student used the
HIM function for drawing the planned route to the goal as necessary.
68 D. Kobayashi, A. Suzuki, and N. Yoneya

Although the participants recalled nearly all of their HIM, we interviewed them
about the effect of HIM after the trials. As a result, we know the effect of the respec-
tive types of HIM on the participant’s decision-making with respect to moving toward
the goal and gaining more confidence in understanding their location and direction, as
shown in Table 1. Table 1 shows a specific example of the effect of HIM and the
related HIM the participants pointed out; the number shows how many participants
relate a specific example of an effect to the HIM-type.
As a consequence of these experimental results, we know that the participants used
the HIM function for memorizing or better understanding their path and/or the
planned route toward the goal; therefore, HIM is useful for walkers with a map to
some extent. However, the aim and style of HIM varied a little among the partici-
pants. In fact, some participants did not perform “Orienting” at all, and all the partici-
pants did not use the same types of HIM for the same purpose.

Fig. 4. Walking distance for Task-A (left) and Task-B (right) by the participants

Table 1. Specific example of the effect of HIM given by the participants

Related HIM-type
Specific example of the effect Pressing Tracing Orienting
Understanding the present location, the goal, or the 6 2 0
landmark well
Gaining more confidence in understanding the present 2 4 5
location and/or the direction toward the goal
Planning the route to the goal 0 2 0
Understanding the path taken from the starting location 0 2 0

3.3 Effectiveness of HIM Suggested by Digital Map


We designed the digital map function prompting appropriate HIM in the user’s con-
text based on the knowledge about the HIM and its effect. Fig. 2 shows the three
context menu items on right-hand side of the screen and the suggestion for the appro-
priate HIM based on the user’s situation.
Study on Haptic Interaction with Map 69

Fig. 5. The participant’s situation after trying prompted HIM

The results show that the difference in the walking distance between two cases—(i)
using the prompted HIM and (ii) without using the prompted HIM—was not statisti-
cally significant for the respective tasks; therefore, it can be said that HIM prompted
by a message did not have a direct benefit on a walker’s performance. Next, we fo-
cused on the participant’s verbal protocol data when the participant was in trouble and
tried the prompted HIM. Fig. 5 shows the outcomes of 13 situations when a partici-
pant was in trouble, touched the “Need Help” button, and tried the prompted HIM.
The participants could grasp the key to adjust their understanding in almost all the
cases by trying the prompted HIM.

Fig. 6. The participant’s situation after using the digital map without prompted suggestions
70 D. Kobayashi, A. Suzuki, and N. Yoneya

On the other hand, in five situations, we saw that participants were confused or
were in trouble using the verbal protocol data on the digital map that prompted noth-
ing; however, few participants could get help, as shown in Fig. 6. Therefore, prompt-
ing HIM is effective in difficult situations for walkers from the perspective of their
cognitive processes.
Consequently, we conclude from this experiment that intentional HIM is useful for
getting more information from the map, although haptic interaction is for getting the
characteristics of physical mattes. In fact, we could see that HIM is a type of map-
reading skill. Therefore, digital map operation should be designed based on HIM.

4 Conclusion

From the results obtained from this work, we know that the different types of HIM in
young individuals is same as that of the Japanese older adults observed in previous
studies; therefore, we may say that the three types of HIM including “Orienting,”
“Tracing,” and “Pressing” are common in the Japanese people. However, the effect of
these HIM types on decision-making for movements differed among the participants.
From the experimental results, we assume that the effect depends on various factors
such as the context of use rather than HIM, and therefore, HIM directly affects the
performance measures such as walking distance.
Another question is whether or not intentional HIM and unconscious HIM lead to
the same result. In this study, we focused on the intentional HIM rather than on the
unconscious HIM because the latter is difficult to observe through experiments. How-
ever, some participants were pointed out as using their unconscious HIM by the in-
vestigators, and they said that the unconscious HIM was not effective because it was
the result of a confused situation. Therefore, when unconscious HIM such as “Turn-
ing” is frequently observed, it implies that the walker could be confused.
This study also indicates that the intentional HIM is effective; however, digital
maps do not allow the observation of intentional HIM because of the common style of
touch operation. Thus, the touch-panel operation for digital maps should be rede-
signed by referring to HIM, at least for the Japanese elderly.

References
1. Kobayashi, D., Yamamoto, S.: Usability Research on the Older Person’s Ability for Web
Browsing. In: Kumashiro, M. (ed.) Prom. of W. Ability Towards Productive Aging, pp.
227–235. CRC, London (2009)
2. Kobayashi, D., Yamamoto, S.: Research on the Older Person’s Ability for Touch Panel
Operation. In: Nygård, C.-H., Savinainen, M., Kirsi, T., Lumme-Sandt, K. (eds.) Age
Management during the Life Course, pp. 229–238. TUP, Tampere (2011)
3. Kobayashi, D., Yamamoto, S.: Study on a Haptic Interaction with Touch Panel. In: Khalid,
H., Hedge, A., Ahram, T.Z. (eds.) Adv. in Erg. Mod. and Usability Eval., pp. 472–476.
CRC, Boca Raton (2011)
Study on Haptic Interaction with Map 71

4. Lederman, S.J., Klatzky, R.L.: Hand Movements: A Window into Haptic Object Recogni-
tion. Cog. Psy. 19, 342–368 (1987)
5. Lederman, S.J., Klatzky, R.L.: Sensing and Displaying Spatially Distributed Fingertip
Forces in Haptic Interfaces for Teleoperators and Virtual Environment Systems. Presence 8,
86–103 (1999)
6. Lederman, S.J., Klatzky, R.L.: Haptic Identification of Common Objects: Effects of
Constraining the Manual Exploration Process. Per. and Psy. 66, 618–628 (2004)
Relative Position Calibration between Two Haptic
Devices Based on Minimum Variance Estimation

Masanao Koeda, Yuki Konbu, and Hiroshi Noborio

Osaka Electro-Communication University,


Faculty of Information Science and Arts, Department of Computer Science
Kiyotaki 1130-70, Shijonawate, Osaka 575-0063, Japan
koeda@isc.osakac.ac.jp

Abstract. In this paper, we propose a new method to estimate the relative posi-
tions of multiple haptic devices. As is the case in stereo camera calibration, the
accurate measurement of the relative positions of haptic devices is difficult. The
proposed method uses the acquired stylus positions of two devices and esti-
mates the relative positions of two devices based on minimum variance estima-
tion. In this method, the data acquisiton process has been improved to allow a
large number of data points to be easily acquired. We conducted preliminary
experiments to estimate the positions of two devices. The results showed the
feasibility and reasonable accuracy of the proposed method.

Keywords: Haptics, Calibration, Positioning.

1 Introduction

In recent years, various haptic display devices has been developed and utilized in
several practical applications such as surgical and dental simulators [1, 2]. We also
constructed a smart but cheaper dental surgical simulation system [3]. In dental opera-
tions, dentists simultaneously use multiple tools such as a dental bar, mirror, pick, and
vacuum. For this reason, our system is prepared for the use of multiple haptic devices
in parallel. For effective and practical operation, it is preferable to allow the arrange-
ment of devices to be changed based on the operation, working situation, or size of
user’s hand. However, the accurate measurement of the relative positions and atti-
tudes of the haptic devices is a difficult and troublesome task, just as with stereo
camera calibration. Therefore, once the device arrangement is initially fixed, it is
rarely changed, but is continually as is, with the exception of some extraordinary
circumstance.
In a multiple haptic device environment, it is important to know the relative posi-
tions and attitudes of the devices. We have been studying the calibration method in
various situations [4, 5]. In our previous method [5], these properties were calculated
by solving redundant simultaneous equations using data derived from several

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 72–79, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Relative Position Calibration between Two Haptic Devices 73

identical end-points of the two devices. It was found that the accuracy of the calibra-
tion was improved by increasing the quantity of end-point data that was stored. How-
ever, in the previous method, the data acquisition process was very complicated, and
the maximum number of data points was only 24.
In this paper, we propose a new method to estimate the relative positions of mul-
tiple devices based on minimum variance estimation. In this new method, the data
acquiring process has been improved, and a large number of data points can be easily
acquired. The use of this new method is expected to improve the estimation accuracy.
Preliminary experiments were conducted, and the results showed the feasibility and
reasonable accuracy of the proposed method.

2 Methodology

and are the position vectors of the end effectors of two haptic device in indi-
vidual local coordination systems Σ and Σ , as shown in Fig. 1.

Fig. 1. Coordinate systems

T
x y z
T
x y z
i 1, 2, 3, … , n

L is the distance between two end effectors in a world coordinate system. It can be
calculated by

L –
74 M. Koeda, Y. Konbu, and H. Noborio

where x y z T is the relative position vector of both devices.


Here, V is defined as the variance of L ,

1
V ∑ L –L

where L is the average of L . In the world coordinate system, L should be the


constant value because both devices are fixed; as a result, V becomes 0 in theory.
Practically, V becomes close to 0. Then, under this constraint, can be searched
using a minimum variance estimation, argmin V .

3 System Setup

Two haptic devices (PHANToM OMNI, SensAble Technologies) were used for the
following verification experiment. To acquire the position data and , the two
devices were physically connected using a rigid connecting bar (Fig. 2). The connect-
ing bars were fabricated from plastics using a 3D printer (3D Touch, Bits From
Bytes), and 6.35 [mm] stereo female jacks were mounted at the ends of each bar
(Fig. 3). The two devices were connected to a laptop PC (EliteBook 8440w, HP) by
IEEE1394 through an interface board (1394a2-EC34, Kuroutoshikou). An estimation
program was created using Microsoft Visual Studio 2008 Professional Edition. For
the minimum variance search, a brute-force calculation was applied at 1 [mm] along
each axis. To search a 100 [mm ] area, it took approximately 10 [s].

Fig. 2. Two haptic devices connected by connecting bar


Relative Position Calibration between Two Haptic Devices 75

Fig. 3. Various lengths of connecting bars (100, 120, 140, 160, 180 and 200 [mm])

4 Experiment and Results


The horizontal displacement values x , y , and z were set visually to 250 [mm],
[mm], and 0 [mm], respectively, by using a steel ruler (Fig. 4). The search range of
was set to 200 300, 0 100, 50 50 for 1 [mm] sampling.
By moving the connector randomly while measuring and , a large number of
data points easily obtained. Fig. 5 shows the 3D plotted graph of (red dots) and
(green dots) when a 200 [mm] long bar was used. The number of data points for each
experiment is shown in Table 1.

Fig. 4. Experimental condition x 250, y 50, z 0)


76 M. Koeda, Y. Konbu, and H. Noborio

Fig. 5. Acquired data of and (number of data points n 690)

Fig. 6 shows the results for the estimated relative position, and Table 1 lists the
detailed values of the results. The estimated values are approximately the same re-
gardless of the bar length, and all V values are quite low. This result shows the
feasibility of the proposed method. Note that it is a matter of no importance that
the estimated results shown in Table 1 differ from the experimental condition
(x 250, y 50, z 0). These are not true values, but are only reference values.
Fig. 7 shows the variation in L . The red and blue lines show 0 0 0 T and
T
241 51 7.0 , respectively. As can be seen, the variance of the blue line is
flat and almost exactly zero.
Fig. 8 shows the variation in V, which is calculated in the range of 200 x
300, 0 y 100, z 0. The dark color indicates a low value of V. As can
be seen, the graph has a local minimum of x 250, y 50, and the minimum
point is the estimation result for relative positions of the two devices, .
Relative Position Calibration between Two Haptic Devices 77

Table 1. Results of relative position estimation

argmin V Number
Bar length
x y z V of data
[mm]
[mm] [mm] [mm] points
100 238 49 -3 0.144 773
120 240 50 -4 0.278 741
140 240 50 -7 0.163 745
160 240 50 -7 0.180 759
180 247 53 -8 0.166 770
200 241 51 -7 0.113 690

250
200
150
X_d
[mm]

100
Y_d
50
Z_d
0
-50 100 120 140 160 180 200

Bar length [mm]


Fig. 6. Results of estimation

350
p_d=(0, 0, 0) p_d=(241, 51, -7)
300
250
L [mm]

200
150
100
50
0
140
105

175
210
245
280
315
350
385
420
455
490
525
560
595
630
665
0
35
70

Data number
Fig. 7. Variation in L (blue: 0 0 0 T, red: 241 51 7 T)
78 M. Koeda, Y. Konbu, and H. Noborio

Fig. 8. Variation in V 200 x 300, 0 y 100, z 0

5 Conclusion

In this paper, we proposed a new method for estimating the relative positions of two
haptic devices. Preliminary experiments to estimate the positions of two devices were
conducted, and the experimental results showed the feasibility and reasonable accura-
cy of the proposed method. It was also revealed that the results had some estimation
error. In this research, we only took into account the relative positions, which may
have caused estimation error. In future research, we will consider the relative orienta-
tions of the devices. To reduce the calculation time, we will also introduce a search
algorithm such as the steepest descent method.

Acknowledgement. This work was supported by a Grant-in-Aid for Scientific Re-


search (No. 22360109) from the Ministry of Education, Culture, Sports, Science and
Technology (MEXT), Japan.

References
1. Webster, R., et al.: A Haptic Surgical Simulator for Laparoscopic Cholecystectomy Using
Real-Time Deformable Organs. In: Proceedings of the IASTED International Conference on
Biomedical Engineering, pp. 219–222 (2003)
Relative Position Calibration between Two Haptic Devices 79

2. Kim, L., et al.: Dental Training System Using Multi-modal Interface. Computer-Aided De-
sign & Applications 2(5), 591–598 (2005)
3. Noborio, H., Yoshida, Y., Sohmura, T.: Development of Human Interface Software in Our
Dental Surgical System Based on Mixed Reality. In: Proceedings of the Workshop on
Computer Graphics, Computer Vision and Mathematics, pp. 107–114 (2010)
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Customized Attachments of Haptic Device. In: Stephanidis, C. (ed.) Posters, Part II, HCII
2011. CCIS, vol. 174, pp. 340–344. Springer, Heidelberg (2011)
5. Koeda, M., Ninomiya, Y., Sugihashi, M., Yoshikawa, T.: Estimation Method for Relative
Position and Attitude between Two Haptic Devices. In: Proceedings of the 12th Internation-
al Conference on Human-Computer Interaction, pp. 446–450 (2007)
Optimization of GUI on Touchscreen Smartphones
Based on Physiological Evaluation – Feasibility of Small
Button Size and Spacing for Graphical Objects

Shohei Komine and Miwa Nakanishi

Keio University, Yokohama, Japan


bad-boc.jda.1991@a6.keio.jp, miwa_nakanishi@ae.keio.ac.jp

Abstract. Prompted by the increasing popularity of smartphones, we experi-


mentally investigated how command button size and spacing influences users’
operation and experience of the device. We measured user performance (input
accuracy and operation time) and assessed physiological and psychological re-
actions. Tests were performed for a range of button sizes, spacing and handling
modes. While large button size (9 mm) increased user comfort, a size of 7 mm
aroused more user excitement, suggesting that user-interface design guidelines
should be revised for uses such as games and amusement.

Keywords: GUI, touchscreen, smartphone, physiological evaluation, interest.

1 Introduction

In recent years, portable touchscreen terminals known as smartphones have experi-


enced a global upsurge, which is expected to continue. Today, smartphones are used
not merely as cellular phones but also in everyday online pursuits, such as SNS (So-
cial Network Service) communication, browsing websites and gaming. In addition, a
new role for smartphones is emerging for interface-control equipment in houses and
home electronics.
Despite the diverse applicability of portable touchscreen terminals, structured GUI
(Graphical User Interface) and corresponding design guidelines have yet to be estab-
lished. In the UI guidelines of companies such as Microsoft and Apple, the recom-
mended command button size is nearly 7 mm [1-3]. However, the optimal button size
is expected to be purpose oriented; for example, controlling home electronics, creat-
ing a text message in SNS and repeatedly striking a game target should call for
different button sizes.
Therefore, in this study, we experimentally investigated the effect of button size
and spacing on both user performance (namely, input accuracy and operation time)
and perception. The results will clarify whether user experience of smartphones could
be enhanced by customizing button size to a particular task.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 80–88, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Optimization of GUI on Touch
hscreen Smartphones Based on Physiological Evaluation 81

2 Experimental Task

Prior to the experiment, paarticipants rested with their eyes closed for two minuutes.
The assigned task involved repeated touching of command buttons on the touchscrreen
Android GALAXY S3, Samsung). The number of repeaated
display of a smartphone (A
touches was 20. The task was
w performed in the following sequence:

1. Participants were requessted to press the central preparation button on the touuch-
screen display at arbitrarry times.
2. At the time of touching thet prepare button, a group of 9 (3*3) command buttonns at
random positions on thee touchscreen display was shown. Among this group, ppar-
ticipants were required to o touch the centre button as quickly and precisely as poossi-
ble. Touching point wass determined as the first contact point of the fingers on the
display. If the central bu
utton in the group was precisely touched, the detection w was
successful. If other pointts were touched, the detection was false.
3. Return to (1). A single task
t comprised 20 time repeats of sequences (1)–(3). F Fol-
lowing a task, the particcipants evaluated performance usability on 100 levels and
finally assessed the succeess rate of tasks.

The task was performed forr different handgrips, button sizes and button spacings.

Fig. 1. Task sequencee and display design used in the smartphone experiments

2.1 Experimental Cond


ditions

Handgrips were dominantt-handed dominant-thumb operation (Fig. 2), oppossite-


handed dominant-index-fin nger operation (Fig. 3) and ambidextrous thumb operattion
(Fig. 4). In the final case, paarticipants also conducted thumb-free operations.
Four different button sizzes were used: 3, 5, 7 and 9 mm. Button spacing was 00, 1
and 2 mm. Participants weere given all 12 combined conditions in a perfect randdom
order.
82 S. Komine and M. Nakanishi

Fig. 2. Dominant-handed dominant-thumb Fig. 3. Non-dominant handed dominant index


operation finger operation

Fig. 4. Both-handed both-thumb operation

Fig. 5. Experimental conditions of button size and space

2.2 Measurements
The device was tested from performance, psychological and physiological viewpoints.
Performance was assessed from input accuracy and operation time data. Input accura-
cy was defined as the probability of exactly touching the group central button in a
single task; that is, the input accuracy measures the probability of successful touches
per task. Operation time was the time difference between the fingers disconnecting
Optimization of GUI on Touchscreen Smartphones Based on Physiological Evaluation 83

from the prepare button and touching the next (arbitrary) position on the touchscreen
display. As a measure of psychological impact, participants were asked the question
“How easy was touching the command buttons in one task? Please valuate this task
from 0 points (very easy) to 100 points (very difficult)” after task completion. Physio-
logical measures were SCR (Skin Conductance Reflex) and re-rated human emotion;
in particular, excitement and awareness. Measurement instruments were BIOPAC
MP150 and GSR110C skin SCRamp (made by Monte System Corporation). Ag/AgCl
electrode was placed on the index and middle fingers of the participant’s non-
dominant hand. Cutoff frequency was 0.05–1 Hz and sampling rate was 0.2 kHz.

2.3 Participants

10 male college male students (age 21–24) participated in the study. Participants had
consumed no alcohol or caffeine since the previous day. All participants were right-
handed. Eight of the participants used a smartphone in everyday use, while the
remainder used a feature phone.

2.4 Ethics

We obtained informed consent from all individuals participating in this experiment.

3 Results

3.1 Task Performance

Accuracy as a function of size and spacing of command buttons was assessed using
two-way analysis of variance (ANOVA). The results under dominant-handed domi-
nant-thumb operations are shown in Fig.6. Size exerted a statistically significant ef-
fect on accuracy (Two-way ANOVA, F (3,108) = 44.90, p < 0.01), whereas spacing
did not. Moreover, no interaction between size and space was observed. The above
results were independent of handgrips.
Input accuracy decreased with button size. In particular, input accuracy declined
from approximately 90% to 75% as the button size decreased from 7 mm to 5 mm,
and reduced to below 50% when 3-mm buttons were used (Bonferroni multiple com-
parison). The accuracy achieved for a given button size was not affected by spacing
between the buttons.
Next, operation time as a function of size and spacing of command buttons was
analysed by two-way ANOVA. The results under dominant-handed dominant-thumb
operation are shown in Fig. 7. Furthermore, button size exerted a significant effect
(Two-Way ANOVA, F (3,108) = 15.15, p < 0.01) regardless of spacing, with no ob-
vious interaction between size and spacing. These results were again independent of
handgrips.
84 S. Komine and M. Nakanishi
N

Fig. 6. Relationships between size, space and input accuracy under dominant-handed dominnant-
thumb operation

Fig. 7. Relationship between size,


s space and operation time under dominant-handed dominnant-
thumb operation

Operation time was inveersely related to smaller button size. Operations perform
med
on 9 mm buttons consumed less than 565 ms, whereas approximate operating tim mes
for 5 and 3 mm buttons were
w 651 and 746 ms, respectively (Bonferroni multiiple
comparison).
Meanwhile, spacing exerrted no significant effect on input accuracy.
Optimization of GUI on Touchscreen Smartphones Based on Physiological Evaluation 85

3.2 Subjective Evaluation


Two-way ANOVA was used to subjectively evaluate the ease of button touch for
varying size and spacing of command buttons. Figure 8 summarizes the results under
dominant-handed dominant-thumb operation. In this case, the effects of both size
(Two-way ANOVA, F (3,108) = 90.64, p < 0.01) and spacing (Two-way ANOVA, F
(3,108) = 4.39, p < 0.05) were statistically significant, but no interaction between size
and spacing was detected. Similar results were obtained for other handgrips.

Fig. 8. Relationships between size, space and subjective evaluation points under dominant-
handed dominant-thumb operation

Subjective evaluation points related to the ease of touch on command buttons in-
creased with the button size (Bonferroni multiple comparison). Evaluation of the 3-
mm buttons was especially low (around 20 points or less), with a significant increase
as spacing was increased from 0 mm to 2 mm (Bonferroni multiple comparison).

3.3 Physiological Evaluation

It is known that physiological reactions markedly differ between individuals. There-


fore, the SCR data were analysed as follows. The SCR of an individual was obtained
as the average SCR during task performance minus the average resting SCR (meas-
ured prior to experiment). Also, the data measured from the same handgrip were stan-
dardized to satisfy average = 0 and variance = 1. In addition, because abnormal SCR
measurements were obtained from three of the participants, the measured data are
those from seven participants. SCR results, results under dominant-handed dominant-
thumb operations, analysed by two-way ANOVA, are shown in Fig.8. Button size
and spacing exerted no significant effects on physiological response, nor was any
interaction between size and space detected.
86 S. Komine and M. Nakanishi

Fig. 9. Relationship between size and standardized SCR under dominant-handed dominant-
thumb operation

Although no overall statistically significant differences were observed, on an aver-


age, 7-mm button size generated a higher physiological response than other button
sizes. The relationship between standardized SCR and size showed an inverted
U-shaped structure.
This physiological response curve was dependent on handgrip. Under the other two
types of handgrip, SCR increased as button size decreased. An inverted U relationship
did not emerge.

4 Discussion

The analysis of input accuracy and performance time revealed that users could oper-
ate exactly and quickly if command buttons were sufficiently large, consistent with a
general hypothesis. Input accuracy was re-assessed for the eight participants in an
ordinary manner using a smartphone (Fig.10).
In this sample, input accuracy was around 50% for the 3-mm buttons, but exceeded
80% and 90% for the 7-mm and 9-mm buttons, respectively. However, regardless of
handgrip, the accuracy improvement as button size increased from 5 to 9 mm was not
statistically significant. Therefore, we consider that most users can touch buttons over
7 mm ‘exactly and quickly enough’, whereas seasoned smartphone users can likely
manipulate smaller buttons (5 mm) with an equally high accuracy.
However, we regard 9 mm as a suitable size for command buttons. With larger size
buttons, the display has extra space and the ‘ease of touch’ judgment is maximized, as
evidenced in the positive relationship between subjective evaluation points and in-
creased size and spacing.
SCR analysis presents a different viewpoint. Ogawa et al. reported an inverted U
relationship between ‘interest’ and information load (see Fig.11) [4].
Optimization of GUI on Touch
hscreen Smartphones Based on Physiological Evaluation 87

Fig. 10. Input accuracy as a function


f of size and space in smartphone users under dominnant-
handed dominant-thumb operaation

Fig. 11. Relation between ‘in nterest’ and information load (re-edited based on the chart pre-
sented by Ogawa, et. al. [4] )

While the theory of Ogaawa and colleagues is not entirely consistent with thatt of
our study, it suggests that the inverted U-shaped relationship between load, whhich
may be interpreted as ‘diffficulty to touch’ and button size reflects a correspondeence
between the physiological response
r (SCR measurements) and psychological responnse,
nd awareness. From the results of this experiment, the op-
in particular, excitement an
timal size at which particip
pants report exact and easy touching can be assumed aas 7
mm. At this size, participannts may conduct operations under the most active and ex-
cited psychological conditio
ons. Therefore, a 7-mm command button, correspondingg to
88 S. Komine and M. Nakanishi

the top of an inverted U curve, is ideal for applications intended to enhance the user’s
psychological state (such as gaming).
Comparing these findings with existing design guidelines, we note that the peri-
pheral joint width of the index finger exceeds 14 mm in 95% of Japanese males
(IOS9251-9(2000); [5]). Given that a 9-mm button size ensured sufficient perfor-
mance in this experiment, we conclude that the existing guidelines are not suitable for
modern interfaces. Also, in the latest UI guidelines released by companies, the mini-
mum space allocated to button size plus spacing is approximately 9 mm, consis-
tent with the results of our study in terms of task performance and subjective
evaluation.
However, a 7-mm button size is sufficient to inspire smartphone users a sense of
‘interest’ and ensure high task performance. We suggest that UI design guidelines be
reviewed for uses such as games and amusement.

5 Conclusion

In this study, we experimentally investigated how command button size affects the
physical performance of users and the psychological perception of smartphone
devices.
It was found that most users can easily and accurately touch command buttons ex-
ceeding 7 mm. Users who ordinarily use a smartphone can accurately manipulate
buttons as small as 5 mm. However, the ‘ease of touching’ increases as button size
increases. Thus, extra-space displays (9 mm command buttons) appear to offer the
most user comfort. Meanwhile, the button size for which users reported ‘not too diffi-
cult and not too easy’ was 7 mm. At this size, button touching was accompanied with
a rise in user excitement. Thus, applications such as gaming, in which users should
feel excitement rather than relief, are well serviced by a 7-mm command button.

References
1. Microsoft: Windows Dev. Center: Touch interaction design (Windows Store apps)
(January 13, 2013),
http://msdn.microsoft.com/ja-jp/library/windows/apps/hh465415
2. Apple: iOS human interface guideline (2011)
3. Nokia: NOKIA Developer: S60 5th Edition C++ Developer’s Library v2.1 (January 13,
2013),
http://library.developer.nokia.com/
index.jsp?topic=/S60_5th_Edition_Cpp_Developers_Library/
GUID-5486EFD3-4660-4C19-A007-286DE48F6EEF.html
4. Ogawa, S.: Concept of playing—the basis of intent—the collection of treatises of econom-
ics research center, vol. 26, pp. 99–119 (2003)
5. ISO9241-9: Ergonomic Requirements for Office Work with Visual Display Terminals
(VDTs) –Part 9, Requirements for Non-Keyboard Input Devices (2000)
Changes in Posture of the Upper Extremity Through the
Use of Various Sizes of Tablets and Characters

Hiroki Maniwa1, Kentaro Kotani2, Satoshi Suzuki2, and Takafumi Asao2


1
Graduate School of Science and Engineering
2
Faculty of Engineering Science
Kansai University,
3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
k853884@kansai-u.ac.jp

Abstract. The aim of this study was to analyze the posture of the upper extrem-
ities during the use of mobile communication devices. Using various sizes of
mobile devices and display characters, we examined subjective muscular loads,
viewing distances, and joint angles in the head, neck, shoulder, elbow, and low-
er back. No postural differences were found between the use of 7-in and 10-in
devices, whereas the head and neck were significantly flexed and the elbow an-
gles were decreased during the use of the 13-in device. Character size signifi-
cantly affected the viewing distance; however, no differences in body angles
were found. Participants continually increased their muscular loads during the
task by flexing the head and neck, despite their high subjective discomfort
levels in the neck and upper arm.

Keywords: tablet devices, smartphone syndrome, upper extremity posture,


angle analysis.

1 Introduction
The use of small mobile communication devices equipped with touch panels has be-
come common. The resulting increase in the incidence of musculoskeletal disorders
(MSDs) caused by extensive use of these devices (e.g., text messaging and viewing
Web pages) has become a major concern [1]. Previous studies on MSDs associated
with the extensive use of mobile devices have focused on subjective muscle loads on
the upper extremities [2] and on the movement of the thumb during device operation
[3]. The posture assumed during mobile device use has been reported to result in tens-
ing of the upper extremities, which can lead to the development of MSDs [4]. How-
ever, no reports have addressed how changes in upper extremity posture during the
use of mobile devices may affect MSDs risk. Moreover, no objective data have been
reported regarding the pathology of smartphone syndrome, caused by extensive use of
mobile devices, in relation to the size of the mobile device [3]. Although studies [5]
have reported that the size of the characters on the display screen affects readability,
the effect of character size on upper extremity posture has not been addressed.
Establishing guidelines to prevent MSDs caused by extensive use of mobile devic-
es is important. To begin the establishment of such guidelines, we considered it

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 89–96, 2013.
© Springer-Verlag Berlin Heidelberg 2013
90 H. Maniwa et al.

important to objectively assess the posture of the upper extremities during the use of
devices with different sizes of characters and display areas. In this study, we report
the changes in upper extremity posture depending on the size of the mobile device
used and the size of the characters displayed on its screen.

2 Method

2.1 Participants
Ten right-handed university students who used mobile devices regularly (5 men and 5
women) participated in the experiment. Their corrected vision was greater than 20/30.

2.2 Experimental Apparatus

In this study, video images were obtained while the participant was operating the
mobile device to observe whether the posture of the upper extremities changed during
device use. A digital video camera (PJ760V, SONY) was used, and the frame rate of
the video was set to 29 fps. Three mobile devices of different sizes (7-in TOSHIBA
REGZA AT570, 10-in AT700, and 13-in AT830 ) were used (Figure 1). Their
weights were 332 g, 535 g, and 1000 g, respectively.

Fig. 1. Mobile devices used in the experiment


(7 in, 10 in, and 13 in, from left to right)

2.3 Experimental Procedures


Colored markers (diameter, 50 mm) were attached to the bodies of the participants to
assist in the measurement of dynamic angular changes in upper extremity posture.
The markers were attached to the body at the canthus, tragus, C7 vertebra, acromion,
elbow, and lower back and at the center of the device, as shown in Figure 2.
In this experiment, 3 character sizes (small, 1 × 1 mm; medium, 3 × 3 mm; and
large, 5 × 5 mm) and 3 display sizes (7 in, 10 in, and 13 in) were chosen as indepen-
dent variables, giving a total of 9 combinations. The order of the trials was
randomized.
Changes in Posture of the Upper Extremity Through the Use of Various Sizes of Tablets 91

Fig. 2. Location of the markers

To become familiar with the operation of the mobile devices used in the experiment,
participants underwent practice sessions before the experiment. The input method was
set to flick motion. Participants were instructed to use the left hand for grasping the
device and the right hand for character entry. At the start of the trial, participants were
asked to perform a simple text-editing operation for 5 minutes. In addition, they were
instructed orally to enter the text message as follows: “There is no need to try to enter
as fast as you can. Please focus on the work on your own pace.” After 5 minutes, the
instructor gave a signal to stop. After each trial, the participants filled out a question-
naire regarding the subjective muscular loads during operation of the mobile device.

3 Data Analysis

3.1 Video Analysis of Dynamic Angular Changes in Body Position


Dynamic angular changes were determined using an image processor (Labview,
National Instruments). A still image was extracted every 30 sec (from 0 sec to
300 sec) for further analysis. Image analysis techniques were used to obtain the angles
of the head, neck, shoulder, elbow, and lower back and the viewing distance. Angles
were estimated using the reference markers, following the regimen reported by
Sommerich et al. [6].

3.2 Range of Motion

The range of motion in the upper extremities, especially the head and neck, vary
widely among participants [7]. Therefore, even if the same angle was obtained for
different participants, the absolute range of motion could differ between participants.
In this study, we used percentage range of motion (%ROM) as an index for normaliz-
ing the magnitude of the angle to represent the level of body flexion for each
participant. Therefore, we defined “zero position” as the neutral posture assumed
92 H. Maniwa et al.

when relaxed. The %ROM was calculated as the absolute range of motion divided
into the direction of extension and flexion and normalized by the maximum angles, as
shown in Figure 3.

Fig. 3. Flexion and extension motions starting from a relaxed posture (absolute zero position)

3.3 Collecting and Analyzing Subjective Responses


Simultaneous with measurements of the upper extremity angle, the subjective discom-
fort level caused by the muscular load was assessed using the Borg Scale (CR-10).
Subjective responses were recorded for eye fatigue and muscular loads of the upper
back, neck, and upper left arm [3]. In addition, the participants were instructed to
report any sense of muscular load in areas other than those about which we specifical-
ly inquired. For statistical analysis, ANOVA was used to analyze data on each body
angle and viewing distance, as well as subjective responses, in relation to the inde-
pendent variables of device and character size.

4 Results
4.1 Effect of Display Size on Upper Extremity Posture

The size of the mobile device was significantly associated with the viewing distance;
flexion angles at the head, neck and elbow; and subjective muscular loads on the neck
and left upper arm (Table 1). Multiple comparisons revealed that there were no signif-
icant differences between viewing distances for 7-in and 10-in devices. However, a
significant difference was observed between the viewing distances for 13-in, 7-in, and
10-in devices. No significant difference was observed with respect to eye fatigue, the
subjective muscular load on the upper back, or the flexion angle at the shoulder and
lower back.
Changes in Posture of the Upper Extremity Through the Use of Various Sizes of Tablets 93

Table 1. Viewing distance, body angles, subjective muscular loads, and eye fatigue according
to the size of the mobile device

Table 2. Viewing distance, body angles, subjective muscular loads, and eye fatigue in relation
to character size

A significant correlation was observed between viewing distance and character


size. Multiple comparisons revealed significant differences in the viewing distance
between the large (5 × 5) and small (1 × 1) character sizes and between the medium
94 H. Maniwa et al.

(3 × 3) and small character sizes (1 × 1) (Table 2). No significant difference was


found for any of the other variables.

4.2 Effect of Task Performance Time on Upper Extremity Posture


According to Lin et al. [4], people tend to unconsciously build up tension in the upper
extremities, especially the neck and shoulders, during extensive operation of mobile
communication devices. It is therefore likely that the posture of the upper extremities
changes with the time of mobile device operation. To test this hypothesis, we com-
pared the average flexion angles in each part of the upper extremities and the viewing
distance after 30 and 300 sec of mobile device operation (Tables 3–5).

Table 3. Changes in flexion angles of the upper extremities and viewing distance with
operation time of a 7-in mobile device

Table 4. Changes in flexion angles of the upper extremities and viewing distance with
operation time of a 10-in mobile device

Table 5. Changes in flexion angles of the upper extremities and viewing distance with
operation time of a 13-in mobile device
Changes in Posture of the Upper Extremity Through the Use of Various Sizes of Tablets 95

The viewing distance significantly decreased and the flexion angles in the head,
neck, and elbow significantly increased between 30 and 300 sec of mobile device op-
eration (Table 3). The viewing distance decreased and the flexion angles in the head
significantly increased between 30 and 300 sec of mobile device operation (Table 4).
The viewing distance and the flexion angles in the head, neck, elbow, and lower back
significantly increased between 30 to 300 sec of mobile device operation (Table 5).
Therefore, the posture of the upper extremities changed with performance time; the
flexion angles increased in the head, neck, and lower back and decreased in the elbow
(with the viewing distance) for the 13-in device compared to the other devices.

5 Discussion
The viewing distance and the posture of the upper extremities changed with the size
of the mobile device. A significant change was observed in the flexion angles of the
head, neck, and elbow with the time of device operation of the 13-in device but not
the 7- or 10-in device. In particular, a high subjective muscular load on the left arm
was observed compared to the other parts of the body during operation of the 13-in
device. This load may lead to the observed change in posture, most often the place-
ment of the device on top of the thigh to support the weight of the device, causing
hyperflexion of the head and neck. If the weight of the device exceeded the level that
the participant could hold while in an upright position, they changed the viewing dis-
tance and hyperflexed the head and neck. While the participants strongly felt that the
subjective muscular load on the neck increased with increasing size of the mobile
device, they tended to continue flexing the head and neck, with more neck flexion
over time. A previous anatomical study [7] reported that flexing the head and neck
affects hypertension of the trapezius, located in the upper back. However, no signifi-
cant differences in the subjective muscular load in the upper back were observed,
although the flexion angles of the head and neck significantly increased with increase
in size of the mobile device. This observation is consistent with the report by Berolo
et al. [2], suggesting that the subjective muscular load on the upper back does not
necessarily lead to hypertonus of the trapezius from flexion of the head and neck.
Increasing the character size did not appear to change the angle of any part of the
upper extremity, although the viewing distance increased. This observation suggests
that the whole upper body cooperatively adjusted to decrease the viewing distance,
not just one isolated part of the body. Enlarging the text on the mobile device actually
produced a change in the posture of the upper extremities. A comparison of differenc-
es in muscle strength and stature of participants is required to clarify whether text
enlargement effectively reduces the risk of MSDs.
In this study, we observed that the flexion angles of the head and the viewing dis-
tance changed significantly with the time of mobile device operation. Lin et al. [4]
reported that muscle activity in the upper extremities changes under different working
conditions (e.g., before work, during the first work break, during the second work
break, and after work); however, studies regarding dynamic changes in posture during
work have not been reported thus far. In our study, the flexion angle of the head in-
creased with increasing time of mobile device operation. This observation indicates
that the upper extremities remained tense throughout the task. Additional and more
96 H. Maniwa et al.

quantitative evaluation is therefore possible by studying the effect of muscular loads


induced by different continual operation. Such information may help to clarify the
relationship between mobile device use and the risk of developing MSDs.

6 Conclusion

This study aimed to determine whether changes in posture during mobile device use
are related to the size of characters displayed on the screen or the mobile device size.
No postural differences were found between the use of 7-in and 10-in devic-
es, whereas the head and neck were significantly flexed and the elbow angles were
decreased during the use of the 13-in device. We observed a tendency to support the
subjective muscular load on the arm by resting the mobile device on the thigh. Cha-
racter size did not affect posture but significantly affected the viewing distance;
however, no differences were found in the body angles. Tension in the upper body
increased with operation time of the mobile device; thus, operation of such devices
for continuous stretches of time without breaks may be related to the risk of develop-
ing MSDs. Further research should focus on relating quantitative muscular loads rec-
orded by electromyography to postural changes associated with the operation time of
mobile devices.

Acknowledgements. Part of the present study was funded by Research Group Eco-
logical Interface Design and Kansai University Kakenhi of the Japan Society for the
Promotion of Science (24370143, 24657182).

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GUI Efficiency Comparison Between Windows and Mac

Eric McCary and Jingyaun Zhang

The University of Alabama, Computer Science Department


Tuscaloosa, Alabama 35487-0290
eamccary@crimson.ua.edu

Abstract. In present times, it is not uncommon to have a desktop with two or


more monitors. How these operating systems perform in a multiple monitor en-
vironment is an interesting topic. In this work, we will evaluate the efficiency of
and compare how two popular operating systems, Windows and Mac OS, per-
form in large and multiple monitor environments. In particular, we will evaluate
the performance of menu bars in both operating systems as they serve a near
identical purpose and have the same functionality while providing their offer-
ings differently. It is well-known that Mac OS uses a menu bar at the top of the
screen (global) and Windows uses a menu bar attached to the top of its respec-
tive application (local). The conducted user study shows that the overall
performance of Windows menu bar was better than that of the Mac menu bar
implementation in the conducted tests.

Keywords: Graphical User Interface (GUI), Menu Bar, Title Bar, Operating
System, Locality.

1 Introduction

Graphical User Interfaces (GUIs) have become an integral part of the average individ-
ual’s everyday activities even in instances where one may not be aware of its composi-
tion or of its existence. Modern operating systems normally come packaged with a
graphical user interface, and these GUIs have continuously evolved over the years, and
in most cases have extensively enhanced the user experience with every major release.
For example, Windows and Mac have GUIs that are tightly integrated into their OS
kernels and have made significant changes on nearly all of their versions. [1]
Window’s and Mac’s GUI implementation both support the use of large and mul-
tiple monitor environments. This functionality was eventually added due to the chang-
ing customer desire and the cheaper cost of display equipment. Support for these
multiple monitor configurations was added to Windows in its Windows 98 OS, and
Mac implemented this as a standard feature in 1987. [2]
A significant occurrence in GUI efficiency is the convergence of stylistic elements
belonging to Mac OS X and Windows GUIs. This fact brings to our attention the
amount of similarity found in these two operating systems, and upon observation
beyond the “look and feel”, there are more resemblances and likeness of functionality.
With so little difference between core functionality, it is useful to understand the

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 97–106, 2013.
© Springer-Verlag Berlin Heidelberg 2013
98 E. McCary and J. Zhang

differing means of utilizing the functionality offered by the OS GUIs and how effi-
cient and user-friendly these methods are. More specifically, how efficiently these
two GUI styles will handle themselves in environments with large or multiple display
screens.
Since these two operating systems implement their menu bars differently, it is use-
ful to measure the disparity in efficiency among them in single and multiple display
scenarios. This paper will evaluate the graphical implementation of the menu bar in
the GUIs used by Microsoft Windows and Mac OS X.

2 Initial Analysis

An excellent tool to measure efficiency of interface design is Fitts’ Law. Fitts’ Law,
as defined in [3] as a mathematical model of fine motor control which predicts how
long it takes to move from one position to another as a function of the distance to and
size of the target area. Although Fitts' model was originally formulated to project how
quickly a human could point at a physical button, we can use the same set of rules to
determine how quickly we can acquire specific points or objects on a screen. The law
also states that the bigger buttons are the faster they can be accessed and should be
used for more important functions. This law has been previously defined as:

Time = a + b log2 (2D / W + 1) (1)

Mathematically interpreted, Fitts’ Law is a linear regression model for a 2-


dimensional space. [4] We will define D as the approximate distance of the impend-
ing movement and W is the width of the target. a (intercept) and b (slope) are
empirical constants determined through linear regression which are device dependent.
The authors in [5] break the law down into two simple concepts:

• The farther away a target is, the longer it takes to acquire it with the mouse.
• The smaller a target is, the longer it takes to acquire it with the mouse.

For our purposes, Fitts' law will be used as a quantitative method of modeling user
performance in rapid, aimed movements, where one's appendage starts at rest at a
specific start position, and moves to rest within a target area while controlling a point-
ing device.
It is important to note the edges of a screen which ends the visible and tangible
viewing area. These sections are thought of to be infinitely wide or tall because it is
not possible to scroll or move past these areas. For example, it is not possible to scroll
left past the leftmost boundary of a display. So we describe any object on the outer-
most borders as being infinitely wide or tall.
The authors in [6] explain how bigger targets are easier to click, and edge-adjacent
targets are effectively infinitely big. This makes us aware of the fact that in order to
improve user accuracy or acquisition speed, we can either make the desired object
larger, or closer. To further examine this, we can inspect the equation that represents
Fitts’ Law with inputs from two hypothetical scenarios. These scenarios will demon-
strate attributes that an infinitely large menu bar and a menu bar which has excellent
GUI Efficiency Comparison Between Windows and Mac 99

proximity to its application would possess. If we maintain the values of a and b


(which means the start and end locations lie on the same vector on a 2D plane, or in
this case, the display screen), we can determine the disparity in Time which the equa-
tions will yield.
M1: Time = a + b log2 [ 2(1000) / ∞ + 1] (2)
M2: Time = a + b log2 [ 2(0.001) / 100 + 1] (3)

M1 represents the equation with inputs from an infinitely large menu bar, while M2
represents a menu bar which is attached to its application. We can see that the solu-
tions to these equations will be very small in either case, and in reality, the value of D
in M2 will likely be a very small number, making both Time values very close to zero.
There are many of such truths of interface that extend beyond what the user is used
to or favors, and good interface design requires close attention to these. So familiarity
has a lot to do with comfort and ease of use and users frequently prefer the familiar to
the more usable.
Fitts’ Law can be utilized to scientifically estimate the results of the experiment to
be detailed later in the paper. This process can provide users with a definitive value
which delivers the calculated efficiency of acquiring the menu bar in each of the GUIs
being tested.

3 Effect of Screen Sizes

Screen size further complicates the efficiency in a GUI when dealing with differing
methodologies of menu bar placement. This is important to consider as the technolo-
gical trends seem to be incorporating larger and larger screens into the majority of
environments where computers are used with exception to mobile devices.
Mac OS X is installed on a limited set of hardware. The smallest of these is an 11-
inch MacBook air. Mac OS X works well in this environment, as the menu bar of
applications is detached and resides on the top of the screen. This type of configura-
tion maintains a shorter travel distance to the buttons belonging to the running pro-
gram. This is achieved due to the small screen size of this specific laptop. So in this
situation there is less work to be done by the user in order to access application con-
trols. On the other end of the spectrum, in a situation where OS X is being displayed
on a large screen or even multiple screens, this operating system’s menu bar is some-
times located a great distance from the focused application.
As in both OS GUIs, a single instance of application control objects being located
on a single screen culminates into a concept of a main screen. This basically means
that objects such as the Menu Bar can only be located on this singular screen. The fact
that the menu bar can only reside on this screen may create more efficiency difficul-
ties. Considering that normally when one uses multiple screens to expand their work-
space, this individual would like to move application and documents into windows
other than the main screen. Moving back and forth between these screens may create
more work for the user.
Windows software can be installed on a wide variety of devices with a wide range
of screen sizes. This operating system also makes use of the main screen concept
100 E. McCary and J. Zhang

which will keep its taskbar on a single window when utilizing multiple monitors.
However, Windows operates somewhat differently from Mac OS X with its menu
bars for an application and allows for menu bars to be attached to their respective
applications.
When dealing with single monitors of various sizes, Windows GUI configuration
allows for universal locality of an application’s control objects, including the menu
bar. In this case, regardless of the screen size, the applications in use will still be rela-
tively near to their respective controls and functional buttons.
We will be measuring efficiency of the GUI in part by the size and distance of ob-
jects that have an important relationship with each other. Many of the comparisons
and tests will be evaluated with this premise in mind.

4 Application/Document Menu Bar


In an operating system, a menu bar is a horizontal strip that contains lists of available
menus for a certain program. Windows and Mac OS X have different implementa-
tions of their respective menu bars which each of their dedicated followers seem to
enjoy equally as much. In this section we will discuss each of the implementations.
Mac describes their menu bar as the semi-transparent bar that spans the entire
width of the desktop at the top of the screen [7]. Their implementation is unique, in
that is not attached to the application or document that it belongs to. For all of the
applications running, there is a single menu bar that maintains the current applica-
tion’s menu options.
Varying Mac applications may have menu bars built onto them. Often these are
open-source projects or java applications whose prime targets are not necessarily
always Mac users. In addition to application specific menu options, Mac's global
menu bar contains the Apple Menu, and it is always present, no matter which applica-
tion you are using. It gives you quick access to a few essential system functions which
are options Windows includes on its taskbar (which is comparable to Mac’s Dock).
The placement of Mac's menu bar is important to consider. The top of the screen
location is “infinitely tall”. The acquisition of Mac's menu bar, according to Fitts'
Law, takes advantage of its positioning and infinitely tall size. Also, multiple applica-
tions may be open simultaneously must also be addressed. These matters may occupy
the current focus which will reassign the contents of the menu bar to the application
currently in focus. When utilizing Fitts' Law to calculate the acquisition time of the
menu bar, one would have to add the extra time to bring an application into focus
which would be an inconvenience. Also, there may be multiple monitors in use. This
will create in increase in total acquisition time as the time to navigate to the “main
screen” must be added into the equation.
Windows menu bar is attached to whichever application it belongs to. This means
that there can be multiple menu bars active simultaneously. This menu, much like
Mac OS X menu bar menu, will be an interface to important functions offered by the
application itself.
In Windows, there are no special cases when calculating the acquisition time for
the menu bar. The reason for this is that the menu bar is attached to each application.
This means no extra factors added in (screen navigation, focus...) as the application
GUI Efficiency Comparison Between Windows and Mac 101

interface is uniform in Windows and there are no shared modules which may incon-
venience the user. Also, the menu bar itself and its' buttons will be much smaller than
those belonging to a Mac menu bar. Application control buttons and menus on Win-
dows are of a fixed size based on the application while on a Mac they are “infinitely
tall”.
According to [3] Bruce Tognazzini, human computer interaction professional,
claims the Mac OS menu bars can be accessed up to five times faster due to Fitts' law
because the menu bar lies on a screen edge. The time to acquire a target is a function
of the distance to and size of the target, with this knowledge Apple claims their pull-
down menu acquisition can be approximately five times faster than Windows menu
acquisition.
One can argue that any GUI offers the same “top of the screen” location if a win-
dow is simply maximized. Also, if one is utilizing an application and would like to
close another, they would have to select the desired application to focus in Mac OS
GUI while in Windows buttons grab the focus when the mouse hovers over it, and
then close the application. Fitts’ Law does not account for the time that this extra step
consumes. The effectiveness of this technique is also reduced on larger screens or
with low mouse acceleration curves, especially due to the time required to travel back
to a target in the window after using the menu. [8]
It is also important to consider the menu bars proximity to the application, and that
its positioning is based on logically sound reasoning. Another important fact to con-
sider is that most operating system environments place the menus within the applica-
tion window, and that is a familiar location.

5 Experiments

Experiments were conducted to test both of these GUI’s efficiency. Each experiment
yielded the time and distance it takes for a user to acquire several different control
objects offered by the operating systems GUI.
Thirty participants were recruited to create the data necessary for this study.
Twelve of the thirty expressed being familiar or expert users of Mac OS, while the
others were primarily Windows users. The process was officially approved by the
IRB at The University of Alabama and actions were consented to by the participants.
Each of the tests is comprised of a series of clicks with a pointing device which
will each prompt the next step in the test. Upon the end of the testing session, the
application will display the timing and distance results to the user. This test will
record the time and distance traveled per task, and the deviation from the “best” poss-
ible route to complete the task (which will be a straight line).

5.1 Intuitive Impressions

The experiment is expected to gather data which will undoubtedly determine which of
these two GUIs is more efficient in completing specific and common tasks. Initial
impressions were based on most of the general population being more familiar with
the Windows GUI environment, and environments fashioned like it. Since Windows’
102 E. McCary and J. Zhang

menu bar is based on locality to application that owns it, and excels in certain situa-
tions where the display is larger than normal or when multiple displays which span a
large area are in use.
While Windows’ menu bar has the locality advantage in all situations other than
full screen mode, Mac’s menu bar is infinitely tall and users have the ability to simply
throw the pointing device to the corner of the screen and acquire their menu.
Taking these details into consideration, the initial assumption is that Windows GUI
would be the better option when comparing distance traveled to acquire the menu bar,
while Mac would dominate the acquisition time category. This premise takes into
account the differing screen sizes in use today, and the skill level and ability of the
average user.

5.2 Experiment Detail

A program was written that simulates the GUI environments (Mac and Windows),
and will allow for the completion of identical tasks while recording the time and dis-
tance of each of the tasks. This program was built with java on Windows 7 and Mac
OS X Lion.
To record data, the program will present the user with a window which simulates
an application. A red square will serve as the starting point for the current task. The
initial view of the application is the same in each of the tests, while the tasks in each
test are in the same order and routine. Figure 1 displays one of the testing environ-
ments for a task. For this specific widow size there will be a total of seven separate
tasks (represented by each of the red squares) which will generate new data about the
user and the GUI which is simulated as a housing for this application in the specific
task.

Fig. 1. Task start screen (Medium Window)

Once the starting point is clicked, the data from the actions which follow imme-
diately will be recorded which should culminate with the user acquiring the File Menu
in the simulated environment. The final data consists of distance per task, time per
task, and each point the pointing device traverses over during the task session.
GUI Efficiency Comparison Between Windows and Mac 103

This data is recorded in three separate sessions where the participant will repeated-
ly acquire the menu bar in environments with different windows sizes. The largest
windows size has nine points, the medium sized window has seven points, and the
smallest window is host to a single point in the center. Each of these “start points”
(red squares) will be acquired at the beginning of each task which upon completion
(the user acquires the File Menu), will yield the desired result data.

6 Results

The data did not completely support the initial assumption that Mac’s infinitely large
menu bar would prove to increase acquisition rate. In fact, acquiring Mac’s menu bar
proved to be slightly slower on average in all but four of the tasks. These tasks were
acquiring the menu bar from the bottom two corners of the medium sized window,
and the top and bottom middle of the maximized window. Figure 2 shows the average
time it took to complete a task during the tests below. This data is important to con-
sider while misleading. Fast times could equate to the user being comfortable with the
GUI (as suspected of the Windows users), or the ease of use and efficiency of the
GUI.

Fig. 2. Average Time per Task

When observing distance efficiency, it is obvious that Windows will likely require
the user to move the pointing device the least distance with an acceptable amount of
error. This premise was proven true as Windows was more efficient in all tasks. This
data is represented in Figure 3. As is made understandable by the figure, Mac tasks
took nearly twice as long as the Windows tasks. This is obviously directly affected by
the environments locations of the features on the application which is determines the
locality.
There is a very large disparity in this category with the advantage belonging to
Windows. When comparing the distance traveled per amount of time, Mac more than
doubles Windows in this category. This is partially a product of Mac’s static menu
bar position even though it is infinitely large. Windows menu bar is closer, but must
move and resize itself as the window resizes and moves.
104 E. McCary and J. Zhang

Fig. 3. Average Distance per Task

7 Faults and Error

To better understand the role of context in error inclusion and its adequacy, the devia-
tion along the x-axis of the path that the participant took en route to completing each
task was analyzed. This was accomplished by locating the start and end points of the
task and every point directly between the two. In addition, the distance the partici-
pant’s path is from each x-value had to be calculated. This data is very important to
the experiment. While a normal amount of deviation is expected, if deviation is con-
stantly above a certain threshold it will lead to results which are more defined by the
ability and actions of the participants rather than the placement of objects and
accessibility of the GUI.
This data is collected in units of pixels and the total deviation is the sum of the
deviation of all points on the line.

Windows Deviation along x-axis: Mac Deviation along x-axis:

Fig. 4. Windows Task 2 Deviation Fig. 5. Mac Task 2 Deviation

The numbers here are much more sporadic as they depend mainly on the partici-
pants’ ability and focus. Each participant was encouraged to complete the tasks as
they would in their most comfortable environment. It is understandable that the
amount of deviation is greater on tasks executed in the Mac environment as the travel
distance to complete the tasks is so much greater which creates more of an opportuni-
ty for error. With this method of error calculation, travel distance as well a precision
GUI Efficiency Comparison Between Windows and Mac 105

plays a large role in the participants overall route efficiency. Taking all of these fac-
tors into account will help us to come to the best conclusion.
The deviation recorded for each task is displayed as a summation of the deviation
at each point which the user traversed over during task completion. Understanding
that the Mac tasks on average are several times more than that of the Windows tasks,
we can calculate the exact ratio of time per unit of distance. This will make the devia-
tion data more relevant and useful. For example, the distance ratio of the Mac to Win-
dows tasks on the main screen is approximately 3.321467. This means if we divide
each of the tasks in the Mac deviation by this amount, will have the amount of devia-
tion per an equal amount of distance which makes the two categories comparable.

Fig. 6. Windows Deviation

Here, the Windows tasks have incurred more error in 5 of the 15 tasks. This can be
attributed solely to the actions of the user, as the paths to complete tasks are all equal-
ly attainable.
The tasks set in the Windows GUI were completed slightly faster than the identical
task in the Mac GUI. In terms of distance, the average distance per task in the Mac
GUI is nearly double that in the Windows environment. When taking these facts into
account, we see that the distance covered per unit of time is much more efficient in
the Mac environment as the participants covered distance significantly faster here.
The experiment also calculated the deviation that the participants added in error to
their routes along with the total time. In observing these details, we see that tasks
completed in the simulated Mac environment were completed much more efficiently
from a distance per unit of time standpoint due to the distance of the tasks being more
the double the length of the Windows tasks while the deviation is relatively the same.

8 Conclusion

When determining the overall GUI efficiency, we must understand that the speed with
which the participants completed the tasks reveals little about the efficiency of the
environment whether it is of a small screen size or multi-monitor format. We must
first weigh the value of the distance of the elements present on the interface as well as
the time participants took to complete the tasks as the first line of assessment, then
106 E. McCary and J. Zhang

weigh the deviation results and other factors exposed in this study. This will render
our final result.
The results from this study lead us to conclude that Windows menu bar presents a
shorter travel distance in identical situations than Macs’ menu bar. Although In cer-
tain situations, each GUI environment has its advantages. For example, Mac’s GUI
excels in scenarios where full screen mode is in use. The results yielded in these situa-
tions displayed that the time per task in a Mac environment is less, while the distances
are relatively equivalent. In situations where small or overly large windows sizes are
necessary, Windows excels. The amount of deviation introduced into the experiments
makes it difficult to reach a clear cut victor but according to the overall results, Win-
dows menu bar implementation is more efficient when completing tasks such as or
similar to the ones in the experiment. This would include most of the everyday opera-
tions that are completed using the bar. These results stand with regard to the minimal
amount of difference in values recorded.
This paper has evaluated and discussed the differences and similarities between the
menu bars utilized by Microsoft Windows and Mac OS X. These aspects were eva-
luated while operating in multiscreen as well as large and small screen environments.
The experiment introduced for the user study described in this paper, was used to help
solidify and prove that Windows menu bar implementation provided for a shorter
travel distance and acquisition time of the elements present in each of the operating
systems simulated GUI environments.

References
1. Dale. E.: Operating Systems Uncovered: The Inside Scoops Are Revealed (March 2012)
2. Dunn D., Mikes. N.: Multiple Monitor Computing. 9X Media Inc.,
http://www.9xmedia.com/PDFs/
9X_Media_multiple_monitor_whitepaper.pdf
3. Tognazzini, B.: First Principles of Interaction Design,
http://www.asktog.com/basics/firstPrinciples.html#fittsLaw
4. MacKenzie, I.S.: Fitts’ Law as a Performance Model in Human-Computer Interaction.
Ph.D. Thesis, http://www.yorku.ca/mack/phd.html
5. Harris, J.: Giving You Fitts,
http://blogs.msdn.com/b/jensenh/archive/2006/08/22/
711808.aspx (August 22, 2006)
6. Atwood, J.: Fitts’ Law and Infinite Width,
http://www.codinghorror.com/blog/2006/08/
fitts-law-and-infinite-width.html (August 9, 2006)
7. Apple Inc.: http://www.apple.com
8. Leigh D.: “Mac” menubar as default,
http://lists.kde.org/?l=kde-look&m=95705988431395&w=2
(April 30, 2000)
Correction Method Based on KI-VPA Model for Changes
in Vibratory Perception Caused by Adaptation

Yuki Mori1, Takayuki Tanaka2, and Shun’ichi Kaneko2


1
RIKEN, Nagoya, Aichi, Japan
mori@nagoya.riken.jp
2
Hokkaido University, Sapporo, Hokkaido, Japan
{ttanaka,kaneko}@ssi.ist.hokudai.ac.jp

Abstract. This paper describes a method for correcting differences in human


vibratory perception caused by sensory adaptation. Humans feel a vibrational
strength when a vibrating device is held in the hand. However when the vibra-
tional frequency is changed, human perception of the new frequency is affected
by the vibrational frequency experienced before the change. This is called sen-
sory adaptation. The Katagiri–Aida model-based vibratory perception adapta-
tion (KI-VPA) mode can estimate changes in vibratory perception caused bt
adaptation. We have developed a correction method on basis of the KI-VPA
model and tested the method on ten human subjects. The results indicate that
the proposed correction method reduced the effects of adaptive changes to vi-
bratory perception.

Keywords: Vibration, Vibratory perception, Tactile sense, Vibration alert inter-


face.

1 Introduction

In recent years, a number of studies on information presentation through touch have


been conducted; examples include tactile display, sensory substitution and virtual
reality [1, 2]. We have been developing a vibration alert interface (VAI), which is a
handheld vibrating that conveys information such as distance and degree of risk by
changing the vibrational frequency. The current studies of informational presentation
mainly focused on the configuration of the device and its vibrational patterns for con-
veying precise information. However, to convey precise information, it needs to con-
sider disturbance which effect vibration perception. Yao, H.S. et al. have examined
relation between weight of vibrating device and perceived vibration strength [3]. Mo-
rioka et al. have reported difference in perception threshold caused by vibration direc-
tion [4]. Thus it is known that vibration sensation varies with various factors other
than vibration amplitude and frequency. The paper by J. F. Hahn has reported vibro-
tactile adaptation and recovery [5], M.Tommerdahl et al. have demonstrated frequen-
cy discriminative capacity after adaptation to vibration stimulation [6]. Our focus
has been on adaptation to vibratory perception. We have experimentally found
that human vibratory perceptions change by adapting to the sensations caused by

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 107–116, 2013.
© Springer-Verlag Berlin Heidelberg 2013
108 Y. Mori, T. Tanaka, and S. Kaneko

vibrations. In particular subjects feel different vibrational strengths from the same
frequency when that frequency is the result of a change from other frequencies. We
have also proposed the Katagiri-Aida model-based vibratory perception adaptation
(KI-VPA) model to predict changes in vibratory perception caused by changes in
frequency. The model correctly shows changes in human vibratory perception.
In this study, we show that the KI-VPA model can be used as the basis for correct-
ing changes in vibratory perception that are caused by adaptation. The KI-VPA model
provides correction frequency on the basis of the vibratory perception to be conveyed
by VAI; the model also considers duration of the frequency experienced before the
change. In human tests, in accordance with the frequency before the change, subjects
felt a precise vibrational strength from the correction frequency after the change.
This paper is organized as follows. Section 2 describes an experiment that ex-
amines how vibratory perception is affected by the frequency before the change. Sec-
tion 3 explains the modeling of the change in vibratory perception described in
Section 2. Section 3 also describes our method for correcting this change. Section 4
presents results obtained from experiments with human subjects that verify the effec-
tiveness of the correction method proposed in Section 3. Section 5 states conclusions
drawn from this work.

2 Changes in Vibratory Perception Caused by Changes in


Vibrational Frequency

2.1 Experimental Method

Many devices use vibrations to convey information or issue warnings. When a user
feels a vibration from a device, the user interprets signals on the basis of the vibra-
tional strength. However, even when the vibrational frequency is the same, the user
can feel the differences in vibrational strength. The user can misinterpret signals be-
cause of adaptation; when the vibrational frequency changes, the frequency before the
change affects the user’s perception of the vibrations after the change. In this section,
we discuss experiments that show how vibratory perceptions after a frequency change
are affected by the frequency before the change.
When that device’s user feels vibration, user read information from vibration
strength. Although vibration frequency is the same, user can feel different vibration
strength. One of the causes is the adaptation to the vibration. When the vibration
frequency changes, the frequency before the change affects vibration perception user
feels after the change. Therefore this section examine experimentally how vibratory
perception after the shift changes with the frequency before the shift.
Experiments were conducted to examine whether vibratory perceptions are
changed by adaptation. In the experiments, vibrations were conveyed to subjects us-
ing VAI shown in Fig. 1. VAI had a diameter of 4 cm and a length of 10 cm. A vibra-
tion motor was mounted inside the device. The experimental procedure was as
follows:
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 109

f
beep
fb
Tans

fa

t
5.0
Fig. 1. Timing of the step change in frequency Fig. 2. Vibration alert interface. Length is
from the initial value fb to the final value fa. 10cm, diameter is 3.5cm.A compact DC mo-
After a delay of Tans s, the device beeps, sig- tor is mounted in the device.
naling the user to record the perceived final
frequency. On the abscissa, time is in seconds.

1. Subjects grasped VAI. They were instructed to associate a relative vibrational in-
tensity of 10 with VAI vibrations at 70 Hz and an intensity of 20 with vibrations at
150 Hz.
2. VAI vibrated for 5 s at one of these frequencies: 70, 90, 110, 130, or 150 Hz. This
frequency was the one before the change, fb, and its duration was Tfb.
3. Then, the frequency fb was changed via a step function. The frequency after the
change was represented as fa and its duration was Tfa.
4. It beeped after another Tans [s]. The values used for Tans were 1.0, 2.0, or 3.0 s. At
the beep, subjects reported their perceived vibrational intensities relative to the
standard values 10 and 20. These reported vibrational strengths were represented
by Pva.

The timings of events in steps 2–4 are illustrated in Fig. 2. In this experiment, Tfb and
Tfa were both 5 s. Each subject repeated steps 1–4 20 times at five values of fb and five
values of fa. Moreover, they repeated the steps three times using each of the allowed
values for the interval to beep, Tans. The test involved 10 subjects, both male and fe-
male, with an average age of 25.5 years. During the experiments, subjects wore eye
masks and heard white noise through headphones to ensure that they were focused
solely on their tactile senses.

2.2 Experimental Result

The experimental results are shown in Fig. 3. The plots in the figure show how the
perceived vibrational strength after the change (Pva) relates to the frequency before
the change (fb). In Figs. 3(a), 3(b), and 3(c), the frequency after the change (fa) is
treated as a parameter. Each panel in Fig. 3 is for a different interval between the
change and the beep. Figures 3(a), 3(b), and 3(c) had intervals of 1, 2, and 3 s, respec-
tively. Each point in the figure is an average over the ten subjects, and the lines are
linear approximations to the points.
110 Y. Mori, T. Tanaka, and S. Kaneko

(a) Tans = 1.0 s (b) Tans = 2.0 s

(c) Tans = 3.0 s


Fig. 3. Change in vibratory perception caused by adaptation. Points are experimental values
averaged over 10 subjects. Lines are linear fits to the points. Tans of (a) 1 s, (b) 2 s, (c) 3 s.

Table 1. Slopes of the lines in Fig. 3 for Pva vs fb

fb [Hz] Tans = 1.0 Tans = 2.0 Tans = 3.0


70 -0.029 -0.023 -0.001
90 -0.027 -0.012 -0.007
110 -0.034 -0.021 -0.004
130 -0.018 -0.015 -0.020
150 -0.031 -0.012 -0.007
Average -0.028 -0.017 -0.008

Since each line in each panel of Fig. 3 is at one final frequency fa, each line should
be horizontal if the perceptions of the subjects were consistent. However few lines in
Fig. 3 are close to horizontal, and all have negative slopes. The slopes are tabulated in
Table 1. The negative slopes indicate that higher the initial frequency fb, weaker is the
perceived vibration after the frequency change. This occurred irrespective of the final
frequency fa being greater or lesser than the initial frequency fb. This implies that the
perceived vibrational strengths depend on not only final frequency fa but also the ini-
tial frequency fb ; we interpret this as evidence for adaptive behavior.
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 111

Further note that the lines become more horizontal from Fig. 3(a) to Fig. 3(c), i.e.,
with increase in the interval of times after frequency changes. In Table 1, the slopes at
Tans = 1.0 s (Fig. 3(a)) are larger than those at Tans = 3.0 s (Fig. 3(c)). This implies that
the influence of fb on Pva is large immediately after a frequency change but the influ-
ence decreases with time.
These experiments demonstrate that vibratory perception is affected not only by
the current frequency but also by earlier frequencies. If the frequency before the
change was low, subjects perceived strong vibrations after the change. But if the fre-
quency before the change was high, subjects perceived weak vibrations after the
change. Moreover, the influence of changes in frequency on vibratory perception
decreased with time.

3 Correction Method for Change in Vibratory Perception by


Adaptation

3.1 Adaptation Model

In this section, we model adaptive changes in vibratory perception using the KI-VPA
model [7], which is based on the KI model shown in Fig. 3 [8]. The KI model consists
of excitatory and inhibitory neuron firings and is represented as follows:

Rα ±  β 
u ± (t ) = ± Q0
1
exp  − ±2 t  (1)
2 πt  α± 

where u is the potential for both excitatory (+) and inhibitory (−) responses, t is time,
while α and β are parameters determined experimentally. Quantities Q0 and R are
constants; following [2], we set Q0 = 1.0 and R = 2.0. Figure 4 displays the potential
outputs of excitatory and inhibitory neurons. Excitatory neurons fire a positive pulse
(Fig. 4(a)), while inhibitory neurons fire a negative pulse (Fig. 4(b)). The output from
the KI-VPA model is represented as follows:

N 
   1 
u (t ) = a  u +  t − i
1
+ τ  + u −  t − i  + b
(t )  
(2)
i =1   f ( t )   f

where τ is the difference in firing times between excitatory and inhibitory neurons. An
excitatory neuron fires when a vibrational stimulus is inputted, while an inhibitory
neuron fires after a time lag. In the above equation, f(t) is the vibrational frequency,
and a and b are constants determined experimentally. To minimize the error between
the model and the experimental results in Fig. 3, we set a = 1.25, b = 4.42, α+ = 1.5,
α− = 0.8, β+/α+2 = 3.6, and β−/α−2 = 2.0. Figure. 5 shows the change in output of the
KI-VPA model when frequency change to110 Hz from 70-150 Hz. After 5 s, it is
confirmed that vibratory perceptions are different even though frequency after the
change are the same.
112 Y. Mori, T. Tanaka, and S. Kaneko

Fig. 4. Equivalent circuit for the KI model

(a) Excitatory neuron (b) Inhibitory neuron


Fig. 5. Pulse forms created by firing of two types of neurons

Fig. 6. Output of KI-VPA model when frequencies change to 110 Hz from 70-150Hz

The outputs from the KI-VPA model are shown in Fig. 6. In the figure, the lines
are from the KI-VPA model, and the points are experimental data from Fig. 3. The
figure shows that the KI-VPA model captures changes in vibratory perception with
high accuracy.

3.2 Correction Method

With vibrational frequency as the input, the KI-VPA model outputs the vibratory
perception felt by a user. Therefore, if the relation between the frequency and
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 113

vibratory perception is known, VAI enables the user to feel the desired vibration by
adjusting the vibrational frequency depending on the frequency before the change.
We perform this correction using the schematic diagram shown in Fig. 6.
The KI-VPA model establishes a linear relation among the vibratory perceptions
felt by subjects after the change (Pva), the frequency before the change (fb), and the
duration (Tfb):
Pva = g 1 f b + g 2T fb + g 3 f a + g 4 (3)

where g1~g4 are non-linearly functions of Tans. Especially g4 is a function showing


the relationship between Pva and Tans. Tans is time to report after it beeped. If Tans is
constant, Pva is given by
Pva = a1 f b + a 2T fb + a 3 f a + a 4 (4)

(a) Tans = 1.0 s (b) Tans = 2.0 s

c) Tans=3.0

Fig. 7. Output of the K I-VPA model (lines) compared with the experimental data in Fig. 3
(points). Tans are the same as in Fig. 3.
114 Y. Mori, T. Tanaka, and S. Kaneko

where a1–a4 are constants. Therefore, the correction frequency fa’ that eliminates the
effects of adaptation is calculated in the KI-VPA model by
1
fa ' = ( Pva − a1 f b − a 2T fb − a 4 ) (5)
a3
This equation provides the frequency that eliminates the influence of adaptation. It
allows the VAI device to convey Pva by vibrating at fa’ after VAI has vibrated at an
initial frequency fb over a duration Tfb.

f’
a
P VAI Pva
target KI-VPA User

f t
b fb

Fig. 8. Schematic of the correction method based on the KI-VPA model used in the VAI device
to correct perceived vibrations for effects of adaptation

4 Correction Experiment

Correction experiments were performed to confirm the effectiveness of the correction


formula presented in Section 3. The subjects were the same 10 people who partici-
pated in the previous experiment. The experimental method was the same as that used
in Section 2.1, except that step 3 was changed to the following:

3. The frequency fb was changed via a step function. This new frequency was the
correction frequency fa’ that eliminates changes in vibratory perception due to
adaptation as calculated by the KI-VPA model.
In the correction experiments, VAI vibrated at the correction frequency after it vi-
brated at fb for 5 s. In the experiments described in Section 2, the time to report Tans
were 1.0, 2.0, and 3.0 s. However, in the correction experiments, we reduced Tans to
0.5, 1.0, and 1.5 s because the results in Section 2.2 show that adaptation has greater
effects on vibratory perception immediately after the change in frequency. Pva in eq.
(4) is obtained by calculating average value of Pva on fb = fa in Figs. 3(a), 3(b), and
3(c).
The results from the correction experiments are shown in Fig. 8. In Fig. 3, the data
were represented by lines with negative slopes because vibratory perceptions were
changed by adaptation. However, the lines in Fig. 8 are nearly horizontal, i.e., with
the correction model, VAI conveys precise vibratory perceptions without adaptive
effects. Further, the correction model is effective at all times Tans since all the approx-
imated lines in Figs. 8(a), 8(b), and 8(c) are nearly horizontal. The slope of each line
is shown in Table 2. Compared to the data in Table 1, the values in Table 2 are lower,
confirming that changes in vibratory perception did not occur in the correction
experiments.
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 115

(a) Tans = 0.5 s (b) Tans = 1.

(c) Tans = 1.5 s


Fig. 9. Results from the correction experiments. Points are experimental data and lines are
linear fits to the points. Times to report of (a) 0.5 s, (b) 1.0 s, (c) 1.5 s.

Table 2. Slopes of lines in Fig. 8 from the correction experiments. MAV is the mean of the
absolute values.

fb [Hz] Tans = 0.5 Tans = 1.0 Tans = 1.5


70 0.0035 -0.0045 -0.0025
90 0.0000 -0.0079 -0.0019
110 0.0052 0.0040 0.0045
130 -0.0010 0.0101 0.0073
150 0.0075 0.0040 0.0005
MAV 0.0034 0.0061 0.0033

5 Conclusions

In this study, we used human subjects to experimentally measure changes in vibratory


perception caused by adaptation. Then, we modeled those changes in vibratory per-
ception using the KI-VPA model. The model provides a correction formula that
eliminates changes in vibratory perception due to adaptation. We also performed ad-
ditional experiments to test the correction formula; the experimental results verified
116 Y. Mori, T. Tanaka, and S. Kaneko

the effectiveness of the correction model. In particular, correction frequencies calcu-


lated by the model can cancel the influence of adaptation.
To date, information presentation devices using vibration have not been able to
convey precise information using changes in vibrational frequency, because vibratory
perception is changed by adaptation. However, owing to this study, such devices
should be able to convey precise information by vibrating at the corrected frequencies
provided by our model.

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Non-contact Measurement of Biological Signals
Using Microwave Radar

Hiroki Morodome1, Satoshi Suzuki2, Takafumi Asao2, and Kentaro Kotani2


1
Graduate School of Science and Engineering, Kansai University
3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
k165069@kansai-u.ac.jp
2
Faculty of Engineering Science, Kansai University
3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
{ssuzuki,asao,kotani}@kansai-u.ac.jp

Abstract. The objective of this study was to develop a prototype system to


monitor biological signals using microwave radar, without making contact with
the body and without removing clothing. The prototype system has a micro-
wave Doppler radar antenna with a 24-GHz frequency and approximately
7-mW output power. Experiments were conducted with a group of subjects. We
found that the prototype system precisely captured the heart rate and the heart-
rate variability (HRV). Our prototype system allows for the monitoring of
biological signals, without placing any burden on the monitored individuals

Keywords: Non-contact, Microwave, heartbeat.

1 Introduction

To monitor the autonomic activation induced by mental stress without placing any
burden on the monitored individual, we developed a non-contact autonomic monitor-
ing method using a 24-GHz compact microwave radar. We have previously reported
non-contact methods to monitor the heart and respiratory rates in experimental ani-
mals exposed to toxic materials or under a hypovolemic state to determine the patho-
physiological condition of the subject, such as exposure to toxins or shock induced by
hemorrhage [1, 2, 3]. Single photon emission tomography (SPECT) with a radioiso-
tope (99mTe-FBPBAT) can successfully map the autonomic nervous system but is
impractical for autonomic activation monitoring due to the need for large-scale
equipment [4]. Using continuous electrocardiography (ECG) with conventional elec-
trodes, rhythmic components of heart-rate variability (HRV) can be assessed using
power spectral analysis, and modifications in autonomic activities induced by mental
stress have been reported in the HRV power spectra [5, 6]. However, long-term elec-
trocardiographic monitoring using electrodes places a heavy burden on the monitored
individuals.
To determine human stress while driving or operating equipment, we monitored
human autonomic activation induced by stressful temperatures using non-contact

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 117–125, 2013.
© Springer-Verlag Berlin Heidelberg 2013
118 H. Morodome et al.

measurement of HRV with a 24-GHz compact microwave radar, which can easily be
attached to the rear surface of the back of a chair without using either radioisotopes or
electrodes.

2 System Design of a Prototype System Using Microwave


Radar

The prototype system we designed consisted of a microwave Doppler radar antenna


(TAU GIKEN Co., Yokohama, Japan), a device for controlling the power supply to
this antenna, and a PC for analyzing the output data from the antenna. The frequency
of this microwave radar antenna was 24 GHz, with a normal average output power of
approximately (the maximum output power is less than l0 mW). The diffusion angle
(θ_d) of the microwave radar antenna is approximately 40°, the antenna gain is 10
dBi, and the electrical intensity is 0.7 mW/cm2.
Damage caused by electromagnetic waves has been discussed in the literature, par-
ticularly in the case of human applications. At frequencies greater 3 GHz, the electric-
al field intensity limit is set according to the guidelines for radio waves established by
the Telecommunication Bureau of the Ministry of Internal Affairs and Communica-
tion in Japan. The electrical field intensity of this microwave radar is 0.7; it is there-
fore in conformity with the guidelines. Furthermore, the 24-GHz frequency of our
device is within the frequency band for normal use of radio waves, as approved by the
Japanese law.
Before input into a PC for analysis, data were acquired at a sampling frequency of
100 Hz using an A/D converter (USB6008, National Instruments, Texas, USA). After
digitization, the data were analyzed by a system that we developed using analysis
software (LabVIEW, National Instruments, Texas, USA). In this analyzing system, in
order to reduce noise and select data related to the motion associated with the heart
rate, a band-pass filter was used for transferring data from the microwave Doppler
radar antenna. This filter was set between 0.5 Hz and 3 Hz; this setting covers a range
of 30–180 heartbeats per minute.

3 Experiment for HRV with Prototype System

3.1 Task and Settings

Experiments to measure the heart rate and changes in the HRV using the prototype
system were conducted. At the same time, the ECG was measured by the contact
monitoring system using normal electrodes. We compared the results for the ECG
with the results acquired by the prototype system (see Fig. 1). The prototype system
was tested with four healthy male subjects (mean age 22.00 ± 0.96 years; range 21–23
years). Each subject sat on a chair with a mesh back composed of 2 layers of polyester
plastic (Baron-Chair, Okamura Co., Tokyo, Japan). The distance from the antenna of
the prototype system to the chair back was 120 mm, and it was placed approximately
60 mm to the left of the spine at around the level of the fourth intercostal space.
Non-contact Measurement of Biological Signals Using Microwave Radar 119

Following a silent period of 120 s, a cold pressor test was conducted for 120 s. The
cold pressor test was performed for 30 s, following which there was a break for 30 s.
We performed this test for 2 min, repeating the cold pressor test twice over 120 s.

Fig. 1. Schematic diagram of apparatus for non-contact monitoring of autonomic activation

3.2 Analysis

The output signals from the prototype system and a reference precordial ECG signal
from the V5 position were sampled by the A/D converter with a sampling frequency
of 100 Hz. Band-pass filters were used for the prototype system outputs to reduce
noise and interference. The band-pass filters were set at between 0.5 Hz and 3 Hz; this
model band-pass filter covers a range of 30–180 heartbeats per minute. After filtering,
the power spectra of heartbeat intervals at low frequency (LF) (0.04–0.15 Hz), high
frequency (HF) (0.15–0.4 Hz), and LF/HF [7, 8] were calculated to monitor the HRV
by using the maximum entropy method (MemCalc software, GMS Co., Tokyo, Ja-
pan); this method is normally used for medical research [9, 10].
The intervals of the peaks in amplitude in the outputs from the prototype system
were assumed to correlate with the R-R interval for the ECG, and HRV was calcu-
lated by using peak-to-peak intervals in the output signal of the prototype system. The
power spectra of the HRV (i.e., LF, HF, and LF/HF) for the R-R intervals derived by
the ECG were also calculated by using the MemCalc software.

4 Results

When the subjects sat on a chair, the compact microwave radar output through the
control unit showed a cyclic oscillation, corresponding to the ECG (Fig. 2). As can be
seen in Fig. 2 (radar), cyclic oscillation synchronization with the occurrence of the R-
wave of the ECG was confirmed.
120 H. Morodome et al.

Fig. 2. A compact microwave radar output showing a cyclic oscillation that corresponds too the
cardiac oscillation measured by ECG

Fig. 3. In both non-contact and


a contact measurement, LF of a sbject (reflecting sympathhetic
activation) shows a peak durin
ng cold stimuli

In both non-contact (compact microwave radar) and contact (ECG as referennce)


measurements, the HRV parameter,
p LF of a subject, reflecting mainly sympathhetic
activation, showed a peak during
d cessation of the cold pressor test (Fig. 3). The m
mean
LF of four subjects measureed by non-contact and contact methods during cold stim muli
increased, respectively, ass compared with those of the silent period before ccold
stimuli.
The HF activity of the saame subject, reflecting the parasympathetic activity, did not
show any distinctive chang ge during cold stimuli (Fig. 4), and the mean HF of the
four subjects increased veryy little during cold stimuli in both the non-contact and the
contact measurements.
Non-contact Meaasurement of Biological Signals Using Microwave Radar 121

The LF/HF activity of the


t same subject, reflecting sympathovagal balance, exxhi-
bited a peak during cold stiimuli (Fig. 5). The mean of the four subjects measuredd by
non-contact and contact meethods during cold stimuli increased, respectively, as coom-
pared with that during the silent period before cold stimuli.
Without using radioisotoopes or electrodes, stress-induced autonomic activation w
was
monitored.

Fig. 4. In both non-contact and


a contact measurement, HF of a sbject (reflecting sympathhetic
activation) did not show any distinctive change during cold stimuli

Fig. 5. In both non-contact andd contact measurement, LF/HF of a sbject (reflecting sympathhetic
activation) exhibits a peak duriing cold stimuli
122 H. Morodome et al.

5 Discussion

We developed a prototype system using a 24-GHz microwave radar for non-


contact cardiac monitoring. As compared with other noninvasive measurement
methods (e.g., methods involving the use of strain gauges [11], pressure sensors
[12], and PVDF sensors [13]), our method is completely non-contact and further-
more does not require the removal of clothing. We designed the antenna with rela-
tively small dimensions to obtain high gain with high spatial resolution; the small
size also reduces the possibility of signal absorption through the human body,
which at 24 GHZ is more than that at lower frequencies. In addition, a high gain
allows a smaller area to be analyzed. As a result, a small antenna at 24 GHz is
easier to integrate into a monitoring system and is suitable for civil applications.
The device can be produced at low cost, which makes it competitive, when pro-
duced on a large scale. On the other hand, the signal processing required is deli-
cate, because there is a space between the body and the microwave radar antenna,
and it is susceptible to other body motions. These disadvantages are compensated
for by the relatively high antenna gain at 24 GHz, which enables better spatial
resolution. The mean LF, which mainly reflects sympathetic activity during cold
stimuli, is significantly higher than the mean LF of the silent period before cold
stimuli. The HF indicating the parasympathetic activity changed very little during
the cold stimuli. This can be attributed to the activation of the sympathetic nervous
system induced by stressful temperature. Without using radioisotopes or elec-
trodes, our system monitors sympathetic activation through the back of a chair.
Mental stress affects the autonomic nervous system [5, 6]. Moreover, there is
a relationship between mental stress and traffic accidents. By issuing auto
nomic activation early warnings, it may be possible to prevent industrial
accidents.

6 Application

We carried out the detection of abnormal breathing using a prototype system. Subjects
simulating abnormal breathing were measured using the prototype system. Figure 6
shows the results of the respiratory pattern of the subjects, acquired from the proto-
type system and ECG as reference. The oscillation halted for approximately 30 s after
continuing short-period oscillations, and Cheyne-Stokes respiration was confirmed.
This trend can be seen in both the ECG and the prototype system. Moreover, the start
and end time of the apnea period was the same in the ECG and the prototype system.
These results show that a prototype system to detect apnea is possible with high
accuracy. Therefore, a prototype system would be possible for the measurement of
respiratory activity.
Non-contact Meaasurement of Biological Signals Using Microwave Radar 123

Fig. 6. The oscillation halted


d for approximately 30 s after a continuous short period, and
Cheyne-Stokes respiration wass confirmed

7 Conclusion

In this paper, we describe a novel prototype system using microwave radar for nnon-
contact cardiac monitoring that requires neither direct contact with the body nor the
removal of clothing. The an ntenna of our prototype system is relatively small and can
easily be attached to furnituure in the workplace. This means that the device is suitaable
for civil applications at a lo
ow cost. We will examine its actual use in various settiings
in the future.
We monitored human autonomic activation induced by a chilled water load
through non-contact measurrement of heart rate variability using a compact microw wave
radar. The results confirmeed that the intervals captured by our prototype system are
similar to the intervals capttured by the ECG signal because the estimated heart raates
determined by using the daata captured by our prototype system are roughly in acccor-
dance with the actual measurements. Results confirmed that our microwave systtem
can capture information sim milar to that obtained with the ECG system. In addition, the
changes in the HRV meassured by both methods were also similar, although thhere
were some differences in th he absolute values. These results mean that our protottype
system can capture signalss with sufficient accuracy to calculate the heart rate and
HRV.
The long-term monitorin ng of HRV can be used as a diagnostic test for sepsis [114].
Moreover, it has been repo orted that a reduction in the HRV is useful in identifyying
septic patients at risk of th
he development of a multiple organ dysfunction syndroome
(MODS) [15]. Our method d of noncontact monitoring for HRV can thus be used not
only for monitoring autono omic activation but also as a future diagnostic method for
124 H. Morodome et al.

sepsis or as a predictor of MODS, without touching the patient. Zheng et al. [16] have
proposed a wearable health care system for long-term continuous vital sign monitor-
ing of high-risk cardiovascular patients. Our system does not require special gear and
may be suitable for the screening of high-risk patients as part of a health check.

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Leaning Origami Using 3D Mixed Reality Technique

Atsushi Nakano, Makoto Oka, and Hirohiko Mori

Tokyo City University 1-28-1 Tamadutumi, Setagaya, Tokyo, Japan


{g1281820,moka,hmori}@tcu.ac.jp

Abstract. 3D Mixed Reality Technique is a kind of the AR (Augmented


Reality). Using AR, we can reduce mistakes and can lead effective works.
Especially, utilizing 3DCG will enhance the potential of AR. In the research
of 3DCG, Non Photo Real rendering is proposed as a manner to understand
structure of 3DCG easily. No researches have been done so far to verify
whether the Non Photo Real technique works well in AR. This paper inspects
whether the Non Photo Real technique is effective in utilizing AR to learning
Origami (Japanese paper craft). We approach a way to rendering 3DCG
animations in AR system and compare of works using each 3DCG animations.
We got results accomplishment rate and easier to watch. As a result, we show
that learning works using Non Photo Real in AR was improved understanding
works.

Keywords: Leaning Origami, Mixed Reality.

1 Introduction

3D Mixed Reality Technique is a kind of AR (Augmented Reality) and, in 3D Mixed


Reality Technique, 3DCG animation displays on the real world together. AR can
display digital information in real world [1]. As, using AR, we can understand
information more intuitively than watching a manual or a monitor separately from the
targets, we can reduce mistakes and can work effectively. AR is increasingly being
paid much attention in many fields such as the medical works and the maintenances
of machines. Though 3DCG should be enhance the potential of AR because it cam
represent more complexity information, no researches have been done so far to
verify what kinds of rendering methods suit to AR.
3DCG can be classified into two types, Photo Real and Non Photo Real. Photo
Real is a way to render objects in the manner to reflect the reality faithfully. On the
other hand, Non Photo Real is a way of rendering objects for the purpose of easily
understanding structure of 3DCG. Enhancing the outlines of objects is the most
popular technique in Non Photo Real because it makes complex shapes clearer. In
addition, it is also one of the effective techniques to give some simple shadows to
represent the depth.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 126–132, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Leaning Origami Using 3D Mixed Reality Technique 127

Though, in this way, Non Photo Real renderings are be useful in 3DCG, the
perspectives obtained in the researches in 3DCG may not be adopted in utilizing them
in AR. For example, the enhanced shapes of objects may provide unnatural feelings in
overlapping physical objects because some features of physical objects are deformed
and some gaps may be appeared between physical objects and their 3DCG.
This paper aims to find some rendering manners suitable for the 3DCG mixed
reality, and especially we focus on the Non Photo Real rendering. We investigate, in
this paper, whether Non Photo Real rendering technique are suitable for the 3DCG
mixed reality in making Origami.
Origami is one of the traditional plays in Japan and we transform one piece of
paper into a complex shape such as animals and flowers by holding paper. Though
there are many books with the illustrations, movies, and 3DCG to explain how to
make Origami, it is difficult for the beginner to how to make origami correctly.

2 Related Works

Kitamura proposed a system which explains how to make Origami using AR [2]. The
reason why Kitamura utilize the AR technique is that it is difficult for the beginners to
comprehend the guidance because they should watch the paper and the instructions
alternately and not to be able to understand where they hold the physical paper only
watching the instructions. This system consist of a web camera and HMD (head
mount display). When a web camera catches the AR markers on the paper, this
system superimposes the line to fold on the paper through the HMD. Though the
Kitamura’s system could solve some problems of origami instructions, the users
sometimes complicated the lines on the paper.
Mitanni and Suzuki proposed a rendering manner of 3DCG for Origami 3DCG [2].
In general, it is difficult to understand how much paper is overlapped with 3DCG and
even if the quality is improved. So, they proposed the Non Photo Real approach.
Their approach represents a shape of origami in 3DCG as Non Photo Real like the
illustrations used for the instructions in many books. In this approach, “Gap of Faces”
and “Misaligned Overlap” were presented. Gap of Faces is the technique, to make
easy to express which folded parts of the paper are overlapped, to render the paper of
the top layer in thicker. In Misaligned Overlap, the overlapped parts of the paper are
rendered in staggering positions even if they are overlapped precisely.

3 Using Origami 3DCG Animation

To investigate the Non Photo Real rendering animation is effective in 3DCG MR, we
created two types of origami 3DCG animations. One is called “Normal Model”,
which is the animation of one of the traditional origami 3DCG renderings. The other
is the one whose each frame are rendered by the Non Photo Real technique, called
“Approach Model”. To make these models to be superimposed on the physical paper,
we utilize the ARToolKit [4].
128 A. Nakano, M. Oka, and H. Mori

3.1 Normal Model


Normal Model renders physical objects with the traditional manner to be realistic.
Here, the outlines of the paper are rendered by the depth buffer rendering method
(Figure 1), and, to clarify which part we should fold at the operation, green mesh lines
are drawn on the surface we should fold the surface which no operations are done at
that step are painted in blue.

Fig. 1. Normal Model Fig. 2. Approach Model

3.2 Approach Model

Non Photo Real rendering were developed to create a still CG. As the Approach
Model requires their animation, we create the first frame and the last frame by Non
Photo Rendering, and do the frames between them by tweening. The thickness of the
paper in each frame is also tweened using the first and last frames to apply the “Gap
of Faces” technique.

Fig. 3. Frame-by-frame playback of Approach Model


Leaning Origami Using 3D Mixed Reality Technique 129

4 Experiment

In this system, we use the HMD for single eye to superimpose the 3DCG animations
on the physical paper, and the WEB Camera to detect the special position of the paper
(Figure 4). Several AR markers are printed on the paper. The subjects are 20 students
who are not the expert of origami though they have a few experiments. 10 subjects
were under the “Normal Model” condition and the other ten subjects are under the
“Approach Model.” After making Origami under their assigned condition, all subjects
show the Origami CG animation of the other condition and filled out the
questionnaires. Figure 5 is the steps of the task to be done in this experiment.

Fig. 4. Device NWEBcamera: Logicool 2-MP Portable Webcam C905m, HMD: SCALAR
Teleglass-3 T3FCEMA

Fig. 5. Origami work illustration

5 Result

Figure 6 shows the rates the subjects accomplished each step. Though all subjects
could accomplish the step1 and step2 with both of the Approach Model and the
Normal Model because of too easy tasks, in the step 3 and step 4, the rate with the
Approach Model is higher than the one with the Normal Model. By this result, it can
be said that the Non Photo Real rendering also make special understanding easy even
130 A. Nakano, M. Oka, and H. Mori

in animation and in overlap pping physical objects. The subjective evaluation suppoorts
this result (Figure 7) Figurre 7 shows the result of the question that the subjects felt
easy to understand how to fold paper. Majority of the subjects answered that ““the
Approach Model is more un nderstandable than Normal Model” and, interestingly, tthey
also answered that “I feel real in the Approach Model than in the Normal Moddel”,
despite the Normal Model represents physical objects more realistically.
However, all rendering ways
w of Non Photo Real do not have such effects. Figurre.8
and Figure 9 show whetheer the subjects noticed each Non Photo Real techniquues.
Though most of subjects noticed the effect of the “Gap of Faces”, only few subjeects
do not notice the effects of “Misaligned Overlap”.

Fig. 6. Accomplishment rate

Fig. 7. Easier to watch

Fig. 8. Detected “Gap of Faces”


Leaning Origami Using 3D Mixed Reality Technique 131

Fiig. 9. Detected “Misaligned Overlap”

6 Discussions

The analysis showed Non Photo Real rendering is more understandable and hum man
feel more realistic than thee Photo Real rendering approach, even though the Phhoto
Real technique reproduces physical situations. This may be caused by the naturee of
humans’ internal image rep presentation. It has been known that we do not repressent
external world in mind in juust the way they are, but also in the manner of emphasizzing
their features. If the emphasis in rendering the feature coincide the human interrnal
representation, we may feell realistic even if overlapped images have different exterrnal
appearances from the physiical objects.
All rendering techniquess, however, do not allow human to be understandable. T They
feel “Gap of Faces” is reaalistic, while they do “Misaligned Overlap” is unrealisstic.
“Gap of Faces” is a techn nique to convey how to fold paper and to represents the
internal structure. On the other
o hand, “Misaligned Overlap” is the one to depict hhow
many layers of papers theree are at one point and to represent the internal structuree. It
can be considered, therefo ore, the CG which represent the internal structure do not
provide some sort of mismaatch for human, even if it is unrealistic, while some sorrt of
deformed CG such as dep picting the external appearance provide it when they are
overlapped on the physical object.

7 Conclusion

This paper investigated thee effectiveness and the human feelings in overlapping the
non-realistic 3DCG animattion on the physical objects in Origami. The results shhow
that human feels some non-realistic
n rendering more realistic than the realiistic
rendering and they allow hu uman to understand the structure better, in spite of the gap
between the CG and physiccal objects. We also showed that the rendering techniqques
to represent internal struccture work well but the ones to emphasize the featture
appearance do not well in overlapping
o physical object.
132 A. Nakano, M. Oka, and H. Mori

References
1. Information Processing Society of Japan, vol. 51 (2010)
2. Kitamura, Y., Oka, M.: Proposal of ORIGAMI tutoring system with Augmented Reality.
Information Processing Society of Japan, 142–148 (2011)
3. Mitani, J., Suzuki, H.: Model Construction and Rendering for Understanding the
Conformation of Origami. Information Processing Society of Japan 46(1), 247 (2005)
4. ARToolKit, http://www.hitl.washington.edu/artoolkit/
Basic Investigation into Hand Shape Recognition
Using Colored Gloves Taking Account
of the Peripheral Environment

Takahiro Sugaya, Takayuki Suzuki, Hiromitsu Nishimura, and Hiroshi Tanaka

Kanagawa Institute of Technology,


1030 Shimo-ogino, Atsugi-shi, Kanagawa, Japan
s0921071@cce.kanagawa-it.ac.jp,
{suzuki,nisimura,h_tanaka}@ic.kanagawa-it.ac.jp

Abstract. Although infrared cameras are sometimes used for posture and hand
shape recognition, they are not used widely. In contrast, visible light cameras
are widely used as web cameras and are implemented in mobile and smart
phones. We have used color gloves in order to allow hand shapes to be recog-
nized by visible light cameras, which expands both the type of background that
can be used and the application areas. It is considered that the hand shape rec-
ognition using color gloves can be used to express many patterns and can be
used for many applications such as communication and input interfaces, etc.
The recognition performance depends on the color information of the color
gloves, which is affected by the environment, especially the illumination condi-
tions, that is bright or dim lighting. Hue values are used to detect color in this
investigation. The relative finger positions and finger length are used to con-
firm the validity of color detection. We propose a method of rejecting image
frames that includes a color detection error, which will, in turn, give rise to a
hand shape recognition error. Experiments were carried out under three dif-
ferent illumination conditions. The effectiveness of the proposed method has
been verified by comparing the recognition success ratio of the conventional
method and with the results using the proposed methods.

Keywords: Colored Gloves, Visible Light Camera, Color Detection, Hue


Value, Peripheral Environment.

1 Introduction

Communication is one of their largest barriers to independent living for hearing im-
paired or speech-impaired persons. Although most of people who are born with a
disability have opportunities to study sign language or Braille, those who become
handicapped later and non-handicapped people rarely learned such communication
methods. Gesture recognition systems etc. have been developed in order to solve
these problems [1]. A comparison between an inertia sensor based gesture recogni-
tion method and a vision based method has been reported [2]. In addition, a finger
Braille recognition method using a special-purpose sensor has been reported [3].

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 133–142, 2013.
© Springer-Verlag Berlin Heidelberg 2013
134 T. Sugaya et al.

Gesture recognition using a 3D sensor has also been reported [4]. However, some
problems remain with these methods. The methods with a special sensor or devices
[2-4] involve a high cost of introduction and this makes it difficult to expand the area
of usage. Locations where these systems can be used will also be restricted in the
case of special purpose sensors. Therefore, it is difficult to use these systems to
achieve easy communication for handicapped people.
If we assume that a handicapped person can carry a computer system, we can
achieve gesture recognition realize by using a camera and a laptop PC. We have
selected a vision-based recognition method, because it does not require sensor to be
attached to the human body. Although its range for satisfactory viewing is limited,
this is not a problem because the distance between two persons when communicating
is not great. There are two kinds of approach as methods for vision-based gesture
recognition. One is a method using a color marker, such as a color glove, and the
other is a method which does not use a color marker [5]. Of course, the recognition
method that does not use a color marker is more user-friendly. However, it is quite
difficult to realize a highly reliable recognition system in an environment with a com-
plex background color and under both, bright and dark light conditions without using
a color marker. We have given priority to use in a variety of environments. There-
fore, in this research we decided to use a color glove in which a different color was
assigned to each finger.
In general, the use of color detection techniques alone cannot maintain high per-
formance in an environment of varying light conditions, and as a result it is difficult
to realize high recognition accuracy. We propose a technique for recognizing hand
shape with high accuracy under varying illumination conditions by taking additional
features of fingers into account.

2 Proposed Color Gloves and Hand Shape

Color gloves have an advantage in facilitating the recognition of hand shapes in com-
parison with recognition by contour abstraction of hand shapes, especially when con-
sidering the background environment. We have used colored gloves on each hand,
with the fingers being identified with different colors. Six colors were selected by
considering the appropriate hue values, and the positions of the colored areas are the
tip of each finger and the wrist as shown in Fig.1. The viewing region of a single
camera is divided into two separate regions and the crossing of hands during use is
not allowed. This makes it possible to distinguish between the two hands as right
hand and left hand.
We propose a new set of finger patterns which is easy to memorize. Some exam-
ples of these finger patterns are shown in Fig.2. Each finger represents a binary
number, where 1 means visible from the camera, and 0 means an invisible finger, that
is a finger which is folded back and not extended. The order of digits in a number
follows the order of fingers, that is, the right hand digit is represented by the thumb,
and the left hand digit by the little finger. Since each finger pattern in each hand can
represent different information, 25×25 different signals could theoretically be created.
Basic Investigation into Hand Shape Recognition Using Colored Gloves 135

In practice, 24×24 finger shape patterns are used, as some finger patterns are difficult
to form.
Since the proposed finger patterns can be formed easily and quickly, the number of
possible signal patterns is quite large, and this method seems to have many possible
applications. In addition, a high hand shape recognition performance can be
expected, because each finger can be identified correctly by the color of the finger.

Yellow Violet
Green

Pink

Red 00001 00011

Blue 00110 11010

Fig. 1. Color glove Fig. 2. Some examples of finger patterns

3 Recognition Methods

3.1 Hue Value Threshold Patterns for Color Detection

The hue value is used for color detection in this investigation, as this value corres-
ponds to the color that we see. Two hue value thresholds patterns are considered:
one is the nominal threshold pattern which uses narrow regions to avoid color detec-
tion errors, as shown in Fig.3 (a), while the other uses broader regions as shown in
Fig.3 (b). This broader pattern is expected to provide high sensitivity for color detec-
tion in a variety of environments, especially under bright conditions. However, this
thresholds pattern might be more likely to cause color detection errors that result in
finger pattern recognition errors as a side effect.
123 131 168 180

0 25 32 55 62 110 119 150 167


(a) Nominal pattern
Yellow Green Blue Violet Pink Red
120 132 168 180

0 21 38 49 71 110 119 133 167


(b) Broad pattern

Fig. 3. Hue value threshold patterns for color detection


136 T. Sugaya et al.

3.2 Recognition Model and Introduction of Features of Hand Shape


We used a nearest neighbor method for hand shape recognition. First, the distance
between the center of the wrist and the tip of each finger is calculated by finding
the center of gravity of each colored region. The feature vector f of a hand shape is
defined as follows.

f = {d1, d2, d3, d4, d5} (1)

where,
di : distance between the center of the wrist and center of the colored area at the tip
of each finger as shown in Fig.4.

di = (2)

where,
, : center of gravity of the tip of each finger 1, 2, 3, 4, 5
, : center of gravity of wrist
: Area of wrist

is used to normalize the distance so that the recognition is not influenced by the
distance between the finger and the camera. The five elements of distance form a
feature vector that represents a hand shape, where the element value of a colored re-
gion which is invisible due to a finger being bent is set to 0. The shape recognition
result is obtained by selecting the hand shape which has the minimum distance be-
tween template feature vectors prepared in advance and the target feature vector
which is to be recognized.

d3

d2 d4

d1 d5

Fig. 4. Feature vector elements of hand shape


Basic Investigation into Hand Shape Recognition Using Colored Gloves 137

There exists a problem that the peripheral illumination affects the hue values that
are used to distinguish each finger tips. This change of values gives rise to a color
detection error, which degrades the performance of the shape recognition. We have
therefore introduced a new operation of validation before the recognition process,
which involves calculating the vector distance between a template feature vector and
targeted feature vector to be recognized. The relationships of the position of each
finger, and the length of the fingers are taken into account when checking the validity
of the color detection. Figure 5 shows examples of color detection error. Color
detection errors may be of two kinds, an example of one being shown in Fig. 5(a).
In this case, the color pink is detected in a different position to that it should be, on
the little finger. The other type of error, called, “over detection”, as shown in Fig.5
(b). The color yellow is found, but this color should not have appeared because the
forefinger is bent. We consider the relationships between each finger in order to
guarantee the correct color detection. Table 1 shows the judgment criteria for color
detection error, taking the relative finger positions into account. The intersection of
the position of the column headings at the top and the row headings on the left indi-
cates the position of the relationship between two fingers. If the finger position rela-
tionship satisfies this Table 1, the frames are removed from recognition process as a
frame including color detection error. But this criteria cannot remove errors such as
that in Fig.5 (b), which results from over detection.
However, the length of each finger also can be used to detect color detection errors.
To detect color detection errors, the following conditions are applied, on the assump-
tion that the finger length, di, is between 1.5 to 3.5 for correct color detection. The
color detection error as shown in Fig.6 in which the distance between the wrist and
the tip of ring finger is abnormal can be detected by considering length of finger, with
the following conditions assumed to indicate an error.

di < 1 or di > 4 (3)

Pink Yellow
Green Green
Pink
Red Red

(a) Color detection error (b) Over detection

Fig. 5. Examples of color detection errors


138 T. Sugaya et al.

Table 1. Jugment criteria of color detection error

Red Yellow Violet Green Pink


(Thumb) (Forefinger) (Middle finger) (Ring finger) (Little finger)
Red
䠉 left left left left
(Thumb)
Yellow
right 䠉 left left left
(Forefinger)
Violet
right right 䠉 left left
(Middle finger)
Green
right right right 䠉 left
(Ring finger)
Pink
right right right right 䠉
(Little finger)

Blue Right or
below below below Left or below
(Wrist) below

Pink
Red

Green

Fig. 6. Example of abnormal finger length

3.3 Hand Shape Recognition Sequence


The flow chart of the finger shape recognition sequence is shown in Fig.7. Template
feature vector files for each finger shape are prepared in advance. The first step of
the proposed sequence is to capture a camera image and to proceed to color detection
to find the position of the fingers and wrist. The key feature of the proposed se-
quence is the detection of color detection errors as described in section 3.2. That
means that any frame containing a feature vector that includes erroneous vector ele-
ments is rejected before the recognition process.
The Web camera captures hand shapes at about 30 frames per second, so, it is not a
problem to remove any frames that include a color detection error. The distance
between the template vectors and the detected feature vector is calculated, and the
hand shape with the minimum distance between the template and the detected vector
is selected as the recognition result. This sequence can enhance the recognition
performance because frames that include a color detection error can be removed from
the recognition process.
Basic Investigation into Hand Shape Recognition Using Colored Gloves 139

Fig. 7. Hand shape recognition sequence

4 Experiment and Evaluation

4.1 Experimental Environment and Conditions

The purpose of the proposed recognition methods is to maintain high recognition


performance independent of the peripheral environment. Therefore three different
locations were selected for the experimental evaluation of the proposed method. The
experimental locations were, a place far from a window, a place at mid-distance from
the window and a place near to the window, as shown in Fig.8. The illumination
conditions due to the room light and sun light from the window, which will affect
recognition performance, are summarized in Table 2. A Web camera (Logicool HD
Pro Webcam C910, 5 million pixels, 30 frames/s) was used in this experiment. The
camera was mounted on the notebook PC as shown in Fig.8 and the distance between
hand and camera was set to about 50 cm.
The recognition performance was evaluated using two methods, that is, with frame
rejection based on considering the validity of color detection and without frame rejec-
tion, in order to clarify the effectiveness of the proposed method. The following
three experiment conditions, summarized in Table 3 were used to evaluate the
140 T. Sugaya et al.

proposed method. Case1 is the base case, which used the conventional method.
Case2 used the expanded color detection threshold pattern to confirm the effective-
ness of enhancing the color detection sensitivity to avoid situations where detection
was impossible. Case3 was for full evaluation of the proposed sequence, that is,
using the expanded color threshold pattern for color detection and the rejection of
frames which indicated a color detection error.

Far from window (110Lux)


Web camera

50cm

Mid-distance from window (180Lux)

Near window (290Lux)

Fig. 8. Experimental environment

Table 2. Illumination conditions of experimental environment

Illumination Position of room light Influence of sunlight

110Lux Above, Left slanting Small

180Lux Above, Back Medium

290Lux Above, Left slanting Large


Basic Investigation into Hand Shape Recognition Using Colored Gloves 141

Table 3. Experiment conditions

Threshold Frame
Experiment purpose
pattern rejection
Case1 Nominal None Base case
Enhancement of
Case2 Broad None
color detection sensitivity
Evaluation of
Case3 Broad Enabled
proposed sequence

4.2 Results and Evaluation

Experiments were carried out in each environment for each of the three cases. 6
typical hand shapes, as shown in Table 4 were used in each experiment. The number
of frames evaluated for each experiment that is for each light condition and each of
the 3 Cases described above was 1800, that is, 100 frames, 3 times (each test was
repeated three times), and 6 different hand shapes. Table 5 shows the experimental
results. For each set of tests, the total of 1800 frames were classified into three
types, frames rejected by color detection error (Case3 only), error frames and success
frames (correctly recognized frames). An evaluation factor was also calculated as
the summation of the number of rejected frames (R) and 4×number of error frames
(E). The recognition success ratio was defined as follows.

Recognition success ratio = success frames / (total frames - rejected frames) (4)

The following conclusions may be drawn from these results. The effect of hue val-
ues expansions that is extending the hue threshold region is confirmed by the experi-
ments carried out in a bright environment (290Lux), as shown in Case2 and Case3.
The recognition success ratio was increased to 79.3% in a dark environment (110
Lux) by introducing both hue value expansion and frame rejection based on hand
shape characteristics. The average success ratio for the three cases, that is, Case1
(base case), Case2 (hue value expansion) and Case3 (hue value expansion and frame
rejection) was 63.6%, 87.2% and 93.0%, respectively. These results demonstrate the
effectiveness of the proposed method.

Table 4. Hand shapes used in experiment

Finger
00001 00010 00100 01000 10000 11111
pattern

Fingers Fore- Middle Ring Little All


Thumb
extended finger finger finger finger fingers
142 T. Sugaya et al.

Table 5. Experimental results


Rejected Success
Total Error Recognition
Case Illumination frames frames R+4E
frames frames success ratio
(R) (E)
110Lux 1800 N/A 619 1181 2476 65.6%
Case1 180Lux 1800 N/A 18 1782 72 99.0%
290Lux 1800 N/A 1327 473 5308 26.3%
110Lux 1800 N/A 663 1137 2652 63.2%
Case2 180Lux 1800 N/A 27 1773 108 98.5%
290Lux 1800 N/A 1 1799 4 99.9%
110Lux 1800 590 250 960 1590 79.3%
Case3 180Lux 1800 11 0 1789 11 100.0%
290Lux 1800 21 7 1772 49 99.6%

5 Conclusion

This paper presents a hand shape recognition method using colored gloves which
takes into account the surrounding environment. Two methods are proposed to
maintain a high recognition performance under different illumination conditions.
The hue value threshold region is enlarged to enhance the sensitivity for color detec-
tion. In addition, image frame rejection is introduced to maintain recognition accu-
racy by considering hand shape features and finger length. A success ratio of 99.6%
was obtained under bright illumination conditions, and 79.3% is under dark condi-
tions. This verifies that the proposed method is effective in enhancing the recogni-
tion performance. To raise success ratio of 79.3% under dark conditions remains as
one of further studies.

References
1. Khan, Z.R., Ibraheem, A.N.: Comparative Study of Hand Gesture Recognition System. In:
Proc. of International Conference of Advanced Computer Science & Information Technolo-
gy in Computer Science & Information Technology (CS & IT), vol. 2(3), pp. 203–213
(2012)
2. Baatar, B., Tanaka, J.: Comparing Sensor Based Techniques for Dynamic Gesture Recogni-
tion. In: The 10th Asia Pacific Conference on Computer Human Interaction, APCHI 2012,
Poster 2P-21 (2012)
3. Matsuda, Y., Sakuma, I., Jimbo, Y., Kobayashi, E., Arafune, T., Isomura, T.: Development
of Finger Braille Recognition System. Journal of Biometrical Science and Engineering 5(1),
54–65 (2010)
4. Jing, L., Zhou, Y., Cheng, Z., Wang, J.: A Recognition Method for One-stroke Finger Ges-
tures Using a MEMS 3D Accelerometer. IEICE Transactions on Information and Sys-
tems E94-D(5), 1062–1072 (2011)
5. Yoruk, E., Konukoglu, E., Sankur, B., Darbon, J.: Shape - Based Hand Recognition. IEEE
Transactions on Image Processing 15(7), 1803–1815 (2006)
Managing HMI Quality in Embedded System
Development

Haruhiko Urokohara1 and Naotake Hirasawa2


1
U’eyes design Inc.,Yokohama, Japan
urokohara@ueyesdesign.co.jp
2
Otaru University of Commerce, Hokkaido, Japan
hirasawa@res.otaru-uc.ac.jp

Abstract. We have developed HMI metrics to evaluate the usability of software


products. System engineers who are not usability professional can design basic
HMI software by using this metrics. The HMI metrics is expected to be applied
for the Software Quality Auditing System in the future.

Keywords: HMI, Usability, Software quality metric, Knowledge management,


Safety, Security and reliability.

1 Introduction

Today, a single system fault could cause a big disastrous turmoil, because many of
functions in our modern society is operated by the collaboration of various informa-
tion systems. The system fault could happen in wide range of field, such as from an
embedded system in the smart phones to the social IT infrastructure. It is known that
the many of the system faults were caused by software defects. In Japan, the “soft-
ware quality audit system (provisional)” which audits systems in various fields by the
third party has been considered to ensure safety, reliability, and usability. [1]
According to the previous research, the most causes of the software faults are soft-
ware defects, problems in system planning and specification phase, and hardware
defects. Especially, the first two already occupied more than 70%. [2]
In general, software defects are attempted to eliminate in software refinement
phase. Especially, the development of the highly reliable software is aiming to elimi-
nate all problems during software refinement phase. In such case, human-based activi-
ties are tended to minimize because the problems in software refinement phase are
originated by human factors. On the other hand, problems in system planning and
specification development can not apply this approach, because it is impossible to
eliminate the human-based activity in those two processes.
Furthermore, the HMI (human-machine interface) specification makes the specifi-
cation development more difficult. The performance and productivity of the system
can be finally influenced by the HMI specification, because the operation or the use of
the system is made by actual human. In the most case, even the safety of the system
can be determined by it.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 143–150, 2013.
© Springer-Verlag Berlin Heidelberg 2013
144 H. Urokohara and N. Hirasawa

Since this issue is widely recognized, one of the solutions is training and appoint-
ing specialists who have capability to deal with development of HMI. In fact, certifi-
cations systems of specialists in HMI design have been established in these years in
Japan.
However, such certifications are well recognized by user-interface designers and
web-designers, but not so well by embedded systems engineers. These engineers seem
that introducing HMI design process has obstacles, such as overhead time and cost in
development, not recognizable benefits for developers, and not urgent necessity [3].
For these reasons, system engineers with knowing the constraint of their develop-
ment team without sufficient HMI design specialists, need to have to increase quality
in use, and usability in their products, even in smaller steps, according to following
requirements from the international market;

• Needs to provide a high-valued system


• Realized a system with high functionality and usability at the same time
• Ensure safety of a system

In this paper, authors attempt to clarify an approach to ensure the HMI quality that
directly relates to marketability and safety of the products from the upper process of
the development.

2 HMI Quality Issues in the Embedded System Development

In Embedded System Development Process (ESP) [4] by Information-technology


Process Agency (IPA) in Japan, HMI design is done in the system architecture design
process after the system requirement analysis process. (figure 1) In other words, HMI
elements are decided, and the operational steps for each of them are designed accord-
ing to required functions derived in the system requirement analysis process. And,
incompletion of the basic design of HMI in this stage could cause a high risk of delay
of the development.
On the contrary, it is said by HMI specialists solely the required function is not a
sufficient input for HMI design. For instance, FACE method requires detailed infor-
mation related to users.[5] Also practically, it is hard to design HMI without expert
knowledge within the process of system requirement analysis and system architecture
design.
In the case that the development organization includes HMI specialists, design
guidelines and style guidelines are often provided to system engineers. System engi-
neers often design HMI applying the style guidelines, since understanding and apply-
ing the design guidelines is too hard. Also experienced engineers develop patterns
based on the style guideline and adds modifications according to given situations.[3]
However, this approach sometimes makes reviewing the HMI design properly
within development process difficult.
And as a result, the HMI design solution without evaluation will be sent to the next
process.
Managing HMI Quality in Embedded System Development 145

It is possible that HMI design solution without HMI quality tests will survive the
final process of software development, if usability evaluation is not conducted within
the whole development life cycle.
To avoid such situation, it is necessary to have a mechanism to check the HMI
quality mechanism in the upper process of the system development. And, a method
for quantitative evaluation of HMI quality has been studied. [6] This method, howev-
er, can not be applied to a single system development project to expect efficiency
continuous basis, because the method requires the activities involving a whole organi-
zation, and requires the implementation of the quality management system and so on.

Fig. 1. HMI design process in the system life cycle process (ESPR 2007)

3 HMI Quality Management

The HMI quality should be ensured within the framework of the quality management
for the embedded system development. The product quality of system products has
been schematized as ISO/IEC 25000 -Software product Quality Requirement and
Evaluation (SQuaRE) series of international standards. [7] One of the merits of this
series is that the quality management starts from the most upper process, and aims the
quality improvement integrated with system development life cycle.
146 H. Urokohara and N. Hirasawa

What kind of quality is required in HMI?


Firstly, the system enable for user to achieve what user is intended (user goal) effi-
ciently. (Effectiveness and efficiency) And, risk for using the system such as the safe-
ty, economical efficiency, and ecological impacts is zero or minimized. (Freedom
from risks) Additionally, satisfaction to use the system is required. (Satisfaction)
Those are all required as the overall quality by HMI, when user uses the system.
Those are regarded as so-called "quality in use," and its quality characteristics are
effectiveness, efficiency, freedom from risks, and satisfaction as mentioned above.[8]
From the viewpoint of developer, quality criteria for each system element are de-
fined to meet during design process. Because HMI is a part of the system to be devel-
oped, it is managed within the system quality management. Basic characteristics of
the system quality are functional suitability, performance efficiency, and reliability.
Quality characteristics of system in use are usability, security, and so on. Those of
system operation and maintenance are compatibility, maintainability, and portabili-
ty.[8] HMI quality also needs to be managed in terms of quality characteristics
mentioned above.
In this sense, HMI quality is one the position bridging between quality in use and
system quality. (figure 2) Therefore, ensuring quality in use can be made efficiently if
managing HMI quality as a part of system quality. Especially, the most critical issue
is usability, since it is the most important characteristic connecting HMI quality and
quality in use.

Fig. 2. HMI quality bridging between quality in use and system quality

And as previously mentioned, continuous improvement of HMI quality requires


the implementation throughout development organization. HMI quality plan is
developed, and HMI quality measurement criteria is set before the system develop-
ment; quality is measured, and it criteria are verified toward the next development
throughout the development lifecycle. ( figure 3)
Implementing such management lifecycle for HMI quality ensures the continuous
improvement of HMI quality.
Managing HMI Quality in Embedded System Development 147

Fig. 3. Quality management lifecycle

4 HMI Quality Metrics

4.1 Introduction of HMI Quality Metrics

A quality metric indicates the measure of a quality characteristic and the method of
measurement. The status of system quality is interpreted by the result of measure-
ment. The relationship of HMI quality model and metrics is presented in Figure 4. As
the figure shown, quality characteristics and metrics have many-to-many relationship,
and the number of measurement indices will be uncontrollable to apply without
proper management.
The objects evaluated by the measurement of HMI metrics are intermediate work
products in HMI design process, such as HMI design specification, design solution
(screen transitional diagram, screen layout, element design, and so on), and should be
organized systematically.
HMI metrics rarely can be developed in logical way. Basically, they can be devel-
oped experts’ knowledge and refined through development lifecycle. It is also
possible that metrics to refer public metrics form standards and literature. And, sys-
tematical approach, such as the GQM method, can be done by clarifying measurement
“Goal,” clarifying the criteria if the goal is achieved by “Questions,” and collect
necessary “Merics”. [9]
U’eyes Design Inc., with over 20 years experiences of development of HMI for
embedded systems, has been developing over 150 metrics.
Those metrics will be redefined according to system development lifecycle for
each client, and evaluated their validity through the operation in each development
organization.
148 H. Urokohara and N. Hirasawa

Fig. 4. Relationship of quality model and metrics

Also, by providing HMI metrics to organizations, the company helps them to im-
plement HMI quality management lifecycle to ensure their continuous improvement
in HMI quality.

4.2 Example of HMI Quality Metrics


Figure 5 shows an example metrics of counting the screen steps.[10]
And the upper half describes a count of screen steps of the original UI in the case
from starting with choosing a reference mail address on Contacts to finishing with
choosing a destination folder for ‘create new message filter’ process.
The original design, with the lack of the consideration for creating a message filter
detecting multiple sender addresses, requires repeating same procedure many time if a
user want to create a filter to collect messages from his/her family members. Then,
the design solution can be very inefficient one for many cases.
Managing HMI Quality in Embedded System Development 149

The lower halt describes the improved UI design with positioning a “more” option
to avoid such inefficiency on the original design. The new design requires fewer steps
when creating a filter based on multiple sender addresses without going back to the
first screen every time.
Although a drastic solution could be an operational flow requiring “done” opera-
tion after choosing multiple senders addresses, if the system is flexible enough for
changing specifications.
Using such metrics can lead to create HMI designs with better quality in use by
quantifying an attribute of usability, and leading efficient UI with less steps.
Here describes “’Steps for direct screen transition and indirect screen transition’ on
a smart phone” as an example of metrics for information architecture.

Fig. 5. The different number of steps by different flow structures in steps

5 Summary

This study discussed about the HMI quality which directly relates to the marketability
and safety in the approach from the upper development process management. And
also it is important to point out that the continuous measurement and evaluation of the
quality to improve the HMI quality through the development life cycle. Therefore, it
is essential to use HMI quality metrics.
And, it is important that the initial value of HMI quality metrics should be set ac-
cording to the prior experiences, HMI metrics should be tailored through the system
development process to confirm its validity.
For the basis of HMI metrics the following two are emphasized;
150 H. Urokohara and N. Hirasawa

• HMI quality should be managed as a part of introduction of life cycle of system


quality management.
• Development of the quality model covering a whole system, and metrics including
HMI metrics based on of the model.

Finally, preparation of the metrics would be able to diagnosis of the HMI quality sys-
tem, the safety in system operation as applications. Comparing to the filed software
quality metrics, collecting and editing of empirical data rarely has done in HMI
quality.
In order to ensure the safety in consumer products, improve the effectiveness in
product development, and improve the competitiveness in international market, it is
important to implement HMI metrics as a part of the social foundation.

References
1. IPA: Information-technology Promotion Agency, JAPAN Software Engineering Center,
Activity reports of Group the software quality auditing system and Report commissioned
project related, IPA (2011)
2. Ministry of Economy Trade and Industry, Commerce and information policy bureau, In-
formation service industry division, Embedded software industry survey report 2010 - Re-
search projects for responsible of business, METI (2010)
3. Hirasawa, N.: An Empirical Analysis for the Effectiveness of HCD Integration. Otaru
University of Commerce The Economic Review 61(1), 127–139 (2010)
4. IPA: Information-technology Promotion Agency, JAPAN Software Engineering Center,
ESPR: Embedded System development Process Reference guide. SHOEISHA Co., Ltd.
(2007)
5. Cooper, A., Reimann, R., Cronin, D.: About Face 3 The Essentials of Interaction Design.
ASCII MEDIA WORKS Inc. (2008)
6. Shackel, B., Richardson, S.: Human factors for Informatics Usability - Background and
Overview. In: Shackel, B., Richardson, S. (eds.) Human Factors for Informatics Usability.
Cambridge University Press (1991)
7. ISO/IEC 25000:2005 Software Engineering - Software product Quality Requirements and
Evaluation (SQuaRE) - Guide to SQuaRE (2005)
8. ISO/IEC 25010:2011 Software Engineering - Software product Quality Requirements and
Evaluation (SQuaRE) - System and software quality models (2011)
9. Basili, V.: Using Measurement to Build Core Competencies in Software. Data and Analy-
sis Center for Software (2005)
10. Urokohara, H., Hirasawa, N., Kanda, S.: HMI guidelines and metrics for improving Quali-
ty in use. In: HCD Research Conference 2012 (2012)
Usability Evaluation of the Universal Computer
Workstation under Supine, Sitting and Standing Postures

Hsin-Chieh Wu1,*, Min-Chi Chiu2, Cheng-Lung Lee1, and Ming-Yao Bai1


1
Department of Industrial Engineering and Management, Chaoyang University of Technology,
Taichung, Taiwan, R.O.C.
hcwul@cyut.edu.tw
2
School of Occupational Therapy, Chung Shan Medical University,
Taichung, Taiwan, R.O.C.

Abstract. The purpose of this study was to evaluate the usability of the self-
made universal computer workstation. The 9 handicapped and 10 healthy adults
were recruited to participate in this study, in order to understand the perfor-
mances of computer operation, ratings in comfort and satisfaction for using the
tested workstation in different positions. This workstation can be successfully
adjusted for standing, sitting, and supine postures. This workstation also allows
easy access of wheelchair. No significant differences in performances were
found among supine, sitting, and standing postures. All of the participants con-
sidered this workstation comfortable. Most handicapped participants preferred
to adopt supine posture to use the computer. The experimental results revealed
that supine posture lead to more comfort in the lower back without decreasing
performances while using a computer. Further, the healthy participants had the
mean rating in satisfaction of 3.7, which was similar to that of the handicapped.
It indicates that the tested workstation satisfied both the handicapped and the
healthy participants. The findings of this study can provide helpful information
for further improvement of a universal computer workstation.

Keywords: universal design, workstation, usability, ergonomic design.

1 Introduction

The computer technology has greatly advanced in the world. No matter in life or
work, the use of visual display terminals (VDTs) has been very popular and indis-
pensable. Generally, the computer workstation is designed for sitting posture. Unfor-
tunately, for the person with chronic low back pain (LBP), seated posture also has its
share of risks. In fact, the traditional VDT workstations not only hinder the use by
some people with chronic LBP but have been shown to cause LBP after prolonged
use [1]. Some people with chronic LBP are able to relieve their discomfort by lying in

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 151–156, 2013.
© Springer-Verlag Berlin Heidelberg 2013
152 H.-C. Wu et al.

a supine or significantly reclined posture [2]. Alternative computer workstations have


been designed to allow the VDT operator to access the computer from a significantly
reclined or supine posture. These postures have been shown to relieve some forms of
LBP [2].
Previous study found that lying supine can reduce the intradiscal pressure as much
as 75% as compared to standing upright. Whereas sitting upright increases intradiscal
pressure as much as 40% when compared to standing upright [3]. To adopt a supine
posture not only can reduce the lumbar intradiscal pressure but also allow people who
have difficulty in standing or sitting to use a computer. Although lying supine has the
advantage of more comfort in lower back, someone may concern about that the opera-
tion performance may be decreased by the supine posture. Studies are needed to
investigate whether or not body posture affects computer operation performance.
Therefore, a universal computer workstation was made here for people to adopt dif-
ferent postures such as supine, sitting, and standing postures when using a computer.
The main purpose of this study was to investigate the effect of body posture on the
performance and subjective comfort while using a computer. The handicapped and
healthy adults were recruited to participate in this study, in order to understand
whether these two groups lead to different results while using this universal computer
workstation. We expected that this workstation can actually solve the problems of the
handicapped and people with chronic LBP. Further, the users’ recommendations this
workstation were also collected, in order to improve the self-made universal computer
workstation.

2 Methods

2.1 Subjects

Nineteen people, including ten healthy adults and nine young handicapped persons,
participated in this study. The healthy adults all have no musculoskeletal disorders.
The young handicapped persons have lower limb disabilities or spinal injuries, and
need to rely on a wheelchair or crutches or other aids; but their mental abilities and
hands are able to operate a computer. All of the subjects weekly use a computer for
more than 10 hours. The entire participants are all right-handed, and must sign the
written consent of the test.

2.2 Equipments

The self-made universal computer workstation was used here. This workstation had a
base of electric lifting table, and it was designed to be adjusted for standing, sitting,
and supine postures (as shown in Fig. 1). The screen can be adjusted from 0 to 90
degrees forward; keyboard adjustment range is from 0 to 50 degrees from the desktop
plain.
Usability Evaluation of the Universal Computer Workstation 153

(a) Supine

(b) Sitting (c) Standing


Fig. 1. Illustrations of (a) supine, (b) sitting, and (c) standing positions for using the tested
workstation

2.3 Usability Test Protocol

Computer Operations. Subjects should type Chinese words in accordance with the
articles shown on the computer display, and the article input time was ten minutes.
After the Chinese typing test, the score and error rate were calculated as typing
performances.
After the typing test, the mouse drag-and-drop test was required to perform by sub-
jects. Each subject was required to select twelve objects evenly distributed on a circle
surrounding a central box, and then drag each object separately into the box (Fig. 2).
The program automatically record the completion time until all objects were moved to
the central box. This test repeated three times, and the average completion time was
the performance of the mouse operation.
154 H.-C. Wu et al.

Fig. 2. An Illustration of mouse drag-and-drop test

Subjective Evaluations. The subjective evaluation included: (1) subjective ratings in


comfort and (2) satisfaction ratings. Subjective ratings in comfort had a seven-point
Likert scale, 1 representing ‘very uncomfortable’ and 7 representing ‘very comforta-
ble’. Eight body parts, including eyes, neck, shoulder, upper arm, forearm, wrist, up-
per back and lower back, were designed in the subjective comfort questionnaire.
These data were collected after the use of the tested workstation.
In addition, subjects were asked to rate satisfaction of the tested workstation along
eight items:

1. Workstations can be adjusted for standing, supine or sitting positions.


2. Various computer components can be easily placed in this workstation.
3. Can easily enter the workstation.
4. The tilt angle of the screen and viewing distance can be adjusted according to your
needs.
5. Mouse and keyboard positions and tilt angle can be adjusted according to your
needs.
6. Using the computer, operating the mouse and keyboard comfortably.
7. Can easily leave the workstation.
8. Can easily remove various computer components.

Each item had a five-point Likert scale, with 1 representing ‘very unsatisfactory’ and
5 representing ‘very satisfactory’.
Usability Evaluation of the Universal Computer Workstation 155

2.4 Experimental Settings


In order to reduce the interference of other variables, this study tried to control the
following factors:
• The computer jobs, screen brightness and contrast were the same. The ambient
illumination was controlled at 500 ~ 600 lux.
• The subjects were in good mental condition during the experiment. The input
method taken by the participants was Microsoft New Phonetic, and the experimen-
tal room had no noise, so as not to affect the degree of concentration of the
participants.

3 Results
3.1 Operation Performances
Table 1 shows the computer operation performances for the healthy adults and the
young handicapped subjects in the standing, sitting, and supine positions. No data
were available for the young handicapped subjects in the standing position because
they were not able to adopt standing posture. The ANOVA results indicated that body
posture had little effect (p> 0.05) on typing score, error rate, and mouse drag time.
Further, it is obvious that the young handicapped subjects had worse operation
performances than the healthy adults.

3.2 Subjective Evaluation Results


Table 2 shows the descriptive statistics (mean±SD) of subjective comfort ratings in
eight body parts for the three different positions. No data were available for the young
handicapped subjects in the standing position because they were not able to adopt
standing posture. The ANOVA results indicated that body posture had a significant
effect (p< 0.05) on the comfort ratings in lower back. Post hoc comparisons were then
performed by Turkey method. The analyzed results revealed that supine posture had
significantly better comfort ratings in lower back compared with standing and sitting
postures. Further, it is obvious that the young handicapped subjects had similar com-
fort ratings as compared to those of the healthy adults.
Finally, the results of satisfaction ratings show that the healthy adults had the mean
ratings in satisfaction of 3.7, and the handicapped also had the mean ratings in satis-
faction of 3.7. It indicates that this workstation satisfied both the handicapped and the
healthy participants.

Table 1. Computer operation performances in the standing, sitting, and supine positions

The healthy adults The young handicapped


Performance Standing Sitting Supine Standing Sitting Supine
Typing score 516±168 500±169 435±141 N/A 51±77 44.4±74.6
Error rate (%) 5.3±10.4 1.6±1.6 2.2±2.8 N/A 18.5±18.2 32.4±37.5
Drag time (s) 13.9±1.4 14.1±2.0 14.9±1.8 N/A 58.9±22.4 52.1±15.7
156 H.-C. Wu et al.

Table 2. Subjective comfort ratings for the standing, sitting, and supine postures

The healthy adults The young handicapped


Body part Standing Sitting Supine Standing Sitting Supine
Eyes 4.3±1.1 4.5±1.0 4.5±1.5 N/A 4.7±1.1 4.1±0.6
Neck 4.2±1.0 4.5±1.0 5.1±1.6 N/A 4.8±1.4 4.3±1.4
Shoulder 4.2±1.2 4.0±1.1 4.8±1.8 N/A 4.3±1.1 4.6±1.3
Upper arm 3.8±1.0 3.9±0.7 4.4±1.7 N/A 4.3±1.1 4.8±1.2
Forearm 3.7±1.1 3.1±0.9 3.5±1.6 N/A 4.1±1.3 4.6±1.4
Wrist 3.7±1.3 3.2±1.0 3.1±1.4 N/A 3.2±1.0 3.8±1.4
Upper back 4.1±1.4 4.4±0.8 5.4±1.4 N/A 5.0±1.2 4.9±1.4
Lower back* 4.0±1.3 4.5±0.9 5.6±1.3 N/A 4.6±1.6 5.1±1.1
PS: 1 representing ‘very uncomfortable’ and 7 representing ‘very comfortable’.
* Body posture had a significant effect (p< 0.05) on the comfort ratings in lower back.

4 Discussion

The main purpose of this study was to evaluate the usability of the self-made univer-
sal computer workstation in three different body postures. Computer operation per-
formances, subjective comfort and satisfaction were collected. Experimental results
show that the participants had similar computer operation performances among stand-
ing, sitting, and supine postures. It implies that the tested workstation could be ade-
quately adjusted for operating a computer in standing, sitting, and supine positions
and inconsequently caused similar performances at different body postures. In addi-
tion, the comfort rating results show that supine posture had significantly better com-
fort ratings in lower back than those of standing and sitting postures. Therefore, it
should be noted that supine posture can improve lower back comfort without decreas-
ing operation performances while using a computer. However, the operation time of
each trial was only 30 minutes in the current study. More studies are required to in-
vestigate whether the current findings can be applied in the prolonged VDT operation
tasks.

Acknowledgments. The authors thank the National Science Council of the Republic
of China for financially supporting this research (Contracts No. NSC98-2221-E-324-
013 and NSC99-2628-E-324-024).

References
1. Bendix, T.: Low back pain and seating. In: Lueder, R., Noro, K. (eds.) Hard Facts about Soft
Machines- The Ergonomics of Seating, pp. 147–155. Taylor & Francis Ltd., London (1994)
2. Haynes, S., Williams, K.: Product review of alternative computer workstations as possible
workplace accommodations for people with chronic low back pain. Technology and Disabil-
ity 19, 41–52 (2007)
3. Nachemson, A.: The lumbar spine, an orthopedic challenge. Spine 1(1), 59–69 (1976)
Window Manager Designed for Cloud Services

Shizuki Yoshino, Tetsuo Tanaka, and Kazunori Matsumoto

Department of Information and Computer Sciences, Kanagawa Institute of Technology,


Atsugi, Japan
yoshinoshizuki@gmail.com,
{t-tanaka,matumoto}@ic.kanagawa-it.ac.jp

Abstract. Cloud services like web-based e-mail or hosted office suites are be-
coming widespread. With these services, PC users are likely to use several ser-
vices and to visit several sites at once. As a result, several windows appear on
the desktop, and their overlapping complicates access to hidden windows. In
this study, the authors propose a window manager running on the browser. The
proposed window manager employs a tiling style in order to improve the usabil-
ity of multiple cloud services at the same time. It also employs a window
placement method, implemented by drawing frame edges, and a window re-
placement method using drag and drop. It is user-friendly, even for unskilled
PC-users. An experiment showed that the proposed window manager was
effective in reducing the number of operations for window placement or
replacement.

Keywords: window manager, cloud service, drawing frame edges, tiling style,
window placement, usability.

