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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>T. 2008. Recent Developments in the Evaluation of
Information Retrieval Systems: Moving Toward Diversity
and Practical Applications. In: Informatica - An Intl.
Journal of Computing and Informatics vol. 32. pp. 27</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Proceedings+of+the+!</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>A"workshop"at"BCS/HCI</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Future</institution>
          ,
          <addr-line>Interaction,Technologies</addr-line>
          ,
          <institution>Lab, Swansea,University</institution>
          ,
          <addr-line>,UK,</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>LexisNexis</institution>
          ,,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The,Royal,School,of</institution>
          ,
          <addr-line>Library,and, Information,Science,</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <volume>32</volume>
      <fpage>27</fpage>
      <lpage>38</lpage>
      <abstract>
        <p>st</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Executive!Summary!</title>
    </sec>
    <sec id="sec-2">
      <title>Organised!by!</title>
      <sec id="sec-2-1">
        <title>Max"L."Wilson"</title>
      </sec>
      <sec id="sec-2-2">
        <title>Birger"Larson"</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Sponsored!by!!</title>
      <p>Page!3!!K!! Exploratory"Search"in"an"Audio/Visual"Archive:"Evaluating"a"
Professional"Search"Tool"for"Non/Professional"Users!</p>
      <p>Marc%Bron,%Jasmijn%Van%Gorp,%Frank%Nack%and%Maarten%De%Rijke%
!
Page!7!K!! Supplying"Collaborative"Source/code"Retrieval"Tools"to"Software"
Developers!</p>
      <p>Juan%M.%Fernández&gt;Luna,%Juan%F.%Huete%and%Julio%Rodriguez&gt;Cano%
!
Page!11!K!! Interactive"Analysis"and"Exploration"of"Experimental"Evaluation"
Results!
Emanuele%Di%Buccio,%Marco%Dussin,%Nicola%Ferro,%Ivano%Masiero,%</p>
      <p>Giuseppe%Santucci%and%Giuseppe%Tino%
!
Page!15!K! A"Taxonomy"of"Enterprise"Search!</p>
      <p>Tony%Russell&gt;Rose,%Joe%Lamantia%and%Mark%Burrell%</p>
      <sec id="sec-3-1">
        <title>Session!2!</title>
        <p>Page!19!K! Back"to"MARS:"The"unexplored"possibilities"in"query"result"
visualization!</p>
        <p>Alfredo%Ferreira,%Pedro%B.%Pascoal%and%Manuel%J.%Fonseca%
!
Page!23!K!! The"Mosaic"Test:"Benchmarking"Colour/based"Image"Retrieval"
Systems"Using"Image"Mosaics!</p>
        <p>William%Plant,%Joanna%Lumsden%and%Ian%Nabney%
!
Page!27!K!! Evaluating"the"Cognitive"Impact"of"Search"User"Interface"Design"
Decisions!</p>
        <p>Max%L.%Wilson%
!
Page!31!K!! The"potential"of"Recall"and"Precision"as"interface"design"
parameters"for"information"retrieval"systems"situated"in"
everyday"environments!</p>
        <p>Ayman%Moghnieh%and%Josep%Blat%</p>
      </sec>
      <sec id="sec-3-2">
        <title>Posters!</title>
        <p>Page!35!K!! Towards"User/Centered"Retrieval"Algorithms!</p>
        <p>Manuel%J.%Fonseca%
!
Page!38!K!! Design"Thinking"Search"User"Interfaces!</p>
        <p>Arne%Berger%
%
Page!42!K!! The"Development"and"Application"of"an"Evaluation"Methodology"
for"Person"Search"Engines!</p>
        <p>Roland%Brennecke,%Thomas%Mandl%and%Christa%Womser&gt;Hacker%</p>
        <p>Exploratory Search in an Audio-Visual Archive:</p>
        <p>Evaluating a Professional Search Tool for</p>
        <p>Non-Professional Users</p>
        <p>Marc Bron
ISLA, University of Amsterdam
m.m.bron@uva.nl</p>
        <p>Jasmijn van Gorp
TViT, Utrecht University</p>
        <p>j.vangorp@uu.nl</p>
        <p>Frank Nack
ISLA, University of Amsterdam
nack@uva.nl</p>
        <p>Maarten de Rijke
ISLA, University of Amsterdam
derijke@uva.nl
ABSTRACT
As archives are opening up and publishing their content online,
the general public can now directly access archive collections. To
support access, archives typically provide the public with their
internal search tools that were originally intended for professional
archivists. We conduct a small-scale user study where
non-professionals perform exploratory search tasks with a search tool
originally developed for media professionals and archivists in an audio
visual archive. We evaluate the tool using objective and subjective
measures and find that non-professionals find the search interface
difficult to use in terms of both. Analysis of search behavior shows
that non-professionals often visiting the description page of
individual items in a result list are more successful on search tasks than
those who visit fewer pages. A more direct presentation of
entities present in the metadata fields of items in a result list can be
beneficial for non-professional users on exploratory search tasks.</p>
        <p>Categories and Subject Descriptors
H.5.2 [User interfaces]: Evaluation/methodology
General Terms
Measurment, Performance, Design, Experimentation
Exploratory search, Usability evaluation</p>
        <p>INTRODUCTION</p>
        <p>Traditionally, archives have been the domain of archivists and
librarians, who retrieve relevant items for a user’s request through
their knowledge of the content in, and organization of, the archive.</p>
        <p>Increasingly, archives are opening up and publishing their content
online, making their collections directly accessible for the general
public. There are two major problems that these non-professional
users face. First, most users are unfamiliar or only partially
familiar with the archive content and its representation in the repository.</p>
        <p>The internal representation is designed from the expert point of
view, i.e., the type of information included in the metadata, which
does not necessarily match the expectation of the general public.</p>
        <p>
          This leads to an increase in exploratory types of search [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ], as users
are unable to translate their information need into terms that
correspond with the representation of the content in the archive. The
second problem is that archives provide users with professional search
tools to search through their collections. Such tools were
originally developed to support professional users in searching through
the metadata descriptions in a collection. Given their knowledge of
the collection, professionals primarily exhibit directed search
behavior [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ], but it is unclear to what extent professional search tools
support non-professional users in exploratory search.
        </p>
        <p>
          The focus of most work on improving exploratory search is
towards professionals [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ]. In this paper we present a small-scale user
study where non-professional users perform exploratory search tasks
in an audio-visual archive using a search tool originally developed
for media professionals and archivists. We investigate the
following hypotheses: (i) a search interface designed for professional
users does not provide satisfactory support for non-professional
users on exploratory search tasks; and (ii) users with high
performance on exploratory search tasks have different search behavior
than users with lower performance.
        </p>
        <p>In order to investigate the first hypothesis we evaluate the search
tool performance objectively in terms of the number of correct
answers found for the search tasks and subjectively through a
usability questionnaire. To answer the second hypothesis, we perform an
analysis of the click data logged during search.
2.</p>
        <p>EXPERIMENTAL DESIGN
The environment. The setting for our experiment was the
Netherlands Institute for Sound and Vision (S&amp;V), the Dutch national
audiovisual broadcast archive. In the experiment we used the archive’s
collection consisting of around 1.5 M (television) programs with
metadata descriptions provided by professional annotators.</p>
        <p>We also utilized the search interface of S&amp;V.1 The interface is
available in a simple and an advanced version. The simple version
is similar to search engines known from the web. It has a single
search box and submitting a query results in a ranked list of 10
programs. Clicking on one of the programs, the interface shows a
page with the complete metadata description of the program.
Table 1 shows the metadata fields available for a program. Instead of
1http://zoeken.beeldengeluid.nl
the usual snippets presented with each item in a result list, the
interface shows the title, date, owner and keywords for each item on the
result page. Only the keywords and title field provide information
about the actual content of the program while the other fields
provide information primarily used for the organization of programs in
the archive collection. The description and summary fields contain
the most information about the content of programs but are only
available by visiting the program description page.</p>
        <p>We used the advanced version of the interface in the experiment
which next to the search box offers two other components: search
boxes operating on specific fields and filters for certain categories
of terms. Fielded searches operate on specific fields in the program
metadata. The filters become available after a list of programs has
been returned in response to a query. The filters display the top
five most frequent terms in the returned documents for a metadata
field. The metadata fields displayed in the filter component of the
interface are highlighted in bold in Table 1. Once a checkbox next
to one of the terms has been ticked, programs not containing that
term in that field are removed from the result list.
Subjects. In total, 22 first year university students from media
studies participated in the experiment. The students (16 female,
6 male) were between 19 and 22 years of age. As a reward for
participation the students gained free entrance to the museum of
the archive.</p>
        <p>Experiment setup. In each of the five studios available at S&amp;V
either one or two subjects performed the experiment at a time in a
single studio. In case two subjects were present, each of them worked
on machines facing opposite sides of the studio. We instructed
subjects not to communicate during the experiment. During the
experiment one instructor was always present in a studio. Before starting,
the subjects learned the goals of the experiment, got a short
tutorial on the search interface and performed a test query. During this
phase the subjects were allowed to ask questions.</p>
        <p>In the experiment each subject had to complete three search tasks
in 45 minutes. If after 15 minutes a task was not finished, the
instructor asked the subject to move on to the next task. Search tasks
are related to matters that could potentially occur within courses
of the student’s curriculum. Each search task required the subjects
to find five answers before moving on to the next task. A correct
answer was a page with the complete metadata description of a
program that fulfilled the information need expressed by the search
task. Subjects could indicate that a page was an answer through a
submit button added to the interface for the experiment.</p>
        <p>We used the following three search tasks in the experiment: (i) For
the course “media and ethnicity” you need to investigate the role
of ethnicity in television-comedy. Find five programs with
different comedians with a non-western background. (ii) For the course
“television geography” you need to investigate the representation of
places in drama series. Find five drama series where location plays
an important role. (iii) For the course “media and gender” you need
to give a presentation about the television career of five different
female hosts of game shows broadcasted during the 1950s, 1960s or
1970s. Find five programs that you can use in your presentation.</p>
        <p>Subjects received the search tasks in random order to avoid any
bias. Also, subjects were encouraged to perform the search in any
means that suited them best. During the experiment we logged
all search actions, e.g., clicks, performed by each subject. After a
subject had finished all three search tasks, he or she was asked to fill
out a questionnaire about the experiences with the search interface.</p>
        <p>Methodology for evaluation and analysis. We performed two
types of evaluation of the search interface: a usability questionnaire
and the number of correct answers submitted for the search tasks.</p>
        <p>
          The questionnaire consists of three sets of questions. The first set
involves aspects of the experienced search behaviour with the
interface. The second set contains questions about how useful users
find the filter component, fielded search component, and metadata
fields presented in the interface. The third set asks subjects to
indicate the usefulness of a series of term clouds. The primary goal
is not to evaluate the term clouds or their visualization but to find
preferences for information from certain metadata fields. We
generated a term cloud for a specific field as follows. First, we got
the top 1000 program descriptions for the query “comedian.” We
counted the terms for a field for each of the documents. The cloud
then represented a graphical display of the top 50 most frequent
terms in the fields of those documents, where the size of a term was
relative to its frequency, i.e, the higher the frequency the bigger the
term. In the questionnaire subjects indicate agreement on a 5 point
Likert scale ranging from one (not at all) to five (extremely). The
second type of evaluation was based on the evaluation methodology
applied at TREC [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ]. We pooled the results of all subjects and let
two assessors make judgements about the relevance of the
submitted answers to a search task. An answer is only considered relevant
if both assessors agree. Performance is measured in terms of the
number of correct answers (#correct) submitted to the system.
        </p>
        <p>
          For the analysis of the search behavior of subjects we looked
at (i) the number of times a search query is submitted using any
combination of components (#queries); (ii) the number of times a
program description page is visited (#pages); and (iii) the number
of times a specific component is used, i.e., the general searchbox,
filters and fields. A large value for #queries indicates a look up
type search behavior. It is characterized by a pattern of submitting
a query, checking if the answer can be found in the result list and if
it is not, to formulate a new query. The new query is not
necessarily based on information gained from the retrieved results but rather
inspired by the subject’s personal knowledge [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ]. A large value for
#pages indicates a learning style search behavior. In this search
strategy a subject visits the program description of each search
result to get a better understanding of the organization and content of
the archive. New queries are then also based on information gained
from the previous text analysis [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ]. We check the usage frequency
of specific components to see if performance differences between
subjects are due to alternative uses of interface components.
        </p>
        <p>RESULTS
Search interface evaluation. Figure 1 shows the distribution of
the amount of correct answers submitted for a search task, together
with the distribution of the amount of answers (correct or
incorrect) submitted. Out of the possible total of 330 answers, 173 are
actually submitted. Subjects submit the maximum number of five
s
k
s
a
t
#
0
2
0
1
0
#correct
#submitted
answers for 18 of the tasks. This suggests that subjects have
difficulties in finding answers within the given time limit. Subjects find
no correct answers for 31 of the tasks, five subjects find no
correct answer for any of the tasks, and none of the subjects reaches
the maximum of five correct answers for a task. In total 64 out of
173 answers are correct. This low precision indicates that subjects
find it difficult to judge if an answer is correct based on the
metadata provided by the program description. Table 2 shows
questions about the satisfaction of subjects with the interfaces. Subjects
indicate their level of agreement from one (not at all) to five
(extremely). For all questions the majority of subjects find the amount
of support offered by the interface on the exploratory search tasks
marginal. This finding supports our first hypothesis that the search
interface intended for professional users does not provide
satisfactory support to non-professional users on exploratory search tasks.</p>
        <p>Search behavior analysis. Although all subjects are non-experts
with respect to search with this particular interface, some perform
better than others. We investigate whether there is a difference in
the search behavior of subjects that have high performance on the
search tasks and users that have lower performance. We divide
subjects into two groups depending on the average number of
correct answers found aggregated over the three tasks, i.e., 2.9 out of
the possible maximum of 15. The group with higher performance
(group G) consists of 11 subjects with 3 or more correct answers,
whereas the group with lower performance (group B) consists of
11 subjects with 2 or less correct answers.</p>
        <p>Table 3 shows the averages of the search behavior indicators for
each of the two groups. We first look at the usage frequency of the
filter, field, and search box components by subjects in group G vs.
group B. There is no significant difference between the groups,
indicating that there is no direct correlation between performance on
the search tasks and use of specific search components. Next we
look at search behavior as an explanation for the difference in
performance between the groups. Our indicator for lookup searches,
i.e., #queries, shows a small difference in the number of submitted
queries. That subjects in both groups submit a comparable
numTo what degree are you satisfied with the search
experience offered by the interface?
To what degree did the interface support you by
suggesting new search terms?
To what degree are you satisfied with the
suggestions for new search terms by the interface?
ber of queries suggests that the difference in performance is not
due to one group doing more lookups than the other. The
indicator for learning type search, i.e., #pages, shows that there is a
significant difference in the number of program description pages
visited between subjects of the two groups, i.e., subjects in group
G tend to visit program description pages more often than subjects
of group B. We also find that the average time subjects in group G
spend on a program description page is 27 seconds, while subjects
from group B spend on average 39 seconds. These observations
support our hypothesis that there are differences in search behavior
between subjects that have high performance on exploratory search
tasks and subjects with lower performance.</p>
        <p>Usefulness of program descriptions. One explanation for this
difference in performance is that through their search behavior
subjects from group G learn more about the content and organization
of the archive and are able to assimilate this information faster from
the program descriptions than subjects from group B. As subjects
process more program descriptions they learn more about the
available programs and terminology in the domain. This results in a
richer set of potential search terms to formulate their information
need. To investigate whether subjects found information in the
program descriptions useful in suggesting new search terms, we
analyse the second set of questions from the questionnaire. The top half
of Table 4 shows subjects’ responses to questions about the
usefulness of metadata fields present on the search result page.
Considering responses from all subjects the genre and keyword fields are
found most useful and the title and date fields as well, although to
a lesser degree. The fields intended for professionals, i.e., origin,
owner, rights, and medium are found not useful by the majority of
subjects. Between group B and G there are no significant
differences in subject’s judgement of the usefulness of the fields.</p>
        <p>The bottom part of Table 4 shows subject’s responses to
questions about the usefulness of metadata fields only present on the
program description page and not already shown on the search
result page. Based on all responses, the summary, description, person
and location metadata fields are considered most useful by the
majority of the subjects. These findings further support our argument
that program descriptions provide useful information for subjects
to complete their search tasks.</p>
        <p>When we contrast responses of the two groups we find that group
G subjects consider the description, person, and location metadata
fields significantly more useful than subjects from group B. This
suggests that group B subjects have more difficulties in distilling
useful information from these fields (recall also the longer time
spent on a page). This does not say that these users cannot
understand the provided information. All that is indicated is that the
chosen modality, i.e., text, might not be the right one. A graphical
representation, for example as term clouds, might be better.</p>
        <p>Fields as term clouds. In response to the observations just made,
we also investigated how users would judge visual representations
of search results, i.e., in the form of term clouds directly on the
search result page. Here the goal is not to evaluate the visualization
of the clouds or the method by which they are created. Of interest
to us is whether subjects would find a direct presentation of
information normally “hidden” on the program description page useful.</p>
        <p>Recall from §2 that we generate term clouds for each field on
the basis of the terms in the top 1000 documents returned for a
query. From Table 5 we observe that subjects do not consider
the description and summary clouds useful, while previously these
fields were judged most useful among the fields in the program
description. Both clouds contain general terms from the television
domain, e.g., program and series, which do not provide subjects
with useful search terms. Although this could be due to the use
of frequencies to select terms, these fields are inherently difficult
to visualize without losing the relations between the terms. The
genre, keyword, location and, to some degree, person clouds are all
considered useful, but they support the user in different ways. The
genre field supports the subject in understanding how content in the
archive is organized, i.e., it provides an overview of the genres used
for categorization. The keyword cloud provides the user with
alternative search terms for his original query, for example, satire or
parody instead of cabaret. The location and person clouds offer an
indication of which locations and persons are present in the archive
and how prominent they are. For these fields visualization is easier,
i.e., genre, keywords or entities by themselves are meaningful
without having to represent relations between them. Subjects consider
the title field only marginally useful. For this field the usefulness is
dependent on the knowledge of the subject as titles are not
necessarily descriptive. The subjects also consider the organization field
marginally useful, probably due to the nature of our search tasks,
i.e., two tasks focus on finding persons and in one locations play
an important role. We assume though that in general this type of
information need occurs when the general public starts exploring
the archive. Together, the above findings suggest that subjects find
a direct presentation of short and meaningful terms, i.e., categories,
keywords, and entities, on the search results page useful.
