A User-centric System for Improving Human-Computer Interaction
through Fuzzy Logic-based Assistive Messages
Christos Troussas
a
, Akrivi Krouska
b
and Cleo Sgouropoulou
c
Department of Informatics and Computer Engineering, University of West Attica, Egaleo, Greece
Keywords: Assistive Messages, Computer Knowledge Level, COVID-19, e-Learning, Feedback, Fuzzy Logic,
Human-Computer Interaction, Personalized System, Recommender System, Rule-based System.
Abstract: The fast growth of the internet and communication technology in recent years has resulted in rendering
computers easily accessible to everyone. However, people have different knowledge and characteristics that
can affect their ability to use computers and at the same time create barriers to achieve an effective user
experience. The reason for this is to provide dynamic adaptability to users' individual needs. In view of this
compelling need, this paper presents a user-centric system that seeks mainly to improve the interaction of
users with the software they use. To achieve this, the system employs fuzzy logic to model the computer
knowledge of users and based on this classification, it delivers assistive messages, which are pertinent to the
interaction with the system. These messages are tailored to the user groups that have been created, as well as
the degree of detail which is more adequate for each group. As a testbed for our research, the presented
approach has been incorporated in a learning management system to support tutors towards having a better
experience while interacting with this software. The system has been evaluated by users during the COVID-
19 lockdown with promising results.
1 INTRODUCTION
The proliferation of the internet and communication
technology (ICT) in recent years has brought
significant changes in many parts of people's daily
lives. These changes rendered the technology an
indispensable tool to better organize their time,
communicate with others, learn, make purchases,
make bookings for places of entertainment or means
of travel, etc. As such, different software or web sites
are being used by many people around the world, who
are different in terms of their needs, preferences and
computer skills (Krouska et al., 2020 (a)). Thus,
adapting these systems to a diverse audience is a
significant notion that can improve human-computer
interaction (HCI) (Papakostas et al., 2021). In order
to provide a personalized interaction route for each
different user, current approaches involve improving
and modifying sotware content, feedback, novigation
support, etc. (Troussas et al., 2021).
a
https://orcid.org/0000-0002-9604-2015
b
https://orcid.org/0000-0002-8620-5255
c
https://orcid.org/0000-0001-8173-2622
Adaptive software has great interactivity
affordances, because it delivers a user-centered
experience increasing user engagement. The delivery
of assistive messages and feedback to users is an
integral component of it (Wang et al., 2019). For
more qualitative interaction, assistive messages can
be facilitated by sophisticated techniques towards
delivering appropriate assistance to users, when
needed (Zadeh Kashani and Hamidzadeh, 2020). The
more adaptive the messages are to the users’ needs,
the more effective and accurate they are. For instance,
when interacting with a software, if users has a high
level of computer skills and knowledge, it is useless
or even tiring for them to receive a huge volume of
messages; in this sense, their experience may be
unpleasant.
Based on reviews of the relevant scientific
literature (Bhanuse and Mal, 2021; Suhaim and Berri,
2021), it appears that the research on the delivery of
assistive messages to users is still in its early stages.
Several academics have investigated the delivery of
Troussas, C., Krouska, A. and Sgouropoulou, C.
A User-centric System for Improving Human-Computer Interaction through Fuzzy Logic-based Assistive Messages.
DOI: 10.5220/0010702800003058
In Proceedings of the 17th International Conference on Web Information Systems and Technologies (WEBIST 2021), pages 365-370
ISBN: 978-989-758-536-4; ISSN: 2184-3252
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reser ved
365
assistive messages in various environments,
including:
e-learning (Soulef et al., 2021; Tahir et al.,
2021; Krouska et al., 2020 (b); Wan and Niu,
2020; Qomariyah and Fajar, 2019);
e-commerce (Peng et al., 2020; Zhao, 2019;
Chauhan et al., 2019; Ouaftouh et al., 2019);
e-travel and smart tourism sites (Fararni et al.,
2021; Chaudhari and Thakkar, 2020;
Hassannia et al., 2019);
e-health systems (Ferretto et al., 2020; Tellería
et al., 2020; Gräßer et al., 2016);
online movies systems (Singla et al., 2020;
Deldjoo et al., 2019; Troussas et al., 2018);
search engines (Peña et al., 2020; Ahmedi and
Shabani, 2017).
