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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Sentiment Visualisation Widgets for Exploratory Search</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eduardo Graells-Garrido</string-name>
          <email>eduard.graells@upf.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mounia Lalmas</string-name>
          <email>mounia@acm.org</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ricardo Baeza-Yates</string-name>
          <email>ricardo.baeza@barcelonamedia.org</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universitat Pompeu Fabra</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Yahoo Labs</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Yahoo Labs</institution>
          ,
          <addr-line>London</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper proposes the usage of visualisation widgets for exploratory search with sentiment as a facet. Starting from speci c design goals for depiction of ambivalence in sentiment, two visualization widgets were implemented: scatter plot and parallel coordinates. Those widgets were evaluated against a text baseline in a small-scale usability study with exploratory tasks using Wikipedia as dataset. The study results indicate that users spend more time browsing with scatter plots in a positive way. A post-hoc analysis of individual di erences in behavior revealed that when considering two types of users, explorers and achievers, engagement with scatter plots is positive and signi cantly greater when users are explorers. We discuss the implications of these ndings for sentimentbased exploratory search and personalised user interfaces.</p>
      </abstract>
      <kwd-group>
        <kwd>Visualisation Widgets</kwd>
        <kwd>Sentiment Analysis</kwd>
        <kwd>Exploratory Search</kwd>
        <kwd>Wikipedia</kwd>
        <kwd>Individual Di erences</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Search is a common activity on the web today, performed
by almost everyone. Even though search engines have been
present for many years on the web, today most of them
still have the initial text-based interface, which is shown to
all users, in spite of the emergence of several paradigms in
information seeking and user modeling that could be used
to personalise it.</p>
      <p>
        One of those paradigms in information seeking is
Exploratory Search [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], where a concrete information need
is not always present and information seekers usually
engage in learning and investigation strategies instead of plain
lookup of documents. One way to support exploratory search
is by using faceted search interfaces [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], where information
seekers have access to several orthogonal dimensions of the
information space even when there is no explicit information
need. This approach allows information seekers to explore
the information space without writing a query. However,
its implementation requires a structure in the underlying
data that is not always available. A solution to this is to
extract meta-data from the information space to provide the
needed structure. In this paper we adopt this approach to
build a facet for an unstructured information space, by using
attributes annotated in text documents calculated through
sentiment analysis [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
      <p>Users are getting used to see and understand emotional
annotations in text, as popular websites such as news
outlets and e-commerce sites have user ratings and reviews,
which are inherently emotional. However, to the extent of
our knowledge, this emotionality inherent in the text has
not been exploited to encourage exploratory search. This is
somewhat surprising as it is not uncommon for information
seekers to have sentiment in mind when performing some
tasks, for instance, when browsing user reviews to nd
restaurants, movies, places, or other things where the emotional
or a ective responses of other users are important. When
sentiment is actually depicted in these scenarios, its
depiction is usually focused on a single variable that goes from
negativity to positivity, and often this variable is discrete, as
in the case of a simple text classi cation of negative, neutral
or positive, or a n-star ratings. Using only a single variable
hides the richness of the various sources of sentiment and
their distribution. For instance, in review sites, the only way
to nd the sentiment diversity is by manually browsing the
list of reviews, as a n-star rating simply displays an average.</p>
      <p>
        Most sentiment depictions do not consider the
ambivalence present in text, which means that a document may
have both positive and negative content at the same time. In
our approach we build visualisation widgets [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] where the
widget visualises ambivalent sentiment as a facet for search
results. Although this may be feasible using the typical
text widgets used in faceted interfaces, our work focuses on
visualisation to provide an exploratory experience that is
engaging. In this regard, our research question is: do visual
approaches foster exploration in a sentiment-based
exploratory search setting? To answer this question, we
de ned a set of design goals for visualisation widgets in our
setting. We ful lled those goals with two interactive
visualisations based on known paradigms: scatter plots and parallel
coordinates, and tested these visual approaches against a
text-based baseline. We performed quantitative and
qualitative analysis to analyse the results and see if exploration
using sentiment-based visualisation widgets is fostered from
a user engagement perspective.
