25.8HCFeb 19, 2023
RePrompt: Automatic Prompt Editing to Refine AI-Generative Art Towards Precise ExpressionsYunlong Wang, Shuyuan Shen, Brian Y. Lim
Generative AI models have shown impressive ability to produce images with text prompts, which could benefit creativity in visual art creation and self-expression. However, it is unclear how precisely the generated images express contexts and emotions from the input texts. We explored the emotional expressiveness of AI-generated images and developed RePrompt, an automatic method to refine text prompts toward precise expression of the generated images. Inspired by crowdsourced editing strategies, we curated intuitive text features, such as the number and concreteness of nouns, and trained a proxy model to analyze the feature effects on the AI-generated image. With model explanations of the proxy model, we curated a rubric to adjust text prompts to optimize image generation for precise emotion expression. We conducted simulation and user studies, which showed that RePrompt significantly improves the emotional expressiveness of AI-generated images, especially for negative emotions.
3.7HCSep 21, 2021
SalienTrack: providing salient information for semi-automated self-tracking feedback with model explanationsYunlong Wang, Jiaying Liu, Homin Park et al.
Self-tracking can improve people's awareness of their unhealthy behaviors and support reflection to inform behavior change. Increasingly, new technologies make tracking easier, leading to large amounts of tracked data. However, much of that information is not salient for reflection and self-awareness. To tackle this burden for reflection, we created the SalienTrack framework, which aims to 1) identify salient tracking events, 2) select the salient details of those events, 3) explain why they are informative, and 4) present the details as manually elicited or automatically shown feedback. We implemented SalienTrack in the context of nutrition tracking. To do this, we first conducted a field study to collect photo-based mobile food tracking over 1-5 weeks. We then report how we used this data to train an explainable-AI model of salience. Finally, we created interfaces to present salient information and conducted a formative user study to gain insights about how SalienTrack could be integrated into an interface for reflection. Our key contributions are the SalienTrack framework, a demonstration of its implementation for semi-automated feedback in an important and challenging self-tracking context and a discussion of the broader uses of the framework.
15.7HCSep 21, 2021
Interpretable Directed Diversity: Leveraging Model Explanations for Iterative Crowd IdeationYunlong Wang, Priyadarshini Venkatesh, Brian Y. Lim
Feedback in creativity support tools can help crowdworkers to improve their ideations. However, current feedback methods require human assessment from facilitators or peers. This is not scalable to large crowds. We propose Interpretable Directed Diversity to automatically predict ideation quality and diversity scores, and provide AI explanations - Attribution, Contrastive Attribution, and Counterfactual Suggestions - to feedback on why ideations were scored (low), and how to get higher scores. These explanations provide multi-faceted feedback as users iteratively improve their ideations. We conducted formative and controlled user studies to understand the usage and usefulness of explanations to improve ideation diversity and quality. Users appreciated that explanation feedback helped focus their efforts and provided directions for improvement. This resulted in explanations improving diversity compared to no feedback or feedback with scores only. Hence, our approach opens opportunities for explainable AI towards scalable and rich feedback for iterative crowd ideation and creativity support tools.
5.8HCApr 21, 2020
A Smartphone App to Support Sedentary Behavior Change by Visualizing Personal Mobility Patterns and Action Planning (SedVis): Development and Pilot StudyYunlong Wang, Laura M. Koenig, Harald Reiterer
Given the high prevalence of sedentary behavior in daily life, simple yet practical solutions for behavior change are needed to avoid detrimental health effects. The mobile app SedVis was developed based on the health action process approach. The app provides personal mobility pattern visualization (for both physical activity and sedentary behavior) and action planning for sedentary behavior change. The primary aim of the study is to investigate the effect of mobility pattern visualization on users' action planning for changing their sedentary behavior. The secondary aim is to evaluate user engagement with the visualization and user experience of the app. In a 3-week user study, participants were allocated to either an active control group (n=8) or an intervention group (n=8). In the 1-week baseline period, none of the participants had access to the functions in the app. In the following 2-week intervention period, only the intervention group was given access to the visualizations, whereas both groups were asked to make action plans every day and reduce their sedentary behavior. The results suggested that the visualizations in SedVis had no effect on the participants' action planning according to both the NHST and Bayesian statistics. The intervention involving visualizations and action planning in SedVis had a positive effect on reducing participants' sedentary hours, with weak evidence according to Bayesian statistics, whereas no change in sedentary time was more likely in the active control condition. Furthermore, Bayesian analysis weakly suggested that the more frequently the users checked the app, the more likely they were to reduce their sedentary behavior.
3.1HCNov 21, 2019
NaMemo: Enhancing Lecturers' Interpersonal Competence of Remembering Students' NamesGuang Jiang, Mengzhen Shi, Ying Su et al.
Addressing students by their names helps a teacher to start building rapport with students and thus facilitates their classroom participation. However, this basic yet effective skill has become rather challenging for university lecturers, who have to handle large-sized (sometimes exceeding 100) groups in their daily teaching. To enhance lecturers' competence in delivering interpersonal interaction, we developed NaMemo, a real-time name-indicating system based on a dedicated face-recognition pipeline. This paper presents the system design, the pilot feasibility test, and our plan for the following study, which aims to evaluate NaMemo's impacts on learning and teaching, as well as to probe design implications including privacy considerations.
7.6HCJan 29, 2019
Health Behavior Change in HCI: Trends, Patterns, and OpportunitiesYunlong Wang, Ahmed Fadhil, Harald Reiterer
Unhealthy lifestyles could cause many chronic diseases, which bring patients and their families much burden. Research has shown the potential of digital technologies for supporting health behavior change to help us prevent these chronic diseases. The HCI community has contributed to the research on health behavior change for more than a decade. In this paper, we aim to explore the research trends and patterns of health behavior change in HCI. Our systematic review showed that physical activity drew much more attention than other behaviors. Most of the participants in the reviewed studies were adults, while children and the elderly were much less addressed. Also, we found there is a lack of standardized approaches to evaluating the user experience of interventions for health behavior change in HCI. Based on the reviewed studies, we provide suggestions and research opportunities on six topics, e.g., game integration, social support, and relevant AI application.