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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Investigation of User Rating Behavior Depending on Interaction Methods on Smartphones</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Shabnam Najafian</string-name>
          <email>an@tum.de</email>
          <email>s.najafian@tum.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Wörndl</string-name>
          <email>woerndl@in.tum.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Beatrice Lamche</string-name>
          <email>lamche@in.tum.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </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>TU München</institution>
          ,
          <addr-line>Boltzmannstr. 3, 85748 Garching</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recommender systems are commonly based on user ratings to generate tailored suggestions to users. Instabilities and inconsistencies in these ratings cause noise, reduce the quality of recommendations and decrease the users' trust in the system. Detecting and addressing these instabilities in ratings is therefore very important. In this work, we investigate the in uence of interaction methods on the users' rating behavior as one possible source of noise in ratings. The scenario is a movie recommender for smartphones. We considered three di erent input methods and also took possible distractions in the mobile scenario into account. In a conducted user study, participants rated movies using these di erent interaction methods while either sitting or walking. Results show that the interaction method in uences the users' ratings. Thus, these e ects contribute to rating noise and ultimately a ect recommendation results.</p>
      </abstract>
      <kwd-group>
        <kwd>user interfaces</kwd>
        <kwd>recommender systems</kwd>
        <kwd>rating behavior</kwd>
        <kwd>user study</kwd>
        <kwd>gestural interaction</kwd>
        <kwd>mobile applications</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
      <p>H.5.2 [Information Interfaces and Presentation]: User
Interfaces - Input devices and strategies, Interaction styles</p>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>In an age where information overload is becoming greater,
generating accurate recommendations plays an increasingly
important role in our everyday life. On the other hand,
smartphones equipped with some set of embedded sensors
provide an important platform to access data. Moreover,
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      <p>Copyright 20XX ACM X-XXXXX-XX-X/XX/XX ...$15.00.
limitations in the user interface and the absence of suitable
interaction methods makes it more and more di cult for
mobile users to lter necessary information. Personalization
and customization of the generated data helps deal with
this information overload. Recommendation techniques are
a subarea of intelligent personalizing and are seeking to
obtain the users' preferences to allow personalized
recommendations of tailored items. Recommender systems apply
various recommendation techniques such as collaborative
ltering, content-based, hybrid or context-aware
recommendations, but all depend on acquiring accurate preferences (e.g.
ratings) from users.</p>
      <p>
        Preference acquisition is addressed via either explicit (user
states his/her preferences), or implicit (system observes and
analyzes the user's behavior) methods [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Because of the
ambiguous nature of the implicit approach, explicit
techniques are often employed to gather more reliable ratings
from users to capture the users' preferences. Existing
research usually assume stable ratings, i.e. the assumptions
is that an available rating exactly re ect the user's opinion
about an item. However, explicitely entered ratings may
contain some level of noise. If this is the case, the system can
not generate accurate recommendations. A lot of reasearch
has been invested to increase the accuracy of
recommendation algorithms, but relatively little to investigate the rating
process.
      </p>
      <p>
        This work explores one probable source of error in the
rating process on smartphones which has not been considered
much yet: the in uence of input methods on the
resulting ratings. Our speci c scenario is a recommender system
on a mobile device (smartphone). Mobile applications o er
di erent input options for interaction including touchscreen
and free-form gestures [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. 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. In our previous work, we
investigated which interaction methods are preferrable from
a user's perspective for certain recommender system tasks
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>The aim of this user study was to show that
participants rate items di erently depending on the applied input
method. Errors that may occur due to re-rating were also
taken into account to reduce other noises. We considered
two situations in our study: the user were either sitting and
concentrated on the task, or walking around and thus
possibly distracted by the environment. We also measured the
ease of use and e ectiveness of our implementation based on
an online survey.</p>
      <p>The rest of the paper is organized as follows. We rst
outline related work. Next, we present our employed
interaction methods and their implementation. In Section 4, we
explain the setup and the results of our user study. Finally,
we conclude the paper with a summary and a brief outlook.</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Analyzing and characterizing noise in user rating of
recommender systems in order to improve the quality of
recommendations and therefore user acceptance is still an open
research problem. Jawaheer et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] recently surveyed
methods to model and acquire user prefereces for recommender
systems, distinguishing between explicit and implicit
methods. They also mention that user ratings inherently have
noise and cited some earlier studies. One earlier example
is the study by Cosley et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. They investigated the
in uence of showing rating predictions when asking users
to re-rate items. They found out that users applied their
original rating more often when shown the predictions.
      </p>
      <p>
        Amatriain et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] attempted to quantify the noise due
to inconsistencies of users in giving their feedback. They
examined 100 movies from the Net ix Prize database in 3 trials
of the same task: rating 100 movies via a web interface at
di erent points in time. RMSE values were measured in the
range of 0.557 and 0.8156 and four factors in uencing user
inconsistencies: 1) Extreme rating are more consistent were
inferred, 2) Users are more consistent when movies with
similar ratings are grouped together, 3) The learning e ect on
the setting improves the user's assessment, 4) The faster act
of clicking on user's part does not yield more inconsistencies.