1 Introduction

Cloud services, like web-based e-mail or hosted office suites, are becoming wide-
spread. With such services, PC users are more likely to use several services and to
visit several sites at once, e.g. document preparation while consulting a net dictionary,
or Internet surfing while watching a movie. As a result, several windows appear on
the desktop, and their overlapping complicates access to a hidden window. Reducing
the cost of window operations is an important challenge. According to an analysis by
Shibata [1], workers at an intellectual property management department spent 7.4–
9.1% of time in window operations such as activating, moving, and resizing windows.
A window manager may be used to operate multiple windows efficiently. Window
managers are classified into two categories, overlapping style and tiling style [2][3].
Most current window managers follow the independent overlapping window style.
In this style the user manages a window’s location and size in any way desired. When
the location and size of a window changes, other windows may be obscured. When
a window is hidden behind the front window, the user needs to move the window to
the front in order to see the contents.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 157–166, 2013.
© Springer-Verlag Berlin Heidelberg 2013
158 S. Yoshino, T. Tanaka, and K. Matsumoto

The window manager of MS Windows 7 has a feature called Aero Snap[4]. Us-
ing this function, users can automatically resize the window to half the size of the
display screen by dragging and dropping to the edge of the screen. But the size of the
window is fixed at half of the screen. If there are three or more windows, windows
overlap and rear windows are hidden. Moreover, users have to turn the function on or
off in the control panel, and it is troublesome to re-enable the function if users have
disabled it.
With the tiling style, any window is always fully visible, because windows are not
allowed to overlap. It is easy to figure out where each window is. However in existing
window managers like dwn[5] and so on, a user has to enter a numeric value in pixels
to set the position and size of a window. It is not easy to use for unskilled users.
Shibata et al.[6][7] proposed a system that made it possible to construct workspac-
es consisting of multiple windows through a simple user interface of window docking.
The system makes it possible to switch workspaces easily, and reduces the overhead
of window operations within workspaces by use of a tiled window approach. Their
experiment of a task-switching task showed that the system is 14% to 21% faster than
a traditional window system. However, when using the system, the user builds a
workspace by docking, after starting multiple windows for the task and so time is
spent on the placement of the windows.
Meanwhile, there has been a wide introduction of cloud services, such as Google
Drive[8], which lets you store all your files including documents, photos, videos
and Google Docs online and access them from anywhere, Microsoft Office Web
Apps[9], which is a web-based version of the Microsoft Office productivity suite,
Facebook[10], which is a social networking service, and so on. As a result, a win-
dow manager for the cloud services is required. But existing window managers are
designed for managing desktop applications. There are few designed for cloud
services.
CEITON technology Inc. offers a window manager WinLIKE[11] running on a
browser. With WinLIKE, web applications, websites and portals can contain real
windows just like a normal desktop application. However, it adopts an overlapping
window style, and so it suffers from the above-mentioned problems of overlapping
windows. Moreover, it takes time to get used to using it, because its user interface is a
CEITON proprietary one, and it requires users to enter a URL to launch cloud
services.
In this study, the authors propose a window manager that is developed as a cloud
service running on a HTML5 enabled browser, such as Chrome or Firefox. The pro-
posed window manager employs a tiling style in order to improve the usability of
multiple cloud services at the same time. It also employs a window placement me-
thod, based on drawing boundary lines, and a window replacement method, based on
drag and drop. It is user-friendly, even for unskilled PC-users. In addition, it can save
and restore a workspace consisting of a collection of multiple windows. Users can
switch tasks smoothly.
Window Manager Designed for Cloud Services 159

2 Approach

2.1 Tiling Style Window Manager Running on a Browser


Cloud services such as Web-based office software and social networking services
have become widespread. In these cloud services, users don’t have to download the
application program; data can be stored on the server. Users can use them at any time,
anywhere, on any PC or mobile device in the Internet environment. Leading compa-
nies like Microsoft and Google provide cloud services. These results suggest that the
trend toward cloud services will continue to accelerate in the future.
In order to efficiently use multiple cloud services at the same time, we propose a
window manager running on a browser. WinLIKE, described above, is a window
manager for the cloud service, but because it uses an overlapping style, it requires a
lot of operations for switching, moving, and resizing a window. There is a way to
spread multiple browser windows over the desktop using the tiling window manager
for the desktop, but with this approach, the proportion of the screen taken up with
toolbars or menu bars at the top of each browser window increases, and the area
available for the application body is reduced. In the proposed window manger, we
adopt a tiled window manager that spreads multiple cloud service windows over a
single browser window.

2.2 Intuitive Window Operation

In WinLIKE and dwn, because users must set the window size and position by means
of numeric input, unskilled PC users do not really know where the window will be or
how large it will be. For example, a user may need to modify the input number sever-
al times before succeeding in resizing the window to half the size of the desktop
screen. It also takes time to move the cursor to the edge of the window to resize it by
dragging the edge. If a user wants to swap a window, he or she must resize and repo-
sition both of the two windows.
In order to overcome the difficulty of using the resize function by means of numer-
ic input or dragging edges, this window manager provides three functions, namely
adding and removing a window frame by drawing frame edges, automatic placement
of the window, and moving windows using drag and drop. To add or to remove a
window frame, the user draws frame edges in the window manager. The position and
size of a window frame are determined by the frame edges. When a cloud service is
invoked, the window is automatically opened at the size of window frame that has
been set. If a user wants to swap the windows in the right half and the left half, this
can be achieved by dragging the left half of the window, which the user wants to
move, and dropping it into the right half of the window.
To use a cloud services, a user normally needs to enter the appropriate URL. To
eliminate this operation, the window manager provides a menu bar at the top. The
user clicks the cloud service menu item he or she wants to use, and the cloud service
window will be displayed in the browser. The menu displays the cloud services that
are commonly used. This makes it possible to launch a cloud service that the user
160 S. Yoshino, T. Tanaka, and K. Matsumoto

wants to use in an instant, without entering the URL. At present these services are
pre-determined in the window manager, so a user cannot change them, but this option
may be possible in the future.
Fig.1 shows an example of a screen including windows of a word processing ser-
vice, a dictionary service, and a video site. Items (a) are frame edges that have been
drawn. Each window is resized to fit into the frame enclosed by the drawn lines. Items
(b) are the drag and drop bars for moving or swapping windows. Item (c) is the menu
bar; using this menu bar, users can start a cloud service with a single click, without
having to enter configuration details in a dialog window.

Fig. 1. Appearance of Window Manager

2.3 Operating Multiple Windows Collectively as a Workspace


When undertaking work, a user typically opens multiple application programs, and
positions each application window in a place where it is easy for them to work. In
other words, each user builds his/her own workspace specific to the job in hand. The
applications which need to be open are different for each item of work. Therefore,
users have to build a workspace to suit each job from scratch. Before users can start
work on another job, it takes time if it is necessary to build a workspace from scratch.
When a user suspends and then resumes his/her work, or when a user wants to use the
same workspace many times, it is convenient if he or she can save and restore the
workspace. This makes it possible to reduce the time spent on window operations.
This window manager is able to manipulate multiple windows collectively as a
workspace in two ways: an operation on the browser window and a function of saving
and restoring a workspace. Since the window manager runs on a browser, it is poss-
ible for users to manage a complete workspace containing several applications by a
single operation on the browser window (resize, move, minimize, maximize). For
example, for a brief interruption of work, the user only needs to minimize the browser
Window Manager Designed for Cloud Services 161

window. In addition, to meet requirements of a longer suspension of work, the win-


dow manager provides functions to save and restore the workspace. This is done from
the menu item “Workspace” on the menu bar. Using this function, the user can avoid
having to rebuild a workspace from scratch.

3 Functions of the Window Manager

This window manager is written in JavaScript and HTML5, and has the following
five functions: (1) cloud service launch, (2) adding or removing a window frame by
drawing, (3) automatic placement of a window, (4) moving a window, (5) and saving
and restoring a workspace. Details are described below.

3.1 Cloud Service Launch

Using the menu bar, as shown in Fig.2, users can invoke cloud services. In this win-
dow manager, users can invoke three types of services, i.e., office software, video
sites, and dictionaries. In the current implementation, we use Hanscom’s ThinkFree,
which is compatible with Microsoft Office, as office software, Dailymotion as the
video site, and Wikipedia, FreeTranslation and goo as dictionaries. Because the menu
bar is similar to sites that have many users such as Google and Facebook, users can
quickly grasp how to handle it. The menu has a hierarchical structure.

Fig. 2. Menu Bar

3.2 Adding and Removing a Window Frame by Drawing Frame Edges


In order to determine the position and size of the window, instead of a method of
entering a numeric value in a dialog box, we have adopted a method of drawing frame
edges. Users can determine the position and size of a window frame by drawing hori-
zontal and vertical lines on the screen with a mouse click.
As shown in Figure 3, clicking point (a) on the frame edge (i), which is drawn in
advance, a new frame edge line (iii) starting from point (a) is drawn. The frame edge
162 S. Yoshino, T. Tanaka, and K. Matsumoto

line (iii) is deleted when a user clicks on the point (a) again. A newly drawn frame
edge (iii) can be manipulated in the same way, so clicking on point (b) will produce a
new frame edge (iv). With this function, users can grasp the size of the window intui-
tively and visually. As a result, users can reduce the number of operations involved in
resizing a window.

frame edge (i) frame edge (i) frame edge (i)


frame edge (ii)

frame edge (ii)

frame edge (ii)


point (a) point (a)
point (b) point (b)

frame edge (iii)

frame edge (iii)


frame edge (iv)
click point (a) click point (b)
click point (a) click point (b)

Fig. 3. Drawing frame edge lines

3.3 Automatic Placement of a Window

This function places the cloud service window to fit the drawn frame edge lines au-
tomatically. As shown in Fig.4, if the border lines have already been drawn, that is, if
there is more than one empty window frame, the window manager displays the cloud
service window in an empty frame in order starting from the top left frame. If there
are no empty frames to display the window, the user can creates empty frames by
adding frame edge lines, or a new window will overwrite the oldest one. When the
user deletes a frame edge line, the frame on the extreme right or the bottom is re-
moved, and the upper or left frame is expanded to cover the entire available area.

Start a cloud service

Delete frame edge

Start a cloud service

Start a cloud service

Fig. 4. Automatic Placement of Windows


Window Manager Designed for Cloud Services 163

3.4 Moving a Window


A window may be moved by the user dragging and dropping the window of a cloud
service into another window frame. As shown in Fig.5, if a user wants to move the
window in the frame on the left to the frame on the right, it is only necessary to drag
the gray “drag and drop bar” at the top of the window and drop it onto the drag and
drop bar on the right hand side. If another window is already displayed on the right,
the positions of the windows are swapped with each other.

Drag & Drop

Drag & Drop Bar

Drag & Drop

Fig. 5. Moving a Window

3.5 Saving and Restoring a Workspace


The list of window states that include position, size and the cloud service running on
each window will be referred to as a “workspace”. Workspaces can be saved or res-
tored using the menu item “Workspace” on the menu bar. Using this function, the
user can avoid having to rebuild a workspace from scratch.

4 Implementation and Evaluation

4.1 Implementation
In order to run the window manager on a browser, it was developed as a web applica-
tion (as a cloud service) using HTML5, JavaScript as shown in Fig.6. The frame edge
line drawing function is implemented using the Canvas feature of HTML5. The
workspace store function is implemented by the Local storage feature of HTML5.
164 S. Yoshino, T. Tanaka, and K. Matsumoto

In addition, the moving window function is implemented by the drag and drop feature
of HTML5. A window of a cloud service is embedded in the window manager by
using the inline frame element of HTML.

Web Browser Cloud Services


Load
on Client PC Window
Window Manager Manager
Proposed Window Manager
HTML5
JavaScript Invoke
Service
Free ThinkFree
Translation
ThinkFree
Wikipedia
FreeTranslation
Save and Restore
Workspace
Wikipedia
Work Space
(HTML5 Local Storage) Dailymotion

Fig. 6. Structure of the Window Manager

4.2 Evaluation

The effectiveness of this window manager was evaluated by comparison with Win-
dows (with Aero Snap enabled), Windows (with Aero Snap disabled), and Win LIKE.
In this experiment, we compared the number of mouse clicks and drags based on a
scenario that consisted of the following seven steps:

1. Start the window manager


2. Launch three cloud services (i.e. a word processor, a presentation software, and a
dictionary). Set the word processor window to be placed in the left half of the
screen, arrange the presentation software window to be placed in the lower right
quarter of the screen, and arrange the dictionary window to be placed in the upper
right quarter.
3. Swap the word processor window with the presentation software window.
4. Save a document and a presentation, and save the workspace that has the current
state of windows if possible.
5. Close the word processor and the dictionary, open a video site, set the video site
window so as to be placed in the right half of the screen.
6. Exit the window manager and all cloud services.
7. Start the window manager again, start each cloud service and reconstruct window
arrangement as it was stored in step 4.
Window Manager Designed for Cloud Services 165

Fig.7 shows the results of the evaluation. Thirty operations were required in Windows
with Aero Snap disabled. When changing the window size by dragging, it was not
possible to select the desired size with a single drag; it was necessary to make
additional “tweaks” to the position when placing a tile, and in practice it takes thirty
operations or more. In Windows, when Aero Snap is either enabled or disabled, the
window manager does not remember the size and position of the window. Therefore,
in order to reconstruct the window arrangement in step 7, the same operation as step 2
is required. WinLIKE requires a lot of operations to launch a new cloud service and to
resize a window. This is due to the use of a dialog window to set the screen parame-
ters when starting a new cloud service.
The experiment showed that the proposed window manager was effective, that is
to say, it reduces by about half the number of operations for window placement or
replacement compared with other window managers.

Number of operations
0 5 10 15 20 25 30 35 40

This Window Manager 1 5 11 4 1 2

AeroSnap Disabled 0 9 5 0 5 2 9

AeroSnap Enabled 0 8 4 0 4 2 8

WinLIKE 1 16 3 4 5 1 5

Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Step 7

Fig. 7. Comparison of number of operations for different methods of managing windows

5 Conclusions
In this paper we have proposed a window manager designed for cloud services. The
proposed window manager employs a tiling style in order to improve the usability of
multiple cloud services at the same time. The main feature of the window manager is a
window placement function based on drawing frame edge lines and a window re-
placement method by drag and drop. An experiment has shown that the proposed win-
dow manager reduces the number of operations for window placement or replacement.

References
1. Shibata, H.: Measuring the Efficiency of Introducing Large Displays and Multiple Dis-
plays. IPSJ Journal 50(3), 1204–1213 (2009) (in Japanese)
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tors in Computer Systems: CHI 1986 Conference Proceedings, pp. 101–106 (1986)
166 S. Yoshino, T. Tanaka, and K. Matsumoto

3. Myers, B.A.: Window Interfaces: A Taxonomy of Window Manager User Interfaces. IEEE
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products/features/snap
5. dwn, http://dwm.suckless.org/
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IPSJ Interaction 2011 Conference Proceedings, pp. 391–394 (2011) (in Japanese)
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information.pdf
Part II
Information Searching, Browsing
and Structuring
Finders, Keepers, Losers, Seekers: A Study of
Academics’ Research-Related Personal Information
Collections

Mashael Al-Omar and Andrew Cox

Information School, University of Sheffield, UK


{liq09ma,a.m.cox}@sheffield.ac.uk

Abstract. In conducting their research, scholars are not only information seek-
ers, they are information keepers and managers as well. This paper describes a
study of seventeen scholars from Education and Health disciplines (College of
Nursing and Health Science College) in the Public Authority for Applied Edu-
cation and Training (PAAET), Kuwait and their research-related personal in-
formation collections. A model explaining the size, diversity, hybridity and
fragmentation of these collections to immediate and underlying causes is
presented.

Keywords: Personal Information Management, Human Computer Interaction,


Information Behavior, Information Practice, Information Retrieval.

1 Introduction

Within their research, scholars engage in “searching, collecting, reading, writing and
collaborating” [25]. As a result of these information practices, they build and then
have to manage significant Personal Information Collections (PICs) [23], [16]. Such
materials accumulate over time [17] and collections can grow to be huge in size, di-
verse in nature and format [11]. They include books, published works, and web pages,
emails and electronic files on a computer’s hard drive [11]. Ensuring that information
can be re-found when needed and so “exploited” [17], [27] is an information and data
management challenge [10].
Investigation of these issues requires a holistic view of what are often separated out
as different fields of study, i.e. Information Behaviour (IB), Personal Information
Management (PIM) and Information Practice (IP). Research in this area should link
information practices to the research process, and include investigation of the man-
agement of research data as well as secondary literature and other information. Stu-
dies often focus either on physical or electronic information collections [5], [15], [1],
[13], [28] but both should be looked at together.
The purpose of this paper is to describe a study that was carried out to develop
such in-depth understanding of scholars’ research-related PICs. The study examined
how research-related PICs are created, used and managed within the research process.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 169–176, 2013.
© Springer-Verlag Berlin Heidelberg 2013
170 M. Al-Omar and A. Cox

It explored the factors that shape their management and sought to evaluate how suc-
cessful scholars are at achieving the exploitation of information they collect.

2 Literature Review

Personal information management (PIM) is about how people “acquire or create,


store, organize, maintain, retrieve, use, and distribute the information needed to com-
plete tasks (work-related or not)” [12]. Researchers have investigated PIM in diverse
ways such as to develop a system for information retrieval to facilitate information re-
use [29] while others investigated information discovery and finding only [6], [7],
[20], [4].
Relatively few studies to date have investigated scholars as information keepers
and managers, rather the focus has tended to be on scholars information seeking be-
havior, in the context of their literature review [6], [24], [22]. One exception is Kaye
et al. [18] who investigated forty eight scholars in multiple disciplines and ranging in
seniority from graduate students to professors by touring their offices and conducting
semi-structured interviews. The study found that academics not only store information
for the purposes of information retrieval, but also for “creating legacy, sharing re-
sources, confronting fears and anxieties and identity construction” [18]. The main
uses were similar across disciplines and seniority. A great variety of storage strategies
were uncovered in the research. Physical collections of information were stored in
anything from custom-built offices to a mobile solution of bags and boxes stored in
the back of a car. Digitally, academics developed their own individual way of archiv-
ing digital material rather than using available tools and solutions [18]. This is a rela-
tively unique study.
Therefore, the aim of this research was to add to such relatively sparse literature by
examining how research-related PICs are created, used and managed within the re-
search process by answering main questions: What are personal information collec-
tions of scholars like? How do scholars use their personal information collections in
their research? It also explored the factors that shaped their Personal Information
Management (PIM) activities such as discipline, seniority, time pressure and the qual-
ity of support services.

3 Methodology

The study adopted an emergent design and an interpretive-qualitative approach based


on in-depth, face-to-face interviews in order to understand the scholars’ world and life
[3] as they talk about their experience in their own words [21]. The focus of this paper
is to present analysis of seventeen interviews of scholars in the Public Authority for
Applied Education and Training (PAAET), Kuwait, from the disciplines of Education
and Health preceded by tours of their personal space of information and observation.
In addition to interviews, photographs of scholars’ personal space of information
and their information collections were taken and treated as data complementing the
interviews and achieve more understanding [26]. The interviews were transcribed
Finders, Keepers, Losers, Seekers 171

then analyzed thematically with the photographs to produce a list of codes which were
then integrated to produce the themes identified in the textual data [19]. Transcripts
and photographs were sorted into broad categories known as “proto-themes” [8] in
order to allow themes to emerge from the data by categorizing similar topics together.
The transcribed interviews were re-read in order to refine the proto-themes into the
actual themes [3], [8].

4 Findings

The study found that scholars’ research information collections are large, diverse,
hybrid, and fragmented (see figure 3 below). Scholars’ personal space of information
contained a massive quantity of information related to their research that is stored in
different places at different stages of the research. The part of a scholar’s desk where
they were working usually contained an accumulation of information related to re-
search, sometimes merged with non-research material such as for teaching, and man-
agement tasks. Research is an “off-on process” scholars said, so that when they are in
an active research mood, the amount of the information on their desks is larger than
when they are less active research mode. Within their working offices, the research
collection accumulated in different storage places such as open shelves, drawers and
closed cabinets in the form of piles, files, pile of files and randomly stored piles with-
in a file. Information was stored in huge amounts electronically too. Electronic folders
were found on scholars’ desktops, external storage devices, and stored virtually in
personal E-mail or websites of participants that were created in an effort to support
their own research tools of management.

Fig. 1. Pile and files of diverse papers stored physically in different ways in the main setting
working space

Fig. 2. Electronically stored diverse research related information collections


172 M. Al-Omar and A. Cox

The research-related PIC was found to be typically diverse in type, including four
main categories of material, namely: sources gathered for the literature review,
research data, publications and administrative papers.
Even after publishing a paper, literature review sources were kept by many scho-
lars. They said that they thought they would need the material in future research in the
same subject. It was also kept to share with colleagues in their local network within
the department or anywhere across Kuwait. The second type of information was re-
search data. It was found that the original paper questionnaires, for example, were
kept together with processed results. Electronic versions were stored on their personal
computers. Some scholars found it enough to keep the summary of the data in SPSS
or Excel tables, but others preferred keeping the data as originally collected in the
form of paper questionnaires. Research publications were also part of the collection,
again occurring in both traditional and electronic formats. The final category of ma-
terial in the collection was paperwork related to the research project.
In addition to its size and diversity, the scholars’ collection was hybrid in formats
including a complex mix of physical and electronic content, and located in multiple
locations that change at different research stages. There was typically no clear strate-
gy of keeping print or electronic or even both. All what was found is a random mix of
both with a large amount of redundancy. All four types forming the diverse collection
were found in both print and electronic form. Some scholars prefer reading printed
versions while others prefer reading electronic. Some would tend to start with one
version and continue reading in the other.
The collection is also fragmented. Enormous piles of papers and files were stored in
multiple spaces whether in the main or secondary setting, in addition to abundant exter-
nal storage devices for saving electronic versions such as flash memory and hard disks.
Working in different locations necessitated the existence of the collection in each of the
locations either by carrying the collection between locations by a mobility solution or
like in some case keeping multiple copies here and there. Scholars tried to build an iden-
tical copy of the collection in each location, however hard that was to achieve.
The causes for these collection features can be divided into two main categories
namely immediate and underlying causes.
The immediate causes found were the need for research, time pressure, quality of
space, technology opportunity, support services, English resources and display. Scho-
lars were obliged to conduct research for their career development. Conducting mul-
tiple research projects at the same time, along with poor support services, created time
pressure and affected the research collection size, hybridity and fragmentation. In
order to overcome the time pressure, and accomplish their tasks, scholars tried to
manage their time by taking uncompleted tasks to a secondary setting (usually home)
rather than conducting all research activities at the workplace. The quality of personal
space triggered the failure of management of the research collection. Shared or poor
quality offices forced scholars to find different working spaces which encouraged
information hybridity and fragmentation. Technology opportunities such as the facili-
ties of internet and ease of tools with the currency of applications were also effective-
ly challenging scholars to maintain control. Such opportunities helped create the
Finders, Keepers, Losers, Seekers 173

Fig. 3. Features and causes of research-related personal information collections


174 M. Al-Omar and A. Cox

deluge of information. When participants were asked about the services offered to
them by PAAET libraries, all talked about their dissatisfaction about the type and
quality of services offered to support their research tasks. Scholars expected more
support to aid their information finding, keeping and re-finding tasks. As some of
the modules they teach have to be taught in Arabic language, English resources were
one of the factors that shaped the features of the scholar’s research collections. The
research collections were displayed in the working spaces by some scholars for a
number of reasons. The displayed collections were not limited to books and research
output, but included awards and certificates. Such items were used for several
purposes not for just sharing, and confronting fear of loss, but were displayed for
remembering, constructing identity and creating legacy as well.
The immediate causes were driven by a number of underlying causes, namely Age,
Gender, Nationality, Seniority, Discipline, and the Place PhD obtained. The age of the
scholar affected the extent to which scholars took technological opportunities and
English resources. Their need of Arabic resources also was affected by the place PhD
obtained, as scholars who had graduated from UK and USA had no problem of using
English resources, while those who graduated from Arabic universities struggled find-
ing Arabic resources and translating material. It was found that female scholars were
more eager to display their research related collections as well as their certificates and
awards. Nationality affected the research and time pressure, as non Kuwaiti scholars
were working under more pressure to conduct their research in order to renew their
contracts. Seniority affected time pressure, quality of space, and support services.
Whereas, the discipline affected the quality of space, technology opportunity, support
services and English resources.

5 Discussion and Conclusion

This research explored the research-related personal information collections of scho-


lars in a novel context, Kuwait. A model was produced capturing the main factors
shaping the collection, and its size, diversity, hybridity and fragmentation. It identifies
that such collections are typically made up of four types of information content. The
model offers an analysis of both the immediate and underlying causes of this charac-
ter. Although many of these factors (such as language and support related issues) are
relatively unique to the Kuwaiti context, most of the features of PICs in terms of
scale, fragmentation and hybridity as well as how the collections are used mirror find-
ings from previous studies e.g. Kaye et al. [18].
If judged by the ability to re-find information scholars’ research-related PICs were
in many respects a failure. Analysis of the immediate and underlying causes of the
character of the collection point to a range of beneficial interventions from improved
space, technology support through to training in IM principles.
Finders, Keepers, Losers, Seekers 175

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EventLens: An Automatic Magazine Generating System
for Social Media

Hao Chen, Han Tang, Zhiyu Wang, Peng Cui, Yingquing Xu, and Shiqiang Yang

Tsinghua University
Peter_chenhao@126.com, wonderwall1231@qq.com
zy-wang08@mails.tsinghua.edu.cn, cuip@mail.tsinghua.edu.cn
yingqingxu2004@hotmail.com, yangshq@tsinghua.edu.cn

Abstract. Social media has become the most convenient platform for news
reading nowadays. In this paper, we introduce an automated digital magazine
generating system—EventLens, which provides a platform to help the users get
information more effectively through intelligent information selection and inte-
gration on social media. In our application, we not only design the functio-
nalities, interface, and overall user experience to satisfy users’ need in terms of
information content and reading habits, but also propose the necessary solu-
tions: an automated magazine layout method and a swift image retargeting me-
thod to solve the problems in the process of digital magazine auto-generation.

Keywords: magazine generating, layout, image retargeting, usability.

1 Introduction

Social media platforms, such as Twitter, are convenient channels for users to share
experiences, discuss events, and read news. The big events are always the most trend-
ing topics on the micro-blog platforms. Such a platform provides not only a large
quantity of rich media content but also gives users’ different point of views of ongo-
ing trending events. Besides, much more facets are also available from the third-party
resources such as the news websites, which are good supplement for social media
information. Adequate resources enable users to access the information presented
comprehensively. However, information overload makes it very time-consuming to
effectively find the useful content. Furthermore, the data retrieval of cross-platform
usage is absolutely uncomfortable comparing to users’ traditional reading habits.
One of the possible solutions is to closely integrate the contents from multiple plat-
forms into one medium like a digital magazine, to give a much more unified UI and
centralized experience. However, how to provide the mechanism for auto-generate a
magazine with aesthetic layout becomes a big challenge. In this paper, we introduce
a novel digital magazine generation system—EventLens, that can automatically
generate a digital magazine with a user-friendly and aesthetic layout.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 177–186, 2013.
© Springer-Verlag Berlin Heidelberg 2013
178 H. Chen et al.

2 Related Work

Digital magazines have become more and more popular since 1980s; and it has been
much evolved to be highly customizable. Many readers subscribing to digital maga-
zines not only have desires to read their contents, but also tend to personalize their
forms, such as selecting the layouts and appearances. With the rapid increasing of the
mobile applications, now people can easily download many Apps from different plat-
forms to create heavily customized digital magazines for personal or commercial
purposes.
The apps that are currently available on different platforms mostly have slick user
interface and enable the customization as their advantages. They classify the informa-
tion into categories and let users to customize the categorization. For example, Filp-
board lets user to have their own information resources registered as content provider,
such as Twitter and Facebook, on the “board”—the main view in their UI. It is shown
to be a generally accepted concept, from the huge success of Flipboard on iOS [1].
However, these apps are only categorizing the information in very restricted and li-
mited ways, without being able to put the related news together automatically. Users
cannot get any sort of linkage based on the semantic relevance of different pieces of
information like Wikipedia does. The result is that user has to keep going in and out
of different categories or even different apps, to manually search for more information
about the same event he is interested in. We have developed EventLens system which
is able to find the news related to a certain topic contextually and integrate them
together.
In the digital magazine generating procedure, we faced two big challenges. The
first is how to automatically generate the layout of the contents to deliver great legi-
bility via well-designed presentation; and the second is how to do image-retargeting
to make the reading experience conformable.
For the first challenge, there are some previous work but mainly focus on adaptive
document layout via manifold content [2], and adaptive layout for dynamically aggre-
gated documents [3]. These work give us great inspiration, but due to the different
usage scenarios, it is hard to directly employ their methods to solve our problems. For
the second challenge, many image retargeting methods have been studied [4], such as
Non-homogeneous warping (WARP) [5], Seam-Carving (SC) [6], Scale-and-Stretch
(SNS) [7], Multi-operator (MULTIOP) [8], Shift-maps (SM) [9], Streaming Video
(SV) [10], and Energy-based deformation (LG) [11], but most of them were based on
relatively complex computer vision algorithms. However, our foreground part based
on Flash Actionscript3.0 that is not so strong in pixel level processing. So a fast image
retargeting without complex computing is necessary.

3 System Design

To solve the information integration problem in social media, we propose our auto-
matic event mining algorithm and layout management method. Our system (Fig.1)
deals with a huge amount of micro-blog data by using the algorithm called “Bi-lateral
EventLens: An Au
utomatic Magazine Generating System for Social Media 179

Correspondence Topic Model” [12] which mines the correlated data among the im-
ages, texts, and the related web news, to make each event containing more sufficiient
information. These correlaated data consist of the unformatted texts, images, time,
locations, persons, and articles. How to re-organize and make up such complex ddata
in the digital magazine is a big challenge. There are three levels in our magazine ggen-
eration system to form a toop-down scope. The first level provides several trendy ttop-
ics to make it easier to folllow the popular events, since news readers are more likkely
to care about what is popullar. On the second level, micro-blog keywords and relaated
images provide users an overview
o of the whole event. The third level presents the
detail of the news articles; the newsreader can access the links of the original neews
sources.

3.1 User Interface Desiign

A friendly user interface sh


hould match the product’s function and the cognitive moodel
from user’s mind, as well as fitting the usage of a user. We first design the structuree of
our magazine. Traditional magazines
m usually attract people’s attention with a shinning
cover, and then connect thee contents together with an easy-read menu. Mostly thhere
are two kinds of readers: soome may read the magazine from the beginning to the eend;
and the others may find thee special content that they are interested [13]. Actually, iit is
very similar to readers of websites,
w i.e., someone may browse the website from topp to
the bottom and the other on nes may just do glance over on the site. So we design the
structure of our magazine according
a to the habit of readers and the feature of the ccog-
nitive model of magazine. Based on our three levels system, we construct a flat and
wide structure that can meeet the easy-read need of user. A flat and wide structure oof a
website is that there are few
wer levels but more pages in a level. So users can cleaarly
find where they are and get more information at one time.

Fig. 1. Processing flow of magazine generation


180 H. Chen et al.

Furthermore, we should propose a visual style to match our information structure.


Based on the characteristics of our magazine—pushing news quickly and intensively,
finally we use Metro UI design style for reference. Metro UI design style is a design
language that is from Swiss graphic design [15] and focuses on presenting the infor-
mation and pushes the information to user directly [16]. It provides a way that user
can get the information immediately from background. What we need is to design the
interface that is mush simple to just read the news. So we design the topic template
into a color block just filled up with news’ keywords and pictures, and then connect
the pages with appropriate visual effect to enrich the magazine.

3.2 Auto-layout Based on Designed Templates


What does it mean to be beautiful? It is a difficult question. Artists always bring us
beautiful sense which digital device cannot give us. We have tried some pure auto-
matic layout methods, such as using Golden Ratio to divide the space to several parts,
but none of the methods is good enough to satisfy the participants and even ourselves.
For the traditional magazine, every page is well-designed by the editors and design-
ers, so if we design some nice page layout template and find out what is the proper
situation for each template, it may be helpful for solving the layout problem—since
the human editors and designers are best at putting the proper contents into the right
places and designing the best looking possible layouts of magazines, and our goal is
to mimic what they do in an automated way. In order to have an aesthetic magazine
that allows users to efficiently read the information, we carried out a user study that
aimed to find out what kind of page layout are more reasonable for users’ reading as
well as more flexible for fitting texts and images with different scales. We firstly se-
lected some news and images, then put them into the pre-designed template, and to
ask the participants to vote which one they like the most. From seeing the results, we
were able to find the most satisfied layout templates.

Fig. 2. The participants voted well-designed layout templates


EventLens: An Automatic Magazine Generating System for Social Media 181

The results show that when the templates contain 1 to 4 news blocks they will gen-
erally be accepted by participants. After calculating and analyzing the area division
and arrangement of each layout, we found that if we define different values (large=4,
medium=2, small=1) of each block, the layout template will fit the news with differ-
ent size (Fig. 2). After layout templates design, our next step is how to put the real
news into them. News on social media has not only texts and images, but also its time,
location, type and popularity. The popularity always greatly affects the users’ reading
order, so we choose popularity as one factor for the news re-ordering. Popularity cal-
culating is supported in our background algorithm, each piece of news is provided
with its popularity. Firstly, the system will provide a popularity ranking, because
users may pay more attention to more popular information. After popularity ranking,
the system quantitates the news images by their resolutions into three levels (large=4,
medium=2, small=1), while we think that the news with better image will take larger
space and. Our system will separate the news to several pages firstly, each page con-
tains 1 to 4 piece of news. Because the area summation of each layout template is 8,
the system will computing how to group the news with different image levels to get a
summation nearest to 8. Also, considering that adjacent pages should have slightly
different layout to avoid repetition form which may influence the user experience, our
system do not allow same layout form of news appearing in adjacent pages. After
grouping the news by pages, we need to place each piece of news into the correspond-
ing news block in the page.

3.3 Fast Image Re-targeting


In our system, every page of the magazine contains some news blocks, every news
block have the news image as the cover (Fig. 3). However, if the images of the new
have a different size from the block, it will be quite necessary to do extra work to fit
the news image into the block size. Our images all come from micro-blog platform,

Fig. 3. Image retargeting result in our system


182 H. Chen et al.

therefore the form factors and resolutions of the images are very different. In some
extreme cases, pictures may even have a width-to-height ratio of 1/10 or less. And
EventLens system is an automatic online magazine system, for one thing it will be a
waste of time for traditional image retargeting methods to treat a large number of
strange pictures by some complex pixel computing. For another reason the Flash
Player platform is not very strong in image processing in pixel level. Thus, we need a
fast and simple image retargeting method that can provide a generally acceptable
result; maybe it cannot give the best result in quality, but getting the job done simple
and fast is more important.

Fig. 4. Flow of fast image retargeting in our system

Considering the complexity of the social media images, we randomly selected


2000 images from Tencent Weibo as our sample pool. Then we manually retargeted
the images to fit our templates with the best effort. During our work, we found that in
the horizontal direction the main part of the image are mostly near the center, and we
also found that in the vertical direction the main part of the image are mostly near the
top. So we began to think how we can retain the main part of most of the images after
a fast and simple treatment.
In order to retarget the images, we firstly compare the width/height ratio of the im-
age with the re-targeting window. If the original image is wider than the retargeting
image, we scale the original image without width/height ratio change until the height
of the image and the retargeting image are equal, and then center-align the image to
the retargeting window. If the original image is higher than the retargeting image, we
scale the original image without width/height ratio change until the width of the im-
age and the retargeting image are equal, and then top-align the image to the retarget-
ing window(Fig. 4).
To validate the result of our image retargeting algorithm, we write a program,
which aims to test whether the result will satisfy the users (Fig. 5). The program
EventLens: An Automatic Magazine Generating System for Social Media 183

shows a random image from the dataset which contains about 20,000 images from
Tencent Weibo (different dataset from the 2,000 sample images). We asked 20 aver-
age users and 5 artists to participate the experiment. The result shows our image re-
targeting algorithm has over 85% satisfaction (Fig. 6). So that we consider that the
algorithm is an efficient method for our system.

Fig. 5. Image retargeting test program

Fig. 6. Result of image retargeting test

4 Demonstration

To evaluate the effectiveness of our system, we have an online prototype of automati-


cally generating a magazine by dealing with Tencent micro-blog data. Our system not
only provides micro-blogs, images, and news of the hot events, but also allows users
to search their interested events by keywords (Fig. 7). The keywords and images of a
specific event give a more intuitive view (Fig. 8). For more detailed news or corres-
ponding micro-blogs about the event, some hot news are also crawled from search
engine and social pulses from micro-blogs. The page layout, the color selection, and
the information structure are attentively designed. Our system and design have been
recognized by ACM multimedia 2012 Grand Challenge. [17]
184 H. Chen et al.

Fig. 7. Hot event detection in


n social network data by Bi-lateral Correspondence Topic Moddel

Fig. 8. Autom
matic layout based on designed template selection

5 Conclusion

Our EventLens system propposes a good solution of social network multimedia inffor-
mation integration, while it provides a platform that user can get social meedia
EventLens: An Automatic Magazine Generating System for Social Media 185

information about some events and topic more efficiently. Firstly, we designed and
set up an automatic magazine generating system to make it more comfortable for
users in reading information of events and topic on social media, because digital mag-
azine form may satisfy the users traditional reading habits better. For more, the auto-
system also reduces the human supervise editing cost. Thirdly, we developed a layout
generation and designed templates selection method to make the magazine both au-
tomatic and aesthetic. Finally, we found a method to solve the problem of reducing
the loss of semantic meaning and visual effectiveness when pictures sizes are not
aligned well with the templates.

Acknowledgement. We must say thanks to all the people who contributed to the
system testing. In particular, we wish to thank Lexing Xie,Wenwu Zhu, Mingdong
Ou, Dan Xu, Shifei Jin, Chang Tu, Tao Cui, Yue Luo, Yunzi Qian, Menglin Ye for
supporting us establishing the system and improving the user experience of the
system.
This work was supported by the National Basic Research Program of China (Grant
No. 2012CB725300), the National Natural Science Foundation of China (Grant No.
61232013), Project 973 under Grant 2011CB302206, and NSFC under Grant
60933013 and 61003097.

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A User Driven Design Approach to Creating UGC
Services – Challenging the Newspaper Industry

Esbjörn Ebbesson and Carina Ihlström Eriksson

Halmstad University, Sweden


{esbjorn.ebbesson,carina.ihlstrom_eriksson}@hh.se

Abstract. This paper presents a user driven approach to creating user generated
content services together with newspaper representatives and researchers in a
Living Lab setting. Two cases are discussed, one with creating city district
blogs and one with creating a site for un-employed youth. In each case both
situated and distributed design activities were conducted, and the paper
discusses the challenges with this approach. As the newspaper industry
traditionally designs their services in-house from their own ideas and thereafter
tests them with their readers, a user driven approach by readers was very
challenging. However, the newspaper representatives also found it rewarding to
embrace their ideas. The participating readers were very active in the situated
activities but only a few continued the same activity online. The paper
concludes by proposing a model for how to view the changing role of a
researcher or facilitator in these types of setting.

Keywords: user generated content, newspaper industry, user driven, co-design.

1 Introduction

Allowing readers to express their opinions has always been embraced by newspapers.
However, in print media it has only been possible on a small scale, e.g. in the form of
letters to the editor. Since the mid-nineties when most newspapers began their online
journeys, the amount of material produced by readers increased substantially on their
web sites.
User generated content (UGC) as a phenomenon has its origin on the Internet. New
web services have empowered users to contribute in numerous ways by creating,
customizing, developing, distributing, rating, commenting, and collaborating on
internet content and applications (O´Reilly, 2007). Internet content includes video,
sound, text and pictures that are created, elaborated on or customized by users. UGC
has been a success in for example YouTube, Flickr, Wikipedia and The Huffington
Post.
The newspaper industry has enjoyed a lucrative business over more than a century
by bringing the news to the breakfast table. Revenues from subscriptions together
with substantial income from advertisement made the industry prosper. However, this
era is over and we are now witnessing a changing media landscape where newspapers

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 187–196, 2013.
© Springer-Verlag Berlin Heidelberg 2013
188 E. Ebbesson and C.I. Eriksson

struggle to keep their readers and to attract advertisers. They are seeking new ways of
boosting their digital presence to attract both new readers and advertisers. One way of
doing that is to innovate new interesting services based on UGC.
Traditionally, newspaper publishers work internally to innovate their business
(Küng, 2008), and services are often evaluated with focus groups of readers.
However, in order to develop new innovative services that are attractive to the end
users i.e. their readers, it has been argued that a more open and user driven approach
can be beneficial (see e.g. von Hippel, 2005); opening up in this manner is a
challenging task for the newspaper industry.
In this paper we are presenting results from two cases in which we have taken a
user driven approach to create UGC services at two different newspapers. In both
cases the newspaper representatives (managerial, marketing and designer levels),
readers and researchers worked together to: a) come up with ideas of new UGC
services for the newspaper industry, b) design the services and c) evaluate the
services. The readers should have a say in each decision regarding content and design.
We are discussing the challenges of conducting such an user driven design
approach in a very traditional industry and illustrating reflections from all three
involved parties.

2 User Influenced Design and Innovation Approaches

Recent phenomena, such as co-creation (Prahalad and Ramaswamy, 2004) and open
innovation (Chesbrough et al., 2008), have popularized different types of co-design in
the innovation process over many different industries. Co-design is nothing new
within the design of IT products and services; we have a long history of engaging
users of systems in the design process one way or another in for example the
participatory design movement (Greenbaum & Kyng, 1991). However, much of the
participatory design methods used for co-design between users and other stakeholders
are developed for a situated face to face setting where the participants have the ability
to meet (Danielsson Öberg et al., 2009). This has led to increasing interest in finding
methods of how to engage users in a distributed fashion, where users from both inside
organizations and outside organizations can engage in co-design design together
(Obendorf et al., 2009). Distribution in this sense, regards both the physical space
where people meet as well as the distribution between users and other stakeholders.
This is challenging as the concept of the users has become a lot wider, and today the
user can be engaged in a design process as a consumer and private citizen instead of a
mere “system user”.
These challenges are addressed by Living Labs (Eriksson et al., 2005). The
concept of Living Labs according to Bergvall-Kåreborn et al. (2009) is built on
openness, influence, realism, value and sustainability and puts the user in the center of
the design process, through engagement. The openness promotes creation and
validation of products and services in an as open fashion as possible, aligning itself
with the thinking that users are the source of innovation (Thomke and Von Hippel,
2002). The view of the users as a vital part of the innovation process is also reflected
A User Driven Design Approach to Creating UGC Services 189

in how the Living Lab sees the user as an essential resource when engaging them as
active and competent domain experts (Bergvall-Kåreborn et al., 2009). To leverage
value in shape of innovative IT products and services, the Living Lab methodology
also calls for the involvement of other key stakeholders such as academia and private
and public sector in the innovation process (Eriksson et al., 2005), thereby aligning
itself with the open innovation thinking (Chesbrough et al., 2008).
The methods and techniques used within these heavily user influenced innovation
processes to involve stakeholders vary widely from process to process due to obvious
reasons such as different focuses of the processes and stakeholder needs, but also
questionnaires, focus groups and observation are commonly used (Følstad, 2008).
Others have mapped additional “traditional” participatory design or IT design
techniques such as scenarios, mock-ups, image-boarding and brainstorming
techniques into the innovation process of a Living Lab (Svensson et al., 2010). The
challenges related to these methods and techniques in a Living Lab setting, for
example to adapt or generate new techniques suitable for a distributed setting
(Schumacher and Feurstein, 2007), is generic and shared by others in similar practices
(Danielsson Öberg et al., 2009).
However, the actual facilitation of design work in these participatory settings has
also been seen as very challenging. The inclusion of new types of users alongside
other stakeholders such as public sector or firms presents challenges for the facilitator
of the activities (Svensson et al., 2010). These challenges are related to the
moderation of activities and to the balancing of perspectives (Svensson et al., 2010) in
order to create a common ground where stakeholders with very different perspectives
can meet to discuss, create and innovate together (Obendorf et al., 2009). These
challenges not only illustrate how the changing landscape of design and innovation is
changing our perspective on suitable methods and contexts, but also on the role of the
user in these processes.
An additional level of complexity is found when looking at co-design processes
where research is a vital part (Thomke and von Hippel, 2002, Bergvall-Kåreborn et
al., 2009), as for example participatory design or Living Lab approaches. In these
processes where researchers take an active part of the actual innovation or design
activities, the role of the researchers has been noted to change from a more passive
translator to a more active facilitator, with the ability to guide and help other
stakeholders express their needs and creativity (Sanders and Stappers, 2008). This
presents challenges for researchers, who may have to adapt their skillsets when
working within multi-stakeholder settings.

3 The LoCoMedia Case

The two cases (Alpha and Beta) in this paper were part of a research project called
The Local Newspaper 2.0 – with Engaged Readers (LoCoMedia) which was
conducted between 2009 and 2011 in a Living Lab setting with seven Swedish
newspaper partners.
190 E. Ebbesson and C.I. Eriksson

In both cases, the researchers acted as facilitators between readers and newspaper
representatives. The facilitation process included managing the design activities,
experimenting with different types of technology that could aid the design process
and helping the newspapers during the recruitment phase. The term reader will from
now on be used to describe current readers of Alpha and Betas newspaper, but also
the potential future users of the services that were developed in the two individual
cases.
Both of the Alpha and Beta cases were designed to be user driven from the start,
i.e. based on the initial area for a UGC service suggested by the newspaper, the
readers should come up with ideas for the service and be a part of each decision
regarding content, design etc.
Each case started with a pre-meeting with the project team at the newspaper to
discuss the area for the potential UGC service and setup. Thereafter, readers were
invited to participate in the project. They were recruited through ads in both the
printed and online newspaper or from already established groups connected to a
newspaper. A startup meeting with the invited readers and the project team was
conducted at the premises of the newspaper. During this face to face meeting the
readers and newspaper representatives participated in activities with the purpose of
coming up with initial ideas and concepts for the service. Thereafter, the majority of
the interaction between all participants was done through an online platform which
functioned as a meeting place where design activities were carried out. At the end of
these projects, which ran for 3-4 months, we interviewed members of the project team
and participating readers. The projects were also evaluated through questionnaires.
The projects were documented through notes from at least two researchers from the
initial meetings, through all comments and questionnaires in the online platform, and
through transcriptions of the recorded interviews. In Table 1, the different activities in
the two cases are presented.

Table 1. Alpha and Beta case activites

Case Readers Activities and Data Sources


Alpha 13+34 1 face to face meeting, 32 threads and 266 comments in the
online forum, 8 telephone interviews with readers, 5 interviews
with newspaper project team, 1 interview with researchers.
Beta 10+35 2 face to face meetings, 24 threads and 86 comments in the
online forum, 16 telephone interviews with readers, 2
questionnaires, design patterns, usability evaluation, 1
interview with newspaper project leader, 2 interviews with
researchers.

The coding of the data was done manually by the researchers using the computer
software HyperRESEARCH to manage codes and themes. Codes were applied to the
empirical data in a grounded fashion to highlight the reader, newspaper representative
and researcher perspectives in the individual cases. The empirical findings were then
used to theorize on challenges, changing roles and perspectives in co-design processes
involving readers, researchers and newspaper representatives.
A User Driven Design Approach to Creating UGC Services 191

3.1 The Alpha Case


The Alpha case was a multi-stakeholder design process that began in the end of 2009
and spanned over four months. In the pre-meeting it was decided along with the
newspaper representatives that the aim of the project was to design and launch city
district blogs to aid the coverage of local news through user generated content.
Thereafter, readers in different age groups that either blogged themselves or were
frequent readers of multiple blogs were invited through ads in both the printed and
online version of the newspaper.
The design process was kicked off with a face to face start-up meeting between the
newspaper representatives and the readers facilitated by the researchers. During this
meeting the participants got to learn about the upcoming design process, for example
why the design process had been initiated and what the limitations were. Thereafter, a
workshop was conducted where the readers and newspaper representatives got to
mingle and discuss the upcoming project and brainstorm ideas. The newspaper
representatives were very impressed by what they learned from their readers at this
first workshop and admitted that they have had some mistaken thoughts on what the
readers wanted.
The workshop was finalized by an introduction of the online platform that was
supposed to be used as a collaboration hub for the duration of the project. The initial
transition to collaborating on the online platform went fairly smooth, and most of the
initial users from the workshop registered on the platform and dove into discussions.
It was however a challenge for the facilitators to make the switch to the online
platform, as it was harder to engage the participants to collaborate online than it was
in the face to face setting, especially the newspaper representatives.
The newspaper representatives claimed that part of the problem with the initially
low activity from the newspapers side was that they had been very confused in
relation to what their role in the process was. The collaboration with the readers and
researchers was a completely new way of working for them, and they weren’t
completely clear on what they were supposed to do, as they have been told that they
had to listen to the readers before making any decisions regarding the service. This is
illustrated with a quote from the newspaper project leader:
“We are used to thinking about product development from an inside looking out
perspective, and are not used to the outside looking in perspective, that´s why this has
been extra frustrating” (Rebecka, Newspaper representative).
The low activity from the newspapers side was however remedied over time and they
became more and more active in the online discussions.
The majority of the discussions on the online platform throughout the project were
initiated by the facilitating researchers, who picked up issues from the initial face to
face meeting and ongoing threads to promote discussions. Some users, both readers
and newspaper representatives, started up their own threads as well, but they rarely
generated as many responses as the facilitators’ threads. After the project ended some
of the readers expressed that they would have liked the newspaper representatives to
be more active and provocative, this was however not shared by all, and some thought
that the newspapers engagement was well balanced. One of the readers said that:
192 E. Ebbesson and C.I. Eriksson

“The newspaper staff should act as a partner that you can bring up ideas to, they
shouldn’t take up too much room, but always be there for discussions” (Nils, Reader).
The readers own commitment to the design process seemed to hail from a curiosity to
explore new things, in this case to learn more about blogs and UGC, and some of
them were interested in becoming bloggers themselves at Alphas blog platform when
they were finalized. Another strong incentive seemed to be the ability or willingness
to help shape the future services offered by Alpha. One of the more engaged readers
stated that:
“I tried to be as active as possible, until the very end, I even managed to get the
district I live in myself to become a city district blog, even though it initially wasn’t
supposed to be .. I was both active and managed to put my dedication into action, if I
put it that way” (Mats, Reader).
After continuous discussions on issues such as ads in online media, what districts to
cover, the design of the blogs, and who future bloggers could possibly be, the district
blogs finally launched after 4 months of online collaborations. Some of the readers
that participated in the co-creation process took the step to become bloggers, while
the majority of the bloggers on the platform in its current state were recruited through
advertising and voluntary sign ups.
The newspaper representatives primarily mentioned two areas when they reflected
upon what they had learned from the design process; firstly that they had learned a lot
about how to engage and work with users and secondly regarding how to think about
user generated services and both the readers and newspapers role in the generation of
such.

3.2 The Beta Case


The Beta case ran during the last quarter of 2009. In the pre-meeting it was decided
that the aim was to create a service that could help unemployed youth in their job-
hunting, which should consist of both UGC and material published by the newspaper.
Invitations were sent to unemployed youth in the region (a province in mid-Sweden)
who had attended an exhibition about youth unemployment organized by the
newspaper earlier that year.
During the start-up meeting organized by the researchers where the newspaper
representatives and the unemployed young adults (hereafter referred to as the readers,
even though not all were day to day readers of the newspaper) engaged in a
workshop. During this initial workshop, both newspaper representatives and readers
were very enthusiastic and discussed a multitude of ideas and features for the
upcoming service.
Towards the end of the workshop, two options were presented for the readers and
newspaper representatives. To either use an already existing social network as a
support platform for collaboration during the rest of the project, or a private
community platform. Since not all users had an account for a social networking
service, and not everyone was willing to give out that kind of information, it was
A User Driven Design Approach to Creating UGC Services 193

agreed upon to continue the collaboration online using the private community
platform.
Since all the participants had been so enthusiastic during the initial meeting, the
team at the newspaper and the facilitators expected a smooth transition to the
collaborative online phase of the project, especially since the readers stated that they
were very active online. However, the second phase met many challenges. The
researchers had a hard time getting the readers to register and sign on to the online
platform, and when they did most of them did not interact with any of the other users.
The most engaged newspaper representative was still very committed to the design
process, even though it was very challenging to work with the readers in the online
settings. The reasons for why this was challenging varied; some readers claimed that
they had already found a job and thus their incentive to help build a job-hunting
platform was lessened while others simply didn’t want to be bothered with follow up
activities. These opinions were however not shared by everyone; some of the readers
were very active on the online platform, although not enough to create the critical
mass needed to collaborate. One of the readers explained it like this:
“My engagement lessens when others aren’t engaged. I want people to be
engaged, I expected others that have accepted to be a part of this to give 100%. I was
there every day [the online platform] in the beginning, but when others weren’t as
engaged, I just visited once a week. Everyone has to engage themselves!” (Anna,
Reader).
After many, often fruitless attempts to stir life into the online platform, the facilitating
researchers decided to change the approach and plan for more face to face meetings
instead, since the initial meetings had been so successful. They decided to introduce
techniques to the readers that made it easier to capture and communicate design ideas
between the readers and the newspaper representatives. For example, design patterns
and mock-ups were used during the face to face meetings to capture reader opinions,
which later on were put on the online platform for other readers and newspaper
representatives to feedback on. This feedback could then be incorporated into the
design which eventually matured into a high-fi prototype that was evaluated with the
group of readers.
The job-hunting service finally went live, and contained most of the features that the
readers had wished for during the initial workshop, for example an “ask the expert”
section, user blogs, tools to help market yourself and your skills etc. The service was
deemed as a success from the project leader’s perspective at the newspaper since it had
allowed them to learn more about how to work with users, and also more about user
generated content and the newspapers role in these kinds of processes. The project
leader at the newspaper concluded that:
“UGC demands more resources than one thinks. The newspaper needs to have
close relations with the readers that you have established a dialogue with. Those who
had stated that they will contribute with material don't always deliver on their own”
(Angela, Newspaper representative).
194 E. Ebbesson and C.I. Eriksson

4 Discussion and Conclusion

We find that both of these cases are illustrative for user driven Living Lab activities,
where the users could contribute on their own terms at the time of their choosing.
However, as seen in the two cases this was not an easy task to achieve.
Both the newspaper representatives and the readers seemed to appreciate the new
way of working; the incentives from the readers varied between the two cases and
between the readers themselves, ranging anywhere from curiosity to more tangible
rewards, like the hope of getting a job. The newspaper representatives seemed to
appreciate learning about new ways of working with their readers, in some cases more
than the actual service that was developed. This perspective might reflect a more
long-term and process like thinking, which might not be that surprising since the
majority of the newspaper representatives clearly expressed that they were all
interested in trying out new ways of working along with readers, and that user
involvement was here to stay in one way or another. The change of perspective on
how to view the readers, and the acknowledgement of them as a competent resource
that can be a part of future innovation processes also clearly reflects the key principles
of the Living Lab.
Another important lesson learnt from the perspective of both the newspaper
representatives and the readers was that user involvement takes time, and in some
cases more time than expected. The newspaper representatives were used to
brainstorm and develop first, and ask questions later; having the readers along for the
ride made the processes a lot more time consuming. The slow pace was also reflected
upon by some of the readers in the Alpha case that expressed interest in more face to
face meetings and a faster process, to help sustain the engagement and enthusiasm.
Furthermore, an insight from the newspaper representatives was that UGC is much
more complicated for the newspapers to handle than they thought. It is hard to try and
“force” new innovative UGC services by involving the readers. UGC comes from the
users by their own initiative, and sometimes a newspaper site is not the most preferred
host for such services.
From the researcher point of view the difficulty of conducting design activities
online was an eye opener. The insight is that it is essential to have a critical mass (a
large sample) of users if choosing this path, as shown by the activity of the users in
this project which maps the general activity of users in social media, i.e. only very
few are actually contributing frequently, a larger mass contributes now and then, and
some are only lurkers.
The two cases also clearly illustrate the shift of the role of the researcher in these
types of processes. Sanders and Stappers (2008) have previously pointed out that the
researcher that had more often acted as more of a translator in participatory design
projects has to take the role of a more active facilitator. This can be illustrated by how
the researchers had to take on an active role as mediator between Alpha and Alphas
readers to help communication, and in the Beta case, had to spend much time trying to
create more engagement amongst the readers. It is however interesting to note that the
lower engagement from the readers in the Beta case increased the need for more
translator-type work from the researchers where creative solutions aided the ability to
A User Driven Design Approach to Creating UGC Services 195

translate needs between the readers and newspaper representatives, i.e. ad hoc
planning of face to face workshops dedicated to design patterns and mock-ups. These
findings indicate that even though the changing practice indeed has implications for a
higher degree of commitment and facilitator skills from the researcher, the role as a
translator is also still high in demand, but perhaps coupled with stronger facilitator
skills. Figure 1 summarizes these findings and illustrates how the need for facilitation
type changes based on commitment from the readers and organizational
representatives Alpha and Beta.

Fig. 1. Facilitator activities based on newspaper and user commitment

The empirical findings from the Alpha and Beta case do not suggest how facilitator
activities change in innovation processes where the newspaper representatives
commitment is low. Instead we suggest that as a possible future research area.
Potential findings could help shed light on the changing practice of researchers,
designers and facilitators, but could also provide managerial implications for how to
manage innovation processes where users have a very high commitment but lack
support from parts of the product or service developers.

Acknowledgement. This work was funded by the KK-foundation and the NordForsk
LILAN programme through LoCoMedia and the SociaLL project.

References
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2. Chesbrough, H., Vanhaverbeke, W., West, J.: Open Innovation: Researching a New
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15. von Hippel, E.: Democratizing Innovation. MIT Press, Boston (2005)
A Novel Human-Computer Interface for Browsing Web
Data by Leaping Up Web Pages

Che-Lun Hung1,*, Cherng Chin1, Chen-Chun Lai2, and Ho Cheung Cheung2


1
Department of Computer Science and Communication Engineering, Providence University,
Taichung, Taiwan
{clhung,cchin}@pu.edu.tw
2
Lailab Computing Laboratory, Taiwan
{derek,ben}@lailab.net

Abstract. With the rapid growth of network technologies, various web services
have been developed for providing information. Therefore, search engines
become popular to obtain the useful data. It is critical to efficiently acquire the
data from huge data pool in the Internet; especially the number of web pages is
increasing dramatically. In this paper, we propose an efficient approach to
browse web data by leaping up web pages. In addition, the proposed approach
using web preloading and cache technologies to enhance the performance of
accessing web page. The simulation results show the proposed approach can be
useful for browsing and searching data in the Internet.

Keywords: Web Browser, Web Page, Leaping Up, Browser Interface.

1 Introduction

With the rapid growth of network technologies, network bandwidth has been
enhanced dramatically. In the current generation of information explosion, an amount
of data and information have to be abstracted and viewed in the limit time; especially
on Internet. The number of web pages growth by billion each year. Not only the
number of web pages is increasing, but also the complexity of web page is increasing.
From 2003 to 2011 the average web page grew from 93.7K to over 679K, over 7.2
times larger [1]. During the same eight-year period, the number of objects in the
average web page more than tripled from 25.7 to 85 objects per page. It is obvious
that the web design is toward more complicated. Actually, the sitemap of a current
web site is deeper and wider than former design. However, such complicated design
leads to people browsing web page inefficiently. People may need to go through the
whole page or several hyperlinks to retrieve the required information or reach the
desired page. Browsing the content of a hyperlink, people have to click the hyperlink
and wait to download the new page according the URL of the hyperlink. Therefore, it
is inefficient if people need to reach the required page by click several hyperlinks.

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 197–202, 2013.
© Springer-Verlag Berlin Heidelberg 2013
198 C.-L. Hung et al.

In the past few years, web search engine has become the daily tool for people.
People rely on such tool to retrieve information from Internet. However, the current
web searching engines concentrate on improving the search accuracy, and the search
results are listed as link by link according to the sequence of page ranking. In the
duration of using search engine, the most of time is to check the web pages of the
links. Sometimes, people have to click many links and view many pages to get to
the page they need. It is time-consuming that people have to look at every hyperlink
and the brief of the content of the web page linked by the hyperlink.
The user-interface design of current browsers, such as IE [2], Chrome [3], FireFox
[4] and Safari [5], only present the web page by the URL. Therefore, user should view
each web page by clicking hyperlink. These browsers are unable to provide efficient
interface for uses to browse web pages. In addition, the web page has to be
downloaded before showing on the browser. It is critical to decrease download times
of web pages and reduce Internet traffic. To make document caching is a necessity for
the increasing demand for World Wide Web (WWW) services [6, 7, 8]. To make
efficient use of caching, an instructive conclusion has to be made as to which
documents are to be ejected from the cache in case of cache saturation.
In this paper, we propose a novel mechanism to efficiently browse web pages by
downloading web pages in parallel and leaping web pages. In this mechanism, the
web pages are preloaded before browsing these pages. Otherwise, these preloaded
pages are presented on the browser, and users can watch these pages by scrolling
them. The simulation results show the proposed approach can be useful for viewing
and searching data in the Internet.

2 Method
Nowadays, surfing on the Internet is the important part of life for most of human
being. However, most of surfing time is wasted in looking for the real useful
information. The huge amount of information exist on the Internet, also the huge
amount of junk information exist as well. A search engine can be a filter at the first
level to present the potential disserted data in first few pages. Generally, a well-
designed search engine is able to decrease seeking time. However, more and more
web designers have used the keyword skills to push their websites at the top of the
searching results for specific search engines. To reduce the download times of web
pages and Internet traffic is a pivot for current web browser. Therefore, we propose a
framework including a novel user-interface style and web caching mechanism to
achieve this goal. The proposed user-interface, called “leaping-up”, is to efficiently
browse large amount of web pages by scrolling pages arbitrarily. The idea of leaping-
up style is to present the web pages linked by the hyperlinks that are listed in the
current web page. User can view these web pages without clicking hyperlinks. The
web pages are presented as in a stack. Figure 1 demonstrates the web pages presented
by leaping-up style. To implement the proposed framework, we use the agent server
to pre-download the web pages. Then, these pages will be transferred to user from the
agent server. User can go to next web page in the stack by scroll backward the scroll-
wheel of mouse and vice versa. Therefore, user can exactly find the required web
page without guessing among hyperlinks. Figure 2 shows the use of leaping-up style.
A Novel Human-Computer Interface for Browsing Web Data 199

Fig. 1. Web pages are presented by leaping-up style

The leaping-up style consists of web cache mechanism and leaping-up


presentation. In the back end, the web page linked by each hyperlink is been
preloading by web cache technology when the main web page is loaded. In the front
end, user is able to view the preloaded web pages by scrolling the scroll wheel even
by fingers.
Only leaping up web pages cannot improve the performance of browsing data
dramatically. The proposed web caching approach is used to enhance performance of
leaping-up interface. Figure 3 presents this approach. When user input the key words
and submitted the search request, the search results, such as hyperlinks and short
contents, are listed in rows. Through leaping-up, all of these web pages behind
hyperlinks can be viewed by scrolling mouse wheel. Hence finding the exact web
page from huge amount of hyperlinks is easier than only text data. In addition, people
sometimes only remember a specific picture in a web page, and people cannot find
this web page by the links or short text. Leaping-up style is useful to present data in
Internet and provide the efficient browsing performance.

3 Performance Evaluation

Without web caching technology, the behavior of the proposed framework in


downloading web pages is similar to download pages in parallel but not smart.
Actually, these related pages are downloaded simultaneously by following the
sequence of hyperlinks shown in a page. The performance of the traditional browser
is proportion to the network bandwidth which is shown below,
n
pi
t1 =  ,
i =0 b
where pi is the size of the ith page and b is the network bandwidth. The performance
of the proposed framework can be evaluated for two parts: page preloaded time and
the page download time for scrolling pages. The preloaded time is
200 C.-L. Hung et al.

Fig. 2. The use of leaping-up style

p i
t 21 = i =0
,
B
where B is the bandwidth of agent server. The page downloading time for the agent
server is

pagent
t22 = ×m ,
b
where pagent is the size of the page from agent server and m is the number of the
scrolling time. When the caching mechanisms is added in the proposed framework,
the computing time is

 n 
  pi 
 pagent
t2 = (1 − chit ) × i =0
+ × m  , chit = 0.8, 0.6, 0.4,
 B b 
 
 
where chit is the cache hit rate. When B is xb and then the enhancement of the
proposed framework is
A Novel Human-Computer Interface for Browsing Web Data 201

Fig. 3. Web caching technology for browsing results by using search engine

Fig. 4. The enhancement of the proposed framework with various cache hit rate
202 C.-L. Hung et al.

t1 x 1 n
s= = , where pagent =  pi .
t 2 (1 − chit ) m i =0
The enhancement of the proposed framework is illustrated in figure 4 that is based on
the network bandwidth for end user and agent server is 10Mbps and 45Mbps,
respectively. The x axis is the cache hit rate and the y axis is enhancement of
performance by the proposed framework. Obviously, the proposed framework is
useful for enhancing the browsing data, especially at 80% cache hit rate.

4 Conclusion

With the rapid growth of the Internet, huge amount data exist on the Internet. Thus, it
results in the difficulty to searching information from such big data pool. In this
paper, we propose a novel mechanism to efficiently browse web pages by
downloading web pages in parallel and leaping web pages. From the performance
evaluation, the proposed framework can enhance the efficiency of browsing data on
the Internet.

References
1. Websiteoptimization, http://www.websiteoptimization.com
2. Microsoft IE, http://www.microsoft.com
3. Chrome, http://www.google.com
4. FireFox, http://mozilla.com
5. Safari, http://www.apple.com
6. Dhawaleswar Rao, C.H.: Study of the web caching algorithms for performance
improvement fo the response speed. Indian J. Comput. Sci. Eng. 3, 374–379 (2012)
7. Na, Y.J., Ko, I.S.: Design and Performance Analysis of the Web Caching Algorithm for
Performance Improvement of the Response Speed. In: Cham, T.-J., Cai, J., Dorai, C., Rajan,
D., Chua, T.-S., Chia, L.-T. (eds.) MMM 2007. LNCS, vol. 4352, pp. 686–693. Springer,
Heidelberg (2006)
8. Korupolu, M.R., Dahlin, M.: Coordinated placement and replacement for large-scale
distributed caches. In: Proceedings of the IEEE Workshop on Internet Applications (1999)
Can a Clipboard Improve User Interaction and
User Experience in Web-Based Image Search?

Leon Kastler and Ansgar Scherp

Institute for Web Science and Technologies


Universität Koblenz-Landau, Germany

Abstract. We investigate if a clipboard as an extension to standard


image search improves user interaction and experience. In a task-based
summative evaluation with 32 participants, we compare plain Google Im-
age Search against two extensions using a clipboard. One clipboard vari-
ant is filled with images based on DCG ranking. In the other variant, the
clipboard is filled based on gaze information provided by an eyetracker.
We assumed that the eyetracking-based clipboard will significantly out-
perform the other conditions due to its human-centered filtering of the
images. To our surprise, the results show that eyetracking-based clip-
board was in almost all tasks worse with respect to user satisfaction. In
addition, no significant differences regarding effectiveness and efficiency
between the three conditions could be observed.

1 Introduction
A study on web-based multimedia search [10] revealed that 56% of all image
searches have a follow up. On average, 2.8 queries are executed during an im-
age search session [10]. Thus, multiple pages of query results are inspected and
different images are reviewed and compared until the final decision is made. On
the other hand, 90% of image search sessions last less than 5 minutes [10]. This
raises the question for appropriate user interface designs to conduct image search
tasks effectively and efficiently. Search engine providers constantly improve their
information retrieval methods and add techniques like content-based filters to
enhance the image search experience. However, selecting and using content-based
features can be challenging to users. Our idea is to improve the user interaction
and experience by extending standard web-based image search engines with the
concept of a clipboard. A clipboard can be considered as overlay that is auto-
matically filled with images during the users’ search session. The users can open
the clipboard at any time and view the selected images and review their details.
In this paper, we compare the unmodified Google Image Search with two vari-
ants using a clipboard. In the first variant, the clipboard is filled with the query
search results of the users by applying an image ranking based on the discounted
cumulative gain (DCG) algorithm. In the second variant, the user’s gaze informa-
tion provided by an eyetracking device is leveraged to identify relevant images.
The eyetracking device is used without any specific interaction by the user. We
have formulated the null hypothesis saying that there is no difference in the three

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 203–212, 2013.

c Springer-Verlag Berlin Heidelberg 2013
204 L. Kastler and A. Scherp

conditions (plain Google Image Search, DCG-based clipboard, eyetracking-based


clipboard) with respect to participants’ efficiency, effectiveness, and satisfaction.
We have conducted a sumamtive evaluation with 32 participants comparing the
three different conditions. Each participant has conducted six different image
search tasks of different complexity. The tasks have been taken from the top
20 queries worldwide of Google Insight in 2011. A natural assumption would
be that the results show that the eyetracking-based clipboard with the human-
centred filtering of the images will significantly outperform the other conditions.
To our surprise, however, the results show that the eyetracking-based clipboard
performed worse. The users’ satisfaction with respect to the clipboard’s support
for conducting the image search tasks was in almost all tasks lower. In addi-
tion, there are no significant differences between the three conditions regarding
efficiency and effectiveness in conducting the tasks.

2 Web-Based Image Search by a Clipboard


Using state of the art image search engines, we often encounter the problem
that these systems are not suitable for more complex tasks. In situations where
users are looking for multiple images to a specific topic with probably several
queries, image search engines do not support them properly. Users have to keep
a list of possibly interesting images. These are realized through saving images
on the local machine or through opening images in different browser tabs. Both
solutions need additional effort by the user. To handle this scenario, we introduce
the concept of a clipboard to enhance traditional web-based image search.
Our approach of a clipboard is a session-wide, separated, automatically gener-
ated collection of interesting result objects as shown in Figure 1. It was designed
in order to meet the needs of a multiple image search situation. Throughout a
single search session, a user can formulate queries, e.g., different keywords or
search engine specific filters, and look through returned result sets. During the
search session, the user can open the clipboard. Here, the user receives a presen-
tation of all images that were regarded as interesting by the system. Images are
selected based on two different algorithms.

Fig. 1. Screenshot of clipboard within Google Image Search


Can a Clipboard Improve User Interaction and User Experience 205

One way to fill up the clipboard is an algorithm that only uses the result
set of the image search engine. We use an algorithm based on the discounted
cumulative gain algorithm (DCG). The DCG algorithm is normally used to
evaluate information retrieval systems [6]. The function is shown in Equation 1.
Here, RB,i is our selection function for image i, qj is the j-th query of the
complete query set Q, and posq (i) is the position of image i in query q. If images
are contained in several result sets, the system adds up the calculated values.
The order of images is determined by the decreasing order of RB,i of all i. If the
system calculates the same value for two images, it takes the first added image
as higher ranked.
 1
RB,i = (1)
posqj (i)
qj ∈Q

The eyetracking-based clipboard is identical to the DCG-based clipboard in


terms of user interface design. The difference lies in selecting interesting im-
ages for the user. The eyetracking-based clipboard decides based on the sum of
gaze events and the total duration of fixations of an image, if it can be consid-
ered as interesting (see Equation 2). If two images have exactly the same total
fixation time and numbers of events, the image that was fixated first will be
ranked higher. RC,i is our selection algorithm for image i and gazeEventsq (i)
are all gaze events in the result set of q for image i. f ixationDurationq (i) is the
total duration of all fixations of image i in query q.

RC,i = gazeEventsqj (i) + f ixationDurationqj (i) (2)
qj ∈Q

Since this algorithm is highly influenced by the user interaction, we face the
following problem: it is necessary for our evaluation that the user does not know
how images are added to the clipboard. Knowing how the selection algorithm
works may lead to an explicit usage of the eyetracker by the participants, i.e., the
eyetracker is applied as explicit input device. To prevent that the participants
compare images in the clipboard with images outside the clipboard, we span the
clipboard over the result set. This is done in both clipboard variants to keep
them comparable.

3 Evaluation Design

To investigate the usefulness of a clipboard for image search, we designed a task-


based, summative evaluation with three variants of a web-based image search
engine. Our first variant, called variant A, uses the unmodified Google Image
Search and acts as baseline. Variant B uses the DCG-based algorithm and variant
C the eyetracking-based approach as introduced in Section 2.
Procedure: The evaluation consists of three phases. The introduction begins with
a short welcome of the participant, followed by an explanation of the set-up, and
206 L. Kastler and A. Scherp

Table 1. Evaluation tasks of different complexity


Task Description Complexity
1 Good portrait of Michael Jackson Simple
2 Beautiful, large image (min. 1200x900px) of the romantic rhine” Filter
3 Five images of places of interest in Berlin Composition
4 Good portrait of Lady Gaga Simple
5 Clipart presentation of “Ampelmaennchen” (Icon of Berlin) Filter
6 Three images about “Christmas” and “Loriot” (German Comedian) Composition

the calibration of the eyetracker. The participant begins now with the machine-
based evaluation process, starting with an overview of the system, the specific
evaluation object and the task execution process. To ensure that the participant
understands the task evaluation process, we give him an example task at the
beginning, that is ignored in later data analysis. This helps to reduce curiosity
in using the eyetracker. The task evaluation phase consists of a number of tasks
that are executed by the participant. At the beginning of every task, the par-
ticipant gets a short motivational description with a list of actions. When the
participant clicks on the “next” button, a new window opens with the specific
variant where the task is executed. Closing this window leads to a task-related
questionnaire. When all tasks are processed, the participant is asked to fill in a
final questionnaire with general questions about the evaluation. In addition, we
encourage the participant to give a short free feedback, either written or oral.
Participants: For the evaluation, 32 participants (9 female) were randomly se-
lected and assigned to the three different system variants. The average age was
25.7 (SD: 3.0). The majority, 28 participants, were students from our university.
20 of the students studied computer science, seven studied education and one
participant studied in the field of humanities. The other four participants had
a finished, non-academic training in one of the fields of economy, computer sci-
ence, or physical therapy. All participants were asked to state their experience
with Google Image Search on a five-point Likert-Scale. The average experience
level was 3.78 (SD: 0.67). Concerning the question of their usage frequency of
Google Image Search, eight participants reported that they use it on a monthly
basis, 14 on a weekly basis, five on a daily basis and five participants use Google
Image Search several times a day. Overall, we can say that all participants use
Google Image search on a regular basis and are experienced in its usage.
Tasks: We developed three common scenarios with an increasing level of com-
plexity, based on information from Google Insight1 . Each scenario was translated
into two tasks, rendering a total number of six tasks (as shown in Table 1) to
be completed by participant. The first scenario was based on a simple image
search task. The participant had to formulate a good query for the task, search
through the result set, and select an image as his/her solution. The second sce-
nario includes the usage of filters like specific image types or colouring. Here,
the process of the first task was extended by either using a more complex query
1
http://www.google.com/insights/search/
Can a Clipboard Improve User Interaction and User Experience 207

or filters of the search engine directly. The last scenario was designed to create
a set of images given a specific topic where several queries were necessary.
Measurements: We recorded the same data for all participants: the duration
of task execution, eyetracking events like gaze-in and gaze-out, mouse events
like mouse-over and mouse-out, the number of queries, the number of filters
used, questionnaire answers, and free feedback. Taking this measurement in all
conditions A, B, and C ensures comparability of the groups and reduces the rule
of error by bias.
Questionnaire: We have created two different questionnaires, a task-related (see
Table 2) and a final one (see Table 3). The task-related questions aimed on
the usability of the variant for the given task. The final questionnaire included
questions about the evaluation as a whole. All questions were based on the

Table 2. Task-related questionnaire


Name Group A Group B/C
Q1 I can conduct the complete task with Google I can conduct the complete task with Google-
Image Search. Board.
Q2 Google Image Search offers me all things I GoogleBoard offers me all things I need to
need to conduct the task. conduct the task.
Q3 The results of Google Image Search meet my The results of GoogleBook meet my expec-
expectations I had during the formulation of tations I had during the formulation of my
my queries. queries.
Q4 Too much input steps were needed to conduct Too much input steps were needed to conduct
the task. the task.
Q5 The presentation of results was suitable for The presentation of results was suitable for
the conduct of the task. the conduct of the task.
Q6 N/A The GoogleBoard supported me in conduct-
ing the task.
Q7 N/A The presentation of results in the Google Im-
age Search was lucid.
Q8 N/A The presentation of results in the Google-
Board was lucid.
Q9 N/A The images selected for the GoogleBoard
were suitable for the task.
Q10 N/A The ordering of images in the GoogleBoard
was suitable for the task.

Table 3. Final questionnaire


Name Group A Group B/C
F1 The usage of Google Image Search is intuitive The usage of Google Image Search with
for me GoogleBoard is intuitive for me
F2 The presence of the eyetracker confused me The presence of the eyetracker confused me
during the task execution during the task execution
F3 I knew in every moment that Google Image I knew in every moment that Google Image
Search was working Search and GoogleBoard was working
F4 N/A It is easy to switch between Google Image
Search and clipboard
F5 N/A The clipboard is a useful extension for the
Google Image Search
F6 N/A The usage of the clipboard was easy to learn
F7 N/A There were system errors during my work
with the clipboard
208 L. Kastler and A. Scherp

IsoMetrics Questionnaire Inventory for summative evaluations [3]. Group A was


asked less questions in both questionnaires than for group B and C because
several questions were related to the clipboard, which group A using the standard
Google Image Search did not have.

4 Evaluation Wizard and System Architecture


To guide the participants through the evaluation, we have designed a browser-
based evaluation wizard. With this wizard, we are able to create a seamless
transition between the description, execution, and evaluation of the tasks. All
data created during this session is recorded by the system. The answers in the
questionnaires are given through a slider element. The limiting values on this
scale are defined as ”predominantly disagree” and ”predominantly agree”, taken
from the standard Lickert scale. An important part for the evaluation is the
absence of the slider handle at the beginning (Figure 2). The handle is only
visible after the participant has decided for value on the scale (Figure 3). By
this, no priming by a pre-selected value, e.g., a position of the handle on the
scale is conducted.

Fig. 2. Slider element, initial state Fig. 3. Slider element, after clicked on so-so

5 Evaluation Results
We measure the effectiveness by comparing the amount of images saved on the
computer to the amount of images requested in the task description. To measure
the efficiency, we mainly analyse the duration for every task per participant. We
also analyse the number of gaze-in events on the images in the result set, number
of mouse events, number of queries, and number of filter usages. We measure
the user satisfaction by evaluating both questionnaires, the task-related and the
final one. We had to remove two participants from the evaluation results. The
first tried actively to manipulate the eyetracking-based selection algorithm. The
second participant was removed because we lost the session data by a critical
error during the evaluation process.
Effectiveness: For the other participants, we checked the images of all partici-
pants and verified, if they stored the amount of images as requested in the task
description. We found out that one participant of group A and two participants
of group C missed to store the correct amount. One participant of group A stored
no image in task 1. In group C, one participant stored only one image in task 6,
where three were requested and another participant in group C stored for task
3 one image less than requested.
Can a Clipboard Improve User Interaction and User Experience 209

Efficiency: For efficiency, we compared the durations of all three groups per
task. Figure 4 shows an average-high-low diagram of these values. We analysed
all three groups pairwise with the Mann-Whitney U-test at a significance level
of α = 0.05. These analyses show a significant difference between group A and
C in task 1 (p = .029). In all other tasks, we had no significant differences.
However, we could observe that variant C was on average slower than both other
variants. Besides duration, we also investigated all other measured data as shown
in Table 4, but no significant differences was inferable from it. To analyse the user
satisfaction, we looked for statistically significant differences between the groups
by using Mann-Whitney U-Test. For the task-related questionnaire, we tested
every question for every task. The results are presented in Table 5. We found
three significant differences between group B and C. Here, question Q6 (“The
Clipboard supported me in the conducting the task.“) and question Q9 (“The
images selected for Clipboard were suitable for the task.“) show advantages for
variant B over variant C in task 3 (pTQ63 = .021) and task 5 (pTQ65 = .027, pTQ95 =
.045). In regard of the final questionnaire, we compared the groups pairwise with
each other, obtaining results that are presented in Table 6. Here, no significant
differences could be found.

Fig. 4. Min-Max-Average diagram of processing duration per task and group

Table 4. Events sorted by task and group


Task 1 Task 2 Task 3 Task 4 Task 5 Task 6
avg SD avg SD avg SD avg SD avg SD avg SD
A 45.15 21.08 94.35 65.34 153.91 103.7 49.36 26.84 44.57 21.5 134.51 65.12
Duration [s] B 66.06 26.41 84.73 43.13 160.60 75.94 68.73 20.94 105.43 122.27 135.49 69.47
C 74.69 39.56 108.06 52.69 207.91 75.64 66.10 17.77 55.16 13.73 138.81 101.55
A 34.5 58.44 73.4 31.49 143.8 155.41 25.5 58.44 20.67 31.49 109.71 155.41
Number of B 37.3 54.15 42.3 73.12 107.5 140.61 41 42.03 50.83 168.35 74 159.28
Gaze-In Events C 50.4 68.7 58.1 105.12 113.8 140.76 40.88 50.01 25.71 28.93 84.5 179.36
A 20.8 15.19 74 50.62 112.2 68.21 20.38 10.39 17.88 9.25 97.86 79.86
Number of B 34 17.01 46 29.8 102.8 44.3 39.33 27.13 66.67 108.31 62.17 26.45
Mouse Events C 36.9 23.69 59.5 54.11 148.3 88.84 36.38 22.36 36.63 30.3 86.38 86.38
A 1 0 4 1.63 2.8 3.12 1.38 0.75 1.88 1.13 2.14 1.93
Number of
B 1.3 0.68 2.1 0.32 1.7 1.06 1.17 0.4 2.5 1.76 1.17 0.4
Queries and Filters
C 1.5 0.97 2.4 0.97 3.1 2.56 1.25 0.46 2.13 2.42 2.25 2.82
Images saved B 0.6 0.52 0.4 0.52 1.6 1.58 0.17 0.41 0.67 0.52 .067 0.82
via GoogleBoard C 0.1 0.32 0.3 0.48 1.2 1.69 0.38 0.52 0.25 0.46 1 1.41
210 L. Kastler and A. Scherp

Table 5. p-values of Mann-Whitney U


tests of task-related questionnaire (signif- Table 6. p-values of Mann-Whitney U
icances marked) tests of final questionnaire

T1 T2 T3 T4 T5 T6 A-B A-C B-C


A-B .7 .82 .88 .9 .95 .8 F1 .706 .880 .791
Q1 A-C .85 .55 .57 .75 .53 .6 F2 .569 .620 .819
B-C .76 .82 .65 .8 .8 .75 F3 .070 .791 .325
A-B .55 .88 .82 .9 .3 .85 F4 N/A .447
Q2 A-C .34 .6 .26 .6 .6 .14 F5 N/A .162
B-C .94 .79 .14 .52 .8 .44 F6 N/A .594
A-B .08 .41 .73 .12 .7 .52 F7 N/A .137
Q3 A-C .21 .14 .55 .6 .12 .29
B-C .6 .68 .68 .07 .3 .52
A-B .23 .5 .73 .44 .2 .18
Q4 A-C .65 .97 .45 .4 .6 .29
B-C .29 .7 .97 .95 .65 .9
A-B .36 .91 .91 .52 .25 .52
Q5 A-C .27 .4 .5 .67 .34 .46
B-C .7 .15 .27 .8 .24 .9
Q6 B-C .07 .13 .021 .12 .027 .56
Q7 B-C .26 .55 .6 .65 .9 .95
Q8 B-C .57 .36 .43 .16 .8 .8
Q9 B-C .5 .31 .07 .4 .045 .52
Q10 B-C .31 .29 .15 .09 .7 1

6 Discussion
In terms of effectiveness, all three variants can be considered similar. Although
variant C has two participants with missing images, the interface for saving
images is identical to variant B, where no image was missing. We have not
observed any further differences with respect to the effectiveness between the
three variants.
Regarding efficiency, all three variants are not significantly different from each
other, besides for task 1 where group A was significantly faster than group C. In
this task, the means of both groups were 15 seconds apart but due the fact that
the task only took 30 seconds for A and 45 seconds for C at average makes it
hard to derive further conclusions. As there are no further significant differences,
we derive that the two different clipboard variants are equal to the Google Image
Search and to each other. This shows on the one hand that the clipboard does
not hinder users in executing tasks but also brings no advantages, what possibly
indicates that the Google Image Search might be sufficient for most participants.
Considering the average usage of Google Image Search of our participants, we
can see that the group is familiar with this site.
The fact that the DCG-based clipboard (group B) got better results than
the eyetracking-based (group C) is a surprise for us. For this, we investigated
how often the clipboard was used in each task. For group B the average usage
per task was 1.01 (SD: 0.36) and group C with 0.88 (SD: 0.42). Thus, the clip-
board was only opened once or not at all in each task, although the participants
were instructed to do so. This shows that the participants did only accept both
clipboard variants to a minimum extent. We further investigated the amount of
Can a Clipboard Improve User Interaction and User Experience 211

images shown in the clipboard when first opening it. We found out that group
B had an average of 48.52 images in the clipboard (SD: 7.2) where group C had
only 15.4 images (SD: 5.57). We also checked how many times the clipboard con-
tained less than 20 images, which is the predefined maximum number of images
stored in the clipboard. For group B, this occurred three times, for group C 19
times. Given this difference, the lower number of selected images for variant C
might lead to a less satisfying selection as in variant B.

7 Related Work
This work is related to approaches that use eyetracking devices as input devices
and approaches that receive implicit information from collected eyetracking data
to improve ranking (relevance feedback). Cosato et al. [2] used eyetrackers as in-
put devices for their so called Rapid Serial Visualization Presentation methods
for large data sets of images. They compared their methods with a grid-based
presentation of images. There are also many other applications that make use of
an eyetracker as input device like for example drawing shapes [5] or composing
texts [11,12]. A general problem of using eyetrackers as direct input device is that
it was considered by participants as ”unnatural” use of one’s eyes in a focused
way to control an application. By this, users get quickly tired using such a sys-
tem. In contrast, in our approach we only collect normal gaze movements of the
users while using an application they are familiar with. The users do not control
the image search nor the clipboard by using the eyetracker as direct input device.
Another way to use eyetracking data is for implicit relevance feedback in in-
formation retrieval tasks. For instance, in textual information retrieval, Hardoon
et al. [4] extracted implicit relevance feedback from eyetracking information. An-
other work is the Text 2.0 project from Buscher et al. [1]. They used eyetracking
information to recognize text areas of interest and to provide additional content
depending on these areas. Besides these text-based approaches, there are works
like Pasupa et al. [9] that used eyetracking information to rank images. A work
concerning the retrieval of relevance feedback from eyetracking data was pub-
lished by Jaimes et al. [7]. They recognized different patterns of observation for
images of different semantic categories. The system GaZIR, created by Kozma
et al. [8], is an approach for visual image search engines using an eyetracker. In
contrast to these systems, our approach aimed to use the feedback for filling the
clipboard and so improving the usability of results, rather than improving the
search itself. Also, prior work used predefined, closed sets of images, we use live
data received from a popular web-based image search engine.

8 Conclusion
We have presented an approach to use eyetracking information in web-based
image search engines. We have evaluated a baseline variant with two clipboard
versions using different selection algorithms. To our surprise, all three system
variants showed almost no significant differences (α < 0.05). Comparing both
212 L. Kastler and A. Scherp

clipboard variants, the selection algorithm using eyetracking information was


overall less favoured by the participants than the one using the DCG-based algo-
rithm applied on the Google image results. We identified and discussed several
properties of both clipboard variants that explain why this unexpected result
may have happened.

Acknowledgement. The research reported here was partially supported by


the SocialSensor FP7 project (EC under contract number 287975).

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York (2012)
The Effects of Website Familiarity on Website Quality
and Intention to Use

Scott McCoy1, Eleanor T. Loiacono2, Gregory D. Moody3,


and Cristóbal Fernández Robin4
1
Mason School of Business, Williamsburg, Virginia, USA
2
School of Business, Worcester Polytechnic Institute, USA
3
University of Nevada Las Vegas, USA
4
Académico Departamento de Industrias,
Universidad Técnica Federico Santa María, Chile
scott.mccoy@mason.wm.edu, eloiacon@wpi.edu,
greg.moody@gmail.com, cristobal.fernandez@usm.cl

Abstract. Previous research has revealed that mere exposure to a website can
positively influence a user’s experience with that website. This research extends
this line of investigation by looking into the influence of familiarity on ads that
appear on a website as well as the website itself. The results revealed familiarity
to have a significant impact on ad evaluation directly and website quality indi-
rectly (through ad entertainment and informativeness).

Keywords: Website quality, WebQual, entertainment, online advertisement,


Internet, experiment.

1 Introduction
Increasing the number of customers to a website and their use and reuse of that site
has been a major focus of companies on the Web, since its inception. This has lead to
numerous studies looking into website quality (Loiacono, et al., 2007) and usage (van
der Heijden, 2003; van der Heijden et al., 2003).
Several factors that influence a consumer’s satisfaction relate to the website itself
(i.e., website quality) and have been studied in great detail (Loiacono, et al., 2007).
These factors relate to the site’s intrinsic components, which are both aesthetic and
utilitarian in nature. Other factors, which have not received as much attention, are
more extrinsic in nature. These aspects are outside of the website, but may still effect
a consumer’s decision to reuse it. First, the mere familiarity with a site may impact a
consumer’s perception of it (Zajonc et al., 1971; Kim and Malhotra, 2005). Addition-
ally, external elements, such as advertisements (ads) that are placed on a website may
influence the evaluation of that website.
The following research focuses on how these external factors impact a consumer’s
evaluation of a website and subsequent decision to reuse it.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 213–220, 2013.
© Springer-Verlag Berlin Heidelberg 2013
214 S. McCoy et al.

2 Literature Review
Several theories have been put forth in psychology and communications to explain
how individual perceive and react to entertaining phenomenon (Oatley, 1994; 1999;
Vorderer, 2001). Entertainment, although difficult to define (Vorderer, 2004), is de-
fined as stimuli that through interaction with the user produce a sense of enjoyment or
pleasure (Moody et al., 2007). It is important to note that entertainment is perceived
and experienced by the user and is not specifically an aspect of the system (Lowry et
al., 2008a), even if a system is intended to produce entertaining outcomes or not
(Klimmt and Vorderer, 2003; Moody et al., 2007).

2.1 Applying Entertainment to Websites


More recent research in information systems and consumer behavior has also at-
tempted to explain how entertainment–related constructs aid our understanding of
user intentions towards websites (Koufaris, 2002; van der Heijden, 2004). Koufaris
(2002) applied the theory of flow, with further refining, and the theory of technologi-
cal acceptance (Davis, 1989) to explain the intention to use a website alongside un-
planned purchases on the website. They found that only the enjoyment of shopping
and the perceived usefulness of the site were able to predict intentions to continue to
use and return to the website.
Likewise, van der Heijden (2004) applied hedonic/intrinsic motivation in the form
of perceived enjoyment of using a system to the technology acceptance model to ex-
plain intentions to use a system, which we extend towards websites. They found that
the perceived ease of use of a website significantly increased the perceived enjoyment
from using the website, which also increased the intentions to continue to use the
website.
Both of these studies propose and show how entertainment is an important factor to
consider when determining the intentions to use a website. Further, extent research on
motivations within technology acceptance (TAM) literature (Lowry et al., 2008a) has
shown that both intrinsic and extrinsic factors for usage should be considered. We
thus build upon TAM to explain how entertainment, as an intrinsic motivator, is an
important factor to consider in website design.

2.2 Website Quality


The literature on website quality is extensive. Many researchers have developed
measures for evaluating a website’s quality (Barnes and Vidgen, 2001; Schubert,
2002; Yoo and Donthu, 2001). None, however, have been as extensively tested and
validated as WebQual (Loiacono, 2000; Loiacono, Watson, and Goodhue, 2007). For
this reason, we chose WebQual as the website quality measure for this research.
According to WebQual, there are 12 key factors that consumers consider when de-
termining a website’s quality. They are: informational fit-to-task, tailored communi-
cation, trust, response time, ease of understanding, intuitive operations, visual appeal,
innovativeness, emotional appeal, consistent image, online completeness, and relative
The Effects of Website Familiarity on Website Quality and Intention to Use 215

advantage (See Loiacono, Watson, and Goodhue, 2007 for a complete explanation of
these factors).
Extent research in e-commerce has also shown that cobranding is an effective me-
chanism for increasing perceived website quality (Lowry et al., 2008b; Stewart, 2003;
2006). Specifically, these studies have found that brand equity held by a brand adver-
tised on a website can be transferred to the website. Given that online advertisements
have already been shown to be influential in the buying process (Briggs and Hollis,
1997; Danaher et al., 2003; Ha and Perks, 2005), cobranding becomes an effective
mechanism to quickly improve website quality by taking advantage of the advertised
brand on the website.

3 Theoretical Model Development


We build on the underlying proposed by van der Heijden (2004) and the technology
acceptance model (Davis, 1989) to build and propose our model to predict how co-
branding attempts via online ads alters the perceived level of entertainment of the ad,
and its level of informativeness, which are both increased on familiar websites. We
then explain how the informativeness and entertainment of the ad impact its perceived
website quality and intentions to use the website.

3.1 Predicting Entertainment and Informativeness of the Ad


Prior research, and the mere exposure effect1 (Holden and Vanhuele, 1999; Lowry et
al., 2008b; Zajonc et al., 1971), have long proposed that familiar websites are more
likely to be viewed positively by its users (Lowry et al., 2008b; McKnight et al.,
2002). Thus, building on prior research, and the mere exposure effect, we extend
these findings specifically to the entertainment value of the online ad on the website,
and propose:
H1: The familiarity of the website will positively influence the website user’s per-
ception of the entertainment value of an online ad placed on that website.
Familiarity of a website would serve as an indicator that the user has already deemed
the website proficient enough to return and reuse (Beaudry and Pinsonneault, 2005).
This positive impression is likely to spread to ads that are present on the website. This
we propose that:
H2: The familiarity of the website will positively influence the website user’s per-
ception of the informativeness of an online ad on that website.
Finally, building on the spillover of affect as explained in psychology literature
(Lowry et al., 2008b) and the theory of flow (Csikszentmihalyi, 1975; 1990), we posit
that more entertaining websites ads will positively impact the users’ perceptions of
the ad’s informativeness.

1
The mere exposure effect refers to the consistent finding that through repeated interactions
with an object, one’s attitude the object is enhanced (Zajonc et al., 1971).
216 S. McCoy et al.

We thus propose:
H3: The perceived enjoyment of the online ad will positively influence the website
user’s perception of the informativeness of the online ad.

3.2 Explaining Website Quality and Website-Related Intentions


We posit that the entertainment afforded by the website, via the online ad, will posi-
tively impact the perceived quality of the website, and intentions to continue to use
the website. Thus building on the prior research linking motivations to attitudes and
intentions (Feldman and Lynch, 1988; Jonas et al., 1997), we propose the following:
H4a: The perceived entertainment of the online ad on the website will positively
influence the perceived quality of the website.
H4b: The perceived entertainment of the online ad on the website will positively
influence the user’s intentions to continue to use the website.
The perceived informativeness of the online ad on the website should also impact the
perceived quality of the website and the users’ intentions to continue to use the web-
site. Thus, building upon the logic afforded by TAM, and the strong research stream
that has shown the relationship between utilitarian beliefs and the attitudes and inten-
tions formed from these beliefs (Davis, 1989; Venkatesh et al., 2003; 2013), we ex-
tend these findings to our specific belief of the perceived informative of the online ad
on a website.
H5a: The perceived informativeness of the online ad on the website will posi-
tively influence the perceived quality of the website.
H5b: The perceived informativeness of the online ad on the website will posi-
tively influence the user’s intentions to continue to use the website.
Previous research has longed predicted, shown and defended the relationship between
the perceived quality of a website and users’ intentions to continue to use the website
(for example, Wells et al., 2013). Thus, we predict:
H6: The perceived quality of the website will positively influence the user’s inten-
tions to continue to use the website.

4 Methodology
The study was conducted in an experimental setting to control the location and fre-
quency of the advertisements, as well as to allow measurement of all of the outcome
variables. The use of a real website and real ads allowed us to make the experiment as
realistic as possible. The dependent variables were used as they appeared in previous
research (for example, McCoy, et al. 2007; 2009; Galletta, et al. 2006). Four hundred
and twenty volunteer students at a large South American university performed several
search tasks under conditions chosen for them at random. The experiment was con-
ducted in two closed rooms in the campus computer lab with each room containing 40
identical computers.
The Effects of Website Familiarity on Website Quality and Intention to Use 217

5 Analysis and Results


Data validation shows that our dataset exhibits strong factorial validity of the con-
structs, little multicollinearity, strong construct reliabilities, and the lack of any dis-
cernible mono-method bias. We used partial least squares (PLS) regression, using
WarpPLS version 2.0, for the analysis of our theoretical model. We generated a boot-
strap with 500 resamples to test the final model, which is shown in Figure 1.

Fig. 1. Model Analysis Results

Analysis of the data supports our model. The results show strong explanatory
power for website quality (R2 = 0.81) and intention to reuse a website (R2 = 0.45).
The specific model relationships are strongly supported as well. We predicted that a
familiar website would positively influence a user’s perception of an ad’s (H1) enter-
tainment value and (H2) informativeness. The results support both hypotheses.
Further, it was predicted that the spillover of an ad’s affect would impact consum-
ers’ perceptions of an ad’s informativeness (H3), as well as the website’s quality
(H4a) and a consumer’s intention to reuse the site (H4b). All three hypotheses were
supported.
Extending the utilitarian concepts contained in TAM (Davis, 1989; Venkatesh et
al., 2003; 2013), we predicted that an informative ad would positively influence a
consumer’s perception of a website’s quality (H5a) and his/her intention to revisit that
site (H5b). Both hypotheses were supported.
Finally, as Loiacono, et al. (2007) predict, the quality of a website is proposed (H6)
to directly impact a consumer’s intention to reuse the website. This hypothesis was
highly significant. This is evident in the popularity and continued growth of websites
like Amazon, Google, etc.

6 Conclusion
As outlined above, the results show strong explanatory power for website quality and
intention to reuse a website with the model explaining over 80% of the variance in
218 S. McCoy et al.

determining a website’s quality and almost half of the variance for the intentions to
continue to return to and use the website. In addition, the specific model relationships
are strongly supported. It is important to note that ads can produce a negative feeling
from website users. However, given the revenue they generate to the host site, they
are often seen as a necessary evil. Our research shows that given the right ads, which
are entertaining and informative, the result can provide positive feelings toward the
overall website quality and intentions to return by users.

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Designing Effective User Interfaces for Crowdsourcing:
An Exploratory Study

Robbie Nakatsu and Elissa Grossman

Loyola Marymount University, College of Business Administration, Los Angeles, CA


{Robbie.Nakatsu,Elissa.Grossman}@lmu.edu

Abstract. We investigate characteristics of the technology platform for differ-


ent types of crowdsourcing initatives, as characterized by their task type—
specifically we classify crowdsourcing applications by task structure, task
interdependence, and task commitment. The method employed is to examine
best practices of well-known crowdsourcing applications, investigating their us-
er interface features, and characteristics that make them successful examples of
crowdsourcing. Among the best practices uncovered were the following:
easy searching for information; adaptive user interfaces that learned from the
crowd; easy-to-use mobile interfaces; the ability to vote ideas up or down; cre-
dentialing; and creating sticky user interfaces that engaged the user. Finally,
we consider issues for further study and investigation.

Keywords: Crowdsourcing, user interface design, open source design, online


problem-solving platforms, distributed knowledge gathering, wisdom of the
crowds.

1 Background on Crowdsourcing

Ever since Jeff Howe famously coined the term “crowdsourcing” in a 2006 Wired
magazine article [1], the term has seeped into the public consciousness and become a
popular buzzword for all things sourced on the Web. Well known crowdsourcing
applications abound in the world today: A Netflix contest that offered a $1 million
prize for coming up with the best movie recommendation algorithm; smartphone apps
like Gas Buddy, which ask the crowd to report on the prices of gas stations in their
area; crowdsharing web sites like AirBnB in which the crowd “rents out” their homes
and apartments to others as a cheaper alternative to hotels. Howe’s formal definition
of crowdsourcing is “the act of a company or institution taking a function once per-
formed by employees and outsourcing it to an undefined (and generally large) net-
work of people in the form of an open call.” [2] More specifically, crowdsourcing
can be viewed as a process that is made up of the following steps:

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 221–229, 2013.
© Springer-Verlag Berlin Heidelberg 2013
222 R. Nakatsu and E. Grossman

1. A requestor (an individual or organization with a specific request—we do not


limit the discussion to only organizations) identifies a specific task to be per-
formed or problem to be solved.
2. The requestor broadcasts the task or problem online.
3. The crowd is asked to perform the task or solve the problem.
4. The crowd performs the task or submits solutions to the problem.

In some cases, it is necessary for the requestor to sift through the solutions to find the
best one, or aggregate and synthesize the crowd output in some meaningful way, es-
pecially when there are numerous responses from the crowd.
Why crowdsource? What are the benefits of using the crowd to do something for
you? There are a least three good reasons. First, crowdsourcing can lower costs to a
much greater extent than hiring another organization to perform the task for you (as is
the case in traditional outsourcing) because the crowd will often be willing to solve
problems for little cost, or in some cases, for free. Second, companies can acquire
firsthand insights into their customers or the marketplace by interacting directly with
the crowd. Third, and perhaps most fundamentally, crowdsourcing enables compa-
nies to draw on a diversity of ideas and perspectives. By drawing on the crowd,
companies may be able to more effectively tackle difficult problems that cannot be
solved by their in-house staff.

2 A Taxonomy of Crowdsourcing: Fitting the Crowdsourcing


Approach to the Task Type

After looking at over a hundred examples of crowdsourcing, we came up with a tax-


onomy that maps task characteristics to crowdsourcing approach. In [3] we report
more fully on the classification scheme, but here only summarize the taxonomy. The
taxonomy is presented in Table 1 on the next page.
Task structure refers to whether a task is well-structured or unstructured. Task in-
terdependence refers to how tightly coupled the activities of the crowd are. If they
are independent (Quadrants I and III), individuals perform work separately with little
or no interaction with others. If they are interdependent either (1) the activites are
still performed separately, but the outputs are aggregated into a more meaningful end
product (Quadrant II) or (2) the individuals must problem-solve and collaborate to
accomplish the task (Quadrant IV). Finally, task commitment refers to the amount of
effort and resources that are required to perform a task or solve a problem. Low
commitment tasks are relatively easy to perform while high commitment tasks would
require more effort to perform. Although the three dimensions, taken together,
would result in eight categories of crowdsourcing (2 X 2 X 2), we discovered in our
analysis that Quadrant III tasks were almost always low commitment. Hence, our
framework resulted in seven categories of crowdsourcing.
Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study 223

Table 1. A Taxonomy of Crowdsourcing Approaches by Task Characteristics1

3 Characteristics of the Crowdsourcing User Interface:


Five Best Practices

We now look at user interfaces employed in five of the seven categories of crowd-
sourcing (we do not consider the two categories in Quadrant IV: collaborative
crowdsourcing, but leave this as an area of future investigation). Each of these user
interfaces represents a successful crowdsourcing application, as evidenced by the
long-term viability of the web site (or smartphone app) as a successful e-business
model. Although each example is a well-known crowdsourcing application in the
category, it does not represent all the user interface features that are possible or repre-
sentative in that category: we acknowledge that there is more diversity within each
category. This exploratory study is meant to illustrate what is possible in terms of
user interface features across this limited sample of best practices.

3.1 Well-Structured Tasks Performed by an Individual: Contractual Hiring

Amazon’s Mechanical Turk is a good example of a crowdsourcing platform that


supports low commitment tasks. Through this web site, workers are paid for per-
forming “human intelligence tasks” (HITs): these are simple rote tasks that are more

1
This taxonomy does not address user-generated content in sites like Wikipedia, Yelp, and
Youtube. Although an important form of crowdsourcing, we are primarily concerned with
more novel forms of crowdsourcing in this paper.
224 R. Nakatsu and E. Grossman

effectively performed by a human than a computer. Tasks like selecting the correct
spelling for search terms, choosing the appropriate category for products, and tagging
images are all easily performed by a human problem solver but more difficult to
automate using computers.
The user interface of Mechanical Turk is simple and relatively easy to learn. You
first sign in and register as either a worker or a requester (the worker and requester
user interfaces are different). As a worker you can search from over 200,000 HITs,
and sort for an HIT by reward amount, title of task, expiration date, among other cri-
teria. A requester can ask that workers fulfill qualifications, by taking a test. Once
you have passed the test (e.g. knowing how to correctly tag a video clip) you satisfy
the qualification, and can begin the task to earn rewards, usually a few cents per cor-
rect task performed. You can attain the status of Mechanical Turk Master when you
have demonstrated an accuracy score on HITs across a wide variety of HITs. A
dashboard tracks and shows what HITs you have performed and your earnings to
date. Information on the site is easily tracked and monitored.
On the other end of the spectrum are high commitment tasks that are supported by
web sites like Elance, one of the web’s leading online employment platforms. The
main idea behind this site is to find freelance jobs from companies that need pro-
grammers, mobile developers, designers, marketers, and the like. It is free to post a
job or register as a freelance worker.
The user interface is well organized and easy to navigate through. You can click
on categories of jobs like “IT and Programming” or “Design and Multimedia”. You
can also specify the job type, whether fixed price or hourly. Job postings feature a
job description, together with desired job skills. One of the interesting features of
the Elance user interface is that you can either self-rate your skills, meaning you eva-
luate yourself, or you can be tested in over 300 skill tests, which show how a candi-
date scored relative to all other individuals who took the same test. If you have
posted a high score, you can share your results on your favorite social media outlet, or
via email.
Like in Mechnical Turk, there are screens to manage your Elance account online.
For example, you can view your transaction history: the Manage tab allows you to
keep track of your account balance and scheduled transactions; you can also withdraw
funds and deposit funds (to a bank account). Finally, Elance also has a ratings sys-
tem where employers can rate the freelance workers they have hired in the past.

3.2 Well-Structured Tasks Performed by a Group: Self-organized


Communities

Waze is a GPS app that enables a community of drivers to share real-time traffic and
road information. The app is easy to use. Because it involves the reporting of geo-
located data, it is most effective on a GPS-enabled mobile device such as a smart-
phone or tablet computer. All this real-time information is aggregated so that the
GPS knows how to re-route you to a different route depending on traffic reports and
Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study 225

other road alerts reported by the crowd. This is one important benefit of a crowd-
sourced GPS application: it can learn about your travel times and adjust its
navigational advice accordingly.
The Waze user interface enables you to very easily report events you see while
driving. Because this is typically done on a small-screen smartphone, the driver (or
the passenger in the vehicle) must be able to do this in a few short clicks. A report
icon on the main screen quickly takes you to a Report screen, which contains a num-
ber of icons: traffic jam, police, accident, hazard, and so forth. An interesting fea-
ture is the Map Issue icon, which lets you report maps errors, and other driving errors
as a result of receiving wrong driving instructions—hence Waze is able to update map
errors in real time.
People using Waze, known as Wazers, are known to have a strong emotional con-
nection to the app--as opposed to a run of the mill GPS device that are purely utilities.
Because of the immediacy of the app, and its ability to detect real-time events, Waz-
ers feel part of a community of drivers united by their mutual hatred of traffic.
Through Waze, you can also connect to Facebook to arrange meet-ups with your
friends. It allows you to see a live status of your friends and colleagues arriving to an
event. Other features create a sticky app: map chat lets you chat with other Wazers,
and a gas option shows the prices of gas around your area.

3.3 Unstructured Tasks Performed by an Individual: New Idea Generation


In term of a low commitment task, My Starbucks Idea is a good example of a web
site that promotes customer-driven innovation. The idea of this web site is simple
and straightforward: customers can share what they want from a Starbucks expe-
rience, everything from a new idea about coffee drinks and food to having waiters at
Starbucks stores. The new ideas are neatly arranged into three categories—product
ideas, experience ideas, and involvement ideas—so that it is easy to navigate through
the different classes of ideas. Customers can vote the ideas up or down, and view the
most popular ideas. There is a Top All-time list of ideas, as well as a section on
“Ideas in Action” that showcases some of the customer ideas that have actually been
implemented in some Starbucks stores.
Innocentive is a crowdsourcing platform that supports high commitment tasks.
Using this web site, seekers can post challenges that are broadcast to a network of
275,000+ problem solvers. Oftentimes, these challenges involve difficult R&D ques-
tions that companies have been unable to solve internally. Challenges are catego-
rized as brainstorm challenges, premium challenges, and grand challenges. Solvers
can submit solutions to the challenges. If the seeker is satisfied with the solution,
then the seeker provides the solver with a cash award in exchange for the IP rights to
the winning solution.
The user interface for Innocentive is well-organized and provides navigational
tools to search through the database of challenges posted. You can filter by discip-
line (e.g. business and entrepreneurship, chemistry, physical sciences, math/statistics,
etc.), by award amount, by submission type (individual solver vs. team), as well as by
226 R. Nakatsu and E. Grossman

keyword search. Registered users can enter their public profile, including bio infor-
mation; external links to LinkedIn, Facebook, and Twitter; as well as professional
qualifications including education, areas of expertise and publications. If the user
becomes a winning solver, some of this information is displayed on the winning solv-
ers page. There is even an Innocentive app that allows you to browse and read the
latest challenges on your mobile device.

3.4 Unstructured Tasks Performed by a Group: Open Innovation


Communities
Low commitment tasks include real-time “idea jams” that bring together a group of
individuals to jointly solve problems and come up with new ideas. IBM’s 2006 In-
novation Jam brought together more than 150,000 people from 67 companies. Over
two 72-hour sessions, participants discussed new business opportunities for IBM; as a
result new IBM businesses were launched. [4]
The open source software development of Linux is a clear example of a successful
application of crowdsourcing for a high commitment task. Linux was a game-
changer in that something as complex as an operating system could be developed by
huge numbers of programmers throughout the world. Quality control occurred not
through a centralized organization, but rather through releasing a new version of the
software every week, and getting feedback from programmers throughout the
world. [5]
We did not investigate the user interfaces of either example above—this is a future
area of investigation. However, we speculate that high commitment tasks would
require a more sophisticated technology platform that would enable ongoing collabo-
ration among individuals, and would include features like document/file sharing,
wikis, and support for version control.

4 A Summary of Best Practices

The preceding discussion suggests a number of best practices for designers of crowd-
sourcing platforms to consider in the development of the user interface. Here we
summarize some of the issues that emerged in our exploratory investigation.

Searchability of Information. In all best practices discussed above, information was


very easy to find and search for. This is especially critical for crowdsourcing plat-
forms containing numerous items that the crowd needs to search for: in Mechanical
Turk, workers need to filter through thousands of HITs; likewise, in Innocentive,
solvers need to be able to quickly zero in on what challenges are most suitable.
Closely related to the issue of searching, is the categorization of information. For
example, My Starbucks Idea categorizes new ideas into different topical areas, and
prominently display these topics on their main page. The site would be far more
difficult to use were it not for the categorization of ideas.
Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study 227

Simplicity of the Mobile App User Interfaces. It is important for a user interface to
be simple and easy to use when it is delivered as a mobile app, and the task involves
the reporting of real-time events. Waze is a case in point. Drivers need to be able to
quickly access the appropriate screen of information. Through two direct clicks, a
driver is able to immediately report an event, whether it is a traffic jam, road alert, or
map issue.

The Ability to Vote Ideas Up or Down. To understand the pulse of the crowd—what
it is thinking, what the most popular ideas are, and whether consensus has been
reached—there needs to be a mechanism to vote ideas up or down. This is especial-
ly important when a crowdsourcing application becomes bombarded with a multitude
of ideas. Voting and rating mechanisms allow one to quickly view what ideas have
risen to the top. One example of this is My Starbucks Idea, which allows visitors to
vote on their favorite ideas. The most popular ideas rise to the top, while the less
popular ones can be filtered out.

Creating “Sticky” or Addictive User Interfaces. All of the best practices discussed in
this paper employ techniques that engage the crowd, and make them more likely to
stick around for more. Mechanical Turk has a dashboard that allows you to track
your progress and money earned. Waze lets you chat with other Wazers, as well as
check gas prices in your area. My Starbucks Idea uses Leaderboards so that creating
the best idea becomes almost like a contest. Likewise their “Ideas in Action” give
you incentive to create an idea that might actually be implemented. Innocentive has
a mobile app that sends you real-time updates whenever a new challenge in your area
of expertise has appeared. Many of these crowdsourcing initiatives also allow you to
set up links to Facebook, Twitter, and other social media, further creating an expe-
rience that keeps you connected—e.g., Waze links up with Facebook to show you
where your friends are.

Building Community. The most successful crowdsourcing platforms are good at


building community. The immediacy of the real-time updates in Waze lets Wazers
become part of a community united by driving and traffic; likewise the Map chat
features allow Wazers chat with one another. Innocentive allows you to publish your
public profile, and will publicize winning solvers. You become a community of
problem solvers unified by your shared areas of expertise. My Starbucks Idea is
about building a community of Starbucks customers, where you can share, vote, and
discuss ideas about Starbucks.

Learning from the Crowd: Adaptive User Interfaces. User interfaces that adapt to
crowd behaviors can be especially effective in creating an engaging interaction with
the crowd. Waze aggregates information about traffic information and road alerts to
dynamically generate a route to your destination. In the future, we foresee many
more crowdsourcing applications that learn about you, and learn about the crowd, to
deliver more effective advice tailored to your particular circumstances.
228 R. Nakatsu and E. Grossman

Credentialing. Before a worker is permitted to perform certain tasks, he or she must


first take an online test to fulfill what they refer to as a qualification. The test usually
involves the performance of a task, which must be successfully completed and veri-
fied by the requester. In a similar vein, but involving more complex skillsets, Elance
offers over 300 online skill tests that prospective workers can take to demonstrate to
prospective employers that they are capable of performing a task. Although online
credentialing is imperfect—e.g., someone else could perform the task on your be-
half—it offers one more way for others to verify what you are able to do.

5 Future Work

The exploratory study described in this paper will be the basis for a more extensive
study on creating user interfaces for crowdsourcing. We will be looking more exten-
sively at the 100+ examples of crowdsourcing that we have gathered in our own data-
base and records. Some of our research questions will include consideration of the
following:

• What types of user interface features are most appropriate for each different type
of crowdsourcing?
• How do we support collaboration (Quadrant IV) types of crowdsourcing?
• How do we better support processes in managing more complex forms of crowd-
sourcing involving high commitment tasks—e.g., online problem-solving plat-
forms that support the process for idea submission to payment, to intellectual
property management.
• What can we learn from current efforts of crowdsourcing to developing user in-
terfaces for new and emerging forms of crowdsourcing in the future? For exam-
ple, what can we learn from open source software development that we can apply
to the open source design of hardware and other products?
• What are some of the critical success factors of crowdsourcing? Conversely,
why do some crowdsourcing initiatives die out and fail?

It is clear from our review of the literature, and this exploratory study, that crowd-
sourcing applications are very much on the rise today, and will continue to generate
many more interesting applications in the future. We believe the study of the user
interface is a rich area to pursue, one that is currently underserved in the literature.

References

1. Howe, J.: Crowdsourcing: Why the Power of the Crowd is Driving the Future of Business.
Three Rivers Press, New York (2008)
2. Howe, J.: Crowdsourcing: A Definition (June 2, 2006),
http://crowdsourcing.typepad.com
Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study 229

3. Nakatsu, R., Grossman, E., Iacovou, C.: Finding the Right Crowdsourcing Approach to Fit
the Task. Under review in Sloan Management Review
4. IBM Invests $100 Million in Collaborative Innovation Ideas (November 14, 2006),
http://www-03.ibm.com
5. Raymond, E.S.: The Cathedral and the Bazaar: Musings on Linux and Open Source by an
Accidental Revolutionary. O’Reilly, Sebastopol (2001)
Trailblazing Information:
An Exploratory Search User Interface

Marcus Nitsche and Andreas Nürnberger

Otto-von-Guericke-University Magdeburg, 39106 Magdeburg, Germany


{marcus.nitsche,andreas.nuernberger}@ovgu.de

Abstract. When conceptualizing user interfaces (UIs) to support ex-


ploratory search, designers need to take into account various aspects. In
contrast to ordinary information retrieval UIs, exploratory search user
interfaces (XSIs) need to support users in a more complex and often
long-term use scenario. Therefore aspects of Personal Information Man-
agement need to be taken into consideration. An XSI needs to provide
a visually appealing overview over retrieved search results, it should of-
fer simple ways to interact with the result set and offer easy ways of
interaction to enhance the user’s search experience by direct or indirect
query refinement options. In this paper we propose a possible solution
to address these requirements, implemented a fully functional prototype
and present the results of a conducted usability study.

1 Introduction
Adhoc-searches are well supported by current web search engines. Beyond that,
complex information needs or investigations which often rely on multi-session
search processes are not very well supported [12]. There is a growing need of
users to be supported in complex search tasks like exploratory searches.
Noël et al. [16] modelled the exploratory search process in general by providing
three axes of freedom a user usually selects from in order to navigate in an (un-
known) information space (Fig. 1). Thereby, an overview visualization of search
paths (search trails) is identified as a crucial aspect to support the XS process.
New concepts to satisfy such requirements are being developed and investigated
under the term exploratory search (XS) [12,23]. It is based on advances in tech-
nology as well as novel insights from psychology. Ergonomically designed user
interfaces (UIs) should support users by easy-to-use switches between overview
and context views [20] since this is one of the key tasks an Exploratory Search
User Interface (XSI) should support [23]. In this work we present a possible
solution to address this requirement. Furthermore several novel interaction tech-
niques and methods are proposed that were evaluated as useful enhancements
to support exploratory search tasks.

2 State-of-the-Art
Modern search engines have been engineered and tested to be good in finding
answers to relatively straightforward questions. However, if the user has a more

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 230–239, 2013.

c Springer-Verlag Berlin Heidelberg 2013
Trailblazing Information: An Exploratory Search User Interface 231

Fig. 1. 3D of movement in exploratory searches [16]: (A) query input, (B) vertical axis
for filtering, (C) horizontal axis for similarity measures and (D) transversal axis

complex information need, traditional search engines can only partly - if at all -
assist in finding sources that could satisfy the demand [8].
Beyond search user interfaces (SUIs) that are solely based on user queries, a
myriad of systems to explore information spaces exist. One exemplary informa-
tion exploration system is the dynamic queries interface by Ahlberg, Williamson
& Shneiderman [1]. It is characterized as an interactive graphical visualization
of a database and allows query formulation via direct manipulation of widgets
such as sliders. While corresponding tasks differ in motivation, search objec-
tive, complexity, uncertainty, activities and task [6], exploratory search can be
characterized by the problem context and the search process [23]. The searcher
is aware that he needs information to solve an ill-structured problem or pro-
cess [19]. Around 20-30% [18] of searcher’s goals are undirected queries. Beyond
knowledge acquisition, the search process yields higher-level intellectual capabil-
ities of the searcher within a particular subject area [23]. The user experience
suffers in these cases, as SUIs are not well equipped for exploratory behaviour,
and thus users employ non-expedient strategies out of necessity [22].
“The goal of information exploration is the refinement of a vague information
need that leads, through interaction with information objects and information
resources, to a more thorough understanding of the problem” [21]. Further char-
acteristics of this kind of exploration is a defined conceptual area [22] and the
examination of metadata of information sources [7]. In this area, filtering tech-
niques can be useful to reach the informational goals. Exploratory data analysis
is an example for information exploration [22]. One exemplary information ex-
ploration system is the dynamic queries interface [1]. It is characterized by an
232 M. Nitsche and A. Nürnberger

interactive graphical visualization of a database and a query formulation via


direct manipulation of widgets such as sliders.
Although the focus on exploratory search has only arisen recently, the need
to change the focus in research has been highlighted before, for example by
Ingwersen [10] or O’Day & Jeffries [17]. Preceding the influential paper of Mar-
chionini [12], this type of search tasks was called for instance “subject searches,
general tasks, decision tasks, and open-ended tasks” [6]. Exploratory search can
be characterized by the problem context and the search process [23], while the
corresponding tasks differ in motivation, search objective, complexity, uncer-
tainty, activities, and task product [6]. They are generally “more engaging, less
well-defined, and require[s] more a priori information to be known” [6].
Exploratory searches are motivated by (personal) work tasks, e.g. writing a
report [24], and these make up the problem context. The searcher is aware that
he needs information in order to solve an ill-structured problem for proceeding in
this task [19]. Moreover, the “actor’s mental models lack concepts and relations
between concepts for accurately representing the task” [19] and thus precisely
defining the problem. This is also referred to as an anomalous state of knowledge
[3] and mostly based on a lack of prior domain knowledge [23] and/or that the
target of the search may be (partially) unknown [21]. Nevertheless, “the user
defines the problem internally as a task with properties that allow progress to be
judged and a search strategy to be selected” [23]. According to Rose & Levinson
[18], around 20-30% of searcher’s goals are undirected queries.
The objective is mostly to “create a knowledge product or shape an action”
[23], or to “collect information through a variety of means, and to combine the
discovered information to achieve a coherent understanding of some topic” [8].
Beyond knowledge acquisition, the search process yields higher-level intellectual
capabilities of the searcher within a particular subject area [23].
Aula & Russell [2] distinguish between measures of (procedural) complexity
and explorativeness, where the latter can be measured with a goal abstraction
level. Prior to that, for instance Byström & Järvelin [5] studied the task com-
plexity in a conceptual sense and its implications for information need. Complex
tasks require understanding and sense-making to process results from different
sources. The complexity and difficulty of the task, or the imprecisely defined
problem context can result in uncertainty [6]. This generally decreases as the
search progresses [11].
A lot of innovative interface ideas have been developed over the last years, but
only the most promising ones have found their way into major search engines
[9]. Many features have also come up and disappeared again, as one can see
observing the permanent minor and major changes and optimizations taking
place in Google’s1 interface. While this is also motivated by company policy
- e.g. the integration of Google+2 and YouTube3 in the starting page - most
modifications focus on the usability and user experience.

1
http://www.google.com (03.02.2013)
2
https://plus.google.com (03.02.2013)
3
http://www.youtube.com (03.02.2013)
Trailblazing Information: An Exploratory Search User Interface 233

Fig. 2. Basic concept of “Trailblazer”: A - text-based entry field, B - results ranked


horizontal from left to right, C - orthogonal search trail (opens when result above is
clicked), D - iconic representations of past search sessions

3 Trailblazer

In 1945, Vannevar Bush and Jingtao Wang described in their article “As we may
think” the MEMEX system [4]. MEMEX (memory extender) is a theoretical sys-
tem that was conceptualized to support users in “trailblazing”: Trailblazing as
a profession that establish “useful trails through the enormous mass of the com-
mon record” [4]. Since the proposed SUI here is also supposed to support users in
trailblazing useful information out of the mass, we call the system “Trailblazer”
in honor of Bush’s early vision.

3.1 Concept

In our proposed solution, a domino metaphor (Fig. 2) is used to arrange single


query results orthogonal to each other to visualize when and at which specific po-
sition a query refinement took place. Technically this happens by enhancing the
original query with the secondary most representative term or multiple terms,
derived from the actual selected search result. Thereby users become aware of
their own search processes and firstly get the possibility to go back to a certain
exploratory search step in order to choose an alternative path. This is realized
(e.g.) by the design decision that path enhancements only take place in an or-
thogonal direction to the right or to the bottom. The such created search trails
provide users with an interactive search history that can be easily enhanced.
234 M. Nitsche and A. Nürnberger

Fig. 3. Design Sketch: Multiple paths and overlapping issues

Using a domino metaphor, single query results will be arranged orthogonal


to each other in order to visualize when and at which specific position a query
refinement took place. Technically this might happen by simple enhancement of
the original query by a representative term or multiple terms, derived from the
selected search result. Thereby, users become aware of their own search processes
and firstly get the possibility to go back to a certain exploratory search step in
order to choose an alternative way, since path enhancements only take place in
an orthogonal direction to right or to bottom, it is easy to navigate through and
identify positions where query expansions took place. So-created search trails
provide users with an interactive search history that can be easily enhanced.

Fig. 4. Iconic representation of search trails. Here, the search trail of Fig. 3 is symbol-
ized on top as a characteristic representation.
Trailblazing Information: An Exploratory Search User Interface 235

3.2 Design Follows Function

Following an old concept, the proposed XSI ...

– supports easy overviews of search results,


– shows interconnections between search results,
– provides users in keeping their focus while searching,
– provides easy ways to break out of known waters to explore unknown country
(explore all three dimensions of exploratory search [16]),
– re-captures older researches in order to follow alternative paths,
– prevents users from switching between use modes (e.g. if PIM is necessary,
directly support it in the XSI)

and

– supports easy query refinement / expansion.

3.3 Prototypic Implementation

The described concept has been implemented and features:

– horizontal instead of vertical result listing (Fig. 5),


– website preview in overview, interactive InFrame-Browsing [15] in detail view
(Fig. 6),
– orthogonal layout of search refinements (implicit searches) - to right or to
bottom to identify biunique starting points for the user’s XS (Fig. 7),
– moving of whole research paths to the left upper corner of the UI, when new
searches are started (easy resumption of previously started searches, Fig. 8),
– fading out non-followed paths to keep a clear UI design,

Fig. 5. Horizontal layout of first results as document previews


236 M. Nitsche and A. Nürnberger

Fig. 6. Preview in context of other results (left and right) and InFrameBrowsing [15]

– automatic loading of further results if user reaches the right or bottom end of
the display (infinite scrolling, no page turns necessary),
– support of explicit searches like user’s expect of ordinary search user interfaces
(in this case automatic archiving of previous search paths),
– saving & loading of search paths (supporting seamless switching between
searches)

and

– enhancing search paths is done transparently (also in the implicit interaction


mode) by showing the actual query send to the IR system.

Fig. 7. Orthogonal layout of results retrieved by an implicit query expansion


Trailblazing Information: An Exploratory Search User Interface 237

We implemented the proposed concept using HTML5 and connecting to the


Bing API4 by Microsoft. The working prototype (see also Fig. 5, 6, 7 and 8) was
tested by various users to evaluate its usability.

Fig. 8. Different searches: Selectable, reusable, comparably

4 Evaluation

Various studies have been conducted: A pre-study with a paper prototype to


gain insights on the reception of the overall concept, a user study with a first
running prototype and a final evaluation. In each study, different six participants
were between 24 and 31 years old - with an average of 27.5 years -, three of
them were female. The idea of search trails was received positive, even if it
is a total new concept. Users liked the possibility to choose from alternative
paths, but they suggested using the concept primarily for investigative tasks like
exploratory searches, since it might overwhelm users when conducting simple
look-up searches with this user interface concept.
Critic comments were to preserve clarity, let the interface be not so crowded,
and provide only a minimum amount of animations and shifts. Another sugges-
tion was to let the tool be a browser plug-in to ease integration into current
practices. Five subjects would like most to test the system with a desktop com-
puter or a laptop. Two would like to use a tablet. Many participants could
imagine using the search interface on a regular basis. Four would use it daily
instead of their current favourite search interface - not wanting to have separate
systems to search. One test user stated, “if it provides more useful results than
Google” as a reason, another one “if it’s a customized perfect search engine”.
4
http://www.bing.com/developers (03.02.2013)
238 M. Nitsche and A. Nürnberger

Three would use it for grounded specialist research, with one subject saying,
“the system would be a good support, one only has to use one platform”. Two
of them would separate between their ad-hoc search system and a special tool
for exploratory searches.

5 Conclusion and Outlook


In this paper the general requirements towards an ergonomic exploratory search
user interface (XSIs) has been sketched. Furthermore, an XSI concept - called
Trailblazer - that addresses a lot of these requirements was proposed. We eval-
uated the concept during a user study in different steps of the development
process. Results reveal a potential for further improvement and enhancement of
the concept.
In the near future, the system will be enhanced by features to manage
in-between search results and options to save (parts of) exploratory search pro-
cesses. Furthermore the performance while loading thumbnails and the algo-
rithms for implicit query refinement will be improved.

Acknowledgement. Part of the work is funded by the German Ministry of Ed-


ucation and Science (BMBF) within the ViERforES II project (no. 01IM10002B).
We thank Kathrin Scheil for further testing the proposed concepts during her
Master’s Thesis.

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QUEST: Querying Complex Information
by Direct Manipulation

Marcus Nitsche and Andreas Nürnberger

Otto-von-Guericke-University Magdeburg, 39106 Magdeburg, Germany


{marcus.nitsche,andreas.nuernberger}@ovgu.de

Abstract. When users search for information in domains they are not
familiar with, they usually struggle to formulate an adequate (textual)
query. Often users end up with repeating re-formulations and query re-
finements without necessarily achieving their actual goals. In this paper
we propose a user interface that is capable to offer users flexible and
ergonomic interaction elements to formulate even complex queries in a
simple and direct way. We call this concept QUEST (Query User Inter-
face for Exploratory Search Tasks). The proposed radial user interface
supports phrasing and interactive visual refinement of vague queries to
search and explore large document sets. The main idea of this concept
is to provide an integrated view of queries and related results, where
both - queries and results - can be interactively manipulated and influ-
ence each other. Changes will be immediately visualized. The concept
was implemented on a tablet computer and the usability was stepwise
evaluated during a formative and a summative evaluation process. The
results reveal high usability ratings, even if the concept was completely
unknown to our test users.

1 Motivation
When users try to handle complex information needs they often end up in con-
ducting exploratory searches [11]. One of the main characteristics of exploratory
searches is that users often do not know how to formulate their information
need and that they are unfamiliar with the domain they search in [18]. Thereby
learning and exploring aspects will be covered as well [18,11]. This concept of
interactive visual filtering of relevant information in a more natural way that
enables data processing in cases, where standard algorithms can not be applied
since these algorithms might filter out relevant data.
In this work we like to tackle the problem of formulating appropriate queries
by offering dynamic user interface (UI) elements that enable users to manipulate
directly the UI elements by touch gestures. We introduced the concept of this
paper back in 2011 [15], where we described the basic idea and did some pre-
studies with a digital mock-up prototype. In [16] we first introduced a running
implementation and a more detailed user study towards this concept. In this pa-
per the latest results of conducted user studies the platform independent HTML
5 re-implementation of the proposed concept and newly designed UI elements
are presented.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 240–249, 2013.

c Springer-Verlag Berlin Heidelberg 2013
QUEST: Querying Complex Information by Direct Manipulation 241

2 State-of-the-Art
Interactive filtering search user interfaces (SUIs) are not new: The VIBE-system
[10,17] also supports users in finding relevant information using magnets to at-
tract relevant documents to specific screen points (Fig. 1). The principle of dust-
and-magnet was previously presented by Yi et al. [19]. Our proposed concept
uses this principle also - as one aspect of the interaction concept. In contrast
to VIBE we offer users an interactive visualization with less classical WIMP
(Windows, Icons, Menus, Pointer) UI elements. Thereby, no virtual mapping of
functions is necessary and users might be able to use the interface in a more
firm and reliable way. Cousins et al. [5] developed a system that follows a direct
manipulation approach like done here. In contrast to our proposed solution it
is divided into different UI elements and different views. It is less integrated in
a single view. Therefore user’s work load might be higher since she or he needs
to face various mode switches. Commercial systems, like the Vis4you concept1 ,
are more focused on visualization than on interaction (via direct manipulation).
Furthermore, their system is designed to be used on desktop computers with a
mouse (single point and click principle), no support for multi-touch, no platform
independent approach.

Fig. 1. webVIBE, a variant of the VIBE-system [10,17]

3 QUEST
Since users sometimes do not know what they are searching for, we like to support
them by the opportunity to formulate vague queries. The proposed solution
1
http://www.vis4you.com/vis4you/ (accessed on 04.07.2012)
242 M. Nitsche and A. Nürnberger

Fig. 2. Direct feedback: Relevance value next to the widget

is called QUEST (Query User Interface for Exploratory Search Tasks). Here,
the user is asked to narrow the search results by dragging user interface (UI)
elements, so called widgets, with its query terms (or objects), see also Fig. 2.

3.1 Concept
The concept follows the idea that more relevant data are centred. Note, this is
equivalent to filtering an overcrowded desktop, cf. Fig. 3 (left picture), where
the more centralized documents are possibly more important (highlighted in the
right picture). Query objects (widgets) can be entered via a virtual keyboard and
can also be dragged by the user to formulate more complex or vague queries.
Selecting a specific data point supports the user with additional information on
this data point and highlights all further related data points (Fig. 4). The dis-
tance of a certain term is directly connected to its importance for the user: If a
user thinks a specific term is more relevant to its actual filter/search task, he po-
sitions the corresponding UI element nearer to the center. Thereby, users do not
need to specify a concrete position of UI elements on the screen, we support this
by a non-determined precision. Due to the increasing amount of data and com-
plexity, it is necessary to apply and improve the concepts of visual information
filtering and retrieval. This goes along with the underlying methods and tools.

Fig. 3. Crowded desktop: More relevant documents are centred2

2
http://lawprofessors.typepad.com/ (accessed on 04.07.2012)
QUEST: Querying Complex Information by Direct Manipulation 243

Considering clustering algorithms (e.g., k-means [3]), we thought about the con-
cept of vague query formulation: Since users sometimes do not know what they
are searching for, we like to support them by the opportunity to formulate vague
queries. The system was designed to be a multi-user system. Therefore a num-
ber of multiple users need to be supported at the same time, also considering
security aspects [14]. To offer each user the same possibility to interact with the
system we use a radial form for the interface layout. Furthermore, an underlying
multi-touch device is a hardware requirement, that enhances the combination of
tool and application domain significantly. Another appealing advantage is, that
multi-touch also supports users in a more natural way of interaction [9]. Other
radial user interfaces for selecting or filtering often offers fixed places for items.
In contrast to this our system is supposed to be more flexible since users are
allowed to position their query widgets where they like.

Fig. 4. Concept of relevance mapping (left) and corresponding results (right), visually
highlighted to group them (e.g. highlighted results for the search term “cat”)

We offer users a dimension merging according specified weights, similar to


the result listing of search engines, where also different weights can be linked
to specific query terms. Data points represent the data space. Query objects
(widgets) can be entered via a virtual keyboard and can also be dragged by the
user to formulate more complex or vague queries. Selecting a specific data point
supports the user with additional information on this data point and highlights
all further related data points.
The distance of a certain term is directly connected to its importance for the
user. In other words, if a user thinks a specific term is more relevant to its actual
filter/search task, he positions the corresponding UI element nearer to the center,
which influences the weight of this term when computing its Term Frequency /
Inverted Document Frequency (TF/IDF)-value [2], which in fact is a calculated
weight to influence the ranking of the data space and this in return effects the
visualization (Fig. 4). Thereby, users do not need to specify a concrete position
of UI elements on the screen, we support this by a non-determined precision. The
widget-induced relevance of a query term is calculated according to the formula
in Fig. 5. Result elements are placed near to corresponding query elements.
244 M. Nitsche and A. Nürnberger

Fig. 5. Widget-induced relevance of a query term

Fig. 6. Relevance of a search result object

The formula for calculating the relevance of a SearchResult object (result dot) is
shown in Fig. 6. The calculated relevance determines the distance to the center,
considering further result objects. To address various types of end devices such
as multi-touch desktops or mobile interfaces with large displays, we use direct
manipulation as a central interaction paradigm. Only the relative distance of an
UI element to the center is relevant for the system. Thus, we provide users with
a direct linking to the data they like to filter. By this interaction concept, we
propose to achieve more precise results. Additionally, we support users with the
concept of What-if -queries, which supports a fault-tolerant interaction system,
using a ghosting technique: Dragging an element and holding it on a specific
position triggers the system to show the user how many items are in the center
point of interest (POI) after releasing the element. Thereby, users are able to
explore the impact of possible next steps.
Changes of the query configuration also effect the data points to provide the
user with a direct link to the data (interactive visualization). By the underlying
metaphor of magnets, we offer an integrated feedback, comparable to Dust-and-
Magnet [19]: When users drag a specific UI element to a certain point, relevant
data points follow this UI element. Data points that have the same TF-IDF value
(equal relevance to a query configuration) are drafted with a minimal distance
to each other to minimize the possibility of occlusions.

3.2 Features

The UI supports direct feedback since the relevance value is simultaneously


shown while users interact with the widget (Fig. 2). Results, corresponding to a
specific query object are visually highlighted and grouped to each other (Fig. 4
(right)). Detailed information on particular result objects, like a website preview,
is provided after clicking on the result dot (Fig. 7).
QUEST: Querying Complex Information by Direct Manipulation 245

Fig. 7. Website preview popover, here a result for “Labrador Retriever”

4 Implementation

To proof the concept of the proposed user interface, a first prototype was imple-
mented, using an Apple iPad (Fig. 8). This application was written in ObjectiveC

Fig. 8. Radial design of the iPad implementation


246 M. Nitsche and A. Nürnberger

using the xCode environment3 . The backend architecture is the CARSA system
[1], an information retrieval framework for research purposes.
Currently, an HTML 5 re-implementation is going to be developed. In Fig.
10 the re-design is shown: Left, a drop area for currently unused UI elements
is offered, on top the complex user query is represented by numbers and us-
ing different shades of blue. On the right side a common known result listing
is shown that corresponds to the radial representation shown in the center of
the screen. The radial representation follows the principles introduced in this
paper. The result dots are now represented using favicons to support a better
representation.

