Thiago Donizetti dos Santos, Vagner Figuerêdo de Santana
Computer anxiety (CA) can be defined as fear and worries that someone may feel when using computers. Thus, people with CA may face problems when using computers at home, at work or for study purposes, resulting in multiple forms of barriers even before the actual interaction with computers. In this context, the purpose of this research is to identify user interface elements impacting task performance (i.e. distractors) for people with CA, using mouse fixation analysis as a proxy for eye gaze data. The study explores the relationship of mouse and eye gaze data collected with the help of 39 older adults interacting with a website. Results show that it is possible to identify UI elements acting as distractors (e.g. carousel, top menu) as well as those with which people with CA faced problems (e.g. side menu, search box, map), based on mouse fixations. Moreover, statistical differences show that the number of mouse fixations in navigation, content and distractors is different for different levels of CA. Furthermore, differences were found between CA groups regarding mouse and eye fixations, indicating that participants with higher CA levels had difficulty differentiating which areas of interest they should interact with using mouse. From the results, one expects that personalized systems could use the proposed approach to identify UI elements acting as distractors using mouse data and then simplify UIs based on different levels of CA.
{"title":"Identifying Distractors for People with Computer Anxiety Based on Mouse Fixations","authors":"Thiago Donizetti dos Santos, Vagner Figuerêdo de Santana","doi":"10.1093/iwc/iwac025","DOIUrl":"https://doi.org/10.1093/iwc/iwac025","url":null,"abstract":"\u0000 Computer anxiety (CA) can be defined as fear and worries that someone may feel when using computers. Thus, people with CA may face problems when using computers at home, at work or for study purposes, resulting in multiple forms of barriers even before the actual interaction with computers. In this context, the purpose of this research is to identify user interface elements impacting task performance (i.e. distractors) for people with CA, using mouse fixation analysis as a proxy for eye gaze data. The study explores the relationship of mouse and eye gaze data collected with the help of 39 older adults interacting with a website. Results show that it is possible to identify UI elements acting as distractors (e.g. carousel, top menu) as well as those with which people with CA faced problems (e.g. side menu, search box, map), based on mouse fixations. Moreover, statistical differences show that the number of mouse fixations in navigation, content and distractors is different for different levels of CA. Furthermore, differences were found between CA groups regarding mouse and eye fixations, indicating that participants with higher CA levels had difficulty differentiating which areas of interest they should interact with using mouse. From the results, one expects that personalized systems could use the proposed approach to identify UI elements acting as distractors using mouse data and then simplify UIs based on different levels of CA.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"352 1","pages":"165-190"},"PeriodicalIF":1.3,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73340583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fabrício Matheus Gonçalves, M Cecília C Baranauskas
The Coronavirus pandemic and the consequent situation of social isolation have affected research design, especially in fields working directly with people. While online tools enable communication and collaboration, some specific domains involving contemporary technology-based systems, such as socioenactive systems, demand a deeper understanding of human-embodied action in real-world scenarios with ubiquitous technology. This work addresses this issue by presenting a study in which a research team used the OpenDesign Platform (ODP) to conduct a process of ideation and consolidation of a socioenactive-based system solution during pandemics and physical presence limitations. The contributions are twofold: addressing the demands of the research team working remotely and envisaging an interaction scenario for people in a socioenactive system, even without their copresence in the same physical space. Results have shown the strengths and weaknesses of the ODP and lessons learned towards supporting systems for teamwork in such systems’ ideation context.
