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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Wokrshops, March</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>How does your Alexa behave?: Evaluating Voice Applications by Design Guidelines Using an Automatic Voice Crawler</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Xu Han</string-name>
          <email>xuha2442@colorado.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tom Yeh</string-name>
          <email>tom.yeh@colorado.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Colorado Boulder</institution>
          ,
          <addr-line>Boulder</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>17</volume>
      <issue>2020</issue>
      <abstract>
        <p>Adaptive voice applications supported by conversational agents (CAs) are increasingly popular (i.e., Alexa Skills and Google Home Actions). However, much work still remains in the area of voice interaction design and evaluation. In our study, we deployed a voice crawler to collect responses from the 100 most popular Alexa skills within 10 diferent categories. We then evaluated these responses to assess their compliance to 8 selected design guidelines published by Amazon. Our findings show that design guidelines requiring basic commands support are the most followed ones while those related to personalized interaction are relatively less. There also exists variation in design guidelines compliance across diferent skill categories. Based on our findings and real skill examples, we ofer suggestions for new guidelines to complement the existing ones and propose agendas for future HCI research to improve voice applications' user experiences.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → HCI design and evaluation
methods; Interactive systems and tools; Systems and tools for
interaction design.</p>
    </sec>
    <sec id="sec-2">
      <title>KEYWORDS</title>
      <p>conversational agents; voice user interface design; user experience
evaluation;</p>
    </sec>
    <sec id="sec-3">
      <title>INTRODUCTION</title>
      <p>
        Voice-powered conversational agent (CA) devices have recently
achieved significant commercial success. In the U.S.A., 47.3 million
(19.7% of) households now own CA devices (March 2018), an
increase from less than 1% two years ago [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Amazon’s Echo series
devices make up 71.9% of the market, followed by Google’s devices
with 18.4% [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        One key characteristic that makes this new generation of CA
devices adaptive is their API platform for third-party developers.
Copyright © 2020 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
Here, developers design and build voice applications and publish
them on a marketplace with the potential to reach millions of users.
Amazon’s Alexa skills [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and Google’s Home Actions [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] are
the two most popular examples. Yet, many third-party developers
may not have prior experiences in designing and building voice
applications, especially in terms of user-awareness. A well-designed
voice application should adapt its interaction mode to diferent
users and satisfy their individual needs. To help educate developers,
Amazon and Google have published design guidelines [
        <xref ref-type="bibr" rid="ref23 ref3">3, 23</xref>
        ] to
establish a set of design practices a voice application should try
to comply with. These oficial design guidelines cover a variety of
topics ranging from how to clearly communicate the purpose of a
voice application to users, to how to design a natural and adaptive
interaction flow.
      </p>
      <p>
        There is a huge body of literature in HCI that propose design
guidelines to educate practitioners in the field who want to design
and develop an application for a wide range of interactive
technologies (i.e. web readability design [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], gesture user interface design
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]). However, most of these research eforts were concluded at
the publication of these guidelines; few went further to understand
whether these guidelines would be later on accepted and followed
by designers and developers in the wild. In the example of
Amazon, design guidelines for Echo, crafted by its own team of UX
researchers, have been published for more than a couple of years
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Tens of thousands of developers have designed and published
voice skills by following them. This situation provides a good
opportunity to study the adoption pattern of design guidelines in the
wild.
      </p>
      <p>An example of a well-designed Alexa skill is Would You Rather
for Family. This skill is an interactive Q&amp;A game that exhibits
several design features following Amazon’s guidelines, including
remembering where the last interaction ends, giving a personalized
opening prompt to users, and speaking naturally. Deservedly, this
skill has a high average rating – 4.9 out of 5 stars based on 3209 user
reviews. In contrast, an example of a poorly-designed Alexa skill is
AccuWeather. This skill’s average rating is low – 2.2 out of 5 stars
based on 182 user reviews. By interacting with this skill, we can
tell that the skill’s design violates several design guidelines, such
as handling errors properly. These violations are also complained
by some users in their reviews. By analyzing a large number of
skills like these, we can gain insights into design guidelines’
adoption pattern. We want to ask: Among the design guidelines for
voice applications, which are followed or violated more
often by developers in the wild? (RQ1). Another phenomenon we
observed is the high variance in user ratings across app categories.
For instance, we found the average user rating of top 10 popular
skills in the Games category is 4.5, comparing to 2.6 for those in
the Food &amp; Drink category. Motivated by this phenomenon, a
second research question can be opened: Could this high degree of
variability among categories be related to whether certain
guidelines are followed or not followed? (RQ2).</p>
      <p>To study these questions, we decided to limit the scope to Alexa
skills in this paper. We selected a sample of 100 most popular Alexa
skills from ten diferent categories and evaluated whether their
designs follow the a selected subset of Amazon’s oficial design
guidelines. Note that our scoping decision does not imply an
acknowledgement of Amazon’s design guidelines as the gold standard
nor an endorsement of Amazon’s products. Rather, the decision is
based on where we might be able to gather the most data, which
platform has the largest number of developers in the wild, and
which set of design guidelines are most likely read by these
developers (which is unlikely an academic paper). To automate our
data collection process, we deployed a voice skill crawler to collect
responses from these skills under diferent commands input. We
then analyzed the collected responses to determine whether or not
certain guidelines are followed. Regarding the first research
question, an example of key findings is that basic commands support
are the most obeyed guidelines while personalized service-related
guidelines are relatively less obeyed. Regarding the second research
question, an example of key findings is that skills in the Games
category on average obey the most guidelines while skills in the
Entertainment category the least.</p>
      <p>
        Furthermore, previous research (e.g. [
        <xref ref-type="bibr" rid="ref11 ref18">11, 18</xref>
        ]) has studied the
general gulf between user expectations and real user experiences,
which indicates a need of a comprehensive set of UX design
guidelines for developers. Whilst UX design guidelines exist (e.g. Amazon
and Google design guides), further revision iterations are still
necessary. Thus, based on the findings on a large sample of skills in
our evaluation process, we identified several aspects that current
UX design guidelines do not cover and proposed additional design
recommendations to fill this gap. In the remainder of the paper,
we provide related work, a detailed description of our method, a
comprehensive presentation of our findings regarding the two
research questions, suggestions for how to improve the current design
guidelines, and agendas for future HCI research.
