Jeffrey Nichols

HC
h-index23
16papers
923citations
Novelty41%
AI Score52

16 Papers

HCOct 3, 2023
AXNav: Replaying Accessibility Tests from Natural Language

Maryam Taeb, Amanda Swearngin, Eldon Schoop et al.

Developers and quality assurance testers often rely on manual testing to test accessibility features throughout the product lifecycle. Unfortunately, manual testing can be tedious, often has an overwhelming scope, and can be difficult to schedule amongst other development milestones. Recently, Large Language Models (LLMs) have been used for a variety of tasks including automation of UIs, however to our knowledge no one has yet explored their use in controlling assistive technologies for the purposes of supporting accessibility testing. In this paper, we explore the requirements of a natural language based accessibility testing workflow, starting with a formative study. From this we build a system that takes as input a manual accessibility test (e.g., ``Search for a show in VoiceOver'') and uses an LLM combined with pixel-based UI Understanding models to execute the test and produce a chaptered, navigable video. In each video, to help QA testers we apply heuristics to detect and flag accessibility issues (e.g., Text size not increasing with Large Text enabled, VoiceOver navigation loops). We evaluate this system through a 10 participant user study with accessibility QA professionals who indicated that the tool would be very useful in their current work and performed tests similarly to how they would manually test the features. The study also reveals insights for future work on using LLMs for accessibility testing.

MAMay 5
FlowEval: Reference-based Evaluation of Generated User Interfaces

Jason Wu, Priyan Vaithilingam, Eldon Schoop et al.

While large language models (LLMs) and coding agents are often applied to user interface (UI) development, developers find it difficult to reliably assess their proficiency in visual and interaction design. Existing evaluations either rely on human experts, who can accurately assess usability by testing critical flows but are slow and costly, or on automated judges, which are scalable but less accurate and opaque. We present FlowEval, a reference-based framework that measures whether a generated UI supports realistic interaction flows by comparing navigation traces from real websites to traces from generated analogs using reference-based similarity metrics (e.g., dynamic time warping). In a small-scale study with expert UI evaluators, we show that reference-based metrics strongly correlate with human judgments, suggesting that they can provide scalable yet trustworthy evaluation for UI generation systems.

HCOct 7, 2023
ILuvUI: Instruction-tuned LangUage-Vision modeling of UIs from Machine Conversations

Yue Jiang, Eldon Schoop, Amanda Swearngin et al.

Multimodal Vision-Language Models (VLMs) enable powerful applications from their fused understanding of images and language, but many perform poorly on UI tasks due to the lack of UI training data. In this paper, we adapt a recipe for generating paired text-image training data for VLMs to the UI domain by combining existing pixel-based methods with a Large Language Model (LLM). Unlike prior art, our method requires no human-provided annotations, and it can be applied to any dataset of UI screenshots. We generate a dataset of 335K conversational examples paired with UIs that cover Q&A, UI descriptions, and planning, and use it to fine-tune a conversational VLM for UI tasks. To assess the performance of our model, we benchmark it on UI element detection tasks, evaluate response quality, and showcase its applicability to multi-step UI navigation and planning.

CVApr 8, 2024Code
Ferret-UI: Grounded Mobile UI Understanding with Multimodal LLMs

Keen You, Haotian Zhang, Eldon Schoop et al.

Recent advancements in multimodal large language models (MLLMs) have been noteworthy, yet, these general-domain MLLMs often fall short in their ability to comprehend and interact effectively with user interface (UI) screens. In this paper, we present Ferret-UI, a new MLLM tailored for enhanced understanding of mobile UI screens, equipped with referring, grounding, and reasoning capabilities. Given that UI screens typically exhibit a more elongated aspect ratio and contain smaller objects of interest (e.g., icons, texts) than natural images, we incorporate "any resolution" on top of Ferret to magnify details and leverage enhanced visual features. Specifically, each screen is divided into 2 sub-images based on the original aspect ratio (i.e., horizontal division for portrait screens and vertical division for landscape screens). Both sub-images are encoded separately before being sent to LLMs. We meticulously gather training samples from an extensive range of elementary UI tasks, such as icon recognition, find text, and widget listing. These samples are formatted for instruction-following with region annotations to facilitate precise referring and grounding. To augment the model's reasoning ability, we further compile a dataset for advanced tasks, including detailed description, perception/interaction conversations, and function inference. After training on the curated datasets, Ferret-UI exhibits outstanding comprehension of UI screens and the capability to execute open-ended instructions. For model evaluation, we establish a comprehensive benchmark encompassing all the aforementioned tasks. Ferret-UI excels not only beyond most open-source UI MLLMs, but also surpasses GPT-4V on all the elementary UI tasks.

