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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>IS-EUD</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Personalized IoT's service providers: A neurocognitive approach to assess their usability</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Antonio Cantone</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alireza Mortezapour</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monica Sebillo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tortora</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuliana Vitiello</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Salerno</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>9</volume>
      <fpage>6</fpage>
      <lpage>8</lpage>
      <abstract>
        <p>Despite the eforts of specialists to provide an IoT product, due to unforeseen challenges, these environments require engagement from the end users. In the simplest case, for this personalization, they use simple recipes like if-then. Some of the most important providers of this service include IFTTT, Zapier, and Microsoft flow. Despite conducting studies with questionnaire methods to compare the usability of the systems related to these service providers, no study has yet objectively investigated their usability. The purpose of this study will be to use the fNIRS technique to assess the objective usability of the mobile systems of these service providers.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The Internet of Things (IoT) connects the digital and physical worlds, making the world around
us smarter and more responsive [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Other associated terms have been created, such as Internet
of Everything (IoE), Internet of Vehicles (IoV), and Internet of People (IoP). All these have as
their main goal to make humans smarter and easier to live with; in other words, empower
people [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        In general, due to the number of objects connected to each other on the one hand and the
variety of people using the systems and their expectations on the other hand, it is not possible to
consider all the problems and challenges of the end users when introducing a new product [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Expert developers cannot anticipate all the probable circumstances end users may experience
while engaging with their IoT environment, meanwhile, software development cycles are still
too sluggish to respond to user demands [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        However, end users can influence IoT systems that depend on them through simple actions
and commands. The entry of the end user into the cycle of providing simple commands to IoT
systems is also called experience personalization [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Despite the numerous advantages of IoT-based technologies, the fundamental problem
remains to tailor their behavior to meet the highly contextualized, unique, and frequently changing
demands of users. One of the methods proposed in the literature to overcome this problem is
simple if-then commands. In this case, when a trigger occurs, a specific action that has been
given to the system occurs [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        These commands, which are called Trigger-Action rules, have been investigated in diferent
contexts such as personalizing humanoid robot behaviors and smart homes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ][
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. It’s possible
to access and use such services from diferent providers such as IFTTT, Zapier, and Microsoft
lfow [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        The usability of these software products is critical. The cognitive approach is a method of
evaluating the usability of systems that focuses on understanding users’ mental processes while
using the system. This approach is based on the concept that users interact with the system
through their cognitive processes, such as perception, attention, memory, and reasoning, and
that understanding these processes can help design a more usable system [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ][11].
      </p>
      <p>To use the cognitive approach for assessing the usability of a system, one needs to identify the
users’ goals and the activities performed when using the system. Next, the cognitive processes
involved in these activities must be analyzed to determine whether the system supports or
hinders these processes.</p>
      <p>There are several tools and techniques used in the cognitive approach to assess the usability
of systems. In this work, we propose the use of fNIRS (functional near infrared spectroscopy)
for the objective evaluation of User eXperience and usability of these services.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>The providers IFTTT, Zapier, and Microsoft Flow have been compared from diferent points
of view [12][13]. In recent years, the User eXperience and usability of these services have
gained attention [14]. Schrepp et al. surveyed the usability of three web automation service
providers with the participation of 82 users. They did a real scenario with these products. The
results showed that IFTTT had the highest scores in all 6 dimensions of the User Experience
Questionnaire (UEQ) [15]. Most studies use subjective methods to analyze the usability of these
IoT-based products.</p>
      <p>Objective analysis of a product’s usability is a scientific field developed in the last 20 years.
In the early stages of using neuroscience devices to study User eXperience and usability, we can
see the importance of electroencephalogram (EEG) [16][17]. With the advent of new devices
such as fNIRS, the use of this new neurophysiological approach to study user experience and
usability is proposed [18][19].</p>
      <p>In a recent study which integrates Augmented Reality into IoT, researchers use both subjective
and objective measures to study the usability. Following a neuroscientific approach, they used
an fNIRS device. The scenario was about two information search modes, an AR-based, and
web-based. The results showed that information search using AR was more eficient and had
a lower cognitive load than information search with a website. The findings of the usability
testing show that AR, as an emerging retail technology, may significantly enhance consumer
experiences and raise buy intent [20].</p>
      <p>In a recent study, authors tried to capture objective data about the User eXperience of
gamers and non-gamers based on fNIRS [21]. The aim of this study was about quantifying
users’ cognitive parameters about the game dificulty level. Three brain regions that have
the responsibility for perceptual UX are selected for data gathering. 40 university students
participated in this study and a multi-channel near-infrared system was utilized to record
the brain activity. The 32-channel fNIRS device had a sampling frequency of 10 Hz and its
wavelengths are 760 and 850 nm (21 light sources and 20 detectors). The authors concluded that
a combination of the flow state scale (subjective questionnaire) and fNIRS is a feasible approach
to assess players’ UX.</p>
      <p>Considering the importance of objective studies to survey the usability of interactive products
and the lack of a published study on this matter in these IoT-based services, we propose an
objective technique to study the usability of these services. Based on the results obtained from
this study, we can have a better judgment of end users’ relationship with these technologies.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Experiment design</title>
      <p>In this section, we describe the experimental design of the study.</p>
      <sec id="sec-3-1">
        <title>3.1. Participants</title>
        <p>Forty participants (M=20, F=20) will be considered. They will be homogeneously selected based
on several confounding parameters such as education level, programming experience and eye
health status. The reason for this homogeneous selection is that these confounding variables do
not distort (bias) participants’ perception of the final variable, so the usability of the products.
