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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Selecting Gestural User Interaction Patterns for Recommender Applications on Smartphones</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Wolfgang Wörndl</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Béatrice Lamche</string-name>
          <email>lamche@in.tum.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Figure 1. A visualization of how the different gestures are</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Design, Experimentation, Human Factors.</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>TU München</institution>
          ,
          <addr-line>Boltzmannstr. 3, 85748 Garching</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TU München</institution>
          ,
          <addr-line>Boltzmannstr. 3, 85748 Garching</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>performed. Circles represent touches by fingers</institution>
          ,
          <addr-line>arrows, indicate movement. (1) Spread, (2) Pinch, (3) One-FingerHold Pinch, (4) Fling, (5) Flick/Swipe, (6) Rectangular, Pattern, (7) Shake Device, (8) Tilt Device.</addr-line>
        </aff>
      </contrib-group>
      <fpage>17</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>Modern smartphones allow for gestural touchscreen and free-form user interaction such as swiping across the touchscreen or shaking the device. However, user acceptance of motion gestures in recommender systems have not been studied much. In this work, we investigated the usage of gestural interaction patterns for mobile recommender systems. We designed a prototype that implemented at least two input methods for each available function: standard on-screen buttons or menu options, and also a gestural interaction pattern. In a user study, we then compared what input method users would choose for a given function. Results showed that gesture usage depended on the specific task. In general, users preferred simpler gestures and rarely switched their input method for a function during the test.</p>
      </abstract>
      <kwd-group>
        <kwd>user interfaces</kwd>
        <kwd>mobile applications</kwd>
        <kwd>recommender systems</kwd>
        <kwd>user study</kwd>
        <kwd>gestural interaction</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Recommender systems recommend movies, restaurants or other
items to an active user based on ratings of items or other
information about users and items. Recently, the focus in
recommender systems research has been changing from
investigating algorithms to studying the user experience [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This
is especially true in mobile scenarios, for example on
smartphones. Mobile information access suffers from limited
resources regarding input capabilities, displays and other
restrictions of small mobile devices. Therefore, user interfaces for
mobile recommender systems have to be adapted to the specific
properties of mobile devices [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>The aim of this project is to study gestural interaction patterns for
mobile recommender systems on smartphones, such as swiping
across the touchscreen, or shaking the device. The specific goal of
the work described in this paper is to map recommender functions
- such as initiating a search for recommended items or rating an
item - to reasonable gesture and motion interaction patterns. We
designed a prototype to allow comparing user interface options
and conducted a user study to find out which interaction patterns
users would select when given a choice.</p>
    </sec>
    <sec id="sec-2">
      <title>2. BACKGROUND</title>
    </sec>
    <sec id="sec-3">
      <title>2.1 Gestural User Interaction Patterns</title>
      <p>
        Saffer [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] distinguishes between two different forms of gestural
interaction: touchscreen and free-form. Touchscreen gestures
allow users to tap on the screen, either using on-screen buttons or
other interface elements, e.g. sliders. Free-form gestures do not
require the user to actively touch the screen but to move the
devices to initiate functions. Current mobile devices offer several
sensors that enable motion detection such as accelerometers and
gyroscopes. The following touchscreen and free-form gestures are
commonly used in mobile applications (Fig. 1).
      </p>
      <p>Single Tap is a brief one-finger tap on the screen and used in
virtually every application to interact with on-screen buttons and
similar interface objects. Double Tap means to tap the screen
twice in rapid succession with one finger. Pinch/Spread is a
twofinger gesture. The user places two fingers on the screen and
moves them together (Pinch) or away from each other (Spread).
