This study used a data mining approach to investigate user preferences in interactive multimedia learning systems without predetermined hypotheses. 80 participants used two systems that differed in interface design and were clustered based on their preferences. The largest cluster preferred a single color scheme. Computer experience significantly affected preferences - experts preferred multiple windows and dynamic buttons while novices preferred single windows and static buttons. The findings provide insights into user interface design without restricting results with predefined hypotheses.
Presents an introduction to some basic metrics for usability and some current trends in UX evaluation methods. Includes some indicative examples from UX evaluation studies conducted by the author
Presents an introduction to some basic metrics for usability and some current trends in UX evaluation methods. Includes some indicative examples from UX evaluation studies conducted by the author
Data Quality Concerns when Crowdsourcing Scientific TasksStephanie Eckman
Crowdsourcing has become a popular means to solicit assistance for scientific research. From classifying images or texts to responding to surveys, tapping into the knowledge of crowds to complete complex tasks has become a common strategy in social and information sciences. Although the timeliness and cost-effectiveness of crowdsourcing may provide desirable advantages to researchers, the data it generates may be of lower quality for some scientific purposes. The quality control mechanisms, if any, offered by common crowdsourcing platforms may not provide robust measures of data quality. This study explores whether research task participants may engage in motivated misreporting whereby participants tend to cut corners to reduce their workload while performing various scientific tasks online. We conducted an experiment with three common crowdsourcing tasks: answering surveys, coding images, and classifying online social media content. The experiment recruited workers from three sources: a crowdsourcing platform for crowd workers, a commercial survey panel provider for online panelists, and a research volunteering website for citizen scientists. The analysis seeks to address the following two questions: (1) whether online panelists, crowd workers or volunteers may engage in motivated misreporting differently and (2) whether the patterns of misreporting vary by different task types. We further seek to examine potential correlation between the patterns of motivated misreporting and the data quality of complex scientific research tasks. The study closes with suggestions of quality assurance practices of incorporating collective intelligence to improve the system for massive online information analysis in social science research.
Data Quality Concerns when Crowdsourcing Scientific TasksStephanie Eckman
From classifying images or texts to responding to surveys, tapping into the knowledge of crowds to complete complex tasks has become a common strategy in social and information sciences. Although the timeliness and cost-effectiveness of crowdsourcing may provide desirable advantages to researchers, the data it generates may be of lower quality for some scientific purposes. The quality control mechanisms, if any, offered by common crowdsourcing platforms may not provide robust measures of data quality. This study explores whether research task participants may engage in motivated misreporting whereby participants tend to cut corners to reduce their workload while performing various scientific tasks online. We conducted an experiment with three common crowdsourcing tasks: answering surveys, coding images, and classifying online social media content. The experiment recruited workers from three sources: a crowdsourcing platform for crowd workers, a commercial survey panel provider for online panelists, and a research volunteering website for citizen scientists. The analysis seeks to address the following two questions: (1) whether online panelists, crowd workers or volunteers may engage in motivated misreporting differently and (2) whether the patterns of misreporting vary by different task types. We further seek to examine potential correlation between the patterns of motivated misreporting and the data quality of complex scientific research tasks. The study closes with suggestions of quality assurance practices of incorporating collective intelligence to improve the system for massive online information analysis in social science research.
LINKING SOFTWARE DEVELOPMENT PHASE AND PRODUCT ATTRIBUTES WITH USER EVALUATIO...csandit
This paper presents an evaluation methodology to reveal the relationships between the
attributes of software products, practices applied during the development phase and the user
evaluation of the products. For the case study, the games sector has been chosen due to easy
access to the user evaluation of this type of software products. Product attributes and practices
applied during the development phase have been collected from the developers via
questionnaires. User evaluation results were collected from a group of independent evaluators.
Two bipartite networks were created using the gathered data. The first network maps software
products to the practices applied during the development phase and the second network maps
the products to the product attributes. According to the links, similarities were determined and
subgroups of products were obtained according to selected development phase practices. By
this way, the effect of development phase on the user evaluation has been investigated.