2
2.1
      </p>
    </sec>
    <sec id="sec-4">
      <title>RELATED WORK</title>
    </sec>
    <sec id="sec-5">
      <title>Limitations on User Experience of VUIs</title>
      <p>
        Recent years’ advances in speech technology have led to voice user
interfaces’ (VUIs) improved accessibility and they have been studied
in the HCI literature in a wide variety of application contexts (e.g.
assistive services [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], education [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], health [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], entertainment [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]
and Internet of Things (IoT) [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]). However, despite the benefits and
convenience they have brought with us, VUIs still possess several
limitations that would afect the user experience (UX). Some users
may feel less in control since VUI provides no visual feedback [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]
and the lack of VUI system transparency would result in users
either feeling overwhelmed by the unknown potential, or led them
to assume that the tasks they could accomplish were highly limited
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. In some situations, voice interactions may evoke negative
feelings in users [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. In terms of subjective satisfaction, users may
not feel comfortable talking with machines if the synthesized speech
does not sound natural [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. More specific to voice assistants (VAs)
like Amazon’s Alexa, several issues have been reported, such as
concerns over users’ privacy [
        <xref ref-type="bibr" rid="ref20 ref24">20, 24</xref>
        ], technical limitations of natural
language processing [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and restricted communication protocols
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Under these circumstances, user experience evaluations of
VUI, specifically VAs, deserve further attention and studies.
2.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>User Experience Evaluation of VUIs</title>
      <p>
        Based on the results of our literature survey, we noted several
existing user experience evaluation methodologies that could be
applied to VUIs or VAs. Traditional usability studies are very useful
in gathering feedback and conducting evaluation analysis. In [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ],
researchers interviewed 14 users of VAs in an efort to understand
the factors afecting everyday use. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] deployed traditional lab-based
usability studies using multiple fidelities like static mock, functional
prototype and launched products for future design iterations. At
the same time, longitudinal study is another efective methodology
that can shed lights on real life scenarios and situations for using
VAs[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        Specifically for Alexa skills’ user experience evaluation, although
Alexa provides an overall platform for developers to check their
skills before submitting to the review process, there is still no
guarantee these skills follow the published voice design guide [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The
user experience evaluation of skills still heavily relies on
subjective data such as user ratings, reviews, feedback and reports. Thus,
there is a need for a more systematic and objective approach to
evaluating voice skills. Our study represents one possible approach
by comparing across a large number of voice skills and examining
their designs with respect to oficial design guidelines.
3
      </p>
    </sec>
    <sec id="sec-7">
      <title>METHOD</title>
      <p>In order to investigate the adoption and compliance pattern of
current Alexa design guidelines, we first deployed a crawler system
to collect responses from a sample of 100 Alexa skills and then
manually labeled those collected responses to study whether or not
they comply with the selected design guidelines. Here we elaborate
our method in details.
3.1</p>
    </sec>
    <sec id="sec-8">
      <title>Alexa Skills Selection</title>
      <p>
        More than 30,000 Alexa voice skills [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] have been published by
thousands of third-party developers. On Alexa’s website, these skills
are organized by categories. Because the variance on user average
ratings across diferent categories is high, we are interested in
studying these skills. In this case, we wanted to collect a representative
sample for the purpose of our research. First, we identified the ten
top categories with the most number of skills. The ten categories
(and their subcategories) are: 1. Daily Activities (News, Weather), 2.
Entertainment (Movies &amp; TV, Music &amp; Audio, Novelty &amp; Humor,
Sports), 3. Education &amp; Reference, 4.Health &amp; Fitness, 5.Travel &amp;
Transportation, 6.Games, Trivia &amp; Accessories, 7. Food &amp; Drink,
8. Shopping and Finance (Shopping, Business &amp; Finance), 9.
Communication and Social and 10. Kids. We wrote a script to scrape
Alexa’s website to pick the top ten skills for each category based
on the number of reviews. For categories with subcategories, we
tried to balance the number across the subcategories manually. For
example, the ten skills we selected to represent the Entertainment
category consist of three in the Movies &amp; TV subcategory, three
in the Music &amp; Audio subcategory, two in the Novelty &amp; Humor
subcategory, and two in the Sports category. All in all, we selected
a total of 100 skills for our study.
3.2
      </p>
    </sec>
    <sec id="sec-9">
      <title>Alexa Skill Responses Crawler</title>
      <p>The most common interaction flow of an Alexa skill is the
"opencommand-stop" flow. To begin interacting with a skill, A user first
says "Alexa, open X", where X is a skill’s invocation name. Then,
the skill typically responds with an introduction or greeting
message. After that, the user starts uttering specific commands to make
use of the skill’s functionality. The skill responds with its answers
or follow-up questions. The conversation continues until the user
says "Alexa, stop" to indicate their desire to quit. Sometimes, the
skill responds with a goodbye message, but not always. In order
to study our research questions, we needed to have conversations
like this with each of the 100 skills in our sample, recorded how
each skill responded, and analyzed whether its responses followed
or violated certain design guidelines. Our initial attempt was fully
manual. Given a skill, we spoke to it, listened to and wrote down
its responses in an excel spreadsheet, and coded the responses with
respect to their compliance with design guidelines. However, after
about 20 skills, we found manual data collection time-consuming,
dificult to scale to a large sample, and hard to replicate for other
researchers. Thus, we were motivated to develop a method to
automate certain parts of this process.</p>
      <p>
        We present a crawler tool we developed to automatically
converse with a given skill and record the skill’s responses (the progress
paper of this tool was presented in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]) . The input to this tool is
a list of skill names. The output is an excel spreadsheet
containing each skill’s responses (automatically recorded and transcribed)
in various simulated conversation sessions. Researchers can then
review and analyze the spreadsheet data for their own research
questions, which in our case are what design guidelines are more
frequently adopted (RQ1) and how such adoption varies across
categories (RQ2).