4.</p>
        <p>CONCLUSION</p>
        <p>We presented results from a user study where non-professional
users perform exploratory search tasks with a search tool originally
developed for media professionals and archivists in an audio visual
archive. We hypothesized that such search tools provide
unsatisfactory support to non-professional users on exploratory search tasks.</p>
        <p>By means of a TREC style evaluation we find that subjects achieve
low recall in the number of correct answers found. In a
questionnaire regarding the user satisfaction with the search support offered
by the tool, subjects indicate this to be marginal. Both findings
support our hypothesis that a professional search tool is unsuitable for
non-professional users performing exploratory search tasks.</p>
        <p>Through an analysis of the data logged during the experiment,
we find evidence to support our second hypothesis that subjects
perform different search strategies. Subjects that visit more program
description pages are more successful on the exploratory search
tasks. We also find that subjects consider certain metadata fields on
the program description pages more useful than others. Subjects
indicate that visualization of certain fields as term clouds directly in
the search interface would be useful in completing the search tasks.</p>
        <p>Subjects especially consider presentations of short and meaningful
text units, e.g., categories, keywords, and entities, useful.</p>
        <p>In future work we plan to perform an experiment in which we
present non-professional users with two interfaces: the current search
interface and one with a direct visualization of categories,
keywords and entities on the search result page.</p>
        <p>Acknowledgements. This research was partially supported by the
European Union’s ICT Policy Support Programme as part of the
Competitiveness and Innovation Framework Programme, CIP
ICTPSP under grant agreement nr 250430, the PROMISE Network of
Excellence co-funded by the 7th Framework Programme of the
European Commission, grant agreement no. 258191, the DuOMAn
project carried out within the STEVIN programme which is funded
by the Dutch and Flemish Governments under project nr
STE-0912, the Netherlands Organisation for Scientific Research (NWO)
under project nrs 612.061.814, 612.061.815, 640.004.802,
380-70011, the Center for Creation, Content and Technology (CCCT), the
Hyperlocal Service Platform project funded by the Service
Innovation &amp; ICT program, the WAHSP project funded by the
CLARINnl program, and under COMMIT project Infiniti.</p>
        <p>Supplying Collaborative Source-code Retrieval Tools
to Software Developers
Juan M. Fernández-Luna
Departamento de Ciencias de
la Computación e Inteligencia</p>
        <p>Artificial, CITIC-UGR.</p>
        <p>Universidad de Granada,</p>
        <p>18071 Granada, Spain
jmfluna@decsai.ugr.es</p>
        <p>Juan F. Huete
Departamento de Ciencias de
la Computación e Inteligencia</p>
        <p>Artificial, CITIC-UGR.</p>
        <p>Universidad de Granada,
18071 Granada, Spain
jhg@decsai.ugr.es</p>
        <p>Julio C. Rodríguez-Cano
Centro de Desarrollo Territorial</p>
        <p>Holguín. Universidad de las
Ciencias Informáticas, 80100</p>
        <p>
          Holguín, Cuba
jcrcano@uci.cu
ABSTRACT One of the reasons that the existing IR systems do not
Collaborative information retrieval (CIR) and search-driven adequately support collaboration is that there are not good
software development (SDD) are both new emerging research models and methods that describe users’ behavior during
fields; the first one was born in response to the problem of collaborative tasks. To address this issue, the community
satisfying shared information needs of groups of users that has adopted CIR as an emerging research field in charge to
collaborate explicitly, and the second to explore source-code establish techniques to satisfy the shared information needs
retrieval concept as an essential activity during software de- of group members, starting from the extension of the IR
velopment process. Taking advantages of the recent con- process with the knowledge about the queries, the context,
tributions in CIR and SDD, in this paper we introduce a and the explicit collaboration habits among group members.
plug-in that can be added to the NetBeans IDE in order CIR community identifies four fundamental features in this
to enable remote teams of developers to use collaborative multidisciplinary field that can enhance the value of
collasource-code retrieval tools. We also include in this work borative search tools: user intent transition, awareness,
diexperimental results to confirm that CIR&amp;SDD techniques vision of labor, and sharing of knowledge [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ].
give out better search results than individual strategies. In addition, SDD is a new research area motivated by
the observation that software developers spend most of their
Categories and Subject Descriptors time searching pertinent information that they need in order
to solve their tasks at hand. We identified that SDD context
H.5.3 [Information Interfaces and presentation (e.g., was a very interesting field where collaborative IR features
HCI)]: Group and Organization Interfaces; H.3.3 [Information could be greatly exploited. For this reason we use the phrase
Storage and Retrieval]: Search Process. collaborative SDD to refer to the application of di↵ erent
collaborative IR techniques in the SDD process [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ].
        </p>
        <p>General Terms It’s known than some IDE incorporate tools with support
Design, Human Factors. for developer’s collaboration practices, but without making
emphasis in source-code retrieval. In this sense, the
objecKeywords tive of this paper is to present the results of the comparison
of traditional SDD and collaborative SDD. In both search
Collaborative Information Seeking and Retrieval, Search- scenarios, we use the NetBeans IDE plug-in COSME
(COdriven Software Development, Multi-user Search Interface. llaborative Search MEeting) with the appropriate
configurations. COSME endows NetBeans IDE with traditional and
1. INTRODUCTION collaborative source-code retrieval tools.</p>
        <p>This paper is organized as follows: The first section presents
“Collaboration” seems to be the buzzword this year, a brief overview of related works and place our research in
just like “knowledge management” was last year. context. Then, we describe our software tool and method,
– David Coleman explaining the di↵ erent aspects of our experimental
evaluation. Finally we discuss the results and present some
conclusion remarks.</p>
        <p>
          In the last few years, Information Retrieval (IR) Systems
have become critical tools for software developers. Today
we can use vertical IR systems focused in integrated
development environment (IDE) extensions for source-code
retrieval as such Strathcona [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ], CodeConjurer [
          <xref ref-type="bibr" rid="ref17">6</xref>
          ], and
CodeGenie [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ], but these only allow an individual interaction from
the team developers’s perspective.
        </p>
        <p>Copyright c 2011 for the individual papers by the papers’ authors.</p>
        <p>Copying permitted only for private and academic purposes. This volume is
published and copyrighted by the editors of EuroHCIR2011.</p>
        <p>EuroHCIR ’11 Newcastle, UK
2.</p>
        <p>RELATED WORK</p>
        <p>There is a small body of work that investigates methods
to join collaborative information retrieval and search-driven
software development. On the one hand, some researchers
have identified di↵ erent search scenarios where it is
necessary to extend IR systems with collaborative capabilities. For
example, in the Web context, SearchTogether [8] is a
system which enables remote users to synchronously or
asynchronously collaborate when searching the Web. It supports
collaboration with several mechanisms of group awareness,
division of labor, and persistence. On the other hand, the
SDD community presents di↵ erent prototypes and systems.</p>
        <p>
          For example, Sourcerer [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ] is an infrastructure for large-scale
indexing and analysis of open source code. Sourcerer crawls
Internet looking for Java code from a variety of locations,
such as open source repositories, public web sites, and
version control systems.
        </p>
        <p>CIR systems can be applied in several domains, such as
travel planning, organizing social events, working on a
homework assignment or medical environments, among many
others. We identified software development as another
possible application field where much evidence of collaboration
among programmers on a development task can be found.</p>
        <p>For example, concurrent edition of models and processes
require synchronous collaboration between architects and
developers who can not be physically present at a common
location [7].</p>
        <p>However, current SDD systems do not have support for
explicit collaboration among developers with shared
technical information needs, which frequently look for additional
documentation on the API (Application Programming
Interface), read posts for people having the same problem,
search the company’s site for help with the API, or looking
for source code examples where other people successfully
used the API. Fortunately, in the last few years, some
researchers have realized that collaboration is an important
feature, which should be analyzed in detail in order to be
integrated with operational IR systems, upgrading them to
CIR systems.</p>
        <p>
          As an approach to these situations, we propose in this
work the COSME plug-in [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ]. It makes the contribution in
current SDD providing explicit support for teams of
developers, enabling developers to collaborate on both the
process and results of a search. COSME provides
collaborative search functions for exploring and managing source-code
repositories and documents about technical information in
the software development context.
        </p>
        <p>In order to support such CIR techniques, COSME
provides some collaborative services in the context of SDD:
• The embedded chat tool enables direct communication</p>
        <p>among di↵ erent developers.
• Relevant search results can be shared with the explicit</p>
        <p>recommender mechanisms.
• Another important feature is the automatic division
of labor. By implementing an e↵ ective division of
labor policy the search task can be split across team
developers, thereby avoiding considerable duplication
of e↵ ort.
• Through awareness mechanisms all developers are
always informed about the team activities to save e↵ ort.</p>
        <p>Awareness is a valuable learning mechanism that help
the less experienced developers to view the syntax used
by their teammates, being an inspiration to
reformulate their queries.
• All search results can be annotated, either for personal
use, like a summary, or in the team context, for
discussion threads and ratings.</p>
        <p>3.</p>
        <p>THE COSME PLUG-IN</p>
        <p>
          To improve software developers with shared technical
information needs we implemented the COSME front-end as
a NetBeans IDE plug-in. The principal technologies that
we used to implement it include the CIRLab framework [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ],
NetBeans IDE platform, Java as programming language,
and AMENITIES (A MEthodology for aNalysis and desIgn
of cooperaTIve systEmS) as software engineering
methodology. COSME is designed to enable either synchronous
or asynchronous, but explicit remote collaboration among
teams of developers with shared technical needs. In the
following section we are going to outline COSME.
3.1
        </p>
        <p>Current Features</p>
        <p>Figure 1 is a screenshot showing various features of our
COSME plug-in. We refer to the circled numbers in the
following text.</p>
        <p>1. Search Control Panel: It is integrated in turn for
three collapsible panels; (a) configuration, where the
developers can select the search options and engines to accomplish
the search tasks; (b) filters show the user’s interest field
according to the collection contents; and (c) collection type
permit to specify the type of search result’s items.</p>
        <p>2. Search Results Window: The search results can
be classified according to three di↵ erent source-code
localization: (d) results can be obtained as a consequence of
division of labor techniques introduced by the collaborative
search session (CoSS) chairman. A CoSS is a group of
endusers working together to satisfy their shared information
needs. One CoSS only can have one developer in the roll of
chairman; (e) or by explicit recommendations accomplished
for group members of their CoSS; (f ) finally, search results
also can be obtained by individual search.</p>
        <p>3. Item Viewer: It shows full item content in di↵ erent
formats, e.g. pdf, plain text, and Java source-code files.</p>
        <p>All item formats are showed to the developers within the
NetBeans IDE.</p>
        <p>4. CoSS Portal: Developer can use the chat tool
embedded in the CoSS Portal to negotiate the creation of a
collaborative search session or to join at any active CoSS.</p>
        <p>For each CoSS, the chairman can to establish the integrity
criteria, membership policy, and division of labor principles.
4.</p>
        <p>EXPERIMENTAL EVALUATION</p>
        <p>In this section we are going to show how collaborative
features applied to SDD improves the traditional
operation without them. Then if we consider the null
hypothesis (H0) that AT SDD ACSDD, our alternative hypothesis
(H1) is that the collaborative work should help to improve
the retrieval performance in a SDD task: AT SDD &lt; ACSDD,
where TSDD stands for Traditional SDD and CSDD for
Collaborative SDD. To evaluate our proposal we compare 10
group interactions in two di↵ erent kinds of search scenarios
(SS) on SDD, SS2k+1 and SS2(k+1); k 2 0, . . . , 9. SS2k+1
represents a team of developers that use a conventional IR
system, this means that developers do not have access to
techniques of division of labor, sharing of knowledge, or
awareness (traditional SDD – TSDD), while S2(k+1)
represents a team of developers that uses a CIR system. Then, 5
teams worked in a TSDD context (those with odd subindexes)
and the other 5 with CSDD (even subindexes). In both
search scenarios, we used COSME with the appropriate
configurations for both settings.</p>
        <p>The search scenario was a common task proposed to a
group of developers without Java background: select the
most relevant classes to manage GUI (Graphical User
Interface) components using di↵ erent Java API with a total
of 2420 files. Specifically, Jidesoft (634), OpenSwing (434)),
SwingX (732)) and Swing (620). We have focussed on these
API because they are directly related to the context of the
experiment although they are not complete: we have only
considered their most relevant API packages for the
experiment.</p>
        <p>For evaluation purposes, we created our own test
collection: a group of 10 experts proposed a set of 100 topics
strongly related to the objective of the experimentation,
then their corresponding queries were submitted to each of
the following search engines: Lucene, Minion, Indri and
Terrier. A document pool was obtained by ranking fusion and
later the experts, grouped in pairs, determined the relevant
documents for each topic.</p>
        <p>In collaborative SDD, it is very important to analyze the
interaction among group members, therefore, unlike the
evaluation of a traditional SDD system, we can not fix the
queries. Then each participating group could freely
formulate their queries to the search engine. In order to compare
team results, the search engine identified the most similar
queries formulated by the members of the teams with
respect to those formulated by experts. If the system found
enough similarity and if they occur in all the groups, then
these queries are considered that deals with the same topic
and selected for group comparison purposes. The
similarity measure between queries is calculated by Equation 1. A
user query (qu) and an expert query (qe) are considered to
be the same if they are within a given similarity threshold.</p>
        <p>A new query qu0 is obtained applying the Porter stemmer
algorithm to qu’s terms, and analogously, we would obtain
qe0.</p>
        <p>sim(qu, qe) = | qu0 T qe0 | =
| qu0 S qe0 |</p>
        <p>(1)</p>
        <p>In Equation 1, is a value between 0 and 1. For this
experiment we assumed that there exists an expert’s relevance
judgement to qu only if 9 N2N+1 , where N =| qu0 S qe0 |,
selecting the relevance judgements that correspond to max
for each qe.</p>
        <p>In order to measure the e↵ ectiveness of the described SST SDD
and SSCSDD scenarios, we considered as evaluation
measures the metrics proposed by Pickens et al. in [9], i.e.
selected precision (Ps, the fraction of documents judged
relevant by the developer that were marked relevant in the
ground truth), and selected recall (Rs) as their dependent
measures. To summarize e↵ ectiveness in a single number we
use F1s measure.</p>
        <p>According to the documents that each team selected for
each common topic, F1s measure was computed. In order to
accomplish the statistical analysis of the results, we use the
non parametric test of Wilcoxon (all against all). The Monte
Carlo method was used and adjusted with the 99% trust
intervals and 10000 signs. It was considered the existences
of significance (Sig.) as appear in Table 1.</p>
        <p>We could notice significative di↵ erences between TSDD
and CSDD groups, considered two by two. As F1s values for
CSDD groups are better than those computed from TSDD
groups for those cases, then we could conclude that when
teams works supported by collaborative tools, they obtain
better results. From Table 1, we could realize that apart
from SS5, each SST SDD has got at least one SSCSDD with
significant di↵ erence values of F1s. With this results we
accept H1, because AT SDD &lt; ACSDD.
SS2
SS3
SS4
SS5
SS6
SS7
SS8
SS9</p>
        <p>CONCLUSIONS AND FUTURE WORKS</p>
        <p>Collaboration in SDD is just being recognized as an
important research area. While in some cases collaborative
SDD can be handled by conventional search engines, we
need to understand how the collaborative nature of
sourcecode retrieval a↵ ects the requirements on search algorithms.</p>
        <p>Research in this direction needs to adopt the theories and
methodologies of SDD and CIR, and supplement them with
new approach constructs as appropriate. In this work we
present COSME as a collaborative SDD tool that helps team
developers to find better sources than searching with
traditional SDD strategies, as well as an experimental approach
that confirms our hypotheses.</p>
        <p>Our ongoing work focuses on the COSME back-end which
poses fundamental research challenges as well as provides
new opportunities to let group members collaborate in new
ways:</p>
        <p>(i) Profile Analysis. We aim to analyze the user-generated
data using various techniques from the study of di↵ erent
collaborative virtual environments and recommender systems.</p>
        <p>With the results, our goal is to provide better personalized
search results, support the users while searching and
recommend users to relevant trustworthy collaborators.</p>
        <p>(ii) P2P/hybrid-network Retrieval. Due to scalability
and privacy issues we favor a distributed environment by
means of a P2P (peer-to-peer) retrieval feature based on
hybrid architecture to store the user-generated data and
collections (CASPER – CollAborative Search in PEer-to-peer
netwoRks). The main challenges in this respect are to ensure
a reliable and e cient data analysis.</p>
        <p>ACKNOWLEDGMENTS</p>
        <p>This work has been partially supported by the Spanish
research programme Consolider Ingenio 2010: MIPRCV
(CSD200700018), the Spanish MICIN project TIN2008-06566-C04-01
and the Andalusian Consejer´ıa de Innovacio´n, Ciencia y
Empresa project TIC-04526. We also would like to thank
Carmen Torres for support and discussions and for all of our
experiment participants.</p>
        <p>Interactive Analysis and Exploration of</p>
        <p>Experimental Evaluation Results
Emanuele Di Buccio
University of Padua, Italy
dibuccio@dei.unipd.it</p>
        <p>Ivano Masiero
University of Padua, Italy
masieroi@dei.unipd.it</p>
        <p>Marco Dussin</p>
        <p>University of Padua, Italy
dussinma@dei.unipd.it</p>
        <p>Giuseppe Santucci
Sapienza University of Rome,</p>
        <p>Italy
santucci@dis.uniroma1.it</p>
        <p>Nicola Ferro
University of Padua, Italy
ferro@dei.unipd.it</p>
        <p>Giuseppe Tino
Sapienza University of Rome,</p>
        <p>Italy
tino@dis.uniroma1.it
ABSTRACT
This paper proposes a methodology based on discounted
cumulated gain measures and visual analytics techniques in
order to improve the analysis and understanding of IR
experimental evaluation results. The proposed methodology
is geared to favour a natural and e↵ ective interaction of the
researchers and developers with the experimental data and
it is demonstrated by developing an innovative application
based on Apple iPad.</p>
        <p>Categories and Subject Descriptors
H.3.3 [Information Search and Retrieval]: [Search
process]; H.3.4 [Systems and Software]: [Performance
evaluation (e ciency and e↵ ectiveness)]
General Terms
Experimentation, Human Factors, Measurement, Performance
Ranking, Visual Analytics, Interaction, Discounted
Cumulated Gain, Experimental Evaluation, DIRECT
1. INTRODUCTION</p>
        <p>The Information Retrieval (IR) field has a strong and
longlived tradition, that dates back to late 50s/early 60s of the
last century, as far as the assessment of the performances of
an IR system is concerned. In particular, in the last 20 years,
large-scale evaluation campaigns, such as the Text REtrieval
Conference (TREC)1 in the United States and the
CrossLanguage Evaluation Forum (CLEF)2 in Europe, have
conducted cooperative evaluation e↵ orts involving hundreds of
1http://trec.nist.gov/
2http://www.clef-campaign.org/
research groups and industries, producing a huge amount of
valuable data to be analysed, mined, and understood.</p>
        <p>The aim of this work is to explore how we can improve
the comprehension of and the interaction with the
experimental results by IR researchers and IR system developers.</p>
        <p>We imagine the following scenarios: (i) a researcher or a
developer is attending the workshop of one of the large-scale
evaluation campaigns and s/he wants to explore and
understand the experimental results as s/he is listening at the
presentation discussing them; (ii) a team of researchers or
developers is working on tuning and improving an IR
system and they need tools and applications that allow them
to investigate and discuss the performances of the system
under examination in a handy and e↵ ective way.</p>
        <p>These scenarios call for: (a) proper metrics that allow
us to understand the behaviour of a system; (b) e↵ ective
analysis and visualization techniques that allow us to get an
overall idea of the main factors and critical areas which have
influenced performances in order to be able to dig into
details; (c) for tools and applications that allow us to interact
with the experimental result in a both e↵ ective and natural
way.</p>
        <p>To this end, we propose a methodology which allows us to
quickly get an idea of the distance of an IR system with
respect to both its own optimal performances and the best
performances possible. We rely on the (normalized) discounted
cumulated gain (n)DCG family of measures [7] because they
have shown to be especially well-suited not only to quantify
system performances but also to give an idea of the
overall user satisfaction with a given ranked list considering the
persistence of the user in scanning the list.</p>
        <p>
          The contribution of this paper is to improve on the
previous work [
          <xref ref-type="bibr" rid="ref9">7,11</xref>
          ] by trying to better understand what happens
when you flip documents with di↵ erent relevance grades in
a ranked list. This is achieved by providing a formal model
that allows us to properly frame the problem and quantify
the gain/loss with respect to an optimal ranking, rank by
rank, according to the actual result list produced by an IR
system.