5 Evaluation and Results

Since this contribution is basically driven by fields of human factors and user
interface design, we are using common methods from these research areas. Such
as user centred design (UCD) processes [7], formative evaluation methods [12],
questionnaires [6], think-aloud-protocols [8], and cognitive walkthroughs [4].
The evaluation concept followed a formative evaluation process where several
usability testing were conducted. Several test users mentioned that it was fun to
use it, which might is reflected by a high rating of joy of use measurings. Also
in parallel to the development process: To identify at least 85% of all usability
issues this mock-up was evaluated according to Nielsen and Landauer [13] with
only a small number of test users since most usability issues will be mentioned
repeatedly by users. The sixth tested user would report new usability issues in
only 15% of all cases. Therefore we decided to ask only eight users. The results of
this first user test seem to be promising that this concept works as desired. Users
were introduced in the main features and were asked afterwards to formulate
a filter query consisting of three terms to find all relevant documents while
visualizing most important relations to other potential interesting data. After
going through a cognitive walk-through of a movie filtering task our eight test
users (six male, two female, average age: 23.4) answered seven usability questions
by filling out a 7-step Likert scale from 1 (very bad) to 7 (very good). Next to
cognitive walk-throughs, we used think-aloud-protocols and questionnaires. The
usefulness of the prototype was rated high, the functionality was praised by test
users, performing tasks were rated as very easy and test users were satisfied
with QUEST. Terminology, attractiveness, and consistency were rated lower.
Our final evaluation revealed the results you can see in Fig. 9. Even if there is
room for improvement the results reveal overall a good usability, several test
users mentioned that it was fun to use it, which might be reflected by the high
rating of the joy of use measurement.

3
developer.apple.com/xcode/ (accessed on 04.07.2012)
QUEST: Querying Complex Information by Direct Manipulation 247

Fig. 9. Results of final usability testing

6 Discussion and Outlook


We described the newly designed UI concept QUEST for filtering, exploring and
searching information via direct manipulation. The proposed concept is
– flexible: parameters can be adapted or enhanced by users
– context-sensitive: initial parameters are extracted from the current use case
– easy to learn: through work environment metaphor and direct manipulation
Currently, the system is about to be re-implemented using the upcoming web
standard HTML 5 to provide a platform independent solution featuring enhanced
UI elements such as visualising a result list in parallel to address users’ expec-
tations towards a standard search user interface and to provide a more smooth
mapping to the proposed spatial design (see Fig. 10). In the near future, a more
detailed and larger user study will be conducted.
248 M. Nitsche and A. Nürnberger

Fig. 10. HTML 5 re-design of QUEST

Acknowledgement. Part of the work is funded by the German Ministry of Ed-


ucation and Science (BMBF) within the ViERforES II project (no. 01IM10002B).
We thank Martin Schemmer for the implementation of the presented concept
during his Diploma Thesis and Patrick Saalfeld for working on the HTML 5
re-design.

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Analytics on Online Discussion and Commenting Services

Sungho Shin1, Sangkeun Park2, Jinseop Shin1, Sa-Kwang Song1,


Sung-Pil Choi1, and Hanmin Jung1
1
Korea Institute of Science and Technology Information, Korea
2
Korea Advanced Institute of Science and Technology, Korea
{maximus74,js.shin,esmallj,spchoi,jhm}@kisti.re.kr,
sk.park@kaist.ac.kr

Abstract. From the view of design claims for online communities, it is very
crucial to take interactions among members in a community into account when
starting and maintaining it. This means managers of online communities need to
technically support their members through online discussion and commenting
services. Online discussion and commenting service, so called, blog comment
hosting service, helps communities to provide their members with feedbacks of
others, since such feedbacks play much important role in starting and maintain-
ing an online community. Through online discussion and commenting services,
we can post a comment on the website using our own social network service
account if the website uses a social comment platform. Whenever, whatever,
and wherever users post a comment, every comment is integrated and managed
by the social comment platform. One of most powerful social comment
platforms is Disqus. It is the social comments platform or social discussion
platform used in the world popular websites such as CNN, Billboard. Thus,
we analyze it in various views and give a several suggestions to make the web-
sites more active. Main findings reported in this paper include significant
implications on the design of social comment platforms.

Keywords: Design Claims, Online Community, Disqus, Online Discussion and


Commenting Service.

1 Introduction

Most online communities don’t practically fail in their business. There are thousands
of online community projects that have been created, and only the 10.3% of them
have more than three members [1]. From the studies on boosting up online communi-
ties, many key words are extracted: motivation, incentive, Q&A, contribute, commit-
ment, regulation, newcomers and so on. These are highly related to success of an
online community. In other words, we need to take them into much account in analyz-
ing an online community in order to start up and encourage it. Some of them such as
motivation, incentives, Q&A are basically necessary to follow design claims to make
an online community successful. The others directly guide it into being valuable.
Based on design implications for the successful online community, their effects are
simple and clear. Most of them are due to the increase of the members' motivation,

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 250–258, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Analytics on Online Discussion and Commenting Services 251

contributions and commitments to a community, facilitating communications between


the members, in particular, new members and existing members, regulating users'
behavior to protect a community from trolls and manipulators, as well as the increase
of new members and changing benefits for a community.
In terms of information organization and interaction with community members to
encourage online communities, it is also important to technically support them with
online discussion and commenting services such as Disqus, IntenseDebase, Livefyre,
and Echo. Online discussion and commenting service, so called blog comment host-
ing service, helps communities to provide members with feedbacks of others. Feed-
backs play much important role in starting and maintaining an online community.
They can enhance motivation to perform community’s tasks [2]. Moreover, discuss-
ing and commenting mean there are interactions between members including newco-
mers, which enables communities to be active and to make up a strong band their
members. In this research, we introduce and analyze online discussion and comment-
ing services, especially Disqus, in terms of online community design. Disqus is one of
the most popular online discussion and commenting services for websites and online
communities that use a networked platform. The platform includes various features,
such as social integration, social networking, user profiles, spam filtering and modera-
tion tools, analytics, email notifications, and mobile commenting. It is featured on
many major publications, such as Engadget, CNN, Daily Telegraph and IGN. News
sites and online communities including private blogs that allow the owners to change
HTML tags can be applied Disqus services to. This absolutely makes online commun-
ities support members exchange their opinions and comments. Consequently, accord-
ing to a March 2011 study by Lijit, Disqus is used by 75% of websites who use a third
party commenting or discussion system.
The purpose of our research is to analyze how the online discussion and comment-
ing service is actually used to boost up online communities and to give some design
claims to make them better. For those purposes, we first review design claims to make
online communities successful in section 2. Next, we analyze online discussion and
commenting services including Disqus in section 3. Subsequently, some analysis on
comments in Disqus will be covered in section 4. Finally, discussion on pros and cons
of the Disqus service will be given as well.

2 Design Claims for Online Community

Online community is a group separated by space and time [3]. The other key concept
behind online community is the use of networked technologies in one form or another
to collaborate and communicate. It is also purposely designed by starters.
Starting and maintaining online communities should be much systematic and specia-
lized to be successful. In order to start new online communities, Resnick et al. [1] sug-
gest three major challenges. The first is to manage to obtain a position among online
communities even though it is quite small. The second is to keep that position in the
competing communities and to provide alternative ways that potential members can
spend their time. We need to make strategic choices about the scope of the community
252 S. Shin et al.

and about its compatibility and integration with other communities to meet these two
challenges. The third challenge is to get to critical mass. A new community must recruit
members before it has become a kind of community that they will value. There are a
number of design approaches to meet this challenge, including substituting a professio-
nally-generated content for a user-generated content in the early stages, leveraging early
participants to attract later ones, and setting expectations about the likely future evolu-
tion of the community. Here is some design claims mainly considered to begin new
online communities, especially in terms of the interaction among members.
Single-user and small-group productivity, entertainment, or commerce tools can
attract people to an online space before the community features are successful [1].
Many online sites with successful social content started by providing valuable ser-
vices to their customers in the absence of a critical mass in the online community.
Instead of offering a service that is individually valuable to one person, it is some-
times possible to offer a group service that is valuable to a small enough group that
the group can collectively decide to join. For example, Yahoo! Groups, for example,
is a community-hosting service that allows anyone to create a group (complete with e-
mail list, discussion board, photo storage, calendars, and other tools). Amazon.com is
another example of site that attracted initial users for shopping. It has a large collec-
tion of successful social content options within its site. It uses collaborative recom-
mender technologies. Amazon amassed a critical mass of people and data by offering
a distinctively non-social application.
Therefore, most design claims including one thing mentioned above emphasize on
increasing members' motivation and commitment to communities, facilitating com-
munications, and increasing new members. Online discussion and commenting ser-
vices can’t perfectly support all of them. These design claims, however, enable us to
analyze how they are useful and helpful to manage online communities. Chua et al.
[4] reveal in their recent study that based on the content analysis performed on a sam-
ple of 1,800 messages from six online discussion communities (ODCs), ODC users
seemed to be engaged in a combination of online interactions to satisfy human sharing
needs such as to share or acquire knowledge, establish a social presence and convey
emotions. This implication represents how important online communities support a
discussion and commenting service to their members. N.F.Ali-Hasan et al. studied on
the social relationships on the blog through links and comments. They considered
blogs as social networks and applied social network analysis method on the blogs to
find out the way individuals share their information and how interact socially via
blogs. They found out that many interactions occur in comments written by bloggers
on a post of another blog [5].

3 Online Discussion and Commenting Service

Currently, there are several online discussion and commenting services such as Intense-
Debate, Livefyre, Echo, and Disqus. 1Many such services allow for users to log into a

1
http://en.wikipedia.org/wiki/Blog_comment_hosting_service
Analytics on Online Discussion and Commenting Services 253

blog comment hosting service using social network profile credentials, for example those
of Facebook Connect, Yahoo!, Google, LinkedIn, MySpace, etc. Such services may also
have an effect upon the instantiation of comment spam, as a prior registration to the com-
ment hosts may be the only means by which to make comments onto many blogs.
Disqus2 platform includes various features, such as social integration, social net-
working, user reputation, spam and moderation tools, analytics, email notifications, and
mobile commenting (Figure 1). Disqus is featured on many major publications, such as
Engadget, CNN, Daily Telegraph and IGN. The service offers a networked comment
system used to foster engagement and connect audiences from around the web. It looks
to make it very easy and rewarding for people to interact on websites using its system.
Commenters can build reputation and carry their contributions from one website to the
next. Using the Disqus' built-in network effects, bloggers and publishers can expect a
higher volume and higher quality of conversations by using the comment system. Both
the Disqus website and comment system are translated into more than 60 languages.
Besides, it works in all major web browsers, including Internet Explorer, Firefox,
Chrome, Safari, and Opera. On mobile devices, Disqus currently only supports browsers
using the WebKit layout engine. Now, we will take more look at Disqus.

Fig. 1. Features of Disqus platform


(From the left, example screenshot of user reputation, email moderation, and analytics in a row)

Fig. 2. Discovery service of Disqus

The comment system of Disqus works hand-in-hand with a dedicated forum back-
end, so the conversations are never fragmented. It drives real engagement and traffic
on websites3. The fully real-time Disqus is perfect for participation on breaking news,
hot discussions, live events, and video content. No matter what platform people use,

2
http://en.wikipedia.org/wiki/Disqus
3
http://disqus.com/for-websites/
254 S. Shin et al.

Disqus integrates seamlessly. It supports major platforms with easy-to-use plug-ins or


copy-and-paste code. It also supplies wonderful UX. Its design is clean and intuitive,
which makes users give comments and feedback fully real time. Developers and man-
agers are all about encouraging quality discussions over one-dimensional comments.
Everything is built into the Disqus system so that websites' visitors never have to
leave websites. People can build loyalty with real-time social notifications and email
notifications. It serves on phones and tablets with HTML5 design as well.
The Discovery service of Disqus helps people find new and interesting discussions
and stories within Disqus (Figure 2). Discovery also helps publishers drive increases
in internal recirculation and external referral traffic, resulting in increased advertising
revenues. Users are very engaged when they arrive at the discussion thread because
they are either engaging in the discussion or thinking through where they want to go
next. However, this real estate is commonly underutilized by publishers because it's
below the fold. By placing the Discovery box within the discussion thread, it enables
a community’s most engaged users to discover new content while also helping a
community’s users best optimize their audience monetization.

4 Analytics on Social Comments in Disqus

In Disqus, people do not need to make new account because Disqus supports social
network login. For sure, it is possible Disqus account and people can connect their
own SNS account to Disqus. Disqus supports a system of following and, follower
such as Twitter. Using this function, we can subscribe the other users’ comments.
Moreover, votes, on like/dislike functions are supported in Disqus.

4.1 Data Gathering

Different from general web crawler systems [6], Disqus offers an Application Pro-
gramming Interface (API) that is easy to crawl and collect data. We selected 10 web-
sites which have high activity among many websites introduced in Disqus showcase4.
The websites are CNN, The Week US, Washington Times, Wired, The Next Web,
Billboard, People, AllKPop, BoingBoing, and MLB. We categorized those 10 web-
sites into 4 types. CNN, The Week US, Washington Times were classified with News
category. IT category was assigned to sites such as Wired and The Next Web. Bill-
board, People, AllKPop belonged to ‘Entertainment’. BoingBoing and MLB sites
were exclusive with others. For each website, we collected 100 most active threads
(articles) with most 100 comments from each thread for recent 30 days on December
21th, 2012.
We made use of a Disqus API to collect data from the websites. Several Disqus
APIs, however, are still running under beta version and even have a few limitations.
For example, we could maximally obtain just 100 articles which users posted their
comments on according to sorts of downloading purposes prefixed by the Disqus.

4
http://disqus.com/showcase/
Analytics on Online Discussion and Commenting Services 255

So we could download information on just 100 articles. Besides, the maximum num-
ber of comments on a article has the default limit of 100 to be downloaded. Even
though a article has more than 100 comments, the Disqus API returns just 100
comments on the article. This limitation might be why there are few researches on
analyzing Disqus data.

4.2 Analysis and Result


Comments. As mentioned before, we collected 100 most active threads (articles) with
most 100 comments from each article. After that, additional information of the com-
ments such as author, written time, message, etc was obtained as well. Total com-
ments posted were 76,536 during the time. The number of comments by websites is
shown in Table 1.

Users. We also obtained information of users with using URLs containing users’
profile images who posted those comments. Furthermore, we downloaded all profile
images to analyze how many users uploaded their own images. Total users were
21,006, but information of some users was not enough. Therefore, total valid users
were 20,716. There are two default images provided by Disqus, and there might be
additional default images depending on the websites. We checked out all default im-
ages from the websites. Finally, we extracted their color histogram and compared it
with all profile pictures we downloaded. As a result, we had information on who
changed their profile images from the default. The number of users by websites is
shown in Table 1.

Table 1. Number of Users and comments by websites

Category Websites # of Comments # of Users


CNN 10,000 2348
News The Week US 5,939 1717
Washington Times 10,000 2619
Wired 4,736 1769
IT
The Next Web 2,917 1305
Billboard 5,159 1838
Entertainment People 10,000 830
AllKPop 9,697 4247
BoingBoing 8,088 2176
ETC
MLB 10,000 1,867

User Profile. We found that there is an interesting feature in user profile. Some users
upload their image file to change the profile picture from default to their own. Ac-
cording to our research, usually, almost half users uploaded their profile picture, and
the others use one of default images as their profile picture. However, only 36.7% of
users in ‘News’ category changed their profile pictures (Figure 3). We can assume
256 S. Shin et al.

that users in ‘News’ have low tendency to show their identity while users in the other
categories usually want to show their identity. This happens more obviously on the
list of top commenters of each category or website. For example, most top commen-
ters in AllKPop uploaded their own profile pictures, but most top commenters in
CNN do not have their own profile pictures.
There is less than 1% overlapped users between any two categories (Table 2). This
is because users usually post comments on the websites they are interested in, which
is proven by the result of analyzing the average number of forums mentioned above.

Table 2. Overlapped users between two


categories
Category Total users Overlapped
News & Enter- 12502 21
tainment
News & etc. 11473 16
News & IT 10154 82
Entertainment & 9120 0
etc.
Entertainment & 7860 7
Fig. 3. User ration uploading their pictures IT
by categories IT & etc. 6797 36

5 Discussion and Future Work

Main services and functions of Disqus have been discussed so far. Some cons, how-
ever, are investigated through our review as well. In Disqus, users are sent notifica-
tions via email, and can also be sent replies via email simply by replying. But they
receive nothing for notifications when other people like their comment. This may
decrease intrinsic motivation and intangible incentive. Disqus provides real-time
commenting, which means people don't have to refresh the page to view their new
comment. But Disqus doesn't provide any real time counters for the number of com-
ments or readers currently on the page. It also doesn’t extend its real-time comment-
ing service to mobile devices at this time. This may supports members' answering but
finally can decrease intrinsic motivation and intangible incentive. Disqus has a com-
munity box that displays Disqus comment metrics for the website you're currently on.
However, it is not sure that this feature is useful, and people can't share any individual
comment with Disqus via Twitter or Facebook. This can decrease affective commit-
ments of members. Disqus' Community Box contains metrics for the website people
are currently viewing. The service tracks the likes people' comments have received.
But these statistic numbers are scattered in different places and certainly don't look
helpful for users. This can decrease normative commitments of members and mem-
bers adherence to normative behavior at the same time because it is not efficient to
show statistics of normative behavior. Disqus doesn't provide the service of tagging
Analytics on Online Discussion and Commenting Services 257

users' friends on Facebook and Twitter. This function is really attracting. So this prob-
lem can make it difficult to get to critical mass because of lacking of membership.
In contrast, one of the most attracting factors in Disqus for online communities is a
user profiles management service. Disqus provides the full user profile via a pop-up.
Pop-up profile includes full user profile, user bio, Twitter and Facebook account
links, the number of comments and likes, a list of the communities associated with the
user, and an activity stream(previous comments), so that people follow user's com-
ments via Disqus by clicking 'follow'. This can increases bond-based affective com-
mitment and membership in terms of the design claims.
We have some limitation in the analysis of Disqus data because the data provided
by Disqus APIs is not enough. Moreover, we could not use the reputation scores of
each user in this research because of reliability, although we collected them. We sent
a Discus manager an email to ask how Discus generates the reputation scores. But
their reply just said that the reputation is not perfect yet. What we only know is at this
moment that the score is related with the number of likes and comments.
To make our study better, a comparative study is necessary such as how different
the number of comments users post is between websites using an online discussion
and commenting service and websites not using, or the analysis on how different the
number of comments is between before a website starts using the service and after.

6 Conclusion
We have reviewed what design claims are important to start and to maintain online
communities so far. Helping users in online communities to interact with other mem-
bers is quite useful to make online communities successful through online discussion
and commenting services. Some analytics on users and comments data from ten active
websites have been also done to see how Disqus is used for them, and what we can do
to make a website more active with using a discussion and commenting service.
Our analysis on Disqus data show the website that we selected can be classified
mainly two types; news and the other. There are specific features and suggestions of
websites. Firstly, interaction is more active by following and followers in ‘News’
category. The number of users who have their own followers and following is rela-
tively higher in ‘News’ than in the other categories. Secondly, discussion is more
active with thoughtful comments in ‘News’ category. This represents that the forums
in ‘News’ are usually about hard topics such as politics, economics, etc. which are
good for discussion. Thirdly, users post comments in more various forums in
‘News’ category. Interestingly, they tend to post comments in the same type of fo-
rums which are mostly other news sites. Finally, users have low tendency to set their
profile pictures in news type compared to the other websites.

References
1. Resnick, P., Konstan, J., Chen, Y., Kraut, R.: Starting new online communities. In: Evi-
dence-Based Social Design: Mining the Social Sciences to Build Online Communities. MIT
Press, Cambridge (2010)
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2. Kraut, R.E., Resnick, P.: Encouraging contribution to online communities. In: Evidence-
Based Social Design: Mining the Social Sciences to Build Online Communities. MIT Press,
Cambridge (2010)
3. Johnson, C.M.: A survey of current research on online communities of practice. Internet and
Higher Education 4, 45–60 (2001)
4. Chua, A.Y.K., Balkunje, R.S.: Beyond knowledge sharing: interactions in online discussion
communities. International Journal of Web Based Communities 9(1), 67–82 (2013)
5. Ali-Hasan, N.F., Adamic, L.A.: Expressing Social Relationships on the Blog through Links
and Comments. In: The IEEE International Conference on Web Services (2007)
6. Seo, D., Hwang, M.N., Shin, S., Choi, S.P., Jung, H., Song, S.K.: Development of Crawler
System Gathering Web Document on Science and Technology. In: The 2nd Joint Interna-
tional Semantic Technology Conference (2012)
Incentive Structure of Participation in Community
Activity

Yurika Shiozu, Katsuhiko Yonezaki, and Katsunori Shimohara

Faculty of Economics Doshisha University, Karasuma-Higashi-iru, Imadegawa-dori,


Kamigyo-ku, Kyoto, 602-8580, Japan
Graduate School of Science and Engineering Doshisha University, 1-3 Tatara Miyakodani,
Kyotanabe City, 610-0394 Japan
{yshiozu,kyonezak}@mail.doshisha.ac.jp,
kshimoha@mail.doshisha.ac.jp

Abstract. In this paper, we disassemble community mutual aid into two


components: providing local public goods and everyday associations with
neighbors. If the OFT (Out-For-Tat) strategy is taken, and the benefit of every-
day associations with neighbors exceeds the cost, cooperation was demonstrat-
ed not only in associations in everyday life but through providing local public
goods. To fulfill this condition, it is necessary to lower the participation fees in
associations with neighbors, and for all the members to choose the local public
goods that receive the benefit. When using ICT (Information Communication
Technology) especially, cost cutting for associations with neighbors is
expected.

Keywords: Incentive structure, Community activity, OFT strategy.

1 Introduction

It is said that relationships raise an individual’s feeling of happiness. However, rela-


tions with the neighborhood have weakened over time, and the community’s role as a
safety net has also diminished. In this paper, we have clarified, using game theory, the
structure of inducements for local residents to join community activities. Using the
framework of game theory, we analyzed the conditions for participation in
community activities that are possible in the new towns and the surrounding area that
have developed during Japan’s period of high economic growth.

2 Previous Studies

2.1 Factors for Happiness


The notion of subjective well-being (SWB) was introduced as an approach from psy-
chology. According to this theory, income and interpersonal relations raise the subjec-
tive feeling of happiness. Social capital, an approach from sociology, is the idea of

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 259–268, 2013.
© Springer-Verlag Berlin Heidelberg 2013
260 Y. Shiozu, K. Yonezaki, and K. Shimohara

increased happiness. It is often said that financial relationships with family, compan-
ions, the neighborhood, etc. contribute to happiness. Also, from economics, the signif-
icance of social relations is pointed out based on the capability approach. Every
theory shows that relationships increase the feeling of happiness.

2.2 Game Theory and Social Network Analysis


Previous research shows that association brings about a feeling of happiness. And if
the player recognizes that human relations for him/her are being materialized over the
long term, this will become a move in an infinitely repeated sequential game. Unlike a
one-time game, each player chooses concerted actions from the beginning all the
time.
Greif (2006) shows that in the history of trade around the Mediterranean Sea coop-
erative action occurred when a company began business. This reveals an infinitely
repeated game structure of sequential moves in an exclusive network, if a player’s
traffic is limited within the network, and even if there is a spread spatially. Further-
more, first-time players will care about a subsequent repute and take concerted action.
Aoki (2001) explained concerted action in a rural community in modern Japan us-
ing game theory. Homogeneous farming households in Japan have been living for a
long time in rural villages. The formation of long-term human relations makes these
closed networks. It performs infinitely repeated game in an exclusive network. Us-
ing folk theorem, a cooperative relationship is achieved in such a game. However,
once somebody betrays deviates, , other villagers stop the association using an Out-
For-Tat (OFT) strategy. For many farming households, since a lost association was a
matter of life or death, these became societies that supervised, as there were no mu-
tual deviations. Aoki (2001) examined the potential for cooperation under the status
of the social dilemma by connecting a joint-work game (social exchange game) and a
fellowship game (commons game). Where, since the benefits obtained from joint
work were a characteristic of public goods, the member who does not participate in an
operation can also enjoy benefits. There exists the joint work which requires the
expense, Ci from each member. By participating in these operations, all the mem-
bers can acquire sufficient results and can get the benefit1 Bi . However, whenever
there is a member who does not participate in an operation, the benefit decreases only
by d i .
In this game, although the cost for mutual help including association with neigh-
bors must be paid, C s , if N players participate, they can obtain the benefit, Bs ( n) .
However, to do joint work is a requisite for this game. Therefore, if someone does not
perform joint work, other players will lose the benefit annually from the following
year, z = BS ( n) − CS .We summarize this in Figure 1.

1
For example, m persons expense the cost, benefit will be expressed as Bi − ( N − m ) d i .
Incentive Structure of Participation in Community Activity 261

Cooperation Non-cooperation

Fig. 1. Relationships in the solution for the game

Sphere [1] and [2] show cooperating cases, and sphere [3] and [4] express non-
cooperative cases. As the conditions are originally satisfied, in sphere [1] cooperation
is carried out. On the other hand, in sphere [2] by connecting games, cooperative be-
havior occurs. Since the benefit obtained by linking a game is less than the sphere [3]
from the cost cutting on which I depend non-cooperative, cooperative behavior does
not break out. Since the incentive which I depend non-cooperative exists and a benefit
serves as the maximum under the behavior, sphere [4] is a sphere where social
dilemma does not exist.
Therefore, even if a social dilemma exists, Aoki has pointed out that there is the
potential that cooperative behavior will be performed, when social capital exists.
These models assume that society consists of brethren groups, such as trading mer-
chants or farmers only. As a result, social composition members have long-term rela-
tionships, and maintain the workplace environment together. Thus, these models are
based on a strong relationship of interdependence.

3 Model

3.1 Features of a Current City Suburb

In current city suburbs, since they are easier to move into than modern rural commu-
nities, suddenly an unknown person becomes a neighbor. It is an open network. Since
current city suburb inhabitants' vocation and family structure are diversified,
community activity consists of the following two types.

Private Provision of Local Public Goods. For local residents, broadening sidewalks,
and a crime prevention patrol, etc. are common subjects. Two or more persons can
improve sidewalks and simultaneously take countermeasures against a suspicious
person. However, they cannot completely eliminate [remove] someone who does not
pay the cost. Based on these two characteristics, broadening a sidewalk and taking
countermeasures against a suspicious person, etc., can be called public goods. In addi-
tion, peripheral [other] people can use the sidewalk daily, or can expect crimes to be
prevented by the patrol of a specific area. Therefore, broadening sidewalks and
countermeasures against a suspicious person can be called local public goods.
262 Y. Shiozu, K. Yonezaki, and K. Shimohara

There are various kinds of local public goods, and local governments usually pro-
vide them. However, when the manpower and financial support of local governments
are insufficient, local residents on their own might undertake a crime prevention pa-
trol, etc. as a countermeasure against suspicious people. This case is called the private
provision of local public goods.
In this paper, in order to clarify the participating incentive structure to a communi-
ty activity of a current city suburb, the collaborative activity of an Aoki model is re-
placed with the private provision of local public goods. But since there is a conflict of
interest for local residents about the provision of local public goods, a model is made
about this section using the tie-up formation on the basis of a negotiation model.2

Association with Neighbors. According to Ishida (2011), in the past in Japan, the
gender division of labor was not clear, and there was mutual help for nursing, patient
care, etc. by the neighborhood. The benefit of the community game in an Aoki model
assigns merit to the mutual help of such a community.
In Japan after modernization, with the emergence of an industrial structure, gender
division of labor advanced and the number of employees increased. As a result, com-
panies and households started to offer the mutual help function that the community
had so far borne. The benefit of association with neighbors assumed by the model of
this paper is a residual part of the mutual help which neither the household nor the
company can cover. Specifically mentioned are people talking to one another in a
neighborhood, confirming their safety following a disaster and taking refuge together,
etc. It is assumed that the cost of association with neighbors is dependent on the num-
ber of interveners. This is because various types of effort are required in an open
network in order to have interpersonal relations.

3.2 Model Building

Regional community activities consist of two stages: At the first stage, the members
of the community determine by negotiation the type of local public goods that they
will provide privately. The model of the game is the sequential style negotiation mod-
el of Rubinstein (1981). The second stage is the game where someone communicates
with neighbors or does not.
The model consists of two stages: First by an OFT strategy, where only when the
participation right to the negotiation of the private provision of local public goods in
the first stage is acquired. Also examined is the case where there is participation in
association with neighbors at the second stage. Later, when an OFT strategy is not
being achieved is also analyzed.

First Stage: Negotiation/Tie-Up for the Private Provision of Local Public Goods.
We assume the inhabitants of a community, N = {1, --, N}.Cooperative relations is

2
Aoki (2001) also points out the importance of negotiation as another side of economics.
Incentive Structure of Participation in Community Activity 263

{ }
m
expressed as the tie-up S. The structure of this tie-up is denoted by ∏ = S k .
k =1
Moreover, Π is a split ups (partition) of N= {1,--.,N} (i.e.
S k ≠ ∅, S k ∩ S k ' ≠ ∅, for k ≠ k', and ∪ mk =1 S k = {1,..., N } ). Each inhabitant
supplies local public goods privately. z is the social marginal benefit from the player
or inhabitants who cooperated in the private provision of local public goods arbitrari-
ly, and sets the cooperation cost to c(z). When Z is made into the total benefit from a
private provision of all the inhabitants' local public goods, a certain inhabitant's gain
is defined as Z-c(z).
If it is assumed that when all the people that belong to the tie-up S contribute at the
same level, the total of the gain of the tie-up S will become like s[ sz − c ( z ) + Z − i ] . s
is the number of member participants of the tie-up S, and Z − i is the total of inhabi-
tants' contribution that is not included in S. Therefore, the participant in a tie-up will
solve the following questions:

max sz − c ( z )
z

This expresses the kind of cooperation organization on the basis of the private provi-
sion relationship of local public goods using a tie-up formation model. The sequence
of the suggestion and the response is decided exogenously and the negotiation process
of a tie-up formation performs the game according to the sequence. When people of
the initiative propose a formation of the tie-up S to which self belongs, a game starts.
In proposed tie-up S, each person who has participated answers the suggestion ac-
cording to the sequence decided. If one refuses a suggestion, the person has to pro-
pose S', a counterproposal. A tie-up will be formed if a suggestion is accepted by all
the people contained in the tie-up S. And when all the people in the tie-up S are away
from the game, the inhabitants of the initiative begin a suggestion out of a set of the
inhabitants of N/S which remain. Time is denoted by t=1,2,…. Each inhabitant's strat-
egy, tie-up size which may happen at each term if it is a proposer and which contains
self for every history. It proposes, and if it is a response person, it is an acting pro-
gram which may happen and which opts for "acceptance of order" and "veto" for
every history.3
A stationary subgame perfect equilibrium (SSPE) is a strategy profile
Γ = {Γ1 ,..., Γ m } that fulfills the following two conditions: (1) About all inhabitants,
Γi is a stationary strategy. (2) A strategy is an optimum strategy to other inhabi-
tants' strategy in all the histories in which each acted about all inhabitants.
A strategy profile means that it is dependent only on a suggestion while each inha-
bitant is running, and the already formed tie-up. That is, in a stationary strategy, inha-
bitants' behavior is dependent only on the factors relevant to gain. In the game of this
paper, this corresponds to the already formed tie-up and the left-behind inhabitant
player. In other words, a stationary subgame perfect equilibrium is the profile of a

3
We call what happened in the past history. So, the history of time t is all the list of behavior.
264 Y. Shiozu, K. Yonezaki, and K. Shimohara

stationary strategy with the history that inhabitants do not exist for whom gain goes
up from the strategy determined by one-sided deviation.

Second Stage: Association with Neighbors. The second stage is based on the com-
mons game by Aoki (2001), which is a part of community game connecting the social
exchange game and the commons game by Aoki (2001). The participant has to pay
the cost C s for association with neighbors, as in the preceding paragraph. The benefit
Bs ( n) can be obtained if n person has participated in it among the inhabitants of a
certain region.

When the OFT Strategy Is Achieved. We calculate the solution of the game by
backward induction from the second stage to the first stage. First, we reason from the
second stage (association with the neighbors). When an OFT strategy is taken, in
association with the neighbors, it will be a requisite that the negotiation for private
provision of local public goods has been achieved.
If it is a game only for one time and is Bs (n) > Cs (n) , it participates in an associ-
ation with the neighbors, and mutual help is performed. If it is Bs (n) < Cs (n) , it will
not participate in an association with the neighbors’ game.4 But since the social
interaction in the region is not a one-time limitation, it usually considers repeating a
game.
A benefit at each time and the slippage of the cost serve as . Total ben-
efit which will be obtained by participating in association with the neighbors if the
discount rate to the future is set to δS is below. It is set to (1).

δS
BSC = ( BS (n) − CS (n)) (1)
1 − δS

Because the benefit that eq.(1) expresses is considered to also be the benefit obtained
only by doing the private provision of local public goods, this can be interpreted as
social capital which associates neighbors with each other. So,

Bs (n) > Cs (n) or (2)

As long as it is (2), participate in association with the neighbors at the second stage.
Eq.(2) is the participating incentive compatibility condition (IC 1) for association with
neighbors.
We consider that, at the first stage, the cooperative relationship to the private pro-
vision of local public goods includes the results of the second stage. Each inhabitant's
utility function serves as the shape where the gain of the first stage and the second
stage was united, and is the following:

4
We call what happened in the past history. So, the history of time t is all the list of behavior.
Incentive Structure of Participation in Community Activity 265

 sz − c( z ) + Z − i + BSC i∈S
u= (3)
 Z − c( z ') i∉S

Proposition 1
1. If Z − c( z ') > sz − c( z ) + Z − i + BSC , the tie-up structure will serve as
Singleton.
2. If Z − c( z ') < sz − c( z ) + Z − i + BSC , the tie-up structure will serve as a totality
tie-up.

<Proof> Here, we use the theorem written by Bloch (1996). "When a player is
symmetrical, as for the regular subgame perfect equilibrium of a tie-up formation
game, the player 1 chooses whole-number from interval [1,n]. Then player
k1 + 1 chooses whole-number k from interval [k1 +1, n] . The game agrees with
the part game perfection balance in the limited procedure game that continues until a

style line of the integer satisfies .

If Z − c( z ') > sz − c( z ) + Z − i + BSC is always formed, they are all the sug-
gestions, everyone does not propose several tie-ups, but one proposes the cooperation
with only oneself, and it is achieved. For the opposite case, the first proposer proposes
totality tie-up, and it is achieved. ■
If the inhabitants who do not cooperate in a tie-up assume that private provision of
local public goods is not carried out at all, the conditional expression in which the
totality tie-up is achieved will be set to Z < sz − c( z ) + BSC . Since Z=sz here, it is
set to c( z ) < BSC and the measurement of the private provision cost of the gain of
the second stage of association with neighbors and the local public goods of the first
stage serve as a key to whether it is able to produce a cooperation system. But since
the cost of association with the neighbors is dependent on the number of people par-
ticipating in the game, the following corollary is drawn.

Corollary
When the number of players who participate with neighbors becomes N→∞,
1. If Bs (∞ ) > Cs (∞ ) , a tie-up structure is the totality tie-up.
2. If Bs (∞ ) < C s (∞ ) , a tie-up structure is Singleton.

When the cost of association with the neighbors exceeds the benefit,
Bs (∞ ) < C s (∞ ) , or the cost for cooperating in the private provision of local public
goods exceeds the gain of association with the neighbors, c( z ) > BSC , it is difficult
to do private provision of local public goods over the long run.
266 Y. Shiozu, K. Yonezaki, and K. Shimohara

When the OFT Strategy Is Not Achieved. We examine the case that even if
someone does not cooperate for the private provision of local public goods they still
associate with neighbors. In order to find a long-term relationship (following the
preceding paragraph), we examine an infinite time repeated game.

Theorem. If the following conditions are satisfied when the OFT strategy is not
taken, someone who does not cooperate in the private provision of local public goods
and participates in association with neighbors. However, this strategy is not a domi-
nant strategy.
(4)

<Proof> When the OFT strategy is not taken, the first stage and the second stage
become independent. Therefore, the utility function of each inhabitant of eq.(3) be-
comes only a benefit of the first stage.

u (3’)

Proposition 2 is obtained like proposition 1.

Proposition 2
1. If , a tie-up structure will be Singleton.
2. If , a tie-up structure will be totality tie-up.

<Proof> which can be proved like proposition 1 ■

The condition is that it is non-cooperative in both of the games to become a dominant


strategy when an OFT strategy is not taken is . How-
ever, if the participating incentive compatibility condition (IC 1) to association with
neighbors of eq.(2) is satisfied, an association with the neighbors nonparticipation will
be the dominant strategy, irrespective of a strategy selection for the private provision
of local public goods.

4 Considerations

When thinking of present-day Japanese society, a community consists in many cases


of households that have only an aged single person or an aged couple, especially in
the new town of a big city suburb. Because an increase in the aged population will
continue and the inhabitants from the former will die in time, the number of private
providers of local public goods, like crime prevention patrols and so on, will decrease.
If new inhabitants do not come from other places and they try to carry out a crime
prevention patrol like before, one's cost of private provision of local public goods,
c(z), will increase. Moreover, if it becomes troublesome at an advanced age to go out,
going to talk with a person will also become laborious. In this way, cost of association
Incentive Structure of Participation in Community Activity 267

with the neighbors, C s ( n ) , cannot but go up. Then, the case that the cost of associa-
tion with the neighbors exceeds the benefit of association with the neighbors or the
case where the cost of private provision of local public goods exceeds the benefit of
association with the neighbors will occur. As a result, the continuation of a communi-
ty activity can become impossible from the propositions and corollary.
Of course, a working population also resides in the region. Considering deleting
the time of an occupation or holidays and going out for a crime prevention patrol for
the aged (the cost of private provision of local public goods), and the aged's talk (the
cost of association with neighbors), C s ( n ) ), they may sometimes feel more satisfac-
tion is obtained from an occupation, housewifery, and leisure than the sense of securi-
ty that there is a companion nearby. Today, since NPOs or volunteers carry out crime
prevention patrols in the region, they take over the cost of private provision of local
public goods (c (z')). In this way, if the OFT strategy is achieved, the strategy of co-
operation will realize only the private provision of local public goods. Otherwise, the
strategy of participating in no community activities is realized. In fact, there are many
cases where people only associate with neighbors and are exempt from cooperation in
the private provision of local public goods for reasons of being aged or by paying a
fee. These are considered to be the cases where the OFT strategy is not achieved.
For the private provision of local public goods at the first stage, the problem is the
selection of the kind of private provision of local public goods. In many cases, long-
time inhabitants and subjects who have already performed the community activity act
as the proposers of the initiative. If the OFT strategy is achieved, from proposition 1
and the corollary (when new inhabitants cooperate in private provision of local public
goods), only the old inhabitants form a tie-up and a situation without friendships de-
veloping with new inhabitants may also occur in a new residential area.

5 Conclusion and Remarks

Two procedures can be considered as solutions to the question raised as the subject in
the preceding sections. One is decreasing the cost of the private provision of local
public goods or association with neighbors. Another is that the new and the old inha-
bitants will cooperate to equally enjoy the benefit of community activity.
First, we concretely consider the ways for decreasing the cost of private provision
of local public goods or association with neighbors. If you meet and talk with your
neighbors, your time with an occupation, or housewifery and leisure will decrease.
However, there's some possibility to reduce the troublesomeness of association with
neighbors. That is, by using ICT such as a virtual common space composing of virtual
plants as users’ avatars, a person's movements may be visualized as a plant on a
screen, and another person may send a certain signal at his/her slit time.
Similarly, appeals for participation in a crime prevention patrol, etc. by an elec-
tronic bulletin board or a discussion in an electronic conference room might also de-
crease the cost of private provision of local public goods. But, according to the social
trial run that Hampton (2007) studied in the Boston suburbs, a big slippage was seen
by the occupancy rate of an electronic conference room or an electronic bulletin board
268 Y. Shiozu, K. Yonezaki, and K. Shimohara

by individual ICT skill and life stage. Kimura (2012) has indicated that a survey in
Japan like Hampton’s has not been conducted yet but such a measure is required.
Another is that new inhabitants and old inhabitants will enable participation to
equally enjoy the benefit of a community activity. What is necessary is, theoretically,
just to suppose that a sequential move game with an entry and recession is repeated,
in order to raise the benefit of private provision of local public goods. In fact, there is
a way to do that. For instance, by using an electronic conference room, everyone
could easily make suggestions or confirm participation in activities. Considering re-
gions where the OFT strategy has not already been achieved, this is one of the ways to
reduce inhabitants' opportunity cost by collecting the cost of private provision of local
public goods in money, and to outsource this to NPOs and so on.
We will do a future trial run to solve these two questions in a specific community
by utilizing ICT. The purpose of the trial run will be to see whether or not this contri-
butes to improving the happiness of local residents.

Appendix. When the private provision of local public goods and association with the
neighbors are restricted only once. Since the benefit to the non-cooperative person of
private provision of local public goods is and if it is a game with
limitations, un-cooperating is chosen once. Since participation in association with
neighbors is refused by an OFT strategy, if one does not cooperate in the private pro-
vision of local public goods, the gain from association with neighbors is set at 0.
Suppose all the members other than oneself participate in association with neigh-
bors in cooperation on the private provision of local public goods (n=N-1), the gain
for the non-cooperative person of the private provision of local public goods will be
. The gain of association with the neigh-
bors is set to 0, as mentioned above.
Similarly, the gain for the cooperation of the private provision of local public
goods is . In addition, when all
other members cooperate in association with neighbors, an association with the
neighbors participant's gain is .

References
1. Aoki, M.: Toward a Comparative Institutional Analysis. MIT Press (2001)
2. Bloch, F.: Sequential Formation of Coalitions in Games with Externalities and Fixed Payoff
Division. Games and Economic Behavior 14, 90–123 (1996)
3. Grief, A.: Institutions and the Path to the Modern Economy: Lessons from Medieval Trade
(Political Economy of Institutions and Decisions). Cambridge University Press (2006)
4. Hampton, K.N.: Neighborhoods in the Network Society. Information, Communication &
Society 10(5), 714–748 (2007)
5. Rubinstein, A.: Perfect Equilibrium in Bargaining Model. Econometrica 50, 97–109 (1981)
6. Ishida, M.: Sociology of Loneliness, Keiso-shobo. Koritsu-no-syakaigaku (2011) (in Japa-
nese)
7. Kimura, T.: A desire to Community Network is disassembled. Senri Ethnological Re-
ports 106, 41–60 (2012) (in Japanese)
Are the Intrusive Effects of SPAM Probes Present
When Operators Differ by Skill Level and Training?

Hector I. Silva1, Jason Ziccardi1, Tristan Grigoleit1, Vernol Battiste2,


Thomas Z. Strybel1, and Kim-Phuong L. Vu1
1
Center for Human Factors in Advanced Aeronautics Technologies,
Department of Psychology, California State University Long Beach,
1250 N Bellflower Blvd, Long Beach CA 90840
2
San Jose State University Foundation and NASA Ames Research Center
hector_silva91@yahoo.com, jbziccardi@gmail.com,
t_grub@msn.com, Vernol.Battiste@nasa.gov,
{Thomas.Strybel,Kim.Vu}@csulb.edu

Abstract. The Next Generation Air Transportation System (NextGen) plans to


implement a series of automated tools into the National Airspace System to aid
air traffic controllers (ATCos) in managing a two to three times increase in air
traffic density. However, introducing automated technologies into a system like
air traffic management (ATM) changes the responsibilities of the ATCo from
an active controller to a passive monitor, which can result in lower levels of sit-
uation awareness (SA). To measure SA objectively in such a dynamic task as
ATM, the Situation Present Awareness Method (SPAM) is often used. SPAM
provides the operator with SA probes while the operator is performing the task.
Some studies have shown that the use of SPAM to measure SA is intrusive be-
cause it provides the operator with a secondary task. The present study ex-
amines whether these intrusive effects of SPAM are present when the operator
has achieved a high skill level at the time of test, and whether training operators
to rely more or less on NextGen automated tools influence their performance
when SPAM queries are presented as a secondary task.

Keywords: situation awareness, online probe methodology, situation present


assessment method.

1 Introduction
The Next Generation Air Transportation System (NextGen) plans to implement a
series of automated tools into the National Airspace System in order to aid air traffic
controllers (ATCos) in managing a two to three times increase in air traffic [1]. Next-
Gen seeks to accommodate this increase in traffic efficiently and safely, and at the
same time reduce its impact on the environment. To do this, NextGen will implement
a series of automated tools into air traffic management (ATM) systems that will
aid ATCos in managing the increased number of aircraft (AC). Some of the tools
that NextGen seeks to implement will aid controllers with conflict detection and
resolution [1].

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 269–275, 2013.
© Springer-Verlag Berlin Heidelberg 2013
270 H.I. Silva et al.

However, the lack of attention on the part of the operator when a system is highly
automated is likely to cause detrimental effects. For example, introducing automated
technologies into a system like ATM changes the responsibilities of the ATC from an
active controller to a passive monitor [2], which can result in lower levels of situation
awareness (SA), and out-of-the-loop syndrome. With highly automated tasks, the
operator is less vigilant, and, as a result, will have a harder time regaining awareness
should something go wrong [3-4].
The most common real-time probe method used to measure SA in a dynamic task
such as ATM is the Situation Present Awareness Method (SPAM). With SPAM,
operators are presented with a “ready” prompt to indicate that a probe question is
ready to be administered. If the operator’s workload is low enough for him/her to be
able to take a question, the operator will indicate that s/he is ready (typically by press-
ing a designated button). The time between the presentation of the ready prompt and
the operator’s response is a measure of workload. The time needed to answer the
SA probe question, and the accuracy of the answer, is taken to be a measure of SA.
Participants who show shorter SA probe latencies and higher SA probe accuracy are
considered to have higher SA. Using SPAM to measure SA has many benefits over
other methods by providing a more sensitive measure of SA (i.e., providing latency
data as well as accuracy data), being a method that can be applied in the field while
the operator is performing his or her task, and by being consistent with theoretical
notions of SA, such as the distributed approach where the user off-loads information
into the environment or displays [5-9].
Besides the benefits of using SPAM, it is important to note the drawbacks of using
this method. Despite the use of the ready prompt, SPAM does not eliminate all ef-
fects of workload, which makes the method somewhat intrusive. Answering probe
questions is a secondary task which could cause negative effects on the primary task
[9]. Pierce [10] had participants perform an air traffic management task in conjunc-
tion with a secondary task that consisted of answering SPAM queries, or one that
involves a high or low cognitive load. Pierce reported that use of SPAM queries re-
sulted in greater disruption in performance compared to other secondary tasks. In
addition to this, asking the operator questions may change the information that the
user is paying attention to and therefore can affect the user’s attention post-query [9,
11]. On the other hand, Bacon and Strybel [12], in a simulation designed to manipu-
late the operators’ attention to off nominal events, found no evidence that SPAM SA
probes affected the operator attention.
The present study examines whether these intrusive effects of SPAM are present
when the test participants are given extensive practice with the task, and whether the
effects of SPAM differs depending on the operator’s skill level at the time of test. In
addition, we wanted to determine if there were differences in the effects of adminis-
tering SA probe questions using SPAM when operators were given different types of
training. The data reported in the present study comes from a larger study examining
the effects of training participants to rely more or less on NextGen automated tools. It
could be that being trained to rely more on automated NextGen tools would lower
workload enough and thus allow the operator the cognitive resources to be able to
complete the secondary task of answering probe questions without disturbance to the
Are the Intrusive Effects of SPAM Probes Present 271

primary task. Conversely, it could also mean that training to rely on the harder-to-
learn manual skills provides a strong foundation, which could lead to the development
of multi-tasking skills that can lead to successful completion of both primary and
secondary tasks. In addition, highly skilled ATCo students may have gained multi-
tasking skills and be efficient enough to allow them to complete a secondary task
without much interference to the primary task.

2 Method

2.1 Participants
Fourteen students enrolled in Mount San Antonio College, a Federal Aviation Admin-
istration Collegiate Teaching Initiative school, were recruited to participate in this
study. The students were seeking an Aviation Science degree and took part in a 16
week internship at the Center for Human Factors in Advanced Aeronautics Technolo-
gies at California State University, Long Beach.

2.2 Measures

To measure mental workload, the NASA Task Load Index (TLX) was administered
after each scenario. The TLX is a questionnaire that measures workload on six dimen-
sions: Mental Demand, Physical Demand, Temporal Demand, Performance, Effort,
and Frustration. The scores on these dimensions can be added and multiplied by 1.11
to yield a combined score on a 100 point scale. The combined score of these dimen-
sions were used for data analysis.
Measures of air traffic controller task performance were also recorded. Perfor-
mance as a measure of safety was recorded as the number of losses of separation
(LOS) that occurred. A LOS occurs when two aircraft come within 1,000 feet verti-
cally or 5 nautical miles laterally of each other. The lower the number of LOS, the
safer the controllers were in managing the sector. Along with safety, two measures of
efficiency were recorded. The average time and distance that aircraft took to fly
through a sector show how efficient the student controllers were in maneuvering the
aircraft through the sector.

2.3 Simulation Environment


The simulation environment was presented using the Multiple Aircraft Control Sys-
tem (MACS), a medium fidelity simulation software [13]. The program simulated
Indianapolis Center, Sector ZID-91, where traffic consists of en-route flights and
arrivals/departures to Louisville airport. Highly trained “pseudopilots” maneuvered all
the aircraft in the sector and communicated with the ATCo students. Verbal radio
communications were achieved with push-to-talk headsets and a voice IP server be-
tween the ATCo students and pseudopilots.
272 H.I. Silva et al.

The NextGen equipped aircraft had Integrated Controller-Pilot Data Communica-


tion (Data Comm) to allow ATCo to issue clearances and request information digital-
ly, Conflict Alerting, which alerts the ATCo of conflicts between NextGen equipped
aircraft 6 minutes before a loss of separation (LOS) occurs, and a Trial Planner with
Conflict Probe, which allows ATCos to modify aircraft routes by clicking and drag-
ging them on the screen, while simultaneously probing for potential conflicts with
other aircraft.

2.4 Training Procedure

The students that participated in the internship were separated into two groups. Both
groups were trained to manage traffic in a mixed equipage airspace where some air-
craft were equipped with NextGen technologies and others were not. One group
trained with 25% equipped and 75% non-equipped aircraft, and thus trained to rely
mostly on their manual skills to manage aircraft for the first 8 weeks. Because this
group only had a few equipped aircraft, the students were much less likely to benefit
from NextGen technologies.
The second group was trained in 75% equipped aircraft and 25% non-equipped air-
craft for 8 weeks, which had the students rely heavily on NextGen technologies. Se-
venty five percent of the aircraft in the sector are equipped because prior research has
shown that at least 50% of the aircraft must be equipped in order for the benefits of
NextGen to be realized [14]. By having mostly equipped aircraft in their sector, the
students were able to benefit from NextGen technologies as well as have much more
opportunity to use them.
Both groups were trained to identify and resolve conflicts between aircraft using
manual and NextGen tools before a LOS occurs. To resolve and/or avoid these con-
flicts, the students were trained in four separation techniques. One skill is vectoring
aircraft, where the ATCo changes the flight plan or heading of one or more aircraft.
The ATCo must assess the current heading of the aircraft and be able to calculate the
safest heading change. The ATCo may change the heading angle in which the aircraft
is traveling (determined by the degrees on a compass), or by having the aircraft move
a number of degrees to the left or right of its present course. Another skill is altitude
separation, where the altitude of the aircraft is manipulated. If two or more aircraft are
at the same flight altitude and their paths will converge, the ATCo can issue clear-
ances to one or both of the aircrafts to climb or descend from their current altitude to
maintain separation between the aircraft. The students can also use speed separation,
where the speed of the co-altitude aircraft is increased or reduced to maintain lateral
separation. Lastly, the students were trained to use structured traffic flows, where the
controller can create a “highway” for aircraft at certain altitudes, headings, and
speeds. This helps the ATCo by grouping aircrafts together in a structure that will
maintain separation. The students had to complete a full scenario using only one of
these separation methods to successfully move to the next technique. Upon success-
ful completion of all four techniques, the student was awarded “Journeyman” Status
by the instructor. Skill level was determined by whether or not the students had
earned Journeyman Status by the time testing occurred after the 8th week. Seven out
of the 14 participants earned Journeyman Status by the time of the midterm testing.
Are the Intrusive Effects of SPAM Probes Present 273

2.5 Testing Procedure

As noted earlier, the data for this report is a small part of the larger study. The
present study included data obtained after the first 8 weeks of the internship when the
students completed a midterm examination. The scenarios used in the midterm test
varied in the percentage of equipped aircraft, with participants completing scenarios
with 0%, 100%, and two 50% equipped aircraft scenarios. The order of the scenarios
was counterbalanced between all participants using a partial Latin square. The Situa-
tion Present Awareness Method was employed during only one of the two 50% scena-
rios. To establish a baseline measure, no SPAM queries were presented during the
other 50% scenario. This allowed us the opportunity to directly compare the effects of
SPAM query presentation.
When administered, SPAM queries operators with questions about their task as the
task is ongoing and all displays remain visible and active. Therefore, SA is measured
in response time to answering correct questions (with lower response times indicating
greater SA) and with accuracy to answering the probe questions (with higher accuracy
indicating greater SA). Before a query is presented, the operator must first accept it.
Although more realistic in terms of real-world performance than many other freeze-
probe methods, answering probes is still a secondary task that may disrupt the prima-
ry task of air traffic management. In the present experiment, a query was presented on
a touch screen computer approximately every 3 minutes for the complete duration of
the scenario. The ATCo students responded to these questions by touching one of the
multiple choice responses on the touch screen monitor.

3 Results

Because we are mainly interested in whether the effects of using the SPAM probes
are intrusive, we report data from the two 50% scenarios. The performance measures
of interest were analyzed using separate 2 (training emphasis: manual/NextGen) × 2
(Journeyman Status: yes/no) × 2 (probes presented/not presented) ANOVAs. Next-
Gen training emphasis and earning Journeyman Status were between subjects factors,
and use of SPAM probes (presented or not presented) a within-subjects factor.

3.1 Workload

For workload as measured by the NASA TLX, a main effect of Journeyman Status
was present, F(1, 9) = 13.783, p = .005, η2 = .605. Air traffic control ATCo
students who achieved Journeyman Status experienced significantly lower workload
(M = 45.18, SE = 3.14) than ATCo students who had not achieved Journeyman Status
(M = 62.79, SE = 3.56). We did not find any differences in workload as a function of
whether the SPAM queries were presented, and the use of SPAM probes did not inte-
ract with any other variables.
274 H.I. Silva et al.

3.2 Performance
Only the main effect of Journeyman Status was found to be significant for time and
distance through the sector, Fs(1, 9) = 11.00 and 12.66, ps < .010, η2s = .550 and
.585, respectively. Students who achieved Journeyman Status managed their aircraft
in less time (M = 652.78 s, SE = 3.52 versus M = 670.45 s, SE = 4.00), and had their
aircraft travel a shorter distance (M = 78.65 nm, SE = .42 versus M = 80.89 nm,
SE = .47) through their sector, than students that were not awarded Journeyman
Status.
The analysis on the number of losses of separation revealed a marginal main effect
of Journeyman Status, F(1, 9) = 3.57, p = .079, η2 = .303, where students awarded
Journeyman Status tended to commit fewer LOS (M = .60, SE = .26) than those who
were not (M = 1.375, SE = .29). In addition, a main effect of training emphasis was
also found, F(1, 9) = 5.280, p = .047, η2 = .370. Students trained to rely on manual
skills committed fewer LOS (M = .542, SE = .26) than students trained to rely on
NextGen tools (M = 1.438, SE = .29).
We did not find any differences in performance as a function of whether the SPAM
queries were presented, and the use of SPAM probes did not interact with any other
variables.

4 Discussion

The results showed that the main factor determining whether the student ATCos expe-
rienced less workload and better performance was their individual skill level—that is,
whether they were awarded Journeyman status by the time they were tested. There
was no evidence in the present analysis that SPAM probes were intrusive to perfor-
mance or affected operators differently as a function of their individual skill level or
training method. However, the lack of significant effects involving the use of SPAM
queries may be a result of the low observed power observed in our analyses. Upon
closer look of the analyses executed, we see modest values of observed power for the
significant effects reported above (0.91 for Journeyman effect of TLX scores; 0.84
and 0.89 for Journeyman effect on time and distance through sector, respectively;
0.54 for training effect on LOS, and 0.42 for Journeyman effect on LOS). However,
we see relatively small observed power values for all other effects that were expected
(all < 0.35). Thus, although our sample of 14 participants allowed us to detect some
effects, it may not have been sufficient to capture the intrusive effects of SPAM
probes, if any were evident.

Acknowledgments. This project was supported by NASA cooperative agreement


NNX09AU66A, Group 5 University Research Center: Center for Human Factors in
Advanced Aeronautics Technologies (Brenda Collins, Technical Monitor).
Are the Intrusive Effects of SPAM Probes Present 275

References
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traffic control system (NextGen). In: Proceedings of the 54th Annual Meeting of the
Human Factors and Ergonomics Society, Santa Monica, CA, pp. 99–103 (2010)
Persuasive Narrative via Digital Storytelling

Kaoru Sumi1 and Mizue Nagata2


1
Future University Hakodate,
Department of Media Architecture
041-8655 Hakodate, Japan
kaoru.sumi@acm.org
2
Jumonji University,
Department of Child Education
352-8610 Saitama, Japan

Abstract. This paper describes an experiment on conveying the messages of


stories to users. We investigated what kind of story and what kind of character,
in terms of the level of abstraction, should be applied to convey a story’s
message. The animated stories used in the experiment were created using
WordsAnime, a software tool for creating animation content easily from an in-
put scenario. The experiment was then conducted by showing subjects animated
stories with varying levels of abstraction for the story and the central character.

Keywords: Persuasion, digital storytelling.

1 Introduction

Recently, storytelling has attracted much attention in a variety of areas. Among


various benefits, stories have emotional appeal, generate deep understanding, shape
the subconscious mind, and motivate action [1]. In particular, applications for
marketing and management using storytelling have been an important research target.
The medical field is developing the method of narrative therapy [2], in which patients
receive psychological treatment by telling their own life stories. In the area of
developmental psychology, studies on child development have examined the process
by which children generate stories [3]. In social psychology, studies of people’s life
stories [4] have indicated the possibility of understanding human identity, life, and
society by recording and analyzing such stories.
In all of these cases, the key requirement is that storytelling should make an im-
pression on the target person and convey a message to him or her. Hence, in this pa-
per, we describe an experiment investigating the conditions under which the message
of a story is best conveyed to a user. We conducted the experiment by showing sub-
jects animated stories that varied in the level of abstraction of both the story and the
central character.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 276–283, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Persuasive Narrative via Digital Storytelling 277

Fig. 1. Two axes of abstraction

2 Axes of the Abstraction

What is required for a storytelling system to convey the messages of stories to users?
For the work described here, we considered four types of conditions based on two
factors for a story and its central character. As Figure 1 shows, there are two axes
corresponding to the two factors: the x-axis represents the central character’s level of
abstraction, while the y-axis represents the story’s level of abstraction. For each axis,
the level of abstraction ranges from abstract to concrete. The four conditions are thus
as follows.

• Myself: This is a condition based on a user’s real story. The main character is the
user himself or herself. In this case, the story and character are both concrete.
• Fairy tale: This is a condition based on a traditional fairy tale. The story and cha-
racter are both abstract.
• I play a fairy tale character: This is a condition based on a fairy tale but with the
user playing the central character. Here, the story is abstract but the character is
concrete.
• A fictional character plays my role: This is a condition based on a user’s real story
but with someone else playing the central character.

A storytelling system can change the central character’s face to the user’s face, his or
her friend’s face, or someone else’s face according to the level of character
abstraction. The user’s face is very concrete, a friend’s face is somewhat less
concrete, but an unknown person’s face is abstract. In this case, therefore, the story is
concrete but the character is abstract.
We might use a storytelling system to persuade users via abstract stories with a
message, or via concrete stories. We might also persuade via the story of a friend’s
failure. An experimental storytelling system should be able to change conditions as
278 K. Sumi and M. Nagata

described above. Hence, we devised an experiment using WordsAnime [5][6], a soft-


ware tool that can create animation content easily from an input scenario. WordsA-
nime uses the animation database of Anime de Blog [7], in which animation data is
linked to verbs or nouns.

3 Experiment

We conducted a comparative experiment to examine what kind of content is more


persuasive [12] for a user, a concrete or an abstract story. In the experiment, subjects
viewed concrete or abstract characters according to a character’s level of abstraction,
and concrete or abstract stories according to the story’s level of abstraction.

Experimental Method
To perform this comparison between types of content, we varied two factors—the
character condition (myself or someone else), and the story condition (realistic
or fairy tale)—and showed corresponding animated content to each user. A total
of 34 undergraduate student subjects were assigned each of the four condition
combinations.

Experimental Content
1. Content
The animation content was created using WordsAnime. The subjects were shown
Aesop’s fable of “The Ant and the Grasshopper” for the fairy tale condition, or an
original story called “Job Hunting” for the realistic condition. “The Ant and the Gras-
shopper” suggests the virtue of not being lazy, while “Job Hunting” gives the same
message in a student’s real world environment. In addition to the meaning, the num-
ber of scenes in each story was also the same.
For character condition, when the condition was “myself” the system showed a
picture of the user’s face on the face of the main character, and also the name of the
main character in the sentence was changed to the user’s name. When the condition
was “someone else” the system showed the picture of an unknown person’s face on
the face of the main character (Figure 2), and also the name of the main character in
the sentence was changed to the unknown person’s name.

The two stories and the scenarios were as follows (Figure 3).
The story of “The Ant and the Grasshopper”:
During the summer, the ant worked to store food for the winter.
On the other hand, grasshopper played his life away.
Winter came; the grasshopper had nothing to eat and was hungry.
The grasshopper asked the ant for food, but he refused.
The grasshopper died of hunger.
Persuasive Narrative via Digital Storytelling 279

Fig. 2. “Someone else” face is pasted to the main character

The scenarios for “The Ant and the Grasshopper”:


1. The ant worked hard in the summer.
2. The grasshopper played a lot in the summer.
3. The grasshopper was hungry in the winter.
4. The grasshopper asked the ant for food, but the ant said “no”.
5. The grasshopper died.
The story of “Job Hunting”:
During the summer, my classmates worked hard at job hunting.
On the other hand, I played my life away with my friends during this time
Winter came; I panicked because I had no job offers, though my classmates had all
found jobs.
I asked my father’s acquaintance for a job, but he refused.
I was very disappointed, because I could not find a job.
The scenarios for “Job hunting”:
1. My classmates worked hard in the summer.
2. I played a lot with my friends in the summer.
3. I panicked because I had no job offer in the winter.
4. I asked a businessperson for a job, but he said “no”.
5. I was very disappointed.
Procedure
The subjects followed the procedure below:
1. Submit user information and upload a picture.
2. Choose a friend’s face.
3. Choose an acquaintance’s face.
4. Respond to an initial questionnaire.
5. View the selected content.
6. Respond to a follow-up questionnaire.
280 K. Sumi and M. Nagata

Fig. 3. Stories of “The ants and the grasshoppers” and “Job hunting”
Persuasive Narrative via Digital Storytelling 281

First, the subjects submitted their information and pictures of their faces. Next, they
each selected a friend and an acquaintance. Depending on their answers to an initial
questionnaire, the system chose their stories. As described above, we offered two
stories with the same message. After viewing the selected content, the subjects ans-
wered a follow-up questionnaire.
The follow-up questionnaire contained the following questions:
Question 1: Was the story impressive?
Question 2: Was the story interesting?
Question 3: Did you know the story?
Question 4: Did you understand the message of the story?
Question 5: Are you in the same situation as the person in the story?
Question 6: Is the story relevant to you? (i.e., could you learn from the message?)
Question 7: Did you learn a lesson from the story?
Question 8: Did you improve yourself by watching the story?

We found the average evaluation values on a five-point scale for each of the eight
questions. We then conducted a two-factor analysis of variation among the subjects,
consisting of the central character (2: myself/someone else) and the story (2: con-
crete/abstract). The following questions were of particular interest.

 Question 1: This question reflected the trend of interaction between the central
character and the story (F(1, 30)=3.65, p<.10). Specifically, when the central
character was another person, the realistic story was more impressive than the
fairy tale. It also reflected the trend that when the story was a fairy tale, the cen-
tral character as “myself” was more impressive than as “someone else”.
 Question 3: The main effect of the story was significant (F(1, 30)=88.24, p<.01),
confirming that a realistic story was more unfamiliar than a fairy tale. The main
effect of the central character was also significant (F(1, 30)=3.57, p<.10), con-
firming that the “myself” central character was more familiar than “someone
else”. This question also reflected the trend of interaction between the central
character and the story (F(1, 30)=3.53, p<.10). Specifically, when the story
was a fairy tale, the “myself” central character was more familiar than
“someone else”.
 Question 8: The main effect of the story was significant (F(1, 30)=4.23, p<.05),
indicating that the fairy tale was more suggestive of self-improvement.

According to cross tabulation, when the story was a fairy tale, if the central character
was “someone else”, subjects tended to think of improving themselves, whereas if the
central character was “myself”, subjects tended to answer “no opinion”.
By analyzing the correlation factors of the questions, we obtained several findings.
 Typical positive correlation when the central character was “myself”:
When the subject associated the central character with himself or herself, the impres-
sion of the content was related to understanding its meaning, and the amusingness of
282 K. Sumi and M. Nagata

the content was related to whether it was helpful or not. If the subject considered the
content relevant to himself or herself, then he or she considered self-improvement.

 Typical positive correlation when the story was “concrete”:


When the story was concrete, if the user understood the message, then he or she con-
sidered it a good lesson.

 Typical positive correlation when the central character was “someone else”
(equivalent to the case when the central character was “myself” and the story
was “abstract”):
It was difficult to understand the message and to learn from it.

 Typical positive correlation when the central character was “myself” and the
story was “concrete”, or when the central character was “someone else” and the
story was “abstract”:
Whether the condition that was realistic or had little relevance to the real world, it was
interesting and provided a good lesson.

4 Discussion

In the experiment, we used two kinds of content and two conditions for the central
character, according to the level of abstraction for both the story and the character.
When the story was a fairy tale, the condition when the central character was
“myself” was more impressive to the subjects than when the central character was
“someone else”. Furthermore, in the case of a fairy tale, the subjects knew the story.
In general, when the central character was “myself”, they knew the story better than
when the central character was “someone else”, but this was especially so for the fairy
tale case.
The experiment indicated that a fairy tale encouraged subjects to improve them-
selves more than a realistic story did. According to this result, when a subject was
shown a fairy tale, if the central character was “someone else”, he or she tended to
think about self-improvement; while if the central character was “myself”, the subject
tended to answer “intermediate”.
As for the subjects’ impression of the story, a greater impression was created when
the central character was “myself” than “someone else”. Moreover, the subjects
thought more about improving themselves when the central character was “myself”
than when it was “someone else”. According to this result, the combination of an
abstract story and an abstract character was effective in prompting subjects to reflect
on themselves.
Finally, we can summarize our statistically significant results as follows. First, re-
garding the ease of creating an impression through a story, if the central character is
“someone else”, a realistic story is more impressive. This means that a real story with
an unknown person as the central character would be impressive. Next, regarding
Persuasive Narrative via Digital Storytelling 283

message transmission via a story, a fairy tale encourages people to be more careful
than a realistic story does. This means that people simply accept the message of a
fairy tale. This suggests that a game with sententious messages should consist of a
fantasy story, like a role-playing fantasy adventure, rather than a realistic story.
Our experiment suggests that in the fairy tale case, if the central character is
“someone else”, people take heed of the message; on the other hand, if the central
character is “myself”, people do not apply the message to themselves. That is, a fairy
tale better conveys its message when the central character is an unknown person, and
the same consideration applies for such as fantasy role-playing games.
Note that in this experiment, the subjects were all freshmen and thus a few years
from searching for work, so they did not take job hunting seriously. If we had used
junior or senior students as subjects, the results might have been different.
Given that users have no idea of the conditions of their characters (e.g., hon-
est/dishonest), we will have to investigate the effectiveness of persuasion on multiple
personal characters and their conditions on a case-by-case basis.

5 Conclusion

In this paper, we have described an experiment investigating what factors in story


content, as in role-playing games, are persuasive to people in the case of showing an
animated story. The specific factors were the levels of abstraction for both the story
and the character.

References
1. Yamakawa, S.: Jirei de wakaru monogatari marketing, nihon nouritu management center
(2007) (in Japanese)
2. Brown, C., Augusta-Scott, T.: Narrative Therapy: Making Meaning, Making Lives. Sage
Publications (2006)
3. Uchida, N.: Kodomo no bunsho: Kaku koto kangaeru koto (Shirizu ningen no hattatsu),
Japanese edn. Tokyo Daigaku Shuppankai (1990)
4. Atkinson, R.: The Life Story Interview. Sage Publications (1998)
5. Sumi, K.: Animation-based Interactive Storytelling System. In: Spierling, U., Szilas, N.
(eds.) ICIDS 2008. LNCS, vol. 5334, pp. 48–50. Springer, Heidelberg (2008)
6. Sumi, K., Nagata, M.: Interpersonal Impressions of Agents for Developing Intelligent Sys-
tems. In: Prendinger, H., Lester, J.C., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI),
vol. 5208, pp. 496–497. Springer, Heidelberg (2008)
7. Sumi, K.: Anime Blog for collecting Animation Data. In: Cavazza, M., Donikian, S. (eds.)
ICVS-VirtStory 2007. LNCS, vol. 4871, pp. 139–149. Springer, Heidelberg (2007)
8. Fogg, B.J.: Persuasive Technology –Using Computers to Change What We Think and
Do-. Elsevier (2003)
Prediction of the Concern of People Using CGM

Yusuke Ueda and Yumi Asahi

Shizuoka University

1 Introduction
It is that the spread of CGM(consumer generated media) is been noticed in recent
years. There are 42,890,000 Japanese SNS users at the end of 2011, and it is say
that 56,430,000 people will be user of it at the end of 2014. The month-long user
of a buzz marketing site has reached to 83,560,000 people, and it being increasing.
Recent market scale is 200,500 million yen in Japan. This will be expanded
396,300 million yen in 2013. It originates in the background of growth at (A), (B),
and (C). (A) It can use for free. (B) Not only a general user but a company can
do promotion and communication. (C) Receiving physical restrictions, such as a
place and time, are decreased by development of a communications infrastructure
and a portable terminal. On the other hand, pretending to be it a negative
campaign and false rumor information by the anonymity of the sender occurs a
lot. This becomes the inveterate problem that the net literacy of users is asked.
Still ,CGM is becoming indispensable to our life up to everyday communication
and interchange, purchasing activity [1]. We show some concrete example. It
is used for Web promotion activity or the questionary survey. Because its give
a user easiness of friendly feeling and get the true intention. Subsequently, we
give an example of the further possibility of CGM. kabu.com Securities Co. Ltd
develop a system that collect and analyze the huge information from SNS such
as Twitter or mixi. It may be said that this is one of the big data business. And
we expect further value of CGM. This time, we select Twitter from CGM and
I build a model to observe the interest of people, and to estimate and inspect
it. Twitter is SNS site to contribute the short sentence within 140 characters
to. The user reach 13,920,000 people, it is the second scale next to Facebook in
Japan. Also it has four characteristics. First, it holds the organization which can
be connected without needing each other’s approval. Second, it is easy to aim
the opinion leader from the number of the followers and the number of retweet.
Third, full retrieval service. Last, observation of the number of tweet is easy, and
it is easy to treat it as quantitative data. Thus, We paid attention to Twitter.
The goal of this researches to prediction in transition of new objects (a product
and a phenomenon).For that purpose, we build a model to express a change of
the interest, and carry out numerical value simulation. From a simulation result,
I examine to grouping the tendency of research object.

2 Concern Shift Model


The model is built based on “ON A DIFFERENTIAL EQUATION MOEL OF
BOOMS” [3]. This model is built by paying attention a boom. A boom is said

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 284–292, 2013.

c Springer-Verlag Berlin Heidelberg 2013
Prediction of the Concern of People Using CGM 285

“A product and a phenomenon spread among people instantly, and it is forgotten


afterwards during a short term.” The interest of people greatly changes by a
boom. In a word, it is easy to read a change if it greatly works, and is suitable
for surveying a change of the interest. In the construction of the model. I use
the number of tweet to measure interest for numerical value. The existing model
collects the number of the words and target consumers population from various
information media (ex Newspaper, data yearbook ,statistics data on web). And
it estimates condition of consumption and the recognition. The change of the
number of tweet before the boom does not consider. Because, there is more
Twitter in the appearance number of the word after boom than these information
media.

Don’t writing
Indifference Interest(1) Quiet

Interest(2)

&Q9TKVKPI

Fig. 1. concern shift model

From fig. 1, State of the user


Indifference : State of the user who does not recognize to an object
Interest(1) : State of the user who has not surfaced although it is interested to
an object
Interest(2) : State of the user who it is interested and has surfaced to an object
Quiet : State of the user for whom the concern about an object settled down
I assume the ratio of user belonging to each state z1 (t)‘z4 (t) in parameter of the
time t
z1 (t) + z2 (t) + z3 (t) + z4 (t) = 1 (2.1)

Expression of the state change of the user

z´1 (t) = −c1 y1 (t) (2.2)

z´2 (t) = c1 y1 (t) − (c2 + c3 )y2 (t) (2.3)

z´3 (t) = c2 y2 (t) − c4 y3 (t) (2.4)

z´4 (t) = c3 y2 (t) + c4 y3 (t) (2.5)


286 Y. Ueda and Y. Asahi

Parameter to be given c1 ‘c4


c1 : Percentage of the users who begin to get interested
c2 : Percentage of the users who occur surfaced concern
c3 : Percentage of the users who settle down before surfaced concern
c4 : Percentage of the users who cool down gradually after surfaced concern
The value that is in each state at the time of the boom
z1 (T ) = (1 − l − m) (2.6)

z2 (T ) = l (2.7)

z3 (T ) = m (2.8)

z4 (T ) = 0 (2.9)
l is ratio of user of ”Interest(1)”, and m is ratio of user of ”Interest(2)”.
Give differential equation (2.2)‘(2.5) condition (2.6)‘(2.9), and the solution of
the differential equation is found.

(T ≤ t)
z1 (t) = P e−c1 (t−T ) (2.10)

c1 P
z2 (t) = (−e−c1 (t−T ) + e−(c2 +c3 )(t−T ) )
C1 (2.11)
+ le−(c2 +c3 )(t−T )
c1 c3 P
z3 (t) = (−e−c1 (t−T ) + e−(c2 +c3 )(t−T ) )
C1 C2
lc3 −(c2 +c3 )(t−T )
+ (e − e−c4 (t−T ) )
C2 (2.12)
c1 c2
+ P (e−c1 (t−T ) − e−c4 (t−T ) )
C2 (c1 − c4 )
+ me−c4 (t−T )
  
c2 c4 P
z4 (t) = c3 + E2
C2 C1 (c2 + c3 )
lc2  
+ −c4 e−(c2 +c3 )(t−T ) + (c2 + c3 )e−c4 (t−T )
C2 (c2 + c3 )
c2 P
+ (−c4 e−c1 (t−T ) + c1 e−c4 (t−T ) ) (2.13)
C2 (c1 − c4 )
lc3
− e−(c2 +c3 )(t−T ) − me−c4 (t−T )
c2 + c3
 
c2 P c4 1
+ 1+ + {c3 P − c3 l + c2 l} + m
C2 c2 + c3 c2 + c3
P = (1 − l − m), C1 = (c1 − c2 − c3 ), C2 = (c4 − c3 − c2 )
E2 = (c2 + c3 )e−c1 (t−T ) − c1 e−(c2 +c3 )(t−T )
Prediction of the Concern of People Using CGM 287

3 Data Analysis

3.1 Analysis Method


The process of analysis method is as follows.
1. The numbers of the tweet containing the name of investigation contents are
observed and collected.
2. Simulation result has been compared with collected data. We value it at the
eye measurement of graph and the coefficient of determination decided by
regression analysis.
3. The potential concern of the user who cannot measure from the number of
the tweet is predicted. (The user’s concern makes the number of the tweet
the index.)
4. It is inspected whether a tendency is looked at a user’s concern predicted
transition of the number of the tweet.

There is not the numerical index to measure usefulness in procedure 4. Thus, we


judge it from the user reaction (The number and contents of the tweet) and the
environment of the target word. The target word elects from upswing in Google
searching search word ranking in the first half in 2012. In the election of the
word, it is thought that a thing collecting much tweet is desirable as subjects of
survey. The thing which greatly collected the interest of the user showed sudden
growth during a short term. Understood that it was similar to a boom.
Target words are ”genpatsu (nuclear power generation), sutema (stealth-
mareting), siri, kinkan-nissyoku (annular solar eclipse), kinkansyoku (Synonym
of kinkan-nissyoku), hikarie (One of the shopping centers), nottv (net media),
sky-tree, comp-gacha (complete-gatya)”. The investigation period is Jul-2011 -
Sep-2012. The use site is TOPSY [2].

3.2 Setting of the Parameter

We set the parameter to perform the simulation by the model. The setting of
the parameter uses least squares method by the Solver of Excel. When we set it,
set the number of tweet per unit time of T w × z3 (t) T w expresses the number
of total tweet per unit time. We suppose the number of tweet per month to be
1,200 million and analyze.

4 Result of Analysis
We perform inspection and consideration of the analysis. T w × y3 is indicated
estimated value, data is indicated measured value. The number of tweet of the
target word and change of the interest state of the user are provided than sim-
ulation. We can classify it in three cases from them.
288 Y. Ueda and Y. Asahi

Continnuation

The case which continues keeping the interest of the fixed quantity after a boom.
The fixed quantity is that the interest of the standard is higher than before boom.
The revival that the number of tweet increases again is classified in this case too.
In the change of the interest, Interest(1) continues lengthening after a boom.
The Second Boom
The case which shows sudden increase again when a change calmed down. The
increase and decrease of the number of tweet is confirmed before a boom. The
change of the interest is similar to continuation.
One - Shot
The case which suddenly falls in when a boom is over. After a boom, there are
few signs that interest rises to. It is supposed that the phenomenon that has
concluded without what is used on Twitter is just forgotten. The number of
tweet decrease, and the interest of the user calms at the same time.

Table 1. Positioning of the target word

㼀㼍㼞㼓㼑㼠㻌㼣㼛㼞㼐

㻯㻻㻺㼀㻵㻺㻺㼁㻭㼀㻵㻻㻺 㼓㼑㼚㼜㼍㼠㼟㼡㻌㻘㻌㼟㼡㼠㼑㼙㼍
㼔㼕㼗㼍㼞㼕㼑㻌㻘㻌㼚㼛㼠㼠㼢

㼀㻴㻱㻌㻿㻱㻯㻻㻺㻰 㼟㼕㼞㼕
㻮㻻㻻㻹 㼟㼗㼥㻙㼠㼞㼑㼑
㼗㼕㼚㼗㼍㼚㻙㼚㼕㼟㼟㼥㼛㼗㼡
㻻㻺㻱㻌㻙㻌㻿㻴㻻㼀 㼗㼕㼚㼗㼍㼚㼟㼥㼛㼗㼡
㼏㼛㼙㼜㻙㼓㼍㼏㼔㼍

Inspect the precision of the model as a specific example from three cases which
were classified.

4.1 STUEMA
An official name is called stealth-mareting with sutema. Point to publicizing it
with an article so that it is not noticed with an advertisement by consumers.
The words existed than before. However, it became if in late years it would be
used frequently led by a net user.
It is said that the simulation result is good from Fig. 2 and R2 . But it did not
come true to reproduce the increase and decrease of the number of tweet fully.
It is necessary for precision of the simulation to give a thought to a standard to
what extent.
The change of the user who is in each state becomes Fig. 3.
The user of the state of Indifference occupies most in a change . In this situ-
ation, the user of other states is uncommon. I will omit a change of Indifference
Prediction of the Concern of People Using CGM 289

ϳϬ͕ϬϬϬ Ϭ͘Ϭϭϰ

ϲϬ͕ϬϬϬ Ϭ͘ϬϭϮ

^ƚĂƚĞĐŚĂŶŐĞŽĨƚŚĞƵƐĞƌ΀й΁
ϱϬ͕ϬϬϬ Ϭ͘Ϭϭ
EƵŵďĞƌŽĨƚǁĞĞƚ΁

ϰϬ͕ϬϬϬ Ϭ͘ϬϬϴ
njϮ
ĚĂƚĂ
ϯϬ͕ϬϬϬ Ϭ͘ϬϬϲ njϯ
dǁΎnjϯ
njϰ
ϮϬ͕ϬϬϬ Ϭ͘ϬϬϰ

ϭϬ͕ϬϬϬ Ϭ͘ϬϬϮ

Ϭ Ϭ

:ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ :ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ

ͲϭϬ͕ϬϬϬ ͲϬ͘ϬϬϮ

DŽŶƚŚ DŽŶƚŚ

Fig. 2. Change of the number of tweet Fig. 3. State change of the user (sutema)
(sutema) (R2 = 0.877)

in a similar case from notation in future. When we pay attention to a change of


Fig. 2, Interest(1) increases steadily, and Quite shows presence of mind. When
interest gradually penetrates from there, we can read it. On the other hand, it
is thought that this is supported only by a digital native and youth good at net
slang.

4.2 SIRI

SIRI is secretary function applications software for iOS. It provides a reply and
the Web Service for the question of the user by the sound recognition. It was put
on iPhone 4S on October 4, 2011, came to support Japanese on March 8, 2012,
and attracted attention by announcement of iOS6 of September, 2012 again.

ϴϬ͕ϬϬϬ Ϭ͘ϬϮ

Ϭ͘Ϭϭϴ
ϳϬ͕ϬϬϬ
ྛ≧ែ叏฼⏝⪅叏๭ྜ΀䠂΁

Ϭ͘Ϭϭϲ
ϲϬ͕ϬϬϬ
Ϭ͘Ϭϭϰ
君叻呎吟ᩘ΀௳΁

ϱϬ͕ϬϬϬ
Ϭ͘ϬϭϮ
njϮ
ϰϬ͕ϬϬϬ ĚĂƚĂ Ϭ͘Ϭϭ
njϯ
ϯϬ͕ϬϬϬ dǁΎnjϯ Ϭ͘ϬϬϴ
njϰ
Ϭ͘ϬϬϲ
ϮϬ͕ϬϬϬ
Ϭ͘ϬϬϰ
ϭϬ͕ϬϬϬ
Ϭ͘ϬϬϮ

Ϭ Ϭ
:ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ
:ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ
ͲϭϬ͕ϬϬϬ ͲϬ͘ϬϬϮ

ᮇ㛫΀᭶΁ ᮇ㛫΀᭶΁

Fig. 4. Change of the number of tweet Fig. 5. State change of the user (siri)
(siri) (R2 = 0.718)

We set March, 2012 when a Japanese edition was released with a boom start
from Fig. 4. We have ignored the big upsurge at the time of the announcement
in the previous year in October. Not having been able to follow a rapid increase
of the number of tweet of September, 2012, it may be said that it is the factor
that a value of R2 has lowered. These will become the future problem.
The change of the user who is in each state becomes figure 5.
290 Y. Ueda and Y. Asahi

We were able to confirm that there was not the influence to the whole Twitter
like stemma. The user of Interest(1) shows big growth for the littleness of the
ratio of a tweeting user. We can consider this growth from contents of the tweet.
For example ”A new story came out when I said that I told siri that it was
interesting. http://t.co/4zC6BpBF”. He(she) does not merely declare the con-
venience of the verge using SIRI, suggests play to let the interest of the partner
go down. It may be said that the organization where a user offers new value to
is a characteristic of CGM.

4.3 Comp-Gacha
Comp-gacha calls an official name complete-gatya. (The meaning of gacha is
capsule toy.) It is one of the charging methods of the social game for cell-phone,
smartphones. It purchases an item by a lottery method like a capsule toy. And
complete several kinds of decided items. The system what obtain a rare item by
doing so it. Consumer Affairs Agency forbade comp-gacha by the charging large
amount request of the social game on May 5, 2012. The contents that accounted
for important weight in the profit of the industry were abolished. Therefore a
social game-related brand of the Tokyo business market makes a sudden drop.
DeNA and GLEE of industry major became the stop-low, and aggregate market
value of 200 billion yen became extinct in a day.

ϭϴϬ͕ϬϬϬ Ϭ͘ϬϬϬϭϰ

ϭϲϬ͕ϬϬϬ
Ϭ͘ϬϬϬϭϮ
ྛ≧ែ叏฼⏝⪅叏๭ྜ΀䠂΁

ϭϰϬ͕ϬϬϬ
Ϭ͘ϬϬϬϭ
君叻呎吟ᩘ΀௳΁

ϭϮϬ͕ϬϬϬ

Ϭ͘ϬϬϬϬϴ
ϭϬϬ͕ϬϬϬ njϮ
ĚĂƚĂ
ϴϬ͕ϬϬϬ Ϭ͘ϬϬϬϬϲ njϯ
dǁΎnjϯ
ϲϬ͕ϬϬϬ njϰ
Ϭ͘ϬϬϬϬϰ

ϰϬ͕ϬϬϬ
Ϭ͘ϬϬϬϬϮ
ϮϬ͕ϬϬϬ

Ϭ
Ϭ
:ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ
:ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ
ͲϮϬ͕ϬϬϬ ͲϬ͘ϬϬϬϬϮ

ᮇ㛫΀᭶΁ ᮇ㛫΀᭶΁

Fig. 6. Change of the number of tweet Fig. 7. State change of the user (comp-
(comp-gatya) (R2 = 0.928) gatya)

There was not the tweet about comp-gacha while service is carried out. De-
tailed structure was transmitted many users after Consumer Affairs Agency
decided it illegal. In that way we understand that it followed that collect big
interest. The stock plunge acts as a cause to attract interest. Change of the user
who is in each state is Fig. 7
We collect interest at the time of the outbreak of the phenomenon, but calm
if a boom is over because there is not an additional impact. The case concluded
early, It is thought that it becomes the aspect like this time.
Prediction of the Concern of People Using CGM 291

4.4 Observations
Cf. analysis, If the pattern of continuation and pattern oh one-shot, An estimate
of the precision that R2 is high in like about 0.9 is possible. The problems that
the model had became clear from the second boom.
Specially, because the control of the boom is early as for the single-engine
pattern, a stable estimate is possible. Conversely, Interest(1) continues length-
ening, and do not get control in other cases. Thus, it is necessary to build the
structure which can be equivalent about a future prediction.
About a Change of the Interest
It may be said that the judgment of the right or wrong of the purpose “visual-
ization of size and the change of the interest” is difficult. Realy, the proof of the
estimated result is poor just method to consider it from contents of the tweet,
and to plan adjustment. The measures thought about are qualitative investiga-
tions using the questionnaires at the very beginning. It is thought that sequential
adjustment is difficult by Twitter observing a continuous change and the ques-
tionnaire to capture a change discretely. In other words We cannot assert with
the interest of the user by an estimated result as now. However, it is a fact that
one featuring it of the target words became clear by digitizing a process before
leading to the estimate of the change of the number of tweet.
Corectively, We was able to visualize invisible interest. A problem is left in the
proof of the result, and the right or wrong is divided by how to receive estimate
results. In a future study, you must define it some other time how you treat it.
Text Mining
We examine qualitative analysis by the text mining. In this reserch, we express
the influence that the qualitative elements such as contents of tweet used for
only the proof in the change of the interest give.
The factor that comp-gatya is classified in a single-engine case is ”lacked
versatility of word” and ”stamina of the topic is short”. In the case of nuclear
power generation, number of tweet and volume of interest are bigger than other
target words. Not only because this is derived from interest of the nuclear power
generation in various elements, it is explained, but also it is pointed to be problem
connected directly with our life. It is thought with the example that a sense of
impending crisis supports than interest. We can ask about size of the influence
that the qualitative factor and background in the target word. Then, we give
the tendency of the word to classify from contents of the tweet.
1. Sutema, siri, kinkansyoku, kinkan-nissyoku, sky-tree and comp-gacha are
liven up by user.
2. Hikarie and nottv are liven up by user and service-provider. They work hard
not to run out of interest.
3. Genpatsu is liven up by user, the media, learned men and society as a whole.
We can classify these with volume of growth of Interest(1). The case to write in
with the service-provider has a bigger surge of the interest than the case to write
292 Y. Ueda and Y. Asahi

in with user. Furthermore, we understood size of the influence by the media and
learned men. From the above, we derive a tendency from contents of the tweet
about the target word. And we promise improvement of the precision by it. K

5 Conclution

Express the thing that became clear and the consideration about the inflection
method of the model in this reserch.
– The simulation result by the model left a problem in the second boom, but
appearance of the graph, decision coefficient R2 were good together.
– In Twitter, there was a big difference in the number of tweet before and after
a boom. Thus, it worked to have built a model based on an existing model.
– There is a tendency in the number of tweet and the interest of the user each
and can sort it. In addition, We seemed to be able to grasp a tendency from
an attribute derived than consideration by contents of the tweet.
– There is not a numerical index about the proof of the change of the user
interest. Instead using contents of the tweet inspected it. We were able to
get consistency by reading the background that surrounded a target word.
However, it is not interest itself of the user under the present conditions.
The side as the specification of the process before tweet showing interest is
stronger.

References
1. Chen, Y.: One consideration about an effect of Collective Intelligence and the com-
pany use of social media, pp. 241–266. Osaka Sangyo University
2. TOPSY, http://topsy.com/
3. Yuko, N., Osamu, K.: On a Differential Equation Moel of Booms. Transactions of
the Operations Research, 83–105 (2004)
Part III
Design and Development Methods
and Tools for Interactive Systems
and Services
Unified Modeling Language:
The Teen Years and Growing Pains

John Erickson1 and Keng Siau2


1
Department of Marketing and Management,
College of Business Administration,
University of Nebraska at Omaha, Omaha, NE 68182, USA
johnerickson@unomaha.edu
2
Department of Business & Information Technology,
Missouri University of Science and Technology, Rolla, MO 65409, USA
siauk@mst.edu

Abstract. Unified Modeling Language (UML) is adopted by the Object Man-


agement Group as a standardized general-purpose modeling language for ob-
ject-oriented software engineering. Despite its status as a standard, UML is still
in a development stage and many studies have highlighted its weaknesses and
challenges - including those related to human factor issues. Further, UML has
grown considerably more complex since its inception. This paper traces the
history of Unified Modeling Language (UML) from its formation to its current
state and discusses the current state of the UML language. The paper first in-
troduces UML and its various diagrams, and discusses its characteristics and
features. The paper then looks at UML's strengths, challenges, and possible fu-
ture development. The human factor issues with using UML are discussed and
elaborated. Potential research questions related to UML are also highlighted.

Keywords: Unified Modeling Language, Human Factors, Systems Analysis


and Design, Object Orientation.

1 Object-Orientation and UML’s Genesis

1.1 Introduction

The continuing proliferation and development of information systems has proceeded


at a pace amazing to even those intimately involved in the creation of such systems.
The number of large companies building, revising or re-engineering their information
systems seems to be ever increasing. Fortune 500 companies currently engaged upon
multi-hundred million dollar IS/IT projects include Union Pacific Railroad, ConAgra
Foods, Walmart, eBay/PayPal, and Blue-Cross Blue Shield to name only a very few.
Given the increasing use of Cloud-based services, there appears to be some moves
toward modularization and standardization of software and systems. Even with much
progress, it appears, however, that software engineering is not keeping pace with the
advances in hardware and general technological capabilities.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 295–304, 2013.
© Springer-Verlag Berlin Heidelberg 2013
296 J. Erickson and K. Siau

While technological change continuously swirls around many businesses and or-
ganizations , systems development often still adheres to the general ADCT (Ana-
lyze, Design, Code, Test) rubric, and utilizes such specific methodologies as the
Waterfall Method, the Spiral Method, the System Life Cycle (alternatively known as
the System Development Lifecycle, or SDLC), Prototyping, Rapid Application
Development (RAD), Joint Application Development (JAD), End-User development,
Outsourcing in various forms, or ‘simply’ buying pre-designed software from vendors
(e.g., SAP, J. D. Edwards, Oracle, and People Soft).
In the past, systems and software development methods did not require that devel-
opers adhere to a specific approach to building systems, and while this may have been
beneficial in that it allowed developers the freedom to choose a method that they were
most comfortable with and knowledgeable about, such open-ended approaches can
affect and constrain the system in unexpected ways or even result in failure. For ex-
ample, system development and implementation failure rates remain stubbornly high.
Cost overruns and time overruns are still the norm, rather than the exception. Also,
open-ended approaches sometimes result in maintenance issues as not all systems
analysts are trained in all methods. . In the current development environment, a dif-
ferent approach to systems development, one that provides close integration between
analysis, design, and coding, would appear to be necessary. Further, many of the
information system project failures are the result of human issues and human factors.
Thus, not only do we need to enhance systems analysis and design methods, but we
also need to enhance them with the human factor issues in mind. In this paper, we
explore the role of the Unified Modeling Language (UML) as a modeling language
that enables such an approach.
The first section of the paper explores the concept of object-orientation, including
object-oriented systems analysis and design, the idea of modeling and modeling lan-
guages, and the history of UML. The following section, Section 2, covers the basic
UML constructs, and Section 3 examines UML from a practical or practitioner pers-
pective, while Section 4 discusses the future of UML and the human factor issues that
need to be studied in enhancing UML.

1.2 Object-Orientation

Over the past two to three decades, object-oriented programming languages have
emerged as the approach that many developers prefer to use during the Coding part of
the systems development life cycle. However, in most cases the Analysis and Design
steps have continued to proceed in the traditional style. This has often created ten-
sion, since traditional analysis and design are process-oriented instead of being
object-oriented.
Object-oriented systems analysis and design (OOSAD) methods were developed to
close the gap between the different stages, the first methods appearing in the 1980s.
By the early 1990s, a virtual explosion in the number of OOSAD approaches began to
flood the new paradigmatic environment. Between 1989 and 1994 the number of OO
development methods grew from around ten to more than fifty (Booch, Rumbaugh
Unified Modeling Language: The Teen Years and Growing Pains 297

and Jacobson, 1999). Two of these modeling languages are of particular interest for
the purposes of this paper, Booch and Jacobson’s OOSE (Object-Oriented Software
Engineering), and Rumbaugh’s OMT (Object Modeling Technique). A partial listing
of methods/languages is shown below:

Table 1. Examples of Object Oriented Method/Language

• Bailin • Hood
• Berard • Jacobson
• Booch • Martin-Odell
• Coad-Yourdon • Rumbaugh
• Colbert • Schlaer-Mellor
• Embley • Seidewitz
• Firesmith • UML
• Gibson • Wirfs-Brock

1.3 The Emergence of UML

Prominent developers of different object-oriented modeling approaches joined forces


to create UML, which was originally based on the two distinct OO modeling languag-
es mentioned above: Booch and Jacobson’s OOSE (Object-Oriented Software Engi-
neering), and Rumbaugh’s OMT (Object Modeling Technique). Development began
in 1994 and continued through 1996, culminating in the January 1997 release of UML
version 1.0 (Booch, Rumbaugh and Jacobson, 1999). The Object Management Group
(OMG) adopted UML 1.1 as a standard modeling language in November of 1997.
Version 2.4.1 is the most current release.

2 Current UML Models and Extensibility Mechanisms

2.1 Modeling

UML, as its name implies, is really all about creating models of software systems.
Models are an abstraction of reality, meaning that we cannot, and really do not care to
model in total reality settings, simply because of the complexity that such models
would entail. Without abstraction, models would consume far more resources than
any benefit gained from their construction. For the purposes of this paper, a model
constitutes a view into the system. UML originally proposed a set of nine distinct
modeling techniques representing nine different models or views of the system. With
the release of UML 2.0 in July, 2005, five additional diagramming techniques were
incorporated into the language. The techniques can be separated into structural (stat-
ic) and behavioral (dynamic) views of the system. UML 2.4.1, the latest version of
the modeling language, includes additional diagram types for model management.
298 J. Erickson and K. Siau

Structural Diagrams
Profile Diagrams, Class Diagrams, Object Diagrams, Component Diagrams, Deploy-
ment Diagrams, Composite Structure Diagrams, and Package Diagrams comprise the
static models of UML. Static models represent snapshots of the system at a given
point or points in time, and do not relate information about how the system achieved
the condition or state that it is in at each snapshot.
Class diagrams represent the basis of the OO paradigm to many adherents and
depict class models. Class diagrams specify the system from both an analysis and
design perspective. They depict what the system can do – analysis, and provide a
blueprint showing how the system will be built – design (Ambler, 2000). Class dia-
grams are self-describing, and include a listing of the attributes, behaviors, and re-
sponsibilities of the system classes. Properly detailed class diagrams can be directly
translated into physical (program code) form. In addition, correctly developed class
diagrams can guide the software engineering process, as well as provide detailed
system documentation (Lago, 2000).
Object Models and Diagrams represent specific occurrences or instances of class
diagrams, and as such are generally seen as more concrete than the more abstract class
diagrams.
Component diagrams depict the different parts of the software that constitute a
system. This would include the interfaces of and between the components as well as
their interrelationships. Ambler (2000) and Booch, Rumbaugh and Jacobson, (1999)
defined component diagrams as class diagrams at a more abstract level.
Deployment diagrams can also be seen as a special case of class diagrams. In this
case, the diagram models how the run-time processing units are connected and work
together. The primary difference between component and deployment diagrams is
that component diagrams focus on software units, while deployment diagrams depict
the hardware arrangement for the proposed system.
Profile Diagrams are structure diagrams that describe lightweight extension me-
chanisms to the UML by defining custom stereotypes, tagged values, and constraints.
Profiles allow adaptation of the UML metamodel for different platforms and domains.
Composite Structure Diagrams depict the relationships and communications be-
tween the functional parts of a system. These diagrams depict high level and abstract
views of the system being modeled.
Package Diagrams are essentially a subtype of Class or Object Diagrams. They
are intended to depict or show a grouping of related UML elements. Package Dia-
grams make it easier to see dependencies among different parts of the system being
modeled (Pilone and Pitman, 2005). As such, Package Diagrams represent a high
level view of the systems being modeled and therefore a good possibility for convey-
ing understanding to users and other interested parties.

Behavioral Diagrams
Use Case Diagrams, Activity Diagrams, State Diagrams are the primary types of
Behavioral Diagrams. The set of four Interaction Diagrams form a sub-type of
Behavioral Diagram: Sequence Diagrams, Communication Diagrams, Interaction
Unified Modeling Language: The Teen Years and Growing Pains 299

Overview Diagrams, and Timing Diagrams. In contrast to the static diagrams, the
dynamic diagrams in UML are intended to depict the behavior of the system as it
transitions between states, interacts with users or internal classes and objects, and
moves through the various activities that it is designed to accomplish.
Use Case Diagrams. While class models and diagrams represent the basis of OO as
previously discussed, use case models and diagrams portray the system from the pers-
pective of an end-user, and represent tasks that the system and users must execute in
performance of their jobs (Pooley and Stevens, 1999). Use case models and the re-
sulting use case diagrams consist of actors (those persons or systems outside the sys-
tem of interest that need to interact with the system under development), use cases,
and relationships among the actors and use cases. Booch, Rumbaugh, and Jacobson
(1999) proposed that developers begin the analysis process with use cases. By that,
they mean that developers should begin the analysis process by interviewing end us-
ers, perusing the basic legacy system documentation, etc. and creating from those
interviews and documents the use cases that drive the class model development as
well as the other models of the system. Dobing and Parsons (2006) propose that Use
Case Narratives, which are written descriptions of Use Cases, are also heavily em-
ployed by developers to aid in assembling and understanding Use Case Diagrams.
Activity diagrams model the flow of control through activities in a system and, as
such, are really just flow charts. In addition, activity diagrams are special instances of
statechart diagrams.
State diagrams model state machines. State machines model the transition be-
tween states within an object, and the signals or events that trigger or elicit the change
in state from one value to another (Booch, Rumbaugh and Jacobson, 1999). For
example, a change in air temperature triggers a thermostat to activate a heating or
cooling system that regulates the temperature in a room or building. A rise in air
temperature in this case would be sensed by the thermostat and would cause the cool-
ing system to change states from inactive (or idle) to active, and begin the cooling
process. Once the ideal temperature is reached, the thermostat would sense that and
trigger a state change in the cooling system back to inactive.
Interaction Diagrams are intended to depict communications, such as messages
and events between and among objects. UML 2.X substantially enhanced flow of
control in Interaction Diagrams over UML 1.X. The old isomorphic Sequence and
Collaboration Diagrams from UML 1.X have been supplemented by two new dia-
grams -- Interaction Overview Diagrams and Timing Diagrams. Collaboration Dia-
grams are known as Communication Diagrams in UML 2.X. The four interaction
diagrams are briefly described below.
Sequence Diagrams portray and validate in detail the logical steps of use cases
(Ambler, 2000). Sequence diagrams depict the time ordering of messages between
objects in the system, and as such include lifelines for the objects involved in the
sequence as well as the focus of control at points in time (Booch, Rumbaugh and
Jacobson, 1999).
Interaction Overview Diagrams are a simplification of and a sub-type of Activity
Diagrams. These diagrams can aid the user in understanding the flow of control as a
system operates, but they suppress the details of the messages and information the
300 J. Erickson and K. Siau

messages pass among objects. These are high level diagrams that are not intended
to convey the specifics or details of how a system interacts with other systems or
subsystems.
Communication Diagrams stress or depict the items involved in the interactions
as opposed to the sequencing and control flows. There is some level of isomorphism
present between Communication and Sequence Diagrams because one can easily be
converted to the other. However, the mapping is not one to one (a formal isomor-
phism). In other words, some details can be lost when converting from Sequence
Diagrams to Communication Diagrams.
Timing Diagrams are most often used with real-time systems and attempt to con-
vey the timing element related to the massages being passed throughout the system
being modeled. Timing Diagrams show a lifeline and the events that occur temporal-
ly as the system works at run time. The details of temporal constraints included in
messages are the elements highlighted in these diagrams.

2.2 Extensibility Mechanisms


UML is intended to be a fully expressive modeling language. As such, UML pos-
sesses a formal grammar, vocabulary, and syntax for expressing the necessary details
of the system models through the nine diagramming techniques. Even though UML
represents a complete and formal modeling development language, there is no realis-
tic way that it can suffice for all models across all systems.
In order to help deal with the dual problems of the general nature of UML, and the
necessity to make it also domain specific, UML 2.X was developed to create a mod-
ified version of the language that can extend the language so that it also covers specif-
ic domains, rather like SAP’s “industry solutions” for customizing their ERP product
to specific industries. Similarly, UML allows tool developers to create profiles that
might be tailored to a specific type of system, real-time, for example. UML 2.x con-
tinues with the three Extensibility mechanisms from UML 1.x While UML provides
for four commonly used mechanisms, Specifications, Adornments, Common Divi-
sions, and Extensibility (Booch, Rumbaugh and Jacobson, 1999), we will concern
ourselves only with Extensibility for the purposes of this exposition.

Stereotypes
In a basic sense, Stereotypes simply add new “words” to UML’s vocabulary. Stereo-
types are generally derivations from existing structures already found within UML,
but yet are different enough to be specific to a particular context. Booch, Rumbaugh
and Jacobson (1999) used the example of modeling exceptions in C++ and Java as
classes, with special types of attributes and behaviors.

Tagged Values
Providing information regarding version numbers or releases is an example of tagged
values in use (Booch, Rumbaugh and Jacobson, 1999). Tagged values can be added
Unified Modeling Language: The Teen Years and Growing Pains 301

to any UML building block to provide clarity to developers and users during and after
the development cycle.

Constraints
Constraints are simply that – constraints. UML allows developers to add constraints
to systems that modify or extend rules to apply (or not apply) under conditions and
triggers that might be exceptions to those rules.

3 The Current State of UML

3.1 UML’s Teen Years: The Positives


The characteristics of UML described in the preceding discussion have helped it gain
broad acceptance and support among the developer community. The widespread
adoption and use of UML as a primary, modeling language for OO systems develop-
ment efforts can be seen as at least indirect evidence of the usability of the language
in analysis, design, and implementation tasks.
UML presents a standard way of modeling object-oriented systems that enhances
systems development efforts, and future enhancements to UML will provide even
greater standardization and interoperability. UML also provides a vital and much
needed communication connection (Fowler, 2000) between users and designers by
incorporating use case modeling and diagramming in its repertoire.
UML can be used with a variety of development methodologies, and is not
shackled to only one approach. This can only broaden its appeal and overall useful-
ness to developers in the industry. In a nutshell, UML has provided some vital and
much needed stability in the modeling arena, and the software development commu-
nity as a whole can only benefit from that (Siau and Cao, 2001; Siau and Loo 2006;
Siau and Tian 2009).
Selic, Ramakers, and Kobryn (2002) propose that as information systems become
ever more complex, modeling software for constructing understandable representa-
tions of those systems will become correspondingly more important for developers in
such complex and quickly changing environments. As such, UML is still positioned
to provide modeling support for developers. The continuing push toward MDA
(Model-Driven Architecture) is evidence that, if a developer wishes, executable mod-
els are ever closer and more practical.

3.2 UML’s Teen Years: the Negatives


Use cases are more process than object-oriented. Thus, the use case-centric approach
has been criticized because it takes a process-oriented rather than an object-oriented
view of system. This is a point of controversy among researchers and developers
alike. Dobing and Parsons (2000) go so far as to propose that since use cases, and
resulting use case diagrams, are process-oriented, their role in object-oriented systems
development should be questioned, and possibly removed from use in OO develop-
ment methods for that very reason.
302 J. Erickson and K. Siau

However, since nearly all businesses are process-oriented, or at least are seen that
way by most end users, it might be desirable, even necessary, for developers to cap-
ture essential end-user requirements by means of their process-based descriptions of
the tasks that they and the system must perform. Other proposals to extend UML
include the one by Tan, Alter, and Siau (2011). They propose that service responsi-
bility table be used to supplement UML in system analysis. Another proposal is by
Siau and Tan (2006) to use cognitive mapping techniques to supplement UML.
In addition, UML has been criticized for being overly complex, too complex for
mere mortals to understand or learn to use in a reasonable time (Siau and Cao 2001).
Some research has been done with regard to complexity. Rossi and Brinkkemper’s
(1996) study established a set of metrics for measuring diagram complexity, while
Siau and Cao (2001) apply the metrics to UML and other modeling techniques. Their
results indicated that although none of the individual UML diagrams is more complex
than those used in other techniques, UML as a whole is much more complex. Since
UML 2.0 was released in 2005, the language reached new levels of complexity.
Siau, Erickson, and Lee (2005), extending the work of Siau and Cao (2001), argue
that there is a different between theoretical and practical complexity. Siau and Cao
(2001) study the theoretical complexity of UML. In practice, not all the constructs
will be used and some constructs are more important than others. Therefore, the prac-
tical complexity of UML is not as great as that computed by Siau and Cao (2001).
However, Duddy (2002) takes a more pessimistic view of both current and future
versions of UML. He believes that even though UML 2.X provides coverage for
development tools and paradigms currently in use, there is no way that it can provide
support for emerging application development approaches or tools, such as applica-
tion servers, loosely coupled messaging, and Web services. To be fair, however, it is
also somewhat unrealistic to expect any tool to be a panacea for whatever methodolo-
gies, approaches or paradigms capture the attention of developers at any given point
in time.
Finally, with the appearance of aspect-oriented programming, it is entirely possible
that the entire object-oriented approach could be supplanted with a new paradigm. If
that were to happen, it might become problematic in that UML is constrained by its
limited extensibility mechanisms. In other words, we must ask whether or not UML
is robust enough to adapt, or be adapted to a radically new paradigm?

3.3 UML’s Teen Years: Growing Pains and Acne


UML’s complexity discussed above means one of two things: companies considering
the use of UML will either have to provide extensive (that is, expensive) training if
they plan to develop in house, or they will have to hire UML trained (that is, also
expensive) consultants to carry out their systems development efforts. Either way,
this indicates that UML-based systems development projects will probably not get
any less expensive in the future. However, the same criticism could be leveled at
most other modeling tools as well.
As evidenced by several research streams since UML 2.0 was released, many de-
velopers and projects make use of UML simply as a post hoc documentation tool
(Dobing and Parsons, 2005, Erickson & Siau, 2008). This basically means that there
is a dichotomous split between two different types of UML users, those who support
Unified Modeling Language: The Teen Years and Growing Pains 303

MDA and fully executable modeling, and those who use UML simply as a documen-
tation tool. These behaviors beg the following question: if most systems developers
do not use many of the features and capabilities of UML, is it worthwhile to maintain
in the language those capabilities and features that are rarely used? Only research
into the issue will be able to answer that question. For more information regarding
this issue see Siau and Halpin (2001).
None of this should be surprising, since no modeling tool will be adopted by eve-
ryone. However, a critical point here is the middle group, those that use UML, but
not in a formal fashion, may do so by changing the diagramming techniques as they
feel necessary in the pursuit of their projects. Valid questions are, do they not fully
use the capabilities of UML because the tools are too expensive, because fully using
UML is too complex, or for any of a variety of other reasons?
While these questions and suppositions are based on anecdotal evidence, at least
one highlights an issue with UML. Do developers feel that UML is too complex for
them to use easily? If the development tool is extremely difficult to use, then it ap-
pears that perhaps more effort is expended toward understanding and using the tools
than toward developing the system, which is the primary goal in the first place. If so,
and this would need research, then does or will future versions of UML be improve-
ments from a usage perspective?
The paper by Siau and Tian (2009) points out some of the human factor issues in
UML graphical notations. Human factor studies seem necessary to evaluate the usa-
bility of many of the UML constructs and propose modifications to the existing UML
constructs to make them more useable and user friendly.

4 Conclusions
Neither UML nor any other modeling language, development method, or methodolo-
gy has proven to be a panacea for the Analysis, Design, and Implementation of infor-
mation systems. As suggested by Brooks (1987), this is not surprising because the
inherent, essential characteristics of software development make it a fundamentally
complex activity. UML is not perfect but it integrates many important software engi-
neering practices that are important enhancements to systems development, and it
does so in a way that, if not clear to everyone, is at least enlightening to developers.
Finally, looking back at the past 40 years of systems development chaos and woes,
it appears that UML can and should be seen, problems notwithstanding, as one of the
most important innovations in systems development since the advent of the structured
approaches.

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Evaluation of System Engineers’ Intellectual Productivity
Focusing on Coding Procedures in Application Development Tools

Ryo Hirano, Yohei Nakamura, and Miwa Nakanishi

Keio University, Yokohama, Japan


ryohirano.dol@a5.keio.jp,
miwa_nakanishi@ae.keio.ac.jp

Abstract. In this study, we construct a method for evaluating thinking and


judgment as intellectual productivity of system engineers, with a particular fo-
cus on a supporting system that the engineers engaged in software development.
This method can be applied in two ways. The first application is an approach to
evaluate the skill of system engineers. This method can not only evaluate the
engineer’s aptitude by scoring intellectual productivities but can also analyse
tendencies related to the skill of system engineers by using proportions of each
control processes and time-series graphs. The second application is an approach
to improve the tools and manuals of the development environment. By compar-
ing time-series graphs of the thinking process with operating logs, we can iden-
tify the specific point where system engineers have fallen into scrambled
control processes so that we can specifically identify the problem in the corre-
sponding instructions and manuals, which should result in improvements in
development environment tools.

Keywords: Intellectual productivity, system engineers, application develop-


ment tools

1 Introduction

Currently, from control systems for massive plants to the applications of portable
information terminals, the occurrence of systems that operate using software is in-
creasing explosively. Accuracy and speed are necessary in many software develop-
ment cases. As a consequence, the burden on developers who are engaged in software
development is also progressively increasing.
Research on the thinking and judgment of system operators, such as plant operators
or stock traders, has largely not been focused on the thinking and judgment of system
engineers. The characteristics of system engineers’ behind-the-scenes work that does
not directly involve users may contribute to the lack of research focused on these
system engineers.
In case of software for business, system engineers generally code using develop-
ment environment tools according to the characteristics of the hardware and operating

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 305–315, 2013.
© Springer-Verlag Berlin Heidelberg 2013
306 R. Hirano, Y. Nakamura, and M. Nakanishi

systems by referring to the instructions from end users who use the software. There-
fore, not only the quality of instructions but also the usability of the development
environment tools and its manuals significantly influence the performance of system
engineers.
Consequently, in this study, we construct a method for evaluating the thinking and
judgment as intellectual productivity of system engineers, with emphasis on support-
ing system that the engineers engaged in software development.

2 Experiment

First, we conducted an experiment to obtain operating logs to estimate the intellectual


productivity of system engineers by defining as data the operating logs recorded when
system engineers write code using development environment tools.

2.1 Task

We imposed the task of coding on the subjects in order to construct functions, as re-
quired by the instructions, using development environment tools for software devel-
opment, which were installed on small business terminals. The subjects performed the
task on notebook PCs (Dell XPS L502X) while referring to printed instructions.
While coding, the subjects were allowed to refer to the manuals for the development
environment tool on a tablet PC (Apple iPad).
First, in order to adjust to the development environment tools, the subject per-
formed a task for learning. The task for learning was a task in which the subject coded
the details of the software from the state in which the framework of the software (such
as the screen structure) was already completed in the development environment tool.
The subjects performed this task while referring to the manuals until the task was
completed. The subjects then performed practice tasks. They coded frameworks and
details from scratch on the development environment tool while referring to the
instructions on a tablet PC.

2.2 Measurement

While the subjects were performing the tasks, we recorded their operating logs. We
used software (ADGRec_120F) to capture the subjects’ screens in order to record
their operations in a time series. In addition, we recorded the subjects’ hand move-
ments and facial directions using an overhead video camera. We analysed the anima-
tion captured by the screen-capturing software and output the results as operating-log
data. We output the operating logs by 65 fp (per 0.5 sec) because we recorded the
videos at 130 fp. An example of an operating log is shown in Table 1.
Evaluation of System Engineers’ Intellectual Productivity 307

Table 1. Sample operating logs

㻵㼚㼕㼠㼕㼍㼠㼕㼛㼚㻌㼒㼞㼍㼙㼑㼀㼑㼞㼙㼕㼚㼍㼠㼕㼛㼚㻌㼒㼞㼍㼙 㻵㼚㼕㼠㼕㼍㼠㼕㼛㼚㻌㼠㼕㼙㼑㼀㼑㼞㼙㼕㼙㼍㼠㼕㼛㼚㻌㼠㼕㼙㼑㻮㼠㼞㼍㼠㼑㻌㻔㼗㼎㼜㼟㻕㻲㼞㼍㼙㼑㻌㼟㼕㼦㼑 㻱㻛㻲


㻜 㻢㻠 㻜㻜㻦㻜㻜㻚㻜 㻜㻜㻦㻜㻜㻚㻡 㻡㻢㻣㻟㻚㻝㻡㻞 㻟㻡㻠 㻝㻢㻚㻜㻟
㻢㻡 㻝㻞㻥 㻜㻜㻦㻜㻜㻚㻡 㻜㻜㻦㻜㻝㻚㻜 㻞㻜㻥㻤㻚㻡㻞㻤 㻝㻟㻝 㻝㻢㻚㻜㻞
㻝㻟㻜 㻝㻥㻠 㻜㻜㻦㻜㻝㻚㻜 㻜㻜㻦㻜㻝㻚㻡 㻡㻢㻠㻣㻚㻤㻠 㻟㻡㻞 㻝㻢㻚㻜㻡
㻝㻥㻡 㻞㻡㻥 㻜㻜㻦㻜㻝㻚㻡 㻜㻜㻦㻜㻞㻚㻜 㻞㻤㻝㻜㻚㻤㻤 㻝㻣㻡 㻝㻢㻚㻜㻢
㻞㻢㻜 㻟㻞㻠 㻜㻜㻦㻜㻞㻚㻜 㻜㻜㻦㻜㻞㻚㻡 㻢㻟㻟㻤㻚㻥㻝㻞 㻟㻥㻢 㻝㻢㻚㻜㻝
㻟㻞㻡 㻟㻤㻥 㻜㻜㻦㻜㻞㻚㻡 㻜㻜㻦㻜㻟㻚㻜 㻞㻤㻝㻜㻚㻤㻤 㻝㻣㻡 㻝㻢㻚㻜㻢
㻟㻥㻜 㻠㻡㻠 㻜㻜㻦㻜㻟㻚㻜 㻜㻜㻦㻜㻟㻚㻡 㻡㻢㻢㻟㻚㻥㻜㻠 㻟㻡㻟 㻝㻢㻚㻜㻡
㻠㻡㻡 㻡㻝㻥 㻜㻜㻦㻜㻟㻚㻡 㻜㻜㻦㻜㻠㻚㻜 㻞㻤㻟㻞㻚㻞㻞㻠 㻝㻣㻣 㻝㻢
㻡㻞㻜 㻡㻤㻠 㻜㻜㻦㻜㻠㻚㻜 㻜㻜㻦㻜㻠㻚㻡 㻡㻞㻣㻢㻚㻥㻥㻞 㻟㻞㻥 㻝㻢㻚㻜㻠
㻡㻤㻡 㻢㻠㻥 㻜㻜㻦㻜㻠㻚㻡 㻜㻜㻦㻜㻡㻚㻜 㻞㻠㻢㻠㻚㻜㻥㻢 㻝㻡㻠 㻝㻢
㻢㻡㻜 㻣㻝㻠 㻜㻜㻦㻜㻡㻚㻜 㻜㻜㻦㻜㻡㻚㻡 㻣㻝㻤㻟㻚㻝㻜㻠 㻠㻠㻤 㻝㻢㻚㻜㻟
㻣㻝㻡 㻣㻣㻥 㻜㻜㻦㻜㻡㻚㻡 㻜㻜㻦㻜㻢㻚㻜 㻟㻜㻢㻤㻚㻠㻠㻤 㻝㻥㻝 㻝㻢㻚㻜㻣
㻣㻤㻜 㻤㻠㻠 㻜㻜㻦㻜㻢㻚㻜 㻜㻜㻦㻜㻢㻚㻡 㻢㻢㻤㻥㻚㻡㻢㻤 㻠㻝㻤 㻝㻢
㻤㻠㻡 㻥㻜㻥 㻜㻜㻦㻜㻢㻚㻡 㻜㻜㻦㻜㻣㻚㻜 㻠㻞㻡㻠㻚㻜㻝㻢 㻞㻢㻡 㻝㻢㻚㻜㻡
㻥㻝㻜 㻥㻣㻠 㻜㻜㻦㻜㻣㻚㻜 㻜㻜㻦㻜㻣㻚㻡 㻢㻤㻝㻡㻚㻥㻜㻠 㻠㻞㻡 㻝㻢㻚㻜㻠
㻥㻣㻡 㻝㻜㻟㻥 㻜㻜㻦㻜㻣㻚㻡 㻜㻜㻦㻜㻤㻚㻜 㻟㻣㻤㻜㻚㻢㻠 㻞㻟㻢 㻝㻢㻚㻜㻞
㻝㻜㻠㻜 㻝㻝㻜㻠 㻜㻜㻦㻜㻤㻚㻜 㻜㻜㻦㻜㻤㻚㻡 㻣㻟㻡㻟㻚㻝㻡㻞 㻠㻡㻥 㻝㻢㻚㻜㻞
㻝㻝㻜㻡 㻝㻝㻢㻥 㻜㻜㻦㻜㻤㻚㻡 㻜㻜㻦㻜㻥㻚㻜 㻠㻤㻟㻜㻚㻥㻝㻞 㻟㻜㻝 㻝㻢㻚㻜㻡
㻝㻝㻣㻜 㻝㻞㻟㻠 㻜㻜㻦㻜㻥㻚㻜 㻜㻜㻦㻜㻥㻚㻡 㻣㻤㻡㻜㻚㻝㻠㻠 㻠㻥㻜 㻝㻢㻚㻜㻞
㻝㻞㻟㻡 㻝㻞㻥㻥 㻜㻜㻦㻜㻥㻚㻡 㻜㻜㻦㻝㻜㻚㻜 㻟㻣㻡㻣㻚㻟㻣㻢 㻞㻟㻠 㻝㻢㻚㻜㻢
㻝㻟㻜㻜 㻝㻟㻢㻠 㻜㻜㻦㻝㻜㻚㻜 㻜㻜㻦㻝㻜㻚㻡 㻣㻟㻝㻟㻚㻟㻣㻢 㻠㻡㻣 㻝㻢
㻝㻟㻢㻡 㻝㻠㻞㻥 㻜㻜㻦㻝㻜㻚㻡 㻜㻜㻦㻝㻝㻚㻜 㻡㻜㻥㻣㻚㻡㻢㻤 㻟㻝㻤 㻝㻢㻚㻜㻟
㻝㻠㻟㻜 㻝㻠㻥㻠 㻜㻜㻦㻝㻝㻚㻜 㻜㻜㻦㻝㻝㻚㻡 㻣㻡㻢㻤㻚㻡㻠㻠 㻠㻣㻟 㻝㻢
㻝㻠㻥㻡 㻝㻡㻡㻥 㻜㻜㻦㻝㻝㻚㻡 㻜㻜㻦㻝㻞㻚㻜 㻟㻤㻠㻢㻚㻤㻤 㻞㻠㻜 㻝㻢㻚㻜㻟
㻝㻡㻢㻜 㻝㻢㻞㻠 㻜㻜㻦㻝㻞㻚㻜 㻜㻜㻦㻝㻞㻚㻡 㻤㻡㻠㻝㻚㻝㻤㻠 㻡㻟㻟 㻝㻢㻚㻜㻞
㻝㻢㻞㻡 㻝㻢㻤㻥 㻜㻜㻦㻝㻞㻚㻡 㻜㻜㻦㻝㻟㻚㻜 㻠㻜㻣㻜㻚㻤㻤 㻞㻡㻠 㻝㻢㻚㻜㻟
㻝㻢㻥㻜 㻝㻣㻡㻠 㻜㻜㻦㻝㻟㻚㻜 㻜㻜㻦㻝㻟㻚㻡 㻟㻡㻞㻠㻚㻠㻤 㻞㻞㻜 㻝㻢㻚㻜㻞
㻝㻣㻡㻡 㻝㻤㻝㻥 㻜㻜㻦㻝㻟㻚㻡 㻜㻜㻦㻝㻠㻚㻜 㻣㻣㻤㻝㻚㻞㻝㻢 㻠㻤㻢 㻝㻢㻚㻜㻝
㻝㻤㻞㻜 㻝㻤㻤㻠 㻜㻜㻦㻝㻠㻚㻜 㻜㻜㻦㻝㻠㻚㻡 㻟㻠㻥㻡㻚㻣㻝㻞 㻞㻝㻤 㻝㻢㻚㻜㻠
㻝㻤㻤㻡 㻝㻥㻠㻥 㻜㻜㻦㻝㻠㻚㻡 㻜㻜㻦㻝㻡㻚㻜 㻢㻝㻟㻤㻚㻡㻥㻞 㻟㻤㻟 㻝㻢㻚㻜㻟

2.3 Participants
The subjects were five students who had elemental knowledge of coding but had no
experience in using the development environment tool used in this experiment.

2.4 Ethics

We obtained informed consent of the individuals who agreed to participate in this


experiment.

3 Analysis

3.1 Division into Elements and Classification of Operating Logs

We extracted the operations of the subjects from the operating logs. As a result, 45
types of operations were identified, and we found that coding was proceeded by a
combination of these operations. We therefore classified the operations into eight
groups, from A to H, according to the purpose of the operation.
Group A (Stopped State). In group-A operations, the subject did not move the
pointer of the mouse and did not refer to instructions or manuals.
Group B (Moving of the Pointer of the Mouse). In group-B operations, the subject
moved the pointer of the mouse.
Group C (Referring to Manuals or Instructions). In group-C operations, the sub-
ject referred to manuals or instructions.
Group D (Adding or Deleting Something). In group-D operations, the subject’s
purpose of operation was adding or deleting new screens, variables or files.
308 R. Hirano, Y. Nakamura, and M. Nakanishi

Group E (Choosing Menus). In group-E operations, the subject’s purpose of opera-


tion was choosing various menus on the screen.
Group F (Editing Text). In group-F operations, the subject’s purpose of operation
was to edit the text of a name of an added screen, variable or file.
Group G (Moving Something on Screen). In group-G operations, the subject’s pur-
pose of operation was to move objects on the screen.
Group H (Configuring Properties of Software). In group-H operations, the sub-
ject’s purpose of operation was to modify configurations involved with the behaviour
of the software when the software was practically activated.
Table 2 shows an example of an operating log from Table 1 to which the eight
types of classifications were applied.

Table 2. Eight types classification of a sample operating logs

㻵㼚㼕㼠㼕㼍㼠㼕㼛㼚㻌㼒㼞㼍㼙㼑 㼀㼑㼞㼙㼕㼚㼍㼠㼕㼛㼚㻌㼒㼞㼍㼙 㻵㼚㼕㼠㼕㼍㼠㼕㼛㼚㻌㼠㼕㼙㼑㼀㼑㼞㼙㼕㼙㼍㼠㼕㼛㼚㻌㼠㼕㼙㼑㻮㼠㼞㼍㼠㼑㻌㻔㼗㼎㼜㼟㻕㻲㼞㼍㼙㼑㻌㼟㼕㼦㼑 㻱㻛㻲 㼀㼔㼑㻌㼚㼍㼙㼑㻌㼛㼒㻌㼛㼜㼑㼞㼍㼠㼕㼛㼚 㼀㼔㼑㻌㼚㼡㼙㼎㼑㼞㻌㼛㼒㻌㼛㼜㼑㼞㼍㼠㼕㼛㼀㼔㼑㻌㼚㼍㼙㼑㻌㼛㼒㻌


㻜 㻢㻠 㻜㻜㻦㻜㻜㻚㻜 㻜㻜㻦㻜㻜㻚㻡 㻡㻢㻣㻟㻚㻝㻡㻞 㻟㻡㻠 㻝㻢㻚㻜㻟 ᣦ♧᭩ཧ↷ 㻟㻚㻞 㻯
㻢㻡 㻝㻞㻥 㻜㻜㻦㻜㻜㻚㻡 㻜㻜㻦㻜㻝㻚㻜 㻞㻜㻥㻤㻚㻡㻞㻤 㻝㻟㻝 㻝㻢㻚㻜㻞 㻟㻚㻞 㻯
㻝㻟㻜 㻝㻥㻠 㻜㻜㻦㻜㻝㻚㻜 㻜㻜㻦㻜㻝㻚㻡 㻡㻢㻠㻣㻚㻤㻠 㻟㻡㻞 㻝㻢㻚㻜㻡 㻟㻚㻞 㻯
㻝㻥㻡 㻞㻡㻥 㻜㻜㻦㻜㻝㻚㻡 㻜㻜㻦㻜㻞㻚㻜 㻞㻤㻝㻜㻚㻤㻤 㻝㻣㻡 㻝㻢㻚㻜㻢 㻟㻚㻞 㻯
㻞㻢㻜 㻟㻞㻠 㻜㻜㻦㻜㻞㻚㻜 㻜㻜㻦㻜㻞㻚㻡 㻢㻟㻟㻤㻚㻥㻝㻞 㻟㻥㻢 㻝㻢㻚㻜㻝 㻝 㻟㻚㻞 㻯
㻟㻞㻡 㻟㻤㻥 㻜㻜㻦㻜㻞㻚㻡 㻜㻜㻦㻜㻟㻚㻜 㻞㻤㻝㻜㻚㻤㻤 㻝㻣㻡 㻝㻢㻚㻜㻢 ᣦ♧᭩ཧ↷ 㻟㻚㻞 㻯
㻟㻥㻜 㻠㻡㻠 㻜㻜㻦㻜㻟㻚㻜 㻜㻜㻦㻜㻟㻚㻡 㻡㻢㻢㻟㻚㻥㻜㻠 㻟㻡㻟 㻝㻢㻚㻜㻡 䝬䜴䝇䛾⛣ື 㻞㻮
㻠㻡㻡 㻡㻝㻥 㻜㻜㻦㻜㻟㻚㻡 㻜㻜㻦㻜㻠㻚㻜 㻞㻤㻟㻞㻚㻞㻞㻠 㻝㻣㻣 㻝㻢 㻞㻮
㻡㻞㻜 㻡㻤㻠 㻜㻜㻦㻜㻠㻚㻜 㻜㻜㻦㻜㻠㻚㻡 㻡㻞㻣㻢㻚㻥㻥㻞 㻟㻞㻥 㻝㻢㻚㻜㻠 䝬䜴䝇䛾⛣ື 㻞㻮
㻡㻤㻡 㻢㻠㻥 㻜㻜㻦㻜㻠㻚㻡 㻜㻜㻦㻜㻡㻚㻜 㻞㻠㻢㻠㻚㻜㻥㻢 㻝㻡㻠 㻝㻢 ᪂つ⏬㠃సᡂ 㻠㻚㻝 㻰
㻢㻡㻜 㻣㻝㻠 㻜㻜㻦㻜㻡㻚㻜 㻜㻜㻦㻜㻡㻚㻡 㻣㻝㻤㻟㻚㻝㻜㻠 㻠㻠㻤 㻝㻢㻚㻜㻟 㻠㻚㻝 㻰
㻣㻝㻡 㻣㻣㻥 㻜㻜㻦㻜㻡㻚㻡 㻜㻜㻦㻜㻢㻚㻜 㻟㻜㻢㻤㻚㻠㻠㻤 㻝㻥㻝 㻝㻢㻚㻜㻣 㻠㻚㻝 㻰
㻣㻤㻜 㻤㻠㻠 㻜㻜㻦㻜㻢㻚㻜 㻜㻜㻦㻜㻢㻚㻡 㻢㻢㻤㻥㻚㻡㻢㻤 㻠㻝㻤 㻝㻢 㻠㻚㻝 㻰
㻤㻠㻡 㻥㻜㻥 㻜㻜㻦㻜㻢㻚㻡 㻜㻜㻦㻜㻣㻚㻜 㻠㻞㻡㻠㻚㻜㻝㻢 㻞㻢㻡 㻝㻢㻚㻜㻡 ᪂つ⏬㠃సᡂ 㻠㻚㻝 㻰
㻥㻝㻜 㻥㻣㻠 㻜㻜㻦㻜㻣㻚㻜 㻜㻜㻦㻜㻣㻚㻡 㻢㻤㻝㻡㻚㻥㻜㻠 㻠㻞㻡 㻝㻢㻚㻜㻠 ᣦ♧᭩ཧ↷ 㻟㻚㻞 㻯
㻥㻣㻡 㻝㻜㻟㻥 㻜㻜㻦㻜㻣㻚㻡 㻜㻜㻦㻜㻤㻚㻜 㻟㻣㻤㻜㻚㻢㻠 㻞㻟㻢 㻝㻢㻚㻜㻞 㻟㻚㻞 㻯
㻝㻜㻠㻜 㻝㻝㻜㻠 㻜㻜㻦㻜㻤㻚㻜 㻜㻜㻦㻜㻤㻚㻡 㻣㻟㻡㻟㻚㻝㻡㻞 㻠㻡㻥 㻝㻢㻚㻜㻞 ᣦ♧᭩ཧ↷ 㻟㻚㻞 㻯
㻝㻝㻜㻡 㻝㻝㻢㻥 㻜㻜㻦㻜㻤㻚㻡 㻜㻜㻦㻜㻥㻚㻜 㻠㻤㻟㻜㻚㻥㻝㻞 㻟㻜㻝 㻝㻢㻚㻜㻡 䝬䜴䝇䛾⛣ື 㻞㻮
㻝㻝㻣㻜 㻝㻞㻟㻠 㻜㻜㻦㻜㻥㻚㻜 㻜㻜㻦㻜㻥㻚㻡 㻣㻤㻡㻜㻚㻝㻠㻠 㻠㻥㻜 㻝㻢㻚㻜㻞 䝬䜴䝇䛾⛣ື 㻞㻮
㻝㻞㻟㻡 㻝㻞㻥㻥 㻜㻜㻦㻜㻥㻚㻡 㻜㻜㻦㻝㻜㻚㻜 㻟㻣㻡㻣㻚㻟㻣㻢 㻞㻟㻠 㻝㻢㻚㻜㻢 ᪂つ⏬㠃సᡂ 㻠㻚㻝 㻰
㻝㻟㻜㻜 㻝㻟㻢㻠 㻜㻜㻦㻝㻜㻚㻜 㻜㻜㻦㻝㻜㻚㻡 㻣㻟㻝㻟㻚㻟㻣㻢 㻠㻡㻣 㻝㻢 㻠㻚㻝 㻰
㻝㻟㻢㻡 㻝㻠㻞㻥 㻜㻜㻦㻝㻜㻚㻡 㻜㻜㻦㻝㻝㻚㻜 㻡㻜㻥㻣㻚㻡㻢㻤 㻟㻝㻤 㻝㻢㻚㻜㻟 ᪂つ⏬㠃సᡂ 㻠㻚㻝 㻰
㻝㻠㻟㻜 㻝㻠㻥㻠 㻜㻜㻦㻝㻝㻚㻜 㻜㻜㻦㻝㻝㻚㻡 㻣㻡㻢㻤㻚㻡㻠㻠 㻠㻣㻟 㻝㻢 䝬䜴䝇䛾⛣ື 㻞㻮
㻝㻠㻥㻡 㻝㻡㻡㻥 㻜㻜㻦㻝㻝㻚㻡 㻜㻜㻦㻝㻞㻚㻜 㻟㻤㻠㻢㻚㻤㻤 㻞㻠㻜 㻝㻢㻚㻜㻟 䝬䜴䝇䛾⛣ື 㻞㻮
㻝㻡㻢㻜 㻝㻢㻞㻠 㻜㻜㻦㻝㻞㻚㻜 㻜㻜㻦㻝㻞㻚㻡 㻤㻡㻠㻝㻚㻝㻤㻠 㻡㻟㻟 㻝㻢㻚㻜㻞 ᣦ♧᭩ཧ↷ 㻟㻚㻞 㻯
㻝㻢㻞㻡 㻝㻢㻤㻥 㻜㻜㻦㻝㻞㻚㻡 㻜㻜㻦㻝㻟㻚㻜 㻠㻜㻣㻜㻚㻤㻤 㻞㻡㻠 㻝㻢㻚㻜㻟 ᪂つ⏬㠃సᡂ 㻠㻚㻝 㻰
㻝㻢㻥㻜 㻝㻣㻡㻠 㻜㻜㻦㻝㻟㻚㻜 㻜㻜㻦㻝㻟㻚㻡 㻟㻡㻞㻠㻚㻠㻤 㻞㻞㻜 㻝㻢㻚㻜㻞 㻠㻚㻝 㻰
㻝㻣㻡㻡 㻝㻤㻝㻥 㻜㻜㻦㻝㻟㻚㻡 㻜㻜㻦㻝㻠㻚㻜 㻣㻣㻤㻝㻚㻞㻝㻢 㻠㻤㻢 㻝㻢㻚㻜㻝 ᪂つ⏬㠃సᡂ 㻠㻚㻝 㻰
㻝㻤㻞㻜 㻝㻤㻤㻠 㻜㻜㻦㻝㻠㻚㻜 㻜㻜㻦㻝㻠㻚㻡 㻟㻠㻥㻡㻚㻣㻝㻞 㻞㻝㻤 㻝㻢㻚㻜㻠 䝬䜴䝇䛾⛣ື 㻞㻮
㻝㻤㻤㻡 㻝㻥㻠㻥 㻜㻜㻦㻝㻠㻚㻡 㻜㻜㻦㻝㻡㻚㻜 㻢㻝㻟㻤㻚㻡㻥㻞 㻟㻤㻟 㻝㻢㻚㻜㻟 ⏬㠃๐㝖 㻠㻚㻡 㻰

3.2 Extraction of the Characteristic Sequences of Operations

Next, to read the subjects’ process of thinking during the task, we focused on the pat-
terns of sequences of the groups of operations. Hollnagel (E. Hollnagel, 1994) [1] has
proposed a contextual control model (COCOM) that can divide workers’ working
situations into four phases depending on the degree of understanding. The four phases
of situations that occurred during working were defined as follows:

1. Scrambled control mode. In the scrambled control mode, the choice of the next ac-
tion is basically irrational or random, which is typically the case when situation as-
sessment is deficient or paralysed and, accordingly, little or no correlation between
the situation and the action is observed. The scrambled control mode includes the
extreme situation of zero control.
2. Opportunistic control mode. In the opportunistic control mode, the salient features
of the current context determine the next action. Planning or anticipation is limited,
perhaps because the context is not clearly understood or because the available time
is limited.
Evaluation of System Engineers’ Intellectual Productivity 309

3. Tactical control mode. The tactical control mode corresponds to situations where
performance more or less follows a known procedure or rule. Planning is of limited
scope or range, and the needs taken into account may sometimes be ad hoc.
4. Strategic control mode. In the strategic control mode, the joint system has a
wider time horizon and can look ahead to higher-level goals. The dominant fea-
tures of this situation or the interface therefore have less influence on the choice of
action.
According to the previous definitions, we divided the subjects’ process of thinking
into four phases:
1. Scrambled control process. In this control process, subjects are alternately referring
to instructions and manuals, which means that the subjects do not understand what
to do and that operations have no progress. The sequences of operations like this
situation were categorized as scrambled control processes.
2. Opportunistic control process. In this control process, operations semantically un-
related to each other are being repeated, which means the subjects are operating in
a haphazard manner. The sequences of operations like this situation were catego-
rized as opportunistic control processes.
3. Tactical control process. In this control process, although operations semantically
related to each other are being performed, operations are interrupted as the subjects
refer to instructions or manuals, which means that, when the subjects’ perspectives
of what operations to perform are not clear, they are performing operations that
they could understand one-by-one. The sequences of operations like this situation
were categorized as tactical control processes.
4. Strategic control process. In this control process, subjects are correctly performing
operations semantically related to each other without referring to instructions or
manuals during operations, which means that the subjects’ perspectives of what
operations to perform are clear and the operations are being conducted. The
sequences of operations like this situation were categorized as strategic control
processes.
The specific patterns of the sequences of operations extracted for each of the four
phases were as follows:
1. Sequences of operation groups that correspond to scrambled control processes
C→A. In this pattern, subjects fall into a stopped state despite having acquired infor-
mation by referring to instructions or manuals.
A→B→A. In this pattern, subjects lose their focus and fall into a stopped state again,
even though the subjects move the pointer of the mouse to perform some task after the
stopped state.
C→B→A. In this pattern, subjects lose their purpose and fall into a stopped state;
however, after acquiring information by referring to instructions or manuals, the sub-
jects move the pointer of the mouse according to the acquired information.
B→A→B→A. In this pattern, subjects repeatedly move the pointer of the mouse and
fall into a stopped state. The situation where operations of group D~H emerge
after the movement of the pointer of the mouse has changed to a stopped state is not
310 R. Hirano, Y. Nakamura, and M. Nakanishi

considered a scrambled control process because the subjects are judged to be thinking
of the next operation during the transition from the movement of the mouse to the
stopped state.
2. Sequences of operation groups that correspond to opportunistic control processes
B→E→B→E. In this pattern, subjects repeatedly move the pointer of the mouse and
choose menus. This pattern is regarded as a situation where subjects are attempting to
find clues to solutions by clicking somewhere without understanding what operations
should be performed next.
B→A→E. In this pattern, subjects fall into a stopped state after moving the pointer of
the mouse and choosing menus. In this pattern, subjects move the pointer of the
mouse to perform a task but lose their purpose along the way and choose menus that
appear to be related to the operation, or alternatively, the subjects move the pointer of
the mouse to choose menus but lose their confidence along the way with respect to
whether the choice is correct, and after having given the matter some thought, they
finally choose a menu based on their estimation that the operation is correct.
3. Sequences of operation groups that correspond to tactical control processes

→ →→ →→
B E, C B E, B C E. In these patterns, subjects choose menus after having
moved the pointer of the mouse. This pattern is different from the pattern of
B→A→E in opportunistic control processes in that a series of operations from mov-
ing the pointer of the mouse to choosing menus emerges only once, and then opera-
tions of group D~H are performed. The case where subjects refer to instructions or
manuals before performing or while performing operations of group D~H is also
included in these sequences.