      </p>
      <p>Figure 1 provides a conceptual example of how our crawler
simulates a voice conversation between users and Alexa devices.
the skill’s responses. We used the Speech Recognition package for
Python 2 to implement the listening ability. Given our sample of
100 skills, our crawler iterated through them, carried out a range of
conversations with each skill, and listened to the skill’s responses.
This automatic data collection process is described pragmatically
as follows:
Algorithm 1 Collect Responses to  Commands by  Skills
1: for skill in [1,2,..., ] do
2: speech ← TextToSpeech("Alexa, open {{skill’s name}}");
3: play speech
4: for command in [1,2,..., ] do
5: speech ← TextToSpeech(command);
6: play speech;
7: audio ← listen;
8: text ← SpeechToText(audio);
9: save text;
10: end for
11: end for
3.3</p>
    </sec>
    <sec id="sec-10">
      <title>Guideline-Specific Response Elicitation</title>
    </sec>
    <sec id="sec-11">
      <title>Design</title>
      <p>
        Amazon’s voice design guide [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] provides more than two dozens
guidelines. In our study, we limited the scope to a sample of eight
guidelines. They are denoted as G1 to G8 in the rest of the paper. For
each design guideline, we needed to come up with an appropriate
testing conversation flow that can be applied in the crawler in order
to elicit responses we can evaluate, with respect to that guideline.
The details are presented below.
      </p>
      <p>Basic commands support (G1, G2, G3): Three design
guidelines recommend voice skills should support users to start, get help
on, and end an interaction. For Alexa skills, these translate into
the ability to understand the basic commands of "open", "help", and
"stop" respectively. Described in more details, when a user says
"Alexa, open [skill’s name]," the skill needs to remain open and wait
for the user’s responses (G1); when a user asks "Alexa, help," the skill
is expected to provide informative instructions such as introducing
its core functionality (G2); and when a users says "stop," the skill
should end the conversation naturally and gracefully with few or no
words (G3). In order to evaluate the compliance situation of these
100 skills with respect to G1, G2, G3, we designed crawler loops by
setting the basic commands as elicitation commands. Within one
round of the crawler loop, the crawler will say "open", "help", "stop"
commands and listen to the responses in turn (this crawler loop is
denoted as "open-help-stop" loop in the rest of the paper). Based
on the responses collected, we would get to know how many skills
support basic commands and conduct our analysis.</p>
      <p>Variety support (G4, G5): Two design guidelines recommend
voice skills should provide varying responses to the "open" (G4)
and "stop" (G5) commands so that the interaction can feel more
natural and less robotic. To test whether a given skill complies
with these guidelines, our crawler tool carried out an
"open-help[commands]-stop" dialogue where commands are what the specific
2The project website is: https://pypi.org/project/SpeechRecognition/
skill can support. This dialogue was repeated  times where 
is default to three so that we can detect variations in the skill’s
responses to "open" and "stop" command, if any. Particularly, in the
ifrst run of this dialogue, the tested skills was first-time enabled.
The second round was run after solving all the account linking,
age verifying steps. The third round was run after the skill has
been fully explored with a list of commands. The list of commands
were automatically extracted from the skill’s response to the "help"
command in the second round. For example, the skill "Examining
the Scriptures Daily" responded to "help" with the message "You can
say tell me my daily text for today or read me my daily text for last
Monday. You can also say read me tomorrow’s daily text." We wrote
a parser to extract three commands from this message: "tell me
my daily text for today", "read me my daily text for last Monday"
and "read me tomorrow’s daily text." Then each of the extracted
commands was applied in the crawler and given to the skill.</p>
      <p>Error handling support (G6, G7): Problem handling is one of
the most important aspects of user-aware design. We chose to
evaluate two guidelines regarding error handling. The first guideline
is when a skill receives no answer from a user regarding a
question, it should deliver a re-prompt (G6). The second guideline is the
re-prompt should be reworded or with more detailed instructional
information(G7). To collect responses for a given skill regarding its
error handling ability, our crawler first carried out a
"open-helpstop" loop and repeated the "open-command-stop" loop three times
to make sure the skill was fully explored (the commands were
automatically extracted similar to as how we handled G4, G5). After that
, we enabled this skill again and stopped giving further command
to wait for how it would respond. Our crawler then repeated this
process for all skills in our sample.</p>
      <p>Memorizing support (G8): According to the design guide, users
would appreciate it if a skill can remember their past interactions
and provide more personalized services (G8). In order to test this,
our crawler first fully explored a skill’s capabilities (like G4 and G5),
and then carried out an "open-help-stop" loop one more time to see
whether the skill remembered its last interaction and personalized
its responses accordingly.
3.4</p>
    </sec>
    <sec id="sec-12">
      <title>Analyzing Responses by Design Guidelines</title>
      <p>Given our sample of 100 skills and 8 design guidelines to test for,
our crawler automatically collected more than 1000 responses (the
dataset is included in the supplementary material). We manually
analyzed the data as follows.
