12.5AIApr 11, 2023
Reinforcement Learning Tutor Better Supported Lower Performers in a Math TaskSherry Ruan, Allen Nie, William Steenbergen et al. · stanford
Resource limitations make it hard to provide all students with one of the most effective educational interventions: personalized instruction. Reinforcement learning could be a key tool to reduce the development cost and improve the effectiveness of intelligent tutoring software that aims to provide the right support, at the right time, to a student. Here we illustrate that deep reinforcement learning can be used to provide adaptive pedagogical support to students learning about the concept of volume in a narrative storyline software. Using explainable artificial intelligence tools, we extracted interpretable insights about the pedagogical policy learned and demonstrated that the resulting policy had similar performance in a different student population. Most importantly, in both studies, the reinforcement-learning narrative system had the largest benefit for those students with the lowest initial pretest scores, suggesting the opportunity for AI to adapt and provide support for those most in need.
Model Sketching: Centering Concepts in Early-Stage Machine Learning Model DesignMichelle S. Lam, Zixian Ma, Anne Li et al. · stanford
Machine learning practitioners often end up tunneling on low-level technical details like model architectures and performance metrics. Could early model development instead focus on high-level questions of which factors a model ought to pay attention to? Inspired by the practice of sketching in design, which distills ideas to their minimal representation, we introduce model sketching: a technical framework for iteratively and rapidly authoring functional approximations of a machine learning model's decision-making logic. Model sketching refocuses practitioner attention on composing high-level, human-understandable concepts that the model is expected to reason over (e.g., profanity, racism, or sarcasm in a content moderation task) using zero-shot concept instantiation. In an evaluation with 17 ML practitioners, model sketching reframed thinking from implementation to higher-level exploration, prompted iteration on a broader range of model designs, and helped identify gaps in the problem formulation$\unicode{x2014}$all in a fraction of the time ordinarily required to build a model.
11.4HCMay 1
"What Are You Really Trying to Do?": Co-Creating Life Goals from Everyday Computer UseShardul Sapkota, Matthew Jörke, Zane Sabbagh et al.
Recent advances in user modeling make it feasible to conduct open-ended inference over a person's everyday computer use. Despite longstanding visions of systems that deeply understand our actions and the purposes they serve in our lives, existing systems only capture what a person is doing in the moment -- not why they are doing it -- limiting these systems to surface-level support. We introduce striving co-creation, a process for inferring broader life goals from unstructured observations of computer use. Grounded in Activity Theory and Emmons' personal strivings framework, our system progressively constructs a hierarchical representation of a person's activities. Crucially, strivings are difficult to fully resolve from observation alone, as the same action can be driven by many different goals. Our system therefore supports an editing interface that gives people agency over how they are understood by the system, feeding their corrections back into subsequent rounds of striving induction. In a week-long field deployment (N=14), we find that our co-creation process produces strivings that are representative of participants' long-term goals and gives them greater agency than baseline methods.
7.2HCMar 29
Comparing Design Metaphors and User-Driven Metaphors for Interaction DesignBeleicia Bullock, James A. Landay, Michael S. Bernstein
Metaphors enable designers to communicate their ideal user experience for platforms. Yet, we often do not know if these design metaphors match users' actual experiences. In this work, we compare design and user metaphors across three different platforms: ChatGPT, Twitter, and YouTube. We build on prior methods to elicit 554 user metaphors, as well as ratings on how well each metaphor describes users' experiences. We then identify 21 design metaphors by analyzing each platform's historical web presence since their launch date. We find that design metaphors often do not match the metaphors that users use to describe their experiences. Even when design and user metaphors do match, the metaphors do not always resonate universally. Through these findings, we highlight how comparing design and user metaphors can help to evaluate and refine metaphors for user experience.
6.9HCJun 16, 2023
ReactGenie: A Development Framework for Complex Multimodal Interactions Using Large Language ModelsJackie Junrui Yang, Yingtian Shi, Yuhan Zhang et al.
