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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Context-aware User Interaction for Mobile Recommender Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Shabnam Najafian Wolfgang Wörndl</string-name>
          <email>an@gmail.com</email>
          <email>shabnam.najafian@gmail.com woerndl@in.tum.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthias Braunhofer</string-name>
          <email>mbraunhofer@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of</institution>
          ,
          <addr-line>Bozen-Bolzano, Piazza Domenicani 3, 39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Technical University of Munich Technical University of Munich</institution>
          ,
          <addr-line>Boltzmannstr. 3 Boltzmannstr. 3, 85748 Garching, Germany 85748 Garching</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We are witnessing more and more mobile recommender systems applied in e-tourism, utilizing contextual information in order to boost productivity and user experience by generating more tailored suggestions to them. In the meantime, the design of these applications is getting more and more user-centered. Context of use is playing an important role in the appropriateness of a user interface (UI). This motivates our study to devise a novel approach for augmenting user interaction experience on smartphones by exploiting the current context of the end user. For this purpose, we have designed and implemented a context-aware UI based on an existing mobile application for recommending tourist places. We have conducted a user study and measured the e ectiveness of our method in terms of three attributes: task completion time, the perceived user ease of use and the perceived user satisfaction. The within-subject evaluation conducted with 25 participants con rms that the proposed contextaware UI can enrich user interaction experiences. User interfaces; mobile application; recommender system; tourist guide; user study</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>For many tourists, smartphones and other mobile devices
have become indispensable as electronic personal tour guides,
since they enable the access to tourist information and
services anytime and anywhere. Particular emphasis has been
given to bene ts of exploiting contextual information in
applications to provide highly accurate and relevant services
to users. However, utilizing these contextual parameters to
update the user interface (UI) based on the user's current
contextual situation has not been given much consideration
in previous studies. The fundamental motivation for our
work is to investigate the in uence of exploiting the traveler
context in which the mobile tourism application is intended
to be used in order to o er a situation-aware UI.</p>
      <p>The primary hypothesis of the study is whether tailoring
the application's UI and interaction methods to the current
context of the end user enriches the end user's interaction
experience. Because by considering context of use, more
supportive input modalities might be o ered to users to
assist them for their current situation. To prove this
hypothesis, in this paper, we propose and test di erent UI options
in certain contextual situations such as moving context and
still context. We also present the results of a conducted user
study in which users were asked to test the adapted UI and
compare it with the original, non-adapted UI. In this user
study, we logged the user interaction and recorded the task
completion times. Besides that, we measured the perceived
user satisfaction and ease of use by means of an online
questionnaire.</p>
      <p>
        The contents of this article can be summarized as follows:
Section 2 discusses related work and focuses on the existing
applications. We will then describe the solution and
highlevel design and elaborate the technical set-up of the
experiments in Section 4. We designed and implemented our work
upon of a fully functional application that is called South
Tyrol Suggests (STS) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], which we will describe in more
details in Section 3. Section 5 is dedicated to evaluation
results of our experiment and a discussion of the proposed
novel methodology addressing the research concerns.
Finally, Section 6 draws conclusions and provides future work
directions.
2.
      </p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>In this section, we investigate the current state of the art
of: 1) the available interaction methods in existing
applications, 2) and the literature and other approaches proposed
for tourism recommender systems (RSs) on smartphones.
2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Interaction Methods on Existing Apps</title>
      <p>
        Due to the lack of more exible and personalized gestures
for interaction with smartphones and the limitation of their
screen sizes and other resources to access rich functionalities,
new methods of input for mobile devices should be
investigated and expanded. To resolve the aforementioned issue,
extensive research has been conducted and a large number
of interaction modalities has been proposed. Brewster et
al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] studied pressure input method in their work. They
designed a pressure-based keyboard where a soft press on
the touchscreen generated a lowercase letter and a harder
press an uppercase one. The results showed that text entry
with pressure keyboard was e ective and can outperform a
standard shift-key keyboard design on a mobile touchscreen
device.
      </p>
      <p>
        In addition, as nowadays most of the tasks are being done
mobile, we need more interactions that leave visual
attention unoccupied, so that users can concentrate on their main
activity. One of these eyes-free input modalities is auditory
interfaces presented by Sodnik et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], which is useful
for non-concentrated situations like driving. The proposed
approach proved to be very e ective and safe to use, since
the driver could have a low-level distraction compared to
the traditional user interactions. Likewise, in our previous
work [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], we investigated three di erent input methods in
such non-concentrated scenarios. We compared three
different input methods and we demonstrated free-form
gestures such as tilt in our application outperformed other
input modalities when the environment is distracting, and are
more embraced by users in spite of higher noise rate to the
cause of non- concentrated situations' nature.
