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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federica Cena</string-name>
          <email>cena@di.unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandro Marcengo</string-name>
          <email>alessandro.marcengo@telecomitalia.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luca Console</string-name>
          <email>lconsole@di.unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Amon Rapp</string-name>
          <email>rapp@di.unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristina Gena</string-name>
          <email>cgena@di.unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Turin</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Telecom Italia, Research &amp; Prototyping</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we present a reward-based field evaluation of the interaction model developed for Wanteat, designed to support the visualization and the exploration of identifiable objects of the real world and their connections with other objects. The interaction model proposes a paradigm that enables a personalized, social and serendipitous interaction with networked things, allowing a continuous transition between real and digital world. We will illustrate the procedure and the results of such evaluation, carried out with a prototype application without an active users community. In particular, we would like to discover if the interaction model stimulates the exploration of the objects in the system and their networks, and if it promotes the interactive features of the application, in particular social actions. Human computer interaction (HCI) ➝ HCI design and evaluation methods</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Interaction model</kwd>
        <kwd>social web of things</kwd>
        <kwd>field studies</kwd>
        <kwd>cultural heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>WantEat [2] is an intelligent mobile application in food domain,
which puts together real and virtual words. By means of WantEat
it is possible to make everyday objects smart and able to
communicate with users and to create social relationships with
users and other objects. Objects are gastronomic items, such as
food products, market stalls, restaurants, shops, recipes but also
geographic places and actors such as cooks, producers, shop
owners, etc. WantEat is based on the idea that socially smart
objects could play the role of gateways for enhancing the
interaction between people and a territory and its cultural heritage.
If objects could speak they could tell people about the world
around them, the place in which they stay and its history and
traditions. This world is made of relationships which involve
Copyright © 2016 for this paper by its authors. Copying permitted for
private and academic purposes.
people and other objects and which evolve along time, given the
social activities of the objects.</p>
      <p>In order to achieve these goals, we devised an intelligent
interaction model that enables a personalized, social and
serendipitous interaction with networked things, allowing a
continuous transition between real and digital world. We therefore
exploited novel forms of information visualization and interaction
technologies to design an innovative human-object-interaction
model.</p>
      <p>We decided to conduct a field trial, which is used to evaluate
applications in a context of use that is quite close to that of the real
life. Kjeldskov et al. [2], evaluating MobileWARD, a
contextaware mobile system in a field study, highlighted the limitations
caused by the lack of control, as there were no predefined tasks to
drive users’ behaviors. Rogers et al. [5] conducted an evaluation in
the field of LillyPad, an ubicomp application for learning, pointing
that the process was costly in terms of time and effort. Since
WantEat, at the time of the evaluation, was still in a prototypical
stage, we needed a way for creating a meaningful context for users
interacting with such a multifaceted application in a natural way.
We needed also a way to encourage users to perform a set of
actions and to interact with other users via the social features of
the system, even in absence of an active users community. Thus,
we decided to use a field trial, conducted in a fair, and enhanced
by rewards, to push users to use all the features of our app and to
provide the social context for using the app’s social features. For
more description about the reward-based methodology of
evaluation see [4].</p>
    </sec>
    <sec id="sec-2">
      <title>2. AN INTELLIGENT MOBILE</title>
    </sec>
    <sec id="sec-3">
      <title>APPLICATION</title>
      <p>WantEat [2] is a smartphone application that introduces a novel
paradigm for supporting the user interaction with social networks
of smart objects. This interaction is made of two main phases: (i)
getting in touch and (ii) sharing information with the object and
exploring its social network.</p>
      <p>Getting in touch. A basic assumption of our approach is that
infrastructuring should be minimized. We aimed at supporting
interaction with everyday objects, with no embedded electronics
or tags. Thus, we developed a number of ways of creating the
contact between a user and an object (Fig. 1): (i) Taking a picture
of the label of a product with the camera (Fig. 1(b)); (ii)
Geopositioning the user in a specific place and thus with the
objects related to the place, i.e., the objects around him; (iii)
Getting a recommendation; (iv) Searching or (v) Exploring
bookmarks.
information to the object in focus and (ii) influencing the social
relations between objects, as discussed in the following.
Interacting with the object and its world: The wheel. Once a
contact with an object has been established, the user can interact
with it and access its social network. Since we aimed at using
objects as gateways for accessing the cultural heritage of a
territory, we designed an intelligent interaction model that allows
users to explore the world starting from a contacted object. We
developed a “wheel” model (Fig. 1(c)), where the wheel can be
seen as the square of a village, the traditional place for meeting; in
this place the user can interact with the object and its friends,
exchanging information and knowledge, being introduced to and
exploring their social networks. The object the user is interacting
with is in the center of the wheel. The user can get in touch with it
by simply touching it, which is an appealing and natural way of
performing selective actions with a touch sensitive interface. The
selected object tells the user about itself, providing both general
knowledge and information synthesized from the interaction with
other people (including tags, comments, ratings) (Figure 1(d)).