An Examination of the Prior Use of E-Learning Within an Extended Technology A...Maurice Dawson
The purpose of this empirical study was to test specific factors of behavioral intention to use m-learning in a community college setting using a modified technology acceptance model and antecedent factors suggested by the researcher’s review of the literature. In addition, the study’s purpose was to expand understanding of behavioral intention to use m-learning and to contribute to the growing body of research. This research model was based on relevant technology acceptance literature. The study examines the significance of “prior use of e-learning” and correlation with the behavioral intention to use m-learning. Existing models have looked at prior use of e-learning in other domains, but not specifically m-learning. Other models and studies have primarily looked at the prior use of e-learning variable as a moderating variable and not one that is directly related to attitude and behavioral intention. The study found that there is a relationship between prior use of e-learning and behavioral intention to use m-learning. This research direction was proposed by Lu and Viehland.
Presentation at Socialcom2014: Gauging Heterogeneity in Online Consumer Behav...Natalie de Vries
In this paper we explore and analyse the heterogeneity existent within a seemingly homogenous sample of online consumer behaviours in terms of their demographic profile. The data from a sample of 371 survey respondents is clustered using various distance functions and a clustering algorithm. In doing so, the respondents are clustered based on their response profiles to online behaviour questions rather than their demographic characteristics or brand preferences. Through our results we highlight that high levels of heterogeneity amongst consumers within the same cluster exists in terms of the ‘types’ of brand categories they engage with through social media. This finding has implications for marketing strategies and consumer behaviour analysis as it highlights the importance of investigating consumer’s behavioural profiles in the online brand setting. Our method also provides an empirical guide to examining respondents’ heterogeneity in terms of response profiles rather than ‘traditional’ segmentation strategies based on basic demographic information or brand categories.
An educational bluetooth quizzing application in androidijwmn
Bluetooth is one of the most prevalent technologies available on mobile phones. One of the key questions
how to harness this technology in an educational manner in universities and schools. This paper is about a
Bluetooth quizzing system which will be used to administer quizzes to students of a university. The
Bluetooth quizzing application consists of a server and client mobile Android application. It will utilize a
queuing system to allow many clients to connect simultaneously to the server. When clients connect, they
can register or choose the option to complete a quiz that the lecturer selected. Results are automatically
sent when quiz is done from the client application. Data analysis can then be done to review the progress of
students.
Filtered wall is a system to filter undesired messages from OSN walls.
This system approach decides when user should be inserted into a black list.
Filtered wall has a wide variety of applications in OSN wall
Interactive Recommender Systems: Bridging the gap between predictive algorithms and interactive user interfaces.
Invited talk at UFMG, Brasil. March 2017.
More on this topic:
Chen He, Denis Parra, and Katrien Verbert. 2016. Interactive recommender systems. Expert Syst. Appl. 56, C (September 2016), 9-27. DOI=http://dx.doi.org/10.1016/j.eswa.2016.02.013
Information Experience Lab, IE Lab at SISLTIsa Jahnke
Founded in 2003
The Information Experience Laboratory, IE Lab – is a usability and user experience lab …
… with the mission to improve learning technologies, information and communication systems.
We here present the IE Lab and methods .
Active Learning in Collaborative Filtering Recommender Systems : a SurveyUniversity of Bergen
In collaborative filtering recommender systems user’s preferences are expressed as ratings for items, and each additional rating extends the knowledge of the system and affects the system’s recommendation accuracy. In general, the more ratings are elicited from the users, the more effective the recommendations are. However, the usefulness of each rating may vary significantly, i.e., different ratings may bring a different amount and type of information about the user’s tastes. Hence, specific techniques, which are defined as “active learning strategies”, can be used to selectively choose the items to be presented to the user for rating. In fact, an active learning strategy identifies and adopts criteria for obtaining data that better reflects users’ preferences and enables to generate better recommendations.
Effects of Developers’ Training on User-Developer Interactions in Information...Jennifer McCauley
The importance of user-developer interactions during the development of an information system has been a long-running theme in information systems research. This research seeks to highlight a gap in the current literature: the contribution of the developer’s formal educational background to the relationship between developers and users. Using an interpretivist epistemology, the researchers employed qualitative interviews to examine how far developers’ perception of the importance of interacting with the user was influenced by their formal education, or the lack thereof. Interviewing both formally and informally trained developers, eleven categories of interest were identified as pertinent to determining the developers’ beliefs about the importance of user interaction. Three of these categories were explored as promising for future research: academic background, work experience, and developer’s access to user knowledge. This research has implications for education of information systems developers as well as for industry interested in hiring software developers.
