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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Out and About on Museums Night: Investigating Mobile Search Behaviour for Leisure Events</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Richard Schaller Morgan Harvey</string-name>
          <email>morgan.harvey@cs.fau.de</email>
          <email>richard.schaller@cs.fau.de</email>
          <email>richard.schaller@cs.fau.de morgan.harvey@cs.fau.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Elsweiler</string-name>
          <email>david@elsweiler.co.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science (i8) Computer Science (i8), Uni of Erlangen-Nuremberg Uni of Erlangen-Nuremberg</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>I:IMSK, University of Regensburg</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>When search behaviour is studied in information retrieval it is nearly always studied with respect to work tasks. Recent research, however, has indicated that search tasks people perform in leisure situations can be quite di erent. In leisure contexts needs tend to be more hedonistic in nature and often don't require speci c information to be found. Instead, information is sought that can lead to a speci c emotional or physical response from the user, such as feelings of being stimulated or entertained. In this paper we investigate how people behave to meet such needs in one particular leisure context. We analyse search log data collected from a largescale (n=391), naturalistic study of behavior with a mobile search tool designed to help people nd events of interest to them at the Long Night of Museums, Munich. We examine the queries submitted, establish performance metrics and investigate how spoken queries di er from those typed via the keyboard on a mobile device. The ndings provide insight into how users behave in one speci c casual-leisure context and lead to several open questions for future research.</p>
      </abstract>
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  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION AND MOTIVATION</title>
      <p>
        Search behaviour has traditionally been studied in the
context of people completing work tasks. Despite its name, a
work task need not be work-related. It is simply a sequence
of activities a person has to perform in order to accomplish a
goal [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. A work task has a recognisable beginning and end,
it may consist of a series of sub-tasks, and results in a
meaningful product [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Correspondingly, the models we have of
information seeking behaviour tend to assume that people
look for information in response to a lack of understanding
or the recognition of a gap in knowledge [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] preventing the
completion of the task at hand.
      </p>
      <p>
        Based on two investigative studies, one examining
information needs in the context of television viewing and the
other analysing broader information behaviour reported on
twitter, Elsweiler and colleagues [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] proposed a model for
what they refer to as casual leisure search, which deviates
from standard work-based models. According to their model,
in casual-leisure situations users seek information not in
response to a knowledge gap, but with the aim of being
entertained or passing time. Such needs tend to be directly
related to mood, physical state or the surrounding social
context. A further de ning characteristic of such needs is
that the informational content found by users is often less
important than the feelings induced by the found content
Presented at Searching4Fun workshop at ECIR2012. Copyright c 2012
for the individual papers by the papers’ authors. Copying permitted only for
private and academic purposes. This volume is published and copyrighted
by its editors.
and/or the search process itself.
      </p>
      <p>
        Beyond these two studies, very little literature explicitly
focuses on information seeking behaviour in casual-leisure
situations. Exceptions include studies of nding ction [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
and non-goal oriented newspaper reading [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. To our
knowledge no other naturalistic studies of information behaviour
in casual-leisure contexts exist. We believe that
transactional studies, such as those that have provided a rich
understanding of web search behaviour [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] would be particularly
bene cial, as they would provide concrete insight into how
people behave to resolve such needs. If the model proposed
by Elsweiler et al. is correct and people do not care what
information content is about, but rather are concerned
primarily with the emotional or physical response to such
content then what do queries in casual-leisure situations look
like? What do people try to describe with queries and how
much e ort do they expend in doing this? Are queries long
and descriptive and are users willing to look through lots of
results to nd something suitable?
