Jian Zhao

HC
h-index26
18papers
384citations
Novelty43%
AI Score41

18 Papers

11.9HCMar 7, 2023
Collaboration with Conversational AI Assistants for UX Evaluation: Questions and How to Ask them (Voice vs. Text)

Emily Kuang, Ehsan Jahangirzadeh Soure, Mingming Fan et al.

AI is promising in assisting UX evaluators with analyzing usability tests, but its judgments are typically presented as non-interactive visualizations. Evaluators may have questions about test recordings, but have no way of asking them. Interactive conversational assistants provide a Q&A dynamic that may improve analysis efficiency and evaluator autonomy. To understand the full range of analysis-related questions, we conducted a Wizard-of-Oz design probe study with 20 participants who interacted with simulated AI assistants via text or voice. We found that participants asked for five categories of information: user actions, user mental model, help from the AI assistant, product and task information, and user demographics. Those who used the text assistant asked more questions, but the question lengths were similar. The text assistant was perceived as significantly more efficient, but both were rated equally in satisfaction and trust. We also provide design considerations for future conversational AI assistants for UX evaluation.

11.3HCApr 21, 2022Code
Infographics Wizard: Flexible Infographics Authoring and Design Exploration

Anjul Tyagi, Jian Zhao, Pushkar Patel et al.

Infographics are an aesthetic visual representation of information following specific design principles of human perception. Designing infographics can be a tedious process for non-experts and time-consuming, even for professional designers. With the help of designers, we propose a semi-automated infographic framework for general structured and flow-based infographic design generation. For novice designers, our framework automatically creates and ranks infographic designs for a user-provided text with no requirement for design input. However, expert designers can still provide custom design inputs to customize the infographics. We will also contribute an individual visual group (VG) designs dataset (in SVG), along with a 1k complete infographic image dataset with segmented VGs in this work. Evaluation results confirm that by using our framework, designers from all expertise levels can generate generic infographic designs faster than existing methods while maintaining the same quality as hand-designed infographics templates.

4.1HCNov 10, 2025
NoteEx: Interactive Visual Context Manipulation for LLM-Assisted Exploratory Data Analysis in Computational Notebooks

Mohammad Hasan Payandeh, Lin-Ping Yuan, Jian Zhao

Computational notebooks have become popular for Exploratory Data Analysis (EDA), augmented by LLM-based code generation and result interpretation. Effective LLM assistance hinges on selecting informative context -- the minimal set of cells whose code, data, or outputs suffice to answer a prompt. As notebooks grow long and messy, users can lose track of the mental model of their analysis. They thus fail to curate appropriate contexts for LLM tasks, causing frustration and tedious prompt engineering. We conducted a formative study (n=6) that surfaced challenges in LLM context selection and mental model maintenance. Therefore, we introduce NoteEx, a JupyterLab extension that provides a semantic visualization of the EDA workflow, allowing analysts to externalize their mental model, specify analysis dependencies, and enable interactive selection of task-relevant contexts for LLMs. A user study (n=12) against a baseline shows that NoteEx improved mental model retention and context selection, leading to more accurate and relevant LLM responses.

8.3HCFeb 11, 2024
EmoWear: Exploring Emotional Teasers for Voice Message Interaction on Smartwatches

Pengcheng An, Jiawen Zhu, Zibo Zhang et al.

Voice messages, by nature, prevent users from gauging the emotional tone without fully diving into the audio content. This hinders the shared emotional experience at the pre-retrieval stage. Research scarcely explored "Emotional Teasers"-pre-retrieval cues offering a glimpse into an awaiting message's emotional tone without disclosing its content. We introduce EmoWear, a smartwatch voice messaging system enabling users to apply 30 animation teasers on message bubbles to reflect emotions. EmoWear eases senders' choice by prioritizing emotions based on semantic and acoustic processing. EmoWear was evaluated in comparison with a mirroring system using color-coded message bubbles as emotional cues (N=24). Results showed EmoWear significantly enhanced emotional communication experience in both receiving and sending messages. The animated teasers were considered intuitive and valued for diverse expressions. Desirable interaction qualities and practical implications are distilled for future design. We thereby contribute both a novel system and empirical knowledge concerning emotional teasers for voice messaging.