Recommender System (RS) has emerged as a significant research interest that aims to assist users to seek out items online by providing suggestions that closely match their interests. Recommender system, an information filtering technology employed in many items is presented in internet sites as per the interest of users, and is implemented in applications like movies, music, venue, books, research articles, tourism and social media normally. Recommender systems research is usually supported comparisons of predictive accuracy: the higher the evaluation scores, the higher the recommender. One amongst the leading approaches was the utilization of advice systems to proactively recommend scholarly papers to individual researchers. In today's world, time has more value and therefore the researchers haven't any much time to spend on trying to find the proper articles in line with their research domain. Recommender Systems are designed to suggest users the things that best fit the user needs and preferences. Recommender systems typically produce an inventory of recommendations in one among two ways -through collaborative or content-based filtering. Additionally, both the general public and also the non-public used descriptive metadata are used. The scope of the advice is therefore limited to variety of documents which are either publicly available or which are granted copyright permits. Recommendation systems (RS) support users and developers of varied computer and software systems to beat information overload, perform information discovery tasks and approximate computation, among others.
Design patterns are acknowledged as powerful conceptual tools to improve design quality and to reduce the time and cost of design
by effect of the reuse of “good” solutions. In many fields such as software engineering, web engineering, and interface design,
patterns are widely used by practitioners and are also investigated from a research perspective. Still, the concept of design pattern
has received marginal attention in the arena of user interfaces (UIs) for Recommender Systems (RSs). To our knowledge, a little
is known about the use of patterns in this specific class of applications, in spite of their increasing popularity, and no RS
specific interface pattern is available in existing pattern languages. We have performed a systematic analysis of 28 real-world RSs in
a variety of sectors, in order to: (i) discover occurrences of existing general (i.e., domain independent) UI patterns; (ii)
identify recurrent UI design solutions for RS specific features; (iii) elicit a set of new UI patterns for RS interfaces. The analysis
of patterns occurrences highlights the degree at which “good” UI design solutions are adopted in RSs for the different sectors. The
new patterns can be used by UI designers of RSs to improve the UX of their systems.
Sentiment analysis in SemEval: a review of sentiment identification approachesIJECEIAES
Social media platforms are becoming the foundations of social interactions including messaging and opinion expression. In this regard, sentiment analysis techniques focus on providing solutions to ensure the retrieval and analysis of generated data including sentiments, emotions, and discussed topics. International competitions such as the International Workshop on Semantic Evaluation (SemEval) have attracted many researchers and practitioners with a special research interest in building sentiment analysis systems. In our work, we study top-ranking systems for each SemEval edition during the 2013-2021 period, a total of 658 teams participated in these editions with increasing interest over years. We analyze the proposed systems marking the evolution of research trends with a focus on the main components of sentiment analysis systems including data acquisition, preprocessing, and classification. Our study shows an active use of preprocessing techniques, an evolution of features engineering and word representation from lexicon-based approaches to word embeddings, and the dominance of neural networks and transformers over the classification phase fostering the use of ready-to-use models. Moreover, we provide researchers with insights based on experimented systems which will allow rapid prototyping of new systems and help practitioners build for future SemEval editions.
Data Quality Concerns when Crowdsourcing Scientific TasksStephanie Eckman
Crowdsourcing has become a popular means to solicit assistance for scientific research. From classifying images or texts to responding to surveys, tapping into the knowledge of crowds to complete complex tasks has become a common strategy in social and information sciences. Although the timeliness and cost-effectiveness of crowdsourcing may provide desirable advantages to researchers, the data it generates may be of lower quality for some scientific purposes. The quality control mechanisms, if any, offered by common crowdsourcing platforms may not provide robust measures of data quality. This study explores whether research task participants may engage in motivated misreporting whereby participants tend to cut corners to reduce their workload while performing various scientific tasks online. We conducted an experiment with three common crowdsourcing tasks: answering surveys, coding images, and classifying online social media content. The experiment recruited workers from three sources: a crowdsourcing platform for crowd workers, a commercial survey panel provider for online panelists, and a research volunteering website for citizen scientists. The analysis seeks to address the following two questions: (1) whether online panelists, crowd workers or volunteers may engage in motivated misreporting differently and (2) whether the patterns of misreporting vary by different task types. We further seek to examine potential correlation between the patterns of motivated misreporting and the data quality of complex scientific research tasks. The study closes with suggestions of quality assurance practices of incorporating collective intelligence to improve the system for massive online information analysis in social science research.
