Jichen Zhu

HC
h-index24
21papers
291citations
Novelty26%
AI Score43

21 Papers

HCMar 27
Unlocking Open-Player-Modeling-enhanced Game-Based Learning: The Open Player Socially Analytical Intelligence Architecture

Zhiyu Lin, Boyd Fox, Devon Mckee et al. · gatech

Game-Based Learning (GBL) is a learner-engaging pedagogical methodology, yet adapting games to heterogeneous learners requires transparent, real-time Open Player Models (OPMs). We contribute to the community Open Player Socially Analytical Intelligence (OPSAI), an architecture implementing OPM beyond conceptual frameworks and validated in a GBL application. It decouples gameplay telemetry and analysis from the game engine and automatically derives pedagogically actionable insights, supporting the transparency of computational player models while making them accessible to players. OPSAI comprises three logical layers: a Frontend that both provides the GBL experience and collects information needed for analytics; a stateless Backend that hosts transparent analytics services producing reflective prompts, recommendations, and visualization guides; and a two-tier Log Storage that balances heavy raw gameplay data with lightweight reference indices for low-latency queries. By feeding analytics outputs back into the game interface, OPSAI closes the feedback loop between play and learning, empowering teachers, researchers, and learners alike. We further showcase OPSAI with a full deployment on the Parallel GBL environment, featuring live play traces, peer comparisons, and personalized suggestions, demonstrating a reusable blueprint for future educational games.

AIFeb 18, 2023
Improving Fairness in Adaptive Social Exergames via Shapley Bandits

Robert C. Gray, Jennifer Villareale, Thomas B. Fox et al.

Algorithmic fairness is an essential requirement as AI becomes integrated in society. In the case of social applications where AI distributes resources, algorithms often must make decisions that will benefit a subset of users, sometimes repeatedly or exclusively, while attempting to maximize specific outcomes. How should we design such systems to serve users more fairly? This paper explores this question in the case where a group of users works toward a shared goal in a social exergame called Step Heroes. We identify adverse outcomes in traditional multi-armed bandits (MABs) and formalize the Greedy Bandit Problem. We then propose a solution based on a new type of fairness-aware multi-armed bandit, Shapley Bandits. It uses the Shapley Value for increasing overall player participation and intervention adherence rather than the maximization of total group output, which is traditionally achieved by favoring only high-performing participants. We evaluate our approach via a user study (n=46). Our results indicate that our Shapley Bandits effectively mediates the Greedy Bandit Problem and achieves better user retention and motivation across the participants.

SEJan 25
Results-Actionability Gap: Understanding How Practitioners Evaluate LLM Products in the Wild

Willem van der Maden, Malak Sadek, Ziang Xiao et al.

How do product teams evaluate LLM-powered products? As organizations integrate large language models (LLMs) into digital products, their unpredictable nature makes traditional evaluation approaches inadequate, yet little is known about how practitioners navigate this challenge. Through interviews with nineteen practitioners across diverse sectors, we identify ten evaluation practices spanning informal 'vibe checks' to organizational meta-work. Beyond confirming four documented challenges, we introduce a novel fifth we call the results-actionability gap, in which practitioners gather evaluation data but cannot translate findings into concrete improvements. Drawing on patterns from successful teams, we contribute strategies to bridge this gap, supporting practitioners' formalization journey from ad-hoc interpretive practices (e.g., vibe checks) toward systematic evaluation. Our analysis suggests these interpretive practices are necessary adaptations to LLM characteristics rather than methodological failures. For HCI researchers, this presents a research opportunity to support practitioners in systematizing emerging practices rather than developing new evaluation frameworks.

HCMay 13
"It became a self-fulfilling prophecy": How Lived Experiences are Entangled with AI Predictions in Menstrual Cycle Tracking Apps

Wendy Zhou, Pelin Karaturhan, Alexandra Weilenmann et al.