      </p>
      <p>
        As information space for a case study we chose Wikipedia,
an open encyclopedia where anyone can contribute and edit
articles. Wikipedia is a prominent social media platform,
which contains articles with inherent sentimental content
[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. In addition, its users, both readers and editors, search
more on average than those never or hardly using Wikipedia
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. This prominence of search in Wikipedia, its publicly
available content and the existence of sentiment in it, made it
a good candidate to use as basis to evaluate our visualisation
widgets.
      </p>
      <p>
        This paper contributes a user evaluation of exploratory
behavior in the presence of sentiment in both user intent
and information space. Based on the study results, we show
that users are spend more time performing tasks when using
scatter plots. This additional time is explained by positive
engagement when users are explorers, based on qualitative
feedback and the analysis of individual di erences [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The
analysis of individual di erences was based on how users
interact with search interfaces: we identi ed two types of
users, explorers and achievers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Our results suggest that
scatter plots are more suitable for explorers, as they
signi cantly increase engagement, opening a path to research
which visualisations or interface elements are more suited for
achievers, for whom we did not nd a particular visualization
that increased engagement.
2.
      </p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        Although bar and pie charts are common depictions to
visualise sentiment, there are other approaches to visualise it.
In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], a ect in document collections is visualised with wind
rose charts. Heatmaps are used in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to encode the average
sentiment of a period of time. In the context sentiment in
reviews, [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] used histograms and [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] used treemaps. Scatter
plots are used in [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] to visualise ambivalence in public
opinions. This is the most similar work to ours from a
visualisation perspective, as other previous work focused
on unidimensional color-coding of sentiment. We also use
parallel coordinates [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], which have not been used before in
this context to the extent of our knowledge.
      </p>
      <p>
        We Feel Fine [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is a search engine where information
seekers can answer questions with an explicit sentiment
component such as \how did the U.S. feel when Obama was
elected?" and obtain a visualisation of search results. The
purpose of the visual depiction is artistic, and results can
be ltered through facets of meta-data such as gender, age
and mood. With regard to visualisation widgets, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] depicts
facets such as time, geo-location and topics. In [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], treemaps
are used to depict a hierarchical facet. It was found that
the usage of visualisation had positive impact on perceived
task di culty, repository understanding and enjoyment. Our
work extends [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], as we present widgets for a speci c facet
that could be used among other widgets.
      </p>
      <p>
        In many search scenarios the information seeker is not
an expert who has to perform a concrete, specialised task.
Hence, non-experts have a diversity of expertise, knowledge
and experience with computer systems. Because not even
two persons are equal, the study of individual di erences
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] proves to be useful, as it allows to nd which factors,
from demographic, cultural and behavioral, have impact on
user modeling and user generated content. In informational
contexts, personality traits have been considered to de ne a
user taxonomy of fast surfers, broad scanners and deep divers
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In virtual worlds, a popular taxonomy is based on how
people interact with the world: achievers and explorers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
We consider the latter taxonomy as a rst step towards more
complex ones.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. SENTIMENT VISUALISATION</title>
      <p>
        We start from a scenario where the information seeker
already has a query, but one that is not necessarily nal. We
consider learning and investigation activities [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] as focus for
design goals. Our design goals are:
Depict ambivalence. Typical sentiment depictions only
show one sentiment attribute, often as a mixture of both
positivity and negativity to nd out which one is prevalent.
However, ambivalence is present in many categories and
genres of textual content, including public discourse, ction
and news articles. Information seekers should be able to
see the duality of sentiment in text, depicted in terms of
positivity and negativity, or ambivalence directly as in [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Show sentiment distribution. Following the scenario
presented by [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], questions such as \How did the U.S. feel
when Obama was elected?" have an implicit request for seeing
distribution and an explicit request for seeing sentiment.
Allow sentiment ltering. The interface of [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] uses
sentiment keywords such as mood, sad, happy, depressed, to
lter results according to emotion. In text query interfaces,
information seekers depend on the context at hand, and
a keyword search may exclude the desired sentimentality
because the information seeker did not use \matching"
keywords. Visual ltering would remove the burden of writing
the correct keywords from users and provide a more exible
tool for ltering according to emotion.