CLJun 11, 2024Code
UICoder: Finetuning Large Language Models to Generate User Interface Code through Automated Feedback

Jason Wu, Eldon Schoop, Alan Leung et al.

Large language models (LLMs) struggle to consistently generate UI code that compiles and produces visually relevant designs. Existing approaches to improve generation rely on expensive human feedback or distilling a proprietary model. In this paper, we explore the use of automated feedback (compilers and multi-modal models) to guide LLMs to generate high-quality UI code. Our method starts with an existing LLM and iteratively produces improved models by self-generating a large synthetic dataset using an original model, applying automated tools to aggressively filter, score, and de-duplicate the data into a refined higher quality dataset. The original LLM is improved by finetuning on this refined dataset. We applied our approach to several open-source LLMs and compared the resulting performance to baseline models with both automated metrics and human preferences. Our evaluation shows the resulting models outperform all other downloadable baselines and approach the performance of larger proprietary models.

HCApr 18, 2024
UIClip: A Data-driven Model for Assessing User Interface Design

Jason Wu, Yi-Hao Peng, Amanda Li et al.

User interface (UI) design is a difficult yet important task for ensuring the usability, accessibility, and aesthetic qualities of applications. In our paper, we develop a machine-learned model, UIClip, for assessing the design quality and visual relevance of a UI given its screenshot and natural language description. To train UIClip, we used a combination of automated crawling, synthetic augmentation, and human ratings to construct a large-scale dataset of UIs, collated by description and ranked by design quality. Through training on the dataset, UIClip implicitly learns properties of good and bad designs by i) assigning a numerical score that represents a UI design's relevance and quality and ii) providing design suggestions. In an evaluation that compared the outputs of UIClip and other baselines to UIs rated by 12 human designers, we found that UIClip achieved the highest agreement with ground-truth rankings. Finally, we present three example applications that demonstrate how UIClip can facilitate downstream applications that rely on instantaneous assessment of UI design quality: i) UI code generation, ii) UI design tips generation, and iii) quality-aware UI example search.

HCApr 10, 2024
BISCUIT: Scaffolding LLM-Generated Code with Ephemeral UIs in Computational Notebooks

Ruijia Cheng, Titus Barik, Alan Leung et al.

Programmers frequently engage with machine learning tutorials in computational notebooks and have been adopting code generation technologies based on large language models (LLMs). However, they encounter difficulties in understanding and working with code produced by LLMs. To mitigate these challenges, we introduce a novel workflow into computational notebooks that augments LLM-based code generation with an additional ephemeral UI step, offering users UI scaffolds as an intermediate stage between user prompts and code generation. We present this workflow in BISCUIT, an extension for JupyterLab that provides users with ephemeral UIs generated by LLMs based on the context of their code and intentions, scaffolding users to understand, guide, and explore with LLM-generated code. Through a user study where 10 novices used BISCUIT for machine learning tutorials, we found that BISCUIT offers users representations of code to aid their understanding, reduces the complexity of prompt engineering, and creates a playground for users to explore different variables and iterate on their ideas.

HCOct 6, 2025
AgentBuilder: Exploring Scaffolds for Prototyping User Experiences of Interface Agents

Jenny T. Liang, Titus Barik, Jeffrey Nichols et al.