        </p>
        <p>
          The proposed model provides the basis for the
development of Visual Analytics (VA) techniques that give us the
possibility to get a quick and intuitive idea of what
happened in a result list and what determined its perceived
performances. Visual Analytics [
          <xref ref-type="bibr" rid="ref8">8, 10, 14</xref>
          ] is an emerging
multi-disciplinary area that takes into account both ad-hoc
and classical Data Mining (DM) algorithms and
Information Visualization (IV) techniques, combining the strengths
of human and electronic data processing. Visualisation
becomes the medium of a semi-automated analytical process,
where human beings and machines cooperate using their
respective distinct capabilities for the most e↵ ective results.
        </p>
        <p>
          Decisions on which direction analysis should take in order
to accomplish a certain task are left to final user. While IV
techniques have been extensively explored [
          <xref ref-type="bibr" rid="ref11 ref15">4, 13</xref>
          ], combining
them with automated data analysis for specific application
domains is still a challenging activity [9]. Moreover, the
Visual Analytics community acknowledges the relevance of
interaction for visual data analysis, and that the current
research activities very often focus only on visual
representation, neglecting the interaction design, as clearly stated
in [14]. This refers to two di↵ erent typologies of interaction:
1) interaction within a visualization and, 2), closer to the
paper contribution, interaction between the visual and the
analytical components.
        </p>
        <p>
          The idea of exploring and applying VA techniques to the
experimental evaluation in the IR field is quite innovative
since it has never been attempted before and, due to the
complexity of the evaluation measures and the amount of
data produced by large-scale evaluation campaigns, there is
a strong need for better and more e↵ ective representation
techniques. Moreover, visualizing and assessing ranked list
of items, to the best of the authors’ knowledge, has not been
addressed by the VA community. The few related
proposals, see, e.g., [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ], use rankings for presenting the user with
the most relevant visualizations, or for browsing the ranked
result, see, e.g., [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ], but do not deal with the problem of
observing the ranked item position, comparing it with an
ideal solution, to assess and improve the ranking quality. A
first attempt in such a direction is in [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ], where the authors
explored the basic issues associated with the problem,
providing basic metrics and introducing a VA web based system
that allows for exploring the quality of a ranking with
respect to an optimal solution.
        </p>
        <p>On top of the proposed model, we have built a running
prototype where the experimental results and data are stored
in a dedicated system accessible via standard Web services.</p>
        <p>This allows for the design and development of various client
applications and tools for exploiting the managed data. In
particular, in this paper, we have started to explore the
possibility of adopting the Apple iPad3 as an appropriate device
to allow users to easily and naturally interact with the
experimental data and we have developed an initial prototype
that allows us for interactively inspecting the actual
experimental data in order to get insights about the behaviour of
a IR system.</p>
        <p>Overall, the proposed model, the proposed visualization
techniques, and the implemented prototype meet all the
(ac) requirements for the two scenarios introduced above.</p>
        <p>The paper is organized as follows. Section 2 introduces the
model underlying the system together with its visualization
techniques; Section 3 describes the interaction strategies of
the system, Section 4 describes the overall architecture of
the system, and Section 5 concludes the paper, pointing out
ongoing research activities.</p>
        <p>THE PROTOTYPE</p>
        <p>
          According to [7] we model the retrieval results as a ranked
3http://www.apple.com/ipad/
vector of n documents V , i.e., V [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ] contains the identifier of
the document predicted by the system to be most relevant,
V [n] the least relevant one. The ground truth GT function
assigns to each document V [i] a value in the relevance
interval {0..k}, where k represents the highest relevance score,
e.g. k = 3 in [7]. The basic assumption is that the greater
the position of a document the less likely it is that the user
will examine it, because of the required time and e↵ ort and
the information coming from the documents already
examined. As a consequence, the greater the rank of a relevant
document the less useful it is for the user. This is
modeled through a discounting function DF that progressively
reduces the relevance of a document, GT (V [i]) as i increases:
        </p>
        <p>DF (V [i]) =
⇢ GT (V [i]), if i  x</p>
        <p>GT (V [i])/ logx(i), if i &gt; x</p>
        <p>(1)
The quality of a result can be assessed using the discounted
cumulative gain function DCG(V, i) = Pij=1 DF (V [j]) that
estimates the information gained by a user that examines
the first i documents of V .</p>
        <p>The DCG function allows for comparing the performances
of di↵ erent search engines, e.g., plotting the DCG(i) values
of each engine and comparing the curve behavior.</p>
        <p>However, if the user’s task is to improve the ranking
performance of a single search engine, looking at the misplaced
documents (i.e., ranked too high or too low with respect to
the other documents) the DCG function does not help: the
same value DCG(i) could be generated by di↵ erent
permutations of V and it does not point out the loss in cumulative
gain caused by misplaced elements. To this aim, we
introduce the following definitions and novel metrics.</p>
        <p>We denote with OptP erm(V ) the set of optimal
permutations of V such as that 8 OV 2 OptP erm(V ) it holds
that GT (OV [i]) GT (OV [j])8 i, j &lt;= n V i &lt; j, that
is, OV maximizes the values of DCG(OV, i)8 i. In other
words, OptP erm(V ) represents the set of the optimal
rankings for a given search result. It is worth noting that each
vector in OptP erm(V ) is composed by k + 1 intervals of
documents sharing the same GT values. As an example,
assuming a result vector composed by 12 elements and k = 3,
a possible sequence of GT values of an optimal vector OV
is &lt;3,3,3,3,2,2,2,2,1,1,0,0&gt;; according to this we define the
max index(V, r) and min index(V, r) functions, with 0 
r  k, that return the greatest and the lowest indexes of
elements in a vector belonging to OptP erm(V ) that share the
same GT value r. As an example, considering the above 12
GT values, min index(V, 2) = 5 and max index(V, 2) = 8.</p>
        <p>Using the above definitions we can define the relative
position R P os(V [i]) function for each document in V as follows:
( 0, if min index(V, GT (V [i])  i  max index(V, GT (V [i])
min index(V, GT (V [i]) i, if i &lt; min index(V, GT (V [i])
max index(V, GT (V [i]) i, if i &gt; max index(V, GT (V [i])</p>
        <p>R P os(V [i]) allows for pointing out misplaced elements
and understanding how much they are misplaced: 0 values
denote documents that are within the optimal interval,
negative and positive values denote elements that are respectively
below and above the optimal interval. The absolute value
of R P os(V [i]) gives the minimum distance of a misplaced
element from its optimal interval.</p>
        <p>According to the actual relevance and rank position, the
same value of R P os(V [i]) can produce di↵ erent variations
of the DCG function. We measure the contributions of
misplaced elements with the function Gain(V, i) that
compares 8 i the actual values of DF (V [i]) with the
corresponding values in OV , DF (OV [i]): Gain(V, i) = DF (V [i])
DF (OV [i]).
3. INTERACTION</p>
        <p>A multi-touch prototype interface based on the model
presented in section 2 has been designed for the iPad device. It
has been developed and tested on the iOS 4.24 with the
integration of the Core Plot5 plotting framework for the
graphical visualization of data. The interface allows the end user
for comparing the curve of the ranked results, for a given
experiment/topic, with the optimal one and with the ideal
one. This facilitates the activities of failure analysis,
easily locating misplaced elements, blue or red items, that pop
up from the visualization together with the extent of their
displacement and the impact they have on DCG.</p>
        <p>Figure 1 shows a screenshot of the current interface: the
main list on the left represents the top n = 200 ranked result
for a given experiment/topic and it can be easily scrolled by
the user. Each row corresponds to a document ID, a short
snippet of the content is included in the subtitle of each
cell and more information on a specific result (i.e. relevance
score, DCG, R P os, Gain) can be viewed by touching the
row. On the right side there are two coloured vectors which
show the R P os and Gain functions. The R P os
vector presents the results using di↵ erent color shadings: light
green, light red and light blue respectively for documents
that are within, below and above the optimal interval. It
allows for locating misplaced documents and, thanks to the
shading, understanding how they are far from the optimal
4http://developer.apple.com/
5http://code.google.com/p/core-plot/
position. Similarly, the Gain vector codes the function
using colors: light blue refers to positive values, light red
codes negative values, and green 0 values. Moreover, if the
user touches a specific area of the R P os vector (that is
simulated by the gray round in Figure 1), the main results list
automatically scrolls back, providing the end user with a
detailed view on the corresponding documents. The rightmost
part of the screen shows the DCG graphs of the ideal, the
optimal and the experiment vector, i.e. the ranking curves.</p>
        <p>The navigation bar displays a back button on the right which
let the user visualize the results for a di↵ erent topic.
4.</p>
        <p>ARCHITECTURE</p>
        <p>
          The design of the architecture of the system benefits from
what has been learned in ten years of work for the CLEF and
in the design and implementation of Distributed Information
Retrieval Evaluation Campaign Tool (DIRECT), the system
developed in CLEF since 2005 to manage all the aspects of
an evaluation campaign [
          <xref ref-type="bibr" rid="ref13 ref14 ref18">2, 3</xref>
          ].
        </p>
        <p>The approach to the architecture is the implementation
of a modular design, as sketched in Figure 2, with the aim
to clearly separate the logic entailed by the application into
three levels of abstraction – data, application, and interface
logic – able to reciprocally communicate, easily extensible
and implementable using modular and reusable components.</p>
        <p>The Data Logic layer, depicted at the bottom of Figure 2,
deals with the persistence of the information coming from
the other layers. From the implementation point of view,
data stored into databases and indexes are mapped to
resources and communicate with the upper levels through the
mechanism granted by the Data Access Object (DAO)
pattern6 — see point (1) in Figure 2. The Application Logic
6http://java.sun.com/blueprints/corej2eepatterns/
Access Control
RESTfulWebService</p>
        <p>R
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        <p>R
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A</p>
        <p>
          O
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1
5
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layer is in charge of the high-level tasks made by the
system, such as the enrichment of raw data, the calculation
of metrics and the carrying out of statistical analyses on
experiments. These resources (2) are therefore accessible
via HTTP through a RESTful Web service [
          <xref ref-type="bibr" rid="ref17">6</xref>
          ], sketched at
point (3). After the validation of credentials and permissions
made by the access control mechanism (4), it is possible for
remote devices such as web browsers or custom clients (5)
to create, modify, or delete resources attaching their
representation in XML7 or JSON8 format to the body of an
HTTP request, and to read them as response of specific
queries. A logging infrastructure (6) grants the tracking of
all the activities made at each layer and can be used to
obtain information about the provenance of all the managed
resources.
        </p>
        <p>CONCLUSIONS</p>
        <p>We have presented a model and a prototype which allow
users to easily interact with the experimental results and to
work together in a cooperative way while actually accessing
the data. This first step uncovers new and interesting
possibilities for the experimental evaluation and for the way in
which researchers and developers usually carry out such
activities. For example, the proposed techniques may alleviate
the burden of certain tasks, such as failure analysis, which
are often overlooked due to their demanding nature, thus
making easier and more common to perform them and, as a
consequence, improving the overall comprehension of system
behaviour. This will be explored in the future work.</p>
        <p>Patterns/DataAccessObject.html
7http://www.w3.org/XML/
8http://www.ietf.org/rfc/rfc4627.txt
Acknowledgements
The work reported in this paper has been partially
supported by the PROMISE network of excellence (contract
n. 258191), as a part of the 7th Framework Program of the
European commission (FP7/2007-2013).</p>
        <p>A Taxonomy of Enterprise Search</p>
        <p>Joe Lamantia</p>
        <p>Endeca
101 Main St.</p>
        <p>Cambridge, USA
+1 617 674 6000</p>
        <p>Mark Burrell</p>
        <p>Endeca
101 Main St.</p>
        <p>Cambridge, USA
+1 617 674 6000
ABSTRACT
Classic IR (information retrieval) is predicated on the notion of
users searching for information in order to satisfy a particular
“information need”. However, it is now accepted that much of
what we recognize as search behaviour is often not informational
per se. For example, Broder (2002) has shown that the need
underlying a given web search could in fact be navigational (e.g.
to find a particular site or known item) or transactional (e.g. to
find a sites through which the user can transact, e.g. through
online shopping, social media, etc.). Similarly, Rose &amp; Levinson
(2004) have identified consumption of online resources as a
further category of search behaviour and query intent.</p>
        <p>In this paper, we extend this work to the enterprise context,
examining the needs and behaviours of individuals across a range
of search and discovery scenarios within various types of
enterprise. We present an initial taxonomy of “discovery modes”,
and discuss some initial implications for the design of more
effective search and discovery platforms and tools.</p>
        <p>Categories and Subject Descriptors
H.3.3 [I nfor mation Sear ch and Retr ieval]: Search process;
H.3.5 [Online I nfor mation Ser vices]: Web-based services
General Terms
Human Factors.</p>
        <p>Keywords
Enterprise search, information seeking, user behaviour,
knowledge workers, search modes, information discovery, user
experience design.
1. INTRODUCTION
To design better search and discovery experiences we must
understand the complexities of the human-information seeking
process. Numerous theoretical frameworks have been proposed to
characterize this complex process, notably the standard model
(Sutcliffe &amp; Ennis 1998), the cognitive model (Norman 1998) and
the dynamic model (Bates, 1989). In addition, others have
investigated search as a strategic process, examining the various
Copyright © 2011 for the individual papers by the papers' authors.</p>
        <p>Copying permitted only for private and academic purposes. This volume
is published and copyrighted by the editors of euroHCIR2011.
problem solving strategies and tactics that information seekers
employ over extended periods of time (e.g. Kuhlthau, 1991).</p>
        <p>In this paper, we examine the needs and behaviours of varied
individuals across a range of search and discovery scenarios
within various types of enterprise. These are based on an analysis
of the scenarios derived from numerous engagements involving
the development of search and business intelligence solutions
utilizing the Endeca Latitude software platform. In so doing, we
extend the classic IR concept of information-seeking to a broader
notion of discovery-oriented problem solving, accommodating the
much wider range of behaviours required to fulfil the typical goals
and objectives of enterprise knowledge workers.</p>
        <p>Our approach to enterprise discovery is an activity-centred model
inspired by Don Norman’s Activity Centred Design, which
“organizes according to usage” whereas “...traditional human
centred design organizes according to topic, in isolation, outside
the context of real, everyday use.” (Norman 2006). This approach
is an extension of previous activity-centred modelling efforts
which focused on a “captur[ing] a systematic and holistic view of
what users need to accomplish when undertaking information
retrieval tasks more complex than searching” (Lamantia 2006),
employing Grounded Theory to provide methodological structure
(Glaser 1967).</p>
        <p>In this context, we present an alternative model focused on
information discovery rather than information seeking per se,
which has at its core an initial taxonomy of the “modes of
discovery” that knowledge workers employ to satisfy their
information search and discovery goals. We then discuss some
initial implications of this model for the design of more effective
search and discovery platforms and tools.
2. INFORMATION RETRIEVAL MODELS
The classic model of IR assumes an interaction cycle consisting of
four main activities: the identification an information need, the
specification of an appropriate query, the examination of retrieval
results, and reformulation (where necessary) of the original query.</p>
        <p>This cycle is then repeated until a suitable result set is found
(Salton 1989).</p>
        <p>In both the above models, the user’s information need is assumed
to be static. However, it is now acknowledged that information
seekers’ needs often change as they interact with a search system.</p>
        <p>In recognition of this, alternative models of information seeking
have been proposed. For example, Bates (1989) proposed the
dynamic “berry-picking” model of information seeking, in which
the information need (and consequently the query) changes
throughout the search process This model also recognises that
information needs are not satisfied by a single, final result set, but
by the aggregation of results, insights and interactions along the
way.</p>
        <p>Bates’ work is particularly interesting as it explores the
connections between the dynamic model and the search strategies
and tactics that professional information-seekers employ. In
particular, Bates identifies a set of 29 individual tactics, organised
into four broad categories (Bates, 1979). Likewise, O’Day &amp;
Jeffries (1993) examined the use of information search results by
clients of professional information intermediaries and identified
three distinct “search modes” or major categories of search
behaviour: (1) Monitoring a known topic or set of variables over
time; (2) Following a specific plan for information gathering; (3)
Exploring a topic in an undirected fashion.</p>
        <p>O’Day and Jeffries also observed that a given search would often
evolve over time into a series of interconnected searches,
delimited by certain triggers and stop conditions that indicate the
transitions between modes or individual searches executed as part
of an overall enquiry or scenario. Moreover, O’Day &amp; Jeffries
also attempted to characterise the analysis techniques employed
by the clients in interpreting the search results, identifying the
following six primary categories: (1) Looking for trends or
correlations; (2) Making comparisons; (3) Experimenting with
different aggregations/scaling; (4) Identifying critical subsets; (5)
Making assessments; (6) Interpreting data to find meaning.</p>
        <p>More recent investigations into the relationship between
information needs and search activities include that of
Marchionini (2005), who identifies three major categories of
search activity, namely “Lookup”, “Learn” and “Investigate”.
3. A TAXONOMY OF ENTERPRISE
SEACH AND DISCOVERY
The primary source of data in this study is a set of user scenarios
captured during numerous engagements involving the
development of search and business intelligence solutions
utilizing the Endeca Latitude software platform. These scenarios
take the form of a simple narrative that illustrates the user’s end
goal and the primary task or action they take to complete it,
followed by a brief description of their job function or role, for
example:
“I need to understand a portfolio’s exposures to assess
portfolio-level investment mix” (Portfolio Manager)
“I need to understand the quality performance of a part
and module set in manufacturing and the field so that I
can determine if I should replace that part”
(Engineering)
These scenarios were manually analyzed to identify themes or
modes that appeared consistently throughout the set. For example,
in each of the scenarios above there is an articulation of the need
to develop an understanding or comprehension of some aspect of
the data, implying that “comprehending” may constitute one such
discovery mode. Inevitably, this analysis process was somewhat
iterative and subjective, echoing the observations made by Bates
(1979) in the identification of her search tactics: “While our goal
over the long term may be a parsimonious few, highly effective
tactics, our goal in the short term should be to uncover as many
as we can, as being of potential assistance. Then we can test the
tactics and select the good ones. If we go for closure too soon,
i.e., seek that parsimonious few prematurely, then we may miss
some valuable tactics.”
