HCFeb 16
MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement LearningAnkit Bhattarai, Hannah Selder, Florian Fischer et al.
Reinforcement learning (RL)-based biomechanical simulations have the potential to revolutionise HCI research and interaction design, but currently lack usability and interpretability. Using the Human Action Cycle as a design lens, we identify key limitations of biomechanical RL frameworks and develop MyoInteract, a novel framework for fast prototyping of biomechanical HCI tasks. MyoInteract allows designers to setup tasks, user models, and training parameters from an easy-to-use GUI within minutes. It trains and evaluates muscle-actuated simulated users within minutes, reducing training times by up to 98%. A workshop study with 12 interaction designers revealed that MyoInteract allowed novices in biomechanical RL to successfully setup, train, and assess goal-directed user movements within a single session. By transforming biomechanical RL from a days-long expert task into an accessible hour-long workflow, this work significantly lowers barriers to entry and accelerates iteration cycles in HCI biomechanics research.
HCJan 27, 2025
PRISMe: A Novel LLM-Powered Tool for Interactive Privacy Policy AssessmentVincent Freiberger, Arthur Fleig, Erik Buchmann
Protecting online privacy requires users to engage with and comprehend website privacy policies, but many policies are difficult and tedious to read. We present PRISMe (Privacy Risk Information Scanner for Me), a novel Large Language Model (LLM)-driven privacy policy assessment tool, which helps users to understand the essence of a lengthy, complex privacy policy while browsing. The tool, a browser extension, integrates a dashboard and an LLM chat. One major contribution is the first rigorous evaluation of such a tool. In a mixed-methods user study (N=22), we evaluate PRISMe's efficiency, usability, understandability of the provided information, and impacts on awareness. While our tool improves privacy awareness by providing a comprehensible quick overview and a quality chat for in-depth discussion, users note issues with consistency and building trust in the tool. From our insights, we derive important design implications to guide future policy analysis tools.
LGNov 25, 2025
Attention Trajectories as a Diagnostic Axis for Deep Reinforcement LearningCharlotte Beylier, Hannah Selder, Arthur Fleig et al.
While deep reinforcement learning agents demonstrate high performance across domains, their internal decision processes remain difficult to interpret when evaluated only through performance metrics. In particular, it is poorly understood which input features agents rely on, how these dependencies evolve during training, and how they relate to behavior. We introduce a scientific methodology for analyzing the learning process through quantitative analysis of saliency. This approach aggregates saliency information at the object and modality level into hierarchical attention profiles, quantifying how agents allocate attention over time, thereby forming attention trajectories throughout training. Applied to Atari benchmarks, custom Pong environments, and muscle-actuated biomechanical user simulations in visuomotor interactive tasks, this methodology uncovers algorithm-specific attention biases, reveals unintended reward-driven strategies, and diagnoses overfitting to redundant sensory channels. These patterns correspond to measurable behavioral differences, demonstrating empirical links between attention profiles, learning dynamics, and agent behavior. To assess robustness of the attention profiles, we validate our findings across multiple saliency methods and environments. The results establish attention trajectories as a promising diagnostic axis for tracing how feature reliance develops during training and for identifying biases and vulnerabilities invisible to performance metrics alone.
HCOct 1, 2021
Optimal Feedback Control for Modeling Human-Computer InteractionFlorian Fischer, Arthur Fleig, Markus Klar et al.
Optimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim to control their body optimally, within the constraints imposed by body, environment, and task. In this paper, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via muscle control signals, and estimated from observations. Between-trial variability arises from signal-dependent control noise and observation noise. We compare four different models from optimal control theory and evaluate to what degree these models can replicate movements in the case of mouse pointing. We introduce a procedure to identify parameters that best explain observed user behavior. To support HCI researchers in simulating, analyzing, and optimizing interaction movements, we provide the Python toolbox OFC4HCI. We conclude that OFC presents a powerful framework for HCI to understand and simulate motion of the human body and of the interface on a moment by moment basis.
QMNov 13, 2020
Reinforcement Learning Control of a Biomechanical Model of the Upper ExtremityFlorian Fischer, Miroslav Bachinski, Markus Klar et al.
Among the infinite number of possible movements that can be produced, humans are commonly assumed to choose those that optimize criteria such as minimizing movement time, subject to certain movement constraints like signal-dependent and constant motor noise. While so far these assumptions have only been evaluated for simplified point-mass or planar models, we address the question of whether they can predict reaching movements in a full skeletal model of the human upper extremity. We learn a control policy using a motor babbling approach as implemented in reinforcement learning, using aimed movements of the tip of the right index finger towards randomly placed 3D targets of varying size. We use a state-of-the-art biomechanical model, which includes seven actuated degrees of freedom. To deal with the curse of dimensionality, we use a simplified second-order muscle model, acting at each degree of freedom instead of individual muscles. The results confirm that the assumptions of signal-dependent and constant motor noise, together with the objective of movement time minimization, are sufficient for a state-of-the-art skeletal model of the human upper extremity to reproduce complex phenomena of human movement, in particular Fitts' Law and the 2/3 Power Law. This result supports the notion that control of the complex human biomechanical system can plausibly be determined by a set of simple assumptions and can easily be learned.
HCFeb 26, 2020
An Optimal Control Model of Mouse Pointing Using the LQRFlorian Fischer, Arthur Fleig, Markus Klar et al.
In this paper we explore the Linear-Quadratic Regulator (LQR) to model movement of the mouse pointer. We propose a model in which users are assumed to behave optimally with respect to a certain cost function. Users try to minimize the distance of the mouse pointer to the target smoothly and with minimal effort, by simultaneously minimizing the jerk of the movement. We identify parameters of our model from a dataset of reciprocal pointing with the mouse. We compare our model to the classical minimum-jerk and second-order lag models on data from 12 users with a total of 7702 movements. Our results show that our approach explains the data significantly better than either of these previous models.