论文标题
对用户的性能价值多少?定量方法
How Much is Performance Worth to Users? A Quantitative Approach
论文作者
论文摘要
建筑师和系统设计师在设计过程中巧妙地平衡了多个竞争设计约束,但无法在系统指标和最终用户体验之间进行翻译。这项工作提出了三种方法来填补这一空白。第一个是一种激励兼容的方法,它决定了用户对美元速度的“地面真相”测量,并发现用户将接受其个人计算机的10%,20%和30%的绩效损失,以换取\ $ 2.27,\ $ 4.07,\ $ 4.07,\ $ 4.43每天。但是,尽管高度准确,但该方法是一个艰苦的过程,并且与大量参与者没有扩展。为了允许可伸缩性,我们引入了第二种方法 - 基于实验室的仿真实验 - 发现用户将在其个人计算机上接受永久性绩效损失10%,20%和30%,以换取\ $ 127,\ $ 169和\ $ 823。最后,为了提高更大的可伸缩性,我们引入了第三种方法 - 一种调查 - 观察到缺乏激励性兼容性以及缺乏对节点设备性能的动手经验,这显着偏向于结果,从而证明了对基于实验室或激励兼容的兼容研究设计的需求。通过量化用户满意度和性能之间的权衡,我们使建筑师和系统设计师能够在设计要求之间进行更细微的权衡。
Architects and systems designers artfully balance multiple competing design constraints during the design process but are unable to translate between system metrics and end user experience. This work presents three methodologies to fill in this gap. The first is an incentive-compatible methodology that determines a "ground truth" measurement of users' value of speed in terms of US dollars, and find that users would accept a performance losses of 10%, 20%, and 30% to their personal computer in exchange for \$2.27, \$4.07, and \$4.43 per day, respectively. However, while highly accurate the methodology is a painstaking process and does not scale with large numbers of participants. To allow for scalability, we introduce a second methodology -- a lab-based simulation experiment -- which finds that users would accept a permanent performance loss of 10%, 20%, and 30% to their personal computer in exchange for \$127, \$169, and \$823, respectively. Finally, to allow for even greater scalability, we introduce a third methodology -- a survey -- and observe that the lack of incentive compatibility and the lack of hands-on experience with throttled device performance skews the results significantly, thus demonstrating the need for lab-based or incentive compatible study designs. By quantifying the tradeoff between user satisfaction and performance, we enable architects and systems designers to make more nuanced tradeoffs between design requirements.