      </p>
      <p>In this paper we describe a study designed to answer these
kinds of questions. We report analyses of interaction logs
for a search system supporting one speci c leisure situation
- the Long Night of Munich Museums, 2011. While we do
not claim that the logs are representative of all casual-leisure
search behaviour, they do provide an insight into how users
behave in one speci c casual-leisure context and a situation
where the user has a high-level, hedonistic goal. Our ndings
represent a good starting point from which to investigate
search behaviour more generally in casual-leisure situations.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>DISTRIBUTED EVENTS</title>
      <p>A distributed event is a collection of single events
occurring at approximately the same time and conforming to the
same general theme. One such event is the Long Night of
Munich Museums (Lange Nacht der Munchner Museen), an
annual cultural event organised in the city of Munich,
Germany1. In addition to a diverse range of small and large
museums, other cultural venues, such as the Hofbrauhaus and
the botanical garden open their doors during one evening in
October. Many venues organise special activities and
exhibitions not otherwise available.</p>
      <p>Visitors to the Long Night include both locals and tourists
and represent a broad range of age groups and social
backgrounds. In 2011 an estimated 20,000 people visited a total
of 176 events at 91 distinct locations, including exhibitions,
galleries and interactive events. Events take place all over
the city, mostly in the city centre, but some, such as the
Mu1The event is organised by Munchner Kultur GmbH
(http://www.muenchner.de/museumsnacht/)
seum of the MTU Aero Engines and the Potato Museum, are
located in suburbs. Special bus tours are set up to transport
visitors between events.</p>
      <p>From interviews (n=25) we conducted with people
attending the evening we know that on average each visitor attends
4 events meaning that approximately 80,000 visits took place
in 2011. The standard way to discover events on o er is to
use the booklet that is distributed for free by the organisers
and contains descriptions of all events in the order they lie
along the bus tours. This booklet is necessarily large (110
A6 pages) and can be di cult to navigate.</p>
      <p>
        Only a few of our interviewees reported having speci c
events they would like to visit. Instead, most described
having the same kinds of high-level, hedonistic needs as reported
in the literature [
        <xref ref-type="bibr" rid="ref15 ref6">6, 15</xref>
        ]. i.e. \to have a pleasant evening", \to
enjoy time with friends", \to extend or diversify their
general knowledge" etc. We will report on the interview results
in detail in a future publication, but the ndings seem to
substantiate Elsweiler et al.'s model.
      </p>
      <p>Here we want to establish how visitors to the Long Night
of Museums query a search system to address these kinds of
needs. We also want to know how successful they are, and
identify noteworthy behaviours, problems and any potential
solutions. The long-term goals of our work are to learn about
behaviour in order to understand how to build better search
tools and to augment existing theoretical models of
casualleisure search. We present the results of initial analyses that
lead to more detailed future research questions.</p>
    </sec>
    <sec id="sec-3">
      <title>3. SYSTEM</title>
      <p>An Android app was developed to help visitors of the Long
Night nd events of interest to them personally. Once they
have found and indicated the events they would most like
to visit, the system can create a time plan for the evening,
taking into account constraints such as start and end times
of events, time to travel between events and public
transport routes and schedules. If the user chooses more events
than would t into the available time2, then the system tries
to maximise the number of scheduled events by leaving out
those that require long travel time. It is also possible for
the user to manually customise the plans by adding,
removing and re-ordering events to be visited. Based on the
created plan, the application can lead the user between chosen
events using a map display and textual instructions. Figure
1 provides some screenshots of the app3.</p>
      <p>The user has four ways to nd events he would like to
visit, namely he can: Browse events by bus route; browse
events by event type (e.g. exhibitions, guided tours,
interactive event, etc.); submit free-text queries, which search over
the names and descriptions of the events; receive
recommendations based on a pre-de ned pro le and collaborative
ltering algorithm built into the app.</p>
      <p>
        In this paper, in line with the research aims as outlined
above, we focus on the way the search features were used.
The search functionality was implemented in Lucene4 and
documents were represented by titles and descriptions from
the Long Night booklet. Based on interviews conducted,
we expected visitors to search for topics or for other high
level needs not accessible for a full text search. Therefore
2most events are open between 7pm and 2am
3a video demo of the application can be found on YouTube
(http://www.youtube.com/watch?v=woVjpivxtMc)
4Lucene version 3.1. (http://lucene.apache.org)
we extended Lucene to perform a search based on topics. In
a rst step the event descriptions and titles were tokenised
and stemmed. To match topically similar words we then
map every token to one or more topic groups (these groups
are taken from [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]). This way terms such as \dinner" and
\food" are mapped to the same groups, thus event
descriptions containing one of these words could be found by the
other. To speed up interaction with the system, queries were
submitted after each typed character (search-as-you-type).