In the aforementioned research efforts, the authors
employed, among others, semantic approaches,
collaborative filtering, content-based filtering,
genetic algorithms and machine learning to deliver
adaptive assistive messages to users.
In view of the above, this article presents a user-
centric system that aims to boost users’ engagement
with the software they use. Hence, the system
employs fuzzy logic to represent users' computer
expertise and, based on this classification, sends out
helpful messages that are relevant to their
engagement with the system. These messages are
customized to the user groups that have been formed,
as well as the level of detail that each group requires.
The offered method has been implemented into a
learning management system as a testbed for our
study in order to assist instructors in having a better
experience when engaging with this software.
The remainder of this paper is organized as
follows. Section 2 presents the fuzzy weights, being
used to model users’ computer knowledge. In Section
3, the rules for the delivery of assistive messages are
described. Section 4 presents the experimental results
and discussion. Finally, Section 5 continues with the
work's conclusions and recommendations for further
research activities.
2 FUZZY WEIGHTS FOR
MODELING COMPUTER
KNOWLEDGE
The improvement of HCI and the delivery of a
pleasant user experience involves mostly the
1
https://www.tests.com/practice/computer-skills-practice-
test
consideration of the users’ computer knowledge (Nie
et al., 2021; Khodr et al., 2020; Méndez et al., 2019;
Wynn and Hult, 2019). Nonetheless, determining the
users’ computer knowledge level is a difficult task,
riddled with ambiguity. For example, a user with a
score of 92/100 in a computer proficiency test cannot
be classified as exceptional or very good. Both states
include some truth. Fuzzy logic may be the answer in
such uncertain situations. In our case, the Computer
Tech Skills Practice Test was used
1
.
In this study, four fuzzy weights, namely Novice
(N), Intermediate (I), Good (G) and Expert (E), are
used to represent the computer knowledge level of
users of any kind of software. Trapezoidal
membership functions are used to express each fuzzy
weight. These functions are represented by four
boundary values: the degree of membership grows
from 0 to 1 between a1 and a2, flattens between a2
and a3, and then drops from 1 to 0 between a3 and a4.
Each category of computer knowledge level has an
interval when users' scores fully belong to the
category, and this is why trapezoidal membership
functions were employed. The following equations
illustrate the fuzzy weights membership functions,
where x is the student score; while Fig. 1 depicts their
scheme:
𝜇
𝑥
=
1𝑥30
1−
𝑥−30
10
30<𝑥<40
0𝑥40
𝜇
𝑥
=
𝑥−30
10
30<𝑥<40
1 40𝑥60
1−
𝑥−60
10
60<𝑥<70
0 𝑥≤30 𝑜𝑟 𝑥≥70
𝜇
𝑥
=
𝑥−60
10
60<𝑥<70
1 70𝑥80
1−
𝑥−80
10
80<𝑥<90
0 𝑥≤60 𝑜𝑟 𝑥≥90
𝜇
𝑥
=
𝑥−80
10
80<𝑥<90
1 90𝑥100
0𝑥80
WEBIST 2021 - 17th International Conference on Web Information Systems and Technologies
366
Figure 1: Scheme of fuzzy weights membership functions.
In light of the foregoing, the four fuzzy weights
are utilized to portray users’ computer knowledge
level. The values of these fuzzy weights, which range
from 0 to 1, are defined using the aforementioned
membership functions. Thereby, the equation
𝜇
𝑥
𝜇
𝑥
𝜇
𝑥
𝜇
𝑥
=1
is correct.
Ten faculty members from Greek public
institutions defined the fuzzy weights and thresholds
of their membership functions. In more detail, the
faculty members were requested to describe the
computer knowledge levels of users during the whole
educational process, as well as the intervals of a user's
degree of success, characterizing each of these
computer knowledge levels. The faculty members
have more than 10 years of expertise in instructing
computing in university settings and can vouch for an
error-free portrayal of users’ knowledge levels.