Data Quality Concerns when Crowdsourcing Scientific TasksStephanie Eckman
From classifying images or texts to responding to surveys, tapping into the knowledge of crowds to complete complex tasks has become a common strategy in social and information sciences. Although the timeliness and cost-effectiveness of crowdsourcing may provide desirable advantages to researchers, the data it generates may be of lower quality for some scientific purposes. The quality control mechanisms, if any, offered by common crowdsourcing platforms may not provide robust measures of data quality. This study explores whether research task participants may engage in motivated misreporting whereby participants tend to cut corners to reduce their workload while performing various scientific tasks online. We conducted an experiment with three common crowdsourcing tasks: answering surveys, coding images, and classifying online social media content. The experiment recruited workers from three sources: a crowdsourcing platform for crowd workers, a commercial survey panel provider for online panelists, and a research volunteering website for citizen scientists. The analysis seeks to address the following two questions: (1) whether online panelists, crowd workers or volunteers may engage in motivated misreporting differently and (2) whether the patterns of misreporting vary by different task types. We further seek to examine potential correlation between the patterns of motivated misreporting and the data quality of complex scientific research tasks. The study closes with suggestions of quality assurance practices of incorporating collective intelligence to improve the system for massive online information analysis in social science research.
LINKING SOFTWARE DEVELOPMENT PHASE AND PRODUCT ATTRIBUTES WITH USER EVALUATIO...csandit
This paper presents an evaluation methodology to reveal the relationships between the
attributes of software products, practices applied during the development phase and the user
evaluation of the products. For the case study, the games sector has been chosen due to easy
access to the user evaluation of this type of software products. Product attributes and practices
applied during the development phase have been collected from the developers via
questionnaires. User evaluation results were collected from a group of independent evaluators.
Two bipartite networks were created using the gathered data. The first network maps software
products to the practices applied during the development phase and the second network maps
the products to the product attributes. According to the links, similarities were determined and
subgroups of products were obtained according to selected development phase practices. By
this way, the effect of development phase on the user evaluation has been investigated.
An Examination of the Prior Use of E-Learning Within an Extended Technology A...Maurice Dawson
The purpose of this empirical study was to test specific factors of behavioral intention to use m-learning in a community college setting using a modified technology acceptance model and antecedent factors suggested by the researcher’s review of the literature. In addition, the study’s purpose was to expand understanding of behavioral intention to use m-learning and to contribute to the growing body of research. This research model was based on relevant technology acceptance literature. The study examines the significance of “prior use of e-learning” and correlation with the behavioral intention to use m-learning. Existing models have looked at prior use of e-learning in other domains, but not specifically m-learning. Other models and studies have primarily looked at the prior use of e-learning variable as a moderating variable and not one that is directly related to attitude and behavioral intention. The study found that there is a relationship between prior use of e-learning and behavioral intention to use m-learning. This research direction was proposed by Lu and Viehland.
Presentation at Socialcom2014: Gauging Heterogeneity in Online Consumer Behav...Natalie de Vries
In this paper we explore and analyse the heterogeneity existent within a seemingly homogenous sample of online consumer behaviours in terms of their demographic profile. The data from a sample of 371 survey respondents is clustered using various distance functions and a clustering algorithm. In doing so, the respondents are clustered based on their response profiles to online behaviour questions rather than their demographic characteristics or brand preferences. Through our results we highlight that high levels of heterogeneity amongst consumers within the same cluster exists in terms of the ‘types’ of brand categories they engage with through social media. This finding has implications for marketing strategies and consumer behaviour analysis as it highlights the importance of investigating consumer’s behavioural profiles in the online brand setting. Our method also provides an empirical guide to examining respondents’ heterogeneity in terms of response profiles rather than ‘traditional’ segmentation strategies based on basic demographic information or brand categories.
