VLDB 2026 Research / reviewers in the wild / expert
Michael S. Bernstein
dblp:48/2547
· DBLP profile ↗
130ranked-venue papers
12as first author
40since 2021 · last 2026
0000-0001-8020-9434ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 107 · 11 first-author · 36 since 2021Artificial intelligence and machine learning · 20 · 5 since 2021Databases, data management, data science and information retrieval · 10 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8Systems, architecture and hardware · 5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Comparing Design Metaphors and User-Driven Metaphors for Interaction DesignabstractMetaphors enable designers to communicate their ideal user experience for platforms. Yet, we often do not know if these design metaphors match users' actual experiences. In this work, we compare design and user metaphors across three different platforms: ChatGPT, Twitter, and YouTube. We build on prior methods to elicit 554 user metaphors, as well as ratings on how well each metaphor describes users' experiences. We then identify 21 design metaphors by analyzing each platform's historical web presence since their launch date. We find that design metaphors often do not match the metaphors that users use to describe their experiences. Even when design and user metaphors do match, the metaphors do not always resonate universally. Through these findings, we highlight how comparing design and user metaphors can help to evaluate and refine metaphors for user experience. Beleicia Bullock, James A. Landay, Michael S. Bernstein |
CHI | 3 |
| 2026 | Value Alignment of Social Media Ranking AlgorithmsabstractWhile social media feed rankings are primarily driven by engagement signals rather than any explicit value system, the resulting algorithmic feeds are not value-neutral: engagement may prioritize specific individualistic values. This paper presents an approach for social media feed value alignment. We adopt Schwartz's theory of Basic Human Values -- a broad set of human values that articulates complementary and opposing values forming the building blocks of many cultures -- and we implement an algorithmic approach that models and then ranks feeds by expressions of Schwartz's values in social media posts. Our approach enables controls where users can express weights on their desired values, combining these weights and post value expressions into a ranking that respects users' articulated trade-offs. Through controlled experiments (N=141 and N=250), we demonstrate that users can use these controls to architect feeds reflecting their desired values. Across users, value-ranked feeds align with personal values, diverging substantially from existing engagement-driven feeds. Farnaz Jahanbakhsh, Dora Zhao, Tiziano Piccardi, Zachary Robertson, Ziv Epstein, Oluwasanmi Koyejo, Michael S. Bernstein |
CHI | 7 |
| 2026 | Just-In-Time Objectives: A General Approach for Specialized AI InteractionsabstractLarge language models promise a broad set of functions, but when not given a specific objective, they default to generic results. We demonstrate that inferring the user’s in-the-moment objective, then rapidly optimizing for that singular objective, enables LLMs to produce specialized tools, interfaces, and responses. Our work introduces just-in-time objectives, which model a user’s goals to specialize LLM systems on the fly. We contribute an architecture for automatically inducing such objectives by passively observing user behavior, then steering downstream AI systems through generation and evaluation against this objective. Inducing just-in-time objectives (e.g., “Clarify the abstract’s research contribution”) enables automatic generation of tools, e.g., those that critique a draft based on relevant HCI methodologies, anticipate related researchers’ reactions, or surface ambiguous terminology. In a series of experiments on participants’ own tasks, JIT objectives enable LLM outputs that achieve 66–86% win rates over typical LLMs. In-person use sessions confirm that JIT objectives produce specialized tools that are unique to each participant and are rated as significantly higher quality than a standard LLM chat tool. Michelle S. Lam, Omar Shaikh, Hallie Xu, Alice Guo, Diyi Yang, Jeffrey Heer, James A. Landay, Michael S. Bernstein |
CHI | 8 |
| 2026 | Social Media Feed ElicitationabstractSocial media users have repeatedly advocated for control over the currently opaque operations of feed algorithms. Large language models (LLMs) now offer the promise of custom-defined feeds—but users often fail to foresee the gaps and edge cases in how they define their custom feed. We introduce feed elicitation interviews, an interactive method that guides users through identifying these gaps and articulating their preferences to better author custom social media feeds. We deploy this approach in a online study to create custom Bluesky feeds and find that participants significantly prefer the feeds produced from their elicited preferences to those produced by users manually describing their feeds. Through feed elicitation interviews, we advance users’ ability to control their social media experience, empowering them to describe and implement their desired feeds. Lindsay Popowski, Xiyuan Wu, Xuyang Zhu, Tiziano Piccardi, Michael S. Bernstein |
CHI | 5 |
| 2026 | Mapping the Spiral of Silence: Surveying Unspoken Opinions in Online CommunitiesabstractWe often treat social media as a lens onto society. How might that lens distort the popularity of political and social viewpoints? We examine discrepancies between publicly posted and privately surveyed opinions within communities, contributing a measurement of the “spiral of silence” theory; the theory posits people are less likely to voice opinions when they believe they hold minority views, creating a reinforcing cycle where these opinions are expressed less. We surveyed members of politically-oriented Reddit communities about their willingness to post on contentious topics, yielding 439 responses across twelve subreddits. 72.1% of participants who perceive themselves in the minority remain silent and are half as likely to post compared to those who believe their opinion is in the majority. Community design factors, such as perceived diversity, are associated with less self-silencing. We provide recommendations for counteracting self-silencing at the community level (e.g., positive reinforcement, more transparent moderation). Overall, these results reveal gaps between online discourse and broader public opinion. Dora Zhao, Diyi Yang, Michael S. Bernstein |
CHI | 3 |
| 2026 | People Can Accurately Predict Behavior of Complex Algorithms That Are Available, Compact, and Aligned CSCW031abstractUsers trust algorithms more when they can predict the algorithms’ behavior. Simple algorithms trivially yield predictively accurate mental models, but modern AI algorithms have often been assumed too complex for people to build predictive mental models, especially in the social media domain. In this paper, we describe conditions under which even complex algorithms can yield predictive mental models, opening up opportunities for a broader set of human-centered algorithms. We theorize that users will form an accurate predictive mental model of an algorithm’s behavior if and only if the algorithm simultaneously satisfies three criteria: (1) cognitive availability of the underlying concepts being modeled, (2) concept compactness (does it form a single cognitive construct?), and (3) high alignment between the person’s and algorithm’s execution of the concept. We evaluate this theory through a pre-registered experiment ( N = 1250) where users predict behavior of 25 social media feed ranking algorithms that vary on these criteria. We find that even complex (e.g., LLM-based) algorithms enjoy accurate prediction rates when they meet all criteria, and even simple (e.g., basic term count) algorithms fail to be predictable when a single criterion fails. We also find that these criteria determine outcomes beyond prediction accuracy, such as which mental models users deploy to make their predictions. Lindsay Popowski, Helena Vasconcelos, Ignacio Javier Fernandez, Chijioke Chinaza Mgbahurike, Ralf Herbrich, Jeffrey T. Hancock, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2025 | Finetuning LLMs for Human Behavior Prediction in Social Science ExperimentsabstractLarge language models (LLMs) offer a powerful opportunity to simulate the results of social science experiments.In this work, we demonstrate that finetuning LLMs directly on individual-level responses from past experiments meaningfully improves the accuracy of such simulations across diverse social science domains.We construct SOCSCI210 via an automatic pipeline, a dataset comprising 2.9 million responses from 400,491 participants in 210 open-source social science experiments.Through finetuning, we achieve multiple levels of generalization.In completely unseen studies, our strongest model, SOCRATES-QWEN-14B, produces predictions that are 26% more aligned with distributions of human responses to diverse outcome questions under varying conditions relative to its base model (Qwen2.5-14B),outperforming GPT-4o by 13%.By finetuning on a subset of conditions in a study, generalization to new unseen conditions is particularly robust, improving by 71%.Since SOCSCI210 contains rich demographic information, we reduce demographic parity difference, a measure of bias, by 10.6% through finetuning.Because social sciences routinely generate rich, topicspecific datasets, our findings indicate that finetuning on such data could enable more accurate simulations for experimental hypothesis screening.We release our data, models and finetuning code at stanfordhci.github.io/socrates. Akaash Kolluri, Shengguang Wu, Joon Sung Park 0001, Michael S. Bernstein |
EMNLP | 4 |
| 2025 | Aligning Language Models with Demonstrated FeedbackabstractLanguage models are aligned to emulate the collective voice of many, resulting in outputs that align with no one in particular. Steering LLMs away from generic output is possible through supervised finetuning or RLHF, but requires prohibitively large datasets for new ad-hoc tasks. We argue that it is instead possible to align an LLM to a specific setting by leveraging a very small number ($<10$) of demonstrations as feedback. Our method, Demonstration ITerated Task Optimization (DITTO), directly aligns language model outputs to a user's demonstrated behaviors. Derived using ideas from online imitation learning, DITTO cheaply generates online comparison data by treating users' demonstrations as preferred over output from the LLM and its intermediate checkpoints. We evaluate DITTO's ability to learn fine-grained style and task alignment across domains such as news articles, emails, and blog posts. Additionally, we conduct a user study soliciting a range of demonstrations from participants ($N=16$). Across our benchmarks and user study, we find that win-rates for DITTO outperform few-shot prompting, supervised fine-tuning, and other self-play methods by an average of 19\% points. By using demonstrations as feedback directly, DITTO offers a novel method for effective customization of LLMs. Omar Shaikh, Michelle S. Lam, Joey Hejna, Yijia Shao, Hyundong Cho, Michael S. Bernstein, Diyi Yang |
ICLR | 6 |
| 2025 | Balancing Producer Fairness and Efficiency via Prior-Weighted Rating System DesignabstractOnline marketplaces use rating systems to promote the discovery of high-quality products. However, these systems also lead to high variance in producers' economic outcomes: a new producer who sells high-quality items, may unluckily receive a low rating early, severely impacting their future popularity. We investigate the design of rating systems that balance the goals of identifying high-quality products (``efficiency'') and minimizing the variance in outcomes of producers of similar quality (individual ``producer fairness''). We show that there is a trade-off between these two goals: rating systems that promote efficiency are necessarily less individually fair to producers. We introduce prior-weighted rating systems as an approach to managing this trade-off. Informally, the system we propose sets a system-wide prior for the quality of an incoming product; subsequently, the system updates that prior to a posterior for each product's quality based on user-generated ratings over time. We show theoretically that in markets where products accrue reviews at an equal rate, the strength of the rating system's prior determines the operating point on the identified trade-off: the stronger the prior, the more the marketplace discounts early ratings data (increasing individual fairness), but the slower the platform is in learning about true item quality (so efficiency suffers). We further analyze this trade-off in a responsive market where customers make decisions based on historical ratings. Through calibrated simulations in 19 different real-world datasets sourced from large online platforms, we show that the choice of prior strength mediates the same efficiency-consistency trade-off in this setting. Overall, we demonstrate that by tuning the prior as a design choice in a prior-weighted rating system, platforms can be intentional about the balance between efficiency and producer fairness. Thomas Ma, Michael S. Bernstein, Ramesh Johari, Nikhil Garg 0001 |
ICWSM | 2 |
| 2025 | More than Marketing? On the Information Value of AI Benchmarks for Practitioners
Amelia F. Hardy, Anka Reuel, Kiana Jafari Meimandi, Lisa Soder, Allie Griffith, Dylan M. Asmar, Oluwasanmi Koyejo, Michael S. Bernstein, Mykel J. Kochenderfer |
IUI | 8 |
| 2025 | Creating General User Models from Computer Use
Omar Shaikh, Shardul Sapkota, Shan Rizvi, Eric Horvitz, Joon Sung Park 0001, Diyi Yang, Michael S. Bernstein |
UIST | 7 |
| 2025 | Knoll: Creating a Knowledge Ecosystem for Large Language Models
Dora Zhao, Diyi Yang, Michael S. Bernstein |
UIST | 3 |
| 2025 | Burst: Collaborative Curation in Connected Social Media CommunitiesabstractPositive social interactions can occur in groups of many shapes and sizes, spanning from small and private to large and open. However, social media tends to binarize our experiences into either isolated small groups or into large public squares. In this paper, we introduce Burst, a social media design that allows users to share and curate content between many spaces of varied size and composition. Users initially post content to small trusted groups, who can then ''burst'' that content, routing it to the groups that would be the best audience. We instantiate this approach into a mobile phone application, and demonstrate through a ten-day field study (N=36) that Burst enabled a participatory curation culture. With this work, we aim to articulate potential new design directions for social media sharing. Yutong Zhang 0011, Taeuk Kang, Sydney Yeh, Anavi Baddepudi, Lindsay Popowski, Tiziano Piccardi, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2024 | Concept Induction: Analyzing Unstructured Text with High-Level Concepts Using LLooMabstractData analysts have long sought to turn unstructured text data into meaningful concepts. Though common, topic modeling and clustering focus on lower-level keywords and require significant interpretative work. We introduce concept induction, a computational process that instead produces high-level concepts, defined by explicit inclusion criteria, from unstructured text. For a dataset of toxic online comments, where a state-of-the-art BERTopic model outputs “women, power, female,” concept induction produces high-level concepts such as “Criticism of traditional gender roles” and “Dismissal of women’s concerns.” We present LLooM, a concept induction algorithm that leverages large language models to iteratively synthesize sampled text and propose human-interpretable concepts of increasing generality. We then instantiate LLooM in a mixed-initiative text analysis tool, enabling analysts to shift their attention from interpreting topics to engaging in theory-driven analysis. Through technical evaluations and four analysis scenarios ranging from literature review to content moderation, we find that LLooM’s concepts improve upon the prior art of topic models in terms of quality and data coverage. In expert case studies, LLooM helped researchers to uncover new insights even from familiar datasets, for example by suggesting a previously unnoticed concept of attacks on out-party stances in a political social media dataset. Michelle S. Lam, Janice Teoh, James A. Landay, Jeffrey Heer, Michael S. Bernstein |
CHI | 5 |
| 2024 | Rehearsal: Simulating Conflict to Teach Conflict ResolutionabstractInterpersonal conflict is an uncomfortable but unavoidable fact of life. Navigating conflict successfully is a skill—one that can be learned through deliberate practice—but few have access to effective training or feedback. To expand this access, we introduce Rehearsal, a system that allows users to rehearse conflicts with a believable simulated interlocutor, explore counterfactual “what if?” scenarios to identify alternative conversational paths, and learn through feedback on how and when to apply specific conflict strategies. Users can utilize Rehearsal to practice handling a variety of predefined conflict scenarios, from office disputes to relationship issues, or they can choose to create their own setting. To enable Rehearsal, we develop IRP prompting, a method of conditioning output of a large language model on the influential Interest-Rights-Power (IRP) theory from conflict resolution. Rehearsal uses IRP to generate utterances grounded in conflict resolution theory, guiding users towards counterfactual conflict resolution strategies that help de-escalate difficult conversations. In a between-subjects evaluation, 40 participants engaged in an actual conflict with a confederate after training. Compared to a control group with lecture material covering the same IRP theory, participants with simulated training from Rehearsal significantly improved their performance in the unaided conflict: they reduced their use of escalating competitive strategies by an average of 67%, while doubling their use of cooperative strategies. Overall, Rehearsal highlights the potential effectiveness of language models as tools for learning and practicing interpersonal skills. Omar Shaikh, Valentino Chai, Michele Gelfand, Diyi Yang, Michael S. Bernstein |
CHI | 5 |
| 2024 | Clarify: Improving Model Robustness With Natural Language CorrectionsabstractThe standard way to teach models is by feeding them lots of data. However, this approach often teaches models incorrect ideas because they pick up on misleading signals in the data. To prevent such misconceptions, we must necessarily provide additional information beyond the training data. Prior methods incorporate additional instance-level supervision, such as labels for misleading features or additional labels for debiased data. However, such strategies require a large amount of labeler effort. We hypothesize that people are good at providing textual feedback at the concept level, a capability that existing teaching frameworks do not leverage. We propose Clarify, a novel interface and method for interactively correcting model misconceptions. Through Clarify, users need only provide a short text description of a model’s consistent failure patterns. Then, in an entirely automated way, we use such descriptions to improve the training process. Clarify is the first end-to-end system for user model correction. Our user studies show that non-expert users can successfully describe model misconceptions via Clarify, leading to increased worst-case performance in two datasets. We additionally conduct a case study on a large-scale image dataset, ImageNet, using Clarify to find and rectify 31 novel hard subpopulations. Yoonho Lee 0001, Michelle S. Lam, Helena Vasconcelos, Michael S. Bernstein, Chelsea Finn |
UIST | 4 |