      </p>
      <p>A visualisation widget that conforms to these design goals
will allow information seekers to understand how sentiment
is distributed in an information space, to see the ambivalence
present in it and to lter documents in order to learn and
investigate according to their own criteria.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Visualisation Widgets</title>
      <p>
        Following our design goals, we implemented two
visualisation widgets: scatter plots and parallel coordinates [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. We
chose two known paradigms because our research question is
not about new visualisations, and using only one paradigm
might bias the results of our study.
      </p>
      <p>Scatter Plot. Figure 1 shows the scatter plot widget. Each
result is a circle whose position is determined by both
sentiment attributes: positivity is mapped to the x-axis and
negativity is mapped to the y-axis. To lter results, the
information seeker can draw a rectangle over the visualisation
canvas, selecting only the circles that are positioned inside
the rectangle.</p>
      <p>Parallel Coordinates. Figure 2 shows the parallel
coordinates widget, where each attribute is a di erent axis:
negativity is mapped to the left axis and positivity is mapped
to the right axis. Each result is represented as a line that
connects the corresponding value of its attributes in each
axis. To lter results, the information seeker can draw a
rectangle over the axes, selecting only the lines that begin
(or end) inside the selected range.</p>
      <p>
        In both widgets we display positivity and negativity for each
item (depict ambivalence). We use transparency to showcase
density and prevent occlusion (show sentiment distribution).
We use brushing and linking [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] to allow sentiment ltering :
when the information seeker restricts or widens the ranges
of sentiment of interest in the widget, the list of results
is updated immediately, and when the information seeker
selects a result from the text list, the corresponding element
on the visualisation is highlighted. The results ltered out
are drawn with more transparency to indicate that they are
out of focus. Color coding of points and lines is used to
encode item categories if available.
      </p>
    </sec>
    <sec id="sec-5">
      <title>4. SENTIMENT IN WIKIPEDIA</title>
      <p>
        We test our approach on Wikipedia1 { a multilingual,
webbased, free-content encyclopedia, written collaboratively by a
large number of volunteers. Although Wikipedia has a neutral
point of view policy [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], neutral is not equal to emotionless.
It is possible to nd sentiment in content in Wikipedia, as
it contains biographies, disasters, awards, celebrations and
summaries of ction, among other categories.
      </p>
      <p>
        Dataset. We use a dataset of 737; 863 english articles from
Wikipedia with annotated sentiment [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Each article is
annotated with two scores: positivity (from 1 to 5) and
negativity (from 1 to 5). Note that positivity does not imply
1http://wikipedia.org
that negativity is absent, and vice-versa: ambivalence is
almost always present in text. The sentiment values of an
article are calculated based on the content of the article itself,
and that of other articles linking to it. In other words, each
article becomes annotated with the sentiment scores of its
own content, plus that of the associated articles. Figure 3
shows the distributions of both scores in our dataset.
      </p>
      <p>Although the distributions are skewed towards lower values
of sentimentality (the average positivity is 2:17 0:64 and the
average negativity is 1:92 0:78), there are articles with high
values of sentiment attributes. The distributions con rm that
there is sentiment in Wikipedia, creating the opportunity to
use our visual approach to search and explore it.
5.</p>
    </sec>
    <sec id="sec-6">
      <title>USER EVALUATION</title>
      <p>
        We performed a small-scale usability study in a lab-setting
with 13 participants (5 male and 8 female; 5 aged 20{29,
6 aged 30{39, 1 aged 40{49, and 1 unknown), who scored
their knowledge in visual web search as 3:46 1:13 in
average (using a Likert scale from 1 to 5). Participants were
recruited from open calls in social networks and did not
receive compensation for participating in the study.