By combining voice and touch interactions, multimodal interfaces can surpass the efficiency of either modality alone. Traditional multimodal frameworks require laborious developer work to support rich multimodal commands where the user's multimodal command involves possibly exponential combinations of actions/function invocations. This paper presents ReactGenie, a programming framework that better separates multimodal input from the computational model to enable developers to create efficient and capable multimodal interfaces with ease. ReactGenie translates multimodal user commands into NLPL (Natural Language Programming Language), a programming language we created, using a neural semantic parser based on large-language models. The ReactGenie runtime interprets the parsed NLPL and composes primitives in the computational model to implement complex user commands. As a result, ReactGenie allows easy implementation and unprecedented richness in commands for end-users of multimodal apps. Our evaluation showed that 12 developers can learn and build a nontrivial ReactGenie application in under 2.5 hours on average. In addition, compared with a traditional GUI, end-users can complete tasks faster and with less task load using ReactGenie apps.
2.3GRJan 22
Deep Sketch-Based 3D Modeling: A SurveyAlberto Tono, Jiajun Wu, Gordon Wetzstein et al.
In the past decade, advances in artificial intelligence have revolutionized sketch-based 3D modeling, leading to a new paradigm known as Deep Sketch-Based 3D Modeling (DS-3DM). DS-3DM offers data-driven methods that address the long-standing challenges of sketch abstraction and ambiguity. DS-3DM keeps humans at the center of the creative process by enhancing the flexibility, usability, faithfulness, and adaptability of sketch-based 3D modeling interfaces. This paper contributes a comprehensive survey of the latest DS-3DM within a novel design space: MORPHEUS. Built upon the Input-Model-Output (IMO) framework, MORPHEUS categorizes Models outputting Options of 3D Representations and Parts, derived from Human inputs (varying in quantity and modality), and Evaluated across diverse User-views and Styles. Throughout MORPHEUS we highlight limitations and identify opportunities for interdisciplinary research in Computer Vision, Computer Graphics, and Human-Computer Interaction, revealing a need for controllability and information-rich outputs. These opportunities align design processes more closely with user' intent, responding to the growing importance of user-centered approaches.
Concept Induction: Analyzing Unstructured Text with High-Level Concepts Using LLooMMichelle S. Lam, Janice Teoh, James Landay et al.
Data analysts have long sought to turn unstructured text data into meaningful concepts. Though common, topic modeling and clustering focus on lower-level keywords and require significant interpretative work. We introduce concept induction, a computational process that instead produces high-level concepts, defined by explicit inclusion criteria, from unstructured text. For a dataset of toxic online comments, where a state-of-the-art BERTopic model outputs "women, power, female," concept induction produces high-level concepts such as "Criticism of traditional gender roles" and "Dismissal of women's concerns." We present LLooM, a concept induction algorithm that leverages large language models to iteratively synthesize sampled text and propose human-interpretable concepts of increasing generality. We then instantiate LLooM in a mixed-initiative text analysis tool, enabling analysts to shift their attention from interpreting topics to engaging in theory-driven analysis. Through technical evaluations and four analysis scenarios ranging from literature review to content moderation, we find that LLooM's concepts improve upon the prior art of topic models in terms of quality and data coverage. In expert case studies, LLooM helped researchers to uncover new insights even from familiar datasets, for example by suggesting a previously unnoticed concept of attacks on out-party stances in a political social media dataset.
9.5HCApr 3, 2025
Ontologies in Design: How Imagining a Tree Reveals Possibilites and Assumptions in Large Language ModelsNava Haghighi, Sunny Yu, James Landay et al.
Amid the recent uptake of Generative AI, sociotechnical scholars and critics have traced a multitude of resulting harms, with analyses largely focused on values and axiology (e.g., bias). While value-based analyses are crucial, we argue that ontologies -- concerning what we allow ourselves to think or talk about -- is a vital but under-recognized dimension in analyzing these systems. Proposing a need for a practice-based engagement with ontologies, we offer four orientations for considering ontologies in design: pluralism, groundedness, liveliness, and enactment. We share examples of potentialities that are opened up through these orientations across the entire LLM development pipeline by conducting two ontological analyses: examining the responses of four LLM-based chatbots in a prompting exercise, and analyzing the architecture of an LLM-based agent simulation. We conclude by sharing opportunities and limitations of working with ontologies in the design and development of sociotechnical systems.
13.1HCOct 16, 2025
Just-In-Time Objectives: A General Approach for Specialized AI InteractionsMichelle S. Lam, Omar Shaikh, Hallie Xu et al.