There are however some guiding principles that we can apply to
facilitate convergence on a stable set. For example, an ideal set of
modes would exhibit properties such as: Consistency (they
represent approximately the same level of abstraction);
Orthogonality (they operate independently to each other); and
Comprehensiveness (they address the full range of discovery
scenarios).</p>
        <p>The initial set of discovery modes to emerge from this analysis
consists of a set of nine, arranged into three top-level categories
consistent with those of Marchionini (2005). The nine modes are
as follows, each shown with a brief definition:
1. Lookup
2. Learn
1a. Locating: To find a specific (possibly known) item; 1b.</p>
        <p>Verifying: To confirm or substantiate that an item or set of items
meets some specific criterion; 1c. Monitoring: To maintain
awareness of the status of an item or data set for purposes of
management or control.
2a. Comparing: To examine two or more items to identify
similarities &amp; differences; 2b. Comprehending: To generate
insight by understanding the nature or meaning of an item or data
set; 2c. Exploring: To proactively investigate or examine an item
or data set for the purpose of serendipitous knowledge discovery.
3. Investigate
3a. Analyzing: To critically examine the detail of an item or data
set to identify patterns &amp; relationships; 3b. Evaluating: To use
judgment to determine the significance or value of an item or data
set with respect to a specific benchmark or model; Synthesizing:
To generate or communicate insight by integrating diverse inputs
to create a novel artefact or composite view.</p>
        <p>Evidently, the output of this process has been optimized for the
current data set and in that respect represents an initial
interpretation that will need to evolve further. For example,
“monitoring” may appear to be a lookup activity when considered
in the context of a simple alert message, but when viewed as a
strategic activity performed by an executive in the context of an
organisational dashboard, a much greater degree of interaction
and complexity is implied. Conversely, “exploring” is a concept
whose level of abstraction may prove somewhat higher than the
others, thus breaking the consistency principle suggested above.</p>
        <p>However, the true value of the modes will be realised not by their
conceptual purity or elegance but by their utility as a design
resource. In this respect, they should be judged by the extent to
which they facilitate the design process in capturing important
characteristics common to enterprise search and discovery
experiences, whilst flexibly accommodating arbitrary variations in
domain, information resources, etc.
4. MODE SEQUENCES AND PATTERNS
A further interesting observation arising from the above analysis
is that the mapping between scenarios and modes is not one-to–
one. Instead, some scenarios are seen to involve a number of
modes, sometimes with a primary or dominant mode, and often
with an implied linear sequence. Moreover, certain sequences of
modes tend to re-occur more frequently than others, forming
specific “mode chains” or patterns, analogous to higher-level
syntactic units. These patterns provide a framework for
understanding the transitions between modes (echoing the triggers
identified by O’Day &amp; Jeffries), and allude to the existence of
natural seams that can be used be used to provide further insight
into information enterprise search and discovery behaviour.</p>
        <p>These mode chains echo the above-mentioned efforts to create
goal-based information retrieval models, which yielded modes
and a set of broadly applicable “information retrieval patterns that
describe the ways users combine and switch modes to meet goals:
Each pattern is assembled from combinations of the same four
[elemental] modes” (Lamantia 2006).
The five most frequent mode patterns are listed below. These have
been assigned descriptive (if somewhat informal) labels to aid
their characterisation, along with the sequence of modes they
represent and an associated example scenario:</p>
        <p>Comparison-driven optimization:
(Analyze-CompareEvaluate) e.g. “Replace a problematic part with an
equivalent or better part without compromising quality
and cost”
Exploration-driven optimization:
(Explore-AnalyzeEvaluate) e.g. “Identify opportunities to optimize use of
tooling capacity for my commodity/parts”
Strategic Insight (Analyze-Comprehend-Evaluate) e.g.
“Understand a lead's underlying positions so that I can
assess the quality of the investment opportunity”
Strategic Oversight (Monitor-Analyze-Evaluate) e.g.
“Monitor &amp; assess commodity status against
strategy/plan/target”
Comparison-driven Synthesis
(Analyze-CompareSynthesize) e.g. “Analyze and understand
consumercustomer-market trends to inform brand strategy &amp;
communications plan”
Further insight may be derived by examining how the mode
patterns combine across all the scenarios to the form of a “mode
network”, as shown in Figure 1. Evidently, some modes act as
“terminal” nodes, i.e. entry points or exit points to a discovery
scenario. For example, Monitor and Explore feature only as entry
points at the initiation of a scenario, whilst Synthesize and
Evaluate feature only as exit points to a scenario.
5. DESIGN PRINCIPLES FOR SEARCH
AND DISCOVERY SOLUTIONS
The modes establish a ‘taskonomy’ or collection of defined
discovery activities which are structurally consistent, domain and
scale independent, orthogonal, semantically distinct, conceptually
connected, and flexibly sequenceable. Such a profile -- analogous
to notes in the musical scale, or the words and phrases we
assemble into sentences -- should allow the modes to serve as a
language for the design of variable scale activity-centered
discovery solutions through common constructive mechanisms
such as concatenation, combination and nesting. And if the modes
do act as an elementary grammar for discovery, then sustained use
as a functional and interaction design language should result in
the creation of larger and more complex units of meaning which
offer cumulative value.</p>
        <p>Professional experience with employing the modes as both an
analytical framework for understanding discovery needs and as a
design grammar for the definition of discovery solutions suggests
that both implications are valid. Further, our observations of
using the modes suggest the existence of recognizable patterns in
the design of discovery solutions. We will briefly discuss some of
the patterns observed, doing so at three common levels of solution
scale: on the level of a single functional or interface element, for
whole screens or interfaces composed of multiple functional
elements, and for applications comprising multiple screens.
5.1 Single element patterns
5.1.1 Comparison Views
One of the most common design patterns is to support the need
for the Compare mode by creating A/B type comparison views
that present two display panes - each containing data display
charts or tables; or single items or groups of items - side by side to
emphasize similarities and differences.
5.1.2 Contextual Views
Another common design pattern supports the Analysis mode by
allowing a fore-grounded view of a single chart, table, item, or
list, accompanied by its contextual ‘halo’ - the full body of
information available about the element such as status, origin,
format, relationships to other elements; annotations; etc.
5.2 Whole screen patterns
5.2.1 Dashboard
One of the most common screen-level design patterns is to
support the Monitoring and Synthesis modes by presenting a
collection of metrics which in aggregate provide the status of
independent processes, groups, or progress versus goals in a
‘dashboard’ style screen.
5.2.2 Visual Discovery Screen: 4-Dimensions
A second common screen-level design pattern for discovery
experiences is the visual discovery screen, which supports modes
such Exploration, Evaluation, and Verification by layering views
that present visualizations of several dimensions of a single axis
of focus such as a core process, organizational unit, or KPI. When
switching between layered views, the axis in focus remains the
same, but the data and presentation in the dimensions adjusts to
match the preferred discovery mode.
5.3 Application-level patterns
5.3.1 Differentiated Application
The ‘Differentiated Application’ pattern assembles a collection of
individual screens whose distinct compositions and designs
support individual discovery modes of Analysis, Comparison,
Evaluation and Monitoring in aggregate to address the ‘Strategic
Oversight’ mode sequence. Application-level patterns often
address a spectrum of discovery needs for a group of users with
differing organizational responsibilities, such as management vs.
detailed analysis.
6. DISCUSSION
The above analysis is predicated on the notion that the user
scenarios provide a unique insight into the information needs of
enterprise knowledge workers. However, a number of caveats
apply to both the data and the approach.</p>
        <p>Firstly, the scenarios were originally generated to support the
development of a specific implementation rather than for the
analysis above. Therefore, the principles governing their creation
may not faithfully reflect the true distribution or priority of
information needs among the various end user populations.</p>
        <p>Secondly, the particular sample we selected for this study was
based on a number of pragmatic factors (including availability),
which may not faithfully represent the true distribution or priority
among enterprise organizations. Thirdly, the data will inevitably
contain some degree of subjectivity, particularly in cases where
scenarios were generated by proxy rather than with direct end-user
contact. Fourthly, the data will inevitably contain some degree of
inconsistency in cases where scenarios were documented by
different individuals.</p>
        <p>We should also acknowledge a number of caveats concerning the
process itself. In inductive work with foundations in qualitatively
centered frameworks such as Grounded Theory, it is expected that
a number of iterations of a “propose-classify-refine” cycle will be
required for the process to converge on a stable output (e.g. Rose
&amp; Levinson, 2004). In addition, those iterations should involve a
variety of critical viewpoints, with the output tested and refined
using a separate, independent sample on each iteration. Likewise,
the process by which scenarios are classified would benefit from
further rigour: this is a critical part of the process and of course
relies on human judgement and inference, but that judgement
needs to go beyond simple word matching and be consistently
applied to each scenario so that subtle distinctions in meaning and
intent can be accurately identified and recorded.</p>
        <p>That said, some interesting comparisons can already be made with
the existing frameworks. For example, the first and third of the
search modes suggested by O’Day and Jeffries have also been
identified as distinct discovery modes in our own study, and the
second (arguably) maps on to one or more of the mode chains
identified above. Likewise, the search results analysis techniques
that O’Day &amp; Jeffries identified also present some interesting
parallels.
7. CONCLUSIONS AND FUTURE
DIRECTIONS
To design better search and discovery experiences we must
understand the complexities of the human-information seeking
process. In this paper, we have examined the needs and
behaviours of varied individuals across a range of search and
discovery scenarios within various types of enterprise. In so
doing, we have extended the classic IR concept of
informationseeking to a broader notion of discovery-oriented problem
solving, accommodating the much wider range of behaviours
required to fulfil the typical goals and objectives of enterprise
knowledge workers.</p>
        <p>In addition, we have proposed an alternative model focused on
information discovery rather than information seeking which has
at its core a taxonomy of “modes of discovery” that knowledge
workers employ to satisfy their information search and discovery
goals. We have also examined some of the initial implications of
this model for the design of more effective search and discovery
platforms and tools.</p>
        <p>Suggestions for future work include further iterations on the
“propose-classify-refine” cycle using independent data. This data
should ideally be acquired based on a principled sampling strategy
that attempts where possible to address any biases introduced in
the creation of the original scenarios. In addition, this process
should be complemented by empirical research and observation of
knowledge workers in context to validate and refine the discovery
modes and triggers that give rise to the observed patterns of usage.</p>
        <p>Back to MARS: The unexplored possibilities in query
result visualization</p>
        <p>Alfredo Ferreira
INESC-ID/IST/TU Lisbon</p>
        <p>Lisbon, Portugal
alfredo.ferreira@ist.utl.pt</p>
        <p>Pedro B. Pascoal
INESC-ID/IST/TU Lisbon</p>
        <p>Lisbon, Portugal
pmbp@ist.utl.pt</p>
        <p>Manuel J. Fonseca
INESC-ID/IST/TU Lisbon</p>
        <p>Lisboa, Portugal
mjf@inesc-id.pt
ABSTRACT
A decade ago, Nakazato proposed 3D MARS, an
immersive virtual reality environment for content-based image
retrieval. Even so, the idea of taking advantage of post-WIMP
interfaces for multimedia retrieval was no further explored
for content-based retrieval. Considering the latest low-cost,
o↵ -the-shelf hardware for visualization and interaction, we
believe that is time to explore immersive virtual
environments for multimedia retrieval. In this paper we highlight
the advantages of such approach, identifying possibilities
and challenges. Focusing on a specific field, we introduce
a preliminary immersive virtual reality prototype for 3D
object retrieval. However, the concepts behind this prototype
can be easily extended to the other media.</p>
        <p>Categories and Subject Descriptors
H.3.3 [Information Storage and Retrieval]: Information
Search and Retrieval; H.5.2 [Information Interfaces and
Presentation]: User Interfaces—Interaction Styles, Input
Devices and Strategies
Keywords
Multimedia Information Retrieval, 3D Object Retrieval,
Immersive Virtual Environment
1. INTRODUCTION
Despite advances on multimedia information retrieval (MIR),
this field still on its infancy. Especially when compared to
its textual counterpart. Actual textual search engines are
maturely developed and its widespread use makes them
familiar to most users. The current scenario in MIR is quite
di↵ erent. Indeed, existing content-based MIR solutions are
far from being largely used by the common user.</p>
        <p>
          A few exceptional systems were able to strive with relative
success, such as Retrievr1, a search tool for Flickr2 based
1http://labs.systemone.at/retrievr/
2http://www.flickr.com/
on visual queries. However, most existing solutions still face
major drawbacks and challenges to be tackled. Among
others, extensively identified in Datta’s survey [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ], we
highlight two. First, queries rely mostly on meta-information,
often keyword-based. This means that, in a closer analysis,
searches can be reduced to text information retrieval of
multimedia objects. Second, the result visualization follows the
traditional paradigm, where the results are presented as a
list of items on a screen. These items are usually thumbnails,
but can be just filenames or metadata. Such methodology
greatly hinders the interpretation of query results on
collections of videos or 3D objects.
        </p>
        <p>
          Notably, a decade ago, a new visualization system for
contentbased image retrieval(CBIR) was proposed by Nakazato and
Huang from the University of Illinois. The 3DMARS [
          <xref ref-type="bibr" rid="ref9">11</xref>
          ]
was an immersive virtual reality (VR) environment to
perform image retrieval. It worked on the NCSA CAVE [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ]
which provided fully immersive experience and later on
desktop VR systems. However, despite this ground-breaking
work and recent developments in the interaction domain,
little advantages have been taken by the multimedia
information retrieval community from immersive virtual
environments.
        </p>
        <p>In this paper we bring up the work of Nakazato and Huang
as a starting point to the exploration of new possibilities
for result visualization in multimedia information retrieval.</p>
        <p>With the spreading of stereoscopic viewing and last
generation interaction devices outside lab environment and into
our everyday lives, we believe that in a short time users will
expect richer results from multimedia search engines than
just a list of thumbnails. Following this rationale, and
despite it could be applied to any type of media, we will focus
our approach on 3D object retrieval (3DOR).
2. TRADITIONAL 3DOR APPROACHES
The first and most noticeable 3D search engine, at least
within researchers working on this area, is the Princeton
3D Model Search Engine[8]. This remarkable work provide
content-based retrieval of 3D models from a collection of
more than 36000 objects. Four query specification options
are available: text based; by example; by 2D sketch; and by
3D sketch. The results of this queries are presented as an
array of model thumbnails.</p>
        <p>
          Additionally to queries by example and sketch-based queries,
the FOX-MIIRE search engine[
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ] introduced the query by
photo. This was the first tool capable of retrieve a 3D
model from a photograph of a similar object. However, and
similarly to Princeton engine, the results are displayed as a
thumbnail list.
        </p>
        <p>Outside the research field, Google 3D Warehouse3
offers a text-based search engine for the common user. This
online repository contains a very large number of di↵ erent
models, from monuments to cars and furniture, humans and
spaceships. However, searching for models in this collection
is limited by textual queries or, when models represent real
objects, by its georeference. On the other hand, the results
are displayed by model images in a list, with the opportunity
to manipulate a 3D view of a selected model.</p>
        <p>Generally, the query specification and visualization of results
in commercial tools for 3D object retrieval, usually
associated with 3D model online selling sites, did not di↵ er much
from those presented above. The query is specified through
keywords or by example and results are presented as a list
of model thumbnails.</p>
        <p>These traditional approaches to query specification and
result visualization do not take advantage of latest advances
of neither computer graphics or interaction paradigms.
Current hardware and software are capable of handling
millions of triangles per frame and generating complex e↵ ects in
real-time. Additionally, the growingly common use of new
human-computer interaction (HCI) paradigms and devices
brought new possibilities for multi-modal systems.
3. NEW PARADIGMS IN HCI
The recent dissemination among common users of new HCI
paradigms and devices (e.g. Nintendo Wiimote4 or
Microsoft Kinect5 ) brought new possibilities for multi-modal
systems. For decades, the “windows, icons, menus, pointing
device” (WIMP) interaction style prevailed outside the
research field, while post-WIMP interfaces were being devised
and explored [16], but without major impact in everyday
use of computer systems.</p>
        <p>
          Particularly, the use of gestures to interact with system has
been part of the interface scene since the very early days. A
pioneering multimodal application was “Put-that-there” [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ],
by Bolt. In “Put-that-there”, the user commands simple
shapes on a large-screen graphics display surface. This
approach combined gestures and voice commands to interact
with the system. However, just recently such interaction
paradigm have been introduced in o↵ -the-shelf commodity
products.
        </p>
        <p>
          Recent technological advances allowed development of
lowcost, lightweight, easy to use systems. With limited
resources, novel and more natural HCI can be developed and
explored. For instance, Lee [
          <xref ref-type="bibr" rid="ref8">10</xref>
          ] used a Wiimote and took
advantage of its high resolution infra-red camera to implement
multipoint interactive whiteboard, finger tracking and head
tracking for desktop virtual reality displays. Post-WIMP
finally arrived to the masses.
3http://sketchup.google.com/3dwarehouse/
4http://www.nintendo.com/wii/console/controllers
5http://www.xbox.com/en-US/kinect
        </p>
        <p>Generally, post-WIMP approaches abandoned the traditional
mouse and keyboard combination, favouring devices with six
degrees of freedom (DoF). Unlike traditional WIMP
interaction style, where it is necessary to map the inputs from a 2D
interaction space to a 3D visualization space, six DoF
devices allow straightforward direct mapping between device
movements and rotations and corresponding e↵ ects on the
three-dimensional space. This represents an huge leap to the
concept of direct manipulation, which, according to
Shneiderman [14], rapidly increments operations and allows the
immediate visualization of e↵ ects on an manipulated object.</p>
        <p>This helps making the interaction more comprehensible,
predictable and controllable.</p>
        <p>Combining six DoF devices with stereoscopy, it is possible
to make a multi-modal immersive interaction with direct
and natural manipulation of objects shapes within virtual
environments. This may be experienced using immersive
displays (e.g., HMDs, CAVEs) [7] or desktop [15].</p>
        <p>
          Despite the growing interest around the application of this
new paradigms in HCI, no relevant e↵ orts were made to
explore the latest technological advances for multimedia
information retrieval. Indeed, to the extent of our knowledge,
there has not been presented any research or new solution
that take advantage of immersive virtual environments for
information retrieval since Nakazato’s 3D MARS [
          <xref ref-type="bibr" rid="ref9">11</xref>
          ] .
4. 3D MARS
The 3D MARS system demonstrates that the use of 3D
visualization in multimedia retrieval has two benefit. First,
more content can be displayed at the same time without
occluding one another. Second, by assigning di↵ erent
meanings to each axis, the user can determine which features are
important as well as examine the query result with respect
to three di↵ erent criteria at the same time.