{"title":"OpenDesign of Scientific Research in Pandemic Context","authors":"Fabrício Matheus Gonçalves, M Cecília C Baranauskas","doi":"10.1093/iwc/iwac030","DOIUrl":"https://doi.org/10.1093/iwc/iwac030","url":null,"abstract":"The Coronavirus pandemic and the consequent situation of social isolation have affected research design, especially in fields working directly with people. While online tools enable communication and collaboration, some specific domains involving contemporary technology-based systems, such as socioenactive systems, demand a deeper understanding of human-embodied action in real-world scenarios with ubiquitous technology. This work addresses this issue by presenting a study in which a research team used the OpenDesign Platform (ODP) to conduct a process of ideation and consolidation of a socioenactive-based system solution during pandemics and physical presence limitations. The contributions are twofold: addressing the demands of the research team working remotely and envisaging an interaction scenario for people in a socioenactive system, even without their copresence in the same physical space. Results have shown the strengths and weaknesses of the ODP and lessons learned towards supporting systems for teamwork in such systems’ ideation context.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"15 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531505","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Júlia S. B. Ortiz, Carolina Moreira, Krissia Menezes, Bernardo Ferrari, D. Junior, Roberto Pereira
Computational thinking is an ability that has been considered essential for people living in a society mediated by technology. This ability can also be helpful to people with little or no experience with technology, for practicing basic Computational Thinking skills may help understanding how a technological device works and can be used. However, to the best of our knowledge, little research has addressed Computational Thinking and its relation with Digital Culture, especially for reducing the digital divide. In this article, we draw on the notion of Mental Models to relate Computational Thinking and Digital Culture. We claim that practicing basic Computational Thinking skills when exploring simple prototypes favors building Mental Models that are useful to understand and progress in the usage of technologies, contributing to developing a Digital Culture. To situate our discussion, we present a case study that engaged adults, in their initial stages of literacy, in activities that grew from basic ones, with a low-fidelity ATM prototype, to more complex ones with a functional ATM prototype. Evaluation methods used were voting, feedback, structured observation and unstructured interviews. Results suggested our approach is promising as participants gained confidence and increased autonomy as the activities progressed, using the experience and knowledge they obtained from previous activities to perform the next ones.
{"title":"Computational Thinking and Mental Models: Promoting Digital Culture in the Youth and Adult Education","authors":"Júlia S. B. Ortiz, Carolina Moreira, Krissia Menezes, Bernardo Ferrari, D. Junior, Roberto Pereira","doi":"10.1093/iwc/iwac028","DOIUrl":"https://doi.org/10.1093/iwc/iwac028","url":null,"abstract":"\u0000 Computational thinking is an ability that has been considered essential for people living in a society mediated by technology. This ability can also be helpful to people with little or no experience with technology, for practicing basic Computational Thinking skills may help understanding how a technological device works and can be used. However, to the best of our knowledge, little research has addressed Computational Thinking and its relation with Digital Culture, especially for reducing the digital divide. In this article, we draw on the notion of Mental Models to relate Computational Thinking and Digital Culture. We claim that practicing basic Computational Thinking skills when exploring simple prototypes favors building Mental Models that are useful to understand and progress in the usage of technologies, contributing to developing a Digital Culture. To situate our discussion, we present a case study that engaged adults, in their initial stages of literacy, in activities that grew from basic ones, with a low-fidelity ATM prototype, to more complex ones with a functional ATM prototype. Evaluation methods used were voting, feedback, structured observation and unstructured interviews. Results suggested our approach is promising as participants gained confidence and increased autonomy as the activities progressed, using the experience and knowledge they obtained from previous activities to perform the next ones.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"14 1","pages":"91-104"},"PeriodicalIF":1.3,"publicationDate":"2022-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82390726","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In Brazil, many D/deaf persons use the country’s official sign language, Libras, to communicate and develop a sociocultural identity. For most Libras users, learning how to read and write in Portuguese, the country’s official written language, is a challenge. To address the problem, we present a framework for codesigning accessible technologies for and with D/deaf persons. In this paper, we describe and analyze the case study of an environment to support the teaching–learning process of written Portuguese as a second language. Our main contribution is the documented experiences of codesigning with D/deaf and hearing participants, through individual and collaborative work, which increased confidence and creativity and enhanced empathy through sharing own experiences. Various types of participants were included through the entire framework process, and important values were reinforced, such as ownership and self-determination.
