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  <front>
    <journal-meta />
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.lisr.2011.07.005</article-id>
      <title-group>
        <article-title>Searching4FUN</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Organised by: David Elsweiler</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Max. L Wilson</string-name>
          <email>m.l.wilson@swansea.ac.uk</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Morgan Harvey</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <issue>1</issue>
      <fpage>50</fpage>
      <lpage>58</lpage>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>I</p>
      <p>II
These proceedings contain the papers presented at the ECIR 2012 Searching4Fun Workshop, that took place on 1st
April, 2012 in Barcelona, Spain.</p>
      <p>People spend more and more time online, not just to find information, but with the goal of enjoying themselves
and passing time. Research has begun to show that during casual-leisure search, peoples’ intentions, their
motivations, their criteria for success, and their querying behaviour all differ from typical web search, whilst
potentially representing a significant portion of search queries. This workshop will investigate searching for fun, or
casual-leisure search, and aims to understand this increasingly important type of searching, bring together relevant
IR sub-communities (e.g. recommender systems, result diversity, multimedia retrieval) and related disciplines,
discuss new and early research, and create a vision for future work in this area.</p>
      <p>There are lots of other open questions relating to searching for fun and the papers presented at the workshop deal
with issues such as:
- Understanding information needs and search behaviour in particular casual-leisure situations.
- How existing systems are used in casual-leisure searching scenarios.
- Use of Recommender Systems for Entertaining Content (books, movies, videos, music, websites).
- Interfaces for exploratory search for casual-leisure situations.
- Evaluation (methods, metrics) of Casual-leisure searching situations.
- The role of Emotion in Casual-leisure search
We would like to thank ECIR for hosting the workshop. Thanks also go to the programme committee and paper
authors, without whom there would be no workshop.</p>
      <p>April 2012
David Elsweiler
Max L. Wilson</p>
      <p>Morgan Harvey</p>
      <p>III</p>
      <p>Organisation</p>
    </sec>
    <sec id="sec-2">
      <title>Program Chairs</title>
      <p>David Elsweiler (University of Regensburg, Germany)
Max L. Wilson (University of Nottingham, England)
Morgan Harvey (University of Erlangen, Germany)</p>
    </sec>
    <sec id="sec-3">
      <title>Program Committee</title>
      <p>Preface………………………………………………………………………………………………………...………I
Organisation………………………………………………………………………………………………………….II
Finding without Seeking, Retrieving without Searching……………………………………………......................VI
Elaine Toms (University of Sheffield)</p>
    </sec>
    <sec id="sec-4">
      <title>Presentations</title>
      <sec id="sec-4-1">
        <title>Session 1: Mobile Search</title>
        <p>Rethinking mobile search: towards casual, shared, social mobile search experiences ………………………....1
Sofia Reis (Telefonica), Karen Church (Telefonica) and Nuria Oliver (Telefonica)
Out and About on Museums Night: Investigating Mobile Search Behaviour for Leisure Events ……………...5
Richard Schaller (Erlangen-Nuremberg), Morgan Harvey (Erlangen-Nuremberg) and David Elsweiler
(Regensburg)
The Information Needs of Mobile Searchers: A Framework ……………………………………………...........9
Tyler Tate (TwigKit) and Tony Russell-Rose (UXLabs)</p>
      </sec>
      <sec id="sec-4-2">
        <title>Session 2: Emotion</title>
        <p>Role of Emotion in Information Retrieval for Entertainment. …………………………………………….....…12
Yashar Moshfeghi (Glasgow) and Joemon M. Jose (Glasgow).</p>
        <p>Searching Wikipedia: learning the why, the how, and the role played by emotion ………………………….....14
Hanna Knäusl (Regensburg)
Rushed or Relaxed? -- How the Situation on the Road Influences the Driver's Preferences for Music Tracks ..16
Linas Baltrunas (Telefonica), Bernd Ludwig (FAU-EN) and Francesco Ricci (Bozon-Bolzano)</p>
      </sec>
      <sec id="sec-4-3">
        <title>Session 3: Browsing for Reading</title>
        <p>Serendipitous Browsing: Stumbling the Wikipedia ……………………………………………………………..21
Claudia Hauff (Delft) and Geert-Jan Houben (Delft)
A Diary Study of Information Needs Produced in Casual-Leisure Reading Situations. ………………………..25
Max L. Wilson (Nottingham), Basmah Alhodaithi (Swansea) and Michael Hurst (Loughborough)
In Search of a Good Novel: Examining Results Matter ………………………………………………………...29
Suvi Oksaenen (Tampere) and Pertti Vakkari (Tampere)</p>
        <p>V</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Keynote Lecture – Elaine Toms</title>
      <p>Finding without Seeking, Retrieving without Searching
In information retrieval we tend to focus on the process from specific information need to
desired solution that follows a lockstep path from start to finish. Yet a rich part of our
information world is in the unfocused, accidental encounter with information that leads to
novel findings, and enriched experiences that maybe more about the journey than the
destination. This is very true of how we approach information spaces in our leisure activities
and how we use our unplanned time in digital worlds. This talk will focus on the accidental
encountering of people with information, how systems support (or not) the orienteering and
foraging that people tend to do, and how information retrieval might provide more optimal
solutions.
Rethinking mobile search: towards casual, shared, social
mobile search experiences
The mobile search space has witnessed phenomenal growth in
recent years. As a result there has been a growing body of
research aimed at understanding why and how mobile users
search the Web via their handsets and how their mobile search
experiences could be improved. However, much of this work has
focused on addressing the many challenges of the mobile space.</p>
      <p>In this short position paper argue the need for more casual, shared,
social mobile search experiences. We outline a number of open
and challenging research questions related to shared, social
mobile search. Finally, we present our ideas through a
proof-ofconcept mobile paper prototype designed to support causal mobile
search and information sharing with co-located groups of friends.</p>
      <sec id="sec-5-1">
        <title>Categories and Subject Descriptors</title>
        <p>H.5.2 [Information Systems]: Information Interfaces and
Presentation – User Interfaces. H.3.3 [Information Systems]:
Information Storage and Retrieval – Information Search and
Retrieval.</p>
      </sec>
      <sec id="sec-5-2">
        <title>General Terms</title>
        <p>Design, Human Factors.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Keywords</title>
        <p>Mobile search, mobile internet, mobile web, social search, social
context, casual search, shared search, collaborative search</p>
      </sec>
      <sec id="sec-5-4">
        <title>1. INTRODUCTION</title>
        <p>Mobile phones, once deemed as simple communications devices,
have now evolved into sophisticated computing devices, offering
users the ability to access a wealth of online information, anytime
and anywhere.</p>
        <p>
          As mobile Internet usage has increased, there has been a growing
body of research aimed at understanding why and how mobile
users search and browse the Web via their mobile handsets as
well as how their mobile search and browsing experiences could
be improved [
          <xref ref-type="bibr" rid="ref2 ref4 ref5">2, 4–9, 13, 17</xref>
          ]. However, much of this work has
focused on addressing the challenges of the mobile space and
enabling mobile users to find the information they need as quickly
and effectively as possible.
        </p>
        <p>
          While past research has shed key insights into mobile Web
behaviours and lead to a number of great advances in mobile Web
services, recently there has been a shift in the mobile world,
which we believe will force the community to re-think the mobile
Web and mobile search space. In the past mobile meant
on-themove, portable, personal and dynamic. However recent research
has highlighted that (1) more and more users are accessing the
mobile Web in non-mobile settings like at home or at work [
          <xref ref-type="bibr" rid="ref2">2, 13</xref>
          ]
(2) mobile users are often motivated not by an exact need or
urgency, but rather curiosity, boredom and even social avoidance
[
          <xref ref-type="bibr" rid="ref2">2, 17</xref>
          ] and (3) mobile web access, and mobile search in particular,
is often a social act, carried out among groups of people, rather
than while the end-user is alone [
          <xref ref-type="bibr" rid="ref2">2, 5, 18</xref>
          ]. Given these findings,
we believe it’s time to devote some effort to enable mobile users
to search the Web in a more casual, social setting.
        </p>
        <p>In this short position paper we motivate and argue the role of
shared, social search experiences in the mobile space. We
highlight what we think are important and fruitful areas of
research related to this new direction in mobile search. Finally, to
illustrate our ideas we present examples of a proof-of-concept
mobile paper prototype, which is designed to support causal
search and information sharing with co-located groups of friends
via their mobile handsets.</p>
      </sec>
      <sec id="sec-5-5">
        <title>2. BACKGROUND &amp; MOTIVATION</title>
        <p>
          The gaining momentum of mobile Web and mobile search usage
has also resulted in a growing body of interesting research related
to understanding mobile users, mobile information needs [
          <xref ref-type="bibr" rid="ref3">3, 16</xref>
          ]
and mobile Web behaviours [
          <xref ref-type="bibr" rid="ref2 ref4 ref5">2, 4–6, 9, 13, 17</xref>
          ]. In this section we
highlight key takeaway messages extracted from this past work
that we believe motivate a rethinking of the mobile search
experience we provide to users.
2.1
        </p>
      </sec>
      <sec id="sec-5-6">
        <title>Mobile does not always mean on-the-move</title>
        <p>
          Recent findings suggest that mobile users often access online
content in non-mobile settings. For example, a one week diary
study of mobile Web access carried out by Nylander et al. [13]
shows that mobile Internet access occurs mostly at home (31%).
A more recent study by Church &amp; Oliver shows that &gt; 70% of
mobile Web accesses are recorded when users are in familiar,
stationary settings like at home and at work [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Cue &amp; Roto [5]
discovered a similar trend emerging in a series of studies they
carried out between 2004-2007. That is mobile Web access is
becoming a more stationary activity. These findings point to the
changing pace of the mobile Web. Location-dependency isn’t the
only factor to consider when designed mobile services. With more
and more mobile users connecting to online content while
engaging in their everyday lives, we need to focus on how we can
build innovative services that integrate seamlessly into their
world.
        </p>
      </sec>
      <sec id="sec-5-7">
        <title>2.2 Social interactions are key</title>
        <p>
          Mobile phones have always been deemed as intimate, personal
communications devices. They tend to be owned by one
individual and do not tend to be shared. Despite this trait, recent
studies show that there is a social, shared aspect to consider in
mobile environments. For example, two studies of mobile
information needs have highlighted that conversations have a
significant impact on the types of information needs that arise
while mobile and how users choose to address those needs [
          <xref ref-type="bibr" rid="ref3">3, 16</xref>
          ].
        </p>
        <p>
          The same is true for mobile Internet behaviours. For example,
Church &amp; Oliver have shown that in &gt; 65% of cases, mobile
search was conducted in the presence of other people [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>Likewise, a recent study of local mobile search has shown that in
63% of cases, mobile searches took place within a social context
and were discussed with someone else in the group [18].</p>
        <p>
          While research on the social context of mobile search and tools to
facilitate collaboration in mobile search have been limited to date
[10, 11], the same is not true for general Web search [
          <xref ref-type="bibr" rid="ref1">1, 12, 14,
15, 20</xref>
          ]. Going forward we believe there will be a need to support
social, collaborative online experiences in mobile environments.
2.3 Curiosity &amp; boredom are important
motivators
Although research has shown that mobile Web access is
motivated mainly by awareness [17], curiosity and diversion also
account for a significant proportion of mobile Internet motivations
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. These motivations relate to the users desire to kill time, to
alleviate boredom and to find out something about an unfamiliar
topic (normally encountered by chance).
        </p>
        <p>Searching the Internet has traditionally been viewed as driven by a
specific information need in which search is considered successful
if the information the user is looking for is found in a minimal
amount of time. However, in casual search scenarios finding the
right answer to a given query and finding that answer as quickly
as possible may not be the main goals [19]. In fact, in casual
search settings, the search may be considered successful even if
the information the user is looking for is not found. In casual
search scenarios people may browse the Web to pass time while
they are idle, e.g. waiting for the bus. The information need may
be vague or even nonexistent. Therefore, the measure of success
of a casual search process is typically based on the level of user
enjoyment during the search activity and/or on how long the user
has been entertained for. Given that recent research in the mobile
search space highlights that more and more users access content to
kill time, to eliminate boredom, to satisfy their curiosity, we
believe there is more opportunity to support casual search
scenarios in mobile settings.
3. UNDERSTANDING THE SOCIAL
CONTEXT OF MOBILE SEARCH
In this section we briefly outline results of a survey we conducted
to understand more about social mobile search behavior. Survey
participants were asked to recall their most recent social mobile
search experience, i.e. a search conducted in a co-located group,
to address a shared information need, and answer a series of
questions. The questions we asked included: what they searched
for, their information need, their motivation, who they were with,
their relationship(s) to the people present, where they were
located, what they were doing before and after the search activity,
if and how they shared the search results, and if the search had
any effect on their future plans.
193 participants were recruited from internal and external mailing
lists, online social networks and discussion forums. All
participants had to own an Internet-enabled mobile phone and
must perform mobile web searches at least a few times per month.</p>
        <p>Participants ranged in age between 18-61 (average: 31, SD: 6.9).</p>
        <p>Responses were provided by 134 men (69.4%) and 59 women
(30.6%) and users came from a diverse range of backgrounds, e.g.</p>
        <p>IT, engineering, sales, telecommunications, education and
customer service. The majority of our participants were residents
of Spain (68%) and respondents primarily used Android (40.4%)
handsets to perform their searches. Finally we found that the
majority of participants (87%) stated that they used mobile search
in social settings at least once per week, with 54.9% of
participants using it at least once a day.</p>
        <p>Three key findings from this survey that are relevant to this
position paper are as follows: (1) curiosity and alleviating
boredom was the primary motivation in social mobile search
(almost 50% of responses), (2) the most popular information need
related to trivia and pop culture (almost 40%) and (3) mobile
users tend to share results by simply speaking aloud or sometimes
showing their mobile phone screen. Rarely will users hand over
their phone or share the results through electronic means.</p>
        <p>After analyzing user comments about what would improve their
social mobile search experiences many users pointed to more
facilities for sharing the search results easily with their peers.</p>
        <p>Here’s some examples of end-user comments: “Being able to
share information through WhatsApp or applications like that”,
“Shortcuts to send the information”, “sharing results should be a
lot easier”, “sharing the screen between all participants”, “Some
kind of co-browsing perhaps? Phone results mesh together”.</p>
        <p>These findings combined with insights from past research shows
that searching and sharing search experiences, in a casual manner,
among groups of friends represents a potentially fruitful area of
future research that has been largely ignored to date. In the
following section we outline what we think are important and
open research questions within this new direction of mobile
search.
