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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Analysis of User Behavior in Interfaces with Recommended Items: An Eye-tracking Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Peter Gaspar</string-name>
          <email>name_surname@stuba.sk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jakub Simko</string-name>
          <email>name.surname@stuba.sk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michal Kompan</string-name>
          <email>name.surname@stuba.sk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Bielikova</string-name>
          <email>name.surname@stuba.sk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Slovak University of Technology in Bratislava, Faculty of Informatics and Information Technologies</institution>
          ,
          <addr-line>Bratislava</addr-line>
          ,
          <country country="SK">Slovakia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <abstract>
        <p>When analyzing user implicit feedback in recommender systems, several biases need to be taken into account. A user is influenced by the position (i.e., position bias) or by the appeal of the items (i.e., visual bias). Since images have become an essential part of the Web, the study of their impact on user behavior during the decision-making tasks is fundamental. This work contributes to the understanding of attention bias in item lists interfaces of recommenders. We present an eye-tracking user study that strives to analyze users' behavior in the task of choosing a movie to watch. Items are shown to users using two alternative representations: textual and image. We found changes in the user's behavior when the image type of interface is present. Based on our findings, the visual appeal of the images made users to change their gaze sequences more frequently.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Interpretation of the feedback in recommender systems has been
an open problem for many years. Many approaches in this field
still sufer from the lack of satisfactory feedback interpretation on
recommended items. While gathering an implicit feedback is easy
(e.g., clicks on items), distinction between the positive and negative
one is tough. By clicking on an item, the user implicitly expresses a
positive feedback, though his/her attitude may change after
learning more details about the item. On the other hand, not clicking on
an item does not automatically mean that the user is not interested
in it: he/she might not have seen it. To solve this ambiguity, we
need the information on user’s visual attention. Unfortunately, a
visual attention can be reliably measured only by gaze-tracking,
which is unavailable in practical scenarios. Therefore, instead of
measuring visual attention, researchers try to model the typical
visual attention patterns and predict the gaze behavior according
to them [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>
        The order of the gaze visits is influenced by attention bias – a
tendency to look on certain item(s) earlier than on others [
        <xref ref-type="bibr" rid="ref13 ref18">13, 18</xref>
        ]. This
may depend on many factors, such as user interface layout, visual
style, or item content representation. For example, one-dimension
item lists may induce diferent behavior than two-dimension ones.
Or, the user can scan through textual items diferently than through
those represented by images or animations. Moreover, attention
bias may also depend on user characteristics such as goals, skills or
cultural background. There are two main types of attention biases:
position bias (induced by the position of the items) and visual bias
(induced by the visual appeal of the items).
      </p>
      <p>In this work we studied the attention bias in recommended item
lists, where we compared the user behavior in textual and image
representation of the items. We proposed and conducted an
eyetracking user study, where participants had to choose a movie to
watch. Movies were presented either with their title or poster in
the circular layout (due to the eye-tracking methodological reasons,
as explained later). Our main goal was to investigate the possible
diferences in gaze paths between items represented either by text,
or image.</p>
      <p>Our findings show that textual and graphical representations of
items induce diferent participants behavior in their gaze sequences.
Users tend to skip more items when viewing interface with the
images and make bigger transitions between the items as well.
Moreover, when viewing content based on the preferred genres,
users tend to make smaller transitions than in case of random
content. Results of our study support our assumptions that the items
represented by images may change the users’ attention and there
is clearly a need to take them into account in better understanding
of user behavior in recommender systems.
2</p>
    </sec>
    <sec id="sec-2">
      <title>USER FEEDBACK INTERPRETATION</title>
      <p>In recommender systems a user feedback is a fundamental part
of the process of user modelling. It is used to better understand
user’s preferences about the items and this information is further
used to train recommendation models. However, the user feedback
can be also misinterpreted due to the various influences. Thus, it is
beneficial to identify these influences and take them into account
while analyzing and interpreting users’ behavior.</p>
      <p>
        There are several factors that may influence user’s behavior
while browsing the items on the Web, such as personal
characteristics (most notably demography, personality, emotions, and
mood [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]) or user’s short-term goal [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. However, one of the
most important aspects that may influence the user are the items
themselves and the way they are presented.