9.6HCOct 28, 2024
Survey of User Interface Design and Interaction Techniques in Generative AI Applications

Reuben Luera, Ryan A. Rossi, Alexa Siu et al.

The applications of generative AI have become extremely impressive, and the interplay between users and AI is even more so. Current human-AI interaction literature has taken a broad look at how humans interact with generative AI, but it lacks specificity regarding the user interface designs and patterns used to create these applications. Therefore, we present a survey that comprehensively presents taxonomies of how a human interacts with AI and the user interaction patterns designed to meet the needs of a variety of relevant use cases. We focus primarily on user-guided interactions, surveying interactions that are initiated by the user and do not include any implicit signals given by the user. With this survey, we aim to create a compendium of different user-interaction patterns that can be used as a reference for designers and developers alike. In doing so, we also strive to lower the entry barrier for those attempting to learn more about the design of generative AI applications.

14.6HCAug 5, 2025
NeuroSync: Intent-Aware Code-Based Problem Solving via Direct LLM Understanding Modification

Wenshuo Zhang, Leixian Shen, Shuchang Xu et al.

Conversational LLMs have been widely adopted by domain users with limited programming experience to solve domain problems. However, these users often face misalignment between their intent and generated code, resulting in frustration and rounds of clarification. This work first investigates the cause of this misalignment, which dues to bidirectional ambiguity: both user intents and coding tasks are inherently nonlinear, yet must be expressed and interpreted through linear prompts and code sequences. To address this, we propose direct intent-task matching, a new human-LLM interaction paradigm that externalizes and enables direct manipulation of the LLM understanding, i.e., the coding tasks and their relationships inferred by the LLM prior to code generation. As a proof-of-concept, this paradigm is then implemented in NeuroSync, which employs a knowledge distillation pipeline to extract LLM understanding, user intents, and their mappings, and enhances the alignment by allowing users to intuitively inspect and edit them via visualizations. We evaluate the algorithmic components of NeuroSync via technical experiments, and assess its overall usability and effectiveness via a user study (N=12). The results show that it enhances intent-task alignment, lowers cognitive effort, and improves coding efficiency.

6.4HCDec 27, 2021
VibEmoji: Exploring User-authoring Multi-modal Emoticons in Social Communication

Pengcheng An, Ziqi Zhou, Qing Liu et al.

Emoticons are indispensable in online communications. With users' growing needs for more customized and expressive emoticons, recent messaging applications begin to support (limited) multi-modal emoticons: e.g., enhancing emoticons with animations or vibrotactile feedback. However, little empirical knowledge has been accumulated concerning how people create, share and experience multi-modal emoticons in everyday communication, and how to better support them through design. To tackle this, we developed VibEmoji, a user-authoring multi-modal emoticon interface for mobile messaging. Extending existing designs, VibEmoji grants users greater flexibility to combine various emoticons, vibrations, and animations on-the-fly, and offers non-aggressive recommendations based on these components' emotional relevance. Using VibEmoji as a probe, we conducted a four-week field study with 20 participants, to gain new understandings from in-the-wild usage and experience, and extract implications for design. We thereby contribute both a novel system and various insights for supporting users' creation and communication of multi-modal emoticons.

8.6HCAug 26, 2021
User-Centric Semi-Automated Infographics Authoring and Recommendation

Anjul Tyagi, Jian Zhao, Pushkar Patel et al.

