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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>S. Erdelez, Investigation of Information Encountering in the Controlled Research Environ-
ment, Information Processing &amp; Management</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.ipm</article-id>
      <title-group>
        <article-title>Serendipity in Recommender Systems Beyond the Algorithm: A Feature Repository and Experimental Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Annelien Smets</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lien Michiels</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Toine Bogers</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lennart Björneborn</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Communication, University of Copenhagen</institution>
          ,
          <addr-line>Copenhagen</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Froomle</institution>
          ,
          <addr-line>Antwerp</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Science, Policy and Information Studies, Department of Communication &amp; Psychology, Aalborg University Copenhagen</institution>
          ,
          <addr-line>Copenhagen</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Antwerp</institution>
          ,
          <addr-line>Antwerp</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>imec-SMIT, Vrije Universiteit Brussel</institution>
          ,
          <addr-line>Brussels</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2004</year>
      </pub-date>
      <volume>40</volume>
      <issue>2004</issue>
      <fpage>1013</fpage>
      <lpage>1025</lpage>
      <abstract>
        <p>Serendipity in recommender systems is ought to improve the quality and usefulness of recommendations. However, despite the increasing amount of attention in both research and practice, designing for serendipity in recommenders continues to be challenging. We argue that this is due to the narrow interpretation of serendipity as an evaluation metric for algorithmic performance. Instead, we venture that serendipity in recommenders should be understood as a user experience that can be influenced by a broad range of system features that go beyond mere algorithmic improvements. In this paper, we propose a first feature repository for serendipity in recommender systems that identifies which elements could theoretically contribute to serendipitous encounters. These include design aspects related to the content, user interface and information access. Furthermore, we outline an experimental design for evaluating the influence of these features on the serendipitous encounters by users. The experiment design is described in such a way that it can be easily reproduced in diferent recommendation scenarios to contribute empirical insights in various settings. This work aspires to represent a first step towards fostering a more integrated and user-centric view on serendipity in recommender systems and thereby improving our ability to design for it.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;serendipity</kwd>
        <kwd>recommender systems</kwd>
        <kwd>afordances</kwd>
        <kwd>design</kwd>
        <kwd>interaction</kwd>
        <kwd>evaluation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In most scenarios, a good recommendation is an item that users find interesting and would
not have found themselves. The endless scrolling through items that users are already familiar
with or that are too similar to their existing preferences has spurred the ‘beyond-accuracy’
paradigm in recommender systems research. This line of work explores evaluation metrics such
as diversity, coverage and serendipity to increase the usefulness and quality of recommendations
[
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. In this research domain, the concept of serendipity has attracted particular research
interest as it has the potential to help overcome the risk of over-specialization and popularity
bias [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Moreover, serendipity in recommender systems could increase that system’s value by
helping consumers explore and enable better item discoverability [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Despite receiving a considerable amount of attention in academic research, serendipity is
known as a complex concept and highly challenging to design for [
        <xref ref-type="bibr" rid="ref6">6, 7</xref>
        ]. We argue that this is
due to the research paradigm in recommender systems being too narrow, which impacts both
our understanding of what serendipity is and how it can be facilitated.
      </p>
      <p>Very often serendipity has been equated with diversity or novelty [8, 9], which is an overly
narrow interpretation of the concept [10]. Moreover, the dominant focus on algorithmic
improvements in recommender systems has overlooked the importance of user interface design
choices [11]. As outlined below, diferent afordances can have an efect on the likelihood of
serendipitous encounters [12]. For example, how the recommended items are presented and
interconnected. This is greatly inspired by findings from serendipity in other domains, such as
libraries, where, for instance, front-cover facing books are more likely to result in serendipitous
encounters compared to books placed on shelves with their spines facing out [13].</p>
      <p>In this paper, we take a first step towards a more comprehensive research approach to study
serendipity in recommender systems, one that goes beyond the mere recommendation algorithm.
Hereto, our paper has the following two objectives:
• We discuss diferent afordances that may enable serendipity in the context of
recommendation and identify which interface elements and other system features could theoretically
contribute to serendipitous encounters.
