scholarly journals Mobile Findex: Facilitating Information Access in Mobile Web Search with Automatic Result Clustering

2008 ◽  
Vol 2008 ◽  
pp. 1-14 ◽  
Author(s):  
Tomi Heimonen

Designing an effective mobile search user interface is challenging, as interacting with the results is often complicated by the lack of available screen space and limited interaction methods. We present Mobile Findex, a mobile search user interface that uses automatically computed result clusters to provide the user with an overview of the result set. In addition, it utilizes a focus-plus-context result list presentation combined with an intuitive browsing method to aid the user in the evaluation of results. A user study with 16 participants was carried out to evaluate Mobile Findex. Subjective evaluations show that Mobile Findex was clearly preferred by the participants over the traditional ranked result list in terms of ease of finding relevant results, suitability to tasks, and perceived efficiency. While the use of categories resulted in a lower rate of nonrelevant result selections and better precision in some tasks, an overall significant difference in search performance was not observed.

2019 ◽  
Vol 71 (3) ◽  
pp. 325-343 ◽  
Author(s):  
Jacqueline Sachse

Purpose Web search is more and more moving into mobile contexts. However, screen size of mobile devices is limited and search engine result pages face a trade-off between offering informative snippets and optimal use of space. One factor clearly influencing this trade-off is snippet length. The purpose of this paper is to find out what snippet size to use in mobile web search. Design/methodology/approach For this purpose, an eye-tracking experiment was conducted showing participants search interfaces with snippets of one, three or five lines on a mobile device to analyze 17 dependent variables. In total, 31 participants took part in the study. Each of the participants solved informational and navigational tasks. Findings Results indicate a strong influence of page fold on scrolling behavior and attention distribution across search results. Regardless of query type, short snippets seem to provide too little information about the result, so that search performance and subjective measures are negatively affected. Long snippets of five lines lead to better performance than medium snippets for navigational queries, but to worse performance for informational queries. Originality/value Although space in mobile search is limited, this study shows that longer snippets improve usability and user experience. It further emphasizes that page fold plays a stronger role in mobile than in desktop search for attention distribution.


2012 ◽  
Vol 4 (3) ◽  
pp. 44-66 ◽  
Author(s):  
Tomi Heimonen

Category-based search result organization holds promise as a means of facilitating mobile information access. This paper presents the results of a longitudinal user study that investigated how a mobile clustering interface is used to search the Web. The author describes the participants’ search behavior and discusses the benefits and limitations of category-based result access. Study results show that category-based interaction was considered situationally useful, for example when the participants had problems describing their information need or needed to retrieve a subset of results. The paper proposes design guidelines for category-based mobile search interfaces. These include improved strategies for presenting the categories in the search interface, the need to improve the categorization methods to provide more representative category structures, and accounting for the contextual aspects of mobile information needs.


2021 ◽  
Vol 12 ◽  
Author(s):  
Masaki Suzuki ◽  
Yusuke Yamamoto

In this study, we analyzed the relationship between confirmation bias, which causes people to preferentially view information that supports their opinions and beliefs, and web search behavior. In an online user study, we controlled confirmation bias by presenting prior information to participants that manipulated their impressions of health search topics and analyzed their behavioral logs during web search tasks. We found that web search users with poor health literacy and negative prior beliefs about the health search topic did not spend time examining the list of web search results, and these users demonstrated bias in webpage selection. In contrast, web search users with high health literacy and negative prior beliefs about the search topic spent more time examining the list of web search results. In addition, these users attempted to browse webpages that present different opinions. No significant difference in web search behavior was observed between users with positive prior beliefs about the search topic and those with neutral belief.


2020 ◽  
Vol 54 (1) ◽  
pp. 1-12
Author(s):  
Martin Potthast ◽  
Matthias Hagen ◽  
Benno Stein

No Web technology has undergone such an impressive evolution as Web search engines did and still do. Starting with the promise of "Bringing order to the Web" 1 by compiling information sources matching a query, retrieval technology has been evolving to a kind of "oracle machinery", being able to recommend a single source, and even to provide direct answers extracted from that source. Notwithstanding the remarkable progress made and the apparent user preferences for direct answers, this paradigm shift comes at a price which is higher than one might expect at first sight, affecting both users and search engine developers in their own way. We call this tradeoff "the dilemma of the direct answer"; it deserves an analysis which has to go beyond system-oriented aspects but scrutinize the way our society deals with both their information needs and means to information access. The paper in hand contributes to this analysis by putting the evolution of retrieval technology and the expectations at it in the context of information retrieval history. Moreover, we discuss the trade offs in information behavior and information system design that users and developers may face in the future.