The presented result list contains the name and nearest bus
stop for each of the retrieved events.
      </p>
      <p>We examined user search behaviour by recording user
interactions with our app at the 2011 Long Night. The app
was available for download from the Android Market and
advertised on the o cial Long Night of Museums web page.
In total the application was downloaded approximately 500
times and 391 users allowed us to record their interaction
data. We recorded all interactions with the application
including submitted queries, result click-throughs, all
interactions with browsing and recommendation interfaces, tours
generated, modi cations to tours, as well as all ratings
submitted for events. Users interacted on average for 45.26
minutes5 with the system (median 19.31). 80.1% of users
interacted for more than 5; 38.4% for more than 30.</p>
      <p>
        A short questionnaire provided us with demographic
information. 51% of the app users were rst-time visitors to
the Long Night of Museums, 22% were second-time visitors
and 27% had attended more than twice previously. 4% of
users were 17 years of age or younger, 39% were between
18 and 29, 30% 30-39, 18% 40-49, 8% 50-59 and 1% above
60 years old. These demographics are very similar to those
reported by event organisers for previous Long Nights [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
suggesting that our sample of users should re ect well the
visitors as a whole. Comparing both age distributions with
Fisher's exact test reveals a p-value of 0.29; thus it is highly
5discounting times where no user interaction was recorded
for more than 15 seconds
unlikely that the counts are drawn from di erent underlying
distributions.
      </p>
      <p>Since queries were submitted after every typed character,
it was necessary to pre-process the recorded queries to
establish those that the users actually intended to submit. For
example, if the user wanted to search for \food", the system
logged \f", \fo", \foo", as well as \food". Furthermore, should
the user wish to submit a new query, then he must rst
remove the old search terms from the search box, resulting
again in all pre xes but this time in decreasing length.</p>
      <p>Automatically extracting the intended query proved
difcult due to spelling errors and automatic correction. We
therefore manually judged queries to be intended or not.
3 assessors separately annotated all of the approx. 10,000
queries logged as being either intended or not-intended. A
high inter-assessor agreement was found (Fleiss' kappa =
0.872, 86.2% of queries which were labeled by at least 1
assessor were also labelled by at least one other assessor). This
process resulted in a nal list of 801 search queries, which is
used in the following analyses.</p>
    </sec>
    <sec id="sec-4">
      <title>QUERY CHARACTERISTICS</title>
      <p>
        Overall the search queries were short, having a mean length
of 1:21 terms ( = 0:52) and 8:9 characters ( = 5:31).
These values are much shorter than those reported for
similar mobile-like devices for web search. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] report lengths
of 2.3 terms for older mobile phones and new research
suggests even longer queries (2.9 terms and 18.25 characters)
for modern phones similar to those used in our study [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>It was very apparent while analysing the queries that
many represented searches for named entities, in particular
the names of speci c museums. Again 3 human assessors
were asked to assign queries into categories: speci c event
name, not a speci c event name or indeterminate. The third
category was necessary as some queries were short and it was
not possible to de nitively claim that the term referred to
a speci c event. For example \deutsches" is likely to be a
reference to the \deutsches Museum" but it is not possible
to say for certain. For 87.3% of all queries at least two of the
assessors were able to agree on one of the three categories
(Fleiss Kappa of 0.43).</p>
      <p>59.4% of the agreed on queries were marked as clearly
named entities and 34.6% that might be named entities.
