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Research Proposal:
A Framework For Effective Content Strategy Based On
Heuristic Evaluation
Nim Dvir
Department of Information Science, State University of New York
at Albany
INF 720
A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)
Research
Question
● The impact of content
strategy on user experience
(UX) / consumer behavior in
online commercial settings
● Develop a theoretical
framework for
systematic evaluation,
optimization, and creation of
effective content
Content Strategy
● The planning, development, and
management of information—written
or in other media
● Particularly common term in web
development since the late 1990s
● A recognized field in UX design, but
also draws interest from adjacent
communities such as business analysis,
and technical communication
Content User
Heuristic Evaluation - a usability inspection method for computer software /
information system that helps to identify usability problems in the user interface
(UI). It specifically involves evaluators examining the interface and judging its
compliance with recognized usability principles (the "heuristics")
Motivation
Why Should You Care?
● Research opportunities
● Relevant to various domains
● All of us are
○ Content Consumers
○ Content Creators
Hypothesis
● Content influence UX
● Common attributes
(heuristics)
● Methodology
● Generalisability (domains,
demographics, Context)
● Not “magic”- part art, part
science (and sometimes
100% science)
Objectives
● Develop a precise notion of effective content strategy
● Suggest generalized and overarching principles that
can be applied across domains and applications (heuristics)
● Allow for quantitative evaluation and operational formulation
● Design a method—manual, semi-automated or fully
automated—that can effectively improve a given content
● Aid in the larger task of understanding and optimizing UX and
consumer behavior
Background
HCI
UX
Content Strategy
Human-Computer Interaction (HCI)
● Focused on the interfaces
between people (users) and
computers
● Research in the field:
○ Observe the ways in which
humans interact with
computers
○ Design technologies that let
humans interact with
computers in novel ways
User Experience (UX)
● User experience (UX) refers to a person's
emotions and attitudes about using a
particular product, system or service
● Includes:
○ The practical, experiential, affective,
meaningful and valuable aspects of
human–computer interaction
○ User’s perceptions of system aspects
such as utility, ease of use and
efficiency
Gap Analysis
● Lack of Literature
● Current research is
design-focused
● No agreement on
○ Definitions
○ Framework
○ Principles
○ Measurement
○ Criterion for success
Method
Part I - Develop Theoretical Framework
● Unified Definitions - (IV - Heuristics, DV - Engagement)
● Conceptual Modeling - how users interact and consume content
● Heuristics - principles for engaging content strategy that can be used for
assessment and automation
○ Similar to the practice of “Heuristics Evaluation” in design
Part II - Test Heuristics & Model (Validation)
Part III (Future Work) - Develop Systematic and Automatic Methods
for Evaluation, Optimization, and Creation of Effective Content
Significance
● Methodological
○ Setting criteria for effective
(engaging) content strategy
● Practical
○ Content is fundamental in work
of scholars and practitioners in
various domains (web
development, digital marketing,
education, and more)
Part I
Developing a Theoretical Framework
Literature Review
● Comprehensive, multidisciplinary review of
relevant literature across various disciplines (Marketing,
Psychology, Education, Information Science and more)
● Synthesize knowledge
● Identify traditional and contemporary theories
● Refine terms
● Behavioral, Cognitive and Psychological principles
Exploratory Research - Qualitative and Quantitative
● Interviews
○ Content creators - scholars, influencers, and
practitioners
○ Users
● Case Studies
● Content Analysis
● Social Media Analysis
Findings
● DV - “Engagement”
○ One basic process happening
in many different contexts
● Definition
○ Attention over time /
cognitive load (not always
measurable)
● Conceptual Model
● IV - Heuristics
Part II
Experiments (Test Heuristics)
1. Visual Processing
A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)
2. Ambiguity
● Processing Fluency
● Friction
● Norton, M. I., Frost, J. H., &
Ariely, D. (2007). Less is
more: The lure of ambiguity,
or why familiarity breeds
contempt. Journal of
Personality and Social
Psychology, 92(1),
● A series of field experiments
comparing two variants of a
marketing webpage (n=27,083)
● Treatment - the amount of
information provided online
● Effect - measured in a desired
action called "conversion", In this
case it's signing up for a
newsletter).