In menstrual cycle tracking apps (MCTAs), AI-based predictions and insights have become increasingly popular. These features enable users to receive personalized information about their bodies and mental states. However, there is currently little research on how these predictive AI features and explanations affect users' lived experiences. This paper examines human-AI entanglement in MCTAs through 14 semi-structured user interviews and a group autoethnography. These methods uncover the processes leading to this phenomenon. Our results reveal that: (1) users understand their lived experiences in light of AI predictions, although these predictions can be faulty due to imperfect logging practices, (2) the user interface features and AI explanations do not support awareness or critical engagement with this entanglement and meaning-making, and (3) non-normative MCTA users report a sense of isolation in this entangled interaction. Based on our findings, we propose design implications for predictive AI features and explanations.

HCMar 21, 2024
How Human-Centered Explainable AI Interface Are Designed and Evaluated: A Systematic Survey

Thu Nguyen, Alessandro Canossa, Jichen Zhu

Despite its technological breakthroughs, eXplainable Artificial Intelligence (XAI) research has limited success in producing the {\em effective explanations} needed by users. In order to improve XAI systems' usability, practical interpretability, and efficacy for real users, the emerging area of {\em Explainable Interfaces} (EIs) focuses on the user interface and user experience design aspects of XAI. This paper presents a systematic survey of 53 publications to identify current trends in human-XAI interaction and promising directions for EI design and development. This is among the first systematic survey of EI research.

HCOct 12, 2021
Open Player Modeling: Empowering Players through Data Transparency

Jichen Zhu, Magy Seif El-Nasr

Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models developed from this data transparent to users? In this paper, we synthesize existing work from the Intelligent User Interface and Learning Science research communities, where they started to investigate the potential of making such data and models available to users. We then present a new area exploring this question, which we call Open Player Modeling, as an emerging research area. We define the design space of Open Player Models and present exciting open problems that the games research community can explore. We conclude the paper with a case study and discuss the potential value of this approach.

LGJul 5, 2021
Dealing with Adversarial Player Strategies in the Neural Network Game iNNk through Ensemble Learning

Mathias Löwe, Jennifer Villareale, Evan Freed et al.

Applying neural network (NN) methods in games can lead to various new and exciting game dynamics not previously possible. However, they also lead to new challenges such as the lack of large, clean datasets, varying player skill levels, and changing gameplay strategies. In this paper, we focus on the adversarial player strategy aspect in the game iNNk, in which players try to communicate secret code words through drawings with the goal of not being deciphered by a NN. Some strategies exploit weaknesses in the NN that consistently trick it into making incorrect classifications, leading to unbalanced gameplay. We present a method that combines transfer learning and ensemble methods to obtain a data-efficient adaptation to these strategies. This combination significantly outperforms the baseline NN across all adversarial player strategies despite only being trained on a limited set of adversarial examples. We expect the methods developed in this paper to be useful for the rapidly growing field of NN-based games, which will require new approaches to deal with unforeseen player creativity.

HCMar 30, 2021
Understanding Mental Models of AI through Player-AI Interaction

Jennifer Villareale, Jichen Zhu

Designing human-centered AI-driven applications require deep understandings of how people develop mental models of AI. Currently, we have little knowledge of this process and limited tools to study it. This paper presents the position that AI-based games, particularly the player-AI interaction component, offer an ideal domain to study the process in which mental models evolve. We present a case study to illustrate the benefits of our approach for explainable AI.

HCMar 2, 2021
The Personalization Paradox: the Conflict between Accurate User Models and Personalized Adaptive Systems

Santiago Ontañón, Jichen Zhu

Personalized adaptation technology has been adopted in a wide range of digital applications such as health, training and education, e-commerce and entertainment. Personalization systems typically build a user model, aiming to characterize the user at hand, and then use this model to personalize the interaction. Personalization and user modeling, however, are often intrinsically at odds with each other (a fact some times referred to as the personalization paradox). In this paper, we take a closer look at this personalization paradox, and identify two ways in which it might manifest: feedback loops and moving targets. To illustrate these issues, we report results in the domain of personalized exergames (videogames for physical exercise), and describe our early steps to address some of the issues arisen by the personalization paradox.

