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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards More Individualized Interfaces: Automating the Assessment of Computer Literacy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>R.H.P.Kegel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. van Sinderen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>R.J. Wieringa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Twente</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Computer Literacy is an important predictor for how pro cient a person is in its interaction with computers, which can determine whether a person is motivated and able to use speci c software. Measuring Computer Literacy or its constituent elements (Skills, Attitude, Knowledge and Experience) has traditionally been done using questionnaires. This method has several limitations: it is e ort-intensive for subjects, subject to cognitive biases, and constitutes only a snapshot of a person's actual Computer Literacy. This limits the usefulness of Computer Literacy as a factor in persuasive systems design. In this paper, we describe an experiment to test the design of a system that extracts elements of Computer Literacy based on observation of human-computer interaction. This new method has the potential to enable the use of Computer Literacy in software design by addressing some of the barriers to its use "in the wild", opening up new possibilities for tailored and adaptive systems.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Digital technologies have become pervasive in our society. We now use
computers for work, entertainment, administration and a host of other
applications in our daily lives. To do so, we need to understand how to
interact with computers: how to open documents, nd information on
the world wide web, look up directions, and so on. In short, the ability
to use software has become a vital skill in our daily lives. As the use of
software has moved from an expert skill to a basic one, the spectrum of
user types has become wider and more diverse. Persuasive technologies
often depend on understanding these user types that they are trying to
reach. One of the principles of persuasive systems design listed by
OinasKukkonen and Harjumaa[11] is tailoring: the ability to adapt a system
to the user's characteristics and preferences.</p>
      <p>Many methods exist to gather information for such tailoring (e.g.,
interviews, surveys, observational studies) on the level of groups of users.
On an individual level, systems that display some form of awareness of a
user's preferences, such as recommender systems, have become common.
But context awareness in software design is a multi-dimensional
construct [6], and while some elements of context awareness are now
commonplace in software systems, others remain hard to implement. One
of these elements in particular is the right way to communicate with
users. The way users are approached has an e ect on how the message
is received. The Elaboration Likelihood Model (ELM) [12] of Petty and
Cacioppo postulates that "Although people want to hold correct attitudes,
the amount and nature of issue-relevant elaboration in which people are
willing or able to engage or evaluate a message vary with individual and
situational factors". When considering the context of using a digital
system to change behaviors or attitudes, Digital skills is one such skill-based
variable that can be taken into account to personalize a message. For
example, in a digital security application such as a rewall, an interface
that provides more control and information would be desirable for highly
skilled computer users that are capable and willing to engage in a higher
level of elaboration, whereas novice users would be overwhelmed. This
makes understanding a user's pro ciency with computers crucial to
designing the right interface to interact with them. To create a system that
adapts to individual users' computer pro ciency, however, would require
the system itself to know or measure such pro ciency.</p>
      <p>Bawden performed a review of Digital Literacy and related concepts
in 2001 [1], examining the relationship between several closely related
concepts such as Digital Literacy, Information Literacy and Computer
Literacy. We focus our attention on Computer Literacy, which is a
concept that dates back to 1972 [2], but remains relevant today. This work
builds on a recently completed systematic literature survey [13] which
has re ned the concept based on 190 existing articles. The article
recognizes four main dimensions within Computer Literacy: Computer
Experience, Computer Knowledge, Computer Skills and Computer Attitude.
