VLDB 2026 Research / reviewers in the wild / expert
Daniel Buschek
dblp:136/4311
· DBLP profile ↗
64ranked-venue papers
17as first author
30since 2021 · last 2026
0000-0002-0013-715XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 60 · 16 first-author · 27 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3Software engineering, systems software and programming languages · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Collaborative Document Editing with Multiple Users and AI AgentsabstractCurrent AI writing support tools are largely designed for individuals, complicating collaboration when co-writers must leave the shared workspace to use AI and then communicate and reintegrate results. We propose integrating AI agents directly into collaborative writing environments. Our prototype makes AI use visible to all users through two new shared objects: user-defined agent profiles and tasks. Agent responses appear in the familiar comment feature. In a user study (N=30), 14 teams worked on writing projects during one week. Interaction logs and interviews show that teams incorporated agents into existing norms of authorship, control, and coordination, rather than treating them as team members. Agent profiles were viewed as personal territory, while created agents and outputs became shared resources. We discuss implications for team-based AI interaction, highlighting opportunities and boundaries for treating AI as a shared resource in collaborative work. Florian Lehmann, Krystsina Shauchenka, Daniel Buschek |
CHI | 3 |
| 2026 | The AI Memory Gap: Users Misremember What They Created With AI or WithoutabstractAs large language models (LLMs) become embedded in interactive text generation, disclosure of AI as a source depends on people remembering which ideas or texts came from themselves and which were created with AI. We investigate how accurately people remember the source of content when using AI. In a pre-registered experiment, 184 participants generated and elaborated on ideas both unaided and with an LLM-based chatbot. One week later, they were asked to identify the source (noAI vs withAI) of these ideas and texts. Our findings reveal a significant gap in memory: After AI use, the odds of correct attribution dropped, with the steepest decline in mixed human-AI workflows, where either the idea or elaboration was created with AI. We validated our results using a computational model of source memory. Discussing broader implications, we highlight the importance of considering source confusion in the design and use of interactive text generation technologies. Tim Zindulka, Sven Goller, Daniela Fernandes, Robin Welsch, Daniel Buschek |
CHI | 5 |
| 2026 | PromptCanvas: Composable Prompting Workspaces Using Dynamic Widgets for Exploration and Iteration in Creative WritingabstractWe introduce PromptCanvas, a UI concept that transforms prompting into a composable, widget-based experience on an infinite canvas. Users can generate, customize, and arrange interactive widgets that represent various facets of their text, offering greater control over AI-generated content. PromptCanvas allows to create widgets through system suggestions, user prompts, or manual input, providing a flexible environment tailored to individual needs. This enables deeper engagement with the creative process. In two lab studies, PromptCanvas outperformed both the conversational UI (lab study 1) and the structured baseline, Wordcraft (lab study 2) on the Creativity Support Index. Participants found that it reduced cognitive load, while at the same time providing better performance. Qualitative feedback revealed that the visual organization of thoughts and easy iteration encouraged new perspectives and ideas. The field study ( \(N=10\) ) also confirmed these results, showcasing the potential of dynamic, customizable interfaces to improve collaborative writing with AI. Rifat Mehreen Amin, Oliver Hans Kühle, Daniel Buschek, Andreas Butz |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2026 | On the Need to Rethink Trust in AI Assistants for Software Development: A Critical ReviewabstractTrust is a fundamental concept in human decision-making and collaboration that has long been studied in philosophy and psychology. However, software engineering (SE) articles often use the termtrustinformally; providing an explicit definition or embedding results in established trust models is rare. In SE research on AI assistants, this practice culminates in equating trust with the likelihood of accepting generated content, which, in isolation, does not capture the full conceptual complexity of trust. Without a common definition, true secondary research on trust is impossible. The objectives of our research were: (1) to present the psychological and philosophical foundations of human trust, (2) to systematically study how trust is conceptualized in SE and the related disciplines human-computer interaction and information systems, and (3) to discuss limitations of equating trust with content acceptance, outlining how SE research can adopt existing trust models to overcome the widespread informal use of the term trust. We conducted a literature review across disciplines and a critical review of recent SE articles with a focus on trust conceptualizations. We found that trust is rarely defined or conceptualized in SE articles. Related disciplines commonly embed their methodology and results in established trust models, clearly distinguishing, for example, betweeninitial trustandtrust formationand betweenappropriateandinappropriate trust. On a meta-scientific level, other disciplines even discuss whether and when trust can be applied to AI assistants at all. Our study reveals a significant maturity gap of trust research in SE compared to other disciplines. We provide concrete recommendations on how SE researchers can adopt established trust models and instruments to study trust in AI assistants beyond the acceptance of generated software artifacts. Sebastian Baltes, Timo Speith, Brenda Chiteri, Seyedmoein Mohsenimofidi, Shalini Chakraborty, Daniel Buschek |
IEEE Trans. Software Eng. | 6 |
| 2025 | CorpusStudio: Surfacing Emergent Patterns In A Corpus Of Prior Work While WritingabstractMany communities, including the scientific community, develop implicit writing norms. Understanding them is crucial for effective communication with that community. Writers gradually develop an implicit understanding of norms by reading papers and receiving feedback on their writing. However, it is difficult to both externalize this knowledge and apply it to one's own writing. We propose two new writing support concepts that reify document and sentence-level patterns in a given text corpus: (1) an ordered distribution over section titles and (2) given the user's draft and cursor location, many retrieved contextually relevant sentences. Recurring words in the latter are algorithmically highlighted to help users see any emergent norms. Study results (N=16) show that participants revised the structure and content using these concepts, gaining confidence in aligning with or breaking norms after reviewing many examples. These results demonstrate the value of reifying distributions over other authors' writing choices during the writing process. Hai Dang, Chelse Swoopes, Daniel Buschek, Elena L. Glassman |
CHI | 3 |
| 2025 | Content-Driven Local Response: Supporting Sentence-Level and Message-Level Mobile Email Replies With and Without AIabstractMobile emailing demands efficiency in diverse situations, which motivates the use of AI. However, generated text does not always reflect how people want to respond. This challenges users with AI involvement tradeoffs not yet considered in email UIs. We address this with a new UI concept called Content-Driven Local Response (CDLR), inspired by microtasking. This allows users to insert responses into the email by selecting sentences, which additionally serves to guide AI suggestions. The concept supports combining AI for local suggestions and message-level improvements. Our user study (N=126) compared CDLR with manual typing and full reply generation. We found that CDLR supports flexible workflows with varying degrees of AI involvement, while retaining the benefits of reduced typing and errors. This work contributes a new approach to integrating AI capabilities: By redesigning the UI for workflows with and without AI, we can empower users to dynamically adjust AI involvement. Tim Zindulka, Sven Goller, Florian Lehmann, Daniel Buschek |
CHI | 4 |
