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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interactive Explanations in Mobile Shopping Recommender Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Béatrice Lamche</string-name>
          <email>lamche@in.tum.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ug˘ ur Adıgüzel</string-name>
          <email>adiguzel@in.tum.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Wörndl</string-name>
          <email>woerndl@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>This work presents a concept featuring interactive explanations for mobile shopping recommender systems in the domain of fashion. It combines previous research in explanations in recommender systems and critiquing systems. It is tailored to a modern smartphone platform, exploits the bene ts of the mobile environment and incorporates a touchbased interface for convenient user input. Explanations have the potential to be more conversational when the user can change the system behavior by interacting with them. However, in traditional recommender systems, explanations are used for one-way communication only. We therefore design a system, which generates personalized interactive explanations using the current state of the user's inferred preferences and the mobile context. An Android application was developed and evaluated by following the proposed concept. The application proved itself to outperform the previous version without interactive and personalized explanations in terms of transparency, scrutability, perceived e ciency and user acceptance.</p>
      </abstract>
      <kwd-group>
        <kwd>mobile recommender systems</kwd>
        <kwd>explanations</kwd>
        <kwd>user interaction</kwd>
        <kwd>Active Learning</kwd>
        <kwd>content-based</kwd>
        <kwd>scrutability</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|Interaction styles, User-centered design</p>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>In today's world, we are constantly dealing with complex
information spaces where we are often having trouble to
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      <p>
        Copyright 20XX ACM X-XXXXX-XX-X/XX/XX ...$15.00.
either nd what we want or make decisions. Mobile
recommender systems are addressing this problem in a
mobile environment by providing their users with potentially
useful suggestions that can support their decisions to nd
what they are looking for or discover new interesting things.
Explanations of recommendations help users to make
better decisions in contrast to recommendations without
explanations while also increasing the transparency between
the system and the user [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However, recommender
systems employing explanations so far did not leverage their
interactivity aspect. Touch based interfaces in smartphones
reduce user e ort while giving input. This can empower the
interactivity for explanations. There are two main goals of
this work. One is to study whether a mobile recommender
model with interactive explanations leads to more user
control and transparency in critique-based mobile recommender
systems. Second is to develop a strategy to generate
interactive explanations in a content-based recommender system.
A mobile shopping recommender system is chosen as
application scenario. The rest of the paper is organized as follows.
We rst start o with some de nitions relevant for
explanations in recommender systems and summarize related work.
The next section explains the reasoning behind and the path
towards a nal mobile application, detailing the vision
guiding the process. The user study evaluating the developed
system is discussed in section 4. We close by suggesting
opportunities for future research.
2.
      </p>
    </sec>
    <sec id="sec-3">
      <title>BACKGROUND &amp; RELATED WORK</title>
      <p>
        An important aspect of explanations is the bene t they
can bring to a system. Tintarev et al. de ne the
following seven goals for explanations in recommender systems
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: 1. Transparency to help users understand how the
recommendations are generated and how the system works. 2.
Scrutability to help users correct wrong assumptions made
by the system. 3. Trust to increase users' con dence in the
system. 4. Persuasiveness to convince users to try or buy
items and enhance user acceptance of the system. 5. E
ectiveness to help users make better decisions. 6. E ciency
to help users decide faster, which recommended item is the
best for them and 7. Satisfaction to increase the user's
satisfaction with the system. However, meeting all these criteria
is unlikely, some of these aims are even contradicting such as
persuasiveness and e ectiveness. Thus, choosing which
criteria to improve is a trade-o . Explanations might also di er
by the degree of personalization. While non-personalized
explanations use general information to indicate the relevance
of a recommendation, personalized explanations clarify how
a user might relate to a recommended item [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Due to the bene ts of explanations in mobile recommender
systems, a lot of research has been conducted in this context.
Since our work focuses on explanations aiming at improving
transparency and scrutability in a recommender system, we
investigated previous research in these two areas.</p>
      <p>
        The work of Vig et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] separates justi cation from
transparency. While transparency should give an honest
statement of how the recommendation set is generated and
how the system works in general, justi cation can be
refrained from the recommendation algorithm and explain why
a recommendation was selected. Vig et al. developed a
webbased Tagsplanations system where the recommendation
is justi ed using relevance of tags. Their approach, as the
authors noted, lacked the ability to let users override their
inferred tag preferences.
