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Language Technology II Language-Based Interaction: Dialogue design and evaluation Manfred Pinkal Course website: www.coli.uni-saarland.de/courses/late2

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Page 1: Language Technology II Language-Based Interaction: Dialogue design and evaluation Manfred Pinkal Course website:

Language Technology IILanguage-Based

Interaction:Dialogue design and

evaluationManfred Pinkal

Course website:www.coli.uni-saarland.de/courses/late2

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Outline

• The Software Development Cycle• Dialogue Design • Wizard-of-Oz Experiments• Dialogue System Evaluation

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The Software Development Cycle

• Requirements Analysis• Design• Implementation• Testing and Evaluation• Integration• Maintenance

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The Software Development Cycle

• Requirements Analysis• Design• Implementation• Testing and Evaluation• Integration• Maintenance

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Outline

• The Software Development Cycle• Dialogue Design • Wizard-of-Oz Experiments• Dialogue System Evaluation

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Dialogue Design: Overall Aims

• Effectiveness (Task Success)• Efficiency • User Satisfaction

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Dialogue Design: General Steps

• 1. Make sure you understand what you are trying to achieve(use scenarios and build a conceptual model).

• 2. See if you can decompose the task into smaller meaningful subtasks.

• 3. Identify the information tokens you need for each task or subtask.

• 4. Decide how you will obtain this information from the user.

• 5. Sketch a dialogue model that capture this information.

• 6. Test your dialogue model.• 7. Revise the dialogue model and repeat Step 6 …

The following slides are compiled from slides Rolf Schwitters and Bernd Plannerer

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Dialogue Design: Principal Decisions

• Specification of Target Group and Supported languages– Frequency of usage– Regional / National– Monolingual / multilingual / foreign language

speakers– Age

• Environment– Quiet Environment: Home, Office– Noisy Environment: Car, Outdoor, Noisy Working

Environments• Choice of Persona and Voice• Dialogue Structure

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Dialogue Design: Practical Tips

• Guide the user towards responses that maximize– clarity and– unambiguousness.

• Allow for the user not knowing – the active vocabulary– the answer to a question or– understanding a question.

• Guide users toward natural ‘in vocabulary’ responses. – Version 1: Welcome to ABC Bank. How can I help you?– Version 2: Welcome to ABC Bank. What would you like to do?– Version 3: Welcome to ABC Bank. You can check an account

balance, transfer funds, or pay a bill. What would you like to do?

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More Practical Tips

• Do not give too many options at once (maximum 5)

• Keep prompts brief to encourage the user to be brief.

• Supply confirmation messages frequently, especially when the cost or likelihood of a recognition error is high.

• Prefer implicit over explicit grounding.• Use recognizer confidence values to avoid

unnecessary grounding steps.

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More Practical Tips• Assume a frequent user will have a rapid learning

curve.• Allow shortcuts:

– Switch to expert mode/ command level.– Combine different steps in one.– Barge-In

• Assume errors are the fault of the recognizer, not the user.

• Allow the user to access (context-sensitive) help at any state.

• Provide escape commands. • Design graceful recovery when the recognizer

makes an error.

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Outline

• The Software Development Cycle• Dialogue Design • Wizard-of-Oz ExperimentsDialogue System Evaluation

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Dialogue Design: General Steps

• 1. Make sure you understand what you are trying to achieve(use scenarios and build a conceptual model).

• 2. See if you can decompose the task into smaller meaningful subtasks.

• 3. Identify the information tokens you need for each task or subtask.

• 4. Decide how you will obtain this information from the user.

• 5. Sketch a dialogue model that capture this information.

• 6. Test your dialogue model.• 7. Revise the dialogue model and repeat Step 6 …

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Wizard-of-Oz Experiments

• Central parts of the system are simulated by a human "wizard".

• Experimental WoZ systems allow to test a dialogue system (to some extent) before it has been (fully) implemented, thus uncovering basic problems of the dialogue model.

• Also, they allow to collect – data about dialogue behavior of subjects– the used syntax and lexicon (to hand-code

language models)– speech data (to train statistical language models)

at an early stage.

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Wizard-of-Oz Experiments

The WoZ is not just a person in a box: The WoZ system must:• perform as poor as a computer: "artificial" speech output by

typing and TTS system, simulation of shortcomings in recognition: wizard sees typed input (no prosody), maybe even with simulated recognition failure (e.g., by randomly overwriting words in typed input).

• perform as efficient as a computer: support of quick database access, complex real time decisions, e.g., by displaying dialogueflow diagram, marking the current state, offering menus with contextually appropriate dialogue moves and system prompts.

• impose constraints on the options of the wizard (to support impression of artificiality), and allow to vary those constraints (to test different dialogue strategies.

• log all kinds of data in an appropriate and easily accessible form.

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Wizard-of-Oz Experiments

• Ideally, a WoZ system is set up in a modular way, allowing to replace functions contributed by humans subsequently in the course of system implementation.

• Gradual transition between WoZ and fully artificial system.

• An example: The DiaMant tool, run in WoZ mode.