        </p>
        <p>Nakazato focused his work on query result visualization.</p>
        <p>Thus 3D MARS supports only query-by-example mechanism
to specify the search. The user select one image from a list
and the system retrieves and displays the most similar
images from the image database in a 3D virtual space. The
image location on this space is determined by its distance
2. THE MOSAIC TEST
For the Mosaic Test, participants are asked to manually
create an image mosaic (comprising 16 cells) of a predetermined
target image. An image mosaic (first devised by Silvers [14])
is a form of art that is typically generated automatically
through use of content-based image analysis. A target
image is divided into cells, each of which is then replaced by a
small image with similar colour content to the
corresponding cell in the target image. Viewed from a distance, the
smaller images collectively appear to form the target image,
whilst viewing an image mosaic close up reveals the detail
contained within each of the smaller images. An example of
an automatically generated image mosaic is shown in
Figure 1.</p>
        <p>For target images in the Mosaic Test, photographs of jelly
beans are used. The images of jelly beans produce a bright,
interesting target image for participants to create in mosaic
form and the generation of an image mosaic that appears
visually similar to the target image is also very achievable.</p>
        <p>More importantly, retrieving images from a database
comprising large areas of a small number of distinct colours is a
practise commonly performed by users in creative industries.</p>
        <p>
          To complete their image mosaics, participants must identify
the colours required to fill an image mosaic cell (by
inspecting the corresponding region in the target image), and
retrieve a suitably coloured image from the 25,000 contained
within the MIRFLICKR-25000 image collection [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ] using the
colour-based evaluation system under evaluation. When
selecting images for use in their image mosaic, users can add,
move or remove images accordingly to assess the suitability
of images within the context of their image mosaic. It is
in this way that the Mosaic Test overcomes the first
major drawback of existing evaluation methods, by enabling
participants to perform the creative practise of
reflection-inaction [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ]. Upon completion of an image mosaic, the time
required by the user to finish the image mosaic is recorded,
along with the visual accuracy of their creation in
comparison with the initial target image. Through analysing
the accuracy of user-generated image mosaics (in a manner
which correlates with the perception of a number of different
human assessors), the Mosaic Test is able to overcome the
second drawback associated with existing evaluation
techniques. This is because it does not rely on a highly subjective
image database ground-truth. The image mosaic accuracy
measure adopted for use with the Mosaic Test is discussed
further in Section 3.1. Additionally, participants are asked
to indicate their subjective experience of workload (using
the NASA TLX scales [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ]) post test.
        </p>
        <p>The time (number of seconds), subjective workload (user
NASA-TLX ratings) and relevance (image mosaic accuracy)
measures achieved by colour-based image retrieval systems
evaluated using the Mosaic Test can be directly compared
and used for benchmarking. When comparing the Mosaic
Test measures achieved by different systems, the more
effective colour-based image retrieval system will be the one
that enables users to create the most accurate image
mosaics, fastest and with the least workload.
2.1 Mosaic Test Tool
To support users in their manual creation of image mosaics
using the Mosaic Test, we have developed a novel software
tool in which an image mosaic of a predetermined target
image can be created using simple drag and drop functions.</p>
        <p>We refer to this as the Mosaic Test Tool. The Mosaic Test
Tool has been designed so that it can be displayed
simultaneously with the colour-based image retrieval system
under evaluation (as can be seen in Figure 2). This removes
the need for users to constantly switch between application
windows, and permits users to easily drag images from the
colour-based image retrieval system being tested to their
image mosaic in the Mosaic Test Tool. It is important to note
that the facility to export images through drag and drop
operations is the only requirement of a colour-based image
retrieval system for it to be compatible with the Mosaic Test
Tool and thus the Mosaic Test.</p>
        <p>The target image and image mosaic are displayed
simultaneously on the Mosaic Test Tool interface to allow users to
manually inspect and identify the colours (and colour
layout) required for each image mosaic cell. As can be seen
in Figure 2, the target image (the image the user is trying
to replicate in the form of an image mosaic) is displayed in
the top half of the Mosaic Test Tool. Coupled with the ease
in which images can be added to, or removed from, image
mosaic cells, users of the Mosaic Test Tool can simply
assess the suitability of a retrieved image by dragging it to the
appropriate image mosaic cell and viewing it alongside the
other image mosaic cells.
3. USER STUDY
To evaluate the Mosaic Test, we recruited 24 users to
participate in a user study. Participants were given written
instructions explaining the concept of an image mosaic and
the functionality of the Mosaic Test Tool. A practise
session was undertaken by each participant, in which they were
asked to complete a practise image mosaic using a small
selection of suitable images. Participants were then asked to
complete 3 image mosaics using 3 different colour-based
image retrieval systems. To ensure that users did not simply
learn a set of database images suitable for use in a solitary
image mosaic, 3 different target images were used. These
target images were carefully selected so that the number of
jelly beans (and thus colours) in each were evenly balanced,
with only the colour and layout of the jelly beans varying
between the target images. To also ensure that results were
not effected by a target image being more difficult to
create in image mosaic form than another, the order in which
the target images were presented to participants remained
constant whilst the order in which the colour-based image
retrieval systems were used was counter balanced. After
completing the 3 image mosaics, participants were asked to
rank each of their creations in ascending order of ‘closeness’
to its corresponding target image.</p>
        <p>We wanted to investigate whether the Mosaic Test does
overcome the drawbacks of existing evaluation strategies so that
it may be adopted as a reliable benchmark of colour-based
image retrieval systems. Firstly, we hypothesised that users
in the study would perform reflection-in-action and so we
wanted to observe whether this was indeed true for
participants when judging the suitability of images retrieved from
the database. Secondly, we were eager to investigate which
method should be adopted for measuring the accuracy of an
image mosaic in the Mosaic Test.
3.1 Assessing Image Mosaic Accuracy
As an image mosaic is an art form intended to be viewed
and enjoyed by humans, it seems logical that the adopted
measure of image mosaic accuracy - i.e., how close an image
mosaic looks to its intended target image - should correlate
with the inter-image distance perceptions of a number of
human assessors. An existing measure for automatically
computing the distance between an image mosaic and its
corresponding target image is the Average Pixel-to-Pixel (APP)
distance [9]. The APP distance is expressed formally in
Equation (1), where i is 1 of a total n corresponding pixels
in the mosaic image M and target image T , and r, g and b
are the red, green and blue colour values of a pixel.</p>
        <p>AP P =</p>
        <p>Pin=0 q(rMi − rTi )2 + (gMi − gTi )2 + (biM − biT )2
n</p>
        <p>(1)
We were eager to compare the existing APP image mosaic
distance measure with a variety of image colour
descriptors (and associated distance measures) commonly used for
content-based image retrieval, to discover which best
correlates with human perceptions of image mosaic distance.</p>
        <p>To do this, we calculated the image mosaic distance
rankings according to the existing measure and several colour
descriptors (and their associated distance measures), and
then calculated the Spearman’s rank correlation coefficient
between each of the tested distance measures and the
rankings assigned by the users in our study.</p>
        <p>
          For the image colour descriptors (and associated distance
measures), we firstly tested the global colour histogram (GCH)
as an image descriptor. A colour histogram contains a
normalised pixel count for each unique colour in the colour
space. We used a 64-bin histogram, in which each of the red,
green and blue colour channels (in an RGB colour space)
were quantised to 4 bins (4 x 4 x 4 = 64). We adopted
the Euclidean distance metric to compare the global colour
histograms of the image mosaics and corresponding target
images. We also tested local colour histograms (LCH) as an
image descriptor. For this, 64-bin colour histograms were
calculated for each image mosaic cell (for the image mosaic
descriptor), and its corresponding area in the target image
(for the target image descriptor). The average Euclidean
distance between all of the corresponding colour histograms
(in the image mosaic and target image LCH descriptors) was
used to compare LCH descriptors. Finally, we tested (along
with their associated distance measures) the MPEG-7 colour
structure (MPEG-7 CST) and colour layout (MPEG-7 CL)
descriptors [
          <xref ref-type="bibr" rid="ref11">13</xref>
          ], as well as the auto colour correlogram
descriptor (ACC) [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ].
        </p>
        <p>
          The auto colour-correlogram (ACC) of an image can be
described as a table indexed by colour pairs, where the k-th
entry for colour i specifies the probability of finding another
pixel of colour i in the image at a distance k. For the
MPEG7 colour structure descriptor (MPEG-7 CST), a sliding
window (8 × 8 pixels in size) moves across the image in the
HMMD colour space [
          <xref ref-type="bibr" rid="ref11">13</xref>
          ] (reduced to 256 colours). With
each shift of the structuring element, if a pixel with colour i
occurs within the block, the total number of occurrences in
the image for colour i is incremented to form a colour
histogram. The distance between two MPEG-7 CSTs or two
ACCs can be calculated using the L1 (or city-block)
distance metric. Finally, the MPEG-7 colour layout descriptor
(MPEG-7 CL) [
          <xref ref-type="bibr" rid="ref11">13</xref>
          ] divides an image into 64 regular blocks,
and calculates the dominant colour of the pixels within each
block [
          <xref ref-type="bibr" rid="ref11">13</xref>
          ]. The cumulative distance between the colours (in
the Y CbCr colour space) of corresponding blocks forms the
measure of similarity between 2 MPEG-7 CL descriptors.
        </p>
        <p>
          Accuracy Measure
MPEG-7 CST
APP
GCH
MPEG-7 CL
LCH
ACC
4. RESULTS
Table 1 shows the Spearman’s rank correlation coefficients
(rs) calculated between the human-assigned rankings and
each of the rankings generated by the tested colour
descriptors. We compare the rs correlation coefficient for each
measure tested with the critical value of r, which at a 5%
significance level with 22 d.f. (24 − 2) equates to 0.423. Any
rs value greater than this critical value can be considered a
significant correlation at a 5% level.
5. DISCUSSION
We observed the actions taken by the participants of the user
study when creating their image mosaics. It was clear that
the majority of users performed reflection-in-action when
assessing the relevance (or suitability) of images retrieved
from the database for use in their image mosaics. As
participants of a Mosaic Test were able to perform this
reflectionin-action [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ], it is clear that the Mosaic Test also overcomes
the first of the two major drawbacks present in current
image retrieval evaluation methods. As shown in Table 1, the
MPEG-7 colour structure descriptor (MPEG-7 CST) was
the only colour descriptor (and associated distance measure)
we found to correlate with human perceptions of image
mosaic distance at the 5% significance level. Therefore, by
measuring the L1 (or city-block) distance between the MPEG-7
CSTs of the target image and user-generated image mosaics,
the Mosaic Test can automatically calculate the relevance
of retrieved images in a manner that correlates with human
perception, thus overcoming the second major drawback of
existing image retrieval evaluation methods for
benchmarking colour-based image retrieval systems (the reliance on a
highly subjective image database ground-truth).
6. CONCLUSION
Current image retrieval system evaluation methods have two
fundamental drawbacks that result in them being
unsuitable for evaluating and benchmarking colour-based image
retrieval systems. These evaluation strategies do not enable
users to perform the practise of reflection-in-action [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ], in
which creative users assess project modifications within the
context of the creative piece he/she is working on. The
existing image retrieval system evaluation methods also rely
heavily upon highly subjective image database ground-truths
when assessing the relevance of images selected by test users
or returned by a system. As a result of these drawbacks, no
method currently exists for reliably evaluating and
benchmarking colour-based image retrieval systems. In this paper,
we have introduced the Mosaic Test which has been
developed to address the current problem, by providing a reliable
means by which to evaluate colour-based image retrieval
systems.
        </p>
        <p>
          The findings of a user study reveal that the Mosaic Test
overcomes the two major drawbacks associated with existing
evaluation method used in the research domain of image
retrieval. As well as also providing valuable effectiveness data
relating to efficiency and user workload, the Mosaic Test
enables participants to reflect on the relevance of retrieved
images within the context of their image mosaic (i.e.,
perform reflection-in-action [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ]). The Mosaic Test is also able
to automatically measure the relevance of retrieved images
in a manner which correlates with the perceptions of
multiple human assessors, by computing MPEG-7 colour
structure descriptors from the user-generated image mosaics and
their corresponding target images, and calculating the L1
(or city-block) distance between them. As a result of our
findings, we propose that the Mosaic Test be adopted in all
future research evaluating the effectiveness of colour-based
image retrieval systems. Future work will be to publicly
release the Mosaic Test Tool and procedural documentation
for other researchers in the domain of content-based image
retrieval.
        </p>
        <p>Evaluating the Cognitive Impact of
Search User Interface Design Decisions</p>
        <p>Max L. Wilson</p>
        <p>Future Interaction Technology Labs
Department of Computer Science, College of Science</p>
        <p>Swansea University, UK
m.l.wilson@swansea.ac.uk
ABSTRACT
The design of search user interfaces has developed
dramatically over the years, from simple keyword search
systems to complex combinations of faceted filters and
sorting mechanisms. These complicated interactions can
provide the searcher with a lot of power and control, but at
what cost? Our own work has seen users experience a sharp
learning curve with faceted browsers, even before they
begin interacting. This paper describes a forthcoming
period of work that intends to investigate the cognitive
impact of incrementally adding features to search user
interfaces. We intend to produce search user interface
design recommendations to help designers maximize
support for searchers while minimizing cognitive impact.</p>
        <p>Search, User Interface</p>
        <p>Design,
Author Keywords
Search, Exploratory
Cognitive Load Theory
ACM Classification Keywords
H5.2. Information interfaces and presentation (User
Interfaces): evaluation/methodology, screen design. H3.3.</p>
        <p>Information search and retrieval: Search process.</p>
        <p>INTRODUCTION
User Interface (UI) Designers are always concerned with
supporting users effectively and intuitively, but a common
recent focus for Search User Interface (SUI) designers has
been to increase the interactive power and control that
searchers have over results. As a community, we want to
support users in exploring, discovering, comparing, and
choosing results that meet their needs. SUI designers,
therefore, are concerned with maximizing the use of
powerful interface features while maintaining a clear and
intuitive design.</p>
        <p>
          In our prior work, we developed mSpace [7] as a faceted
browser that lets searchers use combinations of orthogonal
metadata filters to narrow their search. We developed
advanced interactions for faceted browsers that took
advantage of visual location within the SUI, and
highlighted options in unused filters that were related to
guide searchers [
          <xref ref-type="bibr" rid="ref8">10</xref>
          ]. Frequently, however, we informally
noted that searchers spent increasing periods of time on
visually comprehending the interface before making their
first move. In follow up studies, we saw minimal
interaction with facets during the first visit, but recorded a
significant increase in the use of faceted features during
subsequent return visits. It is the hypothesis of our
forthcoming work that this non-use of such powerful
features is caused by an increased cognitive load created by
the associated increased complexity of the SUI. It is this
cognitive impact that we believe can be measured and
attributed to specific design decisions.
mSpace is one specific faceted browser, but the principle of
faceted browsing can be implemented in many different
ways [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ]. We also hypothesize that not only the presence,
but also the subsequent design of SUI features can also
have an impact. The following sections cover some related
work before describing our plans to evaluate the cognitive
impact that adding features to SUIs can have.
        </p>
        <p>RELATED WORK
SUI design is affected by many factors. Interaction
designers can decide how best to support searchers, but
designs may be limited by the metadata that is available
about the possible results. Both the underlying data and the
graphical design may also have an impact, then, on how the
chosen interaction will look and feel. As perhaps the most
recognized SUI for many users around the world, Google
has always maintained a very clean and clear white design1,
and make very incremental careful design changes that stay
within that design. Competitor search engines have notably
changed over the years, with many now being very similar
to Google in terms of interaction design, while trying to
keep their own visual design consistent.</p>
        <p>For more exploratory websites that sell a wide range of
products, or provide large collections of information or
documents, there are now many different features that
support people, from tabular or dropdown-based sorting
Copyright © 2011 for the individual papers by the papers' authors.</p>
        <p>Copying permitted only for private and academic purposes. This volume is
published and copyrighted by the editors of euroHCIR2011.
1
http://searchengineland.com/qa-with-marissa-mayergoogle-vp-search-products-user-experience-10370
mechanisms, to categories, clusters, filters, and facets.</p>
        <p>Some websites that provide these features are frustrating
and difficult to use, while others are simple, intuitive, and
successful. In these systems it is often the way that the ideal
support has been developed that has affected their success.</p>
        <p>
          In a study of the success of different faceted browser
implementations, Capra et al [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ] directly compared two
faceted browsers to a government website, all over the same
hierarchical government dataset, and discovered that the
customized hierarchical design of the original website
supported searchers far better than the functionally more
powerful faceted browsers.
        </p>
        <p>
          Both the choice of content and the visual design have both
been shown to have an impact on usability. White et al
showed that the text that includes the search terms is best,
and that highlighting these terms also improves search [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ].
        </p>
        <p>
          Similarly, Lin et al. have shown that simply highlighting
the domain name in the URL bar significantly reduces the
chances that users will be caught be fishing attacks [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ].
        </p>
        <p>
          Zheng et al [
          <xref ref-type="bibr" rid="ref11">13</xref>
          ] have also shown that users can make
oftenaccurate snap judgments about the credibility of websites
within half a second. Further, Wilson et al [
          <xref ref-type="bibr" rid="ref8">10</xref>
          ] noted that
the success of adding guiding highlights to their faceted
browser was affected by the choice of highlight-colour and
its implied meaning.
        </p>
        <p>The choice of SUI features within a single implementation
has also been shown to have an impact on search success.</p>
        <p>
          Diriye et al compared a keyword search interface with a
revised version that also included query suggestions [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ].
        </p>
        <p>
          Their results showed that such features slowed down
searchers who were performing simple lookup tasks, but
supported those who were performing more complicated
exploratory tasks. Similarly, Wilson and Wilson have also
found early results indicating that the simple presence,
without interaction, of a keyword cloud provides additional
support, where subsequent interaction provides very little
gain [
          <xref ref-type="bibr" rid="ref9">11</xref>
          ] during exploratory tasks. Wilson and Wilson’s
results suggest that searchers can learn more about the
result set from seeing the terms in the keyword cloud, than
actually using them to filter the results.
        </p>
        <p>
          The location of features within a SUI has also been shown
to have an impact. Morgan and Wilson studied the visual
layout of search thumbnails, predicting that having a rack of
thumbnails at the top of the user interface would allow
searchers to make faster judgments when trying to re-find
pages [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ]. Their results showed that a rack of thumbnails
was significantly more disruptive to searchers when the
target page was not in the results, than the support it
provided when it was.
        </p>
        <p>The studies above indicate that the success of SUIs can be
attributed to the appropriateness of the functionality
provided, where unnecessary functionality can slow users
down. Further, the studies indicate that the success of SUIs
can be determined by simple visual or spatial changes that
do not necessarily impact functionality. Consequently,
where two systems provide the same support, one may be
harder or easier to use because of its simple visual design.</p>
        <p>Our conclusion is that to understand the success of a SUI,
we must analyse both the support in terms of functionality,
and the cognitive impact is creates. Being able to
understand and predict these two things would help us to
design and build better SUIs
EVALUATING THE SUPPORT PROVIDED BY SUIS
Beyond the common practice of performing task-oriented
user studies, my own doctoral work focused on the design
of an analytical evaluation metric for SUIs, called the
Search Interface Inspector2 (Sii). Sii calculates the support
for different types of users based upon the set of features in
the interface, and how many interactions they take to use
[9]. To analyse a SUI, the evaluator catalogues the features
of the design and calculates how many interactions are
required to perform a set of known search tactics. The
method then interpolates the likely support for different
types of searchers (explorers or searchers that know what
they are looking for, for example), based upon the types of
tactics they are likely to perform. Sii can be used to
compare several designs and produces a series of 3
interactive graphs that allow evaluators perform an
investigative analysis of the results.</p>
        <p>Sii is based on detailed established information seeking
theory and rewards the design of search functionality that
has simple interaction. Consequently, however, Sii rewards
the addition of new simple functionality, without being able
to estimate the increasing complexity of the SUI as new
features are added. To remedy this problem, a chapter of the
thesis investigated Cognitive Load Theory and initially
specified a similar metric that calculated the cognitive load
of a UI. This second measure of intrinsic cognitive load was
proposed for inclusion in Sii, estimated the intrinsic
cognitive load of a SUI. Similar to how the original metric
was correlated with study results, one aim of the work
described below is to further refine and validate this
analytical measure of the cognitive impact of SUIs.</p>
        <p>
          Cognitive Load Theory highlights that capacity for learning
is affected by three aspects: intrinsic, extrinsic, and
germane cognitive load. Intrinsic cognitive load is created
by the materials providing the learning experience, or in our
case the SUI. Extrinsic cognitive load is created by the
complexity in the task at hand. Germane cognitive load is
then required to process what is learned and commit it to
long-term memory. If intrinsic load and extrinsic load are
too high, then there may not be enough space load left for
germane cognitive load. Although, it is commonly accepted
that effort can increase overall capacity, the aim should still
be to reduce intrinsic cognitive load by improving the
design of learning materials or SUIs [
          <xref ref-type="bibr" rid="ref17">6</xref>
          ]. Reducing intrinsic
load creates space for users to perform increasingly
2 http://mspace.fm/sii
complex tasks, or opens-up germane cognitive load so that
what is being learned can be retained.