• We propose an experimental design for evaluating the influence of these features on the
serendipitous encounters by users.</p>
      <p>This paper is organized as follows. In Section 2, we provide an overview of relevant prior work,
followed by an overview of which system features could facilitate serendipity in Section 3. We
sketch our experimental design for testing the diferent features that could promote serendipity
in Section 4 and conclude in Section 5.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>2.1. Afordances for Serendipity</title>
        <p>In the design of information environments, serendipity is generally understood as what happens
when users experience a for them unplanned, interesting encounter [14]. In that regard, there
exists an apparent paradox of ‘designing the unplanned’ and serendipity researchers agree that
serendipity can never be guaranteed [14, 12]. However, environments, including digital ones,
can be designed to facilitate serendipity. Underlying this approach is the notion of afordances : a
relationship between an environment, an actor, and a potential outcome [14]. Afordances thus
not only deal with the properties of objects but also include what an individual can do with that
object. In that sense, they represent strong clues to the operations of things and are common
in human-computer interaction, e.g., clickable buttons or draggable sliders [15]. Consequently,
Traversability
Sensoriability</p>
        <p>Incompleteness
Accessibility
Multireachability
Explorability
Slowability
Exposure
Contrast
Pointers</p>
        <p>Description
Multiple potentials (e.g., diverse, heterogeneous content).</p>
        <p>Colliding potentials (e.g., diferent book genres in the same
collection).</p>
        <p>Unfinalizable potentials (e.g., inconsistent data or ambiguous
categories).</p>
        <p>Access to a specific spot, convergently (e.g., floor-level accessibility
in buildings).</p>
        <p>Multiple routes between spots (e.g., small-world structures on the
web).</p>
        <p>Inviting somewhere else, divergently (e.g., libraries with an organic
non-grid layout).</p>
        <p>Afording slower pace (e.g., “slow design” [ 21], obstacles, or queues).</p>
        <p>Highlighting broader, over a longer time (e.g., exposure of book
covers).</p>
        <p>Highlighting sharper, more suddenly (e.g., contrasting
backgrounds).</p>
        <p>Highlighting narrower, more specifically (e.g., signage in stores).
an afordance approach to serendipity implies that serendipity can be considered a potential
outcome of an environment-actor correspondence [14]. The environment can be designed in
such a way that its features (or characteristics) could facilitate serendipitous encounters.</p>
        <p>Several works have studied these characteristics of (digital) information environments
[16, 17, 18, 12] and some even investigate how these relate to personal characteristics [17, 19, 20].
In his overview work, Björneborn [14] describes three “key afordances for serendipity”—
Diversifiability, Traversability, and Sensoriability—that represent capacities of a given
environment to facilitate serendipity, and will form the basis of our repository discussed in Section 3.
These afordances cover key aspects of human interactions with information environments [ 14].
Diversifiability deals with characteristics related to the diversity of an environment, such as
how rich and varied is the collection of items and its metadata and how flexibly is it organized.
Traversability relates to opportunities for navigation. For example, the accessibility of items or
through how many pathways they can be reached. Finally, Sensoriability refers to the capacity
of an environment (and its items) to being perceived by our senses, for example by using
contrasts or pointers such as cues or signs. Each of these three afordances consists of several
sub-afordances, as summarized in Table 1.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Serendipity in Recommender Systems</title>
        <p>In recommendation scenarios, serendipity is often used to refer to “an item, which the user
had not seen before and would not even look for on their own, but when the user consumes
this item, they enjoy it” [22]. Such interpretations have been operationalized by considering
serendipity as a compound concept consisting of (diferent combinations of) base components
such as unexpectedness, relevance, novelty, usefulness and diversity [e.g. 6, 23, 24, 25, 26]. These
approaches, however, fail to acknowledge the “ontogenetic uncertainty” [27] of serendipity. This
means that it is uncertain what kind of interactions the user will have with the environment (e.g.,
the recommender system) and which outcomes (e.g., serendipitous encounters) these interactions
will lead to. It has indeed been demonstrated that serendipity may evolve diferently in diferent
contexts [20, 28]. In the particular context of recommender systems, this means that serendipity
should be understood as a user experience rather than a mere ofline evaluation metric such as
diversity or novelty. As a result, any attempt to study serendipity in recommender systems
benefits from a user-centric evaluation [11].</p>
        <p>
          Moreover, the majority of prior work has emphasized the algorithmic component of
recommender systems to facilitate serendipitous encounters, such as collaborative filtering or
content-based approaches (see Ziarani and Ravanmehr [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] for an overview). However, it has
been established that other components of a recommender system, such as user interface
elements, are more decisive for the success of a recommender than mere algorithmic changes [29].
Therefore, researchers have been advocating for a more comprehensive research paradigm on
recommender systems, which goes beyond mere algorithmic improvements and contributes an
integrated view on the user experience of recommenders [
          <xref ref-type="bibr" rid="ref5">30, 5, 31</xref>
          ].
