Age-related Differences in the Content of Search Queries when Reformulating
Supporting Information Seeking
/
Karanam, Saraschandra
/
van Oostendorp, Herre
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5720-5730
© Copyright 2016 ACM
Summary: This study investigated the change in the content of the queries when
performing reformulations in relation to age and task difficulty. Results
showed that both generalization and specialization strategies were applied
significantly more often for difficult tasks compared to simple tasks. Young
participants were found to use specialization strategy significantly more often
than old participants. Generalization strategy was also used significantly more
often by young participants, especially for difficult tasks. Young participants
were found to reformulate much longer than old participants. The semantic
relevance of queries with the target information was found to be significantly
higher for difficult tasks compared to simple tasks. It showed a decreasing
trend across reformulations for old participants and remained constant for
young participants, indicating that as old participants reformulated, they
produced queries that were further away from the target information.
Implications of these findings for design of information search systems are
discussed.
Fostering Information Seeking
Paper Session 4: Cognition@Workplace and Problem Solving Support
/
van Oostendorp, Herre
/
Aggarwal, Sonal
Proceedings of the 2014 Annual European Conference on Cognitive Ergonomics
2014-09-01
p.18
© Copyright 2014 ACM
Summary: Easiness of navigation within a website is an important factor for
information seeking performance. Several cognitive models exist that simulate
the web-navigation process. These models are based on different information
processing components. In this paper we propose a new cognitive model,
CoLiDeS++Pic (Comprehension-based Linked model of Deliberate Search), which
uses information scent and path adequacy, applies backtracking, and also takes
the semantics of pictures into consideration. We hypothesized that in this way
information seeking performance can be better modeled when compared to previous
models. This was verified by simulating the model on a mock-up website and
comparing the results with previous models. The results support our hypothesis.
We also present briefly the results of an experiment with tool-support based on
the new model CoLiDeS++Pic. The results prove that model-generated support is
fostering information seeking performance and helps in search tasks. We further
discuss the challenges and advantages of automating navigation support using
the proposed model.
Providing Web Credibility Assessment Support
Paper Session 6: Instrument Developments
/
Aggarwal, Sonal
/
Van Oostendorp, Herre
/
Reddy, Y. Raghu
/
Indurkhya, Bipin
Proceedings of the 2014 Annual European Conference on Cognitive Ergonomics
2014-09-01
p.29
© Copyright 2014 ACM
Summary: Presence of information from multiple sources on the internet requires
evaluating the credibility of the information, before its utilization.
Researchers have suggested that internet users experience difficulty in
accessing necessary information and do not pay enough attention to its
credibility. We present here the design and implementation of an automated Web
Credibility Assessment Support Tool (WebCAST) that considers multiple factors
(type of website, popularity, sentiment, date of last update, reputation and
review based on users' ratings reflecting personal experience) for assessing
the credibility of information and returns a summary indication of the
credibility of a website. We use Potentially All Pairwise RanKings of all
possible Alternatives (PAPRIKA) method of Multi-Criteria Decision Analysis
(MCDA) to give weights to the scale values on each factor, representing the
relative importance of the attributes. An empirical evaluation of the tool was
conducted by computing the correlation between the tool-generated credibility
scores and that of human judges. The correlation was found to be 0.89, thus
verifying the validity of the tool. In the future the proposed tool can be made
useful to students in their learning process of credibility assessment.
Navigating in a virtual environment with model-generated support
Cognitive support
/
van Oostendorp, Herre
/
Karanam, Saraschandra
Proceedings of the 2013 Annual European Conference on Cognitive Ergonomics
2013-08-26
p.17
© Copyright 2013 ACM
Summary: Though the cognitive processes controlling user navigation in virtual
environments as well as in websites are similar, cognitive models of
web-navigation have never been used for generating support in virtual
environment navigation. We created a simulated 3D building of a hospital and
presented users various navigation tasks under two conditions: a control
condition and a model-generated support condition. Mean task-completion time
and disorientation were recorded. It was found that the cognitive model used
can simulate the navigation behavior of participants and also that with
model-generated support participants took significantly less time to reach
their destination and were significantly less disoriented. The impact of
providing model-generated support on disorientation was especially higher for
users with low spatial ability. We demonstrated that it is possible to generate
tools for navigation in virtual environments using cognitive models developed
for web-navigation.
