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© ACM, 2004. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Computers in Entertainment (CIE), 2(3), ISSN 1544-3574, (July 2004) http://doi.acm.org/10.1145/1027154.1027177
Affective Usability Evaluation for an Interactive Music Television Channel
Konstantinos Chorianopoulos |
Diomidis Spinellis |
Athens University of Economics & Business
Department of Management Science and Technology
47 Evelpidon & Lefkados Str., 113 62 Athens, Greece
Computer mediated television raises brings up new
requirements for user interface design and evaluation, since because interactive
television applications are deployed in a relaxed domestic setting and aim at
the gratification of entertainment needs. The dDigital
video recorders, the generation of custom computer graphics on each digital
set-top box,
and the introduction of new advertising formats are important issues for
research and practice. We explore the employment of an animated character and
the dynamic insertion of advertising in the design of an intuitive user interface
for interactive music video television. We found that the animated character
and the skippable video-track clip feature
seamlessly enhanced consumer satisfaction, as evidenced by affective usability
questionnaires.
H.1.2. [User/Machine Systems]: Human factors. H.5.2 [User Interfaces]: Interaction styles, Prototyping, Screen design, User-centered design, Input devices and strategies. H.5.1 [Multimedia Information Systems]: Video. J.7 [Computers in Other Systems]: Consumer products.
Design, Human Factors.
Interactive television, set-top box, user interface,
affective usability, music video clip,
animated character, TiVo.
Computer mediated entertainment (CME) is emerging as a major
economic force and is of scientific discourse subject.
In the past, it was military and space exploration that drove scientific
innovations that later became consumer products, like the PC and the Internet.
More recently, forms of CME (e.g. video games) have been the main drivers of
innovation, which is later applied to areas like scientific visualization,
simulation, and education [23222122].
Besides its
scientific importance, CME has emerged as a major economic factor in the
media industry (cinema, video rentals, music, books, radio, television),
taking-up a large portion of consumer spending and leisure time. In particular,
television, which has traditionally occupied the largest share of consumer
leisure time, is now undergoing a process of technological transformation. Digital set-top boxes (STBs) and digital
video
recorders (DVRs) provide the platforms for new iinteractive
ttelevision (ITV) applications. Is this an
adequate definition for introducing the ITV acronym?
We employed the VVirtual CChannel UI
user
interface development
toolkit [74] in the
implementation of an ITV application that allows the user to ask for
information (e.g. trivia, now playing, coming next, etc.) and to browse through
music video clips. Since tTraditional
human-computer
interaction (HCI) settings, in contrast to
computer-mediated leisure applications, involve a task-oriented approach
where the human interacts with an application to accomplish a particular goal. The different situational environment and
goals of computer-mediated leisure applications, computer-mediated
leisure applications require a fresh view of the current interaction paradigms.
There is growing evidence that traditional desktop usability principles do not
account for the pleasure of the user experience [1213].
Affective usability studies provide an alternative conception of user goals to
consider elements
like enjoyment, fun, and relaxation [712, 910].
In the light of the above findings, we employed an affective usability instrument
in the evaluation of the interactive music television prototype.
The rest of this paper is organized as follows. The next
section presents a critical review of the contemporary
ITV
application research about ITV applications,
and in particular, about focusing on animated
characters, and video skipping. In section 3, tThese
features are employed in a music ITV application, and its which
is evaluated by consumers evaluation,
as described in section 3. Section 4 presents the results and the
discussion of the usability evaluation test for each one of the ITV
applicationÕs features. In the last section, we draw present the
implications of the studyÕs findings for the media industry.
Previous HCI research about ITV focused only mainly on
the design of the Eelectronic Pprogram Gguide
(EPG) and did not rarely considered the
enhancement of the TV content. In particular, previous research approached ITV
from a technological perspective [2252423] and it did not consider the
ITV user as a TV viewer [23].
While there have been numerous approaches for the design of ITV
applications
design, few have focused on enhancing a traditional TV program
type with only a standard remote control and a TV screen in a relaxed setting.
We chose to study music video television, which is a commercially successful,
popular,
and widely available format of TV content. Music video clips have a large
lifespan Ñcompared for example with TV newsÑ
that makes the experimental set-up and usability evaluation more
convenient.
