HCMar 17
Whose Knowledge Counts? Co-Designing Community-Centered AI Auditing Tools with Educators in Hawai`iDora Zhao, Hannah Cha, Michael J. Ryan et al.
Although generative AI is being deployed into classrooms with promises of aiding teachers, educators caution that these tools can have unintended pedagogical repercussions, including cultural misrepresentation and bias. These concerns are heightened in low-resource language and Indigenous education settings, where AI systems frequently underperform. We investigate these challenges in Hawai`i, where public schools operate under a statewide mandate to integrate Hawaiian language and culture into education. Through four co-design workshops with 22 public school educators, we surfaced concerns about using generative AI in educational settings, particularly around cultural misrepresentation, and corresponding designs for auditing tools that address these issues. We find that educators envision tools grounded in specific Hawaiian cultural values and practices, such as tracing the genealogy of knowledge in source materials. Building on these insights, we conceptualize AI auditing as a community-oriented process rather than the work of isolated individuals, and discuss implications for designing auditing tools.
CYApr 5
Effects of Generative AI Errors on User Reliance Across Task DifficultyJacy Reese Anthis, Hannah Cha, Solon Barocas et al.
The capabilities of artificial intelligence (AI) lie along a jagged frontier, where AI systems surprisingly fail on tasks that humans find easy and succeed on tasks that humans find hard. To investigate user reactions to this phenomenon, we developed an incentive-compatible experimental methodology based on diagram generation tasks, in which we induce errors in generative AI output and test effects on user reliance. We demonstrate the interface in a preregistered 3x2 experiment (N = 577) with error rates of 10%, 30%, or 50% on easier or harder diagram generation tasks. We confirmed that observing more errors reduces use, but we unexpectedly found that easy-task errors did not significantly reduce use more than hard-task errors, suggesting that people are not averse to jaggedness in this experimental setting. We encourage future work that varies task difficulty at the same time as other features of AI errors, such as whether the jagged error patterns are easily learned.
CYOct 10, 2025
Attention to Non-AdoptersKaitlyn Zhou, Kristina Gligorić, Myra Cheng et al.
Although language model-based chat systems are increasingly used in daily life, most Americans remain non-adopters of chat-based LLMs -- as of June 2025, 66% had never used ChatGPT. At the same time, LLM development and evaluation rely mainly on data from adopters (e.g., logs, preference data), focusing on the needs and tasks for a limited demographic group of adopters in terms of geographic location, education, and gender. In this position paper, we argue that incorporating non-adopter perspectives is essential for developing broadly useful and capable LLMs. We contend that relying on methods that focus primarily on adopters will risk missing a range of tasks and needs prioritized by non-adopters, entrenching inequalities in who benefits from LLMs, and creating oversights in model development and evaluation. To illustrate this claim, we conduct case studies with non-adopters and show: how non-adopter needs diverge from those of current users, how non-adopter needs point us towards novel reasoning tasks, and how to systematically integrate non-adopter needs via human-centered methods.
CVDec 5, 2024
CRAFT: Designing Creative and Functional 3D ObjectsMichelle Guo, Mia Tang, Hannah Cha et al.
For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current AI-based designing tools. In this work, we present a method to synthesize body-aware 3D objects from a base mesh given an input body geometry and either text or image as guidance. The generated objects can be simulated on virtual characters, or fabricated for real-world use. We propose to use a mesh deformation procedure that optimizes for both semantic alignment as well as contact and penetration losses. Using our method, users can generate both virtual or real-world objects from text, image, or sketch, without the need for manual artist intervention. We present both qualitative and quantitative results on various object categories, demonstrating the effectiveness of our approach.