People participating in the study will fill out the informed consent form along with the initial
explanation.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Material</title>
        <p>For comparing the usability of these three software products, fNIRS will be used. The use of
this technique in usability studies does not have much history and only a few articles have been
published in recent years [22][23].</p>
        <p>By using the fNIRS device we can observe the hemodynamic response, which refers to
changes in blood flow and oxygenation levels in response to neural activity. During cognitive
processes, such as problem-solving, attention, or memory tasks, there is an increased demand
for oxygenated blood in specific regions of the brain. fNIRS can detect these changes by
measuring the concentrations of oxygenated and deoxygenated hemoglobin. Typically, an
increase in oxygenated hemoglobin and a decrease in deoxygenated hemoglobin are observed
in brain areas involved in the cognitive task. Using an fNIRS device, during a cognitive task,
an increase in oxygenated hemoglobin and a decrease in deoxygenated hemoglobin would
indicate increased neural activity and oxygen consumption in the corresponding brain regions.
Therefore, during software use, we expect to observe changes in the levels of oxygenated and
deoxygenated hemoglobin, and we want to quantify such changes in terms of the proportion
of deoxyhemoglobin/oxyhemoglobin. This technique will be used to conduct a comparative
experimental study on the use of the three software products IFTTT, Zapier, and Microsoft Flow.</p>
        <p>The device used in this study will have 64 channels. To collect data, the 10-20 international
system technique will be used [24]. Considering that usability/UX perception’s region of interest
(ROI) is related to the frontal pole area (FPA), dorsolateral prefrontal cortex (DLPFC), and ventral
lateral prefrontal cortex (VLPFC), additional data will be removed during preprocessing [22].
Through changes in the amount of hemoglobin without oxygen compared to hemoglobin with
oxygen, the perception of participants with respect to those three software products will be
calculated.
3.3. Tasks
Due to the importance of some crucial aspects in objective usability such as eficiency,
efectiveness, and learnability, we develop a scenario that can yield the results of these aspects. Our
scenario is based on personalizing a simple IoT system. In our scenario, the installed version of
three applications related to the three service providers is presented to participants. They will
encounter a simple tangible IoT system. This system has an intelligent light, a
Twitter/Facebook account, an intelligent voice command device (Google Nest), and the software which is
mentioned before.</p>
        <p>The participants should do some simple tasks about opening the software and provide some
simple rules in the software to connect the light to the Twitter and Facebook accounts. Then
they should command by voice to the IoT system and do some predefined tasks.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.4. Procedure</title>
        <p>First user will be informed about the required procedure. Then they will use the system based
on a predefined scenario. The scenario is constant in all participants. For each software, they
have the first 5 minutes for familiarization. Then they will use each software for 15 minutes.</p>
        <p>All of these applications will be installed from Google Play. Also, all of the participants will
use the software in a Google Pixel 7 pro.</p>
        <p>During the total procedures of using the software and the IoT system, they will be brain
scanned by fNIRS.</p>
        <p>People will have enough rest between using diferent software. At the end of using each
software, System Usability Scale (SUS) and User Experience Questionnaire (UEQ) questionnaires
will be filled for each one.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>In this work, we have focused on the importance of a cognitive approach to objective usability
assessment. With this methodology, we expect (i) that the understanding and evaluation of
the ease of use, eficiency, and satisfaction of using the software may vary based on gender.
(ii) A positive and significant correlation will be observed between the results of subjective
usability (questionnaires) and the results of cognitive parameters (based on brain activity), that
is, the results obtained from subjective measures of usability and objective measures of cognitive
parameters, such as brain activity, are related to each other. For example, if a software program
is perceived as easy to use by the user, this may be reflected in increased activity in certain areas
of the brain associated with attention, memory, and problem-solving; (iii) a significant diference
between the usability of these software products will be observed. Some software may be more
user-friendly, eficient, and efective than others. This diference in usability may arise due
to factors such as the design of the software, the features and functionalities ofered, and the
user’s prior experience and knowledge of the software. Compared with the other devices for
physiological and behavioral measures, such as fMRI and EEG, that can also provide accurate
and ”objective” assessments, fNIRS can be more efectively used in real human-technology
interaction scenario. Indeed, the fNIRS is more portable (in comparison to fMRI) and less
sensitive to any excessive noise (in comparison to EEG).
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