语音交互系统中的人因研究Human Factors study in Voice Interactive Systems
Human Factors study in Voice Interactive Systems
Voice interactive systems such as Amazon’s Alexa and Google Home are increasingly finding their way into people’s lives. The systems have shown advantages in a range of situations, particularly when parts of the user’s sensory or control systems are not available and when natural language interaction is preferred.
Gokul Prasath Rajamanickam, Yiyuan Jasmine Qin, Ramaa Venkatachari, and Anping Wang
- ABSTRACT
Voice interactive systems such as Amazon’s Alexa and Google Home are increasingly finding their way into people’s lives. The systems have shown advantages in a range of situations, particularly when parts of the user’s sensory or control systems are not available and when natural language interaction is preferred. Our objective is to study the use of such voice interaction systems in-home use setting and investigate whether the voice devices help to increase the efficiency of tasks, and it’s perceived difficulty and usefulness when compared to the control device (Phone). Twelve users participated in the human factors research and each user was given a set of five test tasks to be completed using a smart voice interaction device and five control tasks to be completed using a phone device. Based on our results, we found that users prefer using voice devices for simple ordering tasks (e.g. set alarm), but found it difficult when the task involves the user remembering the output response and input it back to the voice device for final output. Such tasks demand a high mental workload and led to a 42% failure in task completion objectives.
- INTRODUCTION
Speech has become a primary mode of input for communication with many automation systems such as Home Automation. Even though, Voice interactive systems such as IVR (interactive voice response) has existed for many years in the telephony, text or numerical input was the primary form of input rather than speech. Over the past decade, a combination of factors including increased computing power, growing availability of training data, and application of highly skilled resources have greatly improved speech recognition, which has, in turn, ushered in the beginning of a wave of voice interactive systems also called Intelligent personal assistants.
The voice interactive systems are machines or programs with voice recognition ability to receive and interpret dictation or to understand and carry out spoken commands [4]. Typical devices based on voice recognition include, but are not limited to Amazon’s Alexa, Google Voice Assistant, Apple’s Siri and Microsoft’s Cortana. As per the Forbes report [6], there are about 150 million devices sold and it is expected to grow at 48% annually.
These systems have shown advantage in a range of situations, including 1) when the user’s hands or eyes are busy; 2) when only a limited keyboard and/or screen is available; 3) when the user is disabled; and 4) when natural language interaction is preferred [3].
There is a wide range of human factors that come into play in designing effective and practical voice interactive systems, including:1) Perceiving/sensory: Can the user hear the information? 2) Information processing: Can the user comprehend the information from the system? 3) Acting/control: Can the user perform appropriate action based on the information? [4]. As per Karsenty [8], discoverability is often a challenge in voice interaction systems as the users have inaccurate mental models due to geographical locations and cultural influences. Some of the voice interface usability challenges include dialogue flow, feedback, and confirmation and error recovery [9].
Given the complexity of the systems, we focus our research on if voice interactive systems / intelligent personal assistants (hereinafter referred to as voice devices) improve efficiency or reduction in time needed for different task completion from interactions with smartphone devices (hereinafter referred to as phone devices). According to the technology acceptance model defined by David, 1989 [7], perceived usefulness and perceived ease of use are important factors in new technology adoption. Therefore, We also assess users’ experience of task completion in regards to perceived difficulty and satisfaction.
We propose three sets of hypotheses for each of the five tasks:
Hypothesis 1:
H10: Task completion time is the same for both voice device and phone device.
H1a: Task completion time is lower for voice devices when compared to the mobile platform.
Hypothesis 2:
H20: There is no difference in perceived task completion difficulty levels on voice and phone devices.
H2a: Perceived task completion difficulty levels are different on voice and phone devices.
Hypothesis 3:
H30: There is no difference in perceived task completion satisfaction levels between voice and phone devices.
H3a: Perceived task completion satisfaction levels are different on voice and phone devices.
- METHOD
Experiment Subject
The primary participants are students from MIT. We recruited 12 participants for the study who were given a questionnaire to gauge their awareness, usage, familiarity in using voice devices and willingness to participate in the study. Expert users i.e. users who currently use a voice control device on a daily basis for various tasks was excluded from the study.
Experiment Process
The experiment involved both qualitative and quantitative data collection. Each subject was provided with two sets of tasks: One control and One Test. The tasks are selected randomly from a set of two tasks. The control set used their mobile phones to complete the task as opposed to voice control devices in the test category. The following are the tasks used for the experiment:
Fig 3.1 Experiment process using Alexa and Smart Phone
- Checking the weather
- Setting timer
- Playing music
- Finding movie theaters
- Finding movie showtimes
The tasks were encoded in the form of the story and each user was provided with a script for both test and control tasks. The order and scripts that a participant receives for voice and mobile were randomized. The actual scripts used for the experiment are attached in Appendix 3. In our experiment, the voice-controlled device we provided is Alexa.
The tasks 1 to 5 are also set in increasing levels of difficulty. Based on the number of interactions and amount of information to be remembered for successful completion of tasks, we have categorized tasks 1-3 as tasks that have low mental workload, and tasks 4-5 as high mental workload.
In the experiment, the independent variable is:
- The tools participants utilized to finish the tasks(Alexa device/smartphone)
The dependent variables are:
- The time to complete the task
- Number of attempts participants made before finishing or giving up
- Whether participants finished each task.
We collected the following data:
| Data | Metric | Unit | Purpose |
| Task completion time | Duration | Seconds | To assess efficiency |
| Number of attempts | # of sets of operations# of verbal instructions (repetition/modification) | NA | To gauge learnability/Error Minimization |
| Satisfaction of output | Likert scale (1-5) | NA | Qualitative Analysis |
| Difficulty to complete the tasks | Likert scale (1-5) | NA | Qualitative Analysis |
| Preference of device for task completion | NA | NA | Qualitative Analysis |
For voice-controlled device experiments, we used another voice recording device to record the sound of both participants and voiced devices.
For the mobile platforms, we record the screen by screen recording applications that installed in the participants’ devices as well as built-in applications.
Data Processing
Efficiency:
We have a two-sample problem concerning the mean, with independent samples. We don’t know the standard deviation for both populations and n < 30. So, we would use a two-sample t-test. We are comparing values, so this is a one-sided hypothesis.
Thus, the hypothesis for each task is:
Null Hypothesis for H1: ?1 − ?2 = 0
Alternate Hypothesis for H1: ?1 − ?2 => 0
?1: completion time of phone devices for the specific task
?2: completion time of voice devices for the specific task
We will calculate the p-value and t- value for each task, and if the p-value is larger than the t-value, then the result is significant. Otherwise, the result is not significant.
Difficulty and Satisfaction
To assess perceived levels of task completion difficulty and satisfaction, we asked each participant to complete a survey at the end of a set of five tasks on either device. For each task, two multiple-choice questions on Likert scales of 1 to 5 were included:
- How easy was it to use the device? (1 = very easy and 5 = very difficult)
- How satisfied were you with the output? (1 = very unsatisfied and 5 = very satisfied)
At the end of the second set of tasks, participants were asked to identify their preference for voice or phone device for each task:
- If you had a choice, would you prefer to do this task with voice control devices or traditional search on your phone?