      </p>
      <p>
        Authors in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] expanded the bandwidth of new
interaction methods by proposing rotation of a handheld device
around a single axis in a 90 degree range to make choice
among menu items. The system is immediately learnable
by novices and supports eyes-free use by experts.
      </p>
      <p>
        Previously, Dybdal et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] investigated hands-free
interactions using eye movements only to control mobile devices.
Two gaze-based strategies, i.e., dwell time selections and
gaze gestures, were compared in their experiment to
discover the optimal interaction with smartphones. The main
advantage of gaze interaction is that it can be done
handsfree, thus allowing to control a mobile device without
touching it. They demonstrated, gaze gestures are less error prone
and were faster than dwell selections by gaze but generally
gaze interaction had a lower performance than touch
interaction.
      </p>
      <p>
        Another interesting technique proposed to enhance the
performance of user interaction on smartphones is voice.
Sakamoto et al. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] suggested a technique called voice
augmented manipulation (VAM) to augment a user's input (a
nger gesture or button press) with voice input in a mobile
device. There were two methods: one used a user's voice
and nger gestures (scrolling, pinching, etc.), and the other
used a user's voice and a button interface.
      </p>
      <p>
        Recently, Rozado et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] also carried out a study to
test the feasibility of using gaze gestures to interact with a
smartphone. They compared two modalities of performing
the gesture: without dwell-time and with dwell-time. Based
on a data set collected from 20 participants, the
modality without using dwell had faster completion time, yet less
accurate and more error probable than the modality using
dwell time. Hence, learning e ects have been studied in this
project, which revealed no obvious learning e ect over time
in accuracy or performance.
      </p>
      <p>
        Chen et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] presented BlindPass, a new password entry
method. They developed and evaluated four eyes-free
password entry methods: (i) Number Pad, which augments the
conventional input methods such as number pad with
auditory feedback, tactile feedback, or both; (ii) Wheel, which
mimics the spatial location of numbers in the clock face.
Users can tap the numbers according to their spatial
difference, or swipe along the screen to enter a password; (iii)
Stroke, which allows users to enter the password using
gesture, similar to a marking menu; and nally (iv) Scroll,
where users input the password by swiping up or down
from any position on the screen until the desired number
is reached before lifting up their nger; on a smartphone
in order to enhance security in secured applications such
as e-banking, booking ight tickets, and etc. Their results
showed that eyes-free passwords are easy to use and
relatively easy to learn. Further, both Wheel and Stroke input
methods were faster to perform.
      </p>
      <p>Prior studies have explored a variety of input modalities,
however, most of the work discussed so far is not for tourism
and/or mobile domain. We focused on applying some of the
user-centered, exible gestures which could possibly improve
tourists' mobile interaction satisfaction.
2.2</p>
    </sec>
    <sec id="sec-4">
      <title>Tourist Recommender Systems on Smartphones</title>
      <p>The capabilities of modern smartphones make them a
primary and indispensable platform in people's everyday life.
One of their most attractive services that people take
advantage is mobile tourist guide applications wherein tourists
increasingly spend considerable time planning their travel
activities. Therefore, we review some of the research in this
area that in uenced our solution. New developments in
network connectivity and the wide variety of available sensors
in current mobile devices gave rise to the eld of
contextaware application and services, assisting applications to o er
more personalized and tailored services to tourists in order
to address some of the limitations of handheld devices such
as small size and limited processing power.</p>
      <p>
        Lately, Gavalas et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] proposed a classi cation of
existing mobile tourism RSs prototypes on the basis of the
following aspects: (a) their chosen architecture, (b) the degree
of user involvement in the delivery of recommendations, and
(c) the criteria taken into account for deriving
recommendations. Furthermore, they investigated the last item in more
detail and classi ed as following: user constraints-based
recommender systems, pure location-aware recommender
systems, context-aware recommender systems and critique-based
recommender systems. At the end the potential trends for
this eld in addition to its challenges have been provided.
      </p>
      <p>
        One of the earliest works that applied context-awareness
in the mobile tourist application was Setten et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] in
2004. They combined context-awareness with recommender
systems in a mobile tourist application named COMPASS
which serves a tourist with map-based information services
based on their interest and some speci c context.