Only 6.0% were labeled as non named entity searches. These
remaining searches were often queries for non-museum
locations, e.g. 18.2% of these are names of bus stops.</p>
      <p>Notably absent from the logs were queries describing
topical content of events e.g. \art history", \engineering",
\modern art", etc. There were also no queries referring to
properties of events e.g. \interactive", \talks", \discussions" and no
evidence of high-level, hedonistic qualities an event might
bring about e.g. \fun", \exciting", \entertainment", etc.</p>
      <p>In line with previous query analysis papers, we analysed
the diversity of submitted queries. The cleaned query set
contained 417 unique queries. As expected the distribution
looks rather Zipf-like with the top 2 queries being \deutsches"
and \deutsches Museum". The top 50 unique queries amount
to 43.1% of all queries, the top 10 amount to 16.6% and the
most common search term was used in 2.5% of all searches.
The entropy of the unique search terms is 2.44 bits. The
queries submitted were therefore far less diverse than web
search queries on desktop or mobile devices. This can be
partially explained by the fact that our collection is much
smaller and much more speci c than the web. Another
explanation for the more homogenous queries is the fact that
most queries are event names which are usually only one or
two words long. This reduces the possibilities for
searching for these names when compared with the possibilities to
express interest, constraints or needs in general.</p>
      <p>
        In summary, our main observation is that the queries
submitted to the search system did not re ect the information
needs described in the pre-study interviews. It seems as
if the users did not use the search engine to discover new
events, but rather used the feature to lter to events they
already knew existed. Re ecting this, our queries have
similar properties to those reported for known-item searches in
web, email and desktop search, which have also been shown
to be very short and contain a high percentage of
namedentities [
        <xref ref-type="bibr" rid="ref13 ref5">5, 13</xref>
        ].
6.
      </p>
    </sec>
    <sec id="sec-5">
      <title>QUERY PERFORMANCE</title>
      <p>We wanted to understand how successful queries were.
With this in mind we de ned three success metrics based
on the user's interaction with search results. The rst refers
to whether the user selected a returned result to read a
detailed description of the event. This metric is our
equivalent to click-through data. 58.4% of all searches resulted
in a click-through with an average of 0.73 clicks per query
( = 0:93) and 5.95 results on average ( = 9:10). We didn't
consider good abandonment since the result list contains no
information beyond name and nearest bus stop.</p>
      <p>Two further, more explicit, de nitions of success were if
the user marked a returned event as a candidate for tour
inclusion (38.0% of all searches) or the user added the event to
an preexisting tour (15.6% of all searches). These searches
were performed at di erent stages of application use.
Reecting this we derived a general success metric: in 59.7% of
all searches at least one of these three actions was performed.
Of the remaining 40.3% unsuccessful queries 59.8% were
using a search term which resulted in an empty result list, in
most cases a miss-spelled or only partial written named
entity. The huge number of spelling errors underlines the need
for fuzzy search methods in this application context.</p>
      <p>As the queries that were submitted were very short, we
wanted to investigate if the length of the query had any
impact on the success of the search. Searches de ned as
successful were on average longer with a mean of 1:26 terms
( = 0:57) compared to unsuccessful searches with a mean
of 1:13 terms ( = 0:42); a highly signi cant di erence
(p 0:01). Likewise the number of characters per query was
signi cantly (p 0:01) longer with the successful searches
having on average 9:90 characters ( = 5:42) and the
unsuccessful searches having just 7:47 characters ( = 4:80). We
implemented a search-as-you-type system which searches for
whole words, however the evidence suggests that users used
the system as a means to lter to events they already knew
about. Therefore while entering the search term the result
list is empty till you entered the complete word. This might
have led users to the conclusion that their queries will be
unsuccessful and abandon the search early. This would be
one explanation for the shorter query length in unsuccessful
searches.</p>
    </sec>
    <sec id="sec-6">
      <title>TYPED VS SPOKEN QUERIES</title>
      <p>An additional feature our app o ers is the possibility to
submit spoken queries. Rather than typing search terms
in using the keyboard, the user speaks the query into the
phone. The system uses Google Speech Recognition to
identify the query terms and the user selects the queries based
on a list. This is familiar to android users as it is a
standard feature for web search on Android phones. We wanted
to establish how this feature was used, if queries submitted
in this way di ered from typed queries and whether there
was a notable di erence in performance between spoken and
typed queries.</p>
      <p>In total 22 app users submitted 68 spoken queries, which
equates to 8.5% of all search queries. Of these 6 users used
it more than three times. When comparing the length of the
search queries we discovered that voice searches tend to be
considerably longer than typed searches: 1.8 ( = 0:65) vs.
