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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Directly Evaluating the Cognitive Impact of Search User Interfaces: a Two-Pronged Approach with fNIRS</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Horia A. Maior</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew Pike</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Max L. Wilson</string-name>
          <email>max.wilson@nottingham.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sarah Sharples</string-name>
          <email>sarah.sharples@nottingham.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human Factors - School of Engineering University of Nottingham</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Mixed Reality Lab</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recent research has pointed towards further understanding the cognitive processes involved in interactive information retrieval, with most papers using secondary measures of cognition to do so. Our own research is focused on using direct measures of cognitive workload, using brain sensing techniques with fNIRS. Amongst various brain sensing technologies, fNIRS is most conducive to ecologically valid user studies, as it is less a ected by body movement and can be worn while using a computer at a desk. This paper describes our two pronged approach focusing on a) moving fNIRS research beyond simple psychological tests towards actual interactive IR tasks and b) evaluating real search user interfaces.</p>
      </abstract>
      <kwd-group>
        <kwd>Functional near-infrared spectroscopy(fNIRS)</kwd>
        <kwd>Brain-computer interface(BCI)</kwd>
        <kwd>Human cognition</kwd>
        <kwd>Information processing system</kwd>
        <kwd>Multiple resource model</kwd>
        <kwd>Limited resource model</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        The cognitive aspects of Information Retrieval (IR) have
repeatedly received focus over time, from Ingwersen's
Cognitive Model [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], to recent analyses of cognitive workload
during search tasks [
        <xref ref-type="bibr" rid="ref10 ref2">2, 10</xref>
        ]. The recurring interest is in what
users think about at di erent task stages, and how much
mental workload is involved. The bene ts of knowing more
about the searcher's cognitive state would come from
providing better support for their needs, with Wilson et al
suggesting that better designed Search User Interfaces (SUIs)
could reduce unnecessary workload on the user [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
      <p>
        Although some prior work (e.g. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]) have used indirect
techniques to analyse workload during search tasks, the
decreasing cost of brain sensing hardware has meant that more
recent research is using more objective techniques. Pike et
al [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and Gwizdka et al [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] used EEG technology, while
Moshfeghi et al used fMRI to measure workload when
making relevance judgements [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Each of these technologies
have known limitations for studying actual interactive IR
behaviour, with EEG being highly a ected by even tiny body
Presented at EuroHCIR2013. Copyright c 2013 for the individual papers
by the papers’ authors. Copying permitted only for private and academic
purposes. This volume is published and copyrighted by its editors.
movement, and fMRI requiring users to lay in tunnel void
of any metal objects. Recent Human-Computer Interaction
research has listed the bene ts of fNIRS brain sensing
techniques, which are less a ected by body movement, and can
be more easily used in ecologically valid study conditions.
      </p>
      <p>Functional Near Infrared Spectroscopy (fNIRS) is an
emerging neuroimaging technique that is non-invasive, portable,
inexpensive and suitable for periods of extended
monitoring. fNIRS measures the hemodynamic response - the
delivery of blood to active neuronal tissues. fNIRS is designed
to be placed directly upon a participants scalp, typically
targeting the prefrontal cortex. This paper describes our
two-pronged approach to using fNIRS to study the
cognitive workload created by SUIs, focused on a) task analysis
and b) SUI analysis.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        Understanding the cognitive aspects of interactive
searching (as well as interaction in general) has been a long-standing
goal for researchers in the eld of Interactive IR. In the 1970s
Bates suggested that searchers employ both search tactics
and idea tactics [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In an attempt to explain an individual's
path during IR, Bates' \Berrypicking" model [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] argued that
search will vary as the user recognises information and has
new ideas and questions.
      </p>
      <p>
        In the main cognitive evolution of information seeking
research, Ingwersen proposed a cognitive model of IR [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
where the searcher's understanding of the document
collection, system, and task that would determine which path a
search would take. The model again put the user's cognition
as the central point of interest. More recently, Joho [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
argued that the cognitive e ects typically observed in
Psychology could provide a potential building block of theoretical
development for evaluating interactive IR. Back et al [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], for
example, examined the cognitive demands on users during
the relevance judgement phase, suggesting that the amount
of workload involved was the reason behind searchers rarely
providing relevance judgements in previous work. Using a
secondary measure, the Stroop task, Gwizdka [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] mapped
varying levels of workload at multiple stages of search.