      </p>
      <p>
        Another context-aware mobile recommender project, i.e.,
ReRex [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], has investigated the importance of exploiting
a traveler's contextual situation for recommending
pointsof-interests (POI) on mobile recommender systems and
assessed user acceptance of these recommendations by asking
users to judge whether that contextual factor actually
affects their rating. They took into account several important
contextual factors which seem more e ective in the
generation of the relevant and personalized recommendation and
shortly justi ed the recommendations. The results revealed
the higher user acceptance and satisfaction for the
contextaware version.
      </p>
      <p>
        In 2013, Braunhofer et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] initiated the development of
South Tyrol Suggests (STS), a context-aware mobile
recommender system that suggests POIs in South Tyrol in
Italy. STS provides several innovative interface elements,
including: (a) personality questionnaire, i.e., a brief and
entertaining questionnaire used by the system to learn the
user's personality; (b) active learning module that acquires
context-dependent ratings for POIs that users are likely to
have experienced, hence, reducing the stress and annoyance
to rate (or skip rating) items that the users do not know
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]; and (c) recommendation module that relying on matrix
factorization leverages context-dependent ratings and
personality information in order to generate more relevant
personalized recommendations for users, even if they are new to
the system (i.e., new user cold-start problem). In several live
user studies and analyzing the log data produced by a larger
sample of users that have freely downloaded and tried STS
through Google Play Store, the authors have evaluated the
system and showed that the system in general is perceived
as useful and easy to use.
      </p>
      <p>
        Biuk-Aghai et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] designed and implemented
contentbased recommender systems for tourists. They extended
their previous app "MacauMap" (a mobile tourist guide and
map system) and employed a genetic algorithm for
generating travel plan and a fuzzy-logic based module for calculating
visit/stay times for each stop of the entire trip.
      </p>
      <p>
        In order to o er more customized items to travelers,
Kularbphettong et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] introduced hybrid recommendation
on smartphones including ontology, collaborative- ltering
and location-based services methodologies. They designed
and implemented a heritage-tourism mobile recommender
system and assessed the suitability of places for users by
using aforementioned methodologies.
      </p>
      <p>
        Tumas et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] implemented a personalized mobile city
transport advisory system (PECITAS). Using this app users
can obtain recommendations for personalised paths between
two arbitrary points in the city of Bolzano, Italy by city
transport means and walking which generates multiple routes.
They used knowledge-based technology to recommend and
rank di erent routes more personalized to the guests by
exploiting their travel-related preferences.
      </p>
      <p>
        Pawara et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] implemented and tested a prototype
which is an example of systems using collaborative- ltering.
The application took advantages of collaborative user-generated
content, which has a location-aware chat system. They claim
that their application has easier access to information than
those that used social network as it does not require process
of joining and requesting associations so as to approach the
valuable information of other tourists.
      </p>
      <p>
        Page et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] discovered that a communication style
personality trait they called "for your information" (FYI)
mostly predicts the adoption of location-sharing social
networks (LSSN) and disclosure behavior. LSSN enable users
to share their location with their family and friends and
bene t of social advantages. They also found that the youngest
interviewees are commonly FYI communicators.
      </p>
      <p>
        One of the recent works which utilizes contextual
information for recommendation is Pythia, a privacy-enhanced
personalized contextual suggestion system for tourism. An
innovative user-centric architecture has been proposed in this
work which combines the following features: the (sensitive)
personal data (e.g., location data) are stored at the user-side
as well as the pro le of user interest which will be created
based on these data. The contextual suggestions are also
generated at the user-side. This combination o ers strong
privacy since the personal data is not disclosed to any party,
including the recommender service provider [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>The state of the art stated in this section reveals that
mobile tourism RSs are one of the most popular strand
of research for mobile RSs. Particular emphasis has been
given to bene ts of exploiting contextual information to
deliver highly accurate and relevant recommendations.
Despite these signi cant e orts, not much work has been done
with respect to exploit these contextual parameters to
update the UI based on user current situations. This highlights
our study motivation that takes into account traveler current
context to o er situation-aware UI.
3.</p>
    </sec>
    <sec id="sec-5">
      <title>APPLICATION SCENARIO</title>
      <p>
        We designed and implemented our work upon South Tyrol
Suggests (STS) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. STS is an Android-based mobile
recommender system aimed at o ering context-aware
recommendations for touristic items (i.e., accommodations,
restaurants, sport, cultural attractions and events) for the South
Tyrol region of Italy. Its main functionality is to suggest
context-aware and tailored recommendations of touristic items
to tourists and they can search for POIs.