AIFeb 15, 2021
Player-Centered AI for Automatic Game Personalization: Open Problems

Jichen Zhu, Santiago Ontañón

Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used system-centered approaches. Built on the Structure of Actions theory, the paper maps out the current landscape of game personalization research and identifies eight open problems that need further investigation. These problems require deep collaboration between technological advancement and player experience design.

AIFeb 10, 2021
Player Modeling via Multi-Armed Bandits

Robert C. Gray, Jichen Zhu, Dannielle Arigo et al.

This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs). This approach addresses, at the same time and in a principled way, both the problem of collecting data to model the characteristics of interest for the current player and the problem of adapting the interactive experience based on this model. Second, we present an approach to evaluating and fine-tuning these algorithms prior to generating data in a user study. This is an important problem, because conducting user studies is an expensive and labor-intensive process; therefore, an ability to evaluate the algorithms beforehand can save a significant amount of resources. We evaluate our approach in the context of modeling players' social comparison orientation (SCO) and present empirical results from both simulations and real players.

LGFeb 10, 2021
Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed Bandits

Robert C. Gray, Jichen Zhu, Santiago Ontañón

This paper explores multi-armed bandit (MAB) strategies in very short horizon scenarios, i.e., when the bandit strategy is only allowed very few interactions with the environment. This is an understudied setting in the MAB literature with many applications in the context of games, such as player modeling. Specifically, we pursue three different ideas. First, we explore the use of regression oracles, which replace the simple average used in strategies such as epsilon-greedy with linear regression models. Second, we examine different exploration patterns such as forced exploration phases. Finally, we introduce a new variant of the UCB1 strategy called UCBT that has interesting properties and no tunable parameters. We present experimental results in a domain motivated by exergames, where the goal is to maximize a player's daily steps. Our results show that the combination of epsilon-greedy or epsilon-decreasing with regression oracles outperforms all other tested strategies in the short horizon setting.

HCJan 25, 2021
Personalization Paradox in Behavior Change Apps: Lessons from a Social Comparison-Based Personalized App for Physical Activity

Jichen Zhu, Diane H. Dallal, Robert C. Gray et al.

Social comparison-based features are widely used in social computing apps. However, most existing apps are not grounded in social comparison theories and do not consider individual differences in social comparison preferences and reactions. This paper is among the first to automatically personalize social comparison targets. In the context of an m-health app for physical activity, we use artificial intelligence (AI) techniques of multi-armed bandits. Results from our user study (n=53) indicate that there is some evidence that motivation can be increased using the AI-based personalization of social comparison. The detected effects achieved small-to-moderate effect sizes, illustrating the real-world implications of the intervention for enhancing motivation and physical activity. In addition to design implications for social comparison features in social apps, this paper identified the personalization paradox, the conflict between user modeling and adaptation, as a key design challenge of personalized applications for behavior change. Additionally, we propose research directions to mitigate this Personalization Paradox.

HCJan 15, 2021
Player-AI Interaction: What Neural Network Games Reveal About AI as Play

Jichen Zhu, Jennifer Villareale, Nithesh Javvaji et al.

The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction.

HCSep 11, 2020
A Game-Based Approach for Helping Designers Learn Machine Learning Concepts

Chelsea M. Myers, Jiachi Xie, Jichen Zhu

Machine Learning (ML) is becoming more prevalent in the systems we use daily. Yet designers of these systems are under-equipped to design with these technologies. Recently, interactive visualizations have been used to present ML concepts to non-experts. However, little research exists evaluating how designers build an understanding of ML in these environments or how to instead design interfaces that guide their learning. In a user study (n=21), we observe how designers interact with our interactive visualizer, \textit{QUBE}, focusing on visualizing Q-Learning through a game metaphor. We analyze how designers approach interactive visualizations and game metaphors to form an understanding of ML concepts and the challenges they face along the way. We found the interactive visualization significantly improved participants' high-level understanding of ML concepts. However, it did not support their ability to design with these concepts. We present themes on the challenges our participants faced when learning an ML concept and their self-guided learning behaviors. Our findings suggest design recommendations for supporting an understanding of ML concepts through guided learning interfaces and game metaphors.