Interface agents powered by generative AI models (referred to as "agents") can automate actions based on user commands. An important aspect of developing agents is their user experience (i.e., agent experience). There is a growing need to provide scaffolds for a broader set of individuals beyond AI engineers to prototype agent experiences, since they can contribute valuable perspectives to designing agent experiences. In this work, we explore the affordances agent prototyping systems should offer by conducting a requirements elicitation study with 12 participants with varying experience with agents. We identify key activities in agent experience prototyping and the desired capabilities of agent prototyping systems. We instantiate those capabilities in the AgentBuilder design probe for agent prototyping. We conduct an in situ agent prototyping study with 14 participants using AgentBuilder to validate the design requirements and elicit insights on how developers prototype agents and what their needs are in this process.

CVSep 30, 2025
Ferret-UI Lite: Lessons from Building Small On-Device GUI Agents

Zhen Yang, Zi-Yi Dou, Di Feng et al.

Developing autonomous agents that effectively interact with Graphic User Interfaces (GUIs) remains a challenging open problem, especially for small on-device models. In this paper, we present Ferret-UI Lite, a compact, end-to-end GUI agent that operates across diverse platforms, including mobile, web, and desktop. Utilizing techniques optimized for developing small models, we build our 3B Ferret-UI Lite agent through curating a diverse GUI data mixture from real and synthetic sources, strengthening inference-time performance through chain-of-thought reasoning and visual tool-use, and reinforcement learning with designed rewards. Ferret-UI Lite achieves competitive performance with other small-scale GUI agents. In GUI grounding, Ferret-UI Lite attains scores of $91.6\%$, $53.3\%$, and $61.2\%$ on the ScreenSpot-V2, ScreenSpot-Pro, and OSWorld-G benchmarks, respectively. For GUI navigation, Ferret-UI Lite achieves success rates of $28.0\%$ on AndroidWorld and $19.8\%$ on OSWorld. We share our methods and lessons learned from developing compact, on-device GUI agents.

HCSep 20, 2025
Improving User Interface Generation Models from Designer Feedback

Jason Wu, Amanda Swearngin, Arun Krishna Vajjala et al.

Despite being trained on vast amounts of data, most LLMs are unable to reliably generate well-designed UIs. Designer feedback is essential to improving performance on UI generation; however, we find that existing RLHF methods based on ratings or rankings are not well-aligned with designers' workflows and ignore the rich rationale used to critique and improve UI designs. In this paper, we investigate several approaches for designers to give feedback to UI generation models, using familiar interactions such as commenting, sketching and direct manipulation. We first perform a study with 21 designers where they gave feedback using these interactions, which resulted in ~1500 design annotations. We then use this data to finetune a series of LLMs to generate higher quality UIs. Finally, we evaluate these models with human judges, and we find that our designer-aligned approaches outperform models trained with traditional ranking feedback and all tested baselines, including GPT-5.

HCNov 19, 2021
Sketch-based Creativity Support Tools using Deep Learning

Forrest Huang, Eldon Schoop, David Ha et al.

Sketching is a natural and effective visual communication medium commonly used in creative processes. Recent developments in deep-learning models drastically improved machines' ability in understanding and generating visual content. An exciting area of development explores deep-learning approaches used to model human sketches, opening opportunities for creative applications. This chapter describes three fundamental steps in developing deep-learning-driven creativity support tools that consumes and generates sketches: 1) a data collection effort that generated a new paired dataset between sketches and mobile user interfaces; 2) a sketch-based user interface retrieval system adapted from state-of-the-art computer vision techniques; and, 3) a conversational sketching system that supports the novel interaction of a natural-language-based sketch/critique authoring process. In this chapter, we survey relevant prior work in both the deep-learning and human-computer-interaction communities, document the data collection process and the systems' architectures in detail, present qualitative and quantitative results, and paint the landscape of several future research directions in this exciting area.

HCJan 13, 2021
Screen Recognition: Creating Accessibility Metadata for Mobile Applications from Pixels

Xiaoyi Zhang, Lilian de Greef, Amanda Swearngin et al.