Apparatus. We built a prototype search engine that
indexed extended abstracts2 of the 737; 863 articles in the
dataset. The user interface contained the following elements:
query box, the number of results, the list of results with
each article's title, extended abstract and sentiment values
in text form, and the visualisation widgets. Given a query,
the search engine returned a list of articles (maximum count:
200) ranked using the BM25 scoring algorithm [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. All
participants used the same computer, a notebook of 15 inches
screen with resolution of 1440 900 pixels. In the
experimental prototype, categorical color coding was based on the
DBPedia ontology class of each article [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This ontology
is shallow, and we restricted the depth of ontologies
associated to search results to be able to create a color mapping
understandable for users.
      </p>
      <p>Design and Procedure. The study used a within-subjects
design. Each participant tested three treatments: baseline
(BA, a text-based widget of buttons to lter the results,
shown in Figure 4), scatter plot (SC, shown in Figure 1) and
parallel coordinates (PC, shown in Figure 2). The order of
pairs (task, treatment) was randomised for all participants
to avoid positional bias.
2De ned as the rst section of each Wikipedia article.</p>
      <p>
        After performing each task, participants were asked to
answer ve questions about aesthetic value of the interface3.
A Likert scale from 1 (strongly disagree) to 5 (strongly agree)
was used for this purpose. In addition, participants were
asked to write a small summary of the results they found, and
were asked about their perceived time [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] of task completion.
After performing all tasks, participants lled a feedback
questionnaire about their thoughts on the interfaces, how
they would describe the di erent widgets and if they had any
comments and suggestions. Finally, we logged each query
and calculated the actual time of completion for each task in
order to estimate the di erence between perceived time and
real task completion time. This metric is called subjective
duration assessment [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and has been interpreted before as
cognitive engagement [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]: lesser perceived time than task
completion indicates positive engagement.
      </p>
      <p>
        Tasks. Participants were asked to perform three exploratory
search tasks, one task per treatment. One task was
personalised in terms of what they had to search for, while the
remaining tasks were based on the de nitions in [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]:
\Think about a topic you like, and nd ve articles with a highly
negative connotation. Then think about a topic you do not like,
and nd ve articles with a highly positive connotation".
\Imagine you are taking a class called `Art in Europe'. For this
class you need to write a research paper on some aspect of an
art movement, but have yet to decide on a movement you will
focus. Use the system to nd three artists within that
movement: one artist with a positive connotation on Wikipedia
(but slightly negative), one with a negative connotation (but
slightly positive), and one with high emotionality (by being
highly positive and negative at the same time), so that you
might make a decision as to which movement you will write
about."
\Your professor wants you to write a paper comparing the
consequences of war in three countries. Use the system to nd
three countries which have highly emotional (high positivity and
negativity) events or works as consequences of the war. Find
three events or works for each country."
      </p>
    </sec>
    <sec id="sec-7">
      <title>5.1 Results</title>
      <p>To answer our research question, do visual approaches
foster exploration in a sentiment-based exploratory
search setting?, we tested the following hypothesis: in
exploration on sentiment-based scenarios, participants perform
more queries and spend more time when using visualisation
widgets, by evaluating the two visualisation widgets against
a text-based baseline. Post-hoc di erences in means were
tested using Wilcoxon's Ranked Sums (Bonferroni corrected)
after performing Kruskal-Wallis analysis of variance on the
three groups.</p>
      <p>Results in Table 1 partially support our hypothesis. There
is a signi cant group di erence in task time (p &lt; 0:05),
3Example: The search system was aesthetically appealing.
Query Count
Task Time (s)
Perceived Time
Cognitive
Engagement
Aesthetics
7:38
463:00
507:69
44:69
13:54
14:15
745:23
770:77
25:54
15:77
19:31
1035:92
761:54
274:38
17:08
5:18
6:83
3:73
3:53
2:06
p
and post-hoc testing revealed that SC task time is larger
(p &lt; 0:017, Bonferroni corrected) than the other two groups.