      </p>
      <p>This application uses a repository of approximately 27,000
POIs/tourist items data, as it is connected to the most
comprehensive databases o ered by the Regional Association
of South Tyrol's Tourism Organizations (LTS1), the
Autonomous Province of Bolzano2, the Municipality of Bolzano3
and SASA4.</p>
      <p>The system computes rating predictions for items by
considering their contextual information with the aim of
providing more accurate and personalized recommendations for
tourists. Moreover, user personality and active learning are
exploited in order to tackle the cold-start problem. Then,
the items with the highest predicted ratings are recommended
for that speci c context.</p>
      <p>
        As depicted in Figure 1, the rst phase of the active
learning procedure in STS starts by entering some basic
information by the user through registration stage such as her
birthdate and gender, in addition to the Five-Item
Personality Inventory (FIPI) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>Another source of information to predict the most relevant
items for the user can be obtained from the context settings,
which are accessible from the user pro le page, as illustrated
in 2. They allow the user to ne-tune the current contextual
situation by enabling and setting the values of those factors
that can not be automatically acquired, such as the duration
of the current stay, the user knowledge of the travel area, the
current budget, the actual companion and feelings.</p>
      <p>By exploiting the evaluated personality (as mentioned
previously), the user's age and gender (if available), in addition
to the value of the considered contextual factors, the system
1LTS: www.lts.it
2Autonomous Province of Bolzano: www.provinz.bz.it
3Municipality of Bolzano: www.gemeinde.bozen.it
4SASA: www.sasa.bz.it
identi es and shows 20 highly relevant POIs to the tourist.
The user can see for each item on the list information such
as a photo, its name, as well as an explanation of the
reason why that recommendation has been o ered which
estimated most in uential contextual condition by the system.
Another feature of the POI suggestions screen is that it
provides users with a pop-up window that request the user to
provide more ratings-in-context for POIs, as can be seen in
Figure 3.</p>
      <p>As illustrated in Figure 4 (left), by clicking on any
preferred item, the user is redirected to the item details page
where she can access more data of the selected POI such
as its photo, name, description, user reviews, its category
as well as an explanation of why this item was o ered to
the user or request a route suggestion to reach there.
Tagging and bookmarking the POI in order to easy get back
to it later is also possible in this page. Furthermore, there
are options to rate the item as well as write a review for it,
which is depicted in the right image.</p>
      <p>Our work enriches the app by considering context such
as tourists' current activity like walking or still in order to
tailor the UI.
4.</p>
    </sec>
    <sec id="sec-6">
      <title>DESIGN AND IMPLEMENTATION</title>
      <p>This section provides a description of the research
approach used in this project in addition to other possible
solutions that might be useful. At rst, the initial ideas
are explored, and then we elaborate on the technical setup
of the described experiments in this section.
4.1</p>
    </sec>
    <sec id="sec-7">
      <title>Research Methodology</title>
      <p>
        The main idea is tailoring and adopting input modalities
to interact with handheld devices based on tourist's current
contexts. In our previous work [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], we investigated the
inuence of interaction methods on the user's rating behavior
as one possible source of noise in ratings. In the next stage,
we would like to address the following issues:
      </p>
      <sec id="sec-7-1">
        <title>Automatic context detection</title>
      </sec>
      <sec id="sec-7-2">
        <title>Introduce new interaction methods</title>
        <p>Set an appropriate modality for the detected context
Afterwards, we implemented the solution into STS for the
experimentation. Finally, the perceived user satisfaction
was evaluated to measure the usefulness of our proposed
approach.
4.2</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Contextualizing Input Methods</title>
      <p>It is important to identify meaningful contextual factors,
e.g., ambient conditions, display brightness level, display
size, noise level, user activity, experience of user
(experienced or new). Also it is crucial to identify possible
interaction consequences (e.g., interface will change from colour
to black and white, font or picture size increases, certain
functionality like voice input / output is omitted, certain
functionality asks for con rmation (e.g., "5 stars? Are you
sure?"). Users could then be asked to perform a speci c user
task under various contextual conditions (can be simulated)
using a speci c interaction method (e.g., search for a POI
recommendation, provide a review for a POI) and provide
their subjective feedback, which together with some implicit
feedback (time to completion, success rate, ...) will be used
to evaluate the right interaction method for each context.</p>
      <p>
        Table 1 has been obtained by analyzing some other
scienti c methods in addition to suggesting some new context
and interaction consequence(s) pairs to examine. Zheng et
al. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] have proposed a rule-based approach in order to
design the context-sensitive mobile UI. The rules consisted of
conditions and actions. In order to personalize their
proposed context-sensitive UI, they have considered the context
information that comes from various sensors built in the
mobile device as well as from the user's pro le. Suppose, for
instance, a user wants to check the latest recommendations
and order an item in a dark and noisy environment. Then,
the UI can display the result in large font text, increase the
brightness level of the screen; accept the order given by the
user by tapping, rather than typed on the keyboard, or by
voice in order to adapt to the context. In this scenario, the
rule was: change to large text output while the environment
is dark and noisy. Besides, there were three options to
accept the order given by the user including tapping, typing
on the keyboard, or by voice. Each action would be
activated based on the match context value. Therefore, tapping
would be activated in her current situation.