To assess the differences, one-tailed t-tests (paired two samples for means) were performed for each task. After completing the tasks and surveys, we asked each participant why they chose the particular device for the different tasks in a short interview.
4. RESULTS
4.1 Efficiency
Figure 4.1 Task efficiency - Voice device vs. phone devices
Figure 4.1 shows the duration taken to complete the task (y-axis) during the Test for each task from 1 to 5 (x-axis) for the phone device task and the voice device task. Visual inspection suggests that using voice device did not perform the test faster for any tasks except for one, two and three.
We also used t-test to determine the significance of each task(table a2.1)
For Task 1, participants used voiced devices finished their task with a mean duration of 21.00 seconds (variance=269.27 seconds) while participants used phone devices finished their tasks with a mean duration of 15.13 seconds (variance=20.15 seconds). For the duration taken to complete Task 1, we performed a two-sample, one-sided independent t-test and found that the mean duration to complete the task of checking the weather, task completion time is the same for both voice devices and mobile devices. (t-value=0.22, p=.41, result not significant).
For Task 2, participants used voiced devices finished their task with a mean duration of 24.25 seconds (variance=212.93 seconds) while participants used phone devices finished their task with a mean duration of 9.20 seconds (variance=13.74 seconds). For the duration taken to complete Task 2, we performed a two-sample, one-sided independent t-test and found that the mean duration to complete the task of setting the timer, task completion time is shorter for voice devices than mobile devices. (t-value=2.16, p=.02, result significant).
For Task 3, participants used voiced devices finished their task with a mean duration of 39.250 seconds (variance=511.91 seconds) while participants used phone devices finished their task with a mean duration of 10.63 seconds (variance=14.62 seconds). For the duration taken to complete Task 3, we performed a two-sample, one-sided independent t-test and found that the mean duration to complete the task of finding the song, task completion time is shorter for voice devices than mobile devices. (t-value=3.64, p=.0007, result significant).
For Task 4, participants used voiced devices finished their task with a mean duration of 41.51 seconds (variance=1970.09 seconds) while participants used phone devices finished their task with a mean duration of 20.73 seconds (variance=34.10 seconds). For the duration taken to complete Task 4, we performed a two-sample, one-sided independent t-test and found that the mean duration to complete the task of checking the nearest cinema, task completion time is the same for both voice devices and mobile devices. (t-value=0.54, p=.30, result not significant).
For Task 5, participants used voiced devices finished their task with a mean duration of 57.17 seconds (variance=2536.88 seconds) while participants used phone devices finished their tasks with a mean duration of 23.94 seconds (variance=39.13 seconds). For the duration taken to complete Task 4, we performed a two-sample, one-sided independent t-test and found that the mean duration to complete the task of checking the showtime, task completion time is the same for both voice devices and mobile devices. (t-value=1.20, p=.12, result not significant).
Thus, we could know that task completion time is lower for voice devices than mobile platforms in setting timers and finding specific songs. For checking the weather, the nearest cinema and finding the showtime, there is no difference between voice devices and mobile platforms.
4.2 Difficulty and Satisfaction
Figure 4.2.1 Mean and linear trends on perceived levels of task completion difficulty on voice and phone devices on a Likert scale (1 = very easy and 5 = very difficult) (n = 12). Task 1 = weather check; task 2 = set timer; task 3 = play song; task 4 = find movie theaters; task 5 = find showtimes.
Figure 4.2.1 shows the difficulty to complete the task (y-axis) during the Test for each task from 1 to 5 (x-axis) for the phone device task and the voice device task. Visual inspection suggests that the difficulty of performing tasks using voice devices is lower only for task three.
For perceived levels of task completion difficulty, only for Task 5 (find movie showtimes), the null hypothesis was rejected (t-value=-3.03, p=.0056, result significant, Table a2.2). There is a positive correlation between increased task complexity and perceived level of difficulty on both voice and phone devices (Figure 4.2).
Figure 4.2.2 Mean and linear trends on perceived levels of task complete satisfaction on voice and phone devices on a Likert scale (1 = very unsatisfied and 5 = very satisfied) (n = 12). Task 1 = weather check; task 2 = set timer; task 3 = play song; task 4 = find movie theaters; task 5 = find showtimes.
Figure 4.2.2 shows the satisfaction to complete the task (y-axis) during the Test for each task from 1 to 5 (x-axis) for the phone device task and the voice device task. Visual inspection suggests that the difficulty of performing tasks using voice device is lower only for task three.
For perceived levels of task completion satisfaction, only for Task 4 (find movie theaters), the null hypothesis was rejected (alpha = 0.05) (Table a2.3). There is a negative correlation between increased task complexity and perceived level of satisfaction on voice devices (Figure 4.2.2).
4.3 Preferences
For the different tasks, users generally preferred simple tasks (Task 1, 2, and 3) with the voice device and complex tasks (Task 4 and 5) with phone devices (Table a2.4).
5. DISCUSSION
Speech as an interface modality
In voice interfaces, spoken language is primarily the method of input and output. This means that users speak to interact with the system distinctly differentiating them from graphic user interfaces (GUIs). Voice interfaces are sequential, dynamic, given the nature of the spoken language, and transient. In contract GUIs are simultaneous (multiple sets of information can be presented to the user), static and permanent. This consequentially suggests that voice interfaces would be better suited for certain kinds of tasks while visuals displays like a smartphone or desktop would better serve some tasks. This was reflected in our experiment. Tasks such as finding the weather were completed with ease and on the first try, unlike tasks that required more imagination in terms of framing inputs. These included identifying theatres at a given location, finding out show timings for a movie, etc.
Usability
The attributes of usability are learnability, efficiency, error minimization, satisfaction, and memorability. For the scope of this study and taking into consideration time constraints, we focused on the first four attributes.
Learnability
How easy is it for users to accomplish basic tasks the first time they encounter the system?
At the grassroots level for a user to successfully learn how to use a system, it is important for the user to understand and appreciate its capabilities and limitations. Additionally, research shows that building on the user’s mental model[1][2] facilitates faster learning. Unlike traditional GUIs, voice user interfaces or VUI’s are inherently invisible. As a result voice systems rely on the user’s initiative to discover and learn. One way to overcome this by providing additional support. Devices Google Home has user onboarding through a mobile application during the initial setup but when it comes to specific tasks it relies on the user to either imagine possible commands for a task or recall past ones and modify them. Both of these add to the user’s cognitive load and rely on the user’s working memory. One way to enhance learnability in an unfamiliar system is by using signifiers[3]. In GUIs, these are typically seen in the form of features such as distinctive color for clickable text, or a question mark icon to seek more help. VUI’s currently use some forms of non-visual signifiers such as a sound when the device is activated or verbal signifiers such as acknowledgment [i] when a timer has been set. While these might help with learnability over time and help shape mental models (once users start associating sounds and responses with particular actions), our study showed that it affected efficiency. When users tried to perform a certain task and repeated commands they were often interrupted by signifiers affecting efficiency. Users often had to repeat the command from the beginning. In some cases, users also failed to register or recognize the signifier altogether.
Efficiency
Once users have learned the design, how quickly can they perform tasks?