Interaction of textual and graphical information in locating web page
widgets
Articles
/
Karanam, Saraschandra
/
van Oostendorp, Herre
/
Melguizo, Mari Carmen Puerta
/
Indurkhya, Bipin
Behaviour and Information Technology
2013-05-01
v.32
n.5
p.503-515
© Copyright 2013 Taylor and Francis
Summary: Current models of web navigation focus only on the influence of textual
information and ignore the role of graphical information. We studied the
differential role of text and graphics in identifying web page widgets
classified into two kinds: textual and graphical. Four different versions of
web pages were created by systematically removing textual and graphical
information from each page. The task of the participants was to locate either
textual or graphical widgets on the displayed web page. Results show that for
any widget, the task-completion time and the number of clicks were
significantly less in web pages with graphics than in those with no graphics.
This demonstrates the importance of graphical information. However, textual
information is also important because performance in locating graphical widgets
under no-graphics conditions was better when text was present than with no
text. Since, for identifying graphical widgets, text and graphics interact and
complement each other, we conclude that cognitive models on web navigation
should include the role of graphical information next to textual information.
CoLiDeS+ Pic: a cognitive model of web-navigation based on semantic
information from pictures
/
van Oostendorp, Herre
/
Karanam, Saraschandra
/
Indurkhya, Bipin
Behaviour and Information Technology
2012-01
v.31
n.1
p.17-30
© Copyright 2012 Taylor and Francis Group, LLC
Summary: Comprehension-based linked model of deliberate search
(CoLiDeS) + Pic is a cognitive model of web-navigation that takes
into account the semantic information from graphical elements present on a
web-page to compute the information scent value of the hyperlinks. The model is
based on CoLiDeS, which has a two-phase processing cycle: (a) attention phase,
which first parses the web-page and focuses attention on the region of the
web-page that is semantically most similar to the goal, and (b)
action-selection phase, which evaluates the available actions in the focused
region and selects a particular action such as clicking a link. The graphical
elements are important both for attracting attention to a region of the
web-page and for communicating semantic meaning that may alter or enhance the
meaning of the hyperlink labels. In the first part of this article, we give a
theoretical explanation of the CoLiDeS + Pic model and describe the
methodology followed to implement it. In the second part, we run a simulation
on a mock-up website and evaluate the effect of pictures on information scent
of hyperlinks by means of the CoLiDeS + Pic model on basis of the
simulation results. It was found that CoLiDeS + Pic with highly
relevant pictures increases the values of information scent of task-relevant
hyperlinks, and therefore it increases the probability of selecting those
hyperlinks compared to CoLiDeS (without pictures) or CoLiDeS + Pic
with lowly relevant pictures. These results confirm the importance of including
information from pictures into the modelling of web-navigation.
Evaluating CoLiDeS + Pic: the role of relevance of pictures in
user navigation behaviour
/
Karanam, Saraschandra
/
van Oostendorp, Herre
/
Indurkhya, Bipin
Behaviour and Information Technology
2012-01
v.31
n.1
p.31-40
© Copyright 2012 Taylor and Francis Group, LLC
Summary: CoLiDeS + Pic is a cognitive model of web-navigation that
incorporates semantic information from pictures intoCoLiDeS. In our earlier
research, we have demonstrated that by incorporating semantic information from
pictures, CoLiDeS + Pic can predict the hyperlinks on the shortest
path more frequently, and also with greater information scent, compared to
earlier cognitive models of web-navigation like CoLiDeS that relied only on
textualinformation from hyperlinks. In this article, we investigate the
following research questions. First, would the increase in information scent
have an impact on the actual user navigation behaviour? Second, do users
actually follow the navigation path predicted by CoLiDeS + Pic? In
other words, would CoLiDeS + Pic predict actual user navigation
behaviour more accurately than CoLiDeS? We investigate these questions by
varying the relevance of pictures on a web page and studying the impact of
varying relevance on the user navigation patterns. We found that under the
highly relevant picture condition, users were more accurate and took less time
to finish their tasks. Also, under the highly relevant picture condition,
CoLiDeS + Pic predicts significantly greater number of actual user
clicks. There was no significant difference in model predictions between the
lowly relevant picture condition and no-picture condition. These results
validate the predictions made by CoLiDeS + Pic.