3 RULES FOR ASSISTIVE
MESSAGES DELIVERY
This section describes the rules that are associated
with the four fuzzy weights explained earlier for
determining the quantity and detail of the assistive
messages that should be provided to each user. Each
user will be delivered these messages to be helped
while navigating in the software based on the fuzzy
weight s/he belongs to.
The detail and quantity of assistive messages
varies. These rules were established by the same 15
professors who specialize in teaching computing.
Particularly, they are given the seven derived
categories of membership in the above-described
fuzzy weights, and they are asked their opinion about
the number and detail of messages that are required
for helping users belonging to different computer
knowledge level categories. Then, the average of their
answers is taken into consideration for the formation
of the rules. The whole set of the rules are presented
in Table 1. Table 1 depicts the number and the
complexity degree of the learning activities for each
instance of the fuzzy weights, namely the number and
detail of assistive messages that a particular user will
receive based on his/her computer knowledge level.
Note that d is the detail degree of the message that can
take values from 1 (of low detail) to 3 (of high detail).
Table 1: Rules for assistive messages based on fuzzy
weights.
Fuzzy weights
Assistive messages
(with degrees of
detail and quantity)
μ
n
=1
3 of d=3
2 of d=2
0 of d=1
μ
n
> μ
i
2 of d=3
3 of d=2
0 of d=1
μ
i
=1 or μ
i
> μ
n
2 of d=3
2 of d=2
1 of d=1
μ
i
> μ
g
1 of d=3
3 of d=2
1 of d=1
μ
g
=1 or μ
g
> μ
i
1 of d=3
2 of d=2
2 of d=1
μ
g
> μ
e
0 of d=3
2 of d=2
3 of d=1
μ
e
=1
0 of d=3
1 of d=2
4 of d=1
It needs to be underlined that the assistive
messages are pertinent to the screen the user sees. For
each screen, the messages are different and according
to the fuzzy weights. The software delivers five
messages per screen; this number is adequate so that
the user can be informed but not in a tedious way.
However, this number can be changed based on the
kind of software in which this approach is
incorporated. Following, several examples of
assistive messages of an educational software are
given based on users’ computer knowledge level
vector (
μ
n
, μ
i
, μ
g
, μ
e
):
A user with computer knowledge (1, 0, 0, 0)
who want to create an announcement will get
more detailed messages, such as “To upload an
announcement to students, firstly you should
write the title and the body text, and then select
if the students receive it in their emails. The
Date Ends field is to declare for how much time
the announcement will be visible.”. Whereas a
user with computer knowledge (0, 0, 0, 1) will
get less detailed messages on the same subject,
such as “To upload an announcement to
A User-centric System for Improving Human-Computer Interaction through Fuzzy Logic-based Assistive Messages
367
students, enter the title, body text, email
delivery and date ends option.”.
A user with computer knowledge (0, 0.2, 0.8,
0) will get more detailed messages, such as:
You can upload an xml file with your course
questions. Next, select ‘Introduction from IMS
QTI’ to enter these questions in your course
Test Bank. Then, you can modify them
according to your needs.”. Whereas a user with
computer knowledge (0, 0, 0, 1) will get less
detailed messages on the same subject, such as
“Upload the xml file with course questions,
select ‘Introduction from IMS QTI’ and modify
the questions if needed.”.
4 EXPERIMENTAL RESULTS
AND DISCUSSION
The software must always be evaluated to determine
its effectiveness and user acceptance. During the
COVID-19 pandemic, special emphasis has been
placed on the imposed asynchronous and online
education. As such, we have incorporated the
presented approach in a learning management system
that was used by faculty members of public
universities in the capital city of the country to
support the online education.
The evaluation process took place in two parallel
phases during the lockdown of the spring semester of
the academic year 2019-2020:
Phase 1: 20 Faculty members used the learning
management system that provided static
assistive messages to them which are the same
for every user.
Phase 2: 20 Faculty members used the learning
management system that provided the fuzzy
logic-based assistive messages (our presented
approach).