4. DISCUSSION AND OPEN RESEARCH
QUESTIONS
In this section we outline a set of open research questions to frame
the challenges and opportunities of developing applications to
facilitate casual, shared, social mobile share:
!
!
!
!
!
!
!
!
!</p>
        <p>What types of mobile interfaces and interactions would
support or enrich the “sharing experience” during social
mobile search?
How can we enrich shared search experiences in relaxed
social scenarios?
Can we make shared mobile search experiences more
entertaining for end-users?
Will users share more search experiences if the sharing
process was simple, quick and easy?
Does the type of content have any impact on the sharing
experience? That is, will users share differently if the content
is dynamic (e.g. a mobile map) versus static (a simple
webpage), or if the content is textual versus visual.</p>
        <p>Do users have preferences in terms of how they share
contents? Do users prefer to share entire pages, snippets of
pages or a “print screen” type view of the page in question?
Would users enjoy and like the ability to re-visit shared
mobile search experiences? How could shared search
experiences be presented to users?
Does time, group size or the relationships within the group
impact on the sharing experience?
Do users need to share remotely, i.e. beyond co-located
!
groups? How might this physical distance impact on the
experience?
What are the technological challenges in building services to
support casual, shared, social mobile search?
We are currently working on an early stage prototype designed to
facilitate shared social mobile search in casual settings. By
designing, building and evaluating this prototype, we hope we
will be able to answer some of the research questions outlined
previously. In the following section we present our initial ideas to
support causal search and information sharing with co-located
groups of friends via their mobile phones.
5. TOWARDS SHARED MOBILE SEARCH
To illustrate our ideas we present details of an early stage mobile
prototype, the design challenges we face and our plans for future
evaluations of this novel mobile search service. The prototype is
designed to enhance social mobile search by facilitating (1) easy
group identification in co-located settings, (2) options to share a
variety of search elements among groups and (3) the ability to
view and reminisce about past social mobile search experiences.</p>
        <p>The software architecture we’re working on consists of two
components: (1) an Android application that allows users to
search and share their experiences; (2) a server that synchronizes
and stores all search behaviour in a database. The server will also
handle group identification and coordinate a notification facility,
which will inform members of the co-located group about new
“shares”. In addition, the server will log all the interactions
between the user and the Android application for off-line analysis
of user behaviour.</p>
        <p>As a first step we worked on a number of iterations of a paper
prototype. The prototype focuses on three main components, each
with its own design challenges:
5.1 Easy Creation of a Sharing Session
Information sharing on mobile phones is currently a complicated
process and results of our survey reveal that this is the main
reason that people do not share results with one another at present.</p>
        <p>Existing mobile browsers tend to require the user to click several
times in order to finally share a web page. And this sharing is
normally supported via email, SMS/MMS or social media like
Facebook or Twitter. Each time a user wants to share another
page, the same long sequence of clicks has to be repeated all over
again. Other approaches to content sharing on mobile phones rely
on Bluetooth, which is well known to be a cumbersome
communication mechanism for end users. The goal of our
application is to make the process of mobile Web information
sharing as simple as a single click.</p>
        <p>The first step to achieve this goal is to detect which phones are
associated with the shared search experience/session. At present
we’re focusing our efforts on using (1) GPS to identify all people
within a given location who have the application installed and (2)
a simply way for users identified in step 1 to confirm or verify
they are a member of a specific group. Given that it’s likely that
the use case for such an application is indoors, GPS will not
provide the fine level of location granularity we require. This is
the motivation for employing a second step in the group
identification process. For step 2, we’re investigating a number of
alternative approaches to confirm association with a specific
group. We’d like this process to be fun and playful, therefore
we’re playing with the use of accelerometers, gestures, images
and video. For example, one option is to ask all users within the
group and at a given location to shake their phones within a given
time period to join a group. This fun, interactive action will
involve using the accelerometer within the phone.
5.2 Easy Content Sharing
Our goal is to enable mobile users to share all Web search related
content with the members of their group. Figure 2 illustrates a
simple paper prototype with our main thoughts on how to
approach this task. Given it’s likely that users will want to share a
range of content types we want to provide the users the ability to
(1) share a single search result or the entire page of search results
by pressing an appropriate “share” button (Figure 2 (a)), (2) an
entire Web page or image result (Figure 2 (b)), as well an
interactive maps and addresses (Figure 2 (c)). Each time a piece of
content is shared, that content is shown as a thumbnail in a bar at
the bottom of the screen (Figure 2). Pressing a thumbnail opens
the respective content again. The thumbnails’ bar is scrollable
horizontally.</p>
        <p>(a)</p>
        <p>(b)
5.3 Visiting past sessions
Finally, our prototype will enable users to access their past shared
social search sessions. While our survey did not reveal a large
proportion of users expressing a need for revisiting past sessions,
this need was expressed by a few users and it’s a feature we’d like
to implement and explore to see if it is in fact deemed useful by
end users. A past shared social search session is any session for
which the user instigated a “share” or was the recipient of a
“share”. We are currently playing with different forms of
presenting past shared search experiences to the end user. The
first method is by time. Figure 3 illustrates two potential
approaches to grouping shared experiences by time. We could
show a small thumbnail for each past share, the name of the
shared content and the name of the person who shared it (Figure 3
(a)) or a larger set of thumbnails to support a more visual UI
(Figure 3 (b)). Another means of showing past shared search
sessions is by group, that is allow users to view all shared
searches carried out with or among a certain group of people or
with an individual. Finally, we could show past shared search
sessions by location, that is, allow users to view all shared
searches carried out at a specific place. It’s likely that the choice
of interface will depend on a range of factors including personal
preferences.</p>
        <p>To date, we have developed a number of iterations of a
paperbased prototype and carried out design reviews with 6 users
inhouse to gain feedback and insights on the interface, the
interaction and the core functionality. We are currently working
on implementing an Android application, however, we still have a
number of technological challenges to overcome. Our plan is to
deploy and evaluate the application in-the-wild, among groups of
friends, to learn more about shared, social mobile search
behaviours in the real world.
6. CONCLUSIONS
In this position paper we motivate the need to support casual,
shared, social search experiences in the mobile space through a
review of past work and an outline of key findings from a recent
survey of social mobile search. We highlight a set of open
research questions that we think will be important for the
community going forward. Finally we illustrated our initial ideas
by presenting examples of a work-in-progress mobile prototype,
which is designed to support causal search and information
sharing with co-located groups of friends.
7. ACKNOWLEDGMENTS
This work is funded as part of a Marie Curie Intra European
Fellowship for Career Development (IEF) award held by Karen
Church. Sofia Reis is currently an intern in Telefonica Research.</p>
        <p>As such this work was partly funded by Telefonica Research and
by FCT/MCTES, through grant SFRH/BD/61085/2009. Note that
the survey portion of the work was conducted with Antony Cousin
of University of Nottingham while he was an intern at Telefonica
Research in Autumn 2011.
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Krumm, J. Understanding the importance of location,
time, and people in mobile local search behavior. In
Proceedings of MobileHCI ’11, ACM (2011), 77-80.</p>
        <p>Wilson, M.L. and Elsweiler, D. Casual-leisure Searching:
the Exploratory Search scenarios that break our current
models. HCIR’10: 4th International Workshop on
Human-Computer Interaction and Information Retrieval
(2010).</p>
        <p>Wiltse, H. and Nichols, J., PlayByPlay: collaborative
web browsing for desktop and mobile devices. In
Proceedings of CHI’09, ACM (2009), 1781–1
Out and About on Museums Night: Investigating Mobile</p>
        <p>Search Behaviour for Leisure Events</p>
        <p>Richard Schaller Morgan Harvey</p>
        <p>Computer Science (i8) Computer Science (i8)</p>
        <p>Uni of Erlangen-Nuremberg Uni of Erlangen-Nuremberg
richard.schaller@cs.fau.de morgan.harvey@cs.fau.de
David Elsweiler</p>
        <p>I:IMSK
University of Regensburg
david@elsweiler.co.uk
ABSTRACT
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 specific information to be found. Instead,
information is sought that can lead to a specific 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 find 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 findings provide insight
into how users behave in one specific casual-leisure context
and lead to several open questions for future research.
1. INTRODUCTION AND MOTIVATION</p>
        <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 [8]. 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 [7] 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 defining 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 finding fiction [12]
and non-goal oriented newspaper reading [14]. 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 [9] would be particularly
beneficial, 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 find 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 specific 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 specific casual-leisure context and a situation
where the user has a high-level, hedonistic goal. Our findings
represent a good starting point from which to investigate
search behaviour more generally in casual-leisure situations.
2.</p>
        <p>DISTRIBUTED EVENTS</p>
        <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 specific
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="ref5">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 findings 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.
3. SYSTEM</p>
        <p>An Android app was developed to help visitors of the Long
Night find 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 fit 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 find 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-defined profile and collaborative
filtering 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.</p>
        <p>
          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 first 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).
        </p>
        <p>The presented result list contains the name and nearest bus
stop for each of the retrieved events.</p>
        <p>METHOD</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.</p>
        <p>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, modifications 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 first-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 reflect 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 first
remove the old search terms from the search box, resulting
again in all prefixes but this time in decreasing length.</p>
        <p>Automatically extracting the intended query proved
difficult 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 final list of 801 search queries, which is
used in the following analyses.</p>
        <p>QUERY CHARACTERISTICS</p>
        <p>Overall the search queries were short, having a mean length
of 1.21 terms ( = 0.52) and 8.9 characters ( = 5.31).</p>
        <p>These values are much shorter than those reported for
similar mobile-like devices for web search. [10] 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 [11].</p>
        <p>It was very apparent while analysing the queries that
many represented searches for named entities, in particular
the names of specific museums. Again 3 human assessors
were asked to assign queries into categories: specific event
name, not a specific event name or indeterminate. The third
category was necessary as some queries were short and it was
not possible to definitively claim that the term referred to
a specific 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.</p>
        <p>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.</p>
        <p>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 specific 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 reflect 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 filter to events they
already knew existed. Reflecting 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 [5, 13].</p>
        <p>QUERY PERFORMANCE</p>
        <p>We wanted to understand how successful queries were.</p>
        <p>With this in mind we defined three success metrics based
on the user’s interaction with search results. The first 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, definitions 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.
Reflecting this we derived a general success metric: in 59.7% of
all searches at least one of these three actions was performed.</p>
        <p>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 defined 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 significant di↵ erence
(p ⌧ 0.01). Likewise the number of characters per query was
significantly (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 filter 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>
        <p>TYPED VS SPOKEN QUERIES</p>
        <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 significant (p ⌧ 0.01).</p>
        <p>It seems it is easier to create long queries with the voice
interface than typing. The success rate is also significantly
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 filtering 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 significant (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.
8. DISCUSSION AND CONCLUSIONS</p>
        <p>In this paper we analysed the query behaviour of users
in a specific 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.</p>
        <p>The overwhelming majority of queries were partial or
complete event names, where the user was trying to filter to a
specific event. There were very few queries relating to topics
that the user may be interested in e.g. “art”, “history”, etc.</p>
        <p>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 reflects 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.</p>
        <p>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.</p>
        <p>Acknowledgments This work was supported by the Embedded
Systems Initiative (http://www.esi-anwendungszentrum.de).</p>
        <p>The Information Needs of Mobile Searchers: A Framework
Tony Russell-Rose</p>
        <p>UXLabs</p>
        <p>London, UK
Tyler Tate</p>
        <p>TwigKit</p>
        <p>Cambridge, UK
ABSTRACT
The growing use of Internet-connected mobile devices demands
that we reconsider search user interface design in light of the
context and information needs specific to mobile users. In this
paper the authors present a framework of mobile information
needs, juxtaposing search motives—casual, lookup, learn, and
investigate—with search types—informational, geographic,
personal information management, and transactional.</p>
        <p>Categories and Subject Descriptors
H.3.3
H.3.5
[Information Search and Retrieval]: Search process;
[Online Information Services]: Web-based services
General Terms
Design, Human Factors, Theory.</p>
        <p>
          Keywords
Search, information retrieval, information needs, user experience,
HCI, mobile, design principles.
1. INTRODUCTION
We live in a post-desktop era. In the UK alone, 45% of Internet
users used a mobile phone to connect to the Internet in 2011 [7],
and Morgan Stanley predicts that by 2014 there will be more
mobile Internet users than desktop Internet users globally [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ]. Not
only are more people connecting with mobile devices, but they’re
also consuming more and more data. Mobile data usage more than
doubled every year between 2008 and 2011, and is predicted to
grow from 0.6 exabytes per month in 2011 to 6.3 EB/month in
2015 [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The numbers are impressive, but all it really takes is a
quick glance at the people around us to recognize that mobile
Internet is pervasive.
        </p>
        <p>Yet the practice of designing search experiences for mobile users
is still in its infancy. The challenge is much more sophisticated
than simply reworking existing user interfaces to fit on the smaller
screens of mobile devices, which would be to ignore the vast
situational differences between desktop and mobile search.</p>
        <p>Mobile search user interfaces must be based on an understanding
of the contextual factors specific to the mobile user.</p>
        <p>Chief among those contextual factors are the information needs
that give rise to mobile search activities in the first place. In this
paper we propose a framework for describing the diverse range of
information needs observed in mobile users. Of particular
relevance to the Search 4 Fun! workshop is our inclusion of the
casual category alongside traditional classifications of
information needs.
!
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!
!
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2. TWO DIMENSIONS OF INFORMATION
NEEDS
Mobile information needs can be assed by two criteria: search
motive and search type.