Seeking information online: the influence of menu type, navigation path
complexity and spatial ability on information gathering tasks
/
Melguizo, Mari Carmen Puerta
/
Vidya, Uti
/
van Oostendorp, Herre
Behaviour and Information Technology
2012-01
v.31
n.1
p.59-70
© Copyright 2012 Taylor and Francis Group, LLC
Summary: We studied the effects of menu type, navigation path complexity and spatial
ability on information retrieval performance and web disorientation or
lostness. Two innovative aspects were included: (a) navigation path relevance
and (b) information gathering tasks. As expected we found that, when measuring
aspects directly related to navigation performance such as time and lostness,
path complexity plays an important role. During navigation, expandable menus
are more beneficial than sequential menus, especially for people with low
spatial skills and when the semantic similarity between the information goal
and the navigation path is high. When measuring aspects only related to
information retrieval, once navigation has occurred, the effects of menu type
depend on the spatial skills and the difficulty of the task itself.
Participants with high skills perform well in all conditions. Participants with
low spatial skills benefit from the use of expandable menus showing only
problems with the sequential menu and when the tasks demanded more than simply
combining information from different locations on a web page. The opposite
pattern found with participants with medium spatial skills needs further
research.
Stimulation of activity in online communities
Collaboration at a distance
/
van Oostendorp, Herre
/
van Varik, Ferdy
Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics
2011-08-24
p.163-170
© Copyright 2011 Author(s)
Summary: Motivation -- Identify the factors that relate to the activity within a
community, to derive a framework which can be used to stimulate activity in
both new and existing online communities and to test the effectiveness of the
framework.
Research approach -- The relations between 9 metrics of community success
and 26 community properties have been identified in a statistical analysis of
58 online communities. Guidelines derived from this analysis have been applied
to a case study.
Findings/Design -- 13 factors have been identified. These factors have been
incorporated into the Community Activity (CA) framework and 11 guidelines for
stimulating online community activity. Application of this framework to an
existing online community resulted in more interest in parts of the website and
increased actual usage.
Research limitations/Implications -- Only (health-based) social communities
have been used in the analysis. Generalisation to other kinds of online
communities (e.g. technical) may require additional research.
Originality/Value -- The research provides an insight as to why communities
may fail, by presenting factors that may have a positive or negative effect on
member activity.
Take away message -- Functionality available within online communities may
influence member activity. Place focus on privacy options, notifications and
member profiles.
The role of Game Discourse Analysis and curiosity in creating engaging and
effective serious games by implementing a back story and foreshadowing
Cognitive Ergonomics for Situated Human-Automation Collaboration
/
Wouters, Pieter
/
van Oostendorp, Herre
/
Boonekamp, Rudy
/
van der Spek, Erik
Interacting with Computers
2011-07
v.23
n.4
p.329-336
10.1016/j.intcom.2011.05.001
Keywords: Computer games / Game design / Discourse analysis / Engagement / Curiosity /
Entertainment
© Copyright 2011 Elsevier B.V.
Summary: A challenge for serious games designers is to integrate learning with
entertainment. For this purpose, the generation of curiosity using the
foreshadowing/back story technique is promising. To implement this technique we
propose the Game Discourse Analysis (GDA) which discerns between information
flow (i.e. the sequence of information elements in a chronological order) and
game discourse (i.e. the manipulation of the information flow to make the game
more engaging and effective). We elaborate on the GDA and describe how two of
the authors applied it in order to implement foreshadowing/back story in the
game ReMission. The GDA was found to have potential as a communication tool for
multidisciplinary design teams. Also, two problems were signaled: (1) creating
an information flow is laborious and designers may benefit from automating
parts of the GDA; (2) substantial deviations from the optimal information flow
by players' actions may interfere with the intention of the game discourse.
Additionally, in an experiment we tested the impact of this GDA supported
manipulation on engagement (curiosity) and learning. We found that the
GDA-supported foreshadowing/back story yielded more curiosity, but that it did
not yield learning.