| 2025 | Exploring Mobile Touch Interaction with Large Language ModelsabstractInteracting with Large Language Models (LLMs) for text editing on mobile devices currently requires users to break out of their writing environment and switch to a conversational AI interface. In this paper, we propose to control the LLM via touch gestures performed directly on the text. We first chart a design space that covers fundamental touch input and text transformations. In this space, we then concretely explore two control mappings: spread-to-generate and pinch-to-shorten, with visual feedback loops. We evaluate this concept in a user study (N=14) that compares three feedback designs: no visualisation, text length indicator, and length + word indicator. The results demonstrate that touch-based control of LLMs is both feasible and user-friendly, with the length + word indicator proving most effective for managing text generation. This work lays the foundation for further research into gesture-based interaction with LLMs on touch devices. Tim Zindulka, Jannek Sekowski, Florian Lehmann, Daniel Buschek |
CHI | 4 |
| 2025 | StudyAlign: A Software System for Conducting Web-Based User Studies with Functional Interactive PrototypesabstractInteractive systems are commonly prototyped as web applications. This approach enables studies with functional prototypes on a large scale. However, setting up these studies can be complex due to implementing experiment procedures, integrating questionnaires, and data logging. To enable such user studies, we developed the software system StudyAlign which offers: 1) a frontend for participants, 2) an admin panel to manage studies, 3) the possibility to integrate questionnaires, 4) a JavaScript library to integrate data logging into prototypes, and 5) a backend server for persisting log data, and serving logical functions via an API to the different parts of the system. With our system, researchers can set up web-based experiments and focus on the design and development of interactions and prototypes. Furthermore, our systematic approach facilitates the replication of studies and reduces the required effort to execute web-based user studies. We conclude with reflections on using StudyAlign for conducting HCI studies online. Florian Lehmann, Daniel Buschek |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Collage is the New Writing: Exploring the Fragmentation of Text and User Interfaces in AI ToolsabstractThis essay proposes and explores the concept of Collage for the design of AI writing tools, transferred from avant-garde literature with four facets: 1) fragmenting text in writing interfaces, 2) juxtaposing voices (content vs command), 3) integrating material from multiple sources (e.g. text suggestions), and 4) shifting from manual writing to editorial and compositional decision-making, such as selecting and arranging snippets. The essay then employs Collage as an analytical lens to analyse the user interface design of recent AI writing tools, and as a constructive lens to inspire new design directions. Finally, a critical perspective relates the concerns that writers historically expressed through literary collage to AI writing tools. In a broad view, this essay explores how literary concepts can help advance design theory around AI writing tools. It encourages creators of future writing tools to engage not only with new technological possibilities, but also with past writing innovations. Daniel Buschek |
Conference on Designing Interactive Systems | 1 |
| 2024 | A Design Space for Intelligent and Interactive Writing AssistantsabstractIn our era of rapid technological advancement, the research landscape for writing assistants has become increasingly fragmented across various research communities. We seek to address this challenge by proposing a design space as a structured way to examine and explore the multidimensional space of intelligent and interactive writing assistants. Through community collaboration, we explore five aspects of writing assistants: task, user, technology, interaction, and ecosystem. Within each aspect, we define dimensions and codes by systematically reviewing 115 papers, while leveraging the expertise of researchers in various disciplines. Our design space aims to offer researchers and designers a practical tool to navigate, comprehend, and compare the various possibilities of writing assistants, and aid in the design of new writing assistants. Mina Lee 0002, Katy Ilonka Gero, John Joon Young Chung, Simon Buckingham Shum, Vipul Raheja, Hua Shen 0005, Subhashini Venugopalan, Thiemo Wambsganss, David Zhou, Emad A. Alghamdi, Tal August, Avinash Bhat, Madiha Zahrah Choksi, Senjuti Dutta, Jin L. C. Guo, Md. Naimul Hoque, Simon Knight 0001, Seyed Parsa Neshaei, Antonette Shibani, Disha Shrivastava, Lila Shroff, Agnia Sergeyuk, Jessi Stark, Sarah Sterman, Sitong Wang 0001, Antoine Bosselut, Daniel Buschek, Joseph Chee Chang, Sherol Chen, Max Kreminski, Joonsuk Park, Roy D. Pea, Eugenia Ha Rim Rho, Shannon Shen 0001, Pao Siangliulue |
CHI | 28 |
| 2024 | Writer-Defined AI Personas for On-Demand Feedback GenerationabstractCompelling writing is tailored to its audience. This is challenging, as writers may struggle to empathize with readers, get feedback in time, or gain access to the target group. We propose a concept that generates on-demand feedback, based on writer-defined AI personas of any target audience. We explore this concept with a prototype (using GPT-3.5) in two user studies (N=5 and N=11): Writers appreciated the concept and strategically used personas for getting different perspectives. The feedback was seen as helpful and inspired revisions of text and personas, although it was often verbose and unspecific. We discuss the impact of on-demand feedback, the limited representativity of contemporary AI systems, and further ideas for defining AI personas. This work contributes to the vision of supporting writers with AI by expanding the socio-technical perspective in AI tool design: To empower creators, we also need to keep in mind their relationship to an audience. Karim Benharrak, Tim Zindulka, Florian Lehmann, Hendrik Heuer, Daniel Buschek |
CHI | 5 |
| 2024 | Assisted Data Annotation for Business Process Information Extraction from Textual Documents
Julian Neuberger, Han van der Aa, Lars Ackermann, Daniel Buschek, Jannic Herrmann, Stefan Jablonski |
CoopIS | 4 |
| 2024 | Impact of interaction technique in interactive data visualisations: A study on lookup, comparison, and relation-seeking tasksabstractThis paper presents an analysis of different interaction techniques used in interactive data visualisations to support end-users in visual analytics tasks. Our selection of interaction techniques is based on prior work and consists of the interaction techniques SELECT, EXPLORE, RECONFIGURE, ENCODE, FILTER, ABSTRACT/ELABORATE, and CONNECT. Through a within-subject study, we assessed participants’ abilities to utilise these techniques when faced with three distinct types of data-driven tasks; lookup, comparison, and Relation-seeking. Our research investigates the impact of these interaction techniques on the correctness, confidence, perceived difficulty, and cognitive load of N = 80 self-identified data scientists and N = 80 non-experts. We find that interaction technique significantly impacts answer correctness and participant confidence. Participants performed best across those interaction techniques that allow for information that is deemed least relevant to be concealed, which is reflected in lower intrinsic and extraneous cognitive load. Interestingly, participants’ expertise affected their confidence but not their accuracy. Our results provide insights useful for a more targeted and informed design and usage of interactive data visualisations. Niels van Berkel, Benjamin Tag, Rune Møberg Jacobsen, Daniel Russo 0002, Helen C. Purchase, Daniel Buschek |
Int. J. Hum. Comput. Stud. | 6 |
| 2024 | The AI Ghostwriter Effect: When Users do not Perceive Ownership of AI-Generated Text but Self-Declare as AuthorsabstractHuman-AI interaction in text production increases complexity in authorship. In two empirical studies (n1 = 30 & n2 = 96), we investigate authorship and ownership in human-AI collaboration for personalized language generation. We show an AI Ghostwriter Effect : Users do not consider themselves the owners and authors of AI-generated text but refrain from publicly declaring AI authorship. Personalization of AI-generated texts did not impact the AI Ghostwriter Effect , and higher levels of participants’ influence on texts increased their sense of ownership. Participants were more likely to attribute ownership to supposedly human ghostwriters than AI ghostwriters, resulting in a higher ownership-authorship discrepancy for human ghostwriters. Rationalizations for authorship in AI ghostwriters and human ghostwriters were similar. We discuss how our findings relate to psychological ownership and human-AI interaction to lay the foundations for adapting authorship frameworks and user interfaces in AI in text-generation tasks. Fiona Draxler, Anna Werner, Florian Lehmann, Matthias Hoppe 0001, Albrecht Schmidt 0001, Daniel Buschek, Robin Welsch |
ACM Trans. Comput. Hum. Interact. | 6 |