      </p>
      <p>
        More recently, researchers have focused on objectively
measuring interactive IR phases, in line with Back et al's work,
Moshfeghi et al measured workload during relevance
assessments by asking people to make judgements while lying in
an fMRI machine. As making relevance judgements can be
performed without directly interacting with a computer, this
made use of an fMRI machine more realistic. Using more
commercialised tools, Anderson [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] used an EEG sensor to
compare visualization techniques in terms of the burden they
place on a viewer's cognitive resources. Similarly, Pike et al
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] developed a prototype tool named CUES that was
capable of collecting a variety of data including EEG whilst
interacting with a website. Pike et al used this to
monitor aspects such as frustration and concentration, but their
work demonstrated the variability of EEG data across the
several minutes involved in an interactive IR task.
      </p>
      <p>
        Using fNIRS, as introduced above, Peck [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] performed a
similar study of di erent visualisation techniques, while a
system called Brainput [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] was able to identify and
correlate brain activity patterns among users during multitasking
studies, and intervene when it sensed workload exceeding a
certain level. Our work intends to build upon these HCI
studies, to study interactive IR tasks and SUIs in more
ecologically valid user study situations.
      </p>
    </sec>
    <sec id="sec-3">
      <title>RESEARCH PATHS</title>
      <p>
        Pike et al [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] highlighted the challenges of using brain
sensing technologies to evaluate IIR tasks: that tasks have
di erent stages, that behaviour quickly diverges after the
rst interaction (and thus is hard to compare), and that
brain measurements vary dramatically over time. In order
to address these challenges, we have initiated two clear
research paths, both utilising fNIRS technology: 1) evaluating
the cognitive aspects of Interactive IR tasks and 2)
methods to evaluate the design of SUIs. The aim of the rst
path, is to move beyond using fNIRS to measure workload
in simplistic psychology memory tasks (like Peck et al [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]),
towards being able to break down real search tasks into
primary components. This implies three considerations:
      </p>
      <sec id="sec-3-1">
        <title>Collected data would be meaningless if is not related to existing knowledge. Therefore, to interpret sensed fNIRS data we use proposed theories and models.</title>
      </sec>
      <sec id="sec-3-2">
        <title>It is known that fNIRS can sense cognition information [19, 16] related to so called working memory (if placed on the forehead). Assuming this is correct, we are using models of working memory.</title>
      </sec>
      <sec id="sec-3-3">
        <title>The proposed models will help us interpret the sensed data with fNIRS and have a better understanding of the cognitive impact of various complex tasks (such as a IR).</title>
        <p>Such a technique would allow researchers to analyse data by
stage, and nd e ective points of comparison during several
minutes of continuous measurements. The second path is
focused on identifying which aspects of working memory are
a ected by di erent features of SUIs, such that researchers
can objectively evaluate the e ect of di erent SUI design
decisions. A combination of both paths works towards being
able to proactively evaluate how SUIs support searchers.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>PATH 1: WORKLOAD MODELS</title>
      <p>
        To understand the cognitive aspects of IIR, it is essential
to learn about user's capabilities and limitations in terms
of their cognition: how people perceive, think, remember,
and process information. This path of research focuses on
existing models from Cognitive Psychology and Human
Factors, models that conceptualize and highlight aspects that
typically describe or in uence elements of human cognition.
One important part of cognition during interactive
searching involves human memory systems. There are two
different types of memory [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]: working memory (sometimes
called short-term memory) and long-term memory.
Wickens describes working memory as the temporary holding of
information that is \active", while long-term memory
involving the unlimited, passive storage of information that is not
currently in working memory.