The role of content in addition to hyperlinks in user-clicking behavior
Information seeking and navigation
/
Karanam, Saraschandra
/
van Oostendorp, Herre
/
Indurkhya, Bipin
Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics
2010-08-25
p.125-131
© Copyright 2010 Author(s)
Summary: Motivation -- Cognitive models of web-navigation such as CoLiDeS, CoLiDeS+,
SNIF-ACT compute the correct hyperlink by using information from the hyperlink
text alone and ignore all other information on a web-page. This paper focuses
on verifying the validity of this assumption by investigating the role played
by the main content in addition to hyperlink text on the deciding the correct
hyperlink.
Research approach -- A mock-up website with two conditions: (i) with main
content and hyperlinks and (ii) without main content but with hyperlinks was
created. 18 students performed 8 information retrieval tasks on this mock-up
website.
Findings/Design -- The results showed that the user-click behaviour with or
without main content remained largely the same. The same links were selected by
users in both conditions. Also, the same amount of time was spent on the
commonly selected links in both conditions.
Research limitations/Implications -- We restrict ourselves to the role of
main content in this experiment and did not study the impact of other factors
like pictures.
Originality/Value -- These results provide an empirical proof to the
assumption CoLiDeS makes in its 3rd and 4th phases of focusing and selecting.
Take away message -- Implication of the results is that one needs to study
deeper the relevance/quality of wording used for hyperlinks in relation to the
main content. We assume that if the wordings (of the links) are relevant or
familiar to the user, the influence of main content would be negligible but if
they are less relevant or unfamiliar, the content becomes more influential.
Game design: the mapping of cognitive task analysis and game discourse
analysis in creating effective and entertaining serious games
Methods, tools, and methodologies
/
Wouters, Pieter
/
van Oostendorp, Herre
/
van der Spek, Erik D.
Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics
2010-08-25
p.287-293
© Copyright 2010 Author(s)
Summary: Motivation -- Game design and instructional design have to be reconciled in
order to create effective and engaging serious games. However, a methodology
for this purpose is not yet available.
Research approach -- Such a methodology should meet two requirements. It
should provide (1) a taxonomy of categories that can be used to describe both
information related to learning objectives (e.g., cognitive skills) and
information describing the dynamics of the game, (2) guidelines to trigger
learning naturally in the game.
Findings/Design -- Our proposed methodology comprises two stages. First, a
cognitive task analysis (CTA) is made of the task or the domain that has to be
learned. Second, the information of this analysis has to be integrated with
game-related information elements using our Game Discourse Analysis (GDA). We
developed a taxonomy of information elements, types of relations and aggregates
of information elements which form the tools for the GDA. We showcase the
methodology in the domain of triage. In addition, we present two pilot studies
to validate our claims.
Research limitations/Implications -- Although the two pilot studies provide
some evidence for our claims, more research is needed.
Originality/Value -- Currently, the community of (serious) games designers
lacks an instrument to design engaging serious games, to communicate about
these games and to make comparisons between serious games. Our methodology
fills in this gap.
Take away message -- Serious game design requires a methodology (GDA) that
enables designers to describe, visualize, understand and manipulate the
information flow in games in order to create effective and engaging serious
games.
Eye Movement as Indicators of Mental Workload to Trigger Adaptive Automation
Cognitive Load and Performance
/
de Greef, Tjerk
/
Lafeber, Harmen
/
van Oostendorp, Herre
/
Lindenberg, Jasper
FAC 2009: 5th International Conference on Foundations of Augmented
Cognition. Neuroergonomics and Operational Neuroscience
2009-07-19
p.219-228
Keywords: mental workload; adaptive automation; eye movement; pupil diameter; saccade;
fixation time
Copyright © 2009 Springer-Verlag
Summary: This research describes an approach to objective assessment of mental
workload, by analyzing differences in pupil diameter and several aspects of eye
movement (fixation time, saccade distance, and saccade speed) under different
levels of mental workload. In an experiment, these aspects were measured by an
eye-tracking device to examine whether these are indeed indicators for mental
workload. Pupil diameter and fixation time both show a general significant
increase if the mental workload increases while saccade distance and saccade
speed do not show any significant differences. This assessment of mental
workload could be a trigger for aiding the operator of an information system,
in order to meet operational requirements.