Designing infographics can be a tedious process for non-experts and time-consuming even for professional designers. Based on the literature and a formative study, we propose a flexible framework for automated and semi-automated infographics design. This framework captures the main design components in infographics and streamlines the generation workflow into three steps, allowing users to control and optimize each aspect independently. Based on the framework, we also propose an interactive tool, \name{}, for assisting novice designers with creating high-quality infographics from an input in a markdown format by offering recommendations of different design components of infographics. Simultaneously, more experienced designers can provide custom designs and layout ideas to the tool using a canvas to control the automated generation process partially. As part of our work, we also contribute an individual visual group (VG) and connection designs dataset (in SVG), along with a 1k complete infographic image dataset with segmented VGs. This dataset plays a crucial role in diversifying the infographic designs created by our framework. We evaluate our approach with a comparison against similar tools, a user study with novice and expert designers, and a case study. Results confirm that our framework and \name{} excel in creating customized infographics and exploring a large variety of designs.

6.4HCAug 25, 2021Code
Evaluating Effects of Background Stories on Graph Perception

Ying Zhao, Jingcheng Shi, Jiawei Liu et al.

A graph is an abstract model that represents relations among entities, for example, the interactions between characters in a novel. A background story endows entities and relations with real-world meanings and describes the semantics and context of the abstract model, for example, the actual story that the novel presents. Considering practical experience and prior research, human viewers who are familiar with the background story of a graph and those who do not know the background story may perceive the same graph differently. However, no previous research has adequately addressed this problem. This research paper thus presents an evaluation that investigated the effects of background stories on graph perception. Three hypotheses that focused on the role of visual focus areas, graph structure identification, and mental model formation on graph perception were formulated and guided three controlled experiments that evaluated the hypotheses using real-world graphs with background stories. An analysis of the resulting experimental data, which compared the performance of participants who read and did not read the background stories, obtained a set of instructive findings. First, having knowledge about a graph's background story influences participants' focus areas during interactive graph explorations. Second, such knowledge significantly affects one's ability to identify community structures but not high degree and bridge structures. Third, this knowledge influences graph recognition under blurred visual conditions. These findings can bring new considerations to the design of storytelling visualizations and interactive graph explorations.

8.6HCAug 2, 2021
SightBi: Exploring Cross-View Data Relationships with Biclusters

Maoyuan Sun, Abdul Rahman Shaikh, Hamed Alhoori et al.

Multiple-view visualization (MV) has been heavily used in visual analysis tools for sensemaking of data in various domains (e.g., bioinformatics, cybersecurity and text analytics). One common task of visual analysis with multiple views is to relate data across different views. For example, to identify threats, an intelligence analyst needs to link people from a social network graph with locations on a crime-map, and then search for and read relevant documents. Currently, exploring cross-view data relationships heavily relies on view-coordination techniques (e.g., brushing and linking), which may require significant user effort on many trial-and-error attempts, such as repetitiously selecting elements in one view, and then observing and following elements highlighted in other views. To address this, we present SightBi, a visual analytics approach for supporting cross-view data relationship explorations. We discuss the design rationale of SightBi in detail, with identified user tasks regarding the use of cross-view data relationships. SightBi formalizes cross-view data relationships as biclusters, computes them from a dataset, and uses a bi-context design that highlights creating stand-alone relationship-views. This helps preserve existing views and offers an overview of cross-view data relationships to guide user exploration. Moreover, SightBi allows users to interactively manage the layout of multiple views by using newly created relationship-views. With a usage scenario, we demonstrate the usefulness of SightBi for sensemaking of cross-view data relationships.

3.7HCJul 22, 2021
Designing Mobile EEG Neurofeedback Games for Children with Autism: Implications from Industry Practice

Zhaoyi Yang, Pengcheng An, Jinchen Yang et al.

Neurofeedback games are an effective and playful approach to enhance certain social and attentional capabilities in children with autism, which are promising to become widely accessible along with the commercialization of mobile EEG modules. However, little industry-based experiences are shared, regarding how to better design neurofeedback games to fine-tune their playability and user experiences for autistic children. In this paper, we review the experiences we gained from industry practice, in which a series of mobile EEG neurofeedback games have been developed for preschool autistic children. We briefly describe our design and development in a one-year collaboration with a special education center involving a group of stakeholders: children with autism and their caregivers and parents. We then summarize four concrete implications we learnt concerning the design of game characters, game narratives, as well as gameplay elements, which aim to support future work in creating better neurofeedback games for preschool children with autism.

