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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Evolutionary Multiagent System for Studying the Usability of Websites</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>E. Mosqueira-Rey</string-name>
          <email>eduardo@udc.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>B. Baldonedo del Río</string-name>
          <email>belen@udc.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>D. Alonso-Ríos</string-name>
          <email>dalonso@udc.es</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Alonso-Betanzos</string-name>
          <email>ciamparo@udc.es</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Vázquez-García</string-name>
          <email>mavazquez@udc.es</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>V. Moret-Bonillo</string-name>
          <email>civmoret@udc.es</email>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science</addr-line>
          ,
          <institution>University of A Coruña, Campus de Elviña</institution>
          ,
          <addr-line>15071, A Coruña</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science</addr-line>
          ,
          <institution>University of A Coruña, Campus de Elviña</institution>
          ,
          <addr-line>15071, A Coruña</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science</addr-line>
          ,
          <institution>University of A Coruña, Campus de Elviña</institution>
          ,
          <addr-line>15071, A Coruña</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science</addr-line>
          ,
          <institution>University of A Coruña, Campus de Elviña</institution>
          ,
          <addr-line>15071, A Coruña</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science</addr-line>
          ,
          <institution>University of A Coruña, Campus de Elviña</institution>
          ,
          <addr-line>15071, A Coruña</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Department of Computer</institution>
          ,
          <addr-line>Science</addr-line>
          ,
          <institution>University of A Coruña, Campus de Elviña</institution>
          ,
          <addr-line>15071, A Coruña</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1989</year>
      </pub-date>
      <fpage>15</fpage>
      <lpage>19</lpage>
      <abstract>
        <p>This paper describes an evolutionary multiagent system for the semi-automated study of the usability of websites and navigation paths. The system constructs a mental model of the users trying to reach one URL from another URL, simulates the browsing process, and analyses the web pages that make up possible paths between source and destination. It automatically makes suggestions and critiques in regard to usability aspects. Finally, it selects and suitably presents significant data in support of the human expert whose task it is to evaluate usability.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Usability is defined as: “the extent to which a product
can be used by specified users to achieve specified goals
with effectiveness, efficiency and satisfaction in a
specified context of use” [1]. As indicated by this
definition, usability depends on the context of use, which
consists of users, tasks, equipment and environments.
Usability forms part of the User-Centred Design (UCD)
paradigm, which states that system design should be
guided by the characteristics of users rather than by the
characteristics of the system itself.</p>
      <p>A range of evaluation techniques have been developed
to assist with the development of more usable products.
These measure various aspects of usability and detect
specific problems. Ivory and Hearst developed a
classification which distinguishes between the following
types of techniques [2]: testing (based on empirical
observation of real users interacting with the system);
inspection (based on studies of the system by means of
criteria or heuristics that identify possible problems);
inquiry (based on questions, surveys, etc., answered by
users); analytical modelling (based on formal models that
represent the user and/or the system); and, finally,
simulation (based on emulation of interactions between
real users and the system).</p>
      <p>Some implementations of these techniques require the
direct participation of humans, although it makes sense to
automate them as much as possible in order to reduce
time, cost and effort. Depending on the type of
automation, these techniques are classified as: capture
(collection of usability data), analysis (interpreting data in
order to detect usability problems), or critique (indications
of problems and also of possible improvements).