An educational bluetooth quizzing application in androidijwmn
Bluetooth is one of the most prevalent technologies available on mobile phones. One of the key questions
how to harness this technology in an educational manner in universities and schools. This paper is about a
Bluetooth quizzing system which will be used to administer quizzes to students of a university. The
Bluetooth quizzing application consists of a server and client mobile Android application. It will utilize a
queuing system to allow many clients to connect simultaneously to the server. When clients connect, they
can register or choose the option to complete a quiz that the lecturer selected. Results are automatically
sent when quiz is done from the client application. Data analysis can then be done to review the progress of
students.
Filtered wall is a system to filter undesired messages from OSN walls.
This system approach decides when user should be inserted into a black list.
Filtered wall has a wide variety of applications in OSN wall
Interactive Recommender Systems: Bridging the gap between predictive algorithms and interactive user interfaces.
Invited talk at UFMG, Brasil. March 2017.
More on this topic:
Chen He, Denis Parra, and Katrien Verbert. 2016. Interactive recommender systems. Expert Syst. Appl. 56, C (September 2016), 9-27. DOI=http://dx.doi.org/10.1016/j.eswa.2016.02.013
Information Experience Lab, IE Lab at SISLTIsa Jahnke
Founded in 2003
The Information Experience Laboratory, IE Lab – is a usability and user experience lab …
… with the mission to improve learning technologies, information and communication systems.
We here present the IE Lab and methods .
Active Learning in Collaborative Filtering Recommender Systems : a SurveyUniversity of Bergen
In collaborative filtering recommender systems user’s preferences are expressed as ratings for items, and each additional rating extends the knowledge of the system and affects the system’s recommendation accuracy. In general, the more ratings are elicited from the users, the more effective the recommendations are. However, the usefulness of each rating may vary significantly, i.e., different ratings may bring a different amount and type of information about the user’s tastes. Hence, specific techniques, which are defined as “active learning strategies”, can be used to selectively choose the items to be presented to the user for rating. In fact, an active learning strategy identifies and adopts criteria for obtaining data that better reflects users’ preferences and enables to generate better recommendations.
Effects of Developers’ Training on User-Developer Interactions in Information...Jennifer McCauley
The importance of user-developer interactions during the development of an information system has been a long-running theme in information systems research. This research seeks to highlight a gap in the current literature: the contribution of the developer’s formal educational background to the relationship between developers and users. Using an interpretivist epistemology, the researchers employed qualitative interviews to examine how far developers’ perception of the importance of interacting with the user was influenced by their formal education, or the lack thereof. Interviewing both formally and informally trained developers, eleven categories of interest were identified as pertinent to determining the developers’ beliefs about the importance of user interaction. Three of these categories were explored as promising for future research: academic background, work experience, and developer’s access to user knowledge. This research has implications for education of information systems developers as well as for industry interested in hiring software developers.
Recommender System (RS) has emerged as a significant research interest that aims to assist users to seek out items online by providing suggestions that closely match their interests. Recommender system, an information filtering technology employed in many items is presented in internet sites as per the interest of users, and is implemented in applications like movies, music, venue, books, research articles, tourism and social media normally. Recommender systems research is usually supported comparisons of predictive accuracy: the higher the evaluation scores, the higher the recommender. One amongst the leading approaches was the utilization of advice systems to proactively recommend scholarly papers to individual researchers. In today's world, time has more value and therefore the researchers haven't any much time to spend on trying to find the proper articles in line with their research domain. Recommender Systems are designed to suggest users the things that best fit the user needs and preferences. Recommender systems typically produce an inventory of recommendations in one among two ways -through collaborative or content-based filtering. Additionally, both the general public and also the non-public used descriptive metadata are used. The scope of the advice is therefore limited to variety of documents which are either publicly available or which are granted copyright permits. Recommendation systems (RS) support users and developers of varied computer and software systems to beat information overload, perform information discovery tasks and approximate computation, among others.