There
are very few research works that concern the consumer UI for digital video
libraries, although vVideo
navigation for digitally stored video has been an active research area from the
beginning of the 1990Õs. However, few
researchers have studied the consumer UI for digital video libraries. The
latter The corresponding research was
is
typically performed from the perspective of the TV author and producer [25]. It is usually
assumed Researchers, for example, assume that
the users of digital video libraries are in front of a desktop computer that
may display tens of thumbnails and video sources at the same time, by employing
an advanced typical PC GUI
[24].
These assumptions break down in the living room, in which the user is far away
from a low resolution TV and has interacts with a
remote control. A traditional comparative usability evaluation test
revealed that consumers preferred a UI that was perceived as fun and relaxing
to use, although it had the worst performance in terms of efficiency and
effectiveness [1011].
Therefore, a consumer-level UI for video skipping should be evaluated with
affective usability methods that do take into account attributes like
enjoyment, fun, and relaxation. Furthermore, there is no
previous existing research
that studies has studied digital
video navigation that is in close relationship with a
specific type of TV content, such as music TV.
Animated characters used in desktop computing have been
widely researched, but the respective commercial implementations (most notably
the infamous Microsoft Office Clip) are reported to be annoying to end-users [34, ][24232223].
An explanation might be that the attention grabbing and interrupting nature of
animated characters is inappropriate for productivity computing. On the other
hand, television content has traditionally been about stories and character
development [1617].
Therefore, animated characters might be viable in a domestic environment for
leisure activities, like television watching. In fact, there is evidence that
animated characters are suitable in the entertainment domain: ,
because users liked more and
were more engaged with the UI version of an interactive game that displayed a
face to depict the opponent player [1415].
Animated characters have been also applied in a consumer electronics application to
set the right level of expectation and to make errors from the a recommendation
engine seem more acceptable [89].
Yet, there
are there is no available affective
usability evaluations of animated characters in comparison with
traditional information presentation for TVtelevision applications.
Leaving aside television content quality questions, the
major some current interesting research questions
about interactive television (ITV) user interface design concern: (a) EPG
navigation, (b) local storage navigation and (c) presentation of related
information with an animated character. In this paper, we address
examine
the latter last two
issues in by means of an
affective usability evaluation of an ITV prototype.
We designed and implemented an application that uses local
storage and to allows
a television viewer to skip a music video clip. Commercial Digital Video
Recorders (DVRs)
offer a 30 second skip button, but content and network providers are reluctant
to adopt a Set-Top Box n( STB)
technology that neglects their main revenue source (advertising) and are
interested in alternative forms of television advertising. For example, TiVo is
offering a special space (named ÔTiVo ShowcaseÕ), whereby
advertisers may can store
their advertisements (ads) and users can watch
them on-demand. Alternatively, short ads (5 to 10 seconds) or video clip-like
ads might be a choice when users choose to skip recorded content, although a
subscription service may still be ad-free. ThusSynthesizing
these options, we designed a video trackclip- skipping feature to
that
inserts
an ad, before the next video clip begins (Figure 1Figure
1Figure 1Figure
1Figure 1Figure 1). Unless the trackclip-skip
button is pressed, there is a continuous flow of music video clips, just like a
normal music video television channel.
Figure 1111
Interactive music video television channel with dynamic advertisement insertion
In addition to the track video clip skipping,
we also used the dynamic video overlay property of the our VVirtual CChannel
programming library [7] to
superimpose information over the music video. The MTV channel typically displays
which music video comes next, a feature that we made interactive by allowing
the user to ask for Ôwhat is playing now and what comes nextÕ on-demand. The
dynamic insertion of related information to the music video raises the issue of
the presentation style. We implemented and tested two alternative presentation
styles: (a) The traditional MTV information box and (b) an animated character
with a balloon dialog box (Figure 3Figure
3Figure 3Figure
3Figure 3Figure 3).
The central element for our experimental set-up was a
portable PC, running Microsoft Windows XP. We developed the prototype in VB.NET
using the VVirtual CChannel
programming library [74], and set the
system up in a way to simulate a consumer ITV appliance. The PCÕs ATI
display software was configured in the extended desktop setting (the desktop
area extends beyond the PC monitor to the TV connected through the TV-out port)
and the ITV prototype was set to display on the TV (second monitor). Then, the
PCÕs TV-out and audio- output ports were
connected to the audio-visual inputs of a traditional analog TV set. The
ITV application was designed to run in full-screen and in window-less
mode, so that there is was no
visible portion indication of
the underlying desktop environment. After starting the ITV prototype, we closed
the portable PCÕs lid and placed it away from the TV.