      </p>
      <p>
        Nguyen et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] performed a re-rate experiment
consisting of 386 users and 38586 ratings in MovieLens. They
developed four interfaces: one with minimalistic support that
serves as the baseline, one that shows tags, one that
provides exemplars, and another that combines the previous
two features, to address two possible source of errors within
the rating method. The rst assumption is that users may
not clearly recall items. Secondly, users may struggle to
consistently map their internal preferences to the rating scale.
The results showed that although providing rating support
helps users rate more consistently, participants liked baseline
interfaces because they perceived the interfaces to be more
easy to use. Nevertheless, among interfaces providing rating
support, the proposed one that provides exemplars appears
to have the lowest RMSE, the lowest minimum RMSE, and
the least amount of natural noise.
      </p>
      <p>
        Our own previous work [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] aimed at mapping common
recommender system methods - such as rating an item
to reasonable gesture and motion interaction patterns. We
provided a minimum of two di erent input methods for each
application function (e.g. rating an item). Thus, we were
able to compare user interface options. We conducted a user
study to nd out which interaction patterns are preferred by
users when given the choice. Our study showed that users
preferred less complicated, easier to handle gestures over
more complex ones.
      </p>
      <p>
        Most of the existing studies do not take the mobile
scenario into account, i.e. were not focussed on the interaction
on mobile devices. When interacting with mobile devices,
users may not be concentrated while being on the move or
being distracted by the environment. Negulescu et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
examined motion gestures in two speci c distracted
scenarios: in a walking scenario and in an eyes-free seated scenario.
They showed that, despite somewhat lower throughput, it is
bene cial to make use of motion gestures as a modality for
distracted input on smartphones. Sa er [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] called these
motion gestures free-form gestural interfaces which do not
require the user to touch or handle them directly. Using these
techniques the user input can be driven by the interaction
with the space and can overcome some of the limitations of
more classical interactions (e.g. via keyboards) on mobile
devices [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>In constrast to the existing work, we investigate the e ect
of user interaction methods on rating behavior on mobile
devices (smartphones). We apply di erent input methods and
interaction gestures in our interface to explore which ones
decrease noise in the rating process. In the corresponding
user study, we investigate the possible source of noise in
rating results provoked by di erent input methods in the
rating process. This study provides and analyzes the
impacts of di erent interaction modalities on smartphones in
the user giving feedback proceeding in details with the aim of
overcoming rating result noise and enhancing recommender
system quality.</p>
    </sec>
    <sec id="sec-4">
      <title>3. INPUT METHODS IN THE TEST APPLI</title>
    </sec>
    <sec id="sec-5">
      <title>CATION</title>
      <p>
        To address this research question, we extend our
previous work of a mobile recommendation application [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] . The
scenario is a movie search and recommendation application
that is similar the Internet Movie Database (IMDb) mobile
application1.
      </p>
      <p>
        On the main screen, users can browse through the items
to select a movie from the list (see Figure 1 (a)). Once they
nd a movie they are interested in, a single tap on that entry
opens a new screen containing a more detailed description of
the movie (Figure 1 (b)). Users can rate movies on a score
from 1 (worst) to 10 (best) stars. To perfom the rating, they
can choose one of the following three input methods:
1. On-screen button: users can rate a movie by selecting
the "rate" on-screen button. The actual rating is
performed by a simple tap on the 1 to 10 scale of stars
(Figure 1 (b)).
2. Touch-screen gesture (One-Finger Hold Pinch) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]:
This rating uses a two- nger gesture. One nger is
kept on the screen, while the second nger moves on
the screen to increase or decrease or the rating stars
respectively.
3. Free-form gesture (Tilt ): Tilting means shifting the
smartphone horizontally which is determined using it's
gyroscope sensor. Shifting to the right increases the
rating and shifting to the left decreases it. This rating
is performed and saved without a single touch.
1see http://www.imdb.com/apps/?ref =nb app
(a)
(b)
      </p>
    </sec>
    <sec id="sec-6">
      <title>USER STUDY</title>
    </sec>
    <sec id="sec-7">
      <title>Gesture Investigation</title>
      <p>We conducted a user study to examine how a user's rating
is in uenced by the chosen input method. Another objective
of this study was to evaluate the intuitiveness and e ciency
of mapping input methods to some common recommender
systems' functions in particular in a mobile scenario with a
low attention span.
4.2</p>
    </sec>
    <sec id="sec-8">
      <title>Procedure</title>
      <p>At the beginning of each session, the task was explained
to the users and the participants were asked to choose and
rate 16 movies. The movies and corresponding ratings were
recorded manually, not in the mobile application. Then,
we handed the smartphones to the subjects and the users
were asked to re-evaluate their intended rating for the same
movies using the explained three input methods: on-screen
button, touch-screen gesture (One-Finger Hold Pinch) and
free-form gesture (Tilt ) in two di erent scenarios.