Efficiency as an attribute to build usability can be seen as reducing the number of steps in a process to complete a task. From a voice design perspective, this is where the ambiguity comes it. Since speech is the only interface modal to provide input it is essentially the responsibility of the user to give the right command to complete a task efficiently. For example, in the study, one of the tasks was to find out which is the closest theatre to the participant. The most common command was, ‘Hey Alexa which is the closest theatre?’. This prompted the device to list a number of cinemas unceasingly. The serial presentation of such information places high demands on the user’s working memory and the result was that the user would often have to ask the device to repeat the first output or repeat the command with more specifics such as, ‘Hey Alexa what theatre is within 2 miles?’. This reiterates the above-mentioned conclusion that some tasks are better suited for devices with visual displays. We can also see from the figure 5.1 that the average failures for voice devices is also higher than phone devices in Task and Task 5. The time is taken for our participants to scan through a list of theatres on their phone and identify the closest one was less than the time taken to use a voice device to gather the same information.
Figure 5.1 task failures for voice devices and phone devices
Error minimization
How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
To minimize errors when using a system it is important to help the users recognize, diagnose and recover from errors. The errors in VUIs can broadly be categorized into three kinds: recognition rejects, false accept and speech timeout. Recognition rejects are when the system is unable to complete the task but knows that it has failed. In such cases, the device normally provides a negative verbal output stating it can’t help or perform the required task. Under such a scenario it is up to the user to readjust their expectation or complete the task using an alternative system. In our study, this was commonly seen as the task complexity[4] increased and users grew frustrated with the device. This can also be a consequence of the user not being able to recognize the limitations or constraints of the system. False accepts are when the device incorrectly interprets the input and proceeds to complete the task without realizing the error. In such scenarios we often found the user interrupting the device and restarting with different or modified commands. This again adds to the users’ cognitive load. The speech timeout error is when the device doesn’t hear the command because the user is not within the device’s range, when the user takes too long between commands or when the user forgets to start the command with the device’s name. During our study, we witnessed all three of these errors. (more specifics on how to minimize?)
Satisfaction
How pleasant is it to use the system?
System satisfaction is a key attribute to ensure that users repeatedly use the system and continue to explore features and new applications for it. Based on our experiment we found that as task complexity increased satisfaction decreased. As task complexity increased the users found that they had to be extremely specific in order to elicit a satisfactory output. There was no room for ambiguity. More support for complex tasks and increasing efficiency can increase satisfaction for new users in particular.
Limitations and Constraints of our Methodology
Our experiment and discussion were primarily based on five tasks assigned in increasing levels of complexity. While these are representative of some of the most common tasks performed in the context of home use, they are by no means illustrative of the wide range of tasks that can be completed using voice interaction devices today. The limited sample size also places a constraint on the generalization of the results. Additionally, we also did not take into consideration factors such as lexis, syntax, and pronunciation all of which could have contributed to our outcomes. Our study involved the voice-only device, but there are voice devices with visual displays that are currently available in the market. Our conclusions might not be applicable to such devices as the addition of visual feedback can change the efficiency, perceived difficulty, and satisfaction for some tasks.
[2] A mental model is a representation of something in the real world and how it is done from the user’s perspective.
[3] A ‘signifier’ is some sort of indicator or signal of what an object does.
[4] In this study task complexity is defined as those that rely on working memory and high cognitive load.
[i] Verbal signifiers of various devices can be found in the appendix.
CONCLUSION
Our study analyzed the use of both voice-only and visual display devices in home-use settings for task completion. We also used the Likert scale to evaluate overall satisfaction and preferences between devices. We found that users preferred visual displays to voice-only devices as the complexity of tasks increased. Factors such as the user’s mental model and cognitive load contributed to this preference.
We also identified several factors that can have implications on the design of future voice interactive devices. While speech as an input modality is often assumed to be the preferred choice of input, we found that users often have to be singularly articulate and thoughtful in their interactions with the device. This is uncharacteristic of natural human to human interactions and often did not come instinctively to the new users who participated in our study. While voice-only devices hold great potential to transform how we complete day to day tasks, their success begins with discoverability, can continue with efficiency and grow with satisfaction.
REFERENCES
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APPENDIX 1 - Process of Calculation
As the process for all the t-test calculations mentioned in the paper is the same, we only stated the process for verifying task one of the hypotheses one.
In the following section, we analyze the hypothesis one first.
As we mentioned before, the hypothesis for H0 is as follows:
Null Hypothesis for H0: ?1 − ?2 = 0
Alternate Hypothesis for H0: ?1 − ?2 ≠ 0
?1: task completion time for smartphone
?2: task completion time for voice-controlled devices
Data analysis for task one weather checking:
| Treatment 1 (Phone) | Diff (X - M) | Sq. Diff (X - M)2 |
| 10 | -11 | 121 |
| 33 | 12 | 144 |
| 29 | 8 | 64 |
| 20 | -1 | 1 |
| 7 | -14 | 196 |
| 23 | 2 | 4 |
| 16 | -5 | 25 |
| 25 | 4 | 16 |
| 22 | 1 | 1 |
| 31 | 10 | 100 |
| 24 | 3 | 9 |
| 12 | -9 | 81 |
| M: 21.00 | SS: 762.00 |
Table a1.1 Data analysis for the efficiency of task one, phone device
| Treatment 2 (Alexa) | Diff (X - M) | Sq. Diff (X - M)2 |
| 19.81 | -0.34 | 0.11 |
| 18.77 | -1.38 | 1.9 |
| 31.11 | 10.96 | 120.16 |
| 10.12 | -10.03 | 100.57 |
| 15.18 | -4.97 | 24.68 |
| 8.73 | -11.42 | 130.38 |
| 10.53 | -9.62 | 92.51 |
| 36.53 | 16.38 | 268.36 |
| 17 | -3.15 | 9.91 |
| 25 | 4.85 | 23.54 |
| 37.82 | 17.67 | 312.29 |
| 11.18 | -8.97 | 80.43 |
| M: 20.15 | SS: 1164.84 |
Table a1.2 Data analysis for the efficiency of task one, voiced device
Then we calculate the scores by following methods:
Treatment 1
N1: 12
df1 = N - 1 = 12 - 1 = 11
M1: 21
SS1: 762
s21 = SS1/(N - 1) = 762/(12-1) = 69.27
Treatment 2
N2: 12
df2 = N - 1 = 12 - 1 = 11
M2: 20.15
SS2: 1164.84
s22 = SS2/(N - 1) = 1164.84/(12-1) = 105.89
T-value Calculation
s2p = ((df1/(df1 + df2)) * s21) + ((df2/(df2 + df2)) * s22) = ((11/22) * 69.27) + ((11/22) * 105.89) = 87.58
s2M1 = s2p/N1 = 87.58/12 = 7.3
s2M2 = s2p/N2 = 87.58/12 = 7.3
t =M1 - M2S2M1 + S2M2 =0.8514.6= 0.22
The t-value is 0.22. We could know that the according p-value is 0.825661.
Thus the result is not significant at p < .05.