      </p>
      <p>Our research di ers in that we have been able to
implement a context-adaptive UI and conduct a user study to
investigate whether it enriches the end user interaction
experience on smartphones.</p>
      <p>In the following, we are describing the suggested context
and UI consequence(s) pairs:</p>
      <p>To improve the accuracy of the user rating we propose to
ask her for con rmation after entering a rating, while she is
stressed by high noise levels. For example, "1 star? Are you
sure?"</p>
      <p>On-screen tutorials/context-sensitive help can quickly show
new users what's important on the Application in use. Hence,
gestures used for the interaction and the UI controls can also
be explained.</p>
      <p>
        For some situations like driving it is very important
employing interactions to not draw the user's visual attention
away from their main activity. Sodnik et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] proposed
exploiting auditory interfaces, which are eyes-free gestures
and proved they have a low-level distraction compare to the
traditional user interactions. Therefore, these interfaces are
very e ective and safe to use.
      </p>
      <p>When a user is in distracting situations such as
walking, it is hard to focus on the mobile screen. Thus, bigger
icons/buttons and large font size was proposed to keep the
user focused on her main activity. In contrast, in a sitting
situation she can further concentrate on her mobile screen
so representing more details might be preferred.</p>
      <p>In high noise level conditions, detecting the correct
command via voice is very challenging. So, omitting the voice
gesture is recommended in these situations.</p>
      <p>Another case is when the weather is cold; touchscreen
gestures would be very annoying. Since users do not like to
be enforced taking their gloves o and freezing their ngers
o to use the smartphones. Hands-free gestures like voice or
gaze have no such problem.</p>
      <p>
        Rozado et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] indicated the bene ts of using gaze
gestures in situations where one or both of our hands are busy
with other tasks. For example, when using public
transportation and holding the smartphone with one hand while
using the other hand to hold a handle, it would be very
useful to send commands to the phone by means of gaze
gestures.
      </p>
      <p>
        In addition, downloading videos are only suggested if the
mobile phone is using Wi-Fi signals. In other Internet
connections (e.g., 3G) the application only displays images [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        Meanwhile, in our previous study [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], we illustrated that
di erent users might prefer di erent interaction methods in
various contexts. As a result, a dynamic adaptation of the
UI based on individual users is preferred. The
appropriate UI for the detected context and the user type must be
learned by the system, not simply enforced by the system
designer. Thus, there is the need to implement learning
techniques that detect what input modality or UI element
quali es that speci c situation as well as the user type. This
could be done as a classi cation task where its input
comprises the user personality type and the corresponding
context, and the category/class is one of the available input
modalities/UI features.
      </p>
      <p>We are in the phase of proposing and testing the several
options in the certain contextual situations, which can be
the foundation of a dynamic adaptation. In other words,
this information can be utilized as example inputs for
personalization.</p>
      <p>We created Table 1 as a starting point with options in
principle. However, we opted to implement only some of
them which will be represented in the Table 2. A user study
will allow to determine which interaction consequence(s) are
truly relevant for the various contexts.</p>
    </sec>
    <sec id="sec-9">
      <title>4.3 Implementation Details</title>
      <p>Table 2 speci es the augmented functionalities for the STS
app in this study.</p>
      <p>
        One of the most important contexts for the study
purpose is the user's current activity. To this objective, we
used Google's Android Activity Recognition API [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to
recognize a user's current activity, such as walking, driving, or
standing still.
4.4
      </p>
    </sec>
    <sec id="sec-10">
      <title>User Interface</title>
      <p>The screen where users are asked to bookmark an item is
illustrated in Figure 6. We proposed long press anywhere
on the item detail page as a bookmark interaction method
in moving context which is shown in Figure 6b. Figure 6a
shows how to bookmark an item in original UI before
applying context-awareness.</p>
      <p>
        As shown in Figure 7 there are three options for rating.