| 2024 | Embedding Democratic Values into Social Media AIs via Societal Objective FunctionsabstractMounting evidence indicates that the artificial intelligence (AI) systems that rank our social media feeds bear nontrivial responsibility for amplifying partisan animosity: negative thoughts, feelings, and behaviors toward political out-groups. Can we design these AIs to consider democratic values such as mitigating partisan animosity as part of their objective functions? We introduce a method for translating established, vetted social scientific constructs into AI objective functions, which we term societal objective functions, and demonstrate the method with application to the political science construct of anti-democratic attitudes. Traditionally, we have lacked observable outcomes to use to train such models-however, the social sciences have developed survey instruments and qualitative codebooks for these constructs, and their precision facilitates translation into detailed prompts for large language models. We apply this method to create a democratic attitude model that estimates the extent to which a social media post promotes anti-democratic attitudes, and test this democratic attitude model across three studies. In Study 1, we first test the attitudinal and behavioral effectiveness of the intervention among US partisans (N=1,380) by manually annotating (alpha=.895) social media posts with anti-democratic attitude scores and testing several feed ranking conditions based on these scores. Removal (d=.20) and downranking feeds (d=.25) reduced participants' partisan animosity without compromising their experience and engagement. In Study 2, we scale up the manual labels by creating the democratic attitude model, finding strong agreement with manual labels (rho=.75). Finally, in Study 3, we replicate Study 1 using the democratic attitude model instead of manual labels to test its attitudinal and behavioral impact (N=558), and again find that the feed downranking using the societal objective function reduced partisan animosity (d=.25). This method presents a novel strategy to draw on social science theory and methods to mitigate societal harms in social media AIs. Chenyan Jia, Michelle S. Lam, Minh Chau Mai, Jeffrey T. Hancock, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Commit: Online Groups with Participation CommitmentsabstractIn spite of efforts to increase participation, many online groups struggle to survive past the initial days, as members leave and activity atrophies. We argue that a main assumption of online group design---that groups ask nothing of their members beyond lurking---may be preventing many of these groups from sustaining a critical mass of participation. In this paper, we explore an alternative commitment design for online groups, which requires that all members commit at regular intervals to participating, as a condition of remaining in the group. We instantiate this approach in a mobile group chat platform called Commit, and perform a field study comparing commitment against a control condition of social psychological nudges with N=57 participants over three weeks. Commitment doubled the number of contributions versus the control condition, and resulted in 87% (vs. 19%) of participants remaining active by the third week. Participants reported that commitment provided safe cover for them to post even when they were nervous. Through this work, we argue that more effortful, not less effortful, membership may support many online groups. Lindsay Popowski, Yutong Zhang 0011, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | Chillbot: Content Moderation in the BackchannelabstractModerating online spaces effectively is not a matter of simply taking down content: moderators also provide private feedback and defuse situations before they cross the line into harm. However, moderators have little tool support for these activities, which often occur in the backchannel rather than in front of the entire community. In this paper, we introduce Chillbot, a moderation tool for Discord designed to facilitate backchanneling from moderators to users. With Chillbot, moderators gain the ability to send rapid anonymous feedback responses to situations where removal or formal punishment is too heavy-handed to be appropriate, helping educate users about how to improve their behavior while avoiding direct confrontations that can put moderators at risk. We evaluated Chillbot through a two week field deployment on eleven Discord servers ranging in size from 25 to over 240,000 members. Moderators in these communities used Chillbot more than four hundred times during the study, and moderators from six of the eleven servers continued using the tool past the end of the formal study period. Based on this deployment, we describe implications for the design of a broader variety of means by which moderation tools can help shape communities' norms and behavior. Joseph Seering, Manas Khadka, Nava Haghighi, Tanya Yang, Zachary Xi, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2024 | Constructing a Classification Scheme - and its Consequences: A Field Study of Learning to Label Data for Computer Vision in a Hospital Intensive Care UnitabstractResearch on data annotation for artificial intelligence (AI) has demonstrated that biases, power, and culture impact the ways that annotators apply labels to data and subsequently affect downstream AI systems. However, annotators can only apply labels that are available to them in the annotation classification scheme. Drawing on a 3-year ethnographic study of an R&D collaboration between medical and AI researchers, we argue that the construction of the classification schema itself -- decisions about what kinds of data can and cannot be collected, what activities can and cannot be detected in the data, what the possible annotation classes ought to be, and the rules by which an item ought to be classified into each class -- dramatically shape the annotation process, and through it, the AI. We draw on Bowker and Star's [9] classification theory to detail how the creation of a training data codebook for a computer vision algorithm in hospital intensive care units (ICUs) evolved from its original, clinically-driven goal of classifying complex clinical activities into a narrower goal of identifying physical objects and simpler activities in the ICU. This work reinforces how trade-offs and decisions made long before annotators begin labeling data are highly consequential to the resulting AI system. Melissa A. Valentine, Roger E. Bohn, Amanda L. Pratt, Prachee Jain, Sara J. Singer, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2024 | The Algorithm and the Org Chart: How Algorithms Can Conflict with Organizational StructuresabstractAlgorithms are introducing changes to individuals? jobs, but do algorithms also lead to changes in the structures of organizations themselves? Organizational structures, as often formalized into organization (org) charts, are meant to facilitate coordinated decision-making. Yet our 10-month ethnographic study of a large online retail company reveals why the organizational structures that facilitate effective decision-making by humans may be in tension with the organizational structures that facilitate effective decision-making using algorithms. Our findings show that the human decision-makers needed small, divided-up sets of decisions, and they had previously accomplished this through how they structured individuals' roles and teams in the org chart. In contrast, when data scientists developed a new algorithm and first deployed it within organizational structures meant to support human decision-making, they realized that these small divided-up decision spaces were arbitrarily constraining the algorithm's search space. When not constrained in this manner, the algorithm could identify and recommend better solutions, but those optimal solutions did not always align with the structure of roles and teams in the org chart. This study suggests that as algorithms are integrated into the workplace, organization designs may begin to more explicitly reflect the contours of those algorithms' behaviors. Melissa A. Valentine, Amanda L. Pratt, Rebecca Hinds, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2024 | Form-From: A Design Space of Social Media SystemsabstractSocial media systems are as varied as they are pervasive. They have been almost universally adopted for a broad range of purposes including work, entertainment, activism, and decision making. As a result, they have also diversified, with many distinct designs differing in content type, organization, delivery mechanism, access control, and many other dimensions. In this work, we aim to characterize and then distill a concise design space of social media systems that can help us understand similarities and differences, recognize potential consequences of design choice, and identify spaces for innovation. Our model, which we call Form-From, characterizes social media based on (1) the form of the content, either threaded or flat, and (2) from where or from whom one might receive content, ranging from spaces to networks to the commons. We derive Form-From inductively from a larger set of 62 dimensions organized into 10 categories. To demonstrate the utility of our model, we trace the history of social media systems as they traverse the Form-From space over time, and we identify common design patterns within cells of the model. Amy X. Zhang, Michael S. Bernstein, David R. Karger, Mark S. Ackerman |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | On Second Thought, Let's Not Think Step by Step! Bias and Toxicity in Zero-Shot ReasoningabstractWarning: This paper contains several toxic and offensive statements.Generating a Chain of Thought (CoT) has been shown to consistently improve large language model (LLM) performance on a wide range of NLP tasks.However, prior work has mainly focused on logical reasoning tasks (e.g.arithmetic, commonsense QA); it remains unclear whether improvements hold for more diverse types of reasoning, especially in socially situated contexts.Concretely, we perform a controlled evaluation of zero-shot CoT across two socially sensitive domains: harmful questions and stereotype benchmarks.We find that zeroshot CoT reasoning in sensitive domains significantly increases a model's likelihood to produce harmful or undesirable output, with trends holding across different prompt formats and model variants.Furthermore, we show that harmful CoTs increase with model size, but decrease with improved instruction following.Our work suggests that zero-shot CoT should be used with caution on socially important tasks, especially when marginalized groups or sensitive topics are involved. Omar Shaikh, Hongxin Zhang 0005, William Barr Held, Michael S. Bernstein, Diyi Yang |
ACL (1) | 4 |
| 2023 | Breaking Out of the Ivory Tower: A Large-scale Analysis of Patent Citations to HCI ResearchabstractWhat is the impact of human-computer interaction research on industry? While it is impossible to track all research impact pathways, the growing literature on translational research impact measurement offers patent citations as one measure of how industry recognizes and draws on research in its inventions. In this paper, we perform a large-scale measurement study primarily of 70, 000 patent citations to premier HCI research venues, tracing how HCI research are cited in United States patents over the last 30 years. We observe that 20.1% of papers from these venues, including 60–80% of papers at UIST and 13% of papers in a broader dataset of SIGCHI-sponsored venues overall, are cited by patents—far greater than premier venues in science overall (9.7%) and NLP (11%). However, the time lag between a patent and its paper citations is long (10.5 years) and getting longer, suggesting that HCI research and practice may not be efficiently connected. Hancheng Cao, Yuting Deng, Daniel A. McFarland, Michael S. Bernstein |
CHI | 5 |
| 2023 | Model Sketching: Centering Concepts in Early-Stage Machine Learning Model DesignabstractMachine learning practitioners often end up tunneling on low-level technical details like model architectures and performance metrics. Could early model development instead focus on high-level questions of which factors a model ought to pay attention to? Inspired by the practice of sketching in design, which distills ideas to their minimal representation, we introduce model sketching: a technical framework for iteratively and rapidly authoring functional approximations of a machine learning model’s decision-making logic. Model sketching refocuses practitioner attention on composing high-level, human-understandable concepts that the model is expected to reason over (e.g., profanity, racism, or sarcasm in a content moderation task) using zero-shot concept instantiation. In an evaluation with 17 ML practitioners, model sketching reframed thinking from implementation to higher-level exploration, prompted iteration on a broader range of model designs, and helped identify gaps in the problem formulation—all in a fraction of the time ordinarily required to build a model. Michelle S. Lam, Zixian Ma, Anne Li, Izequiel Freitas, Dakuo Wang, James A. Landay, Michael S. Bernstein |
CHI | 7 |
| 2023 | Generative Agents: Interactive Simulacra of Human BehaviorabstractBelievable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents: computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent’s experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty-five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors. For example, starting with only a single user-specified notion that one agent wants to throw a Valentine’s Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture—observation, planning, and reflection—each contribute critically to the believability of agent behavior. By fusing large language models with computational interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior. Joon Sung Park 0001, Joseph C. O'Brien, Carrie J. Cai, Meredith Ringel Morris, Percy Liang, Michael S. Bernstein |
UIST | 6 |
| 2023 | Cura: Curation at Social Media ScaleabstractHow can online communities execute a focused vision for their space? Curation offers one approach, where community leaders manually select content to share with the community. Curation enables leaders to shape a space that matches their taste, norms, and values, but the practice is often intractable at social media scale: curators cannot realistically sift through hundreds or thousands of submissions daily. In this paper, we contribute algorithmic and interface foundations enabling curation at scale, and manifest these foundations in a system called Cura. Our approach draws on the observation that, while curators' attention is limited, other community members' upvotes are plentiful and informative of curators' likely opinions. We thus contribute a transformer-based curation model that predicts whether each curator will upvote a post based on previous community upvotes. Cura applies this curation model to create a feed of content that it predicts the curator would want in the community. Evaluations demonstrate that the curation model accurately estimates opinions of diverse curators, that changing curators for a community results in clearly recognizable shifts in the community's content, and that, consequently, curation can reduce anti-social behavior by half without extra moderation effort. By sampling different types of curators, Cura lowers the threshold to genres of curated social media ranging from editorial groups to stakeholder roundtables to democracies. Wanrong He, Mitchell L. Gordon, Lindsay Popowski, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2023 | Explanations Can Reduce Overreliance on AI Systems During Decision-MakingabstractPrior work has identified a resilient phenomenon that threatens the performance of human-AI decision-making teams: overreliance, when people agree with an AI, even when it is incorrect. Surprisingly, overreliance does not reduce when the AI produces explanations for its predictions, compared to only providing predictions. Some have argued that overreliance results from cognitive biases or uncalibrated trust, attributing overreliance to an inevitability of human cognition. By contrast, our paper argues that people strategically choose whether or not to engage with an AI explanation, demonstrating empirically that there are scenarios where AI explanations reduce overreliance. To achieve this, we formalize this strategic choice in a cost-benefit framework, where the costs and benefits of engaging with the task are weighed against the costs and benefits of relying on the AI. We manipulate the costs and benefits in a maze task, where participants collaborate with a simulated AI to find the exit of a maze. Through 5 studies (N = 731), we find that costs such as task difficulty (Study 1), explanation difficulty (Study 2, 3), and benefits such as monetary compensation (Study 4) affect overreliance. Finally, Study 5 adapts the Cognitive Effort Discounting paradigm to quantify the utility of different explanations, providing further support for our framework. Our results suggest that some of the null effects found in literature could be due in part to the explanation not sufficiently reducing the costs of verifying the AI's prediction. Helena Vasconcelos, Matthew Jörke, Madeleine Grunde-McLaughlin, Tobias Gerstenberg, Michael S. Bernstein, Ranjay Krishna |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2022 | Jury Learning: Integrating Dissenting Voices into Machine Learning ModelsabstractWhose labels should a machine learning (ML) algorithm learn to emulate? For ML tasks ranging from online comment toxicity to misinformation detection to medical diagnosis, different groups in society may have irreconcilable disagreements about ground truth labels. Supervised ML today resolves these label disagreements implicitly using majority vote, which overrides minority groups’ labels. We introduce jury learning, a supervised ML approach that resolves these disagreements explicitly through the metaphor of a jury: defining which people or groups, in what proportion, determine the classifier’s prediction. For example, a jury learning model for online toxicity might centrally feature women and Black jurors, who are commonly targets of online harassment. To enable jury learning, we contribute a deep learning architecture that models every annotator in a dataset, samples from annotators’ models to populate the jury, then runs inference to classify. Our architecture enables juries that dynamically adapt their composition, explore counterfactuals, and visualize dissent. A field evaluation finds that practitioners construct diverse juries that alter 14% of classification outcomes. Mitchell L. Gordon, Michelle S. Lam, Joon Sung Park 0001, Kayur Patel, Jeffrey T. Hancock, Tatsunori B. Hashimoto, Michael S. Bernstein |
CHI | 7 |
| 2022 | ELIGN: Expectation Alignment as a Multi-Agent Intrinsic RewardabstractModern multi-agent reinforcement learning frameworks rely on centralized training and reward shaping to perform well. However, centralized training and dense rewards are not readily available in the real world. Current multi-agent algorithms struggle to learn in the alternative setup of decentralized training or sparse rewards. To address these issues, we propose a self-supervised intrinsic reward \textit{ELIGN - expectation alignment - } inspired by the self-organization principle in Zoology. Similar to how animals collaborate in a decentralized manner with those in their vicinity, agents trained with expectation alignment learn behaviors that match their neighbors' expectations. This allows the agents to learn collaborative behaviors without any external reward or centralized training. We demonstrate the efficacy of our approach across 6 tasks in the multi-agent particle and the complex Google Research football environments, comparing ELIGN to sparse and curiosity-based intrinsic rewards. When the number of agents increases, ELIGN scales well in all multi-agent tasks except for one where agents have different capabilities. We show that agent coordination improves through expectation alignment because agents learn to divide tasks amongst themselves, break coordination symmetries, and confuse adversaries. These results identify tasks where expectation alignment is a more useful strategy than curiosity-driven exploration for multi-agent coordination, enabling agents to do zero-shot coordination. Zixian Ma, Rose E. Wang, Li Fei-Fei 0001, Michael S. Bernstein, Ranjay Krishna |
NeurIPS | 4 |
| 2022 | Social Simulacra: Creating Populated Prototypes for Social Computing SystemsabstractSocial computing prototypes probe the social behaviors that may arise in an envisioned system design. This prototyping practice is currently limited to recruiting small groups of people. Unfortunately, many challenges do not arise until a system is populated at a larger scale. Can a designer understand how a social system might behave when populated, and make adjustments to the design before the system falls prey to such challenges? We introduce social simulacra, a prototyping technique that generates a breadth of realistic social interactions that may emerge when a social computing system is populated. Social simulacra take as input the designer’s description of a community’s design—goal, rules, and member personas—and produce as output an instance of that design with simulated behavior, including posts, replies, and anti-social behaviors. We demonstrate that social simulacra shift the behaviors that they generate appropriately in response to design changes, and that they enable exploration of “what if?” scenarios where community members or moderators intervene. To power social simulacra, we contribute techniques for prompting a large language model to generate thousands of distinct community members and their social interactions with each other; these techniques are enabled by the observation that large language models’ training data already includes a wide variety of positive and negative behavior on social media platforms. In evaluations, we show that participants are often unable to distinguish social simulacra from actual community behavior and that social computing designers successfully refine their social computing designs when using social simulacra. Joon Sung Park 0001, Lindsay Popowski, Carrie J. Cai, Meredith Ringel Morris, Percy Liang, Michael S. Bernstein |