Appendix2 - Detailed Calculation Results
Following are the detailed calculation results
Table a2.1 Calculation result for the time of task completion on voice and phone devices
| Task 1 | Task 2 | Task 3 | Task 4 | Task 5 | |
| Meanvoice | 21.00 | 24.25 | 39.50 | 41.50 | 57.17 |
| Variancevoice | 69.27 | 212.93 | 511.91 | 1970.09 | 2536.88 |
| Meanphone | 15.13 | 9.20 | 10.63 | 20.73 | 23.94 |
| Variancephone | 20.15 | 13.74 | 14.62 | 34.10 | 39.13 |
| t stat | 0.22 | 2.16 | 3.64 | 0.54 | 1.20 |
| P(T<=t) one-tail | 0.41 | 0.02* | 0.0007* | 0.30 | 0.12 |
| t Critical one-tail | 1.80 | 1.80 | 1.80 | 1.80 | 1.80 |
| Significant? | No | Yes | Yes | No | No |
*p < 0.05
Table a2.2 Participants’ perceived levels of task completion difficulty on voice and phone devices on a likert scale (1 = very easy and 5 = very difficult) (n = 12, df = 11). A T-test paired two sample for means was performed (alpha = 0.05). Task 1 = weather check; task 2 = set timer; task 3 = play song; task 4 = find movie theaters; task 5 = find showtimes.
| Task 1 | Task 2 | Task 3 | Task 4 | Task 5 | |
| Meanvoice | 1.83 | 1.58 | 1.83 | 2.67 | 3.00 |
| Variancevoice | 1.79 | 0.99 | 1.97 | 2.06 | 2.55 |
| Meanphone | 1.33 | 1.33 | 2.17 | 1.92 | 1.58 |
| Variancephone | 0.79 | 0.79 | 1.78 | 1.72 | 0.81 |
| t stat | -1.39 | -0.90 | 1.17 | -1.57 | -3.03 |
| P(T<=t) one-tail | 0.096 | 0.19 | 0.13 | 0.073 | 0.0056* |
| t Critical one-tail | 1.80 | 1.80 | 1.80 | 1.80 | 1.80 |
*p < 0.05
Table a2.3. Participants’ perceived levels of task complete satisfaction on voice and phone devices on a Likert scale (1 = very unsatisfied and 5 = very satisfied) (n = 12). A T-test paired two samples for means was performed (alpha = 0.05). Task 1 = weather check; task 2 = set timer; task 3 = play song; task 4 = find movie theaters; task 5 = find showtimes.
| Task 1 | Task 2 | Task 3 | Task 4 | Task 5 | |
| Meanvoice | 4 | 3.75 | 3.58 | 3.083 | 3.42 |
| Variancevoice | 1.82 | 2.39 | 2.27 | 1.72 | 2.45 |
| Meanphone | 4.083 | 4.42 | 3.67 | 4.083 | 4.17 |
| Variancephone | 1.90 | 0.81 | 2.42 | 2.27 | 1.79 |
| T stat | 0.23 | 1.77 | 0.14 | 1.82 | 1.33 |
| P(T<=t) one-tail | 0.41 | 0.052 | 0.44 | 0.048* | 0.11 |
| t Critical one-tail | 1.80 | 1.80 | 1.80 | 1.80 | 1.80 |
*p < 0.05
Table a2.4*. Number of participants that prefer voice or phone device with a given task (n =11). Task 1 = weather check; task 2 = set timer; task 3 = play song; task 4 = find movie theaters; task 5 = find showtimes.*
| Task 1 | Task 2 | Task 3 | Task 4 | Task 5 | |
| Voice | 5 | 8 | 7 | 0 | 2 |
| Phone | 6 | 3 | 4 | 11 | 9 |
Appendix 3:
Script Alexa:
Hi.
Thank you for agreeing to participate in our study. At this point, you should have read and signed the consent form. If you have any more questions before we start the study do take a minute and talk to us before reading through the tasks below.
We have outlined a list of tasks for you to complete below. To aid you in task completion feel free to use the Alexa as and when you see necessary. You can take as much time and attempts as needed to complete the task to your satisfaction. There is no right or wrong way to complete tasks. We will not be able to assist you in any way with task completion. If you find yourself stuck at any point you can come back to it later or continue with the rest of the tasks. Save any comments, feedback or questions until you’ve completed the tasks. You will be asked to fill out a survey at the end of this. If you’re ready continue reading…
It’s a beautiful fall weekend. You wake up early and decide to go for a walk. You need to know whether you will need an umbrella before you leave the house. (Task 1)
As you look for your umbrella you decide to make yourself a cup of tea. You need to brew the tea for exactly 3 minutes. You need to keep track of the time. (Task 2)
While you wait for your tea to brew, you decide to listen to Taylor Swift. (Task 3)
You’re now back from your walk and feel like watching a movie. You’re not sure if there is a cinema near you. (Task 4)
You decide to go watch Last Christmas and wonder if and when it shows near your house. (Task 5)
Thank you for completing the tasks!
Script Phone:
Hi.
Thank you for agreeing to participate in our study. At this point, you should have read and signed the consent form. If you have any more questions before we start the study do take a minute and talk to us before reading through the tasks below.
We have outlined a list of tasks for you to complete below. To aid you in task completion feel free to use your phone as and when you see necessary. You can take as much time and attempts as needed to complete the task to your satisfaction. There is no right or wrong way to complete tasks. We will not be able to assist you in any way with task completion. If you find yourself stuck at any point you can come back to it later or continue with the rest of the tasks. Save any comments, feedback or questions until you’ve completed the tasks. You will be asked to fill out a survey at the end of this. If you’re ready continue reading…
It’s a beautiful fall weekend. You wake up early and decide to go for a walk. You need to know whether you will need an umbrella before you leave the house. (Task 1)
As you look for your umbrella you decide to make yourself a cup of tea. You need to brew the tea for exactly 3 minutes. You need to keep track of the time. (Task 2)
While you wait for your tea to brew, you decide to listen to Taylor Swift. (Task 3)
You’re now back from your walk and feel like watching a movie. You’re not sure if there is a cinema near you. (Task 4)
You decide to go watch Last Christmas and wonder if and when it shows near your house. (Task 5)
Thank you for completing the tasks!