      </p>
      <p>
        Working memory. Working memory, proposed by
Baddeley and Hitch (1974) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], refers to a speci c system in the
brain which \provides temporary storage and manipulation
of information..." [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Working memory [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">6, 4, 5</xref>
        ] processes
information in two forms: verbal and spatial, and has four
main components (Figure 1):
      </p>
      <sec id="sec-4-1">
        <title>A central executive managing attention, acting as supervisory system and controlling the information from and to its \slave systems".</title>
        <sec id="sec-4-1-1">
          <title>A visuo-spatial sketch pad holding information in</title>
          <p>an analogue spatial form (e.g. Colours, shapes, maps,
etc.), specialised on learning by means of visuospatial
imagery.</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>A phonological loop holding verbal information in</title>
          <p>an acoustical form (e.g. Numbers, words, etc.);
specialised on learning and remembering information
using repetition.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>A episodic bu er dedicated to linking verbal and spatial information in chronological order. It is also assumed to have links to long-term memory.</title>
        <p>Information processing system. As humans, we are
exposed to large amounts of information via our sensory
systems. One of our strengths is in selecting information
from our environment, perceiving it, processing it, and
creating a response. Therefore we can use this understanding
of brain activity to identify which elements of an
interactive IR environment need to be considered when measuring
brain activity, and how we can reduce rather than increase
a user's mental workload via interface and system design.</p>
        <p>
          Wicken's Information Processing Model [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] aims to
illustrate how elements of the human information processing
system such as attention, perception, memory, decision
making and response selection interconnect. We are interested in
observing how and when these elements interconnect during
IR. He describes three di erent `stages' (see STAGES
dimension in Figure 2) at which information is transformed:
a perception stage, a processing or cognition stage, and a
response stage, the rst two being processes involved in
cognition. The rst stage involves perceiving information that
is gathered by our senses and provide meaning and
interpretation of what is being sensed. The second stage represents
the step where we manipulate and \think about" the
perceived information. This part of the information processing
system takes place in working memory and consists of a
wide variety of the mental activities. In relation to IR, it
is interesting to observe how elements of cognition, such as
rehearsal of information, planning the search strategy and
deciding on the search keywords interconnect.
        </p>
        <p>
          Multiple Resource Model. One model of mental
workload that has been widely accepted in Human Factors is
Wickens Multiple Resource Model [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] (Figure 2). The
elements of this model overlap with the needs and
considerations of evaluating complex tasks (such as IR). He describes
the aspects of human cognition and the multiple resource
theory in four dimensions:
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>Avoid unnecessary zeros in codes to be remembered;</title>
      </sec>
      <sec id="sec-4-4">
        <title>Encourage regular use of information to increase frequency and redundancy;</title>
      </sec>
      <sec id="sec-4-5">
        <title>Encourage verbalization or reproduction of information that needs to be reproduced in the future;</title>
      </sec>
      <sec id="sec-4-6">
        <title>Carefully design information to be remembered;</title>
        <p>
          Resource vs Demands. One other model that is of
interest is the limited resource model [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] describing the
relationship between the demands of a task, the resources allocated
to the task and the impact on performance.
        </p>
      </sec>
      <sec id="sec-4-7">
        <title>The STAGES dimension refers to the three main stages of information processing system (Wickens, 2004 [21]).</title>
      </sec>
      <sec id="sec-4-8">
        <title>The MODALITIES dimension indicating that auditory and visual perception have di erent sources.</title>
      </sec>
      <sec id="sec-4-9">
        <title>The CODES dimension refers to the types of memory</title>
        <p>encodings which can be spatial or verbal.</p>
        <p>The VISUAL PROCESSING dimension refers to a nested
dimension within visual resources distinguishing
between focal vision (reading text) and ambient vision
(orientation and movement).</p>
        <p>
          Our aim is to understand how these elements link together
and compose more complex components/tasks. Additionally
we want to consider how complex tasks (such as a search
task) can be divided into primary components according to
the models described. This will help identify possible
problems in SUI design as well as indicating a possible solution
to the problem (suggested implications by Wickens [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]):
        </p>
      </sec>
      <sec id="sec-4-10">
        <title>Minimize working memory load of the SUI system and consider working memory limits in instructions;</title>
      </sec>
      <sec id="sec-4-11">
        <title>Provide more visual echoes (cues) of di erent types during IR (verbal vs spatial);</title>
      </sec>
      <sec id="sec-4-12">
        <title>Exploit chunking (Miller, 1956 [14]) in various ways: physical size, meaningful size, superiority of letters over numbers, etc;</title>
      </sec>
      <sec id="sec-4-13">
        <title>Minimize confusability;</title>
        <p>The graph from Figure 3 is used to represent the
limited resource model. The X-axes represent the resources
demanded by the primary task and as we move to the right
of the axes, the resources demanded by the primary task
increase. The axes on the left indicate the resources being
used, but also the maximum available resources point (if we
think of working memory that is limited in capacity). The
right axes indicate the performance of the primary task (the
dotted line on the graph). The key element of this model is
the concept of a limited set of resources which, if exceeded,
has a negative impact on performance. However, it does not
distinguish between resource modality, therefore we propose
to use both the limited and multiple resources models to
inform our work.