        </p>
        <p>In the study of serendipity in recommender systems there exist only a few works evaluating
the impact of other elements of recommender systems on users’ experiences of serendipity. For
example, the enrichment of the knowledge repository of the system [23], the use of linked open
data [32] or diferent visualizations of the recommended items [ 33, 34]. The contribution of
this paper is to support this line of work by presenting a repository of recommender systems’
features (beyond the algorithm) that have the potential to foster serendipity and an experimental
design to evaluate their impact.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. A Feature Repository for Serendipity in RecSys</title>
      <p>To improve our ability to design for serendipity, we propose a first-of-its-kind afordance feature
repository for serendipity in recommender systems (Table 2). These afordance features represent
“the structural elements of artifacts that provide afordances” [ 35] and could, for example, refer
to the presentation structure of recommended items. This relates to what Knijnenburg and
Willemsen [11] call Objective System Aspects (OSAs) in their user-centric evaluation framework
for recommender systems (see also Section 4). Our repository is not only limited to features that
merely relate to the recommender algorithm itself, but also includes content-related features
and other information access paradigms besides recommendation. We argue that any of these
elements are crucial in a user-centric study of recommender systems, as they might impact users’
interactions with the recommended items. For example, the ability to easily browse through the
catalog or perform search queries could influence how users engage with the recommendations.</p>
      <p>The benefit of our proposed afordance feature repository is that it builds on examples and
insights from diferent domains (e.g., digital and physical libraries, movies, e-commerce). In that
way, it can provide clues to designing new afordance features through analogical reasoning and
support the future design for serendipity in recommender systems [35]. Moreover, the proposed
repository allows us to systematically gather and catalog research that contributes empirical
insights into the efects of these afordance features on serendipitous encounters. Additionally,
it could uncover afordances that have been underrepresented in the existing literature and
therefore open up new avenues for research.</p>
      <p>The proposed feature repository is based on a literature review of related work, complemented
with an afordance feature mapping of popular (recommender system) interfaces for diferent
domains (e.g., IMDB, Amazon, GoodReads, LibraryThing, etc.). For the sake of clarity, we
structured the features along three main categories: content, user interface, and information
access. By doing so, we explicitly go beyond the dominant view of serendipity as an attribute
of algorithms and instead emphasize the importance of the available metadata, how this data
is presented and how users access and interact with the user interface. This is in line with
the emerging paradigm in recommender systems research that advocates a more integrated
view on recommender systems [e.g. 5, 30]. Consequently, our repository already highlights
multiple promising avenues for further work on serendipity in recommender systems that go
beyond mere algorithmic improvements. In this feature repository, we have limited ourselves
to afordance features commonly encountered in recommender system interfaces. In that sense,
it is a preliminary and non-exhaustive enumeration, and future work could contribute novel
features.</p>
      <p>In the remainder of this section, we will briefly discuss each feature and illustrate it by means
of real-world examples in Figure 1. The snippets in Figure 1 represent annotated examples
highlighting the most apparent afordance features. To make it clear how the diferent afordance
features might contribute to serendipity, Table 2 also lists the features’ correspondence with
the serendipity sub-afordances as discussed in Section 2.1. Due to space limitations, we will
not discuss every relation in depth, but rather focus on the most salient examples that illustrate
our line of thought.</p>
      <sec id="sec-3-1">
        <title>3.1. Content</title>
        <p>The first category deals with features that relate to the content ( C). Each of these features
contribute to Diversifiability as they represent the potential of the information environment
to be diversified [ 14]. At this point, we identify four diferent content features that are most
apparent in our afordance feature mapping (Figure 1).</p>
        <p>The core metadata (C1) of an item describes its basic attributes, such as title, author,
publisher, producer, abstract, release year, price, actor(s), platform, series, etc. Such metadata
adds more fine-grained knowledge of the items, which increases the apparent Diversity of an
item catalogue [14, 36, 33].</p>
        <p>In a similar way, Diversity can be increased by using controlled vocabularies (C2). These
are any type of taxonomy, thesaurus, ontology or hierarchical categorization scheme, with
diferent levels of specificity, that prescribes which term(s) should be used to describe a specific
item [37]. Moreover, they could contribute to Incompleteness by specifying broad categories,
Slowability
Slowability, Multi-reachability
Contrast
Accessibility, Exposure, Pointers
Cross-contacts, Explorability
Pointers
Explorability, Pointers
Exposure, Contrast
Slowability, Exposure, Contrast
Example(s) in
Figure 1
1d, 1e, 1g, 1k,
1k
1a, 1c, 1f, 1j
1n
1d, 1e, 1g, 1k
1i
1c, 1d, 1e
1c, 1d, 1e, 1f, 1g
1c
1d, 1e, 1k
1l
Accessibility, Pointers
Accessibility, Explorability,
contacts
1h, 1i</p>
        <p>Pointers Cross- 1h
Accessibility, Multi-reachability, Explorability
Accessibility, Slowability, Pointers
Cross-contacts, Slowability, Pointers
Cross-contacts, Slowability, Exposure, Pointers
1a,1c, 1f, 1j, 1m
1m
1e, 1i
1j
such as ‘American Literature’. The use of such broad categories is a typical feature of physical
libraries that are found to promote serendipity [14, 38], and can also be incorporated in digital
environments to support serendipitous encounters.</p>
        <p>User-generated content (C3) is generated by users of a digital environment, such as tags,
items, reviews, ratings, and many more. This can be considered as a source of knowledge
infusion in recommender systems [23] and contribute to folksonomies by “coupling individual
perspective with the dynamics of human interaction” [12]. In this way, it adds novel dimensions
to items and thereby increases Diversity. At the same time, this kind of content may be
considered as ‘traces’ [14] of user behavior and one can draw an analogy with the case of
libraries where left-behind books by other visitors (Incompleteness) may lead to serendipity
[18]. In some recommender systems, users can also add links to existing dynamic hypertext
structures, that may develop small-world network features (Multi-reachability) [14].</p>
        <p>Finally, multimedia (C4) is used to refer to data that represents the content of an item,
such as (full) text, audio, images, animations, or video. The availability of multimedia content
also contributes to Diversity, although its main efect is likely to be situated at the level of
user interface and information access. In fact, each of these four content features (C1–C4) has
relevant implications for features related to the user interface and information access, as will be
discussed in the next sections.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. User Interface</title>
        <p>User interface (U) elements mainly relate to Sensoriability as they primarily deal with the
visual or auditive cues of the information environment. Nonetheless, they may also support
afordances dealing with Diversifiability and Traversability. We follow the terminology laid out
by Tidwell et al. [39] when describing these elements.</p>
        <p>As stated above, the four content features (C1–C4) relate to the user interface as well –
hence the recurrence of some features in both categories. Displaying metadata (U1) or
usergenerated content (U2) could invite the user to take a closer look at the item (Slowability).