B G. In this pattern, subjects move objects after having moved the pointer of the
mouse. In many cases, the text related to the objects is edited, which means the pur-
pose of the operation has not yet been accomplished using this pattern.
→ →→→ →→ →→ →→→
B D, B D B D, C B D, B C D, C A B D. In these patterns, the
subjects change operations without editing variables or newly added files after having
moved the pointer of the mouse, or the subjects repeatedly move the pointer of the
mouse and add the necessary amount of variables. The case where the subjects refer
to instructions or manuals before or while performing these operations is also
included in these sequences.
4. Sequences of operation groups that correspond to strategic control processes

→ → →→ →→
B F, C F, C B F, B C F. In these patterns, subjects edit the name of vari-
ables or files after having moved the pointer of the mouse, and they do so without
falling into a stopped state. The case where subjects refer to instructions or manuals in
order to obtain information before editing is also included in these sequences.
→→→ →→→
B G B F, B D B F. In these patterns, subjects successively add and edit
objects or subjects edit objects after moving them. These patterns are characteristic
sequences of operations that commonly emerged in subjects’ operating logs.
Evaluation of System Engineers’ Intellectual Productivity 311

→ → →→ →→
B H, C H, C B H, B C H. In these patterns, subjects configure properties
of software after moving the pointer of the mouse. The case where the subjects refer
to instructions or manuals in order to obtain information before editing is also in-
cluded in these sequences.
By searching for patterns of sequences of operation groups that correspond to the
four previously described phases in the subjects’ operating logs, we visualized
changes in the subjects’ thinking processes during the task. Table 3 provides an ex-
ample of an operating log; strategic control processes are marked as green, tactical
control processes as blue, opportunistic control processes as yellow and scrambled
control processes as red.

Table 3. Example of a classified operating log

㻵㼚㼕㼠㼕㼍㼠㼕㼛㼚㻌㼒㼞㼍㼙㼑 㼀㼑㼞㼙㼕㼚㼍㼠㼕㼛㼚㻌㼒㼞㼍㼙 㻵㼚㼕㼠㼕㼍㼠㼕㼛㼚㻌㼠㼕㼙㼑㼀㼑㼞㼙㼕㼙㼍㼠㼕㼛㼚㻌㼠㼕㼙㼑㻮㼠㼞㼍㼠㼑㻌㻔㼗㼎㼜㼟㻕㻲㼞㼍㼙㼑㻌㼟㼕㼦㼑 㻱㻛㻲 㼀㼔㼑㻌㼚㼍㼙㼑㻌㼛㼒㻌㼛㼜㼑㼞㼍㼠㼕㼛㼚 㼀㼔㼑㻌㼚㼡㼙㼎㼑㼞㻌㼛㼒㻌㼛㼜㼑㼞㼍㼠㼕㼛㼚 㼀㼔㼑㻌㼚㼍㼙㼑㻌㼛㼒㻌


㻟㻣㻞㻠㻡 㻟㻣㻟㻜㻥 㻜㻠㻦㻠㻢㻚㻡 㻜㻠㻦㻠㻣㻚㻜 㻟㻠㻥㻟㻚㻡㻟㻢 㻞㻝㻤 㻝㻢㻚㻜㻟 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻣㻟㻝㻜 㻟㻣㻟㻣㻠 㻜㻠㻦㻠㻣㻚㻜 㻜㻠㻦㻠㻣㻚㻡 㻣㻡㻟㻡㻚㻡㻤㻠 㻠㻣㻜 㻝㻢㻚㻜㻟 㻞㻮
㻟㻣㻟㻣㻡 㻟㻣㻠㻟㻥 㻜㻠㻦㻠㻣㻚㻡 㻜㻠㻦㻠㻤㻚㻜 㻟㻠㻣㻡㻚㻟㻢 㻞㻝㻣 㻝㻢㻚㻜㻞 㻞㻮
㻟㻣㻠㻠㻜 㻟㻣㻡㻜㻠 㻜㻠㻦㻠㻤㻚㻜 㻜㻠㻦㻠㻤㻚㻡 㻣㻡㻟㻢㻚㻡㻠㻠 㻠㻣㻝 㻝㻢 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻣㻡㻜㻡 㻟㻣㻡㻢㻥 㻜㻠㻦㻠㻤㻚㻡 㻜㻠㻦㻠㻥㻚㻜 㻠㻜㻜㻟㻚㻥㻟㻢 㻞㻡㻜 㻝㻢㻚㻜㻞 㻮㻴㼀⏬㠃ษ䜚᭰䛘 㻡㻚㻜㻝 㻱
㻟㻣㻡㻣㻜 㻟㻣㻢㻟㻠 㻜㻠㻦㻠㻥㻚㻜 㻜㻠㻦㻠㻥㻚㻡 㻣㻜㻜㻞㻚㻞㻜㻤 㻠㻟㻣 㻝㻢㻚㻜㻞 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻣㻢㻟㻡 㻟㻣㻢㻥㻥 㻜㻠㻦㻠㻥㻚㻡 㻜㻠㻦㻡㻜㻚㻜 㻡㻝㻝㻤㻚㻢㻡㻢 㻟㻝㻥 㻝㻢㻚㻜㻡 㻞㻮
㻟㻣㻣㻜㻜 㻟㻣㻣㻢㻠 㻜㻠㻦㻡㻜㻚㻜 㻜㻠㻦㻡㻜㻚㻡 㻤㻠㻞㻣㻚㻥㻟㻢 㻡㻞㻢 㻝㻢㻚㻜㻞 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻣㻣㻢㻡 㻟㻣㻤㻞㻥 㻜㻠㻦㻡㻜㻚㻡 㻜㻠㻦㻡㻝㻚㻜 㻠㻝㻜㻞㻚㻣㻞 㻞㻡㻢 㻝㻢㻚㻜㻟 ධຊ㡯┠᝟ሗ࿧䜃ฟ䛧 㻡㻚㻝㻝 㻱
㻟㻣㻤㻟㻜 㻟㻣㻤㻥㻠 㻜㻠㻦㻡㻝㻚㻜 㻜㻠㻦㻡㻝㻚㻡 㻠㻢㻤㻝㻚㻞㻠㻤 㻞㻥㻞 㻝㻢㻚㻜㻟 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻣㻤㻥㻡 㻟㻣㻥㻡㻥 㻜㻠㻦㻡㻝㻚㻡 㻜㻠㻦㻡㻞㻚㻜 㻤㻥㻥㻞㻚㻟㻡㻞 㻡㻢㻞 㻝㻢 㻞㻮
㻟㻣㻥㻢㻜 㻟㻤㻜㻞㻠 㻜㻠㻦㻡㻞㻚㻜 㻜㻠㻦㻡㻞㻚㻡 㻟㻣㻠㻞㻚㻣㻡㻞 㻞㻟㻟 㻝㻢㻚㻜㻢 㻞㻮
㻟㻤㻜㻞㻡 㻟㻤㻜㻤㻥 㻜㻠㻦㻡㻞㻚㻡 㻜㻠㻦㻡㻟㻚㻜 㻢㻤㻡㻟㻚㻝㻞 㻠㻞㻤 㻝㻢㻚㻜㻝 㻞㻮
㻟㻤㻜㻥㻜 㻟㻤㻝㻡㻠 㻜㻠㻦㻡㻟㻚㻜 㻜㻠㻦㻡㻟㻚㻡 㻟㻟㻠㻣㻚㻤㻠 㻞㻜㻥 㻝㻢㻚㻜㻞 㻞㻮
㻟㻤㻝㻡㻡 㻟㻤㻞㻝㻥 㻜㻠㻦㻡㻟㻚㻡 㻜㻠㻦㻡㻠㻚㻜 㻣㻞㻢㻟㻚㻢㻤 㻠㻡㻟 㻝㻢㻚㻜㻟 㻞㻮
㻟㻤㻞㻞㻜 㻟㻤㻞㻤㻠 㻜㻠㻦㻡㻠㻚㻜 㻜㻠㻦㻡㻠㻚㻡 㻟㻟㻟㻞㻚㻜㻥㻢 㻞㻜㻤 㻝㻢㻚㻜㻞 㻞㻮
㻟㻤㻞㻤㻡 㻟㻤㻟㻠㻥 㻜㻠㻦㻡㻠㻚㻡 㻜㻠㻦㻡㻡㻚㻜 㻢㻤㻞㻣㻚㻣㻠㻠 㻠㻞㻢 㻝㻢㻚㻜㻟 㻞㻮
㻟㻤㻟㻡㻜 㻟㻤㻠㻝㻠 㻜㻠㻦㻡㻡㻚㻜 㻜㻠㻦㻡㻡㻚㻡 㻟㻤㻟㻟㻚㻣㻥㻞 㻞㻟㻥 㻝㻢㻚㻜㻠 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻤㻠㻝㻡 㻟㻤㻠㻣㻥 㻜㻠㻦㻡㻡㻚㻡 㻜㻠㻦㻡㻢㻚㻜 㻢㻤㻟㻞㻚㻞㻤㻤 㻠㻞㻣 㻝㻢 ⾲♧䝰䞊䝗ኚ᭦ 㻤㻚㻝㻣 㻴
㻟㻤㻠㻤㻜 㻟㻤㻡㻠㻠 㻜㻠㻦㻡㻢㻚㻜 㻜㻠㻦㻡㻢㻚㻡 㻟㻟㻡㻡㻚㻤㻣㻞 㻞㻜㻥 㻝㻢㻚㻜㻢 㻤㻚㻝㻣 㻴
㻟㻤㻡㻠㻡 㻟㻤㻢㻜㻥 㻜㻠㻦㻡㻢㻚㻡 㻜㻠㻦㻡㻣㻚㻜 㻣㻜㻣㻞㻚㻡㻣㻢 㻠㻠㻞 㻝㻢 㻤㻚㻝㻣 㻴
㻟㻤㻢㻝㻜 㻟㻤㻢㻣㻠 㻜㻠㻦㻡㻣㻚㻜 㻜㻠㻦㻡㻣㻚㻡 㻟㻡㻥㻟㻚㻥㻤㻠 㻞㻞㻠 㻝㻢㻚㻜㻠 㻤㻚㻝㻣 㻴
㻟㻤㻢㻣㻡 㻟㻤㻣㻟㻥 㻜㻠㻦㻡㻣㻚㻡 㻜㻠㻦㻡㻤㻚㻜 㻣㻡㻜㻢㻚㻞㻠 㻠㻢㻥 㻝㻢 㻤㻚㻝㻣 㻴
㻟㻤㻣㻠㻜 㻟㻤㻤㻜㻠 㻜㻠㻦㻡㻤㻚㻜 㻜㻠㻦㻡㻤㻚㻡 㻟㻢㻞㻝㻚㻥㻤㻠 㻞㻞㻢 㻝㻢㻚㻜㻟 㻤㻚㻝㻣 㻴
㻟㻤㻤㻜㻡 㻟㻤㻤㻢㻥 㻜㻠㻦㻡㻤㻚㻡 㻜㻠㻦㻡㻥㻚㻜 㻢㻟㻜㻢㻚㻢㻞㻠 㻟㻥㻠 㻝㻢㻚㻜㻝 ⾲♧䝰䞊䝗ኚ᭦ 㻤㻚㻝㻣 㻴
㻟㻤㻤㻣㻜 㻟㻤㻥㻟㻠 㻜㻠㻦㻡㻥㻚㻜 㻜㻠㻦㻡㻥㻚㻡 㻟㻠㻣㻣㻚㻝㻞 㻞㻝㻣 㻝㻢㻚㻜㻞 䝬䜴䝇䛾⛣ື 㻞㻮
㻟㻤㻥㻟㻡 㻟㻤㻥㻥㻥 㻜㻠㻦㻡㻥㻚㻡 㻜㻡㻦㻜㻜㻚㻜 㻢㻢㻤㻡㻚㻣㻥㻞 㻠㻝㻣 㻝㻢㻚㻜㻟 㻞㻮
㻟㻥㻜㻜㻜 㻟㻥㻜㻢㻠 㻜㻡㻦㻜㻜㻚㻜 㻜㻡㻦㻜㻜㻚㻡 㻟㻣㻝㻜㻚㻤㻤 㻞㻟㻝 㻝㻢㻚㻜㻢 㻞㻮
㻟㻥㻜㻢㻡 㻟㻥㻝㻞㻥 㻜㻡㻦㻜㻜㻚㻡 㻜㻡㻦㻜㻝㻚㻜 㻣㻢㻜㻤㻚㻢㻣㻞 㻠㻣㻡 㻝㻢㻚㻜㻞 㻞㻮
㻟㻥㻝㻟㻜 㻟㻥㻝㻥㻠 㻜㻡㻦㻜㻝㻚㻜 㻜㻡㻦㻜㻝㻚㻡 㻟㻢㻟㻠㻚㻢㻤㻤 㻞㻞㻣 㻝㻢㻚㻜㻝 㻞㻮
㻟㻥㻝㻥㻡 㻟㻥㻞㻡㻥 㻜㻡㻦㻜㻝㻚㻡 㻜㻡㻦㻜㻞㻚㻜 㻢㻢㻤㻥㻚㻟㻠㻠 㻠㻝㻤 㻝㻢 䝬䜴䝇䛾⛣ື 㻞㻮

4 Results and Discussion


4.1 Evaluation of Intellectual Productivity in a Time Series

First, we paid attention to how thinking processes changed between the four phases
while subjects were performing the task. Figures 1 and 2 represent changes in the
thinking processes of subject A, who completed the task in the shortest time, and
subject B, who required the longest amount of time to complete the task. The task

Strategic
4

Tactical
3

Opportunistic
2

Scrambled
1
Configuring propaty
Making frames of screens Editing texts Configuring settings of variables
0
0 100 200 300 400 500 600 700 800 900 1000 1100 1200

Time (sec)

Fig. 1. Changes in subject A’s thinking process


312 R. Hirano, Y. Nakamura, and M. Nakanishi

included three subtasks, and red lines on the graph indicate the initiation and the ter-
mination of the subtasks.
According to the changes in subject A’s thinking process, changes between strate-
gic and tactical control processes were frequently observed, and scrambled control
processes were only observed when subject A started to perform the task and was
configuring properties.
The operations in the first subtask mainly involved adding new screens and editing
the names of objects. However, in addition to these operations, subject A was confi-
guring the settings related to the screen’s transitions that are normally an operation
included in the second subtask, which means this subject had clear perspectives about
the whole task. Although subject A exhibited scrambled control processes at the be-
ginning of the task, the subject generally performed this subtask while changing
thinking processes between strategic and tactical control processes.
The operations involved in the second subtask were mainly the addition of new ob-
jects onto the screen and the editing of text. In this subtask, subject A fell into scram-
bled control processes several times but immediately returned to strategic or tactical
control processes.
In the third subtask, the subjects had to configure properties in detail, such as a set-
ting for error control after adding variables or files. However, this subject A did not
fall into a scrambled control process during this subtask and performed strategic
control processes most of the time throughout this subtask.

Strategic
4

Tactical
3


( )

Opportunistic
2 点得
Scrambled
1

Making frames of screens Configuring property about screens Adding variables, Configuring properties
0
0 200 400 600 800 1000 1200 1400 1600 1800 2000 2200 2400 2600 2800 3000 3200 3400 3600
Time (sec)

Fig. 2. Changes in subject B’s thinking process

According to Fig. 2, which shows the changes in subject B’s thinking process, this
subject was more susceptible to falling into a scrambled control process than was
subject A. During the first subtask, most of the subject’s time was occupied by strate-
gic and tactical control processes, although scrambled control processes were ob-
served several times. During the second subtask, the subject discretely performed
settings semantically unrelated to each other while configuring the settings for the
screen’s transitions. In this subtask, subject B frequently fell into a scrambled or op-
portunistic control process. During the third subtask, subject B again frequently fell
into a scrambled or opportunistic control process, which means this subject did not
have clear perspectives about configuring the properties. Ultimately, this subject did
not complete the task.
Evaluation of System Engineers’ Intellectual Productivity 313

When we compared the thinking processes between two typical subjects, we found
that the thinking process of the subject with high task performance was mostly occu-
pied by strategic or tactical control processes and that the subject tended to immedi-
ately recover from opportunistic or scrambled control processes to strategic control
processes. In contrast, the thinking process of the subject with low task performance
was found to frequently change between four phases of thinking processes; in addi-
tion, after this subject’s thought process fell into a scrambled control process, the time
required to return to a strategic control process was relatively long.

4.2 Qualitative Evaluation of Intellectual Productivity


We calculated the total time and proportion of the four phases (i.e. strategic, tactical,
opportunistic and scrambled control processes) in order to qualitatively show the sub-
jects’ thinking processes during the task. Figures 3 and 4 show the results for subject
A, whom we discussed in the preceding section.

800

700

600
3% Strategic control
500 process
7%
Time (sec)

400
Tactical control
300 process
31%
200
59% Opportunistic control
100 process
0
Strategic control Tactical control Opportunistic Scrambled Scrambled control
process process control process control process process
Control process in COCOM

Fig. 3. Total time of each control process for Fig. 4. Proportion of each control process for
subject A subject A

The length of each control process in total time followed the order strategic control
process > tactical control process > opportunistic control process > scrambled control
process, and approximately 90 percent of the total time was spent in a strategic or
tactical control process. On the basis of these results, subject A was performing the
task with a clear perspective of the operations and rarely fell into a scrambled control
process. Figures 5 and 6 show the results for subject B, whom we discussed in the
preceding section.
The time spent in a scrambled control process was the longest and occupied ap-
proximately 40 percent of the total time. On the basis of these results, subject B faced
numerous situations where he performed a task without understanding the operations
necessary for completing the task.
We succeeded in quantitatively comparing the intellectual productivities of two
subjects by calculating the proportion of their thinking processes during a task.
314 R. Hirano, Y. Nakamura, and M. Nakanishi

1200

1000

Strategic control
800
process
Time (sec)

600 29%
33% Tactical control
process
400

Opportunistic control
200
process
23%
0 15%
Scrambled control
Strategic control Tactical control Opportunistic Scrambled
process process control process control process process
Control process in COCOM

Fig. 5. Total time of each control process for Fig. 6. Proportion of each control process for
subject B subject B

Further, we attempted to score the intellectual productivities in order to directly


evaluate both subjects’ intellectual productivities. We assigned 4 points to strategic
control processes, 3 points to tactical control processes, 2 points to opportunistic con-
trol processes and 1 point to scrambled control processes. We then calculated the
intellectual productivity values on the basis of the formula:

4 × (the proportion of strategic control processes) + 3 × (the proportion of tactical


control processes) + 2 × (the proportion of opportunistic control processes) + 1 × (the
proportion of scrambled control processes).

When we applied this numerical formula to subjects A and B, the intellectual-


productivity values for subjects A and B were determined to be 86.6 and 62.1, respec-
tively. Thus, we succeeded in developing a method for evaluating an individual and
tasks according to purpose by expressing the intellectual productivities using time-
series graphs and the proportion of thinking processes using total points. s

5 Conclusions

In this study, we suggested a method for evaluating the thinking and judgment of
system engineers who are engaged in software development; that is, a method for
measuring their intellectual productivities. This method can express intellectual pro-
ductivities based on operating logs by indexing different tasks. This method is there-
fore a simple method that can be applied to practical work.
This method can be applied in two ways. The first application is an approach to
evaluate the skill of system engineers. This method can not only evaluate the aptitude
by scoring engineers’ intellectual productivities but can also analyse the tendencies of
the skill of system engineers using the proportions of each control processes and time-
series graphs. The results could be applied to effectively educate and train systems
engineers. The second application is an approach to improve the tools and manuals of
Evaluation of System Engineers’ Intellectual Productivity 315

the development environment, i.e. the instructions. By comparing the time-series


graphs of thinking processes with operating logs, we can find the point where system
engineers fall into scrambled control processes so that we can precisely identify the
correlation between the engineer’s lack of productivity and the specific point in the
instructions and manuals, which could lead to improvements in such documentation.

Reference
1. Hollnagel, E.: Human Reliability Analysis: Context and Control (Computers and People).
Academic Press (1994)
Freiform: A SmartPen Based Approach
for Creating Interactive Paper Prototypes
for Collecting Data

Marcel Klomann and Jan-Torsten Milde

Fulda University of Applied Sciences, Computer Science Department


marcel.klomann@informatik.hs-fulda.de, milde@hs-fulda.de

Abstract. The creation of multi-modal data collection is a complex


task for all empirically working scientific disciplines. Currently the data
is collected using complex audio-video technology and is then manually
processed, quite often in a computer supported way. In this project we
developed a system allowing to easily create interactive paper prototypes
for collecting data. The systems is based on smart pen technology, which
allows the user to simply sketch out the form on paper by defining the
field type and the field size. Once the sketch is available on paper, data
collection can start. The system runs directly on the smart pen. Collected
data will be stored in an XML-based, which can be further processed by
external programs.

Keywords: interactive paper prototypes, electronic pen, data


collection.

1 Introduction
The creation of multi-modal data collection is a complex task for all empirically
working scientific disciplines (e.g. social sciences, psychology, linguistics or edu-
cational science). Currently the data is collected using complex audio-video tech-
nology and is then manually processed, quite often in a computer supported way.
In order to collect the data, complex experimental setups have to be constructed,
which are in many ways interfering with actual situation under investigation.
In this project we developed a system allowing to easily create interactive
paper prototypes for collecting data. The systems is based on smart pen tech-
nology. A smart pen is an ”electronic” pen that records it’s movements and also
creates an audio recording. The pen is equipped with a small text display and is
able to play back sound files. The tracking of the pen’s movement is realised by
a micro pattern, which is printed onto the used paper, which is then analysed by
a built in camera of the pen. As such, it becomes possible to store the collected
data digitally, while having a paper transscript at same time. Applications for
the smart pen, so called penlets, are written in java and are being uploaded onto
the pen. A demonstration video of the running system can be found at the our
media server1 .
1
‘‘mms://mediasrv.hs-fulda.de/FBAI/public/MUC2012/
freiform demo 1080.wmv"

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 316–321, 2013.

c Springer-Verlag Berlin Heidelberg 2013
Freiform 317

2 Defining Interactive Forms


The Freiform application allows to easily sketch out forms for collecting data on
paper. Different types of input fields can be defined: text fields, number fields,
counting fields, start and stop buttons, timing fields. The user is sketching out
tool buttons for drawing the interface of the actual data collecting form.

Fig. 1. A number field containing 4 digits is interpreted as a single value

2.1 Sketching Out the User Interface


In doing so, he is not restricted in any ways, that is, any possible design can
be sketched out. The process of creating the data collecting form is a two step
process. First a couple of letters or symbols have to be written down. These
symbols mark the tool buttons that will be later used to define the actual data
collecting interface.

Fig. 2. Startup screen on the pen

The user interface of the Freiform system is maximally reduced, as the elec-
tronic pen is only equipped with a single line text display (see figure 2). Navi-
gating through the pen’s internal system menu is achieved by pointing the pen
at a cursor cross printed onto the paper. Acoustic and visual feedback is given
to the user. Starting the Freiform application requires a couple paper clicks.
Once the application is started, no further explicit navigation steps have to be
initiated. Instead of providing a complex menu system, we have tried to model
an optimal workflow, which will guide the user in an intuive way through the
creation process and the data collecting process. Informal usability tests have
shown, that users very easily adapted to the proposed interaction concept and
were able to use the pen almost without any training.
318 M. Klomann and J.-T. Milde

During the first phase of form creation the user needs to set up the tool
buttons for defining the data fields of the actual form. This step is nesseary, as
we wanted the system to be as flexible and independent as possible. The user
is completely free to use her own language and is able to design the interface
using her prefered symbols. This approch allows to design minimal interfaces
as well as interfaces with a more detailed design structure. It would have also
been possible to print out the tool buttons onto the paper. We put down this
approach, as we would to like to support the idea of sketching out functional
interfaces in this research.
The only limitation to this idea is the design of the user interface on the pen
itself. Here textual output had to used for communication, so we had to decide
for a system language (currently English). The implementation restrictions make
it hard to replace the interface language, as external ressource files are not pro-
vided by the smartpen API. Another approach would have been spoken language
output through the built in speaker. Again, while this would have supported the
workflow and could have lead to a more efficient form design process, yet we
discarded this idea. The pen should be used in a non disturbing way, e.g. during
an interview session in field work. Acoustic output would have interfered with
these kind of delicate research situations.
In the example form we are using letters to mark down the tool buttons. The
Freiform system instructs the user to write down the initial letter of an english
term describing the tool category. When defining a label tool button, the user
should write down a capital L (see figure 3).

Fig. 3. Defining a label tool button

Step by step the user has to mark down symbols for all tool buttons. Following
the label tool button, the user is asked to define the text tool button. Again the
inital letter should be used (see figure 4). This process is continued until all tool
button are visible.
The user is not restricted to using letters for denoting the tool buttons. Any
symbol could be used. In order to identify the end of sketching out a tool button
symbol, we needed to define a timeout period. A symbol will be identified by con-
tinuously drawing strokes. Once the user stops drawing for more than a second,
the strokes will be stored by the system and the user is requested to draw the
next tool button. The timeout approach makes it possible to write down words
and phrases as part of the user interface. As a result of this implementation,
sketching out the tool buttons is very simple and very intuitive.
Freiform 319

Fig. 4. Instructions for defining a text field

2.2 Sketching Out the Interactive Form

Once all tool buttons are defined (currently 6 tool buttons are available), the
actual data collecting interface can be sketched out. The user clicks onto the
tool button he likes to draw and then sketches out the data collecting field. This
step is repeated until all fields of the form have been drawn.
In our example form three data fields have been defined: a text field, a number
field and a counter field. In addition three labels have been written down, making
it easier for the user to identify the semantics associated with a specific data field.
These labels are optional.
In order to create a minimal form, only the outline of a data field has to be
drawn. The graphical form of the drawing is ignored. Instead its bounding box
is calculated. All user input, which is marked down inside this bounding box
area will be associated with the data field. In the example an L shaped form is
used for the data fields. This form is simple to draw, supports the user during
the data collection step and the bounding box of the data field can be easily
indentified (see figure 5).

Fig. 5. The final form consists of three labeled fields

More data fields can be added to the form. The system stays in the sketching
mode until the user decides to start recording data. In order to get into record
mode, the user has to activate the record tool button. It is also possible to
return to sketching mode by activating the record button one more time (see
figure 6).
320 M. Klomann and J.-T. Milde

Fig. 6. Once the sketch of the form is finished, data can be recorded

2.3 Collecting Data with Interactive Form


At this final step the interactive paper prototyp ist ready to be used. During
data collection, the user writes down text into the text fields, sets marks into
the counting fields or jots down numbers into the number fields. The pen is able
to analyse the data, therefore digitizing it and stores it on the pen. Once the
data collecting process is finished, all data can be transfered to a computer. The
data is transfered as an XML file, which can easily be processed further by other
applications.
In our example form, a counter field had been defined. As the name suggests,
counter fields are used to store numerical data, where, in contrast to a number
field, the data is stored grafically. The system analyses the user input and tries
to identify separate strokes. The visual appearence of the stroke is not relevant.
A standard way of marking down counts are simple lines. As can be seen in the
figure 7, five strokes have been drawn by the user, four parallel strokes, with one
final stroke overlapping all other. Overlapping strokes do not pose any major
problems for the system.

Fig. 7. Five strokes insode the count field

Each data field is internally associated with a specific variable holding its
current (interpreted) value. As we have put down five strokes inside the area
of the counter field, the value amounts to five. Every time a change in value
is detected, the current value will be prompted to the user (see figure 8). No
acoustic feedback is given here.
The number field is is used to collect numerical data. Here the internal OCR
system of the pen is processing the strokes and provides the appropiate digit to
the Freifom system. The final field value will be calculated based on these digits
Freiform 321

Fig. 8. Counter has value 5

(see figure 1). The text field works similar to the number field. The internal
OCR of the pen tries to identify the letters and joins bigger units like words or
phrases. Unfortuneatly, the OCR does not work as robust on letters as it does
on digits. Even with block letters the recognition is error prone (see figure 9).

Fig. 9. OCR on text field is not really robust

3 Conclusions
The Freiform system allows to easily sketch out interactive paper prototypes. In
order to design a data collecting form, the user is requested to draw a number
of tool buttons, that will then be used to sketch out the actual data collecting
form.
An important feature of the chosen approach is it’s very low technological
entry point. Writing down notes with a pen is a common scientific technique
and is generally accepted. Defining the paper prototype is very simple and does
not require a high level of computer skills.
Towards an Ontological Interpretation on the i*
Modeling Language Extended with Security Concepts:
A Bunge-Wand-Weber Model Perspective

Gen-Yih Liao, Po-Jui Liang, and Li-Ting Huang

Department of Information Management, Chang Gung University, Taiwan, R.O.C.


gyliao@acm.org, ricmailx@gmail.com, lthuang@mail.cgu.edu.tw

Abstract. Goal-oriented requirements engineering can facilitate the elicitation


and representation of various types of requirements, including organizational
and security requirements. This paper applies the Bunge-Wand-Weber
ontological model to analyze and evaluate the security concepts in the extended
i* modeling language that has been considered as one of representative methods
concerning goal-oriented modeling languages. The findings revealed that
among the seventeen terms analyzed, thirteen concepts can be directly mapped
to ontological terms. The findings can help in future works develop modeling
rules to assist security requirements engineering.

Keywords: i* modeling language, security requirement, Bunge-Wand-Weber


ontological model, ontological analysis.

1 Introduction
Goal-oriented requirements engineering can facilitate the elicitation and
representation of organizational requirements and security requirements [1, 2]. To
specify goals and related concepts, many goal-oriented requirement languages
(GRLs) have been proposed [2-5]. The modeling languages offer constructs to specify
the agents involved in a modeled domain and the goals that the agents intend to
achieve. Among the proposed GRLs, the i* language [5] is considered in this study
due to the following rationales. Ongoing academic efforts have succeeded in giving
birth to the ITU-I Recommendation Z.151 standard based on the i* language [6].
Furthermore, Elahi et al. enhance the expressiveness by extending the i* modeling
language with the concepts of vulnerabilities, attacks, and countermeasures [7]. This
integration enables an analyst to simultaneously express concepts with rich
vocabulary regarding social characteristics, organizational information needs and
security requirements in one modeling framework.
To understand the quality of the representations provided by a modeling language,
Wand and Weber propose the Bunge-Wand-Weber (BWW) ontological model to
analyze and evaluate conceptual modeling grammars [8, 9]. The BWW model has
been applied to evaluate various modeling languages [10-15]. The evaluation results
may provide some insights to improve the inspected languages. The effectiveness of
ontological evaluations with the BWW model has been empirically validated in the
study of Recker et al., which claims that the users of a conceptual modeling language

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 322–328, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Towards an Ontological Interpretation on the i* Modeling Language Extended 323

can perceive ontological deficiencies and the deficiency perceptions of users should
negatively be associated with usefulness and ease of use of the language grammars
[16]. Accordingly, this study aims to examine the security concepts in the i* modeling
framework based on the BWW ontological model. The examined language elements
include all of the security elements proposed in [7].
This paper is organized as follows. Section 2 introduces the language elements to
be analyzed. Section 3 briefly introduces the BWW ontological model. Section 4
describes the method conducted in the ontological analysis process. Section 5
describes the analysis results and Section 6 proposes some discussions on the results,
followed by the conclusion in the last section.

2 Security Elements in the i* Modeling Language


Based on a belief that modeling intentional and social aspects are needed to address
the diversity of software systems development, Yu proposed the i* modeling
framework in his doctoral dissertation, attempting to reflect the social characteristics
of complex software systems in the early phase of requirements engineering [5].
Recently, Elahi et al. incorporate security-related concepts into the i* modeling
framework so that analysts can also specify the concepts of vulnerabilities, attacks,
effects of vulnerabilities, and impacts of countermeasures [7]. Table 1 lists the seven
security elements examined in this study.

Table 1. Security languge constructs and the definitions used in the ontological analysis
Construct Definition
Malicious actor A specialization of actors that has malicious intentional elements inside its
(attacker) boundary
Malicious task The necessary steps to fulfill a malicious goal via resource consumption
Malicious goal A subtype of goals; also a supertype of malicious hard goals and malicious
softgoals
Malicious hard A subtype of hard goals that an analyst considers as malicious
goal
Malicious A subtype of softgoals that an analyst considers as malicious
softgoal
Countermeasure A protection mechanism employed to secure the system planned
Vulnerability A weakness or a backdoor in IT systems
Vulnerability of A state of a resource in which, while executing a task employing the resource, the
resource system planned might be susceptible
Vulnerability of A condition caused by executing a task might render the system planned
task susceptible
Vulnerability A relation between a vulnerability and a resource, a task, or a hard goal, indicating
effect that the intentional element might be impacted once the vulnerability is exploited
Vulnerability A relation between a vulnerability and a resource, indicating that the resource
effect on might be impacted once the vulnerability is exploited
resources
Vulnerability A relation between a vulnerability and a task, indicating that the task might be
effect on tasks impacted once the vulnerability is exploited
324 G.-Y. Liao, P.-J. Liang, and L.-T. Huang

Table 1. (continued)

Vulnerability A relation between a vulnerability and a hard goal, indicating that the hard goal
effect on hard might be impacted once the vulnerability is exploited
goals
Exploit link A relation between a malicious task and vulnerabilities that it exploits
Exploit link with A relation between a malicious task and a vulnerability of a resource that it
resource’s exploits
vulnerability
Exploit link with A relation between a malicious task and a vulnerability of a task that it exploits
task’s
vulnerability
Impact of A relation between a countermeasure and a malicious task, indicating the
security protection effect of the countermeasure against the malicious task
countermeasures

3 The Bunge-Wand-Weber Ontological Model


To evaluate the grammars of conceptual modeling languages, Wand and Weber
propose a set of the ontological (real-world) constructs [8, 9] derived from Bunge’s
ontology [21, 22]. The ontological model, often referred to as the Bunge-Wand-
Weber (BWW) model, provides a way to determine whether a conceptual modeling
grammar contains all the necessary constructs needed to represent any phenomenon in
the real world, and whether any grammatical construct can be unambiguously
interpreted [8]. Thing and transformation, for example, are two primitive ontological
constructs among the proposed constructs. A thing is the elementary unit in the BWW
ontological model that argues that the real world is made of things. A transformation
is a mapping from a domain comprising states to a co-domain comprising states [8,
9]. Readers are referred to their original publications [8] due to the space limitation.
The BWW model has been used in the literature to analyze existing conceptual
modeling grammars. After applying the BWW model to examine the use case
modeling grammar, Irwin and Turk suggested that the grammar should be considered
as ontologically incomplete with regard to representing the system structure.
Furthermore, construct overload exists. For example, an association in class diagrams
can be mapped to a mutual property of two things, but an association in use case
diagrams corresponds to a binding mutual property of an external entity and the
system [12]. Green, et al. conducted an ontological analysis on four dominating
interoperability standards and concluded that ebXML BPSS achieved the advantage
over other standards in terms of ontological expressiveness. However, the findings
also revealed that some fundamental BWW concepts (e.g., thing and system
environment) remained unable to represent in all the standards examined [13].

4 The Method
Ontological analysis is often linked with the subjectivity issue [17]. To overcome
the potential threat to the validity of the ontological analysis, this study employed the
three-step methodology proposed in [17]. First, two authors separately read the
language specification and mapped the examined language constructs to the BWW
Towards an Ontological Interpretation on the i* Modeling Language Extended 325

constructs. Next, the two authors who participated in the previous step met to discuss
and defend their interpretations, which led to an agreed second draft version. Finally,
the second draft version was inspected by a third author, who then independently
reviewed and commented on the draft. This paper presents the results that have
achieved consensus among all of the three authors.

5 Results
Our ontological analysis begins with identifying things (in BWW). Resources are
defined in the i* language as physical or informational entities representing assets that
are of value to actors and to attackers. Another characteristic of resources is that
further decomposition on a resource can only derive resources. Since a thing (in
BWW) is defined as an elementary unit in the modeled world, therefore, this study
suggests mapping resources to things. Based on the same line of reasoning, an actor
and an attacker are both considered as things (in BWW), because both can be defined
as active entities planning and performing activities on resources (e.g., computer
systems). This study assumes couplings (in BWW) exist not only between an attacker
and the attacked resources but also between an actor and the resources.
The state space of a resource can be composed of secure (recovered) states,
vulnerable states, and attacked states. Vulnerability of a resource is therefore treated as
a lawful state space (in BWW), which is governed by a law (in BWW) that explains
under what circumstances attacks can succeed. Similarly, vulnerability of a task refers
to the vulnerable state in which the task is flawed and could be exploited by malicious
actors. This study also considers vulnerability of a task as lawful state space (in
BWW). Since vulnerability itself is a superclass of vulnerabilities of resources and
vulnerabilities of tasks, it is interpreted also as lawful state space (in BWW).
Malicious tasks conducted by an attacker can cause state transitions from vulnerable
states to attacked states and therefore are represented with transformations (in BWW).
On the other hand, since countermeasures either can prevent computer systems from
moving into vulnerable states or help attacked targets recover from attacked states, this
study also considers countermeasures as transformations (in BWW).
Malicious goals are interpreted as intentional (mental) states that an attacker
intends to achieve by conducting malicious tasks. According to the mindset theory of
action phases, one undergoes four phases in pursuing goals: the predecisional action
phase, the preactional phase, the actional phase, the postactional phase [23]. The
theory argues that an individual sets goals in the preactional phase, creates plans to
pursue goals in the preactional phase, strives for goals in the actional phase, and
evaluates and learns from the overall goal pursuing process in the postactional phase.
Please note that, for an attacker, the transition from the actional phase to the
postactional phase depends on whether the malicious goals are achieved, which, in
turn, is determined by the state of the attacked target. Accordingly, malicious hard
goals and softgoals (and therefore malicious goals) are both interpreted as lawful state
spaces (in BWW) governed by the laws that reflect the valuation of the attacker.
Vulnerability effects are interpreted as couplings (in BWW) between a
vulnerability and the associated concepts. A vulnerability effect of a resource R1 on
another resource R2 indicates a coupling (in BWW) between R1 and R2, which
implies R1 operating in a vulnerable state might impact R2. Since tasks are seen as
326 G.-Y. Liao, P.-J. Liang, and L.-T. Huang

transformations on (resource) things, a vulnerability effect on a task can in effect be


interpreted as a vulnerability effect on a resource. Furthermore, a vulnerability effect
of a resource R1 on a hard goal G indicates there exists a coupling between R1 and
the actor (interpreted as a thing in BWW as aforementioned) who sets the goal G.
Accordingly, vulnerability effects can be interpreted as couplings (in BWW).
The term “exploit links with resource’ vulnerability” refers to an association
between malicious tasks and the vulnerability of exploited resources. Since
vulnerability of resources and malicious tasks are both interpreted in the BWW
model, the term “exploit links with resource’s vulnerability” is treated a term that
combine the meanings of two more primitive terms. This reasoning also applied to the
term “exploit links with task’ vulnerability” which therefore is interpreted in the same
way. That is, all of the exploit link concepts in Table 2 are interpreted as no direct
counterpart (in BWW).
Impact of security countermeasure indicates the semantic relation between
malicious tasks and countermeasures. More precisely, the meaning of this term can be
reasoned as follows: there exists a countermeasure that can move a (resource) thing
from a vulnerable state caused by malicious tasks back to a secure state. Therefore,
this term is considered as a term that can be combined from two primitive terms (i.e.,
malicious task and countermeasure) and has no direct counterpart in the BWW model.
Table 2 lists the ontological interpretation obtained through the analysis.

Table 2. Ontological interpretation on the security concepts in the extended i* language

Construct Ontological Interpretation


Malicious actor (attacker) Thing
Malicious task Transformation (on resource)
Malicious goal Lawful state space (of attacker)
Malicious hard goal Lawful state space (of attacker)
Malicious softgoal Lawful state space (of attacker)
Countermeasure Transformation (on resource)
Vulnerability Lawful state space (of resource)
Vulnerability of resource Lawful state space (of resource)
Vulnerability of task Lawful state space (of resource)
Vulnerability effect Coupling
Vulnerability effect on Coupling (between resources)
resources
Vulnerability effect on tasks Coupling (between resources)
Vulnerability effect on hard Coupling (between resource and actor)
goals
Exploit link No direct counterpart
Exploit link with resource’s No direct counterpart
vulnerability (the relation between malicious tasks and vulnerability of resources)
Exploit link with task’s No direct counterpart
vulnerability (the relation between malicious tasks and vulnerability of tasks)
Impact of security No direct counterpart
countermeasures (Combined with malicious task and countermeasure)
Towards an Ontological Interpretation on the i* Modeling Language Extended 327

6 Discussions

Thirteen terms in Table 2 can be directly map to ontological terms in the BWW
model. This table also offers opportunities for further discussions. First, the
distinction between hard goals and softgoals is not identified. Since the difference
may lie with the goal evaluation process in which one determines whether a specific
goal is achieved, future works are suggested to consider interpreting different types of
goals as distinct lawful state spaces governed by particular state laws. Second, four
occurrences of no direct counterparts were found in the analysis results. These terms
add to the size of the vocabulary offered in the extended i* language, which may
confuse the beginners learning the language. It would be interesting to examine
whether this happens to the users of the extended i* language. Third, it seems difficult
to express the distinction between malicious tasks by a malicious outsider and flawed
tasks by an inadvertent insider, as long as tasks are modeled as transformations. More
research efforts are suggested to undertake to analyze the ontological distinction
between the scenarios associated with the two types of risks.

7 Conclusion and Future Works

This paper proposes the results obtained through an ontological analysis on the
security concepts proposed in the extended i* language. To our knowledge, this is the
first attempt to apply the BWW ontology to analyze security concepts in a conceptual
modeling grammar. It is expected that the findings obtained in this study can help
devise modeling rules for security requirements engineering. Since the i* modeling
framework has been accepted as an international standard, it is expected that more
analysis results may improve the design of the language. However, the results
provided in this paper are still preliminary. We expect the suggestions proposed in the
previous section can provide research objectives for future studies.

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Reconsidering the Notion of User Experience
for Human-Centered Design

Hiroyuki Miki

Oki Electric Ind. Co., Ltd., R&D Center


1-16-8 Chuou, Warabi-shi, Saitama 335-8510, Japan
hmiki@cf.netyou.jp

Abstract. Recently, the word “User Experience (UX)” has been often used in
usability-related areas such as web design and system design. Although it was
defined in ISO 9241-210 and its importance has been growing, details of the
notion and results of introduction of it have not been well clarified yet. After
reviewing related research results, this paper firstly summarizes a historical
transition from usability to UX by seeing transitions from ISO/IEC 9126-1 to
ISO/IEC 25010 in the software quality international standard, and from ISO
13407 to ISO 9241-210 in the ergonomics international standard. Then details
of the notion are discussed and a framework for UX is proposed.

Keywords: User Experience, Usability, ISO 9241, ISO 13407, ISO/IEC 25010,
Guideline, American Customer Satisfaction Index, Customer Expectation
Management, Theory of Consumption Value, Persona.

1 Introduction

Usability is a notion, for example, that addresses a degree of how easy one can
use products, systems, or services. As products, systems, or services become complex
and provide high-level functions to the user, designing and evaluation usability
become more difficult. In addition, as business competitions go world wide and
become fierce, conditions of successful products, systems, or services become more
complex [3].
Norman considered this kind of changes and claimed that broader scope than usa-
bility should be considered [14]. He claimed that the user wants not only a good usa-
bility but also a high UX to be truly pleased with good products, systems, or services.
To consider UX, one needs to consider user’s good/ bad feelings and responses,
namely results of relating products, systems, or services more than usability. It was
the first time that UX was mentioned by an opinion leader of usability.
Since international standards provide common bases for international businesses, it
was quite reasonable that the word UX was introduced in them under the changes
described above. However, details of the notion and results of the introduction of it
are not well clarified yet.
After reviewing related research results, this paper firstly reviews a historical tran-
sition from usability to UX by seeing transitions from ISO/IEC 9126-1 to ISO/IEC

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 329–337, 2013.
© Springer-Verlag Berlin Heidelberg 2013
330 H. Miki

25010 in the software quality international standard, and from ISO 13407 to ISO
9241-210 in the ergonomics international standard. Then details of the notion are
discussed and a framework for UX is proposed.

2 Background

Before the introduction and the discussion of UX in international standards, recent


research results are briefly reviewed.

2.1 Various Definitions of UX


After the publishing of Norman’s book in 1998, many definitions of UX have been
proposed so far reflecting diversity of related areas and concepts. For example, 27
definitions are shown at “All About UX” web page (http://www.allaboutux.org/). The
following are three definitions among them. Although contents of the definitions vary,
they are quite broad in their meanings.
• UXPA
Every aspect of the user’s interaction with a product, service, or company that
make up the user’s perceptions of the whole. User experience design as a discipline
is concerned with all the elements that together make up that interface, including
layout, visual design, text, brand, sound, and interaction. UE works to coordinate
these elements to allow for the best possible interaction by users.
• Microsoft
An activity of encounter by a computer user with the auditory and visual
presentation of a collection of computer programs. It is important to note that this
includes only what the user perceives and not all that is presented.
• ISO 9241-210 [9]
A person’s perceptions and responses that result from the use or anticipated use of
a product, system or service.

2.2 Time Span of UX: User Experience White Paper

User experience white paper [16] is a result from discussions among the invited
experts of the Demarcating User Experience seminar in 2010. It goes beyond
definition discussions, describes core concepts of UX, and clarifies different
perspectives of UX. It addresses what are UX and what are not UX, time span of UX,
factors affecting UX, and UX as a practice. In the description of UX as a practice, it
refers to human-centered design (HC) [8, 9] and briefly explained what have to be
done in HCD. Although it is a twelve page document, it briefly summarizes
arguments at the time well. Fig.1 from the document shows time spans of UX, the
terms to describe the kind of UX related to the spans, and the internal process taking
place in the different time spans. While usability is on “during usage” only, UX
covers all spans.
Reconsidering the Notion of User Experience for Human-Centered Design 331

When Before Usage During Usage After Usage Over time


What Anticipated UX Momentary UX Episodic UX Cumulative UX
How Imagining Experiencing Reflecting on Recollecting multiple
experience an experience Periods of use

Fig. 1. Time spans of UX, the terms to describe the kind of UX, and the internal process taking
place. (This is created based on Fig.2 of the paper [16].)

2.3 Dimensions and Data Collection Methods for UX

Bargas-Avila and Hornbæk summarize dimensions and data collection methods for
UX [2]. While the dimensions are more than usability dimensions, the data collection
methods are similar to usability ones.

Table 1. UX dimensions and data collection methods for UX (created from Table 2, 3 of [2])

UX dimension Generic UX, Affect/Emotion, Enjoyment/Fun, Aesthetic/Appeal,


Hedonic Quality, Engagement/Flow, Motivation, Enchantment,
Frustration, Other Constructs
Data collec- Questionnaires, Interviews (semi-structured), User Observation
tion method (live), Videorecordings, Focus Groups, Interviews (open), Di-
aries, Probes, Collage or Drawings, Photographs, Body move-
ments, Psychophysiological Measures, Other Methods

2.4 CHI SIG and Workshop Related to UX


Since 2008, a workshop on UX has been held at CHI conference every year.
In the CHI’11 workshop, UX theories and theoretical frameworks were discussed.
Based on the discussion, Obrist et al. [15] propose seven theory categories and
nine disciplines. Severn theory categories are a) human/user, b) product/artifact, c)
user/artifact/environment relations, d) social nature of UX, e) design focus, f)
frameworks involving several themes from a) to e), and g) even broader frameworks
related to human existence. Meanwhile, nine disciplines are psychology, sociology,
marketing, philosophy, communication, education, art, anthropology, and design.
Both the theory categories and the disciplines are quite broad.

2.5 Related Theory (1): Theory of Consumption Value in Marketing


Except for the case that UX simply represents an event, UX is subjective and is with
some evaluation value like good or bad. About value, the theory of consumption value
332 H. Miki

(TCV) [17] in marketing area decomposes it into five sub values to explain consumer
choices: functional value, social value, emotional value, epistemic value, and
condition value. Moser et al. [12] suggested using the five sub values and additional
interpersonal value as sub notions of UX. For example, while the functional value
corresponds to most notions of usability such as efficiency and effectiveness, other
sub values reasonably cover other notions compared with UX dimensions in section
2.3. TCV is referred to create an UX framework in section 4.3.

2.6 Related Theory (2): American Customer Satisfaction Index in Service


Sciences
Satisfaction is related to UX in the sense that both represent some subjective feelings
resulting from some perception and/or action. In Service Science area, American
Customer Satisfaction Index is a popular method to treat satisfaction. It is used to
compare different services such as hotel service, airline service, retail service, and so
on. Starting from Customer Expectation, the index model shows causal relations of
indices which are important to evaluate services. While Customer Expectation
evaluates the customer’s anticipation of the quality of products of services before an
actual service, Perceived Quality and Perceived Value evaluate the quality during a
service followed by Customer Complaints and Customer Royalty for the quality after
a service. It should be noted that Perceived Value is a measure of quality relative to
price paid. ACSI is used to create an UX framework in section 4.3.

Perceived Customer
Quality Complaints

Perceived Customer
Value Satisfaction

Customer Customer
Expectations Loyalty

Fig. 2. American Customer Satisfaction Index (Arrows represent influence. This is created
based on http://www.theacsi.org/index.php).

2.7 Practical Guidelines Related to UX


Apart from academic distinctions of conceptual categories, there are practical design
guidelines to provide high UX. For example, Persona method and accompanied
guidelines are very common in the usability community as a core method to provide
high UX [4]. Other examples include iOS human interface guidelines [1] in which
most descriptions are on usability except for those on mobile devices.
Reconsidering the Notion of User Experience for Human-Centered Design 333

3 Usability and UX in International Standards

In the previous section, a wide range of related research results of UX are reviewed.
International Standards, on the other hand, have the specific role to provide business
organizations with technical standards. Currently, UX related standards are built
mainly by the ergonomics committee (ISO/TC159) and the software committee
(JTC1/SC7). In this section, fundamental standards related to UX are reviewed: ISO
9241-11:1998 [11], ISO/IEC 9126-1:2000 [6], ISO 9241-210:2010 [9], and ISO/IEC
25010:2011 [7].

3.1 ISO 9241-11:1998 and ISO/IEC 9126-1:2000


ISO 9241 part 10 - part17 are series of international standards on Ergonomic
requirements for office work with visual display terminals (VDTs). In ISO 9241-11
(Guidance on Usability), the terminology “usability” was for the first time defined in
international standards as the following.

• Usability in ISO 9241-11:1998 [10]:


Extent to which a product can be used by specified users to achieve specified goals
with effectiveness, efficiency and satisfaction in a specified context of use.

This definition which emphasizes effectiveness, efficiency and satisfaction was


different from previous definitions which emphasized ease of operation. For example,
before ISO 9241-11, Nielsen [13] defined usability as ease of operation in parallel
with utility, and defined usefulness as composed of usability and utility. In short, the
definition of ISO 9241-11 is almost same with Nielsen’s definition of usefulness. In
this sense, the definition of ISO 9241-11 is broader than previous definitions. This
difference is often described as difference between “small usability” and “big
usability”: Namely, while Nielsen’s definition is called as “small usability”, the
definition of ISO 9241-11 is called as “big usability”. Since Norman called “small
usability” as usability in a similar way with Nielsen, UX is conceptually closer to “big
usability”.
In software quality standards, on the other hand, ISO/IEC 9126-1 defines usability
as “small usability” composed of understandability, learnability, operability, attrac-
tiveness, and usability compliance. It also defines “big usability” as “quality in use”.
Hence, ISO/IEC 9126-1 defines usability differently from ISO 9241-11. Although UX
is conceptually close to usability of ISO 9241-11 and to “quality in use” of ISO/IEC
9126-1, differences among them were unclear.

3.2 ISO 9241-210:2010 and ISO/IEC 25010:2011


In 2010, ISO 13407 (Human-centred design processes for interactive systems) [8] was
renewed and renumbered as ISO 9241-210 (Human-centred design for interactive
334 H. Miki

systems) [9] in ergonomics standards. In ISO 9241-210, UX is for the first time
defined in international standards as the following.

• User Experience in ISO 9241-210:2010 [9]:


person's perceptions and responses resulting from the use and/or anticipated use of
a product, system or service.

However, there are three other definitions described as notes in the document, which
showed difficulties in defining it. In addition, there is no description about differences
between usability and UX.
ISO/IEC 9126 series have also been under renewal to ISO/IEC 25000 series in
software quality standards. ISO/IEC 9126-1 [6] was renewed to ISO/IEC 25010 [7]
and the definition of usability was renewed. Unlike ISO 9241-210, the terminology
UX is not used in ISO/IEC 25010. Instead, concepts of UX are included in the defini-
tion of satisfaction of usability definition; Satisfaction consists of not only usefulness
but also trust, pleasure, and comfort.

4 Discussion

So far, related research results and related international standards to UX are reviewed.
In this section, discussions are made on what are missing in the international
standards to represent the notion of UX, and a framework on UX is newly proposed
based on the discussions.

4.1 Different Kinds of Goals for UX

For a development of systems and services, clarifying user’s goals with the systems
and services is very important as emphasized in the international standards described
in section three. “Goal” is defined in ISO 9241-11as “an intended outcome”, which
can be decomposed into sub-goals and accomplishing sub-goals result in
accomplishment of an original goal.
When ISO 9241-11 is extended to cover not only usability but also UX, this defini-
tion of “goal” (intended goal) needs to be wider. Firstly, in addition to the intended
goal, “expected” goal which can not be explicitly decomposed into sub-goals should
be added to the notion of goal. Because, when it comes to service, it is often the case
that what a customer thinks of for UX is expectation rather than the intended goal in
the sense that expectation is so abstract to be decomposed into sub-goals [11]. Exam-
ples of the expected goal include “Be able to capture what she sees in ‘her mind’s
eye’ ” [4].
Secondly, emotional goal should also be added since it is also difficult to be de-
composed into sub-goals. Examples include “Feel like a ‘real’ photographer” [4].
Summaries are shown in Table 2. Three kinds of goals are added to the goal of ISO
9241-11. These different kinds of goals should be mentioned in ISO 9241-11 in the
future.
Reconsidering the Notion of User Experience for Human-Centered Design 335

Table 2. Four kinds of goals which should be covered by UX


(“+” means addition to ISO 9241-11.)

actional emotional
Intended goal ISO 9241-11 +
Expected goal + +

4.2 Different Kinds of Activities for Long Time Spans of UX


Fig.1 explained that time spans of UX are longer than that of usability, which is
slightly mentioned in ISO 9241-210 [9].
When longer time spans are considered, two kinds of activities should be differen-
tiated. First is a development activity that is based on existing usability activities and
seeks for higher satisfaction than usability for UX. In this sense, this kind of activities
could be called as for “Usability Experience” rather than for UX. Examples include
activities conducted by Ease of Use Roundtable [18]. Their documents provide guide-
lines to solve basic usability issues considering wider time spans from Out of Box
Experience to Maintenance and Serviceability. Another example is a Persona method
which aims at high UX [4].
Second is not an extension of usability activity but an activity that various depart-
ments share some UX goal for a system or service and cooperate with each other for
better UX throughout the product lifecycle. For this kind of activity, each department
uses its own existing methods related to customer satisfaction and considers UX addi-
tionally.
These different kinds of activities and Fig.1 should be addressed in ISO 9241-210
in the future.

4.3 UX Framework

Since framework explains a notion by describing components and relationship among


them, it is important to create a framework for a specific notion. Usability framework
is explained in ISO 9241-11 as mentioned in section 3.1. In this section, considering
discussions in section 4.1 and 4.2, UX framework is discussed and a new UX
framework is proposed.
As a framework for UX in the international standard, it is preferable to satisfy the
following conditions: 1) it fits together with existing standards, 2) it shows compo-
nents of UX and relationship among them, 3) it encompasses notion of time spans
explained in section 4.2, 4) it can differentiate goals explained in section 4.1, 5) it fits
together with an well known existing framework to treat expectation.
Since ACSI of section 2.6 meets these conditions, it is adopted here as a base
framework for further refinement. Fig.3 shows the result of refinement and proposes
a new framework based on ISO 9241-11 and ACSI. Three major components and
relationship among them are deployed similar to ISO 9241-11: goals, context of use,
and measures. In the UX measure component, most components of ACSI are dep-
loyed. Since meanings of small components such as goals, perceived quality, and
336 H. Miki

perceived value are changed from ISO 9241-11 and ACSI, they are explained in the
following. First, considering section 4.1, “goals” are specified as composed of in-
tended goals and expected goals.
Second, meaning of “perceived quality” is extended as composed of various quali-
ties such as those mentioned in section 2.5. In ACSI, “perceived quality” was calcu-
lated as a total score of desired and undesired degrees against needs. As discussed in
section 2, since quality measures of UX other than satisfaction and long term meas-
ures vary a lot, appropriate measures should be selected for a system and a service.
Third, meaning of “perceived value” is changed as relative quality against input
compared with the relative quality against price in ACSI. Examples of “perceived
value” include relative pleasure against stress in game, relative relief against anxiety
in public machine usage, and so on. Although usability international standards do not
treat a value as a measure, it should be added to consider UX.
Since ACSI has been widely applied to many services, the proposed framework
can also be applied to many systems and services.

Intended/Expected

User
Outcome
Intended/Expected
Goals
Task UX
Equipment
Perceived Quality
Outcome of

Environment Use/Expectati on

Perceived Value Complaints


Context of use
Satisfaction Loyalty
Product/ Short term measures Long term measures
Service
UX measures

Fig. 3. Proposed UX framework based on ISO 9241-11 and ACSI

5 Concluding Remarks

After reviewing related research results, this paper firstly reviewed a historical tran-
sition from usability to UX by seeing transitions from ISO/IEC 9126-1 to ISO/IEC
25010 in the software quality international standard, and from ISO 13407 to ISO
9241-210 in the ergonomics international standard. Then details of the notion are
discussed and a framework for UX is proposed.
Since UX is a complex notion [5], the proposed framework is expected to be ap-
plied and examined against real applications. Results of this paper are also expected
to be considered in the creation of UX related international standards.
Reconsidering the Notion of User Experience for Human-Centered Design 337

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The Proposition of a Framework to Support the Design
of Ecological Systems for the Web

Marcelo Morandini1, Pedro Luiz Pizzigati Correa2,


Tharsis Novaes1, and Thiago Adriano Coleti1
1
School of Arts, Sciences and Humanities, University of Sao Paulo, Brazil
2
Engineering Politechnique School, University of Sao Paulo, Brazil
{m.morandini,pedro.correa,mntharsis,thiago.coleti}@usp.br

Abstract. Usability evaluation is one of the main steps in a product develop-


ment life cycle and is responsible for providing a better level for its quality.
Applying usability evaluation techniques is an important activity to achieve bet-
ter definitions that can be used in the software development. Specifically, when
is considered the development of interactive systems designed to support Eco-
logical Simulation Environments, this process must be taken with prudence and
rigor. So, their Human-Computer Interaction must be taken with efficacy, effi-
ciency and user satisfaction. When the Ecological Simulation Environment is
considered, this problem has a special feature that turns it into a special one: the
information localization is one of the main important characteristic of its defini-
tion. These systems allow the manipulation, maintenance and visualization of
geographic data as coordinated sets and the interest for their applications is
increasing a lot in the last few years. Nowadays, we can consider the Web Eco-
logical Simulation Environment as a reality, as in these web sites the geograph-
ic information and the simulation features for specific ecological environments
are being disposed in different pages and their manipulation is being supported
by the internet. On the other hand, some of these web sites are usually designed
and implemented for specific users, such as the biological community and it
makes them too specific for being used and analyzed by “regular and tradition-
al” users that can be able to interact with them, since these sites may be availa-
ble on the web. The Web mapping services and the ecological simulation
systems are being accessed more regularly and most of them can be available
through accessing web sites. These applications are based on the possibilities
that the technology offers, such as spatial localization for specific interest plac-
es or addresses, calculation of simulation taxes and some distances between two
addresses or places, among others. In this context, the internet is the better way
users can interact with them. This does contribute a lot in the increase of the
quantity and diversity of users, their features and restrictions. So, ecological si-
mulation systems utilization is not always an activity that may be considered as
trivial or easy. When performing the usability evaluations, we do not just aim to
collect the evaluators answers for the questionnaires applied, but we also plan to
ask to the evaluators to rank the level of importance for each one of the Ergo-
nomic Criterion, since each question had, at least, one Ergonomic Criterion
associated. So, based on these results, we may have conditions to create a
framework for designing web sites for Ecological Simulation applications as we
can be able to figure out which information is more relevant and, so, propose
strategies for making them more usable.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 338–346, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Proposition of a Framework to Support the Design of Ecological Systems 339

1 Introduction

Ecological aspects concerning education, research and preservation are important


issues discussed nowadays, mainly because past activities damaged many relevant
ecological areas affecting the people lifestyle, increasing world temperature, thawing
ice caps and many others undesirable impacts. The use of specific software to support
ecological activities is a reality and the interest for this kind of environment is in-
creasing a lot in the last few years. These tools could allow many specialists or novice
users performing mapping, simulations, manipulations, maintenance and visualization
of geographic areas using several interfaces resources in order to present a variety of
information that may help users establishing strategies for conservation, public health,
development and reconstructing ecological areas (Muñoz et al., 2009). Usually, these
applications are based on the possibilities that the software could perform complex
activities, for example advanced calculations, spatial localization and distance be-
tween two addresses or geographic points. The main and easier mechanism for users
to access and perform their tasks using this type of application is through the Internet,
i.e., software developed using a website approach.
There are web sites designed for specifics users such as the Biological Community
that can be too specific for being used and analyzed by “regular and traditional” users
and so, it is possible that they may not achieve their goals effectively and/or efficient-
ly. Because of this, the Human-Computer Interaction (HCI) should be a concern to
ecological systems development teams since this area of study can support the devel-
opment of easy, full and acceptable ecological applications that can be used by all
different skilled users, with different equipments, experiences and expectations.
The HCI process development involves some tasks such as analysis, prototyping,
development and evaluation. It is aimed to help the development team producing
interactive software with high levels of usability, i.e., applications that allow users to
realize their task with effectiveness, efficiency and satisfaction (Cybis et al., 2010).
The evaluation is one of the main steps in HCI development life cycle. Moreover,
some guidelines are proposed to support all HCI development steps. For example, the
Ergonomic Criteria proposed by Scapin & Bastien (Scapin et al., 2001) in order to
help the designers and evaluators achieving a product with high level of usability and
quality.
This paper aims to present a framework to support the development of Ecological
Systems. For this reason, we are proposing the use of an Observation Method to eva-
luate and validate the software usability. This framework will consist, mainly, in the
use of two evaluation approaches: (1) ErgoMonitor: Tool that collect data done direct-
ly from the user´s interaction and stored at the server log files; and (2) ErgoSV: this
software supports usability evaluation using face and speech recognition (Coleti et al.,
2012). Both of these tools are presented in further sections. These two applications
when used together become a framework to be used during HCI design and evaluation
phases to perform an iterative development.
We are proposing that the use of ErgoMonitor + ErgoSV can help to evaluate eco-
logical systems usability identifying good features to be used as a guideline in devel-
opments of this sort of environment. The next section presents the Materials and
340 M. Morandini et al.

Methods used for ErgoMonitor and ErgoSV development and also presents how these
environments can be used together for allowing Ecologycal Systems development
team achieving their usability design and evaluation goals.

2 Material and Methods


This section presents the resources researched to make this framework that supports
the HCI design and evaluation processes of Ecological Environments. Among the
studied techniques, we are presenting aspects concerning the Usability Evaluation,
and specifically both ErgoSV and ErgoMonitor tools.

2.1 Usability Evaluation


Evaluating is one of the main stages of the design development process and aim to
certify if the interface is according with the specification and whether it allows users
to perform their task with efficiency, effectiveness and satisfaction, i.e., with high
levels of usability. The evaluation activities should be performed in all stages of
usability engineering such as analysis, development and evaluation. So, specific
techniques that are appropriated for each stage were developed, such as usability
inspection and usability tests (Cybis et al., 2010).
Some HCI evaluation techniques are widely used to support usability tests such as
filming, verbalization and the monitoring of users activities using log files. Log Files
are registers that contain data about what a user has done during their visit on the
website such as hour, IP address and electronic address accessed. The data can be
processed by specific software and generate relevant information about website usa-
bility such as rate and metrics usability (Cybis et al., 2010; Morandini, 2003, Scapin
et al, 2001).
The filming is performed using one or several cameras positioned near the user
collecting images about face, hands, computer screen, environment and other re-
sources according to evaluator needs and so recording the interaction. The images
collected are used by evaluator to analyzing the interaction between user and software
and can present exactly what moment a software error happened or when the test
participant has difficult to perform any task usability (Cybis et al., 2010; Coleti et al.,
2012). The Verbalization is a technique that the participant verbalizes their thought
during or after performing the evaluation. This approach is based on the idea that the
participant can verbalize what they are thinking about and so verbalizes you opinion
about the software allowing evaluator and designer identify usability problems in the
interaction design (Morandini, 2003; Coleti et al., 2012).
Monitoring the use by analyzing the log files, is a not-so-intrusive technique, i.e.,
the evaluation can be performed without boring the participants. This is extremely
interesting for Ecological Systems supported by a web site since the users are can
participate in the evaluations do not need to be in a specific place at any predefined
time. Some tools were development and others have been developing in order to sup-
port usability evaluation based on observation method such as ErgoMonitor and
ErgoSV. The next section presents details about these applications.
The Proposition of a Framework to Support the Design of Ecological Systems 341

3 Theory / Calculation

This section presents the environments that should be used together to present a
framework for helping the development of Ecological Systems based on the web:
ErgoMonitor and ErgoSV. The joint utilization of these usability supporting tools
may produce a complete guideline for the HCI design and/or evaluation processes and
can be a meaningful tool for Ecological Environments development teams and even
for their users.

3.1 ErgoMonitor
The ErgoMonitor is defined as a system able to be monitoring real interactions per-
formed by real users in their own working environment. This defines the usability
evaluations attention focus: the presence of usability problems without the total
knowledgement about the use context involved (Brajnik, 2000).This project was in-
spired by a need that web site developers and managers deal regularly: continually
assuring and improving the web site usability despite the constant updating of actions
and informations (Scapin et al., 2001).
In the ErgoMonitor context, the possible tasks that could be performed by the users
while interacting with the web site should be the ones considered as “objective” or
“closed”. These special tasks have a main feature: they present beggining and ending
points (ie, urls) clearly well stated. So, the final url that could be accessed by an user
while performing a task, and achieving success, must be an specific success-url. And
so, for this same reason, an initial url, is probably the Homepage for most of the tasks
that are supported by the web site. In this context, if the dilletantes users, that only
wish to visit the web site and do not aim to conclude a task, are not considered.
The ErgoMonitor´s evaluator-operator must have an active participation in the en-
vironment configuration, since he/she should define a “service” parameter for the
achievement of the server log files. Also, he/she should model the tasks and behav-
iours. This modelling is, basically, the presentation of a set of urls that are accessed
while a task is being performed. So, the models needed include the success, cancels,
desistances, help solicitations, error messages, and others.

3.2 ErgoSV

The ErgoSV Software is an application that is been developing based on observation


techniques. The observation is used in usability evaluation in order to register images
or sounds by user to create relevant quantitative and qualitative information about
software usability (Cybis et al., 2010). To register these data the evaluator usually
uses: (1) video cameras in order to film several relevant point of evaluation such as
face, hands, keyboards and computers; (2)voice recorders in order to register what the
participant/user say during the evaluation.
The face recognition is used in order to identify when the user has some reaction
and express it by face. A default image is collected in initial and after test it is
342 M. Morandini et al.

compared with other images collected during the test. The images are collected in an
interval time stipulated by evaluator. After collected all images and the participant
finish the test, the ErgoSV Software performs an image processing and two informa-
tions could be provided: The first one is the moment when the participant´s face is
different from the default image. The second is generated when the software don´t
recognize any face in image.
The speech recognition is performed in order to support verbalization method also
known as Think Aloud. Ericsson and Simon proposed three ways to perform the
Think Aloud (Verbalization): (1) the participant don´t need to perform a hard mental
load to transforming what he/she is seen to what they will pronounced, for example,
whether the participant see a figure containing a number they can pronounce the
number easily. (2) in this approach the participant needs to perform more mental load
than the last one because he/she needs to transform what he is thinking about in a
word to be pronounced; (3) the last approach of verbalization is more complex be-
cause the participant needs verbalizing about specific situations of things, moreover,
the people could be required verbalizing something from past (Boren e Ramey, 2000).
In ErgoSV the participant needs to transform a situation in a word that represents
what he is thinking about the software.
To perform an usability evaluation using speech recognition the evaluator needs to
choose words to the participant. Some words are initially established such as “good”,
“bad”, “regular”. After set the words, the usability test is started and so, when the
participant pronounces one of the configurable words, the software performs the rec-
ognition, stored it in a database and after speech processing the application presents
the word and the confidence (certain recognition rate).
Therefore, the ErgoSV Software is a tool based on observation techniques of usa-
bility evaluation that uses an approach improved from the traditional filming and
verbalization. Also, this application collects data from voice and face emotion. This
evaluation software can support the Ecological Software design in all stages of Usa-
bility Engineering. The next section presents an approach to support the analysis,
development and evaluation of ecological systems.

4 The Ecological Software Design Development Process


Framework

This section proposes an approach based on usability engineering and observation


method to analyzing, developing and evaluating ecological websites so that the Hu-
man-Computer Interaction can be taken with efficacy, efficiency and user satisfaction.
The framework we are proposing in this work (the use of ErgoMonitor + ErgoSV)
involves a series of activities focused on the usability evaluation, starting from analy-
sis process and concluding on the final product evaluation performing, this way, an
interactive development process that can allow the evaluator to collect meaningful
data about software roles, user satisfaction and interface quality. This framework is
strongly based on usability engineering phases: analysis, development and evaluation
The Proposition of a Framework to Support the Design of Ecological Systems 343

processes. The observation techniques are used in the development stages to support
the evaluation of existing products, prototypes and final products.
The Interactive Process (Pressman, 2011) which this framework is based allows
and guides the development team to repeat the activities with the final user several
times in order to improve the concepts and user needs.
The Figure 1 presents the Ecological Software Design Development Process
Framework and their activities.

Fig. 1. Framework to Support the Design of Ecological Systems for the Web

The Conceptual Analysis is the first framework stage and did not have relevant
changes compared to traditional usability engineering. In this stage, the designer
should not be concerned about applications of technologies resources to be developed,
but the main activities aim to present information about what the user needs in their
applications, what problems to solve and what are the important data to be collected
to help figuring out how should be the software developed. Mental models, notes,
voice recorders and interviews can be used to support this stage (Cybis et al., 2011).
Although both ErgoSV and ErgoMonitor are not used in this stage since that applica-
tion is not the focus of this phase, the test participants chose is also realized in this
stage. It should be interesting that a minimum of four or five testers should be se-
lected to achieve a good result in this stage (Cybis et al., 2010; Pressman, 2011).
After performing the Conceptual Analysis, the designers must perform the Analy-
sis and Project Stage. In this phase the designer must transform the user needs in
interface (software) requirements and verify whether these requirements are in accor-
dance to the concepts collected in previous stages. The number of tests that must be
performed in order to support the phase activities can be defined by the development
team and can vary according to requirements difficulties, participants´ skills and
application tested.
The Development Stage aims to perform the development of the ecological web-
sites and can be considered as one of the most important framework stages. In this
stage, the development team must transform the user´ requirements, resources,
344 M. Morandini et al.

features and standards established in previous phases into a final product, more exact-
ly, a website for ecological activities. In this stage the use of observation methods
supported by ErgoSV and ErgoMonitor must be considered by the development team
to perform usability evaluation in prototypes and possible releases.
Finally, the Evaluation Stage is focused in evaluating the final product. The usa-
bility evaluation in final products must be performed by the same participants that
realized the other tests and they must use the website completely as had done when
the system is ready. The ErgoSV and ErgoMonitor software will support the evalua-
tion activities and so generate relevant information about the interaction between user
and the software. The tests can be performed using a list of task compiled by evalua-
tor with help of real users, specialist and regular users, participating or not the pre-
vious test. All the tests must be performed in the releases by real users that can submit
the application to several situations, including some that could not be identified in
previous stages.
As the last framework stage, two possibilities are available: (1) the evaluator can
certify that the website is according to all requirements and the interface has all the
features to ensure high levels of usability allowing all skilled users performing their
task; (2) the evaluation can present problems in the final product such as implementa-
tion problems or concept problems leading the project returning to first stage in order
to performing a new conceptual analysis and so go through all the phases again. The
evaluation is the last stage of the proposed lifecycle and is consider as a delicate
phase. This framework also proposes four activities that can be performed in order to
optimize the evaluation:

1. Initial Stages: The participants are orientated about the Ergonomic Criteria and
how they can influence the interface utilization. Also, they are orientated to basi-
cally observe the interface according to the eight elementary criteria and the partic-
ipants are informed that they can be taped and what words they will need to
pronounce during the test and in which situations they should do that so.
2. Configuration Stage that consists making the configurations in the two applica-
tions that will support the evaluation using observation method: ErgoMonitor and
ErgoSV. The evaluation software needs that the set of parameters should be de-
fined. Among these parameters are the interval time to collect image faces, words
to being pronounced and time to collect screen images. The ErgoSV contains
some words predefined such as good, great, bad, regular, but other words can be
configured.
3. In Test performing the participants perform the usability test and are being ob-
served by ErgoSV and ErgoMonitor. The participants can be monitored by a eva-
luator in order to solve eventual problems or doubts. A list containing several tasks
can be available to participants besides ask them to perform everyday task; and
4. Test Analysis is a stage on what the evaluators use the information generated by
ErgoSV and ErgoMonitor in order to take decision about usability problems.

The next section presents the conclusions and expectations related to the use for this
framework and the results that can be obtained with it.
The Proposition of a Framework to Support the Design of Ecological Systems 345

5 Conclusions

HCI usability design and evaluation must be considered as very important in a


product development life cycle and are responsible for providing a better level for its
quality. Applying usability evaluation techniques is an activity to achieve better
definitions that can be used in the software development (Cybis et al., 2010).
Specifically, when an Ecological Environment is considered, this problem has a
special feature that turns it into a special one: the information localization is one of
the main important part of its definition. Nowadays, we can consider the Web Ecolog-
ical Simulation Environment as a reality, as in these web sites the geographic infor-
mation and the simulation features for specific ecological environments are being
disposed in different pages and their manipulation is being supported by the internet.
On the other hand, some of these web sites are usually designed and implemented for
specific users, such as the biological community and it makes them too specific for
being used and analyzed by “regular and traditional” users that can be able to interact
with them.
The Web mapping services and the ecological simulation systems are being ac-
cessed more regularly and most of them can be available through accessing web sites.
But, ecological simulation systems utilization is not always an activity that may be
considered as trivial or easy. One of the reasons for that is the great amount of users
that may access them and so, due to their differences, achieving usability features for
all these users is a challenge that the designers must deal with. And the framework we
are proposing in this paper has the intention to be helpful for guiding designers and
evaluators achieving their goals.
Therefore, it is really important that the mapping applications should be designed
considering usability definitions, such as the Ergonomic Criteria (Cybis et al., 2010)
that are strongly accepted and validated by the scientific community. Specifically, the
use of questionnaires and checklists was considered as an important, low cost, fast
and efficient approach. We plan to focus the use of this framework in the utilization
of two initial different ecological web sites and in the using of the environments that
can be accessed from them. These web sites (and environments) are:

• OpenModeller aims to provide a flexible, user friendly, cross-platform environ-


ment where the entire process of conducting a fundamental niche modeling
experiment can be carried out. The project is currently being developed by the
Centro de Referência em Informação Ambiental, Escola Politécnica da USP,
and Instituto Nacional de Pesquisas Espaciais as an open-source initiative
(http://openmodeller.sourceforge.net).
• Knowledge Network for Biocomplexity: The Knowledge Network for Biocom-
plexity (KNB) is a national network intended to facilitate ecological and environ-
mental research on biocomplexity. The goal of KNB is to enable the efficient
discovery, access, interpretation, integration, and analysis of complex ecological
data from a highly distributed set of field stations, laboratories, research sites, and
individual researchers (http://knb.ecoinformatics.org/index.jsp).
346 M. Morandini et al.

To conclude, it is important to say that this paper purpose is to have more environ-
ments being evaluated or designed using this framework. For this reason this paper
was written and submitted: present the Ecological Environments Development Com-
munity a framework able to help their design and evaluation activities. When per-
forming the usability evaluations, we do not just aim to collect the evaluators answers
for the questionnaires applied, but we also plan to ask to the evaluators to rank the
level of importance for each one of the Ergonomic Criterion (Cybis et al., 2010), since
each question had, at least, one Ergonomic Criterion associated. So, based on these
results, we may have conditions to create a framework for designing web sites for
Ecological Simulation applications as we can be able to figure out which information
is more relevant and, so, propose strategies for making them more usable.

Acknowledgment. Financial Supported by FAPESP

References
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aplicações, 2nd edn. Novatec, São Paulo (2010)
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de Análise de Arquivos de Log. Tese (Doutorado) - Universidade Federal de Santa Catarina
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tions on Professional Communication, 261–278 (2000)
6. OpenModeller Project, http://openmodeller.sourceforge.net
(accessed August, 2012)
7. Scapin, D., Leulier, C., Vanderbonckt, J., Mariage, C., Bastien, C., Palanque, P., Farenc, C.,
Bastilde, R.: Towards Automated Testing of Web Usability Guidelines. In: Tools for Work-
ing with Guidelines, pp. 293–304. Springer, London (2001)
Environment-Centered Approach to ICT Service Design

Takehiko Ohno, Momoko Nakatani, and Yurika Katagiri

NTT Service Evolutions Laboratories, Kanagawa, Japan


{ohno.takehiko,nakatani.momoko,katagiri.yurika}@lab.ntt.co.jp

Abstract. One of the key factors we should consinder in designing the new ICT
services that provide high user experience is environment. In this paper, we
show two example in which the use of ICT service strongly depends on the
environment in which the service is provided. We then propose an
environment-centered approach for desinging ICT services. Traditional user-
centered approaches like the persona-scenario method focus on the user
domain, but environmental factors are considered in little while designing
servies. We found, however, that service use is diversed drastially in the
different environments. We have started to examine the proposed approach for
ICT service design. A preliminary finding is that we can focus on environmen-
tal factors, especially, the environmental difference at different times, which is
not considered explicitly in the traditional user-centered approach.

Keywords: User experience design. user-centered design, ICT service design,


environment-centered design, ethnography.

1 Introduction

Today’s growing market for information-communication technology (ICT) service 1


for consumer users requires a new perspective far beyond the established concepts of
functionality and performance, the traditional factors in service design. User expe-
rience (UX), the internal state of the user’s mind during service use, has become a key
concept in designing ICT services highly appreciated by the users [4]. User expe-
rience explores how a user feels about using a service, i.e., the experiential, affective,
meaningful and valuable aspects of service use [11]. However, even though the im-
portance of UX has been discussed in the field of human-computer interaction (HCI)
[2,3,4] and marketing research [9,10], it is still not unclear what factors should be
addressed when designing ICT service that provide good experience.
Our goal is to establish the service design process of ICT service that provides high
user experience. In the last decade, a variety of ICT services and technologies used
to implement the services has been emerged and diffused. For designing ICT servic-
es, those factors must be under the consideration carefully and definitely. For
home use, various products including PC, smartphone, featurephone, tablet, game
console, digital television, DVD recorder (DVR) and Blue-Ray Disk recorder (BDR)

1
In this article, the word “service” refers to services, products and systems.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 347–356, 2013.
© Springer-Verlag Berlin Heidelberg 2013
348 T. Ohno, M. Nakatani, and Y. Katagiri

are available in commercial. Those products are connected on the broadband net-
work, where various network technologies including fixed-line (e.g. ADSL and
FTTH), wireless (e.g. WiFi) and also mobile network (e.g. LTE and WiMax) are sup-
plied. Because ICT service has become popular in everyday life, diversified users
from children to elderly persons now use ICT services. The service design process
must deal in those factors in the unified perspective.
In this paper, we propose the environment-centered approach for designing ICT
services that provide high user experience. In the approach, we focus on the envi-
ronments that contain both users and services, and from the depiction of the environ-
ments, service specifications are derived. Because environment sometimes changes
drastically when the context is changed, different environments in the different
contexts are described.
In the rest of the paper, we first overview the concept of environment-centered ap-
proach for ICT service design, and then we show two example in which the use of
ICT services strongly depends on the environment. Next, we denote the detail of the
proposed approach and discuss the strength and limitations. Finally, conclusion and
future works are described.

2 Three Factors That Affect User Experience

As Hassenzahl noted in his article, UX is a consequence of the characteristics of the


designed system, a user’s internal state, and the context or environment within which
the interaction occurs [4]. Here, as illustrated in Figure 1, we employ those three
factors to understand what type of the elements we should consider for designing
services. The first factor is “system”, the characteristics of the designed system con-
sisting of the performance side [7] including usability, functionality, complexity,
pragmatic, and also the emotional side [8] including aesthetic and hedonic.
The second factor is “user”, a user’s internal state which is not limited to user’s
temporal aspects like expectation, needs, motivation, goal, mood, but also user’s psy-
chological characteristics and social rules. User’s characteristics have been consi-
dered little for understanding UX, but in our research, it is sometimes the major factor
for determining experience. For example, Nakatani figured out that absence of self-
efficacy for ICT affects the inactive use of ICT service [5]. Another example is that
implicit belief about one’s ability, such as whether one’s intelligence is fixed or mal-
leable influences her/his experience [12]. For considering user’s internal state, it is
also important to focus on his/her social rules because interactions between users and
services highly depend on the social rules. For example, Japanese high-school stu-
dents prefer online chatting service on the smartphone, and would like to touch the
smartphone for communication at any time. However, in our interview, we found
that they often hide smartphone while talking with their friends because they think
that touching smartphone during talking with their friends is a very bad manner. On
the other hand, they think it is not a bad manner to use the smartphone while talking
with their parents.
Environment-Centered Approach to ICT Service Design 349

The last factor is “environment”, the context or environment within which the inte-
raction occurs contains organizational and social setting, meaningfulness of the activi-
ty, voluntariness, and physical environment. Here, physical environment represents
places, artifacts, and also the arrangement of the room in the house. Even though
Hassenzahl did not mention the physical environment as the major factor for consi-
dering context and environment, we believe it is necessary to include it because it
often determines the usage pattern of the ICT services. For example, various ICT
services and other artifacts are located in the same place, and the arrangement of them
affects ICT service use. In addition, in the mobile services, they are used in the dif-
ferent places in the different manner.

Service (characteristics of the system)


Usability, functionality, complexity,
pragmatic, aesthetic, hedonic, etc.

User (user’s internal state)


UX
Expectations, needs, motivation, goals, mood,
values, social rules, characteristics, etc.

Environment (context and environment)


Organizational/social setting,
meaningfulness of the activity, voluntariness,
physical environment, etc.

Fig. 1. Three factors that affect user experience

2.1 Example 1: ICT Service Use in the Home


Here, we show two examples in which the use of ICT services strongly depends on
the environment. The first example is the use of ICT services in the home. Figure 2
illustrates a floor map of a family’s home created from our field study. They were
living in an apartment, and the family consisted of husband, wife, and two elementary
school children. In the family, we found that the husband used iPad mainly while
sitting at the table in the living room. In the position, it is possible to watch the TV
while interacting with the iPad. On the other hand, PC was placed in the children’s
room locating next to the living room. The PC was used mainly by the wife, and she
could not watch the TV while interacting with the PC. In our field study, we found
that in various families, PCs were sometimes located near the printer and their posi-
tion was determined if there was enough space to put the PC and the printer. There-
fore, it is not convenient to use them while doing something else like watching TV.
This phenomenon may reduce the frequency of PC use. iPad is different. There are
little locational constraints to use the iPad. In the example illustrated in Figure 2,
iPad was stored under the very narrow space of the counter, and the husband could
pick it up while sitting at the table. For designing ICT services in the home, it is very
important to consider accessibility to the service. If it requires more effort to use the
service than competitive services, it is difficult to get the major position in the family.
350 T. Ohno, M. Nakatani, and Y. Katagiri

desk
hustband’s position

desk children’s wife’s position


room fridge

PC kitchen
printer
fax
WiFi router
counter
living room iPad
BDR
PS3
T

shelf
V audio Table
ble
low ta
smartphone

Fig. 2. An example of ICT use in the home

2.2 Example 2: Smartphone Use in the Everyday Life


Another example is the smartphone use in the everyday life. To understand everyday
use of the smartphone, we conducted a group interview with seven university students
and nine business persons. In the interview, we observed that their use of smart-
phone highly depended on the context and environment they occurred.

Home Train Station Train University and shops

PC TV

Fig. 3. An example of smartphone use in the everyday life

Figure 3 illustrates an example of smartphone use in their everyday life. Here, four
different contexts, in the home, at the train station, on the train, and in the university
and shops are described. In the interview, they reported that they used ICT services
with different manners in the different contexts. In the home, there were different
artifacts including PC and smartphone. All of them had both smartphone and PC, but
their environment was different between users. They preferred the PC because it had
large screen. However, they sometimes used the smartphone instead of the PC. It
was because it took much time to start using PC. Some users kept their PC in the
sleep mode, so it required short time (e.g. within 10 seconds) to start the PC, but they
still thought that the smartphone was better because it was possible to use it
Environment-Centered Approach to ICT Service Design 351

with no burden time to wait. When they thought they required large screen, e.g.
browsing the Web sites with multiple windows or reading PDF documents, they
switched to the PC.
While riding on the train, their ICT service use was sometimes restricted due to the
network condition. Some of them could not use the online services because network
condition was not good on the train, so a contents prefetch service was preferred.
Another example is the train condition. If they sat on the train, they could use the
social network services (SNS) and the email but while standing on the crowded train,
some of them hesitated to use them because the smartphone screen might be glanced
by other persons.
In the university and the shops, the use of smartphone highly depends on whether
they stayed with their friends or not. With their friends, they did not use the smart-
phone frequently, but if they had a time to become alone, i.e. in the toilet, they often
checked SNS and email quickly.
For designing mobile services, it is necessary to consider how they use services in
the different contexts and environments, and design the service to fit into the contexts.
Especially, it is necessary to determine which context will be the major one, and the
service should be designed to be used comfortably in the context.

3 From User-Centered Design to Environment-Centered


Design

The traditional user-centered design focuses on the user, and considers how the user
interacts with the services. Figure 4(a) illustrates the interaction between the user
and the service. For example, the persona-scenario method creates ‘persona’, a
description of a fictitious user based on field data as well as statistical data for under-
standing interaction pattern, user needs and user values [1,6]. Traditional user-
centered design assumes implicitly that there is only one user and she/he interacts
with one service. It is because when the user-centered design was proposed in the
end of ’80s, most computers were large, and the user interacted with only one com-
puter at the same time. It was difficult to consider mobile and ubiquitous services in
the real-world. However, as described in Section 1, interaction between users and
services is changed drastically in the last quarter of the century, and various interac-
tion patterns are available today. Different services are supplied in the different arti-
facts, and users interact with different services simultaneously. In addition, two or
more users sometimes interact with the one service. For example, the smart TV in
the home can be shared by two or more users. For understanding interaction in the
real-world, as illustrated in Figure 4(b), it is necessary to focus on the environment
that contains both users and services. Based on the basic idea, we propose the
environment-centered design where users and services existing in the environment
are described simultaneously, and the service specification is derived from the
description.
352 T. Ohno, M. Nakatani, and Y. Katagiri

Environment
Service
Service

interaction

interaction Users
User Service Service
(a). Traditional user-centered design (b). Environment-centered design

Fig. 4. From user-centered design to environment-centered design

In the environment-centered design, the fundamental process is to describe the en-


vironments in the different contexts at first, and then depict people and interaction
pattern of the services available in the environment. Next, from the environmental
description, service restrictions and opportunities are derived. By describing more
environments in the different contexts, more service restrictions and opportunities can
be derived. Those service restrictions and opportunities derived from the contexts
become strong clue to determine the service scenario and specifications for designing
new services.
In the rest of the section, the detail of the design process is described. Figure 5
illustrates the overview of the proposed method. In Step (1), the ‘real’ data is col-
lected from field study and interview. For describing environment, it is highly im-
portant to use the real data. It is because when the service developers describe those
factors just from their imagination, they might be different from the real-world. In
addition, the detail of the environment description will be lacked. In addition, it is
very difficult to describe the user’s internal state like their expectation, needs and
social rules. The idea to create the description from the real data is taken from the
persona-scenario method. However, the importance of using the real data is more
essential because service restrictions and opportunities are derived from the contex-
tual difference between different environments. If it is not possible to describe the
prominent features that are unique in the context, it is difficult to extract the interest-
ing and valuable restrictions and opportunities. Deep understanding of user’s inter-
nal state is also required in this approach. In addition, it is also necessary to select
the target user group for collecting data because context might be absolutely different
if you focus on the different user group instead of the target group. Therefore, it is
necessary to determine the target user group before collecting the real data. If it is
not possible to define the target user group when collecting the data, it is better to
choose users from the different user groups, and by comparing environmental differ-
ence, target user group can be selected. In the interview, it is better to ask everyday
life from the morning to the night. In general, one-day life consists of different con-
texts, e.g. meal time, commute time, working time, housekeeping, and so on. There-
fore, by understanding the contexts in one-day life, it will become easy to understand
the environment and service use for the each context.
In Step (2), contexts are determined from the collected data. It is not necessary to
select all contexts appeared in the interview. However, it is necessary to select sev-
eral important contexts that will be valuable in designing the new ICT services.
Environment-Centered Approach to ICT Service Design 353

If there are unique environments and artifacts, prominent use style, and interesting
values and experiences in some context, the context should be selected.
In Step (3), environment, people, and usage of existing ICT services are described
in the each context. Like creating persona in the persona-scenario method, real data
taken from different users are filtered and merged for creating fictitious environment.
In the environment description, it is necessary to retain interesting, valuable and dis-
tinctive features found in the real data. People are not limited to the user of the ser-
vice, but also other persons who may affect the user’s ICT service use. For example,
in the commute time, users sometimes get on the crowded train where bunch of
people are jammed every day. As mentioned before, some of them hesitate to user
SNS in such environment. In this case, it is necessary to describe that the train is
jammed with people and the user does not use SNS in the environment. While de-
scribing services, it is not necessary to mention the new service designing here, but
taken from the interview and field study, write down what type of the existing servic-
es they used and how they interacted with the services in the each context. It is im-
portant because in our observation, the way to use the service highly depends on the
context and the environment. Therefore, it is possible to estimate how to use the new
service in the same context and environment. For example, in our interview, some
people used weather forecast service on the smartphone in the busy morning, and
rushed to get the latest forecast in the very short time. In the context, services must
be designed as simple as possible, and required to get the answer quickly with a few
or no operations.
In Step (4), write down the service restrictions and opportunities driven from the
each context. For example, from the context ‘busy morning’, it is possible to de-
scribe that ‘service must be simple and requires no operation’ as the restriction, and if
the existing services are not simple, ‘more simple than existing services and an user
can obtain information just by glancing at or without looking at the screen’ will be-
come the opportunity for the new service. In case of ‘crowded train’, privacy prob-
lem will become a restriction if the service is designed for young users.
Finally, in Step (5), service scenario and specifications are derived from the service
restrictions and opportunities. For emerging new services, existing design process
like the persona-scenario method can be applied in the step.

(1) Collect data Interview and field study

(2) Define context Context 1 Context 2 Context 3 Context 4


(3) Describe environment environment environment environment
environment, people people people people people
and services service service service service

(4) Describe service


restrictions and Service restrictions and opportunities
opportunities
(5) Describe service
scenario and specifications Service scenario and specifications

Fig. 5. Five steps of the environment-centered approach to design ICT services


354 T. Ohno, M. Nakatani, and Y. Katagiri

4 Case Study: Designing Voice Agent System on Smartphone

Here, we show a case study that highlights the strength of the environment-centered
approach. The goal in this case study is to design a new voice agent system on the
smartphone for young people.

Interview with the university students

Home Train Station University and shops

Smartphone is next to the pillow. Crowded with people. They do not use smartphone
Very busy in the morning They hesitate speaking to while talking with friends.
•Wakeup call the smartphone. They sometimes find coffee
•Weather forecast •Train timetable service and bar in the afternoon.
•Glance at arrived SNS message •Breaking news prefetch •Restaurant recommend
•Train timetable service services service
(remaining time to departure is •Map and navigation service
displayed)

Restriction:
• They sometimes hesitate speaking to the smartphone
• They are very busy and have little time to operate in the morning
• With their friends, they do not use smartphone except they have the shared purpose.
Opportunities:
• Very fast service operation will be preferred.
• Using several selected services in the morning is the routine work for the user.
• Interactive search services which is designed to use by a few users will be accepted.

Fig. 6. Overview of the voice agent service design in the environment-centered approach

Figure 6 illustrates the overview of the voice agent service design in the environ-
ment-centered approach. In the example, three different contexts consist of ‘home’,
‘train station’, and ‘university and shop’ are selected. For the each context, several
remarkable environmental features and user behaviors are derived from the interview
data. Typical applications operated by the user are also presented. Based on the
results, three restrictions and three opportunities for designing the new voice agent
service are derived. With this process, it is possible to create the service scenario
that satisfies both restrictions and opportunities. Here, it is necessary to note that
detail description is required for the each step in the actual design. Contexts are not
limited to three, but a lot of different contexts will be appeared in the actual service
design. In addition, only the subset of the interview data was described here. It is
also necessary to remark that it is not necessary to use all contexts for describing ser-
vice restrictions and opportunities. Selecting several contexts that are not scoped by
the competitive services will make the new service more attractive and superior. For
example, in the case, just saying “Hello” in the morning to get the constant informa-
tion required every morning will be preferred for the users.
Environment-Centered Approach to ICT Service Design 355

5 Discussion

The strength of the proposed design approach is that it is possible to deal with the
environment, the users and the services in the different context simultaneously. On
the other hand, because the proposed design approach is based on the interview and
field study, there are several limitations. The first limitation is the clarity of the tar-
get service at the beginning. If there are no conditions and restrictions in the new
service, it might be difficult to conduct interview and field study for acquiring valua-
ble data. Therefore, the approach may be difficult to use in the very early stage of
the service design. However, in our case, there is rare case that there are no concep-
tual ideas in designing new ICT services.
The second limitation is the difficulty to innovate the completely novel service
which is not available now. It is because we cannot estimate their usage pattern of
the novel service from the existing social rules. In general, when a novel service is
emerged, social rules are formed gradually in the long period, and it is difficult to
estimate the rule before the service appearance in the society. We should examine
how those two limitations will actually affect in the service design process in our
future works.

6 Conclusion and Future Works

In the paper, we propose the environment-centered approach for ICT service design.
We have started examining the proposed approach for ICT service design and con-
firmed the strength of the approach. However, we need a lot more case studies to
determine what factors in the each step are the most important and how to derive them
from the field study and interview data. For applying this approach to various ser-
vices, we are planning to make the design process more explicit and easy to use for
service designers and developers for designing high UX services.

References
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Wiley Publishing (2007)
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Conference on Human Factors in Computing Systems (CHI 2003), pp. 225–232. ACM
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tribute to Human-Computer Interaction. In: Proc. of the 2011 Annual Conference on Hu-
man Factors in Computing Systems (CHI 2011), pp. 1051–1060. ACM Press (2011)
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formation Technology 25(2), 91–97 (2006)
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Overview of Global User Interfaces for Localization

Clara Peters1, Mazhar Sajjad2, Myungkwon Hwang3, Jinhyung Kim3,


Sa-Kwang Song3, Do-Heon Jeong3,*, Seungwoo Lee3, and Hanmin Jung3
1
Dept. of International Information Management, University of Hildesheim, Germany
petersc@uni-hildesheim.de
2
University of Science and Technology (UST), Korea
ms@kisti.re.kr
3
Dept. of Computer Intelligence Research,
Korea Institute of Science and Technology Information (KISTI), Daejeon, Korea
{mgh,jinhyung,esmallj,heon,swlee,jhm}@kisti.re.kr

Abstract. In today world user interfaces must meet the demands of an interna-
tional environment. User Interface (UI) based on the user preferences and target-
ing a specific group of people can improve the usability, it fulfilled market
demand and reduced the service cost. It is very difficult and costly process to lo-
calize a user interface before internationalize it. This paper highlights both the
verbal and the visual part of the interface that can play a very important role
while creating a user interface that aims at being adapted to local user groups.
This paper gives an overview of cultural differences such as different color asso-
ciations, divergent meaning of metaphors as well as different standards concern-
ing typography. The goal of the work is to emphasize the usability of localized
user interfaces and guarantee the comfortable and intuitive use for local users.

Keywords: localization, globalization, internationalization.

1 Introduction

Against the background of the proceeding globalization, the user interfaces of com-
puter–based products and services need to operate in a global environment. Within
this paper, the term globalization refers to the establishment of products and services
for a worldwide consumption/use [1].
First of all, it is to be questioned why a global user interface (UI) is necessary. The
answer is simple: a globalised UI increases the probability of users all over the world
to find the UI more appealing and as a result get more engaged with the product or
service and use it more efficiently. Simply, globalised UI can help to improve usabili-
ty. Furthermore, users from different cultures are used to different standards of UI and
therefore might be dissatisfied or frustrated when not being able to intuitively under-
stand the UI of a product or service [1].
A basic example to demonstrate the importance of globalised UI concern
different date formats used across the world. Most of the European countries use the

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 357–364, 2013.
© Springer-Verlag Berlin Heidelberg 2013
358 C. Peters et al.

date format DD/MM/YYYY, whereas many Asian countries like Japan use
YYYY/MM/DD. The format MM/DD/YYYY is unique to the United States. Within
different countries and cultures, slashes, dashes or periods might be used as separa-
tors. Sometimes leading zeroes are used, in other cases they might be left out If a
native Japanese speaker is reading a US English web page from a web site in Germa-
ny that contains the date 03/04/02 how do they interpret it? [2], there are different
approaches to global user interface solutions: rather universal and general approaches
or localized and individual approaches [1].
This paper first gives an overview of user interfaces. Both localization and interna-
tionalization are dealt with and the benefits of global UI are addressed. Further the
paper highlight the guidelines for UI developers to design their interface with
the consideration of the multicultural backgrounds of their users in order to aim at a
globally enhanced usability.

2 Background Work
International firms try to create global UI in order to adapt to the international envi-
ronment with a solution that is not or minimal to be changed for different user groups
and represents one solution for the majority of the worldwide users. The concept of
user interface for all, it means that the development of one interface that appeals to
the broadest range of users and is in accord with their abilities, skills, requirements
and preferences [3].
However, for certain markets localized versions are necessary in order to achieve
positive feedback from certain users. Localization refers to the process of customizing
a UI to a specific market or culture. One part of this customization is the translation of
the content. Yet, localization efforts go far beyond the mere translation and creation
of a superficial local appearance. Localized UIs are developed for a specific group of
users, which can mean a country, a culture, a region or broadly speaking even a cor-
porate culture [1].
Often enough one product or service is first designed for one particular culture, be-
fore localization efforts for other cultures are made. Once the attempt was made to
localize one UI for several cultures, it became evident that certain preparations could
be done in advance to simplify multiple localization efforts and avoid the step of re-
engineering. Internationalization refers to exactly that, the separation of localizable
data from the primary functionality when preparing code. This means that localizable
items are externalized and the code is becomes language-independent. Hence, the
necessity for re-design in later stages becomes redundant, as the translation into dif-
ferent languages is already prepared during the development stage of the product or
service. Sometimes internationalization is also referred to as localization enablement,
because it aims at making the localization and translation easier [4, 5].

3 User Interface Localization: Pros and Cons


The main goal of a globalized UI is to have only one version for all users over the
world, which would be in English. However, this might cause a lower satisfaction
Overview of Global User Interfaces for Localization 359

among users as the interests of the broadest range of users might highly differ from
those of many individuals. Research shows that web-site visitors stay twice as long on
local language sites [1]. A product or service will rarely achieve global acceptance
with a one-size-fits-all concept.
A localized UI causes higher initial development costs as content has to be ad-
justed to different cultures and translated into different languages. However these
higher costs go along with more satisfied users and an expanded target market [6]. As
a localized user interface leads to an increased comprehension among the users, cus-
tomer–service costs might be decreased and in the end localization efforts might be a
profitable investment [1].
When a user interface is adapted to familial structures and preferences of the user,
it becomes more usable. The international Standards Organization (ISO) defines the
word usable as effective, efficient and satisfying [1]. Therefore, from the user’s pers-
pective, localization can lead to an effective, efficient and satisfying user interface.

4 Globalizing User Interfaces

Internationalization is an important preparation to enable localization for several cul-


tures. But what needs to be considered when internationalizing a user interface? They
can serve as a general approach to start addressing concerns that need to be consi-
dered within the global user interface design process.
When trying to internationalize a user interfaces and thereby enable localizations,
the visual and verbal are the two areas of concern that need to be considered. The
visual includes issues like images, icons, symbols, colors and the layout whereas the
verbal includes wording, text, typography and translation.

4.1 Verbal Aspects of the User Interface

The difficult task of verbally adjusting an interface to local user groups is probably
the most important step of localization. The verbal part of the UI can be internationa-
lized and enabled for localization efficiently; e.g. how to go about the translation
process and which cultural typography differences need to be considered.
Usually an interface that aims at being globalised is first written in English. One
basic rule to follow is to use simple English, because it is generally easier and cheaper
to translate. This can be achieved by using a restricted vocabulary as well as a re-
stricted sentence structure. Most suitable is the noun-verb-object structure. Another
benefit of simple English is that non-native English speakers are more likely to under-
stand and a translation might not even be necessary, as non-natives might be able to
apply their English knowledge to access the content of the interface [7].
Generally, acronyms and abbreviations should be avoided, as they are difficult to
translate. Translated acronyms might not be concise or could have a negative connota-
tion. Additionally it is advisable to not string together three or more nouns. After the
translation process, the relationship between those nouns is more likely to become
360 C. Peters et al.

confusing or cloudy. To solve this problem, prepositions can be used to clarify the
relationships between nouns [7].
The cultural context and local idioms must be kept in mind when writing content
for the user interface. Words might have different meanings or obtain a new meaning
after the translation process. If the cultural context is not considered, embarrassing or
dangerous faux-pas can be a negative consequence. Numerous brand blunders can be
used as an example for an insufficient consideration of the cultural context. Pepsi, for
example, introduced their slogan, come alive! You’re the Pepsi generation, to the
Chinese market. However, translated into Chinese the slogan read, Pepsi brings your
ancestors back from the grave [1, 4].
When a word cannot be translated, it is best to keep the original term. Some words
simply do not exist in other languages. Looking at linguistic evolution foreign words
are often adapted when they do not exist in a language. Schadenfreude, for example,
is a German word that describes malicious joy or pleasure from another’s misfortune.
This word has been adapted to the English language, as no English term existed to
describe this meaning and hence a mere translation would not assure to deliver the
same content meaning [1, 7].
Furthermore it is recommendable to keep additional screen space for translation.
Generally in English the same information can be carried across with a lot less words
than needed in other languages. The word fuse for example, can be translated as Ab-
sicherung in German, almost three times as many letters. Therefore expansion room
for translation should be allowed [1, 7].

4.2 Verbal Part of the User Interface – Translation


Language and country are related, but there are several reasons why they cannot be
equated. First of all, many countries share the same language; there are roughly 70
English-speaking countries worldwide. However, these countries obviously do not all
share the same culture. Secondly, some countries are officially bilingual, for example
Canada or India. This means that the designer of global user interfaces must consider
both the language and the country and its cultural background as a potential determi-
nant of language rendering and translation [4].
How to proceed when the user interface is meant to be globally used and therefore
to be translated into most languages in the world? Generally the language world is
divided into three parts: Europe, the Middle East and the Far East, reported how Mi-
crosoft Inc. goes on with their translation [1]. They begin with a translation into Ger-
man for Europe, Arabic for the Middle East and Japanese for the Far East. According
to Microsoft with these three languages many problems that arise in that language
group can be solved and the translation into similar languages is simplified. Once the
text has been translated into German, problems such as gender, expansion and accent
have already been addressed for other European languages. After a translation into
Arabic the issue of bidirectional and cursive letters will have already been solved.
Thirdly, written Japanese is one of the most difficult Asian languages. With this trans-
lation the issue of double-byte will already be solved [7].
Overview of Global User Interfaces for Localization 361

4.3 Verbal Part of the User Interface – Typography


Among different languages various kind of character-encoding schemes are used.
ASCII (American Standard Code for Information Interchange) is generally used for
English. Different schemes are used for European and for Asian languages [1].
It is necessary to adhere to local formats, such as date, time, money measurements,
addresses, telephone numbers and temperature formats. Localization is needed, in
order to provide a comfortable environment for the user and avoid misunderstandings.
The Table.1 below shows exemplary portrays the differences among different coun-
tries [1, 7]. If the developer already uses separable variables for date and time in the
code, instead of using fixed dates, and leaves enough space in the UI for any possible
date and time representation, the correct date format can be inserted when the UI is
localized without having to change the layout design [4].
ISO furthermore has established some standards concerning the typography like
The 24 hour clock, the Gregorian calendar and the date format YYYY/MM/DD.

Table 1. Exemplary Typography Differences

Format/Type United States Europe South Asia, Korea


Gulf Countries
Numeric 1,753.77 1 754,77
Numbers (e.g.$1753 and or 1’754,77 1,755.77
77 cents) 1.754,77
Data and MM/DD/ DD/MM/
DD/MM/ YYYY/MM/
Time YYYY, YYYY,
YYYY, DD,
hh:mm:ss hh:mm:ss
hh:mm:ss hh:mm:ss
a.m/p.m a.m/p.m
(24 Hour) (24 Hour)
(12 Hour) (12 hour)
Temperature Celsius (or
Fahrenheit Celsius Celsius
Kelvin)
Calendar Gregorian
Gregorian Gregorian Calendar, Gregorian
Calendar Calendar Islamic Calendar
Calendar

4.4 Visual Part of the Interface


Images and Symbols are the visible language of a culture, just like the verbal counter-
part, very strongly among different cultures, and can cause problems when not care-
fully selected. Therefore it is important to adhere to local norms as there are variations
in the meaning of symbols, objects and gestures. The following section highlight the
visual component of the user interface focusing on images, symbols, layout, and
orientation as well as the use of color.
It is beneficial to use internationally recognized objects, when possible. An exam-
ple is to use an envelope-image to indicate mail instead of using a mailbox symbol,
362 C. Peters et al.

because different looking mailboxes exist in the world with a huge variety of color
and shape. There are internationally accepted symbols that have been developed by
trade or standards organizations like ISO. Before designing a customized symbol, it
should be checked whether the needed symbol has already been created and is
internationally acknowledged which would make the design redundant. When no
culture-free or internationally recognized icon is available, different icons for
different cultures must be implemented in order to not confuse the user [4, 7].
It is advisable to be cautious when using images that have potential to be sensitive
or incorrect in certain culture, to make sure that no user feels uncomfortable, offended
or even insulted. Sensitive subjects include pictures of animals and people. Showing
a country’s flag to indicate the according language, might not always be clear,
because some countries are bilingual, which means that a flag cannot be directly asso-
ciated with the language. Furthermore the display of maps, which include controver-
sial regional or national borders, should be avoided. Caution is also appropriate when
using the x or the check mark. Those do not universally have the same meaning. In
some areas the x in a check box means that the option is not applicable, in others it
means that the option is selected [1, 4].
Another important thing to consider concerning graphics is not to present text di-
rectly within the graphic. If text and graphics are not overlaid, the graphic does not
need to be redone when the UI is localized/ translated. This will simplify the localiza-
tion process [4].

4.5 Layout and Orientation of the User Interface

Sometimes it is necessary to give directions on how graphical, non-text elements


should be read. Therefore it is necessary to check that the arrangement of these is not
inconsistent with the language reading direction.
Furthermore appropriate printing formats and sizes should be used. In the US a
standard office letterhead size is 8.5 x 11 inches whereas in Europe it is 210 mm x
297 mm [1].
Generally perceptual guidelines concerning good color usage should be followed.
No more than five colors should be used (as a minimum there needs to be one back-
ground and one foreground color) in order to not burden the user with having to recall
more in their short-term memory. In principle warm colors should be used for advanc-
ing elements and cold colors for receding elements [1].
Important aspects to color usage in globalized user interfaces are different color as-
sociations among different cultures. The color red is a good example to portray how
different cultural color associations can be. Red means happiness in China, whilst in
the United States it is a signal for danger or a warning signal to indicate to stop. Red
stands for creativity and life in India, but symbolizes death in Egypt and aristocracy in
France [7].
Overview of Global User Interfaces for Localization 363

Table 2. Some Cultural Associations [1]

Country Red Yellow Green Blue White


Name
Ming
Birth
China Dynasty Heavens Death
Happiness Wealth
Heavens Clouds Purity
Power
Clouds
Egypt Happiness Fertility Virtue
Death Joy
Prosperity Strength Faith
France Truth
Aristocracy Temporary Criminality Freedom Neutrality
Peace
India Life Prosperity National Death
Success
Creativity Fertility Sports Purity
Japan Future
Anger Grace
Youth Villainy Death
Danger Nobility
Energy
United Danger Cowardice Safety
Masculinity Purity
States Stop Caution Go

5 Conclusion

Nowadays, considering the proceeding globalization, user interfaces have to meet the
demands of international environment to be internationally successful. The paper
emphasis the needs of localizing the user interface of a product or service. Adapting
the UI to the preferences and knowledge of a specific group of users goes along with
more satisfied users and an expanded target market. Furthermore localization en-
hances comprehension among user groups and helps to increase usability, which in
later stages might spare service costs.
As mentioned before, localization efforts of a user interface are very often done af-
ter a UI of a product or service is adapted and finished for one culture. It is a complex
and costly process to localize a user interface that is not internationalized, which
means that culture and content is separated whilst the UI is created. Therefore it is
recommendable to regard internationalization as a necessary step to enable localiza-
tion in the design process.
The given overview concerning both the verbal and the visual part of the interface
can be considered when creating a user interface that aims at being adapted to local
user groups. They consider cultural differences such as different color associations,
divergent meaning of metaphors as well as different standards concerning typography.
Recommendations have been given about which strategies will simplify the localiza-
tion of one UI for many different cultures such as the avoidance of certain topics and
symbols or the order of translating content.
These guidelines cover basic things to consider when attempting to internationalize
and localize a user interface but obviously do not cover all possible challenges that a
364 C. Peters et al.

developer is confronted with when dealing with many different cultures. To assure the
usability of localized user interfaces and guarantee the comfortable and intuitive use
for local users other approaches need to be considered as well. A possible step would
be to conduct user tastings in order to receive the feedback of real users.

References
1. Marcus, A.: Global/Intercultural User Interface Design. In: Sears, A., Jacko, J.A. (eds.) The
Human–Computer Interaction Handbook. Fundamentals, Evolving Technologies and
Emerging Applications, pp. 355–379. Lawrence Erlbaum Associates, New York (2008)
2. Honomichl, L., Ishida, R.: W3C Internationalization. Date formats (2010),
http://www.w3.org/International/questions/qa-date-format
(retrieved November 19, 2012)
3. Stephanidis, C. (ed.): User interfaces for all. Lawrence Erlbaum Associates, New York
(2000)
4. Aykin, N. (ed.): Usability and Internationalization of Information Technology. Lawrence
Erlbaum Associates, New Jersey (2005)
5. Cadieux, P., Esselink, B.: GILT: Globalization, Internationalization, Localization, Translation
(2012), http://www.localization.org/globalizationinsider/2002/03/
gilt_globalizat.html (retrieved November 14, 2012)
6. Schmitz, K.-D., Wahle, K.: Softwarelokalisierung. Stauffenburg-Verlag, Tübingen (2000)
7. Galitz, W.: The Essential Guide to User Interface Design. Principles and Techniques, 3rd
edn. Wiley Publishing, Indianapolis (2007)
Quantifying the Impact of Standards When
Hosting Robotic Simulations in the Cloud

Sekou L. Remy

School of Computing,
Clemson University
Clemson SC
sremy@clemson.edu

Abstract. Cloud computing has the ability to transform simulation by


providing access to computation remotely. The transformations are not
without cost however. The physics-based simulations required in robotics
are sensitive to timing, and given the complexity of the operating envi-
ronments, there are many reasons for a roboticist to be concerned.
In this work we explore the impact of the cloud, web, and networking
standards on the control of a simulated robot. Our results show that,
on average, there is a noticeable impact on performance, but this im-
pact is not statistically significant in five of the six considered scenarios.
These results provide support for efforts that seek to use the cloud to
support meaningful simulations. Our results are not globally applicable
to robotics simulation. When using cloud-hosted simulations, roboticists
yield fine tuned control of the environment, and as such there are some
simulations are simply not viable candidates for this treatment.

1 Introduction
Realistic computer based simulation has been an effective tool – in both academia
[1,2] and industry [3,4] – to explore content that is difficult to recreate in the
physical world (safety, distance), challenging to understand because of scale,
or even impossible to occur under easily reproducible conditions. Simulation
technology benefits from advances in computing and information technology,
but only if these advances can be incorporated in effective and timely ways.
Cloud computing is a “model for enabling ubiquitous, convenient, on-demand
network access to a shared pool of configurable computing resources” [5]. It is one
example of technology that has the potential to impact simulation, especially in
scenarios where the simulations are computationally intensive or data intensive.
It also bears promise for simulations that are difficult to manage, or administer.
Cloud computing is just one (set) of a host of standards or pseudo-standards that
impact the way that simulation is developed and deployed. These standards are
often developed in different communities and as such, it is not uncommon that
multiple efforts to accomplish the same aim exist. It is critical that developers
try the tools (and standards) that are developed in other communities, and com-
prehensive understanding of these tools is the doorway to such cross-community
participation.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 365–374, 2013.

c Springer-Verlag Berlin Heidelberg 2013
366 S.L. Remy

Cloud computing, while an example of exactly such a standard, also provides a


means for this participation to occur. It can do so by providing shared access and
management of tools, algorithms and data (more broadly, resources). In this work
we consider an application of cloud computing to share open-source simulation
environments. These simulation environments are built upon several standards
(and pseudo-standards) themselves. Our aim is to identify these standards, so
as to promote their use, and to also study how two sets of standards, (cloud
computing and web standards) can impact the use of the overall simulation that
they facilitate.
In robotic simulation, time has a higher priority than in typical computing
scenarios. Sharing much in common with controls [6], timing variability and
latency both impact the operation of simulations (and physical robots too), but
are often invisible properties. Since many of the standards that we consider in
this work add a layer of abstraction and time overhead, the impact of time must
have some effect, and it is our aim to begin the process of quantifying how
significant this impact is for the many combinations of possible configurations.

2 Background

The Defense Advanced Research Projects Agency (DARPA) Virtual Robotics


Challenge (VRC) is an exciting competition slated to occur June 10 – 24, 2013.
In support of this challenge, the agency has funded the creation of a “cloud-
based, real-time, operator-interactive virtual test bed that uses physics-based
models of inertia, actuation, contact and environment dynamics”. More simply
stated, DARPA has funded the development of cloud-hosted robotic simulation
environment. This type of simulation is an avenue to increased access to mean-
ingful interaction with robotics, and has the promise to stimulate the robotics
industry worldwide.
This cloud-hosted simulation leverages Infrastructure as a Service (IaaS) to
provision a virtual machine on which well vetted open source simulation can
be hosted. IaaS in essence provides virtualization of operating systems and the
infrastructure to run them on, including both networking and storage. Currently
there are scores of IaaS providers, and in many ways this cloud model is one of
the most readily understood “cloud standards”. While there are differences in
the configuration processes, and in payment options, all of the provided offerings
enable the same basic premise: remote access to an operating system. The value
proposition of IaaS is interesting beyond defense related research. The prospects
of scale, on-demand flexibility, managed hosting, are only but a few of the reasons
that this approach is also quite relevant to education and training.
Cloud computing is just one of the developments in Internet and Computing
Technologies that are exciting for robotic simulation. The falling costs of memory,
increasing clock cycles, the advent of manycore machines, and the mash-up of all
of these in modern graphics processing units (GPUs) have all been good things
for simulation. They have helped to make high quality, feature rich and photo
realistic, real-time physics-based simulations possible.
Leveraging Standards to Provide Simulations 367

The process of hosting and accessing remote simulations in cloud infrastruc-


tures is not without challenges. For instance, cloud technologies are inherently
networked and as such, their use is subject to the overhead and uncertainty asso-
ciated with several formal and informal standards. Examples of these standards
include TCP [7] and HTTP [8] which are networking protocols, HTML [9] and
ECMAscript [10] which enable content to be rendered and processed on remote
clients, and URI [11] and XMLHttpRequest [12] which facilitate the transfer of
data over the network. In addition to these formal standards, there is a powerful
set of informal standards (or pseudo-standards) that exist in the web ecosystem.
These resources, like web servers, web browsers and URL libraries like CURL,
support defined standards and serve as powerful cross platform pathways to
enable modern software development.
In our context, these are the core standards with which we are concerned.
These standards provide tremendous flexibility in development and delivery of
these simulations, but many in the controls community are wary about the im-
pact that they have on the dynamics of the overall simulation and control of the
robot.
For well over a decade, the networked controls community has developed ap-
proaches to control systems in the presence of delay and jitter associated with
network use in the control systems [6]. The remote simulation of physical sys-
tems, especially when the simulation is performed on a cloud-hosted virtual
machine has the potential to amplify the challenges faced thus far, hence the
reticence displayed by the community is not without just cause. These chal-
lenges can be detrimental to the usability of the cloud-hosted simulation, and
can result in inconsistencies in applications like the DARPA VRC.

3 Methodology
The scope of our investigation is focused on the impact that the suite of relevant
standards can have on remote simulation. We do not seek to address the concerns
of the merits of simulating a robot; instead we are concerned with the potential
benefits (or drawbacks) on performance when these simulations are moved to the
cloud. To that end, we begin by exploring a configuration similar to that devised
for the DARPA Challenge. It involves the use of the Robot Operating System
(ROS) infrastructure [13], coupled with a third party simulation environment.
ROS is a high-quality open source “meta operating system” that provides the
core infrastructure for message/services and abstractions of other useful robotic
resources.
We initially intended to study the use of Gazebo [14] with ROS (as used in
the Challenge), but it was observed that the simulation environment crashed
randomly in the cloud infrastructure (See Fig. 1). The simulation environment
did not demonstrate this instability in hardware, and for this reason we chose
to replace Gazebo with the Stage simulator [15] and limit the control to the two
dimensions permitted by this third party tool.
It is our aim to quantify the impact of the use of standards on performance of
a robotic simulation, and to uncover whether that impact has a significant effect
368 S.L. Remy

Fig. 1. Distribution of time to failure for this cloud-hosted Gazebo simulation

on the performance of a mobile robot during a navigation task. Time is at the


root of the impact of these standards. The effect of time with web standards is
associated with delay while with IaaS (cloud computing), it is directly linked to
the approximation of time that comes from hardware virtualization. To explore
these properties we use the following seven scenarios depicted in Fig. 2.
For each of the scenarios, the client issues velocity commands to the simulated
robot over a duration of 200 minutes. The values for the X and Y components
of the velocity are derived from (1) and (2). In these equations t is time in
nanoseconds. The commands are issued every 1.05 seconds (as measured by the
client process). The client is limited by the OS capabilities, in addition to the
limitation of the clock that the OS is accessing.
vx = .3 ∗ cos(0.2 ∗ t) (1)

vy = .2 ∗ (1.5 ∗ cos(0.3 ∗ t) + .5 ∗ cos(−0.1 ∗ t)) (2)


The simulation environment is updated at 10Hz. The simulation does not include
any obstacles, so the motion of the robot is only influenced by the velocity
commands issued by the client controller. There is a 0.2 second timeout applied
to account for potential for disrupted communication between the controller and
the simulation environment. All of these timing constraints are subject to the
operating environment on the simulation computer.
The webserver used to provide access to the simulation makes use of webpy
framework (webpy.org). This server is implemented as a ROS package, and pro-
vides an API to convert velocity commands in the form of a query-encoded string
Leveraging Standards to Provide Simulations 369

(a) Simulation in hardware (b) Simulation in cloud

Fig. 2. The seven scenarios where the robotic simulation was run on a hardware plat-
form as well as in a cloud-hosted virtual machine (provisioned through IaaS). The
scenarios also feature different combinations of web standards that are relevant in the
delivery of remote simulation to end-users.

to Twist messages [16], which are then published to ROS. Twist messages are a
ROS standard message type in ROS that defines the linear and angular compo-
nent of velocity. This web server also hosts the HTML page that is downloaded
and “run” by the browser on the client machine to run a controller in-browser.
Any scenario that uses the web server to communicate with the robot also makes
use of the Hypertext Transfer Protocol (HTTP) communication protocol. In this
work HTTP uses TCP to actually facilitate the communication over the network.
The baseline for comparison will be the hardware-based simulation that uses
a ROS-native controller. This baseline, and in fact, any scenario that features a
ROS-native controller, directly uses TCP for network communication (and there
is no additional communication overhead).

4 Results
In this work successfully capture the impact of the use of web and cloud stan-
dards on performance of a navigation task. In this section we first take a quali-
tative view, and then proceed to the quantitative assessment of the impact.
Figure 3, shows the trajectories of the robot under the baseline scenario,
as well as when the hardware simulation is controlled with Python and a web
browser over the network. These trajectories capture the robot’s motion through
nine cycles of the “butterfly” pattern. These three figures each capture the same
number of samples of the trajectory of the robot. From these plots it can be seen
that there are different types of errors evident in performance.
370 S.L. Remy

(a) Baseline (b) Python/CURL (c) Browser

Fig. 3. Qualitative view of the impact of various standards on performance

For the baseline scenario (ROS native client communicating over TCP with
the simulation in hardware), there is no noticeable deviation from the target
trajectory. For the other two scenarios however this is not the case. Comparing
Figs. 3b & 3c, the data also appears to belie a difference in the types of devi-
ations from the target. For example, the error observed for the Browser based
controller varies in a uniform manner, while the Python/CURL controller ap-
pears to perform more consistently, except for jolts that move the robot from
the expected position.
It should be clear from the data that the use of different standards (browser,
URI, etc.) has visibly different effects on the observed movement of the robot.
This is as we expected as the use of different standards is coupled with varying
impact on time. Since time is modeled as fixed increments, when it varies, this
changes the actual position of the robot in space, and thus this deviation is quite
evident.
Focusing on the X-component of the robot’s position, this qualitative assess-
ment can be readily quantified. We recall that the X-component target velocity
for the robot is defined as a pure sinusoid (1). The derivative of a pure sinusoid
is another pure sinusoid of the same frequency but with a different phase. This
means that it is possible to determine the intended position of the robot at the
time that the position was actually sampled. The timing on the simulation ma-
chine influences the sampling time, so only approximations of the desired 10Hz
update cycle are actually obtained.
To quantify the performance in the presence of different standards, error is
measured. This error is defined as the difference between the target position
and the actual position over a fixed interval (see Fig. 4). Using this formulation,
the performance can be quantified and compared. For the following data, the
positions were partitioned into 120 contiguous windows and the errors calculated.
Each window (of length 550 samples) approximated the completion of one cycle
of the “butterfly” pattern.
Because networking is required to access simulation in the cloud, it is note-
worthy that while there is an impact of the use of the network, that impact is
not statistically significant (See Fig. 5a). Moreover, the effect of the network
appears to be a large contributing factor to negative effects on performance
Leveraging Standards to Provide Simulations 371

0.3
Actual
Target
0.2

0.1

X position (m)
0.0

−0.1

−0.2

−0.3

−0.4
0 10 20 30 40 50 60
Time (s)

Fig. 4. Example of the difference between target and actual position during velocity
based control of the simulated robot

160 160
140 140
120 120
100 100
80 80
60 60
40 40
20 20
0 0
Localhost Ethernet Python/CURL Browser

(a) Impact of network (b) Impact of web technologies

Fig. 5. Impact of web/network standards on velocity control of the simulated robot


on a hardware platform

since when the web technologies are applied (Fig. 5b), there is no significant
additional impact on performance with this metric. Fig. 5b also allows us to ob-
serve the impact of browser technologies on performance. The browser, using the
same URI/HTTP access to the webserver, on average performs worse than the
Python/CURL client. The takeaway from the results so far is that for remotely
accessed simulations, the browser and the URI encoded access of the webserver
both have a noticeable impact (on average), but this impact does not result in a
statistically significant degradation of performance for the considered this task.
We next shift focus slightly to the impact of the final standard, the use of
cloud virtualization as a substitute for hardware. To explore this impact we
consider two types of cloud usage: one with no external network traffic and
another with traffic initiated from a browser based client. As seen in Fig. 6,
performance in both of these scenarios is impacted by the use of the cloud
virtualization infrastructure. Fig. 6a shows this impact without concern for an
intranetwork connection between client and robot simulation. This data suggest
that the distributions of the error (a measure of performance) are again not
statistically significant. The same pattern is seen when comparing the impact of
virtualization on the browser-mediated control (Fig 6b). So again, the use of the
standard (in this case cloud virtualization) has an impact, but not one that is
statistically significant.
372 S.L. Remy

ROS native clients (localhost) Browser based clients


160 160
140 140
120 120
100 100
80 80
60 60
40 40
20 20
0 0
Hardware Cloud Hardware Cloud

(a) ROS native clients (b) Web technologies

Fig. 6. Impact of cloud virtualization (IaaS) on velocity control of the robot

160
140
120
100
80
60
40
20
0
Baseline All standards

Fig. 7. Comparison of the use of all the considered standards and the baseline

These results effectively quantify the impact of the use of standards on perfor-
mance of a robotic simulation. They also show that in five of the six scenarios,
the impact of the use of standards has no significant effect on the performance
of a mobile robot during a navigation task. By this metric, the only case where
the difference is significant is when comparing the use of all of the standards to
the use of none of the standards (Fig. 7).

5 Summary and Future Work


In this work we have applied several standards and pseudo-standards that can be
used to amplify the potential of robotics simulation, and we have quantified how
the performance of the open-loop control systems were impacted. Our results
show that, as expected, on average the use of (web and cloud) standards does
impact performance. There are indeed differences between running the robotic
simulation in a cloud virtualization and running the same simulation in hard-
ware. Some of these differences are well understood because of experiences gained
from the networked controls community, but the effects of all of these new com-
binations of component/technologies are at present not well characterized.
Moreover, our results also confirm our hypothesis that the impact is not sta-
tistically significant in five of the six considered cases when compared to a base-
line simulation. This baseline simulation used communication that bypassed the
network interface hardware. With the metrics considered in this work, the dif-
ferences in performance for any scenario that used the network interface were
Leveraging Standards to Provide Simulations 373

not significant. The implications are good for the use of cloud-hosted robotic
simulation and motivate future work in the following directions.
First, since the browser has been shown to be a viable interface for remote
access of the simulation, this means that it provides a path for human studies
testing with remote subjects teleoperating mobile robots. Browsers like Chrome
now have gamepad APIs and speech to text built-in so such resources reduce
the burden on the client side code needed for studies. Of specific interest with
user studies is exploring the impact of these standards on human performance
of teleoperation tasks. Also, we would be interested in the potential variations
due to network conditions, and the impact on performance.
The second area of interest includes increasing the operating frequencies by
two orders of magnitude. Studies performed at such frequencies with cloud-
hosted simulations over the network will help to quantify the impact of the
use of these standards in cases where more autonomy is needed. For example,
the PUMA robotic arm [17], a device often used when learning kinematics and
controls, operates at 100Hz. If our results were not favorable, this could have
provided a critical nail in the coffin as open-loop control at low frequencies
provide the best opportunity to experience the negative impacts on performance.

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Survey and Expert Evaluation for e-Banking

Basil Soufi

Hamdan Bin Mohammed e-University,


P.O. Box 71400, Dubai, UAE
basil.soufi@gmail.com

Abstract. A variety of factors impact customer take-up of and satisfaction


with e-commerce platforms. Aspects of functionality, usability, security and
customer service are considered key determinants of perceived service quality.
The study examines e-banking platforms in the United Arab Emirates using
survey and expert evaluation. The evaluation has identified the platforms that
were considered better overall and highlighted areas for improvement. The
paper reflects on the usefulness of the methods employed in the evaluation and
outlines issues for future work.

Keywords: Evaluating e-commerce, e-banking case study, survey and expert


evaluations.

1 Introduction

Online banking or e-banking has seen rapid development and take-up recently. It
offers customers potential benefits of convenience, cost savings, accessibility and
flexibility. Yet barriers to take-up still exist and can be related to a variety of factors.
Based on the technology acceptance model (Davis, 1989) and more recent research on
trust in electronic commerce (e.g. Casalo et al, 2006; Schlosser et al, 2006), Soufi and
Maguire (2010) have developed an evaluation framework for e-Banking platforms.
According to this framework, there are 4 key determinants of trust and perceived
service quality. These are:

• Functionality
• Usability
• Security and Privacy
• Customer Service

Functionality refers to the functions or capabilities provided on the online banking


system. When evaluating an interactive system, the evaluation of functionality should
be given high priority as it concerns the ability and success of the system in meeting
the goals of the user. The e-banking platform should help the provider accomplish
their business goals by helping users accomplish their personal missions.
The usability of an e-business platform can also have an appreciable impact on the
ability of customers to achieve their goals and do business. Good usability leads to

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 375–382, 2013.
© Springer-Verlag Berlin Heidelberg 2013
376 B. Soufi

improved customer satisfaction, higher conversion rates and returning customers


(Rhodes, 2000; UsabilityNet, 2003). Conversely, bad usability leads to frustrated
customers and loss of business.
Privacy and security controls form an important part of the recommendations of the
Basel Committee's 'Risk Management Principles for Electronic Banking' (Basel
Committee, 2001). Privacy refers to the protection of personal information. Security
technologies ensure the integrity, confidentiality, authentication and non-recognition
of relationships (Casalo et al, 2007). Privacy can therefore be described as a set of
legal requirements and good practices with regards to the handling of personal
information whereas security refers to the technical guarantees that ensure that these
legal requirements and good practices will be met effectively. Perceived security
refers to perception of security regarding the means of payment and the mechanism
for storing and transmission of information.
Customer service is related to a number of factors including customer care,
responsiveness and user support. In a very competitive environment, customer
service is an important differentiator and contributes to the perception of service
quality and trust. For a more detailed review of the theoretical foundations relating to
the framework and an exploration of the relationships between the various factors see
Liao and Cheung (2008); Yap (2010), Jayawardhena (2004) and Bauer et al (2004).

2 A Case Study Evaluation of e-Banking

2.1 e-Banking in the UAE and Elsewhere

The UAE is one of the countries that make up the Gulf Cooperation Council or 'GCC'.
According to the World Bank, the UAE had an estimated population of 7.89 million
and a per capita gross national income of 40,760 USD in 2011 (World Bank, 2011).
The UAE is one of the fastest developing countries with a very high human
development index ranking. The UAE was ranked 30 in the world according to the
United Nations Human Development Report, 2011). The UAE is served by a number
of local (e.g. Emirates National Bank of Dubai, First Gulf Bank, Union National
Bank, Abu Dhabi Commercial Bank, RAK Bank etc.) and foreign banks (e.g.
Citibank, HSBC, Standard Chartered). According to the UAE Central Bank's report
of registered banking institutes, 23 locally incorporated banks and 28 foreign banks
operate in the UAE as of 31st October 2010. This makes for a highly competitive
market where banks strive to improve customer service and innovate in their product
and service offering.
Although e-Banking has grown steadily, several factors have impeded the take-up
of e-banking transactions. Lack of trust is an important factor that affects e-
commerce as purchasing and transacting over the Internet requires consumer trust
(Schlosser et al, 2006). Other usability problems that e-banking sites still suffer from
are difficult navigation and the need to remember more codes to access an account
such as a user code, password, or answering security questions (Nielsen, 2001).
Survey and Expert Evaluation for e-Banking 377

These can affect users across different cultures. Another factor is the apparent
reluctance to do banking online for certain cultures (Williams & Richardson, 2005;
Guru et al, 1999).
e-Banking practices and customer satisfaction have been the subject of several
research studies. Studies of e-Banking in China (Laforet and Li, 2005), Estonia
(Eriksson et al., 2005), Iran (Sadeghi and Hanzaee, 2010), Malaysia (Guru et al, 1999;
Wei and Nair, 2006), Taiwan (Wang et al., 2003), Turkey (Sayar and Wolfe, 2007)
and USA (Southard and Siau, 2004) are some examples. The technology acceptance
model (Davis, 1989) and the quality dimension of Servqual (Parasuraman, 1985) are
considered as conceptual foundations to many of these studies as they provide
empirical evidence for the ‘perceived usefulness’ and ‘perceived ease of use’
attributes.