语音交互系统中的人因研究
以 Amazon 的 Alexa 和 Google Home 为代表的语音交互系统正日益走进人们的生活。这类系统已在一系列情境中展现出优势,尤其是当用户的部分感知或操控能力不可用时,以及当人们更偏好自然语言交互时。
Gokul Prasath Rajamanickam、Yiyuan Jasmine Qin、Ramaa Venkatachari 与 Anping Wang
- 摘要
以 Amazon 的 Alexa 和 Google Home 为代表的语音交互系统正日益走进人们的生活。这类系统已在一系列情境中展现出优势,尤其是当用户的部分感知或操控能力不可用时,以及当人们更偏好自然语言交互时。我们的目标是研究此类语音交互系统在家庭使用场景中的使用情况,并考察与对照设备(手机)相比,语音设备是否有助于提升任务效率,以及其感知难度与有用性如何。十二名用户参与了这项人因研究,每位用户需使用智能语音交互设备完成一组五项测试任务,并使用手机设备完成五项对照任务。根据研究结果,我们发现用户偏好用语音设备完成简单的指令型任务(如设置闹钟),但当任务需要用户记住输出的回应、再将其输入回语音设备以获得最终输出时,用户便会感到困难。这类任务对心理负荷的要求很高,导致 42% 的任务完成目标以失败告终。
- 引言
语音已成为与许多自动化系统(如家庭自动化)沟通的一种主要输入方式。尽管以 IVR(交互式语音应答)为代表的语音交互系统在电话领域已存在多年,但当时的主要输入形式是文本或数字,而非语音。在过去十年中,计算能力的提升、训练数据的日益丰富以及高水平人才资源的投入等多种因素共同作用,极大地改进了语音识别,进而开启了一波语音交互系统的浪潮,这类系统也被称为智能个人助理。
语音交互系统是具备语音识别能力的机器或程序,能够接收并解析口述内容,或理解并执行口头指令 [4]。基于语音识别的典型设备包括但不限于 Amazon 的 Alexa、Google 语音助手、Apple 的 Siri 和 Microsoft 的 Cortana。据福布斯的报道 [6],此类设备已售出约 1.5 亿台,并预计以每年 48% 的速度增长。
这些系统已在一系列情境中展现出优势,包括:1) 用户的手或眼睛正忙时;2) 只有有限的键盘和/或屏幕可用时;3) 用户存在身体障碍时;以及 4) 更偏好自然语言交互时 [3]。
在设计有效且实用的语音交互系统时,会涉及方方面面的人因因素,包括:1) 感知/感觉:用户能听到信息吗?2) 信息加工:用户能理解来自系统的信息吗?3) 行动/控制:用户能依据信息做出恰当的操作吗?[4]。根据 Karsenty [8] 的研究,可发现性常常是语音交互系统的一大挑战,因为地理位置和文化影响使得用户的心智模型并不准确。语音界面的可用性挑战还包括对话流程、反馈,以及确认与错误恢复 [9]。
鉴于这类系统的复杂性,我们将研究聚焦于:与智能手机设备(下称手机设备)的交互相比,语音交互系统/智能个人助理(下称语音设备)是否提升了效率,即是否缩短了完成不同任务所需的时间。根据 David 于 1989 年提出的技术接受模型 [7],感知有用性和感知易用性是新技术采纳中的重要因素。因此,我们还从感知难度和满意度两方面评估了用户完成任务的体验。
我们针对五项任务中的每一项提出三组假设:
假设 1:
H10:语音设备与手机设备的任务完成时间相同。
H1a:与移动平台相比,语音设备的任务完成时间更短。
假设 2:
H20:语音设备与手机设备上的感知任务完成难度没有差异。
H2a:语音设备与手机设备上的感知任务完成难度存在差异。
假设 3:
H30:语音设备与手机设备之间的感知任务完成满意度没有差异。
H3a:语音设备与手机设备之间的感知任务完成满意度存在差异。
- 方法
实验对象
主要参与者为麻省理工学院的学生。我们为本研究招募了 12 名参与者,并让他们填写了一份问卷,以了解他们对语音设备的认知、使用情况、熟悉程度,以及参与本研究的意愿。专家用户(即目前每天使用语音控制设备完成各种任务的用户)被排除在研究之外。
实验流程
实验同时包含定性与定量数据收集。每位被试会拿到两组任务:一组对照,一组测试。任务从一组两套任务中随机选取。对照组使用他们自己的手机完成任务,而测试组则使用语音控制设备。以下是实验所用的任务:
图 3.1 使用 Alexa 与智能手机的实验流程
- 查看天气
- 设置计时器
- 播放音乐
- 查找电影院
- 查找电影场次
这些任务以故事的形式编排,每位用户都会拿到测试任务与对照任务各自的脚本。参与者在语音和手机两种条件下拿到的任务顺序与脚本都是随机分配的。实验实际使用的脚本附于附录 3。在我们的实验中,提供的语音控制设备是 Alexa。
任务 1 到 5 的难度也依次递增。依据成功完成任务所需的交互次数和需要记住的信息量,我们将任务 1-3 归类为低心理负荷任务,任务 4-5 归类为高心理负荷任务。
在实验中,自变量为:
- 参与者完成任务所使用的工具(Alexa 设备/智能手机)
因变量为:
- 完成任务所用的时间
- 参与者在完成任务或放弃之前尝试的次数
- 参与者是否完成了每项任务。
我们收集了以下数据:
| 数据 | 度量 | 单位 | 目的 |
| 任务完成时间 | 时长 | 秒 | 用于评估效率 |
| 尝试次数 | 操作组数# 口头指令数(重复/修改) | NA | 用于衡量易学性/错误最小化 |
| 对输出的满意度 | 李克特量表(1-5) | NA | 定性分析 |
| 完成任务的难度 | 李克特量表(1-5) | NA | 定性分析 |
| 完成任务时的设备偏好 | NA | NA | 定性分析 |
在语音控制设备的实验中,我们使用另一台录音设备录下参与者与语音设备双方的声音。
在移动平台上,我们通过安装在参与者设备上的录屏应用以及系统自带应用进行屏幕录制。
数据处理
效率:
我们面对的是一个关于均值的双样本问题,且样本相互独立。两个总体的标准差均未知,且 n < 30。因此,我们采用双样本 t 检验。由于是比较数值大小,这是一个单侧假设。
因此,每项任务的假设如下:
H1 的零假设:?1 − ?2 = 0
H1 的备择假设:?1 − ?2 => 0
?1:手机设备完成该特定任务的时间
?2:语音设备完成该特定任务的时间
我们将为每项任务计算 p 值和 t 值,如果 p 值大于 t 值,则结果显著;否则,结果不显著。
难度与满意度
为评估感知的任务完成难度与满意度,我们让每位参与者在任一设备上完成一组五项任务后填写一份问卷。针对每项任务,问卷包含两道 1 到 5 分李克特量表的选择题:
- 使用该设备有多容易?(1 = 非常容易,5 = 非常困难)
- 你对输出结果有多满意?(1 = 非常不满意,5 = 非常满意)
在第二组任务结束后,参与者需针对每项任务指出自己更偏好语音设备还是手机设备:
- 如果可以选择,你更愿意用语音控制设备来完成这项任务,还是用手机上的传统搜索?