13.6LGJun 29, 2021
Interactive Dimensionality Reduction for Comparative Analysis

Takanori Fujiwara, Xinhai Wei, Jian Zhao et al.

Finding the similarities and differences between groups of datasets is a fundamental analysis task. For high-dimensional data, dimensionality reduction (DR) methods are often used to find the characteristics of each group. However, existing DR methods provide limited capability and flexibility for such comparative analysis as each method is designed only for a narrow analysis target, such as identifying factors that most differentiate groups. This paper presents an interactive DR framework where we integrate our new DR method, called ULCA (unified linear comparative analysis), with an interactive visual interface. ULCA unifies two DR schemes, discriminant analysis and contrastive learning, to support various comparative analysis tasks. To provide flexibility for comparative analysis, we develop an optimization algorithm that enables analysts to interactively refine ULCA results. Additionally, the interactive visualization interface facilitates interpretation and refinement of the ULCA results. We evaluate ULCA and the optimization algorithm to show their efficiency as well as present multiple case studies using real-world datasets to demonstrate the usefulness of this framework.

20.7HCMar 6, 2021Code
ChartStory: Automated Partitioning, Layout, and Captioning of Charts into Comic-Style Narratives

Jian Zhao, Shenyu Xu, Senthil Chandrasegaran et al.

Visual data storytelling is gaining importance as a means of presenting data-driven information or analysis results, especially to the general public. This has resulted in design principles being proposed for data-driven storytelling, and new authoring tools being created to aid such storytelling. However, data analysts typically lack sufficient background in design and storytelling to make effective use of these principles and authoring tools. To assist this process, we present ChartStory for crafting data stories from a collection of user-created charts, using a style akin to comic panels to imply the underlying sequence and logic of data-driven narratives. Our approach is to operationalize established design principles into an advanced pipeline which characterizes charts by their properties and similarity, and recommends ways to partition, layout, and caption story pieces to serve a narrative. ChartStory also augments this pipeline with intuitive user interactions for visual refinement of generated data comics. We extensively and holistically evaluate ChartStory via a trio of studies. We first assess how the tool supports data comic creation in comparison to a manual baseline tool. Data comics from this study are subsequently compared and evaluated to ChartStory's automated recommendations by a team of narrative visualization practitioners. This is followed by a pair of interview studies with data scientists using their own datasets and charts who provide an additional assessment of the system. We find that ChartStory provides cogent recommendations for narrative generation, resulting in data comics that compare favorably to manually-created ones.

23.7HCFeb 3, 2021Code
InfoColorizer: Interactive Recommendation of Color Palettes for Infographics

Lin-Ping Yuan, Ziqi Zhou, Jian Zhao et al.

When designing infographics, general users usually struggle with getting desired color palettes using existing infographic authoring tools, which sometimes sacrifice customizability, require design expertise, or neglect the influence of elements' spatial arrangement. We propose a data-driven method that provides flexibility by considering users' preferences, lowers the expertise barrier via automation, and tailors suggested palettes to the spatial layout of elements. We build a recommendation engine by utilizing deep learning techniques to characterize good color design practices from data, and further develop InfoColorizer, a tool that allows users to obtain color palettes for their infographics in an interactive and dynamic manner. To validate our method, we conducted a comprehensive four-part evaluation, including case studies, a controlled user study, a survey study, and an interview study. The results indicate that InfoColorizer can provide compelling palette recommendations with adequate flexibility, allowing users to effectively obtain high-quality color design for input infographics with low effort.

5.9SIAug 1, 2020
A Visual Analytics Framework for Contrastive Network Analysis

Takanori Fujiwara, Jian Zhao, Francine Chen et al.