2.2 Study Methods and Findings

The evaluation methods to be used in this study must be capable of collecting data for
the four key aspects described above. Where it comes to usability, two of the most
popular usability evaluation techniques are user testing and heuristic evaluation.
Studies that compare the efficiency and effectiveness of the 2 methods suggest that
the two methods address different usability problems and are complementary (Tan et
al., 2009; Batra & Bishu, 2007). Because the evaluations considered here are multi-
faceted and involve 4 dimensions, the evaluation method needs to capture customer
perceptions of e-banking functionality, usability, security and customer service. Both
interviews and surveys can have the required breadth and flexibility. Surveys have
the advantage of reaching a larger group and the capability of being administered
online. Surveys were therefore selected as the core data collection method in this
study. In order to provide a different perspective and the scope for the corroboration
of findings, the study included expert evaluation of three of the key determinants;
functionality, usability and security. The study focused on some of the largest and
most recognized locally incorporated banks. Four banks were selected for this
purpose and these are referred to as Banks 1 to 4.

Survey Evaluation. This method involves administering a set of questions to a large


sample of users. Surveys can help determine information on customers, work practice
and attitudes. Surveys are normally composed of a mix of 'closed' questions with
fixed responses and 'open' questions, where the respondent is free to answer as they
wish. Surveys are useful for obtaining qualitative data from users about existing tasks
or the current system. If well designed, surveys have the main benefits of being quick
and relatively inexpensive to administer. Results can be subjected to statistical
analysis to provide quantitative data. This ‘hard’ data can supplement the more
subjective, qualitative information such as unstructured opinions. However survey
design is not straightforward and it may be hard to follow up on interesting comments
as it requires maintaining contact with the respondents.
378 B. Soufi

A web based survey containing 25 closed questions was created. These included
four introductory questions about the respondent’s age, profession, use of the Internet,
and experience with e-banking. There were 21 questions relating to functionality,
usability, security and privacy, and customer service i.e. the 4 key determinants of
service quality. Respondents rated their e-banking service on a standard 1-5 scale.
The survey also included 4 open questions at the end. Sixty two respondents took
part in the survey.
The results of the survey are summarized in Figure 1. This shows the average of
the responses of survey participants. Figure 1 shows that for functionality Bank 2
received the highest score whilst Bank 4 received the lowest. Bank 2 received the
highest usability score and Bank 1 the lowest. Banks 1, 2 received a higher score for
security than Banks 3, 4. Bank 2 received the highest customer service score whilst
Bank 1 the lowest. Overall, the scores for usability and security are higher than those
for functionality and customer service. This indicates that these factors have been
given more attention by the banks considered and that there is more scope for
improvement in aspects of functionality and customer service. There was more
disparity in the scores for functionality and security indicating that customer
perceptions of these factors varied considerably.
It is noted that Bank 2 received the highest score in every aspect of the survey
evaluation and was the preferred bank overall. It may be that Bank 2 is superior in
every aspect or it may simply be a reflection of customer preference. Bank 1 was
ranked second. Banks 3 and 4 were ranked third and fourth in close succession.

Fig. 1. Survey evaluation summary findings


Survey and Expert Evaluation for e-Banking 379

Expert Evaluation. This method involves analysts evaluating the system with
reference to established guidelines or principles, noting down their observations and
often ranking them in order of severity. The analysts are usually experts in human
factors or HCI, but others, with less experience have also been shown to report valid
problems. The method provides quick and relatively cheap feedback to designers and
the results can generate good ideas for improving the user interface. If experts are
available, carrying out a heuristic evaluation (categorizing the feedback according to
design rules) is beneficial before actual users are brought in to help with further
testing, as well as when an existing system is in use (Nielsen and Mack, 1994).
In this study, expert evaluation focused on three of the four determinants, namely
functionality, usability, and security. Two experts performed a set of 10 tasks on all
four e-banking platforms and recorded their observations. Each of the two experts is
considered a ‘double’ expert. The first expert had extensive knowledge of e-banking
functionality and security. The second expert had extensive knowledge of e-banking
functionality and usability. The tasks used included a mix of informational,
administrative and transactional tasks. The tasks are considered representative of
what customers typically do through e-Banking. The evaluation utilized checklists
and evaluator’s expertise.
It has been found that all banks supported the first 5 tasks. These deal with
everyday transactions such as check balance, validate payment, request statements,
make a transfer etc. Task 6 involved making a bill payment to the national
telecommunication company Etisalat. Although this was supported, the usability of
this facility varied between the banks. This concerns the ability of the user to receive
feedback and providing them with the opportunity to verify details which varied
between the banks. Three tasks were either not supported or could only be carried out
in a limited way. These are ‘opening new bank accounts online’, ‘standing order
facility’, and ‘Government fee payment’.
Usability was generally found to be quite good with 3 out 4 platforms having clear
layout and simple navigation. One of the banks had a cluttered interface and
confusing navigation (Bank 3).
Where it comes to security and privacy, the banks evaluated varied considerably.
Although all platforms use high security SSL encryption methods and provide
confirmation of transactions through SMS and e-mail, the login protocol is one area
that requires some attention both in terms of security and usability. Only one of the 4
banks features strong authentication of the user identity through the use of a security
token generator. This provided a means of enhancing security while maintaining
usability. The login protocol for Bank 3 is considered poor as it features minimal
security. Bank 4 does not use strong authentication but requires multiple passwords
that need activation by telephone contact. This has resulted in a cumbersome login
process.
A summary of the key findings from the expert evaluation is given in Table 1.
Overall, Banks 1, 2 were evaluated as better than Banks 3 and 4. As noted above,
experts identified both usability and security issues to be addressed by Bank 3 which
was considered most in need of improvement.
380 B. Soufi

Table 1. Expert evaluation key findings

Bank 1 Bank 2 Bank 3 Bank 4

Functionality Support for opening Limited No Yes No


new bank account
online
Standing Order No No Limited No
Facility
Government Fee No No Limited No
Payment
Usability Layout and Clear Simple Cluttered Simple
Navigation layout and I/F
easy intuitive Confusing
navigation Navigation
Etisalat Bill Payment - Good Limited Limited Good
Integration
Security Login Protocol Adequate Good Poor Cumbersome

Privacy Policy No No Yes Yes

3 Discussion and Conclusions

The results from the evaluations were useful in obtaining ranking scores for the e-
banking platforms and identifying areas of improvement. All platforms offered basic
e-banking functions but differed for advanced features. Experts identified specific
usability and security improvements for certain banks. Usability issues of layout and
navigation as well as the usability and integration of certain types of bill payment
were highlighted. Security and privacy, as evaluated by the survey, were different
across the banks. Experts identified different practices in the areas of login protocol
and privacy policy leading to recommended enhancements in these areas.
It can be seen that there was good agreement between the survey and expert
evaluations in terms of overall findings. However, experts were more specific in their
assessments of the different aspects of the platforms. For example, although Bank 2
received the highest survey score for each of the 4 aspects, the expert evaluation
showed that it did not offer the best functionality.
Further work is required to extend expert evaluation to include the relationship
between banks and their customers. This may be achieved by developing scenarios
involving various types of problem resolution through multiple channels over a longer
time frame. Customer service - the fourth determinant of trust and service quality –
was excluded from expert evaluation in this study. By comparison, all four
determinants were included in the survey evaluation.
Survey and Expert Evaluation for e-Banking 381

A criticism that is often leveled at both survey and expert evaluations is that they
are subjective and results are influenced by the opinions of survey participants and the
expert reviewers. It is interesting to consider the interaction between the four
determinants of service quality in survey evaluation. When survey participants
preferred one of the e-banking platforms for one determinant e.g. security, there was a
tendency for this preference to be exhibited for the other determinants. The two
methods were different in that expert evaluation was less susceptible to such
interaction. It can therefore be argued that of the two methods used in this study,
expert evaluation showed less subjectivity and was more specific than survey
evaluation.
The use of the two methods is considered a success as it has highlighted specific
areas for the banks to attend to and the findings from the two methods were generally
in agreement. Future work should focus on the issues that have been identified and
enable security enhancements to be achieved without compromising usability.

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Framework for Quantitatively Evaluating
the Quality Requirements of Software System

Yuki Terawaki

Research Center for Computing and Multimedia Studies,


Hosei University, 3-7-2 Kajinocho, Koganei, Tokyo 184-8584, Japan
yuki.terawaki.dc@k.hosei.ac.jp

Abstract. Quality requirements (QR) are a description which indicates how


well the software’s behavior is to be executed. It is widely recognized that qual-
ity requirements are vital for the success of software systems. Therefore, to
define the quality requirements and to check the quality attributes carefully is
necessary for bringing good- quality software and ensuring quality of the ser-
vice. This paper proposes a framework that measures the quality attributes in
the requirements document such as SRS. The effectiveness of this framework
was briefly described, we discuss approach was to enrich the representative
quality corpora.

Keywords: Requirements Engineering, Quality Requirements, Non-Functional


Requirements, text-mining.

1 Introduction

Quality requirements (QR) are a description which indicates how well the software’s
behavior is to be executed. It is widely recognized that quality requirements are vital
for the success of software systems. So, it is necessary to check the quality
requirements carefully to bring good-quality software for the user and to ensure the
quality of service. However, in the requirements acquisition phase, functional
requirements are highly focused, quality requirements are not necessarily sufficiently
defined [1]. Despite the importance of QR, it is generally acknowledged that QR are
difficult to capture and specify. Several studies [2] [3] [4] [5] have identified
challenges of QR as: difficult to gather, often poorly understood, general stated
informally in a non-quantifiable manner, where should QR document, and difficulties
to get attention for QR.
To define quality requirements adequately and sufficiently, we must know how
much QR are stated in the software requirements specifications (SRS). It will make a
good base to explore ways for eliciting, representing and implementing QR. For that
purpose, this paper proposes a framework to identify where in a SRS quality require-
ments are stated and which characteristics class each requirement belongs to. The
proposed framework can analyze QR found in an SRS in terms of their volume, bal-
ance and structure. This framework can analyze the SRS written in natural language,

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 383–392, 2013.
© Springer-Verlag Berlin Heidelberg 2013
384 Y. Terawaki

Japanese [icons ref]. Today, it’s a fact that SRS are mostly written in natural lan-
guage. In this framework, natural language processing techniques, particularly the text
similarity detecting methods, are employed to measure the degree of quality factors in
each requirement sentence.
The paper is organized as follows. In section 2, the background and related work
are presented. In section 3, the proposed framework and the implementation of tool
are described. Section 4 introduces case studies briefly. Section 5 presents the discus-
sion. In section 6 conclusion and future works are provided.

2 The Previous Practice in Industry and Academic

Today, though software development requires quick delivery, it is not unusual for
development documents (such as SRS or Request for Proposal: RFP) to be over
several hundred pages long. As the scale of the SRS gets bigger, the structure of the
SRS becomes complicated. At present, despite of the increasing number of documents
which should be inspected, shortening of development time is desired. To respond
these demands of the present age, some templates of reader-friendly SRS have been
proposed. These templates are often recommended to write Functional Requirements
and QR separately. For example, FR and QR are to be described in separate chapters
in IEEE Std. 830-1998 [6]. Wiegers’s book [1] introduces another template adapted
from the IEEE 830, which also separates FR and NFR. Lauesen [7] said the SRS
written in industry were inspired by the IEEE830 guidelines, but when it came to the
specific requirements, they were bewildering because IEEE 830 suggested no
guidance. Moreover, Lauesen’s book introduces SRS of good example. These SRS
are not similar to IEEE 830 structure, and it is more instructive to grasp how QR’s are
distributed over the document and how they are mixed with FR or not. Particularly,
visualization of the distribution is helpful.
The following researches are developing the tool which detects the defect of re-
quirements. William M. Wilson et al proposed the Automated Requirements Mea-
surement (ARM) [8]. The Quality Analyzer for Requirements Specifications
(QuARS) was proposed by A. Fantechi et al [9]. These researches aim at pointing out
the inaccuracy of the requirement specification document written by natural language.
The advantage of this research over these researches is as follows. This research pro-
vides stronger support function for quality requirements. This framework gives the
evaluation criterion of quality requirements (development documents) to the author of
RS. The author of RS can focus on improving the quality requirements.
Moreover, the following researches are related to specification, classification, and
measurement of QR. Grimshaw and Draper [10] found that QR are often overlooked
and there is a lack of consensus about quality requirements. Johansson et al. found
that reliability was identified by a multitude of stakeholders to be the most important
QR[10]. Our research objective is to investigate an SRS, what kind of QR are actually
written, how they are distributed over quality characteristics as categorized in the
ISO/IEC 25010 standard. There are already some works that attempt to discern
Framework for Quantitatively Evaluating the Quality Requirements 385

and classify QR in SRS. H. Kaiya et al. [12] calls the distribution of requirements
sentences across QR characteristics as ‘spectrum’. In Kaiya’s research, the policy of
distinguishing QR from FR is not clear, so, it is required to classify requirements
quality characteristics by hand. That implies making up the spectrum they needs key-
word-to-quality matrix. The matrix is constructed for each system by a human, al-
though there is a possibility of reusing the existing one if the application domain is the
same. Svensson et al. [13] analyzed how quality requirements are specified and which
types of requirements exist in a requirements specification from industry by manual
work. By contrast, in our approach, a text mining technique is used to filter out QR
statements from SRS, classifying them into the ISO/IEC 25010 quality characteristic
categories at same time. So, the original of our approach is to identify where in a SRS
quality requirements are stated and which characteristics class each requirement be-
longs to. We can identify how each QR characteristic scatters over the document, i.e.
how much in column and in what way.

3 Proposed Framework

3.1 Our Approach

When we manage QR, We can apply a sentence of requirements to each characteristic


of the software quality attributes of ISO/IEC 25010 and can check the requirements
for quality. However, it is difficult to evaluate correspondence with attribute and re-
quirements for a general reason. This is because some quality requirements overlap
two or more quality attributes. Also, when identifying attributes and requirements,
human judgment may change over time. Thus, it is difficult to review every quality
requirements in terms of coherent thinking. However, if the quality attributes can be
quantitatively measured, then they could potentially help the author of SRS decide if a
revision is needed. Additionally, almost all development documents are described in
natural language. If the quality requirements needed are written to the document
created to the upper process, quality can be measured at the time of the acceptance
inspection. However, it is difficult to review every quality attributes in terms of time.
These problems bring deterioration in the quality of development document and play
a role in the failure of the project. So, text-mining technique is employed.
The Requirements Process includes 4 processes. There are requirements elicitation,
evaluation, specification (documentation) and quality assurance. This process is
iteration on successive increments according to a spiral model [14]. In the
spiral process, when requirements document will become elaborate, the error of
requirements may be made. In spiral process, the revised document (SRS) can
check without spending hours using text-mining technique. The quality attributes
contained in SRS are showed quantitatively because the text mining analyzes where
quality attributes are contained, and how much. The rate of documentation of
quality attribute can be showed using the output of text mining. Thus, the quality
requirements are checked by coherent thinking. Therefore, the workload for
verification of SRS will be decreased.
386 Y. Terawaki

3.2 Overview of Framework


We propose a framework for mining QR in SRS. This framework can be use to im-
prove the quality of SRS through the requirements definition process. As criteria for
evaluating the quality requirement, the quality model of ISO/IEC25010 [15] is used.
The proposed framework can specify the statement related to quality attribute of
ISO/IEC 25010. The framework is conceptually composed of two parts. One is the
QR mining mechanism and the other is its usage in the RE process. Figure 1 shows
the conceptual diagram of this framework.
The QR mining mechanism analyzes the similarities of the quality content of a
given piece of requirements text between the similarity with a corpus of typical
requirements sentences that state the target quality characteristic such as Performance
Efficiency (PE), Compatibility (Co), Usability (U), Security (Se), etc. A detailed
discussion of the calculation method of similarity can be found in [19].
In Kaiya et al.’s work [12], keywords are used to link requirements with quality
attributes. In comparison our approach is not keyword-based but based on text
similarity metrics using an associative search engine. It is more suitable to our purpose
than a keyword-based approach, because it is not affected strongly by a particular
choice of keywords.

Fig. 1. Conceptual diagram of QR Mining Framework

Regarding the usage in the RE process, the output of tool can contribute to different
phases of the RE process cycle. For example:

• Documentation phase: As unfinished requirements documents can be analyzed in


this framework, findings obtained from QR mining can be used to give a feedback
when writing an SRS. The authors of SRS can find the redundant description and
the overlapping statements more effectively and quickly by using the output of
tool.
Framework for Quantitatively Evaluating the Quality Requirements 387

• Quality Assurance phase: Probably, the most natural usage of QR mining is in the
phase of evaluation. When the SRS is completed and passed to a quality assurance
team for reviewing, the output of the QR mining will be informative in analyzing
and improving the SRS. And in inspection process [20] the output of the QR min-
ing helps inspectors examine the work product to identify possible defects.

3.3 Tool
We developed a tool QRMiner that supports the proposed framework. This tool was
developed as a CUI application by using Java programming language and shell
scripts. The Japanese morphological analyzer Sen [16] is employed for morphological
analysis. The Japanese WordNet [18] is used to add Synonyms and extracted through
a method that first acquires a lower level of the word group against the original words
and then acquires the sum of the sets of each upper level word group. For the Quality-
to-term matrix file creation and search operations, GETA associative engine is
employed [21]. GETA, an acronym for “Generic Engine for Transposable
Association”, is an efficient tool that accepts a group of queries in text and returns
highly related documents from the designated repository in their relevance order. It is
open to public use. Such as mkw command, a part of GETA commands are provided
only as the C library, so we developed an execute format to wrap the I/O for the
connection by using the Java program and standard I/O. A detailed discussion of the
tool can be found in [22], [19], [23].

4 Case Studies

This case study presents the results of analysis of SRS that collected from the public
sector of universities and governments. After an early analysis of the SRS, a paper
[19] was presented at conference. This paper extends our previous report on findings
with more description of the SRS and account of idea of future works.

4.1 Overview
Total of nine SRS’s are analyzed, which are consists of two groups; six are systems
for universities and three are for governments. The nine SRS was analyzed by
QRMiner and manually by the three experts. Moreover, to evaluate the usefulness
of QRMiner quantitatively, we calculated the precision and recall between the
results by QRMiner and those decided by the human experts for all the SRS. Precision
and recall in total are 0.60 and 0.62, which is not so bad, the evaluation of the tool in
terms of precision and recall was satisfactory. The followings are findings of the pre-
vious study [19].
QR structure: The QRMiner can show the structure of SRS. As noted before chap-
ter of this paper, a well-structured SRS, where QR and FR are written in separate
chapters. When they are mixed apparently randomly, the SRS commonly have got the
following problems.
388 Y. Terawaki

Fig. 2. Structure of QRMiner

Redundancy: The QRMiner output detects the same quality requirements in the early
part and also in the later part of the document. Inspecting those parts manually, it was
suggested that they are rather redundant and had better be merged in one place.

• Overloading: The QRMiner detects that some sentences are found to have multiple
QR overloaded within. By inspection, it was suggested to divide the sentence to
enhance the readability.

Fig. 3. Distriburion of quality characteristics over the whole document


Framework for Quantitatively Evaluating the Quality Requirements 389

Fig. 4. Result of QRMiner

4.2 Difference between University and Government Systems

As regarding the evaluation of precision and recall, there is no particular difference


found between the university systems and the government systems. However, the SRS
that we used have distinct characteristics of “ Request for Proposal (RFP)”. The SRS
that the public sector wrote have some features.

1. The requestor does not have much technical knowledge. The requestor often gets a
suggestion from competitor several times, and then the requestor perfects the SRS
through the suggestion.
2. The requirements are not only for software but integrated with those for hardware
and includes rules for administration of system.
3. The upper limit budget is determined but usually hidden to the tenders. A proposal
with cost estimation under the budget limit and with high values will obtain the
contract.

5 Discussion

This research concentrates on analyzing QR. The proposed framework in terms of


precision and recall is satisfactory. However, such as SRS for procurement, when the
SRS that mentioned chapter 4.2 are treated, it is required to have a point of view.

5.1 Aspect of Procurement


The software requirements specifications are often referred to as the information
system procurement specifications or specification requirements for information
system procurement at universities or government agencies. This means requirements
specifications are made on the essential basis. When you aim to accomplish quality
improvement on requirements specification made in universities or government
390 Y. Terawaki

agencies, it is desirable to focus on not only system requirements characteristics but


also analyzing requirements comprehensively. The requirements related to system are
specifically as follows;

─ Handling of Precondition or reference for software /system structure


─ Service agreement among software providers and contractors
─ Handling of indeterminate requirements before completing an order

5.2 System Requirements Categorization and Service Level Agreement


It is required to increase the quality representative corpora to accumulate sentences, to
deal with problems above with the proposed framework in this study.
ISO/IEC25030 [24] and ISO20000-2 are helpful to increase the quality representa-
tive corpora.
This tool registers corpus sentences according to ISO/IEC25010. ISO/IEC25010 is
an international standard stated in system and software product quality requirements
and evaluation (SQuaRE) series. The SQuaRE series consist of some standards. For
example, ISO/IEC25030 describes that a system consists of number of interacting
elements and they can be defined and categorized in different ways. And it defines
classes of requirements. ISO/IEC 25010 deal with the gray part (Σφάλμα! Το αρχείο
προέλευσης της αναφοράς δεν βρέθηκε.) of classes for requirements. It is efficient
to accumulate corpus sentences according to ISO/IEC25030 to manage any require-
ments connected to Precaution for operation, system running, and maintenance
conditions.
ISO/IEC2000-2 is a standard guideline for concluding Service Level Agreement.
There are 20 items listed. When you accumulate corpus sentences connected to sup-
port system and scope of work, for example, emergency contact during any trouble
occurrence, job commission to system engineers who is continuously presence.

Fig. 5. System requiremens categorisation (ISO/IEC 25030)


Framework for Quantitatively Evaluating the Quality Requirements 391

Lately, in Japan, the basic guideline for procurement of information systems and
handling of government procurement of information systems were established. There
exists the improvement we found with this case, and assistance with this framework
that correspond with the government basic guideline. Therefore, this framework can
make a contribution to improve the quality of requirement specification by enhancing
corpus sentences with using ISO/IEC25030 and ISO/IEC2000-2.

6 Conclusion and Future Work

We propose a QR mining framework and developed a tool QRMiner that supports the
framework. The effectiveness of this framework was briefly described, we discuss
approach was to enrich the representative quality corpora. We will prepare
representative corpora by hand using ISO/IEC25030 and ISO/IEC2000-2. Another
different approach is the use of a learning mechanism. However, in our first attempt
will be to collect more documents and to extend the scope of target system types. In
near future, we may find a better way of a learning mechanism.

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Effective Practice of HCD by Usability Modeling
and Standardization

Hideo Zempo

Software & Service Design Division, FUJITSU DESIGN LIMITED


1812-10, Shimonumabe, Nakahara-ku, Kawasaki, 211-8588, Japan
zempo@jp.fujitsu.com

Abstract. Human-centered design (HCD) is one possible approach to enhanc-


ing usability, and it is important to take the HCD method to the development
process. However, there is a realistic problem with insufficient resource such as
manpower and time for the HCD method. Then, in order to practice HCD and
to use know-how concerning the usability available more easily, the template
defined of nine basic screens based on current findings was made. As a result,
system engineers and developers came to be able to develop systems with a cer-
tain level of usability by using the templates, and that leads to the efficiency of
the systems development and the improvement of the design quality.

Keywords: Human-centered design, usability, screen template, system


development.

1 Challenges for HCD Application in System Development

High usability, an established requirement for general consumer software applica-


tions, is also becoming an important requirement in business system applications for
B2B use these days. In developing business systems, the tendency has been to give
priority to functionality over user-friendliness, since system users and scope of use are
largely limited. However, problems have arisen from little consideration for usability,
such as human errors and additional development cost requirements for reworking. As
a result, the importance of system development from the user's standpoint is now
widely recognized even in the B2B context, as exemplified by the "Electronic Gov-
ernment Usability Guidelines"[1] issued by the Cabinet Office of Japan in 2009 re-
garding electronic administrative application systems. Human-centered design (HCD)
is one possible approach to enhancing usability, but it must be applied to the entire
process of development.
FUJITSU has a standard process called SDEM (Solution-oriented system Devel-
opment Engineering Methodology) for system development mainly involving SI con-
struction. As in general development processes, SDEM describes, comprehensively
and systematically, such required work steps as planning, design, development, test-
ing, operation and maintenance, as well as results expected from these steps, mainly
to avoid omissions and ensure efficient project operation. HCD was integrated into
SDEM in 2007.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 393–399, 2013.
© Springer-Verlag Berlin Heidelberg 2013
394 H. Zempo

In SDEM, specific steps of usability improvement are summarized as follows: (1)


integrate usability into information system strategy, (2) clarify usability requirements,
(3) understand current status of use and record user and environmental attributes in
requirement definition phase, (4) design and develop usability in development
phase, (5) evaluate usability, (6) introduce and operate system and perform support
activities in operational testing phase, (7) plan and implement HCD throughout entire
development process .
It would be ideal to practice HCD as an integral part of a standard system devel-
opment process, as in SDEM. In actual development, however, realistic challenges
such as limited budget and insufficient expert resources often hinder HCD applica-
tion, though its importance is well understood (still poorly understood, in some cases).
As well, design departments charged with supporting development projects may have
sufficient know-how for HCD process implementation, but lack the resources and
time needed to handle the actual numbers of products and projects.
The most effective way to overcome these challenges in the long run is to get sys-
tem engineers and developers working in the field to acquire knowledge and know-
how relating to usability. Some organizations have already put educational programs
in place to this effect. On the other hand, many extremely busy workplaces simply
cannot afford to dedicate extra time, energy and labor to such an endeavor. For them,
one immediately effective solution would be to convert usability-related know-how
into tools. While this is difficult to do at the upper reaches of the HCD process, in the
phases of (4) usability design and development and (5) usability evaluation, it is poss-
ible for system engineers and developers to secure, without the involvement of de-
signers or HCD specialists, a certain level of usability by using standardized models
such as a screen template or checklist. Furthermore, the use of standardized models
can improve efficiency in system development.
To illustrate how a template for usability improvement can positively impact sys-
tem development efficiency and design quality, this paper presents the FUJITSU GUI
Design Platform, which we developed at FUJITSU DESIGN, along with the back-
ground to the creation of a template and its characteristics.

2 How Usability Models Can Be Standardized

2.1 Viewpoint of Usability Modeling and Standardization

FUJITSU's accumulated experience in usability evaluation, usability improvement


design and so on, mainly concerning business system applications, enabled us to iden-
tify their common traits. This in turn led us to conclude that, in terms of user tasks as
expressed on the display screen, most systems have a similar screen composition,
which can be broken down into simple and typical screens and screen transitions.
Since user interface characteristics are in question, business systems discussed here
are those linked with a database and mainly executed on a web browser, and not cleri-
cal software, whose principle purpose is document production, or creative software,
such as Visual Studio and Photoshop. Clerical software, mainly for document produc-
tion, involves creating a text with or without images on a blank screen; therefore, only
Effective Practice of HCD by Usability Modeling and Standardization 395

one task window is mainly used, necessitating few other screens or screen transitions.
On the other hand, business systems mainly consists of adding new data to the data-
base or editing registered data; screen types and transitions are required in accordance
with functions, and are suited to standardization.
From the standpoint of software quality, the screen types and transitions that inter-
est us here are system user interfaces, which influence the quality of use, that is, in-
ternal and external software quality. Focusing on usability at this level enables the
formulation of models as concrete screens [2].
It is also effective to standardize UI at the component level, and there are cases in
which standardized UI patterns are converted into tools [3]. However, screens, which
are composed of combinations of component-level patterns, are more important as a
unit that can determine the quality of use. This is why we conducted screen-level
standardization.

2.2 Defining Nine Basic Screens and Incorporating Them in a Template

A typical operational flow of tasks that a user performs proceeds chronologically as


follows (Figure 1): The user first logs in to use the system (1. log-in screen). In most
cases, this is followed by transition to the screen on which an item can be selected
from a menu (2. menu screen). The user then selects a task (function) to perform. If
the system involves interaction with a database, following menu item selection, in
most cases, the data retrieval function is proposed at the top of each function (3. data
retrieval screen). The user then executes a search, and a list of data to be processed
appears (4. retrieval result list screen). In some cases, the data retrieval function and
list of results appear on the same screen (5. retrieval and result list screen). The user
selects an item from the list to edit, update, delete or otherwise process (6. input
screen). The user can also create new data on the same screen. Following new input or
data update, the user confirms the content of the task (7. confirmation screen) and
completes the operation.

Fig. 1. A typical operational flow with nine basic screens


396 H. Zempo

The above can be considered the most simplified typical sequence of screen types
and transitions. A point to note regarding usability in processing is whether or not the
sequence incorporates the two options of creating new data and editing already exist-
ing data, and whether this is done in an easy-to-follow manner. In terms of user inten-
tion, an important point for ensuring usability is the general division of tasks into
three types: search, create and view, which respectively correspond to the functions of
data retrieval, new input and confirmation. The fundamental key to usability im-
provement of a business system is to arrange screen types and transitions that take
into account these points, together with functions offered.
To create a template of screens, we identified nine basic screens for a web-based
business system application, that is, the seven screens described above, plus two addi-
tional screens: a text screen (8) that offers sample textual descriptions on the web
browser, and an input assistance screen (9) that serves as an auxiliary screen for input-
ting date and other information items (Table1).

Table 1. Nine basic screens and their functions

Screen type Function


User inputs user ID and password via this screen, to log in to
(1) Log in
the system.
This screen shows a menu summarizing functions, as the
(2) Menu
entry to the task.
The user inputs data retrieval conditions via this screen to
(3) Data retrieval
execute a search.
This screen shows a list of retrieval results. The user selects
(4) Retrieval
an item or items from the list and proceeds to the next task
result list
(confirmation or input).
The user inputs data retrieval conditions and views retrieval
(5) Retrieval +
results via this same screen. This screen type is used when
result list
many searches are repeated.
The user inputs required information via this screen, which
displays a task execution form. More than one screen (page)
(6) Input
may be used if many items of information are required or the
inputting procedure is lengthy.
This screen shows the details of data already input (or already
(7) Confirmation
registered in the database).
This screen shows a group of sentences or paragraphs, which
(8) Text
are notices, help tips etc.
This screen assists the user in data entry during principal
(9) Input
inputting tasks, such as calendar and address retrieval. In
assistance
many cases, the screen takes the form of pop-up UI.
Effective Practice of HCD by Usability Modeling and Standardization 397

2.3 Providing Tools Readily Usable in the Field


With the nine basic screens, we created a template (Figure 2). In this process, in ac-
cordance with screen layout principles, we optimized and standardized header and
footer placements for area division and role definition, and did same for the arrange-
ment of controls and buttons that realize respective screen functions. We also pre-
pared about 50 themes from which color scheme and other design particulars can be
selected to accommodate various use settings. We gave sufficient consideration to
ensuring accessibility by, for example, optimizing character visibility. In addition, we
produced the template in HTML and CSS versions that conform to the widely applied
web standards, enabling simple and efficient customization.
As a tool to complement the template, we prepared guidelines describing usability
features on each screen. These features, which are incorporated into the screens in
various aspects, range from such basic features as proximity of log-in ID and pass-
word input fields and log-in button on the menu screen, and clear indication of re-
quired items on the input screens, to more complex features such as buttons on the list
screens by which an item is selected from a list of functions ("edit," "delete" etc.) for
execution (that is, whether to provide both selection and execution buttons for each
item on the list, or a selection button for each item and only one execution button).
The usability features are summarized in a checklist at the end of the guidelines to
serve as a quality assurance tool for verifying usability as part of application design
and development.
The template thus created enables system engineers and developers to design and
develop screens from the template according to the purpose of use. In this process,
they can ensure a certain level of usability by limiting customization of screen layout,
color adjustment etc. to the necessary minimum, while referring to the guidelines.
They can also expect development efficiency to improve, since the template elimi-
nates the need to create screens from scratch.

Fig. 2. Template sample


398 H. Zempo

3 Actual Use and Effects


At FUJITSU DESIGN, in 2007 we created the intranet site FUJITSU GUI Design
Platform from which FUJITSU Group personnel can download the template and other
tools. The template was initially provided in HTML; versions such as ASP.NET and
others corresponding to FUJITSU's development platform have been gradually added,
in consideration of needs in and requests from the development field.
From the intranet site, developers typically download templates they need, together
with accompanying guidelines. Currently, some 2,000 templates are downloaded per
year for a wide range of purposes, from small in-house application development
projects to business transactions with customers.
User feedback collected via questionnaire surveys and interviews points to the ad-
vantages of the tools, as summarized below:
• General advantages:
─ Members can share a color scheme and layout at the project outset, making it
possible to proceed without deviation from the project orientation.
─ Less time is needed to arrive at well-balanced character and color arrangements.
─ The concreteness of lifelike simulated screens makes proposals more effective.
─ The idea of a web screen template is unique and excellent as a tool.
• Advantages relating to design and usability:
─ System developers need not be concerned about design.
─ Screens that are attractive in terms of character design and color scheme can be
easily created.
─ Functions such as button placement unification enhance usability.

Although the template was initially conceived for use in developing actual systems,
we soon learned that it was also used in the pre-development proposal phase, since it
is useful in producing mockups that can be included in proposal documents as visual
aids, or in presentations as demonstration samples. Such mockups are highly effective
in rendering concrete images of systems proposed to customers. The template has
come to be effectively used in this manner because it has an aesthetically attractive
appearance perfected by designers, in addition to its primary function of screen
standardization.
We also conducted a comparative study regarding screen production efficiency, in
which the template enabled HTML/CSS beginners to create mock screens in about
40% fewer man-hours than when they did not use the template. This is a significant
reduction in man-hours, even considering that template use generally improves effi-
ciency, as compared to creation from scratch.
In view of the above, it can be said that template use is effective in enhancing sys-
tem development efficiency and usability quality, as well as in communicating con-
cepts in proposal and other early stages of system development. This indicates that
HCD-based development, which actively incorporates the user's perspective, is an
important element not only in actual manufacturing, but also in acquiring superiority
in SI business.
Effective Practice of HCD by Usability Modeling and Standardization 399

4 Summary and Future Work

This paper has presented an example of HCD application to SI development, specifi-


cally in usability modeling and standardization that can be carried out in the design
and evaluation phases-- that is, the latter part of the development process.
Other companies have conducted similar projects, identifying similar challenges in
practicing HCD and proposing possible solutions. Some projects take a more re-
search-oriented approach to examining screen design patterns in each of the system
development phases, dealing with the characteristics and systems of screen design
patterns. There are also similar reports on the effectiveness of screen design patterns
in external design and on needs in the field in the planning and proposal-preparing
phases [4].
In the future, it will be necessary to further advance our template development in
response to new technologies and devices, aiming at, for example, tie-up with proto-
typing tools, templates for HTML5-based mounting and licensing-out of templates
with new screen patterns compatible with smart devices. Moreover, when category
classification in the style of the grade chart used in the Non-Functional Requirements
Grades Usage Guide [5] become possible, and corresponding screen patterns and
screen transition patterns are identified and sorted out, screen design modeling can
be automated in a way adaptable to upper reaches of the system development process,
rendering the template more effective and more widely adopted by those in the
development field.

References
1. Cabinet Office of Japan: Electronic Government Usability Guidelines (2009) (in Japanese),
http://www.kantei.go.jp/jp/singi/it2/guide/
index_before090916.html
2. Nagano, Y., Utamura, S., Zempo, H.: Usability Requirements in Information System De-
velopment. In: The Proceedings of the 53rd Annual Conference of the Japan Ergonomics
Society, p. 176 (2012) (in Japanese)
3. Sociomedia, Inc.’s: UI design patterns,
https://www.sociomedia.co.jp/category/uidesignpatterns
(in Japanese)
4. Okubo, R., Noda, H., Tanikawa, Y., Fukuzumi, S.: Development of Design Pattern for HI
Design. NEC Giho 64(2) (2011) (in Japanese)
5. Software Engineering Center, Information-technology Promotion Agency. Non-Functional
Requirement Grade Usage Guide, Japan (2010) (in Japanese),
http://sec.ipa.go.jp/reports/20100416.html
Quality of Service Ontology Languages for Web Services
Discovery: An Overview and Limitations

Furkh Zeshan1, Radziah Mohamad1, and Mohammad Nazir Ahmad2


1
Department of Software Engineering, Faculty of Computing,
Universiti Teknologi Malaysia (UTM), 81310 Skudai, Johor, Malaysia
farrukh05@hotmail.com, radziahm@utm.my
2
Department of Information Systems, Faculty of Computing,
Universiti Teknologi Malaysia (UTM), 81310 Skudai, Johor, Malaysia
mnazir@utm.my

Abstract. Web services discovery, ranking and selection based on QoS parame-
ters is remained a hot topic for research since the start of the semantic web.
Quality of service (QoS) plays an important role to resolve the issue of best
service among the functional similar services. Semantic web relies on the on-
tologies for providing metadata schema and the vocabulary of concepts used in
semantic annotation; resulting improved accuracy of web search. This is why;
the success of semantic web depends on the proliferation of ontologies. De-
pending on the nature of the application, different companies may use different
ontology languages and QoS models for web services selection which lead to
the issue of heterogeneity. In this paper we have presented ontology evaluation
criteria that if satisfied, can solve the problem of heterogeneity and interopera-
bility. Moreover, ontology developers may also use these criteria to evaluate
their developed ontology for the refinements. We have evaluated different
ontologies in-order to know their strengths and limitations along with the new
research directions.

Keywords: Web Services, Semantic Web, Semantic Web Services, QoS,


Ontology.

1 Introduction
Service Oriented Computing relies on services for the development of dynamic, flexi-
ble, distributed and cost effective application. Service Oriented Architecture (SOA) is
a style of design that guides at all steps of creating and using services throughout their
lifecycle [1]. Service Oriented Architecture (SOA) enables different applications to
exchange data and participate in different processes regardless the complexity of the
applications.
Semantic Web services with machine readable interface promises to enable the
web services to be selected dynamically at run time to achieve the business goals
within and across the organizational boundaries [3]. To find out the most relevant
service among functionally similar that meet the requirements of users is the key issue
in the web service discovery [4, 5]; however there is a need to define a set of well

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 400–407, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Quality of Service Ontology Languages for Web Services Discovery 401

defined Quality of Services (QoS) criteria and user preferences [6]. Typically QoS
resolves the issue of best service among the functional similar services by ranking and
selection based on non-functional requirements. Hence QoS can be used as main fac-
tor for ranking the web services.
Efficiently locating the web service registries and the efficiently retrieval of servic-
es with QoS from registries (UDDI) is one of the major challenge for web services
[9]. This problem is becoming worst with the ever increasing of web services in the
UDDI; the reason behind this problem is that the current web service technology is
lack of semantic support. Researchers are trying to add semantics to web services to
facilitate the web services discovery, ranking and selection process easy and call it as
Semantic Web Services [9]. Ontologies are the proposed solution of heterogeneity
among web services [7] and present the human knowledge as a critical component
among the web services [8].
In this paper we have presented criteria that if satisfied, can solve the problem of
heterogeneity and interoperability. We have evaluated different ontologies [15, 16,
18, 19, 20, 21, 22, 27] on these criteria to know, which one is the best ontology that
can be used efficiently for web services discovery while addressing its limitations.
The remaining paper is organized as; Section 2 presents state-of-the-art; Section 3
comparative evaluation, while Section 4 discusses the findings and finally Section 5
summarize the paper.

2 State-of-the-Art
In this section the review of different QoS ontologies have been presented.
DAML-QoS [15]; It consists over three layers; profile layer, property definition
layer and metrics layer. QoS property definition layer is used for elaborating the
domain and range constraints of the property; QoS profile layer is used for QoS re-
quirements matchmaking, while the metric layer is used for measuring the QoS prop-
erties. DAML-QoS is the enhanced form of DAML-S for QoS support. This ontology
has a number of drawbacks; QoS ontology vocabulary is missing, concrete definition
for QoS properties are also missing. For measuring the QoS information the scale and
type of metric is not presented. The metric model is also not rich enough, approach is
not perfect, and the use of OWL for imposing QoS values is also incorrect.
QoSOnt [16]; ontology has three layers; base, attribute and the domain specific
layers. Base layer consists on the generic concepts and the unit ontology. Attribute
layer defines the particular metric of the QoS attribute. Dependability and the perfor-
mance ontology are defined by a common set of QoS attributes introduced in [2]. The
domain specific layer is used for defining the specific type of system, for example,
web services or network system. This layer provides the QoS connection concepts in
lower layer with OWL-S service profiles. QoSOnt is similar with [18, 19], but it does
not support QoS profile and the QoS relationships. Conversion mechanism does not
support units for mapping the different QoS properties; the usage aspect of the ontol-
ogy is also poor.
OWL-Q [18]; is an upper level ontology that extends OWL-S [14] specification
for describing QoS of Web services. It consists of six facets; In Connecting Facet,
402 F. Zeshan, R. Mohamad, and M.N. Ahmad

QoS attribute refers to service elements like preconditions, input, effects, parameters
etc. It provides the high level concepts for defining QoS advertisements and demands.
The Basic Facet is associated with several QoS offers or with only one QoS request.
In this facet, QoS specification is used for the actual description of web services in-
terms of validity period of the offer, cost of the service, associated currency with cost
and security etc. QoS Metric Facet represents the upper ontology containing formal
definitions of QoS metric model. It also represents the relationships between two
metrics which may be independent and related. Function, Measurement Directive and
Schedule Facets describe all the important properties and concepts for the definition
of the metric function, while the Function and Schedule facets are used for computing
and measuring the metrics. Unit Facet describes the unit of a QoS metric. A Unit is
divided into BaseUnits, MultipleOfUnits and DerivedUnits but most of the time base
units are used for measurements. Although OWL-Q ontology provides a detailed
specification for modeling QoS information but it has weak support for the usage of
the ontologies, for example QoS priority, quality level, QoS mandatory. It also does
not include concrete definitions of common QoS properties.
onQoS [19]; ontology was developed for specifying the QoS requirements by ser-
vice consumers and by the service providers for advertising. It gives a clear descrip-
tion for a set of QoS properties. It is composed of three layers: upper, middle and
lower. The onQoS upper ontology describes the QoS ontological language and an-
swers the QoS information. Middle ontology refines the concepts of the upper ontolo-
gy. Qos parameters, scales and metrics are defined in middle layer; this layer also
gives the clear specification for metrics and the value types. In low level ontology
domain specific properties, constraints and the QoS information are defined. But this
ontology is quiet on specifying the QoS relationships, quality level, QoS priority,
dynamism etc.
QoS-MO [20]; has different quality levels for the requesters according to his de-
mands, and can represent the interdependent QoS requirements between providers and
requesters. This is an upper level ontology based on OWL-S and consists of three
levels. First layer is for defining the general characteristics; QoS group related charac-
teristics, for measurements and mapping the characteristics of the service. In second
layer three types of constraints are defined, these constraints must be obeyed; service
provider can specify the constraints for the service requester to follow in-order to
make the service quality better. In third layer different QoS levels for different QoS
usage models are defined. But this ontology has very weak support for metric trans-
formation, units, value types and QoS priority.
QoSHOnt [21]; author has presented QoS ontology for semantic service discov-
ery, which provides a unified semantic model for users to advertising and querying
the web services. Due to its context, service providers can describe different QoS
specification for different circumstances. QoSHOnt consists of three parts, top level
ontology is based on general requirements and it is independent to any application
domain, middle level ontology is used to integrate quality features defined in the top
ontology, while low level ontology is constructed for domain specific requirements.
Author also has extended this ontology for contexts, by which service providers can
describe different QoS specifications for different circumstances. The algorithm
presented in this ontology has been used for matching and ranking the web services.
Quality of Service Ontology Languages for Web Services Discovery 403

OSQS [22]; author has proposed ontology consisting of six components. OSQS is
the extension of OWL-S for QoS. In this proposed ontology author has tried to inte-
grate the quality standards like ISO/IEC 9126-1 and ISO/IEC 13236 [12, 13]. For web
service discovery they also have extended the SPARQL query language for searching
the web services according to the quality criteria but the quality properties are not
used in query as other properties. Results of queries are produced without considering
relationships that can be establish between quality properties. The extended SPARQL
solve the problem to much extent. User discovers the services with required functio-
nalities and then further classify on non-functional requirements. It does not provide
the unit conversion facility as well as the metric is also not rich enough.

3 Comparative Evaluation

The defined criteria for ontologies evaluation are quite limited defined over the gen-
eral requirements (questions defined above) and obviously not sufficient to fulfill all
of the requirements of different applications. We have organized the criteria into three
groups; Model related, Process related and runtime related criteria. We have com-
pared different ontologies on these criteria, in-order to know the best approach
that meets the maximum requirements. The short introduction of the criteria is given
below.

3.1 Model Related Criteria


Short introduction of model related criteria is given below.
Relationship: Relationship defines that how the qualities are related to each other
[18].
Metric: Metric defines that how the values can be assigned to the QoS property [18].
Modularity: This requirement allows for adapting QoS ontology for different domains
and applications.

3.2 Process Related Criteria


Short introduction of process related criteria is given below.
Comparison: This property is an important factor for evaluating QoS metrics and
their values. A QoS property can have one of five comparative effects: negative, posi-
tive, close, exact, and none.
Prioritization: In prioritization the requester defines that which qualities may be given
more weight over others [24, 25].
Grouping: This feature allows for grouping several QoS properties which share simi-
lar characteristics or impacts in order to facilitate the evaluation and computing of the
whole QoS ranking value of a Web service.
404 F. Zeshan, R. Mohamad, and M.N. Ahmad

3.3 Runtime Related Criteria


Short introduction of runtime related criteria is given below.
Scalability: it defines whether the service capacity (ability to process more transactions
in the defined period) can be increased as per requester requirements [10, 11, 23].
Dynamicity: Dynamicity defines the nature of the property. Dynamic properties
are needed to be updated frequently while the static properties are updated once
[24, 25, 26].
Interoperability: Means, that any two systems will drive the same inference from
the same information, which is very difficult. It also deals with the compatibility of
service with the standards [11, 23].

4 Discussion

In Table 1, we have analyzed different QoS ontologies to know their strengths and
limitations. We have concluded that none of the existing ontologies cover all over the
aspects of defined criteria; and still, there are many open issues for research.
Most of the ontologies support the model related criteria, less of the process related
and least in runtime related criteria. So, the runtime related aspects should be consi-
dered seriously for building an affective ontology. However, the phases (model and
process) cover the maximum criteria aspects, but ontology support for runtime stage
is still very small. Most of the ontologies described in the literature provide guideline
for ontology development but still there is no agreement for best practices for ontolo-
gy development.
Table 1. Web service composition approaches

Model Related Process Related Run-Time Related


Properties
Interoperability
Prioritization
Relationship

Comparison

Dynamicity
Modularity

Scalability
Grouping
Metric

Ontologies

DAML-QoS [15] √
QoSOnt [16] √
OWL-Q [18] √ √ √ √ √
onQoS [19] √ √ √
QoS-MO [20] √
QoSHOnt [21] √ √
OSQS [22] √ √ √
OWL-SQ [27]
Quality of Service Ontology Languages for Web Services Discovery 405

The results show (Table 1) that OWL-Q is the best ontology language among the
rest as it fulfills the most of the parameters of the defined criteria. Despite of the re-
cent efforts there is still a lot to do in enhancing the description of quality aspects of
services. Some of our proposed research areas are as under.
• Most of the ontologies described in the literature provide guideline for ontology
development but still there is no agreement for best practices for ontology devel-
opment.
• The number of best practices that must be followed by designers and developers
is still very small, while there is no technical standard for ontology development.
• Fine-grained ontology development guidelines are needed to develop. In case of
conflicting viewpoints fine-grained ontology can specify more accurately the vo-
cabulary meanings.
Ontology support for runtime stage is very small. So, the runtime related aspects
should be considered seriously for building an affective ontology.

5 Summary

Web services discovery, ranking and selection based on QoS parameters is remained a
hot topic for research since the start of the semantic web. In this paper we have
pointed out some problems associated with the current ontology models for effective
discovery, ranking and selection of services based on QoS. In this paper we have
presented criteria that if satisfied, can resolve these issues. We have evaluated differ-
ent ontologies on these criteria to know, which one is the best ontology that can be
used efficiently for web services discovery while addressing its limitations. We also
have proposed the new research directions in this paper.

Acknowledgement. We would like to thank Software Engineering Research Group


(SERG) of Universiti Teknologi Malaysia for providing the facilities and support for
the research.

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Part IV
Personalized Information
and Interaction
Placebooks: Participation, Community, Design,
and Ubiquitous Data Aggregation ‘In the Wild’

Alan Chamberlain1, Andy Crabtree1, Mark Davies1, Kevin Glover1,


Stuart Reeves1, Peter Tolmie1, and Matt Jones2
1
University of Nottingham,
Jubilee Campus, Wollaton Road, Nottingham
{Alan.Chamberlain,Andy.Crabtree,Mark.Davies,Kevin.Glover,
Stuart.Reeves,Peter.Tolmie}@nottingham.ac.uk
2
Swansea University,
Singleton Park, Swansea
{matt.jones}@swansea.ac.uk

Abstract. This paper outlines and describes the development of a multi-media


data aggregation system called Placebooks. Placebooks was developed as a
ubiquitous toolkit aimed at allowing people in rural areas to create and share
digital books that contained a variety of media, such as: maps; text; videos;
audio and images. Placebooks consists of two parts: 1) a web-based editor and
viewer, and 2) an Android app that allows the user to download and view
books. In particular, the app allows the user to cache content, thereby negating
the need for 3G networks in rural areas where there is little-to-no 3G coverage.
Both the web-based tools and the app were produced in the English and Welsh
languages. The system was developed through working with local communities
using participatory approaches: working ‘in the wild’. Placebooks is currently
being used by a Welsh Assembly Government project called the People’s
Collection of Wales/ Casgliad y Werin.

Keywords: collaborative work, Community computing, Electronic publishing,


Participatory design, Quality of life and lifestyle.

1 Introduction

In this paper we outline the development of an application called Placebooks. Within


this short paper we give an overview of the Placebooks system before progressing to
consider the approaches that we have used in regard developing and designing this
ubiquitous multimedia data aggregation system ‘in the wild’. This brief introduction
opens the paper, but is complimented by an overview of the system following on from
the introduction. The core focus of this research related to the development of IT
systems ‘in the wild’, this paper introduces the system that was developed and gives a
brief insight into the approaches that developed as part of the design and development
of the system in a rural context.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 411–420, 2013.
© Springer-Verlag Berlin Heidelberg 2013
412 A. Chamberlain et al.

2 Placebooks

Placebooks is the product of a research project having a brief to explore the


development of up-to-date digital solutions that would enable people to map rural
spaces in a similar way to that in which Alfred Wainwright mapped the Lake District
– i.e., through the use of various media and personalised accounts of place. The result
is a ubiquitous computing toolkit that allows people to create, publish and share
digital books about the places they visit and inhabit – see www.placebooks.org. The
system allows users to embed various types of digital content including video, audio,
photos, web pages, maps, routes and sensor data alongside text to create personal
digital books about places. The system is currently bilingual using both Welsh and
English.

Fig. 1. A user’s Placebooks about Aberystwyth

A user’s books are organised and stored in their own Placebooks library. Each
Placebook can be shared within a group or global network. A user can browse for
public Placebooks from an archive and add elements of other people’s Placebooks to
their own. They may also add content from other online sources and services to their
Placebook and they may specify access rights and privileges to allow other users to
add content to a Placebook. A mobile app enables users to access Placebooks ‘in the
wild’ for viewing and navigation, and they can search for nearby Placebooks based on
their current location.
Placebooks 413

Placebooks is predicated on a collaborative model that exploits a map-based user-


interface to filter an archive of Placebooks on the basis of the activities they represent
(e.g., cycling, bird watching, walking, etc.), local knowledge they articulate (e.g.,
local history, flora and fauna, archaeology, etc.), and services they provide (e.g.,
places to eat, places to stay, places to buy goods, etc.). The system has 4 key parts:
─ A web browser-based interface for authoring and viewing Placebooks.
─ A mechanism for linking external data sources to Placebooks.
─ A mobile application for viewing Placebooks.
─ A server-side infrastructure for managing Placebook construction and use.

2.1 Web Interface


The initial design for a Placebook was based on a tri-fold leaflet metaphor. This is a
single A4 size canvas, which is made up of 6 panels (3 on the front, 3 on the back).
However, this was re-designed into the book-like editor that can be seen below in Fig.
2. Although initially the leaflet editor was developed, stakeholders involved in the co-
design process started to suggest that it might be more appropriate to move to a book-
based metaphor that one could flick though and share. Other stakeholders were asked
about the metaphor change and the design was developed. In this respect we can see
how engaging the stakeholders in the design process lead directly to changes within
the system.
The web interface first requires individuals to create their own user account in
order to make a Placebook. Once an individual is signed up, they can access the
Placebooks editor. The editor enables users to create and manipulate Placebooks via a
simple GUI. A ‘palette’ metaphor provides access to digital media items that can be
‘dragged and dropped’ on to the visual book canvas. Digital media can be added from
the user’s computer, from online sources, and third party service providers. Each book
has the option of including 25k Ordnance Survey (OS) OpenSpace maps. Every item
in a Placebook can be represented as a geo-point on a map. When users have finished
creating a Placebook, they can ‘publish’ it to share with others.

2.1.1 Publishing
Once a user starts to use the editor to make their Placebook, the system will auto-save
the book. However this version of the book is not seen publicly until the user decides
to publish the book. Once the book is published it is then available to all users of
the system and can be downloaded by the mobile part of the system. If we look at
Figure 3 it shows the editor’s library view, unpublished books are all blue and
published books appear with the orange marker on their cover.
Editing rights can also be shared. A user can invite other users to co-create a book
if the original author wishes. This means in practice that a book can have many co-
authors that may be working on creating the content for one book.
Once the book is published it can also be shared (as a published item) through
Facebook and Google+.
414 A. Chamberlain et al.

Fig. 2. The book web interface

.
Fig. 3. The Editor – library view

2.2 Linking External Data Sources


We currently support two third party service providers:
─ EveryTrail, a popular mobile phone application that enables people to record GPS
trails and geo-tag content, including photos and videos.
─ People’s Collection Wales (PCW), an online archive for creating and sharing geo-
tagged content.
Placebooks 415

The linking component allows Placebook users to synchronise their EveryTrail and
PCW data with the editing palette to add content to books they are creating. The PCW
data currently includes routes and geo-tagged images.

2.3 Mobile Application


The mobile application enables users to take their Placebooks ‘offline’ and into areas
without data connectivity. Placebooks are represented in a ‘bookshelf’ GUI, from
which users can select and download books to the mobile device. These downloaded
Placebooks are then available for viewing within the application, which adapts the
content to the device they are displayed on. Currently an Android app is available for
download at Google Play (search for Placebooks). An iPad app is currently in
development. Figure 4. gives an example of the way that the Placebook is rendered
onto an Android phone. The first picture illustrates and example of the user’s library,
while the second shows and example of the content that is presented to the user.
Users can search for nearby Placebooks relative to their current position and
download these books to their bookshelf. Placebooks can also be searched by ‘type’
(e.g., surfing, walking, eating out, etc.), allowing users to quickly find the Placebooks
that interest them.
Map items in a Placebook are stored as map tile images. When a Placebook gets
downloaded to a mobile device, the map image tiles get cached on the phone to
enable them to be used in areas without data connectivity. If the mobile device has
GPS enabled, then a You-Are-Here (YAH) marker will be appear on the map and
update its position in relation to the user’s movement.
Different types of geo-tagged media are represented on the map by using small,
touchable icons to match the data type they represent (e.g., video, images, audio).

Fig. 4. The Placebooks mobile app


416 A. Chamberlain et al.

2.3.1 Mobile Maps


Many smart phone apps that use maps rely on mobile 3G services to update the map
tiles, so as users move from one place to another the map tiles are updated, they are
not stored locally. By delivering mapping services in this way, the user needs to have
a connection to the map server, yet within many rural areas in the UK there is little to
no 3G-coverage, meaning that many mobile apps relying on map-based services are
of little to no use. In order to remedy this we developed a method to cache map tiles
locally on the mobile device to allow the user to access map tiles without the need of
a data connection to a map server, whilst in-field.

2.4 Server-Side Infrastructure


The server-side, cloud-based infrastructure offers a variety of services for the web
interface, mobile application and linking of external data sources. It provides the
system’s media data types (e.g., video, audio, maps etc.). It also provides database
persistence capabilities for storing and retrieving these data types as they are
converted from external data sources, authored, retrieved, and so on. It provides the
‘bookshelf’ and packaging service that translates a user’s Placebooks collection into a
format that the mobile application component may interpret. It can also provide the
account structure. It offers a publishing mechanism, which copies a given Placebook
into a new instance that is accessible to other account holders as well as non-account
holders. It provides textual and locative search services.
Placebooks is a free-to-use service that has been taken up by the People’s
Collection Wales (PCW) to support its core business activities. PCW is an innovative
bilingual digital platform that aims to collect, interpret and display the history of
Wales, its culture and heritage. PCW encourages individuals and community groups
to contribute to the archive, alongside cultural heritage institutions. The Ramblers, the
largest walking group in the UK, are also exploring the use of Placebooks, in their
ongoing efforts to map rural Britain.

3 Development Practices

Placebooks was developed through a broad set of inputs, including input from
individual members of the public having diverse practical interests in rural places,
public organisations, and project partners (including geographers, cartographers,
ethnographers, HCI researchers, and software engineers). In addition to the
methodological approaches exploited by project partners – e.g., ethnographic studies
[1], concept design, and mockups – systems development was driven in significant
respects through 3 key design practices: action research 2], the collective resources
approach [3], and agile [4] approaches. Within this paper we are not able to fully
expand upon these approaches in an appropriate manner, so have decided to briefly
expand upon the way that we used Agile approaches in the project, as we feel that this
would be of most interest to the targeted community.
Placebooks 417

3.1 Collective Resources Approach


CRA is a Participatory Design (PD) approach to design that explicitly privileges the
views of the worker. In using the term “worker”, CRA refers to the community that is
worked with (often through the medium of workforce unions and their plans) in order
to affect a beneficial change for the good of the workforce, and in so doing prevent
the workers being exploited in the workplace by the capitalist system that creates
conflict within the workplace arena. The CRA aims to engage the workers in the
design process through the workers not only being the object of study, but also
through them co-operatively working with PD-based designers. In order to
accomplish this, both the design team and workers take part in workshops, feedback
sessions, prototyping, demos and so on. This method of co-design is seen as having a
democratising effect that mitigates the inherent conflict (seen by CRA designers)
existing in relation to the workers’ struggle for workplace democratisation in the
capitalist system. In terms of practice it could be said that CRA extends upon AR by
taking a left leaning approach, but still retains ‘design by doing’ [5] as a core practice.
For a fuller discussion of PD methods see Voss et al (2007, Chapter 2), and Muller et al (1993) [6], for a
PD taxonomy overview.
Although we have borrowed certain elements from CRA in our approach to design,
we were not involved in using these methods to enable the democratisation of the
workplace through design as we earlier stated. However, when we further examine
the literature relating to the CRA it can be seen from the list below [5] that we have
been engaged in activities that are CRA-based. The list below shows the elements of
the CRA that we have used within our engagement.

• design by doing;
• using languages that are familiar to the participants;
• design as mutual learning;
• participation in design as enjoyable;
• design as situated.

Key to our approach was enabling the community to directly respond to the research,
input into the design and evaluate the system as we went along (co-operative
evaluation). In this regard we were doing research with the user, for the user, and with
the users - having their interests at heart. By taking this design approach and working
with a range of stakeholders (with diverse and overlapping) interests, it is important to
emphasize a degree of flexibility when responding to their situated interests and
needs. These may not necessarily be the designers’ interests but those of the
stakeholders’, and to plot a path between the varying interests that stakeholders may
have.
In using this approach we were able to initially develop a concept, working with
stakeholders in the wild, rather than bringing them to labs.
Actively being in the community and working with people showing them paper
prototypes, discussing ideas and feeding back to the development team. What worked,
what didn’t, what was understood and what wasn’t and what they themselves could
see as working for them.
418 A. Chamberlain et al.

This work with stakeholders in the community informed and added to our initial
mix of ideas based around a project brief, that was originally shaped around interests
in ‘interpretation’ from the Countryside Council for Wales and geographic interests
in ‘vernacular’ maps and user-generated content from the Ordnance Survey. We
also carried out ethnographic studies of the work-practices involved in visiting
places.
As the system has developed the Peoples Collection Wales, a national peoples’
archive have decided to use the Placebooks system and test it in its beta format in
order to add it to their toolset (as part of the collection). This interest has enabled us to
work with them and has also allowed them to think about the design of their own
system and what the best way may be for the public to use tools to provide content to
their national archive. This continued interest has also led to shaping the continued
development of Placebooks and interest from their international partners and UK
partners (the Ramblers) as a platform that they could use.

3.1.1 Limitations of Collective Resources Approach


Although CRA has influenced the way that we have been working, collectively, both
as a team and with the communities, we did not use CRA as initially intended [3].
What in fact enabled the community to engage in design was action and reflection
upon the activity they were engaged in. By giving the community a highly developed
prototype, as previously stated, they were able to use the prototype and use the
experiences gained from interacting with the prototype as a platform from which they
could engage with the design process. We did not treat our engagement with the
communities as having any sort of political agenda or as using a methodology for
“democratic innovation” [7].
Indeed this would have been difficult to do if we had intended to work with them
as a group, a majority of the engagement happened at an individual/family level.
Meetings often occurred in the domestic context of the person using the system. As
people lead busy, and sometimes complicated lives, it was appropriate to meet people
in a place and time that they stipulated and not attempt to corral people in workshops,
design studios and labs (this also fitted in with the, in the wild ethos of the project).
Although this took more time, it became apparent that once people had invited us into
their home, they were more comfortable with our presence. This also gave the in-situ
researchers a more intimate understanding of the people they were dealing with.
When working with the organisational members, who worked in the wildlife centre,
they were often there as a group, and that is how we worked with them. In that
context, people came and went, as required by their work schedules.
It is important to stress that within this approach we also took note of the expertise
within the research team, that was made up of researchers (ethnographers, HCI
researchers, software engineers) with multiple competences allowing us to pull on a
range of knowledge and expertise, and it was this weaving together through using a
collective competence and collective problem solving that related heavily to the ethos
of CRA.
Placebooks 419

This allowed us to collectively pool the resources of both the community and the
research team in order to design and develop appropriately. This collective problem
solving approach meant that, unlike other general models of systems development, [8]
we did not end up with an isolated division of labour. That is to say, that sometimes
researchers whose expertise was programming would come to work in the field, in
order to get first-hand experience of the research environment, ethnographers would
sit-in on technical discussions and all of the team would actively engage in design.
We found that it was important to have people coming and engaging with the
community and doing fieldwork because they were able to get directly involved.
Without this direct involvement the researcher is at a disadvantage: they are at a
distance from the phenomena that they want to understand.

4 Conclusion

Within this paper we have given a brief overview of the system and discussed some of
the issues that we have encountered whilst developing the Placebooks system, we
have also expanded upon the CRA approach that we employed to accomplish this.
Although this is a short paper, we hope that this overview will act as an introduction,
prove useful to the community, and in particular to those people that are developing
systems for use in rural areas unlike many pervasive technologies that have focused
upon urban settings (8,9). With an ever-growing archive of Placebooks it will
be possible to further understand the users’ motivations for creating content, the
types of content that they create and how the system’s use develops at a future point
in time.

Acknowledgments. This work was supported by the Research Councils UK Bridging


the Rural Divide (RCUK) [grant number EP/I001816/1] and Scaling the Rural
Enterprise [grant number EPSRC EP/J000604/1].

References
1. Crabtree, A., Rouncefield, M., Tolmie, P.: Doing Design Ethnography. Springer (2012)
2. Hayes, G.R.: The Relationship of Action Research to Human-Computer Interaction. ACM
Transactions on Computer-Human Interaction 18(3) (July 2011)
3. Ehn, P., Kyng, M.: The Collective Resource Approach to Systems Design. In: Bjerknes, G.,
Ehn, P., Kyng, M. (eds.) Computers and Democracy - A Scandinavian Challenge,
pp. 17–58. Avebury, Aldershot (1987)
4. Beck, K., et al.: Manifesto for Agile Software Development. Agile Alliance (2001),
http://agilemanifesto.org/ (retrieved September 6, 2012)
5. Voss, Hartswood, Ho, Procter, Slack, Rouncefield, Buescher (eds.): Configuring user-
designer relations: Interdisciplinary perspectives. Springer (2007)
6. Muller, M.J., Wildman, D.M., White, E.A.: Taxonomy of PD Practices: A Brief Practitioner’s
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1993); Muller, M., Kuhn, S. (eds.)
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7. Yndigegn, S.L., et al.: Mobilizing for community building and everyday innovation. In:
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Computing Journal 4, 1–9 (2013)
A Study of Different Consumer Groups’ Preferences
of Time Display on Watches

Wen-Chih Chang and Wei-Ting Chen

Industrial and Commercial Design Department,


National Taiwan University of Science and Technology,
Taipei, Taiwan
{wchang,M9810119}@mail.ntust.edu.tw

Abstract. Nowadays, through creative time displays, designers increase the


value and novelty of watches for consumers in order to increase their purchase
intention. Moreover, the diversity of consumer demands to watches has created
many niche markets. This study raises the questions of whether designers’ dif-
ferent time display techniques for specific consumer groups be identified by the
target groups, and what are the differences between the different groups’ prefe-
rences for time displays on watches. A questionnaire survey was conducted.
The findings are: a. Different groups of consumers have different preferences of
time displays on watches. b. There is high correlation between consumers’ pre-
ference and purchase intention regarding time displays on watches. c. There is
significant correlation between cognition of time display attributes (readability,
playfulness, and innovation) and preference. Among the three attributes, reada-
bility influences preference the most. Thus, regarding time displays on watches
for different consumer groups, there should be different designs.

Keywords: Watch time display, Consumers preference, Consumer group.

1 Introduction

Nowadays, the demand for watches is highly prevalent; however, with the conveni-
ence and advancements of technology, the simple time functions of watches are re-
placed by various kinds of technological products, thus, changing the use of watches
from the single function of precision time to symbolic implication. Watches now
represent their owner’s identity and personal style (Coat, 2003). Current watch mar-
kets can be divided into 2 categories, luxury watch designs made from expensive
metals and worn as jewelry, and low-price watches that are easily changed with fa-
shion trends (Tseng and Tseng, 1996). In intensely competitive low-price markets, the
functions and materials of watches are restricted by sale prices and production costs,
thus, the appearance of watches becomes the key to the design of the products on the
market. In recent years, design techniques and surface materials are diverse. The time
display of watches is one of the important techniques for designers to convey their
design language. Through creative time displays, designers increase the value and

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 421–430, 2013.
© Springer-Verlag Berlin Heidelberg 2013
422 W.-C. Chang and W.-T. Chen

novelty of products for consumers in order to increase their purchase intention. More-
over, the diversity of consumer demands has created many niche markets. New
brands and sales channels continue to expand, and enterprises tend to divide consum-
ers into different consumer groups, according to market segmentation, and establish
marketing and design strategies according to consumer groups’ characteristics in or-
der to satisfy consumers’ needs more precisely and win the market shares (McCarthy,
1981; Kotler, 1994). This study raises the questions of whether designers’ different
time display techniques for specific consumer groups be identified by the target
groups, and what are the differences between the different groups’ preferences for
time displays on watches. These issues are worthy of further study. Differences of
gender and age can be the criteria for watch designers. In addition, regarding the
differences of consumers for design and non-design backgrounds, designers should
not focus on their own preferences when designing time displays on watches, while
neglecting the consumers’ preferences.

2 Research Method

This study included three stages. First, the researcher collected, classified, and record-
ed images of watch samples available on the market; in the second stage, a consumer
questionnaire was designed; and in the third stage, a questionnaire survey was con-
ducted in order to identify different groups’ preferences for time displays of watches.

2.1 Questionnaire Sample Selection and Image Production

The functions of watches on the market are varied. In addition to time displays, there
are time zone displays, dates, and time counters. In order to balance the directions of
research, according to time display of watches currently on the market, this study
divided them according to indicator hands, numbers, electronics, and various combi-
nations. This study limited the samples to watches with indicator hands that are cur-
rently available on the market. Time display has the basic functions of hours and
minutes; however, the types of movements and displays are unlimited. First, through
catalogues, magazines, and the internet, the researcher collected pictures of watches
available on the market, and selected pictures of front angles, with 86 samples col-
lected. By the focus group research method, samples were selected. The focus group
of this study was the graduate students of the Department of Industrial and Commer-
cial Design, National Taiwan University of Science and Technology, including 2
males and 4 females. By group discussion, the samples were clustered according to
similarity of pictures into 12 clusters. In each cluster, the researcher selected one rep-
resentative as the sample. In order to avoid subjects’ confusion with the appearance
and modeling of products and errors in research findings, the researcher eliminated
the factors of appearance and modeling, including color, materials, quality, brand
names, etc. Thus, the subjects judged preference according to the time display of the
A Study of Different Consumer Groups’ Preferences of Time Display on Watches 423

watches. However, for some specific samples, since the appearance was significantly
associated with time design techniques, the appearance factor was retained.
Processing of samples is as shown in Figure 1.

Fig. 1. Final Samples for the questionnaire

2.2 Questionnaire Design


In order to obtain the latest market situation, this study did not set exclusion criteria.
Investigation data included only basic information, such as gender, age, and design
background. In addition to consumers’ preference and purchase intentions, the ques-
tionnaire included the attributes of time display of watches, “readability”, “playful-
ness”, and “innovation”. Scoring was based on a Likert 7 point scale, ranging from 1
(strongly disagree) to 7 (strongly agree). The subjects completed the questionnaire
according to subjective feelings regarding the time display of watches.

2.3 Questionnaire Survey


The questionnaires were distributed by the internet and convenience sampling areas
located on roadsides. There were totally 298 subjects, with 295 valid questionnaires.
Descriptive statistics was conducted by SPSS. Frequency distribution is as shown in
Table 1.
424 W.-C. Chang and W.-T. Chen

Table 1. Frequency distribution of subjects

Variables Levels Numbers %


below 20 years old 60 20.3
age aged 21-40 190 64.4
above 41 years old 45 15.3
Male 191 64.7
gender
Female 104 35.3
Yes 20 6.7
Design background
No 275 93.3

3 Results and Analysis

The results regarding the subjects’ views of time display attributes, namely, readabili-
ty, playfulness, innovation, preference, and purchase intention are organized in
Table 2.

Table 2. The result of five dimensions measurement

Purchase
Readability Playfulness Innovation Preference
intention
Sample1 3.08 4.53 4.65 3.18 2.87
Sample 2 2.44 4.29 4.72 2.85 2.52
Sample 3 4.22 4.37 4.22 3.81 3.35
Sample 4 4.55 4.22 4.07 4.03 3.75
Sample 5 3.64 3.78 3.89 3.38 3.03
Sample 6 5.93 3.54 3.12 4.81 4.49
Sample 7 4.86 5.32 5.35 4.71 4.31
Sample 8 2.32 3.97 4.59 2.67 2.52
Sample 9 2.49 4.07 4.57 2.73 2.47
Sample 10 4.57 4.52 4.59 3.82 3.52
Sample 11 4.23 4.28 4.34 3.82 3.51
Sample 12 4.77 4.01 3.85 3.84 3.53

3.1 Analysis on Preference of Consumers of Different Genders for Time


Displays on Watches

Consumers’ preferences for time displays on watches, in terms of gender, were


analyzed by the t test of mean difference. The results are shown in Table 3. As seen,
male and female consumers’ preferences for Sample 1, 5, and 10 are significantly
different.
A Study of Different Consumer Groups’ Preferences of Time Display on Watches 425

Table 3. Analysis on preference of consumers of different genders

Male Female
Sample Mean SD Mean SD t P-Value

Sample 1 3.32 1.55 2.90 1.39 2.306 0.022*


Sample 2 2.83 1.60 2.90 1.57 -0.396 0.693
Sample 3 3.80 1.47 3.84 1.42 -0.230 0.818

Sample 4 4.14 1.37 3.84 1.39 1.814 0.071


Sample 5 3.51 1.58 3.14 1.38 1.972 0.050*
Sample 6 4.77 1.33 4.88 1.34 -0.708 0.480

Sample 7 4.80 1.55 4.56 1.69 1.221 0.223


Sample 8 2.72 1.56 2.60 1.52 0.643 0.521
Sample 9 2.82 1.48 2.58 1.51 1.319 0.188

Sample 10 3.96 1.34 3.57 1.48 2.268 0.024*


Sample 11 3.94 1.44 3.60 1.56 1.884 0.061
Sample 12 3.92 1.38 3.70 1.47 1.277 0.203
“*” Represents reaching significance level of 0.05.
Regarding time display attributes of readability, playfulness, and innovation, male
consumers suggested that the time display of Sample 1 is simple, unique, and crea-
tive; whereas, the time display of Sample 1 appeared dull to female consumers, and
the time is not easily identified. Male consumers suggested that the time display of
Sample 5 is industrial, clear, and simple. However, for female consumers, the number
fonts are too small, and the time is not easily identified. Thus, their preferences
are different. Male consumers’ cognition of readability, playfulness, and innovation
of Sample 10 is higher than those of female consumers, indicating positive prefe-
rences. This study found that male consumers prefer simple designs of hour and
minute hands; whereas, female consumers prefer more clear and specific time
information.

3.2 Analysis on Preference of Consumers of Different Ages for Time Displays


on Watches

Regarding the preferences of consumers of different ages for time displays on watch-
es, One-way ANOVA, was conducted, and the results are shown in Table 4. As seen,
consumers of different ages have significantly different cognitive outcomes regarding
Sample 1, Sample 2, Sample 6, Sample 7, and Sample 12.
426 W.-C. Chang and W.-T. Chen

Table 4. One-way ANOVA of ages difference

Group 1 Group 2 Group 3


Sample below 20 aged 21- above 41 F P-Value Scheffe
years old 40 years old
G1> G2, G1 ≒
Sample 1 3.65 2.99 3.31 4.627 0.011*

G3, G2 G3


G1>G2,
Sample 2 3.38 2.72 2.73 4.280 0.015* G1>G3, G2
G3
Sample 3 4.07 3.72 3.84 1.310 0.271 --
Sample 4 4.05 4.11 3.69 1.700 0.184 --
Sample 5 3.72 3.32 3.20 1.969 0.141 --
G3>G1, G2 ≒
Sample 6 4.37 4.82 5.36 7.418 0.001*
G1, G2 G3 ≒

G1>G3,
Sample 7 4.98 4.79 4.00 5.738 0.004* G2>G3, G1
G2
Sample 8 2.82 2.69 2.40 0.982 0.376 --
Sample 9 3.05 2.68 2.51 1.962 0.142 --
Sample 10 3.80 3.86 3.71 0.209 0.812 --
Sample 11 3.88 3.82 3.73 0.129 0.879 --


G3>G2,
Sample 12 3.75 3.73 4.44 4.927 0.008* G3>G1, G1
G2
“ *” Represents reaching significance level of 0.05. In Scheffe test, “--” represents no significant differ-
ence.

Scheffe test found that consumers below 20 years old have higher evaluations for
the time display of Sample 1, in comparison to consumer groups aged 21-40. Accord-
ing to the investigation results of time display attributes of readability, playfulness,
and innovation, consumers below 20 years old suggest that the time display of Sample
1 is simple and has high quality. For consumer groups aged 21-40, the time display of
Sample 1 is dull, and thus, their preference is low. Regarding the preference for Sam-
ple 2, in comparison to the other two groups, consumers below 20 years old have a
higher preference. For consumers below 20 years old, the time display of Sample 2 is
unique, simple, and interesting. For the other two groups of above 21 years old, Sam-
ple 2 is disordered, and thus, their evaluation is low. Regarding the preference for
Sample 6, groups above 41 years old are different from those below 20 years old.
Groups above 41 years old find it is easy to read the time display of Sample 6, which
matches their personal needs. For consumers below 20 years old, Sample 6 is similar
to traditional watches and the appearance is not unique, thus, preference is low. Re-
garding the preference for Sample 7, the groups’ cognitive results are significantly
different. Groups above 41 years old have less preference for Sample 7, in compari-
son to the other groups, as they feel that Sample 7 is not easily read, and regard it an
A Study of Different Consumer Groups’ Preferences of Time Display on Watches 427

inconvenient utility. For the other two groups, the time display of Sample 7 is simple,
easy to read, and unique, thus, the groups are different. Regarding the preference for
Sample 12, consumers above 41 years old like it the most, as the movements of the
hour and minute hands are the same as traditional watches and easy to read. Thus, in
comparison to the other two groups, they prefer Sample 12. For groups below 21
years old and aged 21-40, the preference for the time display of Sample 12 is similar
to traditional watches. They do not understand the numbers on surface of the watch,
which influences their reading, thus, their preference is low. Generally speaking, the
group below 20 years old prefers new and interesting designs, and their preference is
higher than the other two groups. Groups aged 21-40 and above 41 years old value the
convenience of easily reading the time on a watch. However, according to the prefe-
rence results of the two groups, those aged 21-40 prefer innovative designs, in com-
parison to consumers above 41 years old.

3.3 Analysis on Preference of Designers and Consumers for Time Displays on


Watches
Regarding the preference results of designers and consumers for time displays on
watches, t test of mean difference was conducted, and the results are shown in Table
5. As seen, designers’ and consumers’ preferences for Sample 1, Sample 2, and Sam-
ple 11 are significantly different.

Table 5. Analysis on preference of designers and consumers

Designers Consumers

Sample Mean SD Mean SD t value P-value

Sample 1 4.6 0.99 3.36 1.01 3.596 0.001*

Sample 2 3.75 1.01 2.9 1.56 2.145 0.037*


Sample 3 4.0 1.21 4.2 1.37 -0.528 0.6
Sample 4 4.2 1.71 4.06 1.17 0.328 0.744
Sample 5 3.05 1.63 3.53 1.47 -1.084 0.284
Sample 6 4.7 1.45 5.03 1.24 -0.867 0.39
Sample 7 4.7 1.80 4.6 1.68 0.66 0.947
Sample 8 2.9 1.97 2.43 1.31 1.009 0.318
Sample 9 3.0 1.91 2.6 4.56 0.887 0.380
Sample 10 3.1 1.33 3.6 1.56 -1.171 0.247

Sample 11 2.55 1.27 3.53 1.01 -3.036 0.004*


Sample 12 3.85 1.59 4.0 1.51 -0.336 0.738
“*” Represents reaching significance level of 0.05.
428 W.-C. Chang and W.-T. Chen

According to the investigation results of time display attributes, readability, play-


fulness, and innovation, designers suggest that the time display of Sample 1 is simple,
easy to read, and the appearance is fashionable. For consumers, it is not easy to read
Sample 1 and the style is too simple, thus, preference is low. Regarding the cognitive
results of preference for Sample 2, designers and consumers are significantly differ-
ent. Designers suggest that the time display is the same as traditional displays; how-
ever, the design of the hour and minute hands are creative, thus, the evaluation is
high. Regarding preference for Sample 11, consumers highly prefer Sample 11, sug-
gest it is creative to divide night and day as black and white, and it is easier to read
the time. Designer evaluation of Sample 11 is lower, they suggest the time display is
not creative, and the numbers on the watch surface are too numerous and disordered.
Generally speaking designers highly prefer creative time displays, whereas consumers
prefer designs with easy reading of time.

3.4 Correlation Analysis between Preference and Purchase Intentions


Regression analysis is conducted by means of preference and purchase intentions of
time displays on watches. According to analytical results regarding cognition of pre-
ference for time displays on watches, the F value of variance significance test is
1073.42 and the P value of significance testing is 0.000, which is below the signific-
ance level 0.05. Thus, the overall explained variance of the regression model of prefe-
rences and purchase intentions is significant. There is significant correlation between
preference and purchase intention. It can explain 99.1%of the variance and the corre-
lation coefficient is 0.995. Thus, preference and purchase intentions are highly
related. Results of regression analysis are as shown in Table 6.

Table 6. Results of regression analysisof purchase intentions

Predicting Variables B S.E. Beta( ) β T


Intercept 0.158 0.108 -- 1.464
Purchase intention 1.047 0.032 0.995 32.763***
R2=0.991,Adjusted R2=0.990, F=1073.42***

***” Represents reaching significance level of 0.001.

3.5 Correlation Analysis Between Readability, Playfulness, Innovation, and


Preference
Regression analysis is conducted by means of investigation of preference, readability,
playfulness, and innovation of time displays on watches. According to analytical re-
sults, the F value of variance significance testing is 62.542, and the P value of signi-
ficance testing is 0.000, which is below the significance level of 0.05. Therefore, the
overall explained variance of the regression model regarding readability, playfulness,
innovation, and preference is significant. The regression coefficient of readability is
0.624, playfulness is 0.166, and innovation is 0.122, which explains95.9%of the
A Study of Different Consumer Groups’ Preferences of Time Display on Watches 429

variance. Thus, there is a significant correlation between cognition of time display


attributes and preference. Among the three attributes, readability influences prefe-
rence the most. Regression analysis results of time display attributes and preferences
are organized, as shown in Table 7.
Table 7. Results of regression analysis of purchase intentions

Predicting Variables B S.E. Beta( )β T


Intercept -0.044 0.617 -- -0.072
Readability 0.624 0.121 1.006 5.138*
Playfulness 0.166 0.501 0.106 0.332
Innovation 0.122 0.457 0.097 0.267
R2=0.959, Adjusted R2=0.944, F=62.542*
“ *” Represents reaching significance level of 0.05.

4 Conclusions
Based on the above investigation results and analysis, the conclusions are shown, as
follows.

1. Male and female consumers have different preferences for time displays on watch-
es. Male consumers prefer simple hour and minute hands, creative time displays,
and their purchase intentions are higher. Female consumers prefer samples with
more clear time information. Time displays of unique design with difficult reading
will negatively influence female consumers’ purchase intentions.
2. Consumers with different ages have different preferences for time displays on
watches. Groups below 20 years old prefer new and interesting designs, and their
preferences and purchase intentions are higher than the other two groups. Groups
aged 21-40 and above 41 years old pay attention to the convenience of reading the
time on watches. However, according to preference results of the two groups,
groups aged 21-40 prefer creative designs, in comparison to consumer groups aged
above 41.
3. Designers and consumers have different preferences regarding time displays of
watches. Designers highly prefer creative time displays and have higher purchase
intentions. Consumers prefer designs that are easily and clearly read.
4. There is high correlation between consumers’ “preference” and “purchase inten-
tion” regarding time displays on watches.
5. There is significant correlation between cognition of time display attributes and
preference. Among the three attributes, readability influences preference the most.

Based on the above, different groups of consumers have different preferences of time
displays on watches. Thus, regarding time displays on watches for different consumer
groups, there should be different designs. The research findings of the preferences for
different consumer groups can serve as references for designs of time displays on
watches in order to satisfy different consumers’ needs.
430 W.-C. Chang and W.-T. Chen

References
1. Tseng, S.H., Tseng, C.H.: Project Study on Watches. IEK System Energy Department of
Industrial Technology Research Institute of Taiwan, R.O.C (1996)
2. Coates, D.: Watches Tell More than Time. McGraw-Hill, New York (2003)
3. Kotler, P.: Marketing Management: Analysis, Planning, Implementation, and Control. Pren-
tice Hall, New Jersey (1994)
4. McCarthy, J.E.: Basic Marketing: A managerial Approach. Homewood, Richard D. Irwin
Inc., Illinois (1981)
Evaluation of Superimposed Self-character Based on the
Detection of Talkers’ Face Angles in Video Communication

Yutaka Ishii and Tomio Watanabe

Faculty of Computer Science and System Engineering,


Okayama Prefectural University, Japan
{ishii,watanabe}@cse.oka-pu.ac.jp

Abstract. We build upon an embodied video chat system, called E-VChat, in


which an avatar is superimposed on the other talker’s video images to improve
the mutual interaction in remote communications. A previous version of this
system used a headset-type motion capture device. In this paper, we propose an
advanced E-VChat system that uses image processing to sense the talker’s head
motion without wearing sensors. Moreover, we confirm the effectiveness of the
superimposed avatar for face-to-face communication in an experiment.

Keywords: Multimodal interaction, Human Interface.

1 Introduction
The effectiveness of modern video-based teleconference systems is confirmed by
their widespread commercial use [1], [2], [3], [4]. Video images help individuals to
directly observe nonverbal information, such as nodding, gestures, and facial expres-
sions. As such, video is considered to be a very useful communication media. How-
ever, remote talkers have difficulty interacting because they do not share the same
communication space; hence, they rely only on a video image. Some telecommunica-
tion systems have been developed using computer generated (CG) characters in cy-
ber-space, or avatars, which allow remote talkers to communicate through a common
virtual space [5], [6], [7]. Recently, new devices and methods have been proposed for
movement of the avatars. Takahashi et al. suggested a head motion detection method
that uses an active appearance model (AAM) that is sensitive to eye blinks [8]. A
virtual communication system for human interaction, called “VirtualActor,” uses
a human avatar that represents the upper body motion of the talker [9]. This system
experimentally demonstrated the effectiveness of communication through avatar
embodiment.
A more effective remote communication system can be developed by allowing
talkers to observe each other’s nonverbal information, such as facial expressions. To
take advantage of both avatars and video images, we developed an embodied video
communication system in which VirtualActor is superimposed on each partner’s
video image in a virtual face-to-face scene [10]. Moreover, we developed a headset
motion-capture device that uses an acceleration sensor and gyro sensor to track the
talker’s head movements directly. The device allows an avatar to mimic the talker’s

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 431–438, 2013.
© Springer-Verlag Berlin Heidelberg 2013
432 Y. Ishii and T. Watanabe

motion and automatically move in response to the on-off pattern of the talker’s voice.
The combined system was implemented in a prototype communication system called
“Enhanced-VideoChat (E-VChat)” [11].
In this paper, we propose an advanced E-VChat system that uses image processing
to track the talker’s head motion and facial angles, thereby avoiding the need for a
wearing sensor and expanding the practicality of the system. The effectiveness of the
new system is confirmed experimentally.

2 Concept of E-VChat System


Figure 1 shows the E-VChat system concept. Talkers communicate using the video
image of the other. In the E-VChat system, a voice-driven substitute character is supe-
rimposed on a video image of the partner. The character’s motions are automatically
generated based on the talker’s voice and head motions as measured by a motion
capture device.
Figure 2 depicts how a talker’s gaze line is dependent on camera position. In
general, the web camera is placed on the periphery of the monitor, and the talker
casts his/her eyes outside of the monitor. By including an embodied avatar on the
talker’s screen, each talker can observe a virtual face-to-face interaction between the
self-avatar and an image of the other talker.

Fig. 1. Concept of the E-VChat System

Fig. 2. Talker’s gaze lines based on camera positions


Evaluation of Superimposed Self-character Based on the Detection 433

This system is unique in that the talker’s avatar is only visible to the talker. On the
screen, the talker observes the avatar overlaid on the other talker’s image, but the
other talker is unaware of the avatar. We expect to extend this effect for all communi-
cation between remote talkers.

3 System Configuration

Talkers using the original E-VChat systems were required to wear a headset device or
magnetic sensors to track the talker’s motion. Our simple device using an acceleration
sensor and gyro sensor also had problems for the practical or universal use, and the
magnetic sensors for detecting talker’s motions had some problems, such as a sense of
restraint owing to the sensor cables and the sensors’ lack of port-ability. To address
this issue, the advanced E-VChat system uses image processing to track the talker’s
head motion. A description of the image processing algorithm is provided here.

3.1 Character Motions Generated Automatically on the Basis of Speech Input

An avatar motion generation method that is based on the talker’s voice has already
been developed [12]. Nonverbal actions that express a talker’s intention are important
in serious situations such as negotiations, counseling, and agreements. The avatar’s
head motion, which plays an important role in communication, synchronizes with the
talker’s motion to facilitate communication.
The Moving-Average (MA) model, which times nodding on the basis of a talker’s
voice data, is used to auto-generate avatar motions for the “listener” [12]. The MA
model estimates nodding timing from a speech on-off pattern, using a hierarchy mod-
el consisting of a macro stage and a micro stage. When Mu(i) exceeds a threshold
value, the nodding value, M(i), is estimated as the weighted sum of the binary speech
signal, V(i). Avatar body movements are introduced when speech input timing ex-
ceeds a body threshold. The body threshold is set lower than that of the nodding pre-
diction of the MA model, which is expressed as the weighted sum of the binary
speech signal to nodding.

∑ (1)

a(j) : linear prediction coefficient


T(i) : talkspurt duration in the i-th duration unit
S(i) : silence duration in the i-th duration unit
u(i) : noise
434 Y. Ishii and T. Watanabe

b(j): linear prediction coefficient


V(i) : voice
w(i) : noise
The MA model of the “speaker” allows the avatar’s head and body motions to be
linked to the on-off pattern of speech.

3.2 Character Motions Measured by a Headset Motion-Capture Device


More effective communication would be supported by not only the auto-generated
motions based on the voice input as described in the previous section but also talkers’
own measured motions for their intentions by a motion-capture device (Kinect for
Windows L6M-00005). The talker’s head motions are detected based on three-axis
angles and three-dimensional positions. The positions are measured using a depth
sensor. The face angle detection range is shown in Figure 3. The avatar’s motions are
represented based on measured head motions.

Fig. 3. Detection range of the face angle

4 Communication Experiment

4.1 Experimental Setup

A communication experiment was conducted in three modes: mode A used only head-
motion, mode B used auto-generated motion based on speech input, and mode C used
both head motion and auto-generated motion. A population of 12 pairs of subjects
was evaluated. The talkers in each pair were familiar with one another and were
observed using the system in unrestrained conversations. Subjects could select from
seven different types of avatar, such as human, robot, or animal. An example of a
communication scene using the E-VChat is shown in Figure 4. The experimental
setup is shown in Figure 5.
Evaluation of Superimposed Self-character Based on the Detection 435

Fig. 4. Communication scene using the E-VChat

Fig. 5. Experimental setup

4.2 Result of Sensory Evaluation

The results of the paired comparisons of the three modes, in terms of talker prefe-
rence, are shown in Table 1. Figure 6 shows the Table 1 data calculated using the
Bradley-Terry model given in Equation (4). Mode C, which used both head motion
and auto-generated motion, received the most positive talker feedback.

Table 1. Result of pair comparison in the communication experiment


436 Y. Ishii and T. Watanabe

. 100

(πi : intensity of i, Pij : probability of judgment that i is better than j.)

Fig. 6. Preference based on the Bradley-Terry model

Six additional factors were evaluated in each of the three modes using a seven-
point scale ranging from -3 (lowest) to 3 (highest) with 0 denoting a moderate score.
The six factors were “Enjoyment: Did you enjoy the conversation using the system?,”
“Sense of unity: Did you have a sense of unity with your partner?,” “Ease of talking:
Did you feel it was easy to talk using the system?,” “Relief: Were you able to com-
municate with relief?,” “Like: Do you like this system?,” and “Preference: Would you
like to use this system?”
For readability, the means and standard deviations of the questionnaire results are
shown in Figure 7. The significant differences between each of the three modes were
obtained by administering Friedman’s test, in which a significance level of 1% was
obtained for all factors. Significant differences were also obtained by administering
the Wilcoxon’s rank sum test for multiple comparisons. A significance level of 1%
was obtained for all factors between Modes A and B and for the “Sense of unity,”

Fig. 7. Seven points bipolar rating


Evaluation of Superimposed Self-character Based on the Detection 437

“Relief,” “Like,” and “Preference” factors when comparing Modes B and C. A sig-
nificance level of 5% was obtained between Modes B and C for the “Enjoyment”
factor. Mode C was positively evaluated as the paired comparison.

5 Conclusion

In this paper, we described an advanced E-VChat system that allows talkers to


smoothly communicate using nonverbal information via a self-avatar that is displayed
alongside video images. The avatar motions are based on image processing. The
effectiveness of self-avatar using talker’s head motion and auto-generated motion
based on the speech input was confirmed in a communication experiment that eva-
luated 12 pairs of subjects in three separate communication modes: one mode in
which only head-motion was used, another mode in which motion was auto-generated
based on speech input, and a final mode that used both head-motion and
auto-generated motion based on speech input.

References
1. Sellen, A.J.: Speech Patterns In Video-Mediated Conversations. In: Proc. of CHI 1992, pp.
49–59. ACM (1992)
2. Buxton, W.A.S.: Living in Augmented Reality: Ubiquitous Media and Reactive Environ-
ments. In: Finn, E.K., et al. (eds.) Video-Mediated Communication. Computers, Cognition,
and Work, pp. 363–384 (1997)
3. Ishii, R., Ozawa, S., Mukouchi, T., Matsuura, N.: MoPaCo: Pseudo 3D Video Communi-
cation System. In: Salvendy, G., Smith, M.J. (eds.) HCII 2011, Part II. LNCS, vol. 6772,
pp. 131–140. Springer, Heidelberg (2011)
4. Kim, K., Bolton, J., Girouard, A., Cooperstock, J., Vertegaal, R.: TeleHuman: Effects of
3D Perspective on Gaze and Pose Estimation with a Life-size Cylindrical Telepresence
Pod. In: Proc. of CHI 2012, pp. 2531–2540 (2012)
5. Cassel, J., et al.: An Architecture for Embodied Conversational Characters. In: Proc. of
WECC 1998, pp. 21–29 (1998)
6. Yahoo! Inc., Yahoo! Avatar, http://avatars.yahoo.com/
7. Linden Lab, Second Life, http://secondlife.com/
8. Takahashi, K., Mitsukura, Y.: Eye Blink Detection Using Monocular System and its Ap-
plications. In: Proc. of 21st IEEE International Symposium on Robot and Human Interac-
tive Communication (RO-MAN 2012), pp. 743–747 (2012)
9. Ishii, Y., Watanabe, T.: An Embodied Avatar Mediated Communication System with Vir-
tualActor for Human Interaction Analysis. In: Proc. of the 16th IEEE International Work-
shop on Robot and Human Interactive Communication (RO-MAN 2007), pp. 37–42
(2007)
10. Ishii, Y., Watanabe, T.: An Embodied Video Communication System in which Own Virtu-
alActor is Superimposed for Virtual Face-to-face Scene. In: Proc. of the 13th IEEE Inter-
national Workshop on Robot and Human Interactive Communication (RO-MAN 2004),
pp. 461–466 (2004)
438 Y. Ishii and T. Watanabe

11. Ishii, Y., Watanabe, T.: A Video Communication System in Which a Speech-driven Em-
bodied Entrainment Character Working with Head Motion is Superimposed for a Virtual
Face-to-face Scene. In: Proc. of 21st IEEE International Symposium on Robot and Human
Interactive Communication (RO-MAN 2012), pp. 191–196 (2012)
12. Watanabe, T., Okubo, M., Nakashige, M., Danbara, R.: InterActor: Speech-Driven Embo-
died Interactive Actor. International Journal of Human-Computer Interaction 17(1), 43–60
(2004)
Modeling of Music Recommendation Methods
to Promote the User’s Singing Motivation
– For Next-Generation Japanese Karaoke Systems

Satoshi Isogai* and Miwa Nakanishi

Keio University, Yokohama, Japan


isogaisatoshi@a3.keio.jp, miwa_nakanishi@ae.keio.ac.jp

Abstract. This study attempted to build a model that recommends music


choices to encourage karaoke-system users to sing by using data about the
music preferences and inner characteristics of each user. First, we conducted an
auditory experiment in two phases. Additionally, we analysed the acoustics and
lyrics of music pieces. Using these data, we built a map of the music based on
user impressions, and used this map to reveal the relationship between the
user’s most favourite music piece and the music piece that a user was highly
motivated to sing. Thus, we were able to establish a basic model of the system
that recommends the music piece a user would be highly motivated to sing.

Keywords: music recommendation, singing motivation, karaoke system.

1 Introduction

Recently, with the spread of the Internet, it is possible to compile the characteristics
of users and the characteristics of the goods and services in a large database. The
providers of goods and services want to find a method of associating the users’
characteristics with the characteristics of their offerings. For example, in a typical
shopping site, the system recommends goods for each user based on the user's age,
gender and purchase history data. Many recommendation methods have been
developed with a focus on recommending ‘as similar as possible‘ products and
services. However, the purpose of the recommendation system is to increase the
motivation of the user to purchase goods and services. Presenting ‘as similar as
possible‘ products and services as recommendations do not necessarily correspond to
this goal.
In psychological theory, users’ motivation for products or services is categorised as
a type of intrinsic motivation. Hunt [1] discussed the psychological theory that
intrinsic motivation is evoked when human beings perceive an adequate gap between
their own characteristics and those of an object, from the viewpoints of emotion,
cognition, and ability. This theory is interesting in the study of the recommendation
method that motivates users to make a purchase.

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 439–448, 2013.
© Springer-Verlag Berlin Heidelberg 2013
440 S. Isogai and M. Nakanishi

This study attempts to develop a recommendation model that applies psychological


theory to engineering. In particular, this study aims to build a model that compares the
characteristics of music selections to the characteristics of each user in order to make
recommendations that would motivate the user to sing a selection.

2 Experiments

2.1 Experiment 1
The participants were 20 students (10 males and 10 females whose average age was
22 years) who had singing experience using a karaoke machine. After asking them to
listen to several music pieces, we asked them to answer 36 questions, including
questions on their impression of, experience with and singing motivation for each
music piece. The music piece choices consisted of 80 tracks from four genres. For
each genre, there were 20 tracks of Japanese popular music sung by a male (J-Pop
male), Japanese popular music sung by a female (J-Pop female), music pieces sung in
a foreign language (non-Japanese) and music pieces closely tied with movies or
anime films.
In addition, we asked participants to use a free scale from 0 to 6 in order to assess
26 adjectives, such as ‘novelty’ or ‘quiet’, when answering questions about their
impressions of the music pieces, with 0 meaning ‘strongly disagree’ and 6 meaning
‘strongly agree’. They also used a free scale from 0 to 6 to indicate how motivated
they would be to sing a music piece (singing motivation) and to listen to a music
piece (listening motivation). They used a multiple-choice method to answer questions
on how know they were about each music piece and their impression of the listening
experience.

2.2 Experiment 2

A different set of students (10 males and 10 females whose average age was 22 years)
participated in a similar experiment. In this case, the participants listened to 55 music
pieces. Of the 55 music pieces, 51 were commonly known and 4 were each
participant’s favourite music pieces and music pieces which he or she tended to sing
when using a karaoke machine. These preferences were determined during
preliminary research study.
The music pieces were edited to be approximately 50 s long, usually ending at the
climax of the second verse. Participants listened to each music piece three times. The
order of the music pieces was randomised across participants. To help participants
separate their impression of one music piece from the next, a 5 s long mechanical
sound was inserted between each music piece. Participants listened to the music with
headphones that included a noise-cancelling function, and they entered their answers
on a computer. We explained the content of the experiment and obtained the informed
consent of the individuals who agreed to participate in this experiment.
Modeling of Music Recommendation Methods 441

3 Appointing the Impression Map of Music


If it is possible to map the impressions of music, it seems that it is possible to capture
the impressions of listeners for different features of the music. Therefore, instead of
mapping listeners’ impressions of the acoustic aspects of the music, we mapped their
impressions of the emotional aspects.

3.1 Method
We created an impression map of the music for each experiment and compared the
two. Thus, we confirmed the universality of using an impression map. The map was
made using the average rating score for each adjective, analyzing the principal
components of each experiment.

3.2 Results
For both results, we adopted the second principal component as a guide to establish
the 70% cumulative contribution ratio. The loadings of both Experiment1 and
Experiment 2 are very similar. The first principal component can be interpreted as
indicating ‘energetic’, because the parameters ‘flashy’ and ‘dynamic’ make a positive
contribution and the parameter ‘quiet’ makes a negative contribution. The second
principal component can be interpreted as indicating ‘familiar’, because the
parameters ‘healthy’ and ‘flesh’ make a positive contribution and the parameters
‘alien’ and ‘stubborn’ make a negative contribution. For this reason, impressions of
the music for each user can be explained by the spatial relationship formed by the two
axes of ‘energetic’ and ‘familiarity’. This can be considered universal irrespective of
the type of music and the participant.

4 Establishment of Impression Map Mapping Based on the


Features of Music
When considering building a real system, in order to know the position in space of
each music piece impression, it is not practical to ask the user to rate all music pieces
as described above. Therefore, we built a model that positions any music on an
impression map based on ‘energetic‘ and ‘familiarity‘. We built the model using the
data from Experiment 2 and we verified the model using the data from Experiment 1.

4.1 Quantitative Estimation of ‘energetic’


From past studies [2, 3], it can be said that the use of acoustic feature to estimate the
impression of music is effective. This study attempts to build a model of estimating
‘energetic‘ using acoustic features.

4.1.1 Method
From the results of the second experiment, we obtained the principal component
‘score of energetic’ and built a model that had ‘score of energetic’ as its objective
442 S. Isogai and M. Nakanishi

variable and acoustic features as its explanatory variable. In particular, we used five
acoustic features: MFCC-13 [4], the spectral centroid, spectral roll off, brightness [5]
and chroma vector [6]. We used these features to generate 80 variables in a size 16
vector-quantisation codebook. We adopted six explanatory variables. There is a high
correlation with ‘scores of energetic‘.
The model was built from six variables that are high correlation coefficients
combined of 80 variables and ‘scores of energetic’. The estimate parameters were
derived using the least-square method.
(1)

E: Scores of energetic
There was a high correlation between the ‘scores of energetic’ that were derived by
analysing music features from Experiment 2 and the ‘scores of energetic’ that were
derived by analysing the principal components as clarified in Section 3 (R2=0.82).

4.1.2 Verification
The correlation is very high between the ‘scores of energetic’ and the ‘scores of
energetic’ (R2=0.66). Therefore, Equation 1 is accurate as a model to estimate
the ‘energetic’ music characteristics for each music piece. In other words, using
Equation 1, we can estimate the ‘energetic‘ characteristics of any piece of music
without listening to it.

4.2 Quantitative Estimation of ‘familiar’


Other than acoustic features, there are lyrics and degrees of recognition of music that
can be obtained as data. By using these facts, we could build a model that
substantively estimates ‘familiar’.

4.2.1 Method
From the results of the second experiment, the second principal component of ‘score of
familiar’ was obtained and a model was built that used ‘score of familiar’ as its
objective variable and a degree of recognition of music as well as its lyric features as
its explanatory variables. We used 0 for ‘nothing’ responses and 1 for high-awareness
responses. When 70% or more of the responses was 1, then the level of awareness was
set at 1 and when 70% or less of the responses was 1, then the level of awareness was
set at 0.
On the other hand, after the lyrics were divided into words, they were analysed by
focusing on the adjectives. This analysis used ‘Hevner’s adjective circle‘ [7]. Using
this method, we divided the lyrics into eight groups of 66 words representing the
feelings suitable to represent the music. Collecting about 50–70 synonyms for each
group, we created a list of related words. Each group was counted up when a word in
the lyrics matched the word list for each music piece. In addition, the total number of
the counted words for each group was divided by the total number of the counted
words for all groups (Table 1).
Modeling of Music Recommendation Methods 443

Table 1. Classification results of eight groups of adjectives (The upper row is the number; the
lower row is the percentage)

*URXSRI *URXSRI *URXSRI *URXSRI *URXSRI *URXSRI *URXSRI *URXSRI


VXP
UHODWHGZRUGV UHODWHGZRUGV UHODWHGZRUGV UHODWHGZRUGV UHODWHGZRUGV UHODWHGZRUGV UHODWHGZRUGV UHODWHGZRUGV

PXVLF         
PXVLF
SHUFHQW         

The model was built from ‘awareness’ and the percentage of each group 1–7. The
estimate parameters were derived using the least-square method.
(2)
F: Scores of familiar
The correlation is very high between ‘scores of familiar’, which was derived by
analysing lyrics and awareness from Experiment 2, and ‘scores of familiar’, which
was derived by analysing the principal components from Section 3(R2=0.61).

4.2.2 Verification
We verified the accuracy of the model using 40 music pieces from Experiment 1, not
including foreign language music pieces. When we applied these 40 music pieces to
Equation 2, the coefficient of determination was 0.53. Therefore, Equation 2 is
accurate as a model to estimate the ‘familiar’ characteristics of music by using lyrics
and the awareness for each music piece. In other words, we can estimate the ‘familiar‘
characteristics of any piece of music without listening to it by using Equation 2.

5 Trend Analysis of the User’s Music Preference

To build a system that recommend music pieces that karaoke users would be highly
motivated to sing based on each users’ most favourite music piece, this study attempts
to vectorise the positional relationship to a music piece that a user is highly motivated
to sing from the user’s most favourite music piece on the impression map that we
built in Section 3.

5.1 Common Map and Each User’s Map


The impression map built in Section 3 represents the average of all participants’
music impressions, that is, a common user’s map. On the other hand, each user’s
impression of a music piece can vary based on the user’s characteristics (e.g.
preference of music and movies or other hobbies). Therefore, instead of using a
common map, we will examine in each user’s map the positional relationship between
the user’s most favourite music piece and the music piece that the user is highly
motivated to sing. Each user’s map is made from the rating scores of each user by
multiplying the loadings of experiment.
444 S. Isogai and M. Nakanishi

5.2 Trend Analysis


We defined a piece of music that has a singing motivation score above 5 as the music
piece that a user is highly motivated to sing. We defined music pieces that are sung
well during karaoke as the user’s most favourite music pieces. We examined the
positional relationship between the two.
Based on where users’ most favourite music pieces appear on the map, the trend
was divided to show on a separate map of each participant the relationship between
the different relative positions of the users’ most favourite music pieces and the music
pieces that they were highly motivated to sing. Figure 1 shows that groups 1, 2 and 3
define the user’s favourite music piece as ‘familiar’, ‘energetic’, and ‘lethargic’,
respectively. Unfamiliar music pieces were excluded, because there are very few
cases in which an unfamiliar music piece is the user’s most favourite music piece.
Next, we used the following process to examine the positional relationship to the
music piece that a user is highly motivated to sing from the user’s most favourite
music piece (Figure 2). At first, for each participant, we used the vectorisation of the
relationship between user’s most favourite music piece and the music piece that a user
was highly motivated to sing in order to obtain the distance and orientation. After
dividing the distance by one and the orientation into increments of π/6, we found out
in which area a music piece that a user was highly motivated to sing was placed when
seen from the viewpoint of the user’s most favourite music piece.

Fig. 1. Grouping of participants by the Fig. 2. Relationship of the position of the


position of their most favourite music pieces music piece that a user was highly motivated
to sing when compared with the user’s most
favourite music piece

Figures 3, 4 and 5 show the probability of the presence of a music piece that a user
is highly motivated to sing when the user’s most favourite music piece is placed in the
centre. In group 1 (Figure 3), a music piece that a user is highly motivated to sing
tends to be placed in the unfamiliar area, which is slightly lower when viewed from
the user’s most favourite music piece. In group 2 (Figure 4), a music piece that a user
is highly motivated to sing tends to be placed in the upper left area (inferior to
‘energetic’ but more than ‘familiar’) when viewed from the user’s most favourite
Modeling of Music Recommendation Methods 445

music piece. In group 3 (Figure 5), a music piece that a user is highly motivated to
sing tends to be placed in the lower right area (inferior to ‘familiar’ but more than
‘energetic’) when viewed from the user’s most favourite music piece.
Thus, we built a model to estimate the location of a music piece that a user is
highly motivated to sing in order to make a recommendation.

Fig. 3. Probability that there Fig. 4. Probability that there Fig. 5. Probability that there
is a music piece that the user is a music piece that a user is a music piece that a user
is highly motivated to sing is highly motivated to sing is highly motivated to sing
(group 1) (group 2) (group 3)

6 Establishing a Personalised Music Mapping Method Based


on the User’s Profile

We attempted to construct a model to convert a common map to an individualized


map for each user by using the users’ profile to estimate positions without asking the
users to listen to music. We built a model using the data from Experiment 2. We
verified the model using the data from Experiment 1.

6.1 Analysis of the Relevance between a Personalised Music Map and a User’s
Profile
The correlation between the ‘energetic’ scores of all participants obtained from the
experiment and the ‘energetic’ scores derived using Equation 1 in Section 4 is very
high(R2=0.69). The correlation between the ‘familiar’ scores of all participants
obtained from the experiment and the ‘familiar‘ scores derived using Equation 2 in
Section 4 is relatively low (R2=0.36). The results show that ‘familiar’ is a more
sensitive index to individuality than ‘energetic’.
Next, we focused on the analysis of the personality of the scores of ‘familiar’. We
focused on the mere exposure effect [8], which is well-known in the field of
psychology in analyzing. The effect is that both the degree of courtesy and
impressions of the target increase with repeated contact. According to this theory, a
person feels that the music they have heard personally on several occasions is
446 S. Isogai and M. Nakanishi

‘familiar‘. With this in mind, we analysed for each user the relationship between the
variability of ‘familiar‘, ‘degree of singing experience‘ and ‘degree of viewing
experience’. For each music piece, we defined it as ‘+’ if the position on each user’s
map moved positively from the common position to the ‘familiar’ one, and defined it
as ‘−’ if the position moved negatively. We examined the trend of the direction of
movement, the degree of singing experience and the degree of viewing experience. In
addition, we determined ‘awareness’ by using the results of the answers to questions
on awareness of music pieces. First, we defined music pieces that had a high degree
of recognition as those music pieces that 70% of subjects responded with a choice
other than ‘nothing‘. We defined other music as low-awareness music. Figure 6
shows the trend of the direction of movement by each degree of awareness of viewing
experience. Focusing on high-awareness music, Figure 7 shows the trend of the
direction of movement by the level of singing experience, separated by gender.
Figure 6 shows that participants who have heard a piece of music, even though
their awareness is low, tended to feel the music as more familiar’. In addition,
participants who have never heard a music piece that has a high ‘awareness’ and for
which a lot of people feel ‘familiar’, have a tendency to feel the music piece as
‘unfamiliar’. As seen in Figure 7, male subjects tend to feel music pieces that they
recently sang during a karaoke session as more ‘familiar’.

Fig. 6. Moving direction of the degree of Fig. 7. Moving direction of the degree of
viewing experience by awareness singing experience by gender

When we analysed the results in more detail, we found that among the music
pieces that have a low ‘awareness’ and especially the music pieces that have a
negative value on the ‘scores of familiar‘ on the common map, ‘friendliness’ on each
user’s map moves positively by a higher degree of viewing experience (average 0.4).
In addition, among the music pieces that have a high ‘awareness’, especially the
music pieces that have a value under −0.5 for ‘scores of familiar‘ on the common
map, ‘friendliness’ on each user’s map moves negatively by a lower degree of
viewing experience (average −0.5). Furthermore, only among male participants, the
music pieces that have a value under 0.5 for ‘scores of familiar‘ on the common map,
‘friendliness’ on each user’s map moves positively by a higher degree of singing
experience (average 0.6).
Modeling of Music Recommendation Methods 447

6.2 Modeling the Conversion from the Common Map to Each User’s Map
Table 2 shows the rules to convert from the common map to each user’s map,
established by the above analysis.

Table 2. Movement pattern by acoustic feature and user characteristic

Music characteristic User characteristic Pattern


Rule1 Lower awareness Contained in the 0.4
"Score of familiar" is under 0 playback device
Rule2 Lower awareness heard repeated to 0.65
"Score of familiar" is under 0 movies and CM
Rule3 Higher awareness listened for the first time -0.5
"Score of familiar" is under -0.5
Rule4 "Score of familiar" is under -0.5 Male participant 0.6
Recently sang

The correlation coefficient between ‘score of familiar’ on the common map and
‘score of familiar’ on each user’s map was 0.562 in Experiment 1 and 0.604 in
Experiment 2. When we applied the above rule to convert from the common map to
each user's map, the correlation coefficient was 0.574 in Experiment 1 and 0.626 in
the Experiment 2. In this way, the impression of personal "familiarity" for each user
could be estimated more accurately. Using this method, we can also estimate the
position of any piece of music on each user’s map without the process of listening.

7 Conclusion

This study attempted to develop a method of recommending music on the basis of


user’s singing motivation with the aim of applying the method to next-generation
karaoke services.
First, to locate music at the emotional side, we built an impression of space. As
a result, we found ‘energetic‘ and ‘familiar‘ as the two axes that made up the
impression of space. Next, in the impression map, we examined the relationship of the
position between the music piece for which users are highly motivated to sing and
the most favourite music piece of each user.
When considering the application of the method to a real system, we built a model
that can find the position in space of each music piece impression based on acoustic
features, lyrics and user awareness. Furthermore, to build a system with high
accuracy, we established a method to reconstruct the spatial impression of each user
using the user’s profile.
After constructing the above results, we proposed a method of recommending
music that is expected to highly motivate the user to sing by using the music
characteristics and the user characteristics as data.
448 S. Isogai and M. Nakanishi

References
1. Hunt, J.M.V.: Motivation inherent in information processing and action. In: Harvey, O.J.
(ed.) Motivation and Social Interaction, Cognitive Determinants, pp. 35–94. Ronald, New
York (1963)
2. Kim, Y.E., et al.: Music Emotion Recognition: A State of the Art Review. In: ISMIR 2010,
pp. 255–266 (2010)
3. Nishikawa, et al.: Design and Evaluation of a Musical Mood Trajectory Estimation Method
Using Lyrics and Acoustic Features. IPSJ-SIGMUS 2011-MUS 91(7), 1–8 (2011)
4. Nishimura, et al.: Noise-robust speech recognition using band-dependent weighted
likelihood IPSJ SIG 2003(124), pp. 19-24 (2003)
5. Juslin, P.N.: Cue utilization in communication of emotion in music performance: relating
performance to perception. Journal of Experimental Psychology: Human Perception and
Performance 26(6), 1707–1813 (2000)
6. Bartsch, M.A., et al.: To Catch a Chorus: Using Chroma-based Representations for Audio
Thumbnailing. In: WASPAA 2001, pp. 15–18 (2001)
7. Hevner, K.: Experimental studies of the elements of expression in music. Amer. J.
Psychol. 48, 246–268 (1936)
8. Zajonc, R.: Attitudinal effects of mere exposure. Journal of Personality and Social
Psychology 9(2 Pt. 2), 1–27 (1968)
Analysis of Purchasing Behavior Focusing on the Passage
of Time at a Group Buying Site of Coupon

Takuto Kobayashi1, Toshikazu Yamaguchi1, and Yumi Asahi2


1
Department of Engineering Management Science, Tokyo University of Science, Tokyo, Japan
{t.kobayashi,yamaguchi}@ms.kagu.tus.ac.jp
2
Management of Business Development, Shizuoka University, Shizuoka, Japan
tyasahi@ipc.shizuoka.ac.jp

Abstract. In late years, the spread of Internet advances. The diffusion rate of
the Internet in 2011 became 79.1%, and the Internet made generalization. With
the spread of Internet, marketing technique called the flash marketing came up.
As delegate of flash marketing, Group buying sites of coupon are receiving
attention in Japan. But people relating to its business think that the sales are
having peaked. In this study, we assume that behaviors of users using Group
buying sites of coupon change by the time elapsed. By analyzing the change of
their behavior, we understand the change of behavior to lead to the continued
buying. As a final objective, we hope that we can give help that the sales are
having peaked.

Keywords: Group buying site, Coupon, the Internet, Sequence analysis, RFM
analysis, Cluster analysis.

1 Introduction
The business of a Group buying site of coupon was born in 2008 at USA. In two
years, its month’s sales reached 3 million [3]. In its site, user can buy sale items with-
in the limited time. If a sale item doesn’t buy a certain number, its sale is disabled. By
this way, sellers can know the number of customers in advance. This can lead to ex-
pense reduction. As a result of this reduction, seller can sell goods at cheap prices.
And its market was expanded in Japan. But because of reduction of user, sales growth
has peaked in 2012. It is difficult for site operator to increase the number of ongoing
users [5]. We focus on the change of purchase behavior. By this analysis, we discover
the patterns of behavior. And we propose methods for encouraging the ongoing pur-
chasing behavior.

2 Data
Data of joint Association Study Group of Management Science was used. This data
contains sale data, user attribute data and site view data, product data of a Group buy-
ing site of coupon. Data was collected from June 30th 2011 to July 1st 2012. In
this study, we analyzed by 2,963 users attribute data, 19,723 products data, 16,925

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 449–455, 2013.
© Springer-Verlag Berlin Heidelberg 2013
450 T. Kobayashi, T. Yamaguchi, and Y. Asahi

purchase data and 281,967 site view data. User attribute data contains user ID, age, sex
and site registration. Product data contains Product ID, price and product category.
Purchase data contains the date of purchase and purchased product ID. Site view data
contains the date of view, buy flags and viewed product ID. In this study, we focused
on the purchase behavior of since a user started using the site. Therefore, target users
are the person who registered the site from June 30th 2011 to July 1st 2012.

3 Analysis
There are three flows in this analysis. First, we divide the data into five by using the
number of days from the date of first purchase. Second, we characterize purchase
behavior of users each period. Third, we discover patterns of change of purchase
behavior.

3.1 Data Partitioning


We divide the data into five by using the number of days from the date of first pur-
chase. Table 1 shows the definition for each term. Table 2 shows the number of
people belonging to each term. From table 2, you know the number of people belong
to each term is nearly equal. We set the boundary values for term as much as possible
is to reduce the variation of the number of people belonging each term.

Table 1. Contents of each term

content
term1 From site registration to date of first purchase
term2 1~37 days from date of first purchase
term3 38~100 days from date of first purchase
term4 101~200 days from date of first purchase
term5 Over 201 days from date of first purchase

Table 2. The number of people who belong to each term

content number of people


From site registration to date of first purchase 1017
1~37 days from date of first purchase 498
38~100 days from date of first purchase 483
101~200 days from date of first purchase 481
Over 201 days from date of first purchase 484

3.2 Characterization of the Purchasing Behavior


To classify users based on their purchase behavior, we introduce RFM analysis. RFM
analysis is one of the customer classifications. RFM is a “Recently”, “Frequency” and
Analysis of Purchasing Behavior Focusing on the Passage of Time 451

“Monetary” initial was taken. And by ranking each indicator, users are classified. In
this study, we evaluate the users’ purchase behavior in five indicators based on RFM
analysis concept. Using RFM analysis, it is possible to reduce the impact of outliers
of each indicator. Table 3 shows five indicators and the boundary values for 5-star

Table 3. The boundary values of 5-star rating

term rank Average amount(yen) Number of purchasing Number of view View priod(day) Purchasing piriod(day)
1 ~100 1 ~2 ~0 -
2 101~1100 2 3~4 1 -
term1 3 1101~2000 3 5~7 2~7 -
4 2001~4000 4 8~14 8~24 -
5 4001~ 5~ 15~ 25~ -
1 ~99 0 ~2 ~0 Not purchasing
2 100~1400 1 3~6 1~12 0
term2 3 1401~3000 2 7~15 13~25 1~12
4 3001~8000 3~4 16~40 26~32 13~22
5 8001~ 5~ 41~ 33~ 23~
1 ~99 0 ~2 ~0 Not purchasing
2 100~1300 1 3~7 1~23 0
term3 3 1301~4000 2 8~20 24~44 1~20
4 4001~12000 3~4 21~57 45~57 21~40
5 12000~ 5~ 58~ 58~ 41~
1 0 0 ~2 ~0 Not purchasing
2 100~2500 1 3~8 1~28 0
term4 3 2501~6000 2~3 9~26 29~64 1~32
4 6001~15000 4~7 27~80 65~91 33~69
5 15001~ 8~ 81~ 92~ 70~
1 ~99 0 ~2 0 Not purchasing
2 100~2600 1 3~9 1~30 0
term5 3 2601~7500 2~3 10~30 31~75 1~39
4 7501~19500 4~7 31~100 76~120 40~85
5 19501~ 8~ 101~ 121~ 86~

Table 4. The number of users having each rank of indicator

term rank Average amount(yen) Number of purchasing Number of view View priod(day) Purchasing piriod(day)
1 1038 2479 732 1779
2 489 419 591 382
term1 3 502 46 537 257
4 478 14 570 269
5 456 5 533 276
1 917 889 464 581 889
2 343 694 433 427 761
term2 3 325 274 439 418 205
4 338 218 453 415 194
5 337 185 471 419 211
1 674 610 382 435 610
2 274 470 344 335 518
term3 3 269 236 334 339 217
4 288 212 341 355 202
5 259 236 363 300 217
1 460 400 238 278 400
2 201 289 247 246 321
term4 3 202 255 255 250 180
4 203 186 263 254 185
5 195 131 258 233 175
1 252 187 131 115 187
2 105 152 130 132 165
term5 3 105 134 134 127 106
4 108 96 140 153 105
5 101 102 136 144 108
452 T. Kobayashi, T. Yamaguchi, and Y. Asahi

rating. Table 4 shows the number of users having each rank of indicator. From
table 4, we set the boundary values for rank as much as possible is to reduce the varia-
tion of the number of people having each rank. In term1, the data is obtained only
from the date of first purchase. Therefore purchasing period data does not exist.
Next, we perform a cluster analysis by using the ranked value which was gotten 5-
star rating. As a result of a cluster analysis, four clusters were created. Figure 1 show
the average value of each rank of each cluster.

Fig. 1. The average value of each rank of each cluster

From figure 1, we characterized each cluster.


In term 1, cluster 1 was named “seeking information”. These people trend to fully
browse items. Cluster 2 was named “campaign”. These people like a campaign. Clus-
ter 3 named “purpose”. These people trend to buy item they bought at the beginning.
Cluster 4 named “carefully”. These people trend to fully browse items. But they rarely
buy item.
In term 2, cluster 1was named “breakaway”. These people trend to stop using site.
Cluster 2 was named “normal”. These people don’t have an unusual feature. Cluster 3
was named “views”. These people trend to watch the site considerably. But they rare-
ly buy item. Cluster 4 was named “heavy”. These people trend to watch the site con-
siderably. And they trend to buy an item too.

3.3 Discovery of Patterns of Purchasing Behavior


To discover the patterns of buying behavior of users, we introduce a sequence analy-
sis. A sequence analysis is the analysis method discovering the patterns of results
considering the time series. As the indicators for the patterns that were discovered
there is lift value. The pattern whose lift value is greater than 1 is a valid pattern. Fig-
ure 2 shows the patterns whose lift value is greater than 1.

Fig. 2. The patterns whose lift value is greater than 1


Analysis of Purchasing Behavior Focusing on the Passage of Time 453

From figure 2, the numbers in the frameworks represent the number of people be-
longing to each cluster. And the numbers on the arrows represent the number of
people during the transition. From these results, people belonging to “heavy” in tern 1
trend to belong to “heavy” in other term too. After all, we thought that it is important
to change to “heavy” in term 2. Therefore, we investigate the changes of purchase
behavior from term 1 to term 2.

3.4 Change of Purchase Behavior from Term 1 to Term 2


We investigate the changes in each cluster of term 2 from each cluster of term 1. And
we propose a method encouraging the ongoing purchase.

About cluster “seek information”


Figure 3 shows the change from cluster “seek information” to each cluster in tem 2.
From figure 3, people who belong to “seek information” transition in the order of
“views” “heavy” “breakaway” “normal”.
People belong to “seek information” often use the money. So we propose the strat-
egy that specialized content.

Fig. 3. A change from cluster “seek information” to each cluster in tem 2

About cluster “campaign”


Figure 4 shows the change from cluster “campaign” to each cluster in tem 2. From
figure 4, people who belong to “campaign” transition in the order of “breakaway”
“normal” “views” “heavy”.

Fig. 4. A change from cluster “campaign” to each cluster in tem 2


454 T. Kobayashi, T. Yamaguchi, and Y. Asahi

People belong to “campaign” trend to prefer cheaper items or campaign items. So


we propose the campaign that target to people who continued to use the site for cer-
tain days.

About cluster “purpose”


Figure 5 shows the change from cluster “purpose” to each cluster in tem 2. From fig-
ure 5, people who belong to “purpose” transition in the order of “breakaway”
“views” “heavy” “normal”.
People belong to “purpose” trend to breakaway because they achieve objective at
the beginning of the purchasing. So we propose the strategy that is pushing the items
related first purchase.

Fig. 5. A change from cluster “purpose” to each cluster in tem 2

About cluster “carefully”


Figure 6 shows the change from cluster “carefully” to each cluster in tem 2. From
figure 6, people who belong to “seek information” transition in the order of
“views” “heavy” “breakaway” “normal”.
People belong to “carefully” are not aggressive to spend money. So we propose the
strategy that specialized lowest price items.

Fig. 6. A change from cluster “carefully” to each cluster in tem 2


Analysis of Purchasing Behavior Focusing on the Passage of Time 455

4 Conclusion

The purposes of this study are to propose methods for encouraging the ongoing pur-
chasing behavior at a Group buying site of coupon. By analyzing the change of pur-
chase behavior, we lead to methods for encouraging the ongoing purchasing behavior.
First, we divided the data into five by using the number of days from the date of
first purchase. As a result, all users were classified: people who use the site longer,
people who use the site shorter and so on. And each period, users’ data were stored.
Next, we characterized purchase behavior of users each period. We used RFM
analysis and Cluster analysis. We evaluated their purchase behavior by RFM analysis.
Then we characterized their purchase behavior by Cluster analysis. As a result of
Cluster analysis, their purchase behavior was divided into four each period.
Last, we discovered patterns of change of purchase behavior by Sequence analysis.
As a result of Sequence analysis, we figured out changing trends of purchase
behavior.
Based on the results of this analysis, we propose methods for encouraging the on-
going purchasing behavior. Analysis using this study will provide new type findings.
Until now, there were few studies which focus on changes of user behavior. And there
were few studies about a Group buying site of coupon. Using novelty of theme and
analysis, this study said new type of research. With the popularization of the internet
service, it will be important for site operator to catch the change of users’ behavior
at all time. We hope this study becomes a vanguard to help understanding users’
behavior.
As future challenge, analyzing every product genre, we clarify the difference of
change by product genre.

Acknowledgment. We would like to thank to professor Yamaguchi, T. (Department


of Management Science, Faculty of Engineering, Tokyo university of Science) for his
support on our experiment.

References
1. Hiroshi, E.: Zirei Bunnseki De-tabunseki Ma-kethinngu (The case analysis Database
Marketing). Chuo Keizai Sya (1997)
2. Group Buying Site of Coupon.jp, World Wide Web:
http://couponsite.jp/ (retrieved December 7, 2012)
3. Nikkei trend net, World Wide Web:
http://trendy.nikkeibp.co.jp/article/column/20110225/1034627/
(retrieved December 30, 2012)
4. Hidero, N.: Kurasuta Bunnseki To Sono Ouyo (The Cluster analysis and application).
Nishida Hiderouen (1988)
5. Ponpare, World Wide Web: http://ponpare.jp/doc/about.html
(retrieved December 7, 2012)
6. The Challenge and future of Group Buying Site of Coupon, World Wide Web:
http://www.asahi-kasei.co.jp/arc/topics/pdf/topics017.pdf
(retrieved December 31, 2012)
Research on Website Usage Behavior through
Information Search Perspective: A Comparison
of Experiential and Goal-Directed Behaviors

Juihsiang Lee1 and Manlai You2


1
Department of Digital Multimedia Design,
China University of Technology,
Taiwan R.O.C.
2
Department of Industrial Design,
National Yunlin University of Science and Technology,
Taiwan R.O.C.
{Juihsiang Lee,leockmail}@gmail.com

Abstract. Along with the rapid growth of the Internet, online information
search has become a prevalent Internet activity. However, little research has ad-
dressed the factors and website features that influence website information
search behavior. Prior studies investigate factors that affect consumer prefe-
rences in online shopping websites. And, seldom distinguish between
pre-purchase and post-purchase experiences and tend to focus on post-purchase
assessment only. Therefore, this study aimed at the Internet users’ searching
behavior, and further probed into users’ willingness of continuous websites use.
But when purchasing tourism products, Information search is even more impor-
tant than information search before buying manufactured goods. Tourism prod-
ucts and services are seldom routine purchases (Swarbrooke & Horner, 1999).
Choices of tourism products usually involve considerable emotional signific-
ance and perceived and actual risk for the individual(Xie, Bao, & Morais,
2006). Based on the prior literatures (Lee, 2005; Lin & Chen, 2009) a model
was proposed and empirically tested to gain a better understanding on Internet
users’ search behavior. The results showed that Internet user’s willingness
to revisit was mainly influenced by his/her involvement and satisfaction
toward the website, and these two factors were affected by website information
quality, website interactivity, and hedonic value. Also, the research model was
moderated by goal-directed and experiential behavior.

Keywords: On-line Shopping Website, Information Search Behavior,


Interactivity.

1 Introductory

The growth of interactive media, especially the Internet, inspires an examination of


the impact of marketing communication using new media (Klein, 1998). Even though
many practitioners and researchers suggest that interactivity is a boon for marketing

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 456–464, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Research on Website Usage Behavior through Information Search Perspective 457

communication (e.g., Chen et al., 2005; Wu, 2005), some find negative consequences
of interactivity (e.g. Bezjian-Avery et al., 1998; Bucy and Chen-Chao, 2007; Sundar
and Kim, 2005; Kim, Spielmann, & McMillan, 2012).
Besides, the internet has influenced human lives in numerous ways over the past
years, having become a mainstream information resource that people turn to for in-
formation and communication. To better understand information searching behavior
and information retrieval interaction, researchers have emphasized the importance of
the difference of searching behavior.
Information search is a stage of the decision making process in which consumers
actively collect and utilize information from internal and/or external sources to make
better purchase decisions.
Human factors and individual differences were recognized as a key aspect for un-
derstanding user search behaviors (Egan, 1988; Nielsen, 1993). Novak, Hoffman &
Duhachek (2003) pointed out, one fruitful focus of research on online consumer expe-
rience has been on two distinct categories of consumption behavior—goal directed
and experiential consumption behavior. Drawing distinctions between these behaviors
for the Web may be particularly important because the experiential process is, for
many individuals, as or even more important than the final instrumental result. How-
ever, the general and broad nature of flow measurement to date has precluded a pre-
cise investigation of flow during goal-directed versus experiential activities(Novak,
Hoffman & Duhachek, 2003).

2 Literature Review

2.1 Internet Users’ Searching Behavior

Information search has been one of the most enduring issues in consumer behavior
research (Beatty & Smith, 1987). For marketing departments, it is crucial to under-
stand the determinants of information search behavior for designing effective
marketing communication.
Previous research on information search behavior has identified a number of fac-
tors affecting this construct, such as, the nature of decision making (Fodness & Mur-
ray, 1999), residency (Pennington-Gray & Vogt 2003), family life cycle (Fodness,
1992), socio-economic status (Fodness & Murray 1999), involvement (Cai et al,.
2004), travel expenditures (Snepenger et al., 1990) , prior knowledge (Kerstetter &
Cho, 2004), and search cost (Gursoy & McCleary, 2004).
When purchasing tourism products, information search is even more important
than information search before buying manufactured goods. Tourism products and
services are seldom routine purchases (Swarbrooke & Horner, 1999). Choices of tour-
ism products usually involve considerable emotional significance and perceived and
actual risk for the individual(Xie et al., 2006).
Pan and Fesenmaier (2003, 2006) first consider internet-based tourism information
search from the perspective of the search process. Based on the mental model which
458 J. Lee and M. You

emphasizes information search behavior from the cognitive information retrieval


perspective and the knowledge structure of information searchers, their major re-
search findings are that tourists’ vacation planning online follows a hierarchical struc-
ture of episodes, and the information searchers use information hubs containing many
links to other related Websites to facilitate the navigation process.
Currently, social media not only constitute a significant portion of results for online
tourism information search, but also demonstrate their increasingly important role as
an information source (Xiang & Gretzel, 2010).

2.2 Goal-Directed and Experiential Behavior


In marketing, the distinction between goal-directed and experiential behavior has long
been formally noted. Indeed, it underlies the entire purchase/consumption process,
beginning with the consumer constructs of extrinsic versus intrinsic motivation
(Bloch& Richins, 1983; Celsi & Olson, 1988; Davis, Bagozzi, & Warshaw, 1992) and
situational versus enduring involvement (Bloch, Sherrell, & Ridgway, 1986; Richins
& Root-Shaffer, 1988; Wolfinbarger& Gilly, 2001).
Drawing these distinctions between goal-directed and experiential behavior is
particularly important in online environments, because the experiential process is,
for many individuals, as or even more important than the final instrumental result
(Hoffman & Novak, 1996).

Table 1. Distinctions Between Goal-Directed and Experiential Behavior

Goal-Directed Experiential
Extrinsic motivation Intrinsic motivation
Instrumental orientation Ritualized orientation
Situational involvement Enduring involvement
Utilitarian benefits/value Hedonic benefits/value
Directed (prepurchase) search Nondirected (ongoing) search; browsing
Goal-directed choice Navigational choice
Cognitive Affective
Work Fun
Planned purchases; repurchasing Compulsive shopping; impulse buys
Source: (Novak et al., 2003)

2.3 Website Interactivity

Effective communication with customers is the key to successful business. One of the
most important factors for effective communication is known as interactivity(Yoo,
Lee, & Park, 2010) . Interactivity is central to Internet marketing communication.
On the Internet, consumers no longer interact with salespeople or have a direct
physical experience of a store and its products. Instead, their experience is mediated
through the web, using a graphical display without any face-to-face interaction with
the e-vendor. Therefore, understanding users’ communication behavior in these
emerging Computer Mediated Environments is important.
Research on Website Usage Behavior through Information Search Perspective 459

Although there have been many studies on interactivity under various contexts and
disciplines, researchers still have mixed views on the concept of interactivity (Yadav
and Varadarajan, 2005).
Zeithaml et al. (2002) distinguish communication with people via a computer from
interacting with the website through a computer. They defined interactivity as ‘‘the
extent to which website users can (1) communicate with the people behind the web-
site, (2) interactively search for information, and (3) conduct transactions through the
website.’’ (Yoo et al., 2010)
Previous research by Lee (2005) has particular relevance to the current work. Lee
identified (1) user control, (2) responsiveness, (3) personalization, and (4) connected-
ness as important components to interactivity in a mobile commerce setting. User
control refers to the user’s ability to control the information display and content. Res-
ponsiveness refers to the site as being able to respond to user queries. Personalization
concerns the mobile Internet site that enables the purchase of products and services
that are tailored to the user and unique desires. Finally, perceived connectedness re-
fers to whether customers share experiences regarding products or services offered
with other visitors to the mobile site. We adopt these three components: user control,
responsiveness, connectedness, to fit on the website environment.

2.4 Website Quality

The World Wide Web is a very complex information technology network currently
consisting of several hundred million web pages and over a hundred million users.
Each day, users search websites in order to find the most convenient, relevant, and
up-to-date information they need.
On the web, users typically forage for information by navigating from page to
page, along web links. The content of pages associated with these links is usually
presented to the user by some snippets of text or graphic. Based on the above-
mentioned, quality management concepts and models, I propose to identify values and
criteria enabling a website surfer/user to evaluate and select websites and pages.
As companies have become more effective in their use of websites, they have be-
come more complex. For some organizations, they serve as repositories of informa-
tion for various stakeholders and the public. For others, websites also offer transaction
capabilities, providing an additional mechanism from which to serve customers.
Studies examining website quality have found the construct to be multidimension-
al, Zhang and von Dran compiled an extensive list of 42-scale items grouped a priori
into eleven dimensions: (1) information content, (2) cognitive outcomes, (3) enjoy-
ment, (4) privacy, (5) user empowerment, (6) visual appearance, (7) technical support,
(8) navigation, (9) organization of information, (10) credibility, (11) impartiality.

2.5 Website Satisfaction


Since websites serve as an important point of contact for most companies, assessing
their effectiveness or quality of the website is important as a way to understand
460 J. Lee and M. You

whether the company is providing the type and quality of information and interaction
to satisfy website users. This is especially true for companies selling goods and ser-
vices on their websites. Customers must be satisfied with their experience with the
website or they will not return.
Satisfaction is a post-consumption evaluation based on the comparison between the
expected value in the pre-consumption stage and the perceived post-consumption
value after the purchase or after the use of services or products (Oliver, 1981; Ravald
and Gronroos, 1996).

