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User-Focused VUI Design

User-Focused VUI Design. Susan L. Hura, PhD Principal, SpeechUsability SpeechTEK 2007. Agenda. Preliminaries Speech, Language & Computers 101 The Design Work Before the Design Heuristics for VUI Design Usability Testing. Speech, Language & Computers 101. The Speech Chain.

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User-Focused VUI Design

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  1. User-FocusedVUI Design Susan L. Hura, PhD Principal, SpeechUsability SpeechTEK 2007

  2. Agenda • Preliminaries • Speech, Language & Computers 101 • The Design Work Before the Design • Heuristics for VUI Design • Usability Testing User-Focused VUI Design

  3. Speech, Language & Computers 101

  4. The Speech Chain “What’s my balance?” “She wants her balance.” User-Focused VUI Design

  5. Language • “An over-learned behavior” • Exposure even before birth • Continual and immersive • Unconscious rules • And therefore unconscious expectations… • Unless those expectations are violated • A socio-cultural and linguistic phenomenon User-Focused VUI Design

  6. Rules of Conversation • Mike: “Could you pass me the salt?” • Sally: “Yes.” (does nothing) • Mike’s intent: politely requesting that Sally pass him the salt • Sally’s expected response: pass the salt • Sally’s actual response is uncooperative, but logically appropriate User-Focused VUI Design

  7. Rules of Conversation • In VUI design, we often make people give uncooperative responses and require that they do not advance the conversation User-Focused VUI Design

  8. Sound is the Medium User-Focused VUI Design

  9. Not Beads on a String…. “balance…” But inter-connected puzzle pieces b æ l æ User-Focused VUI Design

  10. Variance Everywhere The point of all of this: speech recognition is hard! • Meaning “right” = “right” = “right” • Pronunciation [raIt]  [ræt]  [roIt] • Acoustics User-Focused VUI Design

  11. How Do We Know He Said “Right”? • Top-down knowledge • Context • Previous experience • Real world knowledge • Complex mappings from sound to meaning User-Focused VUI Design

  12. How Does the ASR Engine Know He Said “Right”? • It doesn’t. • All the engine “knows” is statistics • Effects of training: labeling & transcription [raIt] = right, [ræt] = right, [roIt] = right, etc. • Acoustics “right” “right” “right” User-Focused VUI Design

  13. What Does This Mean for VUI Design? • You are better at speech recognition than any ASR engine • Remember, for the computer, it’s all acoustics! • You can still fool a recognizer • So plan on recognition failures • Grammars matter • Set of words or phrases you expect to recognize User-Focused VUI Design

  14. Caller speaks an utterance Capture & Digitization Spectral Representation Phonetic Classification Segmentation Search & Match Phoneme Prob. ao .92 b .22 ae .43 eh .32 aw .51 Lexical Phonetic Network Network Sound Segment "n-best" list Acoustic Models Vocab & Grammar Phonetic Recognition Process User-Focused VUI Design

  15. How Speech Recognition Works • Caller responds to a prompt, e.g., “account balance” • Speech is detected • Through a process called endpointing • The sound is captured, digitized, and pre-processed in a variety of ways • Echo cancellation • Background noise reduction • The resulting “clean” speech signal undergoes spectral analysis (to produce a spectrogram) • The spectrogram can then be divided into acoustically distinct segments User-Focused VUI Design

  16. How Speech Recognition Works • Acoustic segments are then compared against the set of acoustic models being used • Not a simple one-to-one mapping • There are different acoustic models for each language supported by the recognizer • Even the “same” sound will be different in different languages • Acoustic models are influenced heavily by training data • Acoustic models are phonetically-based • Phonemes • Features • Diphones, triphones User-Focused VUI Design

  17. How Speech Recognition Works • A number of different possible “phonetic paths” are calculated • Paths are compared with items in the grammar • Grammars contain words the user might say • Result: • N-best list: list of possible user utterances • Confidence scores: statistical likelihood for each • Likelihood based on the closeness of the match between the incoming signal and the stored representations User-Focused VUI Design