UIST | 6 |
| 2022 | A "Distance Matters" Paradox: Facilitating Intra-Team Collaboration Can Harm Inter-Team CollaborationabstractBy identifying the socio-technical conditions required for teams to work effectively remotely, the Distance Matters framework has been influential in CSCW since its introduction in 2000. Advances in collaboration technology and practices have since brought teams increasingly closer to achieving these conditions. This paper presents a ten-month ethnography in a remote organization, where we observed that despite exhibiting excellent remote collaboration, teams paradoxically struggled to collaborate across team boundaries. We extend the Distance Matters framework to account for inter-team collaboration, arguing that challenges analogous to those in the original intra-team framework --- common ground, collaboration readiness, collaboration technology readiness, and coupling of work --- persist but are actualized differently at the inter-team scale. Finally, we identify a fundamental tension between the intra- and inter-team layers: the collaboration technology and practices that help individual teams thrive (e.g., adopting customized collaboration software) can also prompt collaboration challenges in the inter-team layer, and conversely the technology and practices that facilitate inter-team collaboration (e.g., strong centralized IT organizations) can harm practices at the intra-team layer. The addition of the inter-team layer to the Distance Matters framework opens new opportunities for CSCW, where balancing the tension between team and organizational collaboration needs will be a critical technological, operational, and organizational challenge for remote work in the coming decades. Xinlan Emily Hu, Rebecca Hinds, Melissa A. Valentine, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | End-User Audits: A System Empowering Communities to Lead Large-Scale Investigations of Harmful Algorithmic BehaviorabstractBecause algorithm audits are conducted by technical experts, audits are necessarily limited to the hypotheses that experts think to test. End users hold the promise to expand this purview, as they inhabit spaces and witness algorithmic impacts that auditors do not. In pursuit of this goal, we propose end-user audits-system-scale audits led by non-technical users-and present an approach that scaffolds end users in hypothesis generation, evidence identification, and results communication. Today, performing a system-scale audit requires substantial user effort to label thousands of system outputs, so we introduce a collaborative filtering technique that leverages the algorithmic system's own disaggregated training data to project from a small number of end user labels onto the full test set. Our end-user auditing tool, IndieLabel, employs these predicted labels so that users can rapidly explore where their opinions diverge from the algorithmic system's outputs. By highlighting topic areas where the system is under-performing for the user and surfacing sets of likely error cases, the tool guides the user in authoring an audit report. In an evaluation of end-user audits on a popular comment toxicity model with 17 non-technical participants, participants both replicated issues that formal audits had previously identified and also raised previously underreported issues such as under-flagging on veiled forms of hate that perpetuate stigma and over-flagging of slurs that have been reclaimed by marginalized communities. Michelle S. Lam, Mitchell L. Gordon, Danaé Metaxa, Jeffrey T. Hancock, James A. Landay, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2022 | A Web-Scale Analysis of the Community Origins of Image MemesabstractWhere do the most popular online cultural artifacts such as image memes originate? Media narratives suggest that cultural innovations often originate in peripheral communities and then diffuse to the mainstream core; behavioral science suggests that intermediate network positions that bridge between the periphery and the core are especially likely to originate many influential cultural innovations. Research has yet to fully adjudicate between these predictions because prior work focuses on individual platforms such as Twitter; however, any single platform is only a small, incomplete part of the larger online cultural ecosystem. In this paper, we perform the first analysis of the origins and diffusion of image memes at web scale, via a one-month crawl of all indexible online communities that principally share meme images with English text overlays. Our results suggest that communities at the core of the network originate the most highly diffused image memes: the top $10%$ of communities by network centrality originate the memes that generate $62%$ of the image meme diffusion events on the web. A zero-inflated negative binomial regression confirms that memes from core communities are more likely to diffuse than those from peripheral communities even when controlling for community size and activity level. However, a replication analysis that follows the traditional approach of testing the same question only within a single large community, Reddit, finds the regression coefficients reversed---underscoring the importance of engaging in web-scale, cross-community analyses. The ecosystem-level viewpoint of this work positions the web as a highly centralized generator of cultural artifacts such as image memes. Durim Morina, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | Comparing the Perceived Legitimacy of Content Moderation Processes: Contractors, Algorithms, Expert Panels, and Digital JuriesabstractWhile research continues to investigate and improve the accuracy, fairness, and normative appropriateness of content moderation processes on large social media platforms, even the best process cannot be effective if users reject its authority as illegitimate. We present a survey experiment comparing the perceived institutional legitimacy of four popular content moderation processes. We conducted a within-subjects experiment in which we showed US Facebook users moderation decisions and randomized the description of whether those decisions were made by paid contractors, algorithms, expert panels, or juries of users. Prior work suggests that juries will have the highest perceived legitimacy due to the benefits of judicial independence and democratic representation. However, expert panels had greater perceived legitimacy than algorithms or juries. Moreover, outcome alignment -agreement with the decision - played a larger role than process in determining perceived legitimacy. These results suggest benefits to incorporating expert oversight in content moderation and underscore that any process will face legitimacy challenges derived from disagreement about outcomes. Christina A. Pan, Sahil Yakhmi, Tara P. Iyer, Evan Strasnick, Amy X. Zhang, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2022 | Measuring the Prevalence of Anti-Social Behavior in Online CommunitiesabstractWith increasing attention to online anti-social behaviors such as personal attacks and bigotry, it is critical to have an accurate accounting of how widespread anti-social behaviors are. In this paper, we empirically measure the prevalence of anti-social behavior in one of the world's most popular online community platforms. We operationalize this goal as measuring the proportion of unmoderated comments in the 97 most popular communities on Reddit that violate eight widely accepted platform norms. To achieve this goal, we contribute a human-AI pipeline for identifying these violations and a bootstrap sampling method to quantify measurement uncertainty. We find that 6.25% (95% Confidence Interval [5.36%, 7.13%]) of all comments in 2016, and 4.28% (95% CI [2.50%, 6.26%]) in 2020, are violations of these norms. Most anti-social behaviors remain unmoderated: moderators only removed one in twenty violating comments in 2016, and one in ten violating comments in 2020. Personal attacks were the most prevalent category of norm violation; pornography and bigotry were the most likely to be moderated, while politically inflammatory comments and misogyny/vulgarity were the least likely to be moderated. This paper offers a method and set of empirical results for tracking these phenomena as both the social practices (e.g., moderation) and technical practices (e.g., design) evolve. Joon Sung Park 0001, Joseph Seering, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Understanding the Representation and Representativeness of Age in AI Data SetsabstractA diverse representation of different demographic groups in AI training data sets is important in ensuring that the models will work for a large range of users. To this end, recent efforts in AI fairness and inclusion have advocated for creating AI data sets that are well-balanced across race, gender, socioeconomic status, and disability status. In this paper, we contribute to this line of work by focusing on the representation of age by asking whether older adults are represented proportionally to the population at large in AI data sets. We examine publicly-available information about 92 face data sets to understand how they codify age as a case study to investigate how the subjects' ages are recorded and whether older generations are represented. We find that older adults are very under-represented; five data sets in the study that explicitly documented the closed age intervals of their subjects included older adults (defined as older than 65 years), while only one included oldest-old adults (defined as older than 85 years). Additionally, we find that only 24 of the data sets include any age-related information in their documentation or metadata, and that there is no consistent method followed across these data sets to collect and record the subjects' ages. We recognize the unique difficulties in creating representative data sets in terms of age, but raise it as an important dimension that researchers and engineers interested in inclusive AI should consider. Joon Sung Park 0001, Michael S. Bernstein, Robin Brewer, Ece Kamar, Meredith Ringel Morris |
AIES | 2 |
| 2021 | The Disagreement Deconvolution: Bringing Machine Learning Performance Metrics In Line With RealityabstractMachine learning classifiers for human-facing tasks such as comment toxicity and misinformation often score highly on metrics such as ROC AUC but are received poorly in practice. Why this gap? Today, metrics such as ROC AUC, precision, and recall are used to measure technical performance; however, human-computer interaction observes that evaluation of human-facing systems should account for people’s reactions to the system. In this paper, we introduce a transformation that more closely aligns machine learning classification metrics with the values and methods of user-facing performance measures. The disagreement deconvolution takes in any multi-annotator (e.g., crowdsourced) dataset, disentangles stable opinions from noise by estimating intra-annotator consistency, and compares each test set prediction to the individual stable opinions from each annotator. Applying the disagreement deconvolution to existing social computing datasets, we find that current metrics dramatically overstate the performance of many human-facing machine learning tasks: for example, performance on a comment toxicity task is corrected from .95 to .73 ROC AUC. Mitchell L. Gordon, Kaitlyn Zhou, Kayur Patel, Tatsunori B. Hashimoto, Michael S. Bernstein |
CHI | 5 |
| 2021 | Can Online Juries Make Consistent, Repeatable Decisions?abstractA jury of one’s peers is a prominent way to adjudicate disputes and is increasingly used in participatory governance online. The fairness of this approach rests on the assumption that juries are consistent: that the same jury would hand down similar judgments to similar cases. However, prior literature suggests that social influence would instead cause early interactions to cascade into different judgments for similar cases. In this paper, we report an online experiment that changes participants’ pseudonyms as they appear to collaborators, temporarily masking a jury’s awareness that they have deliberated together before. This technique allows us to measure consistency by reconvening the same jury on similar cases. Counter to expectation, juries are equally consistent as individuals, a result that is “good for democracy.” But this consistency arises in part due to group polarization, as consensus develops by hardening initial majority opinions. Furthermore, we find that aggregating groups’ perspectives without deliberation erodes consistency. Xinlan Emily Hu, Mark E. Whiting, Michael S. Bernstein |
CHI | 3 |
| 2021 | Not Now, Ask Later: Users Weaken Their Behavior Change Regimen Over Time, But Expect To Re-Strengthen It ImminentlyabstractHow effectively do we adhere to nudges and interventions that help us control our online browsing habits? If we have a temporary lapse and disable the behavior change system, do we later resume our adherence, or has the dam broken? In this paper, we investigate these questions through log analyses of 8,000+ users on HabitLab, a behavior change platform that helps users reduce their time online. We find that, while users typically begin with high-challenge interventions, over time they allow themselves to slip into easier and easier interventions. Despite this, many still expect to return to the harder interventions imminently: they repeatedly choose to be asked to change difficulty again on the next visit, declining to have the system save their preference for easy interventions. Geza Kovacs, Zhengxuan Wu, Michael S. Bernstein |
CHI | 3 |
| 2020 | UIST+CSCW: A Celebration of Systems Research in Collaborative and Social ComputingabstractThis joint panel between UIST and CSCW brings together leading researchers at the intersection of the conferences-systems researchers in collaborative and social computing-to engage in a discussion and retrospective. Pairs of panelists will represent each decade since the founding of the conferences, sharing a brief retrospective that surveys the most influential papers of that decade, the zeitgeist of the problems that were popular that decade and why, and what each decade's work has to say to the decades that came before and after. The panel is intended as a space to celebrate advances in the field, and reflect on the burdens and opportunities that it faces ahead. Michael S. Bernstein, Irene Greif, Wendy E. Mackay, Hiroshi Ishii 0001, Jonathan Grudin, Karrie Karahalios, Meredith Ringel Morris, Aniket Kittur, Jaime Teevan, Amy X. Zhang, Niloufar Salehi |
UIST | 1 |
| 2020 | PolicyKit: Building Governance in Online CommunitiesabstractThe software behind online community platforms encodes a governance model that represents a strikingly narrow set of governance possibilities focused on moderators and administrators. When online communities desire other forms of government, such as ones that take many members? opinions into account or that distribute power in non-trivial ways, communities must resort to laborious manual effort. In this paper, we present PolicyKit, a software infrastructure that empowers online community members to concisely author a wide range of governance procedures and automatically carry out those procedures on their home platforms. We draw on political science theory to encode community governance into policies, or short imperative functions that specify a procedure for determining whether a user-initiated action can execute. Actions that can be governed by policies encompass everyday activities such as posting or moderating a message, but actions can also encompass changes to the policies themselves, enabling the evolution of governance over time. We demonstrate the expressivity of PolicyKit through implementations of governance models such as a random jury deliberation, a multi-stage caucus, a reputation system, and a promotion procedure inspired by Wikipedia's Request for Adminship (RfA) process. Amy X. Zhang, Grant Hugh, Michael S. Bernstein |
UIST | 3 |
| 2020 | My Team Will Go On: Differentiating High and Low Viability Teams through Team InteractionabstractUnderstanding team viability --- a team's capacity for sustained and future success --- is essential for building effective teams. In this study, we aggregate features drawn from the organizational behavior literature to train a viability classification model over a dataset of 669 10-minute text conversations of online teams. We train classifiers to identify teams at the top decile (most viable teams), 50th percentile (above a median split), and bottom decile (least viable teams), then characterize the attributes of teams at each of these viability levels. We find that a lasso regression model achieves an accuracy of .74--.92 AUC ROC under different thresholds of classifying viability scores. From these models, we identify the use of exclusive language such as 'but' and 'except', and the use of second person pronouns, as the most predictive features for detecting the most viable teams, suggesting that active engagement with others' ideas is a crucial signal of a viable team. Only a small fraction of the 10-minute discussion, as little as 70 seconds, is required for predicting the viability of team interaction. This work suggests opportunities for teams to assess, track, and visualize their own viability in real time as they collaborate. Hancheng Cao, Vivian Yang, Lydia Stone, N'godjigui Junior Diarrassouba, Mark E. Whiting, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 8 |
| 2020 | Conceptual Metaphors Impact Perceptions of Human-AI CollaborationabstractWith the emergence of conversational artificial intelligence (AI) agents, it is important to understand the mechanisms that influence users' experiences of these agents. In this paper, we study one of the most common tools in the designer's toolkit: conceptual metaphors. Metaphors can present an agent as akin to a wry teenager, a toddler, or an experienced butler. How might a choice of metaphor influence our experience of the AI agent? Sampling a set of metaphors along the dimensions of warmth and competence---defined by psychological theories as the primary axes of variation for human social perception---we perform a study $(N=260)$ where we manipulate the metaphor, but not the behavior, of a Wizard-of-Oz conversational agent. Following the experience, participants are surveyed about their intention to use the agent, their desire to cooperate with the agent, and the agent's usability. Contrary to the current tendency of designers to use high competence metaphors to describe AI products, we find that metaphors that signal low competence lead to better evaluations of the agent than metaphors that signal high competence. This effect persists despite both high and low competence agents featuring identical, human-level performance and the wizards being blind to condition. A second study confirms that intention to adopt decreases rapidly as competence projected by the metaphor increases. In a third study, we assess effects of metaphor choices on potential users' desire to try out the system and find that users are drawn to systems that project higher competence and warmth. These results suggest that projecting competence may help attract new users, but those users may discard the agent unless it can quickly correct with a lower competence metaphor. We close with a retrospective analysis that finds similar patterns between metaphors and user attitudes towards past conversational agents such as Xiaoice, Replika, Woebot, Mitsuku, and Tay. Pranav Khadpe, Ranjay Krishna, Li Fei-Fei 0001, Jeffrey T. Hancock, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2020 | Parallel Worlds: Repeated Initializations of the Same Team to Improve Team ViabilityabstractA team's early interactions are influential: small behaviors cascade, driving the team either toward successful collaboration or toward fracture. Would a team be more viable if it could undo initial interactional missteps and try again? We introduce a technique that supports online and remote teams in creating multiple parallel worlds: the same team meets many times, led to believe that each convening is with a new team due to pseudonym masking while actual membership remains static. Afterward, the team moves forward with the parallel world with the highest viability by using the same pseudonyms and conversation history from that instance. In two experiments, we find that this technique improves team viability: teams that are reconvened from the highest-viability parallel world are significantly more viable than the same group meeting in a new parallel world. Our work suggests parallel worlds can help teams start off on the right foot - and stay there. Mark E. Whiting, Irena Gao, Michelle Xing, N'godjigui Junior Diarrassouba, Tonya Nguyen, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2019 | Street-Level Algorithms: A Theory at the Gaps Between Policy and DecisionsabstractErrors and biases are earning algorithms increasingly malignant reputations in society. A central challenge is that algorithms must bridge the gap between high-level policy and on-the-ground decisions, making inferences in novel situations where the policy or training data do not readily apply. In this paper, we draw on the theory of street-level bureaucracies, how human bureaucrats such as police and judges interpret policy to make on-the-ground decisions. We present by analogy a theory of street-level algorithms, the algorithms that bridge the gaps between policy and decisions about people in a socio-technical system. We argue that unlike street-level bureaucrats, who reflexively refine their decision criteria as they reason through a novel situation, street-level algorithms at best refine their criteria only after the decision is made. This loop-and-a-half delay results in illogical decisions when handling new or extenuating circumstances. This theory suggests designs for street-level algorithms that draw on historical design patterns for street-level bureaucracies, including mechanisms for self-policing and recourse in the case of error. Ali Alkhatib, Michael S. Bernstein |
