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Arto Lehtiniemi
Nokia Research Center Visiokatu 1 FIN-33720 Tampere +358 50 4835451
arto.lehtiniemi@nokia.com
ABSTRACT
The digital music offering and consumption is rapidly increasing and more and more portable devices are offering music listening capabilities. Mobile network bandwidth is also increasing but streaming the music isnt yet common. Most of the mobile music players still rely on locally stored music. They also lack possibilities to request proper music recommendations from online music catalog. This paper presents an evaluation of SuperMusic: prototype streaming context-aware mobile music service. SuperMusic is bringing a large 200 000 track test music catalog available everywhere and including two different music recommendation methods in addition to social interaction of the users. A five week user trial was conducted with 42 users to find out the feasibility of the SuperMusic concept, to find out critical design issues and to evaluate the performance of the music recommendation methods compared to random recommendations. SuperMusic concept satisfied 97% of the users and it was seen as a potential killer application in the music domain with some modifications. The evaluation brings up many suggested design improvements including rebuilding the user interface, improving the streaming of music and the recommendation algorithms, in addition to further enhancing social interaction between the users.
1. INTRODUCTION
In everyday life, people consume increasing amounts of music with mobile devices. There is a big effort to transfer and maintain a music collection between different devices. In many cases the suitable music is not available at the moment when it would be needed. Also, the increasing amount of online music brings up a challenge of finding new music that pleases the listener and adapts to his/her musical taste. SuperMusic is a prototype streaming context-aware mobile music service. The goal of the evaluation of the SuperMusic player was to find out the feasibility of the SuperMusic concept and see in practice how well the current infrastructure supports streaming high quality music with SuperMusic in feasible way to offer instant access to a large online music catalog. The quality assessments of our two music recommendation methods were also being investigated. SuperMusic player includes an improved version of our content based music recommendation algorithm and a early prototype version of a context based music recommendation algorithm. These algorithms try to find new music for the users out of the online music catalog with different criteria: similarity and the context of the user. The evaluation also addressed aspects like user acceptance, goodness of different SuperMusic player features and user interface. A great number of improvement suggestions for the future development were collected and analyzed.
General Terms
Human factors
2. RELATED RESEARCH
Common technologies behind current music recommendation systems can be categorized as collaborative filtering systems, content-based recommender systems, or hybrid recommender systems. Content-based recommenders can be further divided into music signal analysis and manual content classification systems. Hybrid recommendation systems combine some features from these different recommendation technologies [15], see [1] for a general overview of these different systems. Collaborative filtering systems are designed to collect specific usage and rating information, in order to provide recommendations to users. In commercial implementations, mainstream music is often widely represented. Manual content classification systems such as Pandora can be highly precise and provide novel new recommendations, but their drawback is the huge effort required
Keywords
Usability, HCI, evaluation, music, playlist, recommendation, player, streaming, context, service
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to describe the songs one by one. [3][8] Automatic content-based recommender systems have varying performance and precision, as documented in the literature, but their benefits are clear: automatic recommenders are cheap, they are able to recommend more obscure artists, and they do not necessarily need a usage database to support the recommendations. Some of the newer recommendation designs include different levels of context sensitivity to enhance the recommendations [9]. Most of the context sensitive solutions require user input to determine the context e.g. mood. In [10] the importance of contextual information is highlighted: Environment related features offer great potential as meta-data and can be a valuable resource in automatic generation of music playlists. Mobile context can be challenging to the context aware services, because the tasks and goals can be quite different than static indoor position in addition to the amount of other unpredictable external factors that can be encountered. The social acceptability of new context-aware technologies are dependent on how well they fit into the daily routines of everyday life [14]. In [4] it was shown that the attitudes of the users towards location-aware services were quite positive. There are not many examples available of streaming mobile music services including recommendations and social features. MyStrands social player [7] is a music player also available in the mobile domain including music recommendation and social networking. Social features of the MyStrands music player include discovering new friends who have played the same songs as you and finding out the musical affinity against another members of the system. The users music consumption is limited to local music files. Push!Music is a prototype wireless peer-to-peer mobile music player with sharing capabilities [2]. This player enables users to push songs to each others mobile terminals. In their user study ([2]) it was shown that the participants had two main reasons for sharing the songs: dissemination where the sender liked the songs and wanted others to hear it as well and recommendation when the sender sent a song that he believed the receiver would appreciate. In this study the participants knew each other well and there were no results what would have happened between users that didnt know each other beforehand. Interaction design of a recommendation systems has been studied in [13] pointing out that the users do not mind giving a little more input to the system in order to receive more accurate recommendations. Also the perceived usefulness and ease of use of the recommender system correlated positively with the presence of longer descriptions of individual items. The transparency of the recommendation system increased when the recommended items had descriptions attached indicating why they were given as a recommendation. General design principles derived in [3] indicate that minimizing user effort such as time to register, download and get recommendations in addition to the high quality of the recommendations are the key element in designing a successful system. On the other hand regarding the user interface, a bad user interface will decrease the overall rating of the recommendation system [12][13].
