A Characterisation and Framework for User-Centric Factors in Evaluation Methods for Recommender Systems

Author(s):  
Tatenda D. Kavu ◽  
Kuda Dube ◽  
Peter G. Raeth ◽  
Gilford T. Hapanyengwi

Researchers have worked on-finding e-commerce recommender systems evaluation methods that contribute to an optimal solution. However, existing evaluations methods lack the assessment of user-centric factors such as buying decisions, user experience and user interactions resulting in less than optimum recommender systems. This paper investigates the problem of adequacy of recommender systems evaluation methods in relation to user-centric factors. Published work has revealed limitations of existing evaluation methods in terms of evaluating user satisfaction. This paper characterizes user-centric evaluation factors and then propose a user-centric evaluation conceptual framework to identify and expose a gap within literature. The researchers used an integrative review approach to formulate both the characterization and the conceptual framework for investigation. The results reveal a need to come up with a holistic evaluation framework that combines system-centric and user-centric evaluation methods as well as formulating computational user-centric evaluation methods. The conclusion reached is that, evaluation methods for e-commerce recommender systems lack full assessment of vital factors such as: user interaction, user experience and purchase decisions. A full consideration of these factors during evaluation will give birth to new types of recommender systems that predict user preferences using user decision-making process profiles, and that will enhance user experience and increase revenue in the long run.

Author(s):  
Sanghoon Jun ◽  
Seungmin Rho ◽  
Eenjun Hwang

A typical music clip consists of one or more segments with different moods and such mood information could be a crucial clue for determining the similarity between music clips. One representative mood has been selected for music clip for retrieval, recommendation or classification purposes, which often gives unsatisfactory result. In this paper, the authors propose a new music retrieval and recommendation scheme based on the mood sequence of music clips. The authors first divide each music clip into segments through beat structure analysis, then, apply the k-medoids clustering algorithm for grouping all the segments into clusters with similar features. By assigning a unique mood symbol for each cluster, one can transform each music clip into a musical mood sequence. For music retrieval, the authors use the Smith-Waterman (SW) algorithm to measure the similarity between mood sequences. However, for music recommendation, user preferences are retrieved from a recent music playlist or user interaction through the interface, which generates a music recommendation list based on the mood sequence similarity. The authors demonstrate that the proposed scheme achieves excellent performance in terms of retrieval accuracy and user satisfaction in music recommendation.


Author(s):  
Anish Mistry ◽  
Arokia Paul Rajan

<span lang="EN-US">The objective of evaluating User Experience (UX) in this era of technology is to enhance the user satisfaction. Earlier applications were built with the aim of reducing the work of users. But with the evolution of the technology, the emergence of new gadgets and new trends in the information technology, the applications had to be more user-centric. The primary objective of this research is to evaluate the user experience of web applications based on different UX parameters using different techniques and given a rating. Each of these ratings are combined to determine the overall rating of UX for the web application. Also, the secondary objective of this research is to provide suggestions or recommendations based on the ratings to improve the UX of the web applications. An experimental study was conducted and the results show a significant improvement. Areas of further enhancements have also been identified and presented.</span>


With the beginning of the internet’s web services, user have facilitated for using help system and become more familiar to getting online information that has very useful when user cannot understand any process or any task that is major part that user can easily interact with computerand solved their problem, many specialists have found the lake of distinction between user and online help system due to the interface this study conducted to find the most effective and interactive online help system by the adopted user to use research selected online help system and take research survey for to identify the most interactive and feasible OHS (Online Help System), the aim of this study to highlight the features of an online help system for user interaction, that provide the online environment platform for user support via online help system technology, study have selected three different web pages and embrace the online help system into the web pages, these OHWS (Online Help Web Systems) are designed using front-end designing languages that focused on the user interface for user communication to find the user experience that is based on reliability, learnability and user satisfaction after practically user accessed different web page’s OHS that have navigated with different type of features user have hand out the research questionnaire survey that questions are targeted to cover the user experience reliability, learnability and user satisfaction, after the evaluation of all results it has been found that “Online Help System Interface1” is thebest user experience by 70% of reliability, 75% learnability and with the 85% user satisfaction with the interaction for the OHS


i-com ◽  
2015 ◽  
Vol 14 (1) ◽  
pp. 29-39 ◽  
Author(s):  
Dietmar Jannach ◽  
Lukas Lerche ◽  
Michael Jugovac