{"title":"Adapting Codesign Techniques for the Construction of a Learning Environment of a Written Second Language for the D/deaf","authors":"P. Paim, S. Prietch, J. A. Sánchez","doi":"10.1093/iwc/iwac023","DOIUrl":"https://doi.org/10.1093/iwc/iwac023","url":null,"abstract":"\u0000 In Brazil, many D/deaf persons use the country’s official sign language, Libras, to communicate and develop a sociocultural identity. For most Libras users, learning how to read and write in Portuguese, the country’s official written language, is a challenge. To address the problem, we present a framework for codesigning accessible technologies for and with D/deaf persons. In this paper, we describe and analyze the case study of an environment to support the teaching–learning process of written Portuguese as a second language. Our main contribution is the documented experiences of codesigning with D/deaf and hearing participants, through individual and collaborative work, which increased confidence and creativity and enhanced empathy through sharing own experiences. Various types of participants were included through the entire framework process, and important values were reinforced, such as ownership and self-determination.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"118 1","pages":"315-329"},"PeriodicalIF":1.3,"publicationDate":"2022-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77385092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cristina Ramírez-Fernández, A. Morán, V. Meza-Kubo
The use of augmented reality (AR) environments to treat small animal phobias is an alternative to traditional in vivo exposure treatments that allow supporting the therapy through the virtual, gradual and controlled exposure of the patient to the animal to which he/she is afraid. In this paper, we compare three different AR tools used in exposure therapy for spider phobia with thirty users; namely, a mobile haptic AR system, an immersive AR environment, and a non-immersive AR environment. An in vivo (direct) interaction with a real spider was also used as a reference during the comparison. To compare these four conditions, each subject participated in an exposure therapy session using all of them. The perception of usefulness and experience of use of each of the tools were evaluated using a Technology Acceptance Model on-exit questionnaire and the results were obtained through indirect observation analysis. The results showed that there are no significant differences regarding the perception of usefulness among the three applications and that the haptic AR system generated the least discomforting experience of use.
{"title":"Perceived Usability and User Experience in Augmented Reality Tools for the Treatment of Spider Phobia","authors":"Cristina Ramírez-Fernández, A. Morán, V. Meza-Kubo","doi":"10.1093/iwc/iwac026","DOIUrl":"https://doi.org/10.1093/iwc/iwac026","url":null,"abstract":"\u0000 The use of augmented reality (AR) environments to treat small animal phobias is an alternative to traditional in vivo exposure treatments that allow supporting the therapy through the virtual, gradual and controlled exposure of the patient to the animal to which he/she is afraid. In this paper, we compare three different AR tools used in exposure therapy for spider phobia with thirty users; namely, a mobile haptic AR system, an immersive AR environment, and a non-immersive AR environment. An in vivo (direct) interaction with a real spider was also used as a reference during the comparison. To compare these four conditions, each subject participated in an exposure therapy session using all of them. The perception of usefulness and experience of use of each of the tools were evaluated using a Technology Acceptance Model on-exit questionnaire and the results were obtained through indirect observation analysis. The results showed that there are no significant differences regarding the perception of usefulness among the three applications and that the haptic AR system generated the least discomforting experience of use.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"135 1","pages":"421-434"},"PeriodicalIF":1.3,"publicationDate":"2022-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75828728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stephan Huber;Johanna Gramlich;Selina Pauli;Simon Mundschenk;Eliana Haugg;Tobias Grundgeiger
Air traffic control (ATC) is a safety-critical, cooperative work domain, which faces usability challenges due to technology driven development in the past. In this work, we followed a user-centered design process to explore how novel interaction concepts increase user experience in ATC. Based on controllers' needs we envisioned one unified interface together with three possible interaction concepts (the mouse interface, flight-dial and tangible interface) addressing different aspects of ATC. We prototypically implemented the interaction concepts and iterated each prototype based on feedback from 24 controllers. Qualitative data from these iterative formative evaluations indicated that controllers prefer interfaces that are efficient to use, minimalistic, customizable and context sensitive. A summative evaluation (N = 12) showed that the hedonic quality of all three concepts were higher compared to the system currently in use. Our results and insights can provide guidance and inspiration for the future design of ATC interfaces.