      </p>
      <p>
        Cramer et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] applied transparent explanations in the
web-based CHIP (Cultural Heritage Information
Personalization) system that recommends artworks based on the
individual user's ratings of artworks. The main goal of the
work was to make the criteria more transparent the system
uses to recommend artworks. It did so by showing the users
the criteria on which the system based its recommendation.
The authors argue that transparency increased the
acceptance of the system.
      </p>
      <p>
        An interesting approach to increase scrutability has been
taken by Czarkowski [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The author developed SASY,
a web-based holiday recommender system which has
scrutinization tools that aim not only to enable users to
understand what is going on in the system, but also to let
them take control over recommendations by enabling them
to modify data that is stored about them.
      </p>
      <p>
        TasteWeights is a web-based social recommender system
developed by Knijnenburg et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] aiming at increasing
inspectability and control. The system provides inspectability
by displaying a graph of the user's items, friends and
recommendations. The system allows control over
recommendations by allowing users to adjust the weights of the items and
friends they have. The authors evaluated the system with
267 participants. Their results showed that users
appreciated the inspectability and control over recommendations.
The control given via weighting of items and friends made
the system more understandable. Finally, the authors
concluded that such interactive control results in scrutability.
      </p>
      <p>
        Wasinger et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] apply scrutinization in a mobile
restaurant recommender system named Menu Mentor. In this
system, users can see the personalized score of a
recommended restaurant and the details of how the system
computed that score. However, users can change the
recommendation behavior only by critiquing presented items via
meal star ratings, no granular control over meal content is
provided. A conducted user study showed that participants
perceived enhanced personal control over given
recommendations.
      </p>
      <p>In summary, although previous research focused on
increasing either scrutability or transparency in recommender
systems, no research was conducted on how interactive
explanations can increase transparency as well as scrutability
in mobile recommender systems.</p>
    </sec>
    <sec id="sec-4">
      <title>DESIGNING THE PROTOTYPE</title>
      <p>Our system aims at o ering shoppers a way to nd nearby
shopping locations with interesting clothing items while also
supporting them in decision making by providing
interactive explanations. Mobile recommender systems use a lot of
situational information to generate recommendations, so it
might not always be clear to the user how the
recommendations are generated. Introducing transparency can help
solving this problem. However, mobile devices require even more
considerations in the design and development (e.g. due to
the small display size). Thus, these should also be taken into
account when generating transparent explanations.
Moreover, the explanation framework should generate textual
explanations that make it clear to the user how her preferences
are modeled. In order not to bore the user, explanations
must be concise and include variations in wording.
Furthermore, introducing transparency alone might not be enough
because users often want to feel in control of the
recommendation process. The explanation goal scrutability addresses
this issue by letting users correct system mistakes. There
have been several approaches to incorporate scrutable
explanations to traditional web-based recommender systems.
However, more investigation is required in the area of
mobile recommender systems. First of all, the system should
highlight the areas of textual explanations that can be
interacted with. Second, the system should allow the user to
easily make changes and get new recommendations. While
transparent and scrutable explanations are the main focus of
this work, there are also some side goals, such as satisfaction
and e ciency.
3.1</p>
    </sec>
    <sec id="sec-5">
      <title>The Baseline</title>
      <p>
        Shopr, a previously developed mobile recommender
system serves as the baseline in our user study [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The system
uses a conversation-based Active Learning strategy that
involves users in ongoing sessions of recommendations by
getting feedback on one of the items in each session. Thus, the
system learns the user's preferences in the current context.
An important point is that the system initially recommends
very diverse items without asking its users to input their
initial preferences. After a recommendation set is presented,
the user is expected to give feedback on one of the items in
the form of like or dislike over item features (e.g. price of
the item or color) and can state which features she in
particular likes or dislikes. In case the user submitted a
positive feedback, using the re ne algorithm shows more similar
items. Otherwise, the system concludes a negative progress
has been made and refocuses on another item region and
shows more diverse items. The algorithm keeps the
previously critiqued item in the new recommendation set in order
to allow the user to further critique it for better
recommendations. The explanation strategy used in this system is
very simple. An explanation text is put on top of all items,
which tries to convey the current pro le of the user's
preferences. It allows the user to observe the e ect of her critiques
and to compare the current pro le against the actually
displayed items. An example for such an explanation text is
"avoid grey, only female, preferably shirt/dress".