For example, by reading the description or a review, especially lengthy ones. In recommender
systems research, there exists some related work on the impact of showing metadata on user
interaction (e.g., food nutrition labels and food choice [40]). Moreover, a vast body of work
studies the impact of user interface elements on preference elicitation (see Jugovac and Jannach
[31] for an overview) and it promises a worthwhile avenue to study the impact of showing
ratings and reviews (U2) on users’ interaction with unfamiliar items. Furthermore, displaying
multimedia (U3), such as cover images of movie trailers, may impact the user interaction
with the recommended items by making them stand out (Contrast). The latter is a well-known
strategy to foster serendipity in ofline information environments, such as showcasing book
covers on tilted shelves [18].</p>
        <p>Another feature is global navigation (U4), which covers elements in the user interface that
are always visible regardless of the scrolling behavior. For example, the heading of LibraryThing
(including tabs such as ‘Recommendations’ and ‘Reviews’) is always displayed and increases
Exposure, amongst others.</p>
        <p>The presentation structure (U5) refers to how items can be grouped together and ordered
in diferent ways when presented to the user, such as using lists, carousels or grids [ 41, 39].
Presentation structure has been shown to influence user behavior when interacting with items
[42, 43] and may impact serendipitous encounters as it could enable Cross-contacts (e.g., diferent
movie genres in one list). Moreover, Jannach et al. [44] found that multi-list interfaces result in
users exploring more options (Explorability) before making a decision.</p>
        <p>Furthermore, headers (U6) serve as Pointers by indicating the category of an item (e.g.,
‘Editorial lists’). Headers can also be used as a form of explanation (U7) when they provide
additional information on why the item is displayed (e.g., ‘Readers also enjoyed’). Explainability
in recommender systems and its impact on user interactions is a widely studied topic [e.g.
45, 46, 31] and found to impact the acceptance of system suggestions [47].</p>
        <p>Two final user interface elements in our preliminary afordance feature repository mainly
contribute to Contrast and Exposure. Emphasis (U8) refers to making interface elements
stand out by, e.g., putting them at the top, on the left, in one of the top corners, giving them
high contrast and visual weight, or setting them of with white space [ 39]. Here, the “Gestalt
principles” may be relevant as they represent a set of rules (proximity, similarity, continuity
and closure) that describe the way humans perceive visual objects and when they seem to
belong together [39]. Finally, pop-ups (U9) are interface elements known as efective attention
grabbers, and often associated with an interruption of the current task (Slowability) [48].</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Information Access</title>
        <p>The final category of afordance features relates to information access. This category is
subdivided in features that relate to recommendation (R), search (S) and browsing (B). In principle,
search and browsing can also be personalized, but because of our focus on recommender
systems, we will discuss the personalized vs. non-personalized distinction only in our discussion
of recommendation.</p>
        <sec id="sec-3-3-1">
          <title>3.3.1. Recommendation</title>
          <p>All recommendations are important Pointers as they highlight specific items. As discussed
in Section 2.2, current work on serendipity in recommender systems has mainly focused on
algorithmic improvements. Since it is our explicit goal to emphasize the importance of
understanding serendipity as a user experience, we highlight five popular high-level recommendation
strategies, as seen through the lens of the user and the information environment (see Figure 1)
rather than the algorithm as such.</p>
          <p>First, recommendations can be personalized (R1). This includes the use of collaborative
ifltering, context-based, hybrid recommendation algorithms, and any other recommendation
paradigm that provides unique recommendations to each user individually. Personalized
recommendations can increase Accessibility of (long-tail) items that are of specific interest only to this
user [32]. Non-personalized (R2) recommendations, on the other hand, are recommendations
that are made to all users, regardless of their preferences. Commonly encountered examples
would be ‘most popular’ or ‘most recent’ items, which might contain highly diverse items and
lead to Cross-contacts. Moreover, non-personalized recommendations may serve as a good
example of how particular features could also inhibit serendipity: by providing shortcuts to
items (Accessibility) that are likely interesting to all users (e.g., breaking news items), the users
may fail to notice other, more serendipitous items. It could therefore be interesting to test to
what extent improved placement (e.g., at the bottom of the page) or absence of non-personalized
recommendations, can facilitate serendipity. In addition, another common recommendation
strategy is segmentation. That is the creation of non-personalized recommendations for groups
of users, rather than all users, and often based on user demographics or psychographics.