1.2 ( = 0:46) terms and 14.9 ( = 8:1) vs. 8.4 ( = 4:6)
characters. Both comparisons6 are signi cant (p 0:01).
It seems it is easier to create long queries with the voice
interface than typing. The success rate is also signi cantly
higher: 75% success for speech queries compared to 58.3%
(p-value7: 0.01) success for typed queries.</p>
      <p>It could be that the complicated input method when
typing combined with the expectation of a ltering system might
have tempted people to give up early, whereas spoken queries
are always full words. This would explain the ratio of empty
result list where 11.8% of the voice searches have an empty
result list compared to 25.2% of non-voice searches; a
difference which is signi cant (p-value7: 0.013). In summary,
there is evidence to suggest that voice search can be an
effective tool for entering search queries on a mobile device in
leisure situations. There are, however, issues such as
background noise and user self-consciousness that may explain
why only a limited set of users used this functionality.</p>
    </sec>
    <sec id="sec-7">
      <title>8. DISCUSSION AND CONCLUSIONS</title>
      <p>In this paper we analysed the query behaviour of users
in a speci c casual-leisure situation: a mobile application
to assist users at a distributed event. It was apparent when
analysing the queries that there was a mismatch between the
queries people submitted to the search system and what we
anticipated based on the needs reported in the interviews.
The overwhelming majority of queries were partial or
complete event names, where the user was trying to lter to a
speci c event. There were very few queries relating to topics
that the user may be interested in e.g. \art", \history", etc.
Furthermore there were no references to descriptors of events
that people noted they wanted in interviews e.g.
\interactive", \talks", \discussions". Likewise there was no evidence
of the high-level, hedonistic qualities an event might bring
about e.g. \fun", \entertainment", etc.</p>
      <p>This poses the question: why are people using the search
system in this way? Are people conditioned to do so, i.e. do
they have a preconceived notion about how search engines
work and only use the system in ways that re ects this? Or
is it because the app has other features, such as browsing
by tour or genre that might be better suited for tasks other
than known-item search? To answer these questions we are
currently analysing the log data for the other features of
the system. A comparison with other casual-leisure search
would also complement our understanding of this issue. Are
there similar trends for search on YouTube, Wikipedia or
the web?
6Wilcoxon sign rank test
7Two-Tailed Test of Population Proportion</p>
      <p>Our analysis of query performance showed that a high
number of spelling mistakes were made. We wonder if this
is caused by environmental factors, e.g. typing on a bumpy
bus or if it is caused by a high number of named entities, the
spelling of which people are not familiar? Further research
would be needed to di erentiate between the two, however a
fuzzy search feature would certainly help people who
struggle with the query input. A grep-style search would further
reduce this problem since users would only need to enter a
few characters as opposed to whole terms. In the
comparison of spoken vs. typed queries we have seen that although
not used much it provides a more successful way of querying
the system.</p>
      <p>We also believe that voice-queries deserve further research.
The reason behind the decision for typing or speaking a
query is di cult to analyse based on the logged data.
Perhaps users are shy of speaking to their smartphone in the
public. Further studies would be necessary to gain a proper
insight into this behaviour. The information obtained from
this early study points to a number of potential avenues for
further research. One plan we have is to look at di erent
usage patterns with the system and see how they correlate
with the outcomes of the evening e.g. number of events
visited, the ratings of visit events, the geographical coverage
of the user etc. This would provide insight into how the
features of our system support casual-leisure needs.
Acknowledgments This work was supported by the Embedded
Systems Initiative (http://www.esi-anwendungszentrum.de).</p>
    </sec>
  </body>
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