{"title":"Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control","authors":"Stephan Huber;Johanna Gramlich;Selina Pauli;Simon Mundschenk;Eliana Haugg;Tobias Grundgeiger","doi":"10.1093/iwc/iwac032","DOIUrl":"https://doi.org/10.1093/iwc/iwac032","url":null,"abstract":"Air traffic control (ATC) is a safety-critical, cooperative work domain, which faces usability challenges due to technology driven development in the past. In this work, we followed a user-centered design process to explore how novel interaction concepts increase user experience in ATC. Based on controllers' needs we envisioned one unified interface together with three possible interaction concepts (the mouse interface, flight-dial and tangible interface) addressing different aspects of ATC. We prototypically implemented the interaction concepts and iterated each prototype based on feedback from 24 controllers. Qualitative data from these iterative formative evaluations indicated that controllers prefer interfaces that are efficient to use, minimalistic, customizable and context sensitive. A summative evaluation (N = 12) showed that the hedonic quality of all three concepts were higher compared to the system currently in use. Our results and insights can provide guidance and inspiration for the future design of ATC interfaces.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 2","pages":"43-59"},"PeriodicalIF":1.3,"publicationDate":"2022-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Within the software engineering community, deciding how to collect, store and use personal data has become about more than just understanding our users. This paper considers ethical data use that includes cultural considerations and data ownership rights. We discuss indigenous data sovereignty as a concept and how it potentially impacts technological solutions that gather personal data from users. We propose an extension to typical user-centred design processes, which we call participatory data design. This incorporates the use of frameworks and tools that specifically focus on managing data within the cultural context it is gathered from. We also present a specific example of how we have used this approach in the context of a data collection project from Māori workers in New Zealand forestry. We conclude with a discussion of the wider implications of this approach.
{"title":"Participatory Data Design: Managing Data Sovereignty in IoT Solutions","authors":"Judy Bowen;Annika Hinze","doi":"10.1093/iwc/iwac031","DOIUrl":"https://doi.org/10.1093/iwc/iwac031","url":null,"abstract":"Within the software engineering community, deciding how to collect, store and use personal data has become about more than just understanding our users. This paper considers ethical data use that includes cultural considerations and data ownership rights. We discuss indigenous data sovereignty as a concept and how it potentially impacts technological solutions that gather personal data from users. We propose an extension to typical user-centred design processes, which we call participatory data design. This incorporates the use of frameworks and tools that specifically focus on managing data within the cultural context it is gathered from. We also present a specific example of how we have used this approach in the context of a data collection project from Māori workers in New Zealand forestry. We conclude with a discussion of the wider implications of this approach.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 2","pages":"60-71"},"PeriodicalIF":1.3,"publicationDate":"2022-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sangu Jang;Woojin Lee;Beom Kim;William Odom;Young-Woo Park
We designed and implemented Musée to capture the novel experience of interpreting cover versions of music, which contain both familiar and unfamiliar musical components and are curated based on the user's music-streaming history data. Musée is a tangible music player that enables users to explore and listen to professional or amateur covers of songs (via YouTube) in two categories: covers of songs from users’ most-liked artists and covers of users’ most-played songs. To investigate its potential value in situ, we conducted field trials of Musée in four households for 1 month. Findings showed that unfamiliar musical elements in cover music provided a sense of ‘freshness’ to past songs and helped the listener appreciate over-consumed music in new ways. In addition, restricting detailed information about cover songs that were playing helped users focus on the sound, thus priming them to infer and reflect on the original song and their memories associated with it. Our findings point to new insights for the design of interfaces that use historical personal data to expand users’ experience beyond solely revisiting prior tastes.
{"title":"Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes","authors":"Sangu Jang;Woojin Lee;Beom Kim;William Odom;Young-Woo Park","doi":"10.1093/iwc/iwac027","DOIUrl":"https://doi.org/10.1093/iwc/iwac027","url":null,"abstract":"We designed and implemented Musée to capture the novel experience of interpreting cover versions of music, which contain both familiar and unfamiliar musical components and are curated based on the user's music-streaming history data. Musée is a tangible music player that enables users to explore and listen to professional or amateur covers of songs (via YouTube) in two categories: covers of songs from users’ most-liked artists and covers of users’ most-played songs. To investigate its potential value in situ, we conducted field trials of Musée in four households for 1 month. Findings showed that unfamiliar musical elements in cover music provided a sense of ‘freshness’ to past songs and helped the listener appreciate over-consumed music in new ways. In addition, restricting detailed information about cover songs that were playing helped users focus on the sound, thus priming them to infer and reflect on the original song and their memories associated with it. Our findings point to new insights for the design of interfaces that use historical personal data to expand users’ experience beyond solely revisiting prior tastes.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 1","pages":"24-42"},"PeriodicalIF":1.3,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49944272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Ahmadi;Sebastian Taugerbeck;Johanna Meurer;Dave Randall;Volker Wulf
Human–computer interaction (HCI) scholars and others have advocated treating design as inevitably implicating political and ethical sensitivities. A subset of those considerations has been the attempt to deal with the often conflicting interests of stakeholders through ‘value sensitivity’. Drawing on value-sensitive design (VSD) as an inspiration, we emphasize the necessary way in which the evolving contextuality of the values in question shaped our research collaborations. This paper presents a retrospective analysis of two case studies from long-term user-centered design projects in fields with explicit ambitions for value-driven HCI research and concerned with emancipation and empowerment. The first, a 3-year project, entailed an explicit commitment to feminist policy initiatives with female participants that aimed at fostering values of gender equality. The second, a 4-year project, dealt with HCI research with and for older adults, where a multimodal mobility platform for ridesharing and public transportation was developed. We show how we translated general commitment into pragmatic, co-design research goals and infrastructures. The long-term ambition of our endeavors and integration of a broad stakeholder base were vital to support this. We additionally provide insights into how our approach offered safe spaces for trustful collaboration and flexibility when adapting methods to specific contexts.