The user can, in turn, tell something to the object: in particular,
she can add her tags, comments and ratings or can bookmark the
object (Figure 1(g)). These actions contribute to (i) adding the
When an object is in focus (Figure 1(c)), the wheel provides
access to the social network of its friends (both people and
objects). Each friend belongs to one of four sectors; the partition
into sectors depends on the object in the center. In the example in
Figure 1(c), the object in focus is a cheese; the first sector
“Territorio” (Territory) contains the friends related to the territory,
the production and supply chain (e.g. producers, shops, production
places, etc.). The sector “Persone” (People) contains people that
are friends of the object in focus (e.g. people who bookmarked it
or who wrote a comment on it); the sector “Prodotti” (Products)
contains other food products that are friends of the object in focus
(e.g. a wine that goes well with a cheese); the sector “Cucina”
(Cuisine) contains entities related to cuisine, such as restaurants,
recipes, and so on.</p>
      <p>Each sector can be expanded by touching it. The expanded sector
fills the screen and the items in the sector are displayed as small
circles in a ring (see Figure 1(e), where the “Territorio” sector is
expanded), similar to the dialer in an old style telephone. The
order of the items is based on the user model and on item type
(maintaining items of different types and preferring those more
suitable for the user). The items can be explored by rotating the
ring, in the same way as dialing on the old style telephone. One
item at a time is enlarged and the relation it has with the object in
focus is highlighted in a small box. See again Figure 1(e), which
shows that the object in the center of the wheel (miniaturized in
the bottom right corner of the screen) is produced in (“prodotto
in”) the place (“Valle di Lanzo”, i.e. Lanzo valley) enlarged in the
sector. Information about the enlarged item can be displayed by
touching it. The user can continue the exploration by changing the
object in focus. This can be done by simply dragging the enlarged
item toward the wheel miniature in one of the corners (Figure
1(f)). At this point the whole wheel is recomputed and displayed
to the user. For more details on system architecture and the
involved software components see [2].</p>
    </sec>
    <sec id="sec-4">
      <title>3. A REWARD-BASED EVALUTAION</title>
      <p>A good occasion to test WantEat interaction model and its
features, has been the international food fair Cheese. This biennial
exhibition, held in the streets of the town of Bra in Piedmont
(Italy) attracts about 300,000 visitors. The objective of this round
of test was to stimulate the spontaneous usage of the application in
all its aspects and in a context as close as possible to real use. Thus
during the four days of the fair, the application has been installed
directly on the users iPhones. Participants could use it whatever
they would like and for as long as they desired (even for the whole
four days duration of the event). The high degree of freedom given
to users has been balanced by means of “game missions”, which
substituted the formal tasks of the laboratory evaluation. Each
participant received a leaflet with instructions and a map of the fair
highlighting the areas in which the application was working.
Inside the exhibition 10 items (cheeses), were selected as the focus
of the evaluation. They were located in different areas of the fair,
and were marked as recognizable by the application. The main
objective given to users was to recognize at least 5 cheeses by
taking a picture taste them and perform some social actions on the
application. Users received a prize when they returned to the
installation point: a T-shirt with the Application logo. A live
leaderboard at the installation point maintained all participants
informed of their current score.
This reward-based field evaluation (extensively described in [4])
was aimed at evaluating: 1) The interaction model, and in
particular if it stimulated the exploration of objects and their
network, and if it promoted the serendipitous discovery of new
recommended items; 2) The interactive features of the application,
and in particular how users communicate with objects by taking
advantage of the social features of the application, even in absence
of an active users community.</p>
    </sec>
    <sec id="sec-5">
      <title>3.1 RESULTS</title>
      <p>In the four-days event 157 people attended the trial and installed
the system on their smartphones. 110 users out of 157 (70.06%)
have actively participated in the evaluation. In total they have
interacted with 102 objects. In particular, 72 users out of 110
(65.45%) interacted with more than the required 5 objects
(AVG=28.08 objects per user, STD=28.08), and around 51.8% of
users (namely 57) interacted with more than the 10 selected
cheeses (AVG=28.08 objects per user, STD=28.08). As the
evaluation instructions directly required interacting with at least 5
objects out of 10 selected in the fair, this result means that the
interaction model quite well supported the free exploration of the
application contents. Moreover excluding the 10 cheeses that have
to be photographed, 51.8% of users browsed the other 92 objects
contained in the app (other cheeses, producers linked to the
cheeses, etc.). This is a first index that the wheel model supported
quite well the serendipitous discovery of new contents present in
the application, helping users to follow their own path on the
application, for more details see [4].</p>
      <p>We classified 70 users (63.64%) out of 110 as contributing users,
since they made some sort of social actions (rating, commenting,
sharing bookmarks, tagging) that bring contributions to the
application contents (for details see [4]). This shows a positive
result in terms of social engagement in the context of the
rewardbased evaluation, although there was not an already active user
community before the beginning of the evaluation. As an example
of the results regarding the social features rating and bookmarking
actions have been very frequent, as less time-consuming than
other actions.
For analyzing the action sequences the users made while using the
application we have exploited TAXOMO [1], a taxonomy-driven
modeler, which given a taxonomy of events and a dataset of
sequences of these events produces a compact representation of
the sequences. The representation adopted in TAXOMO is a
Markov model. The states of the model are nodes in the taxonomy,
where the last level (leaves) contains the observable symbols.