2.1 Search Motive
The search motive describes the sophistication of the information
need, along with the degree of higher-level thinking it involves
and the time commitment required to satisfy it (see Figure 1). The
lookup, learn, and investigate elements of motive shown below
are derived from Gary Marchionini’s work on exploratory search
[5], while the casual element has been more recently studied by
Max Wilson and David Elsweiler [9]:</p>
        <p>Casual. Undirected/semi-directed activities with a
hedonistic rather than task-driven purpose.</p>
        <p>Lookup. “Known item” searching.</p>
        <p>Learn. Iterative information gathering that requires
moderate interpretation and judgment.</p>
        <p>Investigate. Long-term research and planning that
demands significant high-level thinking.</p>
        <p>
          While lookup, learn, and investigate are informational in nature,
casual activities are more experientially and hedonistically
motivated, “frequently associated with very under-defined or
absent information needs” [9]. Though it may be possible to
describe some casual activities in terms of other motives (e.g.
casual information needs that share qualities of lookup or
investigation), we believe that differentiating casual from the
other three motives provides both clarity and legitimization.
2.2 Search Type
The search type, on the other hand, is concerned with the genre of
information being sought (see Figure 2). Broder is often cited for
recognizing the informational and transactional nature of many
needs [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], while the geographic and personal information
management goals identified by Church and Smyth are especially
significant for mobile users [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]:
        </p>
        <p>Informational. Information about a topic.</p>
        <p>Geographic. Points of interest or directions between
locations.</p>
        <p>Personal Information Management. Private
information not publicly available.</p>
        <p>Transactional. Action-oriented rather than
informational goals.
3. A MATRIX OF MOBILE
INFORMATION NEEDS
While the dimensions of motive and type provide a framework,
they don’t tell us about the information needs themselves.</p>
        <p>
          Fortunately, Sohn et al. [8] and Church and Smyth [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] have each
conducted diary studies in which smartphone-equipped adults
spread across the globe were instructed to record every
information need that arose over a period of weeks. In addition,
Cui and Roto [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] have performed a contextual inquiry study of
mobile Web usage. This research enables us to construct a matrix
of mobile information needs based on the motive and type
dimensions (see Table 1).
        </p>
        <p>The majority of the information needs in the matrix were
explicitly identified in the diary studies, though we added a few of
our own in order to fully populate the framework. Below are
examples of each information need, with quotation marks
denoting statements recorded in the original diary studies.
!
!
!
!
!
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!
3.1 Informational
3.2 Geographic</p>
        <p>Window Shopping. I don’t know what I want. Show
me stuff.</p>
        <p>Trivia. “What did Bob Marley die of, and when?”
Information Gathering. “How to tie correct knots in
rope?”
Research. What is Keynesian economics and is it
sustainable?
Friend Check-ins. “Where are Sam and Trevor?”
Directions. “Directions to Sammy’s Pizza”
Local Points of Interest. “Where is the nearest library
or bookstore?”
Travel Planning. Flights, accommodations, and sights
for my trip to Italy.</p>
        <p>Investigate</p>
        <p>Research
Local Points of Interest</p>
        <p>Travel Planning
Checking Calendar
3.3 Personal Information Management
3.4 Transactional
!
!
!
!
!
!
!
!</p>
        <p>Checking Notifications. “Email update for work”
Checking Calendar. “Is there an open date on my
family calendar?”
Situation Analysis. “What is my insurance coverage for
CAT scans?”
Lifestyle Planning. What should my New Year’s
resolutions be this year?
Act on Notifications. Mark as read, delete, respond to,
etc.</p>
        <p>Price Comparison. “How much does the Pantech
phone cost on AT&amp;T.com?”
Online Shopping. I want to buy a watch as a gift. But
which one?
Product Monitoring. I know the make and model of
used car I want. Alert me when new ones are listed.
4. DISCUSSION
This framework of mobile information needs originated out of an
attempt to synthesize top-down HCIR concepts with bottom-up
empirical data. We hope that future investigations of mobile
behavior will use this framework as a conceptual point of
reference when both constructing their studies and analyzing the
results, which will would undoubtedly bring about iterative
improvement to the framework.</p>
        <p>While the specific information needs that we have identified are
unique to the mobile context, the dimensions of search motive and
search type are themselves generic. We envision future studies
applying this same framework to desktop information needs, as
well as comparing and contrasting desktop vs. mobile information
needs.
5. CONCLUSION
In this paper we have proposed a framework of mobile
information needs in order to inform the design of mobile search
user interfaces.
6. REFERENCES</p>
        <p>Role of Emotion in Information Retrieval for Entertainment
(Position Paper)</p>
        <p>Yashar Moshfeghi
School of Computing Science</p>
        <p>University of Glasgow</p>
        <p>Glasgow, UK
yashar@dcs.gla.ac.uk
ABSTRACT
The main objective of Information Retrieval (IR) systems
is to satisfy searchers’ needs. A great deal of research has
been conducted in the past to attempt to achieve a better
insight into searchers’ needs and the factors that can
potentially influence the success of an Information Retrieval and
Seeking (IR&amp;S) process. One of the factors which has been
considered is searchers’ emotion. It has been shown in
previous research that emotion plays an important role in the
success of an IR&amp;S process which has the purpose of
satisfying an information need. However, these previous studies do
not give a su ciently prominent position to emotion in IR,
since they limit the role of emotion to a secondary factor,
by assuming that a lack of knowledge (the need for
information) is the primary factor (the motivation of the search).</p>
        <p>In this paper, we propose to treat emotion as the principal
factor in entertainment-based IR&amp;S process, and therefore
one that ought to be considered by the retrieval algorithms.</p>
        <p>Categories and Subject Descriptors: H.3.3 Information
Storage and Retrieval - Information Search and Retrieval
Information Filtering
General Terms: Theory
1. INTRODUCTION</p>
        <p>
          The idea that IR systems help searchers to overcome their
information need (IN) is a leitmotif since the early days of
IR: the main task is to locate documents containing
information relevant to such needs. Within this view, a searcher
is considered as an agent that interacts with an IR system
with the intention of seeking information [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The
information can be defined as facts, propositions, and concepts, as
well as evaluative judgements such as opinion [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ].
        </p>
        <p>Joemon M. Jose
School of Computing Science</p>
        <p>University of Glasgow</p>
        <p>Glasgow, UK</p>
        <p>Joemon.Jose@glasgow.ac.uk</p>
        <p>
          In this paper, we argue that standard and dominant view
doesn’t su ciently consider all the possible aspects of
searchers’ needs. Information Science (IS) researchers have argued
about the existence of needs other than IN, and discussed
their roles in the cognitive aspects of human beings and in
IR&amp;S behaviour. Examples include Wilson’s interrelation
between physiological, a↵ ective and information needs in
IR&amp;S behaviour [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ], Kuhlthau’s uncertainty principle [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ];
these studies have investigated the role of a↵ ective and
cognitive experience of a searcher in an information seeking
process model.
        </p>
        <p>
          Although these views better capture the searchers’ mind
compared to the traditional view, their accounting for the
role of emotion is limited to its relation with cognition in
the process of satisfying an IN in an IR&amp;S behaviour, e.g.,
Kuhlthau’s [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] model. Therefore, emotion plays a marginal
role in these views in their modelling of needs. For example,
in an IR&amp;S scenario, where searchers’ task is to find
documents that are topically relevant to a given query (e.g., Iraq
War), the emotion that they experience during the
completion of this task influences their performance and
satisfaction. Other examples are those of Arapakis et al. [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and
Lopatovska [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] that investigated the use of facial expressions
and peripheral physiological signals as implicit indicators of
topical relevance.
        </p>
        <p>
          Others, e.g., Wilson [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ], consider a more autonomous role
for a↵ ect and define a↵ ective need as an independent need
which can motivate an IR&amp;S behaviour. For example,
gathering information to satisfy a↵ ective needs, such as the need
for security, for achievement, or for dominance [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ]. However,
there is no operationalisation of this a↵ ective need suitable
for use in real IR systems.
        </p>
        <p>In general, the current landscape of the role of emotion
in IR&amp;S behaviour is incomplete. Moshfeghi [5] argued that
people use computers for individual as well as social
purposes, such as entertainment, dating, getting to know
people, finding ‘friends’, gaming, etc., which strongly indicates
that users try to satisfy needs other than information ones.</p>
        <p>
          The study conducted by Elsweiler et al. [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] also supported
this claim. The current views of emotion in IR/IS do not
su ciently explain these types of activities accurately, even
though it is clear that users search for emotionally-rich
documents from the Internet to satisfy these needs.
        </p>
        <p>The pervasiveness of emotionally-rich content on the web,
such as movies, music, images, news, blogs, customer
review, Facebook comments and Twitter, highlights the
demand for such contents, and, indirectly, their role in
satisfying searchers’ needs. Therefore, it is important to
understand the IR&amp;S behaviour backed up by an entertainment
aspect. The position of this paper is that emotion is a
primary motivation (either directly or indirectly) behind an
entertainment-based IR&amp;S behaviour.</p>
        <p>
          The rest of the paper is organised as follows: Section 2
discusses Kuhlthau’s [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] model, followed by our approach in
Section 3 and discussion and conclusion in Section 4.
2. EMOTION IN IR/IS
        </p>
        <p>
          There are many theories and models that attempt to
explain the information seeking behaviour. Kuhlthau’s
information seeking process model is one of the first and most
popular models to investigate the a↵ ective along with
cognitive and physical aspects of a searcher in an
information seeking process. She proposes that people’s feelings,
thoughts and actions interact within their information
seeking process. Kuhlthau’s information seeking process model
describes the searchers’ common patterns of seeking
meaning from information, to extend their knowledge state on a
complex problem or topic which has a discrete beginning and
ending [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The fundamental principle behind Kuhlthau’s
information seeking process is the uncertainty principle [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>This refers to the existence of a cognitive state which causes
feelings of anxiety and lack of confidence. Feelings of doubt,
anxiety and frustration are in association with vague and
unclear thoughts. The model shows that during a typical
information seeking process, the thoughts of a searcher
become clear and consequently their confidence increases and
their feeling of doubt, anxiety and frustration decrease.</p>
        <p>Although this model is an important step towards
understanding the role of emotion in IR/IS, it does not
encompass many important aspects of emotion in IR. Kuhlthau
considers emotion/a↵ ect as a factor influencing the
information seeking process, rather than a need in itself. Moreover,
Kuhlthau’s model is limited by making uncertainty central,
i.e., as driving the seeking process while we argue that
positive or negative emotion states, high or low arousal level,
such as stress or boredom respectively, could also motivate
users to engage in an information seeking behaviour.
Therefore, a key limitation lies in the fact that the a↵ ective side
of searchers is interpreted as only being a secondary
motivational source for information need. In this paper, we
consider emotion as a separate need. This is explored further
in next section.</p>
        <p>The goal of this section is to argue that emotion should
be considered as the primary factor in entertainment-based
IR&amp;S behaviour: emotion can be considered as an
individual need which can motivate searchers to engage in an IR&amp;S
process. The secondary factor of emotion refers to the fact
that emotion (in relation to cognition) influences every
aspect of the searchers’ IR&amp;S behaviour, and can thus
influence the success or failure of an IR&amp;S process. First, we will
elaborate on emotion as a secondary factor in IR&amp;S process.</p>
        <p>
          As discussed in Section 2, the secondary nature of emotion
in IR&amp;S scenarios has been investigated for a long time [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>
          The results of such investigations show that (i) participants
experience a burst of negative feelings due to uncertainty
associated with vague thoughts, leading them to recognise
that they have an information need; and that (ii) there is a
positive correlation between a successful information seeking
process and a decrease in these negative feelings [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. From
this point of view, not only is emotion a factor that exists
throughout an IR&amp;S process which aims to meet an IN, but
also it can be considered as a need: the need to change
negative feelings caused by uncertainty during the initiation
phase (e.g. feelings of doubt, anxiety and frustration) to
feelings of satisfaction and comfort.
        </p>
        <p>When the emotion need of the searcher is to diminish the
negative feelings associated with a lack of knowledge (i.e.,
an IN), the emotion need would be satisfied if the IN
associated with it is resolved. However, in an entertainment-based
IR&amp;S process, the emotion need of the searcher is not
associated with a particular IN, and is an autonomous need by
itself. An example of such needs are the scenarios where the
searchers are stressed and look at some clips that could help
to relieve their stress, e.g., when searchers are seeking for
funny clips in YouTube. Of course, one way of finding these
clips is by looking at the popular (most viewed/highly
recommended) videos. In such scenario there is no particular
information need to be resolved, but only an emotion need.</p>
        <p>From the above, we can now argue that emotion in an
entertainment-based IR&amp;S process acts as a primary factor,
i.e. as an autonomous and important need.</p>
        <p>CONCLUSIONS</p>
        <p>In this paper, we explained the role of emotion in
entertainment-based IR&amp;S behaviour. We explained that in the
normative view of IR/IS, the focus is on the satisfaction of
searchers’ IN. Although the role of emotion is acknowledged
as a factor influencing the whole IR&amp;S behaviour, its role
was limited to the study of its influence on the process of
satisfying an IN. However, emotion can be a source of
motivation on its own for a searcher to engage in an IR&amp;S
process. Such scenarios have not been considered in the
IR/IS community, and this motivated the definition of the
emotion need concept. We argued that there are emotion
needs that can motivate searchers to engage in IR&amp;S
behaviour which strictly speaking does not have an IN. The
pervasiveness of the use of IR applications for the purpose
of entertainment and the existence of emotionally-rich data
on the web provides evidence that some information seeking
behaviour can be categorised under other strategies than
information need that can lead to better satisfaction of the
searchers’ needs. Given all these evidences, the conclusion
of this paper is that emotion act as a primary factor behind
entertainment-based IR&amp;S behaviours. Finally, there is not
much research about entertainment-based IR&amp;S processes.</p>
        <p>This is due to the limitations associated with it, such as lack
of datasets, evaluation methodology, metrics and procedure.</p>
        <p>An attempt to solve such limitations is a possible direction
for future work.</p>
        <p>Searching Wikipedia: learning the why, the how, and the
role played by emotion</p>
        <p>Hanna Knäusl
Department of Information Science</p>
        <p>University of Regensburg</p>
        <p>93040 Regensburg
hanna.knaeusl@sprachlit.uni-regensburg.de
ABSTRACT
Searching Wikipedia has been the focus of study for an
increasing number of information retrieval publications. In
recent years different IR tasks have used Wikipedia as a
basis for evaluating algorithms and interfaces for various types
of search tasks, including Question Answering, Exploratory
Search, Entity Search and Structured Document retrieval.</p>
        <p>Despite being associated with these well-defined task types,
little is known about why people actually search wikipedia,
what they try to find, how and why they try to find it or
the criteria they use to define success. We argue that the
way wikipedia content is generated influences the way it is
used, including search behaviour. We are particularly
interested in learning about affective aspects of search, which
have been suggested to be an important motivating factor
in wikipedia search behaviour, particularly in leisure
scenarios. In this position paper we motivate the investigation of
wikipedia search behaviour in the wild and present our ideas
on the best way to study this behaviour.