The effects of the number of links and navigation support on cognitive load
and learning with hypertext: The mediating role of reading order
/
Madrid, R. Ignacio
/
Van Oostendorp, Herre
/
Melguizo, Mari Carmen Puerta
Computers in Human Behavior
2009-01
v.25
n.1
p.66-75
Keywords: Hypertext comprehension
Keywords: Cognitive load
Keywords: Navigation support
Keywords: Learning
© Copyright 2009 Elsevier Ltd.
Summary: Problems in learning with hypertext systems have been claimed to be caused
by high levels of disorientation and cognitive load. This was recognized by
DeStefano and LeFevre [DeStefano, D., & LeFevre, J. -A., (2007). Cognitive
load in hypertext reading: A review. Computers in Human Behavior, 23(3),
1616-1641.] who predicted an increase of cognitive load and impairment of
learning for hypertexts with a higher number of links per page. From a
practical perspective, several navigation support techniques, such as providing
link suggestions, have been proposed for guiding learners and reducing
cognitive overload. In an experiment, we tested DeStefano and LeFevre's
predictions as well as the usefulness of link suggestions. Participants used
different versions of a hypertext, either with 3-links or 8-links per page,
presenting link suggestions or not. We tested their cognitive load and learning
outcomes. Results showed that there was a benefit of using link suggestions for
learning, but no effect of number of links on learning was found. Moreover, the
effects of our manipulations on cognitive load were mediated by the reading
order that participants selected. Implications for research and the design of
navigation support systems are discussed.
Predicting and solving web navigation problems
Posters, demonstrations, and the reading room (1)
/
Melguizo, Mari Carmen Puerta
/
van Oostendorp, Herre
/
Juvina, Ion
Proceedings of the Eighteenth ACM Conference on Hypertext and Hypermedia
2007-09-10
p.47-48
© Copyright 2007 ACM
Summary: In the first experiment we explored the ability of different objective and
subjective measures to predict user's success in finding information in a
website. The results indicate that the subjective measure of lostness seems to
be a better predictor of task performance than any of the objective measures.
In the second experiment the probability of getting lost was reduced by
presenting navigation support generated by the cognitive model CoLiDeS+, a
model of web navigation that describes step-by-step which information presented
on the screen is attended to and selected. CoLiDeS+ could be used as a software
agent that automatically offers navigation suggestions in real time.
Guidance in the interface and transfer of task performance
Decision making, cognition, and problem solving
/
van Nimwegen, Christof
/
van Oostendorp, Herre
Proceedings of the 2007 Annual European Conference on Cognitive Ergonomics
2007-08-28
p.225-232
© Copyright 2007 Author(s)
Summary: Motivation -- Previous research has shown that a "guided" interface where
relevant task information is shown on screen (externalization) can result in
worse performance than an "unguided" interface where users have to think more
for them selves (internalization). In this study we investigate transfer of
task performance. We will investigate whether switching from an "unguided" to a
"guided" interface results in better performance than if it were the other way
around. We also investigate whether the unguided interface enhances performance
on a (near) transfer task.
Research approach -- We conducted an experimental study in two phases: an
initial phase, and a transfer phase. In the initial phase, 45 students divided
in a "guided" and "non-guided" condition solved a series of problems with the
respective interfaces. After, in the transfer phase, they were presented with
the opposite interface. This could happen during the first transfer task, or
during the second one.
Findings -- The unguided interface resulted in more efficient performance
than the guided interface. We attribute this to the fact that the unguided
interface provokes more active thinking and contemplation. Furthermore,
switching from an unguided to a guided interface had no effect on efficiency,
while the other way around, it had a negative effect on efficiency. Finally,
performance on a first transfer task with an unguided version after having
worked with a guided version caused worse performance than other combinations.
Take away message -- Deeper levels of thought instigated by the unguided
interface, causes more solid knowledge and stronger, more flexible strategies.
This is also reflected when doing a transfer task. This can be important in
situations where learning itself is the aim, but one can also think of
situations where making errors generates a high cost.
Using a cognitive model to generate web navigation support
/
van Oostendorp, Herre
/
Juvina, Ion
International Journal of Human-Computer Studies
2007
v.65
n.10
p.887-897
Keywords: Cognitive modelling; Individual differences; Web navigation; Navigation
support; Information scent
© Copyright 2007 Elsevier B.V.