Figure 1. Main player view of the SuperMusic client In addition to ordinary mobile music player functionality SuperMusic creates a personalized and context sensitive music listening experience by offering two different music recommendation methods: similar sounding recommendation and context based recommendation combined with collaborative filtering technologies. The latter is our first attempt to recommend suitable music for the users current situation by detecting the location (GPS and cell-id) and time. The users have a chance to vote the recommended music and let the system learn their musical preference and opinion concerning song similarity. SuperMusic includes different music searching methods in addition to the music recommendations. The users are able to search music with the current artist and album name. There is also a free text search available. These music recommendations, voting and searching features are easily accessible from the options menu of the main player view in addition to finding out why a certain song was recommended. By selecting the recommend to this situation or one of the different search options the server returns a playlist of music that automatically starts playing. The My Music button on the main screen opens music library, which contains the rest of the most important SuperMusic player functions (Figure 2). Networking with friends is also possible with SuperMusic. Songs can be sent to friends as recommendations from the options menu of the main view. The listening history and favorite songs from friends can be viewed and listened with one click (Figure 2). All listened songs can be also sent to the users Last.FM profile [5].
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test users had in average 440 albums worth music in their music collection. Almost half of the users had experience with other music recommendation systems. Half of the users were placed into a control group and they received and voted on random recommendations during the whole trial without knowing about it. This was done to benchmark the performance of the two different recommendation systems.
5. RESULTS
The field trial provided great amount of feedback and ideas for further improvement. The results are divided to different categories covering the most important aspects of the SuperMusic player. Most of the results can quite easily be generalized to be applied to other similar mobile music players in terms of user acceptance, features, user needs and design related issues.
4.2 Participants
There were 42 users selected for the 5 week trial. When recruiting users there were no restrictions concerning age or education level. The main attribute was music consumption: active music listeners interested in using SuperMusic as their primary music device for the trial period. All of the users are working for Nokia and they used N95 mobile phones for the trial. The average age of participants was 30 years. The selected test user group consisted of 26 men and 16 women with 47% playing an instrument as a hobby. Most of the test users were very active music listeners with 88% listening to music every day including in average 32% of all music listened with a mobile device. The
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player that test subjects sought help from the Getting Started manual and from online help. About 50% of the test subjects had some or severe problems in finding the received recommendations from friends. It was said that there should be an indicator on the main view for new recommendations such as there is an icon of received SMS in the phone. Currently there is a pop-up dialog when a new recommendation has been received which can be unintentionally clicked away quite easily. Another approach would be that the New recommendation received dialog could have a button mapped to it enabling direct access to the recommendations folder. Searching functions were inconsistent in the UI: some started playing the music automatically after the search and the free text search displayed a search dialog. Many users though that with e.g. Artist search they could type in a search string also. Current implementation searched for similar artists to what was currently playing. Because of the automatic playing some had difficulties in understanding that the system searched a full playlist as a result instead of the one song that started playing. The separation of own music and streamed music is not clear in the UI. Sometimes the users had difficulties understanding which functions of the player apply to the online music and which are for local music files. This problem is due the fact that the player contains all the features of the old S60 player and the new online music features have been added on top of it without redesigning the UI completely.
Many test subjects had several classes from current categorization that they never use. There was a lot of interest in browsing through the online catalog since it is a natural part for many in selecting the music. Very common scenario is that the user does now know what to listen and wants to browse though the music collection to get an inspiration. There were several development ideas how to enable browsing the online catalog. One convenient approach is to browse the online catalog with a home computer/web browser and gather the playlists there. Created playlists could be sent to mobile phone with just one click. To reduce the amount of content when browsing with a mobile device, genre and similar artist information could be used. Artist, album and alphabetical categorization could be done under a certain genre to keep the amount of content small enough. Also if there are some artists that the user likes, there could be a possibility to browse though similar artists to keep the amount of results feasible in mobile browsing.