CHI | 2 |
| 2019 | Conservation of Procrastination: Do Productivity Interventions Save Time Or Just Redistribute It?abstractProductivity behavior change systems help us reduce our time on unproductive activities. However, is that time actually saved, or is it just redirected to other unproductive activities? We report an experiment using HabitLab, a behavior change browser extension and phone application, that manipulated the frequency of interventions on a focal goal and measured the effects on time spent on other applications and platforms. We find that, when intervention frequency increases on the focal goal, time spent on other applications is held constant or even reduced. Likewise, we find that time is not redistributed across platforms from browser to mobile phone or vice versa. These results suggest that any conservation of procrastination effect is minimal, and that behavior change designers may target individual productivity goals without causing substantial negative second-order effects. Geza Kovacs, Drew Mylander Gregory, Zilin Ma, Zhengxuan Wu, Golrokh Emami, Jacob Ray, Michael S. Bernstein |
CHI | 7 |
| 2019 | Information Maximizing Visual Question GenerationabstractThough image-to-sequence generation models have become overwhelmingly popular in human-computer communications, they suffer from strongly favoring safe generic questions (``What is in this picture?''). Generating uninformative but relevant questions is not sufficient or useful. We argue that a good question is one that has a tightly focused purpose --- one that is aimed at expecting a specific type of response. We build a model that maximizes mutual information between the image, the expected answer and the generated question. To overcome the non-differentiability of discrete natural language tokens, we introduce a variational continuous latent space onto which the expected answers project. We regularize this latent space with a second latent space that ensures clustering of similar answers. Even when we don't know the expected answer, this second latent space can generate goal-driven questions specifically aimed at extracting objects (``what is the person throwing''), attributes, (``What kind of shirt is the person wearing?''), color (``what color is the frisbee?''), material (``What material is the frisbee?''), etc. We quantitatively show that our model is able to retain information about an expected answer category, resulting in more diverse, goal-driven questions. We launch our model on a set of real world images and extract previously unseen visual concepts. Ranjay Krishna, Michael S. Bernstein, Li Fei-Fei 0001 |
CVPR | 2 |
| 2019 | AI-Based Request Augmentation to Increase Crowdsourcing ParticipationabstractTo support the massive data requirements of modern supervised machine learning (ML) algorithms, crowdsourcing systems match volunteer contributors to appropriate tasks. Such systems learn what types of tasks contributors are interested to complete. In this paper, instead of focusing on what to ask, we focus on learning how to ask: how to make relevant and interesting requests to encourage crowdsourcing participation. We introduce a new technique that augments questions with ML-based request strategies drawn from social psychology. We also introduce a contextual bandit algorithm to select which strategy to apply for a given task and contributor. We deploy our approach to collect volunteer data from Instagram for the task of visual question answering (VQA), an important task in computer vision and natural language processing that has enabled numerous human-computer interaction applications. For example, when encountering a user’s Instagram post that contains the ornate Trevi Fountain in Rome, our approach learns to augment its original raw question “Where is this place?” with image-relevant compliments such as “What a great statue!” or with travel-relevant justifications such as “I would like to visit this place”, increasing the user’s likelihood of answering the question and thus providing a label. We deploy our agent on Instagram to ask questions about social media images, finding that the response rate improves from 15.8% with unaugmented questions to 30.54% with baseline rule-based strategies and to 58.1% with ML-based strategies. Junwon Park, Ranjay Krishna, Pranav Khadpe, Li Fei-Fei 0001, Michael S. Bernstein |
HCOMP | 5 |
| 2019 | Fair Work: Crowd Work Minimum Wage with One Line of CodeabstractAccurate task pricing in microtask marketplaces requires substantial effort via trial and error, contributing to a pattern of worker underpayment. In response, we introduce Fair Work, enabling requesters to automatically pay their workers minimum wage by adding a one-line script tag to their task HTML on Amazon Mechanical Turk. Fair Work automatically surveys workers to find out how long the task takes, then aggregates those self-reports and auto-bonuses workers up to a minimum wage if needed. Evaluations demonstrate that the system estimates payments more accurately than requesters and that worker time surveys are close to behaviorally observed time measurements. With this work, we aim to lower the threshold for pro-social work practices in microtask marketplaces. Mark E. Whiting, Grant Hugh, Michael S. Bernstein |
HCOMP | 3 |
| 2019 | Scene Graph Prediction With Limited LabelsabstractVisual knowledge bases such as Visual Genome power numerous applications in computer vision, including visual question answering and captioning, but suffer from sparse, incomplete relationships. All scene graph models to date are limited to training on a small set of visual relationships that have thousands of training labels each. Hiring human annotators is expensive, and using textual knowledge base completion methods are incompatible with visual data. In this paper, we introduce a semi-supervised method that assigns probabilistic relationship labels to a large number of unlabeled images using few labeled examples. We analyze visual relationships to suggest two types of image-agnostic features that are used to generate noisy heuristics, whose outputs are aggregated using a factor graph-based generative model. With as few as 10 labeled examples per relationship, the generative model creates enough training data to train any existing state-of-the-art scene graph model. We demonstrate that our method outperforms all baseline approaches on scene graph prediction by 5.16 recall@100 for PREDCLS. In our limited label setting, we define a complexity metric for relationships that serves as an indicator (R2= 0.778) for conditions under which our method succeeds over transfer learning, the de-facto approach for training with limited labels. Ranjay Krishna, Vincent S. Chen, Paroma Varma, Michael S. Bernstein, Christopher Ré, Li Fei-Fei 0001 |
ICCV | 4 |
| 2019 | HYPE: A Benchmark for Human eYe Perceptual Evaluation of Generative ModelsabstractGenerative models often use human evaluations to measure the perceived quality of their outputs. Automated metrics are noisy indirect proxies, because they rely on heuristics or pretrained embeddings. However, up until now, direct human evaluation strategies have been ad-hoc, neither standardized nor validated. Our work establishes a gold standard human benchmark for generative realism. We construct Human eYe Perceptual Evaluation (HYPE) a human benchmark that is (1) grounded in psychophysics research in perception, (2) reliable across different sets of randomly sampled outputs from a model, (3) able to produce separable model performances, and (4) efficient in cost and time. We introduce two variants: one that measures visual perception under adaptive time constraints to determine the threshold at which a model's outputs appear real (e.g. $250$ms), and the other a less expensive variant that measures human error rate on fake and real images sans time constraints. We test HYPE across six state-of-the-art generative adversarial networks and two sampling techniques on conditional and unconditional image generation using four datasets: CelebA, FFHQ, CIFAR-10, and ImageNet. We find that HYPE can track model improvements across training epochs, and we confirm via bootstrap sampling that HYPE rankings are consistent and replicable. Sharon Zhou, Mitchell L. Gordon, Ranjay Krishna, Austin Narcomey, Li Fei-Fei 0001, Michael S. Bernstein |
NeurIPS | 6 |
| 2019 | Did It Have To End This Way?: Understanding The Consistency of Team FractureabstractWas a problematic team always doomed to frustration, or could it have ended another way? In this paper, we study the consistency of team fracture: a loss of team viability so severe that the team no longer wants to work together. Understanding whether team fracture is driven by the membership of the team, or by how their collaboration unfolded, motivates the design of interventions that either identify compatible teammates or ensure effective early interactions. We introduce an online experiment that reconvenes the same team without members realizing that they have worked together before, enabling us to temporarily erase previous team dynamics. Participants in our study completed a series of tasks across multiple teams, including one reconvened team, and privately blacklisted any teams that they would not want to work with again. We identify fractured teams as those blacklisted by half the members. We find that reconvened teams are strikingly polarized by task in the consistency of their fracture outcomes. On a creative task, teams might as well have been a completely different set of people: the same teams changed their fracture outcomes at a random chance rate. On a cognitive conflict and on an intellective task, the team instead replayed the same dynamics without realizing it, rarely changing their fracture outcomes. These results indicate that, for some tasks, team fracture can be strongly influenced by interactions in the first moments of a team's collaboration, and that interventions targeting these initial moments may be critical to scaffolding long-lasting teams. Mark E. Whiting, Allie Blaising, Chloe Barreau, Laura Fiuza, Nik Marda, Melissa A. Valentine, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2018 | Iris: A Conversational Agent for Complex TasksabstractToday, most conversational agents are limited to simple tasks supported by standalone commands, such as getting directions or scheduling an appointment. To support more complex tasks, agents must be able to generalize from and combine the commands they already understand. This paper presents a new approach to designing conversational agents inspired by linguistic theory, where agents can execute complex requests interactively by combining commands through nested conversations. We demonstrate this approach in Iris, an agent that can perform open-ended data science tasks such as lexical analysis and predictive modeling. To power Iris, we have created a domain-specific language that transforms Python functions into combinable automata and regulates their combinations through a type system. Running a user study to examine the strengths and limitations of our approach, we find that data scientists completed a modeling task 2.6 times faster with Iris than with Jupyter Notebook. Ethan Fast, Binbin Chen 0002, Julia Mendelsohn, Jonathan Bassen, Michael S. Bernstein |
CHI | 5 |
| 2018 | In Search of the Dream Team: Temporally Constrained Multi-Armed Bandits for Identifying Effective Team StructuresabstractTeam structures---roles, norms, and interaction patterns---define how teams work. HCI researchers have theorized ideal team structures and built systems nudging teams towards them, such as those increasing turn-taking, deliberation, and knowledge distribution. However, organizational behavior research argues against the existence of universally ideal structures. Teams are diverse and excel under different structures: while one team might flourish under hierarchical leadership and a critical culture, another will flounder. In this paper, we present DreamTeam: a system that explores a large space of possible team structures to identify effective structures for each team based on observable feedback. To avoid overwhelming teams with too many changes, DreamTeam introduces multi-armed bandits with temporal constraints: an algorithm that manages the timing of exploration--exploitation trade-offs across multiple bandits simultaneously. A field experiment demonstrated that DreamTeam teams outperformed self-managing teams by 38%, manager-led teams by 46%, and teams with unconstrained bandits by 41%. This research advances computation as a powerful partner in establishing effective teamwork. Sharon Zhou, Melissa A. Valentine, Michael S. Bernstein |
CHI | 3 |
| 2018 | Referring RelationshipsabstractImages are not simply sets of objects: each image represents a web of interconnected relationships. These relationships between entities carry semantic meaning and help a viewer differentiate between instances of an entity. For example, in an image of a soccer match, there may be multiple persons present, but each participates in different relationships: one is kicking the ball, and the other is guarding the goal. In this paper, we formulate the task of utilizing these "referring relationships" to disambiguate between entities of the same category. We introduce an iterative model that localizes the two entities in the referring relationship, conditioned on one another. We formulate the cyclic condition between the entities in a relationship by modelling predicates that connect the entities as shifts in attention from one entity to another. We demonstrate that our model can not only outperform existing approaches on three datasets - CLEVR, VRD and Visual Genome - but also that it produces visually meaningful predicate shifts, as an instance of interpretable neural networks. Finally, we show that by modelling predicates as attention shifts, we can even localize entities in the absence of their category, allowing our model to find completely unseen categories. Ranjay Krishna, Ines Chami, Michael S. Bernstein, Li Fei-Fei 0001 |
CVPR | 3 |
| 2018 | Rotating Online Behavior Change Interventions Increases Effectiveness But Also Increases AttritionabstractBehavior change systems help people manage their time online and achieve many other goals. These systems typically consist of a single static intervention, such as a timer or site blocker, to persuade users to behave in ways consistent with their stated goals. However, static interventions decline in effectiveness over time as users begin to ignore them. In this paper, we compare the effectiveness of static interventions to a rotation strategy, where users experience different interventions over time. We built and deployed a browser extension called HabitLab, which features many interventions that the user can enable across social media and other web sites to control their time spent browsing. We ran three in-the-wild field experiments on HabitLab to compare static interventions to rotated interventions. We found that rotating between interventions increased effectiveness as measured by time on site, but also increased attrition: more users uninstalled HabitLab. To minimize attrition, we introduced a just-in-time information design about rotation. This design reduced attrition rates by half. With this research, we suggest that interaction design, paired with rotation of behavior change interventions, can help users gain control of their online habits. Geza Kovacs, Zhengxuan Wu, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2018 | Hive: Collective Design Through Network RotationabstractCollectives gather online around challenges they face, but frequently fail to envision shared outcomes to act on together. Prior work has developed systems for improving collective ideation and design by exposing people to each others' ideas and encouraging them to intermix those ideas. However, organizational behavior research has demonstrated that intermixing ideas does not result in meaningful engagement with those ideas. In this paper, we introduce a new class of collective design system that intermixes people instead of ideas: instead of receiving mere exposure to others' ideas, participants engage deeply with other members of the collective who represent those ideas, increasing engagement and influence. We thus present Hive: a system that organizes a collective into small teams, then intermixes people by rotating team membership over time. At a technical level, Hive must balance two competing forces: (1) networks are better at connecting diverse perspectives when network efficiency is high, but (2) moving people diminishes tie strength within teams. Hive balances these two needs through network rotation: an optimization algorithm that computes who should move where, and when. A controlled study compared network rotation to alternative rotation systems which maximize only tie strength or network efficiency, finding that network rotation produced higher-rated proposals. Hive has been deployed by Mozilla for a real-world open design drive to improve Firefox accessibility. Niloufar Salehi, Michael S. Bernstein |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2018 | Ink: Increasing Worker Agency to Reduce Friction in Hiring Crowd WorkersabstractThe web affords connections by which end-users can receive paid, expert help—such as programming, design, and writing—to reach their goals. While a number of online marketplaces have emerged to facilitate such connections, most end-users do not approach a market to hire an expert when faced with a challenge. To reduce friction in hiring from peer-to-peer expert crowd work markets, we propose Ink, a system that crowd workers can use to showcase their services by embedding tasks inside web tutorials—a common destination for users with information needs. Workers have agency to define and manage tasks, through which users can request their help to review or execute each step of the tutorial, for example, to give feedback on a paper outline, perform a statistical analysis, or host a practice programming interview. In a public deployment, over 25,000 pageviews led 168 tutorial readers to pay crowd workers for their services, most of whom had not previously hired from crowdsourcing marketplaces. A field experiment showed that users were more likely to hire crowd experts when the task was embedded inside the tutorial rather than when they were redirected to the same worker’s Upwork profile to hire them. Qualitative analysis of interviews showed that Ink framed hiring expert crowd workers within users’ well-established information seeking habits and gave workers more control over their work. Niloufar Salehi, Michael S. Bernstein |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2017 | Examining Crowd Work and Gig Work Through The Historical Lens of PieceworkabstractThe internet is empowering the rise of crowd work, gig work, and other forms of on-demand labor. A large and growing body of scholarship has attempted to predict the socio-technical outcomes of this shift, especially addressing three questions: 1) What are the complexity limits of on-demand work?, 2) How far can work be decomposed into smaller microtasks?, and 3) What will work and the place of work look like for workers? In this paper, we look to the historical scholarship on piecework — a similar trend of work decomposition, distribution, and payment that was popular at the turn of the 20th century — to understand how these questions might play out with modern on-demand work. We identify the mechanisms that enabled and limited piecework historically, and identify whether on-demand work faces the same pitfalls or might differentiate itself. This approach introduces theoretical grounding that can help address some of the most persistent questions in crowd work, and suggests design interventions that learn from history rather than repeat it. Ali Alkhatib, Michael S. Bernstein, Margaret Levi |