        </p>
        <p>EVALUATING THE COGNITIVE IMPACT OF SUIS
The general structure of the studies we are planning is to
use brain scanners to record the cognitive impact that
different SUIs have on a user. The initial phases will focus
on identifying and measuring such responses to significant
and obvious differences, before trying to capture changes to
more subtle designs and, hopefully, in-situ. Initially, we
will be using EPOC Emotiv headsets3, as shown in Figure
1, to take readings. These headsets are commercialized
versions of EEG scanners, but are designed for use in more
natural contexts. EEG scanners, as with many other brain
scanning systems, are typically affected by simple body
movements and so are often restricted to confined
conditions. Such scanners, therefore, are often not suitable
for task-based evaluations, which require action and
movement. In psychology, EEG scanners are typically used
in constrained environments where users are only allowed
to move their thumbs to answer yes or no. Consequently,
this work requires scanners that can be used in more natural
contexts while performing everyday searching tasks. In the
future, funding permitting, we also intend to buy an fNIR
scanner, which has been shown to be suitable for task-based
evaluation conditions [8]. We intend to use these
measurements to understand the impact of design decisions,
in order to make clear recommendations to SUI designers.
Phase 1 – the impact of additional features
Beginning this summer, with two summer interns, we will
be performing our first studies, which will simply display
SUIs of incremental complexity to participants. We will
begin with a simple keyword search design, and add
features such as recommendations and filters. The order
that interfaces are shown to participants will be randomized
to avoid learning and familiarity bias. The aim of this phase
is to prove that the learning curves experienced by users
exist and the cognitive load can be measured objectively.</p>
        <p>We hope that the results will show initial insight into the
amount of impact that different features have, which may in
3 http://www.emotiv.com/
turn help us make hypotheses about design issues. This
phase will help us identify the cost of adding a feature,
where task success would allow us to measure their benefit.</p>
        <p>Phase 2 – capturing impact in the context of tasks
Where the first phase above allows us to learn to recognize
the signs from EEG signals, we intend to try and detect
cognitive load in situ, and in the context of a task. We will
be setting participants specific simple and exploratory tasks,
whilst controlling the type of user interface features they
see, to capture the cognitive impact as they start. This phase
will help us identify whether the impact of a search user
interface is affected by task context.</p>
        <p>Phase 3 – the impact of different implementations
While adding features creates an obvious change in the user
interface, different features can be put in different places in
the SUI and also be implemented differently. Google, for
example, puts suggested refinements at the bottom of the
page, while Bing has them on the side. Bing also chooses to
provide a mix of refinements and alternative directions. In
Phase 2 we intend to analyse both of these kinds of
variables to see if they have significant impacts on
cognitive load. This phase will help us identify whether the
cost of adding SUI features can be minimized by refining
their design.</p>
        <p>Discussion
There are many challenges remaining in this planned work.</p>
        <p>So far, we have planned very controlled comparisons of
SUI changes, but in real life these systems are used in the
context of complex tasks and for extended periods of time.</p>
        <p>Controlled situations will help identify cause and effect, but
other similar objective measurements, like eye trackers, still
require interpretation. We hope to expand on these
methods, and the findings of existing brain scanning HCI
research [8], by addressing this issue over time. Finally,
although this research is primarily interested in the
development of SUI interfaces and how they affect people
learning to use powerful search features, there are many
other things that can be distracting in general UI design.</p>
        <p>These methods will likely expand to help address other
design questions; we, however, are particularly aiming to
answer questions about encouraging exploratory search and
learning, by increasing the power of SUIs, while reducing
their impact on searchers.</p>
        <p>CONCLUSIONS
This work has yet to begin formally, but we intend to learn
more about the impact that very simple design decisions
can have on searchers. From previous experience of
searcher success in evaluations, both industry and academia
know that such changes can seriously impact the success of
a search user interface. This work will use objective
measurements of brain response to help us identify the
factors that make search user interfaces hard to
comprehend. We hope that such measurements will a) help
us analyse the cost-benefit trade-off of adding additional
support to search user interfaces, and b) help us develop
design recommendations for implementing search user
interface features so that they have minimal impact.</p>
        <p>Eric Lin, Saul Greenberg, Eileah Trotter, David Ma,
John Aycock. Does Domain Highlighting Help People
Identify Phishing Sites. In Proc. CHI2011 (in press).</p>
        <p>Rhys Morgan and Max L. Wilson. 2010. The Revisit
Rack: grouping web search thumbnails for optimal
visual recognition. In Proc. ASIS&amp;T '10.</p>
        <p>Sharon Oviatt. 2006. Human-centered design meets
cognitive load theory: designing interfaces that help
people think. In Proc. MULTIMEDIA'06. ACM, New
York, NY, USA, 871-880.
m.c. schraefel, Max Wilson, Alistair Russell, and
Daniel A. Smith. 2006. mSpace: improving
information access to multimedia domains with</p>
        <p>The potential of Recall and Precision as interface design
parameters for information retrieval systems situated in
everyday environments</p>
        <p>Ayman Moghnieh
In this paper, we investigate ways for a tighter integration of IR
and HCI in new urban contexts, as HCI expands its reach outside
the workplace towards environments where efficiency and
performance no longer constitute the backbone of interaction
requirements. In particular, we propose to use Recall and
Precision as design parameters to describe the information settings
and performance of situated interfaces acting as retrieval systems
in these environments. To explore this notion, we follow an
inductive design research process by which different prototypes
are designed, developed, and evaluated. Our experience shows
that Recall and Precision, as design parameters, help to reflect the
information requirements onto the interface design, and contribute
to adapting IR to the contemporary challenges it faces, although
more work is needed to consolidate its role vis-à-vis the growing
ubiquity of computer technologies.</p>
        <p>Categories and Subject Descriptors
H.5.2 User Interfaces.</p>
        <p>Information Retrieval, Human-Information Interaction, Situated
Interfaces, Interface and Interaction Design
1. INTRODUCTION
As computer technologies become more ubiquitous and versatile,
and get further integrated in human environments, several genres
of situated information interfaces (e.g. interactive peripheral
displays, ambient displays, and interactive surfaces) are starting to
assume a mediating role between people and digital information
spaces in different environments. From an HCI perspective, these
situated interfaces, primarily found in public and semi-public
environments such as malls, public transportation, building
Copyright © 2011 for the individual papers by the papers’
authors. Copying permitted only for private and academic
purposes. This volume is published and copyrighted by the
editors of euroHCIR2011.
Universitat Pompeu Fabra
C/Tanger 122-140, E-08018</p>
        <p>Barcelona, Spain
entrances, and public squares, represent new border zones that
maintain connectivity and mutual presence between the real and
the digital worlds, and actively sustain flows of useful or relevant
information towards nearby people who in-turn search, discover,
and interact with the displayed information.</p>
        <p>
          The human interaction with information via situated interfaces
creates new challenges for conventional information retrieval (IR)
systems: first, the relationship between people and digital
information spaces becomes more explicit and the technology that
supports it more ubiquitous. Second, the human interaction with
information spaces adopts a more direct approach supported by
the coming of age of new interaction paradigms (e.g. touch,
gesture, speech) that emulate the manipulation of objects. Third,
the information space hosted by a situated interface tends to be
specialized in subjects and themes befitting the environment
where the interface is situated, and the goals and interests of the
people present in it. Fourth, the interaction properties may vary
considerably in terms of interaction duration and the amount of
user attention delegated to the situated interface [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ].
        </p>
        <p>
          These challenges, among others [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ], justify the search for a tighter
coupling of interface and interaction design, and IR systems, by
which IR as a supporting technology for interacting with
information contributes to making the interface design more
transparent and the human-information interaction more fluid and
direct. Therefore, we reason that the performance of situated
interfaces as IR systems ought to be attuned according to the
nature of each specific interaction scenario, given that a
maximization of IR performance, may not be adequate for
answering the interaction design requirements in all kinds of user
experiences with situated interfaces [
          <xref ref-type="bibr" rid="ref16 ref8">5, 10</xref>
          ]. Consequently, IR
performance tilts towards becoming a design issue that determines
some of the characteristics of situated interfaces that mediate this
interaction.
        </p>
        <p>
          Currently, two metrics (Recall and Precision) are used to assess
the performance of IR systems in response to user queries [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ].
        </p>
        <p>Recall is the fraction of retrieved information elements from the
entire existing set of elements that are relevant to the user query in
the information space. Precision is the fraction of retrieved
elements found relevant with respect to the user query, over the
entire set of retrieved elements. However, the query as a
middleman between humans and information spaces goes against
the transparent design of situated interfaces that support a direct
interaction with information spaces. In addition, the information
spaces hosted by situated interfaces are usually predetermined or
pre-queried in accordance with the specific interests of potential
users and the characteristics or nature of the environments where
the hosting interfaces are situated. Instead of querying, the explicit
momentarily needs of users are answered by direct interaction
with the visualized information. This superlatively converts the
relevance of the displayed information to the user interests from a
performance factor to a design issue.</p>
        <p>Therefore, we argue that the definition of Recall and Precision can
be loosened or reinterpreted to respectively describe the quantity
of retrieved information elements and their visual diversity as
displayed on the interface, since relevance is no longer a
performance factor from an HCI stance. These two metrics can
consequently act as parameters that bind the design and
performance of situated interfaces as retrieval systems to the
informational expectations of users, by controlling the amount and
diversity of visualized information in order to maximize the
transparency of their designs to support a direct
humaninformation interaction.</p>
        <p>In order to explore this idea further, we followed a line of
inductive design research by conceptualizing, designing, and
evaluating experimental prototypes. We first introduce two sets of
prototypes devised to understand how users perceive the quantity
and visible diversity of information objects. We then define
parameterization scales for Recall and Precision based on these
experiments. In order to develop a thoughtful understanding of
how Recall and Precision, which we will consecutively refer to as
R and P, can act as design parameters for situated interfaces, we
use them in the analysis, design, and evaluation of five different
situated interfaces. Next, we investigate how these two parameters
can be dynamically controlled by users through the design of two
interactive interfaces for searching and browsing news articles.</p>
        <p>We conclude by assessing our experience and discuss the viability
and implications of our approach.
2. RECALL AND PRECISION FROM A
PERCEPTUAL STANCE
InformationCasserole is a series of video prototypes (figure 1)
designed to study the effect that the number of visualized
elements (R) has on the way humans perceive the information
revealed on the interface. They show classified ads from
magazines and newspaper floating on different levels in a glass
container filled with slowly moving water. Therefore, their
settings emulate a transparent interface design and foster a direct
relationship between the human and digital information spaces.</p>
        <p>
          Miller’s Law argues that the total number of different objects that
humans can simultaneously hold in their working memory is
approximately seven [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ]. This affects the manner by which
information is perceived when the cardinality of the visualized set
of objects increases. In particular, there is a natural observable
tendency to perceptually cluster or group these objects recursively
whenever the perceivable number exceed Miller’s threshold. To
observe this phenomenon, eight 10 minutes long think-aloud
sessions were organized with eight different university students
that watched InformationCasserole showing magazine ads
progressively being added to the water container, and commented
on how the number of ads shown in the casserole affects the way
they perceive the set of visualized ads.
        </p>
        <p>
          We observed that when one object is shown, it tends to engage the
subjects in a prolonged and detailed examination. This changes
when two to seven objects are displayed since subjects become
more interested in identifying relations among the objects and
comparing them. The interest in object relations abates with a
higher object number, and instead the relations among clusters or
collections of objects start to proportionally grab attention. When
the number of visualized objects crosses a certain threshold,
which we estimate at Miller’s number squared, the casserole
becomes perceptually saturated and the subjects begin to treat the
set of ads as a space, reasoning about different regions in it. In
conclusion, we find that the quantity of visualized objects (R) is
perceived in four different density thresholds, and to each we
accord a parameter value: R=0 for visualizing no or a single
object; R=1 for a single collection of seven or less objects; R=2
for seven or less collections; and R=3 for single information space
or more than seven squared objects. This is reflected in figure 2.
In order to study the effects that the visible diversity of
information objects (P) has on the manner by which people
perceive information, eight paper-based prototypes similar to the
InformationCasserole were conceived. Each prototype shows a
combination of twelve to fifteen information objects from
different genres (e.g. classified ads, news headlines, blog posts,
news pictures, movie posters, youtube videos, secondhand goods,
and city events). The object genre was emphasized and
differentiated by aesthetic design. The visible object diversity
encourages people to search for relations among visualized
objects [
          <xref ref-type="bibr" rid="ref17">6</xref>
          ]. Therefore, the combinations, ranging from one to
eight genres, were designed to encourage subjects to search for
patterns and relations among the objects. Six twenty minutes
think-aloud sessions were organized with subjects whom were
asked to search for and identify different genres of objects in each
of the eight combinations presented in random order.
        </p>
        <p>As expected, the subjects perceptually clustered the objects
primarily in accordance to their genre. However, they sometimes
tended to search for inner-divisions in objects of the same genre
(e.g. clustering movies according to their cinematic kind or news
articles in familiar news categories), or to merge related genres as
a single genre (e.g. news articles and blog posts, or movie posters
and news pictures). In total, the subjects perceived the diversity of
objects (P) in four different levels, and to each level we accord a
corresponding parameter value inversely proportional to the
number of visible object genres: the first level is a single-genre
diversity (P=3); the second level is a diversity of two to three
genres (P=2); the third level refers to diversity of three to four
genres (P=1); the fourth level describes a diversity of five to seven
genres of objects (P=0). Figure 3 shows the number of visible
genres of objects in each of the eight combinations as seen by the
subjects, and the P value of each of the four identified diversity
levels.
3. SITUATED INTERFACES AS IR
SYSTEMS
In order to assess how R and P act as design parameters for the
information settings of situated interfaces, the following five
interfaces that act as retrieval systems in real-world environments
were analyzed, and for each a corresponding design was
developed and evaluated in settings that resemble or emulate its
deployment environment.</p>
        <p>The Arts&amp;Movies is a situated interface intended for movie
theatre lobbies to support the search and discovery of new
interesting movies through an animated visualization that draws
attention to relationships between movies and concepts. The
DigiJuke is installed inside a bar to allow people to browse and
select music songs on the touch-screen, and play their video clips
accompanied by related images on the projection display. The
YouServe prototype is collocated in a university library lobby to
assist people in familiarizing themselves with the available library
services, and finding a service relevant to specific needs. The
NewsWall is a large display situated in the news production room
of a broadcasting corporation. The prototype subtly visualizes the
constantly evolving news information space on the web. The
MetroWindow is designed for metro wagons and broadcasts
summarized local news about cultural and civic events in the city
of Barcelona.</p>
        <p>In related works [7, 8] we have argued how R and P, as design
parameters, can be quantified during requirement analysis and
used alongside other aspects to conceptualize the design of
information interfaces. For each situated interface, a couple of
designers analyzed the characteristics of three entities being: the
deployment environment, the humans present in it, and the
adequate information space, which was defined based on an
understanding of the needs and goals of the humans alongside the
nature of the environment and the information and activity flows
that it hosts. Based on this analysis, the designers qualified the
values of R and P for each situated interface, and consequently
described its information settings, being the quantity of
information to visualize and its visible diversity. This
qualification of R and P was defined in accordance with several
non-disjoint or co-dependent situational aspects of
humaninformation interaction such as:
·</p>
        <p>The amount of available user attention (e.g. MetroWindow
disposes of little attention in contrast with DigiJuke).</p>
        <p>The duration of human interaction with information (e.g.</p>
        <p>NewsWall remains in contact for prolonged durations, while the
interaction with YouServe is more momentarily).</p>
        <p>The convergence or divergence of the information seeking
tasks (e.g. YouServe supports finding a specific library service,
while Arts&amp;Movies is designed to acquaint people with many
movies).
The results of this R and P qualification are summarized in table
1. They show how R and P can characterize, from a perceptual
stance, the role of a situated interface as an information retrieval
engine, and parameterize the design of its information settings
accordingly. For example, when the user objectives are to search
for specific objects (e.g. YouServe), R is minimized, while P can
be maximized when the search converges on specific genres (e.g.</p>
        <p>MetroWindow) or minimized when it diverges to cover many
genres (e.g. NewsWall). A maximized R signals that the
interaction tackles a large number of objects. In this case, when P
is maximized (e.g. DigiJuke), it determines that this large number
is a single collection of similar objects, or, when it is minimized
(e.g. Arts&amp;Movies), it signals that this large number of objects is a
visually diversified information space.</p>
        <p>The designers also developed the interfaces information
architecture and aesthetic design, but these activities lies outside
the scope of this paper. The final designs are shown in figure 4.
4. USER CONTROL OVER R AND P
Based on the discerned ability of R and P to describe the
information settings of situated interfaces and consequently their
performance as information retrieval systems, we explored the
possibility of allowing users to control them dynamically in
classic search and retrieval scenarios. Therefore, we designed two
experimental prototypes (figure 5) for querying a large
information space of news articles, by which users can set and
control the values of both R and P. The prototypes were evaluated
to assess the feasibility of this approach and its utility.</p>
        <p>The NewSearch prototype collocates two slide-bars adjacently to
the query textbox for setting R and P explicitly, and returns an
equivalent clustered visualization of news articles. Users control
the number of clusters (discerned by color) by P and their average
cardinality by R. The 3DQuery prototype uses a tag-map as a new
concept for defining user queries, and shows a corresponding map
of news articles. The tag-map is a rectangular box where users can
place different tags of distinct sizes. The position of each tag
determines that of the corresponding cluster of news articles, and
the tag size the cluster cardinality.
Each prototype was evaluated by a different group of ten subjects
in the lab. The subjects were asked to browse and read the
collection of news articles for fifteen minutes, and then answer a
set of open-ended questions concerning their utility and usability.</p>
        <p>The user evaluations of both prototypes showed that their learning
curve is not negligible. Subjects were not naturally inclined to use
the slide-bars of NewSearch to control the information settings.</p>
        <p>An explanation for this may well be that they are accustomed to a
given query paradigm and the difficulty lies in making the
paradigm change [9]. However, this issue requires further
investigations. Subjects found it easy to use the tag-map paradigm
in general, but it was deemed too complicated for simple queries
and more useful for prolonged search and exploration since it
allows users to dynamically adjust queries and therefore
eliminates or reduces the need for re-querying.</p>
        <p>The experience and knowledge gathered with the design and
evaluation of these two prototypes would be used for developing
future prototypes that intent to delegate more intuitively a
dynamic control over the information settings of information
retrieval interfaces to their users.