However, as it could be situated in between personalized and non-personalized recommendation,
(a) C1 Core metadata, U1 Metadata &amp; B1
Hyperlinks (IMDB)</p>
          <p>(b) R5 User-to-user recommendations (LibraryThing)
(c) R1 Personalized recommendations, (d) R3 Curated recommendations, U3 (e) B3 Collections, U3 &amp; C4
MulU5 Presentation structure, U7 Ex- &amp; C4 Multimedia, U5 Presentation timedia, U5 Presentation
strucplanations, C1 Core metadata, U1 structure, U6 Headers &amp; U8 Empha- ture, U6 Headers &amp; U8
EmphaMetadata, U6 Headers &amp; B1 Hyper- sis (IMDB) sis (IMDB)
links (LibraryThing)
(f) R2 Non-personalized recom- (g) R4 Item-to-item recommendations (h) S1 Search engine &amp; S2
Autocomplemendations, C1 Core metadata, &amp; U6 Headers, U3 &amp; C4 Multi- tion (Amazon)
U1 Metadata, U6 Headers &amp; B1 media, C3 User-generated content
Hyperlinks (LibraryThing) (IMDB)</p>
          <p>(i) U4 Global navigation &amp; S1 Search engine &amp; B3 Collections (LibraryThing)
(j) B4 User profiles, C1 Core meta- (k) C4 &amp; U3 Multimedia, C1 Core (l) U9 Pop-up &amp; C3 User-generated
data, U1 Metadata &amp; B1 Hyper- metadata, C3 User-generated content (GoodReads)
links (LibraryThing) content, R2 Non-personalized
recommendations &amp; U8
Emphasis (IMDB)
(m) C2 Controlled vocabulary, B2 Bread- (n) C3 &amp; U2 User-generated content
(Librarycrumb trails &amp; B1 Hyperlinks (Li- Thing)
braryThing)
and often not distinguished from an user point of view, we do not consider it as a separate
feature in our repository.</p>
          <p>Furthermore, recommendations can also be manually or algorithmically curated (R3).
Algorithmically curated recommendations can, for example, be generated by topic modeling
algorithms that cluster items according to similarities in content, e.g., young-adult novels with
strong female leads. Manually curated recommendations are provided by human curators,
such as editors or other users. Similar to algorithmically curated recommendations, manually
curated recommendations are often groups of items that are similar in one or more aspects.
They contribute to Cross-contacts in the sense that they may result in a diverse set of items, for
example by grouping books across diferent genres or authors. Interestingly, algorithmic and
manual curation can be combined. One particular instance is a “curated recommender system”
[49] in which a personalization algorithm is used to recommend (manually) curated lists of
items. Kim et al. [49] argue that such curated recommendation leads to more serendipitous
encounters, mainly because it may increase the trust in the recommendation.</p>
          <p>A final popular recommendation strategy is similarity. We further divide this strategy into
two diferent paradigms, item-to-item and user-to-user similarity. Item-to-item (R4)
recommendations typically highlight alternatives to the current item. For example, by recommending
books within the same genre but on a completely diferent topic. User-to-user (R5)
recommendations, on the other hand, make recommendations based on similarities between user profiles.
In that sense, both paradigms promote Explorability and Cross-contacts, and are particularly
suited to foster Multi-reachability.
3.3.2. Search
A second aspect related to information access is a search engine (S1) that identifies relevant
items in response to a user’s search query by matching it against the content representations of
all items in its database. In that way, search engines provide direct access to items (Accessibility)
and serve as Pointers by narrowing down the amount of available information [12, 14]. Moreover,
search becomes more eficient with autocompletion (S2), where a searcher is provided with
relevant query suggestions in real time when entering their term(s) in the search box [39].
Additionally, autocompletion fosters Explorability and Cross-contacts by inviting the user to
consider diverse options that are densely represented, such as ‘transformer toys’ and ‘translucent
sticky paper’.</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>3.3.3. Browsing</title>
          <p>The final set of features relates to browsing as environments facilitating browsing are found to
particularly support serendipitous encounters [12]. First of all, the previous discussed features
of core metadata (C1), controlled vocabulary (C2), and user-generated content (C3) such
as tags can be used to connect items that share the same metadata/controlled vocabulary/tags by
turning them into hyperlinks (B1). Generally, this increases the Traversability of the item
catalogue by encouraging Accessibility, Multi-Reachability, and Explorability. Next, breadcrumb
trails (B2) show the path from the starting page down through the navigational hierarchy to
the selected page [39]. This feature also contributes to Traversability, for example by inviting
the users to reflect upon their navigation (Slowability) and increase the Accessibility of previous
pages. Moreover, collections (B3) represent collections of items assembled manually by one or
more users. For example, a (shared) watchlist of movies or a personal catalog of your favorite
childhood books. In that sense, collections are distinct from curated recommendations (R3) as
they are not considered to be actual suggestions (for others) but rather a practice of information
management [50]. However, similar to curated recommendation lists (R3), such collections may
contribute to Cross-contacts, amongst others. Finally, user profiles (B4) provide of all the items
consumed, purchased or rated by a user. Such overviews support users in examining potentially
interesting items (Slowability), similar to user-to-user recommendations (R5). Moreover, in
case of the users’ own profile, it might remind them of items they had forgotten about (e.g.,
their favourite childhood song), which could trigger experiences of serendipity when they
(re)encounter it.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. A Proposed Experimental Design</title>
      <p>To better support and understand serendipitous experiences in recommender systems, we need
to identify which of the previously discussed afordance features actually impact serendipity.