Nonetheless, most of the techniques only automate a
specific part of these activities, and because critique is
complicated to implement, they tend to focus more on
capture and analysis.</p>
      <p>This paper describes the implementation of a system
for semi-automated study of the usability of websites. It
will enable suggestions to be made about usability and a
critique to be obtained in regard to website elements
requiring improvement. The system performs a
semiautomated study because, since usability is a highly
subjective concept, the last word about this issue belongs
to usability experts.</p>
      <p>Taken into account is the fact that web interfaces have
certain particularities that make them different from
traditional WIMP (windows, icons, mouse and pointer)
interfaces: first of all, the task structure is freer; secondly,
they are more oriented to information provision; and
finally, individual operations are simpler and more limited
(most actions consist of clicking on a link [3]).</p>
      <p>Our system is implemented using a framework for
multiagent systems with evolutionary learning. A
multiagent system is composed of a group of intelligent
agents, which are systems whose aim is to achieve a series
of goals in a normally dynamic and unpredictable
environment. Evolutionary learning, which is based on
biological models of genetics and evolution, enables the
learning process in agents to be enhanced. A detailed
description of the framework used can be found in [4].</p>
      <p>An evolutionary multiagent system is suitable for
conducting a study of the usability of a website, which it
does by simulating website user behaviour—as
evolutionary agents are capable of both learning for
themselves and mimicking humans. Furthermore, the
system can automatically explore the entire website,
thereby partially freeing the expert from the work of
searching out usability problems.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>Our system is based on the semi-automation of a
combination of techniques, namely inspection, modelling
and simulation. The literature refers to a number of studies
on partial automation of usability analysis.</p>
      <p>In regard to inspections, tools exist that help evaluators
ensure that web pages or websites agree with a series of
parameters and guidelines. Some of these tools analyse
HTML coding in web pages to check for broken links, to
see whether images have an associated text to describe
them, etc. In some cases, critique is also partially
automated.</p>
      <p>As for analytical modelling, techniques such as PUM
[5] model users by means of a program that acts as the
user and which is given instructions on the operations for
each task.</p>
      <p>Finally, in regard to partial automation of simulations,
there are the following works:
• Chi et al [6] developed a system for measuring how
website page text helps users locate information.
Commencing with an initial page, the system has as its
aim to enter pages containing specific information
represented by means of a string of keywords. This
system maps navigation paths and calculates the
proportion of users who reach their goal. The results
obtained are interpreted manually by a human
evaluator.
• From log file data resulting from user interaction with
the system, the AMME tool [7] constructs a simulation
model (a Petri network) from which it extracts
information on the usability of the system.
• Other tools based on Information Processor Modelling
focus on psychological principles. Cognitive
architectures are used to simulate system use and
predictions of usability are obtained from these
simulations. For example, Web Criteria has
constructed a model on the basis of automated
navigation of a website which it analysed with a user
model based on GOMS analysis [2].</p>
      <p>In regard to the use of genetic algorithms for usability
studies, Kasik and George [8] developed an automated
capture technique to generate new data on the use of a
system. Genetic algorithms simulate the behaviour of
inexpert users, who learn on a trial-and-error basis.</p>
      <p>It can be observed that most of these techniques
automate capture and analysis. However, our aim is to
develop a system which also automates critique, that is,
indications in regard to solving usability problems
detected in the analysis process.</p>
    </sec>
    <sec id="sec-3">
      <title>3. System architecture</title>
      <p>Our system is based on GAEL (Generic Agents with
Evolutionary Learning), which is a framework designed
for the development of evolutionary intelligent agents [4].</p>
      <p>This framework is suitable for problems in which
knowledge of the environment is minimal. We know
something of the environment and of the actions we can
implement there, and we obtain periodic reinforcement for
the actions performed, but there is no a priori knowledge
available that indicates actions as correct or incorrect,
given that the conditions in the environment are variable.
The framework consists of reactive agents—that is, agents
with absolutely no previous knowledge of the
environment—, each of which possesses a situation-action
rule base.</p>
      <p>The agents implement learning at two levels. On the
first level they learn by reinforcement (learning at the
individual agent level), so that when the agent receives a
stimulus from the environment, the first thing it does is
decide if it will exploit pre-existing rules in its rule base or
explore new rules. If it decides to exploit pre-existing
rules, it constructs a conflict set composed of the rules that
refer to the actual state of the environment, and it chooses
the best rule or a rule is chosen statistically. If it decides to
explore or if the conflict set is empty, a rule is created
randomly that will be valid for the current state of the
environment and that is not already in the agent’s
knowledge base. At pre-determined intervals, the agent
receives reinforcement that indicates whether the
execution of a series of rules has enabled it to fulfil its
aims.</p>
      <p>On the second level, an evolutionary algorithm is
executed at intervals (learning at the agent population
level). Agents thus become better adapted to the
environment through the application of evolutionary
techniques (natural selection, crossover, mutation, etc.).</p>
      <p>This framework can be used to solve different types of
problems, as global elements are defined in a generic way.
For application to a specific problem, the only elements
which have to be developed are problem-specific
elements, as follows:
• Environment. The element that generates events to
which the agents react.
• Environment state. The identifiable state of the
environment that the agent uses in order to implement
pattern matching with rule antecedents.