  18. What We Do with the Results • Use confidence scores to determine what the application should do next • Upper confidence limit: point at which the application assumes correct recognition and proceeds to the next dialog state • Correct recognition of in-grammar utterance • False acceptance of an in-grammar utterance • False acceptance of an out-of-grammar utterance • Lower confidence limit: point at which the application assumes that no recognition is possible for this input and moves into error handling • Correct rejection of out-of-grammar utterance • False rejection of an in-grammar utterance User-Focused VUI Design

  19. What We Do with the Results • The tricky case: when the top item in the n-best list has a confidence score between the confidence intervals • Historically recommended course of action is confirmation • “I think you said ‘transaction history.’ Is that correct? Please say yes or no.” • Not always necessary or smart User-Focused VUI Design

  20. Then Repeat Many Times • The same process occurs every time we recognize speech • At every dialog state--every time the recognizer is listening for a response following a prompt • For all universal commands, whenever they’re spoken • If the user has “fooled” the recognizer, the results are comical or annoying or disastrous • Side speech • Non-verbal mouth sounds • Background noise User-Focused VUI Design

  21. The Design Work Before the Design

  22. Before the Design • Information-gathering is vital, but often neglected in project plans • A list of functions to be automated is not the sole goal of requirements gathering! • Designers alone carry all this information and must rely on multiple sources and techniques to find it User-Focused VUI Design

  23. The Role of VUI in Speech Projects • A three-way intersection Business Goals VUI User Goals Technological Constraints User-Focused VUI Design

  24. Design as Therapy • Goal of any design is creative synthesis from disparate goals, making best use of the technology • Possible only with information from all three points of the triangle • Designer must act as translator and message bearer to project sponsors User-Focused VUI Design

  25. Project Overview Information gathering phase Design based on information; design feeds testing Testing puts designs in front of real users and exposes issues User-Focused VUI Design

  26. Stakeholder interviews What is the business trying to accomplish? What is most important? Overall customer contact strategy? How will we know if we succeed? Ideals in Information-Gathering User interviews • What are they trying to accomplish? • What’s the context of use? • Urgency? Critical? Private? • Other points of contact? • Overall technology comfort level Technology plan • Abilities, limitations? • What user data do we have access to and when? • What data do we need to collect from users and when? • CTI: what data can we pass to agents? User-Focused VUI Design

  27. Stakeholders Initial design presentation as a method to flush out disagreements, educate sponsors about technical limitations, and prevent misunder-standings Guerilla Tactics Users • Look for surrogate users • Role play • Investigate other customer contact: website, commercials, print ads, current IVR, etc. Technology • Make friends with a developer or telephony manager • Talk to call center staff User-Focused VUI Design

  28. Design Strategy • The logical next step after requirements gathering and analysis • Definition of the “sound and feel” • All the elements that contribute to the overall user experience • The answer to the question “I have this requirements data, so what do I do with it?” • First opportunity for testing User-Focused VUI Design

  29. Design Strategy as a VUI Style Guide • Design Strategy establishes a set of standards against which the VUI design team can measure every design decision • Give examples • Wording • Functionality User-Focused VUI Design

  30. Strategy as a Communication Tool • Allows the VUI designer to.... • Re-explain the design process • Reenforce that the time and effort spent on requirements was worthwhile • Show that each prompt is an instantiation of an overall strategy, so making any change can have repercussions • And thus may help to curb client’s tendency to be an ‘armchair quarterback’ and modify prompts because it sounds better to them • Design Strategy is often very impressive to clients • They are often not expecting it • Reenforces the expertise of the VUI design team User-Focused VUI Design

  31. VUI Elements Defined • High level elements that need to be defined are: • Recognition Strategy • Directed dialogue versus ‘how may I help you’ open-ended dialogues • Sound and Feel • Persona: personal characteristics that are conveyed by the application • Style and flow of discourse, use of earcons, etc. • Information Architecture • Functionality and how it will be arranged, including how it is presented to users and how they navigate among functions • There are many smaller decisions for each of these high-level areas User-Focused VUI Design