CHI | 2 |
| 2017 | MyriadHub: Efficiently Scaling Personalized Email Conversations with Valet CrowdsourcingabstractEmail has scaled our ability to communicate with large groups, but has not equivalently scaled our ability to listen and respond. For example, emailing many people for feedback requires either impersonal surveys or manual effort to hold many similar conversations. To scale personalized conversations, we introduce techniques that exploit similarities across conversations to recycle relevant parts of previous conversations. These techniques reduce the authoring burden, save senders' time, and maintain recipient engagement through personalized responses. We introduce MyriadHub, a mail client where users start conversations and then crowd workers extract underlying conversational patterns and rules to accelerate responses to future similar emails. In a within-subjects experiment comparing MyriadHub to existing mass email techniques, senders spent significantly less time planning events with MyriadHub. In a second experiment comparing MyriadHub to a standard email survey, MyriadHub doubled the recipients' response rate and tripled the number of words in their responses. Nicolas Kokkalis, Chengdiao Fan, Johannes Roith, Michael S. Bernstein, Scott R. Klemmer |
CHI | 4 |
| 2017 | Flash Organizations: Crowdsourcing Complex Work by Structuring Crowds As OrganizationsabstractThis paper introduces flash organizations: crowds structured like organizations to achieve complex and open-ended goals. Microtask workflows, the dominant crowdsourcing structures today, only enable goals that are so simple and modular that their path can be entirely pre-defined. We present a system that organizes crowd workers into computationally-represented structures inspired by those used in organizations - roles, teams, and hierarchies - which support emergent and adaptive coordination toward open-ended goals. Our system introduces two technical contributions: 1) encoding the crowd's division of labor into de-individualized roles, much as movie crews or disaster response teams use roles to support coordination between on-demand workers who have not worked together before; and 2) reconfiguring these structures through a model inspired by version control, enabling continuous adaptation of the work and the division of labor. We report a deployment in which flash organizations successfully carried out open-ended and complex goals previously out of reach for crowdsourcing, including product design, software development, and game production. This research demonstrates digitally networked organizations that flexibly assemble and reassemble themselves from a globally distributed online workforce to accomplish complex work. Melissa A. Valentine, Daniela Retelny, Alexandra To, Negar Rahmati, Tulsee Doshi, Michael S. Bernstein |
CHI | 6 |
| 2017 | Anyone Can Become a Troll: Causes of Trolling Behavior in Online DiscussionsabstractIn online communities, antisocial behavior such as trolling disrupts constructive discussion. While prior work suggests that trolling behavior is confined to a vocal and antisocial minority, we demonstrate that ordinary people can engage in such behavior as well. We propose two primary trigger mechanisms: the individual's mood, and the surrounding context of a discussion (e.g., exposure to prior trolling behavior). Through an experiment simulating an online discussion, we find that both negative mood and seeing troll posts by others significantly increases the probability of a user trolling, and together double this probability. To support and extend these results, we study how these same mechanisms play out in the wild via a data-driven, longitudinal analysis of a large online news discussion community. This analysis reveals temporal mood effects, and explores long range patterns of repeated exposure to trolling. A predictive model of trolling behavior shows that mood and discussion context together can explain trolling behavior better than an individual's history of trolling. These results combine to suggest that ordinary people can, under the right circumstances, behave like trolls. Justin Cheng, Michael S. Bernstein, Cristian Danescu-Niculescu-Mizil, Jure Leskovec |
CSCW | 2 |
| 2017 | A Glimpse Far into the Future: Understanding Long-term Crowd Worker QualityabstractMicrotask crowdsourcing is increasingly critical to the creation of extremely large datasets. As a result, crowd workers spend weeks or months repeating the exact same tasks, making it necessary to understand their behavior over these long periods of time. We utilize three large, longitudinal datasets of nine million annotations collected from Amazon Mechanical Turk to examine claims that workers fatigue or satisfice over these long periods, producing lower quality work. We find that, contrary to these claims, workers are extremely stable in their quality over the entire period. To understand whether workers set their quality based on the task's requirements for acceptance, we then perform an experiment where we vary the required quality for a large crowdsourcing task. Workers did not adjust their quality based on the acceptance threshold: workers who were above the threshold continued working at their usual quality level, and workers below the threshold self-selected themselves out of the task. Capitalizing on this consistency, we demonstrate that it is possible to predict workers' long-term quality using just a glimpse of their quality on the first five tasks. Kenji Hata, Ranjay Krishna, Li Fei-Fei 0001, Michael S. Bernstein |
CSCW | 4 |
| 2017 | Mosaic: Designing Online Creative Communities for Sharing Works-in-ProgressabstractOnline creative communities allow creators to share their work with a large audience, maximizing opportunities to showcase their work and connect with fans and peers. However, sharing in-progress work can be technically and socially challenging in environments designed for sharing completed pieces. We propose an online creative community where sharing process, rather than showcasing outcomes, is the main method of sharing creative work. Based on this, we present Mosaic---an online community where illustrators share work-in-progress snapshots showing how an artwork was completed from start to finish. In an online deployment and observational study, artists used Mosaic as a vehicle for reflecting on how they can improve their own creative process, developed a social norm of detailed feedback, and became less apprehensive of sharing early versions of artwork. Through Mosaic, we argue that communities oriented around sharing creative process can create a collaborative environment that is beneficial for creative growth. Joy Kim, Maneesh Agrawala, Michael S. Bernstein |
CSCW | 3 |
| 2017 | Mechanical Novel: Crowdsourcing Complex Work through Reflection and RevisionabstractCrowdsourcing systems accomplish large tasks with scale and speed by breaking work down into independent parts. However, many types of complex creative work, such as fiction writing, have remained out of reach for crowds because work is tightly interdependent: changing one part of a story may trigger changes to the overall plot and vice versa. Taking inspiration from how expert authors write, we propose a technique for achieving interdependent complex goals with crowds. With this technique, the crowd loops between reflection, to select a high-level goal, and revision, to decompose that goal into low-level, actionable tasks. We embody this approach in Mechanical Novel, a system that crowdsources short fiction stories on Amazon Mechanical Turk. In a field experiment, Mechanical Novel resulted in higher-quality stories than an iterative crowdsourcing workflow. Our findings suggest that orienting crowd work around high-level goals may enable workers to coordinate their effort to accomplish complex work. Joy Kim, Sarah Sterman, Allegra Argent Beal Cohen, Michael S. Bernstein |
CSCW | 4 |
| 2017 | Founder Center: Enabling Access to Collective Social CapitalabstractSocial costs and limited reach inhibit our use of social capital to solicit help. However, individuals are not the only holders of social capital: groups also possess reputations and social capital, and are often prepared to vouch for their own members. In this paper, we design methods for mobilizing this collective social capital in sociotechnical systems, enabling an individual to ask a trusted group whether it is willing to invest its reputation in doing them a favor. We instantiate this concept with Founder Center, a web platform in which members of a local entrepreneurship accelerator ask the accelerator community to collectively make them introductions to potential funders. In a field experiment, enabling access to collective social capital in this community nearly doubled the odds of members making a social capital request. Requests fulfilled utilizing collective social capital were at least as effective as ones utilizing traditional interpersonal social capital. Nicolas Kokkalis, Chengdiao Fan, Thomas Breier, Michael S. Bernstein |
CSCW | 4 |
| 2017 | Huddler: Convening Stable and Familiar Crowd Teams Despite Unpredictable AvailabilityabstractDistributed, parallel crowd workers can accomplish simple tasks through workflows, but teams of collaborating crowd workers are necessary for complex goals. Unfortunately, a fundamental condition for effective teams -- familiarity with other members -- stands in contrast to crowd work's flexible, on-demand nature. We enable effective crowd teams with Huddler, a system for workers to assemble familiar teams even under unpredictable availability and strict time constraints. Huddler utilizes a dynamic programming algorithm to optimize for highly familiar teammates when individual availability is unknown. We first present a field experiment that demonstrates the value of familiarity for crowd teams: familiar crowd teams doubled the performance of ad-hoc (unfamiliar) teams on a collaborative task. We then report a two-week field deployment wherein Huddler enabled crowd workers to convene highly familiar teams in 18 minutes on average. This research advances the goal of supporting long-term, team-based collaborations without sacrificing the flexibility of crowd work. Niloufar Salehi, Andrew McCabe, Melissa A. Valentine, Michael S. Bernstein |
CSCW | 4 |
| 2017 | Crowd Guilds: Worker-led Reputation and Feedback on Crowdsourcing PlatformsabstractCrowd workers are distributed and decentralized. While decentralization is designed to utilize independent judgment to promote high-quality results, it paradoxically undercuts behaviors and institutions that are critical to high-quality work. Reputation is one central example: crowdsourcing systems depend on reputation scores from decentralized workers and requesters, but these scores are notoriously inflated and uninformative. In this paper, we draw inspiration from historical worker guilds (e.g., in the silk trade) to design and implement crowd guilds: centralized groups of crowd workers who collectively certify each other's quality through double-blind peer assessment. A two-week field experiment compared crowd guilds to a traditional decentralized crowd work model. Crowd guilds produced reputation signals more strongly correlated with ground-truth worker quality than signals available on current crowd working platforms, and more accurate than in the traditional model. Mark E. Whiting, Dilrukshi Gamage, Snehalkumar (Neil) S. Gaikwad, Aaron Gilbee, Shirish Goyal, Alipta Ballav, Dinesh Majeti, Nalin Chhibber, Angela Richmond-Fuller, Freddie Vargus, Tejas Sarma, Varshine Chandrakanthan, Teógenes Moura, Mohamed Hashim Salih, Gabriel B. T. Kalejaiye, Adam Ginzberg, Catherine A. Mullings, Yoni Dayan, Kristy Milland, Henrique Orefice, Jeff Regino, Sayna Parsi, Kunz Mainali, Vibhor Sehgal, Sekandar Matin, Akshansh Sinha, Rajan Vaish, Michael S. Bernstein |
CSCW | 28 |
| 2017 | Better When It Was Smaller? Community Content and Behavior After Massive Growth
Zhiyuan Jerry Lin, Niloufar Salehi, Michael S. Bernstein |
ICWSM | 5 |
| 2017 | Lexicons on Demand: Neural Word Embeddings for Large-Scale Text AnalysisabstractHuman language is colored by a broad range of topics, but existing text analysis tools only focus on a small number of them. We present Empath, a tool that can generate and validate new lexical categories on demand from a small set of seed terms (like "bleed" and "punch" to generate the category violence). Empath draws connotations between words and phrases by learning a neural embedding across billions of words on the web. Given a small set of seed words that characterize a category, Empath uses its neural embedding to discover new related terms, then validates the category with a crowd-powered filter. Empath also analyzes text across 200 built-in, pre-validated categories we have generated such as neglect, government, and social media. We show that Empath's data-driven, human validated categories are highly correlated (r=0.906) with similar categories in LIWC. Ethan Fast, Binbin Chen 0002, Michael S. Bernstein |
IJCAI | 3 |
| 2017 | Crowd Research: Open and Scalable University LaboratoriesabstractResearch experiences today are limited to a privileged few at select universities. Providing open access to research experiences would enable global upward mobility and increased diversity in the scientific workforce. How can we coordinate a crowd of diverse volunteers on open-ended research? How could a PI have enough visibility into each person's contributions to recommend them for further study? We present Crowd Research, a crowdsourcing technique that coordinates open-ended research through an iterative cycle of open contribution, synchronous collaboration, and peer assessment. To aid upward mobility and recognize contributions in publications, we introduce a decentralized credit system: participants allocate credits to each other, which a graph centrality algorithm translates into a collectively-created author order. Over 1,500 people from 62 countries have participated, 74% from institutions with low access to research. Over two years and three projects, this crowd has produced articles at top-tier Computer Science venues, and participants have gone on to leading graduate programs. Rajan Vaish, Snehalkumar (Neil) S. Gaikwad, Geza Kovacs, Andreas Veit, Ranjay Krishna, Imanol Arrieta Ibarra, Camelia Simoiu, Kimberly Wilber, Serge J. Belongie, Sharad Goel, James Davis 0001, Michael S. Bernstein |
UIST | 12 |
| 2017 | Visual Genome: Connecting Language and Vision Using Crowdsourced Dense Image AnnotationsabstractDespite progress in perceptual tasks such as image classification, computers still perform poorly on cognitive tasks such as image description and question answering. Cognition is core to tasks that involve not just recognizing, but reasoning about our visual world. However, models used to tackle the rich content in images for cognitive tasks are still being trained using the same datasets designed for perceptual tasks. To achieve success at cognitive tasks, models need to understand the interactions and relationships between objects in an image. When asked “What vehicle is the person riding?”, computers will need to identify the objects in an image as well as the relationships riding(man, carriage) and pulling(horse, carriage) to answer correctly that “the person is riding a horse-drawn carriage.” In this paper, we present the Visual Genome dataset to enable the modeling of such relationships. We collect dense annotations of objects, attributes, and relationships within each image to learn these models. Specifically, our dataset contains over 108K images where each image has an average of $$35$$ objects, $$26$$ attributes, and $$21$$ pairwise relationships between objects. We canonicalize the objects, attributes, relationships, and noun phrases in region descriptions and questions answer pairs to WordNet synsets. Together, these annotations represent the densest and largest dataset of image descriptions, objects, attributes, relationships, and question answer pairs. Ranjay Krishna, Yuke Zhu, Oliver Groth, Justin Johnson 0001, Kenji Hata, Joshua Kravitz, Stephanie Chen, Yannis Kalantidis, Li-Jia Li 0001, David A. Shamma, Michael S. Bernstein, Li Fei-Fei 0001 |
Int. J. Comput. Vis. | 11 |
| 2017 | No Workflow Can Ever Be Enough: How Crowdsourcing Workflows Constrain Complex WorkabstractThe dominant crowdsourcing infrastructure today is the workflow, which decomposes goals into small independent tasks. However, complex goals such as design and engineering have remained stubbornly difficult to achieve with crowdsourcing workflows. Is this due to a lack of imagination, or a more fundamental limit? This paper explores this question through in-depth case studies of 22 workers across six workflow-based crowd teams, each pursuing a complex and interdependent web development goal. We used an inductive mixed method approach to analyze behavior trace data, chat logs, survey responses and work artifacts to understand how workers enacted and adapted the crowdsourcing workflows. Our results indicate that workflows served as useful coordination artifacts, but in many cases critically inhibited crowd workers from pursuing real-time adaptations to their work plans. However, the CSCW and organizational behavior literature argues that all sufficiently complex goals require open-ended adaptation. If complex work requires adaptation but traditional static crowdsourcing workflows can't support it, our results suggest that complex work may remain a fundamental limitation of workflow-based crowdsourcing infrastructures. Daniela Retelny, Michael S. Bernstein, Melissa A. Valentine |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2016 | Empath: Understanding Topic Signals in Large-Scale TextabstractHuman language is colored by a broad range of topics, but existing text analysis tools only focus on a small number of them. We present Empath, a tool that can generate and validate new lexical categories on demand from a small set of seed terms (like "bleed" and "punch" to generate the category violence). Empath draws connotations between words and phrases by deep learning a neural embedding across more than 1.8 billion words of modern fiction. Given a small set of seed words that characterize a category, Empath uses its neural embedding to discover new related terms, then validates the category with a crowd-powered filter. Empath also analyzes text across 200 built-in, pre-validated categories we have generated from common topics in our web dataset, like neglect, government, and social media. We show that Empath's data-driven, human validated categories are highly correlated (r=0.906) with similar categories in LIWC. Ethan Fast, Binbin Chen 0002, Michael S. Bernstein |
CHI | 3 |
| 2016 | Augur: Mining Human Behaviors from Fiction to Power Interactive SystemsabstractFrom smart homes that prepare coffee when we wake, to phones that know not to interrupt us during important conversations, our collective visions of HCI imagine a future in which computers understand a broad range of human behaviors. Today our systems fall short of these visions, however, because this range of behaviors is too large for designers or programmers to capture manually. In this paper, we instead demonstrate it is possible to mine a broad knowledge base of human behavior by analyzing more than one billion words of modern fiction. Our resulting knowledge base, Augur, trains vector models that can predict many thousands of user activities from surrounding objects in modern contexts: for example, whether a user may be eating food, meeting with a friend, or taking a selfie. Augur uses these predictions to identify actions that people commonly take on objects in the world and estimate a user's future activities given their current situation. We demonstrate Augur-powered, activity-based systems such as a phone that silences itself when the odds of you answering it are low, and a dynamic music player that adjusts to your present activity. A field deployment of an Augur-powered wearable camera resulted in 96% recall and 71% precision on its unsupervised predictions of common daily activities. A second evaluation where human judges rated the system's predictions over a broad set of input images found that 94% were rated sensible. Ethan Fast, William McGrath, Pranav Rajpurkar, Michael S. Bernstein |