Many accessibility features available on mobile platforms require applications (apps) to provide complete and accurate metadata describing user interface (UI) components. Unfortunately, many apps do not provide sufficient metadata for accessibility features to work as expected. In this paper, we explore inferring accessibility metadata for mobile apps from their pixels, as the visual interfaces often best reflect an app's full functionality. We trained a robust, fast, memory-efficient, on-device model to detect UI elements using a dataset of 77,637 screens (from 4,068 iPhone apps) that we collected and annotated. To further improve UI detections and add semantic information, we introduced heuristics (e.g., UI grouping and ordering) and additional models (e.g., recognize UI content, state, interactivity). We built Screen Recognition to generate accessibility metadata to augment iOS VoiceOver. In a study with 9 screen reader users, we validated that our approach improves the accessibility of existing mobile apps, enabling even previously inaccessible apps to be used.

HCJul 11, 2018
A Computational Method for Evaluating UI Patterns

Bardia Doosti, Tao Dong, Biplab Deka et al.

UI design languages, such as Google's Material Design, make applications both easier to develop and easier to learn by providing a set of standard UI components. Nonetheless, it is hard to assess the impact of design languages in the wild. Moreover, designers often get stranded by strong-opinionated debates around the merit of certain UI components, such as the Floating Action Button and the Navigation Drawer. To address these challenges, this short paper introduces a method for measuring the impact of design languages and informing design debates through analyzing a dataset consisting of view hierarchies, screenshots, and app metadata for more than 9,000 mobile apps. Our data analysis shows that use of Material Design is positively correlated to app ratings, and to some extent, also the number of installs. Furthermore, we show that use of UI components vary by app category, suggesting a more nuanced view needed in design debates.

CRMay 16, 2018
Towards Malware Detection via CPU Power Consumption: Data Collection Design and Analytics (Extended Version)

Robert Bridges, Jarilyn Hernandez Jimenez, Jeffrey Nichols et al.

This paper presents an experimental design and data analytics approach aimed at power-based malware detection on general-purpose computers. Leveraging the fact that malware executions must consume power, we explore the postulate that malware can be accurately detected via power data analytics. Our experimental design and implementation allow for programmatic collection of CPU power profiles for fixed tasks during uninfected and infected states using five different rootkits. To characterize the power consumption profiles, we use both simple statistical and novel, sophisticated features. We test a one-class anomaly detection ensemble (that baselines non-infected power profiles) and several kernel-based SVM classifiers (that train on both uninfected and infected profiles) in detecting previously unseen malware and clean profiles. The anomaly detection system exhibits perfect detection when using all features and tasks, with smaller false detection rate than the supervised classifiers. The primary contribution is the proof of concept that baselining power of fixed tasks can provide accurate detection of rootkits. Moreover, our treatment presents engineering hurdles needed for experimentation and allows analysis of each statistical feature individually. This work appears to be the first step towards a viable power-based detection capability for general-purpose computers, and presents next steps toward this goal.

SIMar 7, 2014
Home Location Identification of Twitter Users

Jalal Mahmud, Jeffrey Nichols, Clemens Drews

We present a new algorithm for inferring the home location of Twitter users at different granularities, including city, state, time zone or geographic region, using the content of users tweets and their tweeting behavior. Unlike existing approaches, our algorithm uses an ensemble of statistical and heuristic classifiers to predict locations and makes use of a geographic gazetteer dictionary to identify place-name entities. We find that a hierarchical classification approach, where time zone, state or geographic region is predicted first and city is predicted next, can improve prediction accuracy. We have also analyzed movement variations of Twitter users, built a classifier to predict whether a user was travelling in a certain period of time and use that to further improve the location detection accuracy. Experimental evidence suggests that our algorithm works well in practice and outperforms the best existing algorithms for predicting the home location of Twitter users.

SIFeb 26, 2014
Why Are You More Engaged? Predicting Social Engagement from Word Use

Jalal Mahmud, Jilin Chen, Jeffrey Nichols

We present a study to analyze how word use can predict social engagement behaviors such as replies and retweets in Twitter. We compute psycholinguistic category scores from word usage, and investigate how people with different scores exhibited different reply and retweet behaviors on Twitter. We also found psycholinguistic categories that show significant correlations with such social engagement behaviors. In addition, we have built predictive models of replies and retweets from such psycholinguistic category based features. Our experiments using a real world dataset collected from Twitter validates that such predictions can be done with reasonable accuracy.