All of these a ect the pro ciency with (and adoption of) software in
some way. Computer Attitude a ects computer interaction on multiple
levels. Venkatesh [18] indicated a relationship between several elements
of Computer Attitude (e.g., Computer Self-E cacy, Computer Anxiety
and Computer Interest) and usage acceptance and user behavior as seen
through the Technology Acceptance Model [4]. This is a nding that
has been rea rmed by other research in the eld [17]. Similarly,
Computer Experience and Computer Knowledge have also been found to be
a signi cant predictor of technology adoption [7], [16].</p>
      <p>Traditionally, Computer Literacy is measured using questionnaires. But
questionnaires su er from several problems when used in software. First,
they constitute a snapshot of a user's Computer Literacy (attitude, skills
or otherwise). Persons' attitudes towards computers can change over
time, while experience, skills and knowledge are sure to grow along with
their computer use. Second, questionnaires, especially those that deal
with a user's perceived skill are subject to perception biases such as the
Dunning-Kruger e ect [9], limiting their validity. Finally, questionnaires
require active participation of users, which is not desirable because it
requires extensive interaction with subjects, presenting a barrier to
adoption.</p>
      <p>To mitigate these three issues, we propose to design software that can
gauge a user's Computer Literacy in real time. While there are speci c
tests for Computer Skills such as the European Computer Driving
Licence (ECDL) [3], these still require extensive user interaction and su er
from the same snapshot issues mentioned previously. To date, no
research exists into automated assessments of Computer Literacy. In this
paper, we describe an exploratory experiment that was designed explore
a way to ll this gap, nding elements of human-computer interaction
that can be used as indicators of Computer Literacy or its constituent
parts (Attitude, Knowledge, Skills and Experience). In this experiment,
participants installed a software tool that let us monitor several aspects
of their interaction with the computer. Additionally, these participants
lled in the INCOBI-R, an existing validated Computer Literacy
questionnaire, to assess their computer knowledge, skills and attitude.
Additional questions were added to identify their Computer Experience. The
resulting data (software log les and questionnaires) were subjected to
a correlation analysis, identifying several possible relations between the
questionnaire results and the software logs. This research aims to answer
the following research questions:
RQ1: What elements of Computer Literacy measured by questionnaires
can be observed by logging human-computer interactions?
RQ2: Which of these logged computer interactions give the best
indication of a person's Computer Literacy?
Based on the outcome of our exploratory experiment, we discuss
possible implications for the real-time measurement of Computer Literacy
and future experiments to be done to corroborate our preliminary
results. The rest of this paper is structured as follows: First, we describe
the experimental design and encountered issues during implementation.
Then, we present the results of the experiment. Finally, we discuss the
answers to the research questions above, limitations, implications and
future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>The experiment in this paper was designed as an exploratory study to
nd computer interaction patterns that might be correlated with
dimensions of Computer Literacy. In the experiment, participants were asked
to both ll in the INCOBI-R Computer Literacy questionnaire, and
install a software tool to collect human-computer interaction data. This
interaction data was compared to the questionnaire results.
The experiment was performed using ten participants. Participants ranged
widely in age (21-63), context (work, entertainment etc.) and skill level
(as measured by the INCOBI-R). The experiment was planned to run
over the course of a minimum of 2 weeks in order to collect su cient
data. Data was collected on private computers in a home setting of the
participants, although most participants indicated they also used the
computer for work/study purposes. Participants were asked to ll in the
questionnaire at the beginning of the experiment.
2.1</p>
      <sec id="sec-2-1">
        <title>Determining What To Log</title>
        <p>To determine which elements of computer interaction could yield
meaningful data on a user's Computer Literacy, we examined its constituent</p>
        <p>Average time the computer was on per day
Average time the computer was in use per day
Time the computer spends active vs. idle
parts, as de ned in the previously mentioned literature survey [13]. For
each of the elements of Computer Literacy, we discussed software metrics
that might feasibly be implemented in the tool by the author and the
software engineer employed for this project. We constrained ourselves to
computers using the Windows operating system due to three factors: a)
the di culty in nding a wide range of test subjects for other
operating systems, b) the amount of available programming expertise, and c)
the known monitoring options available in Windows computers through
Python libraries interfacing with the Win32 API. A nal list of what was
measured can be found in Table 1. The link between these variables and
the elements of Computer Literacy survey can be found in Figure 1.</p>
        <p>To log useful data of the participants, observation in a real-life
environment for a prolonged period was vital. To do so, a software application
was developed for the Windows operating system (see Figure 2)
consisting of three parts: a) a logging module consisting of several Python
scripts using the Win32 API to log window and input behavior such as
typing speed and window focus, b) a Chrome plugin to log the
participant's browsing behavior, and c) a boot and syncing script to collect the
produced log les, encrypt them, and send them to a central server
location. The application was o ered to participants as a standalone installer
and installed without supervision.</p>
        <p>At install time, the installer generates a 16 hexadecimal character
token used to uniquely identify participants. This token is used to link the
questionnaires serving as ground truth to the log les. We asked the
participants to use the Chrome browser for the duration of the experiment.