CHI | 4 |
| 2016 | Pay It Backward: Per-Task Payments on Crowdsourcing Platforms Reduce ProductivityabstractPaid crowdsourcing marketplaces have gained popularity by using piecework, or payment for each microtask, to incentivize workers. This norm has remained relatively unchallenged. In this paper, we ask: is the pay-per-task method the right one? We draw on behavioral economic research to examine whether payment in bulk after every ten tasks, saving money via coupons instead of earning money, or material goods rather than money will increase the number of completed tasks. We perform a twenty-day, between-subjects field experiment (N=300) on a mobile crowdsourcing application and measure how often workers responded to a task notification to fill out a short survey under each incentive condition. Task completion rates increased when paying in bulk after ten tasks: doing so increased the odds of a response by 1.4x, translating into 8% more tasks through that single intervention. Payment with coupons instead of money produced a small negative effect on task completion rates. Material goods were the most robust to decreasing participation over time. Kazushi Ikeda, Michael S. Bernstein |
CHI | 2 |
| 2016 | Embracing Error to Enable Rapid CrowdsourcingabstractMicrotask crowdsourcing has enabled dataset advances in social science and machine learning, but existing crowdsourcing schemes are too expensive to scale up with the expanding volume of data. To scale and widen the applicability of crowdsourcing, we present a technique that produces extremely rapid judgments for binary and categorical labels. Rather than punishing all errors, which causes workers to proceed slowly and deliberately, our technique speeds up workers' judgments to the point where errors are acceptable and even expected. We demonstrate that it is possible to rectify these errors by randomizing task order and modeling response latency. We evaluate our technique on a breadth of common labeling tasks such as image verification, word similarity, sentiment analysis and topic classification. Where prior work typically achieves a 0.25x to 1x speedup over fixed majority vote, our approach often achieves an order of magnitude (10x) speedup. Ranjay Krishna, Kenji Hata, Stephanie Chen, Joshua Kravitz, David A. Shamma, Li Fei-Fei 0001, Michael S. Bernstein |
CHI | 7 |
| 2016 | Atelier: Repurposing Expert Crowdsourcing Tasks as Micro-internshipsabstractExpert crowdsourcing marketplaces have untapped potential to empower workers' career and skill development. Currently, many workers cannot afford to invest the time and sacrifice the earnings required to learn a new skill, and a lack of experience makes it difficult to get job offers even if they do. In this paper, we seek to lower the threshold to skill development by repurposing existing tasks on the marketplace as mentored, paid, real-world work experiences, which we refer to as micro-internships. We instantiate this idea in Atelier, a micro-internship platform that connects crowd interns with crowd mentors. Atelier guides mentor-intern pairs to break down expert crowdsourcing tasks into milestones, review intermediate output, and problem-solve together. We conducted a field experiment comparing Atelier's mentorship model to a non-mentored alternative on a real-world programming crowdsourcing task, finding that Atelier helped interns maintain forward progress and absorb best practices. Ryo Suzuki 0001, Niloufar Salehi, Michelle S. Lam, Juan C. Marroquin, Michael S. Bernstein |
CHI | 5 |
| 2016 | Visual7W: Grounded Question Answering in ImagesabstractWe have seen great progress in basic perceptual tasks such as object recognition and detection. However, AI models still fail to match humans in high-level vision tasks due to the lack of capacities for deeper reasoning. Recently the new task of visual question answering (QA) has been proposed to evaluate a model's capacity for deep image understanding. Previous works have established a loose, global association between QA sentences and images. However, many questions and answers, in practice, relate to local regions in the images. We establish a semantic link between textual descriptions and image regions by object-level grounding. It enables a new type of QA with visual answers, in addition to textual answers used in previous work. We study the visual QA tasks in a grounded setting with a large collection of 7W multiple-choice QA pairs. Furthermore, we evaluate human performance and several baseline models on the QA tasks. Finally, we propose a novel LSTM model with spatial attention to tackle the 7W QA tasks. Yuke Zhu, Oliver Groth, Michael S. Bernstein, Li Fei-Fei 0001 |
CVPR | 3 |
| 2016 | Visual Relationship Detection with Language Priors
Cewu Lu, Ranjay Krishna, Michael S. Bernstein, Li Fei-Fei 0001 |
ECCV (1) | 3 |
| 2016 | Shirtless and Dangerous: Quantifying Linguistic Signals of Gender Bias in an Online Fiction Writing Community
Ethan Fast, Tina Vachovsky, Michael S. Bernstein |
ICWSM | 3 |
| 2016 | Meta: Enabling Programming Languages to Learn from the CrowdabstractCollectively authored programming resources such as Q&A sites and open-source libraries provide a limited window into how programs are constructed, debugged, and run. To address these limitations, we introduce Meta: a language extension for Python that allows programmers to share functions and track how they are used by a crowd of other programmers. Meta functions are shareable via URL and instrumented to record runtime data. Combining thousands of Meta functions with their collective runtime data, we demonstrate tools including an optimizer that replaces your function with a more efficient version written by someone else, an auto-patcher that saves your program from crashing by finding equivalent functions in the community, and a proactive linter that warns you when a function fails elsewhere in the community. We find that professional programmers are able to use Meta for complex tasks (creating new Meta functions that, for example, cross-validate a logistic regression), and that Meta is able to find 44 optimizations (for a 1.45 times average speedup) and 5 bug fixes across the crowd. Ethan Fast, Michael S. Bernstein |
UIST | 2 |
| 2016 | Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing PlatformsabstractPaid crowdsourcing platforms suffer from low-quality work and unfair rejections, but paradoxically, most workers and requesters have high reputation scores. These inflated scores, which make high-quality work and workers difficult to find, stem from social pressure to avoid giving negative feedback. We introduce Boomerang, a reputation system for crowdsourcing platforms that elicits more accurate feedback by rebounding the consequences of feedback directly back onto the person who gave it. With Boomerang, requesters find that their highly-rated workers gain earliest access to their future tasks, and workers find tasks from their highly-rated requesters at the top of their task feed. Field experiments verify that Boomerang causes both workers and requesters to provide feedback that is more closely aligned with their private opinions. Inspired by a game-theoretic notion of incentive-compatibility, Boomerang opens opportunities for interaction design to incentivize honest reporting over strategic dishonesty. Snehalkumar (Neil) S. Gaikwad, Durim Morina, Adam Ginzberg, Catherine A. Mullings, Shirish Goyal, Dilrukshi Gamage, Christopher Diemert, Mathias Burton, Sharon Zhou, Mark E. Whiting, Karolina R. Ziulkoski, Alipta Ballav, Aaron Gilbee, Senadhipathige S. Niranga, Vibhor Sehgal, Jasmine Lin, Leonardy Kristianto, Angela Richmond-Fuller, Jeff Regino, Nalin Chhibber, Dinesh Majeti, Kamila Mananova, Dinesh Dhakal, William Dai, Victoria Purynova, Samarth Sandeep, Varshine Chandrakanthan, Tejas Sarma, Sekandar Matin, Ahmed Nasser, Rohit Nistala, Alexander Stolzoff, Kristy Milland, Vinayak Mathur, Rajan Vaish, Michael S. Bernstein |
UIST | 37 |
| 2015 | Designing Creativity Support Tools for FailureabstractCreative tools today strive to amplify our ability to create high-quality work. However, experiencing failure is also an important part of mastering creative skills. While experts have developed strategies for engaging in risky experiments and learning from mistakes, novices lack the experience and mindset needed to use failures as opportunities for growth. Current tools intimidate the unsure novice, as they are designed around showcasing success or critiquing finished work, rather than providing safe spaces for experimentation. To better support experiences of failure for novices, we instead propose flipping the value of failure in creativity tools from something to avoid to something to pursue actively. To do this, we develop a taxonomy of creative activities that people engage in when they aim to succeed. We then invert this taxonomy to derive a new set of creative activities where deliberate failure can provide a path towards creative confidence. Lastly, we envision possible creativity support tools as examples of the potential value of supporting activities where failure is encouraged and showcased. Joy Kim, Avi Bagla, Michael S. Bernstein |
Creativity & Cognition | 3 |
| 2015 | Measuring Crowdsourcing Effort with Error-Time CurvesabstractCrowdsourcing systems lack effective measures of the effort required to complete each task. Without knowing how much time workers need to execute a task well, requesters struggle to accurately structure and price their work. Objective measures of effort could better help workers identify tasks that are worth their time. We propose a data-driven effort metric, ETA (error-time area), that can be used to determine a task's fair price. It empirically models the relationship between time and error rate by manipulating the time that workers have to complete a task. ETA reports the area under the error-time curve as a continuous metric of worker effort. The curve's 10th percentile is also interpretable as the minimum time most workers require to complete the task without error, which can be used to price the task. We validate the ETA metric on ten common crowdsourcing tasks, including tagging, transcription, and search, and find that ETA closely tracks how workers would rank these tasks by effort. We also demonstrate how ETA allows requesters to rapidly iterate on task designs and measure whether the changes improve worker efficiency. Our findings can facilitate the process of designing, pricing, and allocating crowdsourcing tasks. Justin Cheng, Jaime Teevan, Michael S. Bernstein |
CHI | 3 |
| 2015 | Break It Down: A Comparison of Macro- and MicrotasksabstractA large, seemingly overwhelming task can sometimes be transformed into a set of smaller, more manageable microtasks that can each be accomplished independently. For example, it may be hard to subjectively rank a large set of photographs, but easy to sort them in spare moments by making many pairwise comparisons. In crowdsourcing systems, microtasking enables unskilled workers with limited commitment to work together to complete tasks they would not be able to do individually. We explore the costs and benefits of decomposing macrotasks into microtasks for three task categories: arithmetic, sorting, and transcription. We find that breaking these tasks into microtasks results in longer overall task completion times, but higher quality outcomes and a better experience that may be more resilient to interruptions. These results suggest that microtasks can help people complete high quality work in interruption-driven environments. Justin Cheng, Jaime Teevan, Shamsi T. Iqbal, Michael S. Bernstein |
CHI | 4 |
| 2015 | Motif: Supporting Novice Creativity through Expert PatternsabstractCreating personal narratives helps people build meaning around their experiences. However, novices lack the knowledge and experience to create stories with strong narrative structure. Current storytelling tools often structure novice work through templates, enforcing a linear creative process that asks novices for materials they may not have. In this paper, we propose scaffolding creative work using storytelling patterns extracted from stories created by experts. Patterns are modular sets of related camera shots that expert videographers commonly use to achieve a specific narrative function. After identifying a set of patterns from high-quality storytelling videos, we created Motif, a mobile video storytelling application that allows users to construct video stories by combining these patterns. By making existing solutions used by experts available to novices, we encourage capturing shots with story structure and narrative goals in mind. In a controlled study where we asked participants to create travel video stories, videos created with patterns conveyed stronger narrative structure and were considered higher quality by expert evaluators than videos created without patterns. Joy Kim, Mira Dontcheva, Wilmot Li, Michael S. Bernstein, Daniela Steinsapir |
CHI | 4 |
| 2015 | Apparition: Crowdsourced User Interfaces that Come to Life as You Sketch ThemabstractPrototyping allows designers to quickly iterate and gather feedback, but the time it takes to create even a Wizard-of-Oz prototype reduces the utility of the process. In this paper, we introduce crowdsourcing techniques and tools for prototyping interactive systems in the time it takes to describe the idea. Our Apparition system uses paid microtask crowds to make even hard-to-automate functions work immediately, allowing more fluid prototyping of interfaces that contain interactive elements and complex behaviors. As users sketch their interface and describe it aloud in natural language, crowd workers and sketch recognition algorithms translate the input into user interface elements, add animations, and provide Wizard-of-Oz functionality. We discuss how design teams can use our approach to reflect on prototypes or begin user studies within seconds, and how, over time, Apparition prototypes can become fully-implemented versions of the systems they simulate. Powering Apparition is the first self-coordinated, real-time crowdsourcing infrastructure. We anchor this infrastructure on a new, lightweight write-locking mechanism that workers can use to signal their intentions to each other. Walter S. Lasecki, Juho Kim 0001, Nick Rafter, Onkur Sen, Jeffrey P. Bigham, Michael S. Bernstein |
CHI | 6 |
| 2015 | We Are Dynamo: Overcoming Stalling and Friction in Collective Action for Crowd WorkersabstractBy lowering the costs of communication, the web promises to enable distributed collectives to act around shared issues. However, many collective action efforts never succeed: while the web's affordances make it easy to gather, these same decentralizing characteristics impede any focus towards action. In this paper, we study challenges to collective action efforts through the lens of online labor by engaging with Amazon Mechanical Turk workers. Through a year of ethnographic fieldwork, we sought to understand online workers' unique barriers to collective action. We then created Dynamo, a platform to support the Mechanical Turk community in forming publics around issues and then mobilizing. We found that collective action publics tread a precariously narrow path between the twin perils of stalling and friction, balancing with each step between losing momentum and flaring into acrimony. However, specially structured labor to maintain efforts' forward motion can help such publics take action. Niloufar Salehi, Lilly Irani, Michael S. Bernstein, Ali Alkhatib, Eva Ogbe, Kristy Milland, Clickhappier |
CHI | 3 |
| 2015 | Flock: Hybrid Crowd-Machine Learning ClassifiersabstractWe present hybrid crowd-machine learning classifiers: classification models that start with a written description of a learning goal, use the crowd to suggest predictive features and label data, and then weigh these features using machine learning to produce models that are accurate and use human-understandable features. These hybrid classifiers enable fast prototyping of machine learning models that can improve on both algorithm performance and human judgment, and accomplish tasks where automated feature extraction is not yet feasible. Flock, an interactive machine learning platform, instantiates this approach. To generate informative features, Flock asks the crowd to compare paired examples, an approach inspired by analogical encoding. The crowd's efforts can be focused on specific subsets of the input space where machine-extracted features are not predictive, or instead used to partition the input space and improve algorithm performance in subregions of the space. An evaluation on six prediction tasks, ranging from detecting deception to differentiating impressionist artists, demonstrated that aggregating crowd features improves upon both asking the crowd for a direct prediction and off-the-shelf machine learning features by over 10%. Further, hybrid systems that use both crowd-nominated and machine-extracted features can outperform those that use either in isolation. Justin Cheng, Michael S. Bernstein |
CSCW | 2 |
| 2015 | Talkabout: Making Distance Matter with Small Groups in Massive ClassesabstractMassive online classes are global and diverse. How can we harness this diversity to improve engagement and learning? Currently, though enrollments are high, students' interactions with each other are minimal: most are alone together. This isolation is particularly disappointing given that a global community is a major draw of online classes. This paper illustrates the potential of leveraging geographic diversity in massive online classes. We connect students from around the world through small-group video discussions. Our peer discussion system, Talkabout, has connected over 5,000 students in fourteen online classes. Three studies with 2,670 students from two classes found that globally diverse discussions boost student performance and engagement: the more geographically diverse the discussion group, the better the students performed on later quizzes. Through this work, we challenge the view that online classes are useful only when in-person classes are unavailable. Instead, we demonstrate how diverse online classrooms can create benefits that are largely unavailable in a traditional classroom. Chinmay Kulkarni 0001, Julia Cambre, Yasmine Kotturi, Michael S. Bernstein, Scott R. Klemmer |
CSCW | 4 |
| 2015 | Image retrieval using scene graphsabstractThis paper develops a novel framework for semantic image retrieval based on the notion of a scene graph. Our scene graphs represent objects (“man”, “boat”), attributes of objects (“boat is white”) and relationships between objects (“man standing on boat”). We use these scene graphs as queries to retrieve semantically related images. To this end, we design a conditional random field model that reasons about possible groundings of scene graphs to test images. The likelihoods of these groundings are used as ranking scores for retrieval. We introduce a novel dataset of 5,000 human-generated scene graphs grounded to images and use this dataset to evaluate our method for image retrieval. In particular, we evaluate retrieval using full scene graphs and small scene subgraphs, and show that our method outperforms retrieval methods that use only objects or low-level image features. In addition, we show that our full model can be used to improve object localization compared to baseline methods. Justin Johnson 0001, Ranjay Krishna, Michael Stark 0003, Li-Jia Li 0001, David A. Shamma, Michael S. Bernstein, Li Fei-Fei 0001 |
CVPR | 6 |
| 2015 | Structure and messaging techniques for online peer learning systems that increase stickinessabstractWhen students work with peers, they learn more actively, build richer knowledge structures, and connect material to their lives. However, not every peer learning experience online sees successful adoption. This paper articulates and addresses three adoption challenges for global-scale peer learning. First, peer interactions struggle to bootstrap critical mass. However, class incentives can signal importance and spur initial usage. Second, online classes have limited peer visibility and awareness, so students often feel alone even when surrounded by peers. We find that highlighting interdependence and strengthening norms can mitigate this issue. Third, teachers can readily access "big" aggregate data but not "thick" contextual data that helps build intuitions, so software should guide teachers' scaffolding of peer interactions. We illustrate these challenges through studying 8,500 students' usage of two peer learning platforms, Talkabout and PeerStudio. This paper measures efficacy through sign-up and participation rates and the structure and duration of student interactions. Yasmine Kotturi, Chinmay Kulkarni 0001, Michael S. Bernstein, Scott R. Klemmer |