• Action. An operation performed by the agent on the
environment, which is the consequent of the agent’s
rules.</p>
      <p>It should be borne in mind that correct functioning will
require a study of the characteristics of the problem, in
order to ensure fine-tuning of the parameters that control
the learning mechanism. Some parameters serve to
indicate the properties of the population, such as the
number of agents, the maximum number of rules per
agent, the number of learning cycles, the rule selection
strategy during exploitation, and the probability that an
agent will apply a new rule rather than an existing one.
Others establish different characteristics of the genetic
algorithm, such as the frequency with which it is to be
applied, the proportion of agents selected for reproduction,
the probability that an agent will undergo a mutation, etc.</p>
      <p>Below we describe the application of this framework to
the study of website usability.</p>
    </sec>
    <sec id="sec-4">
      <title>4. System functioning</title>
    </sec>
    <sec id="sec-5">
      <title>4.1. System agents</title>
      <p>In order to apply the described multiagent architecture
to a study of usability, we define the following types of
intelligent agents:
1) User agents. Each agent has as its goal to arrive to a
destination URL from an initial URL, and possesses a
set of rules of potential use in achieving this goal.
2) HTML analyser agent. This agent does not model
users; rather, it examines the web page coding and
extracts useful data for the usability study. This agent
can also examine the coding for an entire website.</p>
      <p>In this domain, the problem-specific elements are as
follows:
• Environment: the work area of the web browser.
• Environment state: any URL that could be visited by
the user agents.
• Action: clicking on a link.</p>
      <p>Our system functions on the basis of a division of
labour between different specialist agents. The fact that
tasks are shared out means that agents behave socially as
well as autonomously, meaning that they exchange
knowledge among themselves. As Figure 1a shows, when
a user agent arrives to a new page, it requests information
from the HTML analyser agent on the available links (link
text, text surrounding the link, target URL). The user agent
then checks this information against its rules. The HTML
analyser agent stores the information on the links for
Population
of user agents
HTML
analyser</p>
      <p>Population
of user agents
Environment
request #1</p>
      <p>link info #1
request #2
(a)
link info #2
Environment
broken link</p>
      <p>HTML
analyser
request
link info (without
broken links)
(b)
future requests. Figure 1b shows another example: when a
user agent clicks on a broken link, this information should
be notified to other agents to avoid time wasting. One way
to do this is to use the HTML analyser agent as an
intermediary.</p>
    </sec>
    <sec id="sec-6">
      <title>4.2. Agent parameters</title>
      <p>User agents are not identical, but are defined by a
series of parameters that model different aims and user
profiles. These parameters are:
1) Initial URL.
2) Destination URL: which does not necessarily have to
belong to the same domain as the initial URL.
3) List of initial key phrases. These represent the user’s
mental model of aims, which may describe concepts,
actions, etc. A product with a good level of usability
will mean computerised task implementation that will
be as close as possible to the user’s mental model (in
our case, the structure of the web site and the choice of
link labels should be as intuitive as possible). This set
of key phrases can be obtained from the description of
the functions or requirements of the product, or from
surveys of users. It is also possible to create agents
with no initial key phrases, in which case their aims
would not be those of human users; they would, rather,
be dedicated purely to exploration.
4) Awareness of surrounding text. Usability studies
conclude that 79% of users only glance at web pages,
and very few users read pages word for word [3].
When selecting links, it is typical to focus on the
underlined words and to ignore the text surrounding
the link.
5) Quantity of links viewed. Similarly to the previous
comment, users tend to focus solely on the most visible
sets of links.
6) Quantity of links visited before giving up. When a user
seeks certain information, the physical or mental effort
invested in the search will depend on the value
assigned to achieving an aim.</p>
    </sec>
    <sec id="sec-7">
      <title>4.3. Evolution and learning</title>
      <p>User agents are subject to an evolutionary process in
which the best genes (i.e., rules) are passed on to the next
generation. This improves the learning process and allows
the exploration of the space of possible solutions within
reasonable limits. As a result, the user agents are able to
model different variations of plausible executions.</p>
      <p>Since the evolutionary process is fitness-based, we
need to implement a reinforcement system that will reward
or penalise agent actions. The different kinds of
reinforcement are as follows:
• Positive reinforcement, on being able to use the initial
key phrases.
• Positive reinforcement, for similarities between the
current URL and the destination URL.
• Negative reinforcement, on being obliged to return to
the previous page.</p>
      <p>Given the characteristics of our problem, it is
impossible to know with absolute certainty if, in any given
moment, an agent is acting in the best possible way.