This is most commonly used for zooming in (Spread) and out
(Pinch). One-Finger-Hold Pinch is a more complex two-finger
gesture. In this case, one finger rests on the screen, while a second
finger moves on the screen to adjust a slider or other numerical
value, for example.</p>
      <p>Slide means to move a single finger over the screen in a
continuous motion. Slide is generally used for dragging objects
like sliders and slowly scrolling through views exceeding the
screen’s dimensions. Fling is a quick, long movement of one
finger in one direction and can also be used for quickly scrolling
through list views. Flick (or Swipe) is a shorter gesture similar to
the longer Fling and commonly used as Swipe-To-Delete in file
systems: a Flick gesture performed on an item generally deletes
this item from a list. Another usage is moving to the next screen,
resembling turning pages in a book. Shake Device and Tilt Device
(along x, y or z axis) are free-form motion gestures with no screen
interaction required.</p>
      <p>Technically, any touch pattern can be drawn on the screen using
one or more fingers, e.g. a rectangular pattern. However, finding
the balance between gesture detection precise enough to
distinguish different patterns, and vague enough to allow for user
errors when drawing the patterns is difficult. In addition,
explaining complex patterns to the user is challenging and
therefore, complex patterns are rarely used in mobile applications.</p>
    </sec>
    <sec id="sec-4">
      <title>2.2 Related Work</title>
      <p>
        Previous research on the usage of gestures in mobile scenarios
focused on the user acceptance of motion gestures in general and
hardly applied these techniques for the interaction with
recommender systems. In own previous work, we designed a
minimalistic user interface for a map-based recommender based
on gestural interaction, but for the larger screens of tablets [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Cho et al. propose a photo browsing system for mobile devices.
They compared three types of interaction: a tilt-based interaction
technique, an iPod wheel and a button-based browser to browse
and search photos efficiently. The results show that the tilting
technique is comparable to the controllability of buttons, more
interesting than the other techniques and performed better than the
iPod wheel [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Negulescu et al. examined the cognitive demands
of motion gestures, taps and surface gestures. They show that
these three techniques do not differ in reaction time. Moreover
they found out that motion gestures result in much less time spent
looking at the smartphone during walking than does tapping on
the screen. Therefore motion gestures are advantageous in certain
scenarios [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Rico and Brewster applied a different focus on
motion gestures for mobile devices. They found out that location
and audience have a significant influence on a user’s willingness
to interact with a mobile device by using motion gestures [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>3. DESIGNING THE TEST APPLICATION</title>
    </sec>
    <sec id="sec-6">
      <title>3.1 Overview</title>
      <p>We implemented the prototype application for Android 2.2
(Froyo) and tested it on a Google Nexus One smartphone with
Android. The goal of the test application was to provide different
input methods for functions typically found in recommender
systems to test which interaction patterns the user would chose in
the successive study. The selection of functions in our application
is not really specific to mobile recommenders and considers
recommenders in a wider sense, i.e. taking also "search"
applications into account. The scenario for the prototype is a
movie search and recommendation application that resembles the
Internet Movie Database (IMDb) mobile application (see
http://www.imdb.com/apps).</p>
      <p>We provided at least two different input methods for each
application function, either
•
•
•
on-screen buttons,
menu options (the user has to select a specific "menu"
option1 to show additional buttons), or
gestural interface options (cf. Section 2.1).</p>
      <p>The next subsection describes considerations for mapping
gestures to application-specific functions.</p>
    </sec>
    <sec id="sec-7">
      <title>3.2 Considerations for Mapping Gestures to</title>
    </sec>
    <sec id="sec-8">
      <title>Application-Specific Functions</title>
      <p>Single Tap is commonly used for interaction with on-screen
interface objects and should not be used for other
applicationspecific purposes. The same applies to Slide and Fling for
scrolling screens or dragging objects. Contrariwise, Double Tap is
not bound to any standard features and thus application-specific
features can be mapped to it. As Pinch/Spread is generally used
for zooming, mapping it to other application features may be
confusing as well. However, the One-Finger-Hold Pinch (OFHP)
variation of this gesture is applied in our application.</p>
      <p>Since no screen interaction is necessary for the free-form gesture
Shake Device, this gesture may be used independently from any
interface restrictions, for example for application-wide functions.
An application-wide function can be called at any time, regardless
of the current screen of the application, e.g. the "home" button on
most mobile systems. Functions depending on viewing items
onscreen may not be viable for use with Shake Device, since shaking
the screen makes focusing on displayed objects on the screen
harder. The nature of the other motion gesture, Tilt Device,
suggests either a use for simple actions like a binary +/- rating
(making use of the left-right or front-back movements of Tilt
Device), or for any navigation function along two or three axes.