3.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>How Explicit Feedback Affects Weights</title>
      <p>
        The modeling of the user's preferences is an important
part of the proposed explanation generation strategy and
feedback model and is adapted from the approach of Shopr
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], described in the Baseline section. It is modeled as a
search query q with weights for values of features (e.g. red
is a possible value of the feature color ). For each feature,
there is a weight vector that allows the prioritization of one
feature value over another. A query q for a user looking for
only red dresses from open shops in 2000m reach would look
like this (we here assume that each item has only the two
features 'color' and 'type'):
q = ((distance
      </p>
      <p>2000m) ^ (time open =
now + 30min)); fcolorred;blue;green(1:0; 0; 0);
(1)
typeblouse;dress;trousers(0; 1:0; 0)g</p>
      <p>Our system uses two types of user feedback. One of them
is by critiquing the recommended items on their features
(which was already provided in the baseline system, see
section 3.1). The other is by correcting mistakes regarding
the user's preferences via explicit preference statement.
Explanations are designed to be interactive, so that the user
can state her actual preference over feature values after
tapping on the explanation. If the user states interests on
some feature values, a new value vector will be initialized
for the query with all interested values being assigned equal
weight summing to 1.0 and the rest having 0.0 weight. That
means that the system will focus on the stated feature
values, whereas the other values will be avoided. For example
if a user interacts with the explanation associated with the
query presented in equation 1 and states that she is actually
only interested in blue and green, then the resulting new
weight vector would look like the following (assuming that
we only distinguish between three colors) which will in
uence the search query and thus the new recommendations:
f eedbackpositive(blue; green) :
colorred;blue;green(0:0; 0:5; 0:5)
(2)
3.3</p>
    </sec>
    <sec id="sec-7">
      <title>Generating Interactive Explanations</title>
      <p>The main vision behind interactive explanations is to use
them not only as a booster for transparency and
understandability of the recommendation process but also as an enabler
for user control. In order to explain the current state of the
user model (which stores the user's preferences) and the
reasoning behind recommendations, two types of explanations
are de ned: recommendation- and preference explanations.
3.3.1 Interactive Recommendation Explanations</p>
      <p>Recommendation explanations are interactive textual
explanations. Their rst aim is to justify why an item in the
recommendation set is relevant for the user. Second, they
let the user make direct changes to her inferred preferences.
The generation is based on the set of recommended items,
the user model and the mobile context.</p>
      <sec id="sec-7-1">
        <title>Argument Assessment.</title>
        <p>
          Argument assessment is used to determine the quality of
every possible argument about an item. The argument
assessment method is based on the method described in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] . It
uses Multi-Criteria Decision Making Methods (MCDM) to
assess items I on multiple decision dimensions D (e.g.
features that an item can have) by means of utility functions.
Dimensions in the context of this recommender system are
features and contexts. The method described in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] uses
four scores, which lay a good foundation for the method in
this work. However, their calculations have to be adapted
to the underlying recommendation infrastructure to produce
meaningful explanations.
