CLNov 10, 2023
Summon a Demon and Bind it: A Grounded Theory of LLM Red TeamingNanna Inie, Jonathan Stray, Leon Derczynski · uw
Engaging in the deliberate generation of abnormal outputs from Large Language Models (LLMs) by attacking them is a novel human activity. This paper presents a thorough exposition of how and why people perform such attacks, defining LLM red-teaming based on extensive and diverse evidence. Using a formal qualitative methodology, we interviewed dozens of practitioners from a broad range of backgrounds, all contributors to this novel work of attempting to cause LLMs to fail. We focused on the research questions of defining LLM red teaming, uncovering the motivations and goals for performing the activity, and characterizing the strategies people use when attacking LLMs. Based on the data, LLM red teaming is defined as a limit-seeking, non-malicious, manual activity, which depends highly on a team-effort and an alchemist mindset. It is highly intrinsically motivated by curiosity, fun, and to some degrees by concerns for various harms of deploying LLMs. We identify a taxonomy of 12 strategies and 35 different techniques of attacking LLMs. These findings are presented as a comprehensive grounded theory of how and why people attack large language models: LLM red teaming.
HCMar 15, 2023
Designing Participatory AI: Creative Professionals' Worries and Expectations about Generative AINanna Inie, Jeanette Falk, Steven Tanimoto · uw
Generative AI, i.e., the group of technologies that automatically generate visual or written content based on text prompts, has undergone a leap in complexity and become widely available within just a few years. Such technologies potentially introduce a massive disruption to creative fields. This paper presents the results of a qualitative survey ($N$ = 23) investigating how creative professionals think about generative AI. The results show that the advancement of these AI models prompts important reflections on what defines creativity and how creatives imagine using AI to support their workflows. Based on these reflections, we discuss how we might design \textit{participatory AI} in the domain of creative expertise with the goal of empowering creative professionals in their present and future coexistence with AI.
HCApr 8, 2024
From "AI" to Probabilistic Automation: How Does Anthropomorphization of Technical Systems Descriptions Influence Trust?Nanna Inie, Stefania Druga, Peter Zukerman et al. · uw
This paper investigates the influence of anthropomorphized descriptions of so-called "AI" (artificial intelligence) systems on people's self-assessment of trust in the system. Building on prior work, we define four categories of anthropomorphization (1. Properties of a cognizer, 2. Agency, 3. Biological metaphors, and 4. Properties of a communicator). We use a survey-based approach (n=954) to investigate whether participants are likely to trust one of two (fictitious) "AI" systems by randomly assigning people to see either an anthropomorphized or a de-anthropomorphized description of the systems. We find that participants are no more likely to trust anthropomorphized over de-anthropmorphized product descriptions overall. The type of product or system in combination with different anthropomorphic categories appears to exert greater influence on trust than anthropomorphizing language alone, and age is the only demographic factor that significantly correlates with people's preference for anthropomorphized or de-anthropomorphized descriptions. When elaborating on their choices, participants highlight factors such as lesser of two evils, lower or higher stakes contexts, and human favoritism as driving motivations when choosing between product A and B, irrespective of whether they saw an anthropomorphized or a de-anthropomorphized description of the product. Our results suggest that "anthropomorphism" in "AI" descriptions is an aggregate concept that may influence different groups differently, and provide nuance to the discussion of whether anthropomorphization leads to higher trust and over-reliance by the general public in systems sold as "AI".
CRMay 24, 2024
Hacc-Man: An Arcade Game for Jailbreaking LLMsMatheus Valentim, Jeanette Falk, Nanna Inie · uw
The recent leaps in complexity and fluency of Large Language Models (LLMs) mean that, for the first time in human history, people can interact with computers using natural language alone. This creates monumental possibilities of automation and accessibility of computing, but also raises severe security and safety threats: When everyone can interact with LLMs, everyone can potentially break into the systems running LLMs. All it takes is creative use of language. This paper presents Hacc-Man, a game which challenges its players to "jailbreak" an LLM: subvert the LLM to output something that it is not intended to. Jailbreaking is at the intersection between creative problem solving and LLM security. The purpose of the game is threefold: 1. To heighten awareness of the risks of deploying fragile LLMs in everyday systems, 2. To heighten people's self-efficacy in interacting with LLMs, and 3. To discover the creative problem solving strategies, people deploy in this novel context.
HCApr 1, 2025
The HCI GenAI CO2ST Calculator: A Tool for Calculating the Carbon Footprint of Generative AI Use in Human-Computer Interaction ResearchNanna Inie, Jeanette Falk, Raghavendra Selvan · uw
Increased usage of generative AI (GenAI) in Human-Computer Interaction (HCI) research induces a climate impact from carbon emissions due to energy consumption of the hardware used to develop and run GenAI models and systems. The exact energy usage and and subsequent carbon emissions are difficult to estimate in HCI research because HCI researchers most often use cloud-based services where the hardware and its energy consumption are hidden from plain view. The HCI GenAI CO2ST Calculator is a tool designed specifically for the HCI research pipeline, to help researchers estimate the energy consumption and carbon footprint of using generative AI in their research, either a priori (allowing for mitigation strategies or experimental redesign) or post hoc (allowing for transparent documentation of carbon footprint in written reports of the research).
CLJun 16, 2024
garak: A Framework for Security Probing Large Language ModelsLeon Derczynski, Erick Galinkin, Jeffrey Martin et al.
As Large Language Models (LLMs) are deployed and integrated into thousands of applications, the need for scalable evaluation of how models respond to adversarial attacks grows rapidly. However, LLM security is a moving target: models produce unpredictable output, are constantly updated, and the potential adversary is highly diverse: anyone with access to the internet and a decent command of natural language. Further, what constitutes a security weak in one context may not be an issue in a different context; one-fits-all guardrails remain theoretical. In this paper, we argue that it is time to rethink what constitutes ``LLM security'', and pursue a holistic approach to LLM security evaluation, where exploration and discovery of issues are central. To this end, this paper introduces garak (Generative AI Red-teaming and Assessment Kit), a framework which can be used to discover and identify vulnerabilities in a target LLM or dialog system. garak probes an LLM in a structured fashion to discover potential vulnerabilities. The outputs of the framework describe a target model's weaknesses, contribute to an informed discussion of what composes vulnerabilities in unique contexts, and can inform alignment and policy discussions for LLM deployment.
HCFeb 19, 2020
How Interaction Designers Use Tools to Manage IdeasNanna Inie, Peter Dalsgaard
This paper presents a grounded theory-analysis based on a qualitative study of professional interaction designers (n=20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field Personal Information Management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains then to the management and use of ideas as part of creative activities. The paper identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of ten strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools.
CLFeb 11, 2020
The Rumour Mill: Making the Spread of Misinformation Explicit and TangibleNanna Inie, Jeanette Falk Olesen, Leon Derczynski
Misinformation spread presents a technological and social threat to society. With the advance of AI-based language models, automatically generated texts have become difficult to identify and easy to create at scale. We present "The Rumour Mill", a playful art piece, designed as a commentary on the spread of rumours and automatically-generated misinformation. The mill is a tabletop interactive machine, which invites a user to experience the process of creating believable text by interacting with different tangible controls on the mill. The user manipulates visible parameters to adjust the genre and type of an automatically generated text rumour. The Rumour Mill is a physical demonstration of the state of current technology and its ability to generate and manipulate natural language text, and of the act of starting and spreading rumours.