Bjoern Hartmann

HC
h-index72
9papers
321citations
Novelty51%
AI Score53

9 Papers

HCMay 20
Artographer: a Curatorial Interface for Art Space Exploration

Shm Garanganao Almeda, John Joon Young Chung, Sophia Liu et al.

Relating a piece to previously established works is crucial in creating and engaging with art, but AI interfaces tend to obscure such relationships, rather than helping users explore them. Embedding models present new opportunities to support spatially exploring and relating artwork. We built Artographer, an art-exploration system featuring a zoomable 2-D map, constructed from similarity-clustered embeddings of ~16,000 historical artworks. We used Artographer as a design probe to explore how alternative artwork distribution interface design can shape media engagement: we invited 20 participants, including 9 art history scholars, to traverse the map, collecting artworks for a goal-driven task and while freely exploring. We identify values enacted in spatial art discovery (Visibility, Agency, Serendipity, Friction) and consider how these values challenge dominant design paradigms -- in particular, the recommendation systems governing contemporary media distribution platforms. We reimagine a curatorial approach to media distribution, within digital ecosystems where history and culture can thrive.

HCJul 11, 2024
UICrit: Enhancing Automated Design Evaluation with a UICritique Dataset

Peitong Duan, Chin-yi Chen, Gang Li et al.

Automated UI evaluation can be beneficial for the design process; for example, to compare different UI designs, or conduct automated heuristic evaluation. LLM-based UI evaluation, in particular, holds the promise of generalizability to a wide variety of UI types and evaluation tasks. However, current LLM-based techniques do not yet match the performance of human evaluators. We hypothesize that automatic evaluation can be improved by collecting a targeted UI feedback dataset and then using this dataset to enhance the performance of general-purpose LLMs. We present a targeted dataset of 3,059 design critiques and quality ratings for 983 mobile UIs, collected from seven experienced designers. We carried out an in-depth analysis to characterize the dataset's features. We then applied this dataset to achieve a 55% performance gain in LLM-generated UI feedback via various few-shot and visual prompting techniques. We also discuss future applications of this dataset, including training a reward model for generative UI techniques, and fine-tuning a tool-agnostic multi-modal LLM that automates UI evaluation.

SEAug 31, 2016Code
Learning Syntactic Program Transformations from Examples

Reudismam Rolim, Gustavo Soares, Loris D'Antoni et al.

IDEs, such as Visual Studio, automate common transformations, such as Rename and Extract Method refactorings. However, extending these catalogs of transformations is complex and time-consuming. A similar phenomenon appears in intelligent tutoring systems where instructors have to write cumbersome code transformations that describe "common faults" to fix similar student submissions to programming assignments. We present REFAZER, a technique for automatically generating program transformations. REFAZER builds on the observation that code edits performed by developers can be used as examples for learning transformations. Example edits may share the same structure but involve different variables and subexpressions, which must be generalized in a transformation at the right level of abstraction. To learn transformations, REFAZER leverages state-of-the-art programming-by-example methodology using the following key components: (a) a novel domain-specific language (DSL) for describing program transformations, (b) domain-specific deductive algorithms for synthesizing transformations in the DSL, and (c) functions for ranking the synthesized transformations. We instantiate and evaluate REFAZER in two domains. First, given examples of edits used by students to fix incorrect programming assignment submissions, we learn transformations that can fix other students' submissions with similar faults. In our evaluation conducted on 4 programming tasks performed by 720 students, our technique helped to fix incorrect submissions for 87% of the students. In the second domain, we use repetitive edits applied by developers to the same project to synthesize a program transformation that applies these edits to other locations in the code. In our evaluation conducted on 59 scenarios of repetitive edits taken from 3 C# open-source projects, REFAZER learns the intended program transformation in 83% of the cases.

HCDec 23, 2025
Dreamcrafter: Immersive Editing of 3D Radiance Fields Through Flexible, Generative Inputs and Outputs

Cyrus Vachha, Yixiao Kang, Zach Dive et al.

Authoring 3D scenes is a central task for spatial computing applications. Competing visions for lowering existing barriers are (1) focus on immersive, direct manipulation of 3D content or (2) leverage AI techniques that capture real scenes (3D Radiance Fields such as, NeRFs, 3D Gaussian Splatting) and modify them at a higher level of abstraction, at the cost of high latency. We unify the complementary strengths of these approaches and investigate how to integrate generative AI advances into real-time, immersive 3D Radiance Field editing. We introduce Dreamcrafter, a VR-based 3D scene editing system that: (1) provides a modular architecture to integrate generative AI algorithms; (2) combines different levels of control for creating objects, including natural language and direct manipulation; and (3) introduces proxy representations that support interaction during high-latency operations. We contribute empirical findings on control preferences and discuss how generative AI interfaces beyond text input enhance creativity in scene editing and world building.

AIDec 22, 2024
Visual Prompting with Iterative Refinement for Design Critique Generation

Peitong Duan, Chin-Yi Cheng, Bjoern Hartmann et al.