| 2023 | Choice Over Control: How Users Write with Large Language Models using Diegetic and Non-Diegetic PromptingabstractWe propose a conceptual perspective on prompts for Large Language Models (LLMs) that distinguishes between (1) diegetic prompts (part of the narrative, e.g. “Once upon a time, I saw a fox...”), and (2) non-diegetic prompts (external, e.g. “Write about the adventures of the fox.”). With this lens, we study how 129 crowd workers on Prolific write short texts with different user interfaces (1 vs 3 suggestions, with/out non-diegetic prompts; implemented with GPT-3): When the interface offered multiple suggestions and provided an option for non-diegetic prompting, participants preferred choosing from multiple suggestions over controlling them via non-diegetic prompts. When participants provided non-diegetic prompts it was to ask for inspiration, topics or facts. Single suggestions in particular were guided both with diegetic and non-diegetic information. This work informs human-AI interaction with generative models by revealing that (1) writing non-diegetic prompts requires effort, (2) people combine diegetic and non-diegetic prompting, and (3) they use their draft (i.e. diegetic information) and suggestion timing to strategically guide LLMs. Hai Dang, Sven Goller, Florian Lehmann, Daniel Buschek |
CHI | 4 |
| 2023 | Co-Writing with Opinionated Language Models Affects Users' ViewsabstractIf large language models like GPT-3 preferably produce a particular point of view, they may influence people’s opinions on an unknown scale. This study investigates whether a language-model-powered writing assistant that generates some opinions more often than others impacts what users write – and what they think. In an online experiment, we asked participants (N=1,506) to write a post discussing whether social media is good for society. Treatment group participants used a language-model-powered writing assistant configured to argue that social media is good or bad for society. Participants then completed a social media attitude survey, and independent judges (N=500) evaluated the opinions expressed in their writing. Using the opinionated language model affected the opinions expressed in participants’ writing and shifted their opinions in the subsequent attitude survey. We discuss the wider implications of our results and argue that the opinions built into AI language technologies need to be monitored and engineered more carefully. Maurice Jakesch, Advait Bhat, Daniel Buschek, Lior Zalmanson, Mor Naaman |
CHI | 3 |
| 2023 | Point of no Undo: Irreversible Interactions as a Design StrategyabstractDespite irreversibility being omnipresent in the lifeworld, research on interactions making use of irreversibility in computing systems is still in the early stages. User freedom – provided by the undo functionality – is considered to be a pillar of “usable” computer systems, overcoming irreversibility. Within this paper, we set up a thought experiment, challenging the “undo feature” and instead take advantage of irreversibility in the interaction with physical computing systems (tangibles, robots, etc). First, we present three material speculations, each inherently utilizing irreversibility. Second, we elaborate on the concept of irreversible interactions by contextualizing our work with critical HCI discourses and deducing three design strategies. Finally, we discuss irreversibility as a design element for self-reflection, meaningful acting, and a sustainable relationship with technology. While previously individual aspects of irreversibility have been explored, we contribute a comprehensive discussion of irreversible interactions in HCI presenting artifacts, a conceptualization, design strategies, and application purposes. Beat Rossmy, Nada Terzimehic, Tanja Döring, Daniel Buschek, Alexander Wiethoff |
CHI | 4 |
| 2023 | Typing Behavior is About More than Speed: Users' Strategies for Choosing Word Suggestions Despite Slower Typing RatesabstractMobile word suggestions can slow down typing, yet are still widely used. To investigate the apparent benefits beyond speed, we analyzed typing behavior of 15,162 users of mobile devices. Controlling for natural typing speed (a confounding factor not considered by prior work), we statistically show that slower typists use suggestions more often but are slowed down by doing so. To better understand how these typists leverage suggestions -- if not to improve their speed -- we extract eight usage strategies, including completion, correction, and next-word prediction. We find that word characteristics, such as length or frequency, along with the strategy, are predictive of whether a user will select a suggestion. We show how to operationalize our findings by building and evaluating a predictive model of suggestion selection. Such a model could be used to augment existing suggestion algorithms to consider people's strategic use of word predictions beyond speed and keystroke savings. Florian Lehmann, Itto Kornecki, Daniel Buschek, Anna Maria Feit |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2022 | "Your Eyes Tell You Have Used This Password Before": Identifying Password Reuse from Gaze and Keystroke DynamicsabstractA significant drawback of text passwords for end-user authentication is password reuse. We propose a novel approach to detect password reuse by leveraging gaze as well as typing behavior and study its accuracy. We collected gaze and typing behavior from 49 users while creating accounts for 1) a webmail client and 2) a news website. While most participants came up with a new password, 32% reported having reused an old password when setting up their accounts. We then compared different ML models to detect password reuse from the collected data. Our models achieve an accuracy of up to 87.7% in detecting password reuse from gaze, 75.8% accuracy from typing, and 88.75% when considering both types of behavior. We demonstrate that using gaze, password reuse can already be detected during the registration process, before users entered their password. Our work paves the road for developing novel interventions to prevent password reuse. Yasmeen Abdrabou, Johannes Schütte, Ken Pfeuffer, Daniel Buschek, Mohamed Khamis, Florian Alt |
CHI | 5 |
| 2022 | GANSlider: How Users Control Generative Models for Images using Multiple Sliders with and without Feedforward InformationabstractWe investigate how multiple sliders with and without feedforward visualizations influence users’ control of generative models. In an online study (N=138), we collected a dataset of people interacting with a generative adversarial network (StyleGAN2) in an image reconstruction task. We found that more control dimensions (sliders) significantly increase task difficulty and user actions. Visual feedforward partly mitigates this by enabling more goal-directed interaction. However, we found no evidence of faster or more accurate task performance. This indicates a tradeoff between feedforward detail and implied cognitive costs, such as attention. Moreover, we found that visualizations alone are not always sufficient for users to understand individual control dimensions. Our study quantifies fundamental UI design factors and resulting interaction behavior in this context, revealing opportunities for improvement in the UI design for interactive applications of generative models. We close by discussing design directions and further aspects. Hai Dang, Lukas Mecke, Daniel Buschek |
CHI | 3 |
| 2022 | Beyond Text Generation: Supporting Writers with Continuous Automatic Text SummariesabstractWe propose a text editor to help users plan, structure and reflect on their writing process. It provides continuously updated paragraph-wise summaries as margin annotations, using automatic text summarization. Summary levels range from full text, to selected (central) sentences, down to a collection of keywords. To understand how users interact with this system during writing, we conducted two user studies (N=4 and N=8) in which people wrote analytic essays about a given topic and article. As a key finding, the summaries gave users an external perspective on their writing and helped them to revise the content and scope of their drafted paragraphs. People further used the tool to quickly gain an overview of the text and developed strategies to integrate insights from the automated summaries. More broadly, this work explores and highlights the value of designing AI tools for writers, with Natural Language Processing (NLP) capabilities that go beyond direct text generation and correction. Hai Dang, Karim Benharrak, Florian Lehmann, Daniel Buschek |
UIST | 4 |