5. CONCLUSIONS
During the course of this paper we have explored ways to tightly
integrate IR and HCI in a variety of human-information
interaction scenarios where interfaces act as information retrieval
systems. In particular, we studied how R and P as design
parameters can describe the information settings of these
interfaces. Both aspects were parameterized on a 0-3 scale on the
basis of conducted experiments to analyze different possible
information settings. Consequently, five situated interfaces were
designed and analyzed to discern how R and P are qualified
during requirement analysis, and how together they describe the
information settings of situated interfaces, and therefore help
reflect the interaction requirements onto the interface design.</p>
        <p>
          Finally, we investigated the feasibility and utility of delegating
control of R and P dynamically to users during classic search and
retrieval scenarios, and concluded that while this approach is
clearly advantageous for exploration tasks and tasks that require
re-querying, a more profound study should be conducted for
further analysis. Such endeavor will constitute the essence of our
future work.
6. DISCUSSION
The approach that we presented in this paper demonstrates that a
tighter integration of HCI and IR is possible, by exploring the
potential of R and P as design parameters for the information
settings of situated interfaces. The use of these two performance
metrics as design parameters may be seen as controversial,
however, it is justified given that efficiency and information
relevance no longer constitute the backbone of user expectations
in all cases of human-information interaction. Instead, new
aspects of human-information interaction (e.g. emotional,
cognitive, experiential, situational, and cultural) are affecting the
manner by which we conceptualize information systems. Our
approach does not comprehensively address all these aspects, and
therefore can be complemented by introducing new parameters to
reflect with a higher affinity the aspects of human-information
interaction onto the system design.
7. ACKNOWLEDGEMENTS
The authors would like to thank Oriol Galimany and other
members of the Interactive Technology Group at Universitat
Pompeu Fabra for their support.
8. REFERENCES
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[
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[7] Moghnieh, A., &amp; Blat, J. (2009). A basic framework for
integrating social and collaborative applications into learning
environments. Proceedings of m-ICTE’09 Vol. 2 (pp.
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[8] Moghnieh, A., Sayago, S., Arroyo, E., Sopi, G., and Blat, J.</p>
        <p>Parameterized User-Centered Design for Interacting with</p>
        <p>Multimedia Repositories. In Proc. MMEDIA '09, IEEE.
[9] B. Buxton. 2007. Sketching User Experiences: Getting the</p>
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        <p>challenges. In Proceedings of NordiCHI '06.</p>
        <p>Towards User-Centered Retrieval Algorithms</p>
        <p>Manuel J. Fonseca
Department of Computer Science and Engineering</p>
        <p>INESC-ID/IST/Technical University of Lisbon
R. Alves Redol, 9, 1000-029 Lisboa, Portugal</p>
        <p>mjf@inesc-id.pt
ABSTRACT
Nowadays almost all retrieval algorithms (for text, images,
drawings, etc.) are mainly concerned in achieving good
system-centered measures, such as precision and recall.
However, these systems are used by users, who try to achieve
goals through the execution of tasks. To better satisfy the
users’ needs we must involve them in the development
process of the retrieval systems.</p>
        <p>In this paper, we argue that a user-centered approach,
where users are included in the development cycle of the
overall retrieval system, can lead to improved retrieval
algorithms and also to a better user satisfaction while using the
system.</p>
        <p>Categories and Subject Descriptors
H.3.3 [Information Storage and Retrieval]: Information
Search and Retrieval; H.5.2 [Information Interfaces and
Presentation]: User Interfaces - Graphical user interfaces
(GUI)
General Terms
Design, Human Factors
Keywords
User-Centered Design, User-centered approach, Retrieval
algorithms
1. INTRODUCTION</p>
        <p>The majority of the retrieval algorithms, whether they
are for text, images, drawings, 3D objects, audio, video, etc.,
are mainly interested in performing well for system-centered
measures, like for instance precision and recall. However,
these systems are used by users who want to perform
specific tasks and achieve specific goals. We can develop a good
retrieval system, that performs well against a predefined
ground truth, but when we delivery it to users they may
Copyright c 2011 for the individual papers by the papers’ authors.
Copying permitted only for private and academic purposes. This volume is
published and copyrighted by the editors of euroHCIR2011.</p>
        <p>EuroHCIR ’11 Newcastle, UK
.
not be able to find what they want or they may not even be
able to submit a query to the system.</p>
        <p>For illustration purposes let us consider the following
hypothetic scenario: “We developed a system for retrieving
generic complex vector drawings, like for instance
technical drawings, architectural plants or clipart drawings. We
evaluated it using query-by-example and a set of predefined
drawings, achieving a good precision and recall measure.
Afterwards, when we delivered the system to users, we noticed
that they were not able to use it, because they could not find
the (first) drawing that they must use as query to find the
desired drawing. Moreover, users do not want to search for
the complete drawing, but only by a subpart of the drawing.”</p>
        <p>This scenario could be avoided if before we developed the
retrieval system we asked users what were their needs, what
did they want to perform on the system and how they want
to do it. To collect all this information we need to apply
a user-centered approach where users are involved in the
development of the retrieval system and algorithms.</p>
        <p>In this paper we defend an user-centered approach as a
way to create better retrieval algorithms and improve the
overall retrieval system. We start by shortly describe the
user-centered approach and the iterative cycle used in the
user interface design. In Section 3 we describe our
application of the user-centered approach in the development of
retrieval algorithms. Finally, we present some conclusions.</p>
        <p>USER-CENTERED DESIGN</p>
        <p>The user-centered design (UCD) is a design methodology,
where the needs, skills and limitations of the users are taken
into account during all stages of the development of the
system. The key premise of the user-centered design is that
the active involvement of the users in the development
process as well as in the evaluation of the interactive products
can lead to well-designed systems that best meet the desired
usability goals. These systems will take advantage of users
skills, will be relevant to their work and activities, and will
help them rather than constrain their actions.</p>
        <p>
          One of the principles from the UCD [
          <xref ref-type="bibr" rid="ref15">4</xref>
          ] states that we
first need to identify who the users will be (profile, skills
limitations, etc.) and what tasks they perform and/or wish
to perform. The second principle mentions that the systems
should be exposed to users in the early stages of development
to collect feedback from them. Finally, the third principle is
iterative design. The results and feedback from user testing
should be used to fix and improve the system. The UCD
assumes an iterative cycle with identification of the users’
needs, design of the solution and evaluation, repeated as
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        </p>
        <p>USER-CENTERED RETRIEVAL</p>
        <p>Typically when we want to develop a new retrieval
approach, we look at the media to retrieve (text, audio, video,
drawings, images, etc.), identify the features that better
describe the media, create a matching algorithm and finally
we compute precision and recall. Although this
methodology allows us to create retrieval systems, we believe that by
including the user in the development cycle will allow us to
deliver better and more usable retrieval systems, that will
allow users to achieve their goals and not only systems that
have a good precision and recall performance.</p>
        <p>Moreover, we should not develop retrieval systems, and
that includes descriptor computation, matching algorithms
and presentation of the results, without first identifying a
set of user needs and functional requirements (first step in
the user-centered design). We need to know our users, their
skills, their background, their profile. We must identify their
needs and requirements, their goals and how they achieve
them. In summary, we need to do an user and task analysis
before we start developing our retrieval system. User and
task analysis should not only influence the design of the
user interface, but also the design of the retrieval approach
or algorithm.</p>
        <p>For instance, users could use various strategies to perform
a search in a drawing retrieval system. They could use a
drawing that they already have, in a file, to search for
similar drawings using query-by-example, or they could draw
a sketch of the drawing that they want to find. As we can
see, the retrieval solution (feature extraction, indexing and
matching algorithms) will be di↵ erent on each case. While
in the first case we only need to compare two drawings of
the same complexity and with the same characteristics (sets
of lines and polygons), in the second case we need to
compare complex drawings with sketches (typically simpler and
with less elements). Thus, the way users perform the task
to achieve their goal influence the retrieval approach that
we should develop.</p>
        <p>After developing the retrieval solution based on the user
requirements, we should evaluate the retrieval system, using
not only system-centered measures, but also user-centered
measures, such as time to complete tasks, error rates,
satisfaction, etc. As in the user-centered design of interactive
systems, results from the evaluation of the retrieval system
(system and user centered measures) should be used to
improve the system and to refine the user and functional
requirements of the retrieval system.</p>
        <p>One of the things that we observed in one evaluation
session with users, was that users did not care about where
in the order of retrieval the intended drawing appears, the
important fact being that it was there. One of the users
produced this comment “It [the system] found it [the drawing]!
That is what counts!” However, when we evaluate retrieval
systems, the majority of the existing measures and ground
truth datasets privilege precision. Of course this
systemcentered evaluation is important, but we should also take
into account the users perspective, where they privilege
recall.</p>
        <p>An Example</p>
        <p>
          Involving the users can a↵ ect the way we develop the
retrieval algorithms. In recent years we developed a generic
approach for complex vector drawing retrieval, based on the
topology and geometry of the elements present in the
drawing. These two features were used to describe the content
of the drawings, and during matching, we first compare the
drawings using topology and them we compare the
geometry of those with similar topologies, giving the same weigh
to both features (for more details see [
          <xref ref-type="bibr" rid="ref1 ref12">1</xref>
          ]). This generic
retrieval approach was used to develop one system for
retrieving technical drawings [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ] and another for retrieving clipart
drawings [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ].
        </p>
        <p>Before we developed this solution and the two retrieval
systems, we performed user and task analysis to understand
how users wanted to make queries to this type of systems.</p>
        <p>We notice that they prefer to draw sketches of the drawing
that they were looking for than to submit an existing
drawing to perform a query-by-example. Moreover, most of the
times they do not have a drawing similar to the one that
they are looking for.</p>
        <p>
          The two systems were both evaluated with users, and from
those evaluations we observed that the way users search for
technical drawings was di↵ erent from the way they search
for clipart drawings [
          <xref ref-type="bibr" rid="ref17">6</xref>
          ]. While in the case of technical
drawings users draw more complete sketches with several visual
elements, and consequently defining a richer topological
conFigure 2: Sketch specifying a query to find a
technical drawing.
figuration, as illustrated in Figure 2; for clipart drawings,
users produced simpler sketches, with fewer elements and
with a poorer topological description (see Figure 3).
        </p>
        <p>
          Due to this observation during tests with users, we refine
our retrieval algorithm for retrieving clipart drawings [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ],
putting more emphasis on the geometry than on topology.
        </p>
        <p>With this change we were able to achieve a better precision
and recall measure for clipart drawings, and we adapted our
retrieval system to the users’ way of sketching queries.</p>
        <p>We can not develop our retrieval algorithms without
involving our users into the development cycle. As in the
design of interactive systems, also in the development of
retrieval systems we must involve the users.</p>
        <p>They must be involved in the initial phase, so we can
understand how they search for the information, what are
their knowledge, what are their limitations and what is their
profile. With this we are able to identify users needs and
functional requirements.</p>
        <p>Later on, during the development of the algorithms we
should take into account this input and adapt the algorithms
to provide “good results” for ”our” users, and not for the users
in general, or for the system.</p>
        <p>Finally, during the evaluation stage, besides computing
the traditional system-centered measures, for a set of datasets
defined as ground truth, we should also involve users in the
evaluation to collect quantitative and qualitative measures.</p>
        <p>Information gather during evaluation should be used to
improve the retrieval algorithms and the overall retrieval
system, in the next iteration of the iterative cycle of the
usercentered approach.</p>
        <p>In this paper we defended a user-centered approach for
the development of retrieval systems. As in the case of user
interfaces design, also for retrieval systems is important to
know our users, adapt the algorithms to them, and involve
the users in the evaluation of the system.</p>
        <p>We believe, and we had confirmed, that the involvement
of the user in the development cycle of retrieval systems can
conduct to better systems that satisfy users needs and are
more adapted to them.</p>
        <p>ACKNOWLEDGMENTS</p>
        <p>This work was supported by FCT through the PIDDAC
Program funds (INESC-ID multiannual funding) and the
Crush project, PTDC/EIA-EIA/108077/2008.</p>
        <p>REFERENCES</p>
        <p>Design Thinking for Search User Interface Design</p>
        <p>Arne Berger
Chemnitz University of Technology</p>
        <p>Strasse der Nationen 62
09107 Chemnitz</p>
        <p>Germany
arne.berger {at}
informatik.tu</p>
        <p>chemnitz.de
The paper describes with the help of a brief example how design
methods, namely those formed in design thinking can help search
user interface design to innovate throughout the software
development process.</p>
        <p>Categories and Subject Descriptors
H.5.2 [Ergonomics, Evaluation/methodology]: Design Methods
in Search User Interface Design
General Terms
Measurement, Documentation, Performance, Design, Human
Factors, Experimentation
Keywords
Design Thinking, User Interface Design, Design
Qualitative Studies</p>
        <p>Methods,
1. INTRODUCTION
Since Tim Browns ingenious talk on TED [1.], Design Thinking
(DT) had a huge impact on the business and design world. By
injecting the way designers think into accustomed business
processes, CEOs hoped to gain an advantage in competition.</p>
        <p>Designers on the other hand hoped their overall influence might
increase. However, the field has more to offer than bringing
creative techniques to supposedly uncreative domains. The first
publications on the matter appeared as early as the late 1960s [2.,
3., 4.] as a way to externalize the enigmatic design process. Since
then, the creative application of design methods (DM) has proven
its effectiveness, fun and relevance countless times. [5., 6.]
Despite its persistent application in typical creative domains, the
radical application of DM for digital age products is still a young
discipline.
1.1</p>
        <p>Design Thinking vs. Design Methods
The difference between DT coined and developed at Stanford [7.]
and DM as defined by Jones amongst many others [3.] needs to be
precised in another publication. For now, the author (a Designer)
is grateful to see the broad spectrum of DM finally being brought
to attention due to the success of DT. However, there are way
more methods to use than the 51 methods as suggested by DT [8.]
and there are way more feasible design processes than defined in
DT. Because of the briefness of this paper and for the sake of a
Copyright © 2011 for the individual papers by the papers' authors.</p>
        <p>Copying permitted only for private and academic purposes. This volume
is published and copyrighted by the editors of euroHCIR2011
better understanding, DT is used as an expression for the design
process, while DM is used as an expression for any design method
from the DT or any other DM toolbox.
2. CURRENT STATE OF DESIGN
METHODS IN SEARCH USER INTERFACE
DESIGN
The possibilities of DM are still badly implemented into product
development. However, a subset of DM, namely User Centered
Design (UCD) is fairly well implemented in the domain of
interface design, including that of search user interface design.</p>
        <p>UCD significantly helps evaluating user needs but often fails to
innovate. UCD methods mainly consist of a relatively strict set of
methods compared to what DT and DM have to offer [9.]. Those
methods are capable of gaining insight and evaluating interfaces
but do not encourage an innovation process for future user
interfaces.</p>
        <p>As an user interface design professional working in an academic
development environment that is mainly formed by information
retrieval experts, the following description of a typical workflow
abstracts the prototypical UCD process of developing search user
interfaces.
2.1 Current Process of Search User Interface
Design
1. Users tasks and problems are observed via Site Visits or
Website Analytics [10.]. Those methods help to gain insight into
specific user problems. The combination of both nowadays is the
holy grail of gaining insight into users issues [10.].
2. Information retrieval experts and search user interface
designers use methods like brainstorming to plan a software
product. It is used mainly as a conversation starter, but also
functions as a way to frame the current state of technical
possibilities.
3. Users problems (step 1.) are interpreted and tried to be solved
with the help of the technical possibilities (step 2.) which are then
implemented.
4. The usability of the search user interface proposed in 3. is
evaluated via user studies comparable to the ones in step 1.</p>
        <p>Iterations: The abovementioned steps are iteratively repeated
several times. With the help of prototypes the interface is refined
before a final implementation takes place. However these steps
only help to streamline the interface. They are not fully useful for
innovating an interface according to DTs possibilities.
2.2 Critics of the Current Process
We believe that the process of nailing down the problem and
suggesting a vital solution after framing technical possibilities and
observing users is insufficient. Those well established methods
have the main advantage of providing hard numerical measures.</p>
        <p>Which is even more so, when measures like precision and recall
are used to learn how efficient a system is. Via those standardized
measurements a comparison between different solutions is easy to
draw. Relying on those hard measures only shows insights, which
can be formulated in numbers and concluded from those.</p>
        <p>On the other hand, soft properties of a search user interface like
»what user really want«, »fun of use«, »suitability to unusual
tasks« and in parts »user satisfaction« are next to impossible to
measure via hard numbers. Although efforts exist [11.]
measurability of qualitative soft properties is hard to be
standardized. Outcomes therefore are less clear cut and often fail
to be comparable via statistics. As the academic viewpoint in the
field tends to analytic comparison, soft properties are seldom
explored, described and measured. Therefore subsequent findings
often fail to be implemented.</p>
        <p>Based on the before mentioned, we propose the radical application
of DT in search user interface design via »participatory
prototypes«. This concept integrates users and developers alike.</p>
        <p>We demonstrate its process briefly in the next chapter and explain
its application in three following examples.
3. PROPOSED DESIGN THINKING
PROCESS FOR SEARCH USER
INTERFACES
In the business world (see introduction) DT is foremost a process
used for innovating new products.</p>
        <p>The DT process is defined as following [8.]
Understand: Understand problem and context.</p>
        <p>Observe: Externalize future users problems via e.g. extreme user
interviews or empathy maps.</p>
        <p>Define: Interpreting and weighting the gained knowledge from
the previous steps via e.g. ad-hoc personas.</p>
        <p>Ideate: Using common or uncommon creative techniques, e.g.
body storming for generating many ideas.</p>
        <p>Prototype: Visualize and communicate ideas with the help of fast
and cheap prototypes with paper, Lego bricks or the product box
method.</p>
        <p>Test: Future users test those prototypes, via e.g. story telling
techniques.</p>
        <p>We believe that DT can and should be incorporated in any
possible stage of a development cycle. Interface design prototypes
are extraordinary easy to manufacture and cost next to nothing.</p>
        <p>We suggest to apply the DT process more closely to the
development of search user interfaces to benefit from its many
advantages, esp. to force the pace of innovation.
3.1 Prototype Categories
As the label »prototype« may be misleading, we tend to think of
anything capable of producing feedback as a prototype. To make
further understanding easier we classify prototypes as following in
the order of their advancement:
3.1.1 Very Low-Fi Prototype (Conceptual Model)
Generated by: user
Function: none, may not be technically feasible
Workflow: only conceptual
Visual Design: none
Medium: analog
Modality: any
Usually user generated, often not understandable without the
creators explanations. It only describes a preliminary workflow of
operations and functions and is not necessarily technically
feasible.
Function: none, may not be technically feasible
Workflow: preliminary, mimicking operations
Visual Design: none
Medium: analog
Modality: any
Usually presented via the Wizard-Of-Oz technique it incorporates
as many operations as possible and always fakes function.
3.1.3 Mock-Up
Generated by: designer
Function: none, may not be technically feasible
Workflow: mimicking operations closely
Visual Design: none
Medium: digital
Modality: any
Is often (and should be) visually unapealing, mimicking
operations closely, but fakes function.
