User Modeling and User-Adapted Interaction (UMUAI) provides an interdisciplinary forum for the dissemination of new research results on interactive computer systems that can be adapted or adapt themselves to their current users, and on the role of user models in the adaptation process.

UMUAI has been published since 1991 by Kluwer Academic Publishers (now merged with Springer Verlag).

UMUAI homepage with description of the scope of the journal and instructions for authors.

Springer UMUAI page with online access to the papers.

Latest Results for User Modeling and User-Adapted Interaction

19 March 2019

The latest content available from Springer
  • Modeling real-time data and contextual information from workouts in eCoaching platforms to predict users’ sharing behavior on Facebook


    eCoaching platforms have become powerful tools to support users in their day-to-day physical routines. More and more research works show that motivational factors are strictly linked with the user inclination to share her fitness achievements on social media platforms. In this paper, we tackle the problem of analyzing and modeling users’ contextual information and real-time training data by exploiting state-of-the-art classification algorithms, to predict if a user will share her current running workout on Facebook. By analyzing user’s performance, collected by means of an eCoaching platform for runners, and crossing them with contextual information such as the weather, we are able to predict with a high accuracy if the user will post or not on Facebook. Given the positive impact that social media posts have in these scenarios, understanding what are the conditions that lead a user to post or not, can turn the output of the classification process into actionable knowledge. This knowledge can be exploited inside eCoaching platforms to model user behavior in broader and deeper ways, to develop novel forms of intervention and favor users’ motivation on the long term.

  • Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences


    This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation.

  • Preface to the UMUAI special issue on personalized delivery of cultural heritage content: perspectives on 7 years of progress in the field
  • Trends in content-based recommendation
  • Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use


    In this paper, we present the development and validation of an instrument for measuring users’ gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user’s overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+ Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N = 371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user’s gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.