| 2022 | How to Support Users in Understanding Intelligent Systems? An Analysis and Conceptual Framework of User Questions Considering User Mindsets, Involvement, and Knowledge OutcomesabstractThe opaque nature of many intelligent systems violates established usability principles and thus presents a challenge for human-computer interaction. Research in the field therefore highlights the need for transparency, scrutability, intelligibility, interpretability and explainability, among others. While all of these terms carry a vision of supporting users in understanding intelligent systems, the underlying notions and assumptions about users and their interaction with the system often remain unclear. We review the literature in HCI through the lens of implied user questions to synthesise a conceptual framework integrating user mindsets, user involvement, and knowledge outcomes to reveal, differentiate and classify current notions in prior work. This framework aims to resolve conceptual ambiguity in the field and enables researchers to clarify their assumptions and become aware of those made in prior work. We further discuss related aspects such as stakeholders and trust, and also provide material to apply our framework in practice (e.g., ideation/design sessions). We thus hope to advance and structure the dialogue on supporting users in understanding intelligent systems. Daniel Buschek, Malin Eiband, Heinrich Hußmann |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2021 | MEMEories: Internet Memes as Means for Daily JournalingabstractInternet memes are (multi)media pieces, found all across the world-wide-web. Often disposing of a humorous component, they express and reflect on all kinds of local and global phenomena. Within our work, we explore how people can use internet memes to express and reflect on themselves. We built MEMEory, a mobile meme journaling app. We evaluated the prospect of meme journaling, nicknamed ”memeing”, alongside a written diary in a 2-week field study with 31 participants. Opposed to more neutral chronicle-style text entries, our results suggest that participants used memes to express specific single, rather negative events and emotions throughout the day. When reflecting on daily events, the contained emotional and often humorous connotation of memes helped participants view negative events as more positive in retrospect. Although more difficult, memeing was perceived as significantly more motivating and enjoyable. Qualitative insights show that memeing can present a fun, engaging, expressive and memorable journaling experience. Nada Terzimehic, Svenja Yvonne Schött, Florian Bemmann, Daniel Buschek |
Conference on Designing Interactive Systems | 4 |
| 2021 | Conversations with GUIsabstractAnnotated datasets of application GUIs contain a wealth of information that can be used for various purposes, from providing inspiration to designers and implementation details to developers to assisting end-users during daily use. However, users often struggle to formulate their needs in a way that computers can understand reliably. To address this, we study how people may interact with such GUI datasets using natural language. We elicit user needs in a survey (N = 120) with three target groups (designers, developers, end-users), providing insights into which capabilities would be useful and how users formulate queries. We contribute a labelled dataset of 1317 user queries, and demonstrate an application of a conversational assistant that interprets these queries and retrieves information from a large-scale GUI dataset. It can (1) suggest GUI screenshots for design ideation, (2) highlight details about particular GUI features for development, and (3) reveal further insights about applications. Our findings can inform design and implementation of intelligent systems to interact with GUI datasets intuitively. Kashyap Todi, Luis A. Leiva, Daniel Buschek, Pin Tian, Antti Oulasvirta |
Conference on Designing Interactive Systems | 3 |
| 2021 | CharacterChat: Supporting the Creation of Fictional Characters through Conversation and Progressive Manifestation with a ChatbotabstractWe present CharacterChat, a concept and chatbot to support writers in creating fictional characters. Concretely, writers progressively turn the bot into their imagined character through conversation. We iteratively developed CharacterChat in a user-centred approach, starting with a survey on character creation with writers (N=30), followed by two qualitative user studies (N=7 and N=8). Our prototype combines two modes: (1) Guided prompts help writers define character attributes (e.g. User: “Your name is Jane.”), including suggestions for attributes (e.g. Bot: “What is my main motivation?”) and values, realised as a rule-based system with a concept network. (2) Open conversation with the chatbot helps writers explore their character and get inspiration, realised with a language model that takes into account the defined character attributes. Our user studies reveal benefits particularly for early stages of character creation, and challenges due to limited conversational capabilities. We conclude with lessons learned and ideas for future work. Oliver Schmitt 0003, Daniel Buschek |
Creativity & Cognition | 2 |
| 2021 | The Impact of Multiple Parallel Phrase Suggestions on Email Input and Composition Behaviour of Native and Non-Native English WritersabstractWe present an in-depth analysis of the impact of multi-word suggestion choices from a neural language model on user behaviour regarding input and text composition in email writing. Our study for the first time compares different numbers of parallel suggestions, and use by native and non-native English writers, to explore a trade-off of “efficiency vs ideation”, emerging from recent literature. We built a text editor prototype with a neural language model (GPT-2), refined in a prestudy with 30 people. In an online study (N=156), people composed emails in four conditions (0/1/3/6 parallel suggestions). Our results reveal (1) benefits for ideation, and costs for efficiency, when suggesting multiple phrases; (2) that non-native speakers benefit more from more suggestions; and (3) further insights into behaviour patterns. We discuss implications for research, the design of interactive suggestion systems, and the vision of supporting writers with AI instead of replacing them. Daniel Buschek, Martin Zürn, Malin Eiband |
CHI | 1 |
| 2021 | GestureMap: Supporting Visual Analytics and Quantitative Analysis of Motion Elicitation Data by Learning 2D EmbeddingsabstractThis paper presents GestureMap, a visual analytics tool for gesture elicitation which directly visualises the space of gestures. Concretely, a Variational Autoencoder embeds gestures recorded as 3D skeletons on an interactive 2D map. GestureMap further integrates three computational capabilities to connect exploration to quantitative measures: Leveraging DTW Barycenter Averaging (DBA), we compute average gestures to 1) represent gesture groups at a glance; 2) compute a new consensus measure (variance around average gesture); and 3) cluster gestures with k-means. We evaluate GestureMap and its concepts with eight experts and an in-depth analysis of published data. Our findings show how GestureMap facilitates exploring large datasets and helps researchers to gain a visual understanding of elicited gesture spaces. It further opens new directions, such as comparing elicitations across studies. We discuss implications for elicitation studies and research, and opportunities to extend our approach to additional tasks in gesture elicitation. Hai Dang, Daniel Buschek |
CHI | 2 |
| 2021 | Eliciting and Analysing Users' Envisioned Dialogues with Perfect Voice AssistantsabstractWe present a dialogue elicitation study to assess how users envision conversations with a perfect voice assistant (VA). In an online survey, N=205 participants were prompted with everyday scenarios, and wrote the lines of both user and VA in dialogues that they imagined as perfect. We analysed the dialogues with text analytics and qualitative analysis, including number of words and turns, social aspects of conversation, implied VA capabilities, and the influence of user personality. The majority envisioned dialogues with a VA that is interactive and not purely functional; it is smart, proactive, and has knowledge about the user. Attitudes diverged regarding the assistant’s role as well as it expressing humour and opinions. An exploratory analysis suggested a relationship with personality for these aspects, but correlations were low overall. We discuss implications for research and design of future VAs, underlining the vision of enabling conversational UIs, rather than single command “Q&As”. Sarah Theres Völkel, Daniel Buschek, Malin Eiband, Benjamin R. Cowan, Heinrich Hußmann |
CHI | 2 |
| 2021 | How to Support Users in Understanding Intelligent Systems? Structuring the DiscussionabstractThe opaque nature of many intelligent systems violates established usability principles and thus presents a challenge for human-computer interaction. Research in the field therefore highlights the need for transparency, scrutability, intelligibility, interpretability and explainability, among others. While all of these terms carry a vision of supporting users in understanding intelligent systems, the underlying notions and assumptions about users and their interaction with the system often remain unclear. Malin Eiband, Daniel Buschek, Heinrich Hußmann |
IUI | 2 |