      </p>
      <p>
        Recommended items are usually presented in a form of a list
or a grid [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The research in the recommendation lists has been
already well mapped among researchers [
        <xref ref-type="bibr" rid="ref10 ref8">8, 10</xref>
        ] with grids gaining a
recent interest [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Here, the researchers analyze users’ behavior in
lists/grids and utilize it to predict, which item would user prefer [
        <xref ref-type="bibr" rid="ref2 ref26 ref6">2,
6, 26</xref>
        ]. These methods take into account users’ clicks in the ranked
lists/grids and assume that the clicked item is also relevant for a
user.
      </p>
      <p>
        Chen et al. compared user behavior in three recommender
interfaces [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]: list, grid, and pie (similar to circular interface). They found
that the users tended to click at the top and bottom of these three
interfaces. The users preferred pie and grid over list and their
conifdence during decision-making was highest for the pie interface.
In addition to clicks, users’ gaze can be used for behavior analysis
over item lists. In another study Chen et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] compared diferent
layouts in which the recommended items can be presented: (a) a
simple list, and organization interface with (b) vertical layout and
(c) quadrant layout. In organization layout items are grouped by
the category (category is an explanation of representative
properties of the item). They found that users were more likely to buy
items grouped by the category titles and also had more fixation on
products in this interface.
      </p>
      <p>
        Users’ clicking activity can be biased towards the rank of the
items, such that the probability of a click on an item depends on the
rank of the item – position bias [
        <xref ref-type="bibr" rid="ref12 ref7">7, 12</xref>
        ]. When position bias occurs,
a click might be a result of the position and not of a relevance.
This poses an issue namely during the user feedback interpretation
where the raw user clicks cannot be considered to be representatives
of the actual users’ preferences.
      </p>
      <p>
        In position bias research authors mainly focus on items
represented by their textual characteristics. There are several domains
where images associated with items play an important role when
a user interacts with the interface (such as movies [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], or
fashion [
        <xref ref-type="bibr" rid="ref24 ref27">24, 27</xref>
        ]). Since items are represented by images, they pose a
valuable information for users about the items’ characteristics.
      </p>
      <p>Visual bias occurs when users’ behavior is changed due to the
fact that they perceive the items that are represented by the
images. Similarly to the position bias problem, when the visual bias
happens and we analyze users’ behavior, his/her activity can be
misinterpreted and we cannot confidentially decide whether the
user’s click on the item was invoked by the user’s preference (to
the item) or by the appearance of the item.</p>
      <p>
        Visual attractiveness and saliency of images on the Web have
been already well-studied. Nielsen et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] revealed that, for a
majority of tasks, users follow an F-shaped pattern while reading the
website’s textual content. Nielsen’s study was further extended by
      </p>
      <p>
        Shrestha and Lenz [
        <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
        ], who studied the user’s gaze over
imageheavy e-commerce website. Here, the participants were exposed
to two types of interfaces – image-based and text-based and were
given two basic tasks: browsing and searching. They found out that
the users exposed to a page containing images focused mostly on
images themselves. Moreover, during both browsing and searching
tasks, the participants did not follow the F-pattern.