为评估差异,我们对每项任务进行了单尾 t 检验(成对双样本均值检验)。在完成任务和问卷之后,我们通过简短访谈询问每位参与者为何在不同任务中选择特定的设备。
4. 结果
4.1 效率
图 4.1 任务效率 - 语音设备与手机设备
图 4.1 展示了测试期间任务 1 到 5(横轴)中,手机设备任务与语音设备任务各自完成任务所用的时长(纵轴)。目视观察表明,除任务一、二、三之外,使用语音设备并没有在任何任务上更快地完成测试。
我们还使用 t 检验来判定每项任务结果的显著性(表 a2.1)
对于任务 1,使用语音设备的参与者完成任务的平均时长为 21.00 秒(方差=269.27 秒),而使用手机设备的参与者完成任务的平均时长为 15.13 秒(方差=20.15 秒)。针对完成任务 1 所用的时长,我们进行了双样本单侧独立 t 检验,发现就查看天气这一任务的平均完成时长而言,语音设备与移动设备的任务完成时间相同。(t 值=0.22,p=.41,结果不显著)。
对于任务 2,使用语音设备的参与者完成任务的平均时长为 24.25 秒(方差=212.93 秒),而使用手机设备的参与者完成任务的平均时长为 9.20 秒(方差=13.74 秒)。针对完成任务 2 所用的时长,我们进行了双样本单侧独立 t 检验,发现就设置计时器这一任务的平均完成时长而言,语音设备的任务完成时间短于移动设备。(t 值=2.16,p=.02,结果显著)。
对于任务 3,使用语音设备的参与者完成任务的平均时长为 39.250 秒(方差=511.91 秒),而使用手机设备的参与者完成任务的平均时长为 10.63 秒(方差=14.62 秒)。针对完成任务 3 所用的时长,我们进行了双样本单侧独立 t 检验,发现就查找歌曲这一任务的平均完成时长而言,语音设备的任务完成时间短于移动设备。(t 值=3.64,p=.0007,结果显著)。
对于任务 4,使用语音设备的参与者完成任务的平均时长为 41.51 秒(方差=1970.09 秒),而使用手机设备的参与者完成任务的平均时长为 20.73 秒(方差=34.10 秒)。针对完成任务 4 所用的时长,我们进行了双样本单侧独立 t 检验,发现就查找最近电影院这一任务的平均完成时长而言,语音设备与移动设备的任务完成时间相同。(t 值=0.54,p=.30,结果不显著)。
对于任务 5,使用语音设备的参与者完成任务的平均时长为 57.17 秒(方差=2536.88 秒),而使用手机设备的参与者完成任务的平均时长为 23.94 秒(方差=39.13 秒)。针对完成任务 4 所用的时长,我们进行了双样本单侧独立 t 检验,发现就查询场次这一任务的平均完成时长而言,语音设备与移动设备的任务完成时间相同。(t 值=1.20,p=.12,结果不显著)。
由此可知,在设置计时器和查找特定歌曲上,语音设备的任务完成时间短于移动平台。而在查看天气、查找最近的电影院和查询场次上,语音设备与移动平台没有差异。
4.2 难度与满意度
图 4.2.1 语音设备与手机设备上感知任务完成难度的均值与线性趋势,采用李克特量表(1 = 非常容易,5 = 非常困难)(n = 12)。任务 1 = 查看天气;任务 2 = 设置计时器;任务 3 = 播放歌曲;任务 4 = 查找电影院;任务 5 = 查找场次。
图 4.2.1 展示了测试期间任务 1 到 5(横轴)中,手机设备任务与语音设备任务各自完成任务的难度(纵轴)。目视观察表明,仅在任务三中,使用语音设备执行任务的难度更低。
就感知任务完成难度而言,只有任务 5(查找电影场次)拒绝了零假设(t 值=-3.03,p=.0056,结果显著,表 a2.2)。任务复杂度的增加与语音和手机两种设备上的感知难度之间均存在正相关(图 4.2)。
图 4.2.2 语音设备与手机设备上感知任务完成满意度的均值与线性趋势,采用李克特量表(1 = 非常不满意,5 = 非常满意)(n = 12)。任务 1 = 查看天气;任务 2 = 设置计时器;任务 3 = 播放歌曲;任务 4 = 查找电影院;任务 5 = 查找场次。
图 4.2.2 展示了测试期间任务 1 到 5(横轴)中,手机设备任务与语音设备任务各自完成任务的满意度(纵轴)。目视观察表明,仅在任务三中,使用语音设备执行任务的难度更低。
就感知任务完成满意度而言,只有任务 4(查找电影院)拒绝了零假设(alpha = 0.05)(表 a2.3)。任务复杂度的增加与语音设备上的感知满意度之间存在负相关(图 4.2.2)。
4.3 偏好
就不同任务而言,用户总体上更偏好用语音设备完成简单任务(任务 1、2、3),用手机设备完成复杂任务(任务 4、5)(表 a2.4)。
5. 讨论
语音作为一种界面模态
在语音界面中,口头语言是主要的输入和输出方式。这意味着用户通过说话来与系统交互,这一点将其与图形用户界面(GUI)鲜明地区分开来。由于口头语言的天性,语音界面是顺序的、动态的,也是转瞬即逝的。相比之下,GUI 是并行的(可以同时向用户呈现多组信息)、静态的、持久的。这自然意味着语音界面更适合某些类型的任务,而智能手机或台式机这样的可视显示设备则能更好地服务另一些任务。这一点在我们的实验中得到了印证。像查天气这样的任务轻松地一次就完成了,而另一些任务则要求用户在组织输入上花更多想象力,比如找出某地点的电影院、查询某部电影的放映时间等。
可用性
可用性的属性包括易学性、效率、错误最小化、满意度和可记忆性。鉴于本研究的范围并考虑到时间限制,我们聚焦于前四项属性。
易学性
用户初次接触系统时,完成基本任务有多容易?
从最根本的层面上说,用户要成功学会使用一个系统,就必须理解并领会它的能力与局限。此外,研究表明,建立在用户心智模型[1][2]之上有助于更快的学习。与传统 GUI 不同,语音用户界面(VUI)天然是不可见的。因此,语音系统依赖用户主动去发现和学习。克服这一点的一种方式是提供额外的支持。Google Home 这类设备在初始设置时会通过手机应用引导用户上手,但到了具体任务上,它依赖用户要么自行想象某项任务可能的指令,要么回忆过去用过的指令并加以修改。这两者都会增加用户的认知负荷,并依赖用户的工作记忆。在不熟悉的系统中提升易学性的一种方式是使用意符[3]。在 GUI 中,意符通常表现为一些特征,比如可点击文本的醒目颜色,或用于寻求更多帮助的问号图标。VUI 目前使用某些形式的非视觉意符,比如设备被唤醒时的提示音,或言语意符,比如设好计时器后的确认应答 [i]。虽然随着时间推移,这些也许有助于易学性并帮助塑造心智模型(一旦用户开始将声音和回应与特定操作关联起来),但我们的研究表明它影响了效率。当用户尝试执行某项任务并重复指令时,他们常常被意符打断,从而影响效率。用户往往不得不从头重复指令。在某些情况下,用户甚至完全没有注意到或没有辨认出意符。
效率
用户学会该设计之后,能以多快的速度执行任务?
作为构建可用性的一项属性,效率可以理解为减少完成一项任务的流程步骤数。从语音设计的角度看,含糊之处正在于此。既然语音是提供输入的唯一界面模态,那么给出正确的指令以高效完成任务,责任基本上就落在了用户身上。例如,在本研究中,其中一项任务是找出离参与者最近的电影院。最常见的指令是「Hey Alexa which is the closest theatre?」。这会让设备不停地罗列出一连串影院。这类信息的串行呈现对用户的工作记忆提出了很高的要求,结果就是用户常常不得不让设备重复第一条输出,或者用更具体的表述重复指令,比如「Hey Alexa what theatre is within 2 miles?」。这再次印证了前文的结论:有些任务更适合带可视显示的设备。从图 5.1 中我们也可以看到,在任务与任务 5 中,语音设备的平均失败次数同样高于手机设备。参与者在手机上浏览影院列表并找出最近一家所花的时间,比使用语音设备获取同样信息所花的时间更少。
图 5.1 语音设备与手机设备的任务失败情况
错误最小化
用户会犯多少错误?这些错误有多严重?他们从错误中恢复有多容易?