3.4.1 Data Correction. First, we compared this dataset to a small
pilot dataset of 20 skills we previously collected by hand in order to
identify any discrepancy between machine and human transcribed
responses. In doing so we were able to detect and correct problems
brought by limitations of speech-to-text technology, such as typo
and missing punctuation.
3.4.2 Data Coding. After data correction, two researchers
independently coded each response’s compliance with respect to design
guidelines. Afterwards, two researchers compared their coding
results and resolved their discrepancies.</p>
      <p>For basic commands support, we examined collected responses
to see whether the skill successfully executed the commands. For
variety support, we compared the responses across repeated
dialogues. If there are variations, we would code as following G4
or G5. For error handling support, we first determined if the skill
supports G6 and then compared with previous messages to
determine whether the re-prompt messages were reworded or not.
Finally, for memorizing support, by comparing the last and the
very first "open-help-stop" loop’s responses, we judged whether
the skill memorized previous interaction. The contents of the two
responses were compared. If the second time’s contents include
any personalized information or previous interaction information
while the first time doesn’t, we would code as following G8.
3.4.3 Comparative Analysis. After we coded all the responses, we
were finally able to address our research questions by comparing
the results across guidelines (RQ1) and across categories (RQ2).
For each guideline, we counted the number of skills that follow
it and picked out both positive and negative examples for further
investigation. By comparing across diferent guidelines, we were
able to understand the guideline adoption pattern in the wild, that is,
which guidelines are obeyed by more or fewer skills. By comparing
across categories, we were able to examine whether category can
be a factor associated with whether certain guidelines are followed
(or violated).
4</p>
    </sec>
    <sec id="sec-13">
      <title>FINDINGS</title>
      <p>In this section, we present our findings regarding the current
compliance situation of a sample of 100 skills with respect to eight voice
design guidelines, in order to address the two research questions
proposed earlier in the introduction. In the following Improving
Design Guidelines section, we will discuss several illuminating
realworld examples, both positive and negative, we discovered during
the data collection process, which serve to motivate further design
recommendations for voice skills.</p>
      <p>As described before, we initially selected 100 most popular skills
from 10 diferent categories as our sample. All the responses were
collected in late 2018. However, after all the data was collected
and cleaned, we needed to exclude six skills for which we failed
to obtain meaningful results because of issues related to account
linking or access permission. Hence, our findings presented below
are based on 94 skills. 3
4.1</p>
    </sec>
    <sec id="sec-14">
      <title>Basic Commands Support</title>
      <p>
        4.1.1 Open Command (G1). According to the design guide and
Amazon’s Alexa building requirements [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], every skill we tested is
expected to support open command (G1). When a user invokes a
skill without specific intents (e.g. "Alexa, open [skill name]"), the
skill is supposed to remain open and wait for the user’s responses.
At the same time, a welcome message which could prompt the
customer to continue interaction is also required. We found all 94
skills supported G1.
4.1.2 Help Command (G2). The "Help" command is used to help
customers navigate a skill’s core functionality. G2 states that every
Alexa skill should implement the built-in "help" intent to provide
better user experiences. We found only 81 out of 94 skills supported
G2. This left thirteen skills not supporting G2, including eight in
3Our dataset can be accessed on request.
the audio/music/sound category like 4AFart (a skill that plays fart
sounds) , four one-shot [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] skills (skills that only involve single turn
interactions) and one skill, Escape the Room, in the Game category.
      </p>
      <p>
        What could be the reasons these skills do not support G2? One
reason is that audio/music skills are meant for passive listening, as
in the case of NPR One and Thunderstorm Sounds. Another reason is
that some skills only involve one-shot interactions where a user asks
a question or gives a command, the skill responds with an answer
or confirmation, and the interaction is complete [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Since one-shot
skills will end the interaction and exit automatically after answering
open utterance, users do not have a chance to say more commands,
including the help command. Fact skills (skills that randomly tell
users a fact concerning a certain topic when invoked) like Cat Facts
are good examples of these one-shot skills. Furthermore, some other
skills provide instructive information through other ways rather
than a help message, as in the case of Escape the Room from the
Games category, which asks users to go to a website for reference
in its opening message.
4.1.3 Stop Command (G3). G3 states that every skill should
respond to a user’s "Alexa, stop" command. After the stop command
is heard, a skill should exit and optionally return a response that
is appropriate for the skill’s functionality, such as a goodbye
message [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. We found all 94 skills could successfully exit. Also, 74 of
them gave a goodbye message. For those skills who did not provide
goodbye messages, most of them are one-shot skills which exit
automatically after an one-sentence response.
4.2
      </p>
    </sec>
    <sec id="sec-15">
      <title>Variety Support</title>
      <p>Compared to basic commands support, we found variety support is
provided by much fewer number of voice skills in our sample. Below
we present our findings for the two relevant design guidelines we
studied.
4.2.1 Variety in open responses (G4). When a customer invokes a
skill without specific intents ("Alexa, open [skill name]"), the skill
should deliver an opening prompt. Skills are expected to provide
several variations of opening prompts including one for first-time
use, one for return and personalized prompts (G4). We found 34
out of 94 skills (36%) supported opening prompt variations.
Furthermore, we observed they often served three use scenarios (with
overlaps). 1. Some (n=8) were daily used skills or skills with regular
updates; variety in opening prompts help keep users feel fresh and
updated. 2. Some (n=16) were kills that remembered previous
interactions; whenever users open the skill, its opening prompts will
tell users where they left of last time. 3. Some (n=13) were skills
with multiple states; the opening message will always inform users
the current state.</p>
      <p>For the first scenario (daily use), one good example is the "Zyrtec"
skill which can report weather, pollen count and predominant
allergens in a user-defined location. When this skill was opened the
ifrst time, its opening prompt was "Hello! Let’s get ahead of your
allergies with today’s Allergycast based on your location. Just follow
these steps. One, Open your Alexa app on your phone ... [19 more
words]" For the second time, the skill said "let’s start with your city
and state, then we can get ahead of those allergies by setting up your
allergy test report. What’s your city and state?". For the third time,
after the location was set, the skill’s opening prompt turned into
"Welcome to Zyrtec. Today in xxx, the pollen count is High, at 9.2 out
of 12... [34 more words]" Comparing these three opening prompts,
we found that when the skill was first enabled or used, it provided
instructions about setting up step by step and elaborated clearly
about the location requirement. After the skill got the location
permission, the opening prompt changed into daily report of pollen.