      </p>
      <p>
        The visual bias in the domain of recommendation is not well
understood. In the stereotypical case of vertical one-dimension
textual item lists we can rather safely assume the sequences
according F-pattern [
        <xref ref-type="bibr" rid="ref16 ref19">16, 19</xref>
        ], where mainly the position bias plays a
role [
        <xref ref-type="bibr" rid="ref12 ref7">7, 12</xref>
        ]. However, other setups, such as grid-based interfaces,
although heavily used in practice, are investigated by few works
only ([
        <xref ref-type="bibr" rid="ref15 ref26">15, 26</xref>
        ]). There is already a knowledge of the shift of user
behavior when facing the interfaces containing images, but there
is an important open problem – how to utilize this knowledge in
an evaluation of the recommender system. Several models have
been proposed ([
        <xref ref-type="bibr" rid="ref26 ref6">6, 26</xref>
        ]) that use gaze data in order to predict user
behavior and recommend items. However, current state-of-the-art
either cover the textual representation of the items, or a
combination of textual and image representation. Thus, there is a need to
investigate textual and image representation separately to better
understand visual bias and interpret users behavior when interacting
with recommended items.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>STUDY OF VISUAL BIAS</title>
      <p>We identified three steps that need to be reflected during the study
of the visual bias: detection, quantification, and interpretation of the
visual bias (in recommendation process). In this paper, we focused
on the detection of visual bias.</p>
      <p>For this purpose, we designed and conducted an eye-tracking
user study. We focused on the role of visual bias in changes of user
behavior, thus we chose two types of interfaces where the items
were represented either with text, or images. The study was done
in the domain of movies where the images are already a primary
representation of the items. The movies were presented to users
in a circular layout, where each card in the circle represented one
movie.</p>
      <p>The research question of the study was as follows: How the user
behavior difers in the task of picking a movie in case if the movies
are represented as posters in comparison to text?.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Study Scenario</title>
      <p>The main task of the study participants was to select one movie
from the presented on the screen. Movie lists were generated either
randomly or based on the preferred genres that participants selected
at the beginning of the study. After viewing all of the 24 stimuli
(192 diferent movies), the participants were asked to indicate the
movies that they had previously watched (i.e., the movies they
watched before participating in the study). The list of the movies to
check contained only those movies that were displayed at stimuli.</p>
      <p>
        Dataset. We used the MovieLens 20M [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] dataset containing
27 278 movies. Additional metadata (actors, directors, plot) and
posters were obtained from The MovieDB API1. We removed the
movies without the poster, the most popular movies (TOP 10% of
1https://www.themoviedb.org/documentation/api
the movies based on their average rating), and the movies released
before 1990 (to reflect the age of the participants).
      </p>
      <p>
        Presentation of the items. To ensure that the initial probability
of the first gaze would not be influenced by previous attention [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
items were positioned approximately into the circular shape
(Figure 1). Moreover, participants were asked to fixate on a small target
in the middle of the screen for 4 seconds before each set of movies
was displayed to them. The target was also used for the validation
of calibration as described below.
      </p>
      <p>To compare the behavior of the participants when interacting
with the texts and images, two types of items representations were
used: (a) text-based that used only the title of the movie, (b)
imagebased that used only the poster of the movie (Figure 1). Title or
poster were placed into the rectangle with fixed dimensions (card).
In text-based representation, the title of the movie was vertically
centered and there was a rectangle with gray-colored background
of a fixed height to ensure that the text would not cause any visual
bias. If a participant chose to show the details of the movies (using
the button Detail), they were displayed within the rectangle.</p>
      <p>Stimuli generation. To cover various scenarios of movie selection,
we opted for the several approaches of generating movie sets
(Table 1). Firstly, we utilized three genres that the participant picked
as preferred at the beginning of the study. For each genre we
generated one text-based stimulus (row A) and three image-based stimuli
(row B). In addition, we randomly selected three non-preferred
genres and for each generated one image-based stimulus (row C)
to capture possible diferences across various genres. We generated
9 stimuli (D, E), where the movies were generated randomly from
the whole dataset.
Each movie was presented to a participant in the entire session
only once (to prevent any priming and memory efects). Moreover,
we randomized the order of movies within stimuli and the order of
the stimuli themselves. If two participants picked the same genre,
they both encountered the same set of movies at some point in the
session (though in a diferent order).