For the evaluation, the faculty members of Phases
1 and 2 were asked three questions about their
experience with the system. After that, the results of
the questions posed to Faculty members of Phase 2
are presented, as well as t-test was employed to assess
the effectiveness of the assistive messages that is
achieved with the use of the presented system
(through fuzzy logic) in comparison to its
conventional version (static messages). The questions
are in a five-point Likert scale from -2 (absolutely
disagree) to 2 (absolutely agree) and are the
following:
Were the assistive messages helpful? (Q1)
Did the assistive messages improve your
interaction with the system? (Q2)
Were the assistive messages adjusted to your
computer knowledge level? (Q3)
The results of the above questions for Phase 2
were aggregated and are shown in three pie charts
(Fig. 2-4).
Figure 2: Pie chart for Q1.
Figure 3: Pie chart for Q2.
Figure 4: Pie chart for Q3.
Concerning the first question (Q1), 14 faculty
members (a percentage of 70%) declared that the
assistive messages were helpful. Furthermore, 16
faculty members (a percentage of 80%) stated that the
assistive messages improved your interaction with the
system. Also, 15 faculty members (a percentage of
76%) confirmed that the assistive messages were
adjusted to your computer knowledge level. These
10%
20%
70%
Q1
Low Fair High
5%
15%
80%
Q2
Low Fair High
10%
15%
75%
Q3
Low Fair High
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368
results were anticipated given that the assistive
messages using fuzzy logic improved the interaction
of people with the software, offering them an
optimized user experience.
Furthermore, t-test was employed on the results of
questions (Q1, Q2, Q3) posed to faculty members in
Phase 1 and 2, to compare the presented approach
(with assistive messages using fuzzy logic) with the
conventional approach (with static assistive
messages, same for all users). The alpha value, for the
experiment, was set to 0.05, and we discovered that
there is a statistically significant difference between
the means of the two trials for Q1, Q2, and Q3, by
evaluating the p-values (Table 2).
Table 2: T-test results.
Q1 Q2 Q3
Phase 1 Phase 2 Phase 1 Phase 2 Phase 1 Phase 2
Mean -0,3 1,45 -0,25 1,7 -0,55 1,55
Variance 0,536842 0,997368 1,25 0,536842 1,3131580,892105
Observations 20 20 20 20 20 20
Hypothesized
Mean Difference
0,767105 0,893421 1,102632
df 0 0 0
t Stat 38 38 38
P(T<=t) one-tail -6,31845 -6,52389 -6,32418
t Critical one-tail 1,04E-07 5,46E-08 1,02E-07
P(T<=t) two-tail 1,685954 1,685954 1,685954
t Critical two-tail 2,08E-07 1,09E-07 2,05E-07
Analyzing the results of the t-test, it can be
inferred that our presented approach for assistive
messages offered a better experience to the users. The
reason is because the assistive messages found to be
helpful for the users (Q1), improved their interaction
with the system (Q2) and were adjusted to their
computer knowledge level (Q3).
5 CONCLUSIONS
This paper presents a user-centric approach to
enhance the interaction between humans and
computers. To achieve this, it supports the delivery of
adaptive and assistive messages to users, when
needed. Since the computer knowledge plays a
significant role for HCI, in this paper, it is modelled
using fuzzy weights to figure out the level to which
each user belongs. Moreover, in this research, several
rules have been constructed, considering the fuzzy
weights (as created using fuzzy logic) and the detail
of the assistive messages (meant to be achieved);
these rules are employed by the system and are
delivered to users, when appropriate. As a testbed for
this research, the presented approach has been
incorporated in an e-learning software to help
instructors create a pedagogically sound learning
environment during the COVID-19 lockdown period.
The experimental results are very promising, showing
that the users are helped by the presented approach
and have a good experience during the interaction
with the software.
It needs to be noted that this approach can be
incorporated in any kind of software, e.g. e-
commerce, e-health systems etc., if the messages are
properly altered. Future research steps include the
incorporation of this approach into other kind of
software and its evaluation to measure the
effectiveness of the assistive messages in other
domains as well.
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