Author(s):  
Henry Larkin

Purpose – The purpose of this paper is to investigate the feasibility of creating a declarative user interface language suitable for rapid prototyping of mobile and Web apps. Moreover, this paper presents a new framework for creating responsive user interfaces using JavaScript. Design/methodology/approach – Very little existing research has been done in JavaScript-specific declarative user interface (UI) languages for mobile Web apps. This paper introduces a new framework, along with several case studies that create modern responsive designs programmatically. Findings – The fully implemented prototype verifies the feasibility of a JavaScript-based declarative user interface library. This paper demonstrates that existing solutions are unwieldy and cumbersome to dynamically create and adjust nodes within a visual syntax of program code. Originality/value – This paper presents the Guix.js platform, a declarative UI library for rapid development of Web-based mobile interfaces in JavaScript.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Nuraini Hidayah Sulaiman ◽  
Masitah Ghazali

Guidelines for designing and developing a learning prototype that are compatible with the limited capabilities of children with Cerebral Palsy (CP) are established in the form of a model, known as Learning Software User Interface Design Model (LSUIDM), to ensure children with CP are able to grasp the concepts of a learning software application prototype. In this paper, the LSUIDM is applied in developing a learning software application for children with CP. We present a user study on evaluating a children education game for CP children at Pemulihan dalam Komuniti in Johor Bahru. The findings from the user study shows that the game, which was built, based on the LSUIDM can be applied in the learning process for children with CP and most notably, the children are engaged and excited using the software. This paper highlights the lessons learned from the user study, which should be significant especially in improving the application. The results of the study show that the application is proven to be interactive, useful and efficient as the users used it.


PLoS ONE ◽  
2021 ◽  
Vol 16 (10) ◽  
pp. e0258103
Author(s):  
Andreas Bueckle ◽  
Kilian Buehling ◽  
Patrick C. Shih ◽  
Katy Börner

Working with organs and extracted tissue blocks is an essential task in many medical surgery and anatomy environments. In order to prepare specimens from human donors for further analysis, wet-bench workers must properly dissect human tissue and collect metadata for downstream analysis, including information about the spatial origin of tissue. The Registration User Interface (RUI) was developed to allow stakeholders in the Human Biomolecular Atlas Program (HuBMAP) to register tissue blocks—i.e., to record the size, position, and orientation of human tissue data with regard to reference organs. The RUI has been used by tissue mapping centers across the HuBMAP consortium to register a total of 45 kidney, spleen, and colon tissue blocks, with planned support for 17 organs in the near future. In this paper, we compare three setups for registering one 3D tissue block object to another 3D reference organ (target) object. The first setup is a 2D Desktop implementation featuring a traditional screen, mouse, and keyboard interface. The remaining setups are both virtual reality (VR) versions of the RUI: VR Tabletop, where users sit at a physical desk which is replicated in virtual space; VR Standup, where users stand upright while performing their tasks. All three setups were implemented using the Unity game engine. We then ran a user study for these three setups involving 42 human subjects completing 14 increasingly difficult and then 30 identical tasks in sequence and reporting position accuracy, rotation accuracy, completion time, and satisfaction. All study materials were made available in support of future study replication, alongside videos documenting our setups. We found that while VR Tabletop and VR Standup users are about three times as fast and about a third more accurate in terms of rotation than 2D Desktop users (for the sequence of 30 identical tasks), there are no significant differences between the three setups for position accuracy when normalized by the height of the virtual kidney across setups. When extrapolating from the 2D Desktop setup with a 113-mm-tall kidney, the absolute performance values for the 2D Desktop version (22.6 seconds per task, 5.88 degrees rotation, and 1.32 mm position accuracy after 8.3 tasks in the series of 30 identical tasks) confirm that the 2D Desktop interface is well-suited for allowing users in HuBMAP to register tissue blocks at a speed and accuracy that meets the needs of experts performing tissue dissection. In addition, the 2D Desktop setup is cheaper, easier to learn, and more practical for wet-bench environments than the VR setups.


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