Tilt Device is not applied in our test application, because the
application does not use binary ratings.</p>
    </sec>
    <sec id="sec-9">
      <title>3.3 Test Application User Interface</title>
      <p>In the test application, the user can use a search interface to select
among movie genres and find items. The search interface can be
reached from the start screen, main menu or through the options
menu. After searching, a list of corresponding items is shown
(Fig. 2, left). Users can scroll up and down the list, remove items
from the list or select an item to display more details by using
Single Tap. The item details screen (Fig. 2, right) shows
information for the selected movie and allows for bookmarking
and rating the item. In addition, an options menu is available on
every screen to return to the search screen or main menu of the
application (Fig. 2, right). The following functions are available
and implemented by at least two input options each:
•
•
•
•</p>
      <p>Bookmark: The user can bookmark an item by using
onscreen or options menu buttons (Fig. 2, right), or by
using the Double Tap gesture in the item details screen
Find Random Item: Accessible application-wide
through the options menu or by using the Shake Device
gesture
Save Search Parameters: This function is available in
the search screen via an on-screen button or by a Double
Tap in this screen
Find Similar: The item details screen shows three
movies similar to the selected one ("similar to this
1 On most systems, a dedicated software or hardware button opens
up the options menu
movie" part in Fig. 2, right). The user has the option to
find more similar items by using an on-screen button or
the Flick gesture
Exclude Item: Available in the list view as an on-screen
button (Fig. 2, left) or via the Flick gesture
Rate Item: Users can rate items in the item details screen
by selecting the "Rate" on-screen button (Fig. 2, right).
Then, a rating scale of 1 to 10 stars appears. The user
can set his or her desired rating by either using the
rating scale as an on-screen button or applying the
OneFinger-Hold Pinch (cf. Section 2.1) gesture.</p>
    </sec>
    <sec id="sec-10">
      <title>4. USER STUDY</title>
    </sec>
    <sec id="sec-11">
      <title>4.1 Study Setup and Methodology</title>
      <p>We have conducted a user study to find out what input method for
a given function is preferred by the test users. The evaluation was
performed with each of the participants individually. To start,
each user was given an explanation of the application and was
then allowed to practice navigating the different functions and
input methods for about ten minutes. The participants then had to
perform a set of 18 instructions in the application in a certain
order. The list mentioned the required tasks only; the input
method to perform them was not specified. By doing so, we tested
which input method the test persons found more intuitive to use
for a certain task. The beginning of the sequence of instructions
read as follows: (1) Find Random Item, (2) Find Similar Item, (3)
Rate Item, (4) Open Main Menu, (5) Open My Recommendations,
(6) Exclude Item from Recommendations, and so on. Some of the
requested functions appeared several times in the list, for example
Find Random Item was requested three times. This was used to
test whether participants would change their preferred input
method for a particular function during the experiment.
We recorded every user action in a log file. After a test user
completed the scenario, he or she had to fill out a survey
concerning his or her opinions about the input methods for the
requested instructions and about the handling of the gestures in
particular.</p>
    </sec>
    <sec id="sec-12">
      <title>4.2 Log File Analysis</title>
      <p>16 persons with mixed backgrounds participated in the study.
Other than a few users skipping a few tasks from the instruction
list, all subjects completed the given scenario. We first analyzed
the log file to understand which input options the users chose to
complete a given task.</p>
      <p>Out of a total of 44 recorded usages, the Find Random function
was initiated 26 times using the Shake Device gesture, and 18
times using the options menu button (see Fig. 2, right). This
represents a 59.1% usage rate for the implemented gesture.
Interestingly, only one out of the 16 users elected to use both
available input methods; every other user exclusively used either
the gesture or the button for the three instances of Find Random in
our instruction list.</p>
      <p>The Bookmark Item function is represented three times in the
scenario. The users chose to use the Double Tap gesture 27 out of
46 times (58.7%). However, at one instance in the scenario, the
activity in focus is the item list, which only implements
bookmarking via double tapping. In this case, 11 of 16 users
(68.8%) chose the Double Tap gesture, while the rest of the users
elected to take additional time to first open an item’s details page
and bookmark there. While the users were on an item’s details
page, they called only 16 of 35 (45.7%) instances of Bookmark
Item using the Double Tap gesture. All differences to 100% in this
paragraph are due to the uses of the on-screen bookmark button –
the options menu button was never used.</p>
      <p>The use of the Save Search Parameters function was requested
only once in the scenario and can be called using Double Tap or
an on-screen button. This is the function with the clearest favorite
among the input methods: 15 out of 16 users (93.8%) chose the
on-screen button.</p>
      <p>The scenario contained two instances of the Exclude
Recommended Item function, operable via Flick gesture or an
onscreen button. 18 of 32 (56.3%) calls were made using gestural
interaction. A relatively high number of users used both input
methods for this task: 4 out of 16 participants (25%). This is even
though the two instances of the Exclude Recommended Item task
occurred directly after each other in our task list.</p>
      <p>Rate Item and Find Similar Item each occur two times in the
scenario. For both, a clear preference towards the standard input
method of an on-screen button can be seen: for Rate Item, only 10
of 32 instances (31.3%) were operated with the One-Finger-Hold
Pinch gesture. Even more one-sided, the Find Similar Item
function was only initiated using Flick in 3 of 32 cases (9.4%).