Design patterns are acknowledged as powerful conceptual tools to improve design quality and to reduce the time and cost of design
by effect of the reuse of “good” solutions. In many fields such as software engineering, web engineering, and interface design,
patterns are widely used by practitioners and are also investigated from a research perspective. Still, the concept of design pattern
has received marginal attention in the arena of user interfaces (UIs) for Recommender Systems (RSs). To our knowledge, a little
is known about the use of patterns in this specific class of applications, in spite of their increasing popularity, and no RS
specific interface pattern is available in existing pattern languages. We have performed a systematic analysis of 28 real-world RSs in
a variety of sectors, in order to: (i) discover occurrences of existing general (i.e., domain independent) UI patterns; (ii)
identify recurrent UI design solutions for RS specific features; (iii) elicit a set of new UI patterns for RS interfaces. The analysis
of patterns occurrences highlights the degree at which “good” UI design solutions are adopted in RSs for the different sectors. The
new patterns can be used by UI designers of RSs to improve the UX of their systems.
Sentiment analysis in SemEval: a review of sentiment identification approachesIJECEIAES
Social media platforms are becoming the foundations of social interactions including messaging and opinion expression. In this regard, sentiment analysis techniques focus on providing solutions to ensure the retrieval and analysis of generated data including sentiments, emotions, and discussed topics. International competitions such as the International Workshop on Semantic Evaluation (SemEval) have attracted many researchers and practitioners with a special research interest in building sentiment analysis systems. In our work, we study top-ranking systems for each SemEval edition during the 2013-2021 period, a total of 658 teams participated in these editions with increasing interest over years. We analyze the proposed systems marking the evolution of research trends with a focus on the main components of sentiment analysis systems including data acquisition, preprocessing, and classification. Our study shows an active use of preprocessing techniques, an evolution of features engineering and word representation from lexicon-based approaches to word embeddings, and the dominance of neural networks and transformers over the classification phase fostering the use of ready-to-use models. Moreover, we provide researchers with insights based on experimented systems which will allow rapid prototyping of new systems and help practitioners build for future SemEval editions.
A HYBRID CLASSIFICATION ALGORITHM TO CLASSIFY ENGINEERING STUDENTS’ PROBLEMS ...IJDKP
The social networking sites have brought a new horizon for expressing views and opinions of individuals.
Moreover, they provide medium to students to share their sentiments including struggles and joy during the
learning process. Such informal information has a great venue for decision making. The large and growing
scale of information needs automatic classification techniques. Sentiment analysis is one of the automated
techniques to classify large data. The existing predictive sentiment analysis techniques are highly used to
classify reviews on E-commerce sites to provide business intelligence. However, they are not much useful
to draw decisions in education system since they classify the sentiments into merely three pre-set
categories: positive, negative and neutral. Moreover, classifying the students’ sentiments into positive or
negative category does not provide deeper insight into their problems and perks. In this paper, we propose
a novel Hybrid Classification Algorithm to classify engineering students’ sentiments. Unlike traditional
predictive sentiment analysis techniques, the proposed algorithm makes sentiment analysis process
descriptive. Moreover, it classifies engineering students’ perks in addition to problems into several
categories to help future students and education system in decision making.
User Research: trying to answer the why and how questionsAgnieszka Szóstek
This is the first part of my fourth lecture at the HITLab, Canterbury University in New Zealand. As a design practitioner I am frequently getting a question from other practitioners, why would they do user research in the first place. Once I manage to convince them why it makes sense, the follow up question typically regards the issue of choosing the right people for that research. In this presentation I am trying to highlight two different approaches to user research, which I will describe in more detail in the next presentation.
Visualizing Data: Infographics for Teaching and Learning about Social WelfareLaurel Hitchcock
On Friday July 6, 2018 at 10:03 AM in Dobber B of the RSD at the 2018 International Social Work, Education & Social Development Conference, Nathalie Jones, Melanie Sage, Todd Sage and I (Laurel Hitchcock) are presenting we are presenting on the use of infographics in the Social Work curriculum
Visualizing Data: Infographic Assignments across the SWK CurriculumLaurel Hitchcock
The use of infographics for classroom assignments is becoming commonplace in higher education, although less is known about its use in social work education. This workshop will review how three social work educators collaborated to develop, implement and evaluate an infographic assignment for courses across the social work curriculum. By the end of the session, participants will be able to recognize how infographic tools can be incorporated into assignments for social work courses, and understand how the use of social media as a teaching tool in undergraduate courses can be used to develop and assess social work competencies.