We have organized the collected data in a simple taxonomy,
(Figure 2) where CTPRVS means “all the user actions”, which is
the taxonomy top level class, while VS is the sub-class that
contains browsing actions, namely the observable symbols V and
S, which correspond to the actions “display the object and its
network”, namely the thing the user is interacting with and its
network, and “more info about the object” of the object. CTPR is
the sub-class that contains social actions, namely the observable
symbols “commenting”, “tagging”, “(adding) preferred items
(bookmarks)”, “rating”.</p>
      <p>We have calculated the transitional probabilities for each pair of
states “x, y” that determine the probability that the next state will
be y given that the current state is x. In TAXOMO the sequences
are modeled with Markov models whose states correspond to
nodes in the provided taxonomy, and each state represents the
events in the sub-tree under the corresponding node. In our model
the valid states are V, S, C, T, P, R that correspond to display the
object and its network (Fig. 1(c)), more info about the objects
(Fig. 1(d)), comment, tag, add bookmark, and rate (Fig. 1(g)) and
are respectively grouped in VS (browsing actions) and CTPR
(social actions). The transition from x to y is calculated as the ratio
between the number of times they occur together and the number
of time x occurs.</p>
      <p>
        Considering the so grouped states we have collected the following
transition probabilities:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) VS
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) CTPR
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) VS
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) VS
(
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) VS
(6) CTPR
(7) CTPR
(8) CTPR
      </p>
      <p>
        VS
CTPR
$
VS
CTPR
$
From the above transition probabilities we can observe that users
always start the interaction with browsing actions (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ), then it is
more likely that they see other objects present in the object’s
network (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) before doing a social action (
        <xref ref-type="bibr" rid="ref4">4</xref>
        ). It is unlikely that
users soon stop ($) the interaction after browsing actions (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ).
After one social action, it is very likely that they perform a
browsing action (6) instead of making another social action (7) or
terminating the interaction (8). Thus they put another object in
focus of the wheel belonging to the object’s network.
From this representation we can conclude that interaction with the
wheel promotes the discovery of the object’s social network, since
after having viewed an object and its related information the user
is likely to explore some other object present in its social network.
Thus, the wheel interaction model tends to promote the
exploration of objects linked through the object network. From our
analysis it is also probable that the user will perform a social
action however, as observed above, the evaluation condition has
forced the execution of social actions, which obtain frequencies,
thus transition probabilities, higher than usual
We have also calculated emission probabilities (also known as
output probabilities) for every symbol belonging to a class in our
taxonomy. In particular the emission probability shows the
probability of emission of the X symbol when the system state is
xy, and is calculated as the ratio between the number of times x
occurs and the number of times x and y occurs together.
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) VS
s
In the context of our analysis the emission probability represents
how likely the user is to perform a certain action when the system
state is on the browsing action class (VS, see Figure 2) or on the
social action class (CTPR, see Figure 2). Considering the former
class, when the user is on the wheel, it is more likely that he will
perform a “display object” action (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) than a “request for more
info” on it (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ). Considering the latter, when the user is given the
option menu showing the list with all the possible social actions it
is more likely that she will rate (6), maybe she might comment (
        <xref ref-type="bibr" rid="ref3">3</xref>
        )
or add a preference (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ), while it is quite unlikely that she will tag
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ). Notice that he emission probabilities correspond to the
observed frequencies of user actions.
      </p>
    </sec>
    <sec id="sec-6">
      <title>4. SUMMARY OF MAIN RESULTS</title>
      <p>The main goals of the interaction model were supporting users in
exploring the object network, maintaining a strong focus on the
object and at the same time allowing users to interact with its
network, discovering new objects in a serendipitous way, and
finally allowing users to perform direct actions to enrich the object
with their personal experience. From the evaluation results users
seem to use the model according to our expectations, in particular
the interaction promotes the serendipitous discovery of new
related items, helping the users to follow their own path. This is
demonstrated by the analysis of user actions, and by the sequence
analysis. Thus, we can conclude that the interaction model is quite
effective in promoting the desired user interaction with the system.
The field evaluation study conducted in a fair, and enhanced by
rewards in a game context, gave us the possibility to provide users
with the social context needed for interact with the app in a
situation close with that of the real life. Although the application
was in a prototype phase and thus there was not a pre-existent user
community, the evaluation context was able to generate a
sufficient amount of interactions useful to evaluate the interaction
model and the social features of WantEat (see [4] for details).
This is especially true if we compare these results with the ones
collected during a previous field trial we conducted at Salone del
Gusto 2010, the biggest food fair in Italy, where the game
mechanics were not present. During this field trial, 675 users out
of 684 have actively participated in the evaluation (98.67%), while
just 74 contributing users (10.96%) performed 179 (3,84%) social
actions out of 4660 total actions. The reward-based evaluation
described in this paper with 70 (63.64%) contributing users on 110
active users allowed users to perform 547 social actions (25.63%)
on 2134 total actions.</p>
    </sec>
  </body>
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