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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Gamification Design. International Journal of
Human Capital and Information Technology
Professionals (IJHCITP)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Learning System User Interface Preferences: An Exploratory Survey</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jussi Kasurinen</string-name>
          <email>jussi.kasurinen@xamk.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords H.1.2. User/Machine Systems: Human factors. H.5.2. User Interfaces: Evaluation/Methodology. H.</institution>
          <addr-line>5.2. User Interfaces: Benchmarking</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>South-Eastern Finland University of Applied Sciences Kotka</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Timo Hynninen Antti Knutas Arash Hajikhani Lappeenranta University of Technology Lappeenranta</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>7</volume>
      <issue>3</issue>
      <fpage>18</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>User experience is a key aspect when designing a software product. This applies especially when the use of the service requires a cognitive load from the user, such as in online learning systems. In this paper, we present initial results that can serve as source material for creating preference profiles for users, based on their personal information and teamwork preferences to enhance usability aspects of software systems. Based on our studies on student behavior during a learning experience, we present the plan for a solution which combines these two approaches.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        from being exposed to the contents of the service [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ].
Often the primary aim in design is to maximize the
usability and the user experience aspects to the best
possible degree. However, the problem of this approach
is that the people tend to like different things, and
generally behave differently from each other. To
mitigate this problem in the user interface design,
many services allow users to modify the interface to
their liking. However, in many services the customers
may not even be aware of all possible modifications
that can be done [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ]. Some users consider usability
tutorials, mentors or mandatory visits to see the help
systems irritating, or simply lack the computer skills to
independently learn to use anything more complicated
than the simple web services [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ].
      </p>
      <p>
        At the same time, there are studies which show that
the adaptive UI generation is possible [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ], and various
approaches towards this objective have been studied
[
        <xref ref-type="bibr" rid="ref9">10</xref>
        ]. Previous research has also established that the
users of online systems can be profiled [1], and these
profiles can be used to create customized approaches
to enhance user experience [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ] in computer-supported
learning. The possibility of creating an adaptive
interface raises questions: Which kind of interface
elements should the designers try present to the users?
Which kind of approaches should be presented to the
users from a multitude of options?
To summarize, the main research questions in this
study are:
1. Are there distinct preferences for certain
      </p>
      <p>interface types, and
2. Are there distinct clusters of interaction
preferences amongst the users?
To realize these research goals we conducted an
exploratory empirical usability survey with several
different basic user interface components that could be
featured in online learning systems, such as Moodle 1.
We formed a focus group consisting of volunteer
university students, and asked the participants to
individually evaluate the different user interface
elements according to their own preferences. During
the same study, the participants were also asked to fill
out teamwork and online game preference profile
questionnaires to examine if their preferences could be
matched to the motivational aspects of using an online
system, or preferred working styles.</p>
    </sec>
    <sec id="sec-2">
      <title>Research Setup</title>
      <p>To understand what fundamental user interface
solutions our test group liked and used, we created a
test with 153 test cases of different types of user
interface solutions, layouts, input devices, elements
and color schemes.</p>
      <p>
        The concept was to measure the usefulness, efficiency
and likeability of the different user interface schemes,
following the usability categories by Rubin [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ]. The
participants were requested to evaluate the user
interface elements, and grade them for efficiency,
likeability and usefulness. After this, the participants
were showed two user interface elements from which to
choose the one they preferred. The element of
learnability was not measured, since our test set was
composed of images depicting different elements and
layouts as illustrated in figure 1. The test image set and
1 https://moodle.org/
      </p>
    </sec>
    <sec id="sec-3">
      <title>Item</title>
      <p>Mouse and
Keyboard
Keyboard
Desktop</p>
      <p>Mouse
Hyperlinks</p>
      <p>Simple
Login-screen</p>
      <p>Desktop
icons
Simple
search
4.32
4.19
3.97
0.86
0.86
0.93
Avg
4.65
4.61
4.58
4.35
4.23
4.23
4.26
4.06
survey materials can be downloaded from the online
appendix 2.</p>
      <p>
        The data was collected in controlled sessions from the
volunteers. In total, we collected profiles from 31
participants. The goal in analyzing the data was to
establish whether there are varying user interface
preferences for different types of users. To establish
the user profiles for the participating volunteers, they
were asked to fill questionnaires for two profiling
methods: The Belbin teamwork profile [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ] and Yee's
online game motivations [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ]. The results were
analyzed to discover any recurring patterns between
the respondents with the k-means clustering algorithm,
which is a statistical analysis method for automatically
partitioning a dataset into a specified number of groups
[
        <xref ref-type="bibr" rid="ref11 ref6">7,12</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>Results and Implications</title>