The application syncs log les to a university server once per day as
encrypted archive les. The gathered data was inserted into a MySQL
database, after which a Java program was used to extract the variables
de ned in Table 1. All software developed for the experiment is available
from the authors on request.</p>
        <p>The monitoring application has some limitations: For keyboard events,
we assume that events log keystrokes of the past ve seconds, which is
an approximation. This could potentially introduce a minor bias towards
lower or higher typing speeds. If two system events were logged within ve
minutes, the computer was considered to be on during this time. This
could introduce a systemic bias towards higher daily computer times.
This duration was determined by experimenting with di erent threshold
values to nd plausible periods of time where the computer was on.
Similarly, the computer was considered to be active if any mouse or
keyboard events were logged in the ve minutes. Finally, we de ned
typing accuracy as the number of backspace key presses per key press.
This is not a perfectly accurate representation of accuracy as it does not
consider delete or text selection as correction mechanisms, and future
experiments will consider a more re ned measurement of typing accuracy.
2.3</p>
      </sec>
      <sec id="sec-2-2">
        <title>Computer Literacy Questionnaire</title>
        <p>To determine a participant's baseline Computer Literacy, it was
necessary to measure the computer literacy of a participant using an existing
method, by nding or developing a questionnaire or test that covered its
constituent elements: Computer Attitude, Computer Experience,
Computer Skills and Computer Knowledge. A suite of tests would only cover
the Computer Skills dimension, so the participants' Computer Literacy
was assessed using a questionnaire. While this means the experiment uses
a method with the aforementioned shortcomings as validation method,
a correlation between the measurements and the questionnaire can be
used as an indicator for how promising speci c measurements are as
computer literacy predictors. The development and validation of a new
questionnaire was outside the scope of this research, and so an existing
questionnaire, the INCOBI-R [15], was used. This German questionnaire
by Richter et al., a revised version of the INCOBI [14], is a recent and
complete questionnaire which covers theoretical and practical computer
knowledge, computer anxiety and several computer attitudes (negative
and positive). Several questions speci c to the experiment were appended
(e.g., how much of your time do you typically spend on this computer,
do other people use this computer). The questionnaire was distributed
digitally with the installer, and included a request to provide the unique
ID of the monitoring application that was generated at install time.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>After processing the logs and questionnaire data, we examined whether
all the data was usable for analysis. We discarded the following variables:
Program Focus: This is a variable that shows what program a user
was interacting with at any given time. We planned to log changes
in window focus, allowing for a detailed view of what a user was
looking at. The Win32 API calls that were used for this
implementation, however, also logged many focus changes that were solely
performed by the system (e.g., an auto-save function of a text
processing program might switch focus for one or two seconds every so
often, or a system process might perform some task seemingly in the
background). This made the focus logging aspect of the experiment
unreliable as a measure of user activity, requiring us to omit it. A
future iteration will contain a revised version of this logging method.
Installed Programs: Based on the categories of programs installed,
we initially surmised that it would perhaps be possible to associate
several programs with high or low levels of computer literacy. Due
to the variety of programs and small sample size, however, this data
was not usable in the current experiment.</p>
      <p>Running Programs: Similar to installed programs, the number
program categories versus the number of subjects also precluded the use
of this variable.</p>
      <p>Visited site categories: Also discarded as the variety of categories versus
subjects was too great.</p>
      <p>The remaining observed variables of Table 1 were used. For the
INCOBIR questionnaire, the division of subscales de ned in the questionnaire
was initially adhered to: Theoretical Computer Knowledge, Practical
Computer Knowledge, Computer Anxiety and Computer Attitude. The
Computer Attitude scale is de ned as a 3 level construct consisting of
8 variables: attitudes towards computers on a societal versus a personal
level (Personal Experience / Social Implications), work versus
entertainment (Work and Education / Entertainment and Communicatoin) and
perceived bene t/feelings of control (Perceived Usefulness / Perceived
Lack of Control).