Participants had to rate four movies using each of the three di
erent input methods, and then could freely choose a preferred
method to rate another four items. Afterwards, the errors
of users' in applying ratings were calculated based on their
initial ratings.</p>
      <p>The study investigated two scenarios. The rst scenario
was conducted while the user is sitting and thus can
concentrate on the task. In the second scenario, the user is walking
and thus not fully concentrated. We name these two
scenarios concentrated case and non-concentrated case. Thus, each
scenario consists of 16 ratings the subjects have to perform.
Each rating process only takes a few seconds.</p>
      <p>After having nished the experiment, the respondents were
asked to ll out an online questionnaire. The questionnaire
contained three main categories: prior knowledge,
concentrated case (sitting scenario), non-concentrated case
(walking scenario). For each part, we inquired the intuitiveness
and user preference and also asked for the users' opinion on
how much they thought the di erent interaction methods
would a ect their rating result. At the end, the interviewer
asked the participants for suggestions of other gestures
suiting the rating function better. The results of the evaluation
NRMSE (sitting)
NRMSE (walking)
touch
2.137
2.791
pinch
5.543
7.966
20 persons participated in the study, mostly students and
researchers of the Munich University of Technology. The
experiment was performed using a Samsung Galaxy S III
mini smartphone running Android 4.1.
5.
5.1</p>
    </sec>
    <sec id="sec-9">
      <title>RESULTS</title>
    </sec>
    <sec id="sec-10">
      <title>Evaluation Methodology</title>
      <p>We evaluate the error for every interaction method for
rating by calculating the root mean squared error (RMSE)
(formula 1). In formula (1), n equals to the number of
rated movies, y^t denotes the user's intended rating, which
was elicited before the beginning of the test application was
started as mentioned in 4.2. yt is equivalent to the user's
rating which was obtained from the test application log.
v n
uu P (y^t
RM SE = t t=1
n
yt)2
15%
(a) sitting scenario</p>
      <p>(b) walking scenario</p>
      <p>At the end of each session, the participants were asked
to rate four movies using the preferred interaction method
which was logged afterwards. The goal of this part was to
determine which input method is preferred depending on
the speci c scenario (sitting or walking). Figure 3
illustrates the results. Our subjects preferred the on-screen
button as input method in both scenarios. However, Tilt and
One-Finger Hold Pinch were assessed di erently depending
on the scenario. Participants preferred Tilt in the
nonconcentrated (walking) scenario over One-Finger Hold Pinch,
but vice versa in the concentrated (sitting) case.</p>
      <p>We also asked the participants how intuitive they found
the three input methods for rating on a scale from 1 to 5 with
5 being "very intuitive". Figure 4 illustrates which methods
were rated as more intuitive by the participants. The results
show that the on-screen button was rated as most intuitive in
both scenarios, while Tilt being the second highest but still
with minor percantage in the walking scenario. This may
be due to the fact that the on-screen buttons are commonly
used in mobile applications and most people are used to it.</p>
      <p>In our survey, we de ned an intuitive gesture as "being
easy to learn and a pleasure to use". There is a di erence
in what the users found intuitive and what they actually
preferred. Our participants found the common and simple
on-screen button as most intuitive but 35% preferred the
other options in the sitting scenario and 40% in the walking
scenario, respectively.</p>
    </sec>
    <sec id="sec-11">
      <title>CONCLUSION</title>
      <p>Customer trust is the critical success factor for
recommender systems. Since recommender systems frequently
depend on the users' ratings, there is a need to reduce the
users' rating errors in order to improve the reliablility of
recommendations. In this study, a new source of errors in
the rating process on mobile phones was investigated. We
showed that rating results di er depending on the
interaction method. Thus they distort the actual rating of the user,
which can be improved by using more intuitive and easy to
perform gestures. In our study, the results of the on-screen
button appear to be more precise and reliable being near to
the user's stated actual opinion.</p>
      <p>We also demonstrate that free-form gestures such as Tilt
are somewhat more desired in non-concentrated scenarios.
When the environment is distracting, free-form gestures are
more embraced by users even though, as a nature of
nonconcentrated situation, the results contain some noise. Due
to the mobile phone's character, users are willing to be able
to exploit their smartphones in situations which need less
attention to perform an action, such as rating. To satisfy
this requirement, a free-form gesture is applied in order to
facilitate actions on mobile phones.</p>
      <p>Regarding future work, introducing and studying more
free-form gestures is desirable for recommender systems
especially in non-concentrated scenarios. Moreover, people
may get more and more used to performing free-form
gestures. Since the detailed implementation and calibration of
free-form gestures may have e ect, an optimized Tilt
implementation may reduce the error for this input method, in
comparision to the result in our study. Investigating voice
input would also be an interesting research topic as they do
not require much e ort and attention.
7.</p>
    </sec>
  </body>
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