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AV...Niki Lambropoulos PhD
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVATAR
Niki Lambropoulos and Fintan Culwin presented at the Euro-CAT workshop in Barcelona 05/02/2010
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVA...EuroCAT CSCL
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVATAR
Niki Lambropoulos and Fintan Culwin presented at the Euro-CAT workshop in Barcelona 05/02/2010
Influence of Timeline and Named-entity Components on User Engagement Roi Blanco
Nowadays, successful applications are those which contain features that captivate and engage users. Using an interactive news retrieval system as a use case, in this paper we study the effect of timeline and named-entity components on user engagement. This is in contrast with previous studies where the importance of these components were studied from a retrieval effectiveness point of view. Our experimental results show significant improvements in user engagement when named-entity and timeline components were installed. Further, we investigate if we can predict user-centred metrics through user's interaction with the system. Results show that we can successfully learn a model that predicts all dimensions of user engagement and whether users will like the system or not. These findings might steer systems that apply a more personalised user experience, tailored to the user's preferences.
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Paper Presentation: Data Mining User Preference in Interactive Multimedia
1. Investigation of user’s preferences in interactive multimedia learning systems: a data mining approach By K. Chrysosotomous, S. Chen and X. Liu Presented by Terry De Hoyos, Lauren Steele and Jeanette Howe
2. Thesis Human factors vary across users and greatly influence learning patterns, therefore computer users may prefer the design of interactive media learning systems differently. Theoretical Background: Proliferation of rich instructional multimedia learning systems Rich environments that incorporate: text, images, audio, animation, and video Provide advanced interface features such as: dynamic buttons, multiple windows, drop–down menus
3. Previous Studies Previous studies have looked at what role pre-determined human factors have in preferences for interactive multimedia technologies. Factors such as: age, gender, computer experience Ex. Passig and Levin (1999) Tested specifically for gender differences in multimedia interface design preferences. Results from 90 kindergarten students: Boys like whole screens that change all at once, girls dislike this approach . Boys prefer green and blue colors, girls prefer red and yellow.
4. Previous Studies Problem with previous studies Assumption driven statistical techniques are used to analyze the empirical data in which the hypotheses is formulated and then tested against the data. The scope of the results is restricted by the hypothesis. Findings from data themselves may be ignored.
5. What is data mining? Analysis on data you already have, to extract patterns. (statistical, machine learning, or neural networks) Data mining = knowledge discovery (patterns, associations, relationships among data provide information) Centuries old technique - new approaches due to technology innovation and improvement advances in data capture, processing, transmission & storage allow centralization of data - "warehousing“ advances in software analysis allow better access to data.
6. How does data mining work? Data is extracted, transformed, and loaded into storage (warehoused). Data comes first. Data is stored and managed in an accessible fashion. Data is made usable. A user makes an "open-ended" query (not a hypothesis). Data is accessed. Analysis is applied to available data. Data is analyzed. Relationships between data are sought. Data presented in useful format relative to query.
7. Relationships sought in data mining Classes - data arranged into predefined classes Clusters - an algorithm groups data into classes (not predefined) Associations - looks for associations between variables. Sequential patterns - looks for sequential patterns between variables
8. Why use data mining? Relies on information technology, statistical analyses, and mathematical science Data driven Do not need an initial formulation of hypothesis Data discovery leads to patterns and relationships Data mining = knowledge discovery
9. How does data mining work in our paper? In the field of data mining, the knowledge discovery techniques are classified by the terms unsupervised learning and supervised learning. These terms come from machine learning, in which an algorithm (the "machine") is trained. The "teacher" in supervised learning is the algorithmic structure which compares what the "student" (the algorithm/machine) is predicting to what it should predict (the predefined class) and thereafter corrects the student to better predict in the future. Supervised learning (classification) - objects are assigned to predefined categories or classes. Unsupervised learning (clustering) - data is divided and grouped into similar objects called clusters. Similar between themselves and dissimilar to clusters of other groups.