1. INTRODUCTION AND MOTIVATION</p>
        <p>
          Wikipedia1 is a free online encyclopedia, which due to its
open source design and community-based editing policy has
become one of the largest reference works of all time. The
large volume of information, the breadth of topics covered
and open-access nature of the collection has made Wikipedia
a natural target of study within the Information Retrieval
research community. Wikipedia is now used as the document
collection for several retrieval evaluation efforts at CLEF [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]
and INEX [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and has formed the basis of evaluations in
several IR domains including:
• Question answering, e.g. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], which attempts to
provide answers to questions such as “How fast can a
Cheetah run?”, sometimes supplementing answers with
additional relevant snippets that might be helpful to
the user.
1http://www.wikipedia.org
Presented at Searching4Fun workshop at ECIR2012. Copyright January
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.
• Entity search, e.g. [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], which assumes the user has
an information need that could be solved by with a
list of entities that satisfy some properties. A query
might, for example, indicate the type of entities to be
retrieved (e.g., “castle”) and distinctive features (e.g.,
“German”, “medieval”).
• Structured retrieval e.g. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], which aims to retrieve
relevant parts of documents in a collection in response
to given information need.
• Exploratory search e.g. [5], whereby the user has a
poorly defined information need, little knowledge of
the topic of interest or is unfamiliar with the search
space.
        </p>
        <p>Each of these examples are associated with well-defined
tasks or situations. However, it is unclear how reflective
these tasks are of real-life wikipedia search behaviour. Are
these the most appropriate tasks to be investigating? Are
we evaluating these tasks appropriately? Are there more
pressing aspects that we, as a research community, should
be investigating?</p>
        <p>As a starting point to answering these questions, in the
following section, we briefly review research that informs on
wikipedia search behaviour in naturalistic situations.</p>
        <p>SEARCHING WIKIPEDIA</p>
        <p>
          The main source of knowledge of wikipedia search
behaviour comes from transaction log analyses. Sakai and
Nogami [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ], for example, logged user interaction with a wikipedia
search interface, designed to encourage exploration and
development of information needs. They discovered that
information needs tend to progress and develop in small steps,
usually within query type. For example, users tended to
browse pages from person to person or from place to place
etc. The implicit structure of wikipedia most likely
encourages this behavior
        </p>
        <p>
          Fissaha and de Rijke [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] also used log analyses to learn
about wikipedia searches, distinguishing between “directed”
and “undirected” searches by analysing the phrasing of queries.
        </p>
        <p>They [also] discovered that a large percentage of searches
were undirected and exploratory in nature.</p>
        <p>Log-based investigations such as these have the advantage
of collecting large quantities of data from naturalistic
situations. However, they are limited in that they say nothing
about the intention of the user, his experience, or the
outcome of the search. For example, the work of Wilson and
Elsweiler [7] asserts that many searches will not be
motivated by information needs per se, but purely by the user
having an interest in a topic. In their work, they found
example search tasks that were motivated by the desire to
achieving a particular mood, emotional or physical state or
by the presence or need of someone else in the social
context. In such cases, the support the user would need from
the system and the criteria that should be used to evaluate
system performance would be very different to those
currently featured in information retrieval research.</p>
        <p>We believe that the way wikipedia is constructed, i.e.,
collaboratively by a subset of the users, the large collection
size and broad topic range, linked structure, as well as
multimedia prominence of multimedia content will mean that
wikipedia will be used for leisure-time tasks. People are
motivated to create / edit wikipedia pages as it mirrors their
interests. This may not always be positive.</p>
        <p>For example, Wilson and Elsweiler [7] describe one study
participant reporting frustration that he has again wasted
a lot of time aimlessly browsing ebay. This negative
outcome - realised through a negative emotion - would not be
considered in any current IR methodology.</p>
        <p>In the following section we outline our thoughts on what
we believe to be a more suitable study design to learn about
wikipedia search tasks. We would like to use the workshop
as a platform for discussion to improve on this design.</p>
        <p>LEARNING ABOUT BEHAVIOUR WITH</p>
        <p>A LOG / DIARY HYBRID</p>
        <p>We need to design a study that helps us learn about the
the user’s motivation for searching, his behaviour in response
to this motivation, his satisfaction with the experience as
well as his emotional response to the experience.</p>
        <p>To investigate these aspects we propose combining the log
based approaches scholars have used previously with user
diaries. Diary Studies offer the ability to capture factual
data, in a natural setting, without the distracting influence
of an observer. They also offer the chance to question the
user regarding his motivation to search, as well as the search
process and feelings and emotions experienced during the
search process.</p>
        <p>Diary studies also have limitations. These include
difficulties in maintaining participant dedication levels throughout
the period of study and getting the participants to remember
that situations of interest should be recorded. These
negative aspects can be offset, however, through careful study
design. For example, since Wikipedia is digital and accessed
within a web browser, it makes sense to use a digital diary
that can also be filled out in a web-browser session, perhaps
as a pop up. We plan to build an extension to the Firefox
web-browser that detects when a wikipedia page is accessed
and if a certain time threshold has elapsed since the last
diary entry, the user will be asked to record details about
his information need and the motivating situation surround
the search. The extension will also record interactions with
wikipedia (e.g. pages viewed, search queries submitted etc.),
allowing analyses similar to those published previously to be
complemented by the diary study data.</p>
        <p>To limit the irritation that filling out such a form would
cause and to minimise distraction to the search process we
plan only to ask two short questions at that time point. The
user will be asked to give a brief description of what they
are looking for and why. This will be enough information
to remind them of the situation at a later time point when
we ask more detailed questions regarding the experience,
success of the task, how the feelings realized and the factors
that influenced these. This data will be elicited through a
mixture of fixed and free-form questions.</p>
        <p>We plan to triangulate the data collected from the
various aspects of our study to create a rich understanding of
user needs and behaviour. For example, we plan to look
at the content of visited pages; the topic and the kind of
media used etc. and look to see how this relates to how
participants describe their experiences. We want to see, what
affects user behaviour, e.g. does the link structure or the
way information is presented, certain content influence
behaviour or emotions experienced. The different sources of
data we will collect will help us to learn about these
complicated behavioural aspects.</p>
        <p>CONCLUSIONS</p>
        <p>So what will we learn from the study and why is it
important? The most important point is to find out what makes
the users happy; what do they need, how do they behave
to achieve these needs and emotional aspects are involved
when Wikipedia is searched? An understanding of these
issues will inform us on the kind of functionality a wikipedia
search tool should offer. Do users want to browse to related
topics? Do they like a wide range of possible interesting
information or just quirky look up pieces of information as and
when they are needed? The proposed study would offer the
chance to answer these questions by providing naturalistic
data, as well as additional comments from the participants
of interest.</p>
        <p>Rushed or Relaxed? – How the Situation on the Road
Influences the Driver’s Preferences for Music Tracks</p>
        <p>Linas Baltrunas</p>
        <p>Telefonica Research,
Plaza de E. Lluchi Martin 5,</p>
        <p>Barcelona, Spain
Linas@tid.es</p>
        <p>Bernd Ludwig
University of Regensburg,</p>
        <p>Universitätsstraße 31,
Regensburg, Germany
bernd.ludwig@ur.de</p>
        <p>Francesco Ricci
Free University of Bolzano,</p>
        <p>Piazza Domenicani 3,</p>
        <p>Bolzano, Italy
fricci@unibz.it
ABSTRACT
In context-aware recommender systems, the dependency of
the user’s ratings on factors that describe important aspects
of the recommendation context is used to provide more
relevant recommendations.</p>
        <p>Individual users may be influenced di↵erently by the same
set of contextual factors. By understanding this kind of
dependency between the user’s ratings (evaluations) and
context, it is possible to identify user profiles and use them
to predict precisely the user ratings for items to be
recommended. In this paper, we present our methodology to
identify user profiles in a corpus of ratings for music tracks.</p>
        <p>These ratings were collected in a user study, which
simulated typical situations that occur while driving a car. We
present the findings derived from the data, and argue that
it is feasible to distinguish di↵erent typologies of users from
the ratings they give to music tracks in specific contexts.</p>
        <p>Categories and Subject Descriptors
H.3.3 [Information Storage and Retrieval]: Information
Search and Retrieval—Information Filtering
Keywords
Recommender Systems, Context-based Reasoning,
Collaborative Filtering
1. INTRODUCTION</p>
        <p>
          Recommender systems predict user ratings for items on
the basis of previous ratings for similar items or similar users
[5]. As users may rate the same item di↵erently
depending on the situation in which they will experience or use
the item, context-aware recommender systems [
          <xref ref-type="bibr" rid="ref1 ref3 ref4 ref5">4, 6, 3, 1</xref>
          ]
have become a popular research focus. The main idea is
to model context as a set of variables (contextual factors)
each of which can take one of a finite set of discrete
values (contextual value). The user ratings are stochastically
dependent on the contextual values.
        </p>
        <p>For a recommender system, there is a major implication
from this observation. If we can assess such an influence
for individual users we are able to better personalize
recommendations. Beyond this, it may even be possible to group
users influenced in a similar way by certain contextual
conditions. This knowledge could lead to an improved prediction
of ratings for items not previously rated by the user.</p>
        <p>
          With this in mind, it seems worth understanding the
influence of context on user ratings. In previous work [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], we
reported on a collection of ratings data for music tracks while
users experienced die↵rent stereotypical situations while
driving a car. In this report, we focus on the analysis of this data
with respect to the aims discussed above. Whether or not a
particular aspect of context is important for predicting user
ratings, is dependent on the user to whom the
recommendations are targeted. Our data suggest that di↵erent users
have die↵rent perceptions of their surroundings and that
these perceptions may influence musical preferences. Our
data reveal that people assign di↵erent ratings to the same
music track in di↵erent contexts and in many cases these
di↵erences are statistically significant.
        </p>
        <p>Our paper is structured as follows: In the next section we
briefly present our data. Next, we introduce the
mathematical tools we use to analyze the influence of context on user
ratings. In sections to follow, we present evidence that
context can provoke a change the music genres preferences of
the user. In the final section, we discuss whether or not the
influence of the context on ratings can even be observed for
individual users, and conclude the paper with a discussion
of the results and outline our plans for future work.</p>
        <p>DATA CORPUS AND CONTEXT MODEL</p>
        <p>
          As described in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], we collected two independent data
samples. In these experiments, driving situations were
simulated with descriptions on a website. In the first experiment,
we intended to capture the influence of context on the
active and conscious decision of a user to listen a tracks of a
certain genre if at the same time he was exposed to a certain
contextual factor. For this purpose, users were asked to
focus on one context factor at a time and rate the influence of
this context factor on their decision to listen to a track of a
randomly proposed genre on a three-level scale (POSITIVE,
NEGATIVE, or NONE). In this way, the decision making process
in this experiment was modeled as an active modification of
the user’s attitude towards a genre. Over a period of three
weeks, we acquired 2436 ratings from 59 users (Users were
recruited via email-lists and social networks). This study
was considered a pilot, and in order to avoid the sparse data
sleepiness
traffic conditions
weather
driving style
road type
natural phenomena
mood
landscape
        </p>
        <p>M IY (X, Y )
problem a small number of tracks for each genre were
proposed. 95 ratings were collected per contextual factor.</p>
        <p>For our model of context, we relied on cognitive task
analyses of car driving and considered three di↵erent kinds of a
driver’s perceptions and actions as potentially relevant:
Context Factor Possible Values
driving style relaxed driving, sport driving
road type city, highway, serpentine
landscape coast line, country side,</p>
        <p>mountains/hills, urban
sleepiness awake, sleepy
trac conditions free road, many cars, trac jam
mood active, happy, lazy, sad
weather cloudy, snowing, sunny, rainy
natural phenomena day time, morning, night, afternoon</p>
        <p>Situations where more than one passenger was present
were beyond the scope of our research.</p>
        <p>For the second sample, we collected tracks with ratings on
a five star scale. The sample consists of 955 ratings ignoring
any context factor and 2865 ratings taking one contextual
condition into account. The ratings were given by 66
di↵erent users (including many who had participated in the first
study). 69 to 167 ratings were collected per contextual
factor depending on the assumed relevance for the experiment
(see Figure 1 and the discussion in Sect. 3).</p>
        <p>When analyzing the dependency between contextual
factors and ratings we could not make any modeling
assumptions regarding the nature of the dependency. The same
holds for inter-factor dependencies. Therefore,
parametric models for the dependency such as linear regression are
not appropriate. Instead, we had to find a non-parametric
model. In information theory, the concept of mutual
information of two random variables is known exactly for this
purpose: it provides means to quantify the mutual
dependence of two random variables.</p>
        <p>In our case, we can apply mutual information to
quantitatively assess the di↵erence in the average ratings for music
ignoring any influence of context compared to the average
rating taking single contextual factors into account. More
formally, we define a random variable X for the event that
users assign one of the ratings 1, 2, 3, 4, or 5 to a genre (in
the first sample) or to a track (in the second sample).</p>
        <p>Secondly, we define another random variable Y for the
event that one of the context factors holds in the current
situation. Mutual information (M I) between X and Y is
then defined as:</p>
        <p>M I(X, Y ) = X X P (x, y) · log
y2 Y x2 X</p>
        <p>P (x, y)</p>
        <p>P (x) · P (y)
M I can be normalized to the interval [ 1; 1] by computing
its value relative to the entropy of Y :</p>
        <p>M IY (X, Y ) =</p>
        <p>M I(X, Y )</p>
        <p>Py2 Y P (y) · log P (y)
For X we have 2436 ratings (see Section 2 above). For each
of the context factors, we collected 95 ratings. Figure 1
gives a numeric overview of the average ratings in the second
data set and the impact of the single context factors on the
average rating.</p>
        <p>The results indicate that users are influenced heavily by
variable driving conditions such as their own physical
condition (sleepiness) and external factors such as trac and
weather. Personal factors, such as their mood, and factor
not directly related to the car driving task, such as the
landscape in which users are traveling, are of minor impact.</p>
        <p>In the next step of our analysis, we wanted to understand
whether the influence of context depends on the user
preference for a music track. We hypothesized that if the user
more strongly likes or dislike a track then his rating can be
significantly influenced by contextual factors. In order to
analyze this hypothesis we grouped the data into 5
partitions for each of the 5 possible ratings a user could assign
to a track. I.e. the partition 1 (“the tracks disliked
without considering context”) contains all tracks rated with 1
(while di↵erent context factors were activated), and
partition 5 (“the highly preferred tracks”) contains the tracks
rated with 5 in any context. Again, the influence of the
context factors can be computed by measuring the mutual
information and therefore the dependence between the
random variable “a track is rated r without considering context”
(r 2 { 1, 2, 3, 4, 5}) and the random variable “context factor c
is active while a track is rated r”. Figure 2 shows the results
of this experiment. A first look at the numbers gives the
impression that the mutual information is generally higher
than in the experiment documented in Figure 1. To test this
in a statistically sound way, we compared the mutual
information values for each partition to those shown in Figure
1 using a t-test. The results are given in the last column.</p>
        <p>With the exception of partition 3 which groups the tracks
that users did rate neutrally, for each partition the die↵rence
is statistically significant (the dot stands for ↵ = 0.5, ⇤ ⇤ for
↵ = 0.01, ⇤ ⇤ ⇤ for ↵ = 0.001). These findings suggest that
when users have strong positive or negative opinions for
certain tracks, the conditions they experience while driving a
car can influence more their ratings for these tracks.</p>
        <p>We also analyzed the influence of context on the
preferences for certain music genres. For this purpose, we analyzed
the data coming from the first study (see above). We
formalized the user responses (POSITIVE, NEGATIVE, or NONE)
as a random variable I. Given this variable, the genre G
and the activated context factor C given, we can estimate
the probability distribution P (I|G, C) from the first data
set and compare it to the distribution P (I|G) which does
not take any context into account. For our purposes, it is
again interesting to compute the mutual information for the
above random variables (C|G) and (I|G). The following
table presents the top-3 results for all combinations of genres
and context factors:
Blues
Classics
Country
Disco
Hip Hop
Jazz
Metal
Pop
Reggae
Rock
driving style
road type
sleepiness
driving style
sleepiness
weather
sleepiness
driving style
weather
mood
weather
sleepiness
sleepiness
road type
weather
driving style
weather
sleepiness
sleepiness
driving style
road type
trac conditions 0.192705142
mood 0.151120854
sleepiness 0.105843345
sleepiness
driving style
trac conditions
trac conditions 0.238140493
sleepiness 0.224814184
driving style 0.132856064
.</p>
        <p>From these results, we can learn two lessons. First, within
a given genre, the mutual information is very high only for
some factors. Evidently, these have a strong influence on
the user ratings. This outcome was not obvious before the
experiment as the user preferences could have been stronger
than the influence of the driving situation. However, some
of these factors influence the ratings for (almost) all genres.</p>
        <p>We may conclude that they are strongly related to the
cognitive and emotional state of a driver and therefore constitute
important features of recommending music in car.</p>
        <p>Second, as the influence of context is evident, we may
conclude that even users with strong preferences for certain
tracks may change their opinion if they experience their
driving situation intensively enough.