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Motivations for WoZ experiments

• The original motivation:– Eearly testing, avoiding time-consuming and expensive

programming.– Studying dialogues disregarding the bottle-neck of unreliable

speech recognition.• Changing conditions:

– Configuration and design of dialogue systems is becoming comfortable, recognizers are becoming pretty reliable: Are WoZ experiments necessary?

– Dialogue interaction is becoming increasingly flexible, adaptive, complex. Are WoZ experiments feasible?

• A shift in motivation:– From: exploration of the user's behavior, given constraint and

schematic system's behavior– To: exploration of alternative wizard's behavior, who is given a

range of freedom for his/her reaction.

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An example

• A WoZ study in the TALK project, Spring 2005

• MP3 Player• Multi-modal dialogue, language

German• In-car/in-home scenario• Saarland University, DFKI, CLT

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Tasks for the Subjects

• MP3 domain– “in-car” with primary task Lane Change Task (LCT)– “in-home” domain without LCT

• Tasks for the subject:– Play a song from the album "New Adventures in

Hi-Fi" by REM– Find a song with “believe” in the title and play it.

• Task for the wizard:– Help the user reach their goals

(Deliberately vague!)

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Goals of WOZ MP3 Experiment

• Gather pilot data on human multi-modal turn planning

• Collect wizard dialogue strategies• Collect wizard media allocation

decisions• Collect wizard speech data• Collect user data (speech signals and

spontaneous speech)

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User View

• Primary task: driving

• Secondary task on second screen: MP3 player

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Video Recording

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DFKI/USAAR WOZ system

• System features:– 14 (via OAA) communicating components

distributed over– 5 machines (3 windows, 2 linux)– Plus LCT on a seperate machine

• People involved to run an experiment: 5– 1 experiment leader – 1 wizard– 1 subject– 2 typists

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Data Flow

texttext synthesizedsynthesizedaudioaudio datadata

audioaudio datadata audioaudio datadata

graphicsgraphicsWizardWizard SubjectSubject

TypistTypist TypistTypist

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A Walk Through the final turns

• Wizard: “Ich zeige Ihnen die Liste an.”I am displaying the list.

• User: “Ok. Zeige mir bitte das Lied aus dem ausgewählten Album und spiel das vor.”Ok. Please show me that song (“Believe”) from the selected album and play it.

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A Walk Through the Final Turns

• Wizard's actions:– Database search– Select “album presentation” (vs. songs or artists)– Select “list presentation” (vs. tables or textual summary)– Utterance: “Ich zeige Ihnen die Liste an.”

I am displaying the list.– Audio is sent to typist– Text is sent to speech synthesis

• User: “Ok. Zeige mir bitte das Lied aus dem ausgewählten Album und spiel das vor.”Ok. Please show me that song (“Believe”) from the selected album and play it.

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Example(1) Wizard

says: “Ich zeige Ihnen die Liste an.” (I am displaying the list.) and clicks on the list presentation

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Options presenter with User-Tab

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Data Flow

audioaudio datadata

graphicsgraphicsWizardWizard SubjectSubject

TypistTypist TypistTypist

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Example(2) WizardTypist

types the wizard’s spoken text

I am displaying the list.

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Data Flow

synthesizedsynthesizedaudioaudio datadata

audioaudio datadata

graphicsgraphicsWizardWizard SubjectSubject

TypistTypist TypistTypist

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Example(3) UserListens to wizard text synthesized by Mary and receives the selected list presentation

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Example(4) User• Selects one album and says: “Ok. Zeige mir bitte das Lied aus

dem aus gewählten Album und spiel das vor.”

Ok. Please show me that song (“Believe”) from the selected album and play it.

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Automatically updated wizard screen with check

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Data Flow

texttext synthesizedsynthesizedaudioaudio datadata

audioaudio datadata audioaudio datadata

graphicsgraphicsWizardWizard SubjectSubject

TypistTypist TypistTypist

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Example(5) UserTypist

• Types the user’s spoken text

Ok. Please show me that song (“Believe”) from the selected album and play it.

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Data Flow

texttext synthesizedsynthesizedaudioaudio datadata

audioaudio datadata audioaudio datadata

graphicsgraphicsWizardWizard SubjectSubject

TypistTypist TypistTypist

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Example(6) WizardGets a correspondingly updated TextBox Window

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42 © TALK Consortium, 2006

©The current experimmental setupThe current experimmental setup

Usability Lab, Building C7 4

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43 © TALK Consortium, 2006

©GUI DevelopmentGUI Development

Old:

New:

Page 44: Language Technology II Language-Based Interaction: Dialogue design and evaluation Manfred Pinkal Course website:

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Outline

• The Software Development Cycle• Dialogue Design • Wizard-of-Oz Experiments• Dialogue System Evaluation

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Different levels of evaluation

• Technical evaluation• Usability evaluation• Customer evaluation

• According to: L. Dybkjaer/ N.Bernsen/ W.Minker, "Overview of evaluation and usability", in: W. Minker et al., Spoken multimodal human-computer dialogue in mobile environments, Springer 2005

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Different levels of evaluation

• Technical evaluation– Typically component evaluation (ASR,

TTS, Grammar, but e.g.: System robustness)