The whole interaction was natural and personal for users. In
contrast, a poor example is Examining the Scriptures Daily. We found
the skill always responded with the same sentence: “Which day
do you like to hear”. Although this opening prompt provided users
with a cue to begin speaking and coached users on what to say
next, the interaction could feel monotonous and less natural.</p>
      <p>For the second scenario (remembering previous interactions),
we found 26 of 94 skills (28%) could remember previous interactions
but only 16 supported variations (17%). A good example is 7-min
Workout in the Health &amp; Fitness category. This skill is used to play
instructions and background music for people who work out. When
the skill was firstly used, its opening message was “Welcome to Seven
Minute Workout. When you are ready, just say start workout.”. After
a previous workout was interrupted, the skill’s opening message
changed into “Welcome to Seven Minute Workout. To continue where
you last left of, say ready. Otherwise, just say start workout.” In
this situation, variety in opening prompts provides a personalized
experience for users by allowing them to pick up where they left
of.</p>
      <p>
        For the third scenarios (multiple states), a good example was the
popular Magic Door skill in the Games category. This skill always
informs users the current game state in the beginning so that users
can choose to resume or restart the game. A negative example is
Categories Game skill, also in the Games category. The skill always
says “howdy. You’re playing Categories Game! For instructions, say
help me or, say start playing!” in its welcome message and have to
start the game all over again no matter how many times it has been
played.
4.2.2 Variety in stop responses (G5). According to [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]’s work,
"Alexa, stop" is the most frequently used command. In this case,
variety in stop responses could greatly help users feel less like
talking to a machine. We expected all the 74 skills which gave
stop responses could add variety in them. However, based on our
evaluation results, We found most skills had really short goodbye
messages like "OK" and "Goodbye.". Only 19 of 74 skills (25%) varied
its goodbye messages. One good example is again the Zyrtec skill.
We found several variations such as "Ok. If you need allergy info, I
am here for you. Unless you move me. Then I am over there for
you. If you need to stock up on Zyrtec, just say my name, then order
Zyrtec." , "Ok, if you need allergen information, I will be here for
you. Remember, if you need to stock up on Zyrtec, I can help. Just
say my name, then order Zyrtec" , and "Ok. When you need allergen
information, I am here 24 7 365. If you need to stock up on Zyrtec,
just say my name, then order Zyrtec." From these responses, we
can see that although they expressed fairly the same meaning, the
diferent wordings made the experiences felt less monotonous.
4.3
      </p>
    </sec>
    <sec id="sec-16">
      <title>Error Handling Support</title>
      <p>Error handling is an important part in any user interface design,
voice skill design is no exception. In our study, we focused on a
typical error handling scenario: when a customer responds to a
skill prompt with silence. Under this situation, the skill is expected
to deliver a re-prompt (G6) with rewording (G7) to disambiguate or
elaborate on the kind of responses supported. Our findings are as
follows.
4.3.1 Re-prompting (G6) with Rewording (G7). When doing the
response coding, we manually determined that 82 skills (of 94 total)
should have support for G6 and G7 (some skills are not expected
to support G6 and G7, like "one-shot" skills and those which are
meant for passive listening). For G6, We found a high percentage
of skills supporting re-prompting—74 of 82 (90%).</p>
      <p>For G7, however, we found a low percentage of skills—23 of 82
(28%)—that reword in their re-prompts. A good example is the
Amazon Story Time skill. First, the skill greets users by saying "Welcome
back to Amazon Story time! Would you like to resume The Mouse
and the Unicorn?". After the question, if it receives no responses
from the user, it would re-prompt with "you can say yes to resume
or no to play the next story". In this example, the re-prompt ofered
more specific instruction for users to say yes or no. In contrast,
a negative example is the Bring skill in the Shopping &amp; Finance
category, which simply stayed silent, without any instruction or
hint to help users handle a potential error.
4.4</p>
    </sec>
    <sec id="sec-17">
      <title>Memorizing Support (G8)</title>
      <p>Just like conversing with a friend, users appreciate when Alexa
remembers what happened previously and what was said, especially
for frequent actions and static information. We found 27 of 94 (34%)
skills that provided memorizing support.</p>
      <p>One positive example is Lemonade Stand in the Kids category. It
is a game where users can sell products and manage their income.
The skill always remembers how the game ended last time. Each
time a conversation began, this skill would say "Today is your twelfth
day selling lemonade. Currently, it’s windy and cool with some clouds.
The forecast is a very low chance it will be warm and partly cloudy.
Your cost for lemonade is fifteen cents a cup. You have three dollars
and fity cents . How many cups do you want to sell? " This message
conveyed the key statistics to help users remember their progress.
In contrast, the 5-min Plank Workout skill in the Health &amp; Fitness
category did not say anything explicitly to users that it remembered
what exercises users might have done in the previous session. It
always asked users to start over again, which could be frustrating.
As we examined further, we identified certain legitimate exceptions
past interactions were not remembered. For example, a skill like
This Day in History is designed to be relevant for that day where
past interactions do not matter.