3.1.4 Dummy (often refered to as Click Dummy)
Generated by: designer
Function: none, may not be technically feasible
Workflow: mimicking operations
Visual Design: existing, often visually polished
Medium: digital
Modality: any
Incorporates a polished visual design, mimicking operations, but
fakes function. May or may not incorporate the proposed
interaction paradigm. The most common implementation of the
later is a browser based click dummy that fakes the functions off a
mobile touchscreen device.
3.1.5 High-Fi Prototype
Generated by: designer, developer
Function: incorporates some or most of the proposed functions
Workflow: mimicking operations
Modality: same as end product
Is similiar to a Dummy but also incorporates some of the
proposed functions. It also incorporates the proposed interaction
paradigm.
Function: incorporates some or most of the proposed functions
Workflow: mostly operational
Visual Design: may or not be existing
A prototype proposed by developers that demonstrates most basic
functions, usually does not feature a polished design.
Function: incorporates some or most of the proposed functions
A visually polished prototype most often proposed by developers
is a functioning program that may have bugs or quirks and is
mainly used in order to get rid of those.
3.2 Observations for Prototypes
As this brief listing suggests most of the prototyping work in
search user interface design is done by a designer. Thus helping to
maintain a conversation between what users want and what
developers can implement.</p>
        <p>There are usually no direct prototypes from the users. Users
comments or observations are interpreted multiple times. First
they are made operable via prototypes, crafted by designers,
which subsequently are interpreted by the developers.</p>
        <p>Prototypes from the perspective of a developer are used only for
evaluation during the end of the implementation cycle. As a lot of
code and effort went into these, heavy changes are omitted and
hopefully eliminated with earlier prototypes.</p>
        <p>While the main goal of DT is to encourage interdisciplinary user
groups to create innovative prototypes, it does not focus on direct
prototypes from users or developers.
3.3 Implications for Process
We want to continously implement user prototypes into the
development and we also encourage a process where developers
explain technical feasibility via prototypes even in very draft and
early stages.</p>
        <p>This realization came through practical usage of various DM in a
couple of projects. The following chapter briefly describes how
we introduced participatory prototypes to search user interface
design for the creation of playlists for mobile video consumption.</p>
        <p>Two other successful projects include Design Thinking for a
customized faceted navigation and Design Thinking for a
multitouch interface for searching in large multimedial
repositories.
4. DESIGN THINKING THE CREATION
OF PLAYLISTS FOR MOBILE VIDEO
CONSUMPTION
We wanted to address a problem, know to many smartphone users
on the move. We understand that, weather commuting or going
out with friends users usually avoid constructing complex search
queries to find suitable content to watch.</p>
        <p>To define the problem, we asked users what they miss and want
from a mobile TV application. Two main points emerged:
With services like youtube consumers are left having to refine a
search query several times or to use non-customized item lists
such as »most viewed«. On the other hand, in traditional TV a
moderator weaves a golden thread and guides viewers via this
potentially emotional connection through a series of video clips.</p>
        <p>After an ideate session the most promising prototype was a mixed
breed of playlists, woven together by emotional metadata. To gain
insight into users mindsets regarding the construction of those
personalized playlists we applied various DM.</p>
        <p>To find out which emotional content attributes users are looking
for, we asked participants to map out a virtual space of content
properties and show how they thought to navigate within it. This
method usually helps to discover pathways and interests in which
people make sense of a particular content space. The results
eventually help to make sense of how to construct queries for
filter specification.</p>
        <p>Users were asked to individually draw a map or diagram of what
comes to their mind when being on the move and having a mobile
video handset available, whether sitting on public transportation
alone or being in a pub with friends. The six users had 15 minutes
time to draw a map or scheme and were asked to freely associate
parameters to form a personalized playlist. Given the mindset of
being on the move, users formed questions from a simple
vocabulary and subsequently wanted to change only certain
parameters after watching a few video items. A discussion with all
participants followed.</p>
        <p>The results lead to the assumption that users are interested in
direct mood filters. Most of the user generated maps feature mood
clusters or the simple question »how« in a list of questions.</p>
        <p>
          Based on those findings the developers of the future interface with
the help of a designer proposed a low fidelity prototype containing
a filter named »How« together with more filters based on the four
cardinal questions Who, Where, When, What. This was done
because all those metadata fields could be filled with metadata
readily available in the existing database. To prove the concept it
was introduced to twelve users. Users’ feedback on this approach
was insightful in two ways. On one hand, users at large expressed
their general approval on the advantages that might arise by
constructing exhaustive content filters with just a few steps of
interaction. On the other hand, the pre-structured characteristic
was heavily criticized. However, the rigidly defined prototype
inspired participants to incredibly rich feedback. This proposal in
combination with open ended questions has proved to be a fast
and convenient way to gain user feedback on a large variety of
issues without a lot of explanation. The main insight is, that all
users found and used the filter option »how«. Most user feedback
was given on only this feature. Findings are discussed in depth in
[
          <xref ref-type="bibr" rid="ref10">12</xref>
          ].
        </p>
        <p>TV Anytime [13.] is a metadata standard that defines metadata for
broadcasts. It is common to use in describing video items and also
features 53 moods. For the sake of technical interoperability we
wanted to stay within the realm of this particular metadata
standard but also wanted to make the proposed moods more
accessible for users. Based on those technical restrictions and the
previous results we individually asked 45 potential users to sort
the moods into self-defined categories that made sense to them.</p>
        <p>At least two completely different ways of sorting prevailed. One
group of users preferred an order that resembles a classification
into movie genres, while a second group was interested to sort
them according to emotional dependencies. While a number of 45
users was significant enough to reveal two groups, users assigned
to the first group were too few to manifest significance. Focusing
on the larger group (35 participants) seven mood categories were
filled unanimously. Apart from very few moods all other moods
are mutually joint to groups. This could make the previous
discussed low fidelity prototype more flexible in navigating
complete mood sets. Based on those findings, users proposed an
interface that asks questions in an order that is more determined
by them. A subsequent High-Fi prototype was built, incorporated
1000 video items. It allows the selection of a variety of moods as
well as a combination of filters derived from the five cardinal
questions. A formal user study is now underway.
5. Acknowledgements
This publication was prepared as a part of the research initiative
sachsMedia (http://sachsmedia.tv), which is funded by the
German Federal Ministry of Education and Research under the
grant reference number 03IP608. The authors take sole
responsibility for the contents of this publication.</p>
        <p>
          References
[
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          ] http://www.ted.com/talks/tim_brown_urges_designers_to_thi
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[
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[
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[
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[
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        <p>action. Basic Books (1983)
[7] Kelley. The Art of Innovation: Lessons in Creativity from</p>
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[8] Plattner. Design Thinking. Mi Wirtschaftsbuch (2009)
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[
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wahrgenommener hedonischer und pragmatischer Qualität.
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10, 2010)
        </p>
        <p>The Development and Application of an
Evaluation Methodology for Person Search Engines
Roland Brenneke</p>
        <p>Information Science
University of Hildesheim
Marienburger Platz 22</p>
        <p>Germany
roland.brenneke@gmx.de</p>
        <p>Thomas Mandl</p>
        <p>Information Science
University of Hildesheim
Marienburger Platz 22</p>
        <p>Germany
mandl@uni-hildesheim.de</p>
        <p>Christa Womser-Hacker</p>
        <p>Information Science
University of Hildesheim
Marienburger Platz 22</p>
        <p>Germany
womser@uni-hildesheim.de
This paper presents a user oriented evaluation methodology for
comparing person search services on the Web. Many established
system oriented methods from information retrieval cannot be
applied to this domain. Our user oriented methodology is applied
to a test comparing the person search engines yasni, pipl.com and
123people. The user study with over 30 participants led to
relevant results. The coverage of data object types within the
person search engine results is quite different. Especially the
amount of pictures and social media network entries which are
presented by the systems and which are perceived by the test users
differ greatly. The results also revealed a tendency to judge people
more positively when more information was found.
1. INTRODUCTION
Person search engines are important specialized search services on
the Web. These systems consult other services for information
about a person and integrate it in one interface. They can be
regarded as meta search services or one point stops for personal
information. Mostly, they are tailored for normal people and not
for celebrities and other famous people. As such, it is different
from named entity search in general.</p>
        <p>Especially in the Web 2.0 and its ease of publishing content on
the Web, many people deposit much information about them or
content they created in various sites. Users need to have the
proper information competence to foresee the consequences of
such behavior. Often, users are advised not to publish too much
information. Online reputation management becomes an
important issue. On the side of the users, social networks and
person search services lead to information ethical considerations
about the use of personal information.</p>
        <p>Searching on information about others is a very frequent
information need and a reason for using a search service.</p>
        <p>According to Google Trends, the most popular person search
services receive over 200,000 hits per day. However, 90% of the
users do not rely on person search engines but they use general
Copyright © 2011 for the individual papers by the papers' authors.</p>
        <p>Copying permitted only for private and academic purposes. This volume
is published and copyrighted by the editors of euroHCIR2011.</p>
        <p>EuroHCIR 2011. The 1st European Workshop on Human-Computer
Interaction and Information Retrieval. July 4th 2011. Newcastle, UK
Web search or go directly to social networks to find out about
people. Nevertheless, 10% is still a significant share and hit rates
for person search engines are constantly high. In addition, many
of these searches may have a high impact. Many recruiters use
person search engines for checking on candidates.</p>
        <p>
          A questionnaire study among 548 enterprises was published in
2010 [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ]. This Social Media HR Report 2010, revealed that in
2009 over 59% of the companies have used the internet to check
on applicants. Almost 10% had already turned down an
application because of information on the Web. Companies who
do not use the Web for checking on applicants` state that lack of
time and ethical questions are the main reasons not to do so [
          <xref ref-type="bibr" rid="ref16">5</xref>
          ].
        </p>
        <p>
          An international study showed that this behaviour is more
widespread in the US than in European countries [
          <xref ref-type="bibr" rid="ref14 ref18">3</xref>
          ]. Interviews
with decision makers in German companies revealed that they are
well aware of the potential of retrieving applicant information
[
          <xref ref-type="bibr" rid="ref9">11</xref>
          ].
        </p>
        <p>The use of person search engines for job applicants is only one
potential usage scenario; however, it is a very prominent one.</p>
        <p>Other than that, there are many reasons for why a user would want
to search for a person. And despite the use of a named entity in
the search, the information need is rather vague and can be
rephrased with “Find out something about person X”.</p>
        <p>The success of a person search engine depends on many factors.</p>
        <p>
          Person search engines are meta services which extract results from
a large variety of different online media. The presentation of these
results in the user interface is an essential factor for the success of
the search service. If a result is far down on the result page and
the user never scrolls there, potentially relevant items cannot be
found. That means that the search capability is only one success
factor for person search engines. Consequently, our experiment
was designed as a user test. We intended to evaluate the user
experience and the success with the tool person search engine and
neither specific system components nor absolute retrieval
performance.
2. RELATED WORK
The evaluation of retrieval systems is central in information
retrieval research because the system performance cannot be
predicted. The most influential retrieval evaluation methodology
is called the Cranfield paradigm. Information retrieval research
has adopted an evaluation scheme which tries to ignore subjective
differences between users in order to be able to compare systems
and algorithms. The user is replaced by a prototypical and
constant user. Relevance judgments are provided by domain
experts [
          <xref ref-type="bibr" rid="ref8">8, 10</xref>
          ].
        </p>
        <p>
          Cranfield evaluations have often been criticised for several
reasons. The main objections come from advocates of user
oriented studies. The search situation of users depends on many
individual and contextual factors which can only be captured in
user experiments [
          <xref ref-type="bibr" rid="ref17">6</xref>
          ]. The real user experience and the success in
a real world situation cannot be measured with the laboratory style
experiments based on the Cranfield paradigm [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ].
        </p>
        <p>Person search engines have a higher chance to succeed than
general purpose search services. The retrieval with named entities
is known to be easier than searches without names entities [9].</p>
        <p>The selection of a person search engine hints the type of result.</p>
        <p>Consequently, synonymy between names and words are a smaller
problem than in general purpose search engines. Synonymy
between names, on the other hand, is a big challenge for person
search engines.
3. METHODOLOGY
The balance between control and realism is a challenge for each
experiment. For the presented study, we chose a user experiment
to test person search engines because an approach purely
dedicated to retrieval power does not mirror the user experience
for person search engines well. It is necessary to limit the realism
in a user experiment in order to allow comparison across
participants in the test. We selected a job applicant scenario in
order to make the experiment interesting for the users. Applicant
search is a very prominent usage type. The method was successful
in making the experiment attractive. The test users liked the
experiment very much and through word of mouth, more
applicants wanted to register for the experiment than were needed.</p>
        <p>The selection of persons for the task defines the content for the
test. It seemed necessary to identify people for whom much
information can be found on the Web. If there were no videos,
working results like presentations or social network entries, then
the performance of the person search engine could not be tested
with our experiment. So even if the persons selected are not
representative in terms of amount of online information for the
whole population or all persons who are indexed in a person
search service it increases the validity of the test to select persons
with a large amount of online information.</p>
        <p>Three people were carefully selected who had similar
qualifications. For them, a job profile was developed which was
given to the participants together with the names of the people.</p>
        <p>The users were asked to search for these people who would be
interviewed for the position and check if they were appropriate.</p>
        <p>The job description and the name of each applicant were given to
the test persons. Each of the candidates was well qualified for the
job but had one negative aspect in his online data. One was an
advocate of nuclear power and the job was for offered by an
alternative energy company. The second applicant was a serial
entrepreneur who portrayed himself on Facebook in pictures with
attractive women and sports cars. The third applicant had party
photos online where he could be seen smoking cigarettes and he
considered himself as lazy in one social network while he had a
very business oriented self image in another social network.</p>
        <p>We selected people who had posted a large amount of information
about themselves in the network. Again, this was done to obtain
similar and comparable difficulty for the three test cases. Three
person search engines were selected for the comparative test. We
chose yasni, pipl.com and 123people because they were very
popular at the time of the study according to Google trends. All
three companies claim that they exploit only information available
on the public Web.
4. STUDY
Students of the University of Hildesheim were recruited through a
mailing list of students. Participation was voluntarily and no
gratification was given. None of the participants had a computer
science background. They all were frequent Internet users and had
searched for people before but only 10% had used a person search
engine before. The others use Google or social networks to find
information on people.</p>
        <p>The issue of relevance is always a crucial one in information
retrieval evaluation. In our study, any item could contribute to the
full picture of the applicant. Despite the clearly defined scenario,
it remains vague which information is needed and what type of
information is useful. It is difficult to assign relevance to items or
even weights to categories. The user interfaces of the person
search engines present the items in categories like e.g. social
network entries or videos.</p>
        <p>A questionnaire study [7] showed that users search mainly for the
following items in the order presented when retrieving
information about a specific person:
•
•
•
•</p>
        <p>Contact information
Profile on a social network
Photo
Information about professional accomplishments or
interests
The most frequently researched item, contact information does not
apply for our scenario because the persons had sent a letter of
application. The next two most frequent items are included. The
fourth item is rather vague as some of the other items following as
far as the categories of person search engines are concerned. As a
consequence, the data available does not justify the assignment of
weights to some items. In our study, all clicks on items were
scored equally. The results will also show which of the items were
most popular. The time per applicant was limited to 10 minutes.</p>
        <p>The entire experiment took 45 minutes on average including the
pre- and post questionnaire.</p>
        <p>One search service modified the interface after the first two tests.</p>
        <p>So it was necessary to eliminate three test sessions from the
results and recruit further test users. This shows that not only the
dynamics of the personal data presents a challenge for the test but
also the ongoing modifications of the search engine. Overall, 34
took part in the experiment. Due to the problems of a relaunch of
one service, we could consider the experiments of 10 users of
123people, 11 users of Pipl and 10 user of Yasni.</p>
        <p>Each test person worked with one search engines on all three
applicants. This between groups approach was applied was mainly
applied to avoid a long learning phase for each of the person
search engines. All tests were recorded with appropriate software.
5. RESULTS
The result description focuses on the information perceived by
users and the performance of the test users in the application task.</p>
        <p>The information items clicked by the users were categorized. It
can be seen that the services lead to a similar number of clicks
when summed up over all users. Each of the services resulted in
between 110 to 120 clicks for the ten test persons. In the case of
Pipl, 11 test persons were considered. Each engine leads to a
sufficient number of entries and has abundant information on the
applicants in our scenario. This was a goal of the test design and
was accomplished.</p>
        <p>The type of information which was encountered was quite
different. It can be easily seen, that 123.people facilitates access to
photos whereas Pipl leads more users to social network entries. A
comparative analysis for the services for the most popular item
types is shown in Table 1.</p>
        <p>In the post test questionnaire, users were asked about their
subjective impression of the service they had used. In the overall
satisfaction, 123people was rated highest. For the page structure,
pipl received the best grades and the coverage of different
business networks yasni was rated as most successful. In the latter
case, the finding from the objective click data was confirmed.</p>
        <p>
          Further details on the results are provided in [
          <xref ref-type="bibr" rid="ref13">2</xref>
          ].
Item
        </p>
        <p>Photo
Business network
Social network
Homepage/Blog</p>
        <p>Microblog
Yellow pages
Forum post
Videoclip
Publication
Presentation
Email address</p>
        <p>Address
Phone number
123people
+ +
+ −</p>
        <p>Pipl
+ −
+ +
+ −
+ −</p>
        <p>Yasni
− −
+ +
+ −
+ −
Because of a very low number of clicks is no rating
possible.</p>
        <p>+ +
+ −
− −</p>
        <p>Perception</p>
        <p>Excellent</p>
        <p>Good
Moderate</p>
        <p>Poor
Unperceived
For two services, applicant 1 was selected by the majority of the
test users. These two services had identified most items for this
applicant. For yasni, applicant 2 was chosen as the best
applicant despite the fact that the other two services found on
average 10 items more for this person. Applicant 3 was given
the last place for all three person search services. For each
service, he is the applicant with the fewest items. There might be
a trend to rate people higher when more information is available
online.
6. RESUME
We presented a holistic evaluation methodology for person
search engines. The performance of these search services is
measured by observing the perception of test users. The test
methodology is built on a realistic scenario and use case but it
does not cover all the relevant quality aspects of person search
engines. The important capability to resolve the ambiguity of
names was not dealt with. In future work, it might be promising
to develop a performance based test for this task only.</p>
        <p>The complete information seeking behaviour and its success is
also not measured with our test. In a realistic scenario, people
might access the social media networks through a person search
engine and continue their search mainly there. This issue could
be resolved by observing real behaviour.</p>
        <p>In the test, the search engine 123people was the winner. It not
only led users to the highest number of items, but it was also
subjectively judged to be the best person search engine.</p>
        <p>However, in several aspects other systems performed better and
were judged better. The evaluation showed that the different
tools are all based on the freely available data on the Web but
that they lead to different results. The most sought items in our
test were photos, entries and profiles in social and business
networks and personal homepages. Each of the engines
exhibited a strength in one of these items, e.g. 123people for
photos because they are shown as top results. This is also
confirmed by the questionnaire study among American
recruiters [7].</p>
        <p>For the users who publish information about themselves and
who become information providers by doing that the issue of
information competence will become more and more important.</p>
        <p>
          Personal Online Identity Management is a growing field and
several new companies are entering the market.
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