● Less information actually resulted
in more conversions consistently
A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)
A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)
3. Familiarity and Fluency
● Show me what I like - Users engage with content they agree
with
● NOT curious about opposing viewpoints
● Liberal Facebook and Conservative Facebook (WSJ)
○ Bakshy, Eytan; Messing, Solomon; Adamic, Lada, 2015, “Replication Data for:
Exposure to Ideologically Diverse News and Opinion on Facebook”,
http://dx.doi.org/10.7910/DVN/LDJ7MS, Harvard Dataverse, V2
● Facebook shape people's perceptions and civic engagement -
“News Feed” is not news
● Pew Research Center's survey - 44% of Americans rely on
Facebook to get all their news
Distinctiveness Familiarity Sentiment
A baseline prototype to
operationalize the process
using the Natural Language
Toolkit (NLTK) and the
WordNet Interface
Goal:
Automatic identification
and replacement
classify based on polarity
(“negative,” “neutral,” or “positive”)
using sentiment analysis, a natural
language processing subfield
analyze academic
titles and abstracts
to find synonyms
with low frequency
(out-of-context)
Match disambiguated
words to the IMDB
keyword dictionary to
find more familiar
alternative
selected words are placed back in the academic instances
Derived a list of potential Sticky Words and revised academic titles using semantic and sentiment analysis
Three key characteristics of Sticky Words
Familiar Distinctive
(unique, out of
context)
Emotional
Value
Sticky
Memorability
Engagement
4. Sticky Words
A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)
Part III
Applications and Automation (Future Work)
Future Work
● Formalization
● Automate evaluation, creation and optimization of content strategy
● Natural language processing (NLP) and machine learning
● Eye Tracking
● further our research to various domains.
● Can our heuristics be used and the results could be generalized to
other contexts?
● Can we identify and recommend different metrics in different
contexts?
● Explore more domains / heuristics
Limitations
● User experience is considered subjective in nature
● Dynamic field - Constantly modified over changing usage
circumstances, systems as well as the wider usage context in which
they can be found.
● Relative to design, content is very specific to the context- can be
argued that it is hard to generalize research results.
● Developing an automated method for evaluating and creating content
is ambitious (complete formalization may not be achieved)
Recommendations
● Pivotal to consider content strategy in Business
Information Systems ideation and design
● Practice critical thinking
A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)

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A Framework For Effective Content Strategy Based On Heuristic Evaluation (Research Proposal)

  • 1. Research Proposal: A Framework For Effective Content Strategy Based On Heuristic Evaluation Nim Dvir Department of Information Science, State University of New York at Albany INF 720
  • 3. Research Question ● The impact of content strategy on user experience (UX) / consumer behavior in online commercial settings ● Develop a theoretical framework for systematic evaluation, optimization, and creation of effective content
  • 4. Content Strategy ● The planning, development, and management of information—written or in other media ● Particularly common term in web development since the late 1990s ● A recognized field in UX design, but also draws interest from adjacent communities such as business analysis, and technical communication
  • 5. Content User Heuristic Evaluation - a usability inspection method for computer software / information system that helps to identify usability problems in the user interface (UI). It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics")
  • 6. Motivation Why Should You Care? ● Research opportunities ● Relevant to various domains ● All of us are ○ Content Consumers ○ Content Creators
  • 7. Hypothesis ● Content influence UX ● Common attributes (heuristics) ● Methodology ● Generalisability (domains, demographics, Context) ● Not “magic”- part art, part science (and sometimes 100% science)
  • 8. Objectives ● Develop a precise notion of effective content strategy ● Suggest generalized and overarching principles that can be applied across domains and applications (heuristics) ● Allow for quantitative evaluation and operational formulation ● Design a method—manual, semi-automated or fully automated—that can effectively improve a given content ● Aid in the larger task of understanding and optimizing UX and consumer behavior
  • 10. Human-Computer Interaction (HCI) ● Focused on the interfaces between people (users) and computers ● Research in the field: ○ Observe the ways in which humans interact with computers ○ Design technologies that let humans interact with computers in novel ways