4. INDIVIDUAL USER TYPES</p>
        <p>We now investigate the influence of context on individual
users. We analyze the user ratings of the four users who
gave most of the ratings in our second data collection phase
(see above). We show that di↵erent contextual factors can
influence di↵erent users in di↵erent ways. In the following
tables, Mean with context (MCY) is the average rating of a
user for all items rated under the assumption that the given
contextual factor holds. Mean without context (MCN) is the
average (of all users) rating for the same items without
considering context. Di↵erences in these averages are compared
using a t-test in order to assess whether a contextual factor
actually influences the user’s ratings in a significant way. We
indicate the statistical significance of the di↵erence between
MCY and MCN with the p-value of the t-test.</p>
        <p>
          We note that a recommender system can exploit the
results of our data analysis when building a prediction model
that integrates the average rating of many users for an item,
a personalized component for a particular user, and a
component for the context (see [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] for details).
        </p>
        <p>User 1: Preferences above Average.</p>
        <p>As can be seen in column MCN in Table 3b, this user, on
average, rated the tracks in the data base higher than the
others. The comparison with MCN of all users (see Table
3a) suggests that for this user many of the tracks were
perceived very positively in driving situations demanding the
driver’s attention. In fact, driving on a highway, on a
serpentine or mountain road leads to an increase of the average
rating (compared to MCN for all users). On the other hand,
situations that can be perceived as negative (e.g. trac jam)
provoke a decrease of the user ratings. This observation
similarly holds for some other factors: lots of cars, a situation
quite similar to trac jam , or driving in morning time.
Interestingly, sport driving – which stands for a consciously
sportive style of driving – has negative influence on the
average ratings of this user. Hence we hypothesize that the
user is a↵ected negatively by the tracks (mainly pop music)
in situations that are likely to produce stress.</p>
        <p>User 2: Preferences around Average with Positive
Tendency towards Tracks.</p>
        <p>In this example the user has a personal average rating
similar to the other users. This phenomenon is not an
ef</p>
        <p>Tendency
highway 2.498429
trac jam 2.498429
city 2.498429
serpentine 2.498429
sport driving 2.498429
lots of cars 2.498429
coast line 2.498429
mountains/hills 2.498429
active 2.498429
country side 2.498429</p>
        <p>MCN</p>
        <p>MCY
trac jam
lots of cars
sport driving
active
morning
city
(b) MCN versus MCY of User 1
fect of any context. The sign of the significant di↵erences
between MCN and MCY in Table 4a indicate that this user
likes the tracks in the corpus when he feels awake. Being
sad, he would never like to listen to the tracks. In general,
for this user the trac situation (die↵rently from user 1)
seems to play a minor role. Many significant di↵erences in
his ratings can be found comparing his MCY with his
noncontextualized ratings (own MCN) as well as with the rating
of all the users (MCN), for personal factors such as the mood
and the perception of the surrounding landscape.</p>
        <p>User 3: Preferences slightly below or on Average
with Negative Tendency towards the Tracks.</p>
        <p>In this user profile, the factors provoking significant
differences between MCN and MCY (see Table 5a) are mostly
personal ones or factors that indirectly influence personal
attitudes or the cognitive load of the driver (i.e. road type).</p>
        <p>As many of the tracks used for our data collection were
pop songs, and on average the user assigns low ratings, we
can conclude that he has a strong dislike for this kind of
music. This impression is strengthened by the observation that
negative emotions (such as sad) lead to even worse ratings
for tracks than on average for this user.</p>
        <p>User 4: Preferences below Average.</p>
        <p>In this user profile, there are several highly significant
differences between the MCN of all users and MCY (see Table
6a). In every case, the tendency is negative indicating that
there are almost no situations in which tracks from the data
set should be recommended to such a user. Probably this
user does not like the tracks in the corpus, or he even does
not like to listen to music at all while driving. The
significance level of the di↵erence between the personal MCN and
MCY (see Table 6b), here is slightly smaller than in the
previous comparison. Moreover, there is one personal
factor (awake) under which the user rated significantly higher.</p>
        <p>But, as there are many factors with almost identical ratings
to the already low non-contextualized ratings, in most
situations the items should not be recommended to this user.</p>
        <p>From this observation, we can assume that as this user
dislikes tracks very strongly, it is hard to find context factors
that may change his attitude.</p>
        <p>CONCLUSIONS AND FUTURE WORK</p>
        <p>We have presented a non-parametric approach to assess
the impact of a set of contextual factors on the user ratings.</p>
        <p>Our findings from the analysis of two data collections suggest
that the perceptions and experiences during the execution of
a task influence user preferences even for non-crucial items
such as music tracks to be played in a car.
5.1</p>
        <p>Influence of Context</p>
        <p>We found empirical evidence that the driving situation
indeed influences the driver’s preferences for music. The
influence of context may even be strong enough to modify
the preference of a user for his favorite tracks.</p>
        <p>The findings also suggest that the cognitive load of the
driver, his emotional, mental, and physical state, and
current trac conditions influence his preferences.</p>
        <p>These findings are surely a↵ected by the set of tracks used
in the study. We used this set as the reported experiments
were developed within an industrial project, and the tracks
were provided by the media platform of the industrial
partner. It is an interesting task to collect data for other set of
tracks – in a wider set of types of tracks or with a di↵erent
specialization – and repeat the analysis.</p>
        <p>Tendency
sad
day time
active
serpentine
coast line
sad 2.329787
day time 2.329787
active 2.329787</p>
        <p>(b) MCN versus MCY of User 3</p>
        <p>Critical Discussion of the Study Design</p>
        <p>
          It is important to note the constraints and conditions of
our study design. First of all, in the web survey, we created
fictive situations that the subject should imagine. Hence,
the test persons may have overestimated the relevance of
the contextual factors on their music preferences. Hence, a
die↵rent study where users are actually facing certain
contextual conditions is in order. But before performing that
evaluation, our study clearly indicates that users perceive
context as important and influential, and die↵rent users,
with di↵erent music preferences, have completely die↵rent
perceptions. To assess this result quantitatively, the web
survey and the described methods represent a simple way to
collect and analyze data. In fact, we exploited our results in
the implementation of a real music recommender system and
player [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Besides, it is also important to note that during
our study users rated the music tracks just after listening
to them. This is not always the case in many recommender
systems (e.g. MovieLens or Netflix), where often the ratings
are provided long after the user experienced the items.
5.3
        </p>
        <p>Consequences for Future Work</p>
        <p>Currently, we are preparing a new study with an improved
experimental setup: we are merging our prototype with
another application that allows to log onboard data in a car.</p>
        <p>We will equip cars of test persons with this tool and collect
data in real driving situations. The logged data will allow
us to detect the values of certain contextual factors from
onboard information about the car and its navigation system.</p>
        <p>
          Furthermore, we will be able to combine this data with
feedback from the users (e.g., which of the recommended tracks
are played or skipped). From such a new collection of data,
gained in a naturalistic setting, we will validate the findings
of our simulation study.
6. REFERENCES
[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] G. Adomavicius and A. Tuzhilin. Context-aware
recommender systems. In F. Ricci, L. Rokach,
        </p>
        <p>Serendipitous Browsing: Stumbling through Wikipedia
Claudia Hauff and Geert-Jan Houben</p>
        <p>Web Information Systems
Delft University of Technology</p>
        <p>Delft, the Netherlands
{c.hauff,g.j.p.m.houben}@tudelft.nl
ABSTRACT
While in the early years of the Web, searching for
information and keeping in touch used to be the two main reasons
for ’going online’, today we turn to the Web in many
di↵erent situations, including when we look for entertainment to
pass the time or relax. A popular tool to facilitate the users’
desire for entertainment is StumbleUpon, which allows users
to “stumble” through the Web one (semi-random) page at a
time. Interestingly to us, many StumbleUpon users
appreciate being served Wikipedia articles, which are informative
pieces of text that educate the reader about a particular
concept. The leisure activity of stumbling can thus also
incorporate a learning experience. Since life-long learning is an
important characteristic of knowledge economies, it is
crucial to understand the interplay between these two - at first
sight - opposing forces. We hypothesize that a greater
understanding of what makes certain Wikipedia articles more
attractive to the serendipitously browsing user than others,
will enable us to develop adaptations that expose a greater
amount of Wikipedia articles to the leisure seeking user.</p>
        <p>Categories and Subject Descriptors: H.3.3 Information
Storage and Retrieval: Information Search and Retrieval
General Terms: Human Factors, Experimentation
Keywords: free-choice learning, educational leisure,
serendipitous browsing
1. INTRODUCTION</p>
        <p>In the early years of the Web, searching for information
and keeping in touch used to be the two main reasons for
’going online’. Today, we rely on the Web in increasingly
diverse situations including shopping, consultations and
learning. While these examples are all directed towards a
particular goal the user has, we also turn to the Web at times when
we simply want to be entertained to pass the time or relax.</p>
        <p>The possibilities for entertaining yourself on the Web are
manifold, one can play games, listen to music, watch movies
or simply browse through the Web in the hope of finding
entertaining pages. Due to the sheer size of the Web though,
random browsing is not e↵ective for discovering pages that
may b interesting to the individual user. For this reason,
a number of services have become popular that recommend
web pages to users based on their interests. One popular tool
to facilitate the users’ desire for entertainment by
serendipitous browsing is StumbleUpon1 (SU), which allows users
to “stumble” through the Web one (semi-random) page at
a time. Interestingly to us, many SU users appreciate
being shown Wikipedia2 articles, which are informative pieces
of text that educate the reader about a particular concept.</p>
        <p>The leisure activity of stumbling thus can also incorporate
a learning experience, which might contribute to the
development of novel ideas and lead to creative insights. Since
life-long learning is an important characteristic of
knowledge economies, it is crucial to understand the interplay
between these two seemingly opposing forces (entertainment
vs. learning). We hypothesize that a greater understanding
of what makes certain Wikipedia articles more attractive to
the serendipitously browsing user than others, will enable
us to develop adaptations that expose a greater amount of
Wikipedia articles to the leisure seeking user.</p>
        <p>In this position paper we make an argument for the
importance of this task. We draw from a number of insights
gained in museum studies [11] where the question of how
learning can be facilitated in leisure settings (the museum
visit) has been investigated for many years. While we do
not consider the SU pages to be similar to museum objects,
we do find a number of parallels.</p>
        <p>A first experiment on the stumbled Wikipedia pages
revealed that, just as in museums not all objects are equally
attractive to visitors, not all articles are interesting to the
average StumbleUpon user. In fact, only a very small
number of Wikipedia articles gather a large number of views by
SU users, most articles are rarely viewed. While we have no
answer yet to the question of how to automatically classify
articles according to their attractiveness to the
serendipitously browsing user, we have developed a number of
hypotheses which are outlined in Section 3.2.</p>
        <p>If we assume for a moment that we are indeed able to
develop such an approach, a number of application scenarios
can be envisioned:
• A qualitative study of the features that play a role in
to trickling the interest of users who do not have an
information need, will enable Wikipedia contributors
to write their articles in a way that is more accessible
to such users.