However, there is no guarantee that all of the identified elements support serendipity to the
same (or any) degree. Additionally, we have argued that serendipity should be understood as a
user experience that may evolve diferently in diferent contexts (see Section 2.1). Consequently,
empirical research is needed to study which (combination of) elements lead(s) to serendipitous
experiences and under what conditions.</p>
      <p>In this Section, we propose a controlled experimental design where the (de)activation of the
diferent features would correspond to the independent variable(s). The experiment design is
described in such a way that it can be easily reproduced in diferent recommendation scenarios
to contribute empirical insights in various settings. We start by explaining a possible experiment
scenario to which we apply the practical guidelines for recommender system user experiments
proposed by Knijnenburg and Willemsen [11]. Afterwards, we discuss the required materials to
set up the experiment and we conclude by discussing some possible extensions. Our proposed
experimental design should be seen as a first step and we invite discussion and suggestions for
improving it.</p>
      <sec id="sec-4-1">
        <title>4.1. Procedure</title>
        <p>In our task design, we adopt the common (but not exclusive) notion that a serendipitous find
relates to an unplanned yet interesting encounter [14]. For the purpose of this study, we
distinguish between foreground and (inactive) background tasks and stipulate for the sake of
simplicity that a serendipitous find can only be experienced when one is not looking for it. In
other words, the find is unrelated to the foreground task of the user. Rather, it is an inactive
background task of the user that triggers the recognition of the unplanned and interesting find,
also known as background serendipity [51]. This distinction between an active foreground task
and an inactive background task was first proposed by Erdelez [52] and later adopted by several
others [e.g. 53, 19, 51].</p>
        <p>In our experiment, participants are given a foreground task to complete, namely finding
relevant books for a monthly book club meeting. Hereto, they will interact with the user
interface of an online service to help catalog books (e.g., similar to LibraryThing). Any books
that are deemed relevant for this task, can be added to a ‘task’ shortlist. However, as participants
are likely to stay on task, it is unlikely that we will find any serendipitous items in their the final
shortlist, as those are by definition related to their background task(s). Because we cannot ever
know all active background tasks of our participants, we propose an approach similar to that of
Qin et al. [19], where users are also provided a second shortlist for their ‘personal favorites’.
They are encouraged to add any book that they find interesting and wish to save for after the
experiment. To incentivize them to do a good job, they would be sent this list by email at the
end of their session. This setup increases the likelihood of capturing one or more serendipitous
items in this list of personal favorites.</p>
        <p>After completing their task, users are presented with a questionnaire (see Section 4.2.4). In
this survey, we gauge to what extent the participants report experiences of serendipity, as
well their overall experience with the user interface. Finally, at the end of the experiment,
participants would then be sent their list of favorite personal items. In order to be able to
generate personalized recommendations for the participants, we need information about their
preferences. This could be remedied by asking them to rate a number of items, genres, and
authors beforehand, which could serve as input to the recommendation algorithm(s).
Alternatively, we could recruit users that have existing accounts on similar platforms (e.g., LibraryThing
or GoodReads) and obtain their permission to use their interactions with these platform to
kickstart recommendations.</p>
        <p>While participants should of course be introduced to the study and asked for informed consent,
it remains an open question whether participants should be made aware of the experiment’s
focus on serendipity or not. Based on prior work, we suggest to not inform participants about
this specific research interest. Bogers et al. [53] showed that priming people about the concept
of serendipity before an experiment, even without explicitly mentioning it as the experiment’s
focus, is likely to have a negative influence on participants experiencing serendipity. More
specifically, they found that it is more likely to induce participants to stay on task instead
of exhibiting divergent information behavior. Although the decision about disclosing this
information is up to the researchers carrying out the experiment, we strongly encourage
reporting their decision along with the findings as it may impact the users’ behavior.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Experiment Design</title>
        <p>We limit this discussion to the elements that are specific to our experiment design and refer to
Knijnenburg and Willemsen [11] for more methodological details on conducting user-centric
evaluations of recommender systems.</p>
        <sec id="sec-4-2-1">
          <title>4.2.1. Research Model</title>
          <p>Following the terminology put forward by Knijnenburg and Willemsen [11], the aim of this
experiment is to measure the impact of Objective System Aspects (OSAs) on the user’s Experience
(EXP). More specifically, we are particularly interested to assess the efect of the proposed
afordance feature(s) (OSAs) on the degree of experienced serendipity (EXP) by users of the
recommender system. Moreover, we need to keep track of the user’s interactions with the
system (INT) as it helps to “ground the user experience in observable behavior” [11]. For
example, Taramigkou et al. [54] found that their experimental system led to more queries
(INT) and serendipitous encounters (EXP) compared to the baseline system. Additionally,
Knijnenburg and Willemsen [11] suggest that the efect of OSAs on EXP and INT are mediated
by Subjective System Aspects (SSAs), or users’ perception of these features. For example,
whether the participants do perceive the thumbnails of items or not.</p>
          <p>Depending on the exact research question and the resulting relevant aspects to include, various
hypotheses can be formulated. As an example, we discuss the use of multimedia (U3) (i.e.,
thumbnails of book covers) and the two experimental conditions are shown vs. no thumbnails.