A common network analysis task is comparison of two networks to identify unique characteristics in one network with respect to the other. For example, when comparing protein interaction networks derived from normal and cancer tissues, one essential task is to discover protein-protein interactions unique to cancer tissues. However, this task is challenging when the networks contain complex structural (and semantic) relations. To address this problem, we design ContraNA, a visual analytics framework leveraging both the power of machine learning for uncovering unique characteristics in networks and also the effectiveness of visualization for understanding such uniqueness. The basis of ContraNA is cNRL, which integrates two machine learning schemes, network representation learning (NRL) and contrastive learning (CL), to generate a low-dimensional embedding that reveals the uniqueness of one network when compared to another. ContraNA provides an interactive visualization interface to help analyze the uniqueness by relating embedding results and network structures as well as explaining the learned features by cNRL. We demonstrate the usefulness of ContraNA with two case studies using real-world datasets. We also evaluate through a controlled user study with 12 participants on network comparison tasks. The results show that participants were able to both effectively identify unique characteristics from complex networks and interpret the results obtained from cNRL.

3.3HCJun 23, 2020
ICE: Identify and Compare Event Sequence Sets through Multi-Scale Matrix and Unit Visualizations

Siwei Fu, Jian Zhao, Linping Yuan et al.

Comparative analysis of event sequence data is essential in many application domains, such as website design and medical care. However, analysts often face two challenges: they may not always know which sets of event sequences in the data are useful to compare, and the comparison needs to be achieved at different granularity, due to the volume and complexity of the data. This paper presents, ICE, an interactive visualization that allows analysts to explore an event sequence dataset, and identify promising sets of event sequences to compare at both the pattern and sequence levels. More specifically, ICE incorporates a multi-level matrix-based visualization for browsing the entire dataset based on the prefixes and suffixes of sequences. To support comparison at multiple levels, ICE employs the unit visualization technique, and we further explore the design space of unit visualizations for event sequence comparison tasks. Finally, we demonstrate the effectiveness of ICE with three real-world datasets from different domains.

3.0CLSep 13, 2019
SANVis: Visual Analytics for Understanding Self-Attention Networks

Cheonbok Park, Inyoup Na, Yongjang Jo et al.

Attention networks, a deep neural network architecture inspired by humans' attention mechanism, have seen significant success in image captioning, machine translation, and many other applications. Recently, they have been further evolved into an advanced approach called multi-head self-attention networks, which can encode a set of input vectors, e.g., word vectors in a sentence, into another set of vectors. Such encoding aims at simultaneously capturing diverse syntactic and semantic features within a set, each of which corresponds to a particular attention head, forming altogether multi-head attention. Meanwhile, the increased model complexity prevents users from easily understanding and manipulating the inner workings of models. To tackle the challenges, we present a visual analytics system called SANVis, which helps users understand the behaviors and the characteristics of multi-head self-attention networks. Using a state-of-the-art self-attention model called Transformer, we demonstrate usage scenarios of SANVis in machine translation tasks. Our system is available at http://short.sanvis.org

3.5HCOct 2, 2016
Augmenting Mobile Phone Interaction with Face-Engaged Gestures

Jian Zhao, Ricardo Jota, Daniel Wigdor et al.

The movement of a user's face, easily detected by a smartphone's front camera, is an underexploited input modality for mobile interactions. We introduce three sets of face-engaged interaction techniques for augmenting the traditional mobile inputs, which leverages the combination of the head movements with touch gestures and device motions, all sensed via the phone's built-in sensors. We systematically present the space of design considerations for mobile interactions using one or more of the three input modalities (i.e., touch, motion, and head). The additional affordances of the proposed techniques expand the mobile interaction vocabulary, and can facilitate unique usage scenarios such as one-hand or touch-free interaction. An initial evaluation was conducted and users had positive reactions to the new techniques, indicating the promise of an intuitive and convenient user experience.