For moving context, we suggested removing pop-up review
page and tilt gesture for rating in the main item detail page
(Figure 7c). In addition, one- nger-hold-pinch was proposed
for sitting context on the pop-up review page (Figure 7b).
This gesture is a two- nger gesture. One nger is kept on
the screen, while the second nger goes farther or closer
on the screen to increase or decrease the rating stars [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Figure 7a also shows the original UI for rating which works
by touching the star on the review pop-up page.
5.
      </p>
    </sec>
    <sec id="sec-11">
      <title>USER STUDY AND EVALUATION RESULTS</title>
      <p>To evaluate the usability and e ectiveness of our
proposed method, we did an experiment to examine how the
quality of user interaction in a mobile recommender system
environment is in uenced by the context-adaptive,
multimodal UI based on the user's current context. Another
objective of this study was to study the learning curve, i.e.,
to see whether task completion time or other metrics are
lower/better (changes) after n iterations (trials) with the
same interaction method. At the end we evaluated the
usefulness of our proposed approach and the e ciency of the
opted interaction method for each context condition by
assessing the objective criteria (e.g., task completion time)
as well as subjective measures (i.e., perceived user
satisfaction etc.). The tests that were performed include a main
comparison: STS original UI (non-context-aware UI) versus
context-aware UI.</p>
      <p>Side hypotheses of the research are de ned as follows:
H1 Bigger icons in moving context reduce the task
completion time;
H2 Bigger icons in moving context have a direct positive
e ect on perceived user satisfaction;
H3 Long press anywhere on the item details page in order
to bookmark that item in moving context reduces the
task completion time;
H4 Long press anywhere on the item details page in order
to bookmark that item in moving context has a direct
positive e ect on perceived user satisfaction;
H5 The review question page before rating is omitted and
switch to tilt interaction to rate in moving context
reduces the task completion time;
H6 The review question page before rating is omitted and
switch to tilt interaction to rate in moving context has
a direct positive e ect on perceived user satisfaction;
H7 One- nger-hold-pinch gesture for rating function in still
context reduces the task completion time;
H8 One- nger-hold-pinch gesture for rating function in still
context has a direct positive e ect on perceived user
satisfaction;
H9 There is a learning curve in every interaction method;
especially in complex input modalities the learning
curve has a higher value, e.g., task completion time or
other metrics are lower/better after n iterations (trials)
with the same interaction method;
(a)
(b)
(c)</p>
      <p>The study consisted of one experiment with two
conditions. One condition was performed with the proposed
contextualized UI version, whereas the other condition was
performed with the original STS before applying context-awareness
to the UI.</p>
      <p>Participants were rst introduced to the application and
scenario in addition to the determined tasks to accomplish.
Afterwards, respondents were asked to search among
suggested items while walking. Since the detected context by
the application is walking, the UI switched to bigger icon/
buttons. Then they were asked to select an item, bookmark
it and rate the item. Long press on the screen is applied
to bookmark an item. As regards to the rating, the review
question page before the rating page is omitted and the
input method switched to tilt gesture. All rules for walking
context have been applied in this step for all aforementioned
functions. Then they were asked to rate items in still
context while one- nger-hold-pinch is activated. In addition,
we asked participants to do aforesaid steps 10 times in order
to measure the learning e ects while performing the tasks.
Their task completion time has been logged for each function
separately.</p>
      <p>In order to evaluate our hypothesis, we used the same
study design and questionnaire with both app versions. To
avoid bias due to possible learning e ects, we used a
counterbalanced experiment. One group rst tested the
contextaware UI, then the original UI; another group did it
viceversa.</p>
      <p>After performing all determined tasks, users were asked to
ll out an online questionnaire. The questionnaire aimed at
evaluating the proposed context-aware UI from the end user
point of view as well as how users perform on realistic tasks.
The questionnaire consisted of four main categories: prior
knowledge, context-adaptive UI perceived user satisfaction,
original UI before applying context-awareness perceived user
satisfaction, improvement of interaction experience from end
user point of view. In each part we inquired the ease of use
as well as the user satisfaction for each method. At the end
the interviewer asked participants if the user interface and
interaction methods tailored to their current context
improved their interaction experience, and if they have further
suggestions or ideas on the proposed idea.