This manipulation could give rise to hypotheses such as ‘Adding thumbnails increases the
number of serendipitous encounters (OSA→EXP)’ or ‘Users interact more often with items
when thumbnails are shown (OSA→INT)’.</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>4.2.2. Participants</title>
          <p>Participant selection is an important step and should be conducted carefully. We refer to
Knijnenburg and Willemsen [11] for more detailed instructions on how to sample participants
and determine the sample size. The latter requires an estimate of the expected efect size,
which could be taken from previous work on serendipitous experiences such as Qin et al. [19].
Recruiting a suficient number of participants for the controlled experiment is most likely easier
to do for remote participation using services such as Prolific 1 or Amazon Mechanical Turk 2. In
terms of recruitment criteria, participants should be expected to have at least an average level
of experience with computers and the Internet. Moreover, they are assumed to have an interest
in the domain in question, such as books if the recreated environment is a service similar to
LibraryThing (see Section 4.1).</p>
        </sec>
        <sec id="sec-4-2-3">
          <title>4.2.3. Experimental Manipulations</title>
          <p>Various experimental manipulations can be drawn from the proposed afordance feature
repository (Table 2). In the example above, displaying thumbnails of book covers (U3) would be the
independent variable (OSA) with shown vs. not-shown thumbnails as its two conditions. Most
features can indeed be tested by simply (de)activating it, resulting in one treatment and one
baseline condition. Additionally, one could experiment with diferent experimental conditions,
such as diferent presentation structures ( U5) (e.g., multi lists vs. single lists) or types of
personalized recommendations (R1) (e.g., content-based vs. collaborative filtering-based) and so
on.</p>
          <p>We believe a between-group design would be the best option, because of possible learning
efects with regard to the available content, making it harder to accurately measure both
task success and serendipity after going through the first experimental condition. Moreover,
investigating multiple elements at the same time—and thereby multiple independent variables—
is possible, although the total number of independent variables should be kept relatively low to
keep the number of required participants manageable in order to achieve an meaningful level
of statistical power.</p>
        </sec>
        <sec id="sec-4-2-4">
          <title>4.2.4. Measurement</title>
          <p>The main dependent variable would be the degree of experienced serendipity (EXP). To confirm
whether the participant actually experienced serendipity, we should ask them for each of the
items on their list of personal favorites whether they were unplanned and interesting finds
to them, similar to the approach used by Björneborn [18]. In addition to going through their
personal shortlist, it could be beneficial to use an established scale for measuring serendipity,
such as the perception of serendipity scale developed by McCay-Peet et al. [17] and include
this in a post-experiment questionnaire This could be combined with the questions developed
by Kotkov et al. [24], Lutz et al. [20] or Chen et al. [55]. Such a methodological triangulation
would increase the chances of detecting actual serendipitous experiences by our participants. In
1https://www.prolific.co/
2https://www.mturk.com/
addition to the perception of serendipity scale(s), we recommend recording as rich interaction
data (INT) as possible, such as clicks, paths through the system, queries entered into the search
box, and generated recommendation lists [e.g. 54]. Depending on the hypothesized research
model (Section 4.2.1), questions about task dificulty, cognitive load, and subjective satisfaction
with the system could also be included in the post-experiment questionnaire (EXP). Two common
scales related to user-centric evaluation of recommender systems are the ones by Knijnenburg
et al. [30] and Pu et al. [56].</p>
        </sec>
        <sec id="sec-4-2-5">
          <title>4.2.5. Statistical Evaluation</title>
          <p>For an extensive overview of statistical methods to evaluate user experiments with recommender
systems, we again refer to Knijnenburg and Willemsen [11]. The research model and
experimental manipulations discussed in the previous paragraphs can be tested with commonly-used
statistical tests, such as the independent (2-sample) t-test or ANOVA.</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Materials and Equipment</title>
        <p>The core development efort related to our proposed experimental design lies in the digital
environment that participants have to use. In principle, our proposed experiment could be
carried out as an online A/B test with a real-world website. This would allow us to detect
realistic user behavior with actual users. However, companies may be unwilling to ‘break’ the
user experience of their users by turning of already established website features as part of the
A/B test. The content accessible on the website may also change during the A/B test, which
could make it more cumbersome to compare the diferent experimental conditions. Finally, it
is also unlikely that engagement metrics alone (such as clicks or purchases) would be able to
distinguish between serendipitous and non-serendipitous events. This would require a more
complex evaluation setup.</p>
        <p>We therefore proposed a more traditional controlled experiment that could be run either
in the lab or remotely. A first requirement is designing a realistic digital environment for our
participants to navigate and explore, and to populate this environment with rich and diverse
data that ideally would contain all four types of content features (C1–C4) as described in
Table 2 so as to support Diversity. In our proposed experimental setting of finding books, the
Amazon/LibraryThing collection3 could be used.</p>
        <p>The user interface required for this experiment should be similar to those of existing services,
such as LibraryThing or GoodReads in our case. However, to avoid undue influence of prior
good or bad experiences with LibraryThing the styling of the website (fonts, colors, etc.) might
be changed to some degree. This is similar to the experimental system developed by Qin et al.