要在使用系统时将错误降到最少,重要的是帮助用户识别错误、诊断错误并从错误中恢复。VUI 中的错误大致可以分为三类:识别拒绝、误接受和语音超时。识别拒绝是指系统无法完成任务,但知道自己失败了。在这种情况下,设备通常会给出否定性的言语输出,表明它帮不上忙或无法执行所要求的任务。在这种情形下,就需要用户重新调整预期,或改用其他系统来完成任务。在我们的研究中,随着任务复杂度[4]的增加、用户对设备日渐沮丧,这种情况非常常见。这也可能是用户无法认识到系统的局限或约束所导致的后果。误接受是指设备错误地解读了输入,并在没有意识到错误的情况下继续完成任务。在这类情形下,我们经常发现用户会打断设备,用不同的或修改过的指令重新开始。这再次增加了用户的认知负荷。语音超时错误则发生在设备没有听到指令时:用户不在设备的接收范围内、用户两条指令之间间隔太久,或者用户忘记以设备的名字开头下达指令。在我们的研究过程中,这三类错误都出现过。(关于如何减少错误,需要更多细节?)
满意度
使用这个系统有多愉快?
系统满意度是确保用户反复使用系统、并持续为其探索功能和新应用的一项关键属性。基于我们的实验,我们发现随着任务复杂度的增加,满意度会下降。随着任务复杂度增加,用户发现自己必须表达得极其具体,才能得到令人满意的输出,没有任何含糊的余地。为复杂任务提供更多支持并提升效率,尤其能够提高新用户的满意度。
研究方法的局限与限制
我们的实验与讨论主要基于五项按复杂度递增安排的任务。虽然这些任务代表了家庭使用场景中一些最常见的任务,但它们绝不足以涵盖如今语音交互设备所能完成的广泛任务类型。有限的样本量也限制了结果的普适性。此外,我们也没有考虑用词、句法和发音等因素,而这些都可能对我们的结果产生了影响。我们的研究只涉及纯语音设备,但市面上目前已有带可视显示的语音设备。我们的结论可能并不适用于这类设备,因为视觉反馈的加入可能会改变某些任务的效率、感知难度和满意度。
[2] 心智模型是从用户的视角出发,对现实世界中某事物及其运作方式的一种表征。
[3] 「意符」是指示某个对象有何作用的某种指示物或信号。
[4] 在本研究中,任务复杂度定义为依赖工作记忆且认知负荷较高的任务。
[i] 各种设备的言语意符见附录。
结论
我们的研究分析了在家庭使用场景中使用纯语音设备与可视显示设备完成任务的情况。我们还使用李克特量表评估了总体满意度以及两种设备之间的偏好。我们发现,随着任务复杂度的增加,用户更偏好可视显示设备而非纯语音设备。用户的心智模型和认知负荷等因素促成了这种偏好。
我们还识别出若干可能对未来语音交互设备的设计有启示意义的因素。虽然语音作为一种输入模态常被认为是人们首选的输入方式,但我们发现,用户在与设备交互时往往必须格外字斟句酌、深思熟虑。这有别于人与人之间自然交流的特点,而且对参与我们研究的新用户来说,往往并非出于本能。纯语音设备固然拥有改变我们完成日常任务方式的巨大潜力,但它们的成功始于可发现性,靠效率延续,随满意度成长。
参考文献
- https://link-springer-com.libproxy.mit.edu/content/pdf/10.1007%2F978-0-387-68439-0.pdf
- https://journals-sagepub-com.libproxy.mit.edu/doi/pdf/10.1177/1541931218621231
- Cohen, Philip R., and Sharon L. Oviatt. 1994. “The Role of Voice in Human-Machine Communication.” https://www.nap.edu/read/2308/chapter/6.
- Gardner-Bonneau, Daryle, and Harry E. Blanchard, eds. 2007. Human Factors and Voice Interactive Systems. 2nd edition. New York: Springer.
- Proctor, Robert W., and Trisha Van Zandt. 2017. Human Factors in Simple and Complex Systems, Third Edition. 3rd ed. Boca Raton, FL, USA: CRC Press, Inc.
- Koetsier, John. 2018. Amazon Echo, Google Home Installed Base Hits 50 Million; Apple Has 6% Market Share, Report Says. Forbes. Available from: https://www.forbes.com/sites/johnkoetsier/2018/08/02/amazon-echo-google-home-installed-base-hits-50-million-apple-has-6-market-share-report-says/#3432da85769c
- Davis F.D. 1989. Perceived usefulness, perceived ease of use and user acceptance of information technology. MIS Quart. , 13, 319–339.
- Laurent Karsenty. 2002. Shifting the Design Philosophy of Spoken Natural Language Dialogue: International Journal of Speech Technology 5, 2: 147–157.
- Kamm C. 1995. User interfaces for voice applications. Proc. Natl Acad. Sci. USA, 92, 10031–10037.
附录 1 - 计算过程
由于本文提到的所有 t 检验的计算过程都是一样的,我们只呈现验证假设一之任务一的过程。
在接下来的部分中,我们首先分析假设一。
如前所述,H0 的假设如下:
H0 的零假设:?1 − ?2 = 0
H0 的备择假设:?1 − ?2 ≠ 0
?1:智能手机的任务完成时间
?2:语音控制设备的任务完成时间
任务一(查看天气)的数据分析:
| 处理组 1 (手机) | 差值 (X - M) | 差值平方 (X - M)2 |
| 10 | -11 | 121 |
| 33 | 12 | 144 |
| 29 | 8 | 64 |
| 20 | -1 | 1 |
| 7 | -14 | 196 |
| 23 | 2 | 4 |
| 16 | -5 | 25 |
| 25 | 4 | 16 |
| 22 | 1 | 1 |
| 31 | 10 | 100 |
| 24 | 3 | 9 |
| 12 | -9 | 81 |
| M: 21.00 | SS: 762.00 |
表 a1.1 任务一效率的数据分析,手机设备
| 处理组 2 (Alexa) | 差值 (X - M) | 差值平方 (X - M)2 |
| 19.81 | -0.34 | 0.11 |
| 18.77 | -1.38 | 1.9 |
| 31.11 | 10.96 | 120.16 |
| 10.12 | -10.03 | 100.57 |
| 15.18 | -4.97 | 24.68 |
| 8.73 | -11.42 | 130.38 |
| 10.53 | -9.62 | 92.51 |
| 36.53 | 16.38 | 268.36 |
| 17 | -3.15 | 9.91 |
| 25 | 4.85 | 23.54 |
| 37.82 | 17.67 | 312.29 |