10. Continued... Paper Investigates Problem with Classification Analysis of user preferences is based classified on a particular human factor (age, gender, computer experience) instead of the users' preferences. Solution Use clustering because it shows how human factors are linked with users’ preferences in interactive multimedia learning systems.
11. Methodology Design - Participants All students from a UK university were emailed an invitation to participate in the study, 80 volunteered Prerequisite - basic computing skills Human factors: age, gender, level of expertise, study level Participant ages: 17% (16-20) 33% (21-25) 24% (26-30) 8% (31-35) 6% (36-40) 12% (40+) Gender = 50% male, 50% female Level of expertise = 55% novice, 45% experts Study level = 38% undergraduate, 23% postgraduate, 18% doctorate, 21% other qualifications.
12. Methodology Design – Research Apparatus Questionnaire to identify users’ preferences Two Interactive multimedia learning systems, System A and System B Same content , same quiz-like format, different interaction styles The main differences between System A and System B lie within the interface layout, button types, color scheme, multimedia elements, and menu formats.
13. Methodology Design – System A WYSIWYG (What You See Is What You Get) interaction style Interface layout - Single window Button types = Static, no color change when clicked, no embedded icons Color scheme = Multiple colors, effect of blending one color into another Multimedia elements = Images, graphics, audio and video Menu format = Without drop-down menus
15. Methodology Design – System B WIMP (Windows Icons Menus Pointers) interaction style Interface layout - Multiple windows Button types = Dynamic, changes color or form when clicked, has embedded icons Color scheme = Few standard colors Multimedia elements = Images, graphics, audio Menu format = Drop-down menus to access help, images and audio.
17. Methodology Design - Procedure Group 1, one half of the participants completed the quiz in System A, then completed the quiz in System B. Group 2, other half of the participants completed the quiz in System B, then completed the quiz in System A. After the quizzes, participants answered the questionnaire.
18. Methodology Design - Data Analyses Pre-processing of data Data that did not relate to user preference were excluded Final set of features: 1. Layout of the interface 2. Button type preferred by users 3. Use of icons embedded within buttons 4. The use of menus 5. User’s preferred color scheme.
19. Methodology Design - Data Analyses K-Modes Algorithm (This paper assumes the reader already knows how K-means works & relies on reader knowledge about K-means to intuit K-modes analysis. Therefore, we will try to simplify.) K-means algorithm - widely known and used technique for grouping objects with similar characteristics. K-modes algorithm - extension of K-means, used to cluster data containing mixed numeric and categorical values Uses a simple matching dissimilarity measure to deal with categorical objects by replacing the means of clusters with modes… - then, uses a frequency-based method to update the modes in the clustering process - which minimizes the clustering cost function. - it is useful for analyzing data because the data from the questionnaire is categorical.
20. Results and Discussion - Interactive multimedia features Clustering of users shows a definite division between their preferences of interactive multimedia features. Because cluster 2 is the largest, single color scheme is most popular with users In cluster 4, all are females, and prefer color scheme w/effects
21. Results and Discussion - The Effects of Human Factors What is the role of human factors in determining the clusters? Used ANOVA to obtain statistical significance of age, studying level, computer expertise, and gender differences. Results indicate that computer experience was a significant factor in determining the clusters representing users’ preferences Majority of experts appeared in Cluster 2 and 4
22. Results and Discussion - Window Layouts Computer experience significantly affects the users’ preference for interface layout Novices prefer a single window layout Experts prefer a multiple window layout Results and Discussion - Navigation Tools Computer experience has significant effects on users’ preferences of dynamic/static buttons & drop-down menus. Majority of experts favor using dynamic buttons and drop-down menus Novices like static buttons & dislike drop-down menus.
23. Concluding Remarks: Con = Small scaled study. Con = Determination of users to be experts or novice technology users (perhaps too vague?) Pro = Data mining approach is a discovery of knowledge method with no predetermined categories to correspond with a fixed hypothesis to prove. Pro = Findings about user preferences may be useful in designing future multimedia learning systems. Pro = Findings may be useful in designing future studies.