| 2021 | A Day in the Life: Exploring the Use of Scheduled Mobile Chat Messages for Career GuidanceabstractCommon sources of career information like websites often provide a static overall picture of a job, yet lack personal insights into the daily working life. To address this problem, we present a novel mobile career guidance method: It enables users to remotely gain an impression of different work routines by receiving several short, scheduled chat messages from a persona throughout the day. These messages were previously collected from real professionals reporting on their tasks over a week. We implemented a smartphone application to compare our message-based approach to a traditional blog entry in a two-week within-subject field study (N = 17). Users highlighted that the scheduled messages (1) enhanced their understanding of work routines by integrating career information into their own daily context and (2) offered authentic insights into the jobs. We discuss design implications for mobile career guidance systems and future opportunities for presenting chunks of information in a temporal context. Sarah Aragon-Hahner, Christina Schneegass, Florian Bemmann, Daniel Buschek |
MUM | 4 |
| 2020 | Heartbeats in the Wild: A Field Study Exploring ECG Biometrics in Everyday LifeabstractThis paper reports on an in-depth study of electrocardiogram (ECG) biometrics in everyday life. We collected ECG data from 20 people over a week, using a non-medical chest tracker. We evaluated user identification accuracy in several scenarios and observed equal error rates of 9.15% to 21.91%, heavily depending on 1) the number of days used for training, and 2) the number of heartbeats used per identification decision. We conclude that ECG biometrics can work in the wild but are less robust than expected based on the literature, highlighting that previous lab studies obtained highly optimistic results with regard to real life deployments. We explain this with noise due to changing body postures and states as well as interrupted measures. We conclude with implications for future research and the design of ECG biometrics systems for real world deployments, including critical reflections on privacy. Florian Lehmann, Daniel Buschek |
CHI | 2 |
| 2020 | Developing a Personality Model for Speech-based Conversational Agents Using the Psycholexical ApproachabstractWe present the first systematic analysis of personality dimensions developed specifically to describe the personality of speech-based conversational agents. Following the psycholexical approach from psychology, we first report on a new multi-method approach to collect potentially descriptive adjectives from 1) a free description task in an online survey (228 unique descriptors), 2) an interaction task in the lab (176 unique descriptors), and 3) a text analysis of 30,000 online reviews of conversational agents (Alexa, Google Assistant, Cortana) (383 unique descriptors). We aggregate the results into a set of 349 adjectives, which are then rated by 744 people in an online survey. A factor analysis reveals that the commonly used Big Five model for human personality does not adequately describe agent personality. As an initial step to developing a personality model, we propose alternative dimensions and discuss implications for the design of agent personalities, personality-aware personalisation, and future research. Sarah Theres Völkel, Ramona Schödel, Daniel Buschek, Clemens Stachl, Verena Winterhalter, Markus Bühner, Heinrich Hußmann |
CHI | 3 |
| 2020 | What is "intelligent" in intelligent user interfaces?: a meta-analysis of 25 years of IUIabstractThis reflection paper takes the 25th IUI conference milestone as an opportunity to analyse in detail the understanding of intelligence in the community: Despite the focus on intelligent UIs, it has remained elusive what exactly renders an interactive system or user interface "intelligent", also in the fields of HCI and AI at large. We follow a bottom-up approach to analyse the emergent meaning of intelligence in the IUI community: In particular, we apply text analysis to extract all occurrences of "intelligent" in all IUI proceedings. We manually review these with regard to three main questions: 1) What is deemed intelligent? 2) How (else) is it characterised? and 3) What capabilities are attributed to an intelligent entity? We discuss the community's emerging implicit perspective on characteristics of intelligence in intelligent user interfaces and conclude with ideas for stating one's own understanding of intelligence more explicitly. Sarah Theres Völkel, Christina Schneegass, Malin Eiband, Daniel Buschek |
IUI | 4 |
| 2020 | LanguageLogger: A Mobile Keyboard Application for Studying Language Use in Everyday Text Communication in the WildabstractWe present a concept and tool for studying language use in everyday mobile text communication (e.g. chats). Our approach for the first time enables researchers to collect comprehensive data on language use during unconstrained natural typing (i.e. no study tasks) without logging readable messages to preserve privacy. We achieve this with a combination of three customisable text abstraction methods that run directly on participants' phones. We report on our implementation as an Android keyboard app and two evaluations: First, we simulate text reconstruction attempts on a large text corpus to inform conditions for minimising privacy risks. Second, we assess people's experiences in a two-week field deployment (N=20). We release our app as an open source project to the community to facilitate research on open questions in HCI, Linguistics and Psychology. We conclude with concrete ideas for future studies in these areas. Florian Bemmann, Daniel Buschek |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2020 | A Method and Analysis to Elicit User-Reported Problems in Intelligent Everyday ApplicationsabstractThe complex nature of intelligent systems motivates work on supporting users during interaction, for example, through explanations. However, as of yet, there is little empirical evidence in regard to specific problems users face when applying such systems in everyday situations. This article contributes a novel method and analysis to investigate such problems as reported by users: We analysed 45,448 reviews of four apps on the Google Play Store (Facebook, Netflix, Google Maps, and Google Assistant) with sentiment analysis and topic modelling to reveal problems during interaction that can be attributed to the apps’ algorithmic decision-making. We enriched this data with users’ coping and support strategies through a follow-up online survey (N = 286). In particular, we found problems and strategies related to content, algorithm, user choice, and feedback. We discuss corresponding implications for designing user support, highlighting the importance of user control and explanations of output rather than processes. Malin Eiband, Sarah Theres Völkel, Daniel Buschek, Sophia Cook, Heinrich Hußmann |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2019 | Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual RealityabstractEvery person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality. Ken Pfeuffer, Matthias J. Geiger, Sarah Prange, Lukas Mecke, Daniel Buschek, Florian Alt |
CHI | 5 |
| 2019 | Reducing calibration drift in mobile eye trackers by exploiting mobile phone usageabstractAutomatic saliency-based recalibration is promising for addressing calibration drift in mobile eye trackers but existing bottom-up saliency methods neglect user's goal-directed visual attention in natural behaviour. By inspecting real-life recordings of egocentric eye tracker cameras, we reveal that users are likely to look at their phones once these appear in view. We propose two novel automatic recalibration methods that exploit mobile phone usage: The first builds saliency maps using the phone location in the egocentric view to identify likely gaze locations. The second uses the occurrence of touch events to recalibrate the eye tracker, thereby enabling privacy-preserving recalibration. Through in-depth evaluations on a recent mobile eye tracking dataset (N=17, 65 hours) we show that our approaches outperform a state-of-the-art saliency approach for automatic recalibration. As such, our approach improves mobile eye tracking and gaze-based interaction, particularly for long-term use. Philipp Müller 0001, Daniel Buschek, Michael Xuelin Huang, Andreas Bulling |
ETRA | 2 |
| 2019 | When people and algorithms meet: user-reported problems in intelligent everyday applicationsabstractThe complex nature of intelligent systems motivates work on supporting users during interaction, for example through explanations. However, there is yet little empirical evidence on specific problems users face in such systems in everyday use. This paper investigates such problems as reported by users: We analysed 35,448 reviews of three apps on the Google Play Store (Facebook, Netflix and Google Maps) with sentiment analysis and topic modelling to reveal problems during interaction that can be attributed to the apps' algorithmic decision-making. We enriched this data with users' coping and support strategies through a follow-up online survey (N=286). In particular, we found problems and strategies related to content, algorithm, user choice, and feedback. We discuss corresponding implications for designing user support, highlighting the importance of user control and explanations of output, not processes. Our work thus contributes empirical evidence to facilitate understanding of users' everyday problems with intelligent systems. Malin Eiband, Sarah Theres Völkel, Daniel Buschek, Sophia Cook, Heinrich Hußmann |