| 11.18 | -8.97 | 80.43 |
| M: 20.15 | SS: 1164.84 |
表 a1.2 任务一效率的数据分析,语音设备
然后我们用以下方法计算各项数值:
处理组 1
N1: 12
df1 = N - 1 = 12 - 1 = 11
M1: 21
SS1: 762
s21 = SS1/(N - 1) = 762/(12-1) = 69.27
处理组 2
N2: 12
df2 = N - 1 = 12 - 1 = 11
M2: 20.15
SS2: 1164.84
s22 = SS2/(N - 1) = 1164.84/(12-1) = 105.89
t 值计算
s2p = ((df1/(df1 + df2)) * s21) + ((df2/(df2 + df2)) * s22) = ((11/22) * 69.27) + ((11/22) * 105.89) = 87.58
s2M1 = s2p/N1 = 87.58/12 = 7.3
s2M2 = s2p/N2 = 87.58/12 = 7.3
t =M1 - M2S2M1 + S2M2 =0.8514.6= 0.22
t 值为 0.22。由此可知对应的 p 值为 0.825661。
因此,在 p < .05 水平下结果不显著。
附录2 - 详细计算结果
以下为详细的计算结果
表 a2.1 语音设备与手机设备上任务完成时间的计算结果
| 任务 1 | 任务 2 | 任务 3 | 任务 4 | 任务 5 | |
| 语音均值 | 21.00 | 24.25 | 39.50 | 41.50 | 57.17 |
| 语音方差 | 69.27 | 212.93 | 511.91 | 1970.09 | 2536.88 |
| 手机均值 | 15.13 | 9.20 | 10.63 | 20.73 | 23.94 |
| 手机方差 | 20.15 | 13.74 | 14.62 | 34.10 | 39.13 |
| t 统计量 | 0.22 | 2.16 | 3.64 | 0.54 | 1.20 |
| P(T<=t) 单尾 | 0.41 | 0.02* | 0.0007* | 0.30 | 0.12 |
| 单尾 t 临界值 | 1.80 | 1.80 | 1.80 | 1.80 | 1.80 |
| 是否显著? | 否 | 是 | 是 | 否 | 否 |
*p < 0.05
表 a2.2 参与者在语音设备与手机设备上感知的任务完成难度,采用李克特量表(1 = 非常容易,5 = 非常困难)(n = 12,df = 11)。进行了成对双样本均值 t 检验(alpha = 0.05)。任务 1 = 查看天气;任务 2 = 设置计时器;任务 3 = 播放歌曲;任务 4 = 查找电影院;任务 5 = 查找场次。
| 任务 1 | 任务 2 | 任务 3 | 任务 4 | 任务 5 | |
| 语音均值 | 1.83 | 1.58 | 1.83 | 2.67 | 3.00 |
| 语音方差 | 1.79 | 0.99 | 1.97 | 2.06 | 2.55 |
| 手机均值 | 1.33 | 1.33 | 2.17 | 1.92 | 1.58 |
| 手机方差 | 0.79 | 0.79 | 1.78 | 1.72 | 0.81 |
| t 统计量 | -1.39 | -0.90 | 1.17 | -1.57 | -3.03 |
| P(T<=t) 单尾 | 0.096 | 0.19 | 0.13 | 0.073 | 0.0056* |
| 单尾 t 临界值 | 1.80 | 1.80 | 1.80 | 1.80 | 1.80 |
*p < 0.05
表 a2.3. 参与者在语音设备与手机设备上感知的任务完成满意度,采用李克特量表(1 = 非常不满意,5 = 非常满意)(n = 12)。进行了成对双样本均值 t 检验(alpha = 0.05)。任务 1 = 查看天气;任务 2 = 设置计时器;任务 3 = 播放歌曲;任务 4 = 查找电影院;任务 5 = 查找场次。
| 任务 1 | 任务 2 | 任务 3 | 任务 4 | 任务 5 | |
| 语音均值 | 4 | 3.75 | 3.58 | 3.083 | 3.42 |
| 语音方差 | 1.82 | 2.39 | 2.27 | 1.72 | 2.45 |
| 手机均值 | 4.083 | 4.42 | 3.67 | 4.083 | 4.17 |
| 手机方差 | 1.90 | 0.81 | 2.42 | 2.27 | 1.79 |
| T 统计量 | 0.23 | 1.77 | 0.14 | 1.82 | 1.33 |
| P(T<=t) 单尾 | 0.41 | 0.052 | 0.44 | 0.048* | 0.11 |
| 单尾 t 临界值 | 1.80 | 1.80 | 1.80 | 1.80 | 1.80 |
*p < 0.05
表 a2.4*. 偏好用语音或手机设备完成给定任务的参与者人数(n =11)。任务 1 = 查看天气;任务 2 = 设置计时器;任务 3 = 播放歌曲;任务 4 = 查找电影院;任务 5 = 查找场次。*
| 任务 1 | 任务 2 | 任务 3 | 任务 4 | 任务 5 | |
| 语音 | 5 | 8 | 7 | 0 | 2 |
| 手机 | 6 | 3 | 4 | 11 | 9 |
附录 3:
Alexa 脚本:
你好。
感谢你同意参加我们的研究。此刻你应该已经阅读并签署了知情同意书。在我们开始研究之前,如果你还有任何问题,请先花一点时间与我们交流,再阅读下面的任务。
我们在下面列出了一份需要你完成的任务清单。为帮助你完成任务,你可以在你认为必要的时候随时使用 Alexa。你可以使用任意多的时间和尝试次数,直到你满意地完成任务为止。完成任务没有对错之分。我们将无法以任何方式协助你完成任务。如果你在任何环节卡住了,可以稍后再回来处理,或继续完成其余任务。请把任何评论、反馈或问题留到你完成所有任务之后。之后你会被要求填写一份问卷。如果你准备好了,请继续往下读……
这是一个美好的秋日周末。你早早醒来,决定出门散步。出门前你需要知道自己是否需要带伞。(任务 1)
在找伞的时候,你决定给自己泡一杯茶。茶需要精确地泡 3 分钟。你需要计时。(任务 2)
在等茶泡好的时候,你决定听听 Taylor Swift。(任务 3)
散步回来后,你想看场电影。你不确定附近有没有电影院。(任务 4)
你决定去看《Last Christmas》,想知道你家附近有没有排片、什么时候放映。(任务 5)
感谢你完成这些任务!
手机脚本:
你好。
感谢你同意参加我们的研究。此刻你应该已经阅读并签署了知情同意书。在我们开始研究之前,如果你还有任何问题,请先花一点时间与我们交流,再阅读下面的任务。
我们在下面列出了一份需要你完成的任务清单。为帮助你完成任务,你可以在你认为必要的时候随时使用你的手机。你可以使用任意多的时间和尝试次数,直到你满意地完成任务为止。完成任务没有对错之分。我们将无法以任何方式协助你完成任务。如果你在任何环节卡住了,可以稍后再回来处理,或继续完成其余任务。请把任何评论、反馈或问题留到你完成所有任务之后。之后你会被要求填写一份问卷。如果你准备好了,请继续往下读……
这是一个美好的秋日周末。你早早醒来,决定出门散步。出门前你需要知道自己是否需要带伞。(任务 1)
在找伞的时候,你决定给自己泡一杯茶。茶需要精确地泡 3 分钟。你需要计时。(任务 2)
在等茶泡好的时候,你决定听听 Taylor Swift。(任务 3)
散步回来后,你想看场电影。你不确定附近有没有电影院。(任务 4)
你决定去看《Last Christmas》,想知道你家附近有没有排片、什么时候放映。(任务 5)
感谢你完成这些任务!
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