In terms of query count, no signi cant e ect was found,
although there is a trend towards greater amount of queries
in visual approaches (p &lt; 0:1). Hence, using SC, users spend
more time exploring, but do not necessarily perform more
queries. No signi cant di erences were found in aesthetic
perception, perceived time and cognitive engagement.</p>
      <p>
        To explain quantitatively the di erences in task time, we
considered the following user taxonomy: achievers (those who
\are interested in doing things to the game, i.e. in ACTING
on the WORLD"), and explorers (those who \are interested
in having the game surprise them, i.e. in INTERACTING
with the WORLD") [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. We de ne achievers (N = 6) as those
users who are in the bottom 50% w.r.t. the geometric mean
of total task time and total queries issued; and explorers
as the rest (N = 7), that is, those in the upper 50%. In
this way, achievers want to nish the task fast and quickly,
while explorers are interested to see how the system can
surprise them. Table 2 reports di erences in means for both
groups in all approaches. There are signi cant di erences
(measured with Wilcoxon's Ranked Sums ) on total queries
and total time, which were expected as they are consequence
of the user taxonomy. However, other signi cant di erences
emerge: 1) explorers issue more queries than achievers using
SC (p &lt; 0:05), but not in BA and PC; 2) explorers spend
more time when using SC and PC (p &lt; 0:05) but not when
using the baseline; 3) explorers have greater positive cognitive
engagement than achievers when using SC and BA (and SC's
engagement is almost 5 times BA).
      </p>
      <p>Qualitative Feedback. We included open-feedback
questions in order to understand and explain the quantitative
results. We use [Pi] to refer to participant i.</p>
      <p>The baseline (BA) was characterised by participants as
\boring" [P8] but \the easiest for me to nd results" [P4]. It was
perceived as a tool for \discriminating" [P11] and \ ltering"
[P10]. As expected, the \ lters were really easy to use" [P3],
as participants are used to this kind of interface. However,
most of the positive feedback for BA was related to the act
of performing the task, and not on how the actual users felt
about the text-based widget: \I think the most useful one
is the buttons one because it has more precise information
re ected on it." [P10], although not everyone felt comfortable
with it: \The one with the numbers was misleading for me"
[P6].</p>
      <p>Regarding the visual approaches, the scatter plot (SC) was
described as \attractive" [P8], \like a classi er" [P4], as well as
a \spectrum" [P10] or a \map" [P11], perhaps referring to how
a scatter plot allows to classify elements according to their
position on the screen. We expected that users would have
been familiar with SC, as in: \[BA] and [SC] are easy to use.
They are helpful and easy to understand" [P3]. However, it
also \needs more concentration" [P6]. Some users were more
vocal in their enthusiasm for this approach: \this is the task
that I enjoy the most! I liked pretty much the graphics" [P8],
\this is the approach I liked the most, it was easier to lter the
results" [P9], indicating that scatter plots not only are familiar,
but also they generate a more positive, emotional reaction.
Parallel Coordinates (PC) produced an ambivalent reaction.
On one hand, it was described as \interesting" [P8],\much
more cooler then the other one" [P1], \the high-low thing helps
me to know if it is positive or negative faster. I really like
how [PC] worked" [P6], and \the sentiment indicator [PC]
helps in the task" [P9]. On the other hand, users claimed
that \[PC] was not appealing nor easy to understand or use"
[P3] and that \it's confusing" [P11].</p>
      <p>In addition to visualisation feedback, participants
suggested some features that could improve our system
prototype: \drawing the box around the numbers in each axis
is too complex, I would have preferred to have another way
of controlling the sentiment in the results. Maybe even a
simple slider" [P9, referring to PC], \a grid in the circles
system would help to have more exact information about the
scores at a glance" [P11, referring to SC]. With respect to
the search results, some users expressed they were not
satis ed with their quality: \the search engine does not work
properly, distracting myself from the task" [P3], \the search
was very frustrating, as the searches often did not yield many
results" [P7]. Some users thought about whether they would
use a system like this in the future: \the system was useful
but I don't search using sentiments frequently. . . Maybe when
searching for the politic situation of a country I would use it"
[P9].</p>
    </sec>
    <sec id="sec-8">
      <title>DISCUSSION AND IMPLICATIONS</title>
      <p>
        User Engagement and Visualisation Widgets. In the
experiment the SC group spent more time performing the
exploratory tasks than BA and PC. Whether this is a good
scenario, if users spend more time because they are engaged,
or if they spend more time because the visualisation is
impeding the task at hand, is something that needs to be
determined and explained. We attributed part of the longer
task time of SC in Table 1 to a positive user experience when
users are explorers, as explorers performed more queries and
spent more time, while at the same time they showed a
significantly greater positive cognitive engagement. Moreover, the
qualitative feedback received by SC was positive, indicating
that it is unlikely a negative experience when using that
treatment to perform the task. This positive engagement result
is consistent with previous work [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], where users expressed
more enjoyment when using visualisation techniques in the
search interface. Since not all visualisations are perceived
equally, it makes sense that some visualisations engage users
and some do not, as well that a visualisation might engage
one kind of users only. In this aspect, our results are limited
to explorers only, because no signi cant patterns were found
for achievers, although some users explicitly favored the
parallel coordinates widget as attractive. As there might not be
a globally better visualisation for all users, it remains to be
seen which visualisation is more likely to engage achievers.