2.6 Involvement Theory


Research on advertising and on consumer behavior is paying an increasing amount of
attention to the ‘involvement’ construct. Cognitive Dimension researcher proposed
that psychological functions affected by involvement. These functions relate to the
cognitive notion of information processing (e.g. Krugman, 1965; Houston & Roth-
child, 1977).
Some other researchers claim that involvement is mainly a state of activation or
arousal, and therefore motivational factors are more important (e.g. Mitchell, 1979;
Cohen, 1983). They argued involvement is a state of arousal caused by some ‘antece-
dents’ and revealed by some ‘consequences’. There are different kinds of antecedents:
personal (needs, values, aims, etc. of the subject), situational (e.g. the time left to
make a decision on the product to purchase), and stimulus-related antecedents (the
physical features of a product, the content of the advertisement, etc.) (García, Olea,
Ponsoda, & Scott, 1996) .
Exploring the notion of searching behavior in internet, the factors of user involve-
ment must be concerned.

3 Method

3.1 Hypotheses Formulation

Based on the above literature review, the following hypotheses are formulated:
H1: Greater website involvement will correspond in greater willingness to use.
H2: Greater website satisfaction will correspond in greater willingness to use.
H3: Greater website interactivity will result in greater involvement of website.
H3a: Goal-directed users’ perceived website user control will result in greater
involvement of website.
H3b: Goal-directed users’ perceived website responsive will result in greater
involvement of website.
H3c: Goal-directed users’ perceived website connectedness will result in greater
involvement of website.
Research on Website Usage Behavior through Information Search Perspective 461

H3d: Experiential users’ perceived greater website user control will result in greater
involvement of website.
H3e: Experiential users’ perceived greater website responsive will result in greater
involvement of website.
H3f: Experiential users’ perceived greater website connectedness will result in greater
involvement of website.
H4: Greater website interactivity will result in greater satisfaction of website.
H4a: Goal-directed users’ perceived greater user control will result in greater satisfac-
tion of website.
H4b: Goal-directed users’ perceived website responsive will result in greater satisfac-
tion of website.
H4c: Goal-directed users’ perceived website connectedness will result in greater satis-
faction of website.
H4d: Experiential users’ perceived greater website user control will result in greater
satisfaction of website.
H4e: Experiential users’ perceived greater website responsive will result in greater
satisfaction of website.
H4f: Experiential users’ perceived greater website connectedness will result in greater
satisfaction of website.
H5: Greater website quality will result in greater involvement of website.
H6: Greater website quality will result in greater satisfaction of website.

3.2 Method

To test the hypothesis, an plot test was conducted with 52 undergraduate students
from a large vocational university in Taiwan. 23% were male and 77% were female.
To analyze the relationship among these variables and examine the fitness of
the conceptualized framework, this study conducts Structural Equation Modeling
(SEM) and uses online tourism websites as the research sample. The operational
definition of each variable is tailored to fit the characteristics of online tourism
websites and shown in the table 2. The questionnaire is designed in Likert 7 point
scale and adjusted according to the advices of 3 experts on e-commerce including 1
manager engaging in e-commerce business for years and 2 academic professors de-
voting in this field. Participants are asked to fill in the questionnaire and indicate their
current situation for each variable item (1=strong disagreement and 7=strong agree-
ment). The higher score the respondents indicated, the more they agree with these
questions. 1 means that the subject disagrees highly with the questions while 7
signifies high agreement.
462 J. Lee and M. You

Table 2. Measurement scales

Items Mean SD α
Searching behavior
Do you have fix habit to searching tourism information online?
If you want to purchase tourism product, which website will visit to
acquire information?
Please write down the website address where you often to visit it.
How often do you visit the website?
Fix: one day one time, 2~3 times a week, 1 time a week
No fix time
Website Quality Dimension
I felt that I getting information from the website was useful.
I felt that I getting information from the website was complete.
I felt that I getting information from the website was clear.
When I clicked on the links for the website, I felt I was getting instan-
taneous information
I felt that I getting information from the website was easy to under-
stand.
I felt that I getting information from the website was correct.
Website Interactivity Dimension
Customers share experiences about the product or service with other
customers of this website (connectedness).
Customers of this website benefit from the community visiting the
website (connectedness).
Customers share a common bond with other members of the customer
community visiting the website (connectedness).
Customers share experiences about the product or service with other
customers of this website (connectedness).
The information shown when I interacted with the site was relevant
(responsiveness).
The information shown when I interacted with the site was appropriate
(responsiveness).
The information shown when I interacted with the site met my expecta-
tions (responsiveness).
I was in control over the information display format, condition when
using this website (user control).
I was in control over the content of this website that I wanted to see
(user control).
Website Satisfaction
Overall this online searching experience was satisfying
Overall this online searching experience was pleasant
Overall I liked this online searching experience
Website Involvement
I felt that the website information is important to me.
I felt that the website is closely to my live.
Research on Website Usage Behavior through Information Search Perspective 463

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Semantically Structured VDL-Based Iconic Tags System

Xiaoyue Ma and Jean-Pierre Cahier

UTT (Université de Technologie de Troyes) ICD/Tech-CICO Lab,


BP 2060, 10010 Troyes, France
{xiaoyue.ma,cahier}@utt.fr

Abstract. Iconic tags system based on Visual Distinctive Language has been
developed and assessed improving tagging effectiveness by considering
tagging quality and tagging speed. This amelioration benefits from semiotic
interpretation of tag meaning and graphical code of tag structure. To make in-
depth research about this special iconic tags system, we study tags arrangement
in this paper and hypothesized that semantically arranged iconic tags would
imply better tagging results. A supplementary experiment was taken place by
comparison between randomly and semantically arrangement method, which
has validated our hypothesis.

Keywords: tags system, icon, visual distinctive language, tags cloud, semantic
relations, knowledge organization system.

1 Introduction

Knowledge Organization System (KOS) [1] is a general term referring to, among
other things, the tools that present the organized interpretation of knowledge
structures. The notion of tags system mentioned in this paper is a cluster of tags to
centralize used tags and suggest potential tags from experts and users. The
representation of tag structure is as important as that of each single tag in a tag
system. On one hand, an explicit tag structure facilitates to find and find again an
appropriate tag in a large group of tags. On the other hand, tag structure offers a
possible link between documents tagged by these tags. This connection of documents
through tags is useful especially when documents are dispersedly represented without
clear categorization. The structure of tags enhances the implicit network of tagged
targets which provides easier managing and searching in KOS.
VDL-based iconic tags [2] have been validated improving the effectiveness of tag
system (defined as integration of tagging quality and tagging speed). These special
tags are represented under iconic form and graphical code of VDL (Visual Distinctive
Language) where pre-icons visualize the tag structure. The experiment having been
done proved that VDL-based iconic tags system was the most efficient compared to
textual tag system and iconic tags system without explicit structure mainly due to its
visual tag structure. Users in this group easily identified semantic relations of tags
structured by Hypertopic [3] knowledge model which was helpful for tagging process.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 465–474, 2013.
© Springer-Verlag Berlin Heidelberg 2013
466 X. Ma and J.-P. Cahier

After validating the format of iconic tags, we have to think of how to display them
together. To display a cluster of recommended tags has a strong connection with the
arrangement of tags in tags system. When a small group of tags is involved, the
displayer of tags system can be considered as tags cloud. The only difference is that
the purpose of tags cloud is to search required information while tags in tags system
serve for centralizing and providing used tags for further tagging. However, the
common goal of two is to provide an interface of tags presentation to find and find
again a tag accurately and quickly. This issue is associated with how to efficiently
arrange tags together which has been largely studied in textual tags cloud. As
mentioned before, VDL-based iconic tags, as a newly developed tag form, performed
better than textual tags in tagging process. It needs to continue making deeper study
on the arrangement of these special tags, the results of which will be also useful for
large scale of tags system. For example, if it is proved that semantically structured
iconic tags show a more efficient tagging process than other arrangement in tags
cloud cases, recommended tags in one category have to be sorted under the same
menu when more VDL-based icons are involved.
In the next section, we will look back onto existing studies on semantic relations of
tags and semantically structured tags cloud. This review of former studies makes it
clearer on what is missed and what has to be improved in our iconic tags system.
Then in the third part, a “tagging on computer” experiment will be presented to
validate our hypothesis on the semantically arranged VDL-based iconic tags. Finally,
we discuss the result from analysis and possible future directions.

2 Background

In spite of the vocabulary problem existing [4], there has been accumulating evidence
suggesting that emergent structures do exist in social tagging system [5] [6]. Despite
the diverse backgrounds and information goals of multiple users, co-occurring tags
exhibited hierarchical structures that mirrored shared structures that were
“anarchically negotiated” by the users.
Halvey and Keane [7] investigated the effects of different tags clouds and list
arrangements comparing the performance for searching specific items. They found
that respondents were able to more easily and quickly find tags in alphabetical orders
(both in lists and clouds). Rivadeneira et al. [8] compared the recognition of single
tags in alphabetical, sequential–frequency (most important tag at the left-upper side),
spatially packed (arranged with Feinberg’s algorithm) and list-frequency layouts
(most important tag at the beginning of a vertical list of tags). Results did not show
any significant disparity in recognition of tags. However, respondents could better
recognize the overall categories presented when confronted with the vertical list of
tags ordered by frequency. Hearst and Rosner [9] discuss the organization of tag
clouds. One important disadvantage of tag cloud layouts they mention is that items
with similar meaning may lie far apart, and so meaningful associates may be missed.
The following studies stared to focus on the semantic relation within tags and try to
represent this in textual tags cloud. Hasan-Montero and Herrero-Solana [10] claimed
Semantically Structured VDL-Based Iconic Tags System 467

that the alphabetical arrangements neither facilitate visual scanning nor infer semantic
relation between tags. They developed a k-means algorithm to group semantic similar
tags into different clusters and calculate tag similarity by means of relative co-
occurrence between tags. Similar work can be found in [11]. Likewise, Fujimura et al.
use the cosine similarity of tag feature vectors (terms and their weight generated from
a set of tagged documents) to measure tag similarity. Based on this similarity they
calculate a tag layout, where distance between tags represents semantic relatedness.
Another very similar approach is proposed by [12].
An empirical evaluation of semantically structured tag clouds [13] has manifested
that topically layouts (semantically structured tags clouds) can improve search
performance for specific search tasks compared to random arrangements, but they still
perform worse than alphabetic layouts. Considering that we used very simple
clustering and arrangement algorithms we expect further advancement on semantic
arrangements with more elaborate procedures. Semantic layouts should only be used
when the quality of the arrangement can be assured. Test participants also commented
that it was difficult to identify clusters and relations beyond single lines.
The former test allowed us to draw lessons on how the code affects visual tagging,
either in the aspect of the recognition tag or the aspect of habituation of
categorization. In addition, in this study, we propose to produce a more in-depth
research of VDL-based icon system taking a small group of tags that act as tags cloud.
More precisely, we propose to develop a supplementary experiment of the first one to
get more complete view on how to construct a better VDL-based iconic tags system.

3 Experiment

To complete the implement of VDL-based iconic tag system, we proposed to carry


out a second computerized experiment, in which another factor of tag system was
tested: arrangement. This experiment was taken place into two sessions of iconic tags:
iconic tags without explicit structure and VDL-based iconic tags. For each session,
further comparison was realized between randomly presented tags and semantically
presented tags. The same protocol and evaluation method of previous experiment [2]
were applied in this one that we continued to focus on the effectiveness of tagging
process under these four patterns of tags system. We assume that VDL-based iconic
tags and arranged by categories will improve tagging efficacy compared to other
patterns. What has to be mentioned is that all the iconic tags in this experiment were
not subtitled because of the former argument that subtitle text could influence the
outcome of tagging.

3.1 Participants Material (Electronic Documentation on the Web)


48 French speaking students in University of Technology of Troyes have participated
in this experiment. They were divided into four groups corresponding to four types of
tested tag systems: group A for iconic tags without explicit structure and presented
randomly (12 persons); group B for iconic tags without explicit structure and
468 X. Ma and J.-P. Cahier

presented by categories (12 persons); group C for VDL-based iconic tags and
presented randomly (12 persons); group D for VDL-based iconic tags and presented
by categories (12 persons). They were 26 male and 22 female with computer science
as their master major.

Table 1. Four groups and their corresponding displayer of tag system

Randomly Semantically
(by categories)

Iconic tag system


without explicit
structure
(Session 1)

Group A, Type 1 Group B, Type 2

VDL-based iconic tag


system
(Session 2)

Group C, Type 3 Group D, Type 4

The material for this experiment conducted entirely on the web included 24 items
under the topics on Sustainable Development (the same documents in the first
experiment); four displayers of tags system with the same symbols for corresponding
tags (see Table 1), a pre-questionnaire and a post-questionnaire.

3.2 Procedure
This experiment kept the same architecture as that of last one which was composed of
three parts: pre-questionnaire, tagging test and post-questionnaire.
Semantically Structured VDL-Based Iconic Tags System 469

All the participants logged in the system with their e-mail address and assigned
password. The system produced automatically for each of them a group code in order
(A1, B1, C1, D1, A2, B2, C2, D2 ...). The letter of this code corresponded to the type
of tags system they used. In purpose to get the level of prior knowledge in the field of
Sustainable Development, each participant firstly completed a pre-questionnaire of 10
questions: five of them concerned academic knowledge test in the field while others
about personal understanding and conscious of Sustainable Development.
Once participant finished pre-questionnaire, they started tagging test which was
conceptually the same with former one: tagging an item using the tags on displayer of
tag system. Brief instruction appeared first told them what to do and how to do in this
part. If they need help, there was a "Help" button in the upper right corner of screen to
display the entire contents of instruction.

Fig. 1. Interface of tagging test system (example of item 1 for group B)

A double left click of the icon on the displayer allowed submitting an icon into
empty box of tags selection zone (choose an iconic tag) while a double left click on
the icon in the selection zone was to return it to the former location on the displayer,
as well a simple right click on the icons made corresponding text of the icon visible.
Participant could confirm his tagging choices of an item and continue to the next one
by clicking the button "next item". Once a tagged item has been confirmed, it could
not be modified. Similarly, an untagged item could not be slit up to the next one.
When participants click on "finish the tagging" button on the 24th item, they arrived to
the last part of the test: post-questionnaire. The post-questionnaire was designed in
purpose to test the recognition of tag structure using four different types of iconic tags
systems. Participants should browse these icons (the type of displayer remained that
they used before), identify their structure by symbolic interpretation and graphical
regularity, and then write down one of the categories of icons. They did the same
operation of click as before to hand up and repeal an icon. However, they could not
get help by consultation of text of icons but only by the symbol of icons. They were
470 X. Ma and J.-P. Cahier

as well asked to propose a name for this category to see whether they get better
understanding of tag meaning. This test considered the relevance of visual
representation of tag structure, which was essential in tags system. In the end of
experiment participants commented on the activity, leaving a few lines of text. They
were encouraged to notice core benefit of the system and difficulty they met, also
making suggestions to improve it.
24 items to be tagged remained the same with the previous experiment presented
through a title, a photo and a short description. There were three parts for each
tagging page (see Fig.1): task list to track well (left), presentation of item (center), 16
squares of tags selection zone (upper right) and displayer of tags system (bottom
right). The type of tags on the displayer should match the group code (from A to D) of
participants.

3.3 Results

Pior Knowledge Test. Each question in the pre-questionnaire had one correct answer
from three options (a, b or c). The participant who managed to find that answer won
one point while that could not find it did not earn any points. After the test, there
would be a list of points earned (10 in total) by each person. Participants whose point
was above or within 6 to 2 were not considered in the final analysis. That is to say,
they are excluded from the average level of prior domain, which will influence the
outcome of the experiment. Individual difference also was implied by the frequency
of click on button “Help”. Participant who asked more frequent for “Help” could
show a worse understanding of test.
Levene’s homocedasticity test revealed no significant heterogeneity between the
variances on the score in the pre-questionnaire (P=0.572) and instruction reading
(P=0.812). The mean scores on the pre-questionnaire for the four groups were 8.5 for
group A, 8 for group B, 8.4 for group C and 9 for group D. An ANOVA conducted on
the subjects’ performances in the pre-questionnaire revealed no significant difference
(F<1).
As far as the instruction reading was concerned, the mean times were 2 for group
A, 1.7 for group B, 1.7 for group C and 2.2 for group D. The performances of the
subjects revealed also no significant difference (F<1). The two results manifested
there was no significant individual difference on prior knowledge test which could
influence latter tagging test.

Tagging Process. The method to analyze the quality of tagging remained the same as
the previous experiment [2] using expert matrix and Rx1 criterion. All the RXs in one
group were considered as a one-dimensional table to perform an ANOVA analysis
among groups. It was assumed that the group working with VDL-based iconic tags
and presented by categories would result in better performance compared to others.

1
Variable predefined to analyze tagging effectiveness among four groups. Details can be seen
in previous paper [2].
Semantically Structured VDL-Based Iconic Tags System 471

Tagging result was integration between tagging quality and tagging speed. The test
noted the time when a participant started and ended an item. It was meaningful to
record average tagging duration per item for each participant and we considered it in
tagging result. The final statistical element needing to be compared was Rx/tagging
duration of each participant. It represented tagging quality in per unit time.
Levens’s homocedasticity test indicated significant heterogeneity between the
variances on the tagging process: Rx/tagging time, P<0.05. Consequently, these
performances were analyzed using a nonparametric Kruskal-Wallis test. This latter
test implied a significant effect of the semantically structured VDL-based icons on
subjects’ tagging performances, N=40, P<0.05. A more thorough analysis using a
Mann-Whitney test indicated a significant difference between group D (M=342.1) and
group C (M=238.2), Mann-Whitney U=32, P= 0.04. Similarly, the performances of
group D were significantly better than group B (M=215.2), Mann-Whitney U = 5, P
<0.05. As what has been proved before, group A (M= 154.4) was significantly poorer
than group C. Mann-Whitney U = 15, P<0.05. In contrast, the performances obtained
for group A and B did not differ significantly for the tagging process, Mann-Whitney
U = 32, P=0.173.

Post-questionnaire. The critical prediction of structure identification on tags was to


compare the categories proposed by participants with predefined VDL categories
(seven categories of topics and three categories of attributes names - the same as
before). Participants who were in complete correspondence with one of these
categories will get 2 points. Those whose category was partially correspondent were
scored 1 point. No points were awarded to participants who mixed more than one
proposed category.
After checking that the homocedasticity of the variances was not respected
(P<0.05), Kruskal-Wallis test revealed a significant difference among four groups,
H=40, P<0.05. More precisely, group D (M=12.4) performed significantly better than
group B (M=1.6), Mann-Whitney U=8, P=0.001 and group C (M=3.2) Mann-Whitney
U=12, P=0.004. As what has been manifested in the former experiment, Rx of group
C was significantly higher than that of group A (M=0.6), Mann-Whitney U=26.5,
P=0.037. In contrast, group B did no obvious improvement compared to group A,
Mann-Whitney U=44, P=0.465.

3.4 Discussion
The present results are partially in accordance with out predictions. Semantically
structured VDL-based iconic tags system manifested a better effectiveness on tagging
process (tagging quality in per tagging time) than other three types of tags system.
As what has been proved in textual tags cloud, semantically structured tag clusters
leads to a quicker and more accurate localizing of specific tag. Compared between
tags system of type 3 and type 4, semantically structured tags displayed the lays of tag
clusters even clear with visual signals, such as different colour, different shapes. The
participants in group D said as soon as they got the displayer of tags system, they
found clear categories represented by icons in several graphical base in common.
472 X. Ma and J.-P. Cahier

In contrast, those in group C, although they had identified the visual structure of tags
finally, it took much more time than semantically structured group to catch this
implied information. The significantly better performance on structure identification
in post-questionnaire validated also what was hypothesized here. The semantically
arranged VDL-based icons indeed influenced the visualization of tag structure
compared with randomly arranged group.
The advantage of semantically structured VDL-based icons was demonstrated also
in tagged documents. Users are likely to tag associated document with the same tags
or at least, the tags in one category. For example, if they tagged a document talking
about the environment with a green tag, this tag or its neighbour is supposed to be
used again for another environment-concerned document. In the case of randomly
arranged VDL-based iconic tags system, users know that there are still other choices
of green tags in this displayer. However, finding again these green tags takes time and
it risks omitting some of tags if they were not used before. Otherwise semantically
structured VDL-based iconic tags system keeps all the green tags together. Once one
member in a category has been found, all other element in this category appear one by
one. Taking use of this, it not only saves time to localize a tag, but also increases
the tagging quality because all the alternatives listed together, with the same
structure information implied by visual code, influence users’ choosing accuracy and
confidence.
However in session 1, semantically structured iconic tags without explicit structure
did not revealed significant better performance on tagging process compare with
randomly arranged group. Neither did what has been done in the post-questionnaire.
Testers in group A and B did almost the same score in the identification of tag
structure. This can be illustrated that the semantically structured arrangement did not
bring supplementary effect. As declared in previous investigation on semantically
structured tags cloud [13], the semantic arrangement must good enough otherwise
users will not be able to distinguish it from random layouts and semantic layouts
therefore should only be used when the quality of the arrangement can be assured.
Iconic tags without explicit structure did offer graphical interpretation of tags, yet
they did not provide visual information on tag structure – semantic relations within
them. Consequently, users used semantically structured icons totally like what they
did with randomly arranged icons, which was previously verified poorer than
randomly arranged VDL-based icons [2] on tagging process.
How to define a solid and clear semantic structure or said semantic layout among a
group of tags is a crucial topic to discuss. On one hand, if the tags are in text or in
icons without explicit structure, they have to be in so high accordance with daily
comprehension using less ambiguous words that users are easy to realize the tags
cluster. On the other hand, if most of the tags may be sorted into several layers, it has
to add complementary information for specifying the structure of them, like VDL and
pre-icons. Meanwhile, this information saves users’ time on identifying semantic
layer from a large scale of tags because of a more precise and intuitional tag structure.
What’s more, testers in group C did better than those in group B which also leads
to an interesting argument. It is assumed that in a tags system the representation
of single tag and their structure is more essential than the way to arrange tags.
Semantically Structured VDL-Based Iconic Tags System 473

Comparing between group B and group C, one was changed arrangement to


semantically structured way from group A while the other one was altered the icon
representation by adding pre-icon of VDL to original icons in group A. The statistical
results implied significant improvement between A and C [2] but not between A and
B. For no visual structure tag system, even though tags are semantically structured, it
did not ameliorate tagging process. However reconstructing iconic tags with visual
code allow the tagging efficiency enhancing. In a result, reforming a tags system
needs firstly making better representation on tag and tag structure, and then
implementing the arrangement.

4 Conclusion

The experiment presented in this paper have validated again the VDL-based icon tags
system was more effective than icon system without explicit structure with the
advantage of pre-icons. What’s more, it demonstrated that semantically structured
VDL-based icon system improved significantly the tagging process considering
tagging quality and tagging speed. In other words, iconic tags with common pre-icons
needs to be arrange together in an interface, which is in accordance with previous
observation in textual tags cloud. Results drawn from this experiment allows getting a
more complete assessment of VDL-based icon tag system and also lead to a
theoretical standard of visual tag system we want to construct.

References
1. Hodge, G.: Systems of Knowledge Organization for Digital Libraries. Beyond Traditional
Authority Files. The Council on Library and Information Resources, Washington DC
(2000)
2. Ma, X., Cahier, J.P.: Visual Distinctive Language: using a Hypertopic-based Iconic
Tagging System for Knowledge Sharing. In: IEEE WETICE 2012, pp. 456–461 (2012)
3. Zhou, C., Lejeune, C.H., Bénel, A.: Towards a standard protocol for community driven
organizations of knowledge. In: Proc. ISPE CE 2006, pp. 338–349. IOS Press (2006)
4. Ames, M., Naaman, M.: Why we tag: the motivations for annotation in mobile and online
media. In: Proceedings of the SIGCHI Conference on Human Factors in Computing
Systems, CHI 2007 (2007)
5. Golder, S.A., Huberman, B.A.: Usage patterns of collaborative tagging systems. J. of
Information Science 32(2) (2006)
6. Cattuto, C., Loreto, V., Pietronero, L.: Semiotic dynamics and collborative tagging. Proc.
Nat. Acad. Sci. 104, 1461–1464 (2007)
7. Halvey, M.J., Keane, M.T.: An assessment of tag representation techniaues. In: Proc.
WWW 2007, pp. 1313–1314. ACM Press (2007)
8. Rivadeneira, A.W., Gruen, D.M., Muller, M.J., Millen, D.R.: Getting our head in the
clouds: toward evaluation studies of tagclouds. In: Proc. CHI 2007, pp. 995–998. ACM
Press (2007)
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HICSS 2008 (2008)
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10. Hassan-Montero, Y., Herrero-Solana, V.: Improving tagclouds as visual information


retrieval interfaces. In: Proc. InfoSciT (2006)
11. Provost, J.: Improved document summarization and tag clouds via singular value
decomposition. Master thesis, Wueen’s University, Kingston, Canada (September 2008)
12. Berlocher, I., Lee, K., Kim, K.: TopicRank: bringing insight to users. In: Proc. SIGIR
2008, pp. 703–704. ACM Press (2008)
13. Schrammel, J., Leitner, M., Tscheligi, M.: Semantically structured tag clouds: an empirical
evaluation of clustered presentation approaches. In: Proceedings of CHI 2009, Boston,
MA, USA, April 4-9, pp. 2037–2040 (2009)
A Model of Living Organisms to Integrate
Multiple Relationship Network Descriptions

Tetsuya Maeshiro

School of Library and Information Science,


and Research Center for Knowledge Communities,
University of Tsukuba

Abstract. We present a description of a living organism that integrates


multiple relationship networks, where each network represents a different
facet of the target phenomena. The lifestyle illness and diabetes related
phenomena are described using the proposed model. The relationship
network model denotes a representation model where the focused phe-
nomena or element is represented as a node, and nodes are connected if
the represented phenomena or elements are somehow related. Each rela-
tionship network is a hypernetwork model, whose representation power is
stronger than conventional models. Different viewpoints can be selected
from a single model, thus the user can grasp the represented phenomena
according to his needs.

1 Introduction

A useful model to represent a living organism is the relationship network. Basi-


cally, one has to elucidate the elements that interest and connect the elements
that have some kind of relationships that one intends to describe.
A living organism has multiple facets, but a single facet is focused to describe
or study a given aspect of an organism. For instance, a simple multicellular organ-
ism, C. elegans, can be described by various viewpoints. The locomotion mecha-
nism consists of sensors that detect ambient conditions and internal control that
activates muscles. Control signals are represented as relationships among ele-
ments. The feeding mechanism is a more complex phenomena that includes the
locomotion mechanism, where sensors that detect nutrient presence control the
locomotion, and digestive mechanism is also included in description. Another ex-
ample is development. The cell lineage is at higher description level, where cells
are connected according to the relationships among mother and daughter cells in
time sequence. At lower description level, the cell division mechanism based on
gene regulation is also represented as a relationship network, where genes that
regulate other genes are connected. Furthermore, the cell division is described in
two different detail levels, where the lower level describes the general cell division
mechanism in C. elegans, and the higher level describes the mechanism of cell
fate and cell type determination mechanism based on the cell position and time
lineage, i.e., the development control mechanism. In other words, at least two

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 475–483, 2013.

c Springer-Verlag Berlin Heidelberg 2013
476 T. Maeshiro

levels of phenomena are described in any function of a living organism: cellular


level phenomena and molecular level phenomena.
High throughput experiment techniques are main methods used in today’s
biological experiments, which generate a large amount of data in a single experi-
ment. With the advance of these techniques, the amount of generated data from
a single experiment has been rapidly increasing. Another trend is the increase
in the variety of high throughput experiment types used in a research project
to complement other experimental data, which further increases the amount of
generated data. Moreover, deployment of different experiments to study the tar-
get organism or phenomena allow understanding of multiple aspects to analyze
living organisms.
For instance, analysis of the behavior control mechanism of C. elegans requires
a behavior model on individual organism model, locomotion control model on
organism model that involves sensor input and muscle control. It implies that
the use of a single aspect is insufficient for research. Furthermore, integration
of results from different viewpoints’ experimental results is a prerequisite for
the research, thus a simple set of unrelated multiple representations is power-
less. The true power of multiple aspect analysis is not just providing different
viewpoints that fulfill the lack of information by single facet, but in offering the
relationships among different viewpoints that help researchers interprete better
the experimental results. Therefore, a knowledge representation corresponding
to each experiment method and generated data is valuable to analyze and inter-
prete experimental data. Our approach is to represent the related knowledge of
a single experiment based on relationship network of concepts. Each experiment
elucidates different aspect of the analyzed living organism, so the correspond-
ing knowledge representation offers different viewpoint. Integrated analysis that
collects different experimental results corresponds to knowledge representation
that integrates descriptions of different viewpoints. In our opinion, description
of relationships among viewpoints is also important to study living organisms,
thus integrated representation is fundamental.
Constantly increased size of generated data requires methods to extract unique
features and increased computational power. This is a quantitative aspect. How-
ever, qualitative aspect is becoming increasingly important, which is to use the
knowledge inherent in generated data and background concepts related to these
data. The knowledge is crucial to interprete experimental data, and if the knowl-
edge can be “hard-coded” into the analytical system, it will improve the analysis
efficiency. Furthermore, the same data is sometimes referred by different view-
points, where different meanings are assigned to the data.
Another closely related research direction is the large scale simulation of liv-
ing organisms. The simulation precision is increasing, and recently a whole sim-
ulation of a very simple unicellular organism was successful [9]. We are also
conducting high speed large scale simulations using specialized hardware system
[11]. With the advance of computer hardware technology, simulations of larger
A Model of Living Organisms 477

scales are becoming real, which generates huge amount of data. This situation
is similar to the advance of high throughput experiments. Additional problem
of computer simulation is the necessity to relate simulation models with actual
phenomena observed in living organisms.
Gene level phenomena is insufficient to understand the organism behavior.
This is especially valid when disease and its mechanism is involved. A holistic
representation of the target organism is also necessary, besides the detailed rep-
resentation of its parts and relationships among parts. This direction is partly
similar to the Oriental Medicine. Furthermore, phenomena of internal organ
level is important in Medicine. The condition of an organ and the status of func-
tional relationship among organs are focused in medical treatments. Gene level
condition and regulation status is rarely considered or monitored, because of
difficulty of practical instrumentation techniques and the lack of clear causality
mechanism between gene level and organ and/or organism level phenomena.

2 Representation of Multiple Relationship Networks

When describing or representing a living organism using the relationship net-


work model, multi-hierarchy relationship networks are possible depending on the
objective and viewpoint. The relationship network model denotes a representa-
tion model where the focused phenomena or element is represented as a node,
and nodes are connected if the represented phenomena or elements are some-
how related. We use the hypernetwork model[13], whose representation power is
stronger than conventional models such as semantic network or ER-model that
are based on graph theory.
A single living organism can be represented as a relationship network describ-
ing gene regulation, another network describing protein reactions and functions,
and a network representing functional relationships among organs. These net-
works are enumerated in increasing hierarchical level. A group of organisms is
also possible, and when different species are considered, predation relationship
network can be described, for instance. Individual relationship networks exem-
plified above grasps a single facet among multiple viewpoints, but all these re-
lationship networks should be integrated to understand completely and capture
the entire picture of the living organism.
This paper proposes a model to integrate multiple relationship networks,
where each network represents a different facet of a living organism. Following
assumptions are employed: (1) The target living organism can be described using
various viewpoints, belonging to different hierarchical level based on the granu-
larity that a node represents. (2) The principles that drive the phenomenon on
relationship network is fundamentally different from those driving the relation-
ship network above or below the referred network’s hierarchical level. Therefore,
the phenomena are usually different, and they are the results of different princi-
ples. (3) The phenomena observed in a relationship network cannot be directly
described using the elements and relationships that exists in the relationship
478 T. Maeshiro

network of immediately lower hierarchical level. Conventionally denoted as emer-


gence, the mechanism has never been successfully described. We agree that the
relationship and interactions among elements cause emergent behavior on a im-
mediatly higher level network. However, the relationship between the emergent
phenomena and functions in lower hierarchical level cannot be described.
We present the integrated representation model of lifestyle illness and dia-
betes related phenomena observed in Mus musculus and Human, and discuss
the validity of the proposed model.

Central Nervous
System (CNS)

Leptin
Insulin
Food intake Liver

Pancreas

Adipose tissue

Nutrients

Fig. 1. Internal organ level relationship network of energy balance. Compiled from
[8,6].

Fig. 1 is the energy balancing mechanism that is commonly described. The


Central Nervous System (CNS) in the Figure represents a group of insuline and
leptin receptor neurons and neurons that emit energy intake signals to organs. In
the case of C. elegans and M. musculusthe signal from CNS may cause directly
the food intake behavior. In the case of Human, however, food intake mechanism
involves more factors, particularly the decision making process.
Figures 2 and 3 are more detailed description generated from the definition
of the term insulin, describing phenomena and concepts related to insulin, the
central concept in these figures. Figure 4 is another representation of signal
transduction pathway related to insulin, emphasizing the substances involved in
processing, which describes from a different viewpoint.
When a person feels hungry, caused by a signal from CNS, in normal situation
he does not grasp the first food that comes insight. Depending on the time of
the day, the food is a meal (breakfast, lunch or dinner) or a light snack. If it is a
meal, he may cook himself or go to a restaurant. He may go alone, with family,
friends or with some group of people depending on the occasion. The choice of
the restaurant is another decision making process, which involves the type of
food (japanese, italian, french . . .). Once at the restaurant, he should choose a
food from the menu, to select a single plate or a set or a la carte. If he goes
A Model of Living Organisms 479

insulin
Insulin
bind receptor

activate
phosphorilate
IRS-1
tyrosine kinase

inside cell
phosphorilated
IRS-1
signal

PI3 kinase
signal

PKB
GLUT-4

inside cell cell surface

glucose K

import
blood inside cell

Fig. 2. Molecular level description of insulin

to a restaurant accompanied, food choice is influenced from other people of the


group. These and other decision makings are driven by principles fundamentally
different from the mechanism of Fig. 1.
Another fact that supports our assumption is the spread of fatness (obesity)
influenced by person-to-person contact manner [1]. The similarity and closeness
among people are strong factors, and generates groups of people consisting of
similar BMI. There is a clear social influence that has been quantified [1]. The
fatness seems to spread in human society, at least in US society, following the so-
cial network. It is similar to infectious diseases, but without the “fatness carrier”
that corresponds to pathogens. A significant correlation of social relationship on
fatness suggests that food intake is also controlled by other people’s daily be-
havior and habits. However, the control pathway from the recognition of other
people’s actions to the stimulation of food intake is unclear yet. Although un-
clear, it is evidently different from the genetic level pathway that involves gene
regulation. Then the fatness mechanism on social level is clearly different from
the internal organ level mechanism (Fig.1), where the hunger is detected by the
brain through the insulin and leptin levels in blood, and the release of aternative
nutrients and food intake action is activated.
480 T. Maeshiro

sympathetic stimulate
Insulin
nervous system
[organ]

accelerate
sodium-hydrogen
antiporter
Na+ reabsorption

increase
Na+ quantity increase
[organism]
water content
[organism]
hypertension
[organism]

edema
[organism]

Fig. 3. Molecular level description of insulin. To be integrated to Figure 2. “[Organ]”


and “[Organism]” denotes the hierarchy that the element belongs. For instance, “hy-
pertension” is a symptom of an entire organism.

Insulin
IGF-I IGF-II

Insulin receptor
IGF-I receptor

IRS1-4

PI3K
PTEN

PDK-1

mTOR Akt/PKB

S6K FOXO
GSK-3

Fig. 4. Insulin signal transduction network in Mammals. Arrowed lines denote positive
regulation, and barred lines denote repression.
A Model of Living Organisms 481

   
e
  
  
 

    
   
 
   

Fig. 5. Decision level relationship network of meal pattern

Family & friends


Cerebrum
obesity
Eating
(Food intake)
Feeding preference
Hunger & meal pattern
sensation

Brain

Central Nervous
System (CNS)

Leptin

Insulin
Food intake Liver

Pancreas

Adipose tissue

Nutrients

Fig. 6. Integrated representation of relationship networks


482 T. Maeshiro

Fig. 5 describes the decision making process is described as a relationship net-


work. Clearly the phenomena observed in decision making relationship network is
the result of the molecular level relationship network. An intermediate relation-
ship network may exist between these two networks, but subsequent propagation
of the phenomena is also possible. Conventionally, the phenomena at the higher
hierarchical level has been considered the emergence from the lower level inter-
actions. If this is correct, the cause–result relationship between the two networks
is possible, but despite many attempts no one has been successful. The proposed
model connects the two networks through description of concepts that relate the
two networks.
Since the decision level network (Fig. 5) and the organ level network (Fig.
1) are independent, no direct connection exists between them. Moreover, no
description is possible to explain the two phenomena. Our model incorporates
an intermediate entity to relate elements of the relationship networks based on
concepts defined in biological knowledge.
Fig. 6 is an integrated representation of two relationship networks, where iden-
tical elements are directly connected (“hunger sensation”–signal from CNS, and
“eating”–“food intake”), and related elements are connected through superordi-
nate concept (“Central nervous system” and “cerebrum” through “brain”).

3 Conclusions
The primary objective of the integrated multinetwork representation presented
in this paper is the hybrid research system which integrates the human thinking
and the storage of known facts and knowledge about the target organism and
phenomena. Conventional systems are considered as an external and independent
from humans. For instance, to use DNA sequence databases, a user (researcher)
formulates a query to retrieve interested data and then input the query into the
database system, and then the user receives the output from the system. The
user analyzes and evaluates the search result, then refine or modify the query
for the next search, or abort the search. Based on the search results, the user
design the experiments to proceed the research project.
Classification based on hierarchical level of phenomena or described elements
is commonly used, for instance social level, organism level, internal organ level
and gene level. It is interesting, however, that text descriptions of a hierarchical
level or definitions of terms in textbooks and dictionaries contain concepts or
elements of hierarchical level different from the hierarchical level of explained
phenomena. Figure 3 is an example. This may be due to (i) elements of higher
hierarchical level (more abstract level) is used because the mechanism to be
described is unknown; (ii) it is more convenient to describe by using elements
of different hierarchical levels; (iii) similarly, the explanation text may become
easier to understand by using concepts of higher hierarchical level, more general
concepts. The mixture of concepts of different hierarchical levels suggests that
the usefulness of hierarchy is inconsistent with actual usage. In other words,
a concept is represented using multiple viewpoints. This fact may indicate the
usefulness of the proposed multiple relationship network description model.
A Model of Living Organisms 483

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ostasis. Best Pract. Res. Clin. Endocrinol. Metab. 16, 623–637 (2002)
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Neurosci. 8, 579–584 (2005)
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Genotype. Cell 150, 389–401 (2012)
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to worm embryo. In: Japan Molecular Biology Society 33rd Symposium, vol. 4P,
p. 1255 (2011)
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Similar or Not Similar:
This Is a Parameter Question

Andrey Araujo Masiero, Flavio Tonidandel, and Plinio Thomaz Aquino Junior

FEI University Center


Av. Humberto A. Castelo Branco, 3972
09859-901 - S. Bernardo Campo - SP - Brasil
{amasiero,flaviot,plinio.aquino}@fei.edu.br

Abstract. There is much information of users to be analyzed to de-


velop a personalized project. To perform an analysis, it is necessary to
create clusters in order to identify features to be explored by the project
designer. In general, a classical clustering algorithm called K-Means is
used to group users features. However, K-Means reveals some problems
during the cluster process. In fact, K-Means does not guarantee to find
Quality-Preserved Sets (QPS) and its randomness let the entire process
unpredictable and unstable. In order to avoid these problems, a novel
algorithm called Q-SIM (Quality Similarity Clustering) is presented in
this paper. The Q-SIM algorithm has the objective to keep a similar-
ity degree among all elements inside the cluster and guarantee QPS for
all sets. During the tests, Q-SIM demonstrates that it is better than k-
means and it is more appropriate to solve the problem for user modeling
presented in this paper.

Keywords: Q-SIM, Clustering, User Modeling, Personas.

1 Introduction

The users’ diversity has been growing up while the time passes [1]. The analysis of
diversity in a group of users is a complex work and it usually requires unnecessary
extra time of the specialist. It is important to identify a likeness between the
groups to help the specialist to keep his focus on the most relevant characteristics.
It is important to determine which users are similar to each other, in order to
minimize the number of profiles. To reach this understanding, Jung [9] defined
a term called Personas to represent unique profiles. He identified that a person
assumes different behaviors depending on the current scenario or on collective
conventions. Personas was popularized by Cooper [4], defining it as hypothetical
archetypes of users. This technique also could be defined as a descriptive model
of users, which represents a group of real users and their features [2].
In previous research [11], a methodology to support the process to automat-
ically create Personas by using clustering algorithms was proposed. The algo-
rithm used in that case was the classical clustering method called K-Means [8].
There are several weak points on the use of K-Means for the propose to create

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 484–493, 2013.

c Springer-Verlag Berlin Heidelberg 2013
Similar or Not Similar: This Is a Parameter Question 485

Personas. First of all, the parameter used in K-Means is the number of groups
that will be created (a k number). This parameter can turn the process imprecise
due to the specialist not always knows the number of groups the data contains.
In this case, the specialist needs to analyze the data and identify how many
groups exist before using the algorithm, which demands an unnecessary extra
time of the specialist. Another problem in K-Means is its randomness of possible
results what turns the entire process unpredictable and unstable since the final
clusters sets could vary according to the centroid initialization.
We look for a Quality-Preserved Sets (QPS) to define Personas. A QPS is a
concept where a set of objects guarantees a minimum value of similarity among
all objects, i.e., if the minimum value is 0.8, any element of a QPS has at least
0.8 of similarity to all others elements. QPS is important to find high quality
Personas. If we consider Personas as a fictitious character that represents a
group of real users [1], a group with similar elements (users) that regards a cer-
tain similarity among them is needed in order to guarantee a definition of more
representative Personas. K-Means doesn’t guarantee this similarity among all
elements in a group since it depends on the pre-defined number k and the clus-
tering process only cares about the similarity of the elements to the k centroids
randomly distributed, which does not guarantee the QPS for the clusters.
In order to guarantee better representative Personas, this paper proposes a
novel clustering algorithm called Q-SIM (Quality Similarity Clustering), which
creates clusters based on the degree of similarity to preserve QPS concept. Q-
SIM inverts the K-Means process and instead of require a k number of clusters, it
requires a parameter Q of quality and it finds the appropriate number of clusters
that guarantee the QPS for all groups based on the parameter Q indicated. The
Q value is a similarity threshold that varies from 0 to 1. The Q-SIM algorithm
also needs a similarity metric equation to calculate similarities between elements,
like K-Means uses the Euclidean distance, for instance.
This paper is organized as following, section 2 presents the problem with
k-means which motivate this research. Section 3 details the Q-SIM algorithm.
Section 4 discusses the results of comparison between Q-SIM and k-means. Be-
yond that is presented the result of the application of Q-SIM into a project of
Research and Statistic based on Digital Collection of Patient Medical Record
in Center User Telemedicine (PEAP-PMPT, in portuguese) which Personas are
created by the use of the Q-SIM algorithm. And the last two section (5 and 5)
present the conclusion of work and acknowledgments that supports this research.

2 Clustering for User Modeling


During the process to create Personas by using K-Means clustering algorithm,
a designer must decide how to overcome the problem to establish the number
of cluster for input. Some works execute k-means algorithm many times with
different number of cluster and compare the results. The comparison of results
involves all project team and stakeholders which demand much time [1][11].
Another work involving k-means and Personas are presented by Weber and
Jaimes [13], which use the algorithm to create an segmentation between the
486 A.A. Masiero, F. Tonidandel, and P.T. Aquino Junior

information search by the user. With this information, they create Personas to
head the marketing advertisement. For defining the number of cluster, authors
tried different number of cluster. The range 8 to 20 was tried and the centroids
and the clusters were compared in order to determine if its necessary to merge
or not some cluster to reach a low number of cluster. All these works does not
guarantee to preserve the QPS for the found groups.
This problem present by k-means motivated the research of this paper and
the creation of an algorithm called Q-SIM that can find the number of cluster
based on the similarity value determined by the specialist and preserving QPS.
The quality of a set is determined by a proximity on its elements. The proximity
of elements can be calculated by a similarity metric that must be well defined.
There are many similarities’ calculus. This decision depends on the project
and the best way to represent database information for determining patterns
into it [6]. One example is the Euclidean distance, useful for numerical data that
can be represented by data points into a physical space.
Any categorical data, e.g. textual data, can be used by the euclidean distance
if there is any method to convert categorical data into numeric codes. There
are methods that is more related to categorical data. An example is the method
presented by Dutta et al.[6].
These methods can also be combined for the calculation of similarity between
objects composed by two or more variables with different types. For this kind of
similarity, it is used a combination of local similarity (for each variable contained
into object) and global similarity. Local similarity uses the equation 1.
 
|Xi − Yi |
sim(Xi , Yi ) = 1 − (1)
(max − min)
Global similarity calculus are based on local similarity. The equation 2 define
the global similarity.

Wi · sim(Xi , Yi )
Sim(X, Y ) =  (2)
Wi
Where W i is a weight for each variable i of the object.
The result of this step is a similarity matrix between all objects. The similarity
is a good calculation of the proximity of elements and it is a parameter to
guarantee the QPS for the clustring process. Q-Sim uses similarity as the core
parameter to find the clusters, as presented in the next section.

3 Q-SIM Algorithm
The Q-SIM (Quality Similarity Clustering) algorithm aims to automatically de-
tect the number of suitable clusters in order to preserve the quality among all
elements in a set. Q-Sim algorithm comprises 3 distinct phases: (I) Preparation
of data; (II) Selection of sets; (III) Refinement of the clusters.
For the first phase, Q-SIM algorithm tries to determine groups of elements
by manipulating data into sets. In this phase, Q-SIM uses the similarity matrix
Similar or Not Similar: This Is a Parameter Question 487

among objects to determine what it calls Related Sets. An object’s Related Set
is a set of all objects that has at least Q similarity value from the target object
o. The formal definition, adapted from [12], is:
Definition 1. (Related Set) A Related Set of object target o, denoted by RS(o),
is an object’s set formed by following formula:
RS(o ∈ O) = ∀p ∈ O/similarity(o, p) ≤ Q
Where O is the object’s set of the domain and Q is similarity value, between 0
and 1. Notice that o is part of its own Related Set since similarity(o, o) = 1.
Although all objects into a Related Set are similar to object target o, there is no
guarantee that an object p is similar to object q, when p, q ∈ RS(o). Considering
that Q-SIM looks for a QPS cluster, it must find a subset of RS(o), which reaches
a minimum Q value among all elements. This subset is called Reduced Related
Set, defined as following.
Definition 2. (Reduced Related Set) A Reduced Related Set of object target o,
denoted by RRS(o), is a group of objects formed by following formula:
RRS(o) = {{c1 . . . cn } ∈ RS(o)/similarity(ci , cj ) ≥ Q, 1 ≤ i ≤ n, 1 ≤ j ≤ n}
Notice that it is possible to exist many subsets RRS(o) ∈ RS(o). However, the
best RRS is the one that contains a biggest number of objects from original RS.
Nevertheless, to choose objects from a certain group to maximize the number of
objects inside RRS is hard to calculate and claim an algorithm with a high com-
putational time. Considering that each element p of RS(o) has its own RS(p),
any intersection between RS(o) and RS(p) will create a group of elements, called
RS  (o) that has similarity at least Q for o and for p.
As a solution to approximate the best RRS, Q-SIM uses a greedy algo-
rithm which first locates the element p ∈ RS(o) that maximizes the intersection
RS  (o) = RS(o)∩RS(p). The process repeats recursively for the elements within
RS  (o), until any intersection becomes empty. The object o and chosen p values
recursively obtained form the RRS(o) set from the original RS(o). Notice that
all elements within RRS(o) maintain the QPS concept based on Q value.
Q-SIM determines a RRS set for all elements of O. Obviously, it exists a lot of
intersection between all RRSs since each object has its own RRS and it belongs
to another RRS from many different objects. The union of all RRSs creates the
domain set of all existing objects O.
Next phase, called Selection of Sets, is characterized to find the smallest num-
ber of subsets RRS ∈ O which comprises all objects of O. A set of RRSs that
cover all O objects is called C. The problem to determine the smallest C is known
as set-cover problem and it is proven to be NP-Complete [7]. An approximate
solution used by Q-SIM is also a greedy algorithm that picks the RRS set that
covers the greatest numbers of elements not covered by sets RRS ∈ C. It is a
good approximate algorithm for the set-cover problem and it provides a good
solution near to the optimal one.
Not only the greatest number of elements is essential to choose a RRS to
compose the set C, but also a metric that show how close the elements are among
488 A.A. Masiero, F. Tonidandel, and P.T. Aquino Junior

them in RRS. Q-SIM uses a density function that takes into consideration the
size of the RRS and the proximity of its elements. The density function definition
is presented as following.

Definition 3. (Density Function) The density of RRS(o) is calculated by fol-


lowing formula:
size(RRS(o))
density(RRS(o)) =
σ(RRS(o))
μ(RRS(o))

Where σ(RRS(o)) is the standard deviation of the object’s similarities into


RRS(o) and μ(RRS(o)) is the average of the object’s similarities into RRS(o).
If σ(RRS(o))/μ(RRS(o)) = 0, the density becomes size(RRS(o)).
With density values(definition 3) of all RRS ∈ O, Q-SIM selects the RRS
which has the biggest density value to be part of set C. During this process of
selection, all elements in C are not considered for the next selection and so on. In
fact, after a selection of a RRS to compose C, the density function is calculated
again for all RRS ∈ O excluding any element already chosen and part of C.
When a RRS ∈ O is choose by the density function, Q-SIM verifies if the
objects into the RRS can be included into another existing group in C. To do
that, it is necessary to validate the Q value among all elements of both groups. If
all objects in RRS can be included in a existing group, no new group is created
in C. However, if only one single object remains in the RRS, the entireRRS set
becomes a new group of elements in C and none of its objects are inserted into
another group. Since there are common elements among this new group formed
by RRS and others groups in C and each group must be independent of others,
i.e, two groups A and B are independents if A ∩ B = ∅, Q-SIM must perform an
algorithm to solve any intersections in C caused by the insertion of a new RRS.
A separation of groups to solve intersections problems is based on the centroids
(definition 4) of involved groups. It is important the perception that each RRS
is related with an object o which was responsible for the RRS formation but it
is not the best representation of its group.

Definition 4. (Centroid) Given a set of characteristics {c1 . . . cm } belongs to


an object o and a group of n objects denoted by A, where o ∈ A. The centroid of
A contains a set of characteristics {k1 . . . km }. It is defined as following:
n
oj (ki )
∀o ∈ A, ∀k ∃ Centroide(A), ki = ,1 ≤ i ≤ m
j=1
n

The process to create independent groups is presented in figure 1, where: (I)


Groups with intersection are identified; (II) Their centroids are calculated; (III)
Objects’ similarities inside the intersection are compared with groups’ centroids;
(IV) The object is allocated into the group that the centroid is more similar.
The phase Selection of Sets ends when all elements of O are also in C.
The groups formed in C are the first tentative to form clusters. However, these
Similar or Not Similar: This Is a Parameter Question 489

Fig. 1. Result of the process to create independent groups between the groups A and
B. Red points represent the centroids calculated for each group

clusters can be optimized, what takes the Q-SIM to the 3rd and final phase: The
Refinement of the clusters.
The Q-SIM performs two processes with the objective to minimize the number
of groups formed and to smooth the boundaries of each one. Both processes are
greedy algorithms that obtain a sub-optimal solution at most.
The first process is responsible to smooth groups’ boundaries. For this process,
Q-SIM compares all objects oi ∈ C with the centroids of each existing group. If
the object is more similar to another centroid than the centroid of its group, the
object can be reallocated to the new group if the QPS based on Q value is not
violated.
The second process is to join two or more existing groups. Q-SIM verifies if
all objects of one group keep the Q value among all object of the second group.
If this condition is true, these two groups are joined and becomes one.
Thus, the Q-SIM process is complete and it is possible to generate a num-
ber of groups with Q value, keeping the QPS concept. To create Personas, the
information produced by Q-SIM is analyzed and inputted into Personas descrip-
tion. The next section presents the results obtained with Q-SIM based on data
collected in PEAD-PMPT project system.

4 Results and Discussions


Before using Q-SIM to create Personas, it is necessary to validate its clustering
processing. To validate the Q-SIM we use two database which contains data
from 2-D space points, normally used in this kind of validation [10]. The results
present by Q-SIM are compared with a classic algorithm of clustering k-means
[8]. After analyze the results of both algorithms through the obtained graphics
of clustering process, three clustering metrics are applied into results and it is
discussed during this section. The three metrics used in this paper are: (I) data
variance [10]; (II) Dunn’s index [3]; and (III) Davies-Bouldin’s index [5].
The two database used in validation process are presented in figure 2. These
databases presented in figure 2, represent the most common information for
clusters. The first database demonstrates a sparse data which has four solid
groups. The second one is a database which is common for user information
data. These 2-D databases can represent information from user of a real project.
To make the tests and compare the results betweens k-means and Q-SIM,
we need to establish a pattern for analyzing the cluster result. K-means has a
490 A.A. Masiero, F. Tonidandel, and P.T. Aquino Junior

Fig. 2. Validation Databases

random process to generate the clusters, and needs to be informed how many
cluster the specialist wants. The k number is a problem for some projects, mainly
when the specialist wants to guarantee a degree of similarity between the user
profiles and he doesn’t know the exactly number of cluster into database.
For comparison reasons, we use the number of cluster found by Q-SIM,when
Q value is set to 0.6, as the input k of k-means algorithm. Due to k-means
randomness, we execute it 10 times and considered on the best(+) and the
worst(-) results to be compared with the result of Q-SIM. The figure 3 presents
the results of both algorithms for database n.1.

Fig. 3. Results of Q-SIM and k-means for the database n.1

Q-SIM found 4 clusters into database n.1, as expected, using the Q value 0.6
which represents 60% of similarity between cluster’s elements at least. K-means
also separated the database in 4 clusters, but this scenario is just possible if the
specialist knows the number of clusters existing into database.
Further analysis can be made based on the indexes presented in the beginning
of this section. These indexes measure the similarity between cluster’s elements
and how dissimilar the elements in different groups are. Figure 4 introduces the
indexes result for the database n.1, for both algorithms.
Q-SIM and k-means present the same results in all indexes. The variance in-
dex measures the similarity between all elements of the cluster. The best result
for variance is determined by the value closer to zero. In this case, both algo-
rithms reach the value of 0.0014 which means very similar clusters. The other two
Similar or Not Similar: This Is a Parameter Question 491

Fig. 4. Results’ Metrics of Q-SIM and k-means for the database n.1

indexes measure how similar are the elements inside a cluster and how different
they are to the others. The best Dunn’s index is the one with higher value and
the best Davies-Bouldin’s index is the lower one. For these two indexes, Q-SIM
and k-means reach also the same value but the best result of k-means reach a
value 0.0043 better than Q-SIM. However, the average of both algorithms is the
same for database n.1.
Continuing with the test, figure 5 presents the result for the database n.2.

Fig. 5. Results of Q-SIM and k-means for the database n.2

The clusters found by k-means are similar to the Q-SIM clusters. However, the
randomness of k-means can find bigger clusters than Q-SIM which may prejudice
the similarity of the elements inside the clusters. To verify this situation we can
analyze the indexes obtained for database n.2, present in figure 6.

Fig. 6. Results’ Metrics of Q-SIM and k-means for the database n.2
492 A.A. Masiero, F. Tonidandel, and P.T. Aquino Junior

Analyzing the Dunn index, despite the best result of k-means are better than
Q-SIM, the average result (0.092) of it is worse than Q-SIM. It shows that even
with a number k of clusters defined by Q-SIM, k-means cannot always improve
the quality of the result obtained by Q-SIM. For the Davies-Bouldin index,
Q-SIM reaches a better result than the best result of k-means. In this index,
k-means does not overcome the Q-SIM results.
The last index analyzed is the variance. The best result of k-means is quite
better than Q-SIM, but k-means average result (0.0048) is a worst choice in the
final analysis. After all, only Q-SIM guarantees the QPS concept in all groups.
When the information about the problems of k-means presented in section 2
is joined with the results obtained along this section, we can conclude that Q-
SIM reach better results than k-means. The Q-SIM algorithm reach these result
without the knowledge of specialist about how many groups exist into database
and guarantees a degree of similarity among the elements of a cluster.
With these results, the Q-SIM algorithm is applied into the PEAP-PMPT
project to find Personas based on characteristics of skills and behavior during
the use of the system. The database of user information contains the follow-
ing variables: (I) Time to fill text components; (II) Typing Speed; (III) Use of
backspace; (IV) Number of Errors to fill a form; (V) Two or more errors in the
same form; and (VI) Double click in link component.
Information of 154 users profile was collected during the experiment. We ex-
ecuted Q-SIM with for different Q value, 0.2, 0.4, 0.6 and 0.8. For each Q value
Q-SIM find one different number of cluster, 1, 3, 3 and 5, respectively. In this
case, we select the result with Q value equals 0.8 that obtained the best distribu-
tion of the user profiles into the clusters. Based on the knowledge extracted for
the cluster, the Personas are created and help to improve the system’s interface.

5 Conclusion
Based on the results, Q-SIM is the best option when compared with k-means.
For the specialist to find well defined Personas, choosing the parameter Q is
more appropriate to find groups with similar elements inside than choosing the
k parameter. The similarity among elements in a group is very important in
user modeling, because how much similar are the user profile that leads to the
models, more closer of the real users they are. Furthermore, it is possible that the
specialist vary the Q value from Q-SIM and verifies how many clusters are found
during the increase and decrease of Q value. But it is important to remember
that Q-SIM always will keep the similarity between elements of cluster, according
with the solicitation of the specialist.
Q-SIM is not only an algorithm for user modeling, but it also can be applied
into other kind of problems that need clusters for knowledge extraction. It can be
used into recommend system or PICAPS [1]. Beyond these application, as future
work, we want to map another variables that generate knowledge about the user
and automatic improve the interface and shortcuts for the user navigation. And
one more work that we are working on is the Personas evolution in order to
identify the life time of each one and how positive is that for the projects.
Similar or Not Similar: This Is a Parameter Question 493

Acknowledgment. To CNPq Scholarship 383677/2011-4 and PEAP-PMPT


project, ref. 1465/10, In- stitutional Process number 01.10.0765.00, MCT/
FINEP/SAUDE TELESAUDE E TELEMEDICINA No - 1/2010 and FAPESP
funding process number 2013/07837- 3.

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Generalized Algorithm for Obtaining a Family
of Evaluating Attributes’ Sets Representing
Customer’s Preference

Takuya Mogawa, Fumiaki Saitoh, and Syohei Ishizu

Aoyama Gakuin University 5-10-1 Fuchinobe, Sagamihara City, 252-5258, Japan


c5612132@aoyama.jp,
{saitoh,ishizu}@ise.aoyama.ac.jp

Abstract. Product developments become complex and diversified. Many


products appear which have a variety of features for adapting a customer’s pre-
ference. A single evaluating attributes’ set don’t perform to evaluate these
products. Because products which straddle multiple market segments are eva-
luated by customer’s preferences which switch with the usage. Therefore it is
necessary to evaluate products by a family of evaluating attributes’ sets (herei-
nafter referred to as "FEAS") which corresponds to the customer’s preferences.
Mogawa [1] proposed an algorithm which guarantees to obtain FEAS under the
conditions that Customer’s Preference Grid (hereinafter referred to as " "
)is reflexive. It is not until the algorithm limited relations of customer’s prefe-
rence that this allows to obtain FEAS. Our main aim is to provide a generalized
algorithm for obtaining FEAS. Where, we present the conditions under FEAS
existing and we extract the required relations of evaluating attribute for obtain-
ing FEAS. We propose an algorithm for obtaining FEAS by defining proposi-
tions and an extraction procedure.

Keywords: customer’s preference, attribute’s set, a family of evaluating


attribute’s sets, Data-mining, Rough Set.

1 Introduction

There is a current trend toward diversification of customer demand according to cus-


tomer lifestyle, resulting in the development of products with a variety of features for
application to multiple market segments. Products are normally evaluated within indi-
vidual market segments according to evaluating attributes’ set. Evaluation occurs
within a single market segment according to a given a set of evaluating attributes.
However, evaluation of products that straddle multiple market segments cannot be
performed according to a single evaluating attributes’ set. Because the products have
multiple usage and a single evaluating attributes’ set can’t represent customer’s prefe-
rence exhaustively that is considered to use the products with multiple usage.
“Rough evaluation structures” have been proposed by Ishizu [2] as a method for
understanding such FEAS for obtaining customer’s preference. This study showed

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 494–504, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 495

that use of concepts from an approximation of rough set theory can be used to deter-
mine FEAS by composing classes which are named similarity classes of preferences.
While that study guarantees the existence FEAS in cases where there are sufficient
evaluating attributes to represent customer’s preference and is reflexive, it
does not clarify to get FEAS when is not reflexive. Additionally, it is true that
the more practically we want to represent customer’s preference, the less reflexive
is.
Representing FEAS taking into practical customer’s preference is extremely im-
portant. Algorithm for representing FEAS should be more than dealing with reflexive
. One of main aims of this paper is to propose a generalized algorithm which is
able to be applied practical customers’ thought when customers select products
that straddle multiple market segments. We move onto introduce basic concept of
obtaining FEAS.

2 Concepts of Constructing FAES

Mogawa [1] proposed an algorithm for obtaining FEAS by defining added relations
and required attributes. This algorithm defined relations among and evaluat-
ing attributes for obtaining FEAS because customer’s preference is required for orga-
nizing the product which a customer desires and customer’s preference is based on
relations among evaluating attributes. Proposed algorithms [1,2] simply account for
customer’s preference which are limited by whose diagonal elements are filled,
in other words is reflexive. is defined as the following.
(1)
is composed by questionnaire from a pairwise comparison method which de-
fined by Ishizu [4].
Proposed algorithms were made in based on Rough Set Theory [6] which treats in-
discernibility of datum. Rough Set Theory was proposed by Zdzisław Pawlak. He
proposed how to extraction decision rules by using information system. Characters of
rough set theory can search database which consists of incomplete information. Hu-
man’s decision-making is not always logical. So recently rough set theory is widely
used in the field of Kansei engineering which handle human’s preference.
The previous study [2] explained definitions and concepts of the algorithm for ob-
taining FAES. A system is named an information system when they apply rough set
theory to data analyses and diagnoses.
A total ordered information system in the algorithm [2] is defined as the following
5-tuples.
, , , , | (2)
Where is a finite set of objects such as a set of products. is a finite set of
attributes, | is a finite set of all attributes’ values where
is a finite set of values of attribute and is called information
function such that , ∊ for every ∊ and ∊ . | is a set
496 T. Mogawa, F. Saitoh, and S. Ishizu

of total orders which is defined by an attribute . Ishizu [4] assumes is a totally


ordered set for each and denotes total order on as . They
use the notation which is the ordered relation on against the thing
that is the ordered relation on .
, | , , , (3)
Since is a total order, is a pre-total order, where a pre-total order is a binary
relation that satisfies reflexivity, transitivity and comparability. For any and
, , , denotes the following similarity class of a preference pair
, .
, | , , (4)
. | : , .

It is easy to show that if . , for any and for any , ,


then . . This means if for any , is preferable to y, then is
preferable to . . , can be regarded that a preference pair . is
similar and consistent with the preference pair , with regard to . Note that
, may not be equivalence class.
In some cases, customer’s preference is not consistent, and previous studies do not
assume the customer’s preference is total order or partial order. In the following
discussion, they do not assume that is consistent, and they only assume the
preference’s relation is reflexive. Then, they defined accuracy of approximation for
treating inconsistency. They followed a definition of upper and lower approximation
and accuracy of approximation based on Rough Set Theory. For any
and . Upper and lower approximations are defined as follows.
‐ Upper approximation of
, | , (5)
‐ Lower approximation of
, | , (6)
From the definition, it is easy to show that .
For every , accuracy of approximation of by is defined as
the following.
/ (7)
means a cardinality of a set .
They showed how to construct FEAS. Let , , , , | be a total
ordered information system, and be customer’s preference grid on . The fam-
ily of subsets ,…, of is called FEAS of , if the following condition is
satisfied.
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 497

| | 1, … , (8)

When accuracy of approximation is 1, (8) indicates that a family of


subsets ,…, becomes FEAS and can be represented by ,…, .
Therefor = 1 if and only if can be represented by FEAS as a family of
subsets ,…, .
In order to identify the attributes as FEAS for evaluating objects, we usually gather
all attributes which relate to customer’s preference grid . They usually try to use
all gathered attributes to explain , where they suppose |
| 1, … , .
We refer to , , , , as a total information system and use the
concept of accuracy of approximation, defined by Pawlak [3] as an index showing
whether FEAS can be obtained or not. In other words, the accuracy of approximation
indicates how closely the evaluation attribute sets represent the customer preference
relation. An accuracy of approximation of 1 ensures that a FEAS which completely
represents the customer preference relation can be obtained.

Proposition 1
Let be any set of objects and be customer’s preference grid on . Then
= 1, and = 1.

Proposition 1 shows that accuracies of upper and lower approximations are 1.


From the following discussion, Previously proposed algorithms allowed to obtain
customer’s preference as FEAS under the condition that ’s diagonal elements are
filled. In other words, is reflexive.
We insist repeatedly that representing FEAS taking into practical customer’s prefe-
rence is importance. It is easy to think customer’s preference which doesn’t include
’s diagonal elements. For instance, when customers want evaluate products by
order of “prefer” excluding equal or when customers want the product with the a
particular attribute’s value like brand. These measurement among products are usual
things and ’s diagonal elements are not filled all at least in these situations.
We regard it as problem that previous algorithm did not represent sufficiently cus-
tomer’s measurement among products obtaining FEAS. It is necessary to integrate
conceivable measurement among products into the previous algorithm and make the
algorithm to be generalization.
More concretely we say, algorithm for representing FEAS should be more than
dealing with reflexive . This study proposes a generalized algorithm which is
able to be applied practical customers’ thought when customers select products that
straddle multiple market segments.
Next chapter, we clarify the conditions under FEAS existing and we extract the re-
quired relations of evaluating attributes for obtaining FEAS.
498 T. Mogawa, F. Saitoh, and S. Ishizu

Table 1. Relations among evaluating attributes

Required kind of evaluating Required sufficient relations of


Condition of CPG
attribute to represent CPG the attributes to represent CPG
CGP is total ordered relation single evaluating attributes total ordered relation

CGP is partial ordered relation a set of evaluating attributes total ordered relation

CGP's diagonal elements are filled a family of evaluating attributes’ sets total ordered relation
total ordered relation
CGP's diagonal elements are void a family of evaluating attributes’ sets
proper total order relation
total ordered relation
CGP's diagonal elements are arbitrary a family of evaluating attributes’ sets proper total order relation
equivalent subset’s relation

3 Concepts of Generalized Algorithm for Obtaining FAES

Table 1 summarizes relations among evaluating attributes. If CGP is total ordered


relation, we simply apply single evaluating attributes to it. If CGP is partial ordered
relation, it has to think on Multi-Attribute Decision-Making (MADM) proposed by
Keeney [7] and it need a set of evaluating attributes.
Next we move when CPG's diagonal elements are filled. As you know it is the
previous situation. In the case that CPG is reflexive, an existence of FEAS is assured
by the following proposition.

Proposition 2
Let be reflexive Then, there exists a total ordered information system
, , , , | in which the accuracy of approximation is 1.
Where a total ordered information system indicates that | is a total or-
dered relation;
| | (9)
| is a total ordered relation. This proposition is presented by the form that
a family of subsets ,…, is obtained when is reflexive [2].
Next we move when CPG's diagonal elements are void. For representing an exis-
tence of FEAS we propose new information system which is defined by the following
proposition.

Proposition 3
Let ’ diagonal elements be void. Then, there exists a proper total ordered infor-
mation system , , , , | in which the accuracy of approximation
is 1.
Where a proper total ordered information system indicates that | in-
cludes a proper total ordered relation, this is defined by

| | | (10)
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 499

is a proper total order relation. Proper is derived from proper subset. This
relation means the relation that equivalence relations have been removed from total
ordered relation. This relation supports “prefer” of customer’s preference.
This proposition assures that a family of subsets ,…, is obtained when
's diagonal elements are void.
Finally, we move when CPG's diagonal elements are arbitrary. In other words,
there is no limitation on CPG's diagonal elements. For representing an existence
of FEAS we propose new information system which is defined by the following
proposition.
Proposition 4
Let be customer’s preference grid on . Then, there exists an extended total
ordered information system , , , , | in which the accuracy of
approximation is 1.
Where an extended total ordered information system indicates that |
includes an equivalent subset’s relation, this is defined by
|
| | | (11)

is an equivalent subset’s relation, when and


, for any and .
From the following discussion, these are 3 information systems; a total ordered in-
formation system, a proper total ordered information system and an extended total
ordered information system. A total ordered and a proper total ordered information
systems are subsets of an extended total ordered information system. Because an ex-
tended total ordered information system does not let ’ diagonal elements to any
limitation.
Our main aim in this paper is to provide a generalized algorithm for obtaining
FEAS. Here, we present the conditions under which FEAS exist and we extract the
required relations of evaluating attribute for obtaining FEAS. We summarize the fol-
lowings and propose definitions for obtaining FEAS after that.
An extended total ordered information system in the generalized algorithm is de-
fined as the following 5-tuples.
In order to obtain FEAS, we define the following entities.
, , , , | (12)
Where , , , : are the same as information system defined in
chapter 2. defined in Definition (11) is a set of relations on . loads custom-
er’s preference grid on by using a total ordered relation , a proper total
order relation and a equivalent subset’s relation . We define as
follows.
, | , , , (13)
500 T. Mogawa, F. Saitoh, and S. Ishizu

, denotes the following similarity class of a preference pair , .

, | , , (14)
. | , .

Where . , , , and are the same definitions as the formers. Upper and
lower approximations are the same too.
Proposition 4 shows that = 1 if and only if can be represented by
FEAS as a family of subsets ,…, . Note that
| | 1, … , (15)
means the following condition,
, , ,…, , (16)

Proposition 5
Let . , 1, . , , , . Then there be
attribute , such that , and . . Let all of attribute ’s
set be H. If ’ , Then =1.
Proposition 5 proves that accuracy of approximation converges at 1. Even if accuracy
of approximation is not 1, accuracy of approximation is converged by addition
attributes which let accuracy of approximation to increase.
From Propositions 1 and 4, it is easy to show that for any , = 1,
and = 1. And then there exist FEAS as a family of subsets
, ,…, .

4 Calculation According to the Algorithm

In this chapter, we show a simple example according to the algorithm in Figure 1.


These relations are shown at Table 2.
We construct from pairwise comparison at first step. In a questionnaire of
pairwise comparison, we ask him/her the following preference in number of combina-
tions from all object pairs.
Both are preferred to each other, mark “=”.
One is preferred to the other, mark “>”or“<”.
One is preferred and equal to the other, mark “≥”or“≤”.
Both are not comparable each other, not any mark.
Let , , , , then there are 6 combinations of pairs. We get Table 3 as a result
of pairwise comparison and show relations among in Figure 2. is con-
structed as Figure 3. In the Figures from 3 to 6, mark " " is at row X and column Y
means that the object X is preferred to the object Y.
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 501

Step 1

Step 2

Step 3

Step 4

Step 5

Step 6

Step 7

Step 8

Step 9

Step 10

Step 11

Fig. 1. Generalized Algorithm for Obtaining FEAS

Table 2. Relation between Step to Definitions and Propositions

Content Definition Proposition


Step, 1 Construct CPG from pairwise comparison (1), (12) -

Step, 2 Are CPG ’s diagonal elements filled ? - -

Step, 3 Are CPG ’s diagonal elements void ? - -

Step, 4 Set (9) 2

Step, 5 Set (10) 3

Step, 6 Set (11) 4

Step, 7 Deduce the relations between attributes of (13) -

Step, 8 Construct similarity classes of preferences (14) -

Step, 9 Is calculate Accuracy of approximation 1 ? (5),(6),(7) 1

Step, 10 Add an attribute which increases the accuracy of approximation - 5

Step, 11 Construct a family of evaluating attributes' sets (15),(16) 1,4


502 T. Mogawa, F. Saitoh, and S. Ishizu

car type, fuel efficciency, space is a set of attributes and the orders are
shown in Table 4.
We move step 2. According to Figure 3, ’ diagonals of this example are not
filled. We move step 3. Theese are not void too. Therefor we move step 6.
In the step 6, We set as for representingg an
arbitrary type of .
In the step 7, we deducee the relations between attributes of and show these at
Figure 4.
In the step 8, we construct similarity classes , of all preferences pairs
, in . According to this definition, we get it as Figure 5. Since there iss no
space for representing all siimilarity classes of preferences, we only show 6 similaarity
classes which are related to accuracy of approximation.
In the step 9, we calculate accuracy of approximation. From Figure 6,
=6 and =6. Therefore accuracy of approximattion
is 1.
In this example, we needd not to add an attribute by using proposition 2 in ordeer to
increase accuracy of approx ximation. Therefor we move step 11.

Table 3. Pairwise comparison


d
object a object b
c × ××
object a ≤ object c
b ×
object a > object d
a × ×
object b object c
a b c d
object b > object d
object c > object d Fig. 2. Relation among Fig. 3.

fuel space car type


1 1

d × d × d
c ××× c × ×× c × ×
b × × b ×××× b
Table 4. Attribute’s ord
ders a ×××× a × × a × ×
a b c d a b c d a b c d
fuel
car type effi- space fuel space car type
1 1
ciency 0 1

object a 0 (Hi-brid) 1 3 d d d × ×
object b 1 (Gas) 3 1 c × × c × × c
b × b × ×× b × ×
object c 0 (Hi-brid) 2 2 a ××× a × a
object d 1 (Gas) 4 4 a b c d a b c d a b c d

Fig. 4. Preference grids of attributes


Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 503

At final step, we construct FEAS. , on is construct by , and


, consists of ‐ , fuel efficiency , space . It regards
. We construct remaining 5 preferences on ; the same shall apply hereinafter.
After we calculate these and consolidate these into Table 5. Table 5 indicates on
which a set of attributes all pair of preference are based.
According to the generalized algorithm for obtaining FEAS, we get FEAS of cus-
tomer’s preference which does not show that is reflexive

d d d
c × c × c
b b × b ×
a × a × a
a b c d a b c d a b c d
, , ,

d d d d d
c × c × c ×
c × ×× c × ××
b b × b
b × b ×
a × a × a
a b c d a b c d a b c d a × × a × ×
,
a b c d a b c d
, , P-Upper approximation P-Lower approximation

Fig. 5. , related to accuracy of Fig. 6. Accuracy of approximations


approximation

Table 5. Relaions among prefernce pairs and attributes’ set of FEAS

Pair FEAS‘
Prefernce pair Attributes’ set of FEAS
No No
1 , , , ‐ , fuel efficiency , space

2 , fuel efficiency , space

3 , , , , , ‐ , space

5 Conclusion

It is important to pursue FEAS which represents diversified relations of customer’s


preferences. It was shown that there was FEAS which represents reflexive relations of
customer’s preferences. Even if relations of customer’s preferences are not shown as
reflexive, we propose the method which represents FEAS in this paper. We clarify the
conditions under FEAS existing and we extract the required relations of evaluating
attributes for obtaining FEAS. Consequently, we propose the generalized algorithm
which allows obtaining FEAS without limited status of ’s diagonal elements.
Obtaining customer’s preference as FEAS means to understand features or functions
on which customers focus. In the former example, these are preference of Hi-brid and
504 T. Mogawa, F. Saitoh, and S. Ishizu

space and if car type is gas, fuel efficiency and space are needed. It was shown that a
customer had multi attributes’ set and switched these properly by how to use.
The diversification of the consumers’ demand changed a marketing method. Target
of current marketing is not a set of customers who have some stable information but
individual. Where, some stable information means like address, sex and what not. In
actually, advertisements are changed by personal queries in Google. Other way, rec-
ommended products change by a personal purchasehistory in the Amazon. More and
more companies will investigate large quantity information of individual consumer.
Applying our proposed Algorithm, we may say that we can do product develop-
ment or recommendation with high accuracy. Because we clear the customer’s
thought which we were not able to express so far. The information helps to supply
products which customer desire.

References
1. Mogawa, T., Saitoh, F., Ishizu, S.: Algorithm for a Family of Evaluation Attributes Sets
Representing Customer Preference Relation. In: Proceedings of Asia Network Quality Con-
gress 2012 (ANQ 2012 ), vol. 10, p. 86 (2012)
2. Ghehmann, A., Nagai, Y., Yoshida, O., Ishizu, S.: Rough evaluation structure: Application
of rough set theory to generate simple rules for inconsistent preference relation. Kansei En-
gineering International Journal 10(1), 1–9 (2010)
3. Ghehmann, A., Ishizu, S.: Minimal Evaluation Structure for Inconsistent Multi-attributes
Decision-Making – Selection and Addtion Method of Evaluation Attributes. Journal of the
Japan Society for Management Information 14(1), 85–95 (2005)
4. Ishizu, S., Gehrmann, A.: Rough preference: extended concept of rough se theory. In:
ISQFD 2006, Tokyo (2006)
5. Pawlak, Z., Slowinski, R.: Rough set approach to multi-attribute decision analysis. Euro-
pean Journal of Operations Research 72, 443–459 (1994)
6. Saaty, T.L.: Decision Making for Leaders: The Analytic Hierarchy Process for Decisions in
a Complex World, vol. 2. Rws Pubns. (1999/2000)
7. Keeney, R.L., Raiffa, H.: Decision with multiple objectives, preferences and value tra-
deoffs. John Wiley & Sons Inc. (1976)
TAGZILLA: Tag-Based File Storage and Retrieval

Vikram Nair, Vijayanand Banahatti, and Niranjan Pedanekar

Systems Research Lab, Tata Research Development & Design Centre,


Tata Consultancy Services, 54 B Hadapsar Industrial Estate, Pune 411013, India
{vikram.nair,vijayanand.banahatti,n.pedanekar}@tcs.com

Abstract. Users have to rely on memory for storing or retrieving data in


Hierarchical Folder Organization (HFO) such as the Microsoft Windows
Explorer for managing their information. We propose 20 Interface Design
Objectives (IDOs) for Personal Information Management (PIM) interfaces. We
find IDOs of HFO that need the most improvement using a qualitative survey of
66 users on importance and satisfaction scales. We present an alternate tag-
based interface called TAGZILLA based on the concept of the ‘Stream of
Consciousness’. TAGZILLA provides users with an interface to create tags for
storing files and retrieve files based on tags. It also suggests tags during storage
and retrieval. We report an increase in satisfaction for all IDOs using a return
survey with 20 participants who used TAGZILLA. We also present a
preliminary quantitative experimental comparison of TAGZILLA with the
Windows Explorer interface for the IDOs needing most improvement.

Keywords: Microsoft Windows Explorer, Personal Information Management,


Tagging, Human Computer Interfaces, Hierarchical Folder Organization.

1 Introduction

A vast majority of users use the tree-based Hierarchical Folder Organization (HFO)
such as the Microsoft Windows Explorer to organize information on computers. This
would seem natural in the last century when users were used to physically filing paper
documents in folders. But even in today’s connected world with a much wider variety
of information, 56-68% of file retrieval is still done using folder navigation despite
advances in technologies such as desktop search [1].
Information can belong to multiple folders as humans naturally associate
information with multiple concepts. But HFO has conditioned users to think of
information in terms of hierarchies and not in terms of correlation with other
concepts. They have made users think of ‘where’ to look rather than ‘what’ to look
for [2].
Search using location is perhaps natural when information is limited. Let us
consider the real world task of storing and retrieving a blue shirt. One would simply
have to find a good place to store it, and then remember the location where the shirt
was kept in order to retrieve it. The problem is that this works for a limited number of
shirts, but would be taxing when the number of shirts and storage locations increase.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 505–514, 2013.
© Springer-Verlag Berlin Heidelberg 2013
506 V. Nair, V. Banahatti, and N. Pedanekar

Furthermore, a user could describe a blue shirt uniquely by a stream of concepts


that appears in her mind such as ‘worn at graduation’ or ‘gifted on Valentine’s Day’ in
order to differentiate it from or associate it with other shirts or things. But, the HFO
forces the user to take a decision for storing the shirt – whether to choose the ‘Blue’
folder inside the ‘Shirts’ folder OR to make a new folder called ‘Graduation’ inside it
OR to choose the ‘Graduation stuff’ folder, even if all are valid storage places. At the
time of retrieval of the blue shirt, the user would either have to recall where exactly
the shirt was kept or would have to explore several possible paths using partial recall
and even brute force.
This need for relying on memory of a path rather than how the user recognizes the
object is a major drawback of the HFO. Bloehdorn and Völkel [3] summarize the
deficiencies of the HFO as: need to know exact file location, inability to represent
orthogonal information as folders, dependence on order of directories, absence of
query refinement and lack of navigation aids. Given such limitations, we believe that
there is a need to find alternative interfaces which depend on remembering
associations rather than recalling its exact location and traversal path.
In this paper, we present TAGZILLA, a tag-based approach to Personal
Information Management (PIM) that we have built to complement the way humans
think. Our specific contributions are:
1. We present the TAGZILLA interface, which is based on the concept of the ‘Stream
of Consciousness’.
2. We define 20 specific interface design objectives for a PIM interface.
3. We find the objectives which need improvement in an HFO interface, specifically
Microsoft Windows Explorer, using an importance-satisfaction survey of users.
4. We report an increase in user satisfaction for these objectives in a return survey of
users test driving TAGZILLA.
5. We present quantitative results from preliminary experiments comparing
TAGZILLA with a traditional HFO, viz. the Microsoft Windows Explorer.

2 What Needs to Improve in PIM Interfaces

Voit et al. [4] suggest broad requirements for PIM interfaces such as compatibility
with current user habits, minimal interference and support for multiple contexts under
which user plans to retrieve files. Before we set out designing a new interface, we
wanted to get a better understanding of which specific PIM functionality needed
improvement for a traditional HFO. We divided the PIM functionality in two broad
categories, viz. ‘store’ and ‘retrieve’. ‘Store’ had further subcategories, viz. create
file, categorize / group files, copy file and delete file. ‘Retrieve’ also had further
subcategories, viz. search file, find related / similar files, compare files, view file
contents, and filter / sort files. Based on user operations normally carried out in each
of the above subcategories, we came up with 20 Interface Design Objectives (IDOs),
e.g. ‘reduce navigation path to find a file’, ‘reduce time required to find a file’,
‘increase likelihood of finding related files’.
TAGZILLA: Tag-Based File Storage and Retrieval 507

We followed the Importance-Satisfaction (I-S) model [5] for identifying the


functionality needing improvement. An I-S model finds the product or service
attributes which need the most improvement by rating each attribute in terms of its
perceived importance and the perceived level of satisfaction with it [5-7]. The ‘to-be-
improved’ attributes lie in the high importance and low satisfaction quadrant of an
importance-satisfaction graph. We conducted an I-S survey on 66 users consisting of
scientists, administrative staff, IT professionals and students. They rated the 20 IDOs
on their importance and satisfaction with an HFO interface, viz. Microsoft Windows
Explorer. Both scales were 5-point Likert scales (‘not at all important’ to ‘extremely
important’ and ‘not at all satisfactory’ to ‘extremely satisfactory’).
We found the most important ‘to-be-improved’ IDOs in the high importance and
low satisfaction region, viz. 1. Reduce navigation path to find desired location,
2. Reduce time required to find a file, 3. Increase likelihood of finding the most
appropriate file, 4. Reduce time required to find related or similar files, and 5. Make
PIM operations more natural. The survey results are shown in Fig. 3 in comparison
with a return survey using the TAGZILLA interface (See Section 5).

3 The Key Idea Behind TAGZILLA

Consider the shirt scenario that we mentioned in Section 1. Now imagine a


hypothetical assistant. You tell him the things that come to your mind when you see
the shirt. For example, you tell him that ‘it was bought at Acme’ and ‘worn at
graduation’. In addition, the assistant himself notices obvious things about the shirt
such as color and brand. While retrieving the shirt, you may recall ‘the Acme shirt’
and tell the assistant about it. If there are two shirts from Acme, the assistant narrows
down your quest by suggesting ‘graduation’ for this shirt, and ‘Valentine’s day’ for
another one. If you just remember ‘blue’, the assistant suggests further options which
might include ‘graduation’. This helps you quickly find the shirt by remembering
things that come to your mind when you think of that shirt.
We present a PIM interface called TAGZILLA that simulates the above process. It
relies on capturing the concepts that come to user’s mind on seeing a file while
storing, and on thinking of a file while retrieving. The Concise Oxford English
Dictionary defines a similar concept as the ‘Stream of Consciousness’ (SOC) as “a
person’s thoughts and conscious reactions to events, perceived as a continuous flow”
[8]. In our context, we define it as “a series of concepts that come to a user’s mind
one after the other on seeing or thinking of an object”. We use this definition as a
basis for our interface design. We capture the SOC as a series of tags as tagging is
emerging as a promising alternative to HFOs [9].
In TAGZILLA, the user utilizes her SOC to create tags for a file she encounters. At
the time of retrieval, the user remembers a file by tags associated with it and is able to
generate the SOC, albeit not in the same order or number. TAGZILLA provides help
during storage and retrieval by suggesting tags of files associated with the tag typed
in, and narrowing down the search space.
508 V. Nair, V. Banahatti, and N. Pedanekar

4 User Interface Design

We developed the prototype of TAGZILLA as a web interface that opens in a browser


on Windows XP and 7 machines. A Windows service monitors addition of a new file
or changes to a file. Before we describe the interface flow, we define the types of
tagging that TAGZILLA provides:
Automated Tags: A set of pre-defined tags are automatically assigned to a file based
on parameters such as extension, type and date. These are extracted from the ID3
metadata associated with the file. If a file ‘Vijay.jpeg’ is introduced to TAGZILLA, it
automatically tags it with the tags such as ‘Pictures’, ‘jpeg’ and ‘23/01/2012’ based
on the ID3 metadata.
Personalized Tags: When a user uses her SOC for a file, she comes up with unique
tags that might help her identify the file in future. Also, TAGZILLA suggests
questions such as ‘Who gave the file(s)?’, ‘On what occasion?’, ‘Where will you use
it?’ to aid the user’s SOC. For the example mentioned above, let us assume that Vijay
is wearing a blue shirt in the picture ‘Vijay.jpeg’ at the time of his graduation. The
above questions might prompt him to create personalized tags such as ‘Me’, ‘Blue
Shirt’ and ‘Graduation’. He could also add other tags such as ‘happy’ that come to his
mind on seeing this picture.
Tag Suggestions: TAGZILLA also aids the SOC by providing tag suggestions during
file storage and retrieval. It does so by finding files with the tag given by the user, and
suggesting the tags associated with these files as ‘related tags’. The related tags are
extracted using their proximity in the tag file graph and other factors such as most
recent usage and file extensions. For the example mentioned in Fig. 1, if the user
thinks of the tag ‘ACME’, TAGZILLA aids the SOC by suggesting ‘Development’,
‘Testing’, and ‘Research’ based on the tag file graph.

Idea_2.doc
Implementation2.jar

Development
Vijay.jpeg Research

Implementation1.jar
Idea_3.doc
Idea_1.doc

Implementation3.jar Niranjan.jpeg

Vikram.jpeg
Acme Propose Design4.doc

Project CCme
Test_Cases1.xls
New Joinees.xls
Testing Project Dcme

Old Joinees.xls

Test_Cases3.xls Test_Cases2.xls Proposed Design3.doc

Fig. 1. An example of a tag-file graph in TAGZILLA


TAGZILLA: Tag-Based File Storage and Retrieval 509

The TAGZILLA interface consists of two screens: one for storing (or tagging)
files, and one for retrieval. The interface flow is as follows:

4.1 File Storage


1. When a file(s) is copied or created into the file system or in a central folder, a
Microsoft Windows service registers a change in the file system.
2. At this point, TAGZILLA creates automatic tags for the file(s).
3. TAGZILLA interface prompts the user to create personalized tags. It also provides
an autocomplete feature to quickly recreate existing tags.
4. TAGZILLA also gives tag suggestions aiding the user’s SOC.
5. Personalized tag(s) created by the user, selected from suggestions, and automated
tags created by TAGZILLA are stored against the file in the TAGZILLA database.
6. User can also assign tags to untagged files listed under the ‘Untagged files’.
Related tag
Most frequently used tags suggestions

Tag search
bar

Tags linked Recent tags


to selected Recent files
file

Add tag bar

Files display section

Fig. 2. File Retrieval Page

4.2 File Retrieval


1. At the time of retrieval, the user uses the retrieval screen shown in Fig. 2.
2. The frequently used tags are provided at the top for quicker retrieval.
3. The user enters a tag that comes to her mind about a file(s) she wants to retrieve in
the search bar. An autocomplete feature is provided if the tag already exists to
avoid minor variations in tags such as ‘Shirt’ and ‘Shirts’.
4. TAGZILLA displays thumbnails of all the files tagged with this tag in the display
section below the search bar.
5. Based on the current tag, TAGZILLA suggests further tags as ‘related tags’ on the
right hand of the search bar to aid user’s SOC.
6. As the user adds another tag in the search bar, the search results in the display
section are updated by showing the files also having this tag.
510 V. Nair, V. Banahatti, and N. Pedanekar

7. A tag in the search bar can be deleted by clicking a cross provided on the tag. The
search results are updated accordingly.
8. On hovering over the file thumbnail, one can see the tags associated with the file
on the left hand side of the display section. One can also add a new tag to a file
using the ‘Add tag’ box on the bottom left.
9. The ‘Recent tags’ and ‘Recent files’ shortcuts on the right hand side allow quick
access to recent activity.
10. The file can be launched by double clicking the thumbnail within the browser.

5 Results and Discussion

In order to evaluate the effectiveness of TAGZILLA, we first conducted an I-S


survey-based evaluation similar to the one mentioned in section 2. We allowed 20
users to interact with TAGZILLA for a period of 30 minutes each. Users rated the
IDOs on 5-point scales for importance and satisfaction. We found that while the IDOs
largely retained their importance, the satisfaction levels increased by 1 point on an
average as compared to the earlier survey (See Fig. 3). We found that most IDOs
shifted from the ‘To-be-improved’ quadrant to the ‘Excellent’ quadrant, especially the
ones that needed the most improvement.

HFO (MS Windows Explorer) "Excellent" Quadrant

TAGZILLA
Increased satisfaction
for important IDOs
4
IDOs 3
1 Reduce navigation path to find desired location 5
1
2 Reduce likelihood of copying in a wrong location 18
7
13 10 19 8 6 16
3 Reduce time required to find a file
41220
4 Reduce likelihood of finding the wrong file 1711 9 14

3 5 Increase likelihood of finding the most appropriate files 15


2
Satisfaction

6 Reduce time required to find related or similar files 18


7 Reduce navigation path to find related or similar files 2
19
8 Increase likelihood of finding most related or similar files 12
416
17 20
9 Reduce time required to compare files 13 8 6 1 5
7 10
10 Reduce navigation path to find related or similar files 3
2 11 14
11 Increase number of files that can be compared at once 15 9
12 Reduce time required to categorize the files Important IDOs
13 Increase number of categories that a file can belong to
14 Reduce amount of redundant files
15 Suggest categories in case not found
1 16 Reduce time required to view file contents
17 Increase number of files viewed at same time
18 Reduce time required in filtering/sorting
19 Increase number of fields files can be filtered/sorted on
20 Make PIM operations more natural "To-be-improved" Quadrant

0
0 1 2 3 4 5

Importance

Fig. 3. I-S survey results for HFO and TAGZILLA interfaces


TAGZILLA: Tag-Based File Storage and Retrieval 511

We then conducted a preliminary controlled experiment on 18 test subjects to


compare TAGZILLA to the Windows Explorer interface. The test subjects were given
30 files along with their descriptions. Group A consisted of 9 test subjects. Each
subject was asked to form a directory structure to store these files. Group B consisted
of 9 test subjects. Each subject was asked to create tags for each file. After a week,
the test subjects were asked to retrieve files for 10 practical scenarios (e.g. ‘My home
interior decoration plan need to be shared with my wife’, ‘Need to apply for home
loan, so need the latest soft copy of my pay slip’, ‘I need to refer some old project
architectures document as reference’). Group A used the Microsoft Windows
Explorer for this task, while Group B used TAGZILLA. We recorded the screen
activity as each test subject performed the given tasks. We then analyzed the
recordings, and measured the number of clicks and the time required to complete each
task. We present a discussion on the results for each important IDO:

1. Reduction in navigation path to find desired location: For TAGZILLA, we


counted a text entry, a tag deletion and a tag selection as a click. We found that the
number of clicks required for retrieving files reduced by an average of 26% with
TAGZILLA. We attribute the larger number of clicks to the brute force directory
traversal behavior shown by the HFO users, where a user selects a folder, browses
content and repeats the process if the file is not found [10].
2. Reduction in time required to find a file: We found that the time required to
retrieve a file increased by an average of 27% with TAGZILLA. We attribute this
to the inclination of TAGZILLA subjects to start typing in the first ‘tag-like’ term
in the task description rather than understanding its context as we normally do in
case of Windows Explorer. We believe that this behavior will reduce with training
and prolonged real-life use of the interface. Also, as number of files and tags
increase, the suggestions in TAGZILLA will be able to provide more SOC help to
users.
3. Increase in likelihood of finding the most appropriate files: We found that
relevant files were not found in 3 cases by HFO users. All TAGZILLA users were
able to find relevant files eventually. We attribute this to the reluctance of some
HFO users to traverse all directories using brute force. Instead, the TAGZILLA
users found it easier to try out multiple tags in case they chose the wrong tags.
4. Reduction in time required to find related or similar files: We did not have
specific test cases to evaluate this IDO and will take it up in the next phase.
5. Make PIM operations more natural: We did not have measurable data on this
IDO, though the I-S survey reports an increase of an average of 0.73 points.

We did not separately measure the storage times for HFO and TAGZILLA. But we
found that qualitatively, storage for TAGZILLA was much quicker as the users had to
use their SOC rather than think about where a file would go in an HFO.
We made an interesting observation with the correlation between the number of
clicks and the time it took to retrieve a file (See Fig. 4). The median number of clicks
for HFO was 4, while that for TAGZILLA was 3. We considered two groups X (<=3
clicks) and Y (>3 clicks). For group X, we found that the average time per click was
6.24 second for HFO and 5.47 second for TAGZILLA. For group Y, the same metric
512 V. Nair, V. Banahatti, and N. Pedanekar

was for 3.09 second for HFO and 6.57 second for TAGZILLA. We explain this by
some HFO users using brute force directory traversal when they cannot find a file.
Since they are experienced in using the HFO interface, they do it efficiently. But
when a user is able to find a file quickly, the TAGZILLA interface is more or as
efficient as HFO. We believe that the brute force traversal is not practical with a
larger number of folders and deeper trees. We also believe that as the number of files
increase, the associations among files also increase enabling TAGZILLA to suggest
related tags more often further increasing the efficiency of retrieval.

80 80
60 60
Time, s

Time, s
40 40
20 20
0 0
0 5 10 15 20 25 0 5 10 15 20 25
No of clicks No of clicks
(a) (b)
Fig. 4. Correlation between number of clicks and time of retrieval for (a) HFO and (b)
TAGZILLA interfaces

6 Related Work

Researchers have proposed a variety of approaches to overcome deficiencies of


HFOs: predictive systems such as FolderPredictor [11] which uses machine learning
algorithms to predict folders a user might want to access, ‘Stuff I’ve seen’ [12] which
indexes information from multiple sources that a user has ‘seen’ before; semantic
systems such as the work by Faubel and Kuschel [2] which expands the metadata
about a file into a folder path; and tagging-based solutions such as TagFS [3] and
tagstore [9].
As tagging is a key concept in TAGZILLA, we discuss some of the tagging
approaches developed to overcome the limitations of HFO.
Bloehdorn and Völkel [3] present TagFS that converts a folder structure into tags
and adds semantic data such as name, user and a tag label. This makes the retrieval
independent of the order of the folder structure. Unlike in TAGZILLA, TagFS does
not provide tag suggestions and does not automatically tag files with their metadata.
The most relevant study to our work is the one by Voit et al. [9]. They present a
comprehensive study using their tagging framework ‘tagstore’. Tagstore allows user
to tag files and expands the tags into trees called ‘TagTrees’. So, a tagged file can be
found under each permutation of trees created using its tags. Users use these HFO
structures to locate their files. In doing so, they increase the likelihood of coming
TAGZILLA: Tag-Based File Storage and Retrieval 513

across a directory named after a tag, which houses symbolic links for other tags as
well the file. A main differences between TAGZILLA and tagstore are that the former
does not require the user to depend on HFO and it provides additional tags as
suggestions based on their proximity in the tag graph.
In the same paper, Voit et al. present an experimental study comparing Microsoft
Windows Explorer and tagstore. They report no noticeable difference in retrieval
times between tagstore and HFO, while we report an increase of 27% in retrieval
using TAGZILLA. This could be attributed to the users using a more familiar HFO
for retrieval in case of tagstore. The same study also reports a decrease in number of
clicks (27%) similar to that reported for TAGZILLA (26%). These two comparisons
are interesting given that TAGZILLA did not use a familiar HFO for retrieval, had a
larger time interval (1 week as opposed to 15 minutes) between storage and retrieval
tasks, and did not have any test subjects familiar with tag-based interfaces. The same
study also finds that ‘fast’ users performed well in tagging. While we second that, we
report in our study that the users of HFOs who spent their time in brute force
directory navigation were doing it ‘fast’, but not efficiently.

7 Conclusion and Outlook

We developed TAGZILLA, a tag-based PIM interface, as an alternative to HFO. The


main contribution of TAGZILLA is that it provides a means to capture a user’s SOC
during file storage and retrieval as tags. It uses association among tags to suggest tags
to the user and aid her SOC. Our other contribution is definition of 20 IDOs for PIM
interfaces and determination of PIM functionality that needs to be improved in a
traditional HFO using a user survey. We observed a 1 point increase on a 5-point
satisfaction scale for users who took a test drive on TAGZILLA. We conducted a
preliminary controlled experiment to compare the performance of TAGZILLA with a
traditional HFO such as Microsoft Windows Explorer. We found that the number of
clicks required for file retrieval reduced by an average of 26% with TAGZILLA,
while the time required increased by an average of 27%. We found that TAGZILLA
was comparable to HFO in retrieving files when files could be found in less number
of clicks.
We propose to conduct more experiments in a realistic setting where users use
TAGZILLA as an alternative PIM for longer periods of time. We also plan to improve
tag suggestions with semantic association using WordNet and Wikipedia. We also
plan to include the ‘hard-won understanding of information’ by users [13] using a tag-
file visualization in the interface.

Acknowledgments. We would like to thank the associates of TRDDC for


participating in user surveys, Yahya Poonawala and Natasha Shah for help in
conducting surveys, and Maitreya Natu for review and useful comments. We also
thank Sachin Lodha and Prof. Harrick Vin for their support in this activity.
514 V. Nair, V. Banahatti, and N. Pedanekar

References
1. Bergman, O., et al.: Improved search engines and navigation preference in personal
information management. ACM Transactions on Information Systems (TOIS) 26(4), 20
(2008)
2. Faubel, S., Kuschel, C.: Towards Semantic File System Interfaces. In: Proceedings of the
Poster and Demonstration Session at the 7th International Semantic Web Conference,
ISWC 2008, vol. 401 (2008)
3. Bloehdorn, S., et al.: TagFS -tag semantics for hierarchical file systems. In: Proceedings of
the 6th International Conference on Knowledge Management, I-KNOW 2006 (2006)
4. Voit, K., Andrews, K., Slany, W.: Why personal information management (PIM)
technologies are not widespread. In: ASIS&T 2009 Workshop on Personal Information
Management, PIM 2009 (2009),
http://pimworkshop.org/2009/papers/voit-pim2009.PDF.2009
5. Yang, C.-C.: Establishment and applications of the integrated model of service quality
measurement. Managing Service Quality 13(4), 310–324 (2003)
6. Matzler, K., Hinterhuber, H.H.: How to make product development projects more
successful by integrating Kano’s model of customer satisfaction into quality function
deployment. Hinterhuber 18(1), 25–38 (1998)
7. Ulwick, A.W.: Turn customer input into innovation. Harvard Business Review 80(1), 91
(2002)
8. Soanes, C., Stevenson, A. (eds.): Dictionary, Oxford English. Concise Oxford English
Dictionary. Oxford University Press, Oxford (2006) (revised)
9. Voit, K., Andrews, K., Slany, W.: Tagging might not be slower than filing in folders. In:
Proceedings of the 2012 ACM Annual Conference Extended Abstracts on Human Factors
in Computing Systems Extended Abstracts. ACM (2012)
10. Barreau, D., Nardi, B.A.: Finding and reminding: file organization from the desktop. ACM
SigChi. Bulletin 27(3), 39–43 (1995)
11. Bao, X., Dietterich, T.G.: FolderPredictor: Reducing the cost of reaching the right folder.
ACM Transactions on Intelligent Systems and Technology (TIST) 2(1), 8 (2011)
12. Dumais, S., et al.: Stuff I’ve seen: a system for personal information retrieval and re-use.
In: Proceedings of the 26th Annual International ACM SIGIR Conference on Research and
Development in Information Retrieval. ACM (2003)
13. Jones, W., et al.: Don’t take my folders away!: organizing personal information to get
things done. In: CHI 2005 Extended Abstracts on Human Factors in Computing Systems.
ACM (2005)
Proposal of Avatar Generating Method
by Composition of the Portraits Made by Friends

Masashi Okubo and Satoshi Nobuta

Doshisha University,
1-3 Miyakodani, Tatara, Kyotanabe,
Kyoto,610-0321, Japan
mokubo@mail.doshisha.ac.jp,
dum0136@mail4.doshisha.ac.jp

Abstract. Recently, the Remote communication through the Internet has been
performed actively. And as a remote communication tool, the uses of graphic
avatars are especially popular in Japan. However, in many cases, the avatar
used on the communication is not mirrored to a user who creates the avatar
himself using the application software provided for the remote communication
support system. Therefore, the remote friends cannot imagine the appearance of
the user from his/her avatar at all. In this research, we will propose a method of
creating an avatar. The method shows that the avatar is constructed by merging
some portraits, which are created by user’s friends. We have developed the
prototype systems for creating a portrait and an avatar composed of some
portraits. This paper describes methods and systems of creating a portrait and an
avatar. We performed some experiments to evaluate the usability of the
proposed system and the quality of an avatar created on the proposed system.
As an experimental result, it is revealed that the avatar, which is created on the
proposed system, tends to be preferred by the user and friends.

Keywords: Avatar, Portrait, Avatar communication.

1 Introduction

Recently, the Remote communication through the Internet has been performed instead
of Face-to-face communication. We can use various kinds of communication support
applications, and choose one of them depending on the situation and the relationship
between us and our remote speakers. From this viewpoint, the avatar chat is one of the
superior applications as an anonymous communication tool [1], [2].
Generally, it is said that there are two types of user's recognition of an avatar. The
first is that the user uses an avatar for expressing himself. In this type, the user creates
the avatar based on his physical appearance. The other type is that the user uses an
avatar for his ideal image.
There are various kinds of methods of creating an avatar. Generally, the user uses
his/her preferred picture in the communication system, such as chat, SNS, and video

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 515–523, 2013.
© Springer-Verlag Berlin Heidelberg 2013
516 M. Okubo and S. Nobuta

game, where the avatar creating system is pre-installed. However, in this case, while
the avatar is preferred by the user, it may be difficult for his/her friends to imagine the
user's appearance.
There are some researches and applications for creating an avatar. One is that the
system provides various kinds of facial parts, and the user chooses one of them to put
it on the face as a base [3]. The other one is that the system creates an avatar from the
user’s portrait [4]. The avatar created by the first method may be preferred by the
user; however friends may not be able to imagine the user. In the case of second
method, there are some possibilities that the user does not prefer the automatically-
created avatar; however this avatar makes it easier for the friends to imagine the user.
One of the important things is that the user can prefer the graphic avatar as his/her
own avatar, and that avatar also can make it easier for the friends to imagine the
physical appearance of the user.
Therefore, we propose a new method and system for creating an avatar, which are
that some friends create some portraits of a target person, and the system creates an
avatar by calculating the average of the portraits. The graphic avatar created by our
proposed method has high possibility to be preferred by the user, and makes it easier
for the friends to imagine the target person.
In this research, we propose the avatar creating system which consists of two sub-
systems, the portrait making support system and the avatar constructing system. This
paper describes the idea and outline of the proposed system and the sensory
evaluation for the system efficiency. In this paper, the image created by friends is
called ‘portrait’ and the image constructed by the proposed method is called ‘avatar”.

2 Proposed System

The proposed system has been developed on the Android Tablet PC. It is because the
tablet PC allows users to intuitively create a portrait by the touch panel operation. The
proposed system consists of two sub-systems, the portrait making support system and
the avatar constructing system. Some friends of a target person create his/her portrait
on the portrait making support system, and the avatar constructing system creates an
avatar of the target person based on the average of all his portraits.

2.1 Portrait Making Support System

A Nigaoe Channel, the pre-installed application on the Nintendo Wii, allows users to
create different types of avatars by combining a variety of facial parts [3]. The portrait
making support system uses the same method as Nigaoe Channel. Figure 1 shows the
screen shot example on the portrait making system.
The portrait consists of nine facial parts; contour, hair, eyes, eyebrows, nose,
mouth, ears, facial hair and glasses. By combining these features, the user can create a
portrait. The portrait can be adjusted by enlarging, reducing, tilting, and moving each
facial part to be similar to the target person.
Proposal of Avatar Generating Method by Composition 517

Fig. 1. Screen shot example on the portrait making system

2.2 Avatar Constructing System


The avatar constructing system uses the portraits, which are created on the portrait
making support system, and the property data of each facial part used for the avatar.
Each facial part is defined by multiple feature points and their relative coordinates,
which are stored in the property data. The number of points is, for example, the mouth
has 24 points and the eye has 29 points. The avatar construction on the proposed
system is based on the average of positions, sizes, and shapes for each facial part,
which is obtained from the portrait. To decide the position and size of each facial part,
the system makes an average of the positions in the upper-left corner, and the width
and height of the whole facial part. The system decides the shape of each facial part
by obtaining the average of each coordinate on the corresponding feature points of the
selected part in the property data. For example, in the case of mouth part, loading the
coordinates on each feature point of the mouth from all portraits, the system obtains
the average coordinate on each feature point, and connects it to the neighbor points.
The system connects every point in the same way to configure the facial part, and
combines the facial parts by deciding the position and size as described above to
create the avatar.
However, only when a large number of portraits with facial hair or glasses exist,
the system configures the facial hair or the glasses. The facial hair is configured in the
same way as the mouth. For the glasses, most commonly-used one is selected in an
avatar.
Figure 2 shows the screen shot example on the avatar constructing system.

3 System Evaluation

3.1 Satisfaction and Similarities of Constructed Avatar

3.1.1 Experimental Object


The sensory evaluation of the satisfaction and similarities of the constructed avatar by
the subjects as the portrait creators was investigated to evaluate the portrait making
support system and the avatar constructing system.
518 M. Okubo and S. Nobuta

Fig. 2. Screen shot example on the avatar constructing system

3.1.2 Procedures
In this experiment, the subjects were to form a group of four or five people. All
subjects create a portrait through looking at a photograph using the portrait making
support system. This experiment used the photograph of a famous actor. The avatar
constructing system created an avatar by merging all portraits they created. After that,
each subject ranked all the portraits and the avatar in order of similarity without
knowing which one was the avatar constructed on the avatar constructing system.
Next, the experimenter let the subjects know which one was the avatar, and then the
subjects declared the degrees of satisfaction and similarities between the target model
and the constructed avatar. The subjects are 22 students in their 20s.
Figure 3 shows the experimental scene. And Figure 4 shows the example of
portraits created by some subjects (left), and the avatar (right).

Fig. 3. Experimental scenes


Proposal of Avatar Generating Method by Composition 519

Portrait1 Portriat2

Avatar
Portrait3 Portrait4

Fig. 4. Example of the portraits created by the subjects (left) and the avatar (right)

3.1.3 Experimental Results and Discussion


Figure 5 shows the graph indicating the ranking place of the avatar when the subjects
ranked all portraits and avatar in order of similarity. The figure shows that five of
subjects picked the avatar as 1st place, and eleven of them picked it as a 2nd. In this
graph, there is a tendency for many of subjects to think that the avatar is more similar
to the target person than the portraits they created.

Number of subjects

Ranking place

Fig. 5. Ranking histogram place of the avatar among all portraits and avatar

Figure 6 shows the graph indicating the average degrees of satisfaction and
similarities between the portrait or the avatar and the target person. In this figure,
there is no significant difference between the satisfaction and similarities of the
portrait and those of the avatar.
As a result of this experiment, it is found, whereas the constructed avatar tends to
be more similar to the target person than each portrait, the satisfaction and similarities
are not significantly different between the portrait and the avatar.
520 M. Okubo and S. Nobuta

(%)

Portrait Avatar

Fig. 6. Average degrees of satisfaction and similarities

3.2 Satisfaction and Similarities for Constructed Avatar from Portraits


Created by Friends

3.2.1 Experimental Object


The sensory evaluation of the satisfaction and similarities of the constructed avatar by
the target person and his/her friends, who creates his/her portraits, was investigated in
this experiment.

3.2.2 Procedures
In this experiment, the subjects were to form five groups of 4 or 5 students in their
20s, for a total of 22 subjects. One person from each group became a target model,
and other subjects created the portrait of the target model as a portrait creator.
After creating the portraits of the target model, each subject declared the degrees
of satisfaction and similarities between the portrait created himself and the target
model. And then, the avatar constructing system created the avatar by merging
all portraits.
Viewing all portraits and the avatar displayed randomly, each subject ranked them
in order of similarity. And the target model also ranked them in order of ones he
wants to use. After that, the experimenter let the subjects know which one was the
avatar. And then the subjects declared the degrees of satisfaction and similarities
between the avatar and the target model, and the target model also declared the degree
of fondness for his avatar.
Figure 7 shows the example of a target model (left), his portraits created by the
portrait creators (center), and the avatar constructed by merging the portraits on the
avatar constructing system (right).
Proposal of Avatar Generating Method by Composition 521

Portrait1 Portrait2

Model Avatar

Portrait3

Fig. 7. Example of target model (left), portraits (center) and avatar (right)

3.2.3 Experimental Results and Considerations


Figure 8 shows the graph indicating the ranking place of the avatar when the target
model and portrait creators ranked all portraits and avatar in order of similarity.
From this figure, it is obvious that both of them think the avatar constructed on the
proposed system is more similar to the target model than the portraits. This shows the
effectiveness of the proposed method

Number of subjects

Target model
Portrait creators

Ranking place

Fig. 8. Ranking place of the avatar among all portraits and avatar

Figure 9 shows the graph indicating the average degrees of satisfaction and
similarities between the portrait or the avatar and the target model, which are declared
by the target model and portrait creators. There is a significant difference of 10%
between the satisfaction and similarities of the portrait and those of the avatar, which
are declared by the portrait creators. From these results, the satisfaction and
similarities of the avatar constructed on the proposed system tend to be higher than
those of the portraits created by the creators.
522 M. Okubo and S. Nobuta

* p<0.1
*
*

For portrait For avatar For avatar


evaluated evaluated evaluated by
by creator by creator target model

Fig. 9. Average degree of similarity and satisfaction

Figure 10 shows the graph indicating the ranking place of the avatar when the
target model ranked all portraits and avatar in order of ones he wants to use.

Number of subjects

Ranking place

Fig. 10. Ranking place of the avatar among all portraits and avatar in order of ones the target
model wants to use

Furthermore, Table 1 shows the degree of fondness for the avatar by the target
model of each group.

Table 1. Degree of fondness for the avatar by the target model

Group # 1 2 3 4 5 average
Fondness
50 80 80 90 70 74
(%)
Proposal of Avatar Generating Method by Composition 523

From Figure 9, the degrees of satisfaction and similarities between the avatar and
the target model declared by the target model (right bars) are the same as those by the
portrait creator (center bars). In Figure 10, there is a tendency that the target model
wants to use the avatar better than any other portraits. And from Table 1, the fondness
for the avatar is different depending on each target model, however, the average
degree of fondness means the avatar is highly evaluated by the target model.
From these results, there is a high possibility that the avatar can make it easier for
the friends of a target model to imagine him, and also tends to be preferred by the
target model.

4 Conclusions

In this paper, we propose the method of constructing an avatar by merging the user
portraits which are created by friends. The proposed system consists of two sub-
systems, the portrait making support system and the avatar constructing system. The
portrait making support system helps friends of a target model to easily create the
portrait, and the avatar constructing system creates an avatar of the target person
using the average of all portraits which are created on the portrait making support
system. We demonstrated the effectiveness of these proposed systems by performing
two experiments. In these experiments, some friends created the portraits of a target
model on the portrait making support system, and the avatar was constructed on the
avatar constructing system. The results of these experiments show that the avatar
tends to be preferred to the portraits, and to give the satisfaction to both the target
persons and friends.
We are planning to introduce the face color function into the system, and also
emphasize the functionality of the avatar.

References
1. Nishikawa, H., et al.: Consideration of the avatar effect in an online community.
Ritsumeikan Business Journal 4, 17–36 (2010)
2. Ogaki, T., Itou, J., Munemori, J.: Analysis on the Relationships between Visual
Entertainment Factor and Chat Communication, Research report of Information Processing
Society of Japan, 2010-DPS-145(17), 1–8 (2010)
3. Nintendo ®,
http://www.nintendo.co.jp/wii/staff/
mii-channel/articles/index.html
4. Heike, M., Kawasaki, H., Tanaka, T., Fujita, K.: Study on Deformation Rule of
Personalized-Avatar for Producing Sense of Affinity. Journal of Human Interface
Society 13(3), 243–254 (2011)
Usability Compliance Audit
for Technology Intelligence Services

Nadine Pietras1, Mazhar Sajjad2, Myunggwon Hwang3, Jinhyung Kim3,


Sa-Kwang Song3, Do-Heon Jeong3,*, Seungwoo Lee3, and Hanmin Jung3
1
Dept. of Applied Linguistics and Language Technologie,
University of Hildesheim, Germany
pietras@uni-hildesheim.de
2
University of Science and Technology (UST), Korea
ms@kisti.re.kr
3
Dept. of Computer Intelligence Research
Korea Institute of Science and Technology Information (KISTI),
Daejeon, Korea
{mgh,jinhyung,esmallj,heon,swlee,jhm}@kisti.re.kr

Abstract. Usability has become a central aspect of the success of applications


in the mobile environment. However most usability engineering theories are ra-
ther cost intensive and involve the work of usability experts. This paper
presents an approach for a “discount usability” check in the means of a usability
compliance audit. Being composed of various international usability guidelines,
policies and legislation as well as specific development tools for the iOS and
Android platform, we have created an audit of 189 general usability recommen-
dations as well as 39 statements focusing on usability issues within the tablet
environment. The audit model has been tested at the example of the technology
intelligence service application InSciTe (Intelligence in Science and Technolo-
gy), designed by KISTI (Korea Institute of Science and Technology Informa-
tion). The results of the audit, conducted by researchers within the development
team, show first insights into areas of usability compliance as well as areas in
need for improvement. Although the model has a limited scope and needs fur-
ther development, it can be seen as a starting point to employ usability testing
means within the development lifecycle of tablet application projects.

Keywords: Discount usability, auditing, usability compliance audit.

1 Introduction

Usability has become an increasingly important aspect within the HCI research field.
There exists a variety of theories and methodologies to test and ensure the usability
compliance of different kinds of applications. However as the definition and scope
of usability as well as standard measures to evaluate interfaces and to detect errors

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 524–533, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Usability Compliance Audit for Technology Intelligence Services 525

incorporate diverse fields of research, there is no such thing as a perfect approach.


Throughout the last years, a variety of methodologies has evolved to primarily con-
duct usability testing as a means of exposing usability issues of mobile applications.
As these methods however are cost and time intensive and require the involvement of
specialists in the field of mobile HCI as well as facilities and testing equipments, there
is the need for a “discount” usability evaluation method to discover issues and give
first insights into areas of improvement.
This paper discusses the possibility of focusing on usability inspection methodolo-
gies by setting up a usability compliance audit that can be carried out with limited
resources and without the need of specialists trained in the field of HCI. The goal is to
outline a methodology for easy usability measurement that can assure a basis for un-
derstanding usability metrics, which promote usability measurement practices and can
be carried out by researchers without background in usability engineering, serving as
a guidance and foundation for communicating with software developers. The research
has been conducted as a model for the tablet application InSciTe Adaptive, an intelli-
gent system in KISTI.
After an introduction to literature sources, section 3 will outline the scope of the
test as well as its realization and results, before sections 4 and 5 will focus on results
and discussion of the model. The last chapter will give a conclusion as well as giving
suggestions for further research to broaden the field of in-house “discount” usability
techniques.

2 Literature Review

The proposed methodology has been set up by combining a variety of international


guidelines, legislation standards and policies within the usability field of HCI. To
cover the additional specifications of applications in the mobile and thus tablet
environment, the list has been complemented with propositions of the main mobile
environments.
The WCAG 2.0 is an authoritative principle of the W3C with strategies, instruc-
tions and implementation means for usable and accessible web interfaces. The four
principles perceivable, operable, understandable, and robust follow 61 success criteria
and techniques to test the interface against its conformance [1].
Other recommendations of the W3C, specifically referring to mobile devices, are
the Mobile Web Best Practices and Mobile Web Application Best Practices. These
practices address the specific usage environment of mobile applications, its delivery
context as well as “How to do” sections, and groups its statements into application
data, security and privacy, user awareness and control, conservative use of resources,
user experience, and handling variations in the delivery context [2][3].
A further source of guidance and standards is the International Organization for
Standardization. Within the Ergonomics of Human System Interaction, the ISO 9241-11
526 N. Pietras et al.

Guidance on Usability standard defines usability in terms of efficiency, effectiveness,


and user satisfaction. It lays out principles of how to achieve these goals within the de-
velopment lifecycle by describing the application options [4].

2.1 Policies and Legislations

Jakob Nielsen and the Nielsen Norman Group have published a set of 113 Design
Guidelines for Homepage Usability resulting the many years of work in the
usability engineering field and conducting an immense variety of research. The guide-
lines serve as requests and are grouped into 24 categories, such as Content Writing,
Graphic Design, Search, Dates and Times, and Gathering Customer Data [5]. The
Quality in Use Integrates Measurement Model (QUIM) approaches usability evalua-
tion standards by portraying a consolidated and hierarchical model of usability
measurement. It covers 10 factors which are as follows: efficiency, effectiveness,
productivity, satisfaction, learnability, safety, trustfulness, accessibility, universality,
and usefulness. The model calls to be a basis under which other methodologies
can derive [6].
Usability issues are furthermore addressed as national requirements for ensuring
the accessibility of web content within different countries all over the world. The
proposed methodology has included aspects of the American and German law to
eliminate barriers in information technology. The new Section 508 Standards Guide
of the US Rehabilitation Act addresses legal and technical compliance of information
technology of federal agencies to eliminate usage barriers for disabled users. The
subchapter Software Applications and Operating Systems focuses on the accessibility
of software [7].
The German equivalent, the regulation for accessible information technology, Bar-
rierefreie Informationstechnik Verordnung (BITV 2.0) follows the WCAG 2.0 by
setting two priorities to follow the four principles. Public authorities are intended to
follow the attachment with guidelines to implement the standards [8].

2.2 Mobile Environment Specifications

The iOS Human Interface Guidelines give recommendations and implementation


examples for developers and are divided into Platform Characteristics, Human Inter-
face Principles, App Design Strategies, User Experience Guidelines and iOS Tech-
nology Usage, and UI Element Usage Guidelines. The recommendations are precise
and specific; however they do not give design implementation in code [9].
The Android Developers Design recommendations provide a framework for build-
ing an application according to the Android experience to be consistent and enjoyable
to use. The recommendations are split up into Style, Patterns, and Building Blocks
and are to ensure to learn about Android principles and resources to implement good
design decisions to enhance the user’s experience [10].
Usability Compliance Audit for Technology Intelligence Services 527

3 Methodology Framework

The proposed model for “discount usability evaluation” is a summary of the works
listed in section 2. The model is set up as a review questionnaire which can easily be
checked by selecting one of the following choices: Applies, Does not apply and N/A.
The audit consists of 228 statements, whereof 189 are general usability and accessibil-
ity statements and 39 statements refer to specific requirements for tablet applications
within the iOS or Android platform. There are a total of 17 categories with each cate-
gory of statements varying between 4 and 25 questions. The difference is based
according to the scope and importance of each category.

3.1 Preparation and Realization


The audit has been transported to a free online survey platform to enable easy
sharing, data collection and analysis means. The used platform is Obsurvey
(www.obsurvey.com), which gives the option to set up a questionnaire without limita-
tion in the amount of questions and portrays a variety of functionalities for data prepa-
ration and exporting. The audit furthermore collects different results from those
researchers testing the application on an Apple iPad, and those testing on the Android
Platform. The following figure (Fig.1) gives an example of the layout.

Fig. 1. Survey Questionnaire Sample


528 N. Pietras et al.

3.2 Data Collection

The model has been tested by 12 researchers within the InSciTe Adaptive Service
Team at KISTI. As no statement was mandatory to answer in order to distinguish
which statements of the audit posed difficulties to the researcher, the following table
(Table 1) lists the number of participants replying to the questions in total.

Table 1. Statement Answers in Total

# of Answers Amount of Questions # of Questions in


per Question Answered (in %) Total
12 65.4 149
10 28.9 66
8 4.8 11
6 0.9 1

All researchers tested the application on an iOS Tablet. Some researchers made use
of the comment option after each category. The comments can be categorized into
general feedback about the layout of the audit, questions about the wording of the
statements, questions about the statements’ meaning, and feedback about the Obsur-
vey interface.
The overall correspondence were relatively low i.e. 17.5% of the statements
(33 out of 189 statements) within category 1 to 15 were answered with a complete
correspondence of all 12 researchers. Thus, 36.5% (69 out of 189 statements) could
be attained for general usability aspects, and 33.3% (13 out of 39 statements) for the
iOS related aspects. The number of statements that did not reach any agreement (e.g.
three researchers answered Applies, two researchers answered Does not apply and
one researcher answered N/A) reached similar numbers to the agreement excluding
the N/A option. 29.7% of disagreement was measured for the general statements and
20.5% for the iOS related categories.
Hence the exclusion of the N/A option increases the percentage of the complete
correspondence by 20%. However, for six categories, the percentage of statements
that can be classified into total disagreement was higher than the complete correspon-
dence, excluding N/A (by an average of 32.4%). The results for each category can be
seen in the following table (Table 2). The following abbreviations are used for the
field titles: NOS (Number of Statements), CC (Complete Correspondence), CD
(Complete Disagreement).
The high number of disagreement demands for a narrowed validity and scope of
the results to draw conclusions. Section 4 discusses how the audit can bring about first
results despite the high percentage of disagreement.

4 Results
The audit can highlight first results of usability issues. It however is needed to limit
the validity of the results as the statements are categorized by a least majority. By
totaling the answers of each researcher, each statement is classified by the answer
Usability Compliance Audit for Technology Intelligence Services 529

Table 2. Overall Results Divided into Categories

Category NOS CC CC CC ex- CC ex- CD CD (in


(in %) cluding cluding %)
N/A N/A (in
%)
Layout 25 5 20 5 20 12 48
Navigation 13 2 15.4 3 23.1 5 38.5
Visual 21 0 0 2 9.5 12 57.1
Design
Access 14 0 0 4 28.6 3 21.4
ibility
Content 14 1 7.1 3 21.4 8 57.1
Language
Task Orien- 7 1 14.3 1 14.3 4 57.1
tation
Application 5 2 40 3 60 1 20
Behavior
Personali- 4 0 0 2 50 0 0
zation
User Con- 17 4 23.5 9 52.9 3 17.7
trol
User Input 6 2 33.3 2 33.3 1 16.7
Search 21 3 14.3 8 38.1 7 33.3
Forms and 19 8 42.1 16 84.2 0 0
Data Entry
Help, Sys- 11 1 9.1 4 36.4 0 0
tem Feed-
back and
Error Mes-
sages
Internatio- 6 3 50 5 83.3 0 0
nalization
Trust, Cre- 6 1 16.7 2 33.3 2 33.3
dibility and
Identity
iOS Guide- 21 1 4.8 6 28.6 4 19.1
lines
Multi- 4 0 0 0 0 1 25
tasking
with iOS
iOS Ges- 14 2 14.3 7 50 3 21.4
tures
530 N. Pietras et al.

option that has been selected the most. Statements that did not reach a least majority
are not able to be added to the results and thus are excluded. In a second step, the
classification is then considered in a greater context for every single category to group
these into areas that need to be checked with ratings that are very low (the majority of
statements is classified as Does not apply); areas that should be double checked with
ratings classifying the category as N/A or those which cannot be classified; and areas
that show first results for a compliance of usability standards and guidelines and thus
can give confidence to the research team. The classification scheme is as follows.

• Highly complies (100% to 80% Complies for a section).


• Complies (79% - 60% Complies for a section).
• Partly complies (<60% Complies, but majority of answer options for a section).
• N/A (majority of answer options for section is N/A).
• No classification (there is no majority as two answer options are almost identical).
• Does not comply (the majority of answer options for a section is Does not comply).

The audit results show that the majority of the categories was positively classified:
two categories were classified as being highly compliant with 80% and 100%; two
categories were classified as compliant and four categories got at least partly com-
pliant results, their positive classification outnumbering the other options by a mini-
mum. Three categories were classified as being not applicable to the application.
Their results for N/A were chosen more often than other answer options. However
these categories should be double-checked to ensure that their validity is true.
Four categories could not be classified, as the least majority of the answer options
was too similar to draw conclusions and two categories need to be evaluated in detail,
as the major answer option was Does not comply. The following table (Table 3)
shows the distribution within each category and the classification selection.

5 Discussion
The results as stated in section 4 can draw first conclusions and feedback for areas of
usability improvement. Although the process of the auditing itself needs to be ad-
vanced and the number of researchers was limited, the methodology can be seen as a
starting point to further develop “discount” usability methods. The audit helps to give
quick and easily obtainable results for further usability testing.
Hence, the statements with negative grading should be extracted and overlooked by
the research team. Some recommendations might be easy to change, whereas other
recommendations will demand an expert to be involved for the correction process. For
example, the statement “The double tap gesture enables zooming in or out of the
touched area of the screen.” might be easily checked and corrected by someone within
the research team who is familiar with iOS Gesture activation and thus can ensure a
better compliance of the application to tablet platform standards.
The example statement “Constructive advice to fix an error is provided within an
error message.” on the other side is less easy to adapt, as constructive advice might be
something subjective, being differently perceived by users. Furthermore sources of
Usability Compliance Audit for Technology Intelligence Services 531

Table 3. Final Classification Scheme

Category Classified Complies Not comp- N/A (in %) No least


(in %) ly (in %) majority
(in %)
Layout Complies 68 24 0 8

Navigation Partly 54 23 8 15
Complies
Visual De- Complies 62 19 5 14
sign
Access Partly 57 21 14 8
Complies

Content Partly 57 14 0 29
Language Complies
14 0 14
Task Orien- Complies 72
tation
Application Highly 80 0 0 20
Behavior Complies
Personaliza- N/A 0 25 75 0
tion

User Control No classifi- 35 24 24 17


cation
User Input Highly 100 0 0 0
complies
Search No classifi- 38 34 14 14
cation
Forms and N/A 0 0 100 0
Data Entry
Help, Sys- Does not 18 27 9 46
tem Feed- comply
back and
Error Mes-
sages
Internationa- N/A 17 0 83 0
lization
Trust, Cre- Partly 52 16 16 16
dibility and Complies
Identity
iOS Guide- No classifi- 38 24 5 33
lines cation
Multi- No classifi- 25 0 25 50
tasking with cation
iOS
iOS Ges- Does not 29 64 0 7
tures comply
532 N. Pietras et al.

error need to be identified beforehand, creating a complex correction process. Thus,


subjective and rather vague statements that were negatively classified should be dis-
cussed within the research team to set up a grading and correction frame. Obsurvey
has proved to be an easy to use open source tool with a variety of options for the crea-
tion and data collection process. However there are some limitations and the audit
process itself still has room for improvement to be optimized and to ensure a greater
scope of validity of the results.

6 Conclusion and Future Work


This paper presented a model for “discount usability” which enables quick and easy
first insights of application’s usability issues from within the research team. A usabili-
ty compliance audit for a tablet application has been constructed using the examples
of different international guidelines, policies, and legislations, as well as specific mo-
bile platform guidelines. The wording of the statements emulates the W3C guidelines
and additionally gives short descriptions or examples to enable non-usability experts
to classify the statements.
The collected results of 12 researchers can draw feedback for first areas of
usability improvement needs, as well as reassuring areas that already partly comply
with usability guidelines. However, the results can only be seen with limited scope
and validity as there is room for improvement of the process of the completion as well
as the wording, platform and audit itself.
Furthermore there needs to be additional research in order to evaluate the validity
of the answers as some statements might demand to be answered by usability experts.
The results show that, with a minimum effort, first insights into usability compliance
can be collected and should then be further evaluated through the help of e.g. Usabili-
ty Testing or involving usability experts. Usability compliance audits can serve as a
starting point for usability discussion within the research team and be guidance for
status checks. If implemented throughout the whole project process, results can be
compared to indicate areas that need to be focused on and give first answers for
project communication as well as to stakeholders or other third parties involved.

References
1. WCAG, World Wide Web Consortium. Web Content Accessibility Guidelines (WCAG)
Overview (2011), http://www.w3.org/WAI/intro/wcag.php
2. W3C Mobile Web Best Practices 1.0. Basic Guidelines,
http://www.w3.org/TR/mobile-bp/
3. W3C Mobile Web Application Best Practices. Recommendations,
https://www.w3.org/TR/mwabp/
4. ISO 9241-11:1998. Ergonomic requirements for office work with visual display terminals
(VDTs) - Part 11: Guidance on usability
5. Group, N.N.: Nielsen Norman Group. 113 Design Guidelines for Homepage Usability,
http://www.nngroup.com/articles/
113-design-guidelines-homepageusability/
Usability Compliance Audit for Technology Intelligence Services 533

6. Seffah, A., Donyaee, M., Kline, R.B., Padda, H.K.: Usability measurement and metrics:
A consolidated model. Software Qual. J. 14, 159–178 (2006)
7. US Rehabilitation Act. Section 508 Standards,
https://www.section508.gov/index.cfm?fuseAction=stdsdoc
8. BITV, Barrierefreie Informationstechnik Verordnung (2011),
http://www.gesetze-im-internet.de/bitv_2_0/
9. iOS Human Interface Guidelines. iOS Developer Library,
https://developer.appleapple.com/library/ios/#documentation/
UserExperience/Conceptual/MobileHIG
10. Andoid Design. Developers Tools,
http://developer.android.com/design/index.html
Factor Models for Promoting Flow
by Game Players' Skill Level

Mamiko Sakata1, Tsubasa Yamashita2, and Masashi Okubo2


1
Department of Culture and Information Science, Doshisha University,
1-3 Tatara Miyakodani, Kyotanabe City, 6100394, Japan
2
Department of Information Systems Design, Doshisha University,
1-3 Tatara Miyakodani, Kyotanabe City, 6100394, Japan
{msakata,mokubo}@mail.doshisha.ac.jp

Abstract. In this study, to investigate the influence of game types and oppo-
nent’s ability on the player’s state of mind and performance, we developed a
simple numerical calculation game system. Using this system, we performed
some experiments under controlled situations. All subjects solved the calcula-
tions at a similar rate, except when factoring for the players’ recognition of the
cooperator or competitor’ skill level. However, the subjects’ performance and
emotions are different depending on the situation, which suggests that the video
game system has an effect on the player’s emotional state.

Keywords: Flow, Video Game, Competitive Type, Cooperative Type, Factor


Model.

1 Introduction

Recently, network games, such as social games, have become popular because of the
diffusion of the Internet into homes and onto hand-held devices. Further, popularity
has grown not only for competitive-type games in which the player brings down an
opponent, but also for cooperative-type games in which the player obtains a goal by
cooperating with online partners. In this study, we will investigate the influence of the
difference between competitive and cooperative-type games as well as the opponent’s
effect on the primary player’s state of mind and performance.
The concept of “Flow” is widely acknowledged in sociology. As mentioned pre-
viously, Flow is advocated by the social psychologist Csikszentmihalyi [1] and is the
state in which a game player is fully immersed in a feeling of energized focus. A per-
son can feel Flow when he recognizes his skill level is just enough to accomplish the
task, which may also be adjusted by changes in the challenge level as the player gains
experience. We think that video game players can feel Flow easily because they can
increase their skill level by simply playing the game, and the game system can raise
the game level based on the player’s ability automatically. In this paper, we also wish
to discuss the possibility of the game system itself inducing Flow on the player’s state
of mind.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 534–544, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Factor Models for Promoting Flow by Game Players' Skill Level 535

Until now, a great variety of game systems have been developed with success in
the video game market. Some researchers in this field have focused on motivating
workers by using video games and enhancing the elements of entertainment and game
design that have this effect [2]. Other research has investigated the influence of a
player’s skill and his competitor’s behavior on the player from the viewpoint of brain
activity by using fNIRS [3]. Still, other research studies of game systems based on the
Flow theory have been performed using commercial games [4]. This study will also
examine game systems and human-computer interactions based on the Flow theory.
In this paper, our goal is to propose a game system which induces Flow and to ex-
perimentally measure this experience based on the influencing factors of game type
(cooperative vs. competitive) and opponent’s ability (lower/equal/higher). Moreover,
we tried to develop factor models for promoting Flow based on game players' skill
level. Eventually, we think that the knowledge gained from this research can be uti-
lized in various kinds of computers and machine interfaces.

2 What is Flow

Fig. 1 shows the model of the Flow state, which is advocated by Csikszentmihalyi.
When the task challenge level, which means the difficulty of the task, is higher than
the operator’s skill, he/she probably feels ‘Anxiety’ and/or ‘Stress’. Conversely, in
cases where the challenge level is lower than the operator’s skill, he/she will feel ‘Re-
lief’ and/or ‘Boredom’. In cases where the operator recognizes the challenge level is
just right for his/her skill, he/she will feel ‘Flow’. Additionally, when both levels are
high and well balanced, then the player will feel it more strongly.
In this study, the challenge level, as a component of Flow in games, sports and the
like, is thought to be replaced by skill level (Fig.2). Thus, the change in the skill level
of the opponent is likely to trigger Flow.

High High

Anxiety Arousal Flow


Challenge Level

Opponent Skill Level

Flow

Worry Control

Apathyy Boredom
m Relaxation

Low
ow Low
o
ow
Low Skill Level High
i h Low Player Skill Level High

Fig. 1. Model of the Flow state [5] Fig. 2. Proposed Model of Flow state
536 M. Sakata, T. Yamashita, and M. Okubo

3 Influence of Relationship between Player and Opponent


on the Player’s Performance and Emotion

3.1 Experimental Method


To investigate the influence of the relationship between the player and his/her oppo-
nent on the player’s performance and emotions, we performed some sensory evalua-
tions under various conditions. For that purpose, a simple calculation game was
produced. Using this system, the subjects solve a numerical calculation under con-
trolled conditions; the opponent is a competitor or a cooperator, and the opponent’s
skill level is either high, even or low. After the game, we make the subjects respond to
a questionnaire. Our subjects are 15 male and female students in their twenties.
We used calculation problems for our game tasks for the following three reasons:
1. To maximize the influence of having/not having game experience: 2. Easy quantifi-
cation of the players’ skill levels; and 3. Easy setting of the skill level of the opponent.

3.2 Experiment I (Competitive Type Game)


In the first part of our experiment, the subject is asked to go into a room and sit on the
chair in front of the PC shown in Fig. 3. Next, he is asked to solve some two-digit
numerical calculations on the computer display, just for practice. The subject is then
told that there is an competitor seated in the next room and that the game victory or
loss is determined by the number of correct answers given by each player when the
combined number of calculations solved by the two players reaches 50.
In fact, the competitor is a computer and the competitor’s skill is adjusted based on
the subject’s skill, which is measured in the practice session. The skill of the competi-
tor (computer) is set to high ability, equal ability or low ability. It means the competi-
tor’s calculating speed is twice, the same as or half of the subject’s calculating speed.
In the experiment, the subject does not know the competitor’s ability. Fig. 4(left)
shows the G.U.I. of experiment I. The numerical calculation is displayed on the left
side, and the numbers of solved calculations of the subject and his/her competitor are
shown in the lower region in number form and in a bar graph on the right side. The
subject competes with three competitors, in a random order.