5</p>
    </sec>
    <sec id="sec-18">
      <title>COMPARATIVE ANALYSIS</title>
      <p>In previous sections, we presented our findings with respect to each
of the eight guidelines (i.e., G1 to G8). In this section, we will
compare our findings across both guidelines and skill categories. These
comparisons address the two research questions in the introduction
(i.e., RQ1 and RQ2).
5.1</p>
    </sec>
    <sec id="sec-19">
      <title>Across Design Guidelines (Q1)</title>
      <p>As shown in Table 1, we calculated the compliance rate for all 8
design guidelines and ranked them based on their rates. These
results show that among the design guidelines we evaluated, some
were more frequently violated than others.</p>
      <p>
        Based on the ranking, open command support (G1) and stop
command support (G3) were among those followed by the most
number of skills. In contrast, Memorizing support (G8),
rewording support (G7), and stop variation support(G5), were followed
by the fewest skills. As we can see, both G8 and G5 are related to
Alexa skills’ personalized services. What could explain such
diferences in compliance rate across design guidelines? For guidelines
related to personalized services, one possible explanation of their
low adherence rate may be the dificulty in implementation, which
involves user behavioral modeling, user data analysis and other
techniques. Also, high-quality personalized services require users
to provide more personal information. It is hard to strike a good
balance between the quality of personalized services and users’
concern about their privacy [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. As for G7, the observed results
told us that most of the skills only focused on providing re-prompts
but did not take a further step to reword the repeated re-prompts
to make a conversation more natural.
5.2
      </p>
    </sec>
    <sec id="sec-20">
      <title>Across Voice Skill Categories (Q2)</title>
      <p>In this part, we will make comparisons across diferent skill
categories. As indicated in Table 2, we counted the number of design
guidelines that a certain skill complied with and calculated the
average number within one category. Based on the calculated results, we
obtained a ranking where the Games category was the top-ranked
one while the Health &amp; Fitness and Entertainment categories had
relatively low rankings. Moreover, we broke down the comparison
into four types of design guidelines: basic commands support (G1,
G2, G3), variety support (G4, G5), error handling support (G6, G7)
and memorizing support (G8). We first calculated the percentage of
skills that supported each design guidelines within each category
and then computed the average compliance rate within each of the
four types. The results are also shown in Table 2.</p>
      <p>From the ranking shown in Table 2, we can see that the Games
category had the highest compliance rate for variety support
guidelines (G4, G5), memorizing support guidelines (G8) and close to the
highest compliance rate for error handling support (G6, G7). Also
can be seen is that the skills in the Game category were more likely
to follow the rest of the guidelines. Game Skills are expected to
involve more interactions with users and require more complicated
user interface design, like remembering users’ previous score and
provide personalized game processes. When we looked at these 10
selected skills’ user ratings on Amazon’s website, they also achieved
relatively high average user ratings (4.5/5), which matched with
the comparative analysis results. The skills in the Kids category
also held high ranking positions in our table. One explanation is
that children are considered a sensitive population that tends to
have a higher requirement for design quality.</p>
      <p>Let us now turn attention to categories with relatively low
compliance rates. Several interesting patterns emerged. For example,
the Entertainment category had close to the lowest compliance rate
across all four guideline types. At a quick glance, this finding was
Category
surprising because Entertainment and Games seemed similar yet
occupied the two opposite ends in the ranking. Upon closer
examinations, we realized skills in the Entertainment category tend to
ofer quick and instant "fun" such as telling a joke or a compliment,
which do not need many user inputs and require less interaction
design. Another example is the Communication and Social category
that had a relatively low compliance rate with respect to variety
support guidelines but a high compliance rate for error handling
guidelines. One explanation could be that communication and
social skills may involve users speaking longer and more intentional
utterances and may be more prone to errors, which necessitates
additional efort to handle errors. In conclusion, with respect to
RQ2, we found evidence that design guideline compliance patterns
do difer greatly across categories, which suggests associations
between design guideline compliance and categories. However, we
were unable to determine whether these associations are causal or
correlational, which will require further studies.
6</p>
    </sec>
    <sec id="sec-21">
      <title>IMPROVING DESIGN GUIDELINES</title>
      <p>Based on our findings and real skill examples we encountered
during the evaluation process, we derived a set of new design guidelines
for voice skills to complement the existing ones. In order to make
our ideas clearer, simulated user-Alexa dialogues are presented for
some of the points.
6.1</p>
    </sec>
    <sec id="sec-22">
      <title>Design Guidelines For One-Shot Skills</title>
      <p>We found that a significant number of instances of guideline
violations are associated with one-shot skills such as Cat Facts and
Damn Girl. In our sample, fewer than 10% were one-shot skills but
they accounted for a large number of guideline violations. Upon
closer examinations, some of the violations could be excused (users
do not have chances to go deeper). This observation may suggest
that the oficial design guidelines need to be revised to consider the
special needs of one-shot skills. Here we present two ideas for the
revision informed by our findings.
6.1.1 Use Informative Invocation Name to Replace Help Command.
Since a one-shot skill often exits automatically after responding to
users’ commands, users may not have a chance to interact with the
skill deeper. Thus, it is advisable to carefully choose an invocation
name that is informative to remind users of its core functionality. A
good example is the Rain Sounds skill whose name clearly indicates
that this skill intends to play rain sounds for users. In contrast, a
negative example is the Damn Girl skill, which carries a unusual
name but gives users little information about what it does (in fact,
it says a diferent compliment each time).
6.1.2 Personalize the Contents Based on User’s Interactions with
Other Skills. One-shot skills’ interaction mode limits the collection
of user inputs, which makes the process of personalizing their
contents very dificult. In this case, a good way to solve the problem
is to connect with other skills for more user inputs. For example,
a one-shot skill aimed at providing basic facts about cats (such
as Cat Facts) could make use of a user’s previous inquiries about
a cat’s health, collected from other skills. With this personalized
information, this one-shot skill could provide more relevant health
facts about cats the next time the user opens it. But this approach
must be implemented carefully to respect users’ privacy preferences
regarding sharing data across skills.