Feedback is crucial for every design process, such as user interface (UI) design, and automating design critiques can significantly improve the efficiency of the design workflow. Although existing multimodal large language models (LLMs) excel in many tasks, they often struggle with generating high-quality design critiques -- a complex task that requires producing detailed design comments that are visually grounded in a given design's image. Building on recent advancements in iterative refinement of text output and visual prompting methods, we propose an iterative visual prompting approach for UI critique that takes an input UI screenshot and design guidelines and generates a list of design comments, along with corresponding bounding boxes that map each comment to a specific region in the screenshot. The entire process is driven completely by LLMs, which iteratively refine both the text output and bounding boxes using few-shot samples tailored for each step. We evaluated our approach using Gemini-1.5-pro and GPT-4o, and found that human experts generally preferred the design critiques generated by our pipeline over those by the baseline, with the pipeline reducing the gap from human performance by 50% for one rating metric. To assess the generalizability of our approach to other multimodal tasks, we applied our pipeline to open-vocabulary object and attribute detection, and experiments showed that our method also outperformed the baseline.

HCNov 23, 2025
Clinician-Directed Large Language Model Software Generation for Therapeutic Interventions in Physical Rehabilitation

Edward Kim, Yuri Cho, Jose Eduardo E. Lima et al.

Digital health interventions increasingly deliver home exercise programs via sensor-equipped devices such as smartphones, enabling remote monitoring of adherence and performance. However, current software is usually authored before clinical encounters as libraries of modules for broad impairment categories. At the point of care, clinicians can only choose from these modules and adjust a few parameters (for example, duration or repetitions). As a result, individual limitations, goals, and environmental constraints are often not reflected, limiting personalization and benefit. We propose a paradigm in which large language models (LLMs) act as constrained translators that convert clinicians' exercise prescriptions into intervention software. Clinicians remain the decision makers: they design exercises during the encounter, tailored to each patient's impairments, goals, and environment, and the LLM generates matching software. We conducted a prospective single-arm feasibility study with 20 licensed physical and occupational therapists who created 40 individualized upper extremity programs for a standardized patient; 100% of prescriptions were translated into executable software, compared with 55% under a representative template-based digital health intervention (p < 0.01). LLM-generated software correctly delivered 99.7% of instructions and monitored performance with 88.4% accuracy (95% confidence interval, 0.843-0.915). Overall, 90% of therapists judged the system safe for patient interaction and 75% expressed willingness to adopt it in practice. To our knowledge, this is the first prospective evaluation of clinician-directed intervention software generation with an LLM in health care, demonstrating feasibility and motivating larger trials in real patient populations.

AISep 29, 2025
Interactive Program Synthesis for Modeling Collaborative Physical Activities from Narrated Demonstrations

Edward Kim, Daniel He, Jorge Chao et al.

Teaching systems physical tasks is a long standing goal in HCI, yet most prior work has focused on non collaborative physical activities. Collaborative tasks introduce added complexity, requiring systems to infer users assumptions about their teammates intent, which is an inherently ambiguous and dynamic process. This necessitates representations that are interpretable and correctable, enabling users to inspect and refine system behavior. We address this challenge by framing collaborative task learning as a program synthesis problem. Our system represents behavior as editable programs and uses narrated demonstrations, i.e. paired physical actions and natural language, as a unified modality for teaching, inspecting, and correcting system logic without requiring users to see or write code. The same modality is used for the system to communicate its learning to users. In a within subjects study, 20 users taught multiplayer soccer tactics to our system. 70 percent (14/20) of participants successfully refined learned programs to match their intent and 90 percent (18/20) found it easy to correct the programs. The study surfaced unique challenges in representing learning as programs and in enabling users to teach collaborative physical activities. We discuss these issues and outline mitigation strategies.

CYJul 7, 2020
Computer-Aided Personalized Education

Rajeev Alur, Richard Baraniuk, Rastislav Bodik et al.

The shortage of people trained in STEM fields is becoming acute, and universities and colleges are straining to satisfy this demand. In the case of computer science, for instance, the number of US students taking introductory courses has grown three-fold in the past decade. Recently, massive open online courses (MOOCs) have been promoted as a way to ease this strain. This at best provides access to education. The bigger challenge though is coping with heterogeneous backgrounds of different students, retention, providing feedback, and assessment. Personalized education relying on computational tools can address this challenge. While automated tutoring has been studied at different times in different communities, recent advances in computing and education technology offer exciting opportunities to transform the manner in which students learn. In particular, at least three trends are significant. First, progress in logical reasoning, data analytics, and natural language processing has led to tutoring tools for automatic assessment, personalized instruction including targeted feedback, and adaptive content generation for a variety of subjects. Second, research in the science of learning and human-computer interaction is leading to a better understanding of how different students learn, when and what types of interventions are effective for different instructional goals, and how to measure the success of educational tools. Finally, the recent emergence of online education platforms, both in academia and industry, is leading to new opportunities for the development of a shared infrastructure. This CCC workshop brought together researchers developing educational tools based on technologies such as logical reasoning and machine learning with researchers in education, human-computer interaction, and cognitive psychology.

HCAug 12, 2017
TraceDiff: Debugging Unexpected Code Behavior Using Trace Divergences

Ryo Suzuki, Gustavo Soares, Andrew Head et al.

Recent advances in program synthesis offer means to automatically debug student submissions and generate personalized feedback in massive programming classrooms. When automatically generating feedback for programming assignments, a key challenge is designing pedagogically useful hints that are as effective as the manual feedback given by teachers. Through an analysis of teachers' hint-giving practices in 132 online Q&A posts, we establish three design guidelines that an effective feedback design should follow. Based on these guidelines, we develop a feedback system that leverages both program synthesis and visualization techniques. Our system compares the dynamic code execution of both incorrect and fixed code and highlights how the error leads to a difference in behavior and where the incorrect code trace diverges from the expected solution. Results from our study suggest that our system enables students to detect and fix bugs that are not caught by students using another existing visual debugging tool.