  • 11. User Experience (UX) ● User experience (UX) refers to a person's emotions and attitudes about using a particular product, system or service ● Includes: ○ The practical, experiential, affective, meaningful and valuable aspects of human–computer interaction ○ User’s perceptions of system aspects such as utility, ease of use and efficiency
  • 12. Gap Analysis ● Lack of Literature ● Current research is design-focused ● No agreement on ○ Definitions ○ Framework ○ Principles ○ Measurement ○ Criterion for success
  • 13. Method Part I - Develop Theoretical Framework ● Unified Definitions - (IV - Heuristics, DV - Engagement) ● Conceptual Modeling - how users interact and consume content ● Heuristics - principles for engaging content strategy that can be used for assessment and automation ○ Similar to the practice of “Heuristics Evaluation” in design Part II - Test Heuristics & Model (Validation) Part III (Future Work) - Develop Systematic and Automatic Methods for Evaluation, Optimization, and Creation of Effective Content
  • 14. Significance ● Methodological ○ Setting criteria for effective (engaging) content strategy ● Practical ○ Content is fundamental in work of scholars and practitioners in various domains (web development, digital marketing, education, and more)
  • 15. Part I Developing a Theoretical Framework
  • 16. Literature Review ● Comprehensive, multidisciplinary review of relevant literature across various disciplines (Marketing, Psychology, Education, Information Science and more) ● Synthesize knowledge ● Identify traditional and contemporary theories ● Refine terms ● Behavioral, Cognitive and Psychological principles
  • 17. Exploratory Research - Qualitative and Quantitative ● Interviews ○ Content creators - scholars, influencers, and practitioners ○ Users ● Case Studies ● Content Analysis ● Social Media Analysis
  • 18. Findings ● DV - “Engagement” ○ One basic process happening in many different contexts ● Definition ○ Attention over time / cognitive load (not always measurable) ● Conceptual Model ● IV - Heuristics
  • 22. 2. Ambiguity ● Processing Fluency ● Friction ● Norton, M. I., Frost, J. H., & Ariely, D. (2007). Less is more: The lure of ambiguity, or why familiarity breeds contempt. Journal of Personality and Social Psychology, 92(1),
  • 23. ● A series of field experiments comparing two variants of a marketing webpage (n=27,083) ● Treatment - the amount of information provided online ● Effect - measured in a desired action called "conversion", In this case it's signing up for a newsletter). ● Less information actually resulted in more conversions consistently
  • 26. 3. Familiarity and Fluency ● Show me what I like - Users engage with content they agree with ● NOT curious about opposing viewpoints ● Liberal Facebook and Conservative Facebook (WSJ) ○ Bakshy, Eytan; Messing, Solomon; Adamic, Lada, 2015, “Replication Data for: Exposure to Ideologically Diverse News and Opinion on Facebook”, http://dx.doi.org/10.7910/DVN/LDJ7MS, Harvard Dataverse, V2 ● Facebook shape people's perceptions and civic engagement - “News Feed” is not news ● Pew Research Center's survey - 44% of Americans rely on Facebook to get all their news
  • 27. Distinctiveness Familiarity Sentiment A baseline prototype to operationalize the process using the Natural Language Toolkit (NLTK) and the WordNet Interface Goal: Automatic identification and replacement classify based on polarity (“negative,” “neutral,” or “positive”) using sentiment analysis, a natural language processing subfield analyze academic titles and abstracts to find synonyms with low frequency (out-of-context) Match disambiguated words to the IMDB keyword dictionary to find more familiar alternative selected words are placed back in the academic instances Derived a list of potential Sticky Words and revised academic titles using semantic and sentiment analysis Three key characteristics of Sticky Words Familiar Distinctive (unique, out of context) Emotional Value Sticky Memorability Engagement 4. Sticky Words
  • 29. Part III Applications and Automation (Future Work)
  • 30. Future Work ● Formalization ● Automate evaluation, creation and optimization of content strategy ● Natural language processing (NLP) and machine learning ● Eye Tracking ● further our research to various domains. ● Can our heuristics be used and the results could be generalized to other contexts? ● Can we identify and recommend different metrics in different contexts? ● Explore more domains / heuristics
  • 31. Limitations ● User experience is considered subjective in nature ● Dynamic field - Constantly modified over changing usage circumstances, systems as well as the wider usage context in which they can be found. ● Relative to design, content is very specific to the context- can be argued that it is hard to generalize research results. ● Developing an automated method for evaluating and creating content is ambitious (complete formalization may not be achieved)
  • 32. Recommendations ● Pivotal to consider content strategy in Business Information Systems ideation and design ● Practice critical thinking