6.2</p>
    </sec>
    <sec id="sec-23">
      <title>Design Guidelines For Personalized Skill</title>
    </sec>
    <sec id="sec-24">
      <title>Services</title>
      <p>Our findings show that there is still a room for improvement in
terms of providing personalized experiences for voice skill users.
During the process of analyzing our data, we noted several
realworld design examples that could inform new design guidelines for
voice skill developers.
6.2.1 Change Interaction Mode for Repeat Users. Personalized
service should not be limited to variety in responses, it should also be
reflected through variations of the whole interaction mode. For
example, through analyzing a user’s interaction history, a skill could
tell whether the user is a frequent user. If not, the skill could guide
the user to explore its features in details. If yes, the skill could
simplify or streamline the whole interaction flow to provide more
personalized service. For example, repeat users could get what they
want immediately or receive a list of recommended services based
on interaction history. Here we present an ideal interaction mode
variation example. First is the interaction mode for non-frequent
users.</p>
      <p>User: Alexa, open Dishes Delivery.</p>
      <p>Alexa: OK, what kind of dishes do you want?
...(the skill acquire necessary information like dishes kind, price,
personalized taste like dishes cooked with no peppers)
Alexa: OK, got it. Your order is ready.</p>
      <p>Next are the good and bad examples of the interaction mode for
frequent users.</p>
      <p>User: Alexa, open Dishes Delivery.</p>
      <p>Alexa: (Bad) OK, what kind of dishes do you want?
Alexa: (Good) OK, welcome back. Do you still want "A" cooked with
no peppers?
6.2.2 Providing detailed information via other platforms. One
limitation of a voice skill is the amount of information it can provide in
a single utterance. Meanwhile, an overly long utterance in response
to a user’s question is highly discouraged. In this case, we found
some voice skills take advantage of other platforms such as mobile,
emails, and SMS to deliver extra information. A good example is the
Store Card skill. When this skill needs to tell users information that
is not suitable through voice interaction, such as an URL, instead of
saying it aloud, it sends the information to a user’s mobile app and
explains to the user that “we just made some improvements that you
need to disable the skill and then enable it again. Please use the link
we just sent to your app”. This practice eliminates the need for users
to listen and remember long text. Hence, we suggest that detailed
information can be optionally provided via another platform.
6.3</p>
    </sec>
    <sec id="sec-25">
      <title>Other Design Guidelines</title>
      <p>Here we present several more design guidelines (not already
covered by the oficial ones) informed by real world examples we
observed, which reflected both good and bad design practices.
6.3.1 Give feedback to help users locate problems in their commands.
Users might feel frustrated when their commands cannot be
correctly processed by a voice skill several times in a row. Under this
situation, if the skill could specifically tell users where the problems
are in their input and give more specific instructions, it would more
efectively help users adjust their input and receive the desired
services from the skill. During the manual collection process, we found
many skills just repeated the same generic sentence like "Sorry, I
didn’t understand that. What would you like?" when researchers
gave commands that could not be understood. Those kind of
responses do not provide any information about why Alexa cannot
understand the user’s command. We suggest an additional
guideline that a skill should provide informative feedback such as telling
users what it originally expected and why users’ voice input did
not match the expectation. Here is an example dialogue contrasting
a good response with a bad response with respect to this guideline.
User: Alexa, open Pizza Delivery.</p>
      <p>Alexa: OK, what city do you live in?
User: My city is horse.</p>
      <p>Alexa: (Bad) I didn’t understand that. What city do you live in?
Alexa: (Good) (The skill’s logic does not think ’horse’ is a city name.)
Sorry, "horse" is not a city name, can you say your city’s name again?
6.3.2 Let users know which skill they are currently interacting with.
Sometimes users may mistakenly think they are interacting with a
skill but in fact with another skill. They may say commands which
are only meaningful for other skills but cannot be understood by
this skill. In this case, a useful design guideline would be to remind
users which skill they are interacting with when the skill fails to
understand users. The WebMD skill is a good example following this
guideline. Below is a sample dialogue that demonstartes WebMD’s
informative response.
(Suppose a user forgot to exit WebMD but thought he is interacting
with a pizza delivery skill.)
User: Alexa, order pizzas.</p>
      <p>Alexa: (Bad) Sorry, I didn’t understand. What would you like to
know?
Alexa: (Good) Sorry, you are already speaking with the WebMD skill.
You can ask things like "What is diabetes?" or "What are the side
efects of Nexium?" What would you like to know?
6.3.3 Recognize and acknowledge problems in users’ input. During
our evaluation and the process of reviewing users’ reviews, we
noticed that for some skills, even if users give incorrect input, those
skills still continue with the wrong information and respond to
users with irrelevant answers. For example, Categories Game is
a skill that presents diferent categories and asks users to come
up with a word that begins with a certain letter in each category.
One of the reviews said that the skill sometimes does not seem to
understand the words users actually spoke and continues the game
regardless. Hence, we suggest a skill should improve the ability to
recognize diferent types of errors and acknowledge those errors,
rather than acting if there is no error.
6.3.4 Don’t give advertisements or encouragements too often after
"stop". We observed that some skills include advertisements or
encourage users to give ratings in the goodbye message too often.
For example, the skill Big Sky always asks users to write a review at
termination. One reviewer complained “A nice, helpful app, except
that it frequently ends answers to queries with ‘please consider writing
a review for this skill...’, etc. I end up spending more time stuck listening
to it beg for a review than, say, finding out what the temperature is.”