Reinforcement is heuristic—that is, it does not necessarily
have to reflect the best way of achieving a goal.</p>
    </sec>
    <sec id="sec-8">
      <title>4.4. Usability results</title>
      <p>Our system contributes to usability studies in two
ways: first of all, for aspects of usability that can be
analysed automatically, the system itself makes
suggestions and implements a critique based on principles
documented in the usability literature; and secondly, for
aspects of usability that depend on subjective evaluation,
the system assists the expert with the costly task of
analysis, by means of an intelligent selection of the most
relevant information presented in a way that is easily
digested.</p>
      <p>The usability analyses performed by the system are
focused on the following elements:
• The paths that users will likely traverse as they try to
reach their destination.
• The hypertext links that constitute that paths.
• The HTML code of the web pages.
• The text content of the web pages.</p>
      <p>With the analysis of these elements the system looks
for the presence of typical symptoms of usability
problems, such as:
• The unreachability of the destination.
• Confusing navigation.
• Inappropriate link texts.
• Broken links.
• Problems with the HTML code of the web pages.
• Violations of accessibility guidelines.</p>
      <p>Other usability problems can be identified by taking
into account other type of metrics such as:
• Number of pages visited.
• Number of different paths between source and
destination.
• Length of said paths.
• Number of key phrases found in the links.
• Number of key phrases found in the text surrounding
the links.
• Density of text.
• Length of link text.
• Page dimensions.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Example</title>
      <p>To test the prototype of our system we used the Project
Gutenberg website [9], one of the oldest and best known
Internet sites (Figure 2). Project Gutenberg claims to have
the first and largest single collection of free electronic
books. In a website of this kind, which aims to store
material and receive casual visitors, navigation should be
simple and intuitive—which was why this site was
considered to be ideal for the first application of our
system.</p>
      <p>Our agents model users who visit the Project
Gutenberg website on having learned that they can
download a CD-ROM containing a collection of science
fiction books. The list of key phrases selected was
“download”, “science fiction”, “sci-fi”, “sf”, “cd-rom”,
“cd”, “compact disc”.</p>
      <p>The destination URL has two features of interest: first
of all, it is a .torrent file, and not a web page; secondly, it
is not located in the Project Gutenberg domain but in a
remote server.</p>
      <p>In our first test, we decided to parameterise the system
in such a way that the agents would go directly to the links
and ignore the surrounding text. The outcome, even after a
reasonable number of cycles, was that no agent achieved
the goal, since there are no links with the given key
phrases inside. We then parameterised the system so that
the agents would read the surrounding text. On this
occasion the agents reached the destination URL on the
basis of the key phrases provided.
a</p>
      <p>The minimum sequence of links in order to achieve the
goal was as follows:</p>
      <p>Project Gutenberg BitTorrent Tracker  DL (only the
first link with that text that appears in the page)</p>
      <p>Another sequence of valid links—more intuitive but
longer—was as follows:</p>
      <p>Project Gutenberg BitTorrent Tracker  Project
Gutenberg Science Fiction CD - Mar. 2007.zip.torrent 
DOWNLOAD TORRENT</p>
      <p>The system automatically drew the following usability
comments:
1) The destination URL can be reached by following a
sequence of only two links (this is considered to be
perfectly acceptable [10]).
2) There are different paths to the destination (flexibility
is important for usability).
3) The pages visited are legible in a text-only browser, as
all the images have an associated ALT attribute.</p>
      <p>Additionally, the system also made the following
suggestions and critiques:
1) The web pages are overly dense in terms of
information (as a general rule, around half the words
used in conventional writing should be used in writing
web pages [3]).
2) Rewriting the labels for the links was recommended,
for the following reasons:
• The optimal link path does not contain any of the
key phrases, although some of these do appear in
the surrounding text (for example, see Figure 2b
and Figure 3b).
• The fact that an intermediate page contains several
links with identical text (“DL”, “Link”) but leading
to different URLs might confuse navigation (see
Figure 3c and Figure 3d).