Summary: A computational cognitive model of web navigation is proposed. Based on
theories and models of text comprehension and web navigation, the plausibility
of the proposed model is discussed. The model was used to generate navigation
support and this support was offered to users in real time during their
navigation sessions, in two experiments. In the first experiment navigation
support was offered in the auditory modality and it had a positive effect on
user's task performance, especially for users with low spatial abilities. In
the second experiment navigation support was offered in the visual modality and
users positively evaluated it. Users navigated in a more structured way, judged
the system as more usable, and perceived themselves as less disoriented.
Support did also here lead to better task performance. Finally, some aspects
concerning further enhancement of the validity of the proposed model and its
practical relevance are discussed.
The paradox of the assisted user: guidance can be counterproductive
Awareness and presence
/
van Nimwegen, Christof C.
/
Burgos, Daniel D.
/
van Oostendorp, Herre H.
/
Schijf, Hermina H. J. M.
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.917-926
© Copyright 2006 ACM
Summary: This paper investigates the influence of interface styles on problem solving
performance. It is often assumed that performance on problem solving tasks
improves when users are assisted by externalizing task-related information on
the interface. Although externalization requires less recall and relieves
working memory, it does not instigate planning, understanding and knowledge
acquisition. Without this assistance, task-information must be internalized,
stored in the user's memory, leading to more planning and thinking and perhaps
to better performance and knowledge. Another variable that can influence
behavior is "Need for Cognition" (NFC), the tendency to engage in effortful
cognitive tasks. We investigated the effects of interface style and cognitive
style on performance using a conference planning application. Interface style
influenced behavior and performance, but NFC did not. The internalization
interface led to more planful behavior and smarter solutions. When planning and
learning are the aim, designers should thus beware of giving a user (too) much
assistance. Understanding how people react to interface information can be
crucial in designing effective software, especially important in the areas of
education and learning.
Bricks: The Building Blocks to Tackle Query Formulation in Structured
Document Retrieval
Structure/XML
/
van Zwol, Roelof
/
Baas, Jeroen
/
van Oostendorp, Herre
/
Wiering, Frans
Proceedings of ECIR'06, the 2006 European Conference on Information
Retrieval
2006-04-10
p.314-325
© Copyright 2006 Springer-Verlag
Summary: Structured document retrieval focusses on the retrieval of relevant document
fragments for a given information need that contains both structural and
textual aspects.
We focus here on the theory behind Bricks, a visual query formulation
technique for structured document retrieval that aims at reducing the
complexity of the query formulation process and required knowledge of the
underlying document structure for the user, while maintaining full expression
power, as offered by the NEXI query language for XML retrieval.
In addition, we present the outcomes of a large scale usability experiment,
which compared Bricks to a keyword-based and a NEXI-based interface. The
results show that participants were more successful at completing a search
assignments using Bricks. Furthermore, we observed that the participants were
also able to successfully complete complex search assignments significantly
faster, when using the Bricks interface.
Individual differences and behavioral metrics involved in modeling web
navigation
/
Juvina, Ion
/
van Oostendorp, Herre
Universal Access in the Information Society
2006
v.4
n.3
p.258-269
Keywords: Web navigation - Individual differences - Navigation metrics
© Copyright 2006 Lawrence Erlbaum Associates
Summary: This paper presents an empirical study aiming at investigating individual
differences and behavioral metrics involved in modeling web navigation. Factors
that have an influence on web navigation behavior were identified with the aid
of task analysis, and their relevance in predicting task outcomes (performance,
satisfaction, perceived disorientation) was tested with the aid of multiple
regression analysis. Several types of navigation metrics were calculated based
on web logging data and used as indicators of user characteristics and task
outcomes. Results show that spatial-semantic cognitive mechanisms seem to be
crucial in adequately performing web navigation tasks. The fact that user
characteristics and task outcomes can be estimated with reasonable accuracy
based on navigation metrics suggests the possibility of building adaptive
navigation support in web applications.
Cognitive Model Working Alongside the User
/
Juvina, I.
/
van Oostendorp, H.