        </p>
        <p>Local score LSI;D measures the performance of a
dimension without taking into account how much the user values
that dimension. Our system uses feature value weight
vectors to represent both item features and features in a query,
which represents the current preferences of the user. Local
score of a feature is the scalar product of the weight vector
(for that feature) in the query with respective weight vector
in the item's representation. It is formalized as below, where
wI;D represents the feature value weight vector for item
dimension D and wQ;D represents the feature value weight
vector for query dimension D and n stands for the number
of feature values for that dimension:
(3)
(4)
(5)
(6)
wD =
s</p>
        <p>lengthwD
lengthtotal attribute values</p>
        <p>With the following dynamically calculated weight for a
dimension, explanation score of the dimension can be
calculated by multiplying it with the local score of that dimension:</p>
        <p>ESI;D = LSI;D:wD</p>
        <p>
          Information score ISD measures the amount of
information provided by a dimension. The calculation of
information score suggested by [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] is preserved as it already lays a
good foundation to reason whether explaining an item from
a given dimension provides a good value. So, it can be
dened as follows where R denotes the range of explanation
scores for that dimension for all recommended items and I
denotes the information that dimension provides for an item:
LSI;D =
n 1
X wI;D(i):wQ;D(i)
i=0
        </p>
        <p>Explanation score ESI;D describes the explaining
performance of a dimension. The weight for each dimension is
calculated dynamically by using a function that decreases
the e ects of the number of feature values in each
dimension. It is formalized as follows, where lengthwD denotes
the number of feature values in a speci c dimension D and
lengthtotal attribute values the total number of feature values
for all dimensions. Using the square root produced good
results since it limits the e ect of number feature values on
the calculation of weights.</p>
        <p>ISD =</p>
        <p>R + I
2</p>
        <p>
          Range R is calculated as the di erence between the
maximum and minimum explanation score for the given
dimension for all recommended items, namely R = max(ESI;D)
min(ESI;D). Information I, however, is calculated quite
di erently from the strategy proposed by [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. In their
system, a dimension provides less and less information as the
number of items to be explained from the same dimension
increases. This does not apply to the context of the
clothing recommender developed for this work. An item could
still provide good information if not there are not so many
items that can be explained from the same feature value.
For instance, it is still informative to explain an item from
the color blue; although another item is also explained by
the same dimension (color) but from a di erent value, let's
say green. Therefore, I is calculated as a function of the size
of recommendation set (n) and number of items in the set
n h
that has the same value for a dimension (h): I = .
n 1
        </p>
        <p>Global score GSI measures the overall quality of an item
in all dimensions. It is the mean of explanation scores of all
of its dimensions. The following formula demonstrates how
it is formalized, where n denotes the total number of all
dimensions and ESI;Di the explanation score of an item on
ith dimension.</p>
        <p>GSI =</p>
        <p>Pin=01 ESI;Di
n
(7)</p>
        <p>The above-de ned methods for calculating explanation
and information scores are only valid for item features.
Explanations should also include relevant context arguments.
In order to support that, every context instance that is
captured and used by the system in the computation of the
recommendation set should also be assessed. The
explanation score of a context dimension is calculated using
domain knowledge. The most important values for the context
gets the highest explanation score and it becomes lower and
lower as the relevance of the value of the context decreases.
For example, for location context, the explanation score is
inversely proportional to the distance between the current
location of the user and the shop where the explained item
is sold. Explanation score gets higher as the distance gets
lower. Information score is calculated with the same formula
R + I
de ned earlier for features ISD = , but Information I
2
slightly changes. As proposed earlier, it is calculated using
n h
the formula I = , but in this case h stands for the
n 1
number of items with similar explanation score.</p>
      </sec>
      <sec id="sec-7-2">
        <title>Argument Types.</title>
        <p>
          In order to generate explanations with convincing
arguments, di erent argument aspects are de ned by
following the guidelines for evaluative arguments described in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
Moreover, the types of arguments described in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] are taken
as a basis. First of all, arguments can be either positive or
negative. While positive arguments are used to convince the
user to the relevance of recommendations, negative
arguments are computed so that the system can give an honest
statement about the quality of the recommended item. The
second aspect of arguments is the type of dimension they
explain, feature or context. Lastly, they can be primary or
supporting arguments. Primary arguments alone are used
to generate concise explanations. Combination of primary
and supporting arguments are used to generate detailed
explanations. We distinguish between ve argument types:
Strong primary feature arguments, Weak primary feature
arguments, Supporting feature arguments, Context arguments
and Negative arguments.
        </p>
      </sec>
      <sec id="sec-7-3">
        <title>Explanation Process.</title>
        <p>
          The explanation process is based on the approach
described in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] but it is adapted to use the previously
dened argument types. Di erent from the system in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ],
explanations are designed to contain multiple positive
arguments on features. Negative arguments are generated but
only displayed when necessary by using a ramping strategy.
Figure 1 shows the process to select arguments. It follows
the framework for explanation generation described in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]
as the process is divided into the selection and organization
of explanation content and the transformation in a human
readable form.