• Wikipedia is available in many di↵erent languages and
such a prediction method would allow us to bootstrap a
recommender like StumbleUpon in di↵erent languages
by adding an initial set of interesting, high quality
pages before the critical mass of users is reached.
1http://www.stumbleupon.com/
2http://www.wikipedia.org/
• Outliers (articles with many ’Likes’ but a low
probability of being attractive) can be manually investigated
to reduce spam. Or conversely, undiscovered articles
are obtained and can be injected into the index.
• The passages that trigger the surprise or the
attractiveness of an article can be identified and highlighted
to the browsing user. This may help to keep those
serendipitously browsing users engaged that initially
only quickly scan the article.
• E-learning applications can also benefit, as articles which
are interesting to the casual reader can be found this
way.</p>
        <p>The rest of the paper is organized as follows: related work
is presented in Section 2, followed by a preliminary analysis
of stumbled Wikipedia pages (Section 3) and the conclusiosn
(Section 4).</p>
        <p>RELATED WORK</p>
        <p>For this work, we draw inspirations from two areas. On
the one hand we consider research into so-called educational
leisure settings and free-choice learning which is a
multidisciplinary field that includes aspects from sociology,
psychology and education. On the other hand, our work is also
strongly related to serendipity.</p>
        <p>Education leisure settings can be found in a wide range
of institutions including museums [12], national parks, zoos,
science centers [5], etc. As the name suggests, these
institutions serve two purposes: to educate the public as well as
to provide an entertaining experience to the visitors.
Education leisure settings can be characterized by a number of
commonalities with respect to the visitors and their learning
experience [9, 10, 11]: (i) the visitors gain direct experience,
(ii) they decide what and whether at all to learn, (iii) the
learning process is guided by their interests, (iv) learning
is influenced by the visitors’ social interactions and (iv) the
visitors are a highly diverse group, with di↵erent educational
backgrounds and prior knowledge. Since learning in this
setting is voluntary, the visitors’ motivation plays an important
role: why did they come?</p>
        <p>
          Serendipity, the act of encountering information nuggets
unexpectedly, has mostly been investigated in the context
of education [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and work-related discoveries after
serendipitious moments. One of the works outside of this realm is [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ]
where tools were developed to help people reminisce in their
own digital collections. In goal-directed Web search the
potential for serendipitous encounters has also been recently
investigated [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], while [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] o↵ers an insightful discussion of
serendipity and how it is used, exploited and induced in
computer science.
        </p>
        <p>Finally we note that di↵erent aspects of Wikipedia
articles have also been investigated in the past, though not
from a perspective of serendipitously browsing users. For
instance, in [7] it was found that the writing style
distinguishes so-called featured articles in Wikipedia3 from
unfeatured articles. Classifying Wikipedia articles according
to their quality, as defined by Wikipedia contributors, was
also investigated in [13], where network motifs and graph
patterns in the editor-article graph were exploited.
3. STUMBLEUPON
3Featured Wikipedia articles are of particularly high quality
and chosen by Wikipedia editors.
userdiscovery
userbrowsing
#
web
page
Stumble!
page submission</p>
        <p>user rating
page
index
user
profiles
recommender
engine
web page with meta-data
available for each entry
"
web
page
page
infos</p>
        <p>
          The usage of StumbleUpon is depicted in Figure 1. A user
“stumbles” pages with a simple click of the ’Stumble!’ button
in his browser toolbar. In response, the user is presented
with a random page from the Web, biased according to his
user profile or his friends’ ’Likes’. The simplicity of the
system protects the user from information overload [
          <xref ref-type="bibr" rid="ref4">8, 4</xref>
          ], a
user has only two choices when faced with a stumbled page:
either to start reading or to continue stumbling. Users can
also contribute pages to the SU index: whenever a SU user
discover a web page that is not yet in the index and that he
likes, he can add it by means of the ’Like’ button. Finally, for
each page in the SU index, there is a SU page which contains
meta-data, including the number of users who viewed/liked
the page, the category the user who discovered the page
placed it in and the comments users left about the page.
        </p>
        <p>Wikipedia Articles in StumbleUpon</p>
        <p>In all experiments we report here, we utilize the English
Wikipedia dump enwiki-20111007 from October 2011. In a
pre-processing step, we selected all Wikipedia articles that
are neither redirects to other articles, nor new articles or
explicit disambiguation pages and have a length of at least
500 characters (to remove stubs). In total, 3, 552, 059
articles remained.</p>
        <p>In order to determine the popularity of Wikipedia
articles in StumbleUpon, we randomly selected half of these
Wikipedia articles and queried the StumbleUpon API for
their number of views by SU users. Since SU is a
recommendation engine, we can safely assume that the highly
viewed pages are also highly popular and liked. We note,
that the number of ’Likes’ a page has received is not
accessible through the StumbleUpon API. The information is
accessible though at the SU meta-data page, which we
manually checked for the results reported in Table 1.</p>
        <p>Among the evaluated 1, 776, 029 articles, we found 267, 958
(15.13%) of them to be contained in the SU index. In our
initial investigation, we also considered French and
German Wikipedia which are two of the largest non-English
Wikipedia repositories. However, we only found a very
limited number of their articles in the SU index (in both cases
less than 1%) and thus did not consider them further. Thus,
an application scenario as proposed in the introduction (to
bootstrap a recommender for a new language) is highly
desirable.</p>
        <p>Let us now focus on those articles that were submitted
100,000
10,000
seg
ap 1,000
f
reo
bum 100
N
10
11
10
100
1,000 10,000
Number of views
100,000
1,000,000</p>
        <p>10,000,000
by Stumblers to the index. Figure 2 shows a scatter plot of
the number of views versus the number of Wikipedia articles
in the index. As can be expected, most articles have very
few views (the median number of views is 10) while a small
number of articles have gathered more than half a million
views.</p>
        <p>To give an impression of the type of articles that have
gathered few or many views, Table 1 contains the ten most
viewed Wikipedia articles in our data set as well as ten
random examples of articles that were viewed one hundred
times. We chose these two settings as they represent two
extremes: on the one hand, articles that were viewed and also
liked by a large number of people and on the other hand
articles, that were shown a number of times but less well
received by the SU users.</p>
        <p>It should also be noted that the SU category Bizarre &amp;
Oddities, which dominates the list of the ten most viewed
articles is not as prevalent when considering a larger set of
articles. In fact, the top 100 viewed articles in our data set
belong to 59 di↵erent SU categories: Bizarre &amp; Oddities occurs
12 times, followed by the Writing category (5 times) and a
number of categories with three occurrences, including Arts,
Science and Linguistics. Only one of the top 100 articles was
a so-called featured article (indicating that previous work on
featured article prediction, e.g. [7], might not be applicable
here), while seven were semi-protected articles due to
previous vandalism activities. Notable is also the fact that 12
out of the 100 articles are of the form List of X where X =
{algorithms, legendary creatures, band name etymologies} to
name three examples.</p>
        <p>While for a human reader it is usually not dicult to
quickly judge whether an article is potentially interesting to
him or not, it is a challenge to derive a method that
automatically classifies articles accordingly. What exactly makes one
article more interesting to the general public than another?
In order to get get a first understanding of what users think
about the most viewed articles and possibly also why they
like them, we analysed the comments that were posted on
the SU info page for each of the ten most viewed Wikipedia
articles. This analysis is very cursory, as compared to the
number of views, very few users actually comment on an
article, as commenting distracts from the ’stumbling’
experience. For example, the article Wrap rage with 0.86 million
views and forty-thousand likes has a 41 comments. In total,
we analysed 479 comments and identified four broad
categories:
(A) Comments expressing surprise
• “There’s a name for this?”
• “I’d never heard of this before (go StumbleUpon!).</p>
        <p>Very cool.”
(B) Comments expressing admiration, sadness, sorrow, etc.</p>
        <p>• “That’s so sad”
• “No one should go through life afraid to take a</p>
        <p>walk.”
• “don’t know what to say actually..”
(C) Comments about the usefulness of the knowledge
• “Simple, but helpful for designers.”
• “An exceptional list of colours and their code,
in</p>
        <p>valuable to graphic designers, webmasters etc.”
(D) Comments expressing negative sentiments towards the
article
• “Fake.”
• “Why stumble everyday wikipedia articles?”</p>
        <p>Based on the preliminary qualitative insights gained, we
developed three intuitions that we believe will enable us to
predict to what a Wikipedia article is likely to be beneficial
to the average SU user.</p>
        <p>Intuition A. Articles that contain unexpected nuggets of
information can be identified by considering how semantically
related the article is to the other articles it contains links to.</p>
        <p>For instance, the List of unusual deaths Wikipedia article
has, among others, outgoing links to the following diverse
articles: Common fig, Malvasia (wine), Eddystone Lighthouse,
Hawaii, and Chimney. We hypothesize that finding such
seemingly unrelated articles can be used as a measure of the
likelihood of the article being of interest.</p>
        <p>Intuition B. Articles that evoke emotional feelings can be
discovered through a form of sentiment analysis. Although
Wikipedia articles are written in a neutral style, some topics
are bound to evoke emotions and those emotional topics can
be identified.</p>
        <p>Intuition C. Articles that contain useful knowledge may be
identified indirectly, when considering their Talk pages, the
amount of discussions that are ongoing and the style of the
discussions. Articles about practically useful information
are not likely to be emotionally charged, unlike discussions
for instance about politicians, religious topics, etc.</p>
        <p>We emphasize, that these are hypotheses that need to be
verified in future work.</p>
        <p>CONCLUSIONS</p>
        <p>In this position paper we have proposed to investigate
what makes certain Wikipedia articles interesting to users
who are browsing the Web without a goal in order to pass
the time or relax. Since such articles are education to some
degree, the leisure activity of browsing (stumbling) can thus
also incorporate a learning experience. Since life-long
learning is an important characteristic of knowledge economies,
it is crucial to understand the interplay between these two</p>
        <p>SU Category</p>
        <p>Software
Chaos/Complexity</p>
        <p>Biology</p>
        <p>Crime</p>
        <p>Linguistics
Alternative Rock</p>
        <p>Psychology
Sexual Health</p>
        <p>Beauty
Fashion
forces. We argue that a greater understanding of features
are indicative of an article’s attractiveness to the average
user (stumbler) will enable us to develop adaptations that
expose a greater amount of Wikipedia articles to the leisure
seeking user.</p>
        <p>Characterizing wikipedia pages using edit network
motif profiles. In SMUC ’11, pages 45–52, 2011.</p>
        <p>A Diary Study of Information Needs Produced in</p>
        <p>Casual-Leisure Reading Situations</p>
        <p>Max L. Wilson
Future Interaction Technology Lab</p>
        <p>Swansea University, UK</p>
        <p>Basmah Alhodaithi
Future Interaction Technology Lab</p>
        <p>Swansea University, UK</p>
        <p>Michael Hurst
Department of Information Science</p>
        <p>Loughborough University, UK
ABSTRACT
Both information seeking and leisurely activities are
commonplace in people’s daily lives, but very little is know about
searching behaviours outside of the work context. To study such
leisurely information needs and subsequent searching, a diary
study was performed, focusing on the context of casual-leisure
reading. The week-long diary study with 24 participants was
performed by a team of six graduate students. Reading was often
both an act of casual searching, as well as a motivator for
subsequent searching episodes, and around half were
hedonistically or emotionally motivated. Casual searching often
began with topical or personal interests, but did not always
involve information needs. The findings confirm prior literature
on casual search, while providing new insights into these
lesscritical and experience-driven episodes of searching, for fun.</p>
        <p>General Terms
Experimentation, Human Factors, Theory.</p>
        <p>
          Keywords
Casual-leisure, Reading, Information Seeking
1. INTRODUCTION
Although there has been decades of research into Information
Seeking and Information Retrieval, very little has focused on the
casual searching experiences of people outside of work. Research
by Harris and Dewdney in 1994 indicated that 95% of 3,100
surveyed information seeking studies had focused on work-driven
tasks [8]. Yet Pew Research found that searching simply for fun,
and often for no particular reason, is one of the most popular
online pastimes and counts for a significant portion of internet
traffic [17]. Elsweiler et al suggest that casual, leisurely searching
situations differ significantly to work or project driven tasks in
that they produce search experiences that often begin without a
given information need. Further, their investigations indicated that
actually finding relevant information is typically less important
than having fun [5]. Such scenarios involve passing time and
relaxing, can be driven by the need to recover from a bad day, or
to have fun with other people. Casual searching includes scenarios
such as window shopping, browsing eBay, and delving into
Wikipedia. To further investigate such casual-leisure searching
experiences in more detail, this paper describes a diary study of
searching for fun, performed in the context of casual reading.
2. RELATED WORK
The study of searching behaviour has long been embedded in the
history of library and information science, where searching is
presumed to be a goal-oriented research activity. This is
highlighted by the common definition that Information Seeking is
focused on the resolution of an information need [12] or
knowledge gap [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Further, the common approach to describing
tasks for empirical research, is named a ‘Work Task’ [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Despite
implying work-oriented scenarios, Work Tasks are described as
including non-work personal tasks too, but these tasks are still
typically goal and need-driven scenarios. Examples include
studies of everyday-life information seeking [18] and information
encountering [
          <xref ref-type="bibr" rid="ref5">6</xref>
          ], which relate to non-work contexts, but can still
be quite serious.
        </p>
        <p>
          To understand non-work leisure time better, Stebbins introduced a
taxonomy containing three levels: serious-leisure, project-leisure,
and casual-leisure [22]. Serious leisure typically covers activities
relating to committed hobbies, or volunteering outside of work
[9]. Project-leisure relates to extended but temporal efforts like
buying a car, planning a holiday, or researching family histories
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. These goal- and need-driven leisure scenarios could be easily
captured in Work Tasks. The third level, casual-leisure, relates to
activities often involved in play and relaxation, such as watching
television [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] or searching online [23], and much more. Based on
their prior work, Elsweiler et al proposed a model of
casualleisure information behaviour [5] that highlighted some key
differences between casual scenarios and Work Tasks. First, these
scenarios were often driven by hedonistic needs, rather than
information needs. Consequently, searching often began with
ephemeral or absent information needs. Further, success in
meeting their hedonistic needs, did not necessarily involve
successfully finding information and results. Hedonistic needs
include factors such as affect, novelty, social relationships, and
enjoyment [10], where O’Brien, for example, studied their
importance in online shopping experiences [14].