IUI | 3 |
| 2019 | Understanding Emoji Interpretation through User Personality and Message ContextabstractEmojis are commonly used as non-verbal cues in texting, yet may also lead to misunderstandings due to their often ambiguous meaning. User personality has been linked to understanding of emojis isolated from context, or via indirect personality assessment through text analysis. This paper presents the first study on the influence of personality (measured with BFI-2) on understanding of emojis, which are presented in concrete mobile messaging contexts: four recipients (parents, friend, colleague, partner) and four situations (information, arrangement, salutory, romantic). In particular, we presented short text chat scenarios in an online survey (N=646) and asked participants to add appropriate emojis. Our results show that personality factors influence the choice of emojis. In another open task participants compared emojis found as semantically similar by related work. Here, participants provided rich and varying emoji interpretations, even in defined contexts. We discuss implications for research and design of mobile texting interfaces. Sarah Theres Völkel, Daniel Buschek, Jelena Pranjic, Heinrich Hußmann |
MobileHCI | 2 |
| 2019 | Investigating the Third Dimension for Authentication in Immersive Virtual Reality and in the Real WorldabstractImmersive Virtual Reality (IVR) is a growing 3D environment, where social and commercial applications will require user authentication. Similarly, smart homes in the real world (RW), offer an opportunity to authenticate in the third dimension. For both environments, there is a gap in understanding which elements of the third dimension can be leveraged to improve usability and security of authentication. In particular, investigating transferability of findings between these environments would help towards understanding how rapid prototyping of authentication concepts can be achieved in this context. We identify key elements from prior research that are promising for authentication in the third dimension. Based on these, we propose a concept in which users' authenticate by selecting a series of 3D objects in a room using a pointer. We created a virtual 3D replica of a real world room, which we leverage to evaluate and compare the factors that impact the usability and security of authentication in IVR and RW. In particular, we investigate the influence of randomized user and object positions, in a series of user studies (N=48). We also evaluate shoulder surfing by real world bystanders for IVR (N=75). Our results show that 3D passwords within our concept are resistant against shoulder surfing attacks. Interactions are faster in RW compared to IVR, yet workload is comparable. Ceenu George, Mohamed Khamis, Daniel Buschek, Heinrich Hußmann |
VR | 3 |
| 2018 | ResearchIME: A Mobile Keyboard Application for Studying Free Typing Behaviour in the WildabstractWe present a data logging concept, tool, and analyses to facilitate studies of everyday mobile touch keyboard use and free typing behaviour: 1) We propose a filtering concept to log typing without recording readable text and assess reactions to filters with a survey (N=349). 2) We release an Android keyboard app and backend that implement this concept. 3) Based on a three-week field study (N=30), we present the first analyses of keyboard use and typing biometrics on such free text typing data in the wild, including speed, postures, apps, auto correction, and word suggestions. We conclude that research on mobile keyboards benefits from observing free typing beyond the lab and discuss ideas for further studies. Daniel Buschek, Benjamin Bisinger, Florian Alt |
CHI | 1 |
| 2018 | Extending Keyboard Shortcuts with Arm and Wrist Rotation GesturesabstractWe propose and evaluate a novel interaction technique to enhance physical keyboard shortcuts with arm and wrist rotation gestures, performed during keypresses: rolling the wrist, rotating the arm/wrist, and lifting it. This extends the set of shortcuts from key combinations (e.g. ctrl + v) to combinations of key(s) and gesture (e.g. v + roll left) and enables continuous control. We implement this approach for isolated single keypresses, using inertial sensors of a smartwatch. We investigate key aspects in three studies: 1) rotation flexibility per keystroke finger, 2) rotation control, and 3) user-defined gesture shortcuts. As a use case, we employ our technique in a painting application and assess user experience. Overall, results show that arm and wrist rotations during keystrokes can be used for interaction, yet challenges remain for integration into practical applications. We discuss recommendations for applications and ideas for future research. Daniel Buschek, Bianka Roppelt, Florian Alt |
CHI | 1 |
| 2018 | Your Eyes Tell: Leveraging Smooth Pursuit for Assessing Cognitive WorkloadabstractA common objective for context-aware computing systems is to predict how user interfaces impact user performance regarding their cognitive capabilities. Existing approaches such as questionnaires or pupil dilation measurements either only allow for subjective assessments or are susceptible to environmental influences and user physiology. We address these challenges by exploiting the fact that cognitive workload influences smooth pursuit eye movements. We compared three trajectories and two speeds under different levels of cognitive workload within a user study (N=20). We found higher deviations of gaze points during smooth pursuit eye movements for specific trajectory types at higher cognitive workload levels. Using an SVM classifier, we predict cognitive workload through smooth pursuit with an accuracy of 99.5% for distinguishing between low and high workload as well as an accuracy of 88.1% for estimating workload between three levels of difficulty. We discuss implications and present use cases of how cognition-aware systems benefit from inferring cognitive workload in real-time by smooth pursuit eye movements. Thomas Kosch, Mariam Hassib, Pawel W. Wozniak, Daniel Buschek, Florian Alt |
CHI | 4 |
| 2018 | Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities
Sylvia Rothe, Mario Montagud, Christian Mai, Daniel Buschek, Heinrich Hußmann |
ICIDS | 4 |
| 2018 | A Model for Detecting and Locating Behaviour Changes in Mobile Touch Targeting SequencesabstractTouch offset models capture users' targeting behaviour patterns across the screen. We present and evaluate the first extension of these models to explicitly address behaviour changes. We focus on user changes in particular: Given only a series of touch/target locations (x, y), our model detects 1) if the user has changed therein, and if so, 2) at which touch. We evaluate our model on smartphone targeting and typing data from the lab (N=28) and field (N=30). The results show that our model can exploit touch targeting sequences to reveal user changes. Our model outperforms existing non-sequence touch offset models and does not require training data. We discuss the model's limitations and ideas for further improvement. We conclude with recommendations for its integration into future touch biometric systems. Daniel Buschek |
IUI | 1 |
| 2018 | An Exploratory Study on Correlations of Hand Size and Mobile Touch InteractionsabstractWe report on an exploratory study investigating the relationship of users' hand sizes and aspects of their mobile touch interactions. Estimating hand size from interaction could inform, for example, UI adaptation, occlusion-aware UIs, and biometrics. We recorded touch data from 62 participants performing six touch tasks on a smartphone. Our results reveal considerable correlations between hand size and aspects of touch interaction, both for tasks with unrestricted "natural" postures and restricted hand locations. We discuss implications for applications and ideas for future work. Sarah Prange, Daniel Buschek, Florian Alt |
MUM | 2 |