5.2</p>
    </sec>
    <sec id="sec-12">
      <title>Participants and Apparatus</title>
      <p>We conducted a within-subjects user study in order to test
the hypotheses. The experiment followed a within-subjects
design which means every single participant is subjected to
every experimental treatment, thus allowing also a small
sample of respondents. It involved 25 participants (selected
from the computer science and mathematics student
population at the Technical University of Munich) aged between
2235. The experiment was performed using a Samsung Galaxy
S6 mini smartphone running Android 5.1.
5.3</p>
    </sec>
    <sec id="sec-13">
      <title>Evaluation Results</title>
      <p>As mentioned in the procedure of the experiment in
Section 5.1, after the users tested the UIs, they answered the
set of questions related to the perceived user ease of use and
satisfaction. The questions were evaluated using a Likert
scale with ve options ranging from "Very dissatis ed" with
the value of 1 to "Very satis ed" with the value of 5 (0 means
the user did not rate that UI).
5.3.1</p>
      <sec id="sec-13-1">
        <title>Perceived Ease of Use</title>
        <p>Figure 8 provides information about how satis ed users
were with the ease of use of the four mentioned functions in
the context-aware and original UIs. The data represented
are the mean value of the user responses for the ease of use,
in addition to the error bars, which indicate the standard
deviation of these data.</p>
        <p>As can be seen from the data, the context-aware UI for
searching among the items and rating the items in
moving context performs noticeably better than the original UI.
There is slightly less di erence of perceived user ease of use
for rating items in sitting context between context-aware UI
and original UI. For the item bookmarking function in
moving context, the pattern is repeated. Furthermore, the
bookmarking function of the original UI has the highest value of
standard deviation.</p>
        <p>In general, users are more satis ed with the ease of use in
the context-aware UI compared with the original UI in the
determined functions in moving and sitting context. The
Search in
Moving</p>
        <p>Rate in Moving Bookmark in</p>
        <p>Moving</p>
        <p>Rate in Sitting
Context-aware UI</p>
        <p>Original UI
one-tailed t-test shows that the di erence in ease of use
between the context-aware UI and the original UI is
statistically signi cant (p-value = 0.05). The di erence in rate
in sitting is marginally statistically signi cant (p-value =
0.10). Rate in moving is very statistically signi cant
(pvalue = 0.003). Besides, bookmark in moving is also likely
to become statistically signi cant if the sample size is
increased.
5.3.2</p>
      </sec>
      <sec id="sec-13-2">
        <title>Perceived Satisfaction</title>
        <p>Figure 9 shows the mean value of perceived user
satisfaction for the di erent functions in both context-aware and
original (non-context-aware) UIs. The questions are
evaluated using a Likert scale with ve options ranging from
"Strongly disagree" to "Strongly agree". Analogously to the
previous chart, the error bars indicate the standard
deviation of these data.
6  
n
o
it
fca 5  
s
it
a
rS 4  
e
s
U
ed 3  
v
i
e
c
erP 2  
f
o
e
lau 1  
v
n
ea 0  
M
context-aware UI can lead to a better interaction between
users and smartphones because interaction methods are
tailored to the users' current context.</p>
        <p>Regarding the bar chart, the highest user satisfaction was
obtained by the function bookmarking the items in the
contextaware UI, closely followed by searching among items in the
same UI. These results are in accordance with hypotheses
H4 and H2. By contrast, satisfaction result for searching
among items in the original UI is considerably lower. Also,
perceived user satisfaction of rating items in the
contextaware UI in both moving and sitting contexts is higher than
in the original UI which indicates hypotheses H6 and H8.</p>
        <p>To sum up, users have demonstrated higher satisfaction
of the context-aware UI in comparison with the original UI.
Based on one-tailed t-tests for the perceived satisfaction of
the context-aware UI and the original UI for both search and
bookmark in moving context, the results are considered to
be statistically signi cant (p-value = 0.01) for both of them.
On the other hand, rate in sitting and moving context are
marginally statistically signi cant. It might be remedied by
testing among more participants.
5.3.3</p>
      </sec>
      <sec id="sec-13-3">
        <title>Task Completion Time</title>
        <p>The graphs in Figure 10 show in seconds (s) terms the
changing patterns of task completion time for the
aforementioned functions for both context-aware and original UIs over
the 10 measurements.</p>
        <p>As can be seen in Figures 10a and 10b, the task completion
time for the context-aware UI is lower than for the original
UI which supports hypotheses H1 and H3, respectively. By
contrast, in Figure 10d, the pattern is reversed which is in
contradiction with the hypothesis H7. We think improving
the implementation or altering the selected input modality
might solve this. Furthermore, Figure 10c shows higher task
completion time for context-aware UI in rst measurement
whereas it is equal or lower for the next measurements
similar to the hypothesis H5.</p>
        <p>It is interesting to note that regarding the four graphs,
there is one basic general trend over the measurements:
downward and then leveled o . It shows that there is a
learning curve in every interaction method; specially in complex
input modalities the learning curve has higher value, i.e.,
mean task completion times are lower after n iterations
(trials) with the same interaction method which is according to
our hypothesis H9.