Figure 2222
Low-budget set-up for interactive television
usability evaluation
For supporting relaxed control with a normal TV remote
control, the PCÕs serial port was connected to an infrared sensor
(http://www.evation.com/irman/) that receivesd the
signals from the remote control. The sensorÕs software driver and the
supportiveng applications were used to map the remote
controlÕs buttons to specific keyboard buttons. The whole set-up was
unobtrusive and seamless to the television viewer (Figure 2Figure
2Figure 2Figure
2Figure 2Figure 2). It also allowed the experimenter to perform
evaluations in consumersÕ homes using their familiar TV and remote control.
Traditional human-computer interaction settings involve a
task-oriented approach where the human interacts with an application to
accomplish a particular goal. Accordingly, usability evaluation techniques
measure successful task completion, efficiency, and
error rate parameters that are supposed to correlate positively with user
satisfaction. Most notable among the recent findings about ITV applications is
the realization that usersÕ subjective satisfaction is at odds with performance
metrics. For example, a usability test of three video skipping interfaces (two
commercial and one novel) revealed that user satisfaction was higher for the
an
interface that required more time, more clicks, and had
the highest error rate. In other words, the most usable interface was not the most
preferred interface most users preferred to use. Users reasoned
their choice on the basis of how fun and relaxing an interface was [1011].
Therefore, in the context of CME, there is a need to
consider an alternateive conception of user goals. Several conceptionts of
affective usability have been proposed: eEnjoyment,
fun, trust, engagement, motivation for using [910],
hedonic quality of a user experience [1312], and
consumer emotions [78]
are the most relevant in our setting. We chose to use the HassenzahlÕs
et al [11]
affective usability measuring instrument of Hassenzahl
et al [12], because
it is a validated, freely available, short, and features an easy-to-understand
verbal scale[*].
Furthermore, a fulfilling television experience depends on the subjective
evaluations of the entertaining value of the content [1617],
a characteristic that is partially captured by the construct of hedonic
quality.
We used
a seven point semantic differential scale and reversed the polarity of every
other pair: (outstanding-second rate, standard-exclusive,
impressive-nondescript, ordinary-unique, innovative-conservative,
dull-exciting, interesting-boring) XXX
Please explain this better. Maybe
use a table?.
Scores were summed and then scaled from 0 to 10.
Figure 333333 The animated character (on the left, using
the Microsoft Genie) and the traditional transparent box (on the right) for
displaying dynamic video overlays
The objective of this our study was to evaluate user
preferences for an ITV application that offers track clip skipping
for music video clip television and an animated character for presenting
information. The experiment was designed to address two of the main issues
identified for interactive television user interface design: (a) local storage
navigation through simple video track clip skipping
and (b) presentation of related information through alternative presentation
styles. We were also interested to explore consumer preferences regarding the
dynamic ad insertion, when they users choose
to skip a music video clip. We formulated our objectives as the following
research hypotheses.
á
Hypothesis 1: Hedonic
quality will be greater for the a trackclip-skipping
TV
channel user interfacecompared
with a fixed one, since
users will be able to seek preferred clips and avoid the disliked ones.
á
Hypothesis 2: Hedonic
quality value will be greater
for an different
between the an animated character
compared with a and the
a transparent information box
for the presentation of related information. XXX be honest here and take a stance. Say what you expected (animated
character leads
to a higher hedonic
quality value, I assume) and
later admit that htis hypothesis was not proved.
á
Hypothesis 3:
Consumers using
an
ITV application that employs a video clip-skipping user interface with dynamic advertisement
insertion are will be exposed
to more advertisements in an ITV
application that employs a video track-skipping user interface with dynamic
advertisement insertion than those in contained in a
corresponding
linear TV schedule.
Each participant received two experimental treatments
(within groups) of the user interface for interactive music video television:
1) The animated character and 2) the transparent box, while both of them
setups
offered video track clip skipping
with ad insertion. After the end of each session, participants evaluated
separately the hedonic quality of (a) traditional music video television (all
participants were selected to be frequent viewers of music TV), (b) music video
television with track clip skipping,
(c) information presentation with the transparent box and (d) information
presentation with the animated character. We ran tests with 21 users (recruited
from the post-graduate and under-graduate
departments of a European business our university).