• Some links for visited pages contain words that are
usually indicative of inappropriate nomenclature,
that is, they are computer jargon words (“http”) or
words that do not contribute to describing the task
(“start here”, “here”, “link”), as Figure 2a, Figure
3a and Figure 3d show.</p>
      <p>Observing the results of the executions modelled by
the system, usability experts made the following
observations on the website content semantics:
1) The way in which the website is written is not
appropriate, given its readership. The links in the
website focus on computerised implementation rather
than on the aims of users. For example, in order to
achieve their goal, users need to know what a
BitTorrent Tracker is (see Figure 2b) and how it
works. Furthermore, the Tracker page makes a
questionable use of abbreviations: in order to be able
to follow the optimal path, the user needs to infer that
“DL” in this context is the abbreviation for download
(see Figure 3c).
2) Project Gutenberg is available in Portuguese as well as
in English, and when testing the site for this language,
our experts observed that at one point the link path
changed language without warning. Given that this
may confuse users—they may think they did something
wrong and/or they may search in vain for a language
change button—, the language shift should be
indicated by adding, for example, “(in English)” to the
end of the label for the link that leads to a page in the
other language.</p>
    </sec>
    <sec id="sec-10">
      <title>6. Discussion and conclusions</title>
      <p>This paper describes an evolutionary multiagent
system for the semi-automated study of the usability of
websites and navigation paths. The system is constructed
on the basis of a combination of:
1) Artificial Intelligence concepts (intelligent agents,
evolution).
2) Usability evaluation activities (analysis, critique).
3) Usability evaluation methods (inspection, analytical
modelling, simulation).</p>
      <p>The system is capable of automatically making
suggestions on aspects of usability such as:
• The path between two URLs with the minimum
number of links.
• The existence of alternative paths.
• Easily locating paths on the basis of a set of words that
represent a mental model of the aims of the user.
• The length of navigation paths.
• Problems with the HTML coding for the web pages.
• Problems with the content of web pages.
• Problems with links between web pages.</p>
      <p>Likewise, the system correctly selects and presents
additional usability data with the aim of facilitating the
human expert’s task of evaluating website usability.</p>
      <p>Automating evaluation tasks provides abundant
information on the usability of a product both rapidly and
inexpensively. The manual alternative would be a lengthy,
slow and labourious process [2]. Although implementation
using intelligent agents is a logical solution to automating
tasks that are normally carried out by humans [11], the use
of human experts continues to be necessary. First of all,
because usability is relative to the context of use [1], and
secondly, because intelligent agents are as yet incapable of
completely replacing humans when it comes to
information comprehension and disambiguation [11].</p>
      <p>In this regard, it could be argued that identifying
usability problems is similar to medical diagnosis: whereas
the detection of some diseases is trivial if suitable medical
instruments are available, other diseases require the
opinion(s) of one or more human experts. Our multiagent
system can be considered, thus, as one component in a
semi-automated study of usability.</p>
      <p>The use of reactive agents is particularly appropriate
for our problem, since users who visit a website often have
little previous knowledge of how the website works. It is
important for the navigation of a website to be an intuitive
process. Furthermore, websites generally have a freer
structure than traditional interfaces [2], and this requires a
more dynamic and flexible approach. The purely reactive
behaviour of our agents also makes them capable of
adapting automatically to changes in the environment (for
example, to a restructuring of the website).</p>
      <p>The application of evolutionary techniques to
intelligent agents has two very different effects: on the one
hand, it improves the learning process, and on the other
hand, it enables the space of possible solutions to be
explored.</p>
      <p>Automatic inference of the list of ideal actions is useful
given the typical ambiguity in website tasks: it will,
moreover, act as a guide to users in managing the web
application. Furthermore, we are not solely interested in
success. If agents fail, it is interesting to know why—since
if achieving aims is difficult or impossible, this is probably
because the website has usability problems.</p>
      <p>A combination of system parameterisation and the
application of evolutionary techniques results in a
controlled randomness, with agents emulating variations in
human behaviour within reasonable limits. This contrasts
with traditional techniques such as GOMS modelling
(which is excessively rigid and limited [2]), and
exhaustive or arbitrary inspections, which fail to take into
account the mental model of users.</p>
    </sec>
    <sec id="sec-11">
      <title>7. Acknowledgements</title>
    </sec>
    <sec id="sec-12">
      <title>8. References</title>
      <p>[8] D.J. Kasik, and H.G. George, “Toward Automatic
Generation of Novice User Test Scripts”, Proceedings of the
Conference on Human Factors in Computing Systems, Vol. 1,
Vancouver, Canada, ACM Press, New York, USA, 1996, pp.
244-251.</p>
    </sec>
  </body>
  <back>
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