L@S | 3 |
| 2015 | PeerStudio: Rapid Peer Feedback Emphasizes Revision and Improves PerformanceabstractRapid feedback is a core component of mastery learning, but feedback on open-ended work requires days or weeks in most classes today. This paper introduces PeerStudio, an assessment platform that leverages the large number of students' peers in online classes to enable rapid feedback on in-progress work. Students submit their draft, give rubric-based feedback on two peers' drafts, and then receive peer feedback. Students can integrate the feedback and repeat this process as often as they desire. In MOOC deployments, the median student received feedback in just twenty minutes. Rapid feedback on in-progress work improves course outcomes: in a controlled experiment, students' final grades improved when feedback was delivered quickly, but not if delayed by 24 hours. More than 3,600 students have used PeerStudio in eight classes, both massive and in-person. This research demonstrates how large classes can leverage their scale to encourage mastery through rapid feedback and revision. Chinmay Kulkarni 0001, Michael S. Bernstein, Scott R. Klemmer |
L@S | 2 |
| 2015 | Connecting Stories and Pedagogy Increases Participant Engagement in DiscussionsabstractStudent discussions over video in massive classes allow students to explore course content, share personal experiences and get feedback on their ideas. However, such discussions frequently turn into casual conversations without focusing on the curriculum and the learning objectives. This short paper explores whether students can achieve multiple learning objectives by solving challenges collaboratively during discussions. We introduce `think-pair-share' technique for video discussions. Our pilot results, drawn from a Coursera class, suggest that participants prefer to exchange information with their peers using personal stories and connecting stories with curriculum increases participant engagement. Vineet Pandey, Yasmine Kotturi, Chinmay Kulkarni 0001, Michael S. Bernstein, Scott R. Klemmer |
L@S | 4 |
| 2015 | ImageNet Large Scale Visual Recognition Challenge
Olga Russakovsky, Jia Deng 0001, Hao Su 0001, Jonathan Krause, Sanjeev Satheesh, Sean Ma, Zhiheng Huang, Andrej Karpathy, Aditya Khosla, Michael S. Bernstein, Alexander C. Berg, Li Fei-Fei 0001 |
Int. J. Comput. Vis. | 10 |
| 2014 | Scalable multi-label annotationabstractWe study strategies for scalable multi-label annotation, or for efficiently acquiring multiple labels from humans for a collection of items. We propose an algorithm that exploits correlation, hierarchy, and sparsity of the label distribution. A case study of labeling 200 objects using 20,000 images demonstrates the effectiveness of our approach. The algorithm results in up to 6x reduction in human computation time compared to the naive method of querying a human annotator for the presence of every object in every image. Jia Deng 0001, Olga Russakovsky, Jonathan Krause, Michael S. Bernstein, Alexander C. Berg, Li Fei-Fei 0001 |
CHI | 4 |
| 2014 | Emergent, crowd-scale programming practice in the IDEabstractWhile emergent behaviors are uncodified across many domains such as programming and writing, interfaces need explicit rules to support users. We hypothesize that by codifying emergent programming behavior, software engineering interfaces can support a far broader set of developer needs. To explore this idea, we built Codex, a knowledge base that records common practice for the Ruby programming language by indexing over three million lines of popular code. Codex enables new data-driven interfaces for programming systems: statistical linting, identifying code that is unlikely to occur in practice and may constitute a bug; pattern annotation, automatically discovering common programming idioms and annotating them with metadata using expert crowdsourcing; and library generation, constructing a utility package that encapsulates and reflects emergent software practice. We evaluate these applications to find Codex captures a broad swatch of programming practice, statistical linting detects problematic code snippets, and pattern annotation discovers nontrivial idioms such as basic HTTP authentication and database migration templates. Our work suggests that operationalizing practice-driven knowledge in structured domains such as programming can enable a new class of user interfaces. Ethan Fast, Daniel Steffee, Lucy Wang, Joel Brandt, Michael S. Bernstein |
CHI | 5 |
| 2014 | Twitch crowdsourcing: crowd contributions in short bursts of timeabstractTo lower the threshold to participation in crowdsourcing, we present twitch crowdsourcing: crowdsourcing via quick contributions that can be completed in one or two seconds. We introduce Twitch, a mobile phone application that asks users to make a micro-contribution each time they unlock their phone. Twitch takes advantage of the common habit of turning to the mobile phone in spare moments. Twitch crowdsourcing activities span goals such as authoring a census of local human activity, rating stock photos, and extracting structured data from Wikipedia pages. We report a field deployment of Twitch where 82 users made 11,240 crowdsourcing contributions as they used their phone in the course of everyday life. The median Twitch activity took just 1.6 seconds, incurring no statistically distinguishable costs to unlock speed or cognitive load compared to a standard slide-to-unlock interface. Rajan Vaish, Keith Wyngarden, Jingshu Chen, Brandon Cheung, Michael S. Bernstein |
CHI | 5 |
| 2014 | Catalyst: triggering collective action with thresholdsabstractThe web is a catalyst for drawing people together around shared goals, but many groups never reach critical mass. It can thus be risky to commit time or effort to a goal: participants show up only to discover that nobody else did, and organizers devote significant effort to causes that never get off the ground. Crowdfunding has lessened some of this risk by only calling in donations when an effort reaches a collective monetary goal. However, it leaves unsolved the harder problem of mobilizing effort, time and participation. We generalize the concept into activation thresholds, commitments that are conditioned on others' participation. With activation thresholds, supporters only need to show up for an event if enough other people commit as well. Catalyst is a platform that introduces activation thresholds for on-demand events. For more complex coordination needs, Catalyst also provides thresholds based on time or role (e.g., a bake sale requiring commitments for bakers, decorators, and sellers). In a multi-month field deployment, Catalyst helped users organize events including food bank volunteering, on-demand study groups, and mass participation events like a human chess game. Our results suggest that activation thresholds can indeed catalyze a large class of new collective efforts. Justin Cheng, Michael S. Bernstein |
CSCW | 2 |
| 2014 | Ensemble: exploring complementary strengths of leaders and crowds in creative collaborationabstractIn story writing, the diverse perspectives of the crowd could support an author's search for the perfect character, setting, or plot. However, structuring crowd collaboration is challenging. Too little structure leads to unfocused, sprawling narratives, and too much structure stifles creativity. Motivated by the idea that individual creative leaders and the crowd have complementary creative strengths, we present an approach where a leader directs the high-level vision for a story and articulates creative constraints for the crowd. This approach is embodied in Ensemble, a novel collaborative story-writing platform. In a month-long short story competition, over one hundred volunteer users on the web started over fifty short stories using Ensemble. Leaders used the platform to direct collaborator work by establishing creative goals, and collaborators contributed meaningful, high-level ideas to stories through specific suggestions. This work suggests that asymmetric creative contributions may support a broad new class of creative collaborations. Joy Kim, Justin Cheng, Michael S. Bernstein |
CSCW | 3 |
| 2014 | Context Trees: Crowdsourcing Global Understanding from Local ViewsabstractCrowdsourcing struggles when workers must see all of the pieces of input to make an accurate judgment. For example, to find the most important scenes in a novel or movie, each worker must spend hours consuming the entire plot to acquire a global understanding and then apply that understanding to each local scene. To enable the crowdsourcing of large-scale goals with only local views, we introduce context trees, a crowdsourcing workflow for creating global summaries of a large input. Context trees recursively combine elements through written summaries to form a tree. Workers can then ground their local decisions by applying those summaries back down to the leaf nodes. In the case of scale ratings such as scene importance, we introduce a weighting process that percolates ratings downwards through the tree so that important nodes in unimportant branches are not overweighted. When using context trees to rate the importance of scenes in a 4000-word story and a 100-minute movie, workers’ ratings are nearly as accurate as those who saw the entire input, and much improved over the traditional approach of splitting the input into independent segments. To explore whether context trees enable crowdsourcing to undertake new classes of goals, we also crowdsource the solution to a large hierarchical puzzle of 462,000 interlocking pieces. Vasilis Verroios, Michael S. Bernstein |
HCOMP | 2 |
| 2014 | Talkabout: small-group discussions in massive global classesabstractIn the physical classroom, peer interactions motivate students and expand their perspective. We suggest that synchronous peer interaction can benefit massive online courses as well. Talkabout organizes students into video discussion groups and allows instructors to determine group composition and discussion content. Using Talkabout, students pick a discussion time that suits their schedule. The system groups the students into small video discussions based on instructor preferences such as gender or geographic balance. To date, 2,474 students in five massive online courses have used Talkabout to discuss topics ranging from prejudice to organizational theory. Talkabout discussions are diverse: in one course, the median six-person discussion group had students from four different countries. Students enjoyed discussing in these diverse groups: the average student participated for 66 minutes, twice the course requirement. Students in more geographically distributed groups also scored higher on the final, suggesting that distributed discussions have educational value. Julia Cambre, Chinmay Kulkarni 0001, Michael S. Bernstein, Scott R. Klemmer |
L@S | 3 |
| 2014 | Scaling short-answer grading by combining peer assessment with algorithmic scoringabstractPeer assessment helps students reflect and exposes them to different ideas. It scales assessment and allows large online classes to use open-ended assignments. However, it requires students to spend significant time grading. How can we lower this grading burden while maintaining quality? This paper integrates peer and machine grading to preserve the robustness of peer assessment and lower grading burden. In the identify-verify pattern, a grading algorithm first predicts a student grade and estimates confidence, which is used to estimate the number of peer raters required. Peers then identify key features of the answer using a rubric. Finally, other peers verify whether these feature labels were accurately applied. This pattern adjusts the number of peers that evaluate an answer based on algorithmic confidence and peer agreement. We evaluated this pattern with 1370 students in a large, online design class. With only 54% of the student grading time, the identify-verify pattern yields 80-90% of the accuracy obtained by taking the median of three peer scores, and provides more detailed feedback. A second experiment found that verification dramatically improves accuracy with more raters, with a 20% gain over the peer-median with four raters. However, verification also leads to lower initial trust in the grading system. The identify-verify pattern provides an example of how peer work and machine learning can combine to improve the learning experience. Chinmay Kulkarni 0001, Richard Socher, Michael S. Bernstein, Scott R. Klemmer |
L@S | 3 |
| 2014 | Expert crowdsourcing with flash teamsabstractWe introduce flash teams, a framework for dynamically assembling and managing paid experts from the crowd. Flash teams advance a vision of expert crowd work that accomplishes complex, interdependent goals such as engineering and design. These teams consist of sequences of linked modular tasks and handoffs that can be computationally managed. Interactive systems reason about and manipulate these teams' structures: for example, flash teams can be recombined to form larger organizations and authored automatically in response to a user's request. Flash teams can also hire more people elastically in reaction to task needs, and pipeline intermediate output to accelerate completion times. To enable flash teams, we present Foundry, an end-user authoring platform and runtime manager. Foundry allows users to author modular tasks, then manages teams through handoffs of intermediate work. We demonstrate that Foundry and flash teams enable crowdsourcing of a broad class of goals including design prototyping, course development, and film animation, in half the work time of traditional self-managed teams. Daniela Retelny, Sébastien Robaszkiewicz, Alexandra To, Walter S. Lasecki, Negar Rahmati, Tulsee Doshi, Melissa A. Valentine, Michael S. Bernstein |
UIST | 9 |
| 2014 | Designing and deploying online field experimentsabstractOnline experiments are widely used to compare specific design alternatives, but they can also be used to produce generalizable knowledge and inform strategic decision making. Doing so often requires sophisticated experimental designs, iterative refinement, and careful logging and analysis. Few tools exist that support these needs. We thus introduce a language for online field experiments called PlanOut. PlanOut separates experimental design from application code, allowing the experimenter to concisely describe experimental designs, whether common "A/B tests" and factorial designs, or more complex designs involving conditional logic or multiple experimental units. These latter designs are often useful for understanding causal mechanisms involved in user behaviors. We demonstrate how experiments from the literature can be implemented in PlanOut, and describe two large field experiments conducted on Facebook with PlanOut. For common scenarios in which experiments are run iteratively and in parallel, we introduce a namespaced management system that encourages sound experimental practice. Eytan Bakshy, Dean Eckles, Michael S. Bernstein |
WWW | 3 |
| 2014 | Learning Perceptual Kernels for Visualization DesignabstractVisualization design can benefit from careful consideration of perception, as different assignments of visual encoding variables such as color, shape and size affect how viewers interpret data. In this work, we introduce perceptual kernels: distance matrices derived from aggregate perceptual judgments. Perceptual kernels represent perceptual differences between and within visual variables in a reusable form that is directly applicable to visualization evaluation and automated design. We report results from crowd-sourced experiments to estimate kernels for color, shape, size and combinations thereof. We analyze kernels estimated using five different judgment types--including Likert ratings among pairs, ordinal triplet comparisons, and manual spatial arrangement--and compare them to existing perceptual models. We derive recommendations for collecting perceptual similarities, and then demonstrate how the resulting kernels can be applied to automate visualization design decisions. Çagatay Demiralp, Michael S. Bernstein, Jeffrey Heer |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Quantifying the invisible audience in social networksabstractWhen you share content in an online social network, who is listening? Users have scarce information about who actually sees their content, making their audience seem invisible and difficult to estimate. However, understanding this invisible audience can impact both science and design, since perceived audiences influence content production and self-presentation online. In this paper, we combine survey and large-scale log data to examine how well users' perceptions of their audience match their actual audience on Facebook. We find that social media users consistently underestimate their audience size for their posts, guessing that their audience is just 27% of its true size. Qualitative coding of survey responses reveals folk theories that attempt to reverse-engineer audience size using feedback and friend count, though none of these approaches are particularly accurate. We analyze audience logs for 222,000 Facebook users' posts over the course of one month and find that publicly visible signals --- friend count, likes, and comments --- vary widely and do not strongly indicate the audience of a single post. Despite the variation, users typically reach 61% of their friends each month. Together, our results begin to reveal the invisible undercurrents of audience attention and behavior in online social networks. Michael S. Bernstein, Eytan Bakshy, Moira Burke, Brian Karrer |
CHI | 1 |
| 2013 | The future of crowd workabstractPaid crowd work offers remarkable opportunities for improving productivity, social mobility, and the global economy by engaging a geographically distributed workforce to complete complex tasks on demand and at scale. But it is also possible that crowd work will fail to achieve its potential, focusing on assembly-line piecework. Can we foresee a future crowd workplace in which we would want our children to participate? This paper frames the major challenges that stand in the way of this goal. Drawing on theory from organizational behavior and distributed computing, as well as direct feedback from workers, we outline a framework that will enable crowd work that is complex, collaborative, and sustainable. The framework lays out research challenges in twelve major areas: workflow, task assignment, hierarchy, real-time response, synchronous collaboration, quality control, crowds guiding AIs, AIs guiding crowds, platforms, job design, reputation, and motivation. Aniket Kittur, Jeffrey V. Nickerson, Michael S. Bernstein, Elizabeth Gerber, Aaron D. Shaw, John Zimmerman, Matthew Lease, John Joseph Horton |
CSCW | 3 |
| 2013 | EmailValet: managing email overload through private, accountable crowdsourcingabstractThis paper introduces privacy and accountability techniques for crowd-powered systems. We focus on email task management: tasks are an implicit part of every inbox, but the overwhelming volume of incoming email can bury important requests. We present EmailValet, an email client that recruits remote assistants from an expert crowdsourcing marketplace. By annotating each email with its implicit tasks, EmailValet's assistants create a task list that is automatically populated from emails in the user's inbox. The system is an example of a valet approach to crowdsourcing, which aims for parsimony and transparency in access con-trol for the crowd. To maintain privacy, users specify rules that define a sliding-window subset of their inbox that they are willing to share with assistants. To support accountability, EmailValet displays the actions that the assistant has taken on each email. In a weeklong field study, participants completed twice as many of their email-based tasks when they had access to crowdsourced assistants, and they became increasingly comfortable sharing their inbox with assistants over time. Nicolas Kokkalis, Thomas Köhn, Carl Pfeiffer, Dima Chornyi, Michael S. Bernstein, Scott R. Klemmer |
CSCW | 5 |