[19] for their experiment comparing tag presentation formats. Another similar approach is
the Mock Social Media Website Tool developed by Jagayat et al. [57] or the 3bij3 framework
for news recommenders of Loecherbach and Trilling [58]. The benefit of a tool like the one
by Jagayat et al. [57] is that it consists of a component to present survey questionnaires in a
user-friendly way, namely nicely integrated with the experiment tasks making it a smooth
3http://inex.mmci.uni-saarland.de/data/documentcollection.html
process for the participants. To achieve a similar user experience, researchers could use tools
such as Gorilla 4.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Extensions</title>
        <p>Our proposed experiment could be extended and/or adjusted based on specific research questions
and models. For example, as argued earlier, we believe that a focused foreground task provides
the necessary contrast with the participants’ background task(s) in order to identify experiences
of serendipity. However, Makri et al. [59] argue that it should be possible to detect serendipity
for both focused, narrow tasks as well as more broad, exploratory tasks. Such an exploratory
task could possible be added after the focused task has been completed by the participant.</p>
        <p>Moreover, earlier work has shown that certain Personal Characteristics (PCs) such as Openness
to Experience and Extraversion can in some situations have an influence on people’s likelihood
of experiencing serendipity [19, 59]. We could adapt these questions from Lee and Ashton [60]
to include them in a pre-experiment questionnaire. Knijnenburg and Willemsen [11] describe
how such personal characteristics can be included in the research model.</p>
        <p>Additionally, Knijnenburg and Willemsen [11] discuss how Situational Characteristics (SCs)
could influence user experience and interaction. For example, users might interact diferently
with short format content and long format content (e.g., music vs. movies) [49]. Given that
serendipity is found to evolve diferently in diferent contexts, we highly encourage experiments
across diferent recommendations scenarios. Other promising datasets could be a combination
of the IMDB collection and MovieLens tags and ratings data5. MovieLens itself would be another
example of an environment in which such an experiment could be run.</p>
        <p>Furthermore, one may investigate the trade-ofs between serendipity and other user
experiences of the recommender system, such as task dificulty. This could be assessed by studying if
users experience increased task dificulty as evidenced by a noticeable increase in clicks required
to complete the foreground task, for example.</p>
        <p>Finally, once the impact of an afordance feature on users’ experience of serendipity has
been assessed in a controlled experiment, these same afordance features can be tested in an
observational study of a real-word recommendation environment. Such a study would require
a diferent setup and we leave its discussion for future work.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions &amp; Future Work</title>
      <p>In this paper, we presented an approach to study serendipity in recommender systems that
goes beyond the mere algorithm. By doing so, our paper addresses the shortcomings of current
research that is characterized by a narrow view on serendipity in recommender systems and
mainly perceives it as an evaluation metric of algorithmic performance.</p>
      <p>Our approach considers serendipity as a user experience and thereby emphasizes the
importance of a user-centric and integrated view on recommender systems. This is built on an
afordance approach to serendipity and thus understanding serendipity as a potential outcome of
4https://gorilla.sc/
5https://grouplens.org/datasets/movielens/
a user interaction with an environment. Based on related work and an afordance feature
mapping of popular recommender system interfaces, we proposed an afordance feature repository
that lists a first overview of features that have the potential to foster serendipity. This repository
includes aspects related to the available content, user interface, and information access as each
of these could impact users’ serendipitous encounters in recommender systems. As a result, the
possible design space for serendipity in recommender systems expands significantly. Therefore,
we proposed a controlled experimental design for evaluating the influence of these features
on the serendipitous encounters by users. We outlined a potential evaluation procedure and
discussed possible extensions to the proposed design.</p>
      <p>As argued throughout the paper, the proposed repository and experimental design are a
ifrst attempt to foster a more integrated view on serendipity in recommender systems. We
invite others to provide feedback, suggest improvements, or point towards other serendipitous
directions. In future work, we plan to conduct such experiments and evaluate the impact of
some of these features on serendipitous encounters. In the long run, we aim to develop an
online crowd-sourced afordance feature repository for serendipity in recommender systems
that includes examples from specific domains, empirical findings and links to related work. By
doing so, we aspire to contribute an open knowledge source that may serve as an inspiration to
design for serendipity in recommender systems and thereby improve the community’s ability
to facilitate serendipitous encounters through these systems.</p>
    </sec>
    <sec id="sec-6">
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