“Compete (or cooperate)


with y our next -door
participant in solv ing the
numerical calculation.” Computer

Fig. 3. Experimental Setup


Factor Models for Promoting Flow by Game Players' Skill Level 537

Competitor

Cooperator

Subject Subject

Competitive Type Cooperative Type

Fig. 4. G.U.I. of Experimental System

3.3 Experiment II (Cooperative Type Game)

Experiment II is almost the same as I. However, unlike Experiment I, the subject is


told to solve the calculation problems until 50 correct answers are reached, by work-
ing with “one cooperator.” Fig. 4(right) shows the G.U.I. of experiment II. The num-
bers of calculations solved by the subject and the cooperator are shown in the lower
region in number form and in a bar graph on the right side.

3.4 Questionnaire
After each trial, we asked the subjects to answer a set of questions listed on a ques-
tionnaire.
1. Immersion in the Game
Based on the Csikszentmihalyi Flow theory, we asked the subjects to give five-
stage answers about the seven states of mind which constitute Flow, which are
listed below. The answers are: “I can’t agree,” “I cannot fully agree,” “Neither”, “I
agree a little” and “I totally agree.”

 I was always aware of the purpose during the game.


 I was able to concentrate on the game.
 I was able to immerse myself in the game.
 I felt that I controlled the game.
 The game’s difficulty and skill level were well-balanced.
 I felt significance and value in the game.
 I felt fulfilled.

The answers were translated into 1-5 point scores. By adding the score for each
state of mind, we obtained the “flow score”, which is an indication of the player’s
immersion in the game.
538 M. Sakata, T. Yamashita, and M. Okubo

2. Time Perception
We asked the subjects to give five-stage answers about each game’s time lapse,
i.e., time perception. The answer choices were “Felt it was short,” “Felt it was ra-
ther short,” “Normal time perception”, “Felt it was rather long,” and “Felt it was
long.” These answers were then translated into 1-5 point scores.
3. Opponent’s Skill
We asked the subjects to evaluate their opponent’s skill compared to their own
skill levels set at 100.
4. State of Mind
We asked the subjects to give four-stage answers – “Not applicable,” “Not very
applicable,” “Somewhat applicable,” and “Applicable” – to the following 12
emotion words, i.e., “Anxiety vs. Relief” and “Arousal vs. Sleep” categories:
“Anxiety”, “Anger”, “Dissatisfaction”, “Mortification”, “Boredom”, “Fatigue”,
“Relaxation”, “Composure”, “Satisfaction”, “Pleasure”, “Surprise”, “Excitement”,
“Impatience”, “Volition”, “Apathy”, and “Relief” during the game.

4 Experimental Result

4.1 Game Type, Opponent’s Skill Level and Flow

In order to examine if the 30


“flow score” (absorption
into the game) varies with 29

the type of game (competi- 28


tive vs. cooperative) and 27
the opponent’s skill level competitive
26
(high/equal/ low), we con-
cooperative
ducted a type (2) ×level 25
(3) analysis of variance. 24
Fig. 5 shows the average
23
flow score at different skill
levels. As a result, we 22
high equal low
found the main effect of
the “game type” at the Fig. 5. Average of Flow Score
10% significance level and
the main effect of the “op-
ponent’s skill level” at the 5% significance level. We did not find any interactions. In
other words, there was greater immersion in the game with the “competitive” type
game than with the “cooperative” type game. It was shown that there was greater
Flow when the opponent’s skill level changed from “equal” to “low”, and then again
from “low” to “high”.
We can say that it has been statistically proven that the game type (competitive vs.
cooperative) and the opponent’s skill level (high/low/equal) affect the game player’s
state of mind even in solving the same tasks, i.e., doing calculations.
Factor Models for Promoting Flow by Game Players' Skill Level 539

Table 1. Frequency of Emotion Words

Competitive Cooperative
high equal low high equal low
Anxiety 27 24 13 22 13 13
Anger 11 4 3 6 1 2
Displeasure 16 5 5 7 1 5
Mortification 10 1 4 5 1 7
Boredom 6 3 10 6 3 11
Fatigue 14 10 16 13 13 17
Relaxation 3 10 18 11 17 20
Composure 0 10 14 13 16 13
Satisfaction 3 21 21 6 23 14
Satisfaction 2 18 17 6 10 12
Surprise 21 9 5 15 5 3
Excitement 22 25 12 11 15 10
Impatience 29 26 12 23 17 13
Volition 21 28 13 17 22 16
Apathy 17 2 0 6 1 3
Relief 0 8 20 9 14 17

4.2 Emotions for Game Types and Skill Levels


As shown under Section 3.4 above, we asked the subjects to evaluate the 16 emotion
words by using four-stage answers, i.e., “Not applicable,” “Not very applicable,”
“Somewhat applicable” and “Applicable.” Score 0 was assigned to the first two an-
swers, and score 1, to the last two answers. The subjects’ emotions were numerically
processed this way and listed in Table 1.
The shadows indicate the top five emotion words that were selected most frequent-
ly for each game. (Six emotion words are shadowed when selection frequency was the
same.) The frequently selected emotion words for each skill level are shown as a flow
model in Fig.6. It was found that the emotions felt by the subjects differed with

High High
Anxiety Anxiety
Surprise Fatigue
Excitement Composure
Impatience Surprise
Cooperator Skill Level

Volition
Oppone
Opponent Skill Level

Anxiety Impatiencee Relaxation


Satisfaction Volition Composure
Excitement Satisfaction
Impatience Impatience
ion
Volition n
Volition
Fatigue Fatigue
Relaxation Relaxation
Composure Satisfaction
Satisfaction Volition
Relief Relief
Low High
gh
Low

Low Player Skill level
evell Low Player Skill level High
Competitive type game  Cooperative
C i type game

Fig. 6. Flow Model for Competitive and Cooperative Games


540 M. Sakata, T. Yamashita, and M. Okubo

different skill levels. For example, if the subject’s skill level is “equal” with his/her
opponent, they felt “Excitement” and “Anxiety” in a competitive game. They felt
more “Relaxation” and “Composure” playing a cooperative game. Even though the
tasks performed by the subjects were exactly the same, it is interesting to note that
their “state of mind” caused different emotions, depending on whether they were
“competing” or “cooperating” with their opponents.

4.3 Game Player’s Individual Traits and Flow


In 4.1, we examined how the game type and the opponent’s skill level affected the
game player’s state of mind as a general trend seen among all of our experiment sub-
jects. The player’s individual traits, however, are also considered to affect his/her
emotions, which are aroused by the game or the feeling of immersion in the game. In
this section, we build a quantitative model to show “how the factors affecting the feel
of immersion vary with each game player’s individual traits. In this study, we also
build a model that will allow us to foresee the sense of immersion by different groups,
after grouping the subjects by their skill levels.”

4.3.1 Player’s Individual Traits (Skill Level)


In this study, each player’s attributes, i.e., skill level, are obtained objectively using
the following indices:

─ Calculation speed
The average time taken to answer one problem is the player’s “calculation
speed.” Each player completes six trial calculations, so an average speed was
obtained from these results. The subjects showing an above-average speed be-
long to the “fast” group; those below the average speed, to the “slow” group.
─ Accuracy
The players were divided into “accurate” (above average performance) and “in-
accurate” (below average performance) groups based on the results of the six
trial calculations.

By integrating the above concepts, the subjects were divided into the following four
groups: “fast and accurate group”, “fast and inaccurate group”, “slow and accurate
group”, and “slow and inaccurate group”.

4.3.2 Subjective Data by Experiment’s Subjects


As stated under Section 3.4 above, the study subjects’ subjective data when playing
games are gained in terms of “time perception”, “opponent’s skill level assessment”,
and “emotional state of mind”. “Time perception” is shown by 1-5 point values ob-
tained by applying a five-point scale to the answers. “Opponent’s skill level assess-
ment” is a numerical indication with reference to the subject’s own performance set to
100. As for the “emotional state of mind”, the 12 emotion words were classified into
four quadrants based on Russell’s circumplex model (Fig.7). The four quadrants are:
pleasure-arousal (first quadrant), displeasure-arousal (second quadrant), displeasure-
sleep (third quadrant) and pleasure-sleep (fourth quadrant). From the results of
Factor Models for Promoting Flow by Game Players' Skill Level 541

four-point scale answers, we calculated the number of emotion words which the
subjects felt were “Somewhat applicable” and “Applicable”. This value is defined as
“emotional state of mind.”

4.3.3 Factor Models for Bringing Arousal


Out Flow
We then tried to obtain a multivariate Second Quadrant First Quadrant
regression model to show what emotion-
anxiety pleasure
al state leads to Flow. We conducted a anger surprise
multivariate regressional analysis using

Displeasure

Pleasure
displeasure excitement
the flow score as a dependent variable,
the six subjective data shown in the pre- mortification relaxation
vious section, i.e., “time perception”, boredom composure
fatigue satisfaction
“opponent’s skill level assessment”, and
“emotional state of mind (first~fourth Third Quadrant Fourth Quadrant
quadrants)”, as independent variables,
and using a forced entry method. Table 2 Sleep
shows standardized coefficient and ad-
justed R2. Fig. 8 shows the proportion of Fig. 7. Emotional Classification based on
the standard coefficients. Russell’s Circumplex Model

Fast and accurate group


The effect of the emotional scores in the First Quadrant was significantly high on the
flow score (p<0.05). When the subject is in the “Pleasure-Arousal” state, the emotions
such as “pleasure,” “surprise” and “excitement” may be the contributing factors that
trigger Flow. The contribution rate was particularly low compared with the other
groups. This is not a fitting model.
Fast and inaccurate group
The emotional state had no effect, but “time perception” and “opponent’s skill level”
had a significantly high effect on the flow score (p<0.01). This group perceives time
to be moving quickly and is likely to feel Flow when the opponent’s skill level is
lower than the subject’s. The model showed the best fitting out of the four groups.

Table 2. Result of Multiple Regression Analysis

1st 2nd 3rd 4th time opponent’s


adjusted R2
quadrant quadrant quadrant quadrant perception skill level
Fast and 0.265* 0.188 -0.175 0.131 -0.043 -0.253 0.098
accurate
Fast and 0.227 -0.152 -0.023 0.193 -0.551 **
-0.557 **
0.577
inaccurate
Slow and
accurate 0.774** -0.300 -0.247 -0.075 0.361 -0.200 0.411
Slow and -0.139 0.576 -0.746 **
0.274 0.051 -0.313 0.459
inaccurate
* p<0.05, ** p<0.01.
542 M. Sakata, T. Yamashita, and M. Okubo

Table 3. List of Coefficients by Multiple Regression Analysis

constant 1st 2nd 3rd 4th time opponent’s


quadrant quadrant quadrant quadrant perception skill level
Fast and 23.029 0.600 0.396 -0.408 0.241 -0.200 -0.029
accurate
Fast and
inaccurate 32.504 0.458 -0.270 -0.052 0.376 -2.432 -0.050
Slow and 19.369 2.020 -0.841 -0.661 -0.181 1.725 -0.027
accurate
Slow and 25.567 -0.284 1.404 -1.424 0.504 0.231 -0.032
inaccurate

Slow and accurate group 100%


competitor’s
Just like the ‘fast and 90% skill level
accurate’ group, the score 80%
time
of First Quadrant emotions 70% perception
had a significantly high 60% 4th quadrant
effect on the flow score 50%
(p<0.01). It was shown that 40% 3rd quadrant
the “Pleasure-Arousal” 30%
state, in other words, 20% 2nd quadrant
emotions like “pleasure,” 10%
“surprise” and “excite- 0% 1st quadrant
ment”, is a contributing fast and fast and slow and slow and
accurate inaccurate accurate inaccurate
factor for triggering Flow.
This model’s overall con- Fig. 8. The proportion of Standardizing Coefficients
tribution rate was higher
than the “fast and accurate” group. These emotions, therefore, were found to
strongly affect Flow.
Slow and inaccurate group
Different from the other groups, only the emotions in the Third Quadrant had a signif-
icantly high effect on the flow score (p<0.01). The negative standardization
coefficient shows that the “Displeasure-Sleep” state, or feeling the emotions of
“mortification,” “boredom” and “fatigue”, does not lead to Flow. Conversely, Flow is
easier to feel when such emotions are not being felt. This model’s fitting was
moderate.
Table 3 lists the coefficients of independent variables obtained by multiple regres-
sion analysis and the constants. We predicted the flow score for individual players in
each group, using these figures. The predicted and actual flow scores are plotted on
the horizontal axis and vertical axis, respectively (Fig. 9).
From the above results, we found that the emotional state leading to Flow differed
with the player’s skill level. It was also shown that the player’s immersion in the
game can be predicted to some degree by looking at his/her emotional state.
Factor Models for Promoting Flow by Game Players' Skill Level 543

Fast and accurate group        Fast and inaccurate group

Flow Score (actual) 32 32

Flow Score (actual)


27 27

22 22

17 17
y = 1.001x - 0.0458
R² = 0.6318
12 y = 1.1669x - 0.0897 12
R² = 0.12
7 7
㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞 㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞
Flow Score (predicted) Flow Score (predicted)

Slow and accurate group Slow and inaccurate group

32 32
Flow Score (actual)

Flow Score (actual)


27 27

22 22

17 17
y = 1.0008x - 0.0545 y = 1.0007x - 0.048
R² = 0.533 R² = 0.5715
12 12

7 7
㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞 㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞
Flow Score (predicted) Flow Score (predicted)

Fig. 9. Predicted and Actual Flow Scores by Multiple Regression Analysis

5 Conclusion

In this study, we developed a simple numerical calculation game system in order to


investigate the influence of game types and opponent’s ability on the player’s state of
mind and performance. Using this system, we performed some experiments under
controlled situations. All of our subjects solved the calculations at a similar rate, ex-
cept when factoring for the players’ recognition of the cooperator or opponents’ skill
level. However, the subjects’ performance and emotions are different depending on
the situation, which suggests that the video game system has an effect on the player’s
emotional state.
The experiments in this study were performed under a controlled video game situa-
tion. One cannot deny that some people wonder if there are game elements in such
simple tasks as “solving calculation problems.” However, even when doing simple
and monotonous work, people would be able to enjoy work by finding game elements
in their jobs. On the other hand, some people would be stressed out if they couldn’t
find any game elements in their jobs. This study, therefore, has great significance in
that it has empirically shown that the state of mind about games, the emotional
status during a game and the factors that lead to Flow change with the players’
characteristics.
544 M. Sakata, T. Yamashita, and M. Okubo

References
1. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper and Row,
New York (1990)
2. Kuramoto, I., et al.: Weekend Battle: an Entertainment System for Improving Workers’ Mo-
tivation. In: Proc. of 2nd International Conference on Advances in Computer Entertainment
Technology (ACE 2005), pp. 43–50 (2005)
3. Tamakoshi, S., et al.: A study in the entertainment of fighting video game measured by
fNIRS: a comparison vs. human and vs. computer, IPSJ SIG Technical Report EC-3 (2006)
(in Japanese)
4. Takatalo, J., et al.: Presence, Involvement, and Flow in Digital Games. In: Evaluating User
Experience in Games, pp. 23–46. Springer
5. Csikszentmihalyi, M.: Finding Flow: The Psychology of Engagement With Everyday Life.
Basic Books (1998)
6. Suto, H., et al.: Designing and estimating action and structure including enjoyment. Journal
of Human Interface Society 7(4), 541–546 (2005) (in Japanese)
Social Experiment on Advisory Recommender System
for Energy-Saving

Hiroki Shigeyoshi1, Ken’iti Tamano1, Ryosuke Saga1, Hiroshi Tsuji1,


Shuki Inoue2, and Tsuyoshi Ueno3
1
Osaka Prefecture University, 1-1, Gakuen-cho, Naka-ku, Sakai-shi, Osaka, Japan
shigeyoshi@mis.cs.osakafu-u.ac.jp,tama@a7m3.jp,
{saga,tsuji}@cs.osakafu-u.ac.jp
2
Energy Use R&D Center, The Kansai Electric Power Co., Inc., 3-11-20 Nakoji,
Amagasaki-shi, Hyogo, Japan
Inoue.shuuki@d4.kepco.co.jp
3
Central Research Institute of Electric Power Industry,
2-11-1, Iwadokita, Komae-shi, Tokyo, Japan
ueno@criepi.denken.or.jp

Abstract. This paper describes a social experiment on an advisory


recommender system for home energy-saving, called KNOTES. Based on the
user’s value sense and the effectiveness of the advice, KNOTES aims to
recommend highly effective advices over the user’s own preferences. In
addition, KNOTES uses an advice reference history to avoid the repetition of
redundant advice. For the social experiment, forty-seven subjects used
KNOTES for about two months. Introducing four metrics for comparing
KNOTES with a random recommender, this paper verifies that KNOTES could
recommend the advices which are desirable from the view of energy-saving and
could avoid the repetition of redundant advices. The remaining issue has been
prediction of the users’ preferences according to their value sense.

Keywords: recommender system, home-energy-saving, man-machine


interaction, knowledge management.

1 Introduction
Various recommender systems have been proposed to help users effectively select
contents that interest them from a potentially overwhelming set of choices [1]. The
traditional systems have usually dealt with business products such as books and
music, focusing on users’ preferences that show what they are most likely to accept.
Meanwhile, they are not designed for a recommendation of advices that change and
improve our lifestyle, such as energy saving, weight control, and smoking stoppage.
In such cases, effective recommendations are not always based on the user’s
preferences as the best results cannot be achieved when they choose only the advice
that they like. Not all preferred advice is effective for all users. Thus, it is desirable
that the systems focus on not only user’s preference but also the effectiveness of
advice.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 545–554, 2013.
© Springer-Verlag Berlin Heidelberg 2013
546 H. Shigeyoshi et al.

For evaluating such advisory recommender systems, it is necessary to collect log


data by social experiments. Based on the advice execution history from the log data,
the effect of advice can be verified. It is also necessary to simultaneously define the
evaluation metrics by considering the system characteristics [2].
This paper describes an advisory recommender systems and its social experiment.
The system is named KNOTES (KNOwledge & Transaction based domestic Energy
saving support System), which we developed in the previous study [3]. This system
specializes in energy saving and aims to select effective advices that are in user’s
interest. The experiment includes forty seven subjects who used KNOTES for about
two months. Analyzing the log data, KNOTES was evaluated with the proposed
evaluation metrics.
In chapter 2, this paper will introduce the traditional recommender systems
and requirements for advisory recommender systems. In chapter 3, this paper will
show overview of an advisory recommender system for energy-saving and its
recommendation algorithm. In chapter 4, this paper will describe the social
experiment, which verifies whether the purposes of the system are accomplished. In
chapter 5, this paper will conclude and suggest the future issues.

2 Recommender Systems

2.1 Overview of Related Systems

By offering useful information, recommender systems support users in various


decision-making processes, such as what books to buy, what music to listen or what
online news to read [4]. There are two major traditional recommendation methods.
One is content-based filtering, which chooses content that is similar to the user’s
current interests. The other is collaborative filtering, which chooses content based on
the interests of similar users. Both methods attempt to predict users’ interest in an
item by focusing on their preferences.
Accuracy metrics are widely used as an evaluation tool for systems based on such
methods by expressing how precisely the system can predict the user’s preference.
These are arguably the most important metrics, because there is marginal use of
recommendations for content that does not interest the user [5].
In recent attempts to improve the user’s satisfaction for the systems, other metrics
have attracted attention [2], [6], focusing on novelty, serendipity [7], and diversity [6].
However, when these systems tried to simultaneously improve several metrics, a
trade-off problem occurred [4]. In particular, accuracy decreased as the system put a
higher priority on novelty, thus, it is essential to improve several metrics while
maintaining accuracy.
In addition, it was also pointed out that the performance of the system changes
according to the number of users and the number of items [8].Therefore, it is
necessary to select recommendation methods that are most appropriate to the purpose
of the system and data size [2].
Social Experiment on Advisory Recommender System for Energy-Saving 547

2.2 Requirements for Advisory Recommender Systems


In this section, we consider the case in where a recommender system provides advice
which changes and improves our life-style, such as energy-saving, weight control and
smoking stoppage. It was reported that energy saving, such as time restricting the use
of an air-conditioner, reduces comfort [9]. Such advice is often disliked by a user
because of the mental workload. If the system makes recommendations only
according to the user’s preferences, some effective advices might not be suggested,
thus, it is necessary to consider not only user’s preference but also the effectiveness of
advice. The advisory recommender system should suggest advice which is acceptable
for a user and yet desirable for energy-saving.
It is suggested that users dislike getting the same advice. This problem prevents the
users from repeatedly using the system. Thus, it is desirable to avoid repeating advice
which a user has already followed and advice and overly repetitive advice.
The most important requirement is that the system prompts users to act on the
advice given, because the essence of recommender systems is to support users in
decision-making processes. Implementing this requirement imposes a change of
consciousness to the user, thus, it also seems to be the most difficult issue.
Encapsulating the above discussion, there are three requirements on advisory
recommender systems:

• To recommend highly effective advice in the user’s interest,


• To avoid the repetition of redundant advice,
• To prompt user to execute the given advice.

3 Advisory Recommender System on Energy-Saving

3.1 System Structure

To implement these requirements, we developed an advisory recommender system


named KNOTES [3]. This system deals with energy-saving advice. An overview of
the system is shown in Figure 1. First, users input their profile data including value
sense and appliances owned by them. Next, they are required to input their monthly
energy consumption about electricity, gas, and kerosene. Based on the data, KNOTES
gives advice to users and records its recommendation logs. If the user follows the
advice given in recommendations, the execution logs record it. The user can
simultaneously evaluate the advice on a scale of 1–5 on how easy it felt to comply
and how likely he would be to recommend it to others. Users can repeatedly receive
different recommendations.
To reflect the user’s preferences in recommendations, KNOTES collects data about
user value sense using questionnaires, allowing the system to predict which advice
will be favorable. The value sense and the effectiveness in advice data are used to
recommend highly effective advice that remains in the user’s interest. An advice
reference history, including recommendation logs and execution logs, is used to avoid
the repetition of redundant advice.
548 H. Shigeyoshi et al.

Fig. 1. Advisory recommendation from KNOTES

3.2 Advice Features

Advice in KNOTES has attributes such as those shown in Table 1. The advice data is
based on data that was introduced in the report [10]. “Energy-saving”, “CO2
reduction”, and “Cost saving” show the prospective amounts saved when the advice is
executed once. “Maximum number of available times” shows the number of times that
the advice is ideally executed in one year, thereby avoiding the repetition of advice to
avoid user resistance. “Difficulty level” and “Recommended-level” are dynamic scores
of 1–5 that are updated to be a mean value by advice evaluations. “Easiness” is the
combination of “Maximum number of available times” and “Difficulty level”. “Energy
type” shows the energy target of the advice: electricity, gas, and kerosene. If the
energy target is not recognized, “no data” is inputted. “Season” shows when the
advice should be executed.

Table 1. Example of advice data

Easiness
Maximum Recommended
Energy CO2 Cost Difficulty
number of level
Suggestion Appliance saving reduction saving level Energy type Season
available (unrecommend:1,
[MJ/time] [g/time] [yen/time] (easy:1,
times recommend:5)
difficult:5)
[times/year]
Use a saving water shower Water heater 2,549.00 130,772.00 7,257.00 1 5.0 3.0 No data Whole year
Reduce the cooling time Electric fan 0.22 10.53 0.53 112 3.0 3.0 Electricity Summer
Reduce the heating time Electric stove 3.47 162.08 8.08 169 3.0 3.0 Electricity Winter
… … … … … … … … … …

3.3 Algorithm for Recommendation


KNOTES calculates the scores to select advice from all advices user by user.
According the score, advices in top n (n is 10 in social experiment of chapter 4) are
selected to become recommendations. The algorithm is divided into the following five
steps.
Social Experiment on Advisory Recommender System for Energy-Saving 549

I. Based on user value sense and the effectiveness of advice, the system scores each
advice.

First, based on user value sense given in user profile, KNOTES calculates the weight
vi of each attribute i (i is in the range 1–5): “Energy saving”, “CO2 reduction”, “Cost
saving”, “Easiness”, and “Recommended-level”. These weights express how
important the user considers the five attributes. Then, the system calculates the score
pj of advice j (j is in the range of 1 – N (N is a 104 in the social experiment of chapter
4)) with the weight vi and the attribute data aij using formula (1). The total of the
weights is normalized as one. The maximum data in each attribute is normalized as
one for calculation.
∑ (1)

In this calculation, “Easiness” has two attributes, “Maximum number of available


times” and “Difficulty level”, which are reversal values. Thus, they are subtracted
from each maximum data before normalization. The normalized “Difficulty level” is
multiplied by the normalized “Maximum number of available times”, and the value is
used as “Easiness”. In this step, a score of the advice that matches user value sense
and have high effects will be raised.

II. Considering user energy consumption volume, each score is revised.

Based on the ratio of the energy consumption in the last month c1 and that in the same
month of the previous year c0, each score is revised by the following formula (2).
⁄ (2)

III. Recognizing user’s own appliances and season, the system chooses available
advices.

The advice about unowned appliances and off-season advice is not available.

owned appliance
(3)
not owned appliance 0

on season
(4)
off season 0

IV. Referring to advice reference histories, each score is revised.

Using formula (5), advice seldom executed has a greater chance of being
recommended. In addition, the system can avoid the repetition of the same advice
over the available time. For advice j, mj is the maximum number of available time,
and xj is the number of executed times.

(5)
550 H. Shigeyoshi et al.

The system can avoid repeating the same advice. k is a decay constant from 0 to 1
(k is 0.95 in the social experiment of chapter 4). dj is the number of recommended
times on advice j. With this calculation, the score pj decreases as dj increases.

(6)

V. At random, a score of the advice is raised.

To promote energy saving, it is desirable to inform users of every available advice.


Thus, the system tries to recommend even low effect advice at least once a year. With
the following formula (7), the system chooses one advice and raises its score at
random with the 25% probability.

0, 1, 2, 3, 4, 5 (7)

4 Social Experiment

4.1 Overview of Experiment

A social experiment was conducted to verify the three requirements for advisory
recommender systems in chapter 2. This section describes the data collection and the
evaluation metrics according to the requirements.

Data Collection. First, we distributed the manual and questionnaires to forty seven
subjects to collect the users’ data. The questionnaires included questions about
appliances owned by users, value sense, among others. They also included questions
about the monthly amounts of energy consumption and bills for electricity, gas,
kerosene from September 2009 to August 2011. This energy consumption data was
used for recommendation algorithm in formula (2). Every subject answered these
questionnaires by October 21, 2011.
Next, each subject used KNOTES online from December 1, 2011 to February 8,
2012, and its action logs were simultaneously recorded in the system. In this
experiment, 10 suggestions were recommended from a total of 104 pieces of advice at
once. Moreover, each subject was prescribed to input the monthly amounts of energy
consumption into the system. Thus, it was expected that every subject would use the
system once a week during experiment.
To collect user ratings for each advice, we performed our investigation from
February 1, 2012 to February 8, 2012. Each subject answered a question about user
rating (want to execute: 5, not: 1) on a web site. The rating data was transformed into
a binary scale by converting every rating of 4 or 5 to “like”, and those of 1–3 to
“dislike”.

Evaluation Metrics. To verify the three requirements, this subsection proposes four
evaluation metrics: accuracy, excess, achievement and accumulation recall. Then, a
random recommender system is introduced for a comparative evaluation with
KNOTES.
Social Experiment on Advisory Recommender System for Energy-Saving 551

• To recommend highly effective advice in the user’s interest

It is necessary to identify effective advices. Thus, all advice is divided into two equal
groups, “high effect” and “low effect”, according to the sum of attributes in the advice
data: “Energy saving”, “CO2 reduction” and “Cost saving”. The proportion of “like”
and “high effect” advices in all of the recommended advices is calculated to verify
this requirement.
Accuracy is defined as confirmation that the system can reflect the user’s
preferences. The mean absolute error and mean square error have been used widely as
accuracy metrics [11]. However, the metrics have been useful only when the system
predicts user rating of each suggestion. Therefore, the metrics are not useful for
KNOTES. Here accuracy is defined as a mean of user ratings in recommended
advices.
Accuracy Mean of user ratings in recommended advices (8)

• To avoid the repetition of redundant advice

Excess is defined as the sum of ratios of the number of excess times to the maximum
number of available times on each advice, as shown in formula (9). If the user
executes the advice more than the ideal times, the user may not efficiently save
energy. Excess becomes better as the value gets closer to zero. For advice j for user u,
is the set of available advice, is a maximum number of available times and
is a number of executed times.

,
Excess 100 | ∑ (9)
|

• To prompt user to execute the given advice

For the verification of this requirement, achievement and accumulation recall are
defined. Achievement is defined as the sum of ratios of the number of executed times
to the maximum number of available times of each advice. For the user, it is desirable
to execute all available advices according to the maximum number of available time
on each advice.
,
Achievement 100 | ∑ (10)
|

Accumulation recall is defined as the ratio of the sum of the number of executed times
to the sum of the maximum number of available times on each “like” advice. is the
set of “like” available advice for user u.
∑ ,
Accumulation recall 100 (11)

To comparatively evaluate KNOTES, a random recommender system is used.


Recognizing user’s own appliances and season, the random recommender also
552 H. Shigeyoshi et al.

chooses available advices, as shown in formulas (3) and (4). Then, the system selects
10 suggestions at random from the available advices.
For three metrics, excess, achievement and accumulation recall, it is necessary to
calculate the number of executed times . This number is calculated using the
advice execution ratio in the social experiment.

4.2 Results

Experimental Results
As a result of the social experiment, twenty seven subjects were regarded as valid
data. The average subject used the system six times during experiments, as shown in
Table 2. This table shows the top and bottom three users in descending order by the
number of times the system was used. The execution ratio varied user by user and
showed marginal correlation with the number of times the system was used.

Table 2. Results of social experiment on KNOTES (top and bottom three users)

Total number of Total number of


Number of Types of Types of
User id recommended advice executed advice Execution ratio
use times available advice like-advice
(Types) (Types)

1003 16 65 12 160 (45) 11 (9) 6.9%


1001 15 74 17 150 (44) 53 (16) 35.3%
1024 13 79 30 130 (44) 77 (18) 59.2%
… … … … … … …
1048 2 79 37 20 (14) 12 (8) 60.0%
1014 1 63 25 10 (10) 0 (0) 0.0%
1034 1 74 20 10 (10) 0 (0) 0.0%
mean 6.3 74.4 30.4 62.6 (23.1) 18.3 (7.7) 26.5%

Evaluation Results. The proportions of “like” and “high effect” advice in all
recommended advice are shown in Table 3, along with the values of the t-test in each
proportion. The “like” and “high effect” advices were likely to be recommended in
KNOTES more than when using the random recommender. Effective advice was
given high priority compared with interesting advices in KNOTES, because the
proportions of “high effect” and “dislike” advice were better than those of “low effect”
and “like” advices.
The results for four metrics are shown in Table 4. From t-value, the differences
between KNOTES and the random recommender were not proven for the following
metrics: accuracy, achievement and accumulation recall. The excess metrics was
better than the random recommender, and the difference between the systems was
also proven. The value of excess in KNOTES was zero, therefore, it was verified that
the system could avoid the repetition of redundant advice. However, the accuracy of
KNOTES was not better than that of the random recommender.
Social Experiment on Advisory Recommender System for Energy-Saving 553

Table 3. Proportions in recommended advice

high effect low effect


like dislike like dislike
KNOTES 31.87% 43.64% 6.95% 17.54%
Random 20.93% 23.57% 20.02% 35.49%
t-value 4.61 11.07 −8.69 −11.01

Table 4. Results for four metrics

Excess Achievement Accumulation


Accuracy
[%] [%] recall [%]
KNOTES 2.41 0 2.54 0.11
Random 2.51 0.85 2.36 0.07
t-value -0.99 -2.84 0.89 1.86

4.3 Discussion
In results, the number of times KNOTES was used was fewer than expected, and the
execution ratio was not good, possibly because the interface of KNOTES was difficult
to use. Moreover, users hesitated to execute an advice because of the mental workload
required. In an advisory recommender system, it is important that the system prompts
users to execute advice in a user-friendly way.
Conversely, it is conceivable that the advisory recommender system should store
several small advices for recommendation. Some energy-saving methods have not
only a significant effect but correspondingly significant drawbacks. By collecting
many small advices, it will become easier to reflect the life rhythm and demand of the
user in making recommendation. It will also become easier to recommend advices at
more opportune times for the user.
KNOTES was likely to recommend “like” and “high effect” advices more than the
random recommender, as shown in Table 3. This is because the system focuses on not
only user’s preference but also the effectiveness of advice in first step of
recommendation algorithm. However, at the same step, the system failed to predict
user's preferences by using user value sense. It resulted in a decline in accuracy, as
shown in Table 4.
To precisely predict user’s preferences, it is desirable to investigate the tendency of
the user from log data. Analyzing what advice is more readily accepted by a user is
regarded as a future issue. This social experiment provided useful data for such an
analysis. Moreover, it is considered as a remedy to combine the traditional method
focusing user’s preferences with KNOTES.

5 Conclusions

An advisory recommender system that provides advice in the domain of energy


saving, weight control and smoking stoppage is required. Unlike the traditional
554 H. Shigeyoshi et al.

recommender systems, the system needs to focus on not only user’s preference but
also the effectiveness of advice. Moreover, the system should be user-friendly by the
avoidance of the repetition of redundant advice. To implement the requirements, this
paper has described an interactive system, named KNOTES, and its social
experiments. The social experiment was conducted with forty seven subjects for about
two months. To verify the requirements, the evaluation metrics have been defined:
accuracy, excess, achievement and accumulation recall.
It has verified that KNOTES recommended the “high effect” advices and avoided
the repetition of redundant advice. Meanwhile, it has not verified that the system
recommend “like” advices, because of inaccuracy in the prediction of users’
preferences based on their value sense. Improving the accuracy of the
recommendations is one of remaining issues by applying the traditional method to
KNOTES.

References
1. Resnick, P., Varian, H.R.: Recommender Systems. Communications of the ACM 40(3),
56–58 (1997)
2. Herlocker, J., Konstan, J., Terveen, L., Riedl, J.: Evaluating Collaborative Filtering
Recommender System. ACM Transactions on Information Systems 22(1), 5–53 (2004)
3. Shigeyoshi, H., Inoue, S., Tamano, K., Aoki, S., Tsuji, H., Ueno, T.: Knowledge and
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Modeling a Human's Learning Processes to Support
Continuous Learning on Human Computer Interaction

Kouki Takemori1, Tomohiro Yamaguchi1, Kazuki Sasaji1, and Keiki Takadama2


1
Nara National College of Technology
Nara, Japan
{Takemori,yamaguch,sasaji}@info.nara-k.ac.jp
2
The University of Electro-Communications
Tokyo, Japan
keiki@inf.uec.ac.jp

Abstract. This paper presents the way to design the continuous learning sup-
port system for a human to achieve continuous learning. The objective of this
research is to make a prototype system based on a learning process model to
guide a human to achieve continuous learning. The main problem is how to
keep supplying new goals to a learner for achieving continuous learning. To en-
courage the sense of continuous awareness toward goal discovery, we propose
an idea to provide a human learner with invisible goals. This paper formalizes
the continuous learning by a simple maze model with invisible goals and
designs the maze sweeping task which involves multiple solutions and goals.

Keywords: continuous learning, invisible goals, maze sweeping task.

1 Introduction

Since 1980s, computer systems have been used in many different ways to assist in
human learning. Computer-based systems have been applied in the field of human
learning for three different purposes [1]: (1) to replicate human behavior, (2) to model
human behavior, or (3) to augment human behavior. Described above, the position of
our research is based on the second class toward the third class. However, there is a
basic problem that these previous methods commonly depend on observable beha-
viors or activities. On the other hand, a learning process of a human has a major diffi-
culty in observing since it is a mental process. So it is necessary to add a new twist to
observe the learning process of a human.
In the field of management in business, psychological research on human motiva-
tion comes to the frontline. While, there is a great need to facilitate continuous
improvement and innovation in business processes since an organization is to be suc-
cessful in today’s rapidly changing environment. And so, a learning process model to
achieve continuous improvement has been proposed, it is defined as a process that
results in changed behavior [2]. There are three elements for this process to be effec-
tive: the hows, whys, and whats of learning. The “hows” of learning is a technique to

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 555–564, 2013.
© Springer-Verlag Berlin Heidelberg 2013
556 K. Takemori et al.

help the learning process. The “whys” of learning creates an environment and a task
which provides meaning. The “whats” of learning enables a focus on goals or tasks.
Learning process is consists of several learning-stages. Table 1 shows the stages of
learning process [2]. This paper focuses on the learning-stages of awareness, under-
standing and commitment as shown in table 1.

Table 1. The Learning-stages of Learning process

Learning-stage Meaning The role of leadership


6 Reflection “What/How have we learned?”
5 Enactment “I want to try this” Allow risk taking
4 Commitment “I want to know about this” Remove barriers
3 Understanding “I need to know about this” Develop shared vision “whys”
2 Awareness “I ought to know about this” Develop shared vision “whats”
1 Ignorance “I do not know and do not care” Question

The main problem is how to keep supplying new goals to a learner for achieving
continuous learning. To solve this problem, we propose an idea to provide a human
learner with invisible goals to encourage the sense of continuous awareness toward
goal discovery. Figure 1 shows modeling a learning process by invisible stimulus.
Invisible stimulus means that it has no impact on sensory perception before action,
but the response of the action differs from the past. Thus a human learner who en-
counters an invisible barrier becomes the state of being aware of something different.
Awareness that results in change behavior is one of the shallow understandings, called
single-loop learning that consists of normal level learning with fixed goal. In figure 1,
the blocks with broken line mean that they are not given explicitly to a learner. The
learner is expected to aware them, goals, barriers and rule of the learning task by un-
derstanding the maze sweeping learning task.
An invisible goal provides the learner with unforeseen success of goal discovery. It
is expected to enhance the need for discovering unknown goals, then it results in a
goal commitment of the learner. Commitment that results in goal discovery is one of
the deep understanding, called double-loop learning that consists of two kinds of
learning level: normal level (change behavior) and meta level (goal discovery). This
paper focuses on goal discovery for continuous learning by invisible goals. For mod-
eling the major learning-stages of a learning process as shown in figure 1, this paper
formalizes the continuous learning by a simple maze model with invisible goals and
designs the maze sweeping task which involves multiple solutions and goals.
For designing a learning environment, there are two points as follows:

(i) easy to monitor a learning process.


For a learner, self-monitoring the learning processes assists the awareness
to improve them. For the system, observing the learner's learning processes
enables to evaluate the effect of the learning support system.
Modeling a Human's Learning Processes to Support Continuous Learning 557

(ii) capture the essential features of continuous learning.


To evaluate a discovery learning task by the experiment with subjects with-
in minutes, it is important to be easy to pass on meaning of the experimen-
tal task to a human learner.

Next, we describe the concept for designing the “whats” of learning in a maze model.
For designing the maze sweeping task to encourage the process of continuous learn-
ing for a human learner, there are two points as follows:

(i) to drive single-loop continuous learning, the maze sweeping task is re-
quested to collect all optimal solutions for each goal.
(ii) to drive double-loop continuous learning, the goal aspects of invisible and
multiple goals are designed.

Fig. 1. Modeling a learning process by invisible stimulus

2 Designing the Continuous Learning by a Maze Model

First we describe designing the “whys” of learning to create a learning environment as


a grid maze model, second, designing the “whats” of learning as the maze sweeping
task is illustrated. For detail, please refer [3].

2.1 A Learning Environment by a Maze Model with Invisible Goals


As a learning environment, a maze model is defined by five elements, state set, transi-
tions, action set, a maze task with its solution, and invisible goals. An invisible goal is
defined as the undiscovered goal state of a maze sweeping task. In a 2D grid maze
model, S is the start state of the maze, and G is the goal state of the maze.
558 K. Takemori et al.

2.2 The Maze Sweeping Task That Involves Multiple Goals

2.2.1 The Definition of an Achievement of the Maze Sweeping Task


To begin with, we describe a maze sweeping task with a fixed goal. It is defined as to
find (shortest) paths from S to G which visits all states only at once in the maze mod-
el. Note that S is the fixed position. The continuous learning task is defined as to
collect all solutions [4] of the task. The optimality of a maze task is defined as the
minimum length of a path from S to G. An achievement is defined as the single-loop
continuous learning of a maze sweeping with a fixed goal. Inputs of the learning are a
maze environment and two kinds of states, a start state S and a goal state G in it. Note
that a goal state G maybe a dummy goal. The single-loop learning goal is to find all
optimal maze sweeping paths from S to G in a given maze.
Figure 2 shows an illustrated example of an achievement of 3x3 maze sweeping
task. Figure 2 (a) shows an initial situation of an example an achievement of 3x3
maze model. Figure 2 (b) shows all solutions of the achievement as shown in figure 2
(a). An achievement is harder than a maze task since it needs a systematic search
method to collect all solutions. So that it is suitable to make an adequate difficulty of
the continuous learning task for a human learner in a small size of the maze model.

Fig. 2. An example of an achievement of 3x3 maze sweeping task

2.2.2 The Definition of a Stage of the Maze Sweeping Task


Next, we introduce a maze sweeping task that involves multiple goals. A maze sweep-
ing task with multiple goals is defined as to find the paths from S which visits all
states only at once in the maze model, note that G is the last state in the path.
A stage is defined as the double-loop continuous learning of a maze sweeping with
multiple achievements. Inputs of the learning are a maze environment and a start state
S. Note that a goal state G is normally invisible. The double-loop learning goal is to
find all achievements in the given maze by discovering corresponding invisible goal
state for each achievement. Figure 3 shows an illustrated example of the stage of 3x3
maze sweeping task invisible goals condition. Figure 3 (a) shows an initial situation
of the stage of 3x3 maze invisible goals condition. There are three kinds of goals in a
stage of the maze model as follows:
(i) visible goal
This type of goal is displayed for a learner as shown in figure 3
(ii) invisible goal
This type of goal is not displayed for a learner in the beginning. After all
solutions of the corresponding invisible goal are found, it is displayed as a
discovered goal DG as shown in figure 3 (b).
Modeling a Human's Learning Processes to Support Continuous Learning 559

(iii) dummy goal


This type of goal is not displayed for a learner in the beginning just like an
invisible goal, and it has no solution associated with the dummy goal. A
dummy achievement is defined as an achievement which has no solution.

In this stage of 3x3 maze, there are four invisible goal states displayed as DG within
eight states as shown in figure 3 (b), and other states are dummy goal states of this
stage.

Fig. 3. An illustrated example of the stage of 3x3 maze sweeping task

3 The Layout Design of Mazes for the Continuous Learning


Task

3.1 Overview of the Continuous Learning Support System

Our system consists of three layers, top-layer, maze-layer and achievement-layer. The
main function of top-layer for a learner is to select a stage associated with the maze-
layer to proceed continuous learning according to the difficulty. The main function of
maze-layer for the learner is to discover all achievements to learn.

(i) top-layer
Figure 4 shows the overview of the top-layer of the system for a learner. A
user can operate to start or exit the experiment, select the current maze
(current stage) to challenge, and can verify the state of progress of conti-
nuous learning by the display of several measurements described below at
section 4.1.
(ii) maze-layer
In this layer, the user can select an achievement to challenge by clicking
one of states in the current maze displayed in the center of the maze-layer
window. If he/she find all solutions in the achievement, the goal state in the
achievement is displayed as DG as shown in figure 3 (b), then it becomes
to non-selective.
560 K. Takemori et al.

(iii) achievement-layer
In this layer, the user can challenge the maze sweeping task of the
achievement selected at the maze-layer. If the user finds a solution of the
achievement, it is registered, then the system goes back to the maze-layer.
If he/she visits G without finding a solution, the small window appears to
notice failure, then he/she can restart this achievement.

Fig. 4. Graphical User Interface for a learner - top-layer of the system

3.2 The Layout Design of Mazes on the Thinking Level Space

Now we coordinate the layout design of mazes on the thinking level space for design-
ing the continuous learning task. Figure 5 shows the layout design of mazes for the
continuous learning task. It is composed of four stages.
stage 1: visible goals under unique solution.
It consists of 2 x 3 maze model with three visible goals and two dummy goals.
Each goal is linked with an achievement of the 2 x 3 maze with a fixed goal. The
solution of each achievement with a visible goal is unique, on the other hand, each
dummy achievement with a dummy goal has no solution.
stage 2: invisible goals under unique solution
It consists of 4 x 2 maze model with four invisible goals and three dummy goals.
Note that for a learner, showing of both goal and dummy goal is the same until the
learner finds a solution on an achievement with an invisible goal. The solution of
each achievement with an invisible goal is unique, on the other hand, a dummy
achievement has no solution.
stage 3: invisible goals under multiple solutions
It consists of 3 x 3 maze model with four invisible goals as shown in figure 3 (b)
and four dummy goals. Each achievement with an invisible goal has two solutions,
on the other hand, a dummy achievement has no solution. In stage 3, there are
total eight solutions.
Modeling a Human's Learning Processes to Support Continuous Learning 561

stage 4: invisible goals under many solutions


It consists of 4 x 3 maze model with six invisible goals and five dummy goals. In
this stage, there are total seventeen solutions much more than the number of solu-
tions in stage 3. Within six goals, three goals have four solutions each, another
two goals have two solutions each, and the rest of a goal has one solution.

Fig. 5. The layout design of mazes for the continuous learning task

4 Experiment

4.1 Experimental Setup

To examine the effects our continuous learning support system, we perform the expe-
riment in which total of twelve subjects are divided into two groups for comparative
conditions. There are two objectives. First one is “dose our system support the conti-
nuous learning for a human?” Second question is “does the condition of invisible
goals work so well to assist the continuous learning for a human?” Then, we describe
the experimental task and the instruction for subjects, comparative conditions, as-
sumptions and measurements, and the hypothesis. The experimental task explained to
the subjects is to collect solutions of the maze sweeping task as many as possible
as we described at section 2.2. To examine the degree to work through the continuous
learning for the maze sweeping task, we prepare four stages as we described at
section 3.2.
All subjects are instructed as follows:

(i) Stage 1 is the practice maze to get used to the maze sweeping task.
(ii) Stage 2 and 3 are the real part, collect solutions as many as possible.
(iii) Stage 4 is a bonus maze, if you want to continue this experiment, you can
challenge this stage as long as you can.

Figure 6 shows the experimental condition whether goals of each maze are invisible
or not. Note that Stage 1 is the common condition that all goals are visible. Figure 6
562 K. Takemori et al.

(a) shows the condition of mazes invisible goals condition. In this condition, all goals
in the maze are invisible. Figure 6 (b) shows the condition of mazes visible goals
condition. In this condition, all goals in the maze are visible.

Fig. 6. Comparison of invisible goals with visible goals

To measure and evaluate the continuous learning for a human, we make an as-
sumption as follows:
The degree of depth of thinking (double-loop learning) can be estimated by the
playing time in the maze-layer and by the number of lines of free comments relevant
to a subject's learning process in the questionnaire after the experiment.
Next we describe the measurements of the experiment as follows:
(1) the number of challenged achievements
(2) the number of collected solutions (displayed as Score in figure 4)
(3) the number of actions of the challenged achievements
(4) the number of trials of the challenged achievements
(5) the playing time in the achievement-layer
(6) the playing time in the maze-layer
(7) the number of lines of free comments relevant to a subject's learning process in
the questionnaire after the experiment
First four measurements are counted on each stage as shown in figure 4. Fifth mea-
surement is to estimate the degree of shallow understanding (single-loop learning),
The last two measurements are to estimate the degree of depth of thinking (double-
loop learning). Note that these measurements except (7) include the play data in
dummy achievements.
Then we make a hypothesis as follows:
The condition of invisible goals encourages the deep thinking in the maze layer,
and it results in the longer continuous learning than the condition of visible goals.

4.2 Experimental Results

4.2.1 Dose Our System Support the Continuous Learning for a Human?
This section evaluates the effectiveness of our continuous learning support system.
All twelve subjects performed the bonus stage 4, and each four subjects of both condi-
tions collected all 17 solutions of stage 4. The data of table 2 and table 3 is the aver-
aged value of six subjects for each condition, and (data) is the standard deviation of
six subjects for each condition. Table 2 shows the experimental result of the total
results of stage 1, 2, 3 and 4. The seven measurements are described at section 4.1.
As shown in table 2 (2), about 87 percent solutions (28 solutions among total 32
Modeling a Human's Learning Processes to Support Continuous Learning 563

solutions) are collected in both conditions. Therefore, these results suggest that our
continuous learning support system is effective for both conditions.

4.2.2 Does the Condition of Invisible Goals Work So Well to Assist the
Continuous Learning for a Human?
This section evaluates the effectiveness of the condition of invisible goals compared
to the condition of visible goals. In table 2, there is no significant difference in first
five measurements (1), (2), (3), (4) and (5) between both conditions. However, the
last two measurements (6) and (7) which are relevant to the degree of depth of think-
ing (double-loop learning) seems to be different. Analyzing the ratio of (6) divided by
(5) the playing time in the achievement-layer, 4 out of 6 subjects are over 4 times
invisible goals condition, relative to 1 out of 6 subjects is over 4 times visible goals
condition.
Next, we analyze the measurements in stage 4 to evaluate the degree of continuous
learning in straightforward way. Table 3 shows the experimental result of stage 4. The
six measurements are same as table 2. In table 3, there is no significant difference in
first four measurements (1), (2), (3), and (4) between both conditions. However, the
last two measurements (5) and (6) the playing time in the maze-layer, both of the
results invisible goals condition are longer than the results visible goals condition.
The reason is that most subjects tend to find correct path at the maze-layer before
select a goal state associated with the achievement in order to avoid failure at the
achievement-layer. Therefore, these results suggest that the invisible goals condition
is more effective to assist deep thinking of the maze sweeping task than the visible
goals condition.

Table 2. The experimental result: total results of stage 1, 2, 3 and 4

measurements (1) (2) (3) (4) (5) (6) (7)


[times] [times] [times] [times] [sec] [sec] [lines]
Invisible goals conditions 17.6 28.0 341 39.8 270 1080 9.00
(3.67) (6.33) (63.0) (6.11) (240) (1230) (4.00)
Visible goals conditions 18.0 27.8 340 42.0 245 527 4.50
(1.27) (7.06) (114) (9.19) (140) (250) (4.04)

Table 3. The experimental result of stage 4

(1) (2) (3) (4) (5) (6)


measurements
[times] [times] [times] [times] [sec] [sec]
Invisible goals conditions 6.50 14.0 214 21.3 201 648
(2.95) (5.62) (67.9) (6.74) (243) (1045)
Visible goals conditions 6.00 14.0 219 21.7 112 199
(0.63) (5.29) (112) (10.4) (65.0) (172)
564 K. Takemori et al.

5 Discussions

The objective of the depth of thinking is to find learning goals to achieve toward con-
tinuous learning. It is defined by the condition of goals, that is whether goal states are
visible (for single-loop learning) or invisible (for double-loop learning). The case of
invisible goals is deeper level of thinking than the case of visible goals. A learner
thinks by shallow understanding (single-loop learning) under visible goals condition
since the goal states are given and known. On the other hand, under invisible goals
condition, the learner thinks by deep understanding (double-loop learning) since the
goal states must be discovered.
Then we discuss the awareness of learning objectives by a learner. Minimum re-
quirements for double-loop learning are to find all goal states of a given maze sweep-
ing task. However, the objective of “whys” of learning is to understand the rule of
maze sweeping deeply. (For example, the regularity of the positions of DG in figure 3
(b).) Since “Reflection” is a sort of an interpretation of learning results by the learner,
it is essential to aware various reflections (interpretation of learning results) in order
to discover various learning goals for continuous learning.

6 Conclusions

We described the way to design the continuous learning support system based on a
learning process model to guide a human to achieve continuous learning. Experimen-
tal results suggest that the invisible goals are more effective to assist deep understand-
ing in a learning process than the visible goals. As one of the future works, we are
planning to quantitate degree of difficulty of continuous learning as the complexity of
maze model and action sequences of a learner, to keep maintaining the flow state of
the human learner according to the learner's skill up.

Acknowledgement. The authors would like to thank Prof. Habib and Prof. Shimohara
for offering a good opportunity to present this research. We also thank the reviewer
for important comments. This work was supported by JSPS KAKENHI (Grant-in-Aid
for Scientific Research (C)) Grant Number 23500197.

References
1. Sklar, E., Richards, D.: Agent-based systems for human learners. The Knowledge Engineer-
ing Review 25(02), 111–135 (2010)
2. Buckler, B.: A learning process model to achieve continuous improvement. The Learning
Organization 3(3), 31–39 (1996)
3. Yamaguchi, T., Takemori, K., Takadama, K.: Modeling a human’s learning processes to-
ward continuous learning support system. In: Habib, M.K., Paulo Davim, J. (eds.) Mecha-
tronics Engineering. Wiley-ISTE (to be appeared June 2013)
4. Yamaguchi, T., Nishimura, T., Sato, K.: How to recommend preferable solutions of a user
in interactive reinforcement learning? In: Mellouk, A. (ed.) Advances in Reinforcement
Learning, pp. 137–156. InTech Open Access Publisher (2011)
Part V
Cognitive and Emotional Aspects
of Interacting with Information
On the Reading Performance of Text Layout, Switch
Position, Topic of Text, and Luminance Contrast
for Chinese E-books Interface Design

3
Wen-Te Chang1,*, Ling-Hung Shih2, Zunhwa Chiang , and Kuo-Chen Huang1
1
Department of Product Design, Ming Chuan University
2
Department of Visual Design, National Taiwan Normal University
3
Department of Industrial Design, Ming Chi University
{kuochen,mimi,ccchuang}@mail.mcu.edu.tw,
redart@ntnu.edu.tw,
zchiang@mail.mcut.edu.tw

Abstract. This study investigated the effects of four independent variables—


text layout, switch position, topic of text, and luminance contrast of Chinese E-
books—on reading time and reading accuracy. Forty-eight college students, 26
females and 22 males aged 18–23 years, were recruited for the experiment. The
present study demonstrated that a down-to-up text direction with a switch
located to the right was the best layout for Chinese E-books in terms of reading
time and accuracy. Moreover, the present study also addressed the effects of
interactions between text direction and luminance contrast on level of visual
fatigue and between text direction and topic of text, between switch position
and topic of text, and between text direction and switch position on reading
time. The results of this study should contribute to research related to the
impact of touch-pad or interface designs on reading, luminance contrast,
interface layout, satisfaction, and reading comprehension.

Keywords: Text layout, Switch position, Topic, Luminance contrast, E-book.

1 Introduction

Since ancient times, paper books (Conventional paper Books/ C-books) have been the
main tools for reading and acquiring knowledge and information. However, ‘E-
books,” digital readable works that can be implemented on smart phones, notebooks,
and other mobile digital visual devices, were introduced recently and have
experienced tremendous growth in total sales, becoming more popular than C-books
(Peek, 2005). E-books are superior to C-books from diverse perspectives, including
those that emphasize storage, transfer, delivery, and accessibility; these devices can
also save time and add value as a collective online reference that acts as a dynamic
and cost-effective information assistant for all professions. Moreover, the rapid

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 567–575, 2013.
© Springer-Verlag Berlin Heidelberg 2013
568 W.-T. Chang et al.

progress of related technology and applications has led to a new reading behavior
based on digital interactive interface, which is gradually transforming the traditional
behavior associated with C-books. Using iPhones and iPads as examples (Apple Inc.,
2012), touch-pads have emerged as a ubiquitous medium with which most people
become familiar while using cell phones or E-books. Previous studies have indicated
that information about the relationships between touch-pad or interface design
and reading interaction, luminance contrast, interface layout, satisfaction, and
reading comprehension is urgently needed (Wu, Lee, & Lin, 2007; Kang, Wang, &
Lin, 2009).
We hypothesized that significant main and interaction effects would be found
between reading speed, and accuracy of understanding, on the one hand, and
document layout, switch position, and luminance contrast, on the other. Therefore, we
investigated the effects of four independent variables—text layout, switch position,
topic of text, and luminance contrast—on reading time, and reading accuracy. The
results have implications for design issues related to layout, switch position, topic of
text, and luminance contrast; they can also be applied to attempts to design and
evaluate user interfaces for the small portable devices serving as Chinese E-books.

2 Methods

2.1 Participants

A total of 48 college students, 26 females and 22 males, between 18 and 23 years of


age (SD = 1.87) were recruited for the experiment. All participants were college
students from the Design School of Ming Chuan University, Taiwan and spoke
Chinese as their first language. All participants reported 16/20 or better corrected
visual acuity; their color vision was tested by the experimenters using the Ishihara
color test plates. None of the participants had color deficiencies. The participants
received a reward of 150 New Taiwan dollars/hr for their participation.

2.2 Stimulus Materials and Design


The present study tested four independent variables: text direction, switch position,
topic of text, and luminance contrast. There were four different text directions: up-to-
down (Fig. 1a), down-to-up (Fig. 1b), left-to-right (Fig. 1c), and right-to-left (Fig. 1d).
Three switch positions were used: top (Fig. 2a), right (Fig. 2b), and bottom (Fig. 2c).
Twelve of level-3 texts chosen from among Taiwan’s junior high school textbooks
and a selection of leisure-time reading materials were used for the reading test. Each
text contained 1,370–1,400 Chinese regular characters (kǎi shūin) in 14-point type
presented on two pages, which necessitated page-turning operations. Three levels of
luminance contrast, 1:3, 1:5, and 1:7, were used for the tests. A reading test was
designed for each text to test reading accuracy.
Text direction and switch position were within-subjects variables, whereas topic of
text and luminance contrast were between-subjects variables. In total, 12 stimuli (four
directions × three switch positions) were randomly assigned and presented to each
participant by a computer program.
On the Reading Performance of Text Layout, Switch Position 569

Fig. 1. The four text directions with the top switch position

Fig. 2. The three switch-position interface layouts

2.3 Procedure

Layouts of stimuli were created with Adobe Reader (version X) and were displayed
on a 7-in color E-book (MID VIA256, by VIA Technologies, Inc.) with the Android
2.2 operating system. The screen resolution was 800 × 600, with a refresh rate of 75
Hz. The monitor was placed on a table 73 cm in height, and the display was tilted to
75°. A head-and-chin rest was used to maintain a constant viewing distance of 50 cm
(Fig. 3). All participants were tested individually in a quiet experimental room in
which the light level was approximately 300 lux.
At the beginning of the experiment, participants spent 1 min reading on-screen
instructions to familiarize themselves with the experimental procedure. Before
exposure to the experimental items, participants engaged in three practice trials. To
570 W.-T. Chang et al.

begin each trial, participants pressed the START icon on the screen. A randomly
assigned text and associated switch position were presented on the screen 2 sec after
participants pressed the START icon. Participants were asked to read the texts and
press the page-turning switch button when they finished reading the first page.
Participants completed reading comprehension tests and took 2-min breaks between
texts. Participants repeated the procedures until all 12 formal stimuli were presented.
Participants were given the following instructions: “Use your finger to press the start
icon to activate the interface, and the test will formally commence and be recorded.
Please press the timer when you finish reading so that the time you spent reading will
be recorded to measure the effectiveness of the interface assigned to you.” The
complete experiment lasted approximately 2 hour for each participant.
Reading performance was analyzed in terms of speed (reading time measured in
seconds). A repeated-measures analysis of variance was performed with SPSS
software (SPSS, Inc., Chicago, IL, USA). The null hypothesis was rejected when the
p-value was equal to or less than 0.05.

Fig. 3. Seated participant and display

3 Results

3.1 Reading Time


We found a main effect of text directions on reading time (F3, 126 = 41.94, p <.001).
Multiple comparisons using the least-significant-difference (LSD) method showed
On the Reading Performance of Text Layout, Switch Position 571

that significantly less time was spent reading text in the down-to-up direction than
in the up-to-down, left-to-right, or right-to-left direction. Less time was spent reading
text in the up-to-down than the left-to-right and right-to-left directions. However, we
found no difference between the latter two conditions.
Analysis of variance showed that switch position significantly affected reading
time (F2, 84 = 10.23, p < .001). Switch position was compared in the same manner as
was text direction. Significantly less time was spent reading when the right and
bottom switch positions were used than when the top position was used; however, no
difference between the former two conditions was found. Additionally, the main
effect for topic of text on reading time was significant (F1, 42 = 4.76, p < .05). The
reading time for textbooks was less than that for leisure-time materials, indicating that
the difficulty of a text has a significant effect on reading time. No significant effect
was associated with luminance contrast (F2, 42 = 2.78, p = .07).
The results showed three two-way interaction effects. The first was a significant
effect of the interaction between text direction and topic of text (F3, 126 = 20.37, p <
.001) on reading time. The simple effect of text direction (up-to-down vs. down-to-up
vs. right-to-left vs. left-to-right) on reading time was significant for both the textbook
(156.9 vs. 162.8 vs. 183.9 vs. 178.5; F3, 69 = 9.97, p < .001) and leisure-time
materials (210.4 vs. 150.8 vs. 216.5 vs. 219.9; F3, 69 = 45.06, p < .001).
The second significant interaction effect was that between switch position and
topic of text on reading time (F2, 84 = 16.81, p < .001.11). The simple effect of
switch position on reading time was significant for textbooks (194.2 vs. 148.3 vs.
169.2; F2, 46 = 41.68, p < .001); however, the simple effect of switch position on
reading time was not significant for leisure-time reading material (197.2 vs. 203.2 vs.
197.8; F2, 46 = 0.42, p = .66).
A third interaction effect was that between text direction and switch position on
reading time (F6, 252 = 10.72, p < .001). Under the up-to-down text condition,
subjects recorded longer times for switches at the top (M = 208.1), intermediate times
for switches at the bottom (M = 178.9), and the shortest amounts of time for switches
on the right (M = 164.0) (F2, 94 = 19.06, p < .001). Under the down-to-up condition,
shorter times were observed for switches on the right (M = 141.2), intermediate times
were observed for bottom switches (M = 150.5), and longer times were recorded for
switches at the top (M = 178.6) (F2, 94 = 19.32, p < .001). However, under the right-
to-left and left-to-right conditions, no differences in reading times were found among
three switch positions, F2, 94 = 0.68, p = .51; F2, 94 = 0.63, p = .53, respectively.

3.2 Accuracy
The effect of text direction on accuracy was significant (F3, 126 = 5.58, p < .05).
Multiple comparisons using the LSD method indicated that participants’ reading
comprehension was significantly less accurate under the right-to-left than under the
up-to-down, down-to-up, and left-to-right conditions. However, no difference among
the three latter conditions was found.
We also found an effect of switch position on accuracy (F2, 84 = 8.09, p<.05).
LSD comparisons revealed that greater accuracy was achieved with the bottom switch
572 W.-T. Chang et al.

position than with the top and right positions; however, no difference between the
latter two conditions was found. The main effect of topic of text on accuracy was also
significant (F1, 42 = 25.68, p < .001), indicating that the accuracy for the leisure-time
reading material was significantly greater than that for the textbook. However, no
effect of luminance contrast on accuracy was found (F2, 42 = 2.47, p =.10).
Three significant two-way interactions were also found. The first involved the
effect of the interaction between text direction and topic of text (F3, 126 = 7.22, p <
.001) on accuracy. The simple effect of text direction (up-to-down vs. down-to-up vs.
right-to-left vs. left-to-right) on accuracy was significant for leisure-time reading
material (84.0 vs. 83.3 vs. 66.7 vs. 90.1; F3, 69 = 10.25, p < .001) but not for
textbooks (72.9 vs. 68.8 vs. 70.8 vs. 68.1; F3, 69 = 0.76, p = .52).
The second significant interaction effect was that between switch position (top vs.
right vs. bottom) and topic of text on accuracy (F2, 84 = 6.68, p < .05). The simple
effect of switch position on accuracy was significant for textbooks (79.2 vs. 71.9 vs.
59.4; F2, 46 = 9.76, p < .001) but not for leisure-time reading material (84.4 vs. 77.1
vs. 82.3; F2, 46 = 2.96, p = .06).
A third significant interaction effect was that between text direction and switch
position on accuracy (F = 6,252 = 29.16, p < .0015). The simple effect of switch
position (up vs. right vs. down) on accuracy was significant for the down-to-up (62.5
vs. 94.8 vs. 70.8; F2,94 = 19.11, p < .001), right-to-left (88.5 vs. 38.5 vs. 79.17;
F2,94 = 40.42, p < .001), and left-to-right (98.6 vs. 81.3 vs. 58.3; F2, 94 = 24.36, p
< .001) positions, but it was not significant for the up-to-down direction (77.1 vs. 83.3
vs. 75.0; F2, 94 = 1.04, p = .36).

4 Discussion

4.1 Interaction between Text Direction and Topic of Text

The data reflected significant main effects of text direction and topic of text on
reading time and accuracy as well as a significant effect of the interaction between
these two independent variables on both dependent variables. The split-data analysis
further revealed that, with one exception, more time was spent reading leisure-time
materials than reading textbooks. The exception was text presented in a down-to-up
direction, which may indicate that a vertically arranged down-to-up text layout
effectively reduces reading time, thereby eliminating the effect of topic of text. This
outcome is similar to that of a previous study (Hall, Sabey, & McClellan, 2005),
which reported that readers were not as familiar with the content of leisure-time
reading materials as they were with the content of textbooks, leading to the need to
devote more time to reading the former. The significant interaction involving topic of
text complicates the issues that remain unresolved in this domain of research and
suggests that tests of the design of the layout of Chinese script should consider the
interaction between text direction and topic of text.
For the accuracy rate analysis, as simple effect of split-data analysis indicated,
leisure-time reading material are significantly higher than textbook except on the left-
to-right text direction, because horizontal, left-to-right, text direction compensate the
On the Reading Performance of Text Layout, Switch Position 573

effect of text type with the lowest accuracy percentage. The outcomes discussed
above contradict those reported by a previous study (Hwang et al., 1988), which
found no significant effects of vertical vs. horizontal text direction and suggested that
the vertical, down-to-up text direction may compensate for the effect of topic of text
by improving reading efficiency, whereas the horizontal, left-to-right text direction
may decrease accuracy.

4.2 Interaction between Switch Position and Topic of Text

The main effects of switch position and topic of text on reading performance were
statistically significant, and the two-way interactions involving these factors were also
significant. The split-data analysis further revealed that leisure-time material took
longer to read than did textbook material and that a right switch position strengthened
this effect; thus, less time was needed for textbooks, whereas more time was needed
for leisure-time material.
For the accuracy rate analysis, as split-data analysis indicated, leisure-time reading
materials are significantly higher than textbook especially on the bottom switch
position. A previous study (Vogel & Baudisch, 2007) suggested that touch errors
would also have an effect on reading comprehension. The aforementioned results
further clarify the relative advantages of various E-book interface switch designs by
revealing the effect of the interaction between reading time and accuracy, which not
examined by previous study. Moreover, these findings suggest that a switch position
on the right would reinforce the effect of text type in Chinese E-books, and a bottom
switch would decrease reading accuracy.

4.3 Interaction between Text Direction and Switch Position

The data analysis revealed that text direction and switch position had significant main
effects on reading performance and that the two-way interactions between these
variables were also significant. The split-data analysis of simple effects showed that
up-to-down text took more time to read than did down-to-up text, but no significant
difference involving switch position or left-to-right vs. right-to-left text directions was
found. However, text presented in a down-to-up text direction with a right switch
required less reading time than did other combinations of text layout and switch
positions (141 sec.).
The split-data analysis of simple effects indicated that the highest levels of
accuracy were associated with the left-to-right text direction with the switch position
at the top (98.6%) and the down-to-up direction with the switch position on the right
(94.8%). The lowest levels of accuracy were associated with the right-to-left text
direction with the right switch position (38.5%) and the left-to-right text direction
with the bottom switch position (58.3%).
In summary, the interaction between text direction and switch position indicated
that down-to-up text with a right switch position was the best combination for
Chinese E-books, as this combination was associated with the best reading
performances as measured by reading time (141 sec.) and accuracy (94.8 %) in the
574 W.-T. Chang et al.

present study. This result is similar to of a previous study (Parhi et al., 2006), which
concluded that touch errors consumed more time during reading due to the interaction
between screen information and switch buttons. A previous study pointed out that
English readers tend to favor left or right switch positions due to the horizontal
direction of the text (Park, & Han, 2010), but demonstrated not true for the Chinese
E-book settings in the present study (Inhoff, & Liu, 1998; Rayner, 1998). Our
experiment showed that the effect of text direction disappeared under the horizontal,
right-to-left, and left-to-right conditions, leading to more time spent reading. Note that
the present study did not test different screen sizes, background directions, or
background colors of E-books. Future research should focus on related interactive and
interface-design issues.

5 Conclusion

In conclusion, this study clearly points to the importance of the related issues of text
direction, switch position, topic of text, and luminance contrast for the design of
Chinese E-books in terms reading performance as reflected in reading time and
accuracy.
With respect to interface-design issues related to Chinese E-books, the present
study demonstrated that, contrary to results of most studies on English E-books,
down-to-up text with a right switch position was the best arrangement in terms of
reading time and accuracy. The results of this study should contribute to research on
issues related to the relationships of touch-pad and interface designs with reading
interaction, luminance contrast, interface layout, satisfaction, and reading
comprehension.

Acknowledgement. The authors thank Yi-Ling Lo for her assistance with this study.
Financial support of this research by National Science Council under the grant NSC
101-2628-H-130-002-MY2 is gratefully acknowledged.

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displays on VDTs. Human Factors 30, 461–471 (1988)
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(2009)
Search Results Pages and Competition for Attention
Theory: An Exploratory Eye-Tracking Study

Soussan Djamasbi, Adrienne Hall-Phillips, and Ruijiao (Rachel) Yang

User Experience & Decision Making Research Laboratory,


Worcester Polytechnic Institute, USA
{djamasbi,ahphillips,rachel.yang}@wpi.edu

Abstract. The World Wide Web plays a central role in many aspects of our
modern life. In particular, using search engines to access information about
products and services has become an integral part of our day-to-day activities.
In this study we look at users’ viewing behavior on search engine results pages
(SERPs) through the lens of competition for attention theory. While this theory
has been used for examining consumer behavior on e-commerce websites, little
work has been done to test this theory for viewing behavior on SERPs. We use
eye tracking data to analyze viewing behavior. The results show that viewing
behavior can have an impact on a user experience and effective search,
providing theoretical direction for studying the viewing behavior of SERPs.

Keywords: Eye Tracking, Search Engine Result Pages (SERPs), Viewing


Behavior, Fixation, Competition for Attention.

1 Introduction

Visual search can be grouped into two categories: 1) goal-directed search involving
decisions about where to find desired information and 2) exploratory search involving
decisions about how to visually explore an environment [8]. Goal-directed search
models assert that salience and/or relevance of stimuli drive a person’s search
behavior, while exploratory search models suggest that search behavior is influenced
by competition among stimuli that attracts a person’s attention. Information search
behavior is often a combination of both types of visual search activities [6]. In fact,
exploratory search behavior can often provide a more complete understanding of
goal-directed search behavior, and thus, even in situations where users are looking for
specific information, it is important to consider the effect of exploratory search, in
addition to goal-directed search, on their behavior [8]. When searching for
information online, a goal-directed search or an exploratory search involves the use of
several types of objects in the visual field, including text, photos, moving objects, and
varying instances of color. We know from previous studies (i.e. [1, 3]) that the size
and proximity to the point of focus of an object can affect visual acuity, giving way to
a type of competition for the user’s attention.
In this study we examine the influence of exploratory search behavior on users’
reaction to search engine result pages (SERPs). Therefore, we examine users’ viewing

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 576–583, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Search Results Pages and Competition for Attention Theory 577

behavior through the lens of competition for attention theory. According to this theory
items in our visual field compete for our attention. Naturally, those items in the visual
field that face less competition are likely to receive a greater deal of attention
compared to those that face higher levels of competition in one’s field of vision.
While the competition for attention theory was used to examine users’ reactions to
shopping tasks on e-commerce web sites[7] little work has been done to examine
users’ viewing behavior on SERPs using this theory. Thus, in this study we examine
whether competition for attention theory can help predict users’ viewing behavior
on SERPs.
To test users’ reactions to SERPs from the competition for attention point of view,
we conducted an exploratory eye tracking study. First, using the competition for
attention theory, we determined a score for each area that contains information on the
SERPs used in our study. These scores represented the level of competition faced by
their corresponding areas. Next, we determined the amount of attention received by
each area by examining the number of users who viewed these areas as well as the
amount of time the areas were fixated upon by users. In this study, we examine
viewing behavior during the time period between the appearance of the search results
on the screen to the time users take their first action, that is, either scrolling or
clicking on a link. Competition for attention theory pertains to a set of objects that are
present in one’s visual field. To examine competition for attention among a set of
objects on the screen, it was necessary to select a time period where all of the items in
the set were present in users’ visual field.

2 Background

According to the competition for attention theory [8], each item on a page competes
for user attention. The amount of competition experienced by each item can be
represented as a numerical value or a competition for attention (CFA) score, which is
determined by the size and the distance of surrounding objects. The higher the CFA
value for an item, the higher the competition the item experiences. Using simple
objects on PowerPoint slides, Janiszewski [8] has shown that items with lower CFA
scores receive longer fixations. This is because items with lower CFA scores have
fewer items around them to compete with them for attention [8].
This theory has also been used in the context of web pages. Hong et al. [7] used
this theory to examine the impact of information layout of retail websites on user
performance of a shopping task. They posited that competition for attention is higher
when items are arranged in a list format. This finding has important implications for
SERPs because search results are typically displayed in a list format. While the
predictions of competition for attention theory can have a significant impact on the
viewing behavior of SERPs, little work has been done to examine SERPs using this
point of view. For this reason, we conduct an exploratory eye tracking study to
examine users’ viewing behavior on a SERP.
578 S. Djamasbi, A. Hall-Phillips, and R. Yang

3 Methods

To collect users’ eye movements, we used the Tobii X120 eye tracker, with a
sampling rate of 120Hz. The eye tracker was placed in front of a 24-inch monitor with
a resolution of 1920 x 1200.

3.1 Task

The task required users to carry out a web-based search using Google on a desktop
computer. Participants were told to look for a snack place in Boston that they would
like to visit with their friends. They were instructed to enter a specific phrase in the
search box, namely, “best snack in Boston.” The participants used the actual real-time
Google search engine website to perform the task. Hence, the returned search
results were not altered in any way. This allowed for an organic user-experience
environment.

3.2 Participants

Data from a total of 11 participants was used in this study. Participants were from a
pool of undergraduate students in a major university in the Northeast. They ranged in
age from 18 – 24 and they self-reported to be “expert” users of Google search engine.
Participants also self-reported to use Google search engine on a daily or hourly basis.

3.3 Measurements
Competition for Attention Score. As in prior research (i.e. [8]), for each area of the
page that contained information, a CFA score was calculated. On SERPs used in our
study, there were five main areas that contained information: 1) the area located on
top of the screen, 2) the area where the search box was located, 3) the area where the
links were located, 4) the area where search results were located, and 5) and the sign
in area (Figure 1). To account for the use of organic searches; CFA scores were
calculated for each of the areas on each page viewed by the participants.

Shift in Attention Score. When users are engaged in a goal-directed search their
attention would shift more easily when it is easy for them to identify the next area to
attend [8]. This situation can be represented by the shift of attention (SA) score,
which is determined for each item by calculating the ratio of strongest to second
strongest non-focal CFA of the item [8]. We calculated the shift of attention (SA)
score for each item on the SERPs.

Attention. We used fixation to measure users’ attention to an area of interest (AOI).


While a user’s field of vision typically consists of an array of objects one can attend
to only one of the objects at a given moment [2, 5]. A user’s eyes scan the visual field
with rapid and continuous movements to collect information, which can happen
Search Results Pages and Competition for Attention Theory 579

during the period of time that one fixates on an item or holds a steady gaze on that
item [9-11]. In addition, reading text requires steady gazes that are about 60 ms long
[10]and SERPs are mainly comprised of text, therefore for this study we examined
fixations that were 60 ms or longer. As in prior studies (e.g., [3]) we used fixation
duration on and the proportion of viewers of the AOIs as measures of attention.
Additionally, we calculated a new metric, fixation score, by multiplying viewer’s rate
and fixation duration. This new metric allows us to determine a composite score for
an AOI by combining two important indicators of attention.

Top Screen
Search Box Area Sign
In
Links Search Results
Area Area

Fig. 1. Areas with information on the SERPs used in the study

4 Results

We calculated the CFA scores for the areas that contained information on the SERPs
used in our study (Figure 1). Since organic search results were used in this study, a
CFA score for each of the five areas of interest was calculated, for each page viewed,
and for each user. The one-way ANOVA test showed that the average CFA scores for
the five areas of interest were significantly different (F(4,50)= 215295, p=0.000) (see
Table 1 for descriptive statistics).

Table 1. Descriptive Statistics for CFA scores for each AOI: Mean (SD)

Top Screen Search Box Links Area Sign In Area Search


Results
2.10 (0.01) 2.59 (0.01) 2.39 (0.01) 2.88 (0.01) 0.71 (0.00)

Figure 2 displays the ranking based on the calculated CFA scores for each of the
five areas of interest. As shown in the Figure 2, the Search Results Area faces the
lowest level of competition, then the Top Screen, then the Links Area, then the Search
Box Area, and finally the Sign In Area. Because the Search Results Area had a much
lower CFA score compared to other areas, we ran another ANOVA without the
Search Results Area. The results showed that the CFA scores for Top Screen, Search
Box Area, Links Area, and Sign In Area were also significantly different
(F(3,40)=26310, p=0.000).
580 S. Djamasbi, A. Hall-Phillips, and R. Yang

While users’ attention during search on SERPs is naturally directed toward the
search results, it is likely that their attention is also diverted to other areas on the page
that compete for their attention. To test this possibility we looked at number of
people who viewed the five areas outlined in Figure 2. Note that the following results
refer to viewing behavior right after the search results were displayed on the screen.
As expected, our analysis showed that 100% of users viewed the Search Results area
as the task required them to do so. However, users also visited the Search Box Area,
the Link Area, and the Top Screen Area. These areas were visited by 55%, 18%, and
18% of users respectively. The Sign In area, which had the highest CFA score, was
not visited by any of the users (Figure 3). The Chi-square test comparing the
proportion of people viewing the Search Results, Top Screen, and Search Box and
Links areas (the four areas that were viewed by users) was significantly different (X2
= 19.95, p = 0.000). The above results support the competition for attention theory by
showing that the attention of a good proportion of users was diverted to non-search
results areas.
Our calculation shows that the shift in attention (SA) scores was largest for Search
Box Area (1.21) and smallest for Sign In Area (1.08); for the rest of the areas this
ratio was the same (1.11). These ratios indicate that the shift in attention would be
easiest when participants are looking at the Search Box Area. This, in turn suggests
that fixation duration will be shorter on the Search Box Area compared to other areas
[8]. Contrary to our expectation, The Search Box Area did not receive the least
amount of fixation compare to other areas of interest (Figure 2). An ANOVA
comparing fixation duration between the above mentioned areas showed that these
areas did not differ significantly in regard to amount of fixation they received
(F(3,40)=2.35, p=0.09). These results suggest that differences in SA scores among
Search Box, Top Screen, Links, and Sign In areas may have not been large enough to
facilitate an easier shift of attention from the Search Box Area to the other areas.

CFA_R= 2, SA=1.11, VR= %18, FD =0.07s , FS=0.013

CFA_R= 4, SA= 1.21 Sign In


VR= %55, FD =0.15s, FS=0.083 Area

CFA _R= 3 CFA_R= 1


SA=1.11 SA=1.11
VR= %18
FD =0.04s, VR= %100
CFA_R= 5
FS=0.007 FD =4.31s
SA=1.08
FS=4.31
VR= %0
FD =0s
FS=0

Fig. 2. Statistics for areas of interest. CFA_R: CFA ranking, SA: shift in attention, VR:
viewer’s rate, FD: fixation duration, FS: fixation score
Search Results Pages and Competition for Attention Theory 581

Next, we looked at viewing behavior in the Search Results Area only. Just as
before, we calculated the CFA scores for each entry in the Search Results area. The
one-way ANOVA showed that the average CFA scores for entries 1 to 9 were
significantly different (F(8,81)=461, p=0.000). The CFA scores for entries 2 to 6 were
quite similar, indicating that these entries face similar amounts of competition. Entries
1 and 7 also had similar CFA values. Entry 9 had the lowest CFA value. We also
calculated the SA ratios for each entry. Our calculation shows that the ratios for all
entries had the same value (1.00) except entry 4 which had a slightly higher value
(1.01).
For exploratory search behavior, according to competition for attention theory, the
above CFA scores indicate that middle entries are likely to receive the smallest
amount of attention. For goal-directed search behavior, SA scores suggest that middle
entries, particularly Entry 4 should receive shorter fixations than others because these
locations facilitate an easier shift to other locations.
The analysis of fixation duration showed that the amount of fixations on the 9
entries was significantly different (F(8,81)=5.38, p=0.000), with the top two entries
receiving the most fixation. As shown in Table2, fixation duration was minimal
below the fifth entry. Therefore, these results do not support the predictions of
competition for attention theory. A Chi-square test showed that the proportion of
people that viewed the entries was significantly different (X2 = 47.20, p = 0.000).
Most users looked at the top 4 entries, with the second entry having the most viewers.
Fixation scores also reflect that the top 4 entries received the most attention.

Table 2. Statistics for Search Results

AOI CFA CFA %viewers Fixation Fixation


mean (SD) Rank Duration(s) Score
Entry 1 11.16 3 82% 1.39 1.140
(0.50)
Entry 2 12.31 6 91% 1.15 1.047
(0.25)
Entry 3 12.66 8 64% 0.66 0.422
(0.14)
Entry 4 12.70 9 73% 0.75 0.548
(0.14)
Entry 5 12.53 7 27% 0.42 0.113
(0.12)
Entry 6 12.16 5 9% 0.01 0.001
(0.11)
Entry 7 11.54 4 9% 0.04 0.004
(0.10)
Entry 8 10.49 2 9% 0.01 0.001
(0.09)
Entry 9 8.19 (0.08) 1 9% 0.02 0.002
582 S. Djamasbi, A. Hall-Phillips, and R. Yang

5 Discussion
We conducted an exploratory study to test whether competition for attention theory
can explain users’ viewing behavior on SERPs. This theory has been used to examine
search behavior for shopping tasks on e-commerce websites [7]; however, to our
knowledge this theory has not been used to study search behavior for SERPs. Our
analysis supported the predictions of the theory at the page level, showing that despite
the goal-directed nature of the task used in our study, some of the users’ attention was
diverted to non-focal areas on the page. Within the Search Results Area however,
competition for attention had little effect on how the entries were viewed. Users
exhibited a top-to-bottom pattern of viewing; paying the most attention to the top two
entries.
These results have important implications for theory and practice. From a
theoretical point of view, the results show that the competition for attention theory
can be extended to SERPs at the page level. That is, even in highly goal-directed
search tasks, such as the one used in our study, attention can be diverted to non-focal
areas. However, the viewing behavior within the Search Results Area was not
explained by the amount of competition faced by the individual entries. One possible
explanation is that the entries of the search results were displayed in a simple textual
list format. According to the theory of visual hierarchy [5], this type of top-down
display of information creates a clear hierarchy favoring the top entries by signaling
that these entries are more important than others.
From a practical point of view, the results show that even in goal-directed searches
attention can be diverted to non-focal areas. This is good news for advertisers,
providing support for placing advertisements in non-traditional spaces (i.e. banners at
the top or on the right-hand side). The diverted attention of a user also maintains the
potential for motivating a user to click on an ad for revenue generation. For designers,
the results suggest that making the non-focal areas of the page less salient may help
users utilize the search results more effectively.

6 Limitations and Future Research


As with any experiment our study is limited to its setting. Nevertheless, the laboratory
environment allowed us to capture users’ eye movements. As customary in eye
tracking studies, we had a small sample size [4] . Future studies are needed to
replicate our non-significant results with a larger sample size. The participants in our
study were drawn from a pool of college students. Previous studies suggest that
generation may have an impact on how we view web pages [2]. Thus, future studies
including other generations are needed to increase the confidence in generalizability
of our results.

7 Contribution

Our results show that despite the goal-directed nature of search on SERPs, users’
fixation can be diverted to non-focal areas of the page. This viewing behavior can
Search Results Pages and Competition for Attention Theory 583

potentially have an impact on effective search and thus user experience of SERPs.
Our study provides a theoretical direction for studying the viewing behavior of
SERPs, which can assist with improving the design of such pages.

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Assessing Mental Workload of In-Vehicle Information
Systems by Using Physiological Metrics

Susumu Enokida1, Kentaro Kotani2, Satoshi Suzuki2, Takafumi Asao2,


Takahiro Ishikawa3, and Kenji Ishida3
1
Graduate School of Science and Engineering, Kansai University
3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
2
Faculty of Engineering Science, Kansai University
3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
3
Research Laboratories, DENSO CORPORATION
500-1 Komenoki-cho Minamiyama, Nisshin, Aichi 470-0111, Japan
k238046@kansai-u.ac.jp

Abstract. Use of physiological indices including ECGs and EMGs was investi-
gated for estimation of drivers’ mental workload induced by using in-vehicle
information system (IVIS). The subject performed multiple simultaneous task
paradigm consisted of driving using driving simulator, use of car navigation
system and stimulus detection task paradigm. The results indicated that muscu-
lar loads obtained by EMGs tended to show higher activity in coherent with the
level of mental workload and high correlation coefficient between muscular
loads. The performance associated with stimulus detection task revealed the
potential use of EMG signals as an index for evaluating mental workload.

Keywords: human engineering, bioinstrumentation/driving, physiological


measurement, Electromyography.

1 Introduction

Recent advances in in-vehicle information systems (IVIS) have enabled drivers to


drive more safely and more conveniently. On the other hand, these systems may de-
crease drivers’ attention to driving or cause driver distraction. Therefore a method for
assessing drivers’ mental workload when they operate IVIS while driving is needed.
The assessment method should be efficient, low cost, and easy to use.
Subjective, behavioral, and physiological indices can assess the mental workload
for a certain working condition [1]. Many studies using subjective indices for assess-
ing mental workload have been introduced. NASA-TLX is one of the main evaluation
methods [2]. In addition, various behavioral indices have been used for assessing
mental workload. In recent years, studies using a multimodal stimulus detection task
(MSDT) with the use of the sensory modalities of multiple visual, tactile, and auditory
mutually compremental modalities have been developed [3] [4]. This MSDT has been
reviewed for standardization as the distraction test for IVIS [5]. As studies using phy-
siological indices for assessing mental workload, event related potentials (ERPs),

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 584–593, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Assessing Mental Workload of In-Vehicle Information Systems 585

electrocardiograms (ECGs), and blood pressure have been extensively investigated


[6] [7] [8]. These studies using physiological indices for assessing mental workload
reported its potential for detecting influences to a human body by mental strain, how-
ever, there have been no clear evidences to establish the level of mental workload by
physiological indices, and thus no successful intervention to assess changes of mental
workload quantitatively with using physiological indices was available. This study
aims to develop an algorithm for the quantitative assessment for mental workload
with using physiological indices. In this paper, physiological index reacted by
changes of operating IVIS was discussed. In addition, relationship between physio-
logical indices reacted to mental workload and subjective index (NASA-TLX), and a
behavioral index (MSDT) were validated. Especially in this paper, identification of
physiological indices reacted by mental workload, was empirically conducted. Possi-
bility for assessing mental workload for operating IVIS, using these physiological
indices is discussed as well.

2 Experiment

2.1 Participants

Nineteen males partici- Monitor for instruction


pated in the experiment
with payment. They
were right-handed li-
censed drivers (average Touch screen
of navigation system
age: 21.7 with a stan- High
dard deviation of 0.57; Mid
average driving expe- Low
rience: 2.79 years with a 3 response buttons
on steering wheel
standard deviation of
1.28). This study was Fig. 1. Experimental Apparatus
carried out after authori-
zation by the Depart-
ment of Psychology and Behavioral Sciences Research Ethics Committee of the
Graduate School of Human Sciences, Osaka University, with due ethical considera-
tions such as the acquisition of participants’ informed consent.

2.2 Experimental Tasks and Instructions

The participants performed three tasks at the same time: operating a driving simulator
(DS), operating visually-manually a touch panel IVIS, and MSDT. The participants
were instructed to perform these tasks in the priority order of DS operation, IVIS
operation, and MSDT. The experimental apparatus is shown in Figure 1.
The participants were instructed to operate the DS and follow, without coasting, a
leading vehicle running at 80 to 85 km/h in the center lane of a continuously S-curved
586 S. Enokida et al.

expressway with three lanes in each direction, while keeping a safe distance from the
vehicle in front.
From the start to the end of an experimental session, the participants repeatedly
received IVIS operation instructions, operated the IVIS, and suspended the IVIS
operations for approximately five seconds. Four IVIS operations were used in the
experiment:
(1) Control: The participants didn’t operate IVIS. No image transition and no touch
control were required.
(2) Map Scroll: The participants scrolled a map image twice in the direction of an
arrow instructed in the monitor. Two image transitions and three touch controls
were required.
(3) Radio Station Selection: The participants sequentially selected two radio stations
instructed in the monitor. Five image transitions and six touch controls were re-
quired.
(4) Telephone Number Input: The participants entered a telephone number in-
structed in the monitor to set a destination. Five image transitions and fourteen
touch controls were required.
In the IVIS operation task, the start time was instructed by recorded voice, while the
details of the operation were instructed in another monitor located on the rear side of
the IVIS screen.
From the start to the end of an experimental session, the participants were repeat-
edly presented stimuli and instructed to react to each stimulus by pressing a button,
and suspend the task. A visual stimulus, a tactile stimulus or an auditory stimulus was
presented one at a time in random order. The presentation duration of each stimulus
was 300 ms. The participants were required to press one of three buttons mounted on
the steering wheel immediately when they perceived one of the above stimuli. The
participants were instructed to suspend the task for 2000 to 4000 ms randomly, and to
prepare to receive the next stimulus. A reaction within 100 to 2000 ms after the appli-
cation of a stimulus was regarded as a valid trial. When no reaction was observed
within 2000ms, the trial was regarded as a detection error. The experimental session
ended at the moment the participants made 60 valid responses for visual stimuli, 50
for tactile stimuli, and 50 for auditory stimuli.

2.3 Experimental Protocol


First we examined (1) DS operation (single task, 3 min), (2) MSDT (single task, 3
min), (3) DS operation plus map scroll on IVIS (dual task, 3 min), (4) DS operation
plus radio station selection on IVIS (dual task, 3 min), (5) DS operation plus tele-
phone number input on IVIS (dual task, 3 min) which were not analyzed in this study.
Then we examined the following four conditions to analyze the performance of
MSDT in this study: (6) DS operation plus MSDT (dual task, 12 min; CONTROL),
(7) DS operation, map scroll on IVIS plus MSDT (triple task, 12 min; MAP), (8) DS
operation, radio station selection on IVIS plus MSDT (triple task, 12 min; RADIO),
(9) DS operation, telephone number input on IVIS plus MSDT (triple task, 12 min;
Assessing Mental Workload of In-Vehicle Information Systems 587

TEL). The order of the three levels (7) through (9) was counterbalanced between
eighteen of the participants, while the above levels were assigned in a totally rando-
mized manner to the remaining one participant.
During the experiment, the vehicle behavior signals calculated from the DS and
participant’s biological signals (ECG, EMG, pulse waves, respiration, brain waves,
and EOG) were also recorded. After completion of the experiment at each condition,
participants rated their subjective workload using the NASA-TLX. However, this
paper does not describe the results of the above bioinstrumentation and subjective
workload ratings.
The experiment took two days to practice and complete the conditions for each
participant.

2.4 Bioinstrumentation
Biological signals measured at the experiment include ECGs, erectromyograms
(EMGs), pulse waves, thoracic respiration, electroencephalograms (EEGs), and elec-
trooculograms (EOGs). ECGs were obtained by using CM5 instruction. EMGs were
obtained by active electrodes (NM-512G, Nihon Kohden) affixed to the top of the
trapezius muscle on the right shoulder. Pulse wave by the finger-prove (TL/201T,
Nihon Kohden) was placed at the second finger of the left foot. Thoracic respiration
was obtained by using a belt-shaped sensor (TR-512G, Nihon Kohden) rolled around
the abdominal region. In addition, these signals were recorded by using multi-
telemeter (WEB-9000, Nihon Kohden) and basic medical system software (QP-110H,
Nihon Kohden) as 500 [Hz] of sampling frequency. The rib abdomen was used as a
body ground for EMGs and ECGs.
In addition, EEG signals (F3, F4, C3, C4, O1, O2: unipolar induction, reference
electrode was placed on the left earlobe A1) and Vertical EOG signals were recorded
by a silver plate electrode (NE-116A, Kohden) for EEG, amplified by biological mon-
itor (BIOTOP 6R12, NEC) with 1000 [Hz] of sampling frequency.

2.5 Data Analysis

In this paper, physiological indices for analysis were ECGs (R-R Interval, %HF,
LF/HF, where, HF as High Frequency, LF as Low Frequency), EMGs (Root Mean
Square: RMS), EEGs (Background Activity, β/α), pulse wave, and respiratory rates
[1/s]. Trends of changes of the above physical indices were validated corresponding
to the changes of mental workload by the difficulty of the tasks set on the experiment.
Analysis of variance was conducted among participants as dependent variable with
each of physiological indices, and independent variable as task condition. All physio-
logical indices were normalized between the tasks on each participant to exclude in-
fluence of the individual differences. In this paper, results of EMGs were shown.
Previous research attempting to evaluate the ease of driving by instability of ve-
hicle reported that EMGs at masseter was raised by the stress while driving with sense
of anxiety [9], and EMGs were included correspondingly to the change of the level of
strain by the difference of riding comfortability while driving [10]. Results of above
588 S. Enokida et al.

studies showed the possibility that mental workload such as a mental stress and men-
tal strain can be evaluated by using a change of EMGs. Therefore, in this study, it was
verified whether mental workload such as mental strain while operating IVIS in par-
ticular can be evaluated by using EMGs.
Analysis of EMGs started with calculation of RMS values from raw EMG data ob-
tained by the experiment. RMS was obtained such that a total of 100 data points, se-
parated into half, that is, before and after the onset, were averaged into a single plot.
Because participants having low averages of RMS values at all times of all tasks were
considered not actively performed using the trapezius muscle for steering, these par-
ticipants’ muscle activities were less sensitive to the changes in mental workload.
Therefore, we set a threshold value as 50% of the average RMS of all tasks on all
participants, and participants that had average RMS lower than these thresholds were
excluded from analysis, yielding EMG data for eight of participants were not ana-
lyzed farther. On the other hand, mental workload such as a mental strain while
operating IVIS corresponded to the motions induced by perception, judgment, and
manipulation of participants, hence, because factors causing mental workload to the
participants could be identified by EMGs grouped by a unit of single motion, we per-
formed data processing as follows. In this paper, we assumed three factors that influ-
ence EMGs recorded from participants, (1) presence or absence of influences from
mental workload by operating IVIS, (2) differences of sensitivity to the mental work-
load by differences of motions of the left hand while operating IVIS, and (3) presence
or absence of effects on the sensitivity as the evaluation index for EMGs by steering
positions griped by the right hand. Therefore, we identified motions of participants by
visual inspection with using videotaped data on the experiment, for the purpose to
examine above three conditions to be the factors for affecting EMG data. We ana-
lyzed data in terms of the following three methods to clarify the relationship between
muscle activity and the details of pattern of motions while operating IVIS.
(1) Comparison of EMGs while steering by the right hand when IVIS was operated,
with steering with both hands before/after IVIS was operated.
Driving operations by participants were divided into “steering by the right hand
when IVIS was operated, ” that is, participants steered and operated IVIS in the same
time, and “steering with both hands before/after IVIS was operated” that is, partici-
pants steers by their both hands without operating IVIS. We obtained muscular loads
as EMGs for these two steering performances and compared for each task. If muscu-
lar loads on operating IVIS are sensitive to the differences of task conditions, differ-
ences of mental workload such as a mental strain and time pressure by operating IVIS
can be evaluated by using EMGs. In addition, it is conceivable that changes in EMGs
while steering with both hands can be an index to reflect general mental workload
during the task.
Moreover, correlations between muscle activity while operating IVIS and, beha-
vioral indices (miss rates for MSDT) and subjective indices (WWL scores by NASA-
TLX) were evaluated as well.
(2) Comparison of muscular loads among three types of motions by the left arm on
steering while the right hand for IVIS operation.
Assessing Mental Workload of In-Vehicle Information Systems 589

We hypothesized that the left hand motion played an important role for reflecting
mental workload more sensitively, by verifying changes in EMG signals during oper-
ating IVIS. Therefore, after instructions were given to start operating IVIS, EMGs for
each action were recorded. The actions can be classified into three; ‘the action when
participant moved his left hand to IVIS from steering wheel’, ‘the action when partic-
ipant stayed his left hand on IVIS’, and ‘the action when participant returned his left
hand to steering wheel from IVIS’.
(3) Differences in sensitivity of the EMGs by the location of the right hand on the
steering wheel.
Differences in the location of the right hand would be considered as a potential fac-
tor for biasing EMG signals. At the time of the experiment, participants were able to
steer any locations on the steering wheel. However, post-hoc observation for partici-
pants driving videos and their associated EMG signals, revealed that difference of
grip positions on the steering wheel were varied by postures during operating IVIS,
hence the variety of postures may affect muscular loads for the upper right trapezius,
which demonstrate characteristic responses to maintain postures of the upper limb.
Therefore, whether or not changes in EMGs by differences of the right hand’s grip
positions on steering wheel was validated. At the time of steering in the experiment, it
was instructed that grip positions were set to either upper, middle, or lower position
on steering wheel as shown in figure1. Accordingly, by calculating and comparing
RMS-values of each grip position and on each task for each participant, we decided to
examine difference of sensitivity of EMG as classified by the grip position as an in-
dex for the mental workload.
EMGs of each detailed motion for operating IVIS by obtaining results through the
analysis (1) and (2), were averaged on the basis of operations and motions, and were
used for evaluating mental workload. RMS values for EMGs normalized by each
participant were obtained and their statistical analysis was conducted.
On the other hand, for the analysis (3), different data comparison was conducted
because participants were instructed to change the grip position freely on the steering
wheel throughout the experiment. Hence, there were many participants who change
the grip positions several times within one task trial. Thus, average values of muscular
loads by each grip position were compared among grip positions despite the
differences in participants and tasks. These RMS values were standardized for each
participant.

3 Results

(1) Comparison of EMG while steering by the right hand when IVIS was operated,
with steering with both hands before/after IVIS was operated.
Figure 2 shows the relationship between tasks and the muscular loads of the upper
trapezius when the participants perform driving steered by the right hand with IVIS
operation. Because hypothesis of sphericity for muscle activities of the upper trape-
zius while driving by the right hand with IVIS operation was not rejected (p=0.76),
590 S. Enokida et al.

correction of degrees of freedom was not applied. As showing in figure 2, muscular


loads at the tasks with IVIS operation and the right hand-steering were significantly
higher than those at the CONTROL condition (F (3, 30) =10.44, p<0.05). Figure 3
shows the relationship between task and muscle activities of the right upper trapezius
at the time from the end of operating IVIS, that is, period while driving with both
hands, to the beginning of the next instruction for operating IVIS. Again, hypothesis
of sphericity was not rejected (p=0.78), and correction of degrees of freedom was not
taken into account. While steering by both hands before/after operating IVIS, there
was no significant difference of muscular loads between tasks (F (3, 30) =0.70, n.s.).
Positive correlation was found between behavioral indices (miss rates on MSDT)
and muscular loads (RMS-values) while operating IVIS (r=0.68, t (44) = 5.97,
p<0.01). In addition, positive correlation was found between subjective indices
(WWL-point obtained by NASA-TLX) and muscular loads (RMS-values) while oper-
ating IVIS (r=0.65, t (40) = 5.27, p<0.01). Note that number of participants obtained
for correlation between subjective indices and EMGs became 10 because omission of
filling out NASA-TLX by one of participants was found after the experiment.
(2) Comparison of muscular loads among three types of motions by the left arm on
steering while IVIS was operated by the right hand.
Figures 4, 5, and 6 show trends of muscular loads among tasks by differences of
motions of the left arm while operating IVIS (figure 4: the left hand moves to IVIS,
figure 5: the left hand stayed on IVIS, figure 6: the left hand returns from IVIS). Par-
ticipants performed driving by using one hand when they operate IVIS, thus tasks
targeted for comparison were following three tasks, that is, MAP, RADIO, and TEL.
In addition, because hypothesis of sphericity for two conditions were not rejected
(move to IVIS: p=0.50, stay at IVIS: p=0.33), correction of degrees of freedom was
not applied. On the other hand, because hypothesis of sphericity for EMGs when par-
ticipants returned their hand to steering wheel from IVIS was rejected (p=0.034),
correction of degrees of freedom was applied using the Greenhouse-Geisser’s method.
As shown in figure 4, there were no significant differences in EMGs among different
IVIS operations when participants moved their left hand to IVIS (F (2, 20) =0.98,
n.s.). In addition, figure 5 shows that there were no significant EMG differences
among different IVIS operations when participants stayed their left hand on IVIS (F
(2, 20) =1.83, n.s.). When the participants returned their hand to the steer, there were
marginally significant EMG differences among different IVIS operation (F (1.31,
13.09) =3.35,p<0.10), shown in figure 6. Among them, EMGs on TEL task were sig-
nificantly higher than those in MAP task (p<0.05).)
(3) Differences in sensitivity of the EMGs by the location of the right hand on the
steering wheel.
Figure 7 shows the tendency of average EMGs on each grip location for steering
by the right hand, summarized as a ground average. Figure 7 shows that EMGs when
participants gripped high position of steering wheel was higher than those when par-
ticipants gripped low position of steering wheel.
Assessing Mental Workload of In-Vehicle Information Systems 591

Fig. 2. Relationship between task and stan- Fig. 3. Relationship between task and stan-
dardized RMS of right trapezius muscle when dardized RMS of right trapezius muscle be-
car navigation system was handled fore/after car navigation system was handled

Fig. 4. Comparison of standardized RMS of Fig. 5. Comparison of standardized RMS of


right trapezius muscle between tasks while right trapezius muscle between tasks while
participant’s left hand was moved to car navi- participant’s left hand stayed on car naviga-
gation system tion system

Fig. 6. Comparison of standardized RMS of Fig. 7. Differences in standardized RMS by


right trapezius muscle between tasks while grip positions
participant’s left hand was returning to car
navigation system

4 Discussion

(1) Comparison of EMGs while steering by the right hand when IVIS was operated,
with steering with both hands before/after IVIS was operated.
592 S. Enokida et al.

Muscular loads for the tasks including IVIS operation were higher than those for
the task ‘control’, which did not require IVIS operation. High muscular loads ob-
served in this study reflected either high mental workload caused by IVIS operation or
physical workload generated by right-hand steering. Muscular loads while driving
with both hands without operating IVIS showed no significant difference among
tasks. Therefore, it was not clear that these muscular loads reflect overall mental
workload at the driving with IVIS operation. In addition, positive correlation between
behavioral indices and EMGs among tasks was observed. Therefore, measuring EMG
signals while operating IVIS by performing MSDT is one of the potential methods for
evaluating mental workload.
(2) Comparison of muscular loads among three types of motions by the left arm on
steering while IVIS was operated by the right hand.
Muscular loads on the tasks ‘RADIO’ and ‘TEL’ were significantly higher than
those on the task ‘MAP’, when participants returned his left hand to steering wheel
from IVIS. Intention for a return to steering from operating IVIS may relate to these
significant differences of muscular loads. Because participants felt these anxiety and
stress and deserved to avoid such situation as soon as possible, they would have
moved their left hand to steering wheel faster to steer by his both hands. Muscular
strain generated by fast movement of the left hand would influence EMGs of the right
trapezius. High muscular loads by the masseter, supposedly muscle strain, reflected
stress and anxiety, reported by the previous study [9]. Thus, increasing tendency for
muscular loads found in this experiment may reflect mental stress and anxiety as well.
In addition, this anxiety may be caused by the mental stress during transition from
normal steering to IVIS operation back and forth. Future study includes additional
verification required for confirming participants’ intention to move their left hand
quickly for returning normal steering position.
(3) Differences in sensitivity of the EMGs by the location of the right hand on the
steering wheel.
Muscular loads when participants grip upper part of the steering wheel was higher
than those when participants grip lower part of the steering wheel. Therefore, muscu-
lar loads of the trapezius would be a potential index to reflect differences of mental
workload clearly by controlling participants’ posture to grip upper part of steering
wheel. EMGs obtained at the trapezius was clarified to be an effective index, only if
apparent EMG signals were obtained, that is, eleven participants of nineteen partici-
pants in this paper. Therefore, it is important to set configuration of environment for
detecting clear muscle activities of the right trapezius by controlling the grip position
on the steering wheel. In addition, it would be necessary to determine the appropriate
indices by comparing EMGs of the other muscles as well. EMGs when participant
returned his left hand to steering wheel from IVIS especially changed the level of
mental workload by operating IVIS from the above results (1) (2) and (3). Therefore,
our results clearly opened up the possibility that EMGs were a valid index for evaluat-
ing mental workload.
Assessing Mental Workload of In-Vehicle Information Systems 593

5 Conclusion

In this paper, we validated physiological indices which reflected levels of mental


workload, that is, the effect induced by differences in the IVIS operation. EMGs re-
flected levels of mental workload and they showed correlation with subjective and
behavioral indices. It was still marginal to infer that, possibility of using EMGs for
evaluating mental workload could be demonstrated. We must identify the environ-
ment and the kind of muscle locations which reflect levels of mental workload more
sensitively, and validate sensitivities of these muscles hereafter.

Acknowledgement. This study was conducted in collaboration with Osaka Universi-


ty. We would like to express our gratitude to collaborators, Kazumitsu Shinohara,
Hiroshi Naito, and Shuhei Yoshida.

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Evaluation of Somatosensory Evoked Responses When
Multiple Tactile Information Was Given to the Palm:
A MEG Study

Akihito Jinnai1, Asuka Otsuka2, Seiji Nakagawa2, Kentaro Kotani3,


Takafumi Asao3, and Satoshi Suzuki3
1
Graduate School of Science and Engineering,
Kansai University 3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
2
Health Research Institute, National Institute of Advanced Industrial Science and Technology
(AIST) 1-8-31 Midorigaoka, Ikeda, Osaka 563-8577, Japan
3
Faculty of Engineering Science, Kansai University,
3-3-35 Yamate-cho, Suita, Osaka 564-8680, Japan
k066748@kansai-u.ac.jp

Abstract. In this study, as a part of comprehensive approach to develop an in-


terface for tactile information delivery, we aimed at capturing the relationship
between neuronal and perceptual sensitivity characteristics of in human hand as
indexed by neuromagnetic and psychometric responses.
Airpuff stimuli were presented to multiple locations on the ventral side of
subjects’ palm, which somatosensory evoked responses were observed.
As a result, it was observed that the latency and amplitude of the evoked
responses in the primary somatosensory area (SI) was not related to the location
on the palm. Although mechanoreceptors in the palm area distributed densely at
both the center of the palm and the proximal part of the proximal phalanges, no
effects on location were found by the amplitude of the evoked responses at SI
area. These results suggested that amplitude of the evoked responses at SI did
not depend on the distribution of the mechanoreceptors.

Keywords: Magnetoencephalography, Tactile, Airpuff stimuli, Somatosensory


evoked responses, Primary somatosensory area.

1 Introduction

People who visually handicapped obtain information about outside world by using
braille. It was reported that only 10.6% of handicapped people can use brailles [1].
Hence, tactile display became common as an information presentation device for the
visually disabled. Mizugami et al.[2] reported that it was possible to recognize simple
characters by a tactile display with at most 9 actuators, used for character presenta-
tion. However, National Institute of Vocational Rehabilitation reported that size of
characters proportional to the tactile display and individual differences were key is-
sues for obtaining high identification rates [3]. Thus, there have been demands to
improve the identification rates for various users. When people perceived the tactile

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 594–603, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Evaluation of Somatosensory Evoked Responses 595

stimuli, four types mechanoreceptors with different characteristics detect the stimuli.
Sakai, et al.[4] reported that it was important to present information by considering
the distribution patterns of cutaneous mechanoreceptors for improving character iden-
tification rates. We used magnetoencephalography (MEG) to capture the dynamic
changes of information processing in the brain. There have been several studies which
evaluated activity of somatosensory areas by using MEGs when tactile stimulation
was delivered. Forss, et al. compared MEG responses when electric stimuli were pre-
sented to the median nerve and airpuff stimuli were presented to the hairy skin at the
dorsum of the proximal phalanx of the middle finger. This study showed that the
mean dipole moments for the earliest responses were significantly smaller when air-
puff stimuli were given than those when electric stimuli were given [6]. Hashimoto, et
al. reported that the amplitude and the latency of the first component of the evoked
responses for different areas to the body to clarify distal-proximal relathionship did
not change significantly [7]. Thus, many of these studies focused on somatosensory
evoked responses when tactile stimuli were presented to the fingertip. On the other
hand, there was been little number of reports which investigated the activity of soma-
tosensory areas when tactile stimuli were presented to the palm. Because tactile dis-
play is mainly for presenting tactile stimuli to the palm, it is important to evaluate the
activity of the somatosensory area by the differences in stimulated locations on the
palm. Anatomically, Johansson reported that mechanoreceptors in the palm area dis-
tributed densely at both the center of the palm and the proximal part of the proximal
phalanges [8]. Mizugami, et al.[9] collected subjective responses when tactile stimuli
were presented at various areas of the palm and concluded that the center of the palm
had less sensitive than the other part of the palm. In other words, sensitivity of the
center of the palm was low, in spite that mechanoreceptors distributed densely at the
center of the palm. Hence it is possible to obtain the inference about the mechanism
of sensory perception, if there is a relationship between the amount of perception
given by tactile stimuli and the amplitude of somatosensory evoked responses. In
addition to the distribution patterns of the mechanoreceptors, innervation areas to
convey tactile information are different by the locations of the palm. Such differences
may appear as the latency of the first component of evoked magnetic responses. In
this study, total of 16 locations on the palm were designed to present tactile stimuli,
for examining the effect due to the density difference for mechanoreceptors and in-
nervation areas. The aim of experiment is to evaluate the influence about amplitude,
latency, and activated location for somatosensory evoked responses when tactile
stimuli were presented at the different location of the palm.

2 Method

2.1 Subjects
A total of 6 healthy college students (age range: 20-22 years; right-handed) partici-
pated in the experiments. An informed consent was obtained from each subject after
the purpose and procedures of the experiment were fully explained.
596 A. Jinnai et al.

2.2 Tactile Stimuli Presentation Device

Tactile stimulus presentation device used in the experiment was an air compressor
through precision regulator, followed by an electro-pneumatic regulator, and solenoid
valve for ejecting air-jet from the nozzle (Fig.1).

: airflow path

precision regulator

air compressor magnetic valve


electro pneumatic regulator

Fig. 1. Airpuff stimuli presentation device

2.3 Presentation of Airpuff as Tactile Stimuli


Airpuff stimuli are medium which spreads stimulus to the areas nearby. The objec-
tive of the experiment is to evaluate the effects associated with somatosensory
evoked responses when stimulated locations were different. Therefore, it is impor-
tant to control the diffusion of the airpuff stimuli minimum to establish accurate eval-
uation for the location difference given by the tactile stimuli. Thus, we made a device
whose structure can suppress the stimuli around the skin for minimizing skin defor-
mation over the broad area by the air (Fig.2).

(a) (b)

(c) (d)

Fig. 2. Device made for the study and the dynamic characteristics of air flow (a), lateral side
view (b) schematic, (c) top view, (d) air flow volume given by the new device
Evaluation of Somatosensory Evoked Responses 597

2.4 Stimulation Design


By providing the stimulated locations across the palm, the influence of the difference
in the stimulated locations of the palm was evaluated. Stimulated locations were di-
vided into two groups, one was aimed for clarifying distal-proximal relationship and
the other was for medial-lateral relationship (Fig.3-(b, c)).

Stimulated Stimulated Stimulated


locations locations locations

(a) Stimulated (b) distal-proximal relationship (c) medial-lateral relationship


locations

Fig. 3. Stimulated locations and groups

The airpuff was used to stimulate one location of the palm 100 times repeatedly.
As parameters of the airpuff stimulus, the flow volume was set to 20 [L / min], dura-
tion was set to 40 [ms], and inter-stimulus interval was set to 3200 [ms]. The experi-
ment was completed in approximately 120 minutes.

2.5 Signal Analysis

The signals recorded by MEG were filtered (High pass filter 0.3Hz: Low pass filter
50Hz). Averaging of 100 trials between -1000 ms and 1800 ms of the offset was per-
formed. Baseline was set to the average amplitude between -100 and 0 ms of MEG
signals. Root mean square (RMS) values obtained for evaluating the latency and the
amplitude of MEG signals at the somatosensory area. Algebraically RMS was calcu-
lated as follows:
BRMS = (∑Bi2/n)1/2 (Bi: Signal of each sensor,n: Number of sensors)
By using the moving equivalent current dipole (ECD) estimation, the localized source
for each condition was estimated (Goodness of fit>75%, Confidence Vo-
lume<100mm3). Fixed ECD estimation, used in the previous study [10], was applied
to estimate time changes in the intensity of the ECD and the peak latency and the
amplitude were obtained temporal changes of the amplitude of the dipole moment
were estimated, and the peak latency and amplitude of the ECD were identified.
598 A. Jinnai et al.

3 Results

Fig.4 illustrated a typical example for averaged MEG waveforms obtained at whole
scalp area when airpuff stimuli were presented.

Fig. 4. Evoked MEG waveforms (Subject B, stimulated location A) Vertical axis: Amplitude
[fT/cm], Horizontal axis: Time [ms] (from -100[ms] to 500[ms]), close-up wave forms sharply
illustrated peaks appeared in the left hemisphere after airpuff stimulus presentation

Characteristic peak signals were found in the channels at the left-hemisphere. RMS
analysis was conducted to the channels located at the left hemisphere.
Fig.5 illustrates a RMS-processed waveform.

50

1st
45
2nd
40

]
cm 35
T/f
[
deu
litp
m30
A

25

20

15
0 0.05 0.1 0.15 0.2 0.25 0.3
Time [s]

Fig. 5. Waveforms of the left hemisphere as represented by RMS data (Subject B, stimulated
location A)
Evaluation of Somatosensory Evoked Responses 599

Three peaks were apparent from the RMS waveform. ECD estimation to each peak
revealed that the first response was estimated in SI area (6 subjects in 6 subjects) and
the second response was estimated in the contralateral secondary somatosensory area
(SIIc, 3 subjects in 6 subjects). Fig.6 shows the MRI images, superimposed with ECD
activated locations.

(a)

(b)

Fig. 6. Source localization for the first component superimpose a with MRI images((a) Subject
A, location A, (b) Subject B, location A)

Source localization was estimated to the SI area in which all subjects found peak
activities. When evaluating the activity of the SI for each position where the stimuli
were presented, a fixed ECD estimation method was used to obtain accurate sources
for identifying exact activated locations. Fig.7 shows temporal transition of MEG
activities overlapped for all conditions at SI.
Peaks apparently exist at 50 ms after the stimulus onset. This trend was apparent for
all subjects. The peak time and the amplitude were extracted from data, and the aver-
age latency and amplitude in each stimulated location were estimated. Table 1 sum-
marizes the latency and amplitude of the first component by subjects. Table 2 shows
the average latency and amplitude of the first component by distal-proximal relation-
ship. Table 3 shows the average latency and amplitude of the first component by
medial-lateral relationship.
600 A. Jinnai et al.

Peak
(a)
8

]
m
nA
[
ht 0
gn
ret
S
-2

-4

-6

-8
-0.1 -0.05 0 0.05 0.1 0.15 0.2 0.25 0.3
Time [s]

Peak
10

(b)
5

0
]
m
A
[n
ht
gn
er
St
-5

-10

-15
-0.1 -0.05 0 0.05 0.1 0.15 0.2 0.25 0.3
Time [s]

Fig. 7. Temporal transition about MEG activity which focuses on SI for each stimulated loca-
tion.((a) Subject B, (b) Subject E)

Latency showed large variability between subjects, whereas the amplitude of the ac-
tivity had small variability between subjects. Analysis of variable (ANOVA) revealed
that there were no significant differences on distal-proximal and medial-lateral
relationships.

4 Discussion
Peak strength of evoked responses at SI
There were no significant differences in the amplitude of evoked responses at SI by
the distal-proximal and the medial-lateral relationships as well as the differences of
stimulated locations. It was possibly because the amplitude of evoked responses at SI
Evaluation of Somatosensory Evoked Responses 601

Table 1. Latency and amplitude of the Table 2. The average latency and amplitude of the
first component by subjects first component by distal-proximal relationship

latency [ms] strength [nAm] latency [ms] strength [nAm]


A 50.8 ± 15.3 6.1 ± 2.7 distal 1 53.5 ± 16.2 5.3 ± 2.7
B 53.2 ± 18.6 5.1 ± 3.6 ↑ 2 56.6 ± 15.9 5.7 ± 2.2
C 55.6 ± 19.2 5.2 ± 3.1 ↓ 3 57.0 ± 15.7 5.2 ± 2.2
D 54.4 ± 15.7 4.8 ± 1.2 proximal 4 59.2 ± 17.7 4.9 ± 1.4
E 54.8 ± 12.3 5.4 ± 2.4
F 54.8 ± 13.9 6.9 ± 3.1 Table 3. The average latency and amplitude of
G 60.4 ± 22.9 5.1 ± 1.7 the first component by medial-lateral relationship
H 56.4 ± 16.4 5.3 ± 1.4
latency [ms] strength [nAm]
I 56.0 ± 15.4 5.3 ± 2.6
medial Ⅰ 54.7 ± 14.3 5.2 ± 2.3
J 60.4 ± 16.5 5.8 ± 2.6
↑ Ⅱ 56.8 ± 16.1 5.9 ± 2.7
K 54.8 ± 17.7 5.3 ± 2.5
↓ Ⅲ 57.9 ± 18.9 5.2 ± 2.1
L
M
56.8 ± 17.4
57.9 ± 17.7
4.5 ± 1.4
3.8 ± 1.2
lateral Ⅳ 56.4 ± 16.1 4.8 ± 1.3

N 59.4 ± 18.8 5.9 ± 1.1


O 61.3 ± 20.7 5.3 ± 1.3
P 58.4 ± 19.9 4.6 ± 1.2

reflects the physical quantity of the stimulation. Fujiwara, et al. reported that per-
ceived physical intensity and amplitude of SII were increased whereas there were no
differences in the amplitudes of evoked responses in SI when the subjects concen-
trated on the stimuli [11]. The previous study which investigated the relationship be-
tween psychophysical characteristics of the stimulus intensity and somatosensory
evoked potentials reported that early responses at SI were correlated with physical
intensity of the stimulus, and late responses were correlated with perceptual intensity
associated with the stimuli [12]. Mechanoreceptors in the palm area distribute
densely at both the center of the palm and proximal part of the proximal phalanges
[8], and the amplitude of evoked responses at SI did not change if the stimulated loca-
tions were changed. Goodness of fit for the ECDs obtained at SI in this study was set
to more than 75% and the criteria for confidence volume was as low as 100mm3,
which were more than the criteria used in the previous studies[6]. According to the
results, it was suggested that the amplitude of evoked responses at SI did not
depend on distribution of mechanoreceptors. Thus, it might be suggested that the
differences of stimulated locations did not affect the amplitude of evoked responses
observed at SI.
602 A. Jinnai et al.

5 Conclusion

When airpuff stimuli were presented to each stimulated location on the palm, neuro-
magnetic activities were observed at the SI area for all subjects. Goodness of fit for
the ECDs obtained at SI in this study was set to more than 75% and the criteria for
confidence volume was as low as 100mm3, which were more than the criteria used in
the previous studies[6]. Although mechanoreceptors in the palm distribute densely at
both the center of the palm and the proximal part of the proximal phalanges, no ef-
fects on location were found by the amplitude of the evoked responses at SI area. This
result suggests that differences in location of the stimulus presentation did not affect
the amplitude at SI. In the future, it will be necessary to evaluate latency and ampli-
tude of evoked responses and estimated dipole locations observed at SII on each sti-
mulated location to validate whether difference of the stimulated locations affect the
MEG signals. Previous study reported that amplitudes of evoked responses at SII
correlated with perceptual intensity associated with stimulus intensity [13]. Also,
perceptual intensity for the stimulus intensity may vary with the location on the palm
[9]. Therefore, psychological intensity of the MEG signal evoked by stimulus intensi-
ty should be further evaluated and the relationship between the amplitudes of evoked
responses at SII and perceptual intensity reflected on the stimulus intensity should be
examined.

Acknowledgement. This study was supported by JSPS KAKENIHI (24370103,


24657182) in part.

References
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ty of America 108(2), 679–691 (2000)
11. Fujiwara, N., Imai, M., Nagamine, T., Mima, T., Oga, T., Takeshitaa, K., Tomaa, K.,
Shibasakia, H.: Second somatosensory area (SII) plays a significant role in selective
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Brain Research 73, 459–469 (1988)
The Right Level of Complexity in a Banner Ad:
Roles of Construal Level and Fluency

Chih-Tung Kao and Man-Ying Wang*

Department of Psychology, Soochow University, Taipei, Taiwan


athena1011@gmail.com,
mywang@scu.edu.tw

Abstract. The current study examined the emotional consequences involved in


processing different levels of information complexity in a banner ad as well as
the role of construal level [15] in the process. The entropy measure of informa-
tion theory was used as a metric of complexity. This measure showed high
correlation with subjective ratings of complexity. Complexity manipulation
adopting this measure found reliable effects on subjective complexity across
two experiments. On the other hand, construal level, manipulated or measured,
interacted with complexity in determining banner preference. Participants pre-
ferred medium complexity banners over low or high complexity ones when the
construal level was low. Complexity did not affect banner preference when the
construal level was high (Experiments 1 and 2). The inverted U-shaped function
of complexity on preference was interpreted in terms of the composite effect of
perceptual and conceptual fluency that varied in opposite directions as com-
plexity increased (Experiment 3). Research and practical implications of these
findings were also discussed.

Keywords: Information complexity, construal level, fluency, preference,


banner ads.

1 Introduction
What is the optimal amount of information to be placed in a banner ad? This decision
is usually ill-guided in many e-commerce contexts that could be, in part, attributed to
the lack of understanding on how psychological processing is affected by information
complexity. The current study examined the emotional consequences involved in
processing different amount of visual information in a banner ad as well as attempted
to supply a theoretically founded understanding of the underlying process.
Previous studies frequently found an inverted U-shaped function of stimulus
complexity on cognitive performance for stimuli ranging from natural objects to ran-
dom visual patterns [1], [2], [3]. The inverted U-shaped function also applied to eva-
luative responses so that stimuli of moderate level of complexity were preferred over
stimuli with less or greater complexity [4]. Reber, Schwarz, and Winkielman (2004)
explained the inverted U-shaped function in terms of processing fluency (i.e., ease of

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 604–613, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Right Level of Complexity in a Banner Ad 605

processing) and attribution. Although high fluency is associated with low-complexity


stimuli, this fluency is likely attributed to the simplicity of the stimuli and not liking.
In a similar vein, the disfluent processing of high-complexity stimuli was attributed to
their complexity. Only for stimuli of intermediate complexity can intermediate level
of fluency be misattributed to liking.
For banner ads or webpages, the effect of visual complexity was not very consis-
tent. Although some studies did show the inverted U-shaped effects of visual com-
plexity [6], [7], other studies found a decrease in evaluation and performance as visual
complexity increased [8], [9]. One possible reason for the inconsistencies is related to
the differences in complexity metrics used. The inverted U-shaped effects were found
in studies using complexity measures reflecting the number and the type of informa-
tion sources (i.e., text, image etc.) [10] or subjective complexity [6] while strict dete-
riorating effects of complexity were found for measures using JPEG file sizes [8], [9].
Differences in the evaluative responses requested by different studies could be
another possible reason.
The current study again examined the effect of complexity of banner ads using a
measure derived from the information theory [12]. The information entropy measure
‘H = log2 N’ was used to quantify the information contained in a banner ad, where N
represents the number of information sources (details of computation are listed in the
method section). It was expected that banners of intermediate information complexity
would be preferred over low- or high-complexity banners.
In addition to banner complexity, the role of construal level (CL) [13] in banner
evaluation was also examined. Construal level refers to how individuals represent
external world in terms of mental distance [14], [15]. Consumers of low CL focus on
the detailed process(es) and the manners by which behavioral outcomes result from
(i.e., concrete thinkers). In contrast, high CL consumers focus on the outcomes of an
action and think holistically (i.e., abstract thinkers) [16], [14], [15]. Previous research
showed that low CL consumers in general relied on processing fluency for preference
judgments while high CL consumers determined their preference using specific in-
formation contents [13]. The current study thus expected the increase in complexity to
decrease processing fluency as well as preference for low CL participants. High CL
participants were not affected by fluency or information complexity.
Three experiments were conducted using woman’s apparel as the theme of ban-
ners. Experiments 1 manipulated CL using an imagination task. In Experiment 2, the
effect of CL was evaluated using individual differences in scores on the Behavior
Identification Form (BIF) [17]. Experiment 3 examined if the inverted U-shaped ef-
fect of complexity is related to the fluctuation of conceptual and perceptual fluency
whose direction of change was the opposite with the increasing complexity.

2 Experiment 1

2.1 Method
Participants. Participants were forty-one undergraduate students (aged between 19
and 25) attending the experiment to fulfill partial course requirement. Considering the
nature of the banner ads (i.e., women’s apparel), all participants were females.
606 C.-T. Kao and M.-Y. Wang

Design and Materials. The experiment was a construal level (2) x banner complexity
(3) within-subject design.
Thirty banner ads were collected from the internet. The information entropy meas-
ure H (bits) was used to compute information complexity for each banner. That is,
H = log2 N (1)
N represents the number of information sources. Four types of information could be
exhibited in banner ads of women’s apparel. First, product images: product(s) on the
model, details of the product, the product by itself, the product in different colors etc.
Second, text descriptions: appearance, function, name, price of the product and the
name, time period and details of marketing campaign etc. Third, navigation buttons:
arrows, posture, text instruction etc. Fourth, brand information: brand names, logos,
slogans etc. An item in each information category counted as one separate piece of
information and N equals the total number of items. The calculation showed that H
ranges from 1 to 5.1 bits of information for the thirty banners collected (see Table 1
for examples).
Table 1. Examples of banner ads and the computation of H
Information Examples
complexity Computation of H Banner image
Low 1(product image) + 2(product
(H ≤ 2 bits) text descriptions) + 1(brand
information) = 4
H = log2 4 = 2 bits
Medium 1(product image) + 6(product
(H = 2.3 ~ 3.2 text descriptions) = 7
bits) H = log2 7 = 2.8 bits

High 5(product image) + 8(product


(H > 3.3 bits) text descriptions) = 13
H = log2 13 = 3.7 bits

A pretest was performed on a separate group of thirty participants who rated each
banner ad for its attractiveness and subjective complexity. The entropy measure H
manifested a high correlation with the subjective complexity measure (r = 0.85). After
deleting six banners with extreme attractiveness ratings, the rest twenty-four banners
were divided into three complexity groups (see Table 1 for the range of H of the three
complexity groups). The twenty-four banner ads were divided in halves so that half
was associated with high-construal level manipulation and the other half with low-
construal level. BIF items were also divided in halves to be used in the manipulation
checks in the high and low CL conditions respectively. The versions of banner and
BIF items were counterbalanced.
The Right Level of Complexity in a Banner Ad 607

Procedure. The high CL manipulation was devised in order to focus participants’


processing on the “why” question and think abstractly for distant future events while
the low CL manipulation focused participants on the “how” question and think con-
cretely for recent events [13] [14]. They were provided with pictures of apparel items
for an undergraduate female student May. In the low CL condition, participants were
asked to imagine that May was going to wear these clothing for some occasions next
week. They should help May list, in as much details as possible, ways of mixing and
matching them to create different looks. In the high CL condition, participants im-
agined that May was to wear these clothing next year. They were asked to list possi-
ble occasions in which May would like to wear these clothes and to suggest possible
styles of the looks that could be created from these apparel items.
Participants were tested in small groups of two to eight persons. Each banner ad
was presented on the screen for five seconds of viewing time after which participants
made rating responses. Both the high and the low CL imagination tasks were followed
by the administration of the BIF and the presentation of banner ads. Participants rated
the subjective complexity and preference for each banner ad. The order of construal
level manipulation was counterbalanced across participants so that half of the partici-
pants received high-CL manipulation first while the other half received low-CL
manipulation first.

2.2 Result
The manipulation check of CL manipulation was not significant. However, separate
examination of the two versions of BIF (that was each constituted by half of the BIF
items) showed that the manipulation check was significant for one, F(1,39) = 4.04, p
< .05, but not the other, p > .10.


The CL (2) x complexity (3) ANOVA on the subjective complexity rating found
only one significant effect - complexity, F (1.5, 57.9) = 194.85 p < .001, high
(M = 3.76) > medium (M=2.48) > low (M=1.76) (see Fig. 1).

Fig. 1. The effect of construal level and information complexity on the subjective complexity
rating of banner ads (Experiment 1)
608 C.-T. Kao and M.-Y. Wang


The analysis of preference rating found significant complexity effect F (1.8, 70.8)
= 3.40 p = .04, as well as significant CL x complexity interaction, F (1.7, 66.4) =

5.02 p = .01 (see Fig. 2). In the low CL condition, mean preference rating of me-
dium complexity banners was higher than that of low and high complexity banners (p
= .02; p = .001) while there was no difference between low and high complexity ban-
ners (p = .09). The preference ratings of the three complexity groups did not differ
from another in the high CL condition.

Fig. 2. The effect of construal level and information complexity on the preference rating of
banner ads (Experiment 1)

The information complexity manipulation indeed resulted in changes in expe-


rienced (subjective) complexity for banner ads. Construal level interacted with infor-
mation complexity to affect banner preference. Information complexity affected
preference only in the low construal condition when they relied on the fluency of
processing for preference judgment [13]. Experiment 2 attempted to replicate this
finding using individual differences in BIF as the construal level manipulation.

3 Experiment 2
3.1 Method

Participants. Participants were forty-four undergraduate female students who partici-


pated in the experiment for course credit or received a small gift to compensate for
their time.

Design and Materials. The experiment was a CL (2) x complexity (3) mixed design
with construal level as the between-subject factor and complexity as within-subject.
The banner ads used in this experiment are similar to those in Experiment 1.
Procedure. Participants were tested in small groups. They filled out the BIF after
which they rated the subjective complexity and preference ratings for each banner.
The Right Level of Complexity in a Banner Ad 609

3.2 Result

Participants who scored higher than the 25th or lower than the 75th percentile of BIF
scores were included in the analysis (the cutoffs were P25=11 and P75=16). The CL x
complexity ANOVA on subjective complexity replicated findings of Experiment 1
that the only significant effect was that of complexity, F(1.59, 39.7) = 140.26, p
< .001, high (M = 3.53) > medium (M = 2.32) > low (M = 1.63). The analysis of pre-
ference ratings showed that the effect of complexity as well as the interaction between

, = , =
complexity and construal level failed to reach significance, complexity: F (1.6,
38.6) = 3.28 p .06; complexity x CL: F(1.6, 38.6) = 1.35 p .27. Neverthe-
less, planned comparison found the results had indeed replicated findings of Experi-
ment 1. For low CL participants, medium > high (p = .002) and medium < low (p
= .049), low = high (p = .387). Preference ratings did not differ across complexity
groups for high CL participants (see Fig. 3).

Fig. 3. Effects of construal level and information complexity on the preference ratings of ban-
ner ads (Experiment 2)

Preference rating was also regressed over the entropy measure of complexity for
banner ads using a quadratic model. The regression (y = -0.16 x² + 0.9 x + 2.85) ac-
counted for 18% of total variance for low CL participant. The negative quadratic pa-
rameter (p < .05) and the positive linear parameter (p = .07) resulted from the inverted
U-shaped function of information complexity. For high CL participants, the regres-
sion accounted for only 2% of total variance (y = 0.05 x² + 0.05 x + 3.59).
The result of Experiment 2 replicated and extended findings of Experiment 1. That
is, the effect of complexity on preference rating was inverted U-shaped and the effect
was restricted to low CL participants. CL exerted similar effects on banner preference
both when it was manipulated and when it was measured to reveal individual differ-
ences. The effect of information complexity was restricted to low CL participants the
finding of which was explained in terms of the reliance on processing fluency for
preference judgments in low but not high CL participants. As to the inverted
610 C.-T. Kao and M.-Y. Wang

U-shaped function of banner complexity, the Reber et al. (2004)’s fluency and attribu-
tion account was unclear in when and why fluency was misattributed to liking. Alter-
natively, the increase in information complexity may have resulted in opposite
changes in perceptual and conceptual fluency. The ease of perceptual processing, i.e.,
perceptual fluency, may indeed decrease with the increase in information complexity.
However, increasing information could also benefit the conceptual processing or the
comprehension of the banner ad by increasing information redundancy and the effi-
ciency in the retrieval of conceptual representation. The inverted U-shaped effect was
more likely due to the conjunctive effect of perceptual and conceptual fluency that
changed in opposite directions as information complexity increased. Experiment 3
thus asked participants to rate the perceptual and conceptual fluency of each ad in
order to provide support for this latter interpretation.

4 Experiment 3

4.1 Method

Participants were twenty-one female undergraduate students who received small gifts
for their attendance in the experiment. The banner ad was presented at the speed of 5
s. per ad. Participants rated both perceptual and conceptual fluency using seven-point
scales after the presentation of each ad.

Fig. 4. The effect of fluency type and information complexity on fluency rating (Experiment 3)

4.2 Result

Fluency ratings were submitted to fluency type (2) x complexity (3) ANOVA. There


was a significant interaction between complexity and fluency type, F (2,40) =
13.20 p < .001. For perceptual fluency, high < medium and high < low complexity
(both ps < .0001), medium = low complexity (p = .22). For conceptual fluency, high >
medium > low complexity (all ps < .001) (see Fig. 4).
The Right Level of Complexity in a Banner Ad 611

These results showed that ratings of perceptual fluency decreased and those of
conceptual fluency increased with the increase in information complexity. The in-
crease in information complexity exerted opposite effects on perceptual and concep-
tual fluency. The inverted U-shaped effect of complexity on preference may result
from these opposite effects of complexity on perceptual and conceptual fluency.