Large language models promise a broad set of functions, but when not given a specific objective, they default to milquetoast results such as drafting emails littered with cliches. We demonstrate that inferring the user's in-the-moment objective, then rapidly optimizing for that singular objective, enables LLMs to produce tools, interfaces, and responses that are more responsive and desired. We contribute an architecture for automatically inducing just-in-time objectives by passively observing user behavior, then steering downstream AI systems through generation and evaluation against this objective. Inducing just-in-time objectives (e.g., "Clarify the abstract's research contribution") enables automatic generation of tools, e.g., those that critique a draft based on relevant HCI methodologies, anticipate related researchers' reactions, or surface ambiguous terminology. In a series of experiments (N=14, N=205) on participants' own tasks, JIT objectives enable LLM outputs that achieve 66-86% win rates over typical LLMs, and in-person use sessions (N=17) confirm that JIT objectives produce specialized tools unique to each participant.
Grounding Open-Domain Instructions to Automate Web Support TasksNancy Xu, Sam Masling, Michael Du et al.
Grounding natural language instructions on the web to perform previously unseen tasks enables accessibility and automation. We introduce a task and dataset to train AI agents from open-domain, step-by-step instructions originally written for people. We build RUSS (Rapid Universal Support Service) to tackle this problem. RUSS consists of two models: First, a BERT-LSTM with pointers parses instructions to ThingTalk, a domain-specific language we design for grounding natural language on the web. Then, a grounding model retrieves the unique IDs of any webpage elements requested in ThingTalk. RUSS may interact with the user through a dialogue (e.g. ask for an address) or execute a web operation (e.g. click a button) inside the web runtime. To augment training, we synthesize natural language instructions mapped to ThingTalk. Our dataset consists of 80 different customer service problems from help websites, with a total of 741 step-by-step instructions and their corresponding actions. RUSS achieves 76.7% end-to-end accuracy predicting agent actions from single instructions. It outperforms state-of-the-art models that directly map instructions to actions without ThingTalk. Our user study shows that RUSS is preferred by actual users over web navigation.
11.7GROct 5, 2016
Towards a Drone Cinematographer: Guiding Quadrotor Cameras using Visual Composition PrinciplesNiels Joubert, Jane L. E, Dan B Goldman et al.
We present a system to capture video footage of human subjects in the real world. Our system leverages a quadrotor camera to automatically capture well-composed video of two subjects. Subjects are tracked in a large-scale outdoor environment using RTK GPS and IMU sensors. Then, given the tracked state of our subjects, our system automatically computes static shots based on well-established visual composition principles and canonical shots from cinematography literature. To transition between these static shots, we calculate feasible, safe, and visually pleasing transitions using a novel real-time trajectory planning algorithm. We evaluate the performance of our tracking system, and experimentally show that RTK GPS significantly outperforms conventional GPS in capturing a variety of canonical shots. Lastly, we demonstrate our system guiding a consumer quadrotor camera autonomously capturing footage of two subjects in a variety of use cases. This is the first end-to-end system that enables people to leverage the mobility of quadrotors, as well as the knowledge of expert filmmakers, to autonomously capture high-quality footage of people in the real world.
21.4HCAug 25, 2016
Comparing Speech and Keyboard Text Entry for Short Messages in Two Languages on Touchscreen PhonesSherry Ruan, Jacob O. Wobbrock, Kenny Liou et al.
With the ubiquity of mobile touchscreen devices like smartphones, two widely used text entry methods have emerged: small touch-based keyboards and speech recognition. Although speech recognition has been available on desktop computers for years, it has continued to improve at a rapid pace, and it is currently unknown how today's modern speech recognizers compare to state-of-the-art mobile touch keyboards, which also have improved considerably since their inception. To discover both methods' "upper-bound performance," we evaluated them in English and Mandarin Chinese on an Apple iPhone 6 Plus in a laboratory setting. Our experiment was carried out using Baidu's Deep Speech 2, a deep learning-based speech recognition system, and the built-in Qwerty (English) or Pinyin (Mandarin) Apple iOS keyboards. We found that with speech recognition, the English input rate was 2.93 times faster (153 vs. 52 WPM), and the Mandarin Chinese input rate was 2.87 times faster (123 vs. 43 WPM) than the keyboard for short message transcription under laboratory conditions for both methods. Furthermore, although speech made fewer errors during entry (5.30% vs. 11.22% corrected error rate), it left slightly more errors in the final transcribed text (1.30% vs. 0.79% uncorrected error rate). Our results show that comparatively, under ideal conditions for both methods, upper-bound speech recognition performance has greatly improved compared to prior systems, and might see greater uptake in the future, although further study is required to quantify performance in non-laboratory settings for both methods.