| 2018 | Personal Mobile Messaging in Context: Chat Augmentations for Expressiveness and AwarenessabstractMobile text messaging is one of the most important communication channels today, but it suffers from lack of expressiveness, context and emotional awareness, compared to face-to-face communication. We address this problem by augmenting text messaging with information about users and contexts. We present and reflect on lessons learned from three field studies, in which we deployed augmentation concepts as prototype chat apps in users’ daily lives. We studied (1) subtly conveying context via dynamic font personalisation ( TapScript ), (2) integrating and sharing physiological data – namely heart rate – implicitly or explicitly ( HeartChat ) and (3) automatic annotation of various context cues: music, distance, weather and activities ( ContextChat ). Based on our studies, we discuss chat augmentation with respect to privacy concerns, understandability, connectedness and inferring context in addition to methodological lessons learned. Finally, we propose a design space for chat augmentation to guide future research, and conclude with practical design implications. Daniel Buschek, Mariam Hassib, Florian Alt |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2017 | Recognition of Text and Shapes on a Large-Sized Head-Up DisplayabstractThe ever-increasing amount of information in cars demands novel and safer displays, such as head-up or windshield displays. We present two studies that investigate the recognition of stimuli presented on a windshield display. Using a divided attention task and a driving simulator, we first compared four types of stimuli which are common in traffic signs: text, circles, triangles, and squares. We measured the response times at 17 positions within an extended field of regard of 35°x15°. The follow-up study validated our results by replicating the first study with two changes: We investigated the influence of peripheral workload with a more diverse simulated environment and tested for training effects by converting the setup to a left-hand drive car. We contribute response times and sizing recommendations for a field of regard of 35°x15°. These recommendations will help designers of large head-up displays to create interfaces which are well-legible and avoid both cluttering the driver's view and occluding the road scene. Renate Häuslschmid, Susanne Forster, Katharina Vierheilig, Daniel Buschek, Andreas Butz |
Conference on Designing Interactive Systems | 4 |
| 2017 | ProbUI: Generalising Touch Target Representations to Enable Declarative Gesture Definition for Probabilistic GUIsabstractWe present ProbUI, a mobile touch GUI framework that merges ease of use of declarative gesture definition with the benefits of probabilistic reasoning. It helps developers to handle uncertain input and implement feedback and GUI adaptations. ProbUI replaces today's static target models (bounding boxes) with probabilistic gestures ("bounding behaviours"). It is the first touch GUI framework to unite concepts from three areas of related work: 1) Developers declaratively define touch behaviours for GUI targets. As a key insight, the declarations imply simple probabilistic models (HMMs with 2D Gaussian emissions). 2) ProbUI derives these models automatically to evaluate users' touch sequences. 3) It then infers intended behaviour and target. Developers bind callbacks to gesture progress, completion, and other conditions. We show ProbUI's value by implementing existing and novel widgets, and report developer feedback from a survey and a lab study. Daniel Buschek, Florian Alt |
CHI | 1 |
| 2017 | HeartChat: Heart Rate Augmented Mobile Chat to Support Empathy and AwarenessabstractTextual communication via mobile phones suffers from a lack of context and emotional awareness. We present a mobile chat application, HeartChat, which integrates heart rate as a cue to increase awareness and empathy. Through a literature review and a focus group, we identified design dimensions important for heart rate augmented chats. We created three concepts showing heart rate per message, in real-time, or sending it explicitly. We tested our system in a two week in-the-wild study with 14 participants (7 pairs). Interviews and questionnaires showed that HeartChat supports empathy between people, in particular close friends and partners. Sharing heart rate helped them to implicitly understand each other's context (e.g. location, physical activity) and emotional state, and sparked curiosity on special occasions. We discuss opportunities, challenges, and design implications for enriching mobile chats with physiological sensing. Mariam Hassib, Daniel Buschek, Pawel W. Wozniak, Florian Alt |
CHI | 2 |
| 2017 | Dynamic UI Adaptations for One-Handed Use of Large Mobile Touchscreen Devices
Daniel Buschek, Maximilian Hackenschmied, Florian Alt |
INTERACT (3) | 1 |
| 2017 | Quakequiz: a case study on deploying a playful display application in a museum contextabstractIn this paper, we present a case study in which we designed and implemented an interactive museum exhibit. In particular, we extended a section of the museum with an interactive quiz game. The project is an example of an opportunistic deployment where the needs of different stakeholders (museum administration, visitors, researchers) and the properties of the space needed to be considered. It is also an example of how we can apply knowledge on methodology and audience behavior collected over the past years by the research community. At the focus of this paper is (1) the design and concept phase that led to the initial idea for the exhibit, (2) the implementation phase, (3) a roll-out and early insights phase where we tested and refined the application in an iterative design process on-site, and (4) the final deployment as a permanent exhibit of the museum. We hope our report to be useful for researchers and practitioners designing systems for similar contexts. Sarah Prange, Victoria Müller, Daniel Buschek, Florian Alt |
MUM | 3 |
| 2016 | Attention, please!: Comparing Features for Measuring Audience Attention Towards Pervasive DisplaysabstractMeasuring audience attention towards pervasive displays is important but accurate measurement in real time remains a significant sensing challenge. Consequently, researchers and practitioners typically use other features, such as face presence, as a proxy. We provide a principled comparison of the performance of six features and their combinations for measuring attention: face presence, movement trajectory, walking speed, shoulder orientation, head pose, and gaze direction. We implemented a prototype that is capable of capturing this rich set of features from video and depth camera data. Using a controlled lab experiment (N=18) we show that as a single feature, face presence is indeed among the most accurate. We further show that accuracy can be increased through a combination of features (+10.3%), knowledge about the audience (+63.8%), as well as user identities (+69.0%). Our findings are valuable for display providers who want to collect data on display effectiveness or build interactive, responsive apps. Florian Alt, Andreas Bulling, Lukas Mecke, Daniel Buschek |
Conference on Designing Interactive Systems | 4 |
| 2016 | SnapApp: Reducing Authentication Overhead with a Time-Constrained Fast Unlock OptionabstractWe present SnapApp, a novel unlock concept for mobile devices that reduces authentication overhead with a time-constrained quick-access option. SnapApp provides two unlock methods at once: While PIN entry enables full access to the device, users can also bypass authentication with a short sliding gesture ("Snap"). This grants access for a limited amount of time (e.g. 30 seconds). The device then automatically locks itself upon expiration. Our concept further explores limiting the possible number of Snaps in a row, and configuring blacklists for app use during short access (e.g. to exclude banking apps). We discuss opportunities and challenges of this concept based on a 30-day field study with 18 participants, including data logging and experience sampling methods. Snaps significantly reduced unlock times, and our app was perceived to offer a good tradeoff. Conceptual challenges include, for example, supporting users in configuring their blacklists. Daniel Buschek, Fabian Hartmann, Emanuel von Zezschwitz, Alexander De Luca, Florian Alt |
CHI | 1 |
| 2016 | Evaluating the Influence of Targets and Hand Postures on Touch-based Behavioural BiometricsabstractUsers' individual differences in their mobile touch behaviour can help to continuously verify identity and protect personal data. However, little is known about the influence of GUI elements and hand postures on such touch biometrics. Thus, we present a metric to measure the amount of user-revealing information that can be extracted from touch targeting interactions and apply it in eight targeting tasks with over 150,000 touches from 24 users in two sessions. We compare touch-to-target offset patterns for four target types and two hand postures. Our analyses reveal that small, compactly shaped targets near screen edges yield the most descriptive touch targeting patterns. Moreover, our results show that thumb touches are more individual than index finger ones. We conclude that touch-based user identification systems should analyse GUI layouts and infer hand postures. We also describe a framework to estimate the usefulness of GUIs for touch biometrics. Daniel Buschek, Alexander De Luca, Florian Alt |
CHI | 1 |
