Muhammad Rizky Wellyanto

dblp:261/2917 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0002-7749-9271ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2026 From Code Generation to Conceptual Learning: Student Use of LLMs in a Web Programming Course
abstract
As AI-assisted coding becomes standard in software development, computer science educators need a clearer understanding of how Large Language Models (LLMs) can support the learning process. Recent work has examined how students can benefit from using LLMs in their courses, but most studies rely on self-reported usage or controlled experiments with short, isolated programming tasks. To complement these approaches, this paper investigates how students organically leverage LLMs in an advanced computer science course where assignments reflect real-world complexity. We analyze 448 LLM chat logs from 147 students across two offerings of a senior-level web programming course at a large U.S. research university. Through open coding, we identified 14 distinct prompt–response pair types that cluster into three categories: to generate code, debug code, and explain programming concepts. Our analysis reveals that how students interact with LLMs correlates with academic performance. High-effort detailed specifications for code generation positively correlated with final grades (r = 0.25, p < 0.01), whereas low-effort behaviors such as pasting raw error messages showed negative correlations (r = −0.34, p < 0.01). We also observed a temporal shift toward explanation-oriented interactions, suggesting that students increasingly use LLMs as conceptual tutors and not just as code generators.
Hajara-Yasmin Isa, Matthew Weston, Muhammad Rizky Wellyanto, Ishita Karna, Jerry O. Talton, Ranjitha Kumar
CHI3
2025 On-Device Interaction Mining MHCI024
abstract
Interaction mining is a popular technique for capturing design and interaction data while a mobile app is being used. Over the years, researchers have leveraged interaction mining systems to build large repositories of interaction data, enabling novel, ML-based tools for UX practitioners, designers, and programmers. Existing interaction mining systems range from simple screen recorders — which are easy to use but capture sparse, unstructured data — to complex installations requiring dedicated hardware and custom OS forks — which yield rich, high-fidelity traces but are difficult to deploy outside of a lab environment. This paper presents ODIM, an on-device framework for mobile interaction mining that produces detailed trace metadata. The framework is reified in an Android implementation based on a simple APK that users can install on their personal devices. The paper outlines ODIM’s design principles, describes its implementation, evaluates the system on traces collected from 100 popular apps on the Google Play Store, and discusses future avenues for scaling the utility and impact of interaction mining systems. The ODIM software, source code, and online trace repository are all freely available at interactionmining.org, for anyone to use and contribute to.
Deniz Arsan, Carl Guo, Muhammad Rizky Wellyanto, Erik R. Ji, Jerry O. Talton, Ranjitha Kumar
Proc. ACM Hum. Comput. Interact.3
2023 Exploring Immersive Interpersonal Communication via AR
abstract
A central challenge of social computing research is to enable people to communicate expressively with each other remotely. Augmented reality has great promise for expressive communication since it enables communication beyond texts and photos and towards immersive experiences rendered in recipients' physical environments. Little research, however, has explored AR's potential for everyday interpersonal communication. In this work, we prototype an AR messaging system, ARwand, to understand people's behaviors and perceptions around communicating with friends via AR messaging. We present our findings under four themes observed from a user study with 24 participants, including the types of immersive messages people choose to send to each other, which factors contribute to a sense of immersiveness, and what concerns arise over this new form of messaging. We discuss important implications of our findings on the design of future immersive communication systems.
Kyungjun Lee 0001, Muhammad Rizky Wellyanto, Yu Jiang Tham, Andrés Monroy-Hernández, Fannie Liu, Brian A. Smith 0001, Rajan Vaish
Proc. ACM Hum. Comput. Interact.3