        </p>
        <p>Many have also studied reading as a casual or pleasurable activity.</p>
        <p>
          Early work by Pjetersen converted observed book-finding
behaviour into a naturalistic library-style search interface [16],
helping people to browse in different modes. In 1980, Spiller
found that 46% of library loans (n=500) were based upon
browsing and 54% on known authors [21]. During a much smaller
(n=12) qualitative study in 2011, however, Ooi and Liew saw
participants often only using the library to retrieve books that they
had already selected in everyday life [15]. Further, along with the
introduction of e-readers and tablet devices, the nature of reading
in casual episodes is changing. Research continues to highlight
that increasing numbers of people perform their reading online or
through digital mediums [11, 20].
3. DIARY STUDY
The main goal of this study was to investigate the information
seeking behaviours performed in the context of casual-leisure
reading. Prior work by Ross found that people who read for
pleasure often encounter new information, without having an
existing related information need [19]. Here, six researchers, as
part of their post-graduate studies, coordinated a diary study of
casual-leisure information behaviour. The methodology used was
similar to the diary study performed by Elsweiler et al [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], which
studied information needs produced while watching television. In
total 24 participants took part in the diary study for one week.
        </p>
        <p>Participants were recruited by the six researchers using
snowballsampling; participants were primarily young adults in their 20s.</p>
        <p>Participants were given a small portable physical diary, so that it
could be used in both digital and physical contexts; an example is
shown in Figure 1. Participants were asked to fill out one entry
page per information need or searching episode that was initiated
during a period of reading undertaken for self-motivated
pleasurable reasons. To support continued participation, the
participants were managed by one of the six researchers. Each
participant had regular contact with their researcher, including but
not limited to: an initial interview, an informal interim discussion,
and a final debriefing interview.</p>
        <p>The diary consisted of a mix of open and closed questions. After
logging the time and date, participants were asked to indicate the
type of material they were reading and their environment, such as
home, work, library, coffee shop, etc. Participants were then asked
to describe a) what they wanted to search for, and b) why they
wanted to search. Participants were then asked to identify how
they then performed the search, if at all.
3.1 Analysis
Although some summative information was collected about the
nature of the reading scenario, a Grounded Theory analysis [7]
was performed to systematically extract key elements from the
information needs and information seeking described in the open
text fields. The six researchers individually transcribed their
diaries and initially coded them for key points. As a group, and in
collaboration with the supervising author, these codes were
discussed, analysed, and configured into affinity diagrams, using
post-it notes and a whiteboard. These codes, and the relationships
captured in the affinity diagrams, were discussed, referring back
to example diary entries, until they stabilized and all researchers
were in agreement. Entries that challenged the evolving
definitions and affinity diagrams were frequently considered
during this process. The six researchers then returned to their
diary entries to re-examine them in the context of the final codes.
4. RESULTS
Over the course of the week, most participants recorded around 1
or 2 diary entries per day, producing around 120 usable entries in
total. To provide an overview, approximately 20% of reading was
performed with physical paper objects (books, newspapers, and
magazines), with the remaining being split between e-readers and
mobile devices (around 30%) and laptops and PCs (50%).</p>
        <p>Reading content included: News (around 45%), email (20%),
magazines (15%), and fiction (10%). In terms of physical
surroundings, around 40% of entries were produced in work
contexts, with the remaining performed in home environments.</p>
        <p>Figure 2 shows the model developed from the analysis, which is
described further below.</p>
        <p>Reading Motivations
a. Hedonistic or Emotional
b. General knowledge interests
i. Interest driven
ii. Carer
iii. In-the-know
iv. Decision
Searching Motivations
a. Information need
b. Personal scoping
c. General topical
d. Decision-making
Search focus
a. Factual information
b. Background information
c. Object related information
Source of Information
a. Paper sources
b. Social networks
c. Expert sites
d. Generic sites
4.1 Reading motivations
Reading material can be considered a source of information itself.</p>
        <p>Consequently, our study observed reading as being both the act of
casual searching, and as a source motivating separate casual
search episodes. This section focuses on the former, where casual
reading is itself sometimes an act of casual search.</p>
        <p>Although around 50% of casual reading episodes were driven by
hedonistic or emotional needs, around 50% were driven by the
participants’ general knowledge interests. Examples of hedonistic
or emotional motivations included “to pass time”, “to help cope
with things”, and “to relax after my day”. Although following
knowledge interests could also be seen as a pleasurable pastime,
the knowledge-driven entries also occasionally broached the
concepts of ‘project leisure’, such as reading about possible
holiday destinations, and ‘serious leisure’, such as reading around
a hobby domain. The majority of the knowledge-drive situations
described by participants, however, were casual episodes relating
to a project-leisure interest, rather than active periods of research
or work. One participant, for example, was reading about a
neighbourhood area as they were soon to be “moving into a new
house”.</p>
        <p>While the hedonistic and emotional scenarios were pretty uniform
in motivation, we further classified the casual knowledge-driven
reading scenarios into four types: Interest driven, Carer,
In-theknow, and Decision-oriented. Interest driven were those casual
bouts of reading relating to a hobby or temporary interest.</p>
        <p>Examples included “information about buying a car abroad” and
“information on fixing my PC”. For a participant who was a “new
fan of J.K. Rowling’s novel series”, they were “reading about the
latest Harry potter sequel”, which was due to be delivered.</p>
        <p>Carers were those that were reading information that has personal
or emotional relevance. Carers often read news, for example,
about zones with natural disasters, or places and events relating to
their childhood, or to distant friends. One participant cited
choosing to read “more information on tsunamis”, while another
had a personal interested in the unrest in the Bahrain.</p>
        <p>In-the-know readers were those that casually monitored general
knowledge information sources, including news, to be aware of
current events and new technology. Example diary entries
included a participant who “read about the 2011 budget meeting
in today’s paper” in order to get “updates on current budget
meetings”. Another participant said “I wanted to know what was
happening while I was asleep”. In-the-know readers often
recorded more frequent small reading sessions, than extended
periods like those with hedonistic or emotional motivations.</p>
        <p>
          Finally, decision makers were those that read up on interest areas
related to things like casual purchases, such as new movie releases
or new cameras. In another example, a participant wrote that they
were reading “reviews of the movie ‘Inception’”, because they
were “planning for a movie at the weekend”.
4.2 Motivations for Searching for fun
The casual reading, recorded in our diary study, often created
separate episodes of casual searching. These episodes were driven
by encountering information that created an Anomalous State of
Knowledge [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], but did not always relate to a direct information
need. Some ASKs also led to additional smaller bouts of
casualinterest reading, rather than searching. The four identified key
motivations for additional searching or reading, were: information
need, personal scoping, general topical, and decision-making.
        </p>
        <p>Information need examples included those that identified a clear
piece of information they would like to know in order to continue
reading. These specific information needs often consisted of
dictionary definitions, such as one participant who was looking
for “the meaning of the word ‘oakum’” because they did not know
what it meant.</p>
        <p>Personal scoping motivations related to participants who
encountered information that was somehow related to their history
or personal life. The participant interested in the Bahrain also
provides a good example here. Personal scoping examples also
often led to searching behaviour within one’s own information,
such as email or media collections, or within social networks.</p>
        <p>Typically, personal scoping was aimed at establishing, or
remembering, the connection they had with the information they
had just encountered.</p>
        <p>General topical searching was motivated by discovering
something of novel interest, and often initiated casual learning
without a specific information need. One participant, another
example of a Carer, wanted to “know more about children with
dementia” after they “read [an] article in [the] newspaper about a
9yr girl with this disease”.</p>
        <p>Finally, decision-makers were those searching when motivated by
the need to make a new decision. Often relating to a topical
interest, such decision-making motivations included deciding if an
activity was something they would want to do, or to learn more
about in future casual reading. One participant said that they
wanted to “check the weather for the weekend” in order to make
some plans.
4.3 Focus of information sought
The information that people sought in these casual scenarios could
be largely broken into three types: factual information,
background/overview information, and object related information.</p>
        <p>Factual information, of course, related to specific information
needs, and were often represented by factual content, such as
dates, prices, locations, etc. One participant was searching for
“yesterday’s lottery results”. Background and overview
information was typically sought in general topical situations and
interest-driven reading, such as “wales football information”.</p>
        <p>Finally, object related information pertained to places, people, and
events with one participant suggesting they were “searching for
more about Mississippi”. Such information was often sought by
caring readers, or personal-scoping searchers.
4.4 Sources of information
The diary study also asked participants to describe how they
sought information during episodes of casual searching, motivated
by their casual reading. Perhaps correlating with the large
percentage of our participants who read using digital devices,
much of the information was sought online. Figure 3 highlights
that some participants sought their information using additional
physical paper resources, often including those who performed
additional topical interest reading. Of those that used the internet
to search, many consulted their social network, especially those
establishing personal scope with the information. The remainder
typically referred to news sources and Wikipedia articles, or
generally searching the web for related pages. Several participants
described themselves as searching for websites with authority on a
topic, such as one participant who went to the UK government
website for “…census information. To find out the deadlines”.
5. DISCUSSION
This research has continued the recent interest in investigating
casual searching behaviour that people undertake for fun. We
aimed to further investigate the findings of researchers like
Elsweiler et al [5], and the model of casual-leisure searching
behaviour they produced. In line with their model, our study
found that around half of the casual reading episodes were
motivated by hedonistic or emotional needs, rather than
information needs. For those that engaged in searching behaviour,
some did aim to find specific information, either facts or
information connecting what they had found to their own lives,
while others began additional reading or topical browsing without
a given information need. This finding, however, highlights that
although Elsweiler et al’s model separated information and
hedonistically driven motivations, these episodes are often
intertwined and highly connected. Further, our work contributed
additional insights into variables created by person- and
situationtypes, both of which have an affect on the interplay between
informational and emotional motivations. While these findings are
novel, future work should focus on fully understanding these
conditions; some notions, for example, are closely related to
elements of McQuails Mass Communication Theory [13].</p>
        <p>
          Unfortunately, the design of the study meant that we did not
capture information about whether people succeeded in finding
information. Future work could help to validate these latter phases
of Elsweiler et al‘s model, by focusing on the success, failure, and
importance of casual searches.
5.1 Limitations
Although the study covered 24 participants over the space of a
week, and gathered over 120 casual searching episodes, there are
some potential limitations in the methodology that should be
acknowledged. First and foremost, the study was performed by
five masters and one PhD student, each in the first few months of
their postgraduate study. Consequently, this was their first field
study and they were learning the techniques by performing them;
their individual skills varied. Further, each researcher produced
their own paper diaries, which also introduced some slight
variations in content. Despite the fact that execution of the study
may have been less rigorous than many diary studies, the results
did reveal several findings that both confirmed elements of other
research and revealed new insights into casual-leisure searching.
6. CONCLUSIONS
This paper has described a diary study that investigated searching
for fun, in the context of casual reading. Research has shown that
such activities make up a significant portion of internet traffic,
while remaining largely under-studied. Our findings provided
further evidence for previously proposed models of casual
searching, including the significance of hedonistic and emotional,
rather than information-driven, motivations. Further, we have
shown that many of these activities relate to areas of interest and
personal scope, rather than being specifically related to an
information need. Finally, much of the casual leisure searching
was for decision-making, but in regards to pleasurable hedonistic
activities and purchases. Combined with previous research in this
area, our findings contribute to the developing understanding of
these less-critical, experience-driven, often-hedonistic episodes of
searching, for fun.
7. ACKNOWLEDGMENTS
Thanks both to the participants, and the remaining researchers
who helped to run the study: Tashi Rapten Bhutia, Mohammed
Taheri, Daniel Williams, and Tim Crawford. Also thank you to
the reviewers for their valuable comments.
8. REFERENCES
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In Search of a Good Novel Examining Results Matt er</p>
        <p>Suvi Oksanen
School of Information Sciences</p>
        <p>University of Tampere
33014 University of Tampere, Finland</p>
        <p>Suvi.Oksanen@uta.fi
We studied how an enriched public library catalogue is used to
access novels. 58 users searched for interesting novels to read in a
simulated situation where they had only a vague idea of what they
would like to read. Data consist of search logs, pre and post search
questionnaires and observations. Results show, that investing
effort on examining results improves search success, i.e. finding
interesting novels, whereas effort in querying has no bearing on it.</p>
        <p>In designing systems for fiction retrieval, enriching result
presentation with detailed book information would benefit users.</p>
        <p>
          Categories and Subject Descriptors
H.3.7. [Digital Libraries]: User Issues
General T erms
Human Factors
Keywords
Fiction Retrieval, Novels, Readers, Public Libraries, Search
Tactics, Search Effort, Search Success
1. INTRODUCTION
Reading novels is a popular leisure time interest. Fiction was read
at least once a year by 50 % of Americans in 2008 [10] and by 80
% of Finns in 2010 [13]. Public libraries are major channels of
getting access to novels [9]. Studies on the outcomes of public
libraries show that the major benefit derived from their use is the
pleasure of reading fiction [
          <xref ref-type="bibr" rid="ref5">6, 15</xref>
          ]. Despite this fact, there has not
been much interest in studying and developing systems for fiction
retrieval since the 1980s [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. The effort in developing search
systems has been focused on retrieving non-fiction [
          <xref ref-type="bibr" rid="ref2 ref4">2, 4</xref>
          ].
        </p>
        <p>
          Traditionally library catalogs have supported accessing novels if
the reader knows the name of the author or the title of the novel. It
is know that about half of the fiction borrowed is found by
browsing, half by known item search [14]. This indicates a need
to develop systems supporting other fiction search tactics than
known item search. There are signs of enriching public library
catalogs to include features supporting fiction retrieval like
extended book descriptions or indexing [
          <xref ref-type="bibr" rid="ref1">1, 12</xref>
          ]. However, the
utility of these tools for accessing novels is not studied. Our aim
is to analyze how tools provided by an enriched public library
Presented at Searching4Fun workshop at ECIR2012, Barcelona, Spain.