5.1.2 UI improvement
It was said that the music player should look more similar to the newer Nokia N-series music player: basic features for playing should be mapped to the cursor keys like in the new platform music player to enable easier access to main functions. This would also leave more space for additional information on the screen. Another benefit from this approach is that the player could be used without looking to the screen. It was brought up by many users that the amount of visualization in the UI should be increased to make the player more appealing. Many users also wished for configurable themes from the player in addition to displaying the album art for the music. There should be a progress bar indicating the status of song buffering for online music. This would give better feedback to the user about what is going on and makes the wait to feel shorter. Some thought that as the recommendations are among the key features in this player that dedicated buttons should be brought to the main screen instead of options menu. Same applies to voting of the recommendations.
Figure 3. Problems streaming the music during the trial. Most of the problems in streaming were related to the network connection. Typical cases were network switching from 3G to 2G and vice versa that caused pauses in the playback. SuperMusic is
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not able to stream music properly without a 3G connection or WLAN although sometimes Edge connection with full reception is enough for seamless playback. Users that are in the Most of the time ok group (45%) had only little troubles with the streaming and could use the system without worrying too much about the technical issues concerning streaming. Users in this group had typically small pauses in the playback every now and then, especially when they were on the move. Users inside the Ofter severe problems group (37%) said that their music listening was reduced because of the network related problems. Some had to change back to the platform player or iPod when they were e.g. driving car, jogging and travelling in a bus. Adaptive buffering was seen as a solution to help avoiding pauses in the playback. It was suggested that when there is good network coverage when starting to play a song the player could buffer the whole song (or even next songs from the playlist) in advance to offer more seamless experience. Also the device could have a cache to store some of the successfully streamed songs in case there are network problems. This approach would guarantee access to some music in case of losing the network coverage and not having any local songs stores in the device. The online music was streamed in 96kbps Advanced Audio Coding (AAC). All of the test subjects were happy with the sound quality of the stream using the N95 default headset. Some of the users connected the SuperMusic player to a home stereo system while when listening at home. It was suggested that when there is enough network capacity also music videos could be streamed in addition to the song to enhance the listening experience. In total, test subjects listened 15 627 songs (tracks listened more than 50% of total track length). Also 9857 tracks were listened less than 50%. In total the test participants were dealing with 25 484 tracks during the 5 week trial period. Six of the most active users were listening more than 1000 songs each during the trial. Some of the test subjects streamed over 4GB of data. Users that encountered problems with streaming were not so active towards the end of the trial. Also Christmas deadlines were closing and some were very busy during the last couple of weeks of the trial.
There wasnt much difference between random recommendations and context-aware recommendations. There are several reasons affecting to this. The system should learn the user preferences quicker. SuperMusic had very little user data before this trial. The system needed input from the users in terms of voting to learn about the context and was only able to give context dependent recommendations during the last week of the trial. Before the last week of the trial the Recommend to the situation feature relied mainly to simple collaborative filtering due to the lack of user data resulting worse performance as expected. This is an important design issue for further development how to teach the system to learn users context much faster so that the user does not get bored with the recommendation quality and stop using it before the system performs in optimum way. Some test subjects also had difficulties in understanding the concept of situation. Here are two user comments to clarify this: If I'm being honest, I didn't understand the concept of situation... I don't know if there is music for my situation at all? and I have no idea how this system should have adapted to my situations but apparently it didnt. Most common situations to use this feature were identified in the interviews as: home, work, bus, car, jogging, evening and gym. There were practically no others. Some of the users would have wanted to guide the system e.g. defining a mood that could have helped the system to perform better. Also it was said that the user could have given some guidance of his musical taste upon first registration in order to speed up the learning process. Although the performance of the context-aware recommender wasnt very good, 78% of the test subjects considered it as a good and interesting concept and would be interested using it if the performance could be enhanced: If it would work it could be quite good. But in the beginning I didn't understand what was it about and I lost interest of that.
Figure 4. Results of situation recommendations compared to random music recommendations of the control group.
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Those who had friends shared some recommendations but very often didnt notice that there was also option to see and listen what music the friends had listened to. This was thought to be a good feature but a bit hidden in the system.
a better understanding why the song was recommended to him. It was also wished by some that it would be possible to send recommendations to several friends at once.