{"title":"Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts","authors":"Michael Ahmadi;Sebastian Taugerbeck;Johanna Meurer;Dave Randall;Volker Wulf","doi":"10.1093/iwc/iwac024","DOIUrl":"https://doi.org/10.1093/iwc/iwac024","url":null,"abstract":"Human–computer interaction (HCI) scholars and others have advocated treating design as inevitably implicating political and ethical sensitivities. A subset of those considerations has been the attempt to deal with the often conflicting interests of stakeholders through ‘value sensitivity’. Drawing on value-sensitive design (VSD) as an inspiration, we emphasize the necessary way in which the evolving contextuality of the values in question shaped our research collaborations. This paper presents a retrospective analysis of two case studies from long-term user-centered design projects in fields with explicit ambitions for value-driven HCI research and concerned with emancipation and empowerment. The first, a 3-year project, entailed an explicit commitment to feminist policy initiatives with female participants that aimed at fostering values of gender equality. The second, a 4-year project, dealt with HCI research with and for older adults, where a multimodal mobility platform for ridesharing and public transportation was developed. We show how we translated general commitment into pragmatic, co-design research goals and infrastructures. The long-term ambition of our endeavors and integration of a broad stakeholder base were vital to support this. We additionally provide insights into how our approach offered safe spaces for trustful collaboration and flexibility when adapting methods to specific contexts.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 1","pages":"1-23"},"PeriodicalIF":1.3,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49944273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Open card sorting is a well-established method for discovering how people understand and categorize information. This paper addresses the problem of quantitatively analyzing open card sorting data using the K-means algorithm. Although the K-means algorithm is effective, its results are too sensitive to initial category centers. Therefore, many approaches in the literature have focused on determining suitable initial centers. However, this is not always possible, especially when the number of categories is increased. This paper proposes an approach to improve the quality of the solution produced by the K-means for open card sort data analysis. Results show that the proposed initialization approach for K-means outperforms existing initialization methods, such as MaxMin, random initialization and K-means++. The proposed algorithm is applied to a real-world open card sorting dataset, and, unlike existing solutions in the literature, it can be used with any number of participants and cards.
{"title":"Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis","authors":"Sione Paea, C. Katsanos, Gabiriele Bulivou","doi":"10.1093/iwc/iwac022","DOIUrl":"https://doi.org/10.1093/iwc/iwac022","url":null,"abstract":"\u0000 Open card sorting is a well-established method for discovering how people understand and categorize information. This paper addresses the problem of quantitatively analyzing open card sorting data using the K-means algorithm. Although the K-means algorithm is effective, its results are too sensitive to initial category centers. Therefore, many approaches in the literature have focused on determining suitable initial centers. However, this is not always possible, especially when the number of categories is increased. This paper proposes an approach to improve the quality of the solution produced by the K-means for open card sort data analysis. Results show that the proposed initialization approach for K-means outperforms existing initialization methods, such as MaxMin, random initialization and K-means++. The proposed algorithm is applied to a real-world open card sorting dataset, and, unlike existing solutions in the literature, it can be used with any number of participants and cards.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"11 1","pages":"670-689"},"PeriodicalIF":1.3,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89891660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}