3.2</p>
    </sec>
    <sec id="sec-5">
      <title>Data Collection and Preprocessing</title>
      <p>The study was conducted in controlled, eye-tracking laboratory
conditions in User eXperience and Interaction Research Center
at Faculty of Informatics and Information Technologies, Slovak</p>
      <p>
        University of Technology in Bratislava2 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. All the instructions
and parts of the study were presented as a website placed within
the Tobii Studio3 test suite. We collected user behavior data in the
form of clicking and eye-tracking activity. Eye-tracking data were
collected using the Tobii X2-60 eye-trackers (60 Hz sampling freq.)
with the screen resolution 1920x1200px. Validations of eye-tracker
calibration were performed at the beginning, during the study, and
at the end of the study. Average precision (based on [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]) for all the
participants was 0.38 degree (median 0.30 degree), average accuracy
0.93 degree (median 0.71 degree).
      </p>
      <p>
        An analysis of the results was based on the eye-tracking data. We
converted raw gaze data to fixations using the I-VT filter [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. To
identify which items (i.e., movies) attracted the users, we considered
the movie cards to be the Areas of interest (AOIs). There were
exactly 8 AOIs corresponding to the 8 cards (with unique movies)
for each stimulus. The main goal was to identify fixations that
matched particular AOIs. We sequentially analyzed each fixation
and checked within which AOI it fitted.
      </p>
      <p>The fixations that matched the interaction buttons ( Select, Detail)
were omitted. To account for small calibration errors in AOI hit
detection, we experimentally set the absolute error tolerance of
∆ = 5px (set based on our observations; larger value of ∆ tended
to lower the detection accuracy). A fixation was considered as an
AOI hit, when it fell within this 5px boundary around the AOI
rectangle. To remove the users and stimuli with corrupted
eyetracking data, we calculated the median Euclidean distance between
the fixation and the validation point and removed users and stimuli
with distances above 100px (based on the validation target that has
size 100x100px).
4</p>
    </sec>
    <sec id="sec-6">
      <title>STUDY RESULTS</title>
      <p>There were totally 64 participants in the study (45 males, 19 females);
varying in age 15-27 (σ = 3.42). Most of them were high school
and university students, the rest adults of various occupations.
2https://uxi.sk/
3https://www.tobiipro.com/product-listing/tobii-pro-studio</p>
      <p>A pilot study was conducted with 3 participants to identify the
problems and to adjust the overall design of the experiments. After
the removal of error data, we were left with 56 participants and
1,169 stimuli instances to analyze.
4.1</p>
    </sec>
    <sec id="sec-7">
      <title>Position Bias</title>
      <p>In a circular interface, we hypothesized that the position bias may
have an influence on user’s behavior in two main ways: (1) there
is an AOI that tends to have significantly higher frequency of the
ifrst fixations, (2) the order of the visits on the items is similar to
the circular order of the items.</p>
      <p>Although we used the validation target (in the center of the
screen) at the beginning of each stimulus to reset participants’ gaze,
it was revealed that in most cases they tended to start to fixate
mostly in the same position, which is ascribed to the top of the
screen. The behavior was not diferent regardless of the texts or
images (based on the Kolmogorov-Smirnov statistic test, stat=0.5,
p-value=0.1877).</p>
      <p>AOIs transition graph for the images representation is illustrated
in Figure 2. It is clear that users tended to follow the circular path
while observing the items (visible from the edges on the
perimeter with highest number of occurrences). The similar pattern was
present in the text type of representation. On the other hand, from
the graph, we may reveal that there were also cases, where the
users tended to skip some AOIs.
4.2</p>
    </sec>
    <sec id="sec-8">
      <title>User Sequence Breaks</title>
      <p>To measure the diference in sequences of AOIs visits, the gaze
transition sizes were calculated for each stimulus. We defined the
gaze transition size as the number of AOI that users visited until the
next AOI, regardless of the direction (clockwise / counterclockwise).