Ages were between 22 and 35 (13 men and 8 women). Users were assigned with a
random order to each treatment and the order of the music songs
video
clips was also randomized for each session. The music-video clip
related information and the remote control were the same for all sessions.
The study was performed in a relaxed setting, using a traditional TV
set and a remote control. We used multiple usability engineering methods [ XXX add a citation here to an appropriate
textbook or article][18]:
(a) we observed user behavior during the testing session, (b) we kept a record
of user actions in log files, (c) we had users completeed
questionnaires and (d) we interviewed each user after the end of the testing
session. In the beginning, the interviews were unstructured and directed by the
users. Gradually, the interviews became more focused, to
repeating issues,
mentioned during the interviews or observed during the testing session.
The testing session contained 16 video-clips and an
advertising break with three ads every 4 songs (approximately every 15
minutes), just like a commercial music video television channel. The study was
in accordance with the selective-exposure paradigm [12625]. . Users were
free to choose the music video clip they preferred to watch, like they would do
if they were outside the experiment. In order to ensure selective-exposure the
users were allowed a maximum of 1/3 of watching time, out of the total session
duration [1214],
that is a maximum of approximately 20 minutes out of the 1h program duration.
Users could press the power-off button on the remote to end the testing session
and they were told to watch as much as they liked, between 10 and 20 minutes.
Users who were not involved in computer research and
development asked how video skipping was possible and whether that
it
was a commercially available product or television station. Most of the
other users were aware of an experimental system behind the TV program, but
when asked whether they understood that there was actually a PC running the
system, users said that it looked and felt like normal TVtelevision.
The use of a normal TV and a remote control contributed to these positive
evaluations, but they can also be attributed to the employment of the VVirtual CChannel
UI development toolkit that delivers a familiar television experience [47].
Therefore, the combination of the Virtual Channel programming library and an
appropriate experimental set-up may be used to create high-fidelity ITV
prototypes.
We had
predicted that there would be a difference in the hedonic quality value between
a traditional music video television channel and one that features track
clip skipping
of music videos. We found (Table 1Table
1Table 1Table
1Table 1Table 1) that the hedonic quality score (scale is from 0 to
10; scores less/more than 5 represent negative/positive attitude) for the
traditional one is close to neutral (average 5.1/10),. This finding can be explained by the
fact that which is quite expected, since music video television is a
pervasive experience and feels familiar to consumers, irrespective
of its delivery format. In contrast, trackvideo clip-skipping
(average 7.5/10) allowed consumers our experimental
subjects to watch their preferred music video clips and despite the
dynamic insertion of ads the hedonic quality score was significantly higher
(two tailed tÐtest, p=0.002, n=21). Therefore, it is argued we argue that
simple audio CD-like track video clip skipping, similar to the
track-skipping facility available in audioaudiio CD players, enhances the
perceived television entertainment value, when compared with same fixed TV
channel.
Hedonic Quality (p=0.002,
n=21) |
Average |
Std Dev |
Music |
5.1 |
2.1 |
|
7.5 |
1.6 |
Table 1111
Mean hedonic quality scores for the trackclip-skipping
music video television are significantly higher
Consistent with the selective exposure theory, users
actively sought for the video clips and songs they preferred. This kind of
interactive behavior may be due to the experimental setting and may not have
external validity; users may have been more engaged than normal because the
application is was novel
to them and because they were specifically asked to use the new system. They
reported that they used the skip functionality mainly to skip a music video
that they disliked and to a lesser extent to get to a favorite one. Either way,
the videoclip-skipping
feature was a favorite, despite the ad insertion, and provided a relaxed way to control
of the interactive music TV application, based on the dynamic video synthesis
of music clips.
We had
also predicted that there would be a difference in the hedonic quality value
between the animated character and the transparent box for the related
information presentation style. We found that the hedonic quality
(scale is from 0 to 10; scores less/more than 5 represent negative/positive
attitude) for a music video television channel is significantly higher (two
tailed tÐtest, p=0.0002, n=21) when using an animated character (average
7.0/10) for presenting dynamic video overlays (average 7.0/10)
compared with the traditional transparent information box (average
4.4/10). Again, consumers our experimental
subjects were neutral toward the traditional information box, since it is
a widely used and familiar presentation style for information related to music
video clips (Table 2Table
2Table 2Table
2Table 2Table 2). Therefore, we argue that the animated character
could be used to enhance the consumersÕ entertainment experience with
television.