5.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>PATH 2: SUI EVALUATION</title>
      <p>
        Relating quantitative data from brain sensing devices into
feedback about SUI designs is one of our ultimate goals in
conducting this research. SUIs are inherently information
rich and thus a ect both visual (results page layout) and
verbal (text based results) memory. Detecting a change in
either verbal or spatial working memory would help determine
if a workload di erence was caused by SUI design (spatial)
or the amount of information the design provides (verbal).
Our rst in-progress study has stimulated each memory type
in di erent tasks - Verbal memory was tested by performing
an n-back [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] number memory task, whereas spatial
memory was tested using an n-back visual block matrix task.
Other studies have also looked at each type of memory and
con rmed fNIRS ability to detect changes in heamodynamic
responses accordingly [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        In addition to developing an understanding of the
extent to which we can monitor di erent memory, our
initial study also sought to measure the e ect of artefacts on
the fNIRS data. Controlling the environment and human
derived sources of noise is a potentially di cult factor to
control without e ecting the ecological validity of a study.
Solovey et al [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] showed that fNIRS is relatively resilient to
motion derived artefacts when compared to EEG [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] for
example, but still required some consideration by researchers
conducting studies. In our own experience, we found that
asking participants to remain still as much as possible was
fairly successful. We are additionally looking at possible
methods for correcting motion derived artefacts using an
external gyroscope connected to the participant.
      </p>
      <p>
        Designing tasks for experiments that measure cognitive
effect via a brain sensor require careful consideration in order
to ensure that results can be attributed to a cause.
Thankfully this problem space has been well explored in the eld
of Psychology and we are able to adapt the approaches
described in the literature to suit our task type requirements.
A primary example of this adaptation is demonstrated by
Peck et al [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], where 2 data visualisations techniques were
compared using a methodology based loosely on the n-back
task - a widely used psychology task that is designed to
increase load on working memory.
      </p>
      <p>
        Additionally, we are interested in exploring standard search
studies (without following a psychological study layout) and
seeing whether interesting states can be detected. Solovey
et al [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] performed a similar function by utilising a
machine learning algorithm that had classi ed \states of
interest" prior to performing a task.
      </p>
      <p>
        Using a similar approach, we could evaluate a SUI to
determine whether a particular change in layout has a positive
or negative impact on visual memory. Alternatively, to test
the relevance of a results page (which would be dependant
on the textual results), we could analyse the e ects on verbal
memory between 2 varied results pages, we could then
reect these changes to the Wickens Multiple Resource Model
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. We are also working towards enabling the
interpretation of data within the context of complex multimodal tasks
to further extending our knowledge of the processes involved
during IR and how they interact and e ect one another.
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. SUMMARY</title>
      <p>This paper has aimed to summarise our two-pronged
approach towards actually evaluating the design of search user
interfaces, in realistic ecologically valid study conditions,
using fNIRS technology. The approach rst involves braking
down interactive IR tasks into how they e ect the di
erent elements of working memory, and second understanding
how SUIs are processed by di erent parts of working
memory. Our two paths of research will build towards a stage
where we can combine them and objectively evaluate
cognitive workload involved in interactive IR. We believe that this
research will provide a novel new direction that SUI's and
indeed HCI in a broader sense can bene t from. The
association of physical recordings in ecological valid settings, to
an existing theoretical model, provides a new measure from
which future SUI development and evaluation could bene t.</p>
    </sec>
  </body>
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