AbstractUser studies play an important role in academic research in the field of recommender systems as they allow us to assess quality factors other than the predictive accuracy of the underlying algorithms. User satisfaction is one such factor that is often evaluated in laboratory settings and in many experimental designs one task of the participants is to assess the suitability of the system-generated recommendations. The effort required by the user to make such an assessment can, however, depend on the user’s familiarity with the presented items and directly impact on the reported user satisfaction. In this paper, we report the results of a preliminary recommender systems user study using Mechanical Turk, which indicates that item familiarity is strongly correlated with overall satisfaction.


Author(s):  
Wen-Yau Liang ◽  
Chun-Che Huang ◽  
Tzu-Liang Tseng ◽  
Zih-Yan Wang ◽  
◽  
...  

Introduction. Measuring user experience, though natural in a business environment, is often challenging for recommender systems research. How recommender systems can substantially improve consumers’ decision making is well understood; but the influence of specific design attributes of the recommender system interface on decision making and other outcome measures is far less understood. Method. This study provides the first empirical test of post-acceptance model adaption for information system continuance in the context of recommender systems. Based on the proposed model, two presentation types (with or without using tag cloud) are compared. An experimental design is used and a questionnaire is developed to analyse the data. Analysis. Data were analysed using SPSS and SmartPLS (partial least squares path modeling method). Statistical methods used for the questionnaire on user satisfaction were a reliability analysis, a validity analysis and T-tests. Results. The results demonstrate that the proposed model is supported and that the visual recommender system can indeed significantly enhance user satisfaction and continuance intention. Conclusions. In order to improve the satisfaction or continuance intention of users, it is required to improve the perceived usefulness, effectiveness and visual attractiveness of a recommender system.


2021 ◽  
Vol 11 (6) ◽  
pp. 2804
Author(s):  
Héctor Cardona-Reyes ◽  
Jaime Muñoz-Arteaga ◽  
Andres Mitre-Ortiz ◽  
Klinge Orlando Villalba-Condori

The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve user satisfaction. In this sense, it is of great importance to have strategies to evaluate and improve the gaming experience in a group of people, without considering the fact that users have different preferences and, coupled with this, also seeks to achieve satisfaction in each user. In this work, we present a model to improve the user experience in a personal way through reinforcement learning (RL). Unlike other approaches, the proposed model adjusts parameters of the virtual environment in real-time based on user preferences, rather than physiological data or performance. The model design is based on the Model-Driven Architecture (MDA) approach and consists of three main phases: analysis phase, design phase, and implementation phase. As results, a simulation experiment is presented that shows the transitions between undesired satisfaction states to desired satisfaction states, considering an approach in a personal way.


Author(s):  
Sanghoon Jun ◽  
Seungmin Rho ◽  
Eenjun Hwang

A typical music clip consists of one or more segments with different moods and such mood information could be a crucial clue for determining the similarity between music clips. One representative mood has been selected for music clip for retrieval, recommendation or classification purposes, which often gives unsatisfactory result. In this paper, the authors propose a new music retrieval and recommendation scheme based on the mood sequence of music clips. The authors first divide each music clip into segments through beat structure analysis, then, apply the k-medoids clustering algorithm for grouping all the segments into clusters with similar features. By assigning a unique mood symbol for each cluster, one can transform each music clip into a musical mood sequence. For music retrieval, the authors use the Smith-Waterman (SW) algorithm to measure the similarity between mood sequences. However, for music recommendation, user preferences are retrieved from a recent music playlist or user interaction through the interface, which generates a music recommendation list based on the mood sequence similarity. The authors demonstrate that the proposed scheme achieves excellent performance in terms of retrieval accuracy and user satisfaction in music recommendation.


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