  32. Heuristics for VUI Design

  33. Rules of Thumb • Make It Real: Be sure there is a match between the application and the real world. • It’s Not Star Trek: Clearly and consistently communicate system capabilities. • Talking & Listening: Minimize the limitations of the modality. • Give Me a Hint: Help users avoid escalating errors and recover from errors gracefully. • Warm Fuzzies: Make the caller comfortable with the technology. User-Focused VUI Design

  34. Principle 1: Make It Real • Users bring in their experiences and terminology. • They have a mental model of the domain and their interaction. • Usable applications tap into this knowledge to give users a head start in understanding how to interact with them. User-Focused VUI Design

  35. 1.1 A Rose by Any Other Name… • Is not as easy to recognize! • Users must remember what to say. • Hunting by trial and error is frustrating and time-consuming for users. User-Focused VUI Design

  36. 1.1 A Rose by Any Other Name • Is the terminology easy for users to understand? • Are the branded terms familiar enough to be comfortable? • Does the system call things what users call them? • Is terminology consistent for all customer contact? User-Focused VUI Design

  37. 1.2 Make the Common Tasks Faster • Efficiency matters, sometimes. • The more often users perform a task, the quicker it needs to be. User-Focused VUI Design

  38. 1.2 Make the Common Tasks Faster • How often do users call the system? • Within a system, which tasks get requested repeatedly by the same user? • Which tasks are rarely used? • Where are speed and efficiency most important? User-Focused VUI Design

  39. 1.3 Getting There from Here • Dead ends are a disaster in speech applications. • Remember that users are sometimes hunting, and sometimes the system makes mistakes. User-Focused VUI Design

  40. 1.3 Getting There from Here • Is there a way for the user to back up to a known point in the application? • Has it been clearly provided to them? User-Focused VUI Design

  41. Principle 2: It’s not Star Trek • Clearly and consistently communicate system capabilities to the user. • Interfaces need to guide users to speak predictable utterances and avoid the unconstrained conversational speech that we use talking to another person. User-Focused VUI Design

  42. 2.1 Asking the Right Questions • Speech applications need to ask questions to lead users to give the right answers. • We don’t always answer exactly the question that was asked, but the other person can generally understand what we intended. • Speech applications aren’t that clever. User-Focused VUI Design

  43. 2.1 Asking the Right Questions • Does the application ask targeted questions? • Do the questions elicit a very limited set of likely responses? • Do they lead users to provide the “right” kind of response? User-Focused VUI Design

  44. 2.2 Raising Their Expectations (for a while) • “Natural Language” is here—sort of. • Statistical language models allow speech applications to categorize free-form utterances and “understand” the user, without offering a limited menu of options. • Costly to implement. • Tend to be used only for part of the automated customer interaction. User-Focused VUI Design

  45. 2.2 Raising Their Expectations (for a while) • Are users clearly told how they should respond in different portions of the application? • Is it natural for them to do so? User-Focused VUI Design

  46. Principle 3: Talking and Listening • Conversation between people works because we share a set of rules and assumptions about talking and listening. • These rules are largely unconscious, but when they are not followed, the conversation that results is difficult to follow and uncomfortable. User-Focused VUI Design

  47. 3.1 Talk to Me • There are unspoken rules of conversation that tell us when it’s OK to talk. • We’ve all been conditioned to follow these rules and converse politely. User-Focused VUI Design

  48. 3.1 Talk to Me • Are users given clear signals of when to talk? • Do prompts phrased as statements contain a clear indication of when it’s the user’s turn? User-Focused VUI Design

  49. 3.2 Just the Facts, Ma’am • Listening is a difficult task. • Auditory memory is limited. • The implications for readouts in a voice user interface are substantial. User-Focused VUI Design

  50. 3.2 Just the Facts, Ma’am • Are there other demands on the user’s attention? • How many items can they remember? • How familiar are the terms? • How long is each item? • How long can they remember them? User-Focused VUI Design

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