– Quantitative and objective, to some extent

• Usability evaluation• Customer evaluation

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Evaluation of ASR Systems

• WER• Speed (real-time performance)• Size of lexicon• Perplexity

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Evaluation of TTS

• Intuitive evaluation by users with respect to – intellegibility– pleasantness– naturalness

• No objective (though quantitative) criteria, but extremely important for user satisfation

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Different levels of evaluation

• Technical evaluation• Usability evaluation

– Evaluation of user satisfaction– Typically end-to-end evaluation– Mostly subjective and qualitative

measures

• Customer evaluation

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Different levels of evaluation

• Technical evaluation• Usability evaluation• Customer evaluation, including

aspects like:– Costs– Platform compatibility– Maintenance

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Usability Evaluation

• Mostly soft criteria:– "Usability Guidelines", best-practice rules,

form the basis of expert evaluation or user questionnaires.

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Usability Guidelines

• … from Dybkjaer et al.:– Feedback adequacy: The user must feel

confident that the system has understood the information input in the way it was intended …

– Naturalness of the dialogue structure– Sufficiency of interaction guidance– Sufficiency of adaptation to user

differences– …

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Usability Evaluation

• Mostly soft criteria:– "Usability Guidelines", best-practice rules, form the

basis of expert evaluation or user questionnaires.

• Hard, measurable criteria often contradict each other: Systems with high task success may lack efficiency, and vice versa.

• Is it possible to evaluate usability in a objective, predictive, and general way?

• Is there one (maybe parametrized) measure for User Satisfaction?

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PARADISE

• An attempt to provide an objective, quantitative, operational basis for qualitative user assessments

• M. Walker/ D. Litman/C.Kamm/A.Abella: "PARADISE: A framework for evaluating spoken dialogue agents", Proc. of ACL 1997

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PARADISE: The Idea

• The top criterion for usability evaluation is user satisfaction – it is an intuitive criterion which can not be directly measured, but is only accessible through qualitative user judgments.

• User satisfaction is – correlated to task success (effectiveness) – inversely correlated to the dialogue costs.

• There are features that can be easily and objectively extracted from dialogue logfiles, which approximate both task success and dialogue costs.

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PARADISE: The Idea

• Take a set of dialogues produced by interaction of a dialogue system A with different subjects.

• Let the users assess their satisfaction with the dialogue.• Calculate the task success, and read the different measures

for dialogue costs off the log-files.• Compute the correlation between satisfaction assessment and

quantitative measures (via multiple linear regression).• Results:

– Prediction of user satisfaction for new individual dialogues with system A, or

– or for dialogues with a modified system A'.– Comparison of different dialogue systems A and B with respect to

user satisfaction.

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PARADISE: The Structure

Maximise user satisfaction

Maximise task success Minimize costs

Efficiency measures

Qualitative measures

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Efficiency and Quality Measures• Efficiency measures

– Elapsed time– System turns– User turns

• Quality measures– # of timeout prompts– # of rejects– # of helps– # of cancels – # of barge-ins– Mean ASR score

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A Measure for Task Success

• Option 1: Yes/No evaluation for the complete dialogue

• Option 2, available for dialog systems using the form-filling paradigm: Let task success be determined by the fields in the form filled with correct values.

This and the following 3 slides will not be part of the exam

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Tasks as Attribute-Value Matrices

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An Instance

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A Measure for Task Success• Identify task success with the value

for agreement between actual and intended values for the AVM ( is usually employed for measuring inter-annotator agreement).

P(A) –P(E) 1- P(E)

P(A) is the actual relative frequency of coincidence between values, P(E) the expected frequency.

=

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PARADISE: The Structure

Maximise user satisfaction

Maximise task success Minimize costs

Efficiency measures

Qualitative measures

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User Satisfaction

• Measured by adding the scores assigned to 8 questions by the subjects.

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A user satisfaction questionnaire

• Was the system easy to understand?• Did the system understand what you

said?• Was it easy to find the information you

wanted?• Was the pace of interaction with the

system appropriate?• Did you know what you could say at

each point in the dialogue?

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A user satisfaction questionnaire

• How often was the system sluggish and slow to reply to you?

• Did the system work the way you expected it to?

• From your current experience with using the system, do you think you would use the system regularly?

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A hypothetical exampleThis and the following slide will not be part of the exam

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The Performance Function

• N is a normalisation function, based on standard deviation,

• N() is normalised task success

• N(ci) are the normalised cost factors,

• and wi are weights on and the ci, respectively.

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Comments on PARADISE

• Criterion for the feature selection is the easy availability of features through log-files. Is it really the interesting features that are selected?

• There is no strong theoretical foundation for the choice of questions in the user questionnaire.

• Does the methodology extend to more complex dialogue applications in real-world environments?

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General Comments

A trade-off between precision/objectivity and usefulness:

• PARADISE: (More or less) Precise and objective, but of limited practical use.

• Evaluation Guidelines: Of some practical use, but not really objective.

• The most useful device is intuition – If it is, at least in part, an artist's intuition: Dialogue design is art, as well as technology.