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.
翻译:建筑师和系统设计师在设计过程中自然地平衡了多种相互竞争的设计限制,但无法在系统计量和终端用户经验之间翻译。 这项工作提出了填补这一差距的三种方法。 第一个是激励兼容的方法,确定以美元计算用户速度值的“地面真相”的“美元”度量,发现用户将接受10%、20%和30%的性能损失,以个人计算机分别换取2.27美元、4.07美元和4.43美元。然而,虽然该方法非常精确,是一个艰苦的过程,没有大量参与者的规模。为了便于推广,我们采用了第二种方法 -- -- 基于实验室的模拟试验 -- -- 发现用户将接受10%、20%和30%的永久性性能损失,以个人计算机为交换127美元、169美元和823美元。最后,为了允许更大的伸缩性,我们引入了第三种方法 -- -- 调查 -- -- 发现激励不兼容性,而且缺乏大量参与者的规模。