Understanding user preferences in recommender systems: A systematic review with a user-centric perspective in the audiovisual domain

IF 6 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Dongxiao Li, Annelien Smets, Heritiana Ranaivoson
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Abstract

User preference is central to the design and effectiveness of recommender systems (RS), as its satisfaction influences both user experience and platform success. However, the concept of user preference is inherently complex, and existing knowledge remains diverse and fragmented, lacking a synthesis that considers users’ multiple and evolving needs. Adopting a user-centric perspective, this study systematically reviews 135 RS papers focused on how user preferences are defined and operationalized in the audiovisual (AV) domain. Grounded in theories of multi-attribute utility and bounded rationality, this review focuses on key dimensions related to the conceptualization and application of user preferences in RS studies. We develop a typology to categorize the main issues and methodological approaches and identify prevailing trends and research gaps across these dimensions. Our findings reveal that: (1) user preference definitions are frequently absent, with few studies offering explicit conceptualizations. (2) user participation in preference elicitation is limited, with most studies relying on offline datasets and prioritizing content relevance metrics over user experience; (3) User attributes, such as demographics and personality traits are underrepresented compared to item attributes like content features, leading to overspecified models and reduced interpretability; and (4) interest in temporal and contextual preference dynamics is growing, although stability remains crucial for consistent recommendations. These findings indicate critical shortcomings in understanding and operationalizing user preferences from a user-centric perspective. We emphasize the need for greater integration of insights from psychology and behavioral studies to ensure that RS design aligns with users’ intrinsic, evolving, and long-term needs.
了解推荐系统中的用户偏好:在视听领域中以用户为中心的观点的系统回顾
用户偏好是推荐系统(RS)设计和有效性的核心,因为它的满意度影响着用户体验和平台的成功。然而,用户偏好的概念本质上是复杂的,现有的知识仍然是多样化和碎片化的,缺乏一个综合考虑用户的多种和不断发展的需求。采用以用户为中心的观点,本研究系统地回顾了135篇RS论文,这些论文集中于如何在视听(AV)领域定义和操作用户偏好。本文以多属性效用理论和有限理性理论为基础,对RS研究中与用户偏好概念化和应用相关的关键维度进行了综述。我们开发了一个类型学来对主要问题和方法方法进行分类,并确定这些方面的流行趋势和研究差距。我们的研究结果表明:(1)用户偏好定义经常缺失,很少有研究提供明确的概念化。(2)用户对偏好激发的参与有限,大多数研究依赖于离线数据集,并且优先考虑内容相关性指标而不是用户体验;(3)与内容特征等物品属性相比,用户属性(如人口统计和个性特征)的代表性不足,导致模型过度指定,可解释性降低;(4)对时间和上下文偏好动态的兴趣正在增长,尽管稳定性对于一致的建议仍然至关重要。这些发现表明,从以用户为中心的角度理解和操作用户偏好方面存在重大缺陷。我们强调需要更大程度地整合心理学和行为研究的见解,以确保RS设计符合用户内在的、不断发展的和长期的需求。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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