Whenever users give the stop command, they hope to stop the
skill successfully rather than listen to other bunch of sentences. In
this case, if the skill could reduce the frequency of or stop giving
advertisements after user says “stop”, it would provide better user
experiences. Instead, skill developers should use other channels to
do their advertising.
6.3.5 Don’t include questions in goodbye messages. We observed
that some voice skills include a question in its goodbye message
in response to the “stop” command. For example, the Alexa Prize
Socialbots responds to a stop command by uttering “Thanks for
chatting! Quick question. On a scale from 1 to 5 stars... how do you
feel about speaking with this socialbot again?” We found this practice
problematic. As mentioned before, whenever users say “stop” to a
skill, they indicate strongly that they do not wish to interact with the
skill anymore. But asking a question in the goodbye message would
require users to continue the interaction, which may negatively
afect the user experiences. Hence, we suggest that voice skills
hould not include questions in goodbye messages.
7
7.1</p>
    </sec>
    <sec id="sec-26">
      <title>HCI RESEARCH AGENDAS</title>
    </sec>
    <sec id="sec-27">
      <title>Improving User Experiences</title>
      <p>Although current design guidelines and suggestions we ofered
before have already covered many design problems developers
might meet, future research is still necessary to revise the guidelines
to meet new needs.</p>
      <p>
        First of all, research on understanding the design space of voice
skills is critical. The design space of traditional voice user interfaces
has been proposed [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], which includes three variables: grammars—
possible things users can say in response to each prompt and which
are understood by the system), dialog logic—actions taken by the
system, and prompts—the recordings or synthesized speech played
to the user during the dialog. However, the design space of the
new generation of voice skills by third-party developers has not
been adequately researched. Although voice skill design and voice
user interface design share certain problems such as how to
express efective information through a natural and conversational
interaction without graphical assistance, voice skills still have their
own characteristics including strong interaction objectives, shared
interaction features across ecosystems and so on. We argue that
design guidelines for traditional voice user interfaces only serve as
a good starting point for understanding the design space of voice
skills.
      </p>
      <p>Next, we found that connecting with other platforms is important
for a voice skill, especially when the skill has versions on other
platforms, such as Uber, that have corresponding mobile versions.
In order to improve user experiences, sharing information across
diferent platforms is critical. For example, an Alexa skill could
give users a concise message while detailed information could be
sent to users’ mobile application. Another benefit of connecting
with other platforms is to allow users to receive consistent services.
Hence, future studies are needed to understand how to best support
a seamless cross-platform experience.</p>
      <p>
        Finally, the design of personalized voice skills is also worth
studying in the future. From our findings, we found personalized services
do not have very high support rate among the current popular skills.
This finding implies personalized design requires more attention
and further revision. Studies show that in order to achieve a high
degree of personalization, more personal or private information is
often required from users. However, due to privacy concerns, users
may want to disclose less personal information [
        <xref ref-type="bibr" rid="ref11 ref24">11, 24</xref>
        ]. In this
case, how to mitigate users’ concerns that their privacy might be
invaded can be an inspiring topic to be explored in future research.
Methodologies related to investigating VUI users’ privacy concern
have been adopted in various research works [
        <xref ref-type="bibr" rid="ref11 ref13">11, 13</xref>
        ], which can
be deployed in the future.
7.2
      </p>
    </sec>
    <sec id="sec-28">
      <title>Category-specific Design</title>
      <p>One contribution of this paper is the finding that there exists a high
degree of variation in design guideline compliance across diferent
skill categories. Thus, the variation we found suggests each skill
category has its own specific requirements and design challenges.
This opens up several research questions for future, such as how
should design guidelines and design space be adapted for diferent
categories and even further, application scenarios? We can start
from understanding which design guidelines are more important
and needing more attention for each category. Also, we can study
the variations in interaction flows across categories and understand
the diferent challenges one may face in evaluating the skills in
each category.
7.3</p>
    </sec>
    <sec id="sec-29">
      <title>Evaluation Methodology</title>
      <p>The evaluation methodology presented in this paper has several
limitations. On the technical side, our crawler is a research
prototype that covers only selected design guidelines. More research is
still needed to support others. Also, the speed of our tool is limited
by the natural speed of a human’s voice (since our tool simulates a
human’s interaction with a voice skill). In terms of data collection,
we only focused on popular skills and categories. We do not yet
know whether our findings can be generalized to less popular skills.
At the same time, only 8 design recommendations were evaluated
and we did not explore all the possible commands. Furthermore, the
responses we collected were only one snapshot in time; we don’t
know whether tested skills have since updated their interaction
models. In terms of the crawling algorithm, we cannot cover all
the possible situations, like when we tested variety (G4,G5), the
crawler only repeated the same commands for three times. The
possibility of variety appeared in the fourth time or later was not
eliminated. In terms of responses analysis, all the response labeling
was conducted manually, which leaves room for improvement.</p>
      <p>
        Correspondingly, there exist several possibilities for improving
the evaluation methodologies in the future in order to better
triangulate usability issues and design guideline violations. They include
increasing the size and variety of the response data collection,
integrating log data analysis (user’s interaction history) [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] to enrich
the commands and responses dataset, and automating the labeling
and evaluation process.
8
      </p>
    </sec>
    <sec id="sec-30">
      <title>CONCLUSIONS</title>
      <p>With the popularity of customized voice services, evaluation on
them is of more importance than ever before. In our paper, we
conducted design evaluation of a sample of 100 most popular Alexa
skills from ten diferent categories using a voice skill crawler. The
entire evaluation was performed with respect to eight design
guidelines. Our findings revealed how these selected skills followed the
guidelines. Based on our findings and the real sample responses
we encountered during the evaluation process, we made several
suggestions for improving the design of voice skills and identified
challenges as well as opportunities for future research.</p>
    </sec>
  </body>
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