Hedonic Quality (p=0.0002,
n=21) |
Average |
Std Dev |
Animated Char. |
7.0 |
1.5 |
Box (traditional) |
4.4 |
2.0 |
Table 222222
Mean hedonic quality scores for the animated character compared to the
traditional overlay box
Those who have been exposed before to the Office Assistant
(through the Microsoft Office suite of applications suite)
recognized the similarity (due to the balloon-style dialog, which is standard
for the characters developed with the Microsoft Agent system) despite the use
of a different character (the genie) from the Microsoft Office default
paperclip. A few of these
users reacted negatively to the concept of the animated character. Therefore,
the animated character may have a carry-over effect from the desktop to the ITV
environment. Those The users,
who are already negatively predisposed to it,
will continue to be so, at the expense of their satisfaction with the whole TV
program. For Taking into
account those users, we suggest that the animated character should be an
option and an alternative UI should be available to select. Nevertheless, most
of the users considered the character funny and less obtrusive compared with
human presenters, who interrupt the flow of the video clips to present related
information. Furthermore, users proposed that there should be a variety of
animated characters to select from (e.g. cartoons, heroes, personalities).
Users also asked for more control of the character, like changing its placement
on the screen. Finally, most of the users reported that the solid balloon
dialog that stands over the head of the character hides a considerable part of
the TV screen. According to their suggestions, the best form for the balloon
dialog would be a transparent one across the bottom of the screen.
We were interested in finding out how many ads users would
be willing to watch, as a consequence of using the music video clip skip
feature. In a traditional music video TV channel the proportion is
approximately 12 ads for each hour of TV video [Executive of a European music
television channel, personal communication]. The findings regarding the dynamic
advertisement insertion were very positive, despite the fact that advertising
is one of the most controversial features of commercial TVtelevision.
During the interviews and the observation sessions, it was we found
that all the consumers
users
regarded were positive to the dynamic
advertisement insertion in a positive light. Log file analysis revealed
that consumers users actually
watched the double number of advertising messages compared with a normal
broadcast session. Interestingly, according to the log files, some users also
tried to skip over the ads, with no effect since the application was programmed
to ignore the video skip when inside an ad. Personalised ad
selection and presentation is a separate research topic [5]; an ad skipping facility could well be a worthwhile
extension.
Overall, the consumers users justified
the trade-off between skipping to the next video clip and watching a short
advertisement positively. Yet, it is not clear which is the cause of the above
result, since the system employed two innovative features that affect the
number of advertising messages displayed. The dynamic advertisement insertion
every time the user skipped a video clip increases the number of messages
shown. At the same time, leaving aside
for a moment appartapart from the
dynamic advertisement insertion, the video clip skipping action also brings
the user closer to the next scheduled advertising break, thus increasing the
number of advertising messages displayed. Therefore, in order to draw cause and
effect conclusions between the video skipping feature and the number of
advertisements watched, a further another study
experiment
is needed: that will using the same
video-clip skipping UI the dependent variable should be the compare
between having dynamic advertisement insertion and not having,
for the same video-clip skipping UI.
Music video clips have a number of unique characteristics
that facilitate further ITV development. Music content can be easily classified
and filtered by employing open Internet databases and Wweb Sservices,
classification schemes, and adaptation models that have been
developed for the popular MP3 music format [20191820].
Additional metadata that describe the emotional content (e.g. from
http://www.moodlogic.com) may also be used and combined with research about
emotion in animated characters [1]. The latter research issue merits further research
by the respective community, which has already put considerable effort in the
investigation of animated characters for consumer electronics [89].
The most interesting suggestions for future improvements
concerned the augmentation of the music video
clip skip feature. Users familiar with CD players and the PC-based MP3 music
players asked for more options when skipping a music video, like repeat the
same song, play a song from the same artist, or play a new song within same music genre.
Moreover, information about a longer list of the upcoming music videos would be
welcome;
and it would also allow users to organizinge their
time bettermore efficiently,
since they could leave the TV on and plan to return back when their favorite
song is was on.
Using the television as a time tool to structure household activities and
organize time has been documented before in an ethnographic study of an STB
trial [1619].