3.1</p>
      <sec id="sec-3-1">
        <title>Full Correlation Grid</title>
        <p>Since it is unknown whether the linearity assumption holds, a
Spearman correlation analysis was performed to identify promising variables
to measure. Due to the small sample size and exploratory nature of the
experiment, Exploratory Factor Analysis is reserved for a future
experiment with a larger sample size. The resulting correlation grid can be
found in Figure 3. Also due to the small sample size, only very few
variables were statistically signi cant (i.e., the time based dimensions such
as avg on/day and avg active/day). As such, p-values were omitted.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Reduced Correlation Grid</title>
        <p>The full grid of Figure 3 was re ned to a simpli ed form suitable for
extracting promising variables to measure in a future experiment. This
was done by merging several variables and omitting others:
a possible link between cursor speed and Computer Literacy.
However, since speed and accuracy of cursor movement is a motor skill
that can be trained like any other, we believe that, similar to
Typing Speed, Cursor Speed could prove to be a predictor of Computer
Literacy.</p>
        <p>Average Time On was, surprisingly, not the uniformly positive
predictor of Computer Literacy that we expected, instead showing a
positive relation to Perceived Lack of Control. Computer Anxiety,
Knowledge and Perceived Usefulness still support this conclusion,
however. We cannot immediately explain the link between Perceived
Lack of Control and Average Time On, and speculate that this might
be because of the relatively small sample size. A future experiment
might shed light on whether this relationship holds in larger sample
sizes.
4.1</p>
      </sec>
      <sec id="sec-3-3">
        <title>Implications For Practice</title>
        <p>Should Typing Speed, Cursor Speed and Average Time On be
predictors for Computer Literacy or any of its parts (Computer Attitudes,
Experience, Skills and Knowledge), these elements could be incorporated
into persuasive systems design, increasing the persuasiveness of systems
through a new level of context awareness. Systems could be made to
offer technical advice on a level more likely to be appropriate to a user's
technical competency and/or interest level. This would reduce user
frustration and improve engagement, helping to o er information, according
to Fischer [6], in the 'right' way, to the 'right' person.</p>
        <p>Should this prove to be a reliable tool to model users, this method could
also be extended to o er valuable and more complex insights into
individual users by modeling latent variables and mental constructs such as
motivation or security consciousness through the observation of
humancomputer interaction.
4.2</p>
      </sec>
      <sec id="sec-3-4">
        <title>Limitations</title>
        <p>We acknowledge several limitations to the experiment and its
conclusions. First, the experiment had a sample size that was too small for
meaningful statistical analysis. Any conclusion drawn here is intended
to guide future work, indicating possible correlations and demonstrating
a novel measurement method rather than presenting statistically signi
cant conclusions. Second, embedding sensors in a speci c application will
result in a partial picture of a user's interaction patterns. To gain the
fullest understanding of a user, such sensors would need to be present on
all of a user's devices. We believe, however, that a partial view is su cient
when it covers the context for which it is intended (i.e., the user
interacting with speci c applications). Further work would be needed in order
to verify this assumption. Finally, it has not been established whether
the observed interaction patterns are su ciently unique to distinguish
di erent users. If this is not possible with any degree of accuracy, any
application with multiple users would need a mechanism to verify which
user is currently operating the device.
An obvious extension of the current work would be to repeat the
current experiment with a larger sample size. There are, however, several
other re nements that can be made to the current experimental setup.
First, expanding measurement to include mobile platforms could provide
insights into users' mobile literacy and its links to computer literacy.
Second, variables that were omitted from this analysis such as program
focus should be revisited in a new experiment. Finally, we plan to use
this data about users' Computer Literacy to investigate new ways to
improve communication towards the user. Our future work includes the
development of an application to advise users in the area of information
security, adapting the content of the advice based on a user's Computer
Literacy.
5</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgements</title>
      <p>
        This research is sponsored as part of the PISA project by NWO and
KPN under contract 628.001.001.
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          <fpage>417</fpage>
          ,
          <year>2000</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>