6.</p>
      </sec>
    </sec>
    <sec id="sec-14">
      <title>CONCLUSION AND FUTURE WORK</title>
      <p>In this study we built a context-aware UI to help users to
boost their interaction experience for the South Tyrol
Suggests (STS) mobile tourism RS. We have investigated how
adapting the UI to the tourist context of use can improve her
satisfaction. To this end, we used the Google's Android
Activity Recognition API to recognize the user's current
activity whether she is in still or moving context. We developed
an appropriate UI depending on that speci c context. Users
then were asked to perform tasks in a study under those
contextual conditions and provide their subjective feedback
(i.e., perceived user satisfaction), which together with some
implicit measures (task completion time) have been used to
evaluate the research hypothesis.</p>
      <p>We showed that the context-aware UI outperforms the
original UI in terms of both perceived user ease of use and
perceived user satisfaction. Besides, the statistical signi
Search in
Moving</p>
      <p>Rate in Moving Bookmark in</p>
      <p>Moving</p>
      <p>Rate in Sitting
Context-aware UI</p>
      <p>Original UI</p>
      <p>We conjecture that the context-aware UI has a direct
positive e ect on perceived user satisfaction compared with the
original UI. We are interested in this hypothesis as we think
RateinSitting
0  1  2  3  4  5  6  7  8  9  10 </p>
      <p>Numberofmeasurements
(d)
7 
6 
)5 
i(se
m
tn4 
iltepom3 
scok
aT2 
1 
0  1  2  3  4  5  6  7  8  9  10 </p>
      <p>Numberofmeasurements
(a)</p>
      <p>RateinMoving
8 
7 
tit()se6 
im5 
on
le4 
scaopT2 
m
k3 
1 
0  1  2  3  4 Numb5e rofm6e asure7m ents8  9  10 
(b)</p>
      <p>BookmarkinMoving
4 
3,5 
it)(s 3 
em2,5 
n
tieo 2 
l
p
com1,5 
sak
T 1 
0,5 
0  1  2  3  4  5  6  7  8  9  10 </p>
      <p>Numberofmeasurements
(c)
OriginalUI
Context-awareUI
OriginalUI
Context-awareUI
OriginalUI
Context-awareUI
OriginalUI
Context-awareUI
cant test showed the outperformance for the rating function
in walking state in terms of the perceived ease of use. In
addition, searching and bookmarking functions in moving
context in terms of the perceived satisfaction showed
significant di erences. We conjecture the perceived satisfaction
may be improved by involving further participants.</p>
      <p>In addition, the context-aware UI decreased the task
completion time in search, rate and bookmark functions in
moving context. We believe, a more sophisticated
implementation of both interaction methods and tourist context
detection could help to further reduce task completion time.
Another possible extension might be implementing and
evaluating other input modalities for each aforementioned
functions to decrease task completion time.</p>
      <p>It is noticeable that regarding the task completion time
graphs, a learning curve was observed during the
experiment. This means after repeating the same task in a series
of trials the learning will be increased; consequently task
completion time can be reduced.</p>
      <p>We can conclude that the proposed context-adaptive UI
outperformed the original UI of STS that did not utilize the
current context in which the application is intended to be
used. Since context of use is playing a critical role in the
appropriateness of a UI, further investigation of this approach
is strongly recommended.</p>
      <p>Future work can be done in a number of di erent
directions. In a practical sense, the current quality of our context
detection should be improved and some more contexts such
as light, noise, weather and Internet connection of the
environment should be considered.</p>
      <p>Future research could include improvements to the
system personalization, i.e., UI adaptation to context should
not be same for all users. So the system must learn the type
of user, in terms of adaptation preferences. In other words,
as we discussed di erent users might prefer di erent
interaction methods in di erent contexts. Therefore, our future
work lies on using learning techniques for personalization.
This could be done as a classi cation task where its input
comprises the user personality type and the corresponding
context, and the category/class is one of the available input
modalities.</p>
    </sec>
  </body>
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