      <p>First, the results were sorted to discover universal high
scores from the data. The usability aspects of the
different layouts, input devices and designs did not
include any surprises; Table 1 presents the results that
were high on average. Results are presented on a
range of 0 to 5. For using any system, the most
universal high scores were given to the mouse and
keyboard, and laptop system. Any other UI
arrangement (different touch screen layouts, pens,
tablets, OS styles) did not reach high average without
significant deviation.</p>
      <p>The respondents were also queried on the perceived
efficiency of the input methods. Table 2 presents the
2
http://www2.it.lut.fi/GRIP/datatools/UIimages/UIelements_Cyberlab.zip
results that were high on average. The results of the
two tables correlate highly. The respondents seem to
think that traditional input methods such as the mouse
and keyboard are usable and efficient. Desktop
computer was perceived to be more efficient as an
input method, but on the other hand laptop was
considered to be more usable overall. On the UI design
selections, the traditional tools such as hyperlinked
text, desktop icons and a selection of the simplified
versions of tools (login, search tool) reached universal
high scores. Table 3 presents a list of detected clusters
and their centroids. The table cells have been colored
for clarity. Red indicates large values and blue indicates
low values. Column C1 presents values present in the
first cluster, column C2 in the second cluster and
column Dev is the calculated difference between the
two columns.</p>
      <p>When investigating the cluster values, the clearest line
of division is between respondents who rated
themselves motivated in play and respondents who did
not feel highly motivated to play in any category. The
division can be seen clearly in three last rows in Table
3. Respondents who had high motivations regarding
gameplay (C1) were also biased towards Belbin
coordinator, shaper and resource investigator profiles
compared to the other cluster. On the other hand,
respondents who were not motivated to play games
(C2) had higher Belbin profile preferences in
implementer, team worker and complete finisher. It
should be noted that the cluster C2 was still slightly
interested in the social aspects of gameplay.</p>
    </sec>
    <sec id="sec-5">
      <title>Cluster Analysis Results and Validity Evaluation</title>
      <p>
        K-means clustering analysis
resulted in two clusters of
student profiles that share
same preference sets in
Belbin and Yee tests. The
average silhouette coefficient
for combined profile clusters
for Yee and Belbin combined
is 0.45. This is at the same
level of clustering as
individual Yee (0.46) or
individual Belbin profile
clusters (0.46), The
silhouette value of 0.45
means that the data point
cluster is medium-weak, with
value of 0.51 being a limit to
a medium coverage cluster
[
        <xref ref-type="bibr" rid="ref6">7</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>Profile category</title>
      <p>Implementer
Coordinator</p>
      <p>Shaper</p>
      <p>Plant
Resource Investigator
Monitor Evaluator</p>
      <p>Team Worker
Complete Finisher</p>
      <p>Specialist
Yee: Achievement</p>
      <p>Yee: Social
Yee: Immersion
C1
0,35
0,45
0,54
0,41
0,46
0,41
0,34
0,34
0,39
0,70
0,58
0,58</p>
      <p>C2
0,46
0,29
0,48
0,42
0,30
0,40
0,43
0,44
0,37
0,07
0,20
0,06</p>
      <p>Dev
0,11
0,16
0,06
0,01
0,16
0,01
0,09
0,10
0,02
0,62
0,37
0,52</p>
    </sec>
    <sec id="sec-7">
      <title>Discussion and Conclusion</title>
      <p>
        In this paper we discussed the applicability of Belbin [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ]
and Yee [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ] profiles to usability preferences and
performed an exploratory survey of a learning system
user preferences. Our study indicates that the users
can be profiled and these profiles can be used to tailor
user interfaces. Also, per the survey we observed that
there are clear differences in the user preferences
between the different types of interfaces, with
traditional input methods being preferred the most.
The analysis of the data showed meaningful patterns
that can be used to divide users into distinct types.
There is also a clear order of respondent preferences in
perceived efficiency and usability of inputs.
      </p>
      <p>Additionally, the k-means clustering produced two
geometrically distinct groups in Belbin and Yee profile
results. Especially in mobile platform layouts the
respondents seemed to prefer simple, systematic
layouts with minimal amount of added views or
elements. Also, plain presentation of the data was
usually considered more likeable and efficient; users
strongly preferred simple dropdown menus over
context-classified, and simple text over hypertext. In
general, most of the universal low scores in usability
represented complex, clustered or item-saturated user
interface views.</p>
      <p>A threat to the validity of this study is the overfitting of
the target population. Our method of collecting answers
steered the system towards 20-35 year old, educated
and technologically savvy audiences, since we collected
most of our data from the university and college.
Acknowledging this limitation, we intend to diversify
our sample population in the further studies with actual
test scenarios, where the learnability and intuitivism
have larger impact on the results.</p>
      <p>
        The presented empirical results provide valuable data
for interface design decision-making, for example in the
model based approaches [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ] or adaptive
recommender systems [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ]. The presented approach
has potential to provide a method for providing
datasets for adaptive interface systems, like the one
presented by Ahmed et al. [
        <xref ref-type="bibr" rid="ref1">2</xref>
        ]. The initial analysis and
small-scale tests indicate, that this approach could be
feasible, since there are differences in the preferences
between the different user groups, especially when
observing the motivational aspects.
      </p>
      <p>As for future work our intention is to continue with this
concept, and extend the profiling test into a complete
test setting with usability-related case activities and
more detailed user profiling.</p>
    </sec>
    <sec id="sec-8">
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