HCJul 17, 2020
iNNk: A Multi-Player Game to Deceive a Neural Network

Jennifer Villareale, Ana Acosta-Ruiz, Samuel Arcaro et al.

This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this game, we aim to foster a playful environment where players can, in a small way, go from passive consumers of NN applications to creative thinkers and critical challengers.

HCJun 18, 2020
Reflection in Game-Based Learning: A Survey of Programming Games

Jennifer Villareale, Colan F. Biemer, Magy Seif El-Nasr et al.

Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design and research community can benefit from more knowledge of how to facilitate player reflection through game design. In this paper, we examine educational programming games and analyze how reflection is currently supported. We find that current approaches prioritize accuracy over the individual learning process and often only support reflection post-gameplay. Our analysis identifies common reflective features, and we develop a set of open areas for future work. We discuss these promising directions towards engaging the community in developing more mechanics for reflection in educational games.

HCMay 10, 2020
Understanding Learners' Problem-Solving Strategies in Concurrent and Parallel Programming: A Game-Based Approach

Jichen Zhu, Katelyn Alderfer, Brian Smith et al.

Concurrent and parallel programming (CPP) is an increasingly important subject in Computer Science Education. However, the conceptual shift from sequential programming is notoriously difficult to make. Currently, relatively little research exists on how people learn CPP core concepts. This paper presents our results of using Parallel, an educational game about CPP, focusing on the learners' self-efficacy and how they learn CPP concepts. Based on a study of 44 undergraduate students, our research shows that (a) self-efficacy increased significantly after playing the game; (b) the problem-solving strategies employed by students playing the game can be classified in three main types: trial and error, single-thread, and multi-threaded strategies, and (c) that self-efficacy is correlated with the percentage of time students spend in multithreaded problem-solving.

HCJan 7, 2020
Revealing Neural Network Bias to Non-Experts Through Interactive Counterfactual Examples

Chelsea M. Myers, Evan Freed, Luis Fernando Laris Pardo et al.

AI algorithms are not immune to biases. Traditionally, non-experts have little control in uncovering potential social bias (e.g., gender bias) in the algorithms that may impact their lives. We present a preliminary design for an interactive visualization tool CEB to reveal biases in a commonly used AI method, Neural Networks (NN). CEB combines counterfactual examples and abstraction of an NN decision process to empower non-experts to detect bias. This paper presents the design of CEB and initial findings of an expert panel (n=6) with AI, HCI, and Social science experts.

AIAug 15, 2019
Tracing Player Knowledge in a Parallel Programming Educational Game

Pavan Kantharaju, Katelyn Alderfer, Jichen Zhu et al.

This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of those concepts or skills. The main contribution of the paper is an approach that integrates machine learning and domain knowledge rules to find when the player applied a certain skill and either succeeded or failed. This is then given as input to a standard knowledge tracing module (such as those from Intelligent Tutoring Systems) to perform knowledge tracing. We evaluate our approach in the context of an educational game called "Parallel" to teach parallel and concurrent programming with data collected from real users, showing our approach can predict students skills with a low mean-squared error.

HCJul 4, 2019
Experience Management in Multi-player Games

Jichen Zhu, Santiago Ontañón

Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in experience management has mostly focused on single-player experiences. This paper is a first attempt at identifying the main challenges to expand EM to multi-player/multi-user games or experiences. We also make connections to related areas where solutions for similar problems have been proposed (especially group recommender systems) and discusses the potential impact and applications of multi-player EM.