Proceedings of the HCI'05 Conference on People and Computers XIX
2005-09-05
p.409-420
© Copyright 2005 Springer
Individual Differences and Behavioral Aspects Involved in Modeling Web
Navigation
Part I: Implementing User Diversity
/
Juvina, Ion
/
van Oostendorp, Herre
Proceedings of the 8th ERCIM Workshop on 'User Interfaces for All'
2004-06-28
p.77
© Copyright 2004 Springer
Summary: This paper presents an empirical study aiming at investigating individual
differences and behavioral aspects involved in modeling web navigation. Factors
that have an influence on web navigation behavior were identified with the aid
of task analysis and their relevance in predicting task outcomes (performance,
satisfaction, disorientation) was tested with the aid of multiple regression
analysis. Several types of navigation metrics were calculated based on web
logging data and used as indicators of user characteristics and task outcomes.
Results show that spatial-semantic cognitive mechanisms seem to be crucial in
adequately performing web navigation tasks. The fact that user characteristics
and task outcomes can be estimated with reasonable accuracy based on navigation
metrics suggests the possibility of building adaptive navigation support in web
applications.
Human Factors in Web-assisted Personal Finance
Human-centred computing : cognitive, social and ergonomic aspects
/
Juvina, I.
/
Van Oostendorp, H.
Proceedings of the Tenth International Conference on Human-Computer
Interaction
2003-06-22
v.3
p.477-481
© Copyright 2003 Lawrence Erlbaum Associates
Designing Multimedia for Human Needs and Capabilities
/
van Oostendorp, Herre
/
Preece, Jenny
/
Arnold, Albert G.
Interacting with Computers
1999
v.12
n.1
p.1-5
Keywords: Human values; Usability; Multimedia
© Copyright 1999 Elsevier Science
Summary: The central tenet of HCI is to ensure that software and hardware design
supports users doing their tasks. Most of the papers in this Special Issue go
one step beyond designing for usability -- they also address design issues
related to supporting human values. As computer usage becomes more diverse both
in terms of the range of users and types of applications, human values such as
democracy will become increasingly important and controversial, especially, as
the number of people coming onto the Internet increases. For example, the issue
of computer haves and have nots is well known, but governments are only just
starting to think through its implications in terms of future policy. In
addition, understanding users' affective responses to systems and how emotions
are conveyed across networks is starting to gain designers' attention. Brenda
Laurel's company, Purple Moon, is a clear example of the perceived need of
designing to support users' emotional needs, in this case, teenage girls.
The Influence of Structure and Reading-Manipulation on Usability of
Hypertexts
/
van Nimwegen, Christof
/
Pouw, Miriam
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van Oostendorp, Herre
Interacting with Computers
1999
v.12
n.1
p.7-21
Keywords: Hypertext; Usability; Reading manipulation; Structure
© Copyright 1999 Elsevier Science
Summary: This study investigates the influence of structure and reading-manipulation,
and more importantly, the interaction between these two variables on usability
of hypertexts. Four types of hypertexts are distinguished, differing in
structure (hierarchical, or hierarchical with partial linearity) and
reading-manipulation (scrolling or paging). A fifth extra hypertext containing
a hierarchical structure with partial linearity and both paging and scrolling
was also investigated. The information itself, a city guide about Utrecht with
cultural and tourist information, was exactly the same in all hypertexts. Three
aspects of usability were examined: efficiency, ease of learning and
user-satisfaction. These aspects are measured by performance on 24 search tasks
and a task reflecting insight into the structure of the hypertext. Also,
questions about the structure of the hypertext and satisfaction with the system
had to be answered. The results indicated that structure and
reading-manipulation did not interact. There were, however, significant main
effects of structure and reading-manipulation. A purely hierarchical structure
was frequently more usable than a hierarchical structure with partial
linearity, and scrolling appeared to be more useful than paging. The fifth
alternative hypertext seemed slightly more usable than the hypertexts with
linearity, but less usable than purely hierarchical hypertexts. The findings
combined suggest that a purely hierarchical hypertext with scrolling is most
useful, probably because this structure and kind of reading-manipulation both
provide a clear insight into the structure of the hypertext. We assume this
insight to be necessary for adequate performance.