| 2013 | Crowd-scale interactive formal reasoning and analyticsabstractLarge online courses often assign problems that are easy to grade because they have a fixed set of solutions (such as multiple choice), but grading and guiding students is more difficult in problem domains that have an unbounded number of correct answers. One such domain is derivations: sequences of logical steps commonly used in assignments for technical, mathematical and scientific subjects. We present DeduceIt, a system for creating, grading, and analyzing derivation assignments in any formal domain. DeduceIt supports assignments in any logical formalism, provides students with incremental feedback, and aggregates student paths through each proof to produce instructor analytics. DeduceIt benefits from checking thousands of derivations on the web: it introduces a proof cache, a novel data structure which leverages a crowd of students to decrease the cost of checking derivations and providing real-time, constructive feedback. We evaluate DeduceIt with 990 students in an online compilers course, finding students take advantage of its incremental feedback and instructors benefit from its structured insights into course topics. Our work suggests that automated reasoning can extend online assignments and large-scale education to many new domains. Ethan Fast, Colleen Lee, Alex Aiken, Michael S. Bernstein, Daphne Koller |
UIST | 4 |
| 2012 | Direct answers for search queries in the long tailabstractWeb search engines now offer more than ranked results. Queries on topics like weather, definitions, and movies may return inline results called answers that can resolve a searcher's information need without any additional interaction. Despite the usefulness of answers, they are limited to popular needs because each answer type is manually authored. To extend the reach of answers to thousands of new information needs, we introduce Tail Answers: a large collection of direct answers that are unpopular individually, but together address a large proportion of search traffic. These answers cover long-tail needs such as the average body temperature for a dog, substitutes for molasses, and the keyboard shortcut for a right-click. We introduce a combination of search log mining and paid crowdsourcing techniques to create Tail Answers. A user study with 361 participants suggests that Tail Answers significantly improved users' subjective ratings of search quality and their ability to solve needs without clicking through to a result. Our findings suggest that search engines can be extended to directly respond to a large new class of queries. Michael S. Bernstein, Jaime Teevan, Susan T. Dumais, Daniel J. Liebling, Eric Horvitz |
CHI | 1 |
| 2012 | Who gives a tweet?: evaluating microblog content valueabstractWhile microblog readers have a wide variety of reactions to the content they see, studies have tended to focus on extremes such as retweeting and unfollowing. To understand the broad continuum of reactions in-between, which are typically not shared publicly, we designed a website that collected the first large corpus of follower ratings on Twitter updates. Using our dataset of over 43,000 voluntary ratings, we find that nearly 36% of the rated tweets are worth reading, 25% are not, and 39% are middling. These results suggest that users tolerate a large amount of less-desired content in their feeds. We find that users value information sharing and random thoughts above me-oriented or presence updates. We also offer insight into evolving social norms, such as lack of context and misuse of @mentions and hashtags. We discuss implications for emerging practice and tool design. Paul André, Michael S. Bernstein, Kurt Luther |
CSCW | 2 |
| 2011 | Twitinfo: aggregating and visualizing microblogs for event explorationabstractMicroblogs are a tremendous repository of user-generated content about world events. However, for people trying to understand events by querying services like Twitter, a chronological log of posts makes it very difficult to get a detailed understanding of an event. In this paper, we present TwitInfo, a system for visualizing and summarizing events on Twitter. TwitInfo allows users to browse a large collection of tweets using a timeline-based display that highlights peaks of high tweet activity. A novel streaming algorithm automatically discovers these peaks and labels them meaningfully using text from the tweets. Users can drill down to subevents, and explore further via geolocation, sentiment, and popular URLs. We contribute a recall-normalized aggregate sentiment visualization to produce more honest sentiment overviews. An evaluation of the system revealed that users were able to reconstruct meaningful summaries of events in a small amount of time. An interview with a Pulitzer Prize-winning journalist suggested that the system would be especially useful for understanding a long-running event and for identifying eyewitnesses. Quantitatively, our system can identify 80-100% of manually labeled peaks, facilitating a relatively complete view of each event studied. Adam Marcus 0002, Michael S. Bernstein, Osama Badar, David R. Karger, Samuel Madden 0001, Rob Miller 0001 |
CHI | 2 |
| 2011 | 4chan and /b/: An Analysis of Anonymity and Ephemerality in a Large Online Community
Michael S. Bernstein, Andrés Monroy-Hernández, Drew Harry, Paul André, Katrina Panovich, Gregory G. Vargas |
ICWSM | 1 |
| 2011 | Tweets as data: demonstration of TweeQL and TwitinfoabstractMicroblogs such as Twitter are a tremendous repository of user-generated content. Increasingly, we see tweets used as data sources for novel applications such as disaster mapping, brand sentiment analysis, and real-time visualizations. In each scenario, the workflow for processing tweets is ad-hoc, and a lot of unnecessary work goes into repeating common data processing patterns. We introduce TweeQL, a stream query processing language that presents a SQL-like query interface for unstructured tweets to generate structured data for downstream applications. We have built several tools on top of TweeQL, most notably TwitInfo, an event timeline generation and exploration interface that summarizes events as they are discussed on Twitter. Our demonstration will allow the audience to interact with both TweeQL and TwitInfo to convey the value of data embedded in tweets. Adam Marcus 0002, Michael S. Bernstein, Osama Badar, David R. Karger, Samuel Madden 0001, Rob Miller 0001 |
SIGMOD Conference | 2 |
| 2011 | Crowds in two seconds: enabling realtime crowd-powered interfacesabstractInteractive systems must respond to user input within seconds. Therefore, to create realtime crowd-powered interfaces, we need to dramatically lower crowd latency. In this paper, we introduce the use of synchronous crowds for on-demand, realtime crowdsourcing. With synchronous crowds, systems can dynamically adapt tasks by leveraging the fact that workers are present at the same time. We develop techniques that recruit synchronous crowds in two seconds and use them to execute complex search tasks in ten seconds. The first technique, the retainer model, pays workers a small wage to wait and respond quickly when asked. We offer empirically derived guidelines for a retainer system that is low-cost and produces on-demand crowds in two seconds. Our second technique, rapid refinement, observes early signs of agreement in synchronous crowds and dynamically narrows the search space to focus on promising directions. This approach produces results that, on average, are of more reliable quality and arrive faster than the fastest crowd member working alone. To explore benefits and limitations of these techniques for interaction, we present three applications: Adrenaline, a crowd-powered camera where workers quickly filter a short video down to the best single moment for a photo; and Puppeteer and A|B, which examine creative generation tasks, communication with workers, and low-latency voting. Michael S. Bernstein, Joel Brandt, Rob Miller 0001, David R. Karger |
UIST | 1 |
| 2010 | Enhancing directed content sharing on the webabstractTo find interesting, personally relevant web content, people rely on friends and colleagues to pass links along as they encounter them. In this paper, we study and augment link-sharing via e-mail, the most popular means of sharing web content today. Armed with survey data indicating that active sharers of novel web content are often those that actively seek it out, we developed FeedMe, a plug-in for Google Reader that makes directed sharing of content a more salient part of the user experience. FeedMe recommends friends who may be interested in seeing content that the user is viewing, provides information on what the recipient has seen and how many emails they have received recently, and gives recipients the opportunity to provide lightweight feedback when they appreciate shared content. FeedMe introduces a novel design space within mixed-initiative social recommenders: friends who know the user voluntarily vet the material on the user's behalf. We performed a two-week field experiment (N=60) and found that FeedMe made it easier and more enjoyable to share content that recipients appreciated and would not have found otherwise. Michael S. Bernstein, Adam Marcus 0002, David R. Karger, Rob Miller 0001 |
CHI | 1 |
| 2010 | Short and tweet: experiments on recommending content from information streamsabstractMore and more web users keep up with newest information through information streams such as the popular micro-blogging website Twitter. In this paper we studied content recommendation on Twitter to better direct user attention. In a modular approach, we explored three separate dimensions in designing such a recommender: content sources, topic interest models for users, and social voting. We implemented 12 recommendation engines in the design space we formulated, and deployed them to a recommender service on the web to gather feedback from real Twitter users. The best performing algorithm improved the percentage of interesting content to 72% from a baseline of 33%. We conclude this work by discussing the implications of our recommender design and how our design can generalize to other information streams. Jilin Chen, Rowan Nairn, Les Nelson, Michael S. Bernstein, Ed H. Chi |
CHI | 4 |
| 2010 | Soylent: a word processor with a crowd insideabstractThis paper introduces architectural and interaction patterns for integrating crowdsourced human contributions directly into user interfaces. We focus on writing and editing, complex endeavors that span many levels of conceptual and pragmatic activity. Authoring tools offer help with pragmatics, but for higher-level help, writers commonly turn to other people. We thus present Soylent, a word processing interface that enables writers to call on Mechanical Turk workers to shorten, proofread, and otherwise edit parts of their documents on demand. To improve worker quality, we introduce the Find-Fix-Verify crowd programming pattern, which splits tasks into a series of generation and review stages. Evaluation studies demonstrate the feasibility of crowdsourced editing and investigate questions of reliability, cost, wait time, and work time for edits. Michael S. Bernstein, Greg Little, Rob Miller 0001, Björn Hartmann, Mark S. Ackerman, David R. Karger, David Crowell, Katrina Panovich |
UIST | 1 |
| 2010 | Eddi: interactive topic-based browsing of social status streamsabstractTwitter streams are on overload: active users receive hundreds of items per day, and existing interfaces force us to march through a chronologically-ordered morass to find tweets of interest. We present an approach to organizing a user's own feed into coherently clustered trending topics for more directed exploration. Our Twitter client, called Eddi, groups tweets in a user's feed into topics mentioned explicitly or implicitly, which users can then browse for items of interest. To implement this topic clustering, we have developed a novel algorithm for discovering topics in short status updates powered by linguistic syntactic transformation and callouts to a search engine. An algorithm evaluation reveals that search engine callouts outperform other approaches when they employ simple syntactic transformation and backoff strategies. Active Twitter users evaluated Eddi and found it to be a more efficient and enjoyable way to browse an overwhelming status update feed than the standard chronological interface. Michael S. Bernstein, Bongwon Suh, Lichan Hong, Jilin Chen, Sanjay Kairam, Ed H. Chi |
UIST | 1 |
| 2010 | Personalization via friendsourcingabstractWhen information is known only to friends in a social network, traditional crowdsourcing mechanisms struggle to motivate a large enough user population and to ensure accuracy of the collected information. We thus introduce friendsourcing, a form of crowdsourcing aimed at collecting accurate information available only to a small, socially-connected group of individuals. Our approach to friendsourcing is to design socially enjoyable interactions that produce the desired information as a side effect. We focus our analysis around Collabio, a novel social tagging game that we developed to encourage friends to tag one another within an online social network. Collabio encourages friends, family, and colleagues to generate useful information about each other. We describe the design space of incentives in social tagging games and evaluate our choices by a combination of usage log analysis and survey data. Data acquired via Collabio is typically accurate and augments tags that could have been found on Facebook or the Web. To complete the arc from data collection to application, we produce a trio of prototype applications to demonstrate how Collabio tags could be utilized: an aggregate tag cloud visualization, a personalized RSS feed, and a question and answer system. The social data powering these applications enables them to address needs previously difficult to support, such as question answering for topics comprehensible only to a few of a user's friends. Michael S. Bernstein, Desney S. Tan, Greg Smith, Mary Czerwinski, Eric Horvitz |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2009 | Note to self: examining personal information keeping in a lightweight note-taking toolabstractThis paper describes a longitudinal field experiment in personal note-taking that examines how people capture and use information in short textual notes. Study participants used our tool, a simple browser-based textual note-taking utility, to capture personal information over the course of ten days. We examined the information they kept in notes using the tool, how this information was expressed, and aspects of note creation, editing, deletion, and search. We found that notes were recorded extremely quickly and tersely, combined information of multiple types, and were rarely revised or deleted. The results of the study demonstrate the need for a tool such as ours to support the rapid capture and retrieval of short notes-to-self, and afford insights into how users' actual note-keeping tendencies could be used to better support their needs in future PIM tools. Max Van Kleek, Michael S. Bernstein, Katrina Panovich, Gregory G. Vargas, David R. Karger, m. c. schraefel |
CHI | 2 |
| 2009 | Collabio: a game for annotating people within social networksabstractWe present Collabio, a social tagging game within an online social network that encourages friends to tag one another. Collabio's approach of incentivizing members of the social network to generate information about each other produces personalizing information about its users. We report usage log analysis, survey data, and a rating exercise demonstrating that Collabio tags are accurate and augment information that could have been scraped online. Michael S. Bernstein, Desney S. Tan, Greg Smith, Mary Czerwinski, Eric Horvitz |
UIST | 1 |
| 2008 | Taskposé: exploring fluid boundaries in an associative window visualizationabstractWindow management research has aimed to leverage users' tasks to organize the growing number of open windows in a useful manner. This research has largely assumed task classifications to be binary -- either a window is in a task, or not -- and context-independent. We suggest that the continual evolution of tasks can invalidate this approach and instead propose a fuzzy association model in which windows are related to one another by varying degrees. Task groupings are an emergent property of our approach. To support the association model, we introduce the WindowRank algorithm and its use in determining window association. We then describe Taskposé, a prototype window switch visualization embodying these ideas, and report on a week-long user study of the system. Michael S. Bernstein, Jeff Shrager, Terry Winograd |
UIST | 1 |
| 2008 | Inky: a sloppy command line for the web with rich visual feedbackabstractWe present Inky, a command line for shortcut access to common web tasks.Inky aims to capture the efficiency benefits of typed commands while mitigating their usability problems.Inky commands have little or no new syntax to learn, and the system displays rich visual feedback while the user is typing, including missing parameters and contextual information automatically clipped from the target web site.Inky is an example of a new kind of hybrid between a command line and a GUI interface.We describe the design and implementation of two prototypes of this idea, and report the results of a field study. Rob Miller 0001, Victoria H. Chou, Michael S. Bernstein, Greg Little, Max Van Kleek, David R. Karger, m. c. schraefel |
UIST | 3 |
| 2008 | Information scraps: How and why information eludes our personal information management toolsabstractIn this article we investigateinformation scraps—personal information where content has been scribbled on Post-it notes, scrawled on the corners of sheets of paper, stuck in our pockets, sent in email messages to ourselves, and stashed in miscellaneous digital text files. Information scraps encode information ranging from ideas and sketches to notes, reminders, shipment tracking numbers, driving directions, and even poetry. Although information scraps are ubiquitous, we have much still to learn about these loose forms of information practice. Why do we keep information scraps outside of our traditional PIM applications? What role do information scraps play in our overall information practice? How might PIM applications be better designed to accommodate and support information scraps' creation, manipulation and retrieval? We pursued these questions by studying the information scrap practices of 27 knowledge workers at five organizations. Our observations shed light on information scraps' content, form, media, and location. From this data, we elaborate on the typical information scrap lifecycle, and identify common roles that information scraps play: temporary storage, archiving, work-in-progress, reminding, and management of unusual data. These roles suggest a set of unmet design needs in current PIM tools: lightweight entry, unconstrained content, flexible use and adaptability, visibility, and mobility. Michael S. Bernstein, Max Van Kleek, David R. Karger, m. c. schraefel |
ACM Trans. Inf. Syst. | 1 |
| 2007 | Gui --- phooey!: the case for text inputabstractInformation cannot be found if it is not recorded. Existing rich graphical application approaches interfere with user input in many ways, forcing complex interactions to enter simple information, requiring complex cognition to decide where the data should be stored, and limiting the kind of information that can be entered to what can fit into specific applications' data models. Freeform text entry suffers from none of these limitations but produces data that is hard to retrieve or visualize. We describe the design and implementation of Jourknow, a system that aims to bridge these two modalities, supporting lightweight text entry and weightless context capture that produces enough structure to support rich interactive presentation and retrieval of the arbitrary information entered. Max Van Kleek, Michael S. Bernstein, David R. Karger, m. c. schraefel |
UIST | 2 |
| 2006 | Reflective physical prototyping through integrated design, test, and analysisabstractPrototyping is the pivotal activity that structures innovation, collaboration, and creativity in design. Prototypes embody design hypotheses and enable designers to test them. Framin design as a thinking-by-doing activity foregrounds iteration as a central concern. This paper presents d.tools, a toolkit that embodies an iterative-design-centered approach to prototyping information appliances. This work offers contributions in three areas. First, d.tools introduces a statechart-based visual design tool that provides a low threshold for early-stage prototyping, extensible through code for higher-fidelity prototypes. Second, our research introduces three important types of hardware extensibility - at the hardware-to-PC interface, the intra-hardware communication level, and the circuit level. Third, d.tools integrates design, test, and analysis of information appliances. We have evaluated d.tools through three studies: a laboratory study with thirteen participants; rebuilding prototypes of existing and emerging devices; and by observing seven student teams who built prototypes with d.tools. Björn Hartmann, Scott R. Klemmer, Michael S. Bernstein, Leith Abdulla, Brandon Burr, Avi Robinson-Mosher, Jennifer Gee |
UIST | 3 |