The remaining percentages represent instances of functions called
via on-screen button.</p>
    </sec>
    <sec id="sec-13">
      <title>4.3 Survey Results</title>
      <p>In the first part of the survey we asked the participants how
intuitive they find the input methods for the six functions on a
scale from 1 to 5. Figure 3 illustrates the results with a higher
number meaning "more intuitive". In general, the results
correspond to the log file very well: input methods that were
actually preferred and used by the participants received higher
grades for intuitivity. For example, the participants find the
onscreen buttons for Save Search and Find Similar very intuitive.
On the other hand, the Shake Device for Find Random Item,
Double Tap for Bookmark and Flick for Exclude Item gestures
received higher grades in comparison with on-screen or option
menu buttons.</p>
      <p>The next question was whether inclusion of an on-screen button
was worth the necessary screen space for it. Our users mostly
were in favor of it: the majority of users denied this question for
Exclude Item only (Fig. 4). Interestingly, this is the only on-screen
button in the list view (Fig. 2).
The goal of the next part of the survey was to determine the user’s
favorite input method for each function. The distribution of
choices for each function is shown in Fig. 5 and is comparable to
the grades for intuitivity: interaction patterns that users perceived
as intuitive were chosen as favorite input method.
We also asked the test users about their prior experience with
touchscreen devices and analyzed whether it would relate to
differences in the results. The most significant difference was that
62.5% of the users with more prior touchscreen experience rated
the Shake Device gesture as intuitive, while only 12.5% did so
among the users with less experience. We noted a similar
difference regarding the Flick gesture.</p>
      <p>Concerning the ease of handling of the four gestures, the
participants considered all gestures, except One-Finger-Hold
Pinch (OFHP), as easy to handle in general. One of the problems
with OFHP was that lifting a finger while adjusting the desired
rating for item ends the rating process. In addition, the calibration
for the rating scale of one to ten stars was difficult. So this gesture
might be more suitable for simpler tasks with fewer options.</p>
    </sec>
    <sec id="sec-14">
      <title>5. DISCUSSION AND CONCLUSION</title>
      <p>The results of the study presented in this work may be used to
improve the design of user interfaces for mobile recommender
systems and other similar applications. Our study showed that
users preferred the simpler, easier to handle gestures over the
more complex ones. Complex gestures like One-Finger-Hold
Pinch must be carefully calibrated for ease of handling. Omitting
on-screen buttons is only an option in activities where content
space is rare, in our case the overview list of items. For the item
detail screen, simply touching a button was the favorite input
method most of the times. The options menu was not very popular
in any of the used cases. This is likely due to the fact that opening
the options menu is an extra effort that users do not tend to make
when other input methods are available.</p>
      <p>While Double Tap for bookmarking items was received very well,
the Double Tap gesture for Save Search Parameters was not very
popular and received low grades for intuitivity. This may be due
to the layout of the corresponding screens because users might
have the fear of accidently tapping on other interface elements. In
essence, the use of gestural interaction patterns seems to depend
on the actual screen and function detail. Interestingly, users did
not change their preferred input mode much during the test: they
mostly used the same method for the same task throughout the
scenario. Users with more experience with touchscreen devices
were more open towards gestures than users with less experience.
Future work includes studying in more detail how more complex
gestures can be introduced in mobile recommender systems to
improve user interaction. Moreover, a long-term study would be
interesting because user acceptance might change if smartphone
users get more and more used to complex motion gestures.</p>
    </sec>
  </body>
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