Providing on-demand information about the upcoming video clips supports the
relaxed control of TV as a time management tool, while the ability to alter
dynamically the upcoming play-list would further supports
interactive behavior. For example, the user could bring up a play-list of 10
upcoming music videos and alter it dynamically along a number of parameters
like genre, and artist, or
automatically create play-lists [20191820].
The user could also decide whether to skip directly to a music video by
pressing the corresponding button on the numeric keypad.
Although we used complementary qualitative and quantitative Despite
the alternative usability evaluation methods (qualitative,
quantitative) that were used in
the course of the present our study,
all of them all instruments were
employed during the limited duration span of
an controlled experiment, instead of unobtrusively spanning
taking
place through the everyday living activities in
consumersÕ homes. Previous findings regarding on the
usability of everyday technology demonstrate that the consumersÕ perceptions
and especially the mental models they form about new domestic technologies are
very elastic and prone to change in with the
passage of time [21201921].
Therefore, a longitudinal study would have provided additional information
about the our research
issues. A longitudinal study should employ an appropriate research framework, like
such
as the experience sampling method [1516].
In the context of ITV prototyping, adding a TV tuner would extend the
functionality to include synchronization between broadcast and local storage
and provide
the ability to perform more realistic TV experiments in consumersÕ homes,
over longer periods of time.
In the context of the commercial implementation of the
video-skipping feature, a major open research question is who is going to
control the rules for the dynamic synthesis of video and for the dynamic
overlay informationof data.
For example, on the one hand, the media industry may choose to subsidize consumers DVR
STBs to consumers, in exchange of
for
having increased control of what is stored and how it is played (e.g.
targeted advertising and subscription services for personalized music/news
channels for each STB). On the other hand, the consumer electronics industry
may offer advanced general purpose DVRs with DVD-Rrecording
functionality and Internet connectivity for downloading meta-data and related
information. The latter are likely to could be
more complex to use, but will offer increased consumer control, while the
former will be introduced by established media brands and broadcasting
services. Finally, bBetween
these two extremes there is a continuum of alternative product and service
offerings. As is the case
with other consumer products, the affective usability of each offeringÕs ITV
applications, and is applicability for the relaxed
domestic setting is likely to be a decisive factor for the success of the corresponding products, services, and the
underlying business models.
The
notion of the Virtual Channel refers to the television channel not being a fixed
video signal that is
shared by all TV viewers in the same way, but a dynamic synthesis of discrete
video, graphics, and data controlled by a
computer program, which is
running at each digital STB [5]. The
traditional television experience consists of video and overlaid graphics-text
and it is created at the media source (the TV broadcast station or the TV
production studio), thus it is fixed for all TV viewers. The Virtual Channel
model shifts the decision-making about TV programming from the media source to
the STB. The television experience is now created and
controlled at the STB from a combination of locally stored material, real time
broadcast transmissions, and Internet resources (Figure 4Figure
4).
Figure 44
generic model of a system employing the virtual channel metaphor, in contrast
with the traditional broadcasting scheme
The
Virtual Channel is a conceptual model for
user interface design, which augments
the familiar access method to broadcast programming (i.e. the simple notion of
a channel), to an integrated model for accessing multimedia content from
diverse sources. Firstly, the
organization of digital media
content into a small number of spatiotemporally personalized virtual channels
simplifies the choice from a vast array of available broadcasts, stored
programs and Internet resources. Secondly,
the presentation of media programming from virtual
channels gives the potential for more control to the user, who can actively
shape the televised content. The Virtual Channel model suggests only a minimal
shift from the current patterns of media use, while it focuses further research
on the design of a content specific UI (e.g.
music TV).
In brief, the main proposition is that neither the vision of five hundred channels, nor the vision of a single personalized channel is suitable for giving consumer access to the digital STB. Instead, it is proposed that a small number of dynamic virtual channels may offer enough choices to cater for serendipity in media experiences, while simplifying the access to vast and diversified sources of television content.
We would like to thank the university students who participated to the experiment, and Ronald Boring and the anonymous reviewers for providing valuable comments on the research and for reading through early paper drafts. Parts of this work were supported by the CONTESSA (IST-2000-28567) and MUSICAL (EDC-22131) projects, partially funded by the European Commission.
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[*] We used a seven point semantic differential scale and reversed the polarity of every other pair: outstanding-second rate, standard-exclusive, impressive-nondescript, ordinary-unique, innovative-conservative, dull-exciting, interesting-boring. Scores were summed and then scaled from 0 to 10.