Personalisation of User Interfaces. Individual di
erences based on exploratory behavior provide a base for a
contextual personalisation of user interfaces, as a to
complement to content personalisation based on user generated
content. When considering individual di erences, we restricted
the de nition of exploration as the geometric mean of task
time and number of queries, which allows to implement the
explorers and achievers taxonomy based on: 1) previous
activity on the search system, making possible to provide this
type of widget-based personalisation when query logs and
interaction data are available; 2) granularity of a query, in
the sense of how \good latin restaurant in Born neighborhood"
indicates something one wants to achieve, while \restaurants
in Barcelona" indicates something one wants to explore.
Considering availability of this user taxonomy, user interfaces can
be personalised to increase engagement in users performing
learning and investigation tasks by using scatter plots instead
of text widgets.
      </p>
      <p>
        Limitations. In terms of implementation, participants in
our experiment expected better results than those provided
by our prototype implementation. The e ect of those
unful lled expectations over the obtained results is unknown
and should be considered in future experiments. In addition,
trending di erences in behavior surfaced on quantitative
results, perhaps a limitation of the small-scale of the user
study. We believe these limitations can be fully addressed in
a larger-scale experiment using an improved search engine
and following the TREC interaction track guidelines [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
7.
      </p>
    </sec>
    <sec id="sec-9">
      <title>CONCLUSIONS</title>
      <p>This paper presented results on our research of sentiment
visualisation widgets for exploratory search. We de ned
design goals in this scenario, and implemented two
visualisations based on known techniques: scatter plots and parallel
coordinates. Both approaches were evaluated against a
baseline of text-based links for exploring search results. Even
though the scale of our study is small, we found statistical
evidence of users spending more time performing tasks when
using scatter plots. Through analysis of qualitative feedback
and individual di erences, we explained that time di erence
as positive engagement with the visualisation widget. In
particular, the individual di erences analysis focused on a
user taxonomy that de nes explorers and achievers : those
who interact in the world and those who act in it,
respectively. Our results indicate that scatter plots are suitable for
explorers, as they are more engaged in a positive way when
using that visualisation paradigm in comparison to a text
baseline and the parallel coordinates visualisation. Hence, in
the presence of explorers, we suggest search and exploratory
systems to personalise the user interface with scatter plots
to browse sentiment, to increase user engagement and foster
exploration.</p>
      <p>
        Future Work. Our approach assumes the presence of
sentiment meta-data, which may be added algorithmically to
any text collection. The usage of Wikipedia proves to be
useful as there is a varying degree of sentimentality across
the subset we studied. As future work we will consider other
scenarios, such as reviews, media and social networks, where
the amount and variation of sentiment will likely be greater.
In addition, we will consider more complex behavioral
taxonomies based on personality traits [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], as personality traits
in social networks can be predicted in social media [
        <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
        ].
Finally, we will explore the possibilities of our approach in
other bivariate related contexts such as political leaning.
Acknowledgments. This work was partially funded by
Grant TIN2012-38741 (Understanding Social Media: An
Integrated Data Mining Approach) of the Ministry of Economy
and Competitiveness of Spain.
      </p>
    </sec>
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