Fun information Interaction #Seaching4fun
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Transcript of Fun information Interaction #Seaching4fun
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Searching for fun…
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Searching for fun…
Searching which is fun…
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Searching for fun…
Searching which is fun…
Searching…
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Searching for fun…
Searching which is fun…
Searching…
Interacting with information,
which is fun…
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Searching for fun…
Searching which is fun…
Searching…
Interacting with information,
which is fun…
Fun Information Interaction(not finding fun things)
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Searching for fun…
Searching which is fun…
Searching…
Interacting with information,
which is fun…
Fun Information Interaction(not finding fun things)
Just to be clear on terms/expectations
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Prior Work ‘Entertain Me’ workshop - how does a system know how?
- context, profile, etc
- SIGIR Forum Report
- also covered some same issues
Searching4Fun 2012 - when IIR is your fun activity
- to relax, cheer up, be not bored
- Elsweiler et al Book Chapter
WWW Appification Workshop - not sure what happened here
Context Track TREC - from Entertain Me workshop
1-click NTCIR Track - ?
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Fun Info Interaction includes Online window shopping with nothing to buy
Reading online, like reading fiction or hobby reading
Watching funny videos
Finding funny pictures
Reading the news online
But maybe also examples of more traditional information needs
But perhaps where not finding a result doesn’t matter
The process can still waste time, pique interest, be fun
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Casual Leisure Info BehaviourElsweiler, Wilson, and Kirkegaard Lunn. "Understanding Casual-Leisure Information
Behaviour.” in New Directions in Information Behaviour. Eds: Spink & Heinstrom (2011): 211.
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Leisure Taxonomy
Serious Leisure – relates to life-long interests/hobbies/commitments
Often invokes ‘work tasks’ outside of work
Project Leisure – Booking a holiday, etc.
Like ‘work tasks’ actually
Casual Leisure – Playing, having fun, relaxing, etc
Very unlike work tasks, but leads to searching
Goals are state based, hedonic, etc
Can involve information needs, or wants, or not
Stebbins, Robert A. "Leisure and Its Relationship to Library
and: Information Science: Bridging the Gap." Library trends
57.4 (2009): 618-631.
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Why is this important for IR Eval? It changes our assumptions about searching (and browsing, and
whatever that involves finding things)
This changes our criteria, and thus our interpretations of measures
Stopping means running out of things to find
Finding a good result, may be reason to continue (not stop)
More time can be good
There might be familiar places and results to find
But they might want new directions from there
Novelty and Repetition might be equally important
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Criteria from Theories
The Theory of Flow - how immersed you are with a system
- and forget outside world
Good Engagement levels
Avoiding bad disengagement
Avoid over-engagement (e.g. disappointment of missing a bus)
State Change (process & outcome)
Bored to not bored, Stressed to not stressed, Sad to happy
<state to escape> to <desired state> (via <transforming state>)
Stressed to relaxed via horrified and surprised
Cognitive Load (or Mental Workload)
Is low good for de-stressing?
Is high good for being not-bored?
Cognitive Absorption
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Its Difficult to Study Simulated Work Tasks – designed to build to intrinsic motivation
Create real consequence, etc
Casual-leisure Needs – are by nature intrinsic
Hard to create in experimental conditions
How create real consequence? (when sometimes not a consequence)
Make participants bored – so they naturally entertain themselves
Make participants stressed – so they try to relax
Make participants sad – so they try to get happy?(Dubious ethics)
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Implications for Systems O’Brien’s engagement work shows that media, more text in
results, and links for chaining behaviour are valuable
Lalmas recent work on engagement to consider
Vakkari’s fiction finding shows the results page (not search
function) had the biggest impact
Manage novelty/repetition in sequences of interaction
Explore/Exploit
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Open Questions for FII IR Eval Is this just visceral needs? (Taylor, 1962)
Rather than conscious information needs
How does this relate to things like serendipity?
Are there gaming measures that are relevant? There are gaming evaluation papers at CHI
Can we have FII within Serious and Project leisure?
Can systems optimise systems for FII behaviour?
Can you detect certain state-change targets? Bored to not-bored, stressed to relax, etc
How do different demographics differ?
How is the journey more important than the objects found
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Current Challenges for IR Eval of FII Actually studying fun information interaction in action
Discover more scenarios/contexts
What are successful FII strategies
Are there strategies for this?
Correlating system interactions with study findings
Determining measures from Fun Information Interaction
Designing RAT interaction models that relate to FII
Create systems that increase engagement
Identify ways systems can support FII
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Moving forward Challenges and open questions out there
Another workshop at this more IIR/IS level?
Its been a couple of years since Searching4Fun at ECIR
Perhaps at IIiX2014 in Regensburg