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7. REFERENCES
Table 2. Users evaluation of different SuperMusic aspects Metric Ease of use Features Look and feel Novelty Lasting appeal Functionality/Stability Average grade (Scale 1-10) 7,3 7.8 6,6 7,8 7,6 6,5 [1] Adomavicius, G., Tuzhilin, A. Toward the Next Generation of Recommender Systems: A Survey of the State-of-the-Art and Possible Extensions. IEEE Trans. Knowledge and Data Engineering, 17(6), 2005. [2] Jacobsson, M., Rost, M., Hkansson, M., Holmquist, L. E. Push!Music: Intelligent Music Sharing on Mobile Devices. Adjunct Proc. of UbiComp 2005, Tokyo, Japan, 2005 [3] Jones, N., Pu, P. User Technology Adoption Issues in Recommender Systems. In Proceedings of Networking and Electronic Commerce Research Conference (NAEC2007), Lake Garda, Italy, October 18-21, 2007 [4] Kaasinen, E. 2003. User needs for location-aware mobile services. Personal Ubiquitous Comput. 7, 1 (May. 2003), 7079. DOI= http://dx.doi.org/10.1007/s00779-002-0214-7 [5] Last.fm, http://www.last.fm [6] Lehtiniemi, A., Seppnen, J. Evaluation of automatic mobile playlist generator. In Proceedings of Mobility Conference 2007., pages 460-468, Singapore Polytechnic, Singapore, September 10-12, 2007 [7] MyStrands, http://www.mystrands.com [8] Pandora, http://www.pandora.com [9] Park, H-S., Yoo, J-O., Cho, S-B. A Context-Aware Music Recommendation System Using Fuzzy Bayesian Networks with Utility Theory. In Proceedings of Fuzzy Systems and Knowledge Discovery (FSKD2006), Xian, China, September 24-28, 2006 [10] Reynolds, G., Barry, D., Coyle, E. Towards a Personal Automatic Music Playlist Generation Algorithm: The Need for Contextual Information. In Proceedings of 2nd Audio Mostly Conference: Interaction with Sound., pages: 84 - 89, Fraunhofer Institute for Digital Media Technology, Ilmenau, Germany, 2007 [11] Simple Object Access Protocol (SOAP), http://www.w3.org/TR/2000/NOTE-SOAP-20000508/ [12] Swearingen, K., Sinha, R. Beyond algorithms: An HCI perspective on recommender systems. In Proceedings of ACM SIGIR Workshop on Recommender Systems, New Orleans, LA, USA, 2001 [13] Swearingen, K. and Sinha, R. Interaction Design for Recommender Systems. In Proceedings of the Conference on Designing Interactive Systems (DIS'02). London, England, 2002 [14] Tamminen, S., Oulasvirta, A., Toiskallio, K., and Kankainen, A. 2004. Understanding mobile contexts. Personal Ubiquitous Comput. 8, 2 (May. 2004), 135-143. DOI= http://dx.doi.org/10.1007/s00779-004-0263-1 [15] Yoshii, K., Goto, M.., Komatani, K., Ogata, T., Okuno, H.G. Hybrid collaborative and content-based music recommendation using probabilistic model with latent user preferences. In Proceedings of Int. Conf. Music Information Retrieval (ISMIR), Victoria, Canada, 2006.
Users self evaluation shows that features and novelty are the strongest parts in SuperMusic player whereas look and feel & functionality/stability are the weakest links. Although the scores are quite close to each other, they support well the textual findings from this trial. The overall feeling of the SuperMusic performance during the trial period was positive with 89% of the normal trial participants and 58% of the participants belonging to random group. After the interview session the random group users also got the chance to try the SuperMusic with the real recommendations. The feedback was very positive. Despite of the problems with SuperMusic the user satisfaction is great for the whole concept: 97% of the users liked to use the system and 95% would like to continue using the system.
6. CONCLUSIONS
SuperMusic player was seen as a great concept that should be further developed. Almost all (97%) of the users were satisfied to the SuperMusic as a concept and 95% said they would like to continue using SuperMusic player. There were some technical problems that still need to be solved. Most important issues concern battery consumption and buffering the playback in advance when there is good network coverage so that there would be fewer pauses when streaming online music. Recommendations should be further developed, especially context-aware recommendations. Search similar performance was satisfying with 63% of good recommendations. To further enhance the performance, recommend similar should incorporate genre and release year information. Currently the performance of recommendations to situation was poor and need to be improved to the next version including faster learning of the user preferences. Recommend to the situation was seen as potential concept by 78% of the users. The UI would also need many small improvements to offer better user experience. When working with a large online music catalog, easy browsing of the catalog and efficient search functions are among the key issues of designing an appealing music service. Users also highlighted the importance of social interaction within the music player.
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