| 2016 | On quantifying the effective password space of grid-based unlock gesturesabstractWe present a similarity metric for Android unlock patterns to quantify the effective password space of user-defined gestures. Our metric is the first of its kind to reflect that users choose patterns based on human intuition and interest in geometric properties of the resulting shapes. Applying our metric to a dataset of 506 user-defined patterns reveals very similar shapes that only differ by simple geometric transformations such as rotation. This shrinks the effective password space by 66% and allows informed guessing attacks. Consequently, we present an approach to subtly nudge users to create more diverse patterns by showing background images and animations during pattern creation. Results from a user study (n = 496) show that applying such countermeasures can significantly increase pattern diversity. We conclude with implications for pattern choices and the design of enrollment processes. Emanuel von Zezschwitz, Malin Eiband, Daniel Buschek, Sascha Oberhuber, Alexander De Luca, Florian Alt, Heinrich Hußmann |
MUM | 3 |
| 2015 | Improving Accuracy, Applicability and Usability of Keystroke Biometrics on Mobile Touchscreen DevicesabstractAuthentication methods can be improved by considering implicit, individual behavioural cues. In particular, verifying users based on typing behaviour has been widely studied with physical keyboards. On mobile touchscreens, the same concepts have been applied with little adaptations so far. This paper presents the first reported study on mobile keystroke biometrics which compares touch-specific features between three different hand postures and evaluation schemes. Based on 20.160 password entries from a study with 28 participants over two weeks, we show that including spatial touch features reduces implicit authentication equal error rates (EER) by 26.4 - 36.8% relative to the previously used temporal features. We also show that authentication works better for some hand postures than others. To improve applicability and usability, we further quantify the influence of common evaluation assumptions: known attacker data, training and testing on data from a single typing session, and fixed hand postures. We show that these practices can lead to overly optimistic evaluations. In consequence, we describe evaluation recommendations, a probabilistic framework to handle unknown hand postures, and ideas for further improvements. Daniel Buschek, Alexander De Luca, Florian Alt |
CHI | 1 |
| 2015 | Automatic Privacy Classification of Personal Photos
Daniel Buschek, Moritz Bader, Emanuel von Zezschwitz, Alexander De Luca |
INTERACT (2) | 1 |
| 2015 | TouchML: A Machine Learning Toolkit for Modelling Spatial Touch Targeting BehaviourabstractPointing tasks are commonly studied in HCI research, for example to evaluate and compare different interaction techniques or devices. A recent line of work has modelled user-specific touch behaviour with machine learning methods to reveal spatial targeting error patterns across the screen. These models can also be applied to improve accuracy of touchscreens and keyboards, and to recognise users and hand postures. However, no implementation of these techniques has been made publicly available yet, hindering broader use in research and practical deployments. Therefore, this paper presents a toolkit which implements such touch models for data analysis (Python), mobile applications (Java/Android), and the web (JavaScript). We demonstrate several applications, including hand posture recognition, on touch targeting data collected in a study with 24 participants. We consider different target types and hand postures, changing behaviour over time, and the influence of hand sizes. Daniel Buschek, Florian Alt |
IUI | 1 |
| 2015 | There is more to Typing than Speed: Expressive Mobile Touch Keyboards via Dynamic Font PersonalisationabstractTyping is a common task on mobile devices and has been widely addressed in HCI research, mostly regarding quantitative factors such as error rates and speed. Qualitative aspects, like personal expressiveness, have received less attention. This paper makes individual typing behaviour visible to the users to render mobile typing more personal and expressive in varying contexts: We introduce a dynamic font personalisation framework, TapScript, which adapts a finger-drawn font according to user behaviour and context, such as finger placement, device orientation and movements - resulting in a handwritten-looking font. We implemented TapScript for evaluation with an online survey (N=91) and a field study with a chat app (N=11). Looking at resulting fonts, survey participants distinguished pairs of typists with 84.5% accuracy and walking/sitting with 94.8%. Study participants perceived fonts as individual and the chat experience as personal. They also made creative explicit use of font adaptations. Daniel Buschek, Alexander De Luca, Florian Alt |
MobileHCI | 1 |
| 2015 | GravitySpot: Guiding Users in Front of Public Displays Using On-Screen Visual CuesabstractUsers tend to position themselves in front of interactive public displays in such a way as to best perceive its content. Currently, this sweet spot is implicitly defined by display properties, content, the input modality, as well as space constraints in front of the display. We present GravitySpot - an approach that makes sweet spots flexible by actively guiding users to arbitrary target positions in front of displays using visual cues. Such guidance is beneficial, for example, if a particular input technology only works at a specific distance or if users should be guided towards a non-crowded area of a large display. In two controlled lab studies (n=29) we evaluate different visual cues based on color, shape, and motion, as well as position-to-cue mapping functions. We show that both the visual cues and mapping functions allow for fine-grained control over positioning speed and accuracy. Findings are complemented by observations from a 3-month real-world deployment. Florian Alt, Andreas Bulling, Gino Gravanis, Daniel Buschek |
UIST | 4 |
| 2014 | Improving accuracy in back-of-device multitouch typing: a clustering-based approach to keyboard updatingabstractRecent work has shown that a multitouch sensor attached to the back of a handheld device can allow rapid typing engaging all ten fingers. However, high error rates remain a problem, because the user can not see or feel key-targets on the back. We propose a machine learning approach that can significantly improve accuracy. The method considers hand anatomy and movement ranges of fingers. The key insight is a combination of keyboard and hand models in a hierarchical clustering method. This enables dynamic re-estimation of key-locations while typing to account for changes in hand postures and movement ranges of fingers. We also show that accuracy can be further improved with language models. Results from a user study show improvements of over 40% compared to the previously deployed "naive" approach. We examine entropy as a touch precision metric with respect to typing experience. We also find that the QWERTY layout is not ideal. Finally, we conclude with ideas for further improvements. Daniel Buschek, Oliver Schoenleben, Antti Oulasvirta |
IUI | 1 |
| 2013 | User-specific touch models in a cross-device contextabstractWe present a machine learning approach to train user-specific offset models, which map actual to intended touch locations to improve accuracy. We propose a flexible framework to adapt and apply models trained on touch data from one device and user to others. This paper presents a study of the first published experimental data from multiple devices per user, and indicates that models not only improve accuracy between repeated sessions for the same user, but across devices and users, too. Device-specific models outperform unadapted user-specific models from different devices. However, with both user- and device-specific data, we demonstrate that our approach allows to combine this information to adapt models to the targeted device resulting in significant improvement. On average, adapted models improved accuracy by over 8%. We show that models can be obtained from a small number of touches (≈60). We also apply models to predict input-styles and identify users. Daniel Buschek, Simon Rogers, Roderick Murray-Smith |
Mobile HCI | 1 |
| 2013 | Sparse selection of training data for touch correction systemsabstractTouch offset models which improve input accuracy on mobile touch screen devices typically require the use of a large number of training points. In this paper, we describe a method for selecting training points such that high performance can be attained with fewer data. We use the Relevance Vector Machine (RVM) algorithm, and show that performance improvements can be obtained with fewer than 10 training examples. We show that the distribution of training points is conserved across users and contains interesting structure, and compare the RVM to two other offset prediction models for small training set sizes. Daryl Weir, Daniel Buschek, Simon Rogers |
Mobile HCI | 2 |