Hence the number of displayed items was 8, the values of gaze
transition sizes fit into {1, 2, 3, 4}. Size of 1 reflects that the user
visited the next AOI, sizes above 1 that the sequence of gaze was
broken and a participant skipped some of the items (a possible
indicator of the visual bias in the image-based stimuli).</p>
      <p>Figure 3 shows the absolute counts of gaze transitions (a sum over
all users and all stimuli). We may identify a diference in transition
of size 1, where the texts exceed the images. On a counterpart bigger
transitions happened more frequently when the user was presented
the images. However, in this case the absolute counts may be a bit
misleading, since the users tended to behave diferently.</p>
      <p>To verify whether the behavior varied on a per-user basis, for
each user and each stimulus we calculated an average size of gaze
transitions, calculated a per-user average, and performed the
pairwise t-test between the users (all the populations had normal
distribution, based on D’Agostino-Pearson’s test, p &gt; 0.05). It was
revealed that the average size of the gaze transition was significantly
diferent (p-value &lt; 0.01) when comparing text-based (mean=1.28,
σ = 0.13) and image-based (mean=1.36, σ = 0.14) stimuli. The total
count of breaks (i.e., gaze transitions greater than 1) per stimulus
was in average also higher for the images (text = 3.49, images =
4.01, p &lt; 0.01).</p>
      <p>If we examine the image type of representation only, the average
size of the break was largest for the posters of random movie stimuli.
The smaller breaks (size 2) were more frequent for the strategy of
preferred genres, whereas the largest breaks (size 4) were more
common when the random movies were presented.
5</p>
    </sec>
    <sec id="sec-9">
      <title>CONCLUSION</title>
      <p>Attention bias poses a fundamental issue when analyzing implicit
behavior of the users on the Web. In this paper, we studied two types
of attention biases – position bias and visual bias. We proposed
and conducted an eye-tracking user study with 64 participants that
strives to better understand these biases in the task of selecting an
item from the presented recommended items. For the execution of
the study, we picked the movie domain.</p>
      <p>We compared the users’ behavior when the item (movie) was
represented either by a text, or by a poster (image) and identified
several diferences. In both representations of the items a strong
position bias occurred. The items were presented in a circular layout
to eliminate positon bias. Participants tended to follow its shape
while browsing. However, when the participants were exposed to
the movie posters, they were more likely to break such a sequence
and change their standard gaze path. This behavior was consistent
across many participants. Another interesting finding was that
even though we instructed the participants to look at the center
of the screen before each stimulus, they tended to start their gaze
sequence at the AOIs that were placed at the top of the screen.</p>
      <p>Our study provides a direct comparison of image-based interface
with text-based interface and attempts to quantify the diferences.
The analysis of user sequence breaks showed that images caused
the changes in user behavior from several perspectives. We also
found that the user behavior varied based on the shown genre, or a
degree of a preference to a genre when the images were presented.
Thus, not only the representation might be important, but also the
choice of which image to show should be properly examined. We
believe that this choice should be also taken into account during
the evaluation of user behavior in results of recommendations.</p>
      <p>We strive to further investigate user behavior in the
recommendation item grids containing images. In our future work, we plan to
utilize the measured user behavior and use it in order to take into
account both position and visual bias in feedback interpretation
task and user behavior modelling.</p>
    </sec>
    <sec id="sec-10">
      <title>ACKNOWLEDGMENTS</title>
      <p>This work was partially supported by Human Information Behavior
in the Digital Space, the Slovak Research and Development Agency
under the contract No. APVV-15-0508, and grants No. VG 1/0646/15,
No. VG 1/0667/18, and No. KEGA 028STU-4/2017. The authors
would also like to thank for financial contribution from the STU
Grant scheme for Support of Young Researchers.</p>
    </sec>
  </body>
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