        </p>
        <p>Copyright © 2012 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 its editors</p>
        <p>
          Pertti.Vakkari@uta.fi
catalogue are used to access interesting novels to read.
2. RELATED RESEARCH
Next we introduce studies on how readers access fiction in
libraries and on evaluation of fiction search systems. The
literature in this field is scarce [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. In [8], Pejtersen summarizes
her seminal works in fiction retrieval. As far as we know, there
have been no published studies on fiction searching in commercial
sites like Amazon. The discussion in [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] hints also to that.
        </p>
        <p>Goodall [5] differentiates two stages in the book search process in
the library. Readers identify first attributes in the books, which
trigger their interest, and after that focus on attributes, which
generate the decision to borrow the book. In the filtering stage,
external attributes of the book like its cover or title are perceived
as important, whereas in the selection stage, internal attributes of
the book like text on the back of the cover or passages of the text
in the book are considered as useful. Ross [11] has made a
roughly similar distinction based on interviewing 194 committed
readers. She distinguished between the clues in the book and
elements in the book as indicators of an interesting book.</p>
        <p>Pejtersen [8] has defined three major tactics for accessing fiction,
which match to our research goals. Analytical search strategy is
used when readers wish to find novels about some topic like the
Second World War. Search by analogy is generated when readers
want something similar to novel X, e.g. a novel they had
previously read. Browsing strategy is applied in situations when
readers have only a vague idea of what they would like to read.</p>
        <p>They are simply browsing for finding a good novel.</p>
        <p>Based on observing user-librarian negotiations for finding fiction,
Pejtersen [8] has designed a fiction search system called the Book
House. It consisted of facets representing various attributes of
novels as perceived by library users. These facets were access
points to novels. The evaluation showed that the system was
useful and pleasurable to use [8] All the available system
functionalities were used and the fiction classification system
fully accepted. The users found it useful in finding novels.
3. RESEARCH DESIGN
The aim of this study is to analyze how an online catalog in a
public library is used for finding novels to read. We focused on a
situation when the readers have only a vague idea of what they
would like to read. This corresponds to the browsing strategy in
Pejtersen [8]. In addition to known item search, browsing is the
second major strategy for accessing fiction [8, 14]. Conceptually,
browsing includes also similarity search and category search,
because in these search modes the reader does not know exactly
what she wants. Browsing may lead to similarity search and
category search. Therefore, we chose browsing as the search
mode in our study. The specific research questions are:</p>
        <p>What kind of search moves were used for accessing
novels?
Was there an association between moves and search
success?
PIKI library system serves several municipalities in Tampere
region in Finland. It includes a database containing metadata
about the books in the networked libraries, and an interface to
interact with that information and search books. The metadata for
fiction contains typical bibliographic information added with
keywords from the fiction thesaurus “Kaunokki” [12] and tags
assigned by users. The metadata includes also images of book
covers, recommendations by users and librarians, and availability
information. The object of a default search is the whole database.</p>
        <p>Search results are ranked by relevance, but they can be ordered
also alphabetically by author or title, and by publication year.</p>
        <p>Search results can be limited by category, i.e. fiction vs.
nonfiction, by the type of material like book, video, etc., by keyword,
by language, or by library. Clicking the book title on the result list
reveals the metadata of the book with availability information.</p>
        <p>In addition to author, title, free term or keyword search, users may
start from recommendation pages. They include various lists of
books and recommendations by users and librarians. Users can
also search for similar books based on keywords.</p>
        <p>For the study 58 participants were recruited in May 2011 from
three public libraries of various sizes in PIKI area. Of the study
subjects, 26 were recruited in a big main library, 22 in a medium
sized main library and 10 in a small branch library. 36 were
females and 22 males. Their age varied between 14 and 70 years,
the average age being 34 years. They were relatively highly
educated, 39 % had a university degree, and 23 % had a high
school education, and the rest had a lower education. They read
on average 24 novels per year ranging from 0 to 120 novels.</p>
        <p>The search task was as follows: You are in a library in a situation
when you do not have a clear idea of what you would like to read.</p>
        <p>Please use the PIKI catalog to search for a novel of interest to you,
which you would like to read. Do not search for a particular
author or novel, although you may use this as a point of departure
for your search. Thus, we simulated a typical browsing situation
[5, 11] when readers have only a vague idea of what they would
like to read [8]. The search was ended when an interesting novel
was found, or when the searcher gave up the search task as
unsuccessful.</p>
        <p>The search screen was recoded. The researcher observed the
search sessions and made notes. The searchers filled in a
presearch questionnaire eliciting demographic information,
information about reading orientation, the use of the library and
search tactics for books in the library. After the search they filled
in a post-search questionnaire including a pattern of questions for
assessing various features of PIKI interface, ranking of the novel
found and open questions concerning the criteria of selecting the
novel and the difficulty of the search task.</p>
        <p>Search moves were observed from the recordings of search
screen. 29 move types were identified. A move is an identified use
of a system feature like a keyword search, an author search,
inspecting result list, limiting it, or exploring book metadata. The
number of the moves varied from 2 to 21. The distribution of
moves was very scattered. The four most common moves were
book clicks (20.4 %), result list (20.2 %), free text search (8.2 %)
and category limitation (6.5 %). The proportion of all other 25
moves varied between 4.8 % and 0.2 %. Therefore, for the
economy of analysis we collapsed similar move categories like
field search (by publication date, library, language, category,
material) or limiting result list (by keyword, language, etc). We
also recorded the time used for the search.</p>
        <p>The indicator of the success of search was an interesting novel
found. The searchers rated the novel in a three-point scale from
one to three (least to most interesting). If the searcher could not
find an interesting novel, the scoring was zero.
4. RESULTS
When starting a search, readers could select either a quick search,
an advanced search or a recommendation page as their point of
departure. Quick search consists of a search box with a drop down
menu suggesting a keyword with information about its type like
author when keying in search terms. In an advanced search it is
possible to formulate a query by selecting several fields to search.</p>
        <p>Recommendation pages include various lists of books and
recommendations with links.</p>
        <p>Advanced search was the most popular search mode (72.4 %)
followed by quick search (19 %) and recommendations (17.5 %)
(table 1). Readers made on average 7.9 moves when attempting
to find a good novel. Of these moves on average 3 were advanced
searches, 0.4 quick searches and 0.5 recommendation moves.</p>
        <p>Users retrieved on average 1.6 result lists, and limited these result
lists 0.6 times. On the result lists they clicked 1.6 books, but read
only 0.2 book descriptions containing more than bibliographic
data. The average interest score of the book accepted was 2.4.</p>
        <p>The average search time was 215 seconds.
Quick search
Advanced search
Result list
Result list limit.</p>
        <p>Book clicks
Book description
Recommendation
All moves
Book scores
Search time
0
As table 2 indicates, the most popular search tactic was field
search (63.8 %) followed by free term search (44.8 %). Known
item search and keyword search were equally popular.</p>
        <p>An average search was relatively short consisting of about eight
moves and lasting about 3.5 minutes. A typical search consisted
of advanced searches including mostly field searches or searches
with terms from controlled or free text vocabulary. Searchers
seldom limited the result list, but immediately assessed novels by
examining bibliographic book information. They explored very
seldom more detailed book descriptions for assessing novels’
value. The searches can be considered as successful. Only five
searchers out of 55 could not find a novel, which they considered
as interesting. Evaluation scores in three cases were missing.</p>
        <p>Thus, 50 searchers had a successful result, i.e. a novel rated at
least with value one. Of the searchers only one rated the novel
with value one, nineteen with value two, and the rest thirty with
value three. Thus, about 55 % of the searchers retrieved a novel
with the highest interest rank.
05
6
%
using
32.8
We were curious to know whether the search process variables
were associated to the success of search measured by the interest
rate of the novel found. We analyzed the association between
search moves and search success by calculating Pearson
correlation coefficients. The results indicated that none of the
search process variables in tables 1 and 2 excluding the result list
was significantly associated with the perceived value of the novel.</p>
        <p>The number of result lists visited correlated significantly with the
success (r=.28; p=.04). Thus, it seems that search success was not
associated with the search moves or their combinations used
excluding the number of visits in the result list.</p>
        <p>Success was neither associated with search effort measured as
time used in searching (r=-.14; p=.31) or the total number of
moves (r=.23; p=.10). However, we observed that effort invested
in exploring the search results and in querying were significantly
associated with the search success. Correlation between the time
invested on an average move and the interest rating of a novel
found was -.45 (p=.001) (table 3). Thus, quick shifts from move to
move predict finding an interesting novel. The correlations show
also that the greater proportion of the moves devoted to looking at
the result list (r=.34; p=.013) or examining novels in detail found
on the result list (r=.31; p=.022), the more likely searchers found
an interesting novel. Deviating from this finding, the proportion
of quick and advanced searches of all moves was negatively
associated with the ratings of the novels selected (r=-.27; p=.045).</p>
        <p>Thus, the greater the proportion of quick or advanced search
moves of all moves, the less interesting novels were found.</p>
        <p>In all, these findings hint, that search formulation variables, i.e.
querying, were not associated with finding an interesting novel to
read, and their great proportion of all moves contributed to an
unsuccessful search result. The proportion of moves devoted to
exploring result lists and book information, however, helped
searchers to find interesting novels. Thus, the more swiftly the
searchers proceeded from move to move, but the more effort they
invested in exploring results list and book information, and the
less effort in search formulation moves, the more interesting
novels they found. The findings imply, that search formulations
are less important than examination of search results as conditions
for finding an interesting novel to read.</p>
        <p>Table 3. Correlations between the average time per move,</p>
        <p>search effort and the interest grade of a novel (n=58)
Variables
Time/moves
Results/mo
Results,
book/moves
Q&amp;A
searches/mo</p>
        <p>Book
scores
-.45**
.34*
.31*
-.27*</p>
        <p>Time/
moves
-.19
-.24
.16</p>
        <p>Results/
moves</p>
        <p>Results,
book/mo
.70***
-.03</p>
        <p>-.54***
Legend: *= p&lt;.05; **=p&lt;.01; ***=p&lt;.001
The previous correlation analyses suggest that the following
variables were significantly associated with search success: the
average time per move, result lists per move, results and book
information per move, quick and advanced searches per move.</p>
        <p>We use these variables for predicting search success, i.e. the
rating of the novel found. Because the two variables measuring
the proportion of result list exploration of all moves were
conceptually correlated, we removed the variable measuring only
visits in result lists, and kept that one which included also
exploring book information. The latter one reflects more validly
the effort put in exploring the search results.</p>
        <p>The model building aims at analyzing the direct and intermediated
effects of each independent variable to dependent variable. The
model indicates the relative effect of each variable to other
variables, i.e. it indicates the effects other variables controlled [7].</p>
        <p>Path analysis was used for testing the model. In the path analysis
standard regression coefficient are used [7]. The model (figure 1)
was significant (F=7.14; p=.000) indicating a good fit with the
data. The multiple correlation (R) of the model was .548, and
adjusted R squared .258. Thus, the model explains about 26 % of
the variance in the scores of the novels.</p>
        <p>Legend: * = p&lt;.05; ** = p&lt;.01; ***=p&lt;.001 (n=58)
Figure 1. A path model for predicting the scores of the novel
The path analysis indicates that time used per move has a
significant direct effect on the scores of the novel found
(beta=.36). Also the proportion of search result exploration of all moves
has a significant effect on novel scores (beta=.30), whereas the
proportion of quick and advanced searches of all moves has no
effect on the interest rating of the novel (beta=-.04). The average
time per move has a significant effect neither on the proportion of
results exploration (beta=.-.16) nor on quick and advanced
searches of all searches (beta=.16). Interestingly, the proportion
of quick and advanced searches has a very large significant effect
on the variation in the proportion of result exploration (beta=-.52).
5. DISCUSSION AND CONCLUSIONS
As far we know, this is the first study since Pejtersen [8] to
analyze the search tactics used by readers for accessing fiction in
enriched public library catalogs. We observed how readers
searched for an interesting novel in a situation where they had
only a vague idea of what they would like to read [8]. We found
out that the use of various moves for searching novels was
scattered. The most common moves were advanced search,
browsing result list and examining book information. The use of
various moves was not associated with the success of the search,
with finding an interesting novel. However, it turned out that the
less time used per move, and the greater the proportion of moves
for examining the result list and book information, the more
interesting the novel found. The proportion of search formulation
moves was not associated to the search success. The model build
hints that readers used two alternative strategies with differing
success for accessing good novels. The strategy emphasizing
search formulations was not associated with finding an interesting
novel, whereas the more effort invested in examining results in
the search, the more interesting novel was found.</p>
        <p>Effort invested in exploring search results instead of querying is
an essential factor for finding interesting novels in a situation
when readers do not have a clear idea of what they wish to read.</p>
        <p>Although readers have only a vague idea of the object of interest,
they know genres, authors and titles, and have attributes of good
novels in their mind [11]. They use this information when
selecting books to read. It is likely that what is considered as an
interesting novel varies a lot in the sense that the substitutability
of novels is great in this situation. Several alternatives may do, not
only one. Therefore, effort put on exploring the result list is more
productive than querying in the search for good novels to read.</p>
        <p>Our results suggest that in designing systems for fiction retrieval,
it is important to enrich result list presentation. Readers need
more clues about where to infer that the novel could be of interest,
and also more options to be informed about the content of the
novel [5, 11]. The latter include e.g. recommendations by fellow
readers and librarians, texts on the back of the books and links to
critics of the novels and to author information like in some
electronic bookshops.</p>
        <p>It can be supposed that the more readers know about literature, the
more effectively they can identify interesting fiction [11]. In the
studies to come, we analyze whether readers’ literary competence
is connected to fiction search process and output. Also
experimental studies on evaluating new tools for supporting
fiction retrieval are needed.
[11] Ross, C.S. 2001. Making choices: What readers say about
choosing books to read for pleasure. The Acquisition</p>
        <p>Librarian 13(25): 5-21.
[14] Spiller, D. 1980. The provision of fiction for public libraries.</p>
        <p>Journal of Librarianship 12(4): 238-266.</p>
      </sec>
    </sec>
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