On Design of Problem Token Questions in Quality of Experience Surveys

J. Gupchup, Ebrahim Beyrami, Martin Ellis, Yasaman Hosseinkashi, Sam Johnson, Ross Cutler
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引用次数: 1

Abstract

User surveys for Quality of Experience (QoE) are a critical source of information for application developers. In addition to the common “star rating” used to estimate Mean Opinion Score (MOS), more detailed survey questions (problem tokens) about specific areas provide valuable insight into the factors impacting QoE. This paper explores two aspects of problem token questionnaire design. First, we study the bias introduced by fixed question order, and second, we provide a methodology to manage the size of the survey while keeping it informative. Based on 900,000 calls gathered using a randomized controlled experiment from Skype, we find that token selections can be strongly biased due to token positions and display design. This selection bias can be significantly reduced by randomizing the display order of tokens. It is worth noting that users respond to the randomized-order variant at levels that are comparable to the fixed-order variant. The effective selection of a subset of tokens is achieved by extracting tokens that provide the highest information gain over user ratings. This selection is known to be in the class of NP-hard problems. We apply a well-known greedy submodular maximization method on our dataset to capture 94% of the information using just 30 % of thequestions.
体验质量调查中问题令牌问题的设计
用户体验质量调查(QoE)是应用程序开发人员的重要信息来源。除了用于估计平均意见得分(MOS)的常见“星级评级”之外,关于特定领域的更详细的调查问题(问题令牌)提供了对影响QoE的因素的有价值的见解。本文探讨了问题令牌问卷设计的两个方面。首先,我们研究了固定问题顺序带来的偏见,其次,我们提供了一种方法来管理调查的规模,同时保持它的信息。基于使用Skype随机对照实验收集的900,000个电话,我们发现由于令牌位置和显示设计,令牌选择可能存在强烈偏差。这种选择偏差可以通过随机化标记的显示顺序来显著减少。值得注意的是,用户对随机顺序变量的响应级别与固定顺序变量相当。令牌子集的有效选择是通过提取比用户评级提供最高信息增益的令牌来实现的。这种选择被认为是np困难问题的一类。我们在数据集上应用了一种著名的贪心次模最大化方法,仅使用30%的问题就捕获了94%的信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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