5 Discussion

Two major findings of the current study are: (1) Information complexity affected
viewer’s preference for the banner when the processing was of low construal level.
Information complexity did not affect ad preference when the construal level was
high. (2) The complexity effect was exhibited by an inverted U-shaped function that
was interpreted by conjunctive effects of perceptual and conceptual fluency.
The modulating effect of construal level suggested a reason for previous inconsis-
tent findings on the effect of complexity. The lack of control of this (and possibly
other) modulating factor across different studies may have, at least in part, contributed
to the inconsistencies. The practical implication for the CL effect concerns the type of
user tasks associated with CL. Banner complexity did exert an effect on preference
when the viewer was engaged in low construal level processing or concrete thinking
but not when the viewer processed at high CL. Users in a directed purchase mode
conducted planned and immediate purchase. The nature of this processing mode ap-
peared to be associated with low construal level. These users pay more visits to and
spent more time on product detail pages [20]. The possible association with low CL
processing for users viewing these pages suggests that information complexity would


be an important design consideration for banner ads presented at the product detail
page. When ads were presented at pages where viewers construal levels are likely
to be varied (such as product listing pages, the land page, recommendation page etc.),
adopting an intermediate level of information complexity (i.e., about two or three bits)
in banner design would be an optimal choice that could maximize the preference for
the banner ad regardless of construal level.
One caveat should be mentioned that is related to the relationship between infor-
mation complexity and perceptual/conceptual fluency. Experiment 3 showed that
perceptual fluency increased while conceptual fluency decreased with the increase in
information complexity. Since high fluency is associated with liking [20], [21], the
composite effect of perceptual and conceptual fluency resulted in the inverted U-
shaped function of complexity. As such, it is possible that experienced fluency (per-
ceptual and conceptual) and (thus) the nature of complexity-fluency relationship are
affected by other design factors in the ad and task goals [22], resulting in different
complexity-preference relations.
Overall, the current attempt to use the information entropy measure as the metric of
complexity in banner ads was fruitful in terms of revealing the nature of relationships
between banner complexity and preference. These findings helps guide the considera-
tion of the amount of information to be placed in a banner ad.
612 C.-T. Kao and M.-Y. Wang

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beauty in the perceiver’s processing experience? Personality and Social Psychology Re-
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Consumer Attention, Attitudes, and Purchase Intent. Journal of Advertising 35(2), 69–80
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animation. Visual Communication Quarterly 10(3), 10–17 (2003)
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of visual complexity. Journal of Marketing 74, 48–60 (2010)
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Effects on users’ experience, physiology, performance, and memory. International Journal
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animation. Visual Communication Quarterly 10(3), 10–17 (2003)
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view 8(4), 364–382 (2004)
12. Shannon, C.E.: A Mathematical Theory of Communication. Bell System Technical Jour-
nal 27(3), 379–423, 27(4), 623–656 (1948)
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thinking influence fluency effects. Psychological Science 22(3), 348–354 (2011)
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Physiological Responses and Kansei Evaluation
on Awareness

Keiko Kasamatsu1,*, Hiroaki Kiso2, Misako Yamagishi3,


Hideo Jingu4, and Shini'chi Fukuzumi5
1
Department of Industrial Art, Graduate School of System Design,
Tokyo Metropolitan University, Tokyo, Japan
kasamatu@sd.tmu.ac.jp
2
Information and Media Processing Laboratories, NEC Corp., Nara, Japan
h-kiso@ah.jp.nec.com
3
Department of Clinical and Experimental Neuroimaging,
Center for Development of Advanced Medicine for Dementia,
National Center for Geriatrics and Gerontology,
Aichi, Japan
yamagisi@ncgg.go.jp
4
Research Laboratories for Affective Design Engineering,
Kanazawa Institute of Technology, Ishikawa, Japan
jinguh@neptune.kanazawa-it.ac.jp
5
Knowledge Discovery Research Laboratories,
NEC Corp., Kanagawa, Japan
s-fukuzumi@aj.jp.nec.com

Abstract. For tasks in which the steps to achieve a goal are not specified, a user
adopts the trial and error method to achieve the goal. If the system is able to
induce “awareness” to user, the goal can be achieved in an effective manner.
We aim to elucidate the mechanism of “awareness” in order to develop a sys-
tem that incorporates induction of “awareness”.
In this study, we examined the changes in the physiological indices of auto-
nomic nervous activity before and after the occurrence of “awareness”. We se-
lected three types of tasks, namely, a jigsaw puzzle, a slide puzzle, and target
shooting for which “awareness” was represented by the following items: “can
see the end in sight”, “I think I may do it”, and “grasp the techniques”. Kansei
evaluation was performed for each task.

Keywords: Physiological response, Kansei, Affectiveness, Awareness.

1 Introduction
Some sort of "awareness" occurs in the process of achieving the tasks. For example,
when performing a task in situations where there are no manual handling procedures
and steps. The user repeats trial and error on the task which is not clear steps for the

*
Corresponding author.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 614–619, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Physiological Responses and Kansei Evaluation on Awareness 615

goal. Then, the user explore the steps that can reach the goal, the user will reach the
goal. If the system is able to induce “awareness” to user, the goal can be achieved in
an effective manner. We aim to elucidate the mechanism of “awareness” in order to
develop a system that incorporates induction of “awareness”.
There are several studies using physiological indices to measure the awareness.
Paynter et al.[1] investigated possible non-conscious learning mechanisms by giving
subjects three runs of task while recording ERPs. ERP showed clear evidence of
information about the correctness of a move well before subjects were making
progress on the task behaviorally, let alone being able to consciously determine if a
move was correct or not. Furthermore, Mclntosh et al.[2] obtained evidence for
neural system interactions related to awareness and performance in a positron emis-
sion tomography(PET) regional cerebral blood flow study of sensory associative
learning. Meanwhile, Schraw and Dennison[3] were constructed a 52-item invento-
ry to measure adults’ metacognitive awareness. They developed a 53-item self-
report instrument that includes multiple items within each of the eight component
processes subsumed under knowledge and regulation of cognition.
These studies revealed that the awareness could be measured by PET and ERP.
However, it is difficult to measure awareness using these physiological indices when
users were used the system in their life. In this study, we examined the changes in
the physiological indices of autonomic nervous activity before and after the occur-
rence of “awareness”.

2 Methods

2.1 Participants

Thirty participants (15 men, 15 women; 21~25 years old) participated in the study.
Each participant performed the same task thrice. Physiological indices were measured
during the experiment. Kansei evaluation of performance was conducted after the
completion of each task.

2.2 Experimental Tasks

We selected three types of tasks, namely, a jigsaw puzzle, a slide puzzle, and target
shooting for which “awareness” was represented by the following items: “can see the
end in sight” , “I think I may do it” , and “grasp the techniques”. The three tasks
were performed on a personal computer, and each task had three patterns.
The jigsaw puzzle (Fig.1) consisted of 50 pieces to make three pictures (a tree,
shell, and beach). These pictures were shown for 10 seconds before the task; the
participants were not shown the picture while they were solving the jigsaw puzzle.
The point at which the participant’s operation became faster after he/she had seen
daylight was considered the “change point”; this point indicated the occurrence of
“awareness”.
The slide puzzle (Fig.2) had three levels (low, middle, and high) and was per-
formed from the low level to the high level. The participants said the time point
616 K. Kasamatsu et al.

when they thought they might do it as the occurrence of “awareness”. This time point
was recorded.
The target shooting task (Fig.3) consisted of six arrows on a set. If participants ran
out these arrows before reaching a reference point, the task come to an end. The task
was performed thrice. The participants said the time point when they felt to grasp the
techniques as the occurrence of “awareness”, and this time point was recorded.

Complete image
piece (This was displayed for
10 seconds before task
was started)

Fig. 1. Jigsaw puzzle sample

red block

EXIT
for red block
Fig. 2. Slide puzzle sample
Physiological Responses and Kansei Evaluation on Awareness 617

score

target
The target moves from right to left automatically.

arrow
The arrow was operated with mouse.

Fig. 3. Target shooting task sample

2.3 Physiological Indices


The physiological indices consisted of the electrocardiogram (ECG), blood volume
pulse (BVP), change of salivary amylase activity, and number of eye blinks. ECG,
BVP and eye blinks were measured during the rest for a minute and the experiment.
Salivary amylase was measured before and after the experiment. The values of phy-
siological indices were considered as 100% at rest.

2.4 Evaluation Items


The 31 items related to “awareness” were selected for the Kansei evaluation. In
addition, three items, namely, “can see the end in sight”, “I think I may do it”, and
“grasp the techniques” were added as items representing “awareness”. Participants
were evaluated for each item on a seven-point scale using the semantic differential
method.

3 Results and Discussion

Data for the physiological indices measured 10 seconds before and after “awareness”
(remark or change point), or before and after task were examined.
The R-R interval on the ECG and the amplitude of BVP tended to be lower after
“awareness” than before “awareness”. The number of eye blinks and the change of
salivary amylase activity before and after task were not significantly different.
The R-R interval is influenced by the sympathetic-parasympathetic activity. The
R-R interval significantly reduced after the slide puzzle and target shooting tasks but
not after the jigsaw puzzle task (Fig.4). It was difficult to appear psychological
changes in the jigsaw puzzle task. This was because it acquired “awareness” not
based on the participant’ remark but based on action data.
The amplitude of BVP is influences by the sympathetic-parasympathetic activity.
The amplitude of BVP significantly reduced after the slide puzzle task but not after
the target shooting task and jigsaw puzzle (Fig.5).
618 K. Kasamatsu et al.

**:p<0.01

** **
110
100
90
80
70
60

[%]
50
40
30
20
10
0
before after before after before after
jigsaw puzzle slide puzzle target shooting task

Fig. 4. The result of before and after awareness on R-R Interval

*:p<0.05
140 *
120

100

80
[%]

60

40

20

0
before after before after before after
jigsaw puzzle slide puzzle target shooting task

Fig. 5. The result of before and after awareness on BVP

Next, the Kansei evaluations of “can see the end in sight”, “I think I may do it”,
and “grasp the techniques” were examined on each task. The score of “can see the
end in sight” on jigsaw puzzle was 6.4, and the score of “I think I may do it” was 6.3,
the score of “grasp the techniques” was 5.3. In the other words, the score in the
items related to the sense of accomplishment at the time of clearing was high. The
score of “I think I may do it” on slide puzzle was 6.3, the score of “can see the end in
sight” was 5.6, and the score of “grasp the techniques” was 4.7. The items of other
high score were “pleasant” and “delightful” and so on. The score of “I think I may
do it” and “grasp the techniques” on target shooting task was 5.2, and the score of
“can see the end in sight” was 5.1. In addition, the items for which the scores were
higher than average in the target shooting task were related with a feeling of satisfac-
tion, such as “delightful”, “satisfaction”, and “refreshing”.
As described in 2.2, we selected three types of tasks, namely, a jigsaw puzzle as
“can see the end in sight”, a slide puzzle as “I think I may do it”, and target shoot-
ing task as “grasp the techniques”. This results were confirmed that the score of “I
think I may do it” for slide puzzle was high and the scores of “can see the end in
sight” and “I think I may do it” for jigsaw puzzle were high. Therefore, the induction
of awareness was confirmed for selected tasks. It is necessary to examine for the
other task in the future.
Physiological Responses and Kansei Evaluation on Awareness 619

4 Conclusions

This study aimed to investigate the occurrence of “awareness” with a focus on the
role of the autonomic nervous activity in the underlying physiological response. The
results showed significant differences in the R-R interval and amplitude of BVP be-
fore and after the occurrence of “awareness”. This indicates that occurrence of
“awareness” could possibly be detected by measuring the autonomic nervous activity.
Furthermore, our results for Kansei evaluation suggest that the action of the mind
tended to vary depending on the type of “awareness”.

References
1. Paynter, C.A., Kotovsky, K., Reder, L.M.: Problem-Solving Without Awareness: An ERP
Investigation. Neuropsychologia 48(10), 3137–3144 (2010)
2. Mclntosh, A.R., Rajah, M.N., Lobaugh, N.J.: Interactions of Prefrontal Cortex in Relation
to Awareness in Sensory Learning. Science 284(5419), 1531–1533 (1999)
3. Schraw, G., Dennison, R.S.: Assessing Metacognitive Awareness. Contemporary Educa-
tional Psychology 19(4), 460–475 (1994)
Analysis of Spatiotemporal Memory Using Air-Jets
as Tactile Stimuli for Development of Noncontact
Tactile Displays

Kentaro Kotani, Nobuki Kido, Satoshi Suzuki, and Takafumi Asao

Abstract. The effects of delay and distance of a pair of tactile stimuli on the
memory of the two locations were analyzed. Tactile stimuli were induced at the
palm with seven levels of interstimulus distances and seven levels of interstimu-
lus intervals. The results showed that the smallest two-point differential
threshold was when the delay time was around 0.5–2.0 s. The fundamental cha-
racteristics associated with spatiotemporal tactile memory that were obtained in
the present study can lead to the design of a noncontact tactile display.

1 Introduction

Many studies have recently focused on the development of tactile displays, which
have the potential to effectively present information to users in situations where other
sensory modalities cannot be used [1]. Various types of stimulus modalities have been
proposed for the tactile display; these have been discussed as a key issue for effective-
ly presenting stimuli [2][3][4]. Most studies have used vibrotactile and electrocutane-
ous stimuli, where pins and electrodes are directly attached to the surface of the
human body to generate stimuli. However, this type of tactile display is plagued by
unstable stimulus presentation owing to poor contact between the skin and actuators
and discomfort with prolonged dwell times [2]. In this study, we used air-jet stimuli to
develop a noncontact tactile display that avoids such problems induced by physical
contact between the body and display.
For developing such a display, it was important to clarify the information transmis-
sion characteristics of the noncontact tactile display because the stimulus transmission
medium was air jets, which have significantly different physical properties compared
to stimuli using mechanical pins and electrodes.
To clarify the characteristics of tactile perception, Murray et al. [5] investigated the
tactile differential threshold at 12 body sites by using an aesthesiometer. They eva-
luated not only the conventional two-point differential threshold, where two stimuli
are given at the same time, but also obtained the differential threshold for the delayed
stimulus condition, where the second stimulus is given after a certain delay. In their
results, they obtained a two-point threshold of 7.8 mm at the palm with simultaneous
stimulus presentation, whereas the threshold dropped to 2.5 mm when a 1.0-s delay
was given for the second stimulus presentation. When the second stimulus was de-
layed by 8.0 s, the threshold was reduced to 5.0 mm. They reasoned that the change in
thresholds was because lateral inhibition was generated for simultaneous stimulus
presentation and suppressed when there was a delay between two stimuli.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 620–627, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Analysis of Spatiotemporal Memory Using Air-Jets 621

Our tactile display that uses air-jet stimuli has a structure consisting of a matrix of
1.0-mm-diameter nozzles; hence, the tactile perception characteristics may differ from
the experimental results reported by Murray et al. in terms of fluid-based stimulation
and stimulation size. The aim of the present study was to investigate the spatiotem-
poral characteristics of tactile perception induced by an air-jet-based tactile display. In
particular, the effects of stimulus delay and different palm areas on the change in
tactile differential thresholds were empirically identified.

2 Methods

2.1 Tactile Display Using Air-Jet Stimuli


Figure 1 shows the schematic diagram of the apparatus. The air-jet stimuli are pre-
sented by means of a 12 × 12 air-jet array controlled by a precision pressure regulator.
The pressure level and airflow duration are controlled by an electro-pneumatic regula-
tor (CKD EVD-1900-P08 SN), and the location selector used for determining the
location to generate stimuli is controlled by an electromagnetic valve (KOGANEI
025E1-2).

Fig. 1. Structure of the tactile display used in this study

2.2 Participants and Experimental Procedure


Eight male participants volunteered for this study. All were university students and
reported normal tactile perception. The sets in the experiment took two days to com-
plete. As shown in Figure 2, each participant placed the palm of his non-dominant
hand on top of the tactile display surface. The location of the hand was then marked
622 K. Kotani et al.

and fixed throughout the experiment. Each participant wore earplugs and headphones
to completely eliminate the airflow noise generated from the tactile display. In each
trial, two tactile stimuli with a certain interstimulus interval (ISI) were presented to
the participant. The participant responded as to whether the two stimuli were pre-
sented at the same location. Each set consisted of 49 trials with seven levels of delay
time and seven levels of interstimulus distance. Nine sets of three replicates and three
palm locations (proximal area of the proximal phalanx and distal and middle parts of
the palm) were tested. Short breaks were given to the subjects between sets. The ex-
perimental conditions are summarized in Table 1.

Fig. 2. Posture of the participant perceiving the stimuli from the tactile display

Table 1. Experimental conditions

Participant Eight male university students


Pressure for 100kPa
stimulus presentation
Duration 0.5s
Three sections at the palm area
Areas to be tested (The proximal area of the proximal phalanx,
the distal and middle part of the palm)
Time interval 0, 0.5, 1.0, 2.0, 4.0, 8.0, 16.0 [s]
Interstimulus distance 0, 4, 8, 12, 16, 20, 24 [mm]

2.3 Data Analysis


The percentage of correct answers was calculated for each condition, and the differen-
tial threshold for the condition was extrapolated as the distance such that the percen-
tage of correct answers would be 50%. The following formula was used to determine
the differential threshold:
Analysis of Spatiotemporal Memory Using Air-Jets 623

50 E dH
d dL dH dL
E dH E dL

where dthreshold: estimated differential threshold [mm]


dL: minimum interstimulus distance, which was set to 4 mm
dH: minimum interstimulus distance at which the percentage of correct
responses significantly changed [mm]
E(d): percentage of correct responses at the interstimulus distance d [%]

Figure 3 shows the relationship between the differential threshold and percentage of
correct responses.

Percent of correct
responses[%]
* (p<0.05)

E(dH) ×
NS
NS

× ×
50

E(dL) ×

dL dthreshold dH Inter-stimulus
=4mm(Constant) distance [mm]

Fig. 3. Relationship between the differential threshold and percentage of correct responses

3 Results

Table 2 shows the percentage of correct responses by interstimulus distance and ISI.
As shown in the table, the percentage of incorrect responses was low when the inters-
timulus distance was 4–8 mm for all sections of the tested hand sites. The percentage
of correct responses significantly decreased as the applied stimulus locations ap-
proached the middle of the palm from the proximal part of the proximal phalanx (p <
0.01). Figure 4 shows the relationship between the interstimulus distance and percen-
tage of correct responses. The percentage of correct responses gradually increased as
the interstimulus distance became wider. A 100% correct response rate was obtained
when an interstimulus distance of more than 20 mm was given. Table 3 summarizes
the estimated tactile differential thresholds by section and ISI. The estimated tactile
differential threshold was about 9.0 mm for the simultaneous stimulus presentation.
624 K. Kotani et al.

The threshold fluctuated between 7.4 and 8.3 mm for the delayed stimulus presenta-
tion. For all tested hand sites, the smallest threshold was obtained when an ISI of 0.5 s
was given. When stimuli were presented simultaneously, the differential threshold
was significantly higher than the thresholds for the delayed stimuli.

Table 2. Percentage of correct responses by the interstimulus distance and ISI

(a)

Time interval [s]


0.0 0.5 1.0 2.0 4.0 8.0 16.0
0 - 17% 4% 4% 0% 8% 33%
4 75% 67% 83% 83% 75% 79% 67%
Interstimulus 8 63% 42% 38% 38% 42% 38% 58%
distance 12 25% 4% 13% 25% 21% 13% 13%
[mm] 16 0% 8% 13% 4% 8% 13% 8%
20 4% 4% 0% 8% 0% 0% 4%
24 0% 0% 0% 0% 4% 0% 0%

(b)

Time interval [s]


0.0 0.5 1.0 2.0 4.0 8.0 16.0
0 - 0% 8% 13% 4% 21% 17%
4 79% 83% 96% 83% 83% 71% 67%
Interstimulus 8 71% 54% 46% 63% 50% 42% 42%
distance 12 29% 21% 4% 8% 21% 8% 29%
[mm] 16 4% 4% 8% 4% 4% 13% 4%
20 4% 0% 0% 4% 0% 0% 8%
24 0% 0% 0% 0% 4% 0% 4%

(c)

Time interval [s]


0.0 0.5 1.0 2.0 4.0 8.0 16.0
0 - 4% 0% 4% 8% 25% 29%
4 92% 92% 75% 79% 79% 67% 71%
Interstimulus 8 75% 50% 54% 71% 46% 46% 50%
distance 12 25% 8% 42% 25% 33% 46% 29%
[mm] 16 17% 17% 21% 21% 4% 21% 8%
20 0% 0% 0% 0% 4% 0% 0%
24 4% 0% 4% 0% 13% 0% 8%

Table 3. Estimated tactile differential thresholds by different hand sites and ISIs

Time 0.0s 0.5s 1.0s 2.0s 4.0s 8.0s 16.0s


Proximal phalanges 8.0 6.2 7.7 6.9 7.7 7.5 6.5
Distal palm 8.6 8.2 8.0 7.5 8.2 6.7 7.6
Middle palm 11.3 8.0 9.5 8.3 9.1 8.5 8.0
Average 9.3 7.5 8.4 7.6 8.3 7.5 7.4 [mm]
Analysis of Spatiotemporal Memory Using Air-Jets 625

100%

Percentage of correct responces [%]


90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
4 8 12 16 20 24
Inter-stimulus distance [mm]

Fig. 4. Relationship between the interstimulus distance and percentage of correct responses

Figure 5 shows the relationship between the delay time and differential thresholds
at different hand sites. There was a significant difference in differential thresholds
among the hand sites. The differential threshold was shortest at the proximal part of
the proximal phalanges followed by the distal part of the palm and middle part of
the palm.

14.0

12.0
Differencial threshold [mm]

10.0

8.0

6.0

4.0 Proximal phalanges

2.0 Distal palm


Middle palm
0.0
0 2 4 6 8 10 12 14 16
Time interval [s]
Fig. 5. Relationship between the delayed time and differential thresholds at different hand
sites
626 K. Kotani et al.

4 Discussion

As shown in Table 2 and Figure 5, the tactile sensitivity decreased from the proximal
part of the proximal phalanges to the middle part of the palm. This tendency was con-
sistent with the findings of Shimawaki et al. [6], who observed static differential thre-
sholds at the palm area using mechanical pins as stimuli. The sensitivity obtained by
the size of tactile differential thresholds is thought to have a good correlation with the
density of subcutaneous mechanoreceptors [6]. Because air-jet-based stimuli give a
rather dull perception that covers large skin areas relative to pin-based stimuli, the
present results imply that the area of stimulus presentation may not be a factor that
violates the relationship between the mechanoreceptor density and tactile sensitivity.
At our experimental settings for the tactile display—that is, nozzle diameter of 1.0
mm and distance of 5.0 mm between the palm and nozzle—the participants were
apparently able to identify that two stimuli were present when an interstimulus dis-
tance of at least 20 mm was given. However, the interstimulus distance should be
easily adjustable by changing the distance between the nozzle and palm because the
nozzle–palm distance affects the size of the area being presented with the stimuli
owing to the dynamic properties of fluids.
Murray et al. [5] examined two-point differential thresholds by using an aethesi-
ometer. A comparison of their study with the present results showed that the differen-
tial threshold in the present study was 1.5 mm wider for simultaneous stimulus
presentation and 2.5–5.0 mm wider for delayed stimulus presentation. The results of
the comparison imply the effect of stimulus modality, especially the size of the area
the stimulus is applied to. In other words, Murray et al. used an aesthesiometer, which
consists of fine mechanical pins, whereas we used stimuli from air-jets sprayed from a
1-mm-diameter nozzle; this may have appeared to give rather blurred sensations to
the participants.
As shown in Figure 5, the differential threshold decreased when a certain ISI was
given between two consecutive stimuli. This tendency was consistent with the results
of the previous study [5]. Murray et al. reasoned that such tendencies may be ob-
served because the lateral inhibition built up around the perceived location and the
subsequent stimuli are perceived to be further apart than they really are. Although the
medium for the stimulus presentation was different, our findings can presumably be
explained by Murray et al.’s reasoning.
With regard to the relationship between the ISI and differential threshold, Figure 5
does not show that the differential threshold became less sensitive based on the power
function; the previous study reported a negatively accelerated curve [5]. The differ-
ence can be attributed to the physical properties of the air-jet-based stimulus. When
the air-jet stimuli were presented intermittently, interference was generated between
the airflows; thus, mixed airflows may cover the areas nearby, or the air pressure may
cover not only the area being stimulated but also induce pressure indirectly to adja-
cent areas, which lowers or masks the tactile sensitivity of the area.
Analysis of Spatiotemporal Memory Using Air-Jets 627

5 Conclusion

In this study, two-point differential thresholds were investigated on human palms to


obtain characteristics for the development of a noncontact tactile display. The follow-
ing results were found. The tactile differential threshold was approximately 9 mm and
became more sensitive when the presentation of subsequent stimuli was delayed. The
most sensitive value was 7.5 mm when a 0.5-s ISI was given. The differential thre-
shold was blurred after 0.5 s of the ISI, which differed from the previous study where
a power function for forgetting the rate of tactile sensation was observed. In this
study, the memory characteristics for a tactile display using air-jet stimuli was ob-
tained. Further study is needed, especially on the clarification of the relationship be-
tween the pressure level and spatiotemporal memory characteristics, for the design of
a noncontact tactile display that can transmit information effectively.

Acknowledgment. This study was partly supported by JSPS KAKENHI (24370103,


24657182).

References
1. Gallace, A., Tan, H.Z., Spence, C.: Tactile change detection. In: Proceeding of the First
Joint Eurohaptics Conference (2005)
2. Evesa, D.A., Novak, M.M.: Extraction of vector information using a novel tactile display.
Displays 18(3), 169–181 (1998)
3. Rahal, L., Cha, J., El Saddik, A.: Continuous tactile perception for vibrotactile displays.
In: IEEE International Workshop on Robotic and Sensors Environments, pp. 86–91 (2009)
4. Iwamoto, T., Akaho, D., Shinoda, H.: High resolution tactile display using acoustic radia-
tion pressure. In: SICE Annual Conference in Sapporo, pp. 1239–1244 (2004)
5. Murray, D.J., Ward, R., Hockley, W.E.: Tactile short-term memory in relation to the two-
point threshold. Quarterly Journal of Experimental Psychology 27, 303–312 (1975)
6. Simawaki, S., Sakai, N., Suzuki, A.: Measurement of tactile sensation on human hand by
static and moving two-point discrimination tests. Journal of the Japan Society of Mechani-
cal Engineers 71(704), 210–214 (2005)
Understanding the Impact Congruent Images
and News Articles Have on Mood and Attitude

Eleanor T. Loiacono and Miaokun Lin

Worcester Polytechnic Institute, Worcester, MA USA


{eloiacon,mlin}@wpi.edu

Abstract. As more people turn online to get their news, the significance of on-
line advertisements becomes even more important to companies seeking to en-
hance their bottom line. This paper is part of a larger project looking into how
the congruency of online news articles and advertisements affect user’s moods
and attitudes towards both the ad and news article. Preliminary results indicate
that congruency does impact user’s moods and attitudes.

Keywords: Mood induction, online advertisement, Web, Internet.

1 Introduction
As the predominance of print media declines and online activities soar, the need to
investigate and understand the significance of online advertisements becomes even
more important to companies. Advertisers want to enhance their bottom lines while
businesses hope to get their message out to potential consumers thereby increasing
their revenues. This movement towards online advertisements was made clear by the
significant increase in digital spending over the past several years. In fact, online ad-
vertising has grown to almost $40 million and has surpassed that spent on print media
(eMarketer 2012). This trend is projected to continue.
More and more people are looking to online news outlets to keep current on daily
happenings. These sites attract a wide range of visitors. In fact, the top 25 news sites
pulled in an average of 342 million unique visitors in 2011 (a 17% increase from
2010) (Mitchell and Rosenstiel 2012). Four out of ten Americans interviewed ac-
knowledge receiving a majority of their news from the Internet (Center 2011).
Out of this phenomenon arises the question, how can advertisements placed on on-
line news outlets be more effective in influencing potential customers?

2 Literature Review
A key influencer of decision making in general (Isen and Labroo 2003, Isen 2008),
and consumer behavior in particular (Morrison, Gan et al. 2011, Swinyard 1993), is
mood. Mood refers to an individual’s mild, enduring, and objectless affective state
(Lazarus 1991, Fredrickson 2003, Isen 2003). Previous affective literature reveals that
factors such as music (Fulberg 2003), aroma (Chebat and Dube 2000), and images
(Mathur and Chattopadhyay 1991) can impact a consumer’s mood which in turn af-
fects his or her attitude and subsequent behavior.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 628–634, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Understanding the Impact Congruent Images and News Articles 629

Specifically, research into advertisements has shown that induced moods can im-
pact users’ attitudes towards an ad. For example, viewers watching a happy program
are more apt to have a positive attitude towards a commercial than the same ad pre-
sented within a sad show (Goldberg and Gorn 1987). These finding were supported
using the mood congruency theory (Isen 1984) which states that people in a positive
mood are more likely to recall information that is positive since it is congruent with
their current mood. When studied in isolation, positive television ads induced a more
positive attitude towards the ad than did those that were negative in nature (Russell
1979, Brown, Homer et al. 1998).
Within online ad research, multiple studies have investigated the annoyance of on-
line ads. Not only are the multiple types of online ads, such as “pop-up,” “floating,”
or “overlay”, annoying (Segal 2006), they have resulted in a decline in click-through
and attention to the ad (Yaveroglu and Donthu 2008). The response has been to fo-
cus on the impact ad-context congruency has on ad recognition. One such study found
that depending on the task of the online user (information seeking or simply surfing),
ad-context congruency does matter (Zanjani, Diamond et al. 2011). Information seek-
ers are better able to recall an ad within an e-magazine when it is congruent with the
context. This task is similar to a person seeking the latest news.
This preliminary study investigates the impact that congruent positive online im-
ages and news articles have on users’ moods and their attitude towards the image and
story.
H1: Web users exposed to a (congruent) positive image and news article will have a
positive influence on their mood compared to those who are exposed to a non-
congruent image or news article combination.
H2: Web users exposed to a (congruent) positive image and news article will have a
better attitude towards the story and image compared to those who are exposed to a
non-congruent image or news article combination.

3 Methodology
In order to examine the impact of congruent images and news articles on one’s mood,
a series of t-tests and a two-way ANOVA method was employed to compare the four
treatment groups. One group will receive a positive news article with a positive im-
age. A second will be exposed to a positive article with neutral image, while the third
will review a neutral story with a positive image. Finally, the last group will receive
both a neutral news article and image (see Table 1).
The news articles and images included in the study were selected from previously
tested and validated research to determined their type (i.e., positive or neutral in
nature). The two images were taken from the International Affective Picture System

Table 1. Image and News Article Mood Type

Image
Positive Neutral
Positive n=53 n=49
Article
Neutral n=55 n=51
630 E.T. Loiacono and M. Lin

(IAPS) (Bradley and Lang 2007), one representing a positive mood evoking image
and the other a neutral one. The positive image contains three puppies next to each
other. The neutral image is of several baskets lined up. The positive puppy picture has
a valence measure of 8.34 (out of a scale from 1 through 10, 10 being the most posi-
tive) indicating a strong positive mood evocation. The image of the baskets had a
moderate or neutral valence score of 4.99.
The two articles (one positive and one neutral in tone) were taken from a previous
study looking at online mood induction (Loiacono, Taylor et al. 2005). The positive
news article conveyed the story of a young woman who helped a drought devastated
town in Kenya. It received a score of 6.94 (out of a 1 to 7scale, 7 being the most posi-
tive). The neutral story was selected had a score of 4.5 and discussed Sprints create
in-store solutions for customers. The stories were of similar length. The positive story
was 312 words in length and the neutral story 297 words.

3.1 Participants
A sample size of 208 users has been collected. Such a sample size allows for the de-
tection of significant differences with medium effect size and a 95% power level.
Participants were recruited from a national online market research firm located in the
United States. They are all adult online web users, over in age 18. Additional demo-
graphic information, such as gender, level of education, experience using the Internet,
and Web usage was collected and appears in Table 2. All subjects will be asked to
review and sign a consent form, approved by the Internal Review Board. The incen-
tive to participate is the regular incentive provided by the marketing firm—points
towards gift cards or prizes. All subjects received a similar reward.

Table 2. Demographic Information

Average
Gender 72.6% females
Age 47.79 years
10.1% Graduate degree
21.2% Bachelor degree
13% Associate degree
Education Level 32.2% Some college, but no degree
22.6% High school or equivalent degree
1% Less than high school degree
89.4% More than 7 years
Internet 8.2% 5 to 7 years
Experience 1.9% 3 to 4 years
.5% 1 to 2 years
97.1% daily
Web Usage 2.4% once a week
.5% once every two weeks
Understanding the Impact Congruent Images and News Articles 631

3.2 Measures
Mood. Consistent with previous research, mood data was collected using the Positive
and Negative Affect Schedule (PANAS) (Watson, Clark et al. 1992) mood scale. It
contains 20 items, wherein 10 items measure positive mood and 10 negative mood.
The measure has been shown to have high internal reliability as well as discrimiant
and convergent validity.

Attitude towards News Article and Image. In addition to gathering mood informa-
tion, data on the subjects’ attitudes towards the news article and image were also col-
lected. For example, was it worth remembering, amusing or meaningful to you were
some of the questions asked. This paper uses the item, “worth remembering,” to de-
termine subjects’ attitudes towards the news article and the image.

Task. After accessing the survey site, subjects were briefed on the study and asked to
accept the terms of the consent form before proceeding. Those who declined to partic-
ipate were thanked and taken out of the survey site. Those who agreed to participate
were asked to answer some demographic information, such as gender, age, education
level, and years of Internet and Web usage. They were then asked how they felt at this
moment. Several words describing different feelings and emotions were presented and
they were asked to rate each on a scale of 1 (very slightly tor not at all) to 7 (extreme-
ly) based on how they feel “at the present moment” (Watson, Clark et al. 1992).
Next, the subjects were taken (randomly) to one of the four news article/image
combinations. They were asked to read the article. Once they finish reading the article
and click on the next button, they were asked to record their current mood similar to
how they did prior to reading the article and seeing the image.
They were then asked to describe or summarize in 4 to 5 words the news article
and image they saw. This information allowed for the confirmation that the subjects
actually read the article and saw the image. It also provided additional information on
how well they were able to recall the article and image.
After completing the survey, the subjects were thanked and taken to an exit site.
The total survey time was approximated to take 20 minutes to complete.

4 Preliminary Results

Out of the 208 subjects, 57 were men. The average age of participants was approx-
imately 47.56 years with a range of 18 to 81. Most (76%) had at least some college
education. In terms of Internet experience and usage, 89.4% had over 7 years of Inter-
net experience and approximately 97.1% use the Web on a daily basis.
Initial analysis of the data reveals partial support for H1. Congruency does impact a
user’s mood, but only if the congruency is positive. Through the use of paired
sample t-tests, analysis was conducted on the positive and negative moods of subjects
receiving each of the four treatment groups. For those receiving a congruent positive
image and news article, there was no significant change in their positive mood
632 E.T. Loiacono and M. Lin

(t-value = -.221, p = .826), however, there was a decrease in their negative mood
(t-value = 2.902, p = .005). Similarly, those who received a non-congruent (neutral)
image and (positive) news article, did not have a significant change in their positive
mood (t-value = -.672, p = .505), but there was a drop in their negative mood (t-value
= 3.050, p = .004). It appears that the impact of the story on individuals’ moods was
more powerful than that of the image. Regardless of the image (positive or neutral),
the positive mood of the participants stayed the same. A follow-up analysis, compar-
ing the post-treatment moods of both groups receiving the positive news article, re-
vealed no significant difference in mood (positive t-test = -.257, p = .798; negative
t-test = -.304, p = .762). This suggests that the news story’s mood induction may have
a strong influence on a person’s negative mood regardless of the image type (positive
or negative) that is placed near it.
As expected, the exposure to a non-congruent (neutral) story and (positive) news
article did not have any significant impact on subjects’ positive (t-value = .937, p =
.353) or negative (t-value = 1.534, p = .131) moods. Interestingly, a comparison of the
pre and post-treatment moods of those receiving a congruent (neutral) image and
news article, revealed that the positive mood actually decreased (t-value = 2.317, p =
.025), while their negative mood (t-value = 1.809, p = .076) did not. Table 3 shows
changes in moods for each group.
This is interesting because it indicates that mood congruency may have different
affects depending on the type of mood influencer (news story or image). When both
image and news articles are positive, mood is affected in a more positive manner
(negative mood decreases). However when both image and news story are neutral,
users may have an overall negative mood response. Further analysis is warranted in
this area to see if the resulting change in mood is due to annoyance of image and news
article topics being unrelated. In this study the neutral news story discussed Sprint
services, while the neutral image was an unrelated picture of baskets. This is an area
that will be investigated in future research.

Table 3. Preliminary Results based on Mood

Image
Positive Neutral
Pb = Pa Pb = Pa
Positive
Nb  Na Nb  Na
Article
Pb = Pa Pb  Pa
Neutral
Nb = Na Nb = Na
Pb = Positive mood before treatment, Pa = Positive mood after treatment.
Nb = Negative mood before treatment, Na = Negative mood after treatment.

Further analysis looking into H2 revealed that congruency does not appear to im-
pact attitude. News articles do impact a user’s attitude towards the image, but not
vice-versa. In particular one variable, “worth remembering” captured how users’ felt
about the image or story they saw. An Analysis of Variance on the current sample
revealed that the type (positive or neutral) of an news article has an influence on a
Understanding the Impact Congruent Images and News Articles 633

user’s attitude towards the news story (F-test = 17.421, p = .000) and the image (F-
test = 6.487, p = .012), however, the type of image only impacts one’s attitude to-
wards the image (F-test = 7.236, p = .008), but not his or her attitude towards the
news article (F-test = .567, p = .452). There does not appear to be any interaction
effect between image and news story, which indicates that congruency may not play
as significant a role as hypothesized. Thus, H2 is not supported.

5 Discussion and Future Research

These results are interesting because they suggest that when looking at news articles,
the combination of images and story presented can impact a visitor’s mood and sub-
sequent attitude. The type of news story can impact the attitude one has towards the
image that is near it. This is similar to the findings related to television viewers
watching a happy program who were more apt to have a positive attitude towards a
commercial than the same ad presented within a sad show (Goldberg and Gorn 1987).
Thus, advertisers may want to consider the news stories they are presented near. Ad-
ditionally, the congruency of the image to the text can influence a visitor’s mood and
may be helpful to advertisers, since people in a positive mood are likely to have a
more positive attitude towards an ad.
There is much more work to be done. As mentioned earlier, this is the first step in
much larger project. Future research should (and we plan to) look at the impact of
negative mood inducing news article and image. This will allow for a fuller picture of
how mood evoking articles and images together impact a visitor’s mood. It may be
that negative text and images have a stronger or different impact on mood, especially
when there is congruency between them.

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Eyes Don’t Lie: Understanding Users’ First Impressions
on Websites Using Eye Tracking

Hong Sheng, Nicholas S. Lockwood, and Sirjana Dahal

Missouri University of Science and Technology, MO, USA


{Hsheng,lockwoodn}@mst.edu, dahalsirjana@gmail.com

Abstract. Websites are prevalent these days. Web users make instantaneous
judgments regarding a website based on their first impressions and usually de-
cide either to stay on the website or bypass it during their initial interaction with
the website. Hence, understanding users’ first impression is important for both
practitioners and researchers. This research examines users’ first impression of
websites using an eye tracker. Eye tracking can provide fixation points where
users focus their attention on a stimulus. The eye tracking results indicate that
users take at least 2.66 seconds to scan the website before they fixate their eyes
on an element of the website. Our analysis also shows that first fixation dura-
tion lasted for 180 milliseconds. This indicates that after allocating attention to
a specific area on a website, the eyes stopped to focus for 180 milliseconds dur-
ing which the brain processed the visual information received from the eyes to
organize the information and form an impression of the website.

Keywords: First impression, Websites, Eye Tracking, Attention.

1 Introduction
Websites are pervasive and commonplace these days, so they need to create a favora-
ble first impression on users during initial exposure (Thomson, 2006). Web users
make instantaneous judgments regarding a website based on their first impressions
and usually decide either to stay on the website or bypass it within the first couple of
minutes (Thilmany, 2003).
First impressions are powerful and often have a long-term effect on users’ percep-
tions and attitudes towards a website. Therefore, it is critical for the designers, web
developers, and organizations to understand how users form their first impressions of
websites. In this study, we use an eye tracker to track and analyze users’ interactions
with various websites during their initial exposures, which shed light on the time
needed to form first impressions as well as the processes involved in selecting and
organizing relevant information to form first impressions.

2 Literature Review
First impressions have been studied in various contexts such as psychology, medicine,
usability, marketing, etc. (Lingaard et al., 2006). In marketing, first impression is

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 635–641, 2013.
© Springer-Verlag Berlin Heidelberg 2013
636 H. Sheng, N.S. Lockwood, and S. Dahal

defined as a quick evaluation made by the customer during the first few minutes of an
encounter with a product/object (De Groot, 2006). Consumers’ impressions usually
remain stable (Mitchell and Corr, 1998) and have long-term effects, sometimes re-
ferred to as the ‘halo effect’.
In examining a person’s perception of another, Hamilton et al. (1980) define im-
pression as a perceiver’s cognitive representation of another person. They focused
their inquiry on the cognitive processes involved in the development of that cognitive
representation from the stimulus information available to the perceiver (Hamilton et
al., 1980). Willis and Todorov (2006) further concluded that a minimal exposure time
of 100 milliseconds is sufficient for a person to make a specific trait inference of oth-
ers, such as attractiveness, trustworthiness, likeability, competence, and aggressive-
ness, based on facial appearance.
In the decision-making literature, first impression is referred as a cognitive confir-
mation bias (Lingaard et al., 2006). Confirmation bias occurs when participants who
have formed positive first impressions may ignore negative issues and errors that they
encounter later. Likewise, participants find it hard to accept the positive information
when negative first impressions have been formed. Lindgaard et al. (2006) conducted
a study to determine the exposure time required for the participants to form first im-
pressions and concluded that users take 50 milliseconds to make a decision on wheth-
er they like or dislike what they see.
According to Hamilton et al. (1980), forming an impression is an active process in
which the perceiver organizes the information available about a target to develop a
coherent representation of that target. Fiske and Neuberg (1990) proposed a conti-
nuum model of impression formation in which attention to and interpretation of in-
formation underlies the impression formation process. Attention is a selective process
that allows us to prioritize and focus on certain areas or aspects of a visual stimulus
while ignoring others (Canasco, 2011). Perceivers allocate attention to the target if the
target is of at least minimal interest (Fiske and Neuberg, 1990). Once this information
is processed, it is organized into a cognitive representation which leads to impression.

3 Research Methodology

This research is an exploratory examination of users’ first impressions of websites.


An eye tracker was used in collecting users’ eye movements during the exposure of
the websites, which provided insights into users’ impression formation process.
Twenty students from a mid-sized Midwestern university participated in this study.
The participants all had normal vision with no color blindness. Among the 20 partici-
pants, 15 were male and 5 were female, with ages ranging from 19-36. They all had
substantial Internet experience.
In this study, twenty-five websites from the top five tiers of university ranking of
the Unites States that offer Law as a graduate or undergraduate degree were selected.
These websites vary in levels of visual appeal and design features. Compared to other
public websites, these websites receive less public exposure and traffic, which is ap-
propriate for understanding users’ first impressions.
Eyes Don’t Lie: Understanding Users’ First Impressions on Websites 637

The study was conducted in the laboratory setting with each session lasting for ap-
proximately 60 minutes. Upon arrival at the lab, the participants were briefed about
the experiment and eye tracking equipment. They were then asked to sign a consent
form. Before the start of the experiment, each individual participant’s eyes were cali-
brated using the eye tracker. A short questionnaire was also provided to collect the
participant’s demographic information. The stimulus was then presented on the eye
tracking monitor to collect data on the participant’s eye movements and fixation
points. The twenty-five websites were displayed in random order. The participants
were asked to view each website until they have formed their first impressions on the
website and then move on to the next website. No time constraint was imposed. After
viewing each website, the participants were then asked to rate each website based on
their first impressions. An qualitative interview was conducted at the end of each
session.
A Tobii 1750 eye tracker system was used to capture participants’ eye movements
and fixation points. The Tobii 1750 eye tracker—which functions without the need
for glasses, lenses, or headgear—can gather eye tracking data without intruding and
interfering with participants’ performance on assigned tasks.

4 Results and Discussion

4.1 Time to First Fixation


Human eyes are constantly moving until they stop and focus on a point. When the
eyes stop to focus, it is called a fixation (Technology, 2011). The length of the stops,
when the eyes fixate, varies from about 100 to 600 milliseconds depending on what
the eyes are looking at. During this stop, the brain starts to process the visual informa-
tion received from the eyes (Rayner, 1998). Fixations are important because they
locate the foveal vision. Users cannot interpret what they have seen until they pay
attention to it or fixate their eyes on it (Wedel and Pieters, 2007). Hence, the length of
fixation is an indication of information processing and cognitive activities.
Time to first fixation is the time in seconds from when the stimulus was shown un-
til the start of the first fixation within a page. In this study, time to first fixation was
extracted from the eye tracker by considering each website as an area of interest
(AOI). The descriptive statistics shows a mean of 2.66 seconds, which means that it
took an average of 2.66 seconds for the participants to allocate their attention to the
webpages.

4.2 First Fixation Duration


First fixation duration is the duration of the first fixation on an image regardless of
whether it is the only fixation or the first of multiple fixations on an image (Technol-
ogy 2011). First fixation duration was extracted from the eye tracker for all twenty-
five websites. Average duration of the first fixation is 180 milliseconds.
Our analysis shows that first fixation duration lasted for 180 milliseconds. This in-
dicates that after allocating attention to a specific area on a webpage, users’ eyes
stopped to focus for 180 milliseconds on the area. During this time, the brain
638 H. Sheng, N.S. Lockwood, and S. Dahal

processed the visual information received from the eyes to organize the information
and form a cognitive representation of the website. This suggests that at least 180
milliseconds are needed in order for a user to form a first impression of a website,
contrary to prior findings that first impression only takes 50 milliseconds to form
(Lindgaard et al., 2006).

Table 1. Impression Rating Dimensions

Item Negative Anchor Positive Anchor


1 Boring Interesting
2 Irritating Charming
3 Pale Vibrant
4 Complex Simple
5 Inconsistent Consistent
6 Awkward Straightforward
7 Cluttered Clear
8 Unreliable Reliable
9 Unattractive Attractive
10 Unappealing Appealing
11 Brief Lasting
12 Emotionless Soulful
13 Unpleasant Pleasant
14 Insignificant Significant
15 Pacifying Exciting
16 Abominable Likable
17 Poor Rich
18 Conservative Progressive
19 Dull Witty

4.3 Impression Perceptions


Participants were asked to rate their impressions of each website along the nineteen
semantic differential dimensions shown in Table 1. The items were coded on a -3 to
+3 scale and aggregated to obtain a single overall measure of first impression valence.
Thus negative scores indicated unfavorable impressions and positive scores indicated
favorable impressions. Sixteen of the stimulus websites were found to elicit favorable
impressions on average and nine were found to elicit unfavorable impressions.

4.4 Total Fixation Duration

An independent samples t-test was conducted to compare the mean total fixation du-
ration of participants between the favorable and unfavorable websites. Based on the
results shown in Table 2, we see that there is a significant difference between the two
groups (p=0.026). The mean values shown in Table 3 indicate that participants spend
more time on favorable websites than unfavorable websites.
Eyes Don’t Lie: Understanding Users’ First Impressions on Websites 639

Table 2. Comparison of Total Fixation Duration between Favorable and Unfavorable Websites

t-test for Equality of Means


95% Confidence Interval of
Mean Std. Error the Difference
t df Sig. Difference Difference Lower Upper
Total Fixation 2.380 23 .026 2.20681 .92736 .28841 4.12520
Duration

Table 3. Mean Values of Total Fixation Duration

Websites N Mean Std. Dev.


Total Fixation Favorable 16 19.991 1.924
Duration Unfavorable 9 17.784 2.701

4.5 Qualitative Data Analysis


The qualitative analysis identified various issues with the website design and also
revealed a number of ways in which the website design can be improved to affect first
impressions. The responses from participants were analyzed, coded, and categorized
with reference to design factors identified by various researchers (Fitneva et al., 2010;
Cyr et al., 2006; Rayner, 1998; Zhang, 2000). The participants were shown the gaze
plots and asked questions regarding the pattern of their fixation. They were also asked
to provide recommendations on the design of the website. The responses were coded
and categorized as below:

Colors. The first design factor identified by participants was use of color. Pacifying
and relaxing use of colors such as light green, light blue, and yellow were preferred
and the use of colors such as bright red, dark blue, and black were not preferred by the
participants. Participants recommended the main color and background color to be
pleasant and attractive and the contrast of the text color should be such that it is easier
to read. One of the participants stated, “The use of three colors like blue, red and
white reminds me of an airline website rather than website of a university.” Another
participant stated, “The use of background color as light blue and text color as white
makes it harder to read the text.”

Images. Another design factor identified by participants was the use of images. Par-
ticipants suggested that use of meaningless and irrelevant pictures by some of the
websites led to negative impression on those websites. Participants recommended that
the main image has to be professional and related to the university. The website
should not be cluttered with too many images either. One of the participants stated,
“Too many images have made the website cluttered. They could have used a flash
player for all the images and animated them.” Another participant stated, “Big image
on the home page gives me good impression.”
640 H. Sheng, N.S. Lockwood, and S. Dahal

Navigation. One of the most common design factors identified by the participants
was navigation. Navigation can further be classified into navigation on the main
menu, left navigation, right navigation, top navigation, and bottom navigation. A
majority of the participants suggested that the main menu be located on the top or left
of the website drew more attention to the website since they know where to navigate
the website. Too many navigation links on the bottom and right of the website led to
confusion and negative impressions toward the website. One of the participants stated,
“Menus on menus does not look attractive. The sub menus should be hidden within the
main menus.”

Text. Another design factor identified by the participants was text, which includes
font size and style. Use of irregular text size and fonts were an issue to a few partici-
pants. Most of the participants suggested that the font type and size used on the web-
sites be clear and readable. Some of the websites that used too much text on an image
or unreadable text due to bad contrast of the color with the background led to negative
impression of the users towards the website.

Position. Sequential position of images and text on the website were identified as
other design factors that led to the formation of impressions towards that website.
Participants suggested that use of a large and meaningful image on the area where
eyes hit the website leads to the formation of a positive impression. Websites that are
cluttered with too many images, links, and text do not capture attention toward the
website. One of the participants stated, “This website is complete pain to navigate
because of the weird position of images and texts. It looks like an advertisement of a
product rather than a website of a university.”

Space. Proper use of white space is also important. One problem identified on the
unfavorable websites was the improper use of white space. Participants recommended
that the websites need to make good use of white space by providing the right content.
The websites with too much white space are repulsive since they provide very little
content.

5 Conclusion

This study examined initial impression formation of twenty-five different university


law school websites. Participants were asked to view each website with no exposure
time limitation and their eye movements were tracked during the interaction.
The eye tracking results indicate that users take at least 2.66 seconds to scan the
website before they fixate their eyes on an element of the website. Our analysis also
shows that first fixation duration lasted for 180 milliseconds, which indicates the time
needed for the brain to process the visual information received. In addition, the total
fixation time was greater for websites that received generally favorable impressions
than for websites that received generally unfavorable impressions.
Eyes Don’t Lie: Understanding Users’ First Impressions on Websites 641

A follow-up qualitative analysis highlights key website features that participants


noticed when forming their first impressions. Positive impressions were formed when
websites made use of relaxing colors, relevant and professional images, simple navi-
gation, readable text, well-positioned elements, and proper use of white space.

References
1. Hamilton, D., Katz, L., Leirer, V.: Cognitive representation of personality impressions:
Organizational processes in first impression formation. Journal of Personality and Social
Psychology 39(6), 1050–1063 (1980)
2. Lindgaard, G., Fernandes, G., Dudek, C., Brown, J.: Attention web designers: You have 50
milliseconds to make a good first impression! Behaviour & Information Technology 25(2),
115–126 (2006)
3. Thomson, A.: Does your website attract or detract? Risk Management 53, 50 (2006)
4. Thilmany, J.: Web search measure website appeal in seconds. Mechanical Engineer-
ing 125, 10–14 (2003)
5. De Groot, N.: Importance of first impressions. American Book Publishing, Salt Lake City
(2006)
6. Mitchell, M., Corr, J.: The first five minutes: How to make a great first impression in any
business situation. Wiley (1998)
7. Willis, J., Todorov, A.: First impressions: Making up your mind after a 100-ms exposure
to a face. Psychological Science 17(7), 592–598 (2006)
8. Fiske, S., Neuberg, S.: A continuum model of impression formation: From category-based
to individuating processes as a function of information, motivation, and attention.
Advances in Experimental Social Psychology 23, 1–74 (1990)
9. Technolog. Eye tracking as a tool in package and shelf testing,
http://www.tobii.com/Global/Analysis/Training/WhitePapers/
Tobii_EyeTracking_in_Package_and_Shelf_Testing_WhitePaper.pdf
(accessed on: October 25, 2011)
10. Rayner, K.: Eye movements in reading and information processing: 20 years of research.
Psychological Bulletin 124(3), 372 (1998)
11. Wedel, M., Pieters, R.: Informativeness of eye movements for visual marketing: Six cor-
nerstones. In: Visual Marketing: From Attention to Action, pp. 43–71 (2007)
Cognitive Analysis of Driver's Behavior with Seamless
Display of Back-Monitor and Side-View Mirror

Naoyuki Susuki, Kenta Takiguchi,Makoto Oka, and Hirohiko Mori

Tokyo City University, 1-28-1,Tamadutumi,setagaya,Tokyo, Japan


{g1281815,moka,hmori}@tcu.ac.jp,
takiguchi@ims.tcu.ac.jp

Abstract. The accidents during reverse operation of vehicle are one of the
traffic accidents often occur. To solve this problem, back-monitor system
becomes very popular to provide blind spot information of car for drivers. The
back-monitor system assists driver to get visual information of the rear of the
car. This camera's view is usually displayed on the car navigation monitor in the
dash board panel and drivers must watch many independent viewers, such as
mirrors, monitors, and outside, while switching. This separating information
and position must cause the difficulties to imagine the images of the wide area
of the rear of the cars. In this paper, we proposed a display manner for display
method of the back-monitor system which allows objects to not increase more.
We conducted the experiment to investigate whether the distance that line of
sight has been moved affects the parking and to consider the display method
(Seamless, Overlap, and Discrete) of the rear vision before proposing our
system. The results showed that overlap picture had good results as the distance
between the monitors close. We proposed the rear view system that combines
back-monitor system and side-view mirror. The part that reflects body of the car
of side-view mirror displayed rear vision that overlaps vision of side-view
mirror. We conducted the experiment to evaluate whether this system allows to
drivers to park their car safety and precisely using our system. And we
compared this proposed system to the traditional back-monitor system. The
results showed that it is possible to exactly grasp the situation around the driver
by our system. In particular, it is effective for the recognition of the right rear.

Keywords: Service applications, back-monitor system, side mirror, ITS,


parking.

1 Introduction

Though the time for the reverse operation is very short in whole of driving a car
reverse operation is dangerous and the accidents often occur during it because there
are many blind spots. To solve this problem, a variety of systems to provide blind spot
information of car for drivers have been developed [1]. A driver can obtain the rear
views by the mirrors and through the windows directly when they go back into
parking area. The back-monitor system assists driver to get visual information of the

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 642–649, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Cognitive Analysis of Driver's Behavior with Seamless Display 643

rear of the car. This camera’s view is usually displayed on the car navigation monitor
in the dash board panel. Driver must watch many independent viewers, such as
mirrors, monitors, and outside, switching their views and attentions and imagining
situation around. This separated information and position must cause the difficulties
to imagine the images of the wide area of the rear of the cars. As the results of adding
a back-monitor system to the traditional viewers, drivers must increase the loads.

2 Related Work

Shirahata proposed new back-monitor system that is composed of the side mirror and
the monitor [2]. As the result, proposed system was effective for accurate parking. He
think it is probably due to a lack of eye movement but he has not been confirmed it.
we think that a seamless display of the wide area of rear views makes driver to grasp
the state backward of the cars easily.

3 Inquest of Display Method

To investigate some requirements to understand driver’s rear view image, we con-


ducted an experiment in advance to the development of the system. As we assume
that less driver’s eye movements and a seamless display of the wide area of rear views
makes him/her to grasp the state backward of the cars easily, we conducted an
experiment to investigate their effects.

Fig. 1. The picture reflected on the display is divided into three

3.1 Experiment
Supposing the situation where a driver grasp the state backward to try to change lanes
in driving the middle lane of the three lanes, we displayed the three pictures which the
whole rear view of the three lanes are divided into on the three monitors. The monitor
size was 7 inch because the monitor size is almost the same as side mirror (Fig. 1). We
changed the distance among the monitors to investigate effect of the eye movements,
and displayed the pictures in three different ways to consider the display method of
the rear vision. The distances between the monitors are 0cm, 10cm, and 20cm.
644 N. Susuki et al.

Fig.. 2. The pictures in three different ways

The pictures in three diffeerent conditions are Seamless, Overlapped, and Discrrete
(Fig. 2). In the seamless condition,
c the pictures are just divided into three. In the
overlapped condition, pictuures are done in the way to some area the neighbors are
overlapped. In the discrete condition, the pictures are done in the way that the borrder
parts between the neighborss lack.

3.2 Method
The experiment was done by
b the following steps:
1. The pictures are presenteed to the subjects.
2. The pictures are disappeared when he/she grasp the position of the cars backwarrd.
3. We asked him/her to exp plain the state backward

These steps were repeated in each condition of the combination between the monnitor
distance conditions and the display manner conditions.

3.3 Results and Discusssions

There were some differencees among the display manner conditions. Table 1 indicaates
on backward. There is a significant difference between the
correct rates the car positio
discrete condition and the other
o conditions.
Table 1 also indicates that it took more time significantly to condition. Thhese
results mean that the lacks of
o the views prevent drivers to grasp the state backward.
Cognitive Analysis of Driver's Behavior with Seamless Display 645

Comparing the conditions between the seamless and the overlapped, though the
both results of the overlapped condition in the both factor are better, there were no
significant differences.
The factor of the monitor distance also gives the effects on the results. Table 2
indicates there were significant differences between 20 cm and the others. The 20cm
condition also took more time significantly comparing to the other distances. This
means that long eye movements among the rear viewers, including not only the
monitors but also mirrors, gives ill effects to grasp the rear state.
Table 3 indicates the interactions between two conditions. This table shows there
were no interactions between two conditions.
According to the results, we decided to employ the overlapped display manner of
the rear vision in our proposed back-monitor system described in the next section
because the results are slightly better than the seamless display one.

Table 1. The results for each type of image

The type of image Seamless Overlap Discrete


Percentage of correct 0.74 0.79 0.51
Time(s) 6.74 7.01 7.88
Table 2. The results for each distance

Distance 0cm 10cm 20cm


Percentage of correct 0.73 0.71 0.71
Time(s) 7.00 6.99 7.27
Table 3. The results of percentage of correct and recognition time

0cm 10cm 20cm


Seamless 0.78 0.70 0.75
Percentage of correct Overlap 0.80 0.80 0.75
Discrete 0.50 0.50 0.54

Seamless 6.68 6.85 6.68


Time(s) Overlap 6.73 7.06 7.25
Discrete 8.21 7.08 8.35

4 The Proposed System

We proposed a rear view system that the views obtained by the back-monitor camera
are superimposed side-view mirror (Fig. 3). The reason we choose these viewers is
that we want to make drivers’ eye movements between the side-view mirror and the
back-monitors because the traditional back-monitor is mounted located far from the
side mirrors and drivers are required the long-distant eye movements which prevents
646 N. Susuki et al.

Fig. 3. Proposed system

drivers from grasping the rear state as we described above. The images obtained from
the back-monitor camera are superimposed on the area where the body of the car
reflects in the side view mirror and to overlap each other around the border parts.

5 Evalution of Proposed System


We conducted experiments to evaluate whether this proposed system allows to drivers
to park their car safety and precisely using our system. We mounted our system only
on the right side-mirror. To compare to the traditional back-monitor system, we also
conducted the experiment with it.

5.1 Method
The subjects are asked to back into the parking slot with our system and with the
traditional back-monitor system (Fig4). The subjects were tried twice in each
condition. They started to park form right ahead of parking slot. The subjects could
cut the wheel any number of times. And each trial completed in the subjects' decision.
When the car hit any pylons, the trial was over. We measured the number of hitting
the brake, the number of cutting the wheel, the distance from the rear of the right tire
and the rear corner of the parking slot, the obliqueness of the car to parking slot, and
the parking time. We also utilized an eye mark recorder to monitor the subject’s eye
movement and their gazed objects.

5.2 Results and Discussion


Results of the Number of Failures and the Number of Cutting Wheel. Table 4
shows the results of failures and cutting the wheel. Number of failures show proposed
Cognitive Analysis of Driver's Behavior with Seamless Display 647

Fig. 4. Enviroment of experiment

Table 4. The results of failures and cutting the wheel

Proposed system Traditional system


Number of failures:Total 3 9
Number of cutting the wheel:Total 27 34

Table 5. The results of parking position and parking time

Proposed system Traditional system


Distance from the rear of the right tire
and the rear corner of the parking slot 101.33 102.48
(cm):Average
Obliqueness of the car to parking slot(cm):Average 11.64 9.11
Parking time(s):Average 58.80 59.61

system can grasp situation around than traditional system, because result of proposed
system was three times better than traditional system.

Results of Parking Position and Parking Time. Table 5 shows the results of
parking position and parking time. Results of the distance from the rear of the right
tire and the rear corner of the parking slot, and the obliqueness of the car to parking
slot show proposed system can park exactly as same as traditional system. Result of
the parking time shows similar in traditional system and proposed system. Therefore,
acceptability of proposed system for driver is same compared with traditional system.

Results of the Subject’s Eye Movement and Their Gazing Objects. Proposed
system is composed of the back-monitor in the right side mirror. back-monitor is
nothing on dashboard of car in proposed system. we sum results of right side mirror
and back-monitor in traditional system, and we treat result of sum as same way as
results of right side mirror in proposed system (Fig. 5)(Fig. 6)(Fig. 7).
648 N. Susuki et al.

25
20
15
Gaze time(s)
10
5
0 Proposed system

Right side…

Right rear of…


Room mirror
Left side mirror

Right of car
steering

Front of car
Shift lever
Traditional system

Fig. 5. Average gaze time per one parking

Fig 5 indicates there are significant differences in the results of the right side
mirror and the right rear. Proposed system is effective for right rear of the car,
because gaze time of the right side mirror and the right rear is shorter than traditional
system.
We think because it is possible to grasp exactly the right rear in the proposed
system, number of failures in proposed system in table 4 is less than traditional
system.
Gaze time may mean being able to grasp surrounding situation. When the gaze
time is short, subjects grasp situation around of car. When the gaze time is long,
subjects doesn't grasp situation around of car. Fig 6 indicates gaze time of traditional
system is longer than proposed system only right side mirror and right of car.
Therefore, subjects using the proposed system can look the situation around of the car
than traditional system. Fig 6 and Fig 7 indicates there are significant differences in

2.5
2
1.5
Gaze time(s)
1
0.5 Proposed system
0 Traditional system

Fig. 6. Average gaze time per one gazing


Cognitive Analysis of Driver's Behavior with Seamless Display 649

18
16
14
12
10
Nunber of gaze 8
6
4 Proposed system
2
0 Traditional system

Fig. 7. Average number of gaze per one parking

the results of the right side mirror and the right rear. Therefore, subjects grasp the
situation of the right rear by the number of gaze is less and the gaze time is short in
proposed system.

6 Conclusion and Future Work

The present study, we have suggested that the proposed system is effective to grasp
situation around than traditional system. Results of the number of failures suggested
that proposed system can grasp the situation around than traditional system because
result of proposed system was three times better than traditional system. Results of
the gaze time and the number of gaze suggested that proposed system is valid to grasp
right rear of car. As the reason, subjects grasp the situation of the right rear by the
number of gaze is less and the gaze time is short in proposed system. Subjects usually
look right rear in traditional system. Therefore, subjects using the proposed system
can look the situation around of the car than traditional system.
We were able to record the eye movement is the only two people, we must monitor
subject's eye movement more. We used pylons in experiment, but we consider to need
moving objects. Angle of view of the web camera is narrower than traditional system,
we would need to use the wide angle camera.

References
1. Shimizu, H., Yanagisawa, H.: Bird’s-eye view Parking Support System. Dennso Technical
Review 11(1) (2006)
2. Kenji, S., Masahiro, S., Takashi, J., Hirohiko, M.: Making Blind Spots Visible:A Mixed
Reality Approach for ITS. In: SICE Annual Conference 2005 in Okayama. CD-ROM
Proceedings (2005)
Effects of Stimulus Orientation, Grouping
and Alignment on Spatial S-R Compatibility

Steve Ngai Hung Tsang, Ken W.L. Chan, and Alan H.S. Chan

Department of Systems Engineering and Engineering Management


City University of Hong Kong
Kowloon Tong
Hong Kong, China
nhtsang2@gapps.cityu.edu.hk

Abstract. Effects of stimulus orientation, grouping, and alignment on spatial


compatibility were investigated in this study. With eight possible stimulus loca-
tions mapped to two response keys, the parallel orientation was found to be
responded to faster than the orthogonal orientation. As to the grouping effect,
responses for the split stimulus array were superior to that for the continuous
one, which seems to be the result of better reference frames and clearer
distinction between visual signals. Comparing the single relative position (Left-
Right-Left-Right/Up-Down-Up-Down) alignment to the double one (Left-Left-
Right-Right/Up-Up-Down-Down), no significant difference in RT was noted,
but the single relative position alignment was less prone to error responses than
the double one. The effect of stimulus grouping and alignment interacted signif-
icantly that the single relative position alignment with split grouping was
responded to much faster than that with continuous grouping. Also, the signifi-
cant interaction effect of orientation and S-R compatibility showed that the up-
left and down-right stimulus-response mappings were better than the mappings
the other way round.

Keywords: Spatial Compatibility, Human-Computer Interfaces, Horizontal and


Orthogonal displays.

1 Introduction

Around 60 years ago, Fitts and his colleagues introduced the concept of spatial stimu-
lus-response compatibility (SRC), showing that some spatial arrangements for dis-
plays and controls are better than others for good human performance [1, 2]. When
the spatial relation between stimuli and responses is direct and natural, it is described
as compatible, while when the relation is indirect and unnatural, it is described as
incompatible [3, 4]. Spatially compatible S-R mappings were always responded to
faster than incompatible S-R pairings [4] - [9] as a result of lower coding demands
and higher rates of information transfer, and as well more attentional resources are
available for attending to the target [10, 11].

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 650–659, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 651

Aircraft cockpits, nuclear plant control rooms, interactive driving simulation and
interfaces for industrial equipment always involve a lot of displays and controls inte-
racting with human operators [12] - [15]. Because of the limited and confined work
space, the number of control keys need to be reduced to a minimum and they may
need to be closely spaced; the human operators have to monitor several displays or
signals at the same time and produce timely responses to the stimuli. In many situa-
tions, the stimulus sets are placed in close proximity and located in parallel or ortho-
gonally to the response sets [4, 16], making the display-control mappings far from
simple. Therefore, it is of utmost importance to understand the effects of variations in
stimulus presentation in terms of orientation, grouping and alignment on response
preference as well as spatial compatibility in order to enhance the overall human-
machine system performance.
In the past, spatial S-R correspondence was always regarded as an underlying re-
quirement for the existence of spatial compatibility effects, and thereby such effects
existed only when the stimulus and response sets shared the same spatial dimensions.
However, Bauer and Miller [17] demonstrated that when the stimulus and response
sets are oriented orthogonally, e.g. the vertical (up-down) stimulus (response) mapped
to the horizontal (right-left) response (stimulus), significant orthogonal S-R compati-
bility effects with up-right/down-left mapping were found. This up-right/down-left
advantage was then explained by salient features coding principle [18] that the codes
for right and up (or above) are more salient than those for left and down, such that the
up-right/down-left mapping can benefit from the correspondence of relative salience
of the positions (or correspondence of asymmetric stimulus and response codes), re-
sulting in faster translation of stimuli to responses.
Apart from stimulus-response orientation, another factor needs to be considered
was the grouping effect of the stimuli. Several studies have shown that stimuli are
coded relative to multiple frames of reference [19] - [21]. In this experiment, different
from previous studies with precue showing the hemispace/size of the stimulus before
stimulus presentation [4, 19], eight prefixed existing outline boxes were displayed in
the experiment and the stimulus could occur in any of the eight possible locations.
The boxes on each side were further grouped either into two (split field) or four (con-
tinuous field) for testing, forming different frames of reference. As most, if not all, of
previous studies concerning the effects of reference frames were tested with precuing,
it is then believed that the results of this experiment can provide further evidence on
whether stimulus coding with multiple reference frames depends upon the precuing
effect. It was expected that when stimuli were grouped into two, the relative right-left
(up-down) position of the stimulus was salient, leading to significant response advan-
tages. However, when the stimuli were grouped into four, the right-left (up-down)
reference cue was minimized, resulting in relatively worse response performance
compared with the split field condition.
As to the effect of alignment, two types of stimulus alignments – single relative
position (Left-Right-Left-Right/Up-Down-Up-Down (LRLR/UDUD)) and double
relative position (Left-Left-Right-Right/Up-Up-Down-Down (LLRR/UUDD)) – were
investigated in the experiment. The LRLR/UDUD condition was similar to any pre-
vious studies in which the left (up) and right (down) directions can provide relative
652 S.N.H. Tsang, K.W.L. Chan, and A.H.S. Chan

position of the stimulus for spatial coding. However, for the LLRR/UUDD condition,
the stimulus coding rendered by the relative left (up) and right (down) difference was
minimized or even eliminated and the result of which might be a lengthening in trans-
lation time for mapping the stimulus-response relationship. The experimental layouts
of different combinations of stimulus orientation, grouping, alignment and S-R com-
patibility are shown in Fig. 1 and 2.

Fig. 1. Eight testing conditions in parallel S-R spatial orientation

Fig. 2. Eight testing conditions in orthogonal S-R spatial orientation


Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 653

It was hypothesized that: a) parallel configurations between displays and controls


were better than orthogonal configurations as a result of the congruent spatial dimen-
sions (both in horizontal dimension) of the stimulus and response sets; b) the perfor-
mance under the split array – with only two boxes connected – surpassed that under
the continuous array – with four boxes connected, as the relative position of right-left
(up-down) was more salient in the split field setting, providing a strong cue for pro-
ducing responses; c) the mappings under compatible conditions were superior to those
under incompatible ones in terms of reaction time and accuracy due to the less recod-
ing and higher rate of information transfer during the responding process [10]; d) the
response performance on the single relative position alignment was better than the
double one as the right-left (up-down) cue (reference frame) was more prominent.

2 Method

2.1 Design

In this study, two stimulus-response orientations (parallel and orthogonal) were


tested. For the parallel orientation, the stimulus and response sets were placed hori-
zontally and in parallel to each other, while for the orthogonal orientation, the stimu-
lus array was vertically presented and perpendicular to the response keys. In each
spatial orientation, there were eight testing conditions combining the factors of stimu-
lus grouping (continuous array vs. split field array), alignment (single vs. double) and
S-R compatibility (compatible vs. incompatible). Eight code names were defined to
represent the eight testing conditions that to be tested for each participant in the paral-
lel orientation: P (Parallel)-C (Continuous array)-S (Single relative position align-
ment)-C (Compatible), P-C-S-I (Incompatible), P-C-D (double relative position
alignment)-C, P-C-D-I, P-S (Split field array)-S-C, P-S-S-I, P-S-D-C and P-S-D-I.
For testing of the orthogonal orientation, eight similar code names were also defined,
which were O (Orthogonal)-C-S-C, O-C-S-I, O-C-D-C, O-C-D-I, O-S-S-C, O-S-S-I,
O-S-D-C and O-S-D-I. 30 participants were recruited and randomly divided into five
groups of six participants each, and the test sequence of each group was in a quasi-
random order so that each participant was tested with all the sixteen testing condi-
tions. In a trial, the visual stimulus was lit up in red randomly in one of the eight
possible signal locations. Each signal position was tested four times in a random order
for each testing condition. Participants needed to respond to the lit up signal with the
two square response keys under the stimulus array. The 16 testing conditions were
explicitly shown in Fig.1 and 2.

2.2 Apparatus and Stimuli


This experiment was carried out using a personal computer with a 17-inch touch-
screen display. The computer language Visual Basic 2010 was employed for stimulus
preparation and response data collection. The touch-screen display was tipped at an
654 S.N.H. Tsang, K.W.L. Chan, and A.H.S. Chan

angle of 15 degree from horizontal for ensuring comfortable responses made by par-
ticipants. Eight identical 15-mm diameter stimulus circles with each embedded in a
square box were presented in two linear array types (continuous array vs. split field
array) (Fig. 1). During the stimulus presentation, one of the stimulus circles would be
lit up in red. Each stimulus array type was tested in both parallel and orthogonal
orientations relative to two horizontally aligned response keys positioned underneath.
A green square of 10-mm side length was shown at the center of the stimulus array
serving as a fixation point as well as a warning signal before stimulus presentation.
Two grey square-shaped response keys of 20-mm side length each were positioned
below the stimulus array on the immediately left and right sides of the midline of the
display, and to be responded by participants’ index and ring fingers of their right
hand, respectively.

2.3 Participants

Thirty Chinese students of City University of Hong Kong (22 males and 8 females) of
ages 21-25 participated in this experiment. They were all right-handers as tested with
the Lateral Preference Inventory [22]. All of them had normal or corrected-to-normal
vision (Optical Co., Inc., Model 2000P Orthorator) and normal color vision (Ishihara
Pseudo isochromatic Plates). They all gave informed consent before the start of the
experiment and did not report any physical or health problems for the hands (fingers)
they used for the test.

2.4 Procedure
There were 16 testing conditions for each participant. Each condition contained 15
practice trials and 32 test trials. Participants were required to have at least 13 correct
trials in the practice session prior to the start of test trials in each test condition. Be-
fore testing, participants were asked to position their left index and right ring fingers
of the right hand above the two virtual keys with their wrists supporting by a soft
cushion. They were instructed about the spatial mappings being tested in that particu-
lar condition. At the beginning of each trial, the participant fixated a lit up green
square signal. After a delay of 1-3 s, one of the eight visual stimuli lit up in red. Par-
ticipants then touched the control key according to the condition being tested. The
fixation green square and red stimulus remained lit for 1 s or until the participant
made a response. Responses made with the wrong keys were counted as errors and
those made before 150 ms or after 1100 ms were considered to be misses (errors). The
green square was then reset and lit up again after 1 s, indicating the start of another
trial. Participants were asked to react as fast and accurately as they could. No feed-
back on speed or accuracy was given. There was a 2-min break for participants after
testing each mapping condition. Participants’ reaction times and errors were recorded
for further analysis.
Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 655

3 Results

A total of 16,042 (30 participants x 16 conditions x 32 trials + 682 make-up trials)


responses were collected in this study. Overall, 682 (4.25%) responses were incorrect
or made after the time limit. Therefore, a total of 15,360 (95.75%) correct responses
were thus used for further analysis.

3.1 Mean Reaction Time


The 15,360 correct RTs were within the range of 356-1014 ms, with a mean of 791
ms and a standard deviation of 118 ms. Individual participants’ mean RT ranged from
654 to 918 ms. The mean RTs for different testing conditions are summarized in Ta-
ble 1. Amongst the 16 testing conditions, the shortest value (745 ms) was obtained for
the condition ‘P-S-S-C’, while the longest value (817 ms) was for the condition ‘O-C-
S-C’. The average mean RTs computed for orientations of ‘Parallel’ and ‘Orthogonal’
were 786 and 795 ms respectively. It can also be seen that the effect of grouping in-
fluenced RTs such that conditions with split field array had better RTs than with con-
tinuous array regardless of the stimulus orientation. As to the alignment effect, the
single relative position alignment (781 ms) was responded to faster than the double
one (791 ms) in the parallel orientation, while there was no marked difference be-
tween the two alignments in the orthogonal orientation. Interestingly, the effect of
spatial compatibility existed only in the parallel orientation that compatible mappings
were always responded to faster than incompatible mappings, whereas the opposite
results were obtained in the orthogonal orientation.
Further examination of RT was performed with repeated-measures ANOVA. The
main factors considered were stimulus orientation, grouping, alignment and S-R com-
patibility. The results showed that the main factors of orientation [F(1, 29) = 4.71, p <
0.05] and grouping [F(1, 29) = 23.18, p < 0.001] were significant, as were the two-way
interactions of grouping x alignment [F(1, 29) = 43.89, p < 0.001] and orientation x S-R
compatibility [F(1, 29) = 19.32, p < 0.001]. There were no significant differences for the
effect of alignment and S-R compatibility as well as other two-way and three-way
interactions (p’s > 0.05). As suggested by the sparsity-of-effects principle that a sys-
tem or process is driven primarily by some of the main effects and low-order interac-
tions [23], only the interactions of up to three factors were considered here. Regarding
the two significant main factors, responding to the parallel orientation was found to be
significantly faster than to the orthogonal orientation, and the split array led to signifi-
cant RT advantage than did the continuous one. In respect of the two-way interaction
effects of grouping and alignment, an interaction plot is shown in Fig. 3. It shows that
there was no obvious RT difference between the continuous and the split array for the
double relative position alignment. However, for the single relative position align-
ment, with the split array, a marked reduction in RT was resulted. As for the interac-
tion effect of orientation and S-R compatibility, Fig. 4 illustrates that the effect of
spatial compatibility affected participants’ response performance oppositely under the
656 S.N.H. Tsang, K.W.L. Chan, and A.H.S. Chan

different stimulus orientations. For the parallel orientation, as expected, compatible


mappings resulted in faster RTs, while incompatible mappings in slower RTs.
However, for the orthogonal orientation, the opposite result was obtained that compat-
ible and incompatible mappings contributed to slower and faster RTs, respectively.
This somewhat unexpected result provides a good piece of evidence that mapping a
right key to an up stimulus and a left key to a down stimulus does not always lead to
better response performance or even degrades the performance, at least for the stimu-
lus-response sets used here.

Table 1. Mean reaction times (RT) (ms) and error percentage (EP) (%) computed for different
testing conditions

Orientation Array Alignment Condition Mean (SD)


Continuous Single P-C-S-C RT: 793 (118), EP: 2.60 (2.73)
array (RT: 800, EP: 5.42) P-C-S-I RT: 807 (109), EP: 8.23 (12.70)
(RT: 797, Double P-C-D-C RT: 787 (123), EP: 1.98 (2.78)
Parallel
EP: 4.92) (RT: 794, EP: 4.43) P-C-D-I RT: 800 (113), EP: 6.88 (8.93)
(RT: 786, EP:
Split field Single P-S-S-C RT: 745A (124), EP: 0.73A (2.12)
4.64)
array (RT: 762, EP: 1.67) P-S-S-I RT: 779 (108), EP: 2.60 (3.19)
(RT: 775, Double P-S-D-C RT: 786 (129), EP: 5.00 (4.83)
EP: 4.35) (RT: 788, EP: 7.03) P-S-D-I RT: 790 (116), EP: 9.06B (8.06)
Continuous Single O-C-S-C RT: 817B (116), EP: 5.42 (4.99)
array (RT: 810, EP: 3.96) O-C-S-I RT: 803 (105), EP: 2.50 (3.32)
(RT: 803, Double O-C-D-C RT: 812 (120), EP, 4.90 (5.90)
Orthogonal
EP: 3.88) (RT: 795, EP: 3.81) O-C-D-I RT: 778 (108), EP: 2.71 (4.84)
(RT: 795, EP:
Split field Single O-S-S-C RT: 808 (120), EP: 3.33 (4.26)
4.23)
array (RT: 777, EP: 3.07) O-S-S-I RT: 746 (112), EP: 2.81 (8.93)
(RT: 788, Double O-S-D-C RT: 812 (120), EP: 7.19 (6.04)
EP: 4.58) (RT: 799, EP: 6.10) O-S-D-I RT: 786 (116), EP, 5.00 (4.96)
A
The shortest RT / B The longest RT.

Alignment S-R Compatibility


Compatible
Mean Reaction Time (ms)

Single relat. pos.


Mean Reaction Time (ms)

810 820 Incompatible


Double relat. pos.
800 810
790 800
780 790
770 780
760 770
750 760
Continuous Split Parallel Orthogonal
Grouping Orientation

Fig. 3. Interaction plots of mean reaction Fig. 4. Interaction plots of mean reaction times
times (RTs) for stimulus grouping and (RTs) for stimulus orientation and S-R
alignment compatibility
Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 657

3.2 Mean Response Error


Altogether participants made a total of 682 (4.25%) incorrect or missing responses.
The mean error percentages (EP) for the 16 testing conditions are shown in Table 1.
The most accurate condition was ‘P-S-S-C’ (EP = 0.73%), while the least was ‘P-S-
D-I’ (EP = 9.06%). Further analysis of the mean EP was performed with the non-
parametric Friedman Test, and it showed there were significant differences among the
16 testing conditions (χ2 (15) = 104.72, p < 0.001). Wilcoxon signed-rank test was
then conducted to investigate the differences in EPs between each factor. The results
showed there were no significant differences in EPs (p’s > 0.05) between the parallel
(EP = 4.64%) and orthogonal (EP = 4.23%) orientations, continuous (EP = 4.40%)
and split (EP = 4.47%) groupings, as well as compatible (EP = 3.89%) and incompat-
ible (EP = 4.97%) mappings. Only the factor of stimulus alignment was found to be
significant (p < 0.001) that the EP for the double relative position alignment (EP =
5.34%) was significantly larger than that for the single one (EP = 3.53%). The results
suggest that the conditions that provided salient relative spatial correspondence be-
tween stimulus and response were less prone to error responses, and although not
significant, less error responses were made for mapping a left key with up stimuli and
a right key with down ones.

4 Discussion
In this study, two control keys were used to respond to eight visual signals arranged in
parallel and orthogonal orientations. It was found that participants responded signifi-
cantly faster to the horizontally presented stimulus arrays than to the vertically
presented ones. It may be due to the fact that the parallel orientation could provide
congruent spatial dimension and obvious spatial correspondence between the stimulus
and response sets, thereby resulting in faster responses. However, for the orthogonal
orientation, the mapping between the stimulus and response sets depended upon their
relative salience, requiring an additional translation step for stimulus-response map-
ping and thus resulting in longer reaction time. Moreover, faster reaction times were
obtained for the conditions with the split field array than that with the continuous
array in both parallel and orthogonal orientations. It is believed that the split field
array could provide participants with more salient right-left and up-down reference
frames for the parallel and orthogonal orientations, respectively, leading to better
response performance. The main factor of alignment alone was nonsignificant, but its
interaction effect with grouping was significant such that the single relative position
alignment with the split grouping resulted in much faster RT than that with the conti-
nuous grouping, while no much difference in RT was observed for the double relative
position alignment between the two different groupings. This finding suggests that if
stimulus signals cluster together, the salience of left (up) and right (down) coding will
be weakened, probably due to the influence of adjacent stimuli. Overall, the result
showed that the condition ‘P-S-S-C’, which had the clearest relative spatial corres-
pondence, yielded the best performance amongst all the test conditions. From the
reaction time examination, it is noted that there was no significant differences be-
tween compatible and incompatible conditions. However, with the significant interac-
tion effect of orientation and S-R compatibility, for the conditions with orthogonal
658 S.N.H. Tsang, K.W.L. Chan, and A.H.S. Chan

orientation, the mean reaction times for compatible conditions (i.e. the left key for up
signals and the right key for down signals) were significantly faster than that for in-
compatible conditions (i.e. the left key for down signals and the right key for up sig-
nals). This finding of preferable left-up and right-down mapping was consistent with
the previous study of Bauer and Miller [17] (experiment 3) showing different map-
ping preferences for the left and right hands towards vertical stimuli and horizontal
responses. They found that left-up and right-down mapping was preferable for the
right hand, whereas right-up and left down for the left hand. However, the response
preferences towards orthogonal mapping are rather mixed that some other studies
reported that right-up and left-down mapping was of greater preference, seemingly
due to salient features coding between the stimulus and response directions [4]. Nev-
ertheless, the finding of this study demonstrated that left-down and right-up mapping
relationship responding with right hand was very robust.

5 Conclusion
For the eight visual signals and two controls interacted horizontally and vertically
with different S-R mapping types, it was found that the conditions in the parallel S-R
orientation resulted in better response performance than in the orthogonal orientation.
Besides, for stimulus grouping, visual signals split into two rather than four in a group
could provide salient reference frames for the stimulus and response set and thus
achieving faster reaction time. For the different stimulus alignments, the single rela-
tive position alignment was less prone to error responses than the double one, but no
significant difference in reaction times was found between the two alignments. An
interaction effect of grouping and alignment was observed that participants responded
very differently towards the continuous and split arrays with the single relative posi-
tion alignment. Also, with the orthogonal orientation, the left-up and right-down
mapping yielded better response performance, which was different from the results of
some previous studies showing the better response performance of right-up and left-
down mappings, implying the intricate stimulus-response mappings here and cultural
factors might affect the compatibility relations in this orientation [24].

Acknowledgements. The work described in this paper was fully supported by a grant
from City University of Hong Kong (Project No. 7002820). The authors thank for the
data collection done by YP Yau.

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The Influence of Password Restrictions and Mnemonics
on the Memory for Passwords of Older Adults

Kim-Phuong L. Vu and Martina M. Hills

Department of Psychology,
California State University Long Beach,
1250 N Bellflower Blvd, Long Beach CA 90840
Kim.Vu@csulb.edu,
martinirox99@gmail.com

Abstract. Accessing Internet accounts can provide convenient services to users,


regardless of age. However, these online services typically require that users en-
ter a username and password. Forgetting one’s password, then, often results in
the inconvenience of having to reset your password. Although there has been
research on the memorability of passwords, this research often focuses on
younger adults. Little research has taken older adults into consideration when
designing password requirements. Older adults show cognitive decline in mem-
ory, which can make the task of remembering passwords especially difficult.
However, older adults experience less difficulty in memory for familiar pic-
tures, making the use of pictures an ideal candidate for cuing passwords. Par-
ticipants in this study were asked to generate passwords for five different
fictitious online accounts using a text-based or image-based mnemonic tech-
nique. Older adults were less likely to forget passwords that were generated us-
ing image-based mnemonic technique compared to the text-based one, implying
that pictures can be used as cues for password recall for older adults.

1 Introduction

The advantage of relying on online services is quite clear in that it allows users to
access web-based services at almost any time and from any place where there is an
internet connection. However, accessing online accounts requires that users enter a
username and password [1, 2]. With the increased use of the internet, the number of
passwords per user has grown [3], making it a difficult task to remember unique
passwords for each account. The use of unique passwords is preferred because re-
cycled passwords can result in unauthorized access to multiple accounts of a particu-
lar user if one account is compromised. Techniques for helping users to remember
secure passwords are needed because even with the fast growth of alternative authen-
tication tools such as tokens, smart cards, and biometric devices, the username-
password technique has continued to be the main choice for security systems because
of its ease of implementation [4].
Companies that use internet services have the option of providing users with a
secure password to use. However, these passwords tend to be random strings of

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 660–668, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Influence of Password Restrictions and Mnemonics 661

characters that are difficult for users to remember. As a result, users tend to write
these types of passwords down, decreasing their effectiveness in terms of security.
Companies can also add password requirements to improve the security of user-
generated passwords. These password restrictions often require the use of both upper-
case and lowercase letters, digits and/or special characters, and a minimum password
length [5]. Although the addition of these restrictions can also cause difficulty in
password memorability for many users [2], these generated passwords tend to be
more memorable than computer-generated ones. The forgetting of passwords is likely
to be more pronounced among older adults due to the decline in memory that is
associated with the normal aging process [6].
This issue of increasing older adults’ ability to remember passwords needs to be
examined promptly due to the rapidly increasing age of the American population [7].
According to a report from The United States Census Bureau entitled, “Expectation of
Life and Expected Deaths by Race, Sex, and Age: 2006,” the average life span of
adults has increased by eight years from 1970 to 2010. This means that adults are
living longer than they were 40 years ago. The number of older adults using the in-
ternet has also increased over the years. In 1996, only 2% of older adults age 65 and
older used the internet, but this percentage increased to 22% by 2004 [8] and 53% of
by 2012 [9]. Due to the escalating number of tasks that can be completed online, the
number of accounts and passwords that need to be remembered can put a toll on older
adults’ memory capabilities. Thus, it is vital to consider the population of older adult
users when it comes to password recall.
A couple of studies have shown that memorability of passwords can be improved
with the use of mnemonic techniques [2, 10]. Mnemonic strategies encourage deeper
processing of information by relating new knowledge with knowledge already estab-
lished in memory [11]. One of the most effective password generation mnemonic
techniques is the image-based one [2]. The image-based mnemonic allows users to
generate their own passwords using well-known pictures instead of generating com-
plex words or letter/character combinations to abide by required website guidelines.
However, the effectiveness of the image-based mnemonic technique has been ex-
amined only with a sample of younger adults.
Teaching older adults how to create passwords that are both secure and easier to
remember is crucial for their ability to take advantage of the services provided by the
online world. Images can be stored in memory and retrieved more easily than words
[12], a phenomenon known as the “picture superiority effect.” This is so, even with
the deterioration of cognitive processing [12]. Thus, the image-based mnemonic me-
thod has the potential to be employed by both older and younger adults.
The goal of the present study was to determine whether teaching older adults how
to create passwords using image-based mnemonics can lead to better memory for
those passwords. Teaching older adults how to memorize strong passwords through
use of the image-based mnemonic technique will not only help them secure their
accounts, but may also reduce the expense associated with resetting lost passwords.
662 K.-P.L. Vu and M.M. Hills

2 Current Study

This study examines the effectiveness of two different password generation methods
for older adults (i.e., age 55 and over) and younger adults (age 18 to 30). All partici-
pants in each group were responsible for creating their own passwords for each of five
different fictitious online accounts. Participants were then tested on their ability to
recall the passwords at a 10-min and 1-wk delay interval. Cracking software was used
to analyze the strength of each password, and differences in password length and
complexity were examined for each age group by password generation technique.

2.1 Method
Participants. Thirty-seven older adult participants and 40 younger adult participants
were recruited from California State University Long Beach (CSULB) and its sur-
rounding communities. Older adult participants ranged from 55-86 years old (M =
71.06, SD = 8.78; 25 female and 9 male). Younger adult participants ranged from 18-
25 years old (M =19.3, SD = 1.57; 34 female and 6 male).
Older adults were paid $15 to participate in the entire experiment, which consisted
of two sessions lasting less than 1 hour each. The younger adults were recruited from
the university’s Introductory Psychology Participant pool, and the students received
experimental credits for participating in the study. At the time participants signed up,
they were informed that they were taking part in a study examining password genera-
tion and memorability. All participants were asked to bring to the first session of the
experiment five different personal pictures that they knew well and could put into five
different categories. For the older adult group, 18 participants were randomly as-
signed to the image-based mnemonic group and 19 to the text-based mnemonic group.
For the younger adult group, 20 participants were randomly assigned to the image-
based mnemonic group and 20 to the text-based mnemonic group.

Design, Apparatus, and Procedure. The methods and procedures were closely mod-
eled after Nelson and Vu [2]. A 2 (Password generation technique: image-based
mnemonic or text-based mnemonic) by 2 (Recall delay: 5-min or 1-wk delay) by 2
(Age: Older adults or Younger adults) mixed design was used. Password generation
technique and age were the between-subjects variables and recall delay was the with-
in-subject variable.
A Java program was used to present the experiment on a laptop computer with a
14” screen. Participants were presented instructions on what type of generation tech-
nique they were employing. The program also checked that each password met the set
criteria for each generation technique. It also recorded the generated password and the
amount of time it took the participant to recall their passwords at both the 10-min
interval and the 1-wk interval.
All participants were tested individually in a quiet, well-lit room. The experiment
consisted of two sessions, held one week a part. The first session consisted of two
parts, and the second session only consisted of one part. At the beginning of the first
session, participants were introduced to the experiment, asked to sign a consent form
The Influence of Password Restrictions and Mnemonics 663

and provided the five personal pictures to the experimenter. The pictures were added
to a multimedia storage device and kept for the duration of the experiment. In the first
session, participants generated five different passwords that satisfied a set of pass-
word restrictions for five different fictitious accounts. The password restrictions
included: being generated from a sentence that made sense; being at least eight cha-
racters; use of a capital letter; use of a special character (e.g. @, #, $, or %); use of a
digit; being generated from a sentence that had the special character and digit embed-
ded in the way that it makes sense relative to the context of the sentence; being unique
for each account. The five different accounts consisted of: E-mail, bank, computer,
social networking, and bookstore.
Even though all participants provided the five personal pictures to the experimen-
ter, only those randomly assigned to the image-based mnemonic group used their
pictures in the experiment. The image-based mnemonic group was taught how to use
this technique by giving participants examples of two different pictures used to create
two different passwords. One example used a picture of a skateboard with the phrase
“I like to skateboard” written underneath the image (see Figure 1). The participant
was given 10 s to look at the image and the statement. The participant was informed
as to the relationship the picture might have with personal knowledge and how to
incorporate that knowledge into a password. For example, the person likes to skate-
board so “I like to skateboard” could be used as a basis for the password.

Fig. 1. Example picture shown to participants in the image-based mnemonic group

As part of their training, the experimenter explained how pieces of information ga-
thered from the picture could become more complex and meaningful to the partici-
pant. The experimenter pointed out that the skateboard was red and reminded her of
learning her first trick on the red curb at school. The experimenter then demonstrated
how the red color could be translated into the password by replacing “I” with “Eye”
and capitalizing it because the red curb really caught her eye when she first learned
to skate. The word “to” could be changed to number “2” and “skateboard” could be
changed to “sk8board” by transforming part of the sound associated with the word
to the number “8.” The experimenter also pointed out that the letter “s” could be
664 K.-P.L. Vu and M.M. Hills

substituted for “$” to denote the money she spent buying her skateboard. The final
transformation of the combination of letters to create the complex password of
“EyeLike2$k8board.” A second example was also provided to the participants.
For the text-based mnemonic technique group, participants were instructed to gen-
erate passwords based on self-generated phrases using the same examples employed
in the image-based mnemonic technique but without the added benefit of the personal
pictures.
After generating a password for each account, participants were tested for their re-
call of the passwords after a 5-min delay, and again after a 1-wk delay. For the recall
session, participants were asked to recall each of the five passwords they created. The
participants were instructed to enter the correct password for each account name that
was prompted. The fictitious account names were displayed on the computer screen in
a random order for four times each. The number of passwords forgotten at each inter-
val was recorded as a measure of password memorability.

3 Results

3.1 Generation Time and Number of Attempts


The amount of time (in seconds) taken by a participant to generate a password that
satisfied the password restrictions for each of the five fictitious accounts was recorded
and averaged across the five accounts to determine a mean password generation time
for each participant. A 2 (Password generation technique: image-based mnemonic or
text-based mnemonic) by 2 (Age: Older adults or Younger adults) mixed analysis of
variance (ANOVA) was run on mean generation time as a function of password gen-
eration technique and age group. There was a significant effect of age, F(1,73) =
13.48, p < .001 (see Figure 2). Older adults took over 1-min longer to generate an
acceptable password than did younger adults. No other effects were significant for
generation time.
The number of attempts needed by a participant to generate an acceptable pass-
word was also recorded and then averaged across the five accounts. The same two-
way ANOVA was conducted as for mean generation time on the mean number of
attempts. However, this analysis did not yield any significant effects.

Fig. 2. Mean Password Generation Time (in Seconds) for Older and Younger Adults
The Influence of Password Restrictions and Mnemonics 665

3.2 Memorability of Passwords


The mean number of passwords forgotten by each participant was analyzed using a 2
(Password generation technique: image-based mnemonic or text-based mnemonic) by
2 (Recall delay: 10-min or 1-wk delay) by 2 (Age: Older adults or Younger adults)
ANOVA. There was a significant main effect of delay on forgetting, F(1, 73) =
12.08, p < .01. Participants forgot more passwords (M = 1.94) after the 1-wk delay
when compared to the 10-min delay (M = 1.44). There was also a main effect of age
on forgetting, F(1, 73) = 13.40, p < .01, where older adults forgot (M= 2.24) more
passwords than younger adults (M = 1.14).
Recall delay also interacted with age, F(1, 73) = 8.68, p = .004. Older adults
showed a larger increase in the number of passwords forgotten from the 10-min to 1-
wk delay compared to younger adults (.91 vs. 0.18 increase, respectively). This two-
way interaction was qualified by a significant three-way interaction between
age, recall delay, and password generation technique, F(1, 73) = 4.25, p = .04 (see
Figure 3).

Fig. 3. Mean Number of Passwords Forgotten for Older and Younger Adults at the 10-Minute
and 1-Week Interval

To determine the nature of these differences, simple effects analyses of partici-


pants’ forgetting were conducted separately in the image-based mnemonic and text-
based mnemonic conditions. In the image-based mnemonic condition, there was no
statistically significant interaction between age and delay, F < 1.0. In the text-based
mnemonic condition, though, a significant age × recall delay interaction was obtained,
F(1, 37) = 10.05, p = .003. To characterize these differences, a comparison of the
number of text-generated passwords forgotten by younger and older adults at each
recall delay was performed. With a 10-min recall delay, there was no difference in
older and younger adults’ short term forgetting, F(1, 38) = 1.16, p = .29. However,
with a 1-wk delay older adults forgot significantly more text-based mnemonic pass-
words (M = 3.00) than did younger adults (M = 1.05), F(1, 38) = 15.77, p < .001.
666 K.-P.L. Vu and M.M. Hills

3.3 Password Security


The security of the generated passwords was assessed by the ability of the Cain and
Abel software to crack the passwords. Each password was encrypted and turned into a
HASH file. The document was then submitted to the Cain and Abel Cracking soft-
ware in an attempt to recover the password. All passwords generated in this study
were submitted to the cracking software for a 12-hour period. The software was not
successful in cracking any of the passwords submitted. Thus, the passwords generat-
ed in both the image based and text-based groups were somewhat secure.

4 Discussion

Since accessing online services is important for all age groups, using mnemonic tech-
niques to generate secure passwords can be very useful. The present study showed
that older adults can generate passwords that are more resistant to being forgotten by
using the image-based mnemonic technique compared to the text-based mnemonic
technique. Although, older adults took longer to generate an acceptable password,
they did not differ from younger adults in terms of the number of attempts needed to
do so. The longer generation time is expected due to decreased processing speed and
slower rates of information activation [13, 14] experienced by older adults. Thus, the
present study supports the notion that the image-based mnemonic technique could be
used by older adults to generate passwords that are more resistant to forgetting than
those generated by a text-based mnemonic technique.
Consistent with the notion that passwords generated with both the text-based and
image-based techniques are secure [2], Cain and Abel, a powerful password cracking
system, was not able to crack any of the passwords submitted from both the image-
based and text-based groups for a 12 hour period. Since none of the passwords were
successfully cracked, a viability test of Cain and Abel cracking software was per-
formed. Eight variations of the password “password” (password; Password; pass-
word1; Password1; p@ssword; P@ssword; p@ssword1; P@ssword1) were submitted
to the Cain and Abel cracking software to test the cracking rate for each word. All
variations were cracked by the software, indicating that the software is viable crack-
ing tool. It is likely that the software needed more time for the brute-force attack to be
successful in cracking passwords generated with the mnemonic techniques used in the
present study.

5 Limitations of the Study and Recommendations for Future


Research

The study was limited by a couple factors. The first factor was that the Java program
used in this study was the same one we have previously used in our lab to study pass-
words generated by younger adults. Many of the older adult users, though, were con-
fused by how the program functioned given its text-based interface. Using a more
graphic interface may have facilitated the older adult’s performance. The second
The Influence of Password Restrictions and Mnemonics 667

limitation of the study was in regards to the use of the images for generating pass-
words. With limited directions to participants to bring in five significantly different
images for five categories, some users reported not being able to make a good connec-
tion between the picture and account name. Many of the participants stated that they
would have chosen different pictures for the study if they understood the significance
of linking the pictures to the different accounts beforehand. Finally, participants also
reported that there was some additional interference associated with having to gener-
ate five passwords for different accounts at the same time. Generally speaking, online
account users are only responsible for generating one username and one password for
an account at a time. The requirement to generate five unique passwords that met all
the requirements at once may have been overwhelming to participants, especially
the older ones. Despite these limitations, though, the older adults in this study
still showed a benefit for generating passwords using the image-based mnemonic
technique.
Future research should focus on helping users make better connections with the
images and the different accounts. Improving such connections would enable users to
have a better understanding of the password technique as well as be able to process
the pictures along with the account name at a deeper level.

References
1. Renaud, K., Ramsay, J.: Now what was that password again? A more flexible way of iden-
tifying and authenticating our seniors. Behaviour and Information Technology 26, 309–
322 (2007)
2. Nelson, D., Vu, K.P.L.: Effectiveness of image-based mnemonic techniques for enhancing
the memorability and security of user-generated passwords. Computers in Human Beha-
vior, 1–11 (2010)
3. Renaud, K., De Angeli, A.: My password is here! An investigation into visuo-spatial
authentication mechanisms. Interacting with Computers 16, 1017–1041 (2004)
4. Brown, A.S., Bracken, E., Zoccoli, S., Douglas, K.: Generating and remembering pass-
words. Applied Cognitive Psychology 18, 641–651 (2004)
5. Gehringer, E.F.: Choosing passwords: Security and human factors. Department of Elec-
trical and Computer Engineering, Department of Computer Science, North Carolina State
University, pp. 369–373 (2002)
6. Luo, L., Craik, F.I.M.: Age differences in recollection: specificity effects at retrieval. Jour-
nal of Memory and Language 60, 421–436 (2009)
7. Wagner, N.L., Hassanein, K., Head, M.M.: Computer use by older adults: A multi-
disciplinary review. Computers in Human Behavior 26, 870–882 (2010)
8. Gatto, S.L., Tak, S.H.: Computer, internet, and e-mail use among older adults: Benefits
and barriers. Educational Gerontology 34, 800–811 (2008)
9. Zickuhr, K., Madden, M.: Older adults and internet use: For the first time, half of adults
ages 65 and older are online. Pew Research Center’s Internet & American Life Project
Report (2012),
http://pewinternet.org/Reports/2012/
Older-adults-and-internet-use.aspx
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10. Vu, K.P.L., Proctor, R.W., Bhargav-Spanzel, A., Tai, B.-L., Cook, J., Schultz, E.E.: Im-
proving password security and memorability to protect personal and organizational infor-
mation. International Journal of Human-Computer Studies 65, 744–757 (2007)
11. Roediger, H.L.: The effectiveness of four mnemonics in ordering recall. Journal of Expe-
rimental Psychology: Human Learning and Memory 6, 558–567 (1980)
12. Renaud, K., De Angeli, A.: Visual passwords: Cure-all or snake-oil? Communications of
the ACM 52, 135–140 (2009)
13. Bailey, H., Dunlosky, J., Hertzog, C.: Does differential strategy use account for age-related
deficits in working-memory performance? Psychology and Aging 24, 82–92 (2009)
14. Hertzog, C., Dixon, R.A., Hultsch, D.F., MacDonald, W.S.: Latent change models of adult
cognition: Are changes in processing speed and working memory associated with changes
in episodic memory? Psychology and Aging 18, 755–769 (2003)
Word Classification for Sentiment Polarity
Estimation Using Neural Network

Hidekazu Yanagimoto, Mika Shimada, and Akane Yoshimura

School of Engineering, Osaka Prefecture University


Osaka, Japan, 599-8531
{hidekazu,shimada,yoshimura}@cs.osakafu-u.ac.jp

Abstract. Though there are many digitalized documents in the Inter-


net, the almost all documents are unlabeled data. Hence, using such
numerous unlabeled data, a classifier has to be construct. In pattern
recognition research field many researchers pay attention to a deep ar-
chitecture neural network to achieve the previous aim. The deep archi-
tecture neural network is one of semi-supervised learning approaches and
achieve high performance in an object recognition task. The network is
trained with many unlabeled data and transform input raw features into
new features that represent higher concept, for example a human face.
In this study I pay attention to feature generation ability of a deep ar-
chitecture neural network and apply it to natural language processing.
Concretely word clustering is developed for sentiment analysis. Exper-
imental results shows clustering performance is good regardless of an
unsupervised learning approach.

Keywords: Natural Language Processing, Deep Architecture Neural


Network, Feature Extraction.

1 Introduction

Though there are many digitalized documents in the Internet, the almost all
documents are unlabeled data. To label data much human power is needed since
now only human understands information and classify them into appropriate
clusters. Though a classifier is constructed to classify them automatically, many
labeled data is needed to construct a high performance classifier. If you construct
a classifier using such numerous unlabeled data, this problem vanishes. This
approach is a semi-supervised learning approach.
In pattern recognition research field many researchers pay attention to a deep
architecture neural network. The deep architecture neural network is one of
semi-supervised learning approaches and achieves high performance in an ob-
ject recognition task. The network is trained with many unlabeled data and
transforms input raw features into new features, which show higher concept,
for example a human face. Since the pattern recognition simulates one of hu-
man activities using a deep architecture neural network, in this study the neural
network is applied to language understanding.

S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 669–677, 2013.

c Springer-Verlag Berlin Heidelberg 2013
670 H. Yanagimoto, M. Shimada, and A. Yoshimura

Word classification for sentiment analysis is developed as a task of language


understanding. The sentiment analysis determines article polarity using natu-
ral language processing. The polarity means positive, negative, or neutral from
the viewpoint of an author. A polarity dictionary is used to develop the senti-
ment analysis system and it is important to construct a high quality polarity
dictionary. Since the dictionary construction needs much human power to judge
many words polarities, an automatic dictionary construction method is desired.
Hence, my aim is that a deep architecture neural network is applied to the polar-
ity dictionary construction. Before the goal this study checks whether a neural
network can be applied to the dictionary construction or not constructing word
classification system.
In Section 2 related works are explained. In Section 3 the proposed method
is described from the viewpoint of neural network architecture and learning
methodology. In Section 4 some experiments are explained and performance of
the proposed method is discussed.

2 Related Works
A proposed method is related to neural network researches and feature extrac-
tion researches. Hence, in this section related works, that is neural network
approaches and kernel methods, are explained.
A neural network is one of models to simulate a brain simply and was proposed
by Rosenblatt[1]. Then Rumelhart et al. proposed backpropagation algorithm to
train multi-layer feedforward neural network[2]. Because of a backpropagation
algorithm neural network are used in various kind of research fields. The neural
networks are generally shallow architecture neural networks, for example three-
layer or four-layer neural networks but deeper neural networks are not used.
Vanishing gradient problem[3] limits the number of layers in neural networks.
The vanishing gradient problem means the backpropagation algorithm cannot
propagate error in deeper layer’s weight. Hence, though you use a deep archi-
tecture neural network, you cannot achieve good performance since you cannot
adjust weights in the neural network.
To overcome this problem deep learning[4] was proposed. The deep learning
is a methodology to train a deep neural network, which is many layers neural
network. To solve the vanishing gradient problem the deep learning approach
uses a layer-wise learning approach. These days the deep learning is applied to
pattern recognition and natural language processing.
In pattern recognition researches Lee et al.[5] applied a deep architecture neu-
ral network to object recognition and could extract good characteristics from
unlabeled enormous image data. The architecture of their neural network inte-
grated local image features into high-level features, for example outline of cat
face and human’s back shot. In ILSVRC2012 Large Scale Visual Recognition
Contest a deep convolutional neural network achieved the highest performance
by Hinton et al[6].
In natural language processing researches deep architecture neural networks
are used to construct a language model. Since a hidden Markov model is generally
Word Classification for Sentiment Polarity Estimation 671

used as a language model, conditional probabilities is determined from training


data in the neural network. This approaches are called a neural network language
model and proposed by Bengio and Arisoy[7,8]. In natural language processing
a document is represented as a discrete vector based on term frequency. On the
other hand in neural network language model a document is represented as a
continuous vector transforming discrete vectors into continuous vectors using
a neural network. After then documents are classified for text classification,
information retrieval, and information filtering.
A deep architecture neural network creates new features from primitive raw
input data essentially. This characteristic is similar to a kernel method[9]. The
kernel method maps features in input space onto features in higher-dimension
space using nonlinear function, which is called a kernel function. In the ker-
nel method the kernel functions are defined previously since the functions have
to satisfy Mercer’s theorem. On the other hand, the deep architecture neural
network makes more complex features from input raw features according to a
training data distribution.
Finally Restricted Boltzmann Machine (RBM)[10] and Sparse Autoencoder[11]
are described. A deep architecture neural networks uses RBM and Sparse Au-
toencoder as a part of the network. To train hidden layers in a deep architecture
neural network it is not realistic to use labeled data because of the vanishing gra-
dient problem. They are trained without labeled data since their cost functions
are errors between an input patten and an output pattern. In RBM neurons in
a hidden unit are independent each other in determining outputs of neurons in
a visible unit since their connections in RBM is restricted. Sparse Autoencoder
is trained as fire of neurons in a hidden layer is sparse.

3 Feature Generation Using Neural Network


In this section the proposed method is described from the viewpoint of neural
network architecture and learning methodology.

3.1 Neural Network Architecture


The proposed method uses a deep architecture neural network to generate a
continuous feature vector from a discrete feature vector. The neural network
cannot be trained with a backpropagation approach since the network has deep
architecture.
Fig. 1 shows an example of a deep architecture neural network used in this
study. The network is constructed combining some Restricted Boltzmann Ma-
chines (RBMs). A hidden layer in a previous RBM is a visible layer in the
following RBM.

3.2 Learning Methodology


RBM is trained using a Contrastive Divergence k alrogithm[12,13].
672 H. Yanagimoto, M. Shimada, and A. Yoshimura

Input

Restricted Boltzmann Machine

Restricted Boltzmann Machine

Output

Fig. 1. This figure shows a deep architecture neural network in the proposed method.
Each layer is regarded as a Restricted Boltzmann Machine and trained with RBM
training method.

Hidden Layer

Visible Layer

Fig. 2. This figure shows a typical Restricted Boltzmann Machine

In Fig 2 general RBM is illustrated. The RBM has 2-layer architecture, which
is a hidden layer and a visible layer. Since neurons in the hidden layer are not
observed outside, nobody cannot control them. The RBM obtains input data
from neurons in the visible layer and keeps processing input data until the RBM
is stable. Moreover, the RBM has no connection among neurons in the same
layer. States of neurons in the same layer is defined independently when all
states of neurons in another layer are known. Hence, neurons in the same layer
is called conditional independence.
To introduce Contrastive Divergence k (CD-k) an energy function is defined.
States of each neurons in the visible layer denotes x and states in the hidden
layer denotes h. A weight between hi and xj is Wij . b and c denote weights of
visible neurons and hidden neurons respectively. Hence, the energy function is
defined below.
Energy(x, h) = −bT x − cT h − hT W x (1)
Word Classification for Sentiment Polarity Estimation 673

And using the energy function, a joint distribution of RBM is defined.


e−Energy(x,h)
P (x, h) = (2)
Z
The Z is a normalized parameter. Moreover, since nobody can observe states in
the hidden layer, h is marginalized out.

e− h Energy(x,h)
P (x) = (3)
Z
To adjust a parameter W , gradient of P (x), ∂ log ∂W
P (x)
, has to be calculated.
∂ log P (x)
However, it is intractable to calculate ∂W analytically. The CD-k algorithm
approximates the gradient using difference between Kullback-Leibler divergences
[12]. Since the CD-k algorithm needs states of every neurons after RBM carries
out k times, the states are estimated using Gibbs sampling. Fig. 3 shows CD-1
algorithm, which is special version of CD-k, using a pesudocode. In this study
CD-1 algorithm is used.

Initialize weights W randomly


for each epoch do
for each data xi of sizeD do
Compute µi = E[h|xi , W ]
Sample hi ∼ p(h|xi , W )

Sample xi = p(x|hi , W )

Compute µi = E[h|xii , W ]
 
Accumulate g = g + xi µT i − xi hi
T
α
Update parameters W = W + D g

Fig. 3. The pseudocode shows CD-1 algorithm. When you use CD-k algorithm, you
repeat sampling process k times.

A deep architecture neural network is constructed combining trained RBMs


hierarchically. After a deep architecture neural network is trained using CD-
1 algorithm, discrete feature vectors are transformed into continuous feature
vectors. Hence, the outputs of the network are regarded as new feature vectors
of input data. When an aim is classification, outputs of the network is inputs of
a classifier.
The feature vectors are transformed based on a function constructed with nu-
merous unlabeled data. Using RBM especially, input data are generally mapped
onto lower-dimension feature space. Hence, since relevant data are located in
neighborhood of lower-dimension feature space, the network is applied to
classification task.

4 Experiments
Experiments are carried out using real stock market news, T&C news to evaluate
performance of the proposed method.
674 H. Yanagimoto, M. Shimada, and A. Yoshimura

4.1 Dataset

In experiments T&C news, which is one of stock market news delivery services
in Japan, are used as a corpus. The corpus consists of 62,478 articles in 2010
including stock price news, business performance reports, comments of analysts
and so on. 100 articles are labeled as positive, negative, or neutral by a stock
market specialist. Positive articles include information on increasing stock price.
On the other hand, negative articles includes information on decreasing stock
price. Neutral articles do not affect stock price.
Since my aim is to estimate sentiment polarity of words, adjectives and some
kinds of noun are extracted from the all articles as features. These words include
author’s intent and are used in sentiment analysis frequently. The number of
features is 2,604. All articles are represented as a binary vector which denotes
whether the articles include the selected words or not. If you use term occurrence
frequency, almost all vectors are binary vectors since the news is very short.
After word extraction 39,269 articles are represented as feature vectors using
extracted words and 71 labeled articles are included. To train a deep architec-
ture neural network we use the 71 labeled articles and 10,000 articles that are
selected from 39,198 randomly. Hence, 10,071 articles are used to train the net-
work. Since in training phase label is not used at all, the network is trained with
an unsupervised learning approach. The 71 articles are used to evaluate per-
formance of classification with a deep architecture neural network. To evaluate
performance of word classification clusters are checked manually and discussed
from the viewpoint of understandability of clusters for human.

4.2 Results
A deep architecture neural network has 2,604 neurons in an input layer, 3 hidden
layers, which have 1,000 neurons, 500 neurons, and 250 neurons respectively, and
100 neurons in an output layer. Hence, the network consists of 4 RBMs.
After applying the trained neural network to binary vectors of the training
articles, a similarity distribution among 10,071 articles changes. Fig. 4 shows
two distributions of similarity among all articles. You find the two distributions
are very different. The left distribution with binary vectors shows all articles are
less relevant each other though there are many articles with the same polarity.
First, clusters constructed with new feature vectors are discussed with the
71 labeled articles. Table 1 shows how many articles the proposed method im-
proves. This result shows the proposed method improves many relevance rank-
ings though in some of articles the proposed method worsens relevance ranking.
Finally, word clusters are discussed. The word clusters are constructed analyz-
ing the first hidden layer. The highest weights among a neuron in hidden layer
and all neurons in input layer denotes strong relevance among words. Hence,
the clusters are constructed the weights between the input layer and the hid-
den layer. Cluster A is a cluster of positive words and Cluster B is a cluster of
negative words.
Word Classification for Sentiment Polarity Estimation 675

700 1400

600 1200

500 1000

400 800

300 600

200 400

100 200

0 0
0 0.2 0.4 0.6 0.8 1 0 0.2 0.4 0.6 0.8 1

Fig. 4. The left graph shows a distribution of similarity among all articles using binary
vectors for the articles. The right graph shows a distribution of similarity among all
articles using continuous vectors generated with the proposed method.

Table 1. The table shows the number of ranking improvement for top 10 relevant
articles between original features and new features the proposed method generated.
Increasing the number of the same polarity articles in top 10 relevant ones, increase a
score in ”Improvement”.

Improvement Worsening No change


36 17 18

Table 2. The table shows some clusters obtained with the proposed method. Original
data is written in Japanese.

Cluster A Cluster B
accounting upswing
press release average
adjustment evolution
significant drop-off
prediction not(negation)
increased profit trade
progress caution
excellent condition attention

4.3 Discussion
The proposed method can capture more essential relevance among articles than
existing bag-of-words approach from Fig. 4 and Table 1. Since the proposed
method trains the neural network with numerous unlabeled data and transform
input data into lower dimension space, the neural network has a function gath-
ering relevant words in the same neuron. The function affects performance of
word clustering. From Table 2 the function works well in this network since
some clusters include the same polarity words. However, there are many clusters
676 H. Yanagimoto, M. Shimada, and A. Yoshimura

including both positive words and negative words, too. Not introducing polarity
information expressly in training phase causes bad clusters. Hence, applying
the proposed method to classifying articles according to their polarity, more
discussion is needed.

5 Conclusion
I proposed word classification using a deep architecture neural network. From
some experiments it was confirmed that the proposed method could capture
essential relevance among text data and construct some clusters including the
same polarity words. The result shows a deep architecture neural network can
be applied to natural language processing, too.
Since this study is the first step to apply a neural network to sentiment anal-
ysis, a classifier to estimate article polarity will be constructed or be applied to
polarity dictionary construction. And I would like to discuss performance of the
proposed method from the viewpoint of their applications.

Acknowledgement. I would like to thank Centillion Japan Co. Ltd. for giving
us market news for our experiments.

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Author Index

Abe, Koji III-203 Chamberlain, Alan I-411


Aehnelt, Mario III-413 Chan, Alan H.S. I-650
Ahram, Tareq II-3 Chan, Ken W.L. I-650
Akakura, Takako III-63, III-79 Chang, Wen-Chih I-421
Alfaris, Anas III-287 Chang, Wen-Te I-567
Al-Omar, Mashael I-169 Chen, An-Che II-363
Altmüller, Tobias II-223 Chen, Chien-Hsiung II-355
Amaba, Ben II-3 Chen, Chi-Hsiung III-433
Amemiya, Tomohiro II-189, III-203 Chen, Hao I-177
Andersen, Anders II-337 Chen, Shih-Chieh II-355
Antolos, Daniel III-549 Chen, Wei-Ting I-421
Aoki, Kazuaki III-297 Cheung, Ho Cheung I-197
Aoki, Kunio III-238 Chiang, Zun-Hwa I-567, II-363
Aquino Junior, Plinio Thomaz I-484 Chiappe, Dan II-13, II-606
Arima, Masahiro II-443 Chin, Cherng I-197
Arima, Michitaka II-443 Chiu, Min-Chi I-12, I-151
Armsdoff, Gregory B. II-163 Cho, Minhee III-579
Asahi, Yumi I-284, I-449, III-607, Cho, Vincent III-443
III-625 Choi, Sung-Pil I-250, II-32
Asao, Takafumi I-3, I-89, I-117, I-584, Choi, William II-13
I-594, I-620, II-291 Cholewiak, Roger W. II-46
Chun, Hong-Woo II-32
Bader, Sebastian III-413 Coleti, Thiago Adriano I-338
Bagnasco Gianni, Giovanna III-258 Correa, Pedro Luiz Pizzigati I-338
Bai, Ming-Yao I-151 Corsar, David II-153
Banahatti, Vijayanand I-505 Cox, Andrew I-169
Barot, Vishal III-277 Crabtree, Andy I-411
Barricelli, Barbara Rita III-258 Craig, Paul II-66
Battiste, Henri II-13 Cui, Peng I-177
Battiste, Vernol I-269, II-76, II-136,
II-606 Dahal, Sirjana I-635
Bay, Susanne II-22 Damrongrat, Chaianun II-39
Bolton, Albanie III-3 Dao, Quang II-136
Bonacin, Rodrigo II-530 Davies, Mark I-411
Bortolotto, Susanna III-258 Del Giudice, Katie III-475
Brauner, Philipp II-22, III-423 Depradine, Colin II-347
Brynielsson, Joel III-559 Djamasbi, Soussan I-576, II-235
Byer, David II-347 Doherty, Shawn III-25

Cahier, Jean-Pierre I-465 Ebbesson, Esbjörn I-187


Campbell, Stuart A. II-453 Ebuchi, Eikan II-85
Canter, Maria III-9 Edwards, Peter II-153
Carlson, Paul II-66 Egawa, Koichi II-421
Castronovo, Sandro II-460 Eibl, Maximilian III-336
680 Author Index

Elliott, Linda R. II-46 Hills, Martina M. I-660


Elrod, Cassandra C. III-450 Hira, Haruo III-649
Enami, Toshihiro I-20 Hirano, Ryo I-305
Endo, Yuji III-210 Hiraoka, Toshihiro II-470
Enokida, Susumu I-584 Hirasawa, Naotake I-143, III-467
Erickson, John I-295 Hirashima, Tsukasa III-147, III-165,
Eschenbrenner, Brenda III-16 III-175
Everard, Andrea II-245 Hirayama, Makoto J. II-261
Hirose, Michitaka II-85, III-238, III-248
Fechtelkotter, Paul II-3 Hirota, Koichi II-189, III-203
Fernández Robin, Cristóbal I-213 Hiyama, Atsushi II-85
Fernando, Owen Noel Newton II-373 Holzinger, Andreas II-325
Flachsbart, Barry III-450 Honda, Ayumi II-92
Foo, Schubert II-373 Honda, Takumi III-238
Frederick-Recascino, Christina III-25 Horie, Yoshinori II-577
Fujita, Kinya III-297 Horiguchi, Tomoya III-147
Fukaya, Junpei I-30 Horikawa, Shigeyuki II-430
Fukuzumi, Shin’ichi I-614 Hosono, Naotsune II-269
Furuta, Takehiro III-79 Hou, Cheng-yu II-363
Furuya, Tadasuke II-56 Hsiao, Chih-Yu I-48
Hsiao, Wen-Hsin II-355
Georgiou, Andrea II-66 Huang, Kuo-Chen I-567
Ghosh, Sanjay I-37 Huang, Lihua II-173
Glover, Kevin I-411 Huang, Li-Ting I-322
Go, Kentaro I-55 Hung, Che-Lun I-197
Gossler, Thomas II-22 Hwang, Mi-Nyeong II-32
Grigoleit, Tristan I-269, II-540 Hwang, Myungkwon I-357, I-524
Grossman, Elissa I-221
Groten, Marcel III-423 Ichikawa, Yoshihiro III-137
Guo, Yinni III-457 Ihlström Eriksson, Carina I-187
Gürlük, Hejar II-143 Iinuma, Masahiro II-285
Iizuka, Shigeyoshi I-55
Hadhrawi, Mohammad K. III-287 Ikeda, Mitsuru II-39
Hagiwara, Yoichi II-411 Ikeda, Tsunehiko II-291
Hale, Kelly S. III-475 Ikei, Yasushi II-189, III-203
Hall, Richard H. III-33 Inaba, Toshiyuki II-269
Hall-Phillips, Adrienne I-576 Inagaki, Toshiyuki II-548
Hamaguchi, Takashi II-507 Inoue, Hiroaki II-308
Harada, Tomohiro III-137 Inoue, Shuki I-545
Harrison, Robert III-277 Ishida, Kenji I-584
Hashimoto, Satoshi III-297 Ishida, Toru III-511
Hattori, Kiyohiko III-137 Ishii, Yutaka I-431
Hayashi, Naruhiro III-195 Ishikawa, Takahiro I-584
Hayashi, Yoshiki III-157 Ishizu, Syohei I-494, II-181, III-632
Hayashi, Yuki III-43 Isogai, Satoshi I-439
Hein, Michael II-66 Ison, David C. II-585
Herms, Robert III-336 Itai, Shiroh III-195, III-210
Herron, Meghann II-252 Ito, Sadanori III-362
Higham, Tiana M. II-76 Ito, Takuma II-480
Hilgers, Michael G. III-450 Ito, Teruaki III-307
Author Index 681

Ito, Yoshiteru II-430 Kim, Sun-Tae II-110


Itoh, Makoto II-490, II-548 Kim, YoungEun III-219
Itoi, Ryota III-616 Kimita, Koji III-485, III-569
Iwasawa, Shoichiro III-362 Kimura, Naoki II-507
Kinoe, Yosuke II-275
Jahkola, Olli III-391 Kirste, Thomas III-413
Jang, Hyunchul II-100 Kiso, Hiroaki I-614
Jeong, Chang-Hoo II-32 Klack, Lars II-325
Jeong, Do-Heon I-357, I-524 Klomann, Marcel I-316
Jingu, Hideo I-614 Kobayashi, Daiji I-62
Jinnai, Akihito I-594 Kobayashi, Takuto I-449
Johansson, Fredrik III-559 Koeda, Masanao I-72
Johnson, Nathan II-383 Kojima, Shota II-291
Johnson, Walter II-136 Koltz, Martin T. II-163
Johnston, Matthew III-475 Komachi, Yushi II-261
Jones, Brian M. II-245, II-383 Kometani, Yusuke III-79
Jones, Matt I-411 Komine, Shohei I-80
Joshi, Anirudha I-37 Konbu, Yuki I-72
Jung, Hanmin I-250, I-357, I-524, II-32, Kosaka, Hiroaki II-515
III-579 Kotani, Kentaro I-3, I-89, I-117, I-584,
Jung, Sung-Jae II-32 I-594, I-620, II-291
Jung, Wondea II-524 Koteskey, Robert II-136
Kring, Jason III-25
Kaewkiriya, Thongchai III-53 Krüger, Frank III-413
Kamata, Minoru II-480 Kuraya, Naomi II-261
Kamiya, Tosirou III-362 Kuriiwa, Hidetaka I-30
Kamo, Hiroyuki III-317 Kurita, Yusuke III-485, III-569
Kanai, Hideaki II-39 Kuwata, Hironori III-495
Kanamori, Haruki III-63
Kanbe, Takehiro III-165 Lachter, Joel II-136
Kanegae, Hiroki III-326 Lai, Chen-Chun I-197
Kaneko, Shun’ichi I-107 Lai, Chih-Hsiang III-501
Kang, Yen-Yu II-355, III-70 Lan, Kang-Hua III-433
Kao, Chih-Tung I-604 Lau, Candy III-443
Karashima, Mitsuhiko II-497 Lea, Bih-Ru II-116
Karslen, Randi II-337 Lee, Cheng-Lung I-151
Karwowski, Waldemar II-3 Lee, Juihsiang I-456
Kasai, Torahiko III-238 Lee, MiGyung III-219
Kasamatsu, Keiko I-614, III-521 Lee, Seung Jun II-524
Kastler, Leon I-203 Lee, Seungwoo I-357, I-524, II-32,
Katagiri, Yurika I-347 III-579
Katayama, Tsuyoshi II-558 Lee, Tae-Young II-110
Kato, Shin II-548 Liang, Po-Jui I-322
Kawakami, Hiroshi II-470 Liao, Gen-Yih I-322
Kawase, Masashi II-490 Liao, Yu-Hsiang III-70
Kido, Nobuki I-620 Lin, Miaokun I-628
Kim, Anna II-100 Lin, Ya-Li III-501
Kim, Jinhyung I-357, I-524 Lindholm, David III-89
Kim, Lee-Kyum II-110 Lindquist, Sinna III-559
Kim, Sang Kyun II-100 Liskey, Devin III-25
682 Author Index

Littlepage, Glenn II-66 Morodome, Hiroki I-117


Liu, Dahai III-25, III-549 Mort, Greg R. II-46
Liu, You-Jia I-48 Mortimer, Bruce J.P. II-46
Liuska, Markus II-124 Müller, Christian II-460
Lockwood, Nick S. I-635, III-33 Munch-Ellingsen, Arne II-337
Loiacono, Eleanor T. I-213, I-628
Long, Yoanna II-173 Nagamatsu, Takashi II-421
Ludu, Andrei III-549 Nagata, Mizue I-276
Luna, Ronaldo III-182 Nah, Fiona Fui-Hoon II-116, III-99
Lwin, May O. II-373 Nair, Vikram I-505
Naito, Wataru I-55
Ma, Xiaoyue I-465 Naka, Toshiya III-511
Maeda, Kazushige III-165 Nakagawa, Hironobu II-421
Maeshiro, Tetsuya I-475 Nakagawa, Seiji I-594
Mahr, Angela II-460 Nakajima, Ai III-108
Makkonen, Emmi II-124 Nakamura, Atsushi II-400
Maniwa, Hiroki I-89 Nakamura, Yohei I-305
Manthey, Robert III-336 Nakanishi, Miwa I-80, I-305, I-439,
Marayong, Panadda II-163 II-400
Marumo, Yoshitaka II-558 Nakano, Atsushi I-126
Masiero, Andrey Araujo I-484 Nakano, Yukiko I. III-43
Masuda, Yukinori III-203 Nakatani, Momoko I-347
Matsumoto, Kazunori I-157 Nakatsu, Robbie I-221
Matsuzaki, Keita II-490 Nakayama, Koichi II-92
McCary, Eric I-97 Nam, SangHun III-219
McCoy, Scott I-213, II-245 Narumi, Takuji III-238, III-248
McLeod, Alister II-198 Nauerby, Tom III-89
Meske, Christian III-342 Nazir Ahmad, Mohammad I-400
Miki, Hiroyuki I-329, II-269 Nelson, John D. II-153
Milde, Jan-Torsten I-316 Ngo, Mary K. II-540
Miles, Jim II-76 Nieminen, Marko III-381
Mirchi, Tannaz II-13 Nieminen, Mika P. III-352
Miwa, Yoshiyuki III-195, III-210 Nino, Yoshiaki III-175
Miyajima, Fumihiro II-269 Nish, Hiroko III-195
Miyashita, Mariko II-85 Nishiguchi, Hiromi II-497
Miyata, Mitsuru II-285 Nishijima, Masaru II-269
Miyazaki, Yoshinori III-157 Nishimura, Hiromitsu I-133
Mizukoshi, Asahi III-118 Nishimura, Ryota II-596
Mizutani, Makoto II-291 Nishimura, Takuichi III-401
Mochizuki, Makoto II-568 Nitsche, Marcus I-230, I-240
Moffett, Rick II-66 Niu, Yun-Fang III-639
Mogawa, Takuya I-494 Noborio, Hiroshi I-72
Mohamad, Radziah I-400 Nobuta, Satoshi I-515
Moody, Gregory D. I-213, II-391 Noda, Masaru II-131, II-507, II-515
Morales, Gregory II-606 Nouh, Mariam III-287
Morandini, Marcelo I-338 Novaes, Tharsis I-338
Moreira, Waldomiro II-530 Nürnberger, Andreas I-230, I-240
Mori, Hirohiko I-30, I-126, I-642,
III-118, III-495, III-598 O’Connor, Ryan II-136, II-163, II-606
Mori, Yuki I-107 Oehlmann, Ruediger III-126
Author Index 683

Ogawa, Yuji III-43 Sakata, Mamiko I-534, III-362


Oh, Yong-Taek II-100 Sakurada, Takeshi II-411
Ohneiser, Oliver II-143 Sakurai, Yuri II-275
Ohno, Takehiko I-347 Salvendy, Gavriel III-457
Ohta, Yusuke III-521 Sanchez, Abel III-287
Ojima, Chika II-275 Sanchez, Karen II-13
Oka, Makoto I-30, I-126, I-642, III-118, Sasaji, Kazuki I-555
III-495, III-598 Sasaki, Takashi II-189
Okada, Masaaki II-490 Sato, Hiroyoki III-137
Okubo, Masashi I-515, I-534 Sato, Keiji III-137
Okuya, Yujiro III-203 Satonaka, Haruhi III-588
Omori, Nao III-228 Savoy, April II-198
Onimaru, Hiroyuki II-85 Sawadaishi, Yuya III-137
Ooba, Yutaro I-30 Scherp, Ansgar I-203
Osada, Takuya III-175 Schuh, Günther III-423
Oshima, Chika II-92 Seals, Cheryl D. III-3
Otsuka, Asuka I-594 Seki, Masazumi II-85
Sheng, Hong I-635, III-33
Papangelis, Konstantinos II-153 Shi, Amy III-531
Park, Eric II-163 Shibata, Maho II-291
Park, JinWan III-219 Shida, Masakuni III-175
Park, Sangkeun I-250 Shigeyoshi, Hiroki I-545
Pedanekar, Niranjan I-505 Shih, Ling-Hung I-567
Peters, Clara I-357 Shimada, Mika I-669
Petersson Brooks, Eva III-89 Shimohara, Katsunori I-259, III-362
Pietras, Nadine I-524 Shimomura, Yoshiki III-485, III-569
Pittman, Rodney II-46 Shin, Jinseop I-250
Proctor, Robert W. III-457 Shin, Sungho I-250
Shiozaki, Hikari II-430
Qin, Erwa II-173 Shiozu, Yurika I-259
Shirazi, Farid II-207
Rallapalli, Shashank III-99 Shively, Jay II-606
Rallapalli Venkata, Pavani III-99 Shunji, Shimizu II-308
Rathnayake, Vajira Sampath II-373 Sia, Choon Ling III-531
Reeves, Stuart I-411 Siau, Keng I-295
Remy, Sekou L. I-365 Siio, Itiro II-124
Ritter, Marc III-336 Silva, Hector I. I-269
Roberts, Zach II-136, II-606 Sim, Paul II-163
Robles, Jose II-163 Song, Sa-Kwang I-250, I-357, I-524,
Rorie, Conrad II-606 II-32, III-579
Runge, Simone III-423 Soufi, Basil I-375
Runonen, Mikael III-352 Sripada, Somayajulu II-153
Ruscher, Gernot III-413 Stieglitz, Stefan III-342
Storz, Michael III-336
Saga, Ryosuke I-545, III-53 Strybel, Thomas Z. I-269, II-13, II-76,
Saito, Takafumi II-56 II-136, II-163, II-540, II-606
Saito, Yuichi II-548 Sugaya, Takahiro I-133
Saitoh, Fumiaki I-494, II-181, III-632 Sugihara, Kota III-175
Sajjad, Mazhar I-357, I-524 Sugiyama, Seiji II-596
Sakamoto, Takafumi II-301 Sugiyama, Tetsuya II-291
684 Author Index

Sumi, Kaoru I-276 Tsutsui, Masato III-228


Sun, Chu-Yu III-267, III-540 Tyllinen, Mari III-352, III-381
Sunayama, Wataru III-588
Susuki, Naoyuki I-642 Ueda, Yusuke I-284
Suto, Hidetsugu III-126 Ueki, Mari II-291
Suzuki, Anna I-62 Ueno, Takuya II-443
Suzuki, Hironori II-558 Ueno, Tsuyoshi I-545
Suzuki, Keisuke II-568 Ueoka, Ryoko III-228
Suzuki, Michio II-269 Uesaka, Makoto II-430
Suzuki, Noriko III-362 Umata, Ichiro III-362
Suzuki, Satoshi I-3, I-89, I-117, I-584, Urban, Bodo III-413
I-594, I-620, II-291 Urokohara, Haruhiko I-143
Suzuki, Takayuki I-133
Valtolina, Stefano III-258
Tachizawa, Yuki III-598 Vartiainen, Matti III-391
Takada, Shota II-470 Velaga, Nagendra II-153
Takadama, Keiki I-555, III-137 Vijaykumar, Santosh II-373
Takahashi, Yuichi II-217 Vincenzi, Dennis A. II-585, III-549
Takahashi, Yukiko III-607 Vu, Kim-Phuong L. I-269, I-660, II-13,
Takahashi, Yuzo III-372 II-76, II-136, II-163, II-252, II-540,
Takeda, Kazuhiro II-507 II-606
Takemori, Kouki I-555
Takeuchi, Yugo II-301 Wada, Chikamune II-285
Takiguchi, Kenta I-642 Wada, Takahiro II-596
Tamano, Ken’iti I-545 Wang, Man-Ying I-604
Tan, Chuan-Hoo III-531 Wang, Mao-Jiun J. I-48
Tanaka, Hiroshi I-133 Wang, Zhiyu I-177
Tanaka, Jiro III-317 Watabe, Takayuki III-157
Tanaka, Takahiro III-297 Watanabe, Kentaro III-401, III-485,
Tanaka, Takayuki I-107 III-569
Tanaka, Tetsuo I-157 Watanabe, Tomio I-431, III-307, III-326
Tanaka-Yamawaki, Mieko III-616 Wen, Chia-Ching II-363
Tang, Han I-177 Wesugi, Shigeru II-315
Tanikawa, Misaki III-625 Wilkowska, Wiktoria II-325
Tanikawa, Tomohiro III-238, III-248 Wilson, E. Vance II-235
Tateyama, Takeshi III-569 Winslow, Brent III-475
Telaprolu, Venkata Rajasekhar III-99 Wu, Dezhi II-391
Terawaki, Yuki I-383 Wu, Hsin-Chieh I-12, I-151
Terwilliger, Brent A. II-585 Wu, I-Chin III-639
Tolmie, Peter I-411
Tomimatsu, Kiyoshi III-108 Xu, Yingquing I-177
Tomioka, Ken III-632
Tomita, Yutaka II-269 Yajima, Ayako III-649
Tomoto, Takahito III-63, III-79, III-147 Yamada, Ryuta I-30
Tonidandel, Flavio I-484 Yamagishi, Misako I-614
Toriizuka, Takashi II-577 Yamaguchi, Tomohiro I-555, III-137
Tripathi, Sanjay I-37 Yamaguchi, Toshikazu I-449
Tsai, Nien-Ting I-12 Yamamoto, Katsumi II-490
Tsang, Steve Ngai Hung I-650 Yamamoto, Michiya II-421, III-326
Tsuji, Hiroshi I-545, III-53 Yamamoto, Sakae II-217
Author Index 685

Yamamoto, Sho III-165 Yoshida, Yuta III-165


Yamamoto, Tomohito II-430 Yoshimura, Akane I-669
Yamanaka, Mami II-430 Yoshino, Shizuki I-157
Yamane, Masaru III-326 You, Manlai I-456
Yamaoka, Toshiki III-649 Yu, Wen-Bin III-182
Yamashita, Tsubasa I-534
Yanagimoto, Hidekazu I-669 Zempo, Hideo I-393
Yang, Ruijiao (Rachel) I-576 Zeshan, Furkh I-400
Yang, Shiqiang I-177 Zets, Gary A. II-46
Yao, Tsun-Hsiung III-267 Zhang, Chenghong II-173
Yazawa, Yuuki II-558 Zhang, Jingyaun I-97
Yokoyama, Shin’ichi II-490 Zhang, Ran II-223
Yoneya, Nanami I-62 Zhu, Yu III-457
Yonezaki, Katsuhiko I-259 Ziccardi, Jason I-269, II-136, II-606
Yoshida, Kan III-175 Ziefle, Martina II-22, II-325, III-423

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