        </p>
        <p>Content Selection. The argumentation strategy selects
arguments for every item I separately. One or more primary
arguments are selected rst to help the user to instantly
recognize why the item is relevant. There are four alternative
ways to select the primary arguments (alternatives 1 to 4
in gure 1). First alternative is that the item is in the
recommendation set because it was the last critique and it was
carried (1). Another is that the system has enough strong
arguments to explain an item (2). If there are not any strong
arguments, the strategy checks if there are any weak
arguments (3). In case there are one or more weak arguments,
the system also adds supporting arguments to make the
explanation more convincing. Finally, if there are no weak
arguments too, then the item is checked if it is a good
average by comparing its global score GSI to threshold (4).
If so, similar to alternative (3), supporting arguments are
also added to increase the competence of the explanation.
Otherwise the strategy supposes that the recommended item
is serendipitous and added to the set to explore the user's
preferences. With one or more primary arguments, the
system checks if there are any negative arguments and context
arguments to add (5 and 6).</p>
        <p>Surface Generation. The result of the content
selection is an abstract explanation, which needs to be resolved
to something the user understands. This is done in the
surface generation phase. Various explanation sentence
templates are decorated with either feature values or context
values (7 and 8). Explanation templates are sentences with
placeholders for feature and context values stored in XML
format. The previously determined primary argument type</p>
        <sec id="sec-7-3-1">
          <title>Text template Example phrase</title>
          <p>Strong argument \Mainly because you currently like X."
Weak argument \Partially as you are currently
interested in X."
Supporting argu- \Also, slightly because of your current
ment interest in X."
Location context \And it is just Y meters away from
you."
Average item \An average item but might be
interesting for you."
Last critique \Kept so that you can keep track of
your critiques."
Serendipity \This might help us discovering your
preferences." or \A serendipitous item
that you perhaps like."
Negative argu- \However, it has the following
feament ture(s) you don't like: X, Y [...]."
is used to determine which type of explanation template to
use. Feature values in the generated textual output are then
highlighted and their interaction endpoints are de ned (9).
The resulting output is a textual explanation, highlighted
in the parts where feature values are mentioned. They are
interactive such that, after the user taps on the highlighted
areas, she can specify what she exactly wants.
3.3.2</p>
        </sec>
      </sec>
      <sec id="sec-7-4">
        <title>Interactive Preference Explanations</title>
        <p>Preference explanations have got two main goals. First,
they aim to let the user inspect the current state of the
system's understanding of the user's preferences. Second, they
intend to let the user make direct changes to the
preference. Two main types of preferences explanations are
dened, interactive textual explanations and interactive visual
explanations.</p>
      </sec>
      <sec id="sec-7-5">
        <title>Generating Textual Preference Explanations.</title>
        <p>The only input to textual preference explanation
generation algorithm is the user model. For each dimension D
the algorithm can generate interactive explanations.
Dimensions are features that an item can have. The algorithm
distinguishes between four feature value weight vectors,
indicating di erent user preferences: First, the user is indi erent
to any feature value. Second, the user is only interested in
a set of feature values. Third, the user is avoiding a set of
feature values. And fourth, the user prefers a set of feature
values over others.</p>
      </sec>
      <sec id="sec-7-6">
        <title>Generating Visual Preference Explanations.</title>
        <p>Visual preference explanations are generated also by using
the user model, more speci cally by making use of the array
of feature value weight vectors, which represents the user's
current preferences. For each feature, there is already a
feature value weight vector, which indicates the priorities of
the user among feature values. All those weights are between
0.0 and 1.0 summing up to 1.0. They could be scaled to a
percentage to generate charts showing the distribution of
percentage of interests for feature values.</p>
        <p>In order to generate charts, it is also required to determine
with which color and description a feature value will be
represented in a chart. In order to support that, a feature value</p>
        <sec id="sec-7-6-1">
          <title>Text template Example phrase</title>
          <p>Only some val- \You are currently interested only in
ues X, Y [...]." The word \only" in the
text is emphasized in bold.</p>
          <p>Avoiding some \You are currently avoiding X, Y
values [...]." The word \avoiding" is
emphasized in bold.</p>
          <p>Preferably some \It seems, you currently prefer X, Y
values [...]."
Indi erent to \You are currently indi erent to X
feature feature".</p>
          <p>(a)
(b)
appearing in the chart is modeled with its weights (scaled
to a percentage), color and description in the user interface.
Figure 5 illustrates this chart representation.
3.3.3</p>
        </sec>
      </sec>
      <sec id="sec-7-7">
        <title>Using Text Templates Supporting Variation</title>
        <p>XML templates are used to generate explanation sentences
for the di erent user preference types in English language.
Those templates contain placeholders for feature and
context values which are replaced during the explanation
generation process. For recommendation explanations, there are
a few sentence variations for almost every type of arguments.
See table 1 for examples of the di erent text templates for
recommendation explanations. These templates can be used
in combination with each other. For example, supporting
arguments can support a weak argument. In such cases,
argument sentences are connected using conjunctions.</p>
        <p>Similar mechanism is also used for the preference
explanations. However, to keep it simple, variation is not provided,
as the number of features to explain is already limited. See
table 2 for selected examples of several text templates for
preference explanations.
3.4</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Interaction and Interface Design</title>
      <p>The rst issue was to clarify how to integrate the
interaction process with textual explanations. It was envisioned
to give the user the opportunity to tap on the highlighted
(a)
(b)
areas of the explanation text to state her actual preferences
on a feature. This leads to a two-step process. First, the
user sees an item with an explanation including highlighted
words (highlighted words are always associated with a
feature, see gure 2a) and taps on one of them (e.g. in gure
2b, "t-shirt" was tapped). Then the system directs the user
to the screen where the user can make changes. In this
second step, she speci es which feature values she is currently
interested in. Lastly, the system updates the list of
recommendations which complets a recommendation cycle. Note
that the critiquing process and associated screens from the
project Shopr, which is taken as a basis (see section 3.1)
are kept in the developed system. Eventually, the
interaction is a hybrid of critiquing and explicitly stating current
preferences. On top of each explicit feedback screen, a text
description of what is expected from the user is given.</p>
      <p>Due to the applied ramping strategy mentioned in
section 3.3.1, all extra arguments in explanations that are not
important were not shown as explanations in the list of
recommendations but in the screen where item details are
presented. Tapping on an item picture accesses that screen.
Here, the user can also browse through several pictures of
an item by swiping the current picture from right to left
(see gure 3b). In order to make it obvious for the user, the
sentences with positive arguments always start with a green
\+" sign. Negative arguments sentences, on the other hand,
always start with a red \-" sign (see gure 3).</p>
      <p>The next issue was to implement preference explanations,
what we call Mindmap feature. Mindmap feature is the way
that system explains its mental map about the preferences
of the user. The overview screen for mindmap was designed
to quickly show the system's assumptions about the user's
current preferences. To keep it simple but yet usable, only
textual explanations are used for each feature (see gure 4b).
In order to make it easy for the user to notice what is
important, the feature values used in the explanation text are
highlighted. Moreover, every element representing a feature
is made interactive. This lets the user access the explicit
feedback screen to provide her actual preferences.</p>
      <p>The user should also be able to get more detailed visual
information for all the features. In order to achieve that, a
di erent \drill down" screen for all screens was developed as
part of the mindmap feature. Figure 5 shows the mindmap
detail screens for the clothing color feature. The user's
preferences on feature values are represented as a chart. Every
feature value is displayed as a di erent color in the charts.
One of the most important features is that the highlighted
parts of the explanation texts and the charts are interactive
as well which lets the user access the explicit feedback screen
to provide her actual preferences.</p>
      <p>The full source code and resources for the Android app
and the algorithm are available online1.
4.</p>
    </sec>
    <sec id="sec-9">
      <title>USER STUDY</title>
      <p>The main three goals of the evaluation are: First, to nd
out whether transparency and user control can be improved
by feature-based personalized explanations supported by
scrutable interfaces in recommender systems. Second, to nd out
whether side goals such as higher satisfaction are achieved
and lastly to see whether other important system goals such
as e ciency are not damaged.
4.1</p>
    </sec>
    <sec id="sec-10">
      <title>Setup</title>
      <p>The test hardware is a 4.3 inch 480 x 800 resolution
Android smartphone (Samsung Galaxy S2) running the Jelly
Bean version of the Android operating system (4.1.2).</p>
      <p>
        Two variants of the system are put to the test. In order
to refrain from the e ects of di erent recommender
algorithms, both variants use the same recommendation
algorithm which uses diversity-based Active Learning [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Moreover, critiquing and item details interfaces are exactly the
same. The di erence lies in the explanations: The EXP
variant refers to the proposed system, described in the previous
section. In order to test the value of the developed
explanations and scrutinization tools, a baseline (BASE variant) to
compare against is needed (see subsection 3.1). The study
is designed as within-subject to keep the number of testers
at a reasonable size. Thus one group of people tests both
variants. Which system is tested rst was ipped in between
subjects so that a bias because of learning e ects could be
reduced.
      </p>
      <p>In order to create a realistic setup, it is necessary to
generate a data set that represents real-world items. For that
purpose, we developed a data set creation tool as an
opensource project2. The tool crawls clothing items from a
wellknown online clothing retailer website. To keep the amount
of work reasonable, items were associated with an id, one of
19 types of clothing, one of 18 colors, one of 5 brands, the
price (in Euro), the gender (male, female or unisex) and a
list of image links for the item. The resulting set is 2318
items large, with 1141 for the male and 1177 for the female
gender.</p>
      <p>For the study, participants of various age, educational
background and current profession were looked for. Overall
30 people participated, whereas 33% of users were female
and 67% were male.</p>
      <p>The actual testing procedure used in the evaluation was
structured as follows: We rst asked the participants to
provide background information about themselves, such as
demographic information and their knowledge about mobile
systems and recommender systems. Next, the idea of the
1https://github.com/adiguzel/Shopr
2https://github.com/adiguzel/pickpocket
(a)
(b)
system was introduced and the purpose of the user study
was made clear. We chose a realistic scenario instead of
asking users to nd an item they could like:
Task: Imagine you want to buy yourself new clothes for
an event in a summer evening. You believe that following
type of clothes would be appropriate for this event: shirt,
t-shirt, polo shirt, dress, blouse or top. As per color you
consider shades of blue, green, white, black and red. You
have a budget of up to e 100. You use the Shopr app to look
for a product you might want to purchase.</p>
      <p>After introducing them to the task, users were given hands
on time to familiarize themselves with the user interface and
grasp how the app works. After selecting and con rming
the choice for a product, the task was completed. Then
testers were asked to rate statements about transparency,
user control, e ciency and satisfaction based on their
experience with the system on a ve-point Likert scale (from 1,
strongly disagree to 5, strongly agree) and o er any general
feedback and observations. After having tested both
variants, participants stated which variant they preferred and
why that was the case.
4.2</p>
    </sec>
    <sec id="sec-11">
      <title>Results</title>
      <p>
        The testing framework applied in the user study is a
subset of the aspects that are relevant for critiquing
recommenders and explanations in critiquing recommenders. It
follows the user-centric approach presented in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The
measured data is divided into four areas: transparency, user
control, e ciency and satisfaction.
      </p>
      <p>The means of the measured values for the most important
metrics of the two systems, BASE denoting the variant using
only simple non-interactive explanations, EXP the version
with interactive explanations, are shown in table 3. Next
to the mean the standard deviation is shown, the last
column denoting the p-value of a one-tail paired t-test with 29
degrees of freedom (30 participants - 1).</p>
      <p>In order to measure actual understanding after using a
variant, users were asked to describe how the underlying
recommendation system of that variant works. In general,
almost all of the participants could explain for both
recommenders that the systems builds a model of the user's
preferences in each cycle and uses it to generate
recommendations that can be interesting for the user.</p>
      <p>On average, when asked if a tester understands the
system's reasoning behind its recommendations, EXP performs
better than BASE (mean average of 4.63 compared to 4.3
out of a 1-5 Likert scale). Further analysis suggests that the
variant with interactive explanations (EXP) is perceived
signi cantly more transparent than the variant with baseline
explanations (one-tail t-test, p&lt;0.05 with p=0.018).</p>
      <p>Users were asked about the ease of telling the system what
they want in order to measure the overall user control they
perceived. Average rating of participants was better with
EXP (4.33 versus 3.23). In a further analysis, EXP seemed
signi cantly better in terms of perceived overall control than
BASE (one-tail t-test, p&lt;0.05 with p=0.0003).</p>
      <p>When asked about the ease of correcting system mistakes,
EXP performs a lot better than BASE (mean average of
4.36 compared to 3 out of a 1-5 Likert scale). Further
analysis reveals that EXP is signi cantly better in terms of
perceived scrutability than BASE (one-tail t-test, p&lt;0.05 with
p=0.6.08E-06).</p>
      <p>Participants completed their task in average one cycle less
using EXP than BASE (6.5 with EXP, 7.46 with BASE).
However, one-tail t-test shows that EXP is not signi cantly
better than BASE (p&gt;0.05 with p=0.14).</p>
      <p>The next part of measuring objective e ort is done via
tracking the time it took for each participant from seeing
the initial set of recommendations until the target item was
selected. On average BASE seems to be better with a mean
session length of 160 seconds against 165 seconds. However,
it was found not to be signi cantly more time e cient
(onetail t-test, p&gt;0.05 with p=0.39). One reason for this could
be that although EXP gives its users tools to update
preferences over several features quickly, it has more detailed
explanations. Thus, users spent more time with reading.</p>
      <p>Users were asked about the ease of nding information
and the e ort required to use the system in order to get
an idea about the system's e ciency. The participants'
av7.46
160 s
3.64
74
6.5
165
s
4.33
4.43
0.85
6.08E</p>
      <p>06
3.28 0.14
83 0.39
erage rating was better with EXP with 4.33 against 3.43
with BASE. Further analysis revealed that users perceived
EXP signi cantly more e cient than BASE (one-tail t-test,
p&lt;0.05 with p=0.0003).</p>
      <p>When inquired how satis ed participants were with the
system overall, EXP performs better with 4.43 against 3.76.
One-tail t-test suggests that this is a signi cant result (p&lt;0.05
with p=0.0004).</p>
      <p>Finally, participants were asked to pick a favorite from
the two evaluated variants. 90% preferred the variant with
interactive explanations (EXP) over the variant with simple
non-interactive explanations (BASE), mostly because of the
increased perception of control over recommendations.</p>
    </sec>
    <sec id="sec-12">
      <title>CONCLUSION AND FUTURE WORK</title>
      <p>This work investigated the development and impact of a
concept featuring interactive explanations for Active
Learning critique-based mobile recommender systems in the
fashion domain. The developed concept proposes the generation
of explanations to make the system more transparent while
also using them as an enabler for user control in the
recommendation process. Furthermore, the concept de nes the
user feedback as a hybrid of critiquing and explicit
statements of current interests. A method is developed to
generate explanations based on a content-based recommendation
approach. The explanations are always made interactive
to give the user a chance to correct possible system
mistakes. In order to measure the applicability of the concept,
a mobile Android app using the proposed concept and the
explanation generation algorithm was developed. Several
aspects regarding display and interaction design of
explanations in mobile recommender systems are discussed and
solutions to the problems faced during the development process
are summarized. The prototype was evaluated in a study
with 30 real users. The proposed concept performed signi
cantly better compared to the approach with non-interactive
simple explanations in terms of our main goals to increase
transparency and scrutability and side goals to increasing
perceived e ciency and satisfaction. Overall, the developed
interactive explanations approach demonstrated the user
appreciation of transparency and control over the
recommendation process in a conversation-based Active Learning
mobile recommender system tailored to a modern smartphone
platform. Some changes, such as increasing the number of
recommendations, skipping to the next list of
recommendations without critiquing and having more item attributes for
critiquing, could make the application even more appealing.</p>
      <p>Future development may also include the creation of more
complex recommendation scenarios to test the capability of
the proposed concept even further. One can add more item
features to critique and also take the user's mobile context
(e.g. mood and seasonal conditions) into account during
the recommendation process. Furthermore, future research
might study the generation of interactive explanations for
systems with rather complex recommendation algorithms.
Interactive explanations